Skirmish Tactical Game Scenarios
Games Portfolio
Last Person Standing.
Goal:To eliminate all other players in the game and be the last person standing.
Guidelines:
Use tactics and strategies to eliminate the other players and preserve your life. It is an opportunity to familiarize yourselves with the course set up for that particular week as well as making sure there are no problems with any of the taggers.
End Game:
Last player standing claims victory
Set Up:
10 players no teams
Tagger Mode - Semi Automatic
Lives:
5 lives 40 shot rounds
Destroy the Enemy
Goal: To eliminate all players on the other team.
Guidelines:
Use tactics and strategies to eliminate the players on the opposing team. Each team will commence at opposing HQ. Once the referee’s whistle sounds, teams can leave their HQ in an attempt to eliminate the opposing six players.
End Game:
Team that eliminates all the other team players claims victory.
Set Up:
10 players two teams
Tagger Mode - Semi Automatic
Lives:
5 lives 40 shot rounds
Saving Private Ryan
Goal: To get your Private Ryan safely back to the allied HQ alive.
Guidelines:
Use tactics and strategies to eliminate the players on the opposing team. Each team will commence at the opposing HQ. Once the referee’s whistle sounds, teams leave their HQ in an attempt to eliminate the opposing teams’ Private Ryan. Should Private Ryan die your team needs to seek out and eliminate the opposing Private Ryan. Should both Private Ryans be eliminated then the game goes to last person standing.
End Game:
Victory goes to the first team that returns Private Ryan alive to HQ. In the event that both Private Ryans are eliminated, team with the last person standing claims victory.
Set Up:
10 players - Two teams - One Private Ryan nominated from each team
Tagger Mode - Semi Automatic
Lives:
Soldiers - 6 lives 40 shot rounds
Private Ryan - 3 lives 40 shot rounds
Tag the Flag
Goal: To get the opposing teams’ flag back to your to your HQ.
Guidelines:
Each team will commence from their HQ. Use tactics and strategies to eliminate the players on the opposing team as you try to untie & obtain your flag and return it to your HQ. Once back at your HQ your team must tie your flag up above your HQ. Any player eliminated while either untying, carrying or tieing up the flag must drop the flag at the place where they were eliminated. A teammate can pick up the flag and resume the aim of the game.
End Game:
The first team to tie up their flag above their HQ claims victory.
Set Up:
10 players - Two teams - One flag in each HQ
Tagger Mode - Semi Automatic
Lives:
Soldiers - 5 lives 40 shot rounds
Sniper V Commandos
Goal: The Commandos rescue “VIP” from the Snipers’ team HQ and get ‘VIP’ back to Commando HQ.
Guidelines:
Use tactics and strategies to eliminate the players on the opposing team as you try to rescue ‘VIP’. The Commandos leave their HQ to rescue ‘VIP’ who has valuable information. ‘VIP’ is in the opposing HQ. The commandos must get to, rescue and return ‘VIP’ to Commando HQ. Snipers take up a position to prevent ‘VIP’ from being rescued. Snipers cannot move from the position they have chosen once the starting whistle blows.
End Game:
Should the Snipers prevent the Commandos rescuing ‘VIP’ then the Snipers claim victory. Should the Commandos manage to rescue and return ‘VIP’ to commando HQ then the Commandos claim victory.
Set Up:
10 players - Two teams: Commandos & Snipers – ‘VIP’ in Sniper HQ
Tagger Mode – Commandos: Semi Automatic, Snipers: Single Shot
Lives:
Commandos - 5 lives 40 shot rounds
Snipers - 2 lives 40 shot rounds
Alien Sniper
Goal: To collect 3 Plutonium sticks and activate the Plutonium Bomb.
Guidelines:
Use tactics and strategies to eliminate the alien snipers as you try to get the plutonium sticks. One team is the Special Forces Unit. The Special Forces Unit is split in two, each half going to a HQ. The Special Forces Unit aim is to capture three yellow Plutonium sticks and place them in an atomic base which blows up to invading aliens. Alien Snipers cannot move from the position they have chosen when the starting whistle blows. The Plutonium sticks are placed with the Alien Snipers which means the Special Forces Unit cannot claim the Plutonium stick until the Alien Sniper/s near that particular Plutonium stick has been eliminated.
