Symmetrical games are characterized by giving all teams as fair and even playing conditions as possible. Games will almost never be perfectly symmetrical, but their organizational structure may be.
Soakfest:
Classic Soakfest
- Literally the backyard run-around that kids do; just shooting around and assorted nonsense. It’s typically not even considered a game at all but of course, is always fun to do from time to time. Can be played Free-For-All or in teams.
Hide-and-go-Soak Capture-the-Flag
- Each team has one Flag and Delivery Point.
- Team’s Flag is hidden within a certain vicinity of their Base.
- Every player is invincible, and do not have to drop flags they are carrying if hit.
- First team to find opponent’s Flag amidstĀ all the chaos and captures it wins.
- Recommended at least 6 players.
Infinite Lives:
Standard Capture-the-Flag
- Each team has Flag and Delivery Point (usually one of each).
- Both teams have infinite lives and Spawn Points in their base.
- Team scores when enemy’s Flag is delivered to their Delivery Point.
- Players carrying any Flag must drop it if they are hit.
- After scoring, game pauses to allow everything to reset.
- Time limit required for inconclusive games.
- Recommended at least 6 players.
Soakn’ Destroy
- Structured exactly like Standard CTF
- Involves either the Attack Target or Container Target instead of the Flag and Delivery Point.
- The Bomb and Target objective may also be used. See the Briefing page for details.
One-Hit-Scores
- Known as Deathmatch elsewhere, each player counts how many times they are hit, and by whom.
- Players who are hit are temporarily eliminated and must spawn according to the rules of the game.
- Game ends when a certain score is reached by either team, or if a time limit runs out.
- Officially played by water warfare community.
Elimination:
One-Hit-Eliminates (a.k.a. One-Hit Kills)
- Standard elimination game. Last team standing wins.
- Players who are eliminated are gone from the round for good.
- May be played with multiple lives, i.e. 2-Hits-Eliminate or more. Regular spawning rules apply for multiple lives.
Team Elimination
- Team shares one “pool” of lives.
- When depleted, no one on the team may spawn anymore for the round.
Team Magic Hammer
- Each team receives one object called the Hammer. This may be represented by, say, a pool foam noodle if available.
- Players who are hit by opposing water attacks must freeze in place. They may then be revived by the team’s Hammer, or eliminated by the opponent’s Hammer.
- To revive, both players must stay in place, and the frozen player is to be tapped 10 times with the Hammer.
- To eliminate, simply give one tap to the frozen opponent with the Hammer. (If the Hammer is represented by a foam pool noodle or other safe object, you may smack that opponent with it to humiliate them. Not too hard though.)
- Players carrying the Hammer when hit must drop it and freeze.
- If opponents are alive when they are hit with a Hammer, the opponent is eliminated instantly and a score bonus goes to the player that performed the elimination.
- If both Hammers hit each other (from two players on opposing teams getting into a Hammer fight), both players are eliminated immediately and drop the Hammers where they are.
- Players may use the opponent’s Hammer to perform eliminations on the team that owns it, or revive their own teammates with the opponent’s Hammer.
- Game ends if one team is eliminated, or if one player comes in possession of both teams’ Hammers simultaneously.
- Recommended 6 to 24 players.