S.P.L.A.T. Part 4
Action Pursuit Games Magazine February 1994
By "Durty Dan"
%Two evenly matched teams. %You will need an area for each team to start from and a a POW Holding Area for each team. 30 Minutes. 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. General Rules 1 and 3 apply. TO WIN THE GAME: 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.
%Two flag stations. %Two even teams. %Two flags, hung in their respective flag stations. %One white sock per player to be provided. 30 minutes. 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 General Rules 1, 3, 4 and 5 apply. TO WIN THE GAME: Capture the opposing team's flag and return it to your base.
%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. %Teams start the game in different areas of the field. 30 Minutes. 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. Only General Rules 1, 2, and 3 apply. TO WIN THE GAME: Everybody wins!
%Two flag stations. %Two even teams. %Two flags, hung in their respective flag stations. %Flag stations double as Reinforcement Rally points. 30 minutes. 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. 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. 7. Only General Rules 1, 3, 4 and 5 apply. TO WIN THE GAME: Capture the opposing team's flag and return it to your base.
%Players act individually to gather trophies on the field. No teams. %Each player wears three armbands on one arm (these are referred to as trophies). %Players are interspersed in the playing field. %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.) 30 Minutes. 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. Only General Rules 1, 2, and 3 apply. TO WIN THE GAME: The player with the most trophies wins.
%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 which location was disclosed. %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. 30 minutes. 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. Only General Rules 1, 2, and 3 apply. TO WIN THE GAME: -Terrorists: Stop the Rescuers from bringing Hostage to Sanctuary. -Rescuers: Bring Hostage to Sanctuary.Return to the variations page