CAPTURE THE FLAG
Set-up the field:
- Two flag stations required.
- Two even teems required.
- Two flags, hung in their perspective flag stations, required.
Suggested time limit : 30 minutes-The 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 games begins.
2. Players who are hit are out of the game.
3. If a player is eliminated while he is caring 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 caring the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck.
TO WIN THE GAME:
Capture the opposing team's flag and return it to your base.
TACTICS:
The team should be divided into a defensive force , to defend your flag , an offensive force , to capture the opponent's flag , and return it to your it to your own flag station . The offensive force should be larger that the defensive force , which can be in prepared defensive position for an added advantage. Since the defensive force with smaller , the larger offensive force owes it to the defensive force to act quickly and back before the opposition's offensive force has time to over power them.
2. BLACKJACK
Field set-up:
-Two flag stations required.
- Two even teems required.
- Two flags, hung in their perspective flag stations, required.
- Players are only allowed to have 21 paintballs.
Suggested time limit : 30 minutes- The 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 games begins.
4. Players who are hit are out of the game.
5. If a player is eliminated while he is caring 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 caring the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck.
TO WIN THE GAME:
Capture the opposing team's flag and return it to your base .
TACTICS:
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.
3. SHOT THE CAPTAIN
Set-up the field
- Two flag stations.
- Two even Teams.
- One member of the team is selected to be the Captain.
- The teams are brought to their respective flag stations.
- The captain is tied to one of end of a 20-foot rope the other end is tied to an immobile object such as a tree of fence post.
- To add a little spice into the game, the Captain is not tethered, but his paint gun is.
- Another variation is to limit all players to twenty paintballs while not limiting the amount 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.
RULES:
1. The Captain cannot undo his tether.
2. If playing the tethered paint gun variation, the Captain can abandon his paint gun, but cannot use another paint gun.
3. If you use the limited paint option, players cannot share paintballs.
4. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the games 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.
TO WIN GAME:
Eliminate the opposing team's Captain.
TACTICS:
Assign an appropriate number of players to guard the Captain at the flag station.If playing the tethered paint gun 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 must be trying the same thing. The team with the most patience will usually win this one.
4. ATTACK AND DEFEND
Set-up the field
- One team is the Attackers and one team are the Defenders
- Choose a defendable area to serve as a flag station.
- 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 limit can be changed to accommodate variations in the field size,cover,number of players,etc.
RULES:
1. Defenders cannot leave 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 games 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.
TO WIN THE GAME:
- Attackers: Pull the flag off on its support. (A starting, branch, cone, etc.) It is not necessary to leave the confines of the flag station.
- Defenders: Stop the Attackers from pulling the flag.
TACTICS:
The attacking forces must maneuver aggressively to win. Since the defenders will know the attack is coming and will have a lot of players watching , it is better to run from cover to …… that try to sneak up closer . If possible, a human wave attack can be successfully in this type of game , but are difficult to organize . Once a weaknessis is created, in the defense, it is important to exploit the weakness immediately, before the defense can be reorganized.
5. BUNNY HUNT
Set-up the field
- Bunny (One person.)
- Hunters (A whole bunch of people.)
- 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 semiautomatic paint gun plus a garbage can lid or other device to use as a shield.
2. The Bunny carries as much paid as he's comfortable with but the Hunters are restricted to only twenty paintballs each for the game.
Suggested time limit : 20 minutes-The limit can be changed to accommodate variations in fiels 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 elimination.
2. The Bunny has five-minute head start into the playing areas.
3. A signal will be given so that the bunny knows when 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 games.
6. Players who are hit are out of the game.
7. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the Bunny.
TO WIN THE GAME:
-If you're the Bunny: Survive!
-If you are a Hunter: Eliminate the Bunny.
TACTICS:
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.
6. HOSTAGE RESCUE
Field set-up
Two teams:
-1. Rescuers
-2. Terrorists
Terrorists pick one Rescuer to act as the Hostage.
