The following is reprinted here with permission from Durty Dan. This
article appeared in the November '93 issue of APG.
Special Paintball Leisure Activity Time
or S.P.L.A.T.
By Durty Dan
Index
Introduction
These games were designed with established fields in mind. That is, the
area is all set up, marked out, has flag stations and the like.
When writing the rules, I tried not to insult your intelligence
by mentioning painfully obvious facts. I figured I didn't have to tell
you that the games start and end with a whistle or horn. You will also
notice that a lot of rules from the basic Capture the Flag game are repeated
in each game, I've done this so you don't have to keep referring back to
the original game and each game will stand on it's own.
I do not doubt you will have played some of these games. I don't
claim all of these games are original. Some are games I have played or
heard about, some are invented by friends and some come out of my demented
mind.
Also, you should know that the durations of the games are not
written in stone, you can change the duration of the game to suit the field
size, number of players, etc. Most of the games have objectives, you can
simply let the game go on until the objective is met.
In the games I intentionally avoided rules like head shots, gun
shots and whether or not the ball has to break for it to be an elimination.
These are usually local field rules. Also, I will give you a word of advice.
If you are taking a group to a commercial field, clear the games you want
to play with the owner first. This should be done at *least* a week prior
to the day you booked to play. He may want to approve the game, he may
want to familiarize his field staff with the rules, etc.
Field owners will find these games an interesting addition to
the games they may already run on their field.
You may need to adapt the rules to your own particular needs,
but remember that safety is always your number one concern. Play Fast!
Play Hard! Play Safe!
I purposely did not include games like speedball. (These games
and other games requiring structures will already exist where the structures
exist on the field.) Not every field will have a speedball course, a village
or a fort. The reason for not including these types of games is an attempt
on my part to make these games universal. With a little preparation you
should be able to play these games on any field in the world.
Speaking of fields, at the first of this introduction I mentioned
"established" fields, this should not be confused with the term "commercial"
fields I used later on. What I am talking about is a playing area already
set up to play at least Capture the Flag. Whether it's a "legitimate/commercial"
field or a "bootleg/outlaw" field is not the point.
I have been to some "legitimate/commercial" fields where I was
afraid to take off my goggles at any time, unless I was in my car with
the windows rolled up. I have also heard of a "bootleg/outlaw" field who
sent a guy home for having a hot gun! Let the games begin.
Capture the Flag
The game that started it all!
-
Teams:
-
Two teams.
-
Setting Up:
-
1. Two flag stations required.
-
2. Two even teams required.
-
3. Two flags, hung in their respective flag stations, required.
-
Time Limit:
-
30 Minutes.
-
Rules:
-
1. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
2. Players who are hit are out of the game.
-
3. If a player is eliminated while he is carrying the flag, he must
drop the flag where he was hit, or hang it on the nearest available object.
(Not another player).
-
4. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
5. When a player is carrying the flag, it must remain visible at
all times and must be carried in the hand, over the arm or around the neck.
-
Winning:
-
Capture the opposing team's flag and return it to your base.
-
Tactical Advantage:
-
The basic idea is to capture the flag. If you can avoid mixing it up with
the other team, do so. Also, if you do capture the flag, leave a couple
of your players behind to slow down the opposition in case they are on
THEIR way back with YOUR flag.
You don't need to leave half of your team back to defend your
flag. Only a couple of people are needed because the idea is not to stop
the opposition from getting your flag, the idea is to slow them down and
buy some time for the attackers. Besides, the more attackers you have the
better it will be for you when you reach the opposition's flag station.
The attackers should also stay in a large group, if you break
into small groups and you do run into the opposition, you're going to get
nuked. There's safety in numbers.
Blackjack
This is a standard game of Capture the Flag, but players are only given
21 paintballs for the whole game. This is a good game if you want to mix
high-tech and low-tech paintguns. A semi-auto really doesn't have much
fire power advantage of over a Splatmaster.
-
Teams:
-
Two teams.
-
Setting Up:
-
1. Two flag stations required.
-
2. Two even teams required.
-
3. Two flags, hung in their respective flag stations, required.
-
4. Players are only allowed to have 21 paintballs.
-
Time Limit:
-
30 minutes.
