Nathan Fisher's first additions

Newsgroups: rec.sport.paintball
Subject: Re: Games for five or less people..
From: fishern3485@cobra.uni.edu
Date: 13 Oct 93 09:55:05 -0500

In article , stevem@zimmer.CSUFresno.EDU (Steve Mitchell) writes:
> Anybody got any ideas for games with 5, 4 or even 3 guys?
> Games with objectives where teams aren't really practical?
>
> Elimination is good, but often seems to result in somebody
> simply digging in and waiting for everbody else to come to
> him. I'm looking for something that will discourage that
> scenario and instead force players to abandon cover in
> order to accomplish individual objectives. Something with
> only three players is the real stumper..
>
> Any ideas appreciated, even half baked ones.

Here's a few games I've played, and a couple I just thought of:

Name: standard 2 flag
Players: two balanced teams
Setup: two stations are designated at oppositre ends of the field, one
for each team
Scoring: for multiple games and tournaments, each team recieves
points for each opponant eliminated, first team to remove
opponant's flag ("first pull"), first team to return
opponant's flag to your station (a "hang"), or posession
of the flag when time runs out ("last posession")
Objective: the game ends when one team gets a "hang", or when time
runs out
Variable: 1. points assigned for each achievement are variable. Typical
values are First Pull: 20, Hang: 50, Elimination: 60/# of
opponants, Last Posession: 30
2. some games allow opponants to "reclaim" a flag from
eliminated opponants. Players must surrender all flags
when eliminated, on request.

Name: standard 1 flag
game is the same as Standard 2 flag, except:
Setup: a third station is created, and has the only flag.
Objective: the game ends when a team retrieves the flag, either from
the flag station, or from an eliminated opponant, and
hangs it at their station, or when time runs out.

Name: Flag Quest
Players: every man for himself
Setup: several clothslines are strung at distant locations on the
field. Each flag station has a flag for every player loosely
tied to it. All flags at a station are the same color, each
station with its own color. A "victory Zone" is established
near the camp for the end-game.
Scoring: points are gathered for eliminations, flags in posession,
and returning all colors of flags to victory zone
Objective: the game ends when all players have either returned to tbe
victory zone, been eliminated, or when time runs out
Variable: flags may not be taken from eliminated opponants, but players
"captured" may surrender their flags and return to the game.
("thanks for the flags, now run until you can't see me")
Points vary, but can be something like: elimination: 10,
each flag in posession: 10, first return of all flags: 60,
second: 50, third 40, etc.
Another variation does not allow surrender of flags, but
counts points for flags held when eliminated.

Name: Jailbreak
Players: one player vs team of all other players
Setup: game is played "round robin", with everyone getting a
turn to be the "prisoner"
Scoring: points are scored by the prisoner for remaining uneliminated
until time runs out, and for eliminating guards. points are
scored by the guards for eliminating the prisoner.
Objective: game ends when time runs out, or when prisoner is eliminated
Variable: points are variable, but can be: 10 pts for guard eliminating
prisoner or vice-versa, 10 additional pts to all guards when
prisoner is eliminated, and 5*# of guards to prisoner if time
runs out.
Some variations allow guards to eliminate other guards (no
points, or loss of 5-10 pts)

Name: Terminator
Players: 4 or more
Setup: one player is designated "terminator".
Scoring: points are scored by other players by eliminating the
terminator, and by the terminator for eliminating other
players.
Objective: the game ends when the terminator is eliminated, or all
players are eliminated.
Variable: terminator can only be eliminated by a shot to his gun hand
(wrist down) or to his weapon. All other players eliminated
by any hit. Points variable, example: terminator eliminates
player: 10, player eliminates terminator: 5*# of players.
Some variations allow players to eliminate other players.
In this case, player eliminates terminator: 10*# of players,
player eliminates player: 5

Name: Guardians
Players: 4 or more
Setup: unequal teams are created, the lesser being the guardians,
the greater the raiders. A "defense zone" is created,
where the guardians start the game. The DZ should be
roughly 30-40 ft circle, and should have three flags
placed in a triangular pattern 15-20 ft from the center
of the DZ. A victory zone is also designated. (this is
where the raiders start)
Scoring: points are scored by the raiders for removing a flag and
returning it to the victory zone, scored by the guardians
for flags retained after time limit, and for both for
eliminations.
Objective: game ends when time runs out, or when all flags have been
returned to the victory zone.
Variable: Some variations do not inform the raiders the location of
the defense zone. Players carrying a flag must drop it
when eliminated. Flag may be reclaimed by raider or
guardian. Note that guardians do not have to return flags
to the defense zone. Flags may not be dropped anywhere
except the victory zone, and only by raiders. points vary,
possible scores: each flag held by guardians at game's
end: 5*# of raiders, eliminations: 10.
Team raiders: flags returned each: 50. All points divided
among all raiders at end of game, and new teams set up.
Lone raiders: flags returned each: 30. Points scored by
raiders are for themselves.

Name: Assembly
Players: 6 or more, in two equal numbered teams (odd numbers of
players may opt for double-agent; see below)
Setup: two colors of handkerchiefs are selected. All players are
given a handkerchief of each color. Folded papers are
drawn from a hat, half indicating first color, half
indicating second color. Papers are not examined by players
until they have dispersed in the play field. A victory
zone is designated.
Scoring: elimination of opposing colors: 10
Objective: game ends when time runs out, or all of one color has been
eliminated.
Variable: It is importrant to note that you don't know who is on your
team. When the game starts, all players should be out
of sight of all other palyers. They then look at the paper
to see what team they are on. They must wear one (and ONLY
one) color of handkerchief tied 'round their neck. Note also
that they may wear EITHER color. (isn't deciet a wonderful
thing? }:-} ) All players on a given team recieve the
10 points for an opponant's elimination. It is against the
rules to ask a player to show his paper. To claim a total
victory, all players must enter victory zone. A player
*must* wear his team's color any time he enters the victory
zone. (truth or consequences!)
Note: it is very possible for a single blue to eliminate ALL
red as they walk back to the victory zone, with the blue
"showing" red, and carrying a semi.
Some versions allow a "double agent", who has NO team. He
may wear either color, and gets 20 pts per elimination.
Eliminating a double-agent is worth 30 pts to the player,
and worth 10 pts to all others on the team.
Bonus of 40 pts if you are the only player left. (double-
agents do not get this bonus) Double-agent may not enter
victory zone.

Return to the variations page
Curator: Rob Rubin Email: <tyger@luminet.net>
Last Updated: Wed, Apr 9, 1997