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kalabor
06-05-2007, 09:30 AM
Here are a bunch of games that I have played over the years that have been fun. If you have any you like to share put them on if you think you have a better idea on a certain one, then please do tell. Do keep in mind most of these were played with the common rule one shot ANYWHERE your dead, But I think it would be easy to adopt to the other rules.

Change of the light Brigade:
Requirements:
Two flag stations
Two even teams
Two flags hung in opponents flag station.
Duration: 20 Min
Objective:
Hang your flag in the opposition’s flag station, or take a flag from the Opposition team.

Attack and Defend:
Requirements:
Two teams of equal number
One team the attacker one the defender.
Choose a defensive location such as a house bunker or some sort of an advantage point. This is where the flag station will be and the Defenders cannot go more then 20 feet from their flag, or have bounders set in how far the defenders can go out.
Duration:
10 Min
Rules:
Defenders can’t leave the flag station and must stay in their location the entire time. Attackers can go anywhere on the field. Remember that this will not allow attackers to go out of bounds of the field but are not restricted to stay in a small location.
Objective:
Attackers Pull the flag off its support to win.
Defenders Stop the attackers from pulling the flag.

Annihilator:
Requirements:
Setup 4 equal teams.
Place each team in 4 separate corners.
Duration:
10-20 Min
Rules:
Teams will get into their location and will wait until it is time to go. Teams will get points for every kill they have on other teams. There are no points earned for surviving members of a team. Once you’re out then your out. Report to the dead zone and tell the scorekeeper who they were shot by. It would be best to your teams by color. Red, blue, green and yellow.

Down but not out:
Requirements:
Two flags and two even teams. Each player must have a sock or something to place around the top of his or her gun.
Duration:
30 Min
Rules:
1.When a player is hit, he calls himself out and lays down on the ground(using common sense) the player then places a sock over the barrel of his paintball gun to indicate that he has been hit. He cannot move from this location until tagged. This is a referred to as waiting.
2.If a waiting player is tagged by a teammate he is back in the game. ( The player, of course removes the sock)
3.Players who are waiting cannot shoot or disclose the position or intention of opposing players.
4.If an opposing player tags a waiting player, he is out of the game.
5.If a waiting player feels that no one will find him, or he is tired of waiting, he can take himself out of the game. In case the player cannot be tagged back into the game.
6.There is no limit on how many times a player can be tagged into the game.
7.Players waiting to be tagged can not shoot or be shot at, but can call for help nothing more, and if this is okay with both sides of the team.
Objective:
Capture the opposing teams flag and return it to your base.

Paintball Burner:
Requirements:
One Ref, and as many teams you can get.
Odd players will wait out in the designated holding area for enough eliminated players to return and will make up the next in-going team. Teams start the game in different areas of the field.
Duration:
30 Min
Rules:
1.Once a player is hit, he proceeds to the designated holding area.
2.Once there are three players in the holding area, they rejoin the game as a new team.
3.A Ref will escort a newly formed team into the field away from the action and any other teams, if possible their entry with a short whistle or yell for a new incoming team.
4.Players cannot shoot or be shot at while being escorted by a Ref.
Objective:
Fun in every way. In which case, everybody wins.

Trophy Hunter:
Requirements:
Players act individually to gather trophies from the field. No TEAMS…
Each player wears one arm band (These are referred to as the trophies.)
Players are interspersed in the playing field. A signal will sound the start of the game.
Duration:
20-30 Min
Rules:
1.Players who are hit will drop to the ground where they were shot. You must call dead when you are hit. Then the dead person must wait while the shooter goes over to collect the armband off of you.
2.While collecting the armband he cannot be shot or shoot other players. Once the band is taken the player who was hit will leave the field.
3.If you are hit and have more then one-arm band you must give them all up to the player who hunted you down. The more you collect the more you’ll be shot at.
4.Armbands must be shown and not HIDDEN!
Objective:
The player with the most Trophies –Arm Bands wins. If there is a draw at the end of time the two must go hunt each other until one comes out on top.