-
Rules:
-
1. Players are not allowed to "share" paintballs
-
2. When a player shoots all his paintballs, he is out of the game.
-
3. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
4. Players who are hit are out of the game.
-
5. If a player is eliminated while he is carrying the flag, he must
drop the flag where he was hit, or hang it on the nearest available object.
(Not another player).
-
6. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
7. When a player is carrying the flag, it must remain visible at
all times and must be carried in the hand, over the arm or around the neck.
-
Winning:
-
Capture the opposing team's flag and return it to your base.
-
Tactical Advantage:
-
The best tactic is to stay together. One player has twenty-one paintballs,
two players have 42 paintballs, three players have 63 paintballs, I'm sure
you get the idea.
Charge of the Light Brigade
The teams must sally forth 'neath flags unfurled and charge into the ranks
of the enemy!
-
Teams:
-
Two teams.
-
Setting Up:
-
1. Two flag stations required.
-
2. Two even teams required.
-
3. Two flags, hung in their respective flag stations, required.
-
Time Limit:
-
20 Minutes.
-
Rules:
-
1. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
2. Players who are hit are out of the game.
-
3. If a player is eliminated while he is carrying the flag, he must
drop the flag where he was hit, or hang it on the nearest available object.
(Not another player).
-
4. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
5. When a player is carrying the flag, it must remain visible at
all times and must be carried in the hand, over the arm or around the neck.
-
Winning:
-
Hang your flag in the opposition's flag station.
-
Tactical Advantage:
-
The best thing to do is absolutely forbid the appointed flag carrier to
engage if you meet the opposition. Assign at least two people to guard
him at all times and assign alternates to stay in the general area to replace
the guards if they are eliminated. Leave defenders behind.
Shoot the Captain
Two teams must try to eliminate the other team's captain.
-
Teams:
-
Two teams.
-
Setting Up:
-
1. Two flag stations.
-
2. Two even teams.
-
3. One member of the team is selected to be the Captain.
-
4. The teams are brought to their respective flat stations.
-
5. The Captain is tied to one end of a 20 foot rope the other end
is tied to an immobile object such as a tree or fence post.
-
6. To add a little spice into the game, the Captain is not tethered,
but his paintgun is.
-
7. Another variation is to limit all players to twenty paintballs
while not limiting the amount of paint a Captain can carry.
-
Time Limit:
-
30 minutes.
-
Rules:
-
1. The Captain cannot undo his tether.
-
2. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
3. Players who are hit are eliminated from the game.
-
4. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
5. If playing the tethered paintgun variation, the Captain can abandon
his paintgun, but cannot use another paintgun.
-
6. If you use the limited paint option, players cannot share paintballs.
-
Winning:
-
Eliminate the opposing team's Captain.
-
Tactical Advantage:
-
Assign an appropriate number of players to guard the Captain at the flag
station. If playing the tethered paintgun variation, this group must stay
with the Captain at all times.
Another tactic is to have the whole team stay back to defend
and wait for the other team. No matter how long it takes, wait for them
to show up. They may be trying the same thing. The team with the most patience
will usually win this one.
Duel
Two players settle an affair of honor. This is a good tie breaker and something
to do if you're eliminated early.
-
Teams:
-
Two players are the duelists, with a third player as the Warder.
-
Setting Up:
-
A clear area is required so that both players can pace off ten paces each.
-
Rules:
-
1. Two players stand back to back. The Warder is standing about
ten feet to the side.
-
2. Both players are armed with pistols. The pistols each have one
paintball in them ready to fire. The paintguns can have no other paintballs
in them, this is a one shot deal.
-
3. The warder then says, "This, Gentlemen, is an affair of honor.
You will take ten paces on my command, then turn and fire. If either of
you turn before the count of ten, it will be my unfortunate duty to shoot
you down." (Or something to that effect.)
-
4. The duellists then pace off in time to the Warder's count. At
the count of ten they turn and fire.
-
5. The paintball has to break for the elimination to count.
-
6. Players cannot side step or lie down, but they may kneel if they
wish.
