
You can request particular games to be played on certain dates at specific times on the contact page by sending a message to us, if it can be fit into the schedule we will do so.
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Mix and Match:
In some cases, game modes can be mixed and matched to form more complex game modes such as mixing capture the flag with medic so players can be respawned out in the field while attempting to capture the flag.
Wild Cards:
Wild cards may be allowed in certain game modes. A wild card is a person without a team who is allowed to kill anyone they want. The purpose of a wildcard is to allow people who join a game late or, to still be able to play or to ensure there are even teams.
Simple Team Games
Capture the Flag
First team to get the enemies flag and return their base wins. Multiple teams, 2-4.
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Respawn: infinite.
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Spawn point: 1 & 2
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Teams: 2-4
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Time of day: Any
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Player ratio: 1-1
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Estimated Time of Game: 40-60 minutes
Dominion
There are several locations (3-5) with flags on pulleys. Your objective is to capture and raise your teams flag at as many of these locations as possible. After 60 minutes, the game is over and whichever team has the most amount of raised flags wins.
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Respawn: infinite
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Teams: 2
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Spawn point: 1, 2
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Time of day: Any
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Player ratio: 1-1
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Estimated Time of Game: 60 minutes
Generator Defense
One team has to defend a generator (a case with 1-3 balloons inside). The generator can be moved around but must stay near/with the defenders. The attackers have to open the generator and blow it up (pop the balloons).
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Respawn: infinite
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Teams: 2
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Spawn point: 1&2
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Time of day: any
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Player ratio: 1-1
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Estimated Time of Game: 60-90 minutes
Famine
1/4 the amount of players are barricaded in the most fortified area in the field (prepped spot) with a very limited amount of ammo (1-2 mags each). They have to hold out for as long as they can against the other team which is very well armed. When they are all out, the game is over.
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Respawn: infinite
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Teams: 2
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Spawn point: any
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Time of day: Any
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Player ratio: varies
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Estimated Time of Game: 60-90 minutes
Hamburger Hill
This game mode is similar to dominion. The only difference is that there is only one flag which is placed on the fortress. Instead of having your teams flag up at the end of the game, you must have it up for the longest while a ref times it. After 90 minutes, whichever team has had the flag up the longest, wins.
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Respawn: Infinite
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Teams: 2
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Spawn point: 1 & 2
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Time of day: Any
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Player ratio: 1-1
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Estimated Time of Game: 90 minutes
Hostage
Each team gets one hostage, they are put in the opposing team base. Their team has to save the hostage, or he has to escape. The first team to retrieve hostage and bring them to their base wins. When shot, hostages have to sit down and cannot shoot until someone from their team revives them. Length of time touching for reviving differs based on number of players.
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Respawn: Infinite
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Teams: 2
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Spawn point: 1 & 2
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Time of day: Any
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Player ratio: 1-1
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Estimated Time of Game: 45-60 minutes
King of the Hill
The team in the fortress must fight for as long as they can. After a time set based on the number of players, the invading team can no longer respawn.
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Respawn: Infinite invaders
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Teams: 2
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Spawn point: 3
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Time of day: Dawn or Dusk
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Player ratio: 1-4/5 (fortress)
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Time of Game: 60-90 minutes
Maniac
Two teams start in opposing bases. Timed game, Recommend 20 minutes. There is also 1-3 players (maniacs) that are not a member of any team. These players only get to use a pistol with one mag, plus a melee weapon. They are equipped with a bell on their chest, when it is hit, the maniac is disabled for 10-30 seconds. These maniacs have no alliances with any teams and can kill anyone they see, including each other.
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Respawn: Infinite
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Teams 2-4
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Spawn point: 1& 2
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Time of day: Any, recommended early-mid day
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Player ratio: 1-1
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Estimated Time of Game: 20-30 minutes
Medic
Basic limited life TDM. One medic per team, required to contact wounded person for 15 seconds to respawn people. Medics can heal other medics. Medics can drag/slow walk wounded person. Total of 3 lives including starting life. Total of 2 respawns. Each player can be revived twice per life. There is a 1 minute bleedout time, if no medic can begin the revival process by the end of the bleedout time, the player must go back to spawn point.
