The game that started it all! Teams: Two.
~~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.
~~CHARGE OF THE LIGHT BRIGADE~~
The teams must sally forth 'neath flags unfurled and charge into the ranks of the enemy!
~~SHOOT THE CAPTIN~~
Oh Captain, my Captain our fearful trip is done. Teams:Two
~~~~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.
Suggested Time Limit: None.
~~~~ANNIHILATOR~~~~
Groups of five go into the field and slug it out in this elimination only game. Teams: Multiple five man teams.
~~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
~~~~BUNNY HUNT~~~~
One person must defend himself against a multitude of players.
Teams: Bunny (One person.). Hunters (A whole bunch of people.).
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.
Winning: Bunny: Survive! Hunter: Eliminate the Bunny.
~~~~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.
~~~GETTYSBURG~~~
This is "Capture the Flag" but with an American Civil War twist.
~~~~~POW~~~~~~
Players must rescue their incarcerated comrades.
Teams:Two
~~~~~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
~~~DOOM~~~
1. Pick two or three people to be attackers, or "heroes." If you have 6 or 7 people total, pick 2; if you have 9 or 10 total, pick 3, and so on. The idea is that the heroes are a much smaller group. 2. Place a flag at the opposite end of the field. 3. Set a time limit on the game depending on the distance to the flag. Don't allow too much time. Fifteen to 20 minutes is sufficient, but it really depends on the size of the field and the number of people playing. 4. Position defenders, or "monsters," between the starting point and the flag. Each monster may choose his or her own position, but once there, the monster may not leave it until shot or the game has ended. 5. Start the game after the monsters have had sufficient time to position themselves. Heroes must try to cross through the field of monsters and retrieve the flag back to the starting point. Monsters try to stop them. 6. Pick new heroes each game. 7. Time each game to see who can win in the least amount of time.
~~SNIPERS~~
1. Set up a base. The more intricate and detailed, the better: Bunkers, buildings and lookout towers all add to the excitement. 2. Divide your paintball players into two teams, with the defending team slightly larger than the attacking "sniper" team. 3. Set a time limit on the game. This scenario may require more time than others. Two to four hours may be needed on a big field with lots of players. 4. Instruct the sniper team to leave the base to plan their attack strategy away from the defending team. 5. Organize the defending team like a real operation at a military base. It must set guards at key places and decide on a leader, the commanding officer (CO). Guards must act like real guards and stay at their post. 6. Organize patrols that go out on regular searches of the surrounding area. Every 10 minutes they must return to the base. Keep repeating this pattern of patrols: 10-minute patrol, 5-minute break, new 10-minute patrol, and so on. 7. Divide the sniper team into two- or three-person groups whose goal is to infiltrate the defenders' base and either capture the flag, which is guarded at the center, or eliminate the defenders'
~~LONE WOLF~~
1. Decide which player is going to be the "lone wolf." Everyone else is a hunter. 2. Have the hunters remove the loaders from their guns. They must single load each shot. The lone wolf may keep his or her loader. 3. Set a time limit on the game - 20 or 30 minutes is a good length on a normal-size field, but it really depends on how many players you have and how big the field is. Make adjustments to the time limit after you play a few games. 4. Allow the lone wolf a few minutes to go out to the field and hide. 5. Start the game with all the hunters entering the field in search of the lone wolf. Hunters try to shoot the lone wolf with their paintguns while the lone wolf tries to evade and eliminate the hunters. 6. Win the game by either painting the lone wolf or, if you are the lone wolf, surviving beyond the time limit.
~~~BUNKER~~~
1. Dig a series of bunkers on your field where defenders will have a distinct advantage, such as an enclosed ravine or at the top of a hill. 2. Divide your paintball players into two teams, with one team slightly stronger than the other (whether you unbalance the teams in terms of numbers or in terms of skill is up to you). 3. Set a time limit for your game - 10 to 30 minutes is usually good. 4. Place a flag in each bunker. Three or four flags is about right, but see what works for your field. Both teams must agree upon each flag's location. 5. Have the attacking team, the stronger team, leave the bunker area and go to their starting point (somewhere away and out of sight). 6. Allow the defending team time to set up their defense. 7. Begin the game. Attackers try to capture all the flags within the time limit. Defenders must keep at least one flag until the game's end to win.
~~~~CHARGE~~~~
1. Divide all paintball players into two teams: 60 percent on the Confederate team, 40 percent on the Union team. The more players the better for this scenario. 2. Set a short time limit: 15 to 20 minutes. 3. Line up both teams so that they're facing each other and in plain view on opposite sides of the field. 4. Remove loaders from all players' guns. Each player must single load every shot, just like Civil War-era guns. 5. Place a flag in the middle of the Union line. 6. Blow a whistle to start the game. 7. Charge across the field if you're on the Confederate team. 8. Hold your ground if you're on the Union team. 9. Declare victory if, at the end of the time limit, your Confederate team has either captured the flag or your Union team continues to possess it.
~~~~DUEL~~~~
1. Play duel with three people. If you have more than that, have the loser rotate out and the referee rotate in. The new person then goes to the referee position, "on deck" to replace the loser. All three people must wear eye protection. 2. Load one paintball into each of the duelists' paintguns. 3. Direct the two duelists to stand back-to-back and count off 10 paces from each other. They may not look back at their opponent. 4. Have the referee stand in the middle of them, but safely off to the side. 5. Let the referee count down from 10. 6. Turn and shoot your opponent when the referee reaches zero. 7. Win by hitting your opponent before he or she hits you. If neither player hits, play again.
~~~ONE SHOT~~~
1. Gather paintball players on a small field. If you play on a big field, set boundaries to reduce the size. This game is better in a limited area. 2. Instruct each player to remove the ball hopper or gravity feeder from his or her paintgun. 3. Explain that players have to devise a method of carrying their paintballs, whether in a loader or simply in their pockets. 4. Divide players into two teams. Call the teams North and South, like the sides in the Civil War. 5. Separate to different sides of the field and begin the game. 6. Load one ball at a time into your gun. After firing, you may load another. 7. Play until one team has been eliminated entirely.
~~~ATTACK/DEFEND~~~
1. Establish a fort, or base camp, that is to be defended. A building or bunker works best. The area must be something that gives the defending team an advantage. 2. Place a flag in a central location within the fort. 3. Divide all your players into two teams. The teams should be even. If one side must be stronger, it should be the attacking team. 4. Decide which team will attack and which will defend. 5. Determine the length of each game and make sure each player knows. Also decide how the games will be started and finished. 6. Send the attackers to a predetermined place while defenders set up their defense. 7. Begin the game. The attacking team must penetrate the fort, capture the flag and return it to their starting point. The defending team must stop them or hold them off until time runs out. 8. Switch sides. Attackers defend, defenders attack.
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