-
7. No other rules apply.
-
Winning:
-
The person who was not eliminated wins.
-
Tactical Advantage:
-
The best way is to take your time. The first person to shoot usually isn't
the winner. Also, keep your paintgun down and don't raise it until you
are facing the target and then bring it up. If you lift your paintgun first
and then turn you are moving the paintgun horizontally to engage what is
essentially a vertical target.
Annihilator
Groups of five go into the field and slug it out in this elimination only
game.
-
Teams:
-
Multiple five man teams.
-
Setting Up:
-
1. Set up multiple five man teams.
-
2. The maximum limit is four teams for every acre of playing area.
-
3. Place teams in the area so that they are not in line of sight
of each other.
-
4. To make score keeping easier, the teams may be accompanied by
a referee and each team shoots their own distinct color of paint.
-
Time Limit:
-
30-45 minutes.
-
Rules:
-
1. Teams will stay in their starting points until the Start of Game
Signal.
-
2. The team gets a point for each elimination it inflicts on the
other team.
-
3. There are no points for surviving members of the team.
-
4. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
5. Players who are hit are out of the game.
-
6. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
Winning:
-
Team with the highest score.
-
Tactical Advantage:
-
One thing you'll learn REALLY quick. WATCH YOUR BACK AND FLANKS. People
will figure out really quick that while two teams are slugging it out,
it's real easy to drop in and blind side one team and then take off. Don't
hang around, get a couple of eliminations and get out of there.
Attack and Defend
Great for training teams how to attack or defend flag stations or when
you want a fast and furious head to head game without a lot of sneaking
around.
-
Teams
-
Two teams, Defenders and Attackers.
-
Setting Up
-
1. Choose a defendable area to serve as a flag station.
-
2. Defenders should be restricted to the confines of the flag station.
Set boundaries that limit the movement of the defenders out of the flag
station.
-
Suggested Time Limit
-
10 minutes. The time limit can be changed to accommodate variations in
the field size, cover, number of players, etc.
-
Rules
-
1. Defenders cannot leave the flag station area, or the areas of
the flag station they are restricted to.
-
2. The attackers can attack from any place on the field.
-
3. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
4. Players who are hit are out of the game.
-
5. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
Winning
-
Attackers: Pull the flag off of its support. (A string, branch,
cone, etc.) It is not necessary to leave the confines of the flag station.
Defenders: Stop the Attackers from pulling the flag.
-
Tactial Advantage
-
Defenders: Take up positions at the extreme outside edges of your
areas of limitation. That way if you are pushed back, you'll have somewhere
to go.
Attackers: Send the main force in one way and a few sneaky
players in another. You must move quickly and not allow the defenders a
chance to react to your attack.
Bunny Hunt
One person must defend himself against a multitude of players.
-
Teams
-
Bunny (One person.)
-
Hunters (A whole bunch of people.)
-
Setting Up
-
One player volunteers to be the Bunny. To give the Bunny some kind of advantage
(I'm sure he'll appreciate it.), you have two options:
-
1. The Bunny gets a semi-automatic paintgun plus a garbage can lid
or other device to use as a shield.
-
2. The Bunny carries as much paint as he's comfortable with but
the Hunters are restricted to only twenty paintballs each for the game.
-
Suggested Time Limit
-
20 minutes. The time limit can be changed to accommodate variations in
field size, cover, number of players, etc.
-
Rules
-
1. If the Bunny has a semi-auto/shield option, hits on the shield
do not count as an elimination.
-
2. The Bunny has a five minute head start into the playing area.
-
3. A signal will be given so that the bunny knows when the game
has started.
-
4. All hunters must start at the same time and from the same place.
-
5. When using the limited paint option, if a hunter runs out of
paint he is out of the game.
-
6. Players who are hit are out of the game.
-
7. Players who are eliminated may not by word or gesture, indicate
any intention or locations of the Bunny.
-
Winning
-
If you're the Bunny: Survive!
-
If you're a Hunter: Eliminate the Bunny.
-
Tactical Advantage
-
Bunny: Keep moving. Don't stay in one place for too long. Avoid
large groups of Hunters. Try to pick them off one at a time. If you can
help it at all do not try to engage them.
