TOWN CONTROL

Whichever team controls the majority of the buildings at the end of the game, wins the game. To control a building, a player must be inside and "alive" at the end of the game. In the case of a two story building, or a multi-roomed building, the team with the most occupying live players will control that building.

Strategies: It is an advantage to occupy as many of the buildings at the start of the game before the opposition has a chance to enter them. It is very difficult to remove an opposing player from a building once he is inside one of them. Care must be taken to avoid "friendly fire", as confusion occurs easily in this fast paced game where armbands will not be apparent due to the fact that players will be in buildings with only their heads showing.

JAIL GAME

An area is designated as the jail. It is exactly half way between the two team's starting points. If any player, of any team, is eliminated, he must immediately move to the jail. He will remain in the jail until one of his team mates enters the jail and tags him. Once he is tagged, he is instantly alive, he is able to return fire, be hit again, or even tag other members of his team. He must make an attempt to leave the jail as soon as possible.
An eliminated player in the jail may call out for a rescue or say anything he wants in this game. The only time a "live" player may enter the jail is specifically to rescue one or more of his own players. No player may purposely shoot through the jail at any time. At times a large flow of cross-fire through the jail may occur accidentally and players must be cautioned never to remove their goggles, even partially, while in the jail. The game is won by eliminating the other team, collecting them in the jail, leaving no one to come to the rescue.

Strategies: This game is usually won, or lost, in the first thirty seconds of the game. Which ever team controls the jail, can rescue their own players, and meanwhile prevent the opposition from rescuing theirs. If your team controls the jail, you will always be out in full-force while the opposition will start to accumulate in the jail. Once the jail has been secured, detachments can be sent out to hunt down the remaining opposition players still at large.

ATTACK AND DEFEND

One team is placed in an easily defensible area. They are limited in their movements and must stay in the area of their defense. They are defending their flag, hanging well within their defensive positions. In order for the attacking forces to win, they must pull off the flag. It is not necessary to carry or move the flag, but simply pull it off the string without being eliminated.

Strategies: The attacking forces must maneuver aggressively to win. Since the defenders will know the attack is coming and will have a lot of players watching, it is better to run from cover to cover rather than try to sneak up closer. If possible, a human wave attack can be used successfully in this type of game, but are difficult to organize. Once a weakness is found, or created, in the defense, it is important to exploit the weakness immediately, before the defense can be reorganized.

ELIMINATION

The object is to simply eliminate the other team from play. There is no flags or flag stations in this game. Whichever team successfully eliminates the other team completely, wins. In the case of a time limit on the game, which ever team has eliminated more of their opposition, wins.

Strategies: It is a big advantage to keep your entire team together, as one large force. This will help to minimize friendly fire and to maximize the attacking force of the team. If the opposition divides himself into smaller forces, your large force will be able to attack them one by one, easily over powering their weaker numbers. If your team is spread out in the heavy bush , the use of code words can be used to reduce friendly fire.

FOX & HOUNDS

A few foxes and singled out and identified by differing armband configuration. The rest of the players are all hounds. The ratio of foxes to hounds should be at least 10:1. The foxes are released first and are given a short head start. The hounds are then released to hunt down the foxes. For the foxes to win, at least one of them must survive the stated time period. For the hounds to win, they must hunt down all of the foxes within the stated time limit.

Strategies: The foxes should split up and attempt to hide. If the hounds bypass them in their search, this will open up the opportunity for the foxes to strike from behind, severely reducing the number of hounds, then disappearing once again. The hounds should try to search the field in one wide sweep, leaving no unsearched areas in their pass. If a fox is discovered, try not to let him out of sight as he will disappear once again and the search will have to start all over.

THE SIEGE

All players without an armband take up defensive positions at Firebase Gloria. The defenders can move out to the tire bunkers on the perimeter of the firebase clearing, but they may not pass them and move off into the bush. The players with armbands, red and blue combined, will attack the firebase. At the start of the game, the defenders have a huge numerical superiority of approximately 8:1. If an attacker is hit, he returns to the starting point, the paint is wiped off, and he resumes the attack. If a defender is hit, he returns to the starting point, changes to the appropriate armband, and he joins the attack.
New attackers must be reminded that both red and blue armbands are attacking and not to tag the other color. Gradually there is more and more attackers and less and less defenders. The game continues until all defenders have been eliminated.

