------------------------------ Various Ways to Play PaintBall ------------------------------ Name: standard 2 flag Players: two balanced teams Setup: two stations are designated at oppositre ends of the field, one for each team Scoring: for multiple games and tournaments, each team recieves points for each opponant eliminated, first team to remove opponant's flag ("first pull"), first team to return opponant's flag to your station (a "hang"), or posession of the flag when time runs out ("last posession") Objective: the game ends when one team gets a "hang", or when time runs out Variable: 1. points assigned for each achievement are variable. Typical values are First Pull: 20, Hang: 50, Elimination: 60/# of opponants, Last Posession: 30 2. some games allow opponants to "reclaim" a flag from eliminated opponants. Players must surrender all flags when eliminated, on request. Name: standard 1 flag game is the same as Standard 2 flag, except: Setup: a third station is created, and has the only flag. Objective: the game ends when a team retrieves the flag, either from the flag station, or from an eliminated opponant, and hangs it at their station, or when time runs out. Name: Flag Quest Players: every man for himself Setup: several clothslines are strung at distant locations on the field. Each flag station has a flag for every player loosely tied to it. All flags at a station are the same color, each station with its own color. A "victory Zone" is established near the camp for the end-game. Scoring: points are gathered for eliminations, flags in posession, and returning all colors of flags to victory zone Objective: the game ends when all players have either returned to tbe victory zone, been eliminated, or when time runs out Variable: flags may not be taken from eliminated opponants, but players "captured" may surrender their flags and return to the game. ("thanks for the flags, now run until you can't see me") Points vary, but can be something like: elimination: 10, each flag in posession: 10, first return of all flags: 60, second: 50, third 40, etc. Another variation does not allow surrender of flags, but counts points for flags held when eliminated. Name: Jailbreak Players: one player vs team of all other players Setup: game is played "round robin", with everyone getting a turn to be the "prisoner" Scoring: points are scored by the prisoner for remaining uneliminated until time runs out, and for eliminating guards. points are scored by the guards for eliminating the prisoner. Objective: game ends when time runs out, or when prisoner is eliminated Variable: points are variable, but can be: 10 pts for guard eliminating prisoner or vice-versa, 10 additional pts to all guards when prisoner is eliminated, and 5 x # of guards to prisoner if time runs out. Some variations allow guards to eliminate other guards (no points, or loss of 5-10 pts) Name: Terminator Players: 4 or more Setup: one player is designated "terminator". Scoring: points are scored by other players by eliminating the terminator, and by the terminator for eliminating other players. Objective: the game ends when the terminator is eliminated, or all players are eliminated. Variable: terminator can only be eliminated by a shot to his gun hand (wrist down) or to his weapon. All other players eliminated by any hit. Points variable, example: terminator eliminates player: 10, player eliminates terminator: 5*# of players. Some variations allow players to eliminate other players. In this case, player eliminates terminator: 10*# of players, player eliminates player: 5 Name: Guardians Players: 4 or more Setup: unequal teams are created, the lesser being the guardians, the greater the raiders. A "defense zone" is created, where the guardians start the game. The DZ should be roughly 150 ft circle, and should have three flags placed in a triangular pattern 15-20 ft from the center of the DZ. A victory zone is also designated. (this is where the raiders start) Scoring: points are scored by the raiders for removing a flag and returning it to the victory zone, scored by the guardians for flags retained after time limit, and for both for eliminations. Objective: game ends when time runs out, or when all flags have been returned to the victory zone. Variable: Some variations do not inform the raiders the location of the defense zone. Players carrying a flag must drop it when eliminated. Flag may be reclaimed by raider or guardian. Note that guardians do not have to return flags to the defense zone. Flags may not be dropped anywhere except the victory zone, and only by raiders. points vary, possible scores: each flag held by guardians at game's end: 5*# of raiders, eliminations: 10. Team raiders: flags returned each: 50. All points divided among all raiders at end of game, and new teams set up. Lone raiders: flags returned each: 30. Points scored by raiders are for themselves. Name: Assembly Players: 6 or more, in two equal numbered teams (odd numbers of players may opt for double-agent; see below) Setup: two colors of handkerchiefs are selected. All players are given a handkerchief of each color. Folded papers are drawn from a hat, half indicating first color, half indicating second color. Papers are not examined by players until they have dispersed in the play field. A victory zone is designated. Scoring: elimination of opposing colors: 10 Objective: game ends when time runs out, or all of one color has been eliminated. Variable: It is importrant to note that you don't know who is on your team. When the game starts, all players should be out of sight of all other palyers. They then look at the paper to see what team they are on. They must wear one (and ONLY one) color of handkerchief tied 'round their neck. Note also that they may wear EITHER color. (isn't deciet a wonderful thing? }:-} ) All players on a given team recieve the 10 points for an opponant's elimination. It is against the rules to ask a player to show his paper. To claim a total victory, all players must enter victory zone. A player *must* wear his team's color any time he enters the victory zone. (truth or consequences!) Note: it is very possible for a single blue to eliminate ALL red as they walk back to the victory zone, with the blue "showing" red, and carrying a semi. Some versions allow a "double agent", who has NO team. He may wear either color, and gets 20 pts per elimination. Eliminating a double-agent is worth 30 pts to the player, and worth 10 pts to all others on the team. Bonus of 40 pts if you are the only player left. (double- agents do not get this bonus) Double-agent may not enter victory zone. Name: Mutants Capture the Flag Players: 4 or more Setup: very uneven teams are created, 15-25% of players are "the mutants", rest are "humans". A flag station for the humans is created. Scoring: 10 pts for each elimination. 