S.P.L.A.T.

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

By "Durty Dan"

Attack and Defend
Bunny Hunt
Recon
Gettysburg

Attack and Defend


%One team is the Attackers and one team is 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.

10 minutes. 

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.      General Rules 1, 2, and 3 apply.

To win the Game
        -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.

Bunny Hunt


%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 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.  

 20 minutes. 

1.      If the Bunny has a semiauto/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.      General Rules 1, 2, and 3 apply.

TO WIN THE GAME:
        -If you're the Bunny: Survive!
        -If you're a Hunter: Eliminate the Bunny.

Recon


%Multiple 5man teams.
%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.
%Each player has a card attached to his wrist (a playing card will 
do) by a 
string, rubber band or elastic band.
%Each team starts near a checkpoint.

20 minutes

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.      General Rules 1, 2, and 3 apply.

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.

TO WIN THE GAME:
        The team with the highest score wins.

Gettysburg


%No bulk loaders, loading tubes or any solid apparatus used to hold 
or feed 
paintballs.
%Two flag stations.
%Two evenly numbered teams.
%Two flags, hung in their respective flag stations.

30 minutes.

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 General Rules apply.

To Win the Gmae
        Capture the opposing team's flag and return it to your base.
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Curator: Rob Rubin Email: <tyger@luminet.net>
Last Updated: Wed, Apr 9, 1997