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Big Event in the Midlands


Staceh

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A copy of the rules n stuff.

 

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Game RULES

 

Basics

 

So, what is CONFLICT?

 

Ever played ‘Risk’?, well here is the Live Experience of the award winning board game. Two armies battle over territory with the single goal…. Control the Board! Both sides have an HQ, in which all their commands and decisions are made. Using radio communication and a large game board of the site situated in the HQ’s centre, troops in the field move around under the direction of their Colonel (Marshals) using maps and compasses and claim the squares. It all leads to the ultimate Game experience.

 

CONFLICT starts at 10.00am Sat till 2.00am Sunday morning and continue 10.00am Sunday, finishing at around 2.00pm Sunday afternoon. It features vehicles, artillery and the very best in game marshalling and co-ordination. As a player all you have to do is turn up, join a side and go to ‘CONFLICT’.

 

 

The Colonel (Marshall) controls the intelligence and admin of their assigned unit throughout the game and is responsible for keeping HQ updated. Not the player.

 

 

Battle kits

 

Lieutenant –Must have at least 5 men in his platoon

 

3 golden comebacks for the weekend, a yellow chip is given and acts like a re-spawn at no cost to the soldiers hit total

Commands his Platoon and co-ordinates with the other Lieutenants and the Colonel all operations.

 

Soldier

 

1st hit taken does not count however, they must still find a team-mate to be tagged back into the game and call the 20 second count.

 

Engineer

 

Starts with a set of tool.

Is the only character that can set charges, defuse bombs and use electrical equipment.

 

Grenades do 3 points of damage

Affect 10 foot radius (out side) or the whole building (inside)

 

Standard Game Rules

 

 

When shot, a loud call of ‘HIT’ should be made and the player is considered out of game.

When hit the player should raise there gun or hand to show they are not live.

Dead players ‘DO NOT TALK’ accept to call to their teammates for a re-spawn.

A hit is anywhere on the body or gun.

Ricochet must also be taken as a hit.

 

Re-spawn rules

 

When shot take a loud 20-second count from a team member to become live again.

Each player has three lives, when exhausted of lives the player must report to their units colonel for instruction.

 

 

 

Conflict Board RULES

 

This is an Airsoft game like no other. Huge maps are used as battlefields and small pieces representing troops are moved around it in an attempt to out wit the enemy and capture their HQ. To do this 3 codes must be collected to bring down the enemies defence grid, then an assault can be made on the HQ.

 

Set up.

Each team begins with an HQ that is placed on the Battle Map and assigned X amount of troops.

 

Once the HQs are set up, each team places its troops on the map in: groups of X that are known as:

troops = Platoon

troops = Company

troops = Division

50 troops = Brigade

The HQ is the Regiments/Battalions Barracks that can house up to X troops (re-spawns) in reserve. A small trooper piece is placed on the board to represent each Live organised group.

 

At kick off each team begins to move its troops around the map in an attempt to have Conflict, capture important areas, find extra resources cards or just simply confuse the hell out of the enemy’s generals. If the opposing troops meet each other on the same square, then there will be a conflict and go to war for the square. Both sides are responsible for the own Intelligence on the enemies positions, this in turn will help the Generals at the HQs to make key decisions as to where to move their troops.

Each trooper in the Conflicting Company = the amount of troops in the battle.

Example:

Team A has a Company of 25 troops on the board and only 10 actual players for this Conflict. So team A has a total of 15 respawns after the first casualty.

The Colonel (Marshall) will keep the lieutenants and Generals informed of the casualties being taken during the conflict, this in turn gives the command staff a chance to decide to pull out of the area of re-enforce the position. If, during the battle, a side has air support they can call in extra troops from their HQ (extra respawns) But remember, doing this will leave the HQ with less men to defend it.

Each area on the board may have resources, objectives or simply strategic value to the game. The team that either wipes out the opposition, or forces a retreat will win the square and its resource by raising the team’s flag from a flagpole located within the square.

 

 

Capture a Zone

Each zone will have flagpole with its square number and two flags, one for each team. To capture the zone, all the team needs to do is attach their flag and raise it. Then the square is captured. The Colonel will radio in and take one of the resource cards, which must be delivered to the HQ. This will be a resource that the HQ can use, be it money, Intel, extra troops ect…

 

End Game

 

To win the day and win the war, the enemy’s HQ must be captured or all of the opposition’s troops whipped out.

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