Methods and Structures of Play
There are several different rule sets in a given Airsoft game. A rule present in most game types is that if a player is hit, they are "dead" and are out for the round or must respawn to re-enter game. The "dead" players are either required to leave the field or are free to roam (the latter being true in more casual games in more open spaces). Several common game modes are as follows:
Deathmatch / Free For All
In this mode, all players are set against each other; there are no teams and alliances between players are usually frowned upon. This mode is usually the most frantic because players have only themselves to rely on, meaning dealing with fire from numerous directions and more difficulty gaining solid cover.
Examples: Last man standing (Ultimos homo statans).
Team Deathmatch / Teams
In this mode, teams are formed between several players. Usually the teams are balanced (no team has more players than the other). The members of a given team have to work together to eliminate all the other players in the game. When all of the players on a team are out, that team is eliminated. This continues until all teams are eliminated.
Examples: Last team standing.
Capture the Flag
The classic kid's game with a twist: (usually) 2 "bases are set up" with a flag (or similar objective) in each one. The players are divided into teams and have to steal the flag from the other team's base and return it to their own. Usually, if a player is "killed," they can return to their base and start again.
Examples: Traitors (each team has one player that is a traitor).
Centre Flag
Similar to capture the flag but only one flag that is placed in the middle of the two teams bases. First goal: capture the Flag. Second goal: take the flag to enemy base. When the flag reaches the enemy base, the enemy loses. If the flag carrier is eliminated anyone can pick up the flag. For extra long games multiple flags can be used.
Examples: Capture explosives (1st goal) + Commando raid (2nd goal).
Siege or King of the Hill
In this game type, there are two teams: Attackers and Defenders. The Defender team is given a usually fortified position while the Attacking team has to kill all of the Defenders in order to win.
Examples: hostage rescue (SWAT team).
Carry the Flag
One flag and one team carrying it. Objective is to take the flag from point A (normally team base) to point B. The interception team objective is to prevent the flag from reaching point B. There are two variants of this game type, one for long games and another for short games. Games can be longer if anyone can be flag carrier or shorter if only one flag carrier exists. The game ends when no more players to carry flag (long version) or when flag carrier is killed (short version).
Examples: president rescue/walk (single flag carrier), drag the doll (multiple flag carriers).
Grab the Flag
One flag is placed in a location away from all teams. The objective is to be the first to reach the flag. The player/team that first reaches (grabs) the flag alive wins.
Examples: Manhunt (one player tries to reach flag - escape), prisoners escape (multiple players trying to reach flag - escape).
Not all players have such structure in their games and are simply there to have fun, not to compete. This is obviously not a complete list; many more game modes may be invented every time a few friends get together to play.
Around 60% of serious airsofters today play other games that more realistically replicate a combat zone; they wear camo and play scenario based games with squads, objectives, and realistic missions.
