Capture
The Flag - The Game That Started It All
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, and 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, and 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, and 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, and 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.
Duel
Two players settle an affair of honor.
This is a good tiebreaker 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.
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.
Annihilator
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, a referee may accompany the teams
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, and 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 quickly. 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.
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, and 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, branches,
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.
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, and 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 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.
Recon
Small teams must check into several checkpoints, the problem is,
they all have to check into the same ones.
This is a great night game scenario.
Teams: Multiple 5-man teams.
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.
Suggested Time Limit: 20 minutes. The time limit can be changed
to accommodate variations in field size, cover, and number of players,
etc.
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).
Gettysburg
This is "Capture the Flag" but with an American Civil
War twist.
Teams: The North. The South.
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, and 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 hand, 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!”
POW
Players must rescue their incarcerated comrades.
Teams: Two.
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, and 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.
Down but Not Out
This is Capture the Flag, but with a twist.
A simple tag from your teammate brings you back into the game if
you've been eliminated.
Teams: Two.
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, and 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.
Paintburner
This game is great for finishing off the day. Go burn off some energy
or paint and not worry about winning or losing.
Teams: Multiple three-man teams.
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, and 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.
Reinforcements
Standard Capture the Flag but the teams can go back for reinforcements
and the players you've eliminated go back to defend their flag station.
Teams: Two.
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.
Suggested Time Limit: 30 minutes. The time limit can be changed
to accommodate variations in field size, cover, and 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 that if you send back for reinforcements
and the flag station is being attacked, you will lose defenders
and probably your flag.
Trophy Hunter
Players travel around to collect trophies from one another.
Teams: Players act individually to gather trophies on the field.
No teams.
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.
Suggested Time Limit: 30 Minutes. The time limit can be changed
to accommodate variations in field size, cover, and number of players,
etc.
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!".
Hostage Rescue
One team must get a "hostage" away from the other team
and bring him back unharmed.
Teams: Rescuers, Terrorists
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, and “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.
Kick the Bucket
You must "kick the bucket" to win.
Teams: Two teams.
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, and 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 that 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.
Tag
Tag, your "It"!
Teams: None. This is a free-for-all.
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
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