Not Durty Dan's Alternative Paintball Rules

There are many ways to play Paintball besides the tried and true Capture the Flag. Here's a list of variations that you might enjoy trying. I believe this list originated with Durty Dan... so, thanks Dan for making the game a little more interesting.

Index

Introduction
Multi Flag - Multi Teams
Take And Hold
The Mad Bomber
Terminator



Introduction

A list of Scenario Ideas for you to try, I'll be adding to these as I think of them, or find them on the Internet or people send them in!

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Multi Flag
Teams:This game is designed for multiple teams (more then 2) and works best with at least 4 teams. Depending on the amount of players and number of teams wanted team size should range from 2 to 5 players per team. If there are 20 players you could have 4 5 man teams, 5 4 man teams, or even 10 2 man teams.
Setting Up:
  • One Flag station Per team. Each flag station should have one flag for each team (if there are 5 teams, there should be 5 flags at EVERY flag station) .
  • A central location on the field, marked as the return station (also serves as "dead zone") manned by the ref.
Time Limit: 30 to 60 Minutes depending on the number of players
Rules:
  • Teams start the game at the center dead zone, they then seperate and move to where ever they like on the field until the whistle is blown to start the game
  • A team may only carry one flag at a time.
  • No player may fire throught the "Dead Zone", nor may any player enter or move through the center dead zone unless they are returning a flag.
  • Players who are hit are out of the game and must return to the center dead zone.
  • If a player carrying a flag is hit, the player is not only out, but the flag is dead as well, it must be returned to the center dead zone with the player and the flag is no longer in play.
  • The game is over once either:
    • All flags have been returned or killed
    • Only one team remains
Winning: Locate and return as many flags as you can to the center area or to eliminate the other teams.
Tactical Advantage: A team that has returned more flags than the others, may want to just hunt the other teams in order to kill the flags they are returning


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Take and Hold

By : Neil Harris

"oi! get your filthy hand of my desert!" Are you man enough to Seize the objectives and hold them against all odds?
Teams:Two Teams
Setting Up:
  • Two even teams
  • Each team is asigned a flag colour
  • At least 4 flag stations attached to a readily identifiable landmark.
  • Teams will be briefed on the rough locations of the Flag Stations.
  • Two flags placed on the ground at each flagstation, one colour for each team.
  • Two "Reinforcement Rally Points"
Time Limit: 30 Minutes
Rules:
  • All players must begin the game at their Reinforcement Rally Point and cannot leave that area until the game begins.
  • Teams must hang the flag of their teams colour for the Flag Station to be considered "captured" by that team
  • Players who are hit are out of the game but the player is only out until he reaches his Reinforcement Rally Point. Players returning to the Reinforcement Rally Point must physically enter the Reinforcement Rally Point to become active.
  • Players eliminated at the Reinforcement Rally Point are out of the game.
  • If a player is eliminated while he is changing the flag, he must reset the flag on the ground ie return the objective to No-mans land.
  • Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
Winning: Hang as many of your own coloured flags as possible.
Tactical Advantage: Unless you are playing with big teams, don't bother leaving lads to defend each flag station once it it hung, but start actively patrolling all of the objective points you need to win the game. Keep one player at the Reinforcement Rallying Point to direct the flow of reinforcements.

An interesting variation is to change to Victory point value of each objective, making some worth more (ie the harder ones to hold) and some worth less.

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Mad Bomber

By : Dan Miller

Teams:Two Teams
Setting Up:
  • Two even teams
  • Each team selects two Bombardiers and they are issued one Bomb each.
  • A bucket is placed at eac teams starting point
Time Limit: 20 Minutes
Rules:
  • 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.
  • The Bombardier must have the bomb visibly clipped to their clothing.
  • If the Bombardier is eliminated, bomb leaves the field with the bomber.
  • The Bombardier may not pass the bomb to another team member.
  • Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
Winning:
  • Eliminate both of the opposition Bombardiers
  • Drop one bomb into the bucket and blow the whistle without getting shot.
Tactical Advantage: Form circle around Bombardier and escort him to the oposition bucket and deliver the bomb. send out a diversionary force to wreak havoc.

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Terminator/Aliens vs Humans

By : Neil Harris

Although I've put my name to this I do realise that I can hardly lay claim to it, However this is how we used to pay and Marshall it down at Bethels Beach, Auckland, New Zealand.
Teams:Terminator vs Humans
Setting Up:
  • One (or more dpending on numbers) player is made a Terminator
  • The Terminator has a cross hairs of duct tape stuck to their chest.
  • A designated "Dead Zone" anywhere on the field
Time Limit: 20 to 30 minutes depending on the ratio of terminators to Humans
Rules:
  • Terminator may start the game anywhere in the field
  • Humans start the game in the Dead Zone
  • If a human is hit, it is eliminated from the game.
  • If the Terminator is hit dead center of the crosshairs it is eliminated, no other hits count.
  • Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the Terminator.
Winning: Terminator: Eliminate all of the Human Scum
Humans: Eliminate the Terminator... Before he gets you
Tactical Advantage: None, Have fun, Burn Paint

A variant of this was Aliens Vs Humans or Zombies and Rednecks, (aliens/Rednecks instead of Terminators) where markers become mind control devices, any player hit by the oposition must return to the Marshall and swap armbands then cycle back in through a Reinforcement Rally Point. The team with all the players at the end wins.

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Please feel free to email any submissions, corrections or updates to me and I will attempt to verify and correct the information within the week.

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