Strategies: To be the last defender, either hide in one of the outer tire bunkers until all the defenders in the main complex of the Firebase have been eliminated, often the attackers will bypass the some of the outer defenses in their assault on the main complex. Or, hold out in the top of the tower as long as possible. Stay low and behind cover behind the small wall at the top of the stairs. When attacking, try to pick off a few defenders with long range fire. At the start of the game, it is difficult to approach the firebase because of the heavy concentration of defenders. This can be used to your advantage by spraying in shots into these areas from a long range. Any players hit will be back shortly to help you with the attack and the number of defenders will be reduced.
Capture the flag:
Either we put up 5 flags which 2 teams can change to their color (red and blue), whoever has the most after 1 to 2 hours of play wins the match.
- Also we put 2 flags in the field, you need to capture your teams flag and bring it to your base, this gives you one point. Whoever has the most points after 1 to 2 hours wins the match.

CENTER FLAG

A flag is hung, in full view, exactly half way between the two teams. The object is to capture the one and only flag and move it to the opposition's flag station, not back to your own.

Strategies: It is not a good idea to leave a defensive force at your flag station. If your team captures the flag, there will not be any opposition forces coming to your flag station. If you have the one and only flag, they have no flag to bring to your flag station anyway. If the opposition captures the flag, your team can be divided into a pursuit force and a defensive force. The defensive force will return to the flag station to prevent the opposition from hanging it there and wining the game. The pursuit force can follow and attempt to capture the flag from the opposition. If they are successful in this, the defensive force can be called forward to help with the attack on the opposition's defensive forces that will be defending their flag station.

BOMB SQUAD

The Marshals put a bomb in the field and have one team defend it and the other try to disable it (the bomb is set to 1 hour). Only one person has the power to disable the bomb (the Bomb Specialist)
Give one team the bomb and 3 possible locations to plant it, everyone can plant it and disable it and as soon as it is planted the bomb will count down for 3 minutes.

HOSTAGE

Put 2 hostages in the field and team 1 needs to defend them for 1 hour. If team 2 manages to get to the hostages and hold them for 60 seconds they are freed and need to be escorted to the re-spawn point of team 2. If team 1 kills of the escorting team (team 2) the hostages need to stay at that location and be rescued again.

PRESIDENT

One team (team 1) needs to escort the president (who has no weapon) from point A to point B. If team 2 manages to kill the president they win. If team 1 gets to point B they win.

Variation 2:

One team has to escort an unarmed (or in some cases, a very lightly armed) person to a certain location or objective point to win. There is another team who tries to kill the escort or the whole team. Usually the attacking team hides while the escort team travels along a normal path. Suggest playing Block-to-Block (city) or a wooded area with a path or paths

NUCLEAR SCIENCE

There are 7 nuclear pipes scattered trough the playing field, both teams get one person who is allowed to handle them and the pipes need to be retrieved and brought back to the re-spawn point. Whoever gets 4 or more pipes wins (the majority).

FIND THE SNIPER

A sniper hides somewhere in the filed and is covered by either a small squad or some support gunners. Who ever kills the opposing team sniper wins the game.

Another Variation:

One player using a sniper rifle/bolt action rifle has two minutes to hide. The rest of the players must find him. When they find him, they must shoot him. Once shot, the sniper has to be escorted back to a certain checkpoint. The sniper can run away at any moment, but if shot again, the sniper loses. If the sniper gets away and stays alive for two more minutes, the game starts over.

