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.
Suggested Time Limit:
30 Minutes. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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 teammates are. There is one good thing about
being alone, though. You know EVERYBODY is a bad guy.
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. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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.
Suggested Time Limit:
30 Minutes. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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.
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!".
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.
Suggested Time Limit:
30 minutes. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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
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.
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).
Suggested Time Limit:
15 minutes. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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.
Setting Up:
1. Select a person to be "It".
2. Disperse players in the playing area.
Suggested Time Limit:
None.
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 "It".
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.
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.
Suggested Time Limit:
None.
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 "It".
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.