Hunters: Form a line across the field and move forward.
Have a few players out front as "beaters". These guys will fire random
shots into likely hiding places to flush the Bunny out. Corner the Bunny
in an area where there is no chance to escape, like a corner of the field.
This game is a great way to end a day of paintball, especially
if you play the limited paint option. A lot of players call it a day because
they don't have enough paint for a full-blown game of "Capture the Flag".
This let's them get in a few more games without having to worry about paint
consumption.
Recon
Small teams must check into several checkpoints, the problem is, they all
have to check into the same ones. This a great night game scenario.
-
Teams
-
Multiple 5-man teams.
-
Suggested Time Limit
-
20 minutes. The time limit can be changed to accommodate variations in
field size, cover, number of players, etc.
-
Setting Up
-
1. Checkpoints (one for every team on the field) are spaced throughout
the field. Each is clearly marked with a flag or some other marking device.
Each checkpoint also has a marker hanging from a string. Each checkpoint
has different color marker.
-
2. Each player has a card attached to his wrist (a playing card
will do) by a string, rubber band or elastic band.
-
3. Each team starts near a checkpoint.
-
Rules
-
1. Players must mark their card with the markers provided at the
checkpoint.
-
2. Every team member must attempt to mark his card, although this
is not mandatory.
-
3. Players who are eliminated are not allowed to count the points
they collected with their final team score.
-
4. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
5. Players who are hit are out of the game.
-
6. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
Scoring
-
- 1 point for each different colored mark on a card.
-
- 5 bonus points if all team cards are marked by at least two checkpoints.
-
- 5 bonus points for each additional checkpoint where all team cards are
marked.
-
- 2 bonus points for every team member with card marks from every checkpoint.
-
Winning
-
The team with the highest score wins.
-
Tactical Advantage
-
This shows you that sometimes the objective is more important than mixing
it up with the other teams. When you are collecting points, set up a circular
defensive position around the checkpoint. You should all be facing outwards.
Every player goes in separately and checks off his card. This way if you
get attacked, you're not all gaggling around the checkpoint.
This is an excellent night game scenario. People are very
cautions about moving around. The last thing you want is to stumble on
another team! For night game scenarios, it's best to have the velocity
cut down to about 220 feet per second (fps).
Gettysburg
This is "Capture the Flag" but with an American Civil War twist.
-
Teams
-
The North
-
The South
-
Setting Up
-
1. No bulk loaders, loading tubes or any solid apparatus used to
hold or feed paintballs.
-
2. Two flag stations.
-
3. Two evenly numbered teams.
-
4. Two flags, hung in their respective flag stations.
-
Suggested Time Limit
-
30 minutes. The time limit can be changed to accommodate variations in
field size, cover, number of players, etc.
-
Rules
-
1. Players can carry as many paintballs as they wish.
-
2. Paintballs must be loose or in a plastic bag. They cannot be
in tubes or in any bulk loading system.
-
3. Players can only load paintballs by hand, one at a time into
their paintguns and cannot load another paintball until they shoot the
one in the paintgun.
-
4. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
5. Players who are hit are out of the game.
-
6. If a player is eliminated while he is carrying the flag, he must
drop the flag where he was hit, or hang it on the nearest available object.
-
7. Players who are eliminated may not, by word or gesture, indicated
any intentions or locations of the opposing team members.
-
8. When a player is carrying the flag, it must remain visible at
all times and must be carried in the had, over the arm or around the neck.
-
Winning
-
Capture the opposing team's flag and return it to your base.
-
Tactical Advantage
-
Much like other games in which the teams carry limited paint, there is
safety and greater firepower in numbers. Try to coordinate the troops so
while one is firing the other is loading. Line up your troops and get them
to count off. Get them to remember whether they were given an odd or an
even number. During the game, the team captain can give out commands like,
"Odd numbers, fire! Even numbers, load!" and "Even numbers, fire! Odd numbers,
load!".
POW
Players must rescue their incarcerated comrades.
-
Teams:
-
Two Teams.
-
Setting Up:
-
You will need an area for each team to start from and a a POW Holding Area
for each team.
