This is the standard scenario and most common battle type. It consists of two teams battling each other until one team is completely eliminated. Each team member will have 2 lives (you can be revived only once).
Hostages may be taken during the battle only by touching an enemy player and yelling hostage, at which point the hostage now must move and cooperate with the hostage taker and follow and move with them quickly. The hostage taker must keep hold of the hostage and return them to a prison point. Hostages may be freed by their allied by being touched in prison or shooting their hostage taker in transport and then touched. All surviving players on the winning team with hostages receive an additional point each for each hostage they captured. Medics may heal enemy soldiers and take them hostage only if they have lives left.
An alternative version of Elimination above, in this game there is unlimited lives until the medics run out of bandages or the medics are all dead and the last enemy is eliminated.
Capture the Treasure
Each team is given a "base" location. Inside is a bucket filled with a number of balls (3 or more), The objective is to take balls from your opponent's buckets and return them to your own bucket in your base. The team with the most balls in their bucket when the time is up wins. Balls not in buckets when time is called do not count towards any team. A player may only carry a single ball at any given time. If a player is hit while carrying a ball, they must drop the ball where they were hit before returning to their "spawn point". Alternate versions of this game will consist of all the balls located in one or more locations outside of bases (no one owns them in the beginning), or all the balls maybe hidden in different locations. Another version will consist of getting all balls in your base into the enemy bases bucket (the winning team will be the one with the most amount of balls in the enemy teams bucket).
Earth is under attack by aliens, but not very many of them. The Humans soon find out why (in this scenario less than 15% of the players start out as Aliens and the rest start as Humans). The Humans discover that their weapon technology is not strong enough to actually kill the Aliens - their bullets only stun them (Aliens hit by darts have to sit down and count 10 mississippi's then get back up and keep going). But the Alien technology is far more advanced - their projectiles actually convert Humans into Aliens (Humans shot by an alien must sit down and count 10 mississippi's then get up and start fighting for the Aliens). The Humans soon find out that they cannot guard and keep shooting the Aliens when they are stunned, because when the Aliens are stunned they put off an invisible gas within 20 to 30 feet that will turn Humans into Aliens also (Humans cannot guard stunned Aliens - if you do you will be turned into an Alien). So the Humans have to keep moving as the Aliens keep coming and growing stronger in number with every Human they kill. But the Humans discover that the Aliens cannot survive in our atmosphere for very long and will have to retreat to their own planet before the atmosphere kills them (This is a time limited battle - 5-10 minutes. Humans have to survive with at least 1 person left in order to win the game. If the Aliens kill all the Humans before the time runs out then the Aliens win. If the Aliens win then the original Aliens get 1 point each, but if the Humans win then any Humans alive when the time runs out will get a point). In some Alien invasions only Aliens can use motorized or bolt-action weapons, but Humans can only us bolt-action weapons. Another alternative is the Aliens may not use any weapons at all, but their touch turns Humans into Aliens.
Alternates: The Aliens can have a respawn point where they have to return to every time they are shot. Humans shot must also return to this spawn point and reenter the battle as an Alien. Additionally, Aliens may be armed with melee weapons only and any humans turned to Aliens must drop their old weapons and take up only melee weapons supplied at the respawn point.
Defend the Fortress
In this scenario one team will be charged with defending a designated position with boundaries that they cannot go past (they cannot go on the offensive, but only defend). The other team may make attacks into and out of the boundaried area and try to eliminate all the defenders. This is a time limited game (5-10 minutes) - if the defenders can hold out at the fortress with at least one soldier left then they win, but if the attackers can eliminate all the defenders then they win.
1 or 2 people are held captive by each team in the teams secret locations. The objective of each team is to located the POW (prisoners of war) and return them to their base alive. Each POW cannot talk while in prison, but can talk after being freed. POW's cannot be armed when rescued (they are considered too weak to fight). A POW only has 1 life and cannot be revived, though if shot in a limb they can be healed. Fellow soldiers must protect the POW and get them back to their base and then keep them safe there until all POW's are rescued or the battle ends.
To rescue a POW you must take the POW by the arm and escort him from the prison he is in. Once out he must be "helped" back to base by keeping in constant contact with him (holding his arm). Only one player may rescue a POW at a time (one player cannot rescue multiple POW's at once).
The team with the most POW's at the end of the battle wins. POW's who are rescued and kept safe until the end of the battle win 2 points instead of 1, but only if their team wins. Just because a team loses all their POW's does not mean the battle is over as they can still eliminate the enemy's POW's and end the game with a tie. In a tie neither teams will gain any points (nor will Commanders lose any points).
Alternate versions of this game will have the POW's played by a dummy on a stretcher. Two people must carry the dummy on the stretcher back to base without dropping him or being shot (If he is dropped then he is considered dead, but he can be set down carefully so you can engage the enemy).