LAST MAN STANDING

 Either team or single death-mach with NO re-spawn. Last man standing wins

TRENCHWALK

Teams start at opposing sides of the trenches and work their way to the middle where a flag is planted. Who ever catches the flag and brings it to their re-spawn point wins

MEDIC

Medic is a large scale game with the main objective of death-match or team domination. The only difference is there is a medic that remains unarmed, or only with a pistol, and no extra ammo to carry or receive from other players. If one player gets hit they must lay down and remain down. They can use their weapons to defend themselves, or they may not be able to, it is your preference. Then when the medic is notified they can run to the "downed" player and "heal" them, this brings them back into the game. The medic should be protected at all times, the other team will be trying to hit that team's medic, because once the medic is hit he can not be saved or brought back into the game. If the medic is "killed" that team can still continue the game, but will not be able to be saved if they get hit. Once everyone from the opposing team is out the remaining team wins. This could be a long version of a game, so it is a good idea to carry a lot of ammo with you.

TEAM DEATH-MATCH

Team death-match, or TDM is a basic way to play airsoft. Two teams play each other, and there if you get hit you go back to the Re-spawn point. You also need to keep track of all the kills you get. At the end of the match, players combine all of their kills, and which ever team has more kills wins.

Mercenary Team Death-match (Call of Duty World at War)

This is exactly like Team Death-match, with one thing different. Each team is picked at random. You can do this by picking the two oldest players to be Team Captains and having them draw out a name from a hat one at a time.

CAPTURE THE FLAG

Two teams play against each other and try to take the other team's flag or flags back to their own base, the teams flags can not be hidden but placed on a open area. The flag has to be carried so that it is clearly visible. This game can be played in two variants: "Live Flag" or "Dead Flag". In Live Flag the flag is dropped if the Flag carrier is shot, and another player can pick the flag up. In "Dead Flag" the Flag carrier has to return the [Flag] to the enemy's base upon elimination before the Flag can be taken again. You can play multi rounds of capture the flag, or one game/round.

KING OF THE HILL

A portion of the players barricade themselves on a hill or relatively open area and the rest of the players are the attackers. On the top of the hill is a flag, and the team that is closest to the flag when the time is out, wins.

SPEED, OR CQB (CLOSE QUARTER BATTLE)

Indoor versions of many games. Often played in a big house or in many houses. They also can be in a small wooded area. Handguns and low-end electrics are normally used.

FORTRESS

A fourth of the players barricade themselves in a small area and the rest of the larger team must eliminate everyone inside the fortress. The game ends when either team is eliminated

SAVE ONE BULLET

A fourth of the players barricade themselves in a defended position. Those players are only allowed one mid or low capacity magazine to fight the other players who are as well armed as they want. The players who have less ammunition need to have a very good place to defend such as a house, Bunker, Trench etc.

RISK

There are four teams. Red, Blue, Green and yellow. There are six Posts to capture by simply changing the color to your teams color. The idea is to capture all six posts in 20 minutes. Two teams can be Comrades i.e. red and blue versus green and yellow. If shot, you go back to a friendly post. The game ends when all post are captured or when time's up. The team(s) with the most posts wins.

MilSim (Military Simulation)

MilSim (Military Simulation) generally combines airsoft play with some military live action role-playing elements.
Another aspect of MilSim-style airsoft gaming that ties into the live action element is the desire for players to look and feel the part they are playing. Hence, MilSim-style games may have uniform or clothing requirements specific to the scenario.

RE-ENACTMENT

Air soft players in a World War II reenactment are guarding a piece of mock artillery. Note that while the player's uniform (with the exception of the safety goggles) is designed to resemble that of the time period, the SIG 552 he is holding is not.
On occasion, airsoft games will be played in which the structure and/or conditions are designed to emulate a specific real-world battle as a form of historical or modern reenactment, depending on the historical period. This type of play can vary from a simple skirmish emulating a small-scale battle (like that of Pegasus Bridge) to a full reenactment of the Battle of Mogadishu[1] or the Battle of the Bulge.
For earlier historical eras such as that of World War II, equipment restrictions may be imposed on players for some historical accuracy. This may include restricting players to the use of replica firearms that were available during the historical battle. To include players without the correct air soft guns, organizers may set up rules restricting them to semi-automatic fire or restricting the amount of ammunition they may carry (to better simulate firearm performance of that era and ensure equal capability among players).
How closely the historically-based air soft game replicates the historical battle is up to the game organizer. Sometimes a historic battle will merely be inspiration for the structure of a standard skirmish, while sometimes the players may be actual reenactors seeking another way to enjoy their hobby. More recent discussion has occurred on how loosely a game can incorporate Mil Sim features and still be considered a Mil Sim game (See Mil Sim above).

