Rush
This is a more active game mode that requires players to have good field knowledge and speed. There will also be two game masters.
Start Area | Field Entrance |
Fire Selector | Handguns Only |
Respawns | None |
Props Used | Buzzer |
Goal | Last player alive is the winner. |
Additional Info |
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Physical Demands: | 💪 💪 💪 💪 💪 |
Time Required: | 🕒 |
Preparation Time: | 🛠️ 🛠️ |
Downtime: | 🛌 🛌 🛌 🛌 |
Complexity: | 🧠 🧠 🧠 |
Rush Game Details
This game pits players against each other from a very short distance. Only the fast and accurate can survive until the end.
This game is often used for military training to test a soldiers speed, agility, endurance, ability to follow a simple 3 stage command, quick reflex times and basic field knowledge.
Players will be split into two groups (group 1 and group 2) based on rock paper scissors within their team. Winners are group 1, losers are group 2. In the event of an odd number, that person will play against the game master or odd number member from the opposite team. The Red and Blue team winners will form team 1 and get into position.
They will start at the field entrance. One game master will be at the field entrance, and the other at a predetermined checkpoint. The Game master at the entrance will shout a number or letter (depending on the field) of the checkpoint and activate the buzzer.
A 5 minute countdown will begin for the total transition time and will be paused when the first player arrives. The group must rush to that checkpoint and get into a defensive position, but place their hands on their head like a hostage. The game will start 20 seconds after the first player touches the checkpoint marker with the GM shouting the countdown. If players are slow to arrive and the game begins, they are at risk of being an easy target.
Once the game master at that checkpoint sounds the buzzer the players can grab their weapons and the battle begins. When the game master sounds it again, the battle stops and any hit players leave the field (any hit player after the buzzer will not be counted). The game master then shouts the next number and sounds the buzzer for players to rush to the next checkpoint with the timer ticking down.
The game continues like this until either there is one player team left or the transition time is used up. The remaining players can then leave the field to reload and have a drink while the next group starts their round.
Once both groups have finished, the remaining players have one final showdown in a predetermined area. Likely a CQB area. The team sizes for red and blue could be vastly different. But the game will keep going until only one team is alive. Players in the final round can only stay in the same spot for 30 seconds and must move to a different spot every time they hear the buzzer.
The battle time will range from 10 seconds to 1 minute and will be decided by the game master without warning
Rush - Key Game Mechanics
- Players are to run to each checkpoint and wait the countdown to begin combat.
- The first player to arrive initialises the countdown.
- Each round is only a few seconds.
- When the countdown begins, players are to immediately stop, kneel and put their hands on their head.
Game Rules
- Players at the wrong checkpoint are out.
- Game Master must be able to see players at all times during combat.
- Once the battle has started, any players too far away are out.
- Any player that shoots outside of battle time is out.
Three Step Command
- Holster weapon, kneel and put hands on head
- Begin & end combat when prompted
- Go to next checkpoint