Post by Kämpfer on Mar 29, 2007 16:53:08 GMT -5
With the help of our friends on mcb, I've compiled a list of interesting scenarios we might try at future games.... Some of them seem to have a lot of potential. Also check out: Barnz' Ultimate Guide to Paintball Game Variations.
1. "Barndance"
The field my dad and I used to play at when I first started was located at a farm. The farm was the staging area, with the fields in the woods behind the farm. Since no farm would be complete without an actual barn, this farm had one, only it was no longer used for storing livestock and feed, and the lower stanchions for holding cows had been removed, leaving a large open space, with hay bales from the hayloft (which was off-limits) stacked on top of each other to form barricades, positioned throughout the barn to provide cover. This provided the PERFECT playing field (IMHO).
The game was played at the end of the day to blow off steam, and was played by dividing up into 2 teams, each one starting out on opposing ends of the barn, but you had to start OUTSIDE. When the horn sounded, each team had to run into the barn one player at a time, since the doors on each end were only wide enough for one person at a time. The game was played in VERY close quarters, with large amounts of paint flying within a very tight indoor vicinity. The adrenaline ALWAYS surged in this game, and firefights were intense! To add to the fun, people would always roll around, moving from bunker-to-bunker. There was netting set up to allow spectators to stand in the doors on the sides of the barn and watch the entire game unfold lengthwise (while players entered from the ENDS of the barn). Needless to say, this game was wicked fun and addicting as hell!!
2. "Civil War"
Like the Barndance, this game was played at the end of the day to blow off the last little bit of steam players would have after a long, fun day of woodsball. Played in a wide-open playing field with NO cover whatsoever. (We used to play either in the field at the farm, or in the baseball fields behind the bar we'd play at from time-to-time).
Players were grouped into teams of 2, the North and the South, and were determined by their arm-bands (do people still wear arm-bands these days?). Each player could carry as much paint as they wanted on the field, but they could NOT bring their hoppers on the field!!! No hoppers were allowed!!! Guns had to be fed one ball at a time (like a Civil War musket), which made things very interesting, as you had to make each shot count, as well as time your shots to make sure you weren't reloading when you were being charged by an opposing player. To make matters even more interesting/difficult/entertaining (depending upon your point-of-view), if you were hit in any body part, you could no longer use that part...and that didn't matter if the ball broke or not. So, if you took a hit to your right arm, you couldn't use it any more, and were now limited only to use of your LEFT arm to reload, aim, pump, and shoot. (Yes, I said PUMP, since most guns back in 1990 were PUMP guns!). If you took a hit in the left leg, you could no longer walk, but now were forced to either stand one-legged on your right leg in one place, or hop around on just your right leg. Can you see where this is going? Within several minutes, each player was out there hopping around on one leg (or sitting down because both of their legs were "shot out"), trying to use only one arm to do everything with, while not getting hit at the same time! Needless to say, this was absolutely hilarious to watch and unbelievably fun to play. Elimination came from one of 5 ways: hit in the head, hit in the torso, hit in the gun (can't play if you can't use your gun, right?, and those hits HAD to be BREAKS to eliminate you), hit in both arms AND both legs (didn't have to be breaks for body appendages), or surrender.
3. "DOOM"
People: 5-10
Equipment: 3 more guns than players, and a single 100rd pod for each player
Start off by choosing 1 person to be the ref / game master. the group needs to attach a bright streamer to each gun, and make sure they are all aired, on and working (barrel blockers of course) with no paint but hoppers on.
They give these guns to the game master, and he then goes about the field placing each gun in a spot that is easy to see, but out of plain sight. (draw a map if need be)
Players all start out in a circle towards the middle of the field at one end, each carrying 1 100rd pod of paint.
At the start, they must go and find their weapon, shoot opponents and dodge other opponent's fire (just like.. umm.. paintball!).
They may only pick up one gun at a time, only use the paint they carried out onto the field, and must set a gun down when finding a new one (IE, swap the old for new, along with paint). When you are hit, you set the gun back down either where you got it, or in a spot similar to it.
(variation - that gun is removed with that player)
This game is played until there is one man standing, extra points for being the one who wins using a slingshot.
4. "D-Day"
They have a wooden landing craft sitting about 40 feet from the tree line (the "beach"), complete with ramp. The "allies" get in the landing craft and wait until the ref randomly lets go of the rope that drops the ramp.
