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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