S.P.L.A.T.

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

By "Durty Dan"

POW
Down But Not Out
PaintBurner
Reinforcements
Trophy Hunter
Hostage Rescue

POW


%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.

Down But Not Out


%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.

Paintburner


%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!

Reinforcements


%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.

Trophy Hunter


%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.

Hostage Rescue


%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.
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Last Updated: Wed, Apr 9, 1997