Scenario 01 · Basic version
Defend and Disarm
One team defends a point with the active prop. The other knows the code and must reach the device and disarm it before the countdown ends.
- Players
- 6–12 players
- Round time
- 10 minutes
- Disarming
- Known code
- Respawns
- No respawns
Preparation
Choose the defence point
Place the device somewhere accessible. Mark the field boundaries, the attackers' starting point and an area for eliminated players. Connect the power supply and all three wires.
Form teams and share the code
Form two equal teams of 3–6 players. The organiser chooses the code and gives it to the attackers before the round. Agree on hit and disarming rules.
Take your positions
Defenders position themselves near the point; attackers wait at their agreed starting point. The organiser waits for both teams to be ready before configuring the countdown.
Set 10 minutes and start the round
The organiser sets 0 h 10 min 0 s and the agreed code. After configuration and the wire check, the device starts counting down. The organiser immediately calls “START”.
Team objectives
Attackers
Reach the device and cover the player entering the code. At the device, press *, enter the known code and confirm with #. Disarming must be completed before time runs out.
Defenders
Defend access to the device until time runs out, or eliminate all attackers. The device stays at the marked point throughout the round.
Hits and round rules
- A hit eliminates a player according to the field rules. Hit players call their hit, move to the designated area and do not give advice to their team.
- There are no respawns or healing in this version. Eliminated players return in the next round.
- A player hit at the device immediately stops entering the code. Another active player may approach the device.
- Do not move, switch off or reset the device during the round.
- Disarm only with the code. All wires stay connected; this rule applies to both teams.
Victory conditions
Attackers win
An active player disarms the device before the countdown ends. The “DEFUSE” screen confirms success.
Defenders win
Time runs out without disarming and “EXPLOSION!” appears, or all attackers are eliminated before then.
Eliminating all defenders does not automatically win the round for the attackers. They must still disarm the device before time runs out.
Adjusting the difficulty
Easier for attackers
Set 15 minutes. All other rules stay the same.
Harder for attackers
Set 5 minutes. Agree on the time change before starting the round.
Swap roles in the next round, keeping the same time and rules. Each win earns 1 point; equal scores after two rounds mean a draw.