20 pts to all mutants (dead or alive) if flag is pulled Objective: The game ends when time expires, when all mutants are eliminated, or when a mutant pulls the flag Variable: The first time a player is shot by a mutant, he changes into a mutant. This is nasty of course, and he must take off his armband, and count loudly and slowly to ten. He can run for cover or position, but cannot shoot, nor be shot at. (hits don't count while he's "changing") He also cannot chase, or be chased. Mutants must be shot twice to be eliminated. Changing mutants must move AWAY from the flag while changing if they are within 50' of it. Game: Mutants, elimination Players: 4 or more Setup: very uneven teams are created, 15% of players are "the mutants", 85% are "humans". A flag station for the humans is created. Scoring: no scoring Objective: eliminate the other team Variable: When a human is marked by a mutant, he calls himself out and walks (gun in the air please) to any nearby mutant. He then touches a mutant, and now he is also a mutant. (player may choose which mutant to "tag", but must do so as soon as is practical) All mutants must be hit TWICE to be eliminated. (eliminated mutants are OUT, they do not turn into humans) This game may seem very unbalanced in favor of the humans, but the mutants can quickly get control and become the majority on the field! The two shots eliminating a mutant must be at least 5 seconds apart to count. Name: Arm Bandits Players: 8 or more Setup: each player starts the game with one armband. Players scatter from "base" and a whistle is blown. Scoring: Player with most armbands when time is called is the winner Objective: Collect as many armbands as possible Variable: When a player is hit, he must surrender his armbands to the tagger. No more than four armbands must be surrendered. After surrendering armbands, the player returns to base to continue play. In some variations, getting hit when not in posession of ANY armbands eliminates that player from the game. No time limits are imposed in such games, and fewer than 8 people can play. (4 or more usually) Name: Generals Players: 6 or more Setup: equal teams are created and armbands assigned. One player from each team is given two armbands of their team's color - one for each arm; they are the "generals". Scoring: no real scoring -- just which team wins Objective: eliminate the opposing general. Eliminating the "grunts" does not help score, but does make it easier to get to the general. Variable: teams cannot change their general to another player during the game. Some versions have two flag stations. In this version, only the general can touch the flag. Touching or hanging can be the winnning factor. Eliminating the general does NOT win the game, but DOES prevent the opposing team from winning. All generals eliminated is a stalemate. Also, games with large numbers of players allows for more than one general on each team. (16+) Name: Tag-teams Players: 4 or more Setup: two or more equal teams created, armbands assigned if necessary Scoring: no scoring Objective: be the only team left Variable: there are no elimintions - a hit player walks over to the opposing player who shot him; he is touched by the shooter, and now the hit player is on the shooter's team. If the shooter is hit before the hit player can arrive, he must wait there until the person he hit arrives before he leaves to change sides. Name: Bunny Hunt Players: 4+ Setup: one player is designated "The Bunny", all others are Hunters. The Bunny is given a garbage can lid or similar, hits to the lid do not count. Bunny has unlimited ammo, Hunters limited to 20 shots. Time limit: 15 minutes. Scoring: Hunters score 3 pts for hitting a Bunny, Bunny scores 1 pt for each Hunter hit. Objective: Bunny: survive! Hunters: get the Bunny Variable: If the bunny is vastly outnumbered, give him/her the ONLY semi. Name: Civil War Players: Two equal teams, divided up into "North" and "South", colored armbands issued. Setup: Standard "capture the flag" scenario, 25 minute time limit. Special is ammunition: *NO* loaders of any kind. *NO* ammo containers of any kind. Ammunition is loaded by hand, one ball at a time. No more than one ball in a gun at any time. (i.e. you can't put a ball in the bolt and a ball in the elbow, too) Balls are kept in your pocket or a plastic baggie. Scoring: Same as capture the flag Objective: hang the flag Variable: in large games, draw hidden lots for the "spy" on each team. The spy's objective is to prevent his true team's flag from being hung. He may eliminate the flag carrier if necessary, and can return his flag to its station. He must remove his armband once he is in posession of his flag. Name: Hockey (aka "Reincarnation") Players: 8+, standard capture the flag style Setup: two equal teams, armbands are helpful Scoring: none Objective: get hit as few times as possible Variable: when you are hit, go back to "base" and wait there 5 minutes. Clean off your hit and return to play. Name: Save the President Players: 10 or more Setup: one person is designated the "president", and on his team is the majority (60-70%) of the players; his bodyguards. All the rest are the assasins. Scoring: none Objective: Assasins try to mark the president, bodyguards try to escort the president safely across the field. (or touch some objective, such as a fort, flag station, or large tree) Variable: the president usually has a personal bodyguard. The president must WALK towards the finishing side of the field, but may run sideways or when retreating. The president is allowed to run forward if his personal bodyguard is eliminated, who must stay within 10' of the president at all times. All other bodyguards must stay within 150' of the president. Name: Dog Chain the Captains Players: 10 or more Setup: two captains are selected, and even teams are chosen. two flag stations are used as "tie posts". Captains are tied to the station with a 50' rope. The captain must stay tied to the station at all times. He still has a marker and can fire and take cover if nearby. Scoring: none Objective: eliminate the opposing team's captain Variable: if all defenders on both sides are eliminated, the captains untie their ropes and play a "sudden death" game alone. Some variations use a large (read "wide") tree as the teather, and do not allow bunkers within the captain's reach. (can only take cover behind the tree) Name: Players: Setup: Scoring: Objective: Variable: That's all for now! Have fun, and let me know if any problems arise during these games, (i.e. rules that need to be changed/added) or if you come up with a unique new game that I could include in my list!