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30 Paintball Game Variations

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 am not sure of where this list originated, but I think it will make your gaming a little bit more interesting.



Index

Introduction
Capture the flag
Blackjack
Charge of the Light Brigade
Shoot the Captain
Duel
Annihilator
Attack and Defend
Bunny Hunt
Recon
Gettysburg
POW
Down But Not Out
PaintBurner
Reinforcements

Trophy Hunter
Hostage Rescue
Kick the Bucket
Traditor (Latin, meaning "traitor")
Tag
Hide 'N' Seek
One Shot
The Duel
The Charge
Snipers
Bunker
Doom
Multi Flag
Superman
Normandy Beach



Introduction

These games were designed with established fields in mind. That is, the area is all set up, marked out, has flag stations and the like.

When writing the rules, I tried not to insult your intelligence by mentioning painfully obvious facts. I figured I didn't have to tell you that the games start and end with a whistle or horn. You will also notice that a lot of rules from the basic Capture the Flag game are repeated in each game, I've done this so you don't have to keep referring back to the original game and each game will stand on it's own.

I do not doubt you will have played some of these games. I don't claim all of these games are original. Some are games I have played or heard about, some are invented by friends and some come out of my demented mind.

Also, you should know that the durations of the games are not written in stone, you can change the duration of the game to suit the field size, number of players, etc. Most of the games have objectives, you can simply let the game go on until the objective is met.

In the games I intentionally avoided rules like head shots, gun shots and whether or not the ball has to break for it to be an elimination. These are usually local field rules. Also, I will give you a word of advice. If you are taking a group to a commercial field, clear the games you want to play with the owner first. This should be done at *least* a week prior to the day you booked to play. He may want to approve the game, he may want to familiarize his field staff with the rules, etc.

Field owners will find these games an interesting addition to the games they may already run on their field.

You may need to adapt the rules to your own particular needs, but remember that safety is always your number one concern. Play Fast! Play Hard! Play Safe!

I purposely did not include games like speedball. (These games and other games requiring structures will already exist where the structures exist on the field.) Not every field will have a speedball course, a village or a fort. The reason for not including these types of games is an attempt on my part to make these games universal. With a little preparation you should be able to play these games on any field in the world.

Speaking of fields, at the first of this introduction I mentioned "established" fields, this should not be confused with the term "commercial" fields I used later on. What I am talking about is a playing area already set up to play at least Capture the Flag. Whether it's a "legitimate/commercial" field or a "bootleg/outlaw" field is not the point.

I have been to some "legitimate/commercial" fields where I was afraid to take off my goggles at any time, unless I was in my car with the windows rolled up. I have also heard of a "bootleg/outlaw" field who sent a guy home for having a hot gun! Let the games begin.


Capture the Flag - The game that started it all!

Teams:
Two teams.
Setting Up:
1. Two flag stations required.
2. Two even teams required.
3. Two flags, hung in their respective flag stations, required.
Time Limit:
30 Minutes.
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 teams.
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.
Time Limit:
30 minutes.
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 teams.
Setting Up:
1. Two flag stations required.
2. Two even teams required.
3. Two flags, hung in their respective flag stations, required.
Time Limit:
20 Minutes.
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

Two teams must try to eliminate the other team's captain.

Teams:
Two teams.
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.
Time Limit:
30 minutes.
Rules:
1. The Captain cannot 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. Theteam with the most patience will usually win this one.


Duel

Two players settle an affair of honor. This is a good tie breaker and something to do if you're eliminated early.

Teams:
Two players are the duelists, with a third player as the Warder.
Setting Up:
A clear area is required so that both players can pace off ten paces each.
Rules:
1. Two players stand back to back. The Warder is standing about ten feet to the side.
2. Both players are armed with pistols. The pistols each have one paintball in them
ready to fire. The paintguns can have no other paintballs in them, this is a one shot
deal.
3. The warder then says, "This, Gentlemen, is an affair of honor. You will take ten
paces on my command, then turn and fire. If either of you turn before the count of
ten, it will be my unfortunate duty to shoot you down." (Or something to that effect.)
4. The duellists then pace off in time to the Warder's count. At the count of ten they turn
and fire.
5. The paintball has to break for the elimination to count.
6. Players cannot side step or lie down, but they may kneel if they wish.
7. No other rules apply.
Winning:
The person who was not eliminated wins.
Tactical Advantage:
The best way is to take your time. The first person to shoot usually isn't the winner. Also, keep your paintgun down and don't raise it until you are facing the target and then bring it up. If youlift your paintgun first and then turn you are moving the paintgun horizontally to engage what is essentially a vertical target.