Hostage Rescue:
Requirements:
Two teams
1. Police
2.Terrorist
3.1 Hostage
Terrorists pick one police to act as a hostage. Two hostage areas are disclosed to the police. Terrorists do not know which location was disclosed. Establish an area that the police will have to take the hostage in order to win the game.
Duration:
30 Min
Rules:
1.Terrorists are given a 5 Min head start to take the hostage to one of the holding areas.
2.At the starting of the game signal is given to let the terrorist know when the game begun.
3.Terrorist cannot move the hostage from the holding area, but can move him amongst the location.
4.Hostage cannot attempt to escape.
5.If hostage is hit the team who shot him will loose.
6.The hostage must have 1 police member to have him escort him through the field to the safe zone.
7.If hostage finds himself alone for some reason, after being pulled away from the holding location, he must stay where he is and wait for the police to find him again. A basic tag will allow him to move with you. He may call out for help if he wishes. If the Terrorist find him and tag him they may being him back to their holding area.
8.Terrorist can be located any where on the field, but leaving the hostage alone can make it easy for the police to rescue the hostage.
9.Terrorist acts- Yes since you are terrorist you can show no remorse to your hostage. Placing a massive mine on him is a good example. Make the hostage duck behind cover and when you tell him to stand up just for a second he must do it, or give him a large stick that looks like a gun and have him aim it at the Police. The trick is that you try to trick ways for the police to shot the wrong person. So this means that a hostage must obey every command that the Terrorist says not to shot them though, but the Hostage can also yell that he is unarmed.
Objective:
Terrorist: Stop the police from getting the hostage to a safety zone.
Police: Bring the hostage back to the safety zone.

Agent Protection:
Requirements:
1 Assassin team. 1 Agent for every 3-assassin members. 1 President.
Duration:
10 Min
Rules:
1.Both teams will start in different parts of the field.
2.The Agents are trying to escort the president to a location or keep him alive for the ten minutes.
3.You must shot an Agent in the head to kill one off. Any where else is considered to be armored or having no fatal effects.
4.Agents can use their bodies to cover the president.
5.Agents must stay with the president at all times.
6.President is not armed.
7. If president is hit then the assassins have won.
8.Agents and president can hide to live.
9.If all the agents are killed the President can still try to win the game by hiding or getting to the location marked.
10.No assassin is to be within 30 feet of the Marked safe zone for president.
Objective:
Assassins: Kill the president.
Agents and president: Live for the time amount or get the president to location in one peace.

Civil War:
Requirements:
2 even teams and a flag for each player
Duration:
10-15 Min
Rules:
1.No hoppers on guns.
2.Only “1” ball is to be in the gun.
3.Balls are to be placed in holsters, pockets, and what not, but not hoppers.
4.No balls can be held in hand for fast loading. It must be pulled from the pockets one at a time. Gun must discharge the round in the chamber before another ball can be pulled from the pocket and reloaded.
5.Teams will agree how many rounds each player can have. Most common 20 rounds.
6.If you are hit you are out of the game.
7.If player runs out of paint they are still entitled to be able to bayonet the opposing player.
8.Bayonet Rules: There are those times when two people might go about trying to hit each other with gun barrels. We don’t really need them to physically play the role of a bloody scene of the bayonet. So the rule for a bayonet attack is simply pulling the other players flag off of them. The flag should be placed on so it is not impossible to pull off. A simple flag tucked around your belt is the best from. Be honest who pulls off whose flag first.
Objective:
Fight sparingly and wise. This game sometimes ends up in hand to hand combat.

Time Bomber:
Requirements:
2 equal teams. One Bright object that is round like a soccer ball.
Duration:
10 Min
Rules:
1.Split the field evenly in half.
2.Put the teams on both sides of the field.
3.Place the bright colored ball in the center on the line.
4.Start the game with a whistle.
5.Teams are to try to get the ball over the line to the opposing teams part.
6.Ball can be picked up and thrown into air.
7.It must be immediately dropped it you are hit.
8.No throwing the ball into a location that is impossible of retrieving, such like trees rooftops and so on.
9.If hit call self out and go back to starting point. Then your back into the game
10.If ball is held on one side for a time of 3 Minutes that side looses for not reacting to the ball. This is called “Holding Time” This is to prevent a team from holding the ball until the last second of the game only to toss it over.
11.A ball that is in the air when time runs out will be affected to the people who had the ball last.
12.Whose side has the ball last will loose the game when time ends.
Objective:
Don’t have the ball on your side last:
*Note: In order for this to work right it is best to narrow down the width of the field to keep an idea of where this ball is.

