GAMES


Capture the Flag

Teams: Two.

Setting Up:

1. Two flag stations required.

2. Two even teams required.

3. Two flags, hung in their respective flag stations, required.

Suggested Time Limit: 30 Minutes.  The time limit can be changed to accommodate variations in field size, cover, number of players, etc.

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.

 

 

Blackjack

 

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.

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.

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 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.

 

 

Charge of the Light Brigade

 

The teams must sally forth 'neath flags unfurled and charge into the ranks of the enemy!

Teams: Two.

Setting Up:

1. Two flag stations required.

2. Two even teams required.

3. Two flags, hung in their respective flag stations, required.

Suggested Time Limit: 20 Minutes.  The time limit can be changed to accommodate variations in field size, cover, number of players, etc.

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.

 

Shoot the Captain

Oh Captain, my Captain our fearful trip is done.

Teams: Two.

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.

Suggested Time Limit: 30 minutes.  The time limit can be changed to accommodate variations in field size, cover, number of players, etc.

Rules:

1. The Captain nor anyone else can 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. The team with the most patience will usually win this one.

 

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.  The Defenders and Attackers.

Setting Up:

1. Choose a defensible 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.

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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