Annihilator

Groups of five go into the field and slug it out in this elimination only game.

Teams:
Multiple five man teams.
Setting Up:
1. Set up multiple five man teams.
2. The maximum limit is four teams for every acre of playing area.
3. Place teams in the area so that they are not in line of sight of each other.
4. To make score keeping easier, the teams may be accompanied by a referee and each
team shoots their own distinct color of paint.
Time Limit:
30-45 minutes.
Rules:
1. Teams will stay in their starting points until the Start of Game Signal.
2. The team gets a point for each elimination it inflicts on the other team.
3. There are no points for surviving members of the team.
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.
Winning:
Team with the highest score.
Tactical Advantage:
One thing you'll learn REALLY quick. WATCH YOUR BACK AND FLANKS. People will figure out really quick that while two teams are slugging it out, it's real easy to drop in and blind side one team and then take off. Don't hang around, get a couple of eliminations and get out of there.


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
1. Choose a defendable 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.

Tactial 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.



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:
1. The Bunny gets a semi-automatic paintgun plus a garbage can lid or other device
to use as a shield.
2. 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
20 minutes. The time limit can be changed to accommodate variations in field size, cover,
number of players, etc.
Rules
1. If the Bunny has a semi-auto/shield option, hits on the shield do not count as an
elimination.
2. The Bunny has a five minute head start into the playing area.
3. A signal will be given so that the bunny knows when the game has started.
4. All hunters must start at the same time and from the same place.
5. When using the limited paint option, if a hunter runs out of paint he is out of the
game.
6. Players who are hit are out of the game.
7. 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 a 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.



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).


Gettysburg

This is "Capture the Flag" but with an American Civil War twist.

Teams
The North
The South
Setting Up
1. No bulk loaders, loading tubes or any solid apparatus used to hold or feed paintballs.
2. Two flag stations.
3. Two evenly numbered teams.
4. Two flags, hung in their respective flag stations.
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 can carry as many paintballs as they wish.
2. Paintballs must be loose or in a plastic bag. They cannot be in tubes or in any bulk
loading system.
3. Players can only load paintballs by hand, one at a time into their paintguns and cannot
load another paintball until they shoot the one in the paintgun.
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. 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.
7. Players who are eliminated may not, by word or gesture, indicated any intentions
or locations of the opposing team members.
8. When a player is carrying the flag, it must remain visible at all times and must be
carried in the had, 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!" and "Even numbers, fire! Odd numbers, load!".



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 a POW Holding Area for each
team.
Time Limit:
30 Minutes.
Rules:
1. When a player is eliminated, he is sent to the opposing team's POW Holding Area.
(e.g. A Blue player will go to the Red flag station/POW Holding Area.)
2. Prisoners must stay in the POW Holding Area until one of their teammates tags
them.
3. Once a player is tagged he can rejoin the game.
4. Each player in a POW Holding Area must be tagged to be set free.
5. Teams may leave players behind to "guard" their POW Holding Area.
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 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.
1. Have all of the opposition in your POW Holding Area before time limit expires.
2. 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-POWs can tag in the rest. If you are a POW, be ready to IMMEDIATELY engage the opposition upon being tagged back into the game.



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.



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.


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:
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.



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
canno 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!"



Hostage Rescue

One team must get a "hostage" away from the other team and bring him back unharmed.