End Game:
Should the Alien Snipers prevent the Special Forces Unit from claiming the three Plutonium sticks and placing them into the atomic base then the Alien Snipers claim victory. Should the Special Forces manage to ignite the atomic bomb then the Special Forces will claim victory.
Set Up:
10 players - Two teams – Five Plutonium sticks
Tagger Mode – Special Forces: Semi Automatic, Alien Snipers: Single Shot
Lives:
Special Forces - 5 lives 40 shot rounds
Alien Snipers - 2 lives 40 shot rounds
Target Shooting
Goal: To take out the opposing teams target.
Guidelines:
Spare Taggers will be hidden near or in HQ both loaded with 40 lives. The spare taggers can not be moved nor shielded by a body or an inflatable.
End Game:
The team that reduces the number of lives on the opposing spare tagger first will claim victory.
Set Up:
10 players - Two teams - One tagger target at each HQ.
Tagger Mode - Semi Automatic
Lives:
Soldiers - 5 lives 40 shot rounds
The Terminator
Goal: To take out the Terminator before he takes out you.
Guidelines:
One player is nominated the Terminator. The Terminator is given 45 lives. All other players are given 5 lives. The Terminator is to eliminate all the other players. The players are to work together to eliminate the Terminator.
End Game:
Should the Terminator be eliminated then the soldiers can claim victory. Should the Terminator eliminate all the soldiers, then the Terminator can claim victory.
Set Up:
10 players - Two teams - One player is the Terminator.
Tagger Mode - Semi Automatic
Lives:
Soldiers - 5 lives 40 shot rounds
Terminator - 45 lives 40 shot rounds
Risk
Goal: To occupy and control the territory of Risk.
Guidelines:
One end of the course will be considered the territory of Risk. A coin toss will determine the team who will occupy the territory of Risk first. The other team will be the invading army. All players have 3 lives each however the invading army may return to their HQ to be recharged with 3 more lives. Once the occupying team is over run the roles reverse A short pause in the game occurs while everybody is recharged to 3 lives. After 8 minutes the referee will give the 2 minute windup.
End Game:
The team that occupies the territory of Risk for the greater amount of time can claim victory.
Set Up:
10 players - Two teams – 10 minutes of play – Stopwatch
Tagger Mode - Semi Automatic
Lives:
Soldiers - 3 lives 40 shot rounds
Kill the Medic
Goal: To take out the opposing teams Medic before they rescue the injured and save their life.
Guidelines:
Two teams, one team guarding the injured and medic supplies (First Aid Kit and a Blood Tube), the other team with a nominated Medic. The Medic requires a First Aid Kit and a Blood Tube to treat the injured’s wounds. Should a Medic soldier be eliminated, the Medic can give them back their life. The opposing team needs to eliminate the Medic while preventing the Medic Soldiers from getting the First Aid Kit and Blood Tubes. Only the Medic can rescue the injured. The injured needs to be treated at Medic HQ.
End Game:
Should the opposing team kill the Medic they can claim victory. Should the Medic rescue the injured and save their life they can claim victory.
Set Up:
10 players - Two teams - One injured – Two first aid kits – Three blood tubes
Tagger Mode - Semi Automatic
Lives:
Medic Soldiers - 3 lives 40 shot rounds
Medic - 3 lives 40 shot rounds (Medic Tagger)
Soldiers - 5 lives 40 shot rounds
Gallipoli
Goal: To storm the defending Turks and change history.
Guidelines:
Two players are nominated as Turks, the rest are ANZACs. Use tactics and strategies to eliminate the Turks and take command of Gallipoli. A real world experience of what it must have been like to fight in the Gallipoli campaign.
End Game:
Should the Turks kill all the ANZACs then they can claim victory. If the ANZACs kill the Turks then they can claim victory.
Set Up:
10 players – Two Turks – All other players are ANZACs
Tagger Mode - Single Shots
Lives:
Turks - 5 lives 40 shot rounds
ANZACs - 1 life 40 shot rounds
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