Correspondent

Requirements

  • At least two competing teams — no upper limit on the number of teams or players. The organizer decides team sizes and composition.
  • Printed QR codes placed across the game area by the organizer.
  • An Android phone with AFT installed for every player who wants to scan codes or monitor game progress. Players without a phone can still participate in combat and movement.
  • The Correspondent scenario configured by the organizer in the app — with all QR codes created, configured, and assigned to the session.
  • Optional: respawn rules, ammo limits, special tasks, narrative clues — entirely at the organizer’s discretion.

Description

Correspondent is a competitive, objective-based scenario where teams race to locate and scan QR codes placed across the battlefield by the organizer. The first team to scan every code assigned to the scenario wins.

QR codes can be placed in open, visible locations or hidden in challenging spots — depending on the desired difficulty. Their positions can be marked on the in-game map from the start or revealed gradually through in-game events, narrative clues, or interaction with NPCs. The organizer decides how much information players receive at the beginning.

The mechanics are straightforward: each team can scan a given code only once, and points go to the team. Multiple players within a team can carry phones and scan codes on behalf of their squad. Players without a phone participate fully in combat and movement, relying on verbal updates from teammates.

How to Configure

To set up the Correspondent scenario, create a session and join it as an administrator. Add a new scenario, then activate it and open its detail panel. You can enter a name and description for the scenario — both will be visible to all players in the session.

Navigate to the QR Codes tab. This is where you build the full list of objectives for the game. Press + to add a new code, then tap it to open its detail view.

Each code has three key fields. The first two are a name and an icon, which help you and your players identify and distinguish codes at a glance. The third field is the scan message — the text displayed to a player the moment they successfully scan that code.

The scan message can be as simple as a confirmation, but it is also a powerful narrative tool. You can use it to grant in-game effects, trigger a respawn event, or use scan messages to build objective chains.

„Code found. Well done.”

„You’ve found an ammo cache — your team may use one extra magazine from this point on.”

„A helicopter has arrived and evacuated the wounded — all eliminated players on your team may return to the field.”

„The next code is 200 meters north, beneath a fallen tree.”

Once a code is configured, open the hamburger menu in the top section of the code detail panel. From there you can download the QR code image directly to your phone’s storage, or share it with someone who has access to a printer.


For Players — What to Expect

Correspondent rewards movement, coordination, and situational awareness. There is no single frontline to hold or one objective to defend — there is open terrain, distributed targets, and opponents thinking exactly the same thing you are.

From the very first minute, your team must make a decision: stay together or split up. There is no single right answer, and that is precisely what makes every game feel different.

Players with a phone have constant access to the game state — they can see which codes have already been scanned and by which team. This creates natural tactical tension: if an opponent is missing just one code, you can predict their next move and set up an ambush before they arrive. Players without a phone rely on updates from teammates and their own situational awareness.

After scanning a code, a message defined by the organizer appears on screen. It can be a short task, a hint toward the next objective, a piece of narrative, or an instruction for the team. The scan is not just a point on the scoreboard — it can be the beginning of the next phase of the mission.

In practice, four distinct approaches tend to emerge on the field:

  • Blitz — The team sprints between QR locations, betting on raw speed and momentum. The goal is to complete the list before opponents can react. The risk: an ambush on the way to the next code.
  • Split & Risk — The team divides into smaller groups or solo runners, increasing the rate of acquisition at the cost of protection. High potential gains, but every elimination hurts more.
  • Hunter-Killer — Instead of chasing codes, the team focuses on tracking and eliminating players capable of scanning. Once the leading team is neutralized, unguarded codes become easy pickings.
  • Ambush Control — The team identifies high-value QR locations and sets up defensive positions, forcing opponents into firefights before they can scan. This approach trades scanning speed for territorial control and disruption.

None of these approaches is guaranteed to work. The best teams read the situation and adapt mid-game.


Player Interface

To open the Correspondent interface, launch the navigation menu and select the Scenario tool. A panel will appear listing all QR codes added to the scenario by the session administrator.

Each code in the list displays a set of army shields next to it — one per army in the session. When an army scans a code, their shield is marked. The first army to have all shields marked across every code wins the scenario.

This board is the primary tactical readout during the game. A glance tells you which codes are still contested, which armies are ahead, and — if an opponent is close to completing their list — where they are likely heading next.

Administrator note: Administrators can long-press any code in the list to either reset it or manually credit a scan to a selected army. This is useful for resolving disputes or correcting a missed scan without interrupting the game.


Scanning

Once you have located a code in the field, open the navigation menu and select the Scan QR Code tool. Point your camera at the code — the scanner will read it automatically.

After a successful scan, the message configured by the session administrator will appear on screen. Read it carefully — it may contain a narrative clue, an in-game effect, or the location of the next objective.

Once you dismiss the message, return to the Scenario panel. You will see that your army’s shield is now marked next to the code you just scanned.


For Organizers — What to Prepare For

Correspondent is one of the most flexible scenarios in AFT. You can use it to run a simple casual skirmish or a multi-stage operation with narrative and NPCs — with identical technical setup on your end.

Configuration in the App

Before the event, you create the Correspondent scenario in AFT, add QR codes, configure each one, and assign them to the session. The app generates print-ready image files — one for each objective. You can configure each code individually: set a custom message that appears after scanning, assign a name visible on the map, and define whether the code location is shown to players upfront or revealed later. Once generated, you download the files, print them, and place them in the field. Each code corresponds to a marker on the map.

Placement in the Field

Code placement is the key design decision. Codes too close together push the game into a single area and quickly turn it into a team deathmatch. Codes too far apart stretch forces thin and reward speed over tactics. The best results come from placing codes in two or three clusters across different parts of the terrain — each cluster worth different attention, each accessible by a different route.

You can hide codes or place them in plain sight. Hidden codes reward reconnaissance and slow the pace down. Visible codes direct teams immediately and generate faster contact.

Narrative and Options

Every scan triggers the custom message you defined in the app. It can be a short instruction, a piece of narrative, a hint toward the next objective, or a task to complete. This turns scanning into a storytelling tool — particularly valuable for corporate events, bachelor parties, and milsims with a story thread running through them.

Respawn rules, ammo limits, and special tasks are entirely optional and up to you. Correspondent works well either way — with respawns the game runs longer and stays dynamic, without them every elimination carries strategic weight.

Player Count and Team Size

The scenario does not require large groups. With six to ten players and three codes, the game is tight and personal. With larger groups it scales naturally — more players means more pressure on both sides, not more complexity in the rules. There is no upper limit on teams or player count.


Summary

Correspondent is a scenario that works. It is simple to explain, fast to deploy, and surprisingly deep once teams start thinking. It does not require hundreds of players, complex logistics, or specialized equipment — just a few printed QR codes and the app on a phone.

It works equally well at a casual weekend skirmish and a corporate team-building event. It provides structure without rigidity, competition without chaos, and tactical decision-making without overcomplicating the rules.

Download Airsoft Force Tracking for free on Google Play and run your first scenario today.


See also