Games: Asymmetrical

Asymmetrical Games are typically games in assault/defend format where teams are given an equal number of chances to play both roles. Games with no team structure at all may also be considered as Asymmetrical Games.



  • One player starts out as the Alpha Zombie, who can infect Survivors by getting a hit on them which turns them into other Infected as well.
  • Infected are invincible.
  • Attacks by the Infected are severely limited. They may use squirt guns or water containers to make their hits. Pool noodles as attack methods are another option and are easier hits to detect.
  • Survivors are armed to the teeth (since the Infected are invincible), and get two hoses and all CPS blasters.
  • Survivors may use any means permitted by the game to avoid Infection. They may run away as long as they stay within the designated borders of the playing area, but it is more strategic (at first) to stay with the Survivors’ group.
  • Recommended 6 players or more.

Infinite Lives:


  • Simple attack and defend game where defenders must protect one or two objectives
  • Objective can be Flag and Delivery Point, one to two Container/Attack Targets, or one to two Bomb & Target objectives.
  • With two objectives, Attackers may only need to successfully complete one to win, or may need to complete both.
  • Attackers must complete the objective(s) either within the time limit, with the amount of water allotted, or with a limited number of lives, to win a round
  • As with every assault/defend formatted game, teams switch off roles. The team that wins the most rounds wins the game.
  • Recommended 6 to 16 players.


  • Breakthrough is simply a larger version of Assault, categorized by multiple phases per round.
  • Each phase may contain the objectives specified in Assault, or contain a single Flag and Delivery Point.
  • Attackers’ constraints are the same as before but may vary by phase.
  • Additional features such as mobile Spawn Points may be added.
  • Recommended 6 to 24 players.



  • This game involves a defending team protecting a series of objectives simultaneously (up to 6 depending on number of players and playing area size).
  • Objectives may be anything listed on the Briefing page.
  • Each objective acts as a spawn point for whoever owns it. Defenders start off owning all objectives and may not recapture objectives, only Attackers can capture. Attackers also have a permanent spawn while Defenders do not.
  • Attackers must capture all objectives within a certain time limit, with an allotted amount of water, and/or limited lives to win. Otherwise, Defenders win and the Attackers are scored by how many objectives they captured.
  • If/when all objectives are captured, the Attackers must eliminate the entire Defending team within a time limit as an endgame. This is optional, and can even be played as a separate game.
  • Attacking team may be “beefed up” by having more players than the defenders, or by having better blasters.

Final Stand

  • Attackers have infinite lives and outnumber the defenders. The defenders get better blasters. (Optionally, the team numbers may be made more even.)
  • Defenders have one life each. The game ends when all of them are eliminated. This is different from Onslaught’s endgame because Attackers are limited to one or two Spawn Points and have no time limit.
  • The defenders are expected to be eliminated eventually. The team as a whole is scored by how long they survive.

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