-
Time Limit:
-
30 Minutes.
-
Rules:
-
1. When a player is eliminated, he is sent to the opposing team's
POW Holding Area. (e.g. A Blue player will go to the Red flag station/POW
Holding Area.)
-
2. Prisoners must stay in the POW Holding Area until one of their
teammates tags them.
-
3. Once a player is tagged he can rejoin the game.
-
4. Each player in a POW Holding Area must be tagged to be set free.
-
5. Teams may leave players behind to "guard" their POW Holding Area.
-
6. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
7. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
Winning: There are two ways to win the game.
-
1. Have all of the opposition in your POW Holding Area before time
limit expires.
-
2. Have the most of the opposition in your POW Holding Area when
the time limit expires.
-
Tactical Advantage:
-
The idea is to engage the opposition and shoot them without getting shot
yourself. Hit and run type tactics would be the best. When you've whacked
a few, withdraw. Keep doing this while avoiding getting any of your own
players hit. Guards should be placed at the POW holding area. They should
prevent POWs from being tagged. If an opponent is near a POW you should
also be prepared to tag out the POW in case he is put back into the game.
When tagging POWs, make it understood that only one or two
will be tagged, then the other tagged in former-POWs can tag in the rest.
If you are a POW, be ready to IMMEDIATELY engage the opposition upon being
tagged back into the game.
Down But Not Out
This is Capture the Flag, but with a twist. A simple tag from your team
mate brings you back into the game if you've been eliminated.
-
Teams:
-
Two teams.
-
Setting Up:
-
1. Two flag stations.
-
2. Two even teams.
-
3. Two flags, hung in their respective flag stations.
-
4. One white sock per player to be provided.
-
Time Limit:
-
30 minutes.
-
Rules:
-
1. When a player is hit, he calls himself out and lays or sits on
the ground (using common sense). The player then places a sock over the
barrel of his paintgun to indicate that he has been hit. He cannot move
from this location until tagged. This is referred to as Waiting.
-
2. If a waiting player is tagged by a teammate he is back in the
game. (The player, of course, removes the sock.)
-
3. Players who are Waiting cannot shoot or disclose the positions
or intentions of opposing players.
-
4. If a Waiting player is tagged by an opposing player, he is out
of the game.
-
5. If a Waiting player feels that no one will find him, or he is
tired of waiting, he can take himself out of the game. In this case the
player cannot be tagged back into the game.
-
6. There is no limit to how many times a player can be tagged back
into the game.
-
7. Players Waiting to be tagged cannot shoot or be shot at.
-
8. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
9. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team member, until they are
tagged back into the game.
-
Winning:
-
Capture the opposing team's flag and return it to your base.
-
Tactical Advantage:
-
This game makes heros out of a lot of players. Knowing you can get back
into the game makes some e players a little braver. My favorite trick is
to wait until someone is in the open, shoot him, then wait for his team
members to tag him back into the game.
Paintburner
This game is great for finishing off the day. Go burn off some energy or
paint and not worry about winning or losing.
-
Teams:
-
Multiple three man teams.
-
Setting Up:
-
1. Create, depending on group size, as many three man teams as you
can. Odd players out will wait in the Designated Holding Area for enough
eliminated players to return and will make up the next ingoing team.
-
2. Teams start the game in different areas of the field.
-
Time Limit:
-
30 Minutes.
-
Rules:
-
1. Once a player is hit, he proceeds to the Designated Holding Area.
-
2. Once there are three players in the Designated Holding Area,
they rejoin the game as a new team.
-
3. A referee will escort a newly formed team out into the field,
away from the action and any other teams, if possible and signal their
entry with a short whistle blast.
-
4. Players cannot shoot or be shot at while being escorted by the
referee.
-
5. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
6. Players who are hit are out of the game, but only until they
form another team.
-
7. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
Winning:
-
Everybody wins!
-
Tactical Advantage:
-
Stay close to the boundaries of the field, at least you'll know you won't
have anyone behind you. If you hear shooting, run up and blind side the
two combating teams. It would be advisable to keep checking your back when
you're not against the boundary. You'll learn how to stick together and
know where your other teem mates are. There is one good thing about being
alone, though. You know EVERYBODY is a bad guy.
