S.P.L.A.T. Part 5
Action Pursuit Games Magazine March 1994
By "Durty Dan"
%Two flag stations.
%Two even teams.
%Instead of flags, a bucket is placed on the ground under where the
flag
usually hangs. This bucket must be made of a light plastic
(remember, someone
is going to kick this thing).
15 minutes.
1. The bucket cannot be moved by the team which owns it.
2. If a player is hit before he kicks the bucket, the kick (if
completed)
does not count as a win, the referee then resets the bucket as
quickly as
possible.
3. Only General Rules 1, 2, and 3 apply.
TO WIN THE GAME:
Kick the opposing team's bucket over.
%Two Teams
%Two flag stations required but only as starting points.
%A deck of cards is taken two kings and two jacks are removed, then
a number
of normal (nonface) cards are taken from the deck.
-The number is the total amount of players MINUS 4. (It's
minus four
because two people will be drawing jack and two will be drawing
kings.)
%Then two piles are made, a king and a jack goes into each pile and
then the
remainder of the cards that were drawn will be separated evenly
between the two
piles.
%The two piles are shuffled separately and one team will draw from
one pile
and the other team will draw from the other.
30-45 minutes.
1. Only those players who drew the kings are to reveal their
cards. The
players who drew the kings are the leaders for each team.
2. The players who drew the jacks are the TRAITORS. They do
not reveal
their identity.
3. Leaders will wear two armbands on EACH arm to designate
themselves as leaders.
4. TRAITORS may turn on their teams at any time they see fit,
once the
game starts.
5. Only General Rules 1, 2, and 3 apply.
TO WIN THE GAME:
Eliminate the other team's leader.
(If the TRAITOR eliminates the leader the opposite team wins.
e.g. Read team
TRAITOR nukes Red team Leader, Blue team wins.)
%No teams this is a freeforall.
%Select a person to be "It".
%Disperse players in the playing area.
1. The player who is "It" starts the game by sounding the start
game
signal.
2. The player who is "It" must wear an armband and It must be
clearly
visible.
3. When a player is hit by "It" he must stand where he is. The
player
then receives the armband from "It" and is now the new "It".
4. The player who is "It" and the player who is receiving the
armband
cannot shoot or be shot at.
5. The new "It" puts the armband on and cannot shoot or be
shot at until
the player calls out "ready".
6. The new "It" cannot shoot at the old "It", and vice versa.
7. When "it" has been eliminated, the game is over.
8. Only General Rules 1, 2, and 3 apply.
TO WIN THE GAME:
Everybody wins by just having fun.
%No teamseveryone for themselves.
%Select one player to be "It".
%Establish a "home" area and within It, an object players have to tag
to be
"home free".
%Establish two different signals, one as the start/end game signal
and one as
"home" signal.
%All players gather at one entrance to the playing field.
1. The player who is "It" begins a slow count to one hundred,
during this
count the players race into the playing area and hide.
2. At the end of the count the player who is "It" sounds the
start game
signal and enters the playing field.
3. Players must try to make it back to "home" before getting
caught by
"It".
4. The player who is "It" does not have to hit the players to
eliminated
them. He simply calls to them and points them out ("It" has to
actually
see them at the time) and the player must go back to "home".
5. Players who are hit by other players or the player who is
"It" are out
of the game and must return to "home".
6. Each player returning home, no matter what the reason,
must sound the
player "home" signal.
7. The game is ended when the player who is "It" is hit.
8. Only General Rules 1 and 3 apply.
TO WIN THE GAME:
-Long Version: The player, when they were "It" had the most
amount of
players caught. (Players hit by "It" are not included in this
number.)
-Short Version: (One game) the player who eliminates "It".