S.P.L.A.T.

Special Paintball Leisure Activity Time

Durty Dan's series is very huge, so I decided to break it up into it's parts. What follows is the basic 'guidelines' on what the heck is going on. As a specxial note : I decided against a 'special' background like on my other pages. It would make this series harder to read.


S.P.L.A.T. Part 1
Action Pursuit Games Magazine November 1993

Capture the flag
Blackjack
Charge of the Light Brigade


S.P.L.A.T. Part 2
Action Pursuit Games Magazine December 1993

Shoot the Captain
Duel
Annihilator


S.P.L.A.T. Part 3
Action Pursuit Games Magazine January 1994

Attack and Defend
Bunny Hunt
Recon
Gettysburg


S.P.L.A.T. Part 4
Action Pursuit Games Magazine February 1994

POW
Down But Not Out
PaintBurner
Reinforcements
Trophy Hunter
Hostage Rescue


S.P.L.A.T. Part 5
Action Pursuit Games Magazine March 1994

Kick the Bucket
Traditor
Tag
Hide 'N' Seek


S.P.L.A.T. Part (6)
Paintball Sports International
R E C - B A L L

Follow Me
Rapid Fire
Random Rapid Fire
Reach For The Top
Snap Shot
Long Shot
One Player Duel



        These games were designed with established fields in mind. That is, 
the area is all set up, marked out, has flag stations and the like.  When 
writing the rules, I tried not to insult your intelligence by mentioning 
painfully obvious facts.  I figured I didn't have to tell you that the games 
start and end with a whistle or horn.  You will also notice that a lot of rules 
from the basic Capture the Flag game are repeated in each game, I've done this 
so you don't have to keep referring back to the original game and each game 
will stand on it's own.

        I do not doubt you will have played some of these games.   I don't 
claim all of these games are original.   Some are games I have played or heard 
about, some are invented by friends and some come out of my demented mind.

        Also, you should know that the durations of the games are not written 
in stone, you can change the duration of the game to suit the field size, 
number of players, etc.  Most of the games have objectives, you can simply let 
the game go on until the objective is met.

        In the games I intentionally avoided rules like head shots, gun shots 
and whether or not the ball has to break for it to be an elimination.  These 
are usually local field rules.  Also, I will give you a word of advice.  If 
you are taking a group to a commercial field, clear the games you want to play with 
the owner first.  This should be done at least  a week prior to the day you 
booked to play.  He may want to approve the game, he may want to familiarize 
his field staff with the rules, etc.

        Field owners will find these games an interesting addition to the 
games they may already run on their field.

        You may need to adapt the rules to your own particular needs, but 
remember that safety is always your number one concern.

        I purposely did not include games like speedball.  (These games and 
other games requiring structures will already exist where the structures exist 
on the field.) Not every field will have a speedball course, a village or a 
fort.  The reason for not including these types of games is an attempt on my 
part to make these games universal.  With a little preparation you should be 
able to play these games on any field in the world.

        Speaking of fields, at the first of this introduction I mentioned 
"established" fields, this should not be confused with the term "commercial" 
fields I used later on.  What I am talking about is a playing area already set 
up to play at least Capture the Flag.  Whether it's a "legitimate/commercial" 
field or a "bootleg/outlaw" field is not the point.

        I have been to some "legitimate/commercial" fields where I was afraid 
to take off my goggles at any time, unless I was in my car with the windows 
rolled up.  I have also heard of a "bootleg/outlaw" field who sent a guy home 
for having a hot gun!

        Unless otherwise stated these five rules applies to all the games in 
this chapter.   These are referred to as General 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.      Players who are eliminated may not, by word or gesture, indicate any 
intentions or locations of the opposing team members.

4.      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).

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.


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Page Author: Rob Rubin Email: <tyger@luminet.net>
Last Updated: Tuesday, April 8, 1997

(C) 1996 Panther Free Press, All Rights Reserved