Reinforcements
Standard Capture the Fag but the teams can go back for reinforcements and
the players you've eliminated go back to defend their flag station.
-
Teams:
-
Two teams.
-
Setting Up:
-
1. Two flag stations.
-
2. Two even teams.
-
3. Two flags, hung in their respective flag stations.
-
4. Flag stations double as Reinforcement Rally points.
-
Time Limit:
-
30 minutes.
-
Rules:
-
1. Eliminated players go back to their flag station.
-
2. One player wears a special armband. This is the only player that
can go back to the flag station to get reinforcements.
-
3. If the player wearing the armband is eliminated, he proceeds
back to the flag station. He then collects those players who wish to rejoin
the game and he himself rejoins the game. In this case the eliminated players
have not choice but to be reinforcements. They cannot stay behind and defend
the flag station.
-
4. Players can elect to stay behind and defend the flag station,
with the exception of REINFORCEMENTS Rule 3. When they return to the flag
station they are automatically active defenders.
-
5. Players returning to the flag station must physically tag the
flag to become active defenders. If the flag is not at the flag stations
the players are considered out of the game as they enter the flag station.
-
6. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
7. Players who are hit are out of the game but the player is only
out until he reaches his flag station. Players eliminated at the flag station
are out of the game.
-
8. If a player is eliminated while he is carrying the flag, he must
drop the flag where he was hit, or hang it on the nearest available object.
-
9. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
10. Players eliminated in their own flag stations are out of the
game.
-
11. When a player is carrying the flag, it must remain visible at
all times and must be carried in the hand, over the arm or around the neck.
-
Winning:
-
Capture the opposing team's flag and return it to your base.
-
Tactical Advantage:
-
You will have to keep in mind that every member of the assault force you
eliminate will be back defending the flag. If you get to the flag station
and you're low on players, send back for reinforcements. Remember, if you
send back for reinforcements and the flag station is being attacked, you
will lose defenders and probably your flag.
Trophy Hunter
Players travel around to collect trophies from one another.
-
Teams:
-
Players act individually to gather trophies on the field. No teams.
-
Setting Up:
-
1. Each player wears three armbands on one arm (these are referred
to as trophies).
-
2. Players are interspersed in the playing field.
-
3. A signal will sound every five minutes (referred to as the Five
Minute Signal) and will be different than the Start and End of Game Signal.
(The period between these signals will be referred to as the Waiting Period.)
-
Time Limit:
-
30 Minutes.
-
Rules:
-
1. Players who are hit must drop to the ground (using common sense)
and remain motionless and quiet until the next Five Minute Signal.
-
2. Another player (not necessarily the one who hit him) has the
Waiting Period to collect one trophy. Once the trophy is taken no more
trophies can be taken from the player during that Waiting Period.
-
3. When the Five Minute Signal sounds the player is immediately
in the game.
-
4. Players can be hit while collecting trophies and another player
may collect trophies from both players, or however many players there are
waiting for the Five Minute Signal.
-
5. When all a player's trophies are gone he is out of the game.
-
6. Trophies must be displayed on the arms.
-
7. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
8. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the players.
-
Winning:
-
The player with the most trophies wins.
-
Tactical Advantage:
-
Watch your back as you're collecting trophies. Also, keep track of the
five minute signal, it could be a matter of seconds before the player you
just shot is back in the game. Just as you step into the open..."tweet!"
Hostage Rescue
One team must get a "hostage" away from e other team and bring him back
unharmed.
-
Teams:
-
Rescuers, Terrorists
-
Setting Up:
-
1. Terrorists pick one Rescuer to act as the Hostage.
-
2. Two Hostage Holding Areas are designated. The location of one
of the Hostage Holding Areas is disclosed to the Rescuers. Terrorists do
not know which location was disclosed.
-
3. Establish an area the Rescuers will have to take the Hostage
in order to win the game. This is known as Sanctuary. Terrorists know where
Sanctuary is.
-
Time Limit:
-
30 minutes.
