Introduction
Capture the flag
Blackjack
Charge of the Light Brigade
Shoot the Captain
Duel
Annihilator
Attack and Defend
Bunny Hunt
Recon
Gettysburg
POW
Down But Not Out
PaintBurner
Reinforcements
Trophy Hunter
Hostage Rescue
Kick the Bucket
Traditor (Latin, meaning
"traitor")
Tag
Hide 'N' Seek
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.
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.
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.
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. Theteam
with the most patience will usually win this one.

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 youlift your paintgun first and then turn you are moving the
paintgun horizontally to engage what is essentially a vertical target.
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.
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.
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.
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).

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!".
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.
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.
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.

Standard Capture the Flag 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.
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
canno 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!"
One team must get a "hostage" away from the 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.
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.
(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.
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.
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.