P A I N T B A L L
G A M E S, P a g e 3
Reinforcements
| Trophy
Hunter | Hostage
Rescue | Kick
the Bucket
Traitor
| Tag | Hide N' Seek
Reinforcements
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:
-
Two flag stations.
-
Two even teams.
-
Two flags, hung in their respective
flag stations.
-
Flag stations double as Reinforcement
Rally points.
Time Limit:
Thirty minutes.
Rules:
-
Eliminated players go back to
their flag station.
-
One player wears a special armband.
This is the only player that can go back to the flag station to get reinforcements.
-
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 no choice but to be reinforcements.
They cannot stay behind and defend the flag station.
-
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.
-
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.
-
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 the player is only out until he reaches his flag station.
Players eliminated at the flag station 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, indicate any intentions or locations of the opposing
team members.
-
Players eliminated in their
own flag stations are out of the game.
-
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.
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Trophy Hunter
Players travel around to
collect trophies from one another.
Teams:
Players act individually
to gather trophies on the field. No teams.
Setting Up:
-
Each player wears three arm
bands on one arm. These are referred to as trophies.
-
Players are interspersed in
the playing field.
-
A signal will sound every five
minutes referred to as the Five Minute Signal. This 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:
Thirty minutes.
Rules:
-
Players who are hit must drop
to the ground, using common sense, and remain motionless and quiet until
the next Five Minute Signal.
-
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.
-
When the Five Minute Signal
sounds, the player is immediately in the game.
-
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.
-
When all a player's trophies
are gone, he is out of the game.
-
Trophies must be displayed on
the arms.
-
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 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..."you're hit!"
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Hostage Rescue
One team must get a "hostage"
away from the other team and bring him back unharmed.
Teams:
Rescuers, Terrorists
Setting Up:
-
Terrorists pick one Rescuer
to act as the Hostage.
-
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.
-
Establish an area the Rescuers
will have to take the Hostage in order to win the game. This is known as
the Sanctuary. Terrorists know where the Sanctuary is.
Time Limit:
Thirty minutes.
Rules:
-
Terrorists are given a five
minute head start to take the Hostage to one of the Hostage Holding Areas.
-
A start of Game Signal is given
to let Terrorists know when the game has begun.
-
Terrorists cannot move the Hostage
out of the Hostage Holding Area.
-
The Hostage cannot attempt escape.
-
If the Hostage is hit, the team
that hit him looses.
-
The Hostage must have at least
one Rescuer with him when he reaches the Sanctuary for the Rescuers to
win.
-
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.
-
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:
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 hide 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.
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Kick the Bucket
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:
-
Two flag stations.
-
Two even teams.
-
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:
Fifteen minutes.
Rules:
-
The bucket cannot be moved by
the team which owns it.
-
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.
-
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:
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 time (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.
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Traditor (Latin,meaning
"traitor")
You must go forth and eliminate
the opposing leader. Beware, one of your own will turn against you.
Teams:
Two Teams
Setting Up:
-
Two flag stations required but
only as starting points.
-
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.
-
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 Rule #4" will be separated evenly between the two
piles.
-
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:
Thirty to forty-five minutes.
Rules:
-
Only those players who drew
the kings are to reveal their cards. The players who drew the kings are
the leaders for each team.
-
The players who drew the jacks
are the TRAITORS. They do not reveal their identity.
-
Leaders will wear two arm bands
on EACH arm to designate themselves as leaders.
-
TRAITORS may turn on their teams
at any time they see fit, once the game starts.
-
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 until they reach the Border. Players eliminated at the border
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:
Eliminate the other team's
leader. If the TRAITOR eliminates the leader, the opposite 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.
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Tag
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:
-
Select a person to be "It".
-
Disperse players in the playing
area.
Rules:
-
The player who is "It" starts
the game by sounding the start game signal.
-
The player who is "It" must
wear an armband and it must be clearly visible.
-
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."
-
The player who is "It" and the
player who is receiving the armband cannot shoot or be shot at.
-
The new "It" puts the armband
on and cannot shoot or be shot at until the player calls out "ready."
-
The new "It" cannot shoot at
the old "It", and vice versa.
-
When "It" has been eliminated,
the game is over.
-
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 by players
who are not "It" 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:
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.
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Hide N' Seek
Another childhood game, but
this time it's paintball.
Teams:
No teams--everyone for themselves.
Setting Up:
-
Select one player to be "It."
-
Establish a "home" area and
within it, an object players have to tag to be "home free."
-
Establish two different signals,
one as the start/end game signal and one as "home" signal.
-
All players gather at one entrance
to the playing field.
Rules:
-
The player who is "It" begins
a slow count to one hundred. During this count, the players race into the
playing area and hide.
-
At the end of the count, the
player who is "It" sounds the start game signal and enters the playing
field.
-
Players must try to make it
back to "home" before getting caught by "It."
-
The player who is "It" does
not have to hit the players to eliminate 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."
-
Players who are hit by other
players or the player who is "It" are out of the game and must return to
"home."
-
Each player returning home,
no matter what the reason, must sound the player "home" signal.
-
The game is ended when the player
who is "It" is hit.
-
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 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 this
score.
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