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.
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.
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.
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.
Setting Up:
A clear area is required so that both players can pace off ten paces
each.
Suggested Time Limit:
None.
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 duelists 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 you lift your paintgun
first and then turn you are moving the paintgun horizontally to engage
what is essentially a vertical target.
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.
Suggested Time Limit:
30-45 minutes. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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.
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.
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:
Bunny:
Survive!
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.
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 grouped 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).
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!".
Setting Up:
1. You will need an area for each team to start from and a POW Holding
Area for each team.
Suggested Time Limit:
30 Minutes. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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.
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.
Suggested Time Limit:
30 minutes. The time limit can be changed to accommodate variations
in field size, cover, number of players, etc.
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 heroes 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.
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.