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Respawn: 2
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Teams: 2-4
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Spawn point: medic
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Time of day: day
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Player ratio: 1-1
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Estimated Time of Game: 45-60 minutes
One Life
Two teams start in opposing bases. No time limit, only limited by lives. There are no respawns, however each player gets 1-2 buddy medics. Players must stay in place when dead and wait for a team member to revive them. Shoulder touch 30 seconds to revive.
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Respawn: Infinite
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Teams 2-4
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Spawn point: 1& 2
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Time of day: Any, recommended early-mid day
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Player ratio: 1-1
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Estimated Time of Game: 20-30 minutes
Team Death Match (TDM)
Two teams start in opposing bases. Timed game, recommend 20 minutes.
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Respawn: Infinite
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Teams 2-4
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Spawn point: 1& 2
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Time of day: Any, recommended early-mid day
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Player ratio: 1-1
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Estimated Time of Game: 20-30 minutes
Payload
Carrier team has to make it from point A to point B with a wagon and a destroyable payload (balloons in a box). Carriers cannot run, only walk (fast walking is ok). Balloons quantity can be altered based on how many defenders there are. Defenders will spawn at a point C on the map, not directly behind either point A or B. Carrier team when shot must be revived using one or both of the following options. 1: 10 second buddy medic. 2: 20-60 second dead time, then immediate revive. Defenders win by stopping and destroying the payload.
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Respawn: Infinite
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Teams 2
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Spawn point: 1& 2
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Time of day: Any, recommended early-mid day
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Player ratio: 1-1
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Estimated Time of Game: 20-30 minutes
Kaboom
There are 2 teams. One team (FBI) has to defend 3 objectives. The other team (bombers) has 3 timers. If the bombers reach an objective, they can place a bomb which is set to 5 minutes. In order to defuse the bomb, the FBI must take the bomb 200 feet away from the objective before the timer ends. They cannot throw the bomb, only speed walk or run with it until it is 200 feet away.
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Respawn: infinite
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Spawn point: 1&2
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Time of day: any
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Player ratio: 1-1
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Estimated Time of Game: 20-30 minutes
Free for All Games
Cat and Mouse
Two rounds of cards are passed out. The First round of cards gives you your identity for the game, the second round gives you your target. You are not allowed to shoot anyone except your target until your target is dead, even if someone is attacking you.
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Respawn: NA
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Spawn point: NA
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Teams: NA
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Time of day: Any
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Player ratio: Varies
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Estimated Time of Game: 40-60 minutes
Chaos
Free for all. Each person must think of a team name for themselves before the game starts. It does not matter what name you pick (keep it PG). Whenever someone is killed, any other player can respawn them by reviving them (10-30 second shoulder touch) and telling them the name of their team. When someone is respawned by another player, they are now on their team and can respawn others to the same team. However, when a player is killed, they can be revived onto ANY team. This goes on until everyone is on one team.
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Respawn: infinite
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Spawn point: Various
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Teams: Various
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Time of day: Any
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Player ratio: varies
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Estimated Time of Game: 15-30 minutes
Kill Confirmed
This is a free for all. Each person is given 3 arm bands. When a person is killed, whoever gets to them first can take 1 treasure from them. After 15-30 seconds of their death, they can respawn. When a player is dead, only 1 arm band can be take from them. Once a person loses all their arm bands, they can continue to play but cannot collect arm bands. Anyone can team up if they want with other players or even betray them. The player with the most amount of arm bands at the end of the game wins.
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Respawn: infinite
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Teams: None
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Spawn point: anywhere
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Time of day: day
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Player ratio: varies
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Estimated Time of Game: 20-30 minutes
Last Man Standing
Everyone versus everyone. There can be NO TEAMS, even in the game people cannot team up or simply not engage each other in order to defeat others first. There is no cooperations
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Respawn: NO
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Teams: None
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Spawn point: any, timed
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Time of day: day
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Player ratio: 1-1
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Estimated Time of Game: 15-30 minutes
Manhunt
1 player per every 6-8 players is prey. The prey must make it from point A to point B without being shot first. The hunters must stay 100 yards from point B unless in active pursuit of prey. NO CAMPING POINT B.
