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Attack and Defend | Bunny Hunt | Recon | Gettysburg  

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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:
Usually ten 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.

Tactical 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.  

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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 paint gun 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:
Twenty 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 the 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.

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 systems.
  3. Players can only load paintballs by hand, one at a time into their paint guns and cannot load another paintball until they shoot the one in the paint gun.
  4. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
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Recon

Small teams must check into several checkpoints, the problem is, they all have to check into the same ones. This is a great night game scenario.

Teams:
Multiple 5-man teams.

Suggested Time Limit:
Twenty 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 a 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. 1 point for each different colored mark on a card.
  2. 5 bonus points if all teams’ cards are marked by at least two checkpoints.
  3. 5 bonus points for each additional checkpoint where all team cards are marked.
  4. 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 hanging 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).

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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:
Thirty 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 systems.
  3. Players can only load paintballs by hand, one at a time into their paint guns and cannot load another paintball until they shoot the one in the paint gun.
  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 hand, 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!"

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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 POW Holding Area for each team.

Time Limit:
Thirty minutes.

Rules:

  1. When a player is eliminated, he is sent to the opposing team's POW Holding Area. (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-POW’s can tag in the rest. If you are a POW, be ready to IMMEDIATELY engage the opposition upon being tagged back into the game.

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Down But Not Out

This is Capture the Flag, but with a twist. A simple tag from your teammate 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:
Thirty 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 paint gun 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 heroes out of a lot of players. Knowing you can get back into the game makes some 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.
 

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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 in-going team.
  2. Teams start the game in different areas of the field.
Time Limit:
Thirty 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.
 

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