Post by bricklayer on Jun 27, 2010 19:28:08 GMT -5
Down But Not Out
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
Reinforcements
Standard Capture the Fag 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.
Recon
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).
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 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.
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:
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 cannot 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!"
Traditor
(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
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:
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.
Just some more Ideas i found on the internet for us to try they would be fun to play