Mercy rules

Players who sneak up on opponents, or have come within a close distance of the opposing player (a close-range shot with many airsoft weapons will deliver a very painful hit), are given the option of eliminating them without firing by simply calling out, "surrender" or "mercy." However, some players do not abide by these surrender rules, so it is still an option to "light up" the oblivious player.

Assassin

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

The Infected

There are 2 teams. 1 or 3 players<depending on how many people are playing> begins as the infected. everyone else as humans. anyone the infected eliminates becomes an infected<switches teams>. When an infected player is eliminated, he is out for the round. the game ends when either team is completely eliminated

Civil War

A team deathmatch game except players have roles and a certain gun for that role: Scout-Spring or gas pistol
Three infantry men- Shotguns Sniper- Sniper rifle or any gun with a scope. Grenade man- carries smoke bombs or airsoft grenades. uses a spring gun. Heavy Weapons man-Electric gun on full auto.
the game ends when either team is eliminated

FULL CONTACT

Players can tackle and attack players by physical means. This variation is almost exclusive to groups of friends as it would not be feasible for a commercial locals or large gatherings allow physical contact (it is actually forbidden in most game rules). Players may use moves similar to wrestling or sports like that to take down enemies without causing any bodily harm.

POLICE SHOOTOUT/COPS AND ROBBERS

Players only use pistols (preferably gas blow backs) in order to reenact the gun fights experienced by law enforcement on the streets. These are very quick matches and may be set up in a scenario like using a vehicle that's been "pulled over" or a robbery.

FORT WARS

There are two teams. Each team has their own fort with a flag in it. The goal is for each team to replace the opponets flag with your team's flag. Up to Three players can guard the flag. If shot, the players go to the enemy jail, including the flag guards. The only way to get out of jail is to be tagged by a teammate. The first team to set their flag in the opponets fort wins

TURF WARS

There are two teams and each team is given a unique set of six flags (e.g. blue and red colored flags). Six posts are arranged in the field. The objective of the game is for each team to attempt to secure as many of the six posts as possible within a set time limit (e.g. ten minutes). A post is secured when a player plants his team's flag there or when a player replaces the opposing team's flag with his own. If a player is shot, he must return to the respawn point. When time is up, the team possessing the most posts wins the game.

SPECIAL FORCES

In this small game it's sort of like milsim. A team of 4 is the Special Forces team. A team of 8 or up is the Bad Guy team. The Special Forces team must eliminate all Bad Guys in 5 mins. The Special Forces can use (for weapons): M16, M4, MP5, M24, G36c, Masada or PDW (Personal Defense Weapon.) Bad Guys can use (for weapons): AK-47, Sig 552, SVD, AK-74. (NOTE: you don't HAVE to use these weapons. they are just probably what these groups would use as weapons.)

AMBUSH

Also known as "Return Fire". A small group of snipers must eliminate as many infantry troops as possible (occasionally the entire force) before the main force reaches the end of a designated path, which they are confined to, where as the snipers may move about as they wish.

DEMOLITIONS

In this game there are two bases, and an object to represent a satchel charge. The charge is placed in the middle of the field between the two bases. One team begins in each base. The goal is to take the charge to the enemy's base. When the charge reaches the enemy's base and remains untouched by the enemy for 2 minutes (depending on rules), the enemy loses. If the charge carrier is eliminated anyone can pick up the charge.

