Airsoft Game Types
Medic is a large scale game with the main objective of death-match or team domination. The only difference is there is a medic that remains unarmed, or only with a pistol, and no extra ammo to carry or receive from other players. If one player gets hit they must lay down and remain down. They can use their weapons to defend themselves, or they may not be able to, it is your preference. Then when the medic is notified they can run to the “downed” player and “heal” them, this brings them back into the game. The medic should be protected at all times, the other team will be trying to hit that team’s medic, because once the medic is hit he can not be saved or brought back into the game. If the medic is “killed” that team can still continue the game, but will not be able to be saved if they get hit. Once everyone from the opposing team is out the remaining team wins. This could be a long version of a game, so it is a good idea to carry ammo with you.
Team deathmatch, or TDM is a basic way to play airsoft. Two teams play each other, and there if you get hit you go back to the Respawn point. You also need to keep track of all the kills you get. At the end of the match, players combine all of their kills, and which ever team has more kills wins.
Capture the Flag
Two teams play against each other and try to take the other team’s flag or flags back to their own base,the teams flags can not be hidden but placed on a open area. The flag has to be carried so that it is clearly visible. This game can be played in two variants: “Live Flag” or “Dead Flag”. In Live Flag the flag is dropped if the Flag carrier is shot, and another player can pick the flag up. In “Dead Flag” the Flag carrier has to return the [Flag] to the enemy’s base upon elimination before the Flag can be taken again. You can play multi rounds of capture the flag, or one game/round.
King of the Hill
A portion of the players barricade themselves on a hill or relatively open area and the rest of the players are the attackers. On the top of the hill is a flag, and the team that is closest to the flag when the time is out, wins.
One player using a sniper rifle/bolt action rifle has two minutes to hide. The rest of the players must find him. When they find him, they must shoot him. Once shot, the sniper has to be escorted back to a certain checkpoint. The sniper can run away at any moment, but if shot again, the sniper loses. If the sniper gets away and stays alive for two more minutes, the game starts over.
One team has to escort an unarmed (or in some cases, a very lightly armed) person to a certain location or objective point to win. There is another team who tries to kill the escort or the whole team. Usually the attacking team hides while the escort team travels along a normal path. Suggest playing Block-to-Block (city) or a wooded area with a path or paths
CQB (close quarters battle/combat)
Indoor versions of many games. Often played in a big house or in many houses. They also can be in a small wooded area. Handguns and low-end electrics are normally used.
A fourth of the players barricade themselves in a small area and the rest of the larger team must eliminate everyone inside the fortress. The game ends when either team is eliminated
Save One Bullet
A fourth of the players barricade themselves in a defensed position. Those players are only allowed one mid or low capacity magazine to fight the other players who are as well armed as they want. The players who have less ammunition need to have a very good place to defend such as a house, Bunker, Trench etc.
There are four teams. Red,Blue,Green and yellow. There are six Posts to capture by simply changing the color to your teams color. The idea is to capture all six posts in 20 minutes. Two teams can be Comrades i.e. red and blue vs green and yellow. If shot, you go back to a friendly post. The game ends when all post are captured or when time’s up. The team(s) with the most posts wins.
Police Shootout/Cops and Robbers
Players only use pistols (preferably gas blowbacks) in order to reenact the gun fights experienced by law enforcement on the streets. These are very quick matches and may be set up in a scenario like using a vehicle that’s been “pulled over” or a robbery.
There are two teams. Each team has their own fort with a flag in it. The goal is for each team to replace the opponets flag with your team’s flag. Up to Three players can guard the flag. If shot, the players go to the enemy jail, including the flag guards. The only way to get out of jail is to be tagged by a teammate. The first team to set their flag in the opponets fort wins
There are two teams and each team is given a unique set of six flags (e.g. blue and red colored flags). Six posts are arranged in the field. The objective of the game is for each team to attempt to secure as many of the six posts as possible within a set time limit (e.g. ten minutes). A post is secured when a player plants his team’s flag there or when a player replaces the opposing team’s flag with his own. If a player is shot, he must return to the respawn point. When time is up, the team possessing the most posts wins the game.
In this small game it’s sort of like milsim. A team of 4 is the Special Forces team. A team of 8 or up is the Bad Guy team. The Special Forces team must eliminate all Bad Guys in 5 mins. The Special Forces can use (for weapons): M16, M4, MP5, M24, G36C, Masada or PDW (Personal Defense Weapon.) Bad Guys can use (for weapons): AK-47, Sig 552, SVD, AK-74. (NOTE: you don’t HAVE to use these weapons. they are just probably what these groups would use as weapons.)
Also known as “Return Fire”. A small group of snipers must eliminate as many infantry troops as possible (occasionally the entire force) before the main force reaches the end of a designated path, which they are confined to, where as the snipers may move about as they wish.
In this game there are two bases, and an object to represent a satchel charge (mock explosive). The charge is placed in the middle of the field between the two bases. One team begins in each base. The goal is to take the charge to the enemy’s base. When the charge reaches the enemy’s base and remains untouched by the enemy for 2 minutes (depending on rules), the enemy loses. If the charge carrier is eliminated anyone can pick up the charge.
There are two teams: the Guards and another team divided into the Hostages and the Rescuers. The hostages are typically placed in different locations. The rescue team can carry extra weaponry to the hostages. The hostages can attempt to flee but are then subject to elimination.
There are two teams, and one team has an officer. The other team hides in thick terrain with sniper rifles or assault rifles. When the attacking team sees the officer they fire. The teams should be heavily weighted to the defense, especially if the attacking team has automatic weapons, because the attacking team is hidden and hard to defeat. Often the objective of the defending team is to transport the officer safely from one location to another, so the attacking team loses if each of them is killed, or if the officer safely reaches the objective.
A Capture the Flag variation. The judges discreetly choose one player from each team that is given both teams’ team-markers. The adjudicators inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors may change team anytime they choose.
A voluntary player is the prey and the rest of the players are the hunters. The prey wins if he can reach a specified place within the time frame. The hunter that shoots the prey wins. The hunters may not shoot each other. This variation is popular for night games.
A small team of players (the prisoners) shall travel through an area that is guarded by the majority of players. The prisoners may not have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is considered a winner. In some versions of the game however, there may also be a small team to help the prisoners escape.
A small group is the commandos. The rest of the players are divided to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction Point. then must try to reach the extraction point with out being hit.(realistics) and the other players must stop the other team from reaching the extration point. Commandos must have half a clip of ammo and a pistol.
1/4 of the players are the paratroopers and are blindfolded and taken out to their “Drop Zone”. At the drop zone (or can have multiple drop zones for more tactical gameplay). The paratroopers are given a simple map over the area.(The paratroopers have to rendezvous with each other) The other players are split to defend 3 objects in the area. The goal for the paratroopers is to “take out” an objective by stealing its Flag and return with the Flag to the “Pickup Zone”. When the judge at the “Pickup Zone” has the Flag the paratroopers have won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.