P A I N T
B A L L G A M E S, P a
g e 2
Attack
and Defend | Bunny
Hunt | Recon | Gettysburg
POW
| Down but not Out | Paint
Burner | More Game - Page 3
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:
-
Choose a defendable area to
serve as a flag station.
-
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:
-
Defenders cannot leave the flag
station area or the areas of the flag station they are restricted to.
-
The attackers can attack from
any place on the field.
-
All players must begin the game
at their flag station (or assigned starting point) and cannot leave that
area until the game begins.
-
Players who are hit are out
of the game.
-
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:
-
The Bunny gets a semi-automatic paint
gun plus a garbage can lid or other device to use as a shield.
-
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:
-
If the Bunny has a semi-auto/shield
option, hits on the shield do not count as an elimination.
-
The Bunny has a five minute
head start into the playing area.
-
A signal will be given so that
the bunny knows when the game has started.
-
All hunters must start at the
same time and from the same place.
-
When using the limited paint
option, if a Hunter runs out of paint, he is out of the game.
-
Players who are hit are out
of the game.
-
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:
-
Players can carry as many paintballs
as they wish.
-
Paintballs must be loose or
in a plastic bag. They cannot be in tubes or in any bulk loading systems.
-
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.
-
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:
-
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.
-
Each player has a card attached
to his wrist (a playing card will do) by a string, rubber band or elastic
band.
-
Each team starts near a checkpoint.
Rules:
-
Players must mark their card
with the markers provided at the checkpoint.
-
Every team member must attempt
to mark his card, although this is not mandatory.
-
Players who are eliminated are
not allowed to count the points they collected with their final team score.
-
All players must begin the game
at their flag station (or assigned starting point) and cannot leave that
area until the game begins.
-
Players who are hit are out
of the game.
-
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 teams’
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 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:
-
No bulk loaders, loading tubes
or any solid apparatus used to hold or feed paintballs.
-
Two flag stations.
-
Two evenly numbered teams.
-
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:
-
Players can carry as many paintballs
as they wish.
-
Paintballs must be loose or
in a plastic bag. They cannot be in tubes or in any bulk loading systems.
-
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.
-
All players must begin the game
at their flag station (or assigned starting point) and cannot leave that
area until the game begins.
-
Players who are hit are out
of the game.
-
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.
-
Players who are eliminated may
not, by word or gesture, indicated any intentions or locations of the opposing
team members.
-
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:
-
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).
-
Prisoners must stay in the POW
Holding Area until one of their teammates tags them.
-
Once a player is tagged he can
rejoin the game.
-
Each player in a POW Holding
Area must be tagged to be set free.
-
Teams may leave players behind
to "guard" their POW Holding Area.
-
All players must begin the game
at their flag station (or assigned starting point) and cannot leave that
area until the game begins.
-
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.
-
Have all of the opposition in
your POW Holding Area before time limit expires.
-
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:
-
Two flag stations.
-
Two even teams.
-
Two flags, hung in their respective
flag stations.
-
One white sock per player to
be provided.
Time Limit:
Thirty minutes.
Rules:
-
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.
-
If a waiting player is tagged
by a teammate he is back in the game. (The player, of course, removes the
sock).
-
Players who are Waiting cannot
shoot or disclose the positions or intentions of opposing players.
-
If a Waiting player is tagged
by an opposing player, he is out of the game.
-
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.
-
There is no limit to how many
times a player can be tagged back into the game.
-
Players Waiting to be tagged
cannot shoot or be shot at.
-
All players must begin the game
at their flag station (or assigned starting point) and cannot leave that
area until the game begins.
-
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:
-
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.
-
Teams start the game in different
areas of the field.
Time Limit:
Thirty minutes.
Rules:
-
Once a player is hit, he proceeds
to the Designated Holding Area.
-
Once there are three players
in the Designated Holding Area, they rejoin the game as a new team.
-
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.
-
Players cannot shoot or be shot
at while being escorted by the referee.
-
All players must begin the game
at their flag station (or assigned starting point) and cannot leave that
area until the game begins.
-
Players who are hit are out
of the game, but only until they form another team.
-
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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