HOSTAGE RESCUE

There are two teams: the Guards and another team divided into the Hostages and the Rescuers. The hostages are typically placed in different locations. The rescue team can carry extra weaponry to the hostages. The hostages can attempt to flee but are then subject to elimination.

OFFICERS

There are two teams, and one team has an officer. The other team hides in thick terrain with sniper rifles or assault rifles. When the attacking team sees the officer they fire. The teams should be heavily weighted to the defense, especially if the attacking team has automatic weapons, because the attacking team is hidden and hard to defeat. Often the objective of the defending team is to transport the officer safely from one location to another, so the attacking team loses if each of them is killed, or if the officer safely reaches the objective.

TRAITORS

A Capture the Flag variation. The judges discreetly choose one player from each team that is given both teams' team-markers. The adjudicators inform the teams that each team has a traitor. The game is played as Capture the Flag, but after the game has lasted for 5 minutes the traitors may change team anytime they choose.

MANHUNT

A voluntary player is the prey and the rest of the players are the hunters. The prey wins if he can reach a specified place within the time frame. The hunter that shoots the prey wins. The hunters may not shoot each other. This variation is popular for night games.

PRISON BREAK

A small team of players (the prisoners) shall travel through an area that is guarded by the majority of players. The prisoners may not have any big weapons or support weapons. The guards can have whatever they choose. Each prisoner that reaches the goal is considered a winner. In some versions of the game however, there may also be a small team to help the prisoners escape.

COMMANDO RAID

A small group is the commandos. The rest of the players are divided to guard the objectives. Each objective should be guarded by the same amount of guards as the commandos are. The commandos are taken to a small zone outside the game area. This is their Insertion and Extraction Point. then must try to reach the extraction point with out being hit.(realistic) and the other players must stop the other team from reaching the extraction point. Commandos must have half a magazine of ammo and a pistol.

HUNTER(S)

One person (or people) volunteers to be the Hunter(s). You have multiple hunters if there are 8 or more people playing, depends on how you would like to play. They get to choose any weapon(s) he (they) would like to use (It can be anyone’s weapon). The Hunter(s) goes out into the playing area and hides all of the other weapons, except his (their) own. This is done while all of the other people are somewhere where they can not see where the Hunter(s) is hiding the weapons. When the Hunter(s) has finished he (they) comes back. The rest of the players have a certain amount of time (determined before the game starts) to find a weapon before the Hunter(s) is allowed to come into the playing field. For example; the players have 30 seconds to find a weapon. After the 30 seconds are up the Hunter(s) comes in and everyone is fair game for him, whether you have a weapon or not. If the hunter(s) is (are) eliminated, the team wins. If the Hunter(s) eliminates everyone else, he wins.

PARATROOPERS

1/4 of the players are the paratroopers and are blindfolded and taken out to their "Drop Zone". At the drop zone (or can have multiple drop zones for more tactical gameplay). The paratroopers are given a simple map over the area.(The paratroopers have to rendezvous with each other) The other players are split to defend 3 objects in the area. The goal for the paratroopers is to "take out" an objective by stealing its Flag and return with the Flag to the "Pickup Zone". When the judge at the "Pickup Zone" has the Flag the paratroopers have won. The map should have faults and one of the objectives should be marked at the wrong place, or an extra flag could be marked.

KILL HOUSE

A player or a small team shall clear a house that has been rigged by the organizers in the shortest time possible. Each room must be clear of targets but no friendly targets can be hit.

TRENCHES

A rectangular area about 50x125 m is divided into 10 sectors, 2x5. The two teams should start on the opposite short sides of the field. The team that controls the most sectors when the game ends, wins. It takes at least 2 men and no enemies in a sector to control it. The 'flesh wound rule' is used.