Road Danger:
Requirements:
Two even teams that start on opposite sides of a road or trail.
Duration:
None
Rules:
1.A trail or road will be assigned to walk on. Road must only be about 5-10 feet wide.
2.Players can only go off this trail 5 feet to go into any close cover.
3.The flag will be set in between the two teams in the middle of the road.
4.The flag cannot go off the road for any reason. If a player has the flag and wants to take cover that player must drop the flag in order to perform this operation.
5.Drop zones in which the flag will be taken to will be at least 10 yards away from the other teams base.
6.If hit call “HIT” and return to base once in base you become a new player on the road to fight.
Objective:
The team that gets the center flag to the other teams flag line wins.

D-Day:
Requirements:
For every 2 attackers add 1 Defender. Defender strong hold. Safe zone flag.
Duration:
10 Min
Rules:
1.If field has a hill side give the defenders the hill.
2.Attackers are only armed with 50 rounds each that’s it. No restocking on ammo
3.Defenders cannot leave their strong hold.
4.Defenders get as much ammo as they want.
5.Both teams can regenerate.
6.Defenders will be out for a time of 30 seconds until they are back in action if they are hit.
7.Attackers must go back to their starting location and then are back in the game.
8.All the attackers must be in the safe zone location before they can win.
9.Safety location is some where below the main Strong hold with a little cover to protect the attackers while they wait for the rest of the team to get to the location.

Objective:
Attackers: Get the whole team into the safety zone to win.
Defenders: Keep the Attackers from getting into the safety zone.

Commandos:
Requirements:
For every 3 people there will be 1 commando.
Duration:
10 Min
Rules:
1.Commandos will start at an assigned spot. The other team will also start at a certain spot.
2.Commandos cannot get killed unless hit in the body or head. Legs arms Gun do not count as a dead for a Commando.
3.Regulars will be killed on any type of hit. (Even a bounce classifies you dead.)
Objective:
The commandos can either kill off the “regulars” of race to the spot where the Regulars started to win.
Regulars must kill off the Commandos to win.

DIVIDE AND CONQUOR
Requirements:
Everyone by themselves.
Duration:
None
Rules:
1.All players must spread out and be ready on the whistle. No hiding behind other players at the start of the game.
2.Once a player is shot, he must say hit but instead of being out of the game he will go to the person who shot him and tag him. Once tagged you become part of his team.
3.If the shooter is shot before the player can tag him and there is no one else on that side then the player will follow the shooter to his new team as well.
4.Teams must stay close to each other and not spread out.

Objective:
Try to get your team big soon in the game.
The game ends once everyone is on one team side.

VC Cargo Attack:
Requirements:
For every 3 American soldiers add a VC sniper to the team. 3 to 1 ratio. And a Cargo box.
Duration:
None
Rules:
1.The Americans must stay 10 feet on a trail. They cannot take off after a sniper if it’s over 10 feet off the road.
2.The Americans cannot spread up and must also be within 10 feet from each member.
3.A Cargo box of some sort must be carried with the Americans. It will also require 2 people to carry the cargo. If one of the people is shot then the box must be dropped. Until two people can carry it again.
4.If the box is shot 5 times then the Cargo is destroyed killing all the American soldiers.
5.If there is only 1 person to carry the box they got two choices. 1. Call the game over and the VC team wins or the player must give up their gun can carry the box with both hands. (meaning leaving his gun for good)
6.VC will have a 5 minute head start in the field.
Objective:
Americans – Get your cargo box to the ending zone.
VC – Stop the cargo run

