Miscellaneous 1



A whole bunch of ideas...


1: Alien Defense:
25% are picked at random to be the defenders, the other 75% are attackers. Timed game, defenders start with full hits, attackers 1. Attackers are assigned spots in which they are revived. And continue to attack defenders. 5 or so spots to revive at, out of range and sight of course (with the v2, I think we bump attackers to 3 hits). Nice to have a tight defensible area for defenders, if better defense, make revivals closer to area. Dead aliens MUST tag start spot.

2: Virus (or Hydra): Should be a small quick fun game. Will end up being close. Each player start out on his own, if a player shoots someone that player drops his gun to his side and stops, stands still and begins counting to 10. If he gets to 10 he resumes play on his own.

If another player can get him an touch him, count to 5 normally, reset him, etc. Then those 2 players form a team and so on. I like the idea that a player doesn't have to start recounting when he gets hit again (stops players from shooting and activating a player at the same time) or resetting counts. This goes on until there is no-one left but one team (no one dies). Hydra plays with the same principle except when you shoot someone you control his team, team are headed... really tough to keep straight. It makes it more interesting when teams become jumbled, sometimes we say if a team mate accidentally shoots and converts a teammate, new team is formed. Count aloud.

3: Medic: Each team is assigned a medic who has to touch you to reset your pack. Medics cannot reset themselves of course, and if you really want to get nuts let the medics reset at range. You can throw this one in all kinds of games (ctf others).

4: Attack Vs Defense: Played this one mostly, one team sets up and the other assaults them until one side is wiped out. Randomize teams often, looser hides.

5: Prisoner Escape: One or 2 players (or more if more players etc.) are attempting to escape, they get one gun(or 2,etc. ) and cant reload, guards have one hit, escapee's have 10? or whatever. This one is tough depending upon the skill of the prisoners and guards. Give guards more hits if necessary, runners less, longer distance.

6: Break Through: Just a guy and a sensor, has to sneak or sprint through to a certain point Pick a large area if possible. Can also be nuts if your ranges are bad, or sensors are hard to hit. The guy just runs right through. Lower his hits if necessary.

7: Traitor: One player on each team is designated as a traitor by choosing hidden straws. The other team knows who the traitor is by the straw or doesn't know. This traitorism can be activated by loss of hits, from the beginning or a shout of a secret word, etc. Very fun and easy to balance.

8: Single Out: Opposite team must kill a specific person on the opposite team. Known or hidden. Kind of like protect the president, can turn into an escort game, must get a single player with no gun and low hits to a certain place. Other team's out to kill.

9: Survival Of The Fittest: Team with most unhit players win, play until one side is wiped out. If everyone is hit, then its a draw. Can be weird, of course you want to hide a few players, but then the other guys can get wiped out. Strange and can be long, once your hit go nuts : )

10: Save The Dummy: This one can be quite fun and has a bunch of options. (Might really be cool with ELS) Anyway, you get something to represent a dummy, a large stuffed animal, large pillow, actual dummy etc. One team has to rescue the dummy (come up with your own neat name kids). You can put a sensor on him or not. Go with 3 teams and one is out to kill the dummy, one is out to save him, and one is out to get the dummy themselves...

A bunch of combo's here. Like one is out to stop the dummy from getting out (regardless of his life?) could be a package I guess. Have seen this one in paintball.

11: Trickle Effect: Players are introduced into any game over time, have a clock at each entrance point and every 1 or 2 min a player can enter, try this one in all kinds of games.

12: Multi-team: A bunch of two man teams...

13: The Hall Monitor: Basically everyone has to at least WALK, no hiding, no crawling, just walking or faster movement, no real small foot shuffling, or standing in place walking, no small circling either. If circling, you must circle something at least, a bush, another player, a tree, etc. but movement must be maintained at all times. You may need a hall monitor for this one to make sure, a hall monitor applies 3 hits when he sees an infraction.

Play in teams or one on one. You can even forbid running.

14. Assassinate me already: This one is best done random. Players pick their victims at random. No team here? Well maybe small teams. And the idea is to ONLY shoot and damage the person they are assigned. This one has a lot of tension as you pass a player who might be bluffing (staying away, etc.). Any player who's assignee is dead is a winner, no matter who killed him, you can play this also by allowing a free for all to go on while this happens but usually turns out normal. I mean you can try to thwart your opponents chance at getting his kill but your helping out someone else (and can get messy as to who killed who).

15. Relay Teams: I don't know about this one, but two man teams should be tethered together by ankles or arms with rope or whatever you want then play however you want. Can be nasty as you hit both players with one shot.

16. Fireman Frank: You need 2 of those fireman hats or you can play with one, the opposing team or teams must deliver the fireman siren and flasher hats to the other side or wherever. Or you can play it like capture the flag. When the guy is shot he has to put it on the ground. Of course the hats are turned on at all times! Sirens and lights going.

17. Hidden teams: Players are given a piece of paper or ribbon, told to scatter and then find out what team they are on, play in all kinds of scenarios, CTF, Fireman, medic, traitor, etc...

18. Single Flag Capture: Flag goes in the middle and fight to get it. And all kinds of capture the flag variations...

19: Have eliminated players stand in the middle and let them coach for once. Or let them travel as helpful ghosts (they can yell).

20. Grave Robber and Hand-off: Each team starts out with 2 to 3 guns only on each side...

In Grave robber you can't transfer a weapon until your dead. (You stand still and someone has to come get it). Get really nasty and let the other team be able to take em also. Kinda weird, teammates are like "help over here!, run!!" and you try to die in a nice spot if possible.

And Hand-off, you can just give the guns to whomever, whenever, even long bomb em.

21. Who's it?: (I think this is a mix of Protect The President) Each team is out to kill a certain person on the other team? But the protecting team doesn't know who to protect.

Use straws that the opposing team sees. Kill that particular person and win.

Can be quick. But fun to decoy the other team as you go after a non-it person, then sucker the it person into a trap. Each team writes down who they are out to kill after seeing the straws and places it at the starting center point. Scatter for 3 min.

22. Scenarios...: Uhg, there are too many to list.

I like the multi-objective links. Here is one example. Pick up flag from hill at south, then proceed to hill 2, place flag. Then return safely. Then have the separate team try to seek and destroy. Team 1 should have a return rate like 5 out of 10 players must make it back.


These games are from the message board via:
Michael (mnw@gwis.com)




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