-
Rules:
-
1. Terrorists are given a five minute head start to take the Hostage
to one of the Hostage Holding Areas.
-
2. A start of Game Signal is given to let Terrorists know when the
game has begun.
-
3. Terrorists cannot move the Hostage out of the Hostage Holding
Area.
-
4. The Hostage cannot attempt escape.
-
5. If the Hostage is hit, the team that hit him looses.
-
6. The Hostage must have at least one Rescuer with him when he reaches
Sanctuary for the Rescuers to win.
-
7. If the Hostage finds himself alone for some reason, after being
rescued, he must stay where he is and wait for the Rescuers to find him
again. He may call out for help if he wishes.
-
8. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
9. Players who are hit are out of the game.
-
10. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team member.s
-
Winning:
-
Terrorists: Stop the Rescuers from bringing Hostage to Sanctuary. Rescuers:
Bring Hostage to Sanctuary.
-
Tactical Advantage:
-
A living objective instead of a flag changes a lot of things. Flags don't
talk back, flags don't want to stop and take a rest, flags don't hind behind
you shouting "Get him. Not him. HIM! You moron!" You must protect the Hostage
at all costs. When he/she is in the custody of the opposing team you must
also be careful because if you hit him YOU lose the game. Those players
protecting the hostage should therefore stay real close to him, the opposition
may not want to risk shooting at you if they think they might hit the Hostage.
Kick the Bucket
Instead of flags each flag station has a bucket sitting on the ground below
where the flag should be. You must "kick the bucket" to win.
-
Teams:
-
Two teams.
-
Setting Up:
-
1. Two flag stations.
-
2. Two even teams.
-
3. Instead of flags, a bucket is placed on the ground under where
the flag usually hangs. This bucket must be made of a light plastic (remember,
someone is going to kick this thing).
-
Time Limit:
-
15 minutes.
-
Rules:
-
1. The bucket cannot be moved by the team which owns it.
-
2. If a player is hit before he kicks the bucket, the kick (if completed)
does not count as a win, the referee then resets the bucket as quickly
as possible.
-
3. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
4. Players who are hit are out of the game.
-
5. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
Winning:
-
Kick the opposing team's bucket over.
-
Tactical Advantage:
-
The trick is to storm the flag station, you must get as many people as
you can as quickly as you can to the bucket once you've reached the flag
station. Surround the flag station and everyone charges in at the same
times (on a pre-arranged signal). Remember, all you have to do is kick
the bucket over to win the game. In the case of defending the bucket, you
should have all your superior firepower back defending it. If you see someone
running for the bucket, all defenders should turn their attention on eliminating
that player. Well, at least you don't have to worry about running back
with the flag.
Traditor
(Latin, meaning "traitor") You must go forth and eliminate the opposing
leader, but beware, one of your own will turn against you.
-
Teams:
-
Two Teams
-
Setting Up:
-
1. Two flag stations required but only as starting points.
-
2. A deck of cards is taken two kings and two jacks are removed,
then a number of normal (non-face) cards are taken from the deck. The number
is the total amount of players MINUS 4. (It's minus four because two people
will be drawing jack and two will be drawing kings.)
-
3. Then two piles are made, a king and a jack goes into each pile
and then the remainder of the cards that were drawn in Setting Up #4 will
be separated evenly between the two piles.
-
4. The two piles are shuffled separately and one team will draw
from one pile and the other team will draw from the other.
-
Time Limit:
-
30-45 minutes.
-
Rules:
-
1. Only those players who drew the kings are to reveal their cards.
The players who drew the kings are the leaders for each team.
-
2. The players who drew the jacks are the TRAITORS. They do not
reveal their identity.
-
3. Leaders will wear two armbands on EACH arm to designate themselves
as leaders.
-
4. TRAITORS may turn on their teams at any time they see fit, once
the game starts.
-
5. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
6. Players who are hit are out of the game until they reach the
Border. Players eliminated at the border are out of the game.
-
7. Players who are eliminated may not, by word or gesture, indicate
any intentions or locations of the opposing team members.
