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*# 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 30-40 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 Players: 4 or more Setup: One player is designated a "mutant". A flag station is set up with one flag. All players (not the mutant) wear a colored armband. 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.