Official Club Game Types

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Official Club Game Types

Post  Bad Decision on Sat Aug 25, 2012 7:37 pm

Coming soon:

Gavin and I will be making a typed up list with all details for the game types we have run that work and new ones. All rules will be fleshed out with times, medics, respawns, etc. The plan is to make the games simple to read through and understand. This way we will have all of our game types posted here in the forums and copies of the game types will be in a VTAC Binder to be taken to the field. Hello and welcome to VTAC becoming more and more official every week.
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Shifty Little Bastard

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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 2:12 pm

CONQUEST

TEAMS: Two teams divided 50/50

OBJECTIVE: There are five objective markers (labeled A-E) and it is the goal of both teams to capture each objective, in series, until pushing the opposing team back to the final/original objective.

TIME LIMIT: 25 minutes or until all objective markers have been captured.

PLAY: The five objective markers will be spread out in a pattern up to the discretion of the administrator putting on the game. Both teams will start at the furthest away objectives (A&E, respectively). Upon game start, the two teams will begin attempting to take the objectives in series. Team 1 starting at objective A will continue to B, then C, and so on. Team 2 starting at objective E will move on to objective D, then C, and so on.

Upon arriving at an unclaimed objective, the player will grab their designated solo cup color and place it on the objective marker to indicate the point has been taken. If taking a point that has previously been taken, the player will remove the other teams designated solo cup and then place their own on the point. In order for a team to respawn at the furthest objective marker forward, their specific solo cup has to be on the point.

REGEN/MEDIC:
Both teams will respawn at their closest, captured objective. Tap the objective and the player is back in the game.

MATERIALS:
-Five reflective objective markers.
-Team colored place markers to demonstrate a captured position (Bright colored solo cups)

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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 2:12 pm

HILL 100 (King of the Hill)

TEAMS: Two teams divided 1/3rd (Defending) and 2/3rds (Attacking).

OBJECTIVE:
-Defending: Hold the hill at all costs
-Attacking : Take the hill at all costs. Game ends when time runs out or hill is captured.

TIME LIMIT: 25 minutes or until hill has been captured.

PLAY: Using a difficult to approach hill for the attacking team, a team of defenders will dig in to positions at the top of the hill. Outnumbered, the defenders will attempt to hold out on the hill using their medic rule as the never ending swarm of attackers relentlessly attacks.

REGEN/MEDIC:
-Attacking team goes to the base of the hill and respawns immediately
-Defending team uses medic rule. 30 second, two hand touch.

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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 2:13 pm

RLB's LOCK GAME

TEAMS: 2 equally divided teams with a 'Rogue Squad' if there are enough players.
-Two teams are equal in size. If rogue squad is used, the division of teams would be 40-40-20%
I.E. if there are 25 people, 10 will be team 1, 10 will be team 2, and 5 will be the rogue squad.

OBJECTIVE: First team to obtain their combination lock and return it to their base wins. The 'Rogue Squad' will try to prevent either team from accomplishing their objective.

TIME LIMIT: 25 minutes or until team returns lock.

PLAY: Three combination locks will be chained to stationary objects out in the playing area. All the members of each team (except the rogue squad) will be given a sealed envelope which will contain the combination to the their team's lock. The location of the locks will be known by all teams, but it will be unknown which lock belongs to which team. Please note there are 3 locks but 2 teams, one lock is a decoy.

Each team will begin the game at their designated base. Once the game has begun, they may proceed in any direction. When a player is shot, they will call out and return to their base and await respawn. The 'Rogue Squad', if implemented, works outside of the two opposing teams simply to disrupt either team from achieving their goal and are not allowed to obtain the combination locks.

Once either team retrieves their lock, they must then return to their starting point in order to complete the game.

Dead players can only talk when acknowledging if they are alive or dead.

REGEN/MEDIC: There will be UNLIMITED regens, but players can only regen when they have at least a total of 3 dead team mates at their base. Once there are 3 dead team mates at the base, ALL 3 will regen & re-enter the game at the same time.