Teams:
Rescuers, Terrorists
Setting Up:
1. Terrorists pick one Rescuer to act as the Hostage.
2. 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.
3. Establish an area the Rescuers will have to take the Hostage in order to win the
game. This is known as Sanctuary. Terrorists know where Sanctuary is.
Time Limit:
30 minutes.
Rules:
1. Terrorists are given a five minute head start to take the Hostage to one of the
Hostage Holding Areas.
2. A start of Game Signal is given to let Terrorists know when the game has begun.
3. Terrorists cannot move the Hostage out of the Hostage Holding Area.
4. The Hostage cannot attempt escape.
5. If the Hostage is hit, the team that hit him looses.
6. The Hostage must have at least one Rescuer with him when he reaches Sanctuary for
the Rescuers to win.
7. 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.
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 are out of the game.
10. Players who are eliminated may not, by word or gesture, indicate any intentions or
locations of the opposing team member.s
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 hind 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.



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:
1. Two flag stations.
2. Two even teams.
3. 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:
15 minutes.
Rules:
1. The bucket cannot be moved by the team which owns it.
2. 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.
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:
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 times (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.



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.



Hide 'N' Seek

Another childhood game, but this time it's paintball.

Teams:
No teams--everyone for themselves. Setting Up:
1. Select one player to be "It".
2. Establish a "home" area and within It, an object players have to tag to be "home
free".
3. Establish two different signals, one as the start/end game signal and one as "home"
signal.
4. All players gather at one entrance to the playing field.
Rules:
1. The player who is "It" begins a slow count to one hundred, during this count the
players race into the playing area and hide.
2. At the end of the count the player who is "It" sounds the start game signal and enters
the playing field.
3. Players must try to make it back to "home" before getting caught by "It".
4. The player who is "It" does not have to hit the players to eliminated 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".
5. Players who are hit by other players or the player who is "It" are out of the game and
must return to "home".
6. Each player returning home, no matter what the reason, must sound the player
"home" signal.
7. The game is ended when the player who is "It" is hit.
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, 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 his score.


One Shot

Simple to learn and play, this scenario is called War Between the States or Civil War. You just use your gun with out a hopper or anything that holds any paintballs on the gun.

In this type, you must load the gun by hand, one paintball at a time and so on. You can play this type of paintball like a regular game of paintball, but, from personal experience, I think it is better to play in a smaller area than usual. This limits the mobility of both teams, and makes it more likely that you will get some hits on them.

If you play in a large area, it would be helpful to travel in a group and take turns shooting. No matter where you play, make sure your aim is true, because you only have one shot and if you're being chased it makes it a lot harder to reload.


The Duel

Not may players at the filed? This scenario works well when you are on of a few. It provides for you to improve your one-shot accuracy and thus your ability at sniping sort of.

To play this version, have two people load one shot each. Then have them stand 10-15 yards apart, with their backs to each other. A referee or other nominated person then begins a count to 10. When the counter reaches 10, the players turn and shoot at each other. Remember, each player has only one shot. also, after turning the players must stay in the same spot as where they were standing.

Whoever is hit first loses. If neither player hits the other, a draw is declared and the duel fought over. After some target practice of course.


The Charge

All out action happens in this scenario. There are two teams, the Confederates and the Union. 60% of the people are Confederate, 40% Union. There is a ten minute time limit. The guns must be loaded one ball at a time and by hand.

The teams line up on opposite sides of an open field, facing each other. In the middle of the Union line,place a flag. When the whistle blows the Confederates just charge across the field. If the capture the flag and hold it for the rest of the time, they win. If the Union prevents them from holding it, the Union wins. The more players, the better for this game.


Snipers

Take players and split them up 60/40. The larger team must gather around a base. Post most of the larger team's players in or near the base, to simulate guards at their posts. make sure that the guards stay at their posts, like real guards should. Leave some players out of this though. Take one of them and make that player the commanding officer of the larger team.

The rest of the larger team that was held back are used as a roving patrol. They go out from base but every ten minutes they must return to base. Then they take a five minute break and head out again. For the second patrol, the CO goes with them. Keep repeating this pattern: ten minute patrol, five minute break, ten minute patrol with CO, five minute break, etc.

Now take the smaller team and have them set up at some distance from the larger team's base. This smaller team must split up into two or three man sniper groups, and then the sniper groups split away from each other and try to fulfill their goal. the sniper groups have two goals, and achieving either one of these causes the game to end: tag (eliminate) the enemy CO, or capture the CO's base. Any time a sniper team is spotted by the base camp, the guards may move into a position to defend against this team. The basic idea is keep the base camp force at the base camp, though, except for the single patrol that goes in and out.

