S.P.L.A.T. Part 3
Action Pursuit Games Magazine January 1994
By "Durty Dan"
%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 (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.
%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.
%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.Return to the variations page