The rogue squad has no set starting point and works in smaller groups. With that in mind, the rougue squad will operate on a medic rule which requires a playable operator who has not been hit, to place both hands on the fallen teammate for thirty (30) seconds. At the end of thirty seconds, both teammates get back to the fight.

MATERIALS:
-Three combination locks
-Three highly visible containers, posts, etc that can allow a lock to be attached to them.

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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 2:15 pm

SHARKS AND MINNOWS

TEAMS: 1 shark with an AEG, all others are minnows using spring weapons or gas handguns with limited ammo

OBJECTIVE:
-Shark: Kill as many minnows as possible to turn them into sharks
-Minnows: Cross the field without being hit.

TIME LIMIT: 10 minutes to cross the field

PLAY: Administrator of the game will designate the size of the field of play and the two points minnows will need to reach on either side of the field. Starting at the first point of game start, the minnows will rush across the field in whatever manner they choose to make it to the end point on the other side of the field. Sharks will be placed in the middle of the field of play and can move as they choose, but must stay within a set zone that allows them to fire at all ranges of the field.

Sharks will use AEG replicas and are only allowed to fire on semi auto.
Minnows will use spring or gas powered handguns that only fire on semi auto.

REGEN/MEDIC:

If a minnow is hit, the minnow will return to the staging area, collect their AEG, and join the Shark team in the next round. No medic or respawn.

If a shark is hit, they will immediately stop firing, raise their gun in the air and count to a predetermined number out loud (set by administrator according to number of players) . Once they have finished the count, they can resume firing at the opposing team.

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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 4:25 pm

TEAM DEATH MATCH

TEAMS: 2 equally divided teams

OBJECTIVE: Eliminate the other team

TIME LIMIT: 30 minutes

PLAY: Both opposing teams will be designated their own 'base' which they will deploy from at game start. Once the game has been commenced, the two teams will assault each other in whatever fashion they chose. The game will continue until the time runs out or one team is completely eliminated.

REGEN/MEDIC: There are no medics or respawns
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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 4:27 pm

SPRING GAME

TEAMS: 3 vs. 3 vs. 3 vs.... Only teams of 3. Every team vs. Every team.

OBJECTIVE: Play until the time runs out. There is no real objective, only a take on TDM.

TIME LIMIT: 30 minutes

PLAY: Every team has three members and all members in the team will either have a spring or gas powered, semi-auto weapon. Ammo is limited to one magazine if the weapon is a high cap or as many pistol magazines as a person has on them. The teams will all take off in different directions for 2 minutes. At the end of the spawn time of 2 minutes, the game will begin and all teams will combat the other teams. A player can carry as many spring or gas powered weapons as they wish. If a team member runs out of ammo or their weapon goes down, a fellow team member can give them a spare weapon. Otherwise, that team member is out and will return to the staging area to reload and form up with a new team.

NO AEGs ALLOWED IN THIS GAME.

REGEN/MEDIC: To respawn, a hit player will return to the staging area. Once there are three people at the staging area, those three have become a new team and will move out together. if 4 people show up, only the first 3 will be the new team.
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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 4:28 pm

KNOCK OUT

TEAMS: Every man for himself

OBJECTIVE:
Be the last man standing

TIME LIMIT: No limit

PLAY: This game played almost identical to basketball knock out. One player goes out and hides, then another player goes out to find him. The object is to shoot your enemy. If you get shot you get eliminated. The other player hides and another player searches for him and so on and so forth. Winner is the last one standing. Only one player goes out at a time.

REGEN/MEDIC: No medics or respawns, once the player is out, they are out for the game.
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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 4:29 pm

VIP

TEAMS: 2 equally divided teams

OBJECTIVE:
-VIP Team - Keep VIP alive until extraction
-Attacking team - Kill VIP at all costs before extraction

TIME LIMIT: 30 minutes

PLAY: VIP team will start at the staging area and the attacking team will start at a determined location by the game administrator. VIP team has 30 minutes to find their extraction point (can be 1 of 5 positions using the same objective markers as the CONQUEST game). At the beginning of the round, 2 cards will be drawn out of 5 to represent the 5 objective markers. The two cards pulled indicate the two places the VIP team can escort the VIP for extraction. In this case Card 1 is A, Card 2 is B, Card 3 is C and so on. The VIP team must stay together as a group.