Pilot Recovery
Requirements:
2 teams
Team 1 rescue unit.
Team 2 opposition unit.
The rescue unit will be 2X larger then the opposition unit.
Dummy body.
Duration:
10-30 min
Rules:
1.The opposition will have location where they will place the dummy.3 mins.
2.The dummy must be invisible sight.
3.The dummy must not be relocated once set in a location.
4.Opposition can then relocate through the field once dummy is set.
5.The rescue squad must try to get to the dummy.
6.A dummy can be carried in 3 different ways.
a.The dummy can be drug but requires 2 people to do so.
b.The dummy’s body can be thrown over another player shoulders.
c.The dummy can be held on both arms hosted over to other player’s shoulders.
5.If the player is killed while holding the dummy he must drop the dummy and then go to the safety zone.
6.Once the dummy is move the opposition may shot the dummy to still win.
7.If time runs out before the rescue unit can get there the opposition may shot the pilot.
8.Dummy must be returned to the holding zone.
Objective:
Opposition- Hold the pilot or kill him.
Rescue- get the pilot out of place in one peace.

So thats the ones I can think off the top of my head as of right now, but thats enough to get started with.

knappisan
06-06-2007, 01:52 AM
One thing is, we don't have refs, we don't really keep time, and we usually play vital signs. Vital signs is: one shot to the head and torso, two shots to the limbs. I think these games would be cool, but I really don't know anyone who would rather be a ref or a timekeeper. Yeah, we could adapt these variants very easily. Good ideas. The stinker station has a few large rocks on the hillside, they provide an excellent place for a game such as assault and defend. Did I mention I am stoked for Saturday.

kalabor
06-06-2007, 07:35 AM
I have played up at AMI a few times, so the vital signs are familiar with me. In addition, I see that it wouldn’t be hard to convert them to that type of hitting rules. Maybe convert the commandos one where a commando can only be killed by a head shot. The Ref is just nice to have, but does not require one. As for time it helps keep the games rolling in and at times sort of gets people out of their common habits of finding their perfect hiding spot and waiting like normal. I can bring a stopwatch and if we play a game such as “attack and defend” that only allows you 10 minutes I’ll time it. See how people like it. If they don’t then we can play whatever else. No harm done.

Here was another one I remember. It is one you rather end the day off since people get tired towards the end of it. And yes its timed.

Hamburger Hill:

Requirements:
Two teams of 1 to 2 ratio.
One team the attacker one the defender.
Choose a defensive location on top of the hill With some sort of an advantage point.

Duration:
10 Min
Rules:
None of the defenders may move out of this defensive spot.
Make the attackers a narrow field to their boarders. Only a frontal assault can be attempted on the defensive area.
When an attacker is killed, he will return to selected holding area and then will reenter the playing field. A Defender once killed is out of the game.
Objective:
Attackers: Kill off the Defenders.
Defenders: Stay alive for the 10 minutes.

kalabor
06-12-2007, 06:34 AM
Man I was too tierd last week to ask if we wanted to try a new game but I was wanting to know if any one was up for a new game to try this week? See how we like it.

kalabor
06-19-2007, 06:19 PM
I was thinking of a game other then the basic capture the flag, vampire, or elimination for the AMI area. This was what I think we can play there that might be fun to try out.

Predator
Requirements:
Two teams. A ratio of 1 to 3.
3 flags
Duration:
10-15 minutes or None.

Rules:

1. Large team must stay with each other within 10 feet. Anyone going to far out must return immediately or must have to call him or herself out.
2. The predators can freely move through the field as they please. To the point of even going out of the playing area to gain advantage points. A Predator will only be killed from a head shot.
3. The large team must retrieve 3 flags or kill off the predators, to clam victory.
4. Only 1 flag can be picked up by the team at one time and returned, before another flag can be picked up. If 2 flags are picked up at the same time then that team looses.
5. The Flags will be spaced further and further out. 1 being about ¼ the way out. 2nd flag about half way and the 3rd flag on the other side of the field.

kalabor
06-19-2007, 09:56 PM
Oh yes and the victory conditions are…
Large team- Return all the flags back to the holding area.
Predators- kill off the large team.

If you like to make it a bit fairer for the Predators play the game with time.