Post by The Shootist on May 31, 2006 10:55:17 GMT -5
There are two ways of playing this, and a number of ways of making it harder. The two, basic, ways of playing Elimination are: Every-Man-4-Himself, and Team Elimination.
The Basics:
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- The point of Elimination is to be the last person, or team, remaining on the field of play.
- Define an area that will be called the "Field of Play". Anyone leaving the Field of Play (FoP), is automatically dead.
Team vs Individual Elimination
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- In Team Elimination you decide the team sizes (as few as 2 people on a team, as many as only two teams). The teams start at different points in the FoP. When the signal is given (usually via a referee's whistle, or an air horn blast) the game begins.
- In Individual Elimination everyone starts at the same point, or different points. When the signal is given, no one can be killed. The Players find a position they'd like to start from. When the second signal is given, people can now be shot and killed; the game has truely begun.
Making It Harder (some examples)
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- These are all additional rules for the game, that can alter the strategy of the players involved. All of these rules need to be discussed and agreed upon before the beginning of the game.
- Add a time limit to the game.
- King of the Hill (version 1). Define a position that must be held by the winner. The winner of the game is the last one alive, or the person who controls that area when the time limit is up.
- King of the Hill (version 2). Define a position (the "Hill") that must be held by the winner. The game is only won when the last person holding the Hill kills their opponent while holding the hill. Holding the hill simply means they are in the defined area; not that they are the only person in that area.
- Look at the Zombies Scenario.
- Give players One Life.
- Give players Multiple Lives.
- Multiple Lives Decay. Set a time limit (ie, 5 minutes). Every time the set time limit is reached a signal is sounded. Every time the signal is sounded everyone automatically loses a life. The last life cannot be lost in this fashion. A great signalling device is an air horn. (Makes for faster games)
- Set spawn points. During Multiple Lives Games, set spawn points, so when someone loses a life, they must return to one of those points.
- Set spawn boundaries. During Multiple Lives Games, respawn is the boundaries of the FoP. This will force most combat to take place close to the center of the FoP.
- Disallow certain weapons. Have an All AEG Elimination, or an all GBB Elimination, or an all Springer Sniper Rifle elimination. Have an all Springer Pistol Elimination. Or any other restricted elimination you can think of. Nude Airsoft is not reccommended!
- The Size of the FoP can drastically effect this scenario. A bigger FoP takes longer, and accommodates more players. A smaller FoP encourages faster games, and almost constant fighting.
Remember, you and y our group can always modify any, or all, of these scenarios to fit your needs/tastes. The point is to have fun.
The Basics:
--------------
- The point of Elimination is to be the last person, or team, remaining on the field of play.
- Define an area that will be called the "Field of Play". Anyone leaving the Field of Play (FoP), is automatically dead.
Team vs Individual Elimination
--------------------------------------
- In Team Elimination you decide the team sizes (as few as 2 people on a team, as many as only two teams). The teams start at different points in the FoP. When the signal is given (usually via a referee's whistle, or an air horn blast) the game begins.
- In Individual Elimination everyone starts at the same point, or different points. When the signal is given, no one can be killed. The Players find a position they'd like to start from. When the second signal is given, people can now be shot and killed; the game has truely begun.
Making It Harder (some examples)
--------------------------------------------
- These are all additional rules for the game, that can alter the strategy of the players involved. All of these rules need to be discussed and agreed upon before the beginning of the game.
- Add a time limit to the game.
- King of the Hill (version 1). Define a position that must be held by the winner. The winner of the game is the last one alive, or the person who controls that area when the time limit is up.
- King of the Hill (version 2). Define a position (the "Hill") that must be held by the winner. The game is only won when the last person holding the Hill kills their opponent while holding the hill. Holding the hill simply means they are in the defined area; not that they are the only person in that area.
- Look at the Zombies Scenario.
- Give players One Life.
- Give players Multiple Lives.
- Multiple Lives Decay. Set a time limit (ie, 5 minutes). Every time the set time limit is reached a signal is sounded. Every time the signal is sounded everyone automatically loses a life. The last life cannot be lost in this fashion. A great signalling device is an air horn. (Makes for faster games)
- Set spawn points. During Multiple Lives Games, set spawn points, so when someone loses a life, they must return to one of those points.
- Set spawn boundaries. During Multiple Lives Games, respawn is the boundaries of the FoP. This will force most combat to take place close to the center of the FoP.
- Disallow certain weapons. Have an All AEG Elimination, or an all GBB Elimination, or an all Springer Sniper Rifle elimination. Have an all Springer Pistol Elimination. Or any other restricted elimination you can think of. Nude Airsoft is not reccommended!
- The Size of the FoP can drastically effect this scenario. A bigger FoP takes longer, and accommodates more players. A smaller FoP encourages faster games, and almost constant fighting.
Remember, you and y our group can always modify any, or all, of these scenarios to fit your needs/tastes. The point is to have fun.