-
Winning:
-
Eliminate the other team's leader. (If the TRAITOR eliminates the leader
the opposite team wins. e.g. Read team TRAITOR nukes Red team Leader, Blue
team wins.)
-
Tactical Advantage:
-
As the LEADER you will want all your troops in FRONT of you. Trust NO ONE!
Keep them in front of you and keep them in sight. It will be harder for
your traitor to turn on you.
As the TRAITOR you must wait until the LEADER's attention
is diverted before you can strike. No one should suspect you until AFTER
you've eliminated the leader.
Tag
It's the game you played as a child, but better! This is also a good game
to play at the end of the day when a few players still want to play after
everyone else is all tuckered out.
-
Teams:
-
None--this is a free-for-all.
-
Setting Up:
-
1. Select a person to be "It".
-
2. Disperse players in the playing area.
-
Rules:
-
1. The player who is "It" starts the game by sounding the start
game signal.
-
2. The player who is "It" must wear an armband and It must be clearly
visible.
-
3. When a player is hit by "It" he must stand where he is. The player
then receives the armband from "It" and is now the new "It".
-
4. The player who is "It" and the player who is receiving the armband
cannot shoot or be shot at.
-
5. The new "It" puts the armband on and cannot shoot or be shot
at until the player calls out "ready".
-
6. The new "It" cannot shoot at the old "It", and vice versa.
-
7. When "it" has been eliminated, the game is over.
-
8. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
9. Players who are hit by players who are not "It" are out of the
game.
-
10. Players who are eliminated may not, by word or gesture, indicated
any intentions or locations of the opposing team members.
-
Winning:
-
Everybody wins by just having fun.
-
Tactical Advantage:
-
There isn't much by way of tactics in this game. The idea is to see "It"
before he sees you. If "it" is in the area, stay still. The first thing
he'll notice is movement. Lay in wait for him and only shoot if you're
sure of the shot. If you are "it", move around a lot. If you stay in one
place the other players may never come by you, depending on how big the
field is and how many players are playing.
Hide 'N' Seek
Another childhood game, but this time it's paintball.
-
Teams:
-
No teams--everyone for themselves. Setting Up:
-
1. Select one player to be "It".
-
2. Establish a "home" area and within It, an object players have
to tag to be "home free".
-
3. Establish two different signals, one as the start/end game signal
and one as "home" signal.
-
4. All players gather at one entrance to the playing field.
-
Rules:
-
1. The player who is "It" begins a slow count to one hundred, during
this count the players race into the playing area and hide.
-
2. At the end of the count the player who is "It" sounds the start
game signal and enters the playing field.
-
3. Players must try to make it back to "home" before getting caught
by "It".
-
4. The player who is "It" does not have to hit the players to eliminated
them. He simply calls to them and points them out ("It" has to actually
see them at the time) and the player must go back to "home".
-
5. Players who are hit by other players or the player who is "It"
are out of the game and must return to "home".
-
6. Each player returning home, no matter what the reason, must sound
the player "home" signal.
-
7. The game is ended when the player who is "It" is hit.
-
8. All players must begin the game at their flag station (or assigned
starting point) and cannot leave that area until the game begins.
-
9. Players who are eliminated, or caught, may not, by word or gesture,
indicate any intentions or locations of the opposing team members.
-
Winning:
-
Long Version: The player, when they were "It" had the most amount of players
caught. (Players hit by "It" are not included in this number.)
-
Short Version: (One game) the player who eliminates "It".
-
Tactical Advantage:
-
The idea is to get back to "home" before getting caught, remember, if "It"
even SEES you, you're caught. "It" should keep his/her eyes open, the first
thing you will notice is movement. Remember that players hit by "It" are
not included in his score.
HTML conversion by:
Jim Burke
jburke@abacus.bates.edu
(Oct. 10 1994)
Copyright © 1992-2019
Corinthian Media Services.
WARPIG's
webmasters can be reached through
our feedback form. All articles and images are
copyrighted and may not be redistributed without the written
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and other locations. As such, Corinthian Media Services
makes no claims to the trustworthiness or reliability of
said information. The information contained in, and
referenced by WARPIG, should not be used as a substitute for
safety information from trained professionals in the
paintball industry.
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