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Respawn: NO
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Teams: 2
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Spawn point: 1&2
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Time of day: night
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Player ratio: 1-6/8
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Estimated Time of Game: 30-45 minutes
Small Arms
Everyone has a pistol, teams of 2.
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Respawn: NO
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Teams: various
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Spawn point: forest entry
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Time of day: any
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Player ratio: 1-1
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Estimated Time of Game: 30-45 minutes
Sniper Warfare
Multiple snipers outnumbered by other soldiers. The snipers start spread out through the forest and field. No respawns for either team.
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Respawn: NO
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Teams: 2
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Spawn point: forest entry
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Time of day: Any
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Player ratio: 1-2
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Estimated Time of Game: 45-60 minutes
Night Games
Assassins
There is a 7-3 player spread. The team with the higher number of players are the assassins. The attackers must go into the assassins territory and steal a flag from their base. The assassins are armed with nothing but foam/rubber melee weapons. The game is over when the assassins are dead or the flag is captured.
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Respawn: NA
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Spawn point: 1&2
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Time of day: night
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Player ratio: 7-3
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Estimated Time of Game: 40-60 minutes
Infection
There is one infected person versus the rest of the players. When the infected person kills another player, that player also becomes infected. At the start of the game, the infected are invulnerable, after 10 minutes, the infect become vulnerable. After 20 minutes, game is over, any players who are not infected win. The whole game must be played within a 50 yard radius of the town.
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Respawn: variable
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Teams: 2
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Spawn point: non
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Time of day: any
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Player ratio: varies
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Estimated Time of Game: 20 minutes
Complex Team Games
Drug Trade
There are 3 teams. One team is the "dealers" and the other team is the "buyers." Each team starts with a certain amount of a specific item (nuts or bolts) and the nuts are considered "money" and the bolts are considered "drugs." For the buyers, the money is worth 1/2 point and the drugs are worth 1 point each. For the dealers, the drugs are worth 1/2 point and the money is worth 1 point. Each team can raid the other team, or trade, or do anything they want to try to accumulate the most amount of points. There is one other team called the FBI agents. There are far fewer players on the FBI team and when they manage to get any of the drugs or money to their safe, it is out of the game and cannot be brought back in. After 90 minutes, the game ends and whoever has the most about points wins.
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Respawn: infinite
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Teams: 3
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Spawn point: 1, 2, 5
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Time of day: Any
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Player ratio: varies
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Estimated Time of Game: 90 minutes
Juggernaut RUN
One juggernaut per 25 defenders is armed with an LMG and has to make it from point A to point B. The juggernaut cannot run, only walk (fast walking is ok). The juggernaut will have balloons tied to them (number of balloons to be altered based on how many defenders there are), for the juggernaut to lose all balloons must be popped before reaching point B. It is important that the defenders keep the juggernauts’ minimum engagement, the juggernaut will be too busy to focus on minimum engagement. All defenders must keep their distance.
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Respawn: Juggernaut - NO, Defenders – infinite
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Teams: 2
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Spawn point: 2
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Time of day: ANY
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Player ratio: 1-25
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Estimated Time of Game: 15 minutes
Juggernaut Switch
One juggernaut per 20 players is armed with an LMG. The juggernaut cannot run, only walk (fast walking is ok). The juggernaut will have metal plates or bells on them. When the plate or bell is hit, the juggernaut will be down for 20-30 seconds. Whoever tags the juggernaut will have them on their team until the juggernaut is hit again. It is important that the players keep the juggernauts’ minimum engagement, the juggernaut will be too busy to focus on minimum engagement. All defenders must keep their distance. It can be time or life based.
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Respawn: Juggernaut – 20-30 seconds, Defenders – infinite
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Teams: 2-4
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Spawn point: 1 & 2
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Time of day: ANY
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Player ratio: 1-20
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Estimated Time of Game: 20-30 minutes
Mad Scientist
Both teams’ goal is to find and escort the mad scientist back to their base. The scientists are lightly armed and allowed to defend themselves and do not want to be killed or captured. If the scientist is shot, they are stunned for 15 seconds. The scientist will act mad, sometimes trying to reason or bargain with the scientist will work.
