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.