The attacking team, once the game has commenced has 30 minutes to hunt down and kill the VIP, but they must determine which of the 5 locations the VIP will be escorted to.

Once the VIP team makes it to their determined objective marker for extraction, the VIP has to tag the marker and wait 5 minutes for extraction. The time should be announced upon the VIP's arrival at the marker so that all game clocks can be verified. In the five minutes waiting for extraction, the VIP can move only 10 feet away from the marker at any time to stay within the extraction zone. The VIP team can move outside of the zone as often and as far as they wish.

The VIP can only carry a handgun or spring powered rifle.

REGEN/MEDIC:
-VIP team uses medics - 30 second, two hand touch on the downed player. ONE (1) medic per person. If a person has been healed once already, they cannot be healed a second time.
-Attacking team uses Respawns. Once an attacking player has been hit, they will return to their starting location to tag back in and get back in the fight. Attackers are only allowed ONE (1) respawn per person.
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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 4:30 pm

VIP - DOWNED PILOT

TEAMS: 2 equally divided teams and 1 lone pilot

OBJECTIVE:
-VIP Team - Keep VIP alive until extraction
-Attacking team - Kill VIP at all costs before extraction

TIME LIMIT: 30 minutes

PLAY:
VIP team will start at the staging area and the attacking team will start at a determined location by the game administrator. VIP team has 30 minutes to find their extraction point (can be 1 of 5 positions using the same objective markers as the CONQUEST game). At the beginning of the round, 2 cards will be drawn out of 5 to represent the 5 objective markers. The two cards pulled indicate the two places the VIP team can escort the VIP for extraction. In this case Card 1 is A, Card 2 is B, Card 3 is C and so on. The VIP team must stay together as a group.

The attacking team, once the game has commenced has 30 minutes to hunt down and kill the VIP, but they must determine which of the 5 locations the VIP will be escorted to.

The VIP - Downed Pilot will be allowed a head start in to the field somewhere between the VIP team and the attacking team to wait for the VIP team to arrive.

The VIP team has to go out and find the downed pilot and then get that player to the extraction point. Once the VIP team makes it to their determined objective marker for extraction, the VIP has to tag the marker and wait 5 minutes for extraction. The time should be announced upon the VIP's arrival at the marker so that all game clocks can be verified. In the five minutes waiting for extraction, the VIP can move only 10 feet away from the marker at any time to stay within the extraction zone. The VIP team can move outside of the zone as often and as far as they wish.

The VIP can only carry a handgun or spring powered rifle.

REGEN/MEDIC:
-VIP team uses medics - 30 second, two hand touch on the downed player. ONE (1) medic per person. If a person has been healed once already, they cannot be healed a second time.
-Attacking team uses Respawns. Once an attacking player has been hit, they will return to their starting location to tag back in and get back in the fight. Attackers are only allowed ONE (1) respawn per person.
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Re: Official Club Game Types

Post  Bad Decision on Thu Aug 30, 2012 4:30 pm

VIP - Officers

TEAMS: 2 equally divided teams with 1 designated officer per team. Officer chosen by card selection.

OBJECTIVE: Both teams will be assigned an Officer that will act as their VIP. Both teams will escort their officer to a selected point just like in a standard VIP game.

TIME LIMIT: 30 minutes

PLAY:
Both teams will be provided designated start zones and designated end zones. Within the time limit both teams will work to get their officer to their own designated end zone where the Officer will tag the zone and wait 5 minutes for extraction. This game works exactly like the original VIP game except both teams are trying to extract their VIP. The first team to successfully extract their VIP or kill the opposing teams VIP wins the match.

The VIP can only carry a handgun or spring powered rifle.

REGEN/MEDIC: Both teams will use medic rule throughout duration of play. 1 medic per team member. After a player has been healed, they cannot be healed a second time.
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