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Respawn: infinite
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Teams: 3
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Spawn point: 1&2
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Time of day: any
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Player ratio: 1-1
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Estimated Time of Game: 30-45 minutes
Protect the President
There are two teams, one team consists of 3 people, two guards (number of guards subject to change based on number of players) and one president. The guards are equipped with the heaviest guns. The president has no weaponry, but they have 3-5 balloons attached to them. The president has to make it from Alpha base to the Omega base to with at least one balloon intact. When the guards are shot they must sit down and cannot fire until 10 seconds later in which they can continue fighting. Opposing team cannot camp on guards, they must be a minimum of 80 feet away from guards when they respawn.
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Respawn: infinite
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Teams: 2
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Spawn point: 1
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Time of day: day
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Player ratio: 3-any
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Estimated Time of Game: 15-25 minutes
Search and Destroy
There are 2 objectives, one team has to defend while the other team is tasked with planting a bomb (timer). The timer can be set to 1-5 minutes depending on how many players are available. The attackers only need to destroy 1 objective. Can be played in rounds (first team to get to X number of points wins).
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Respawn: NO
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Teams: 2
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Spawn point: 1&2
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Time of day: Any
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Player ratio: 1-1
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Estimated Time of Game: 45-60 minutes
Trouble in Terrorist Town (TTT)
Everyone draws a card, anybody who draws a joker is a terrorist, the person who draws a king is the detective, anyone who draws a queen is a vigilante, any other card is an innocent. There will be one terrorist per three innocents. The goal of the game is for the innocents to find and kill all the terrorists. Vigilantes can pick their own team. At the beginning of the game, everyone will stand in a circle, the detective will ask everyone to lower their heads and close their eyes and stick their fists out. Then, the terrorists will be allowed to raise their thumbs up and look up so they know who the other terrorists are. During the game, anybody who was shot can be asked by the detective to show their card. You cannot show anyone your card except when you are dead and only to the detective. You can only make one traitors truce. Traitors truce is when two people make a truce at the beginning of the game and agree to not kill each other even if one is a traitor.
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Respawn: NO
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Teams: None
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Spawn point: field entry
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Time of day: Dusk
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Estimated Time of Game: 15-60 minutes
Crash site extraction
2 to 4 players play as a downed helicopter crew or vehicle crew and are awaiting rescue. They must choose a random location in the field, where they will have to defend their location from enemy patrols seeking them out, and await extraction from Team 1.
Each team wins the game when they successfully locate, revive and then extract AT LEAST ONE crew member alive to their extraction point.
Crash survivors will hide in their chosen defensive location before the match starts and must evade detection and or defend themselves from enemy engagements. Survivors are wounded and cannot walk or jog UNTIL they are treated by a medic. Crash survivors can ONLY crawl, limp, or drag a leg before being treated by a team medic. After being treated they are free to walk or jog during extraction, no sprinting. Survivors have limited ammo and are limited to smaller platforms such as pistols or sub machine guns. (no MG's, heavy weapons or box mags) Grenades are ok, one or two battle rifles only.
Each team will designate one (or two depending on number of players in game) team medics, that can revive a downed player. IMPORTANT RULE: Once the survivors are contacted by either the Teams, they have only 2 revives before they are KIA. If all survivors are killed the mission is failed for all teams. incapacitated survivors that are captured by Team 2 players must submit to being extracted, but if their captors are hit during extraction, they CAN BE intercepted by the opposite team. Again, at least ONE survivor has to be extracted alive for the scenario to be won. Game can be played more than once and team that has most extracted survivors is the ultimate winner.
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Respawn: Unlimited / 30-60 second Bleedout / 15 second medic
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Teams: 3
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Spawn point: 1, 2, Random
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Time of day: Any
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Player ratio: 5-5-1
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Estimated Time of Game: 40-60 minutes