On the other end, the "Germans" have 2 machine gun nests complete with twin-linked Mokal Titans and enough air and paint for both. All the allies have to do is make it to the beach and touch the first bunker (about 20 feet into the woods) and the game's over. You get shot? Gotta start again at the landing craft. Fun game, especially if you really wanna dump paint.
5. "Hillbilly Raid"
Same field has this game where it's the FBI vs. the Hillbillies. FBI starts down in a ravine, Hillbillies start in a tiny shack. Trees everywhere and some good cover on both sides. The FBI's goal is to toss a "grenade" (usually a water bottle) into the Hillbilly shack. Here's the catch: no one can start until the FBI shoots first. And the Hillbillies HAVE to stay in the shack. Once the shooting starts, they can only go within a small taped-off area around the shack. After 5 minutes, they can go outside that tape and take advantage of all the stacked log bunkers, bushes, etc...
6. "Medic rules"
Everyone has a surveyor plastic tape armband for their team on their arm.
Everyone has a white cloth armband as a medic bandage.
When a player is hit, the player must call out "hit" and raise their barrel.
The player may leave the field as eliminated if desired, or if the situation becomes unsafe in any way.
The player may remain in position with their barrel raised and pull out their Medic bandage and call for a "MEDIC!" while waving the bandage.
A friendy player may go to the hit player and revive him by taking the bandage and tying it on the hit players arm. The instant the "Medic" lets go of the bandage, the hit player has been rvived and may resume play. If hit again, he is eliminated and must leave the field.
Here's where it gets interesting....
If an enemy player gets to the hit player who is calling for a Medic, he can capture the hit player's plastic tape armband and eliminate him.
We used this system or variants of it in many of the IMF games and it worked
well. The players learn very quickly to use hit players as bait to draw in heroic players who wish to save their buddies. Others seem to take a particular pleasure in walking off the field with many enemy armbands, like the concept of "counting coup" or collecting scalps.
7. "Fire Team"
Another minor game that I really liked on a small field is a game called "Fire Team". This game divides the players into 3 groups.
One group enters the field and sets up a defensive position of their choosing. The other two groups enter the field after a set time and then move as two Fire Teams to contact. The defensive team wins if they have at least one player survive for the entire game time.
The groups then rotate and play the game again until each group has played the defensive role.
Include Medic rules and these games make for an interesting day of paintball.
8. "Tank attack"
One team are the tank crew and the other side are the bad guys. The tank crew have to get the gas can from the middle of the field, head over to one side where the oil drums are to "fill up" and then get back to the tank and pile in. They do that, they win. And there's almost no cover either, so it's a bit of a paintbath but GT's are had all around.
9. "10 Shot"
Pretty self explaining. Everyone gets 10 rounds to start. You run out of ammo, your out of the game. Your allowed to use what ever marker you'd like. We like to play at the end of the day.
10. "Zombie"
This can be a solo or team game. Whoever you eliminate becomes your team member. You must touch the person that took you out before your alive again. Typically we play this game with small numbers of people on a big field, and usually with pumps/pistols.
11. "Demolition Man
One variation on CTF that we played at the TNT pump days is "Demolition Man". Each team gets a backpack that has about 5 or 6 lbs of filler. The idea is to get YOUR bomber to the other teams base and lob the bomb into the structure. And the teams are NOT allowed to leave anyone inside the building but they can spot defenders around it.
12. "VIP"
Theres also 'VIP' where one team has to get and unarmed person from one flag to another without him being shot. Kind of like a president and bodygaurds VS terrorist/assassins what have you.
13. "Fugitive" - The birthday game
This one involves a single player vs everyone else. Lone person gets to carry as much paint as he or she wants, and gets a 2 minute head start into the game to hide. Once the 2 minutes is up, the rest of the group gets go out and hunt the lone player, but they only get 10 rounds each. The game ends when the lone player is eliminated, 10 minutes runs out or when everyone is eliminated. I like to play this one on someones birthday
14. "Bomb"
This is kind of like center flag, with a twist. I have this ammo box that I rigged up with a fire alarm buzzer an "arming light" a switch to "arm" the device and another light that is wired with the buzzer to signify the bomb exploding. The whole mess is operated by a solid state timer that is usually set for ten minutes, there is no count down screen (this makes things really fun)
How the game is played
There are two teams, each with there own respective base/starting point
There is one "bomb"
The bomb is hidden somewhere on the field (for big games a ref stays with the bomb, normally in hiding a few feet away until the bomb is found, this game really works well in corn mazes)
The object of the game is to capture the bomb and destroy the opposing teams base.
