S.P.L.A.T. Part (6)
Paintball Sports International
R E C - B A L L
By "Durty Dan"
I often harp on about marksmanship and accuracy. I advocate shooting
HUNDREDS of balls at the range. But, for most people, this is not very
entertaining.
Just cause I love you guys and gals so much, I've invented seven fun
games for you to play on the range. All games can involve any number of
players, taking turns, unless otherwise noted. Also, the games are more or
less designed to allow a mix of technology, semis can go up against pump and
stock classes.
So now, not only will you be having fun, you'll also be learning a
valuable skill. (Whether you want to, or not!)HOW TO SETTLE A TIE
Replay the game from beginning between tied players. Repeat if
necessary. With Reach for the Top, replay the last round, players must get 10
for 10. For One Player Dual replay one round for the best time.
%Two shooters.
%The two players flip a coin to see who will be the first shooter.
%The first shooter calls a target and shoots at it.
%If the first shooter hits the target:
-the second shooter must hit the target as well;
%if the second shooter misses the target, the first shooter gets
one point; and
-the first shooter calls a target and shoots again.
%If the first shooter misses the target:
-the roles are reversed.
(eg : Billy is the first shooter, Joey is the second shooter. Billy
misses,
Joey becomes the first shooter.
%To win:
-The first shooter to reach 20 points.
%Select a number of targets (between 5 and 10)
%Shooters fire at the targets as fast as they can, but are
restricted to
shooting at a target only ONCE.
%An official measures the time with a stop watch.
%Penalties:
-add one second to the time for every miss.
%To win:
-Shortest time.
%Ten targets, each has its own number
%The official calls out the numbers in random order (the order is
determined
for each player by a random drawing of ten numbered cards, prior to
the
player's arrival on the range.)
%Shooter can only shoot at the target whose number was called.
%Official calls the number (after the first target is called) as
the player
shoots the previous target.
%Penalties:
-add one second for every miss
-add two seconds for shooting at the wrong target (hit or
miss)
%To win:
-Shortest time
%10 targets
-3 at short range (15 - 20 feet)
-4 at medium range (35 - 50 feet)
-3 at long range (80 - 100 feet)
%Three rounds of shooting
%To pass the round
-First round -- minimum 6 out of 10
-Second round -- minimum 7 out of 10
-Third round -- 10 out of 10 (at this point the player has
completed
the game).
%If the minimum is not met, the player cannot proceed to the
next round and is
eliminated for competition. Players can score higher than the
minimum.
%Players are limited to 10 paintballs per round.
%Players can only shoot at each target once per round.
%Scoring.
-One point per hit.
%To win:
-a.Highest score.
%The paintmarker cannot be put to shoulder or brought to eye level.
%Several targets at several different ranges, number and position
are up to
the players.
%Players are restricted to as many paintballs as there are
targets, and can
only shoot at each target once.
%Scoring:
-add 1 point for each hit; and
-subtract 1 point for each miss.
%To win:
-Highest score.
% One target. A small can placed on an object at least 3 feet off
the ground.
The can must placed so that it will fall over when hit.
%Players shoot at can until they hit it and knock it to the ground.
%Official counts the number of shots it took them to knock the
can over
(including the shot that knocked it over.)
%To win:
-Least number of shots.
%One target.
%Player stands with his/her back to the target.
%On command from official, the player begins to pace off,
according to
official's count.
%Player turns and fires when official says "Fire".
%Player is only allowed one shot.
%Official starts timer at the start signal and stops if target is hit.
%If the target is not hit, the round is not counted.
%Players have three chances (rounds) .
%The players must be at the following distances, order is
random, as chosen by
official (one distance for each round) Official draws only three
distances out
of the five.:
-10 paces;
-5 paces;
-3 paces;
-8 paces; and
-12 paces.
%Players take the best time out of the three rounds. If the player
missed in
all three rounds, the player is disqualified.
%To win
-Shortest time.