Two Hostage Holding Areas are designated. The location of one of the Hostage Holding Areas is disclosed to the Rescuers. Terrorists do not know witch location was disclosed.
English area the Rescues will have to take the Hostage in other to win the game. This is known as Sanctuary. Terrorists know where sanctuary is.
Suggested time limit : 30 minutes-The limit can be changed to accommodate variations in fiels size, cover, number of players, etc
RULES:
1.Terrorists are given a five minutes head start to take the hostage to one of the Holding Areas. 2.A start of a 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 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 callout for help if he wishes. 8.Players who are hit are out of the game. 9.Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
TO WIN GAME:
- Terrorists: Stop the rescuers from bringing Hostage to sanctuary.
- Rescuers: Bring Hostage to Sanctuary.
TACTICS:
You must locate the truck, estimate the number of terrorists and organize an ambush. You must rescue the diplomat as quickly as possible and then… Get the HELL outta There!
7. FOLLOW ME
RULES TO PLAY:
- Two shooters.
- The two shooters players' flip at coin to see how will be a first shooter.
- The first shooter calls a target and shoots at it.
- If the first shooter hits the target the second shooter must hit the target as well.
- If the second misses the target the first shooter gets one point; and the first shooter calls a target at and shoots again.
- If the first shooter misses the target, the roles are reversed.
TO WIN:
The first shooter to reach 20 points.
SECTION: SPECIAL GAMES!
8. MISSON IMPOSIBLE
BRIEFING:
Your team are one a reconnaissance mission deep into enemy territory when the driver tells you he has to stop immediately as the military truck is dangerously… LOW ON FUEL.
OBJECTIVE:
You have intelligence reports that there is a hostile force holding a 45 gallons drum is the next clearing. To win the game you must capture the fuel from the enemy leaving the driver and one man behind. If you are lucky you can survive from this hell, and leave the area in life!
Suggested time limit : 30 min- the limit can be changed to accommodate variations in field's size, cover, number of players, etc
RULES:
A start of a Game Signal is given to the hostile force know when the game has begun.
Players who are hit are out of the game.
Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
9. SEARCH AND DESTROY
BRIEFING:
This is the number one High Fire Power Game! There are 25 man made bunkers with large lookout towers at each end, lots of barricades and foxholes.
OBJECTIVE:
To capture as many bunkers as possible without losing your own teams lookout tower. This is a hard game to win; your team will have to be alert just to survive.
Suggested time limit : 30min- The limit can be changed to accommodate variations in fiels size, cover, number of players, etc
RULES:
Players who are hit are out of the game. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
10. PUT THE FLAG, ENJOY AND CRY THE DEADS!
Field set-up:
-Two flag stations required.
- Two even teems required.
- Two flags, hung in their perspective flag stations, required.
- Players are only allowed to have 30 paintballs.
Suggested time limit : 30 minutes- The 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 games begins.
4. Players who are hit are out of the game.
5. If a player is eliminated while he is caring 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 caring the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck.
8. The game will end when the flag carrier THRUST THE FLAG IN THE OPPONENT'S GOAL and the player is found to be clean (unmarked).
9. At least one referee must give a short signal to interrupt the game for paintcheck.If the flag carrier is clean, the game ends.
10. If the flag carrier was marked prior to reach the opponent's station and game time did not expire during the check, the judge will eliminate the carrier and move the flag out of the station approximately 25 feet (in the direction it came from) and the game continues.
TO WIN THE GAME:
Thrust your flag in the opponent's station.
TACTICS:
The best tactic is to stay together. Keep moving. Don't stay in one place for too long. Try to shot their carrier flag and use their bustle.
Paintball options
Pirothenics
A variety of coloured smoke and explosions can be initiated by trained staff for amazing special effects (indoor at your confereence or outdoor on field)
Photographer
Unique group, individual and cover shot photo's available also video tapin. We can photograph u in the fiel and add your photo to our website photo gallery.
Accommdation
Overnight accommodation at local establishments with entertaimnent can be arranged |