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No Quarter
Member Have change for a dollar? Joined: 13 January 2004 Status: Offline Points: 118 |
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Posted: 23 September 2005 at 7:04pm |
In preperation for next Saturday's game that my group and I are
planning, I wrote down some games and the rules to those games for guys to read before coming, so I wouldn't find myself standing there trying to explain a bunch of rules to twenty guys milling around getting their gear ready. When I was done writing it all down ( going to email it to everyone ) I thought maybe there would be some guys on here that might like to read some of the games. Some of them are original ideas that we came up with ourselves, mostly quick scenario games, and some are traditional games with a little twist. You will have to excuse my use of words like wound, shot, killed, dead, bullet, and gun. That's just how I am. Yeah, I know, it's a lot to read, but it might be worth it to someone feeling like their paintballing has gotten a little stale lately. We really have a lot of fun with these games. Anyway, here they are to those who may be interested -------------------------------------------- Civil War This is really basic, and is a great warm up game. Players split up into two equal teams. The game is played in as open an area as can be found. Both sides start out in two single lines facing each other at the distance of the extreme range of a paint ball gun. There will be ONE person assigned to call out commands. It doesn’t matter which team he’s playing for. When everyone is ready the “commander” will call out loud and clear, “READY. . .AIM. . .FIRE!” On “Fire” everyone (from both teams) will fire ONE round, and ONE round only at the opposing team. Those who are hit with a kill shot will step out of formation, and the team will close up ranks. Those who are wounded will continue to play on. There are no limits to wounds in this game. Those who do get wounded, are encouraged to act out their wound. i.e. kneeling if both legs have been hit, or shooting lefty if the right arm has been wounded. After firing, on the commander’s count, both teams will take five steps forward, reform ranks, and prepare to fire again. The process is repeated until only one team remains. If the commander gets killed, he will still call out the commands for both teams for the game. Downed Pilot The scenario: A U.S. stealth bomber has gone down behind enemy lines. The pilot is believed to have ejected, and is in jeopardy of capture by the enemy. Because of his knowledge of stealth weapons, America can’t afford his capture, and a small , elite rescue squad has been dispatched to locate and rescue the pilot at all costs before the enemy captures him. A volunteer is selected to play the part of the downed pilot, and is sent to the center area of the field with only fifteen rounds for his gun. After he’s gone, the players split into equal teams, and decide who will be the Americans, and who will play the adversary. The teams will be given arm bands to wear for this game. (Colors will be chosen before the pilot leaves, so he will recognize friend from foe.) The pilot will have no arm band. There are two bases at opposite ends of the field, one for each team to start from. Teams will NOT choose bases until AFTER the pilot has left the dead zone. ( we don’t want the pilot to know which direction to expect his enemies or rescuers to come from ) When the whistle blows the teams begin their race to locate the pilot. If the Americans are able to secure the pilot, they will do their best to escort him back to their base. Once at the base, which represents an extraction zone, the Americans have to survive for five minutes while waiting for extraction. During this five minutes the adversaries will attempt to capture the pilot. If the adversary force comes across the pilot first, there are three possibilities. The pilot can either surrender, run, or engage the adversary with fire. If he surrenders, the pilot must comply with the adversary force and willingly go with them to their base. If the pilot choses to engage the adversary, and is hit, he is not dead, regardless of where he was hit. At this point he will comply with the adversary the same as if he had surrendered. While in captivity the pilot will be allowed to carry his weapon and ammo, but under no circumstances will he use them. In order to be released from his captivity the pilot must be tagged (by the hand, not with a paint ball) by an American. Americans are allowed to share their ammo with the pilot after they’ve rescued him. If the adversary manages to get the pilot into their base, they must defend against American rescue attempts. The Americans have ten minutes to rescue the pilot before he is questioned and executed. X-COM X-Com stands for extraterrestrial Combat. The scenario: It is the not too distant future, and the threat of alien invasion has gone from science fiction to all too real. The human race daily deals with abductions, and entire towns being invaded. The governments of the world have secretly banded together and formed a secret elite force to deal with the alien threat, known as The X-Com Unit, XCU. About an hour ago X-Com interceptors shot down a UFO, and it crashed landed in a forest. Intelligence believes there was critical information on board the UFO, that if captured could help Earth turn the tide of the war. Interceptor fly-overs have confirmed the location of the crash, and report alien survivors in and around the wreckage. The XCU has been dispatched with the hopes of all human kind resting on their shoulders. First alien volunteers will be chosen. The number of aliens will be determined by the total number of players. The aliens should be outnumbered to begin with, by about three to one, depending on the alien players’ experience. i.e. if there are ten total players then there should be about three aliens, no more than four. Twenty players should have around six or seven aliens. The players will chose a nice defensible location to represent the wreckage of the shot down UFO. A flag or other item such as an old broken computer hard drive, or an ammo can with some rocks in it will be placed in the UFO. This represents the alien technology (package) that must be captured by the XCU. The aliens don’t