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The Airsoft Game Modes Playbook 

(For Beginners on Private Land)

Welcome to running your own Airsoft games! This guide simplifies the rules for the most common scenarios.

Knowing Your Part

To organize your game to run smoothly, you will want to give each person participating a name or designation for their specific roll. This will inform all parties involved to know who is responsible for what tasks. 

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  • Admin: They are in charge of running the entire event. If there is a problem that needs to be addressed, they have the final say. 

  • Referee: They are the front line for players. Choosing the games and setting the time limit. Their main job is to coordinate the games and make sure all players are following the rules.

  • Teams: Establishing teams before the games will allow all players to know who they are play with and against. Most fields will divide the parties. However, if you find it hard to distinguish the groups. You can always rely on bright colorful tape to designate the teams.

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Prioritize Safety

Airsoft is an amazing hobby and sport, but it can be dangerous if not treated with the proper care. Follow these guidelines to help keep everyone safe.

Safety/Protective Equipment: With a plethora of optional gear like gloves and knee pads. One piece of equipment that CAN NOT be compromised is Eye/Face Protection. Make sure everyone is using ANSI rated eye protection with a minimum rating of Z87.1. It is also HIGHLY RECOMMENDED to use lower face protection. You only have one pair of eyes and teeth are expensive to fix.

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Tier 1:
Elimination Games

These modes are the easiest to set up and are perfect for learning the basics of aiming and moving.

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Team Deathmatch (TDM)

This is the classic and simplest scenario.

Goal: Achieve the highest total kills as a team within the time limit.

Teams: Two equal teams.

Respawn: UNLIMITED. After a hit, the player goes back to their team's starting point, counts to 10 out loud, and re-enters the fight.

Focus: High-paced action and aggressive movement.

The Tactical TDM Variant: Admin can use Limited Respawn.

Example: Each player only gets 3 lives per round. Once a player runs out of lives, they sit out until the next round. This forces survival over pure aggression.

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Free-for-All (FFA)

No teams, just chaos!

Goal: Achieve the highest individual kill count.

Teams: None! Every player is an enemy.

Respawn: UNLIMITED. Quick respawn after a 10-second count (like TDM).

Focus: Extreme situational awareness. You must watch your back at all times.

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Last Man Standing (LMS)/Battle Royal (BR)

The ultimate test of survival.

Goal: Be the last player or small team remaining on the field.

Teams: Individual players or small teams (3-4 people)

Respawn: ZERO (Single Life). Once hit, you are out for the round.

Focus: Stealth, patience, and good cover usage.

Battle Royal Add-On: The Admin can mark a "Shrinking Play Zone" that gets smaller over time to force players together. This adds high-risk pressure.

Tier 2: 
Classic Objective Games

These modes require more planning and good communication to succeed.

Capture the Flag (CTF)

The most popular team objective game.

Goal: Steal the enemy's flag from their base and bring it back to your own base to score.

Flag Rules: The flag must be visible. Players cannot throw the flag to skip movement.

Teams Roles: Attackers (go get the flag) and Defenders (guard your flag). You need both!

Respawn: LIMITED/DELAYED. Players may respawn at a designated point after a count (e.g., 30 seconds), but this game rewards staying alive and coordinated pushes.

Focus: Teamwork and communication.

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Domination / King of the Hill (KOTH)

Controlling territory is the key here.

Goal: Capture and hold designated Control Points (marked areas). Teams earn points based on how long they hold the points.

KOTH Variant: The objective is narrowed down to holding only one central strong point (the "Hill"). This leads to one massive, constant firefight.

Respawn: Typically UNLIMITED but with a slight delay to keep the pressure high.

Focus: Resource management. Commanders must decide whether to send people to attack or stay to defend multiple points simultaneously.

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Attack and Defend

This is the first mode that uses Asymmetrical Rules to balance the field.

Goal: Defenders must hold a fixed area (a bunker, building, etc.) for a set time limit. Attackers must clear the area before time runs out.

Attacker Respawn: UNLIMITED. The Attackers need endless lives to keep the pressure on and sustain the assault.

Defender Respawn: LIMITED or ZERO. Defenders must use cover and strategy to make their finite lives last as long as possible (high tension).

Focus: Defenders must coordinate to create a blockade to prevent being overrun by the attackers.

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Tier 3:
High-Stakes Missions

These missions are defined by their unique props, roles, and very limited lives, which ramps up the tension!

Search and Destroy (S&D) / Demolition

Often played in quick, intense rounds.

Goal: Attackers must plant a prop bomb/timer at a site. Defenders must stop the planting or defuse the planted bomb before it counts down.

Victory: Win by detonating/defusing the bomb OR by eliminating the entire opposing team.