When shot players can return to there base and respawn (after waiting for a period of time) They can continue doing this until thier base is destroyed, at which point they can no longer do this and are eliminated
Once the bomb is located and captured it is taken to the opposing teams base, during its travels it can be captured by the other team, up until the point at which the buzzer sounds
Once the team has go the bomb to the other teams base they set it down and flip the switch, the arming light now becomes lit and the timer is started. Players within 20 feet of the bomb (for refed games) are eliminated when it goes off. During this time the other team can recapture and or disarm the bomb by flipping the switch to the off position, if the switch gets tuned back on after this(by either team) the timer automatically starts from its set point again. After the time is up the buzzer sounds and a red light turns on. The game becomes elimination after this point unless you want to have the bomb reusable in which case you must destroy the opposition's base a set number of times.
15. "Down pilot/ aviators"
This is another fun game. One or two people go into the field and hide before the game starts. One carries a "sidearm" of some sort (PGP, 007, PT extreme, Tib 8 etc) with 20 rounds and a few 12 grams. The other carries a "long arm" Usually a DF pump with CA and 50 rounds. Usually we expand the playing field for this to make for some great hiding spots.
Two teams are then selected, ones job is to find the pilots and eliminated them, or capture them and take them back to their base. Either way the pilots get shot, the shooter decides if they want to eliminate or capture at that point (capturing is normally for larger games)
The other teams job is to rescue the pilots and take them to a predetermined spot, unknown to the pilots (and not their base) and hold them there for a set amount of time. It is important to note that the pilot(s) don't know which team is friend or foe, and friendly fire counts. Once the pilots have been found they can move from their hiding spot, they can also be told the rescue location at this time. If the rescue team is eliminated before the pilots are found, the pilots are told so (radio or by yelling real loud the news) At that point its pilots against every one.
16. "Football"
One person from each team starts out at their base with the flag. First team to plant their flag in the opposing base wins. If the person carrying the flag gets marked, they drop the flag on the spot, it can be passed between players as well. The flag at my field is stuck to a pole so it is a little unwieldy to carry it, and impossible to hide it. Makes for great team battles.
17. "Attack and Defend"
The middle of the woodsball field is marked off with a 100 ft diameter tape circle. One team starts here, can't leave the circle, and defends the flag in the middle of the circle. The other team starts anywhere else, and their objective is to get the flag. It is a timed game, around 10-15 minutes is typical, and usually ends with a massive firefight.
18. "Hostage"
My favorite was we had an abandoned house, where three of us would hole up, sometimes we would have hostages when we could convince someone to be one.
Everybody else (usually about 20) was cops, and we'd start the game with the cops in the parking lot outside of the house, with a bunch of cars and hay wagons and stuff around like squad cars would be, and they'd rush like a swat team, and try to get into the house.
It was a blast! Being in the house was like a constant adrenaline rush, paint was flying everywhere, it was two stories, and you could run up and down the stairs, and stuff, and it really got intense when the cops were in the house, and you were retreating up the stairs.
Crazy fun!
Alas, they won't let us play in there anymore, because one of our more ample sized players went through the floor in one spot..
I've never played a castle game, but I can imagine it must have been close to that.
1. "Barndance"
The field my dad and I used to play at when I first started was located at a farm. The farm was the staging area, with the fields in the woods behind the farm. Since no farm would be complete without an actual barn, this farm had one, only it was no longer used for storing livestock and feed, and the lower stanchions for holding cows had been removed, leaving a large open space, with hay bales from the hayloft (which was off-limits) stacked on top of each other to form barricades, positioned throughout the barn to provide cover. This provided the PERFECT playing field (IMHO).
The game was played at the end of the day to blow off steam, and was played by dividing up into 2 teams, each one starting out on opposing ends of the barn, but you had to start OUTSIDE. When the horn sounded, each team had to run into the barn one player at a time, since the doors on each end were only wide enough for one person at a time. The game was played in VERY close quarters, with large amounts of paint flying within a very tight indoor vicinity. The adrenaline ALWAYS surged in this game, and firefights were intense! To add to the fun, people would always roll around, moving from bunker-to-bunker. There was netting set up to allow spectators to stand in the doors on the sides of the barn and watch the entire game unfold lengthwise (while players entered from the ENDS of the barn). Needless to say, this game was wicked fun and addicting as hell!!