In this scenario, one team has developed a new type of deadly chemical weapon contained in a small vial. The other team is trying to steal it for their own use, but they must handle it very carefully or it will go volitile and be destroyed. One team tries to defend an unopened can of coke while the other team tries to attack and steal it. The coke can must be placed in a certain location determined at the beginning of the game and cannot be moved from this location by the defending team. Both teams will know this starting location. The attacking team must fight their way to the coke can and carefully steal it and return it to a specific location at their base and then defend it until the time runs out. If the defending team can defend the coke can or get it back to it's original location before the time runs out then they potentially win. If the attacking team can claim the coke can and keep it at their base until the time runs out then they potentially win. At the end of the battle the coke can will be opened - if it fizzes out even a little bit then the chemical weapon is considered ruined and both teams lose. Most battles will last 10-20 minutes). The trick to this scenario is to move the coke can very slowly and carefully at all times. Alternatives to this game will have the coke can coated in sometype of lubricant.
Traitor Among Us
In the beginning of this game everyone is on one team, but there are traitors in your midst. No one knows who they are, how many there are, or when they may strike. The team must determine how to act and what to do to reveal the traitors and not end up shooting each other. At the beginning of the battle each player will step indoors briefly and be told "soldier" or "traitor". If he is a soldier then he acts normal, but if he is named a "traitor" then he must go out and act like a normal soldier. Traitors must determine when, where and how to strike without giving themselves away at a disadvantage. They also do not know who the other traitors are so they must be careful about that as well so they do not shoot their own potential teammates. Once the traitors have made their initial strikes they can then begin to work together as a normal team. Tips for traitors: Wait until you are alone with only 1 or a few players and then shoot them in the back, wait until everyone is closely grouped together and then run out a little bit and start firing into the bunch then run away, or yell out "Traitors attack" and hope that the other traitors join you (this may also cause the normal soldiers to turn on each other in confusion not knowing who the traitors are).
The battle begins as a free for all every man for himself. There are no teams. When a soldier shoots another soldier he can then go up to that soldier and place his hand on him to the count of 5 mississippi at which point that soldier rises up as part of his team. The last team alive at the end of the game wins. Once a soldier is part of a team, he cannot be converted to the other team - he is just killed like normal, only lone soldiers can be converted. If your 5 mississippi count is interrupted (because you have to take your hand off of them to shoot, for example) then you must start the count over again. Lone soldiers that are shot by someone else may be converted by someone other than their shooter.
Each team starts with a base with a container in it (this container can be a bucket or similar and cannot be moved or concealed by any player). Balls are placed inside each teams bucket (a minimum of 3 each) and the objective is to take balls from the enemies bucket and place them in your own teams bucket. The team with the most balls in their bucket at the end of the time limit win the battle. Each soldier may only carry 1 ball at a time and if shot while transporting a ball they must drop it where they are shot. This game can be played in combination with Elimination style game or with a base respawn after a 100 Mississippi count.
Defend the Core
Each team starts with a large container (usually a large pot or box that is not movable or easy to reach inside of). The objective is to fill the enemies container with as many darts as possible before the time runs out. Players may not remove darts from either containers during the battle. At the end of the battle each teams container darts are counted and the team with the least amount of darts wins.
Each player starts with two flags loosely attached to each side of their hips. These flags represent lives. If you are out of flags then you are out of the battle. When you are shot, as long as you have at least 1 flag left, you can count to 50 Mississippi LOUDLY and stand up and keep fighting. Each flag represents 1 life. If you shoot someone then you can take only 1 flag from them and attach it prominently to your hip. If you cannot reach the person you shoot and take their flag before they respawn then you loose your chance at that flag and they keep it. Each flag you have represents a life. The objective is to be the last one left with all the flags.
This battle can be combined with Elimination type battles or as an every man for himself type battle.
Search and Destroy
One team defends targets A and B. The other team is equipped with a bomb (a box with a stopwatch or a cell phone with stopwatch on it). That teams objective is to get to either target A or target B, set the timer for one minute, wrap it in tape 3 times (no more), and defend that target. Tape is placed at each target to be wrapped around the box three times (no more). This is to simulate the time taken to plant and defuse the bomb. The defending team defuses the bomb by tearing off the tape, and stopping the timer before time runs out. The whole battle is timed for 10-15 minutes.
Similar to Aliens Attack (above). The bounty hunters seek to kill all the fugitives before the time runs out. The fugitives seek to survive until the time runs out. The bounty hunters are restricted to melee weapons only, but the fugitives may use any weapons. If a bounty hunter is shot he counts to 10 Mississippi then gets back up. If a fugitive is struck by the bounty hunters melee weapon he is dead and out of the game. Alternatively, the fugitives may have two flags each representing lives. After being shot once, they may rise up again after counting to 10 mississippi as long as they still have one flag remaining. The bounty hunters objective would be to collect all the fugitives flags.
Each player writes down their name and places it into a basket so the names can be drawn at random. Every player draws a name out of the hat and the persons name they draw is their target. The only person that a player may shoot is their assigned target. Once that player "hits" his target he takes his targets designated target and attacks him. Gameplay proceeds in this fashion until only one person is standing.