Respawn: STRICT SINGLE-LIFE. If you are hit, you are out until the round ends.

Focus: Quiet movement, coordinated push, and prioritizing the prop objective over kills.

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VIP/President Protection

This is all about keeping one key person alive

Roles: "VIP (The Target)" and "Bodyguards (Defense)" vs. "Assassins (Attack)"

Goal: Bodyguards must escort the VIP to a specific extraction point. Assassins must eliminate the VIP.

Game End: If the "VIP" is eliminated, the "Assassins" win immediately, regardless of how many bodyguards are left. "Bodyguards" win by successfully transporting the "VIP" to the extraction point.

Attacker Respawn: UNLIMITED. The Attackers need endless lives to keep the pressure on and sustain the assault.

Defender Respawn: Captors often get ZERO RESPAWNS (high pressure defense).

Focus: Intense communication and movement. The Bodyguards must constantly shield the VIP.

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Hostage Rescue

A classic mission that requires the Rescue team to push hard.

Roles: Rescuers (Attackers), Captors (Defenders), Hostage (Clearly designated player. Unarmed and mom-combatant.)

Goal: Rescuers must find the Hostage and safely walk them back to their extraction zone..

Attacker Respawn: Rescuers may get limited respawns to allow for sustained attempts to breach.

Defender Respawn: Defenders often get ZERO RESPONSES (high pressure defense).

Focus: Strategy and execution. Both teams must be on high alert, especially with limited lives.

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Tier 4: 
Unique Roles and
High-Risk Scenarios

These modes introduce unconventional mechanics and rely heavily on player adherence to specific rules (the "honor system").

Zombies / Infected

The enemy grows stronger every time they get a kill!

Starting Balance: Mostly Humans vs. a small number of designated Infected/Zombies (e.g., 4:1 ratio).

Infection Core Mechanic: If a Human is shot or tagged by a Infected player, they immediately turn into a Infected player and join the opposing force.

Zombie Add-On: Zombie and Infected are the same. Zombies often have restrictions (e.g., can only use a melee tag, must walk, no guns). Admin must be very clear on this!

Goal: "Infected/Zombies" win by infecting all "Humans". "Humans" win by surviving until timer runs out or eliminates all "Infected/Zombies". 

Respawn: NO RESPAWN/SINGLE LIFE

Focus: Survive!

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Escort Mode / Payload

A tactical tug-of-war game built around continuous movement

Goal: Attackers must push a physical prop (The Payload) along a defined path against Defenders trying to halt its movement.

Respawn: Typically UNLIMITED for both teams, allowing for constant action around the Payload.

Focus: Continuous momentum. Attackers must stay close to the Payload to advance it.

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Trouble In Terrorist Town (TTT)

This mode is based entirely on social deduction and trust.

Roles: Players are secretly assigned Innocents, Traitors, or a Detective. (Works best for groups of 8+ players.)

Goal: "Traitors" must secretly eliminate all "Innocents/Detective". "Detective/Innocents" must identify and neutralize the Traitors.

Mechanics: Players are often single-life (no respawn) to raise the stakes. The Detective may wear a visible marker (e.g., bright vest).

Focus: Espionage, covert movement, and verbal communication/deception. Only play this mode with groups you trust to follow the rules.

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Final Check:
Mandatory Safety & Legal Checklist

Running games on your own land comes with responsibility. You MUST ensure these steps are completed to protect your players, neighbors, and yourself.

1. Owner Permission: Always secure explicit written permission from the property owner before setting up or running a game.

2. Notify Law Enforcement: Call your local non-emergency police line or Sheriff's office. Let them know the date, time, and location of your game, and clarify that you will be using replica firearms (Airsoft guns) to prevent any accidental "brandishing" calls from neighbors.

3. Notify Neighbors: Inform surrounding property owners or residents that you will be running an Airsoft game and that they may hear the sound of BBs and shouting. A quick friendly note or conversation prevents panic.

4. Set Up Signs/Emergency Info: Clearly post a sign on the perimeter: "PRIVATE AIRSOFT GAME IN PROGRESS – NO TRESPASSING." Keep emergency contact numbers (Admin, local emergency services) readily accessible.

5. Transport Safely: Airsoft guns must never be brandished in public or seen outside of the playing area. Always transport all gear in closed, non-descript bags or cases to and from the site.

Legal Disclaimer

This guide is for informational purposes only and is not legal advice. We are not lawyers, and the safety and legal checklist provided above is a general guideline. You MUST research and consult with your local police and governing bodies regarding specific

laws, ordinances, and zoning restrictions that apply to using replica firearms and hosting private events in your area. You are fully responsible for ensuring your game complies with all local regulations.

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