The military sports game Zarnitsa, invented in Soviet times, resonates in the souls of modern adolescents. In terms of the game purpose, it is not much different from the so popular paramilitary role-playing games of real action, but it includes elements of sports tourism and orienteering.
It is necessary
- - identification marks by the number of participants;
- - flags of different colors by the number of teams;
- - maps of the area;
- - bugle or rocket launcher;
- - a section of rough terrain.
Instructions
Step 1
Develop rules. The game's goal is to pick up the banner of the enemy or opponents. This goal can be achieved in different ways. Decide whether in your game there will be two teams fighting with each other in the same field conditions, or whether it will be the capture of a fortress. The second option is convenient for the winter "Zarnitsa", since the fortress can be snowy. If you have both troops operating in rough terrain, choose a suitable territory where two headquarters could be located. There must be enough places where competitors can hide their flag. Only team members know about his whereabouts. It is not applied to maps.
Step 2
Agree on how you will count the killed and wounded. It is more convenient to make two identification marks for the participants. This can be, for example, shoulder straps. If a participant loses one shoulder strap, he is considered injured and temporarily leaves the game. For the wounded, the team can organize a hospital. Having lost both identification marks, the fighter is eliminated from the game for good. By agreement, there may be more emblems, aiguillettes, etc., and each icon may indicate a wound of varying severity. If both teams simultaneously take away the flags from each other, the winner is determined by the amount of damage he inflicted on the enemy's "manpower".
Step 3
Make maps of the area. They can be schematic. They must be marked with natural objects and neutral territory. All the rest "opponents" will designate themselves. It is advisable to stock up on cards, since the "operational situation" is constantly changing. This is especially important if Zarnitsa will last for several days. In this case, it is also necessary to agree on the playing time and space.
Step 4
Incorporate tourism and orienteering elements into the game world. For example, the river may not be real, but conditional, indicated by a cable car or a log. Height, swamp, city and other objects can be conditional. Overcoming them, participants must follow certain rules. For example, a fighter stepping into a river with both feet may be considered drowned. The actions at each such object are monitored by an arbiter.
Step 5
The participants think over the structure of their army themselves. They can have scouts, artillerymen, miners, etc. The game can use elements of fencing or shooting. Agree on this in advance. For example, there may be a firing line that opponents must overcome when they hit, say, neutral territory. A miss is punishable by deprivation of the identification mark. But these are optional items.
Step 6
Agree to start the game. It can be a bugle, a signal flare, a common flag hoisting. It all depends on the specific conditions. After the start, the entire space is considered playable, and participants begin to act. They try to hide their flag better and at the same time find and take away the enemy's flag. Explain to the fighters that the methods can be different: reconnaissance, capture of "tongues", challenge the enemy to battle, etc.