Games

Anhiliator
BlackJack
Bunny Hunt
Capture
the Flag
Down But
Not Out
Hide 'n'
Seek
Kick the
Bucket
POW
Tag
Traitor

Anhiliator
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.
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.
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.
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.
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.
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.
Kick
The Bucket
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 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.
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.
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.
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.
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