have to stay in the UFO, but they have to leave the package in place. The main mission of the alien team is to prevent the XCU from capturing the package. The XCU starts from a base that represents the LZ, and advances on the UFO from there. If a human is hit by an alien round, regardless of where he’s hit, he mutates into an alien, and joins the alien team. To do this the player yells LOUDLY that he’s hit, and stands with both hands in the air. He then proceeds to walk over to the alien side while counting loudly to ten. The player is not in play at this time. When he reaches the other side he taps an alien on the arm, and is now back in play as an alien. Aliens are allowed to take two wounds, but a third wound or kill shot, kills the alien. The player DOES NOT LEAVE the game, but instead lies down on their back where they were killed with the butt of their gun on their chest, the muzzle pointing straight up, signifying they are dead, and out of play. If all humans are hit and mutated into aliens the game is over, with the aliens as the winners. If the XCU manages to get into the UFO and capture the package, they then have to transport it to their LZ. Once the XCU have picked up the package, a thirty second countdown begins. At the end of the countdown, all the dead aliens will resurrect, and pursue the XCU to their LZ. Once the package is in the LZ the XCU must hold out for five minutes before they can be extracted. Any aliens killed at this point ( after resurrection ) are dead for good, and out of the game. After five minutes if any of the XCU are still alive and have the package at the LZ then they win the game. Center Flag This is capture the flag with equal teams on each side, but only one flag. The field should be small. Small enough, that a paint ball can be lobbed from one base to the other. The field of play should be about half as wide as it is long. One flag is placed in the center of the field, preferably in a sort of open spot, or if in cover, the cover gives no certain advantage to one team in recovering the flag. To win the game, a team has to capture the flag, and push forward into enemy territory and carry the flag into, or onto the opponents base. This game has a two-wound rule. However there is a twist. If a player is hit by a kill shot, or receives three or more wounds, instead of leaving the field the player will call “hit” and lie on their back on the ground where they were hit, with the butt of their gun against their chest, muzzle straight up to signify they are out of play. Each player is considered a medic, and if a team mate can make it to the dead player and tag them with his hand, then that player will stand up with hands in the air, still out of play, and walk back to his base where he will respawn immediately, and re enter the game. Players CANNOT heal THEMSELVES. Once healed by a team mate a player may go to the dead zone first if they need to get more ammo, or clean off their goggles, but still do not respawn until they’ve gone to their base to do so. There will be no faking dead. Traditional Capture The Flag Almost identical to Center Flag, except played on a larger field. The two bases can be as far apart as desired, but should at least take a player a few minutes to walk the distance. Instead of one flag in the middle, there are two flags, one at each base. To win the game a team must make it to the other team’s base, capture their flag, and return it to their own base. If both flags are captured simultaneously, then the win goes to the team to plant the opponent’s flag first. The same wound, medic, and respawn rules apply as in Center Flag. Save The Bacon This is just like Protect the President, or as some call it, Grand Bush. Except for a twist. There will be two presidents or Grand Bushes. Each pres. has his own men that follow his orders, and are willing to take a bullet for him. The pres. has no weapon, and is completely dependent on his men to protect him. Both teams maneuver for position. The game is over when one of the presidents is killed. Spawn This is an end game when everyone is getting low on ammo, or several players have left and gone home. Everyone splits up into two or three man teams, depending on how many players are playing. at about one minute intervals a team enters the field. NO PUPPY GUARDING the entrance to the field. The same two-wound rule is in effect. A team cannot split up. They must stick together. They shouldn’t get out of sight, or talking distance from one another. If a player is eliminated he goes back to the dead zone, and waits for other players to get eliminated and also return to the dead zone. When enough players have gathered to form a new team, the new team enters the field and into the game. If more than one team is forming in the dead zone, or a team went in just before another team forms, the second team must wait a couple minutes (until the first team is out of sight ) before they re enter the game. Lives are endless. There is no end to the game, unless a time limit is set, or everyone runs out of rounds, or it gets to late to continue playing. |
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whack-a-mole
Platinum Member Member of the "I Have No Life Club" Joined: 19 August 2004 Location: United States Status: Offline Points: 2872 |
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cool
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NASA and the Americans spent millions of dollars and hundreds of hours to develop a pen that would write in space.....The Russians used a pencil.
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peachey
Member Guested for many reasons Joined: 27 February 2005 Location: United Kingdom Status: Offline Points: 574 |
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wicked lol
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MY SETUP
finaaly i have the smart parts ion smart parts ion Halo b with rip drive 49ci 3000psi dye sticky grips |
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sporx
Platinum Member Joined: 03 July 2005 Location: United States Status: Offline Points: 5619 |
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thanx. i've never heard of "spawn" before. i'll have to try it out.
i hate being the president while playing "Protecht the President" it sux balls. |
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