TEAMS: Team 1 v Team 2
LIVES: 1 hit – 3 respawn
HIT ACT: Sit for 1 minute then respawn at door.
During sit time, an enemy can take you hostage. You cannot escape unless enemy releases you for respawn or the group holding you is killed.
FIELD: Base codes placed. Small bomb placed.
RULES: The team that accomplishes the most chart objectives wins.
OTHER: Sample charts are available in the company Google Drive.
- Obtain the code posted somewhere on a structure at the enemy base. Write the code in the space provided to complete this objective. Code should be different for each base.
- Retrieve the bomb module. Bring the module back to the base. There is only one bomb on the field. First come, first served. The bomb cannot be stolen back by the other team once it reaches a base.
- Take a photo to the enemy team’s commander clear enough to make a positive ID. Check this objective off for completion, but keep the image stored as proof. Each team must designate a Team Commander before game start and both teams must be aware of each other’s Commanders.
- Capture an enemy and make them sign a “confession” (sign in the space provided) of war crimes, then turn them loose to respawn. Team cannot hold an enemy hostage past confession signature.
- On a hill is a transmission antenna (flag). You must radio in then lift your team color up and hold the flag for 10 minutes straight to allow the antenna to transmit. I will tell you when the transmission is done. [Both teams can complete this objective. One team doing their transmission doesn’t keep the other team from doing theirs later, though they could hold the area to prevent the other team from reaching the flag.]
- Secret Objective. Each team has ONE objective that isn’t known to the other team. EXAMPLE Objective: Team A must plant a bomb inside Team B’s base where it must remain undetected until the end of the game. Team B is provided a “demolition charge” with which to destroy Team A’s base. Each bomb/charge must have a sign on it that says “THIS IS A BOMB. IF THIS BOMB IS INSIDE THE ENEMY BASE AT THE END OF THE GAME, THE OTHER TEAM COMPLETES THEIR OBJECTIVE. IF AT ANY TIME BEFORE THE END OF THE GAME YOU FIND THIS BOMB IN YOUR BASE, YOU CAN DISARM IT BY TAKING IT OUT OF YOUR BASE”.
- Bonus Objective: FRAGGER. Obtain a grenade kill! Sign the killer’s name and place it happened to achieve this.
- Bonus Objective: KNIFER. Obtain a knife kill! Sign the killer’s name and the place it happened to achieve this.
Key Concepts. Objectives can change as refs see fit. The keys for good objectives that work are as follows:
- Teams should be reasonably matched in terms of numbers and skills.
- You want the objectives to be a mixture of:
- Things that can be attempted at any time vs things you have to beat the other team to.
- Things the other team can’t take away from you once it’s achieved
- Things only one team can accomplish (i.e. mutually exclusive objectives)
- Things both teams can accomplish
- Things you can keep the other team from accomplishing
- Objectives should:
- Be Non-dependent (have no dependence on other objectives, and make no assumptions about what either team is or is not doing)
- Be Static (objectives cannot change part-way through the game)
- Be Evenly Spaced (not clustered in one part of the field) but also not so spread out that no one runs into each other.
- Be Compartmentalized (each objective is about as important as any other objective – in other words, no “occupy the enemy base to win” objectives)
- Note that objectives can still be recon-based or assault-based, just don’t make an objective that can ONLY be achieved ONE way.
- Be “When it’s done, it’s done” (nothing the other team can steal away from you once you’ve don’t it. You don’t want players to have to consolidate winnings or hold territory. This kills dynamic play. You want them playing hard, but when something is gotten, they move on to try whatever’s next. No one should have to stand guard for or on something.)
- Have CLEAR and SPECIFIC goals. “Get X and bring it here” is good. “Occupy position Y” is vague.
The goal is to allow teams to attempt objectives in whatever order or combination they wish, and be free to use whatever approaches they want. The game itself requires very little maintenance/organization (interterm-wise) since anyone who respawns or visits the base can simply look at the chart and know what’s going on. Of course- teams that wish to take a more organized approach (and gain the benefits of being more coordinated) can do so as well.