This game may need a longer time limit, say 2 to 4 hours, so that the sniper teams have enough time to sneak through the woods and set up ambushes, etc. if too many of the sniper team are eliminated, the game should be called because it will become boring to the base camp team.


Bunker

Quick and easy, the bunker assault scenario splits the players up 60/40. The smaller team gets time to set up in a bunker or string of bunkers that are fairly close to each other. When they are ready, the larger team gets to assault the bunker(s). In each bunker, keep one flag. To win , the attackers must capture all of the defender's flags. The defenders win if they can keep at least one flag until the game's end. Time limit: 10-30 minutes.


Doom

Two or three players will be the heroes of this game. Everyone else is a monster, like in the game Doom. Everyone who is not a hero spreads out throughout the field. The monster-players cannot move from their positions except when shot at by the heroes. They may shoot their guns, though.

At the end of the field, have a flag. If the heroes get at least one person to the flag, they win. If not, the monsters win. Also, to make it more fair, give each of the heroes something like tow or three "lives" meaning they can get shot once for each life.


Multi Flag

Multi Flag works well on either a field or in outlaw games.

Teams: This game is designed for multiple teams (more then 2) and works best with at least 4 teams

Teams size: 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.

Field layout: The field should be divided into at least 4 area's. Each with a flag station (of course you can have more than 4 areas, especialy if you have alot of players or teams). A central location on the field should be marked as the return station. This area should be at least 25 feet square (larger for large numbers of players, also serves as "dead zone")and should be manned by a ref. This is a no fire zone, that means no shooting in or out of the marked area. Those that do so should be imidiately elimanated from play. each flag station should have one flag for each team (if there are 5 teams, there should be 5 flags at EVERY flag station).

Objective: The objective for this game is for each team to locate and return as many flags as they can to the center area. or to eliminate the other teams.

Rules: As in all games, if a player is hit they are out 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 (this presents an interesting strategy, 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). A live player may not enter the center dead zone unless they are returning a flag. A live player in the center dead zone may not fire out of or be fired upon while in the dead zone. A team may only carry one flag at a time. The game is over oncce either all flags have been returned or killed, only one team remains, or a team has returned a present number of flags (this should be set before the game and is an optional rule. 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 (similar to hide and seek, every body takes off running for 30 seconds to a couple minutes and then all hell breaks loose).

Extras: There are many ways this game can be modified. A rule I haved used before is tat when a player carrying a flag is shot, instead of returning it to the dead zone, the player who shot the other player gets the flag. This actually creates an interesting scenario, it allows players or teams to play alternate strategies. A team can hunt other teams in order to capture there flags. Another variation is to give each team a base to hang their flags, these areas function as no fire zones, then all the flags are hung in the center, doesn't takes much to guess that this can turn into an incredibly nasty firefight.


Supermen

This is not really a game but an option that can be added to other games.

Teams: This "game" can be used in other game, there will always be at least 3 teams.

Teams size: The size of the teams do not matter with the exception of the Superteam, this team should much smaller than the other teams (if the other teams have 10 men on them, the super team should have 3 maybe 4 men).

Rules: The Supermen are invincible. Shoot them as many times as you like and they are still not out. However the Supermen should have a limited supply of paint. Depending on the game being played, this could be 30 to 50 rounds per man, or maybe one hopper full. The Supermens objective it to eliminate other teams.

Extras: The Superman add an interesting twist to any game. While they may not have alot of ammo, they cannot be eliminated. Now while you might think they could make quick work of any team even if outnumbered, there is no rule that says they can't be shot at. And we all know it is not very fun to have 5 people shooting at you at once. So as you may well imagine it is probably not in the Supermans best interest to just go "kamakazi".


Normandy Beach

I have another game suggestion for you that me and my friends like to do that's really fun, we like to call it normandy beach. We usually only play it when we got a small number of players but you could play it with a large group if you wanted to. We set one person on top of a really large hill and a few other people at the bottom of the hill. The people at the bottom of the hill have to take out the person on top before getting eliminated. I'd definetely recommend trying it.