NINJA VS. SOLDIER / SPY VS. MERCENARY

A game type in which heavily armed Mercenaries/soldiers fight against spies/ ninjas armed with airsoft knives {plastic} or pistols. The soldiers have no respawn and must survive a certain amount of time {10-20 minutes for most fun} and have no respawn while ninjas/spies respawn after 1 minute in a respawn zone. Note- Spy v mercenary is normally played at night time w/ pistol equipped spies while ninja vs. soldiers is played at day or night time with knife equipped ninjas. Normal play time is limited to a maximum of 30 min.
>Modifiers<
+Dead soldiers and mercenaries turn into other team.
+Spies and ninjas stay dead
+Spies and ninjas stay dead but they have way more people on their team {EX:15 ninjas vs 4 soldiers}
+Spies and ninjas are invincible
+Mercenaries have a glowstick on their back and spies have to remove this to kill mercenaries
+mercenaries and soldiers are against each other and the ninja/spy team
8-32 players

DRAG THE DOLL

A doll (stuffed and man-size) is in the middle of a square arena. The arena is open and flat, but with a lot of debris for cover. Each side is the start for a team of 3-6 players. The goal is to grab the doll and drag it to your side. This game is supposed to be intense and fast. It is, essentially, an arena version of CTF.

BLACK HAWK DOWN

A small group of players 2-6 must remain in one small area and defend their lives and each others, against all the remaining players. Defending team should be better equipped. Attacking opponents should have superior numbers. The Defending team should also have limited ammo and more powerful sniper like guns. Both teams if you are hit you are down for the game

BACK TO BASIC

A game where only spring pistols are allowed. Ammo can be limited.
In addition to variations in gameplay, players may also choose to decide upon other factors, such as what real-world or imaginary force each team/player is intended to represent, which can affect chosen weaponry or gear. Even seasoned player may play in this variation when a full game is not possible or when they wish to play a game right now (as a full game is hard to set up).

JUGGERNAUT

This game is similar to tag. During the game one person is the juggernaut. He has to try to kill the rest of the players. The goal of the game is to be the last one standing. There is a twist though. If a player kills the juggernaut, the juggernaut is out and the other player becomes the juggernaut.

ZOMBIE HUNT

Two teams are set up; zombies and zombie hunters. This game is best played in an urban (or suburb) setting. Zombie hunters get pistols, shotguns, rifles, etc... Whatever one may find at a gun store. Zombies get knives and poles, and can take 10-15 shots before respawning. Zombies get two (or more) re spawns. If a zombie "kills" a hunter, then that hunter is automatically a zombie and can not use his/her gun. The game ends when all the zombies are dead or all the dead are zombies.

STEALTH

One team is a stealth team and the other is the Terrorist group. The stealth team can only shoot from behind the terrorists. The terrorist can shoot from what ever direction. The stealth only get handguns/any side arm. The terrorist gets and primary gun but no BIG snipers or gatling guns for those who just want to walk in and light you up! The stealth team should were black to make it fun. Last, if you want the terrorists can use vehicles no stealth.

SEARCH AND DESTROY (CALL OF DUTY STYLE)

There are two teams evenly divided. One team defends targets A and B. The other team is equipped with a bomb(could be a box with a stopwatch or a cell phone/iPod with stopwatch on it). That teams objective is to get to either target A or target B, set the timer for 1 minute, and defend that target. Also tape is placed at each target to be wrapped around the box 3 times. This can simulate the time taken to plant and defuse the bomb as in call of duty. Here are two choices: both teams each carry a walkie-talkie, or use a blow horn. When attacking team plants the bomb, they must either tell the other team over radio or blast the blow horn. The defending team defuses the bomb by tearing off the tape, and stopping the timer before time runs out. You have 1 life per round. There are 3 rounds until halftime. At half, teams switch sides, and first team to four wins, wins the game.

SABOTAGE (CALL OF DUTY STYLE)

This games is very similar to Search and Destroy. There is a bomb, but both teams want to get it. Once a team has gotten it, they now want to plant it at the other team's base. Each person has an unlimited amount of lives. Also, when the games starts of, both teams know where the bomb is, but the teams don't know the location of the enemy team's base until you find the bomb. With the bomb is two maps, one for each team. The map shows each base and the rest of the playing field. This games style can range from small teams (3 vs 3) to larger teams(8 vs 8 or higher if you like, but you need at least 6 people total.