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the brain
rules in fill shed only
Set Up
Two teams are divided evenly. Each team receives a flag made of cloth, usually 2'-3' on a
side. The teams begin at opposite sides of the field and their own flag base.
Goals
Capture the opposing flag by bringing it back to your flag base.
Play
Play begins on a standard horn/whistle half time is another horn/whistle and you swap ends
ready for play to begin again . Hit players are eliminated and must exit the field . marker held
high to signify being out. (S)he must return to the staging area of the field and sign back in
then retern to base . Players may return their own flag from the hit player directly to their
station, or leave the flag in play where the player stands. Opposing players may grab the flag
and continue the attempt to capture it.
The game ends immediately when a team touches their opponent's flag to their own flag base
or when time expires.
Scoring
The team that captures their opponent's flags wins.or the team with the most points .if you
get hit -1 point from your team a flag captured 5 points
Tactics
Tactics will vary widley, depending on field size and player density. Most fields will be small
enough that a team can control the entire width of the field, preventing anyone from
sneaking in to steal the flag. (Theoretically...) If your flag is removed, focus all attention on
eliminating the flag carrier.
"SPEEDBALL"
we use 3 flags and a bush ball field for this game
Teams : Two teams of equal players. NPPL uses 3, 5, or 10 man team for
there
tourneys. But what ever your local play area allows.
Time : The name should explain it: Speedball. 15 minutes is the typical
time
limit, though I have seen 10 and 20 minute games.
Setup: The field can be dictated by the NPPL rules. Or, do your own. As a
"BLACK JACK"
Teams: Two teams. Try and make experience levels equal on both teams.
Time: 20 - 30 minutes is a good time limit.
Setup: Classic game setup applies. Reduce the velocity to 220 as this
will
be close quarter combat sometimes. Each player can only have 21
paintballs
each. No sharing of paintballs.
Rules: Classic rules applies. A player who shoots all his/her paintballs
is
out. Players can carry as many paintballs as they want loose in the
pocket
or in plastic bags. Paintball can only be loaded by hand one time after
each
shot (blow forwards can have one paintball in the feed neck).
Winning: Classic game winning applies
"THE DUEL"
Teams: Played with just two players. (Pick one person from each team.)
Time: N/A. (See rules)
Setup: Can be played 2 ways. Either start off back-to-back, or apart. See
rules for further instructions. One paintball is loaded into the marker.
Best out of 3 duels.
Back-to-back Rules: It is just like the old style duels. Walk away from
each other an agreed-upon number of paces with barrels pointing up. When
done, do not turn. When the signal is given, both players will turn and
fire at each other. If both are hit, the one closer to the center of the
chest is the winner.
Apart Rules: For this version, players are already apart, but the markers
are set flat on a table. Players are facing away from each other. When
the signal is given, players quickly pick up their markers and shot each
other. Closest one to the center of the chest is the winner.
For any of the versions, kneeling is allowed, but not side-stepping or
laying flat.
Winning: This is sudden death. If youre hit (or hit closer to the center
of your chest), you have lost.
"DYNAMITE PAINTBALL"
Teams: Two teams of equal sizes. Good for very small or very large teams.
Time: 30 minutes works well
Setup: Each side must have a clearly defined base. Give each team one
clearly visible stick of "dynamite".
Rules: Same as classic game rules. The base is a basically safe zone -players in it can neither fire nor be fired on. However, there is one
danger: If the "dynamite" lands in the base, the base gets eliminated,
along with everyone in it. If the player holding the "dynamite" is shot,
s/he must drop it. The other team can then attempt to steal the it.
Winning: The last team standing wins. If time runs out, the game is a
draw.
relatively calm area of the field. The referee then proclaims them in the
game and they start playing.
Winning: Nobody and everybody.
"FREEZE TAG"
Teams: Two teams. Try to make experience levels equal on both teams.
Time: 20 minutes is a good time limit.
Rules: Classic game rules applies. Except when hit, the player freezes in
place (can kneel if in the crossfire) and raises a hand to show that you
were tagged. Do not move from the spot. You are able to get back into
play if physically tagged on top of your head by another player. After
being tagged by a friendly player, the player is unfrozen and continues
to play. If tagged by an opposing player, the frozen player is
"shattered" and is out.
Winning: Same as in the Classic game.
"HOSTAGE RESCUE"
Teams: The rescuers and the hostage keepers.
Time: 30 minutes is a good time limit.
Setup: Have 2 or 3 hostage areas and, for the rescuers, one safe place.
The hostage is kept at one of these areas. The rescuers do not know which
one the hostage is at. The hostage takers know where the safe place is
at.
Rules: Before the start of the game, the terrorists choose one of the
rescuers to be the unarmed hostage. Upon the start signal, the hostage
takers will proceed to one of the hostage areas. The hostage cannot be
moved from the area or attempt an escape. After five minutes, a signal is
blown and the referee tells the rescuers the location of one of the
hostage areas. It may or may not be the right one. The rescuers must tag
the hostage and escort him to the safe area. If the hostage is left
alone, he or she must stay in place until a rescuer finds him/her.
Winning: If the hostage is hit, the team that shot him looses. Rescuers
win by taking the hostage to the safe place. Hostage takers win by
stopping the rescuers from taking the hostage to the safe place.
Setup: Best if in the woods, but make sure you make boundaries. The
hunters are limited to either 12 paintballs each and/or pump. No tubes or
hoppers allowed. Load ONE paintball after every shot. The bunny gets a2-4
minute head start to hide and gets to use a semi auto.
Rules: Give the rabbit a head start to run into the woods and hide. When
that time is up, signal to let the bunny know that the hunt is on. The
hunters can bunch up or can fan out. But they begin from the same
starting point. You are considered out if you run out of paint or are
hit.
Winning: This is total elimination. If the hunters tag the rabbit, the
hunters win. If the rabbit is the last player standing, he wins.
"PRIZE COLLECTOR"
Teams: No teams. Everyone works as an individual.
Time: 30 minutes is a good time limit.
Setup: Each player has 2 to 4 armbands, which are the prizes. Players
take different areas of the field to play. Best played in wooded area.
Will need a loud signal every 5 minutes.
Rules: This is basically elimination with a twist. When a player is hit,
(s)he must sit down and be motionless with their hand on their head until
the next 5-minute signal. At the 5-minute signal, the player is back in
the game. You can collect one armband from any player that is sitting.
You do not need to have tagged out a player to collect the armband. The
collected bands must be placed on the arm. When all of the armbands are
taken from a player, that player is out of the game.
Winning: The one with the most prizes (armbands) wins.
"SPY"
Description: There is a spy amongst you and (s)he is out to "kill" your
captain.
Teams: Two teams of equal players.
Time: 30 minutes
Setup: No flags are needed. Put numbers on pieces of paper and put them
into a hat. Each person on the team draws a number. Do not share what you
picked with anyone. Lucky #7 is designated the Spy against their team.
The person that drew a #1 is the Captain and reveals this to all. To be
easily identified, captains will wear 2 armbands.
Rules: Played like the Classic game format, with the Captain being the
target. The spy can turn on the captain at any time after a one minute
warning is given after the start of the game.
Winning: The team that tags out the opposing team leader wins. If the spy
tags out the team leader, the other team wins.