Donated Games

From Kevin Coughlin:

I can't take all the credit for this. These games were played at a field
in Phoenix, AZ, that had an old ag-science campus for play, including
buildings (with the doors removed, and the windows missing) to play in
and around. Field rules included no climbing on anything, so getting up
on the counter and shooting down (and sucking liquid and shooting way hot
at 10 feet or less, or falling and breaking something painful) or
climbing through the windows was out. You can shoot through the windows,
although blind fire was frowned upon, grenades were VERY effective at
times. Final field rule was 3 round burst (no hosing) due to close ranges
and lots of walk-on newbies, 260 fps maximum, chrono before EVERY game
if you have your own equipment (rentals were checked by the staff
before play, and again mid-day, and usually set around 245) and any hit
is an elimination, so don't argue. Welt of the Day patch given to the
winner, determined by the referees at the end of the day. The two
scenario's used centered around the large science building (about 20
rooms on two long wings, shaped like a square letter U, with 3 doors
available).

Terrorist/Swat team:
Equal teams, Terrorists are in the building, with an atom bomb, and
refuse to leave. They will blow up the city in 20 minutes. (All
Terrorists must must keep at least one foot within the building, but can
step halfway out and shoot along the walls at the people crawling up to
the windows). Swat team starts all together, behind one of the other
buildings. 20 minute game. Objectives: Swat team. Kill all the
terrorists. Pronounce the building "Clear" before the time is up. If any
terrorists are hiding and come out of hiding after the Swat team thinks
it is clear, Swat loses, terrorists blow up the city, "Game over, Man!".
Terrorists: Stay alive. Either keep Swat out of the building entirely,
hole up in one small corner, hide a tiny player in a closet, or all of
the above. Next game the sides reverse (Terrorists are now Swat/Swat is
terrorists).

Variation: For a while, the field had a "bomb" that could either be
carried out of the building by a Swat Team member (carefully, it had a
mercury switch and a loud buzzer to signal detonation) or you could
attempt to disarm it ("The red switch, or the green one?") and you had a
50/50 chance at failure/success. Must be done before the timer reaches
zero. (Ever try to carry something out of a building without shaking it,
in the middle of a firefight in a hallway? Intense!)
============================
Next game: Warning. Politically incorrect title follows. All those with
politically correct impaired senses of humor press Ctrl-Alt-Del now.

Postal workers:
Similar setup as the Swat Team/Terrorist scenario, except that there is
perhaps 5 or 10 "Postal Workers" gone crazy in the building, and 30 or 40
"police" trying to get in to neutralize them with extreme prejudice.
Objective: Kill all the postal workers in 20 minutes. Simple game, good
to practice some outnumbered tactics, and also good to teach people that
when you say "charge", everybody has to do it, or you will all die one by
one.

These games were usually played later in the day, after the players had
demonstrated in regular capture the flag play, that they could :
1.) Keep their goggles on. Always. No excuses.
2.) Call themselves "out" when they are out.
3.) Stop shooting people who are out.
4.) Hold their 'gun over their head, with a barrel plug, and go QUICKLY
to the field exit, so that they are not in the way of live, shooting
players.
....and finally,
5.) Don't shoot the guys with the guns over their head and the barrel
plugs in who are running across your field of fire trying to quickly get
out of your way. (Or the guys in the orange vests, with the shields that
say "Referee").

These games were used as a "treat" that would be taken away if
level-headed recreational play was not observed on the field. With at
least two referees covering the exterior doors, and one inside the
building in the hallway (hiding behind a riot shield) the games were
fairly well controlled. With the short range of indoor play, the
"no-hose" rule was enforced strongly.

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