2. "Civil War"
Like the Barndance, this game was played at the end of the day to blow off the last little bit of steam players would have after a long, fun day of woodsball. Played in a wide-open playing field with NO cover whatsoever. (We used to play either in the field at the farm, or in the baseball fields behind the bar we'd play at from time-to-time).
Players were grouped into teams of 2, the North and the South, and were determined by their arm-bands (do people still wear arm-bands these days?). Each player could carry as much paint as they wanted on the field, but they could NOT bring their hoppers on the field!!! No hoppers were allowed!!! Guns had to be fed one ball at a time (like a Civil War musket), which made things very interesting, as you had to make each shot count, as well as time your shots to make sure you weren't reloading when you were being charged by an opposing player. To make matters even more interesting/difficult/entertaining (depending upon your point-of-view), if you were hit in any body part, you could no longer use that part...and that didn't matter if the ball broke or not. So, if you took a hit to your right arm, you couldn't use it any more, and were now limited only to use of your LEFT arm to reload, aim, pump, and shoot. (Yes, I said PUMP, since most guns back in 1990 were PUMP guns!). If you took a hit in the left leg, you could no longer walk, but now were forced to either stand one-legged on your right leg in one place, or hop around on just your right leg. Can you see where this is going? Within several minutes, each player was out there hopping around on one leg (or sitting down because both of their legs were "shot out"), trying to use only one arm to do everything with, while not getting hit at the same time! Needless to say, this was absolutely hilarious to watch and unbelievably fun to play. Elimination came from one of 5 ways: hit in the head, hit in the torso, hit in the gun (can't play if you can't use your gun, right?, and those hits HAD to be BREAKS to eliminate you), hit in both arms AND both legs (didn't have to be breaks for body appendages), or surrender.
3. "DOOM"
People: 5-10
Equipment: 3 more guns than players, and a single 100rd pod for each player
Start off by choosing 1 person to be the ref / game master. the group needs to attach a bright streamer to each gun, and make sure they are all aired, on and working (barrel blockers of course) with no paint but hoppers on.
They give these guns to the game master, and he then goes about the field placing each gun in a spot that is easy to see, but out of plain sight. (draw a map if need be)
Players all start out in a circle towards the middle of the field at one end, each carrying 1 100rd pod of paint.
At the start, they must go and find their weapon, shoot opponents and dodge other opponent's fire (just like.. umm.. paintball!).
They may only pick up one gun at a time, only use the paint they carried out onto the field, and must set a gun down when finding a new one (IE, swap the old for new, along with paint). When you are hit, you set the gun back down either where you got it, or in a spot similar to it.
(variation - that gun is removed with that player)
This game is played until there is one man standing, extra points for being the one who wins using a slingshot.
4. "D-Day"
They have a wooden landing craft sitting about 40 feet from the tree line (the "beach"), complete with ramp. The "allies" get in the landing craft and wait until the ref randomly lets go of the rope that drops the ramp.
On the other end, the "Germans" have 2 machine gun nests complete with twin-linked Mokal Titans and enough air and paint for both. All the allies have to do is make it to the beach and touch the first bunker (about 20 feet into the woods) and the game's over. You get shot? Gotta start again at the landing craft. Fun game, especially if you really wanna dump paint.
5. "Hillbilly Raid"
Same field has this game where it's the FBI vs. the Hillbillies. FBI starts down in a ravine, Hillbillies start in a tiny shack. Trees everywhere and some good cover on both sides. The FBI's goal is to toss a "grenade" (usually a water bottle) into the Hillbilly shack. Here's the catch: no one can start until the FBI shoots first. And the Hillbillies HAVE to stay in the shack. Once the shooting starts, they can only go within a small taped-off area around the shack. After 5 minutes, they can go outside that tape and take advantage of all the stacked log bunkers, bushes, etc...
6. "Medic rules"
Everyone has a surveyor plastic tape armband for their team on their arm.
Everyone has a white cloth armband as a medic bandage.
When a player is hit, the player must call out "hit" and raise their barrel.
The player may leave the field as eliminated if desired, or if the situation becomes unsafe in any way.
The player may remain in position with their barrel raised and pull out their Medic bandage and call for a "MEDIC!" while waving the bandage.
A friendy player may go to the hit player and revive him by taking the bandage and tying it on the hit players arm. The instant the "Medic" lets go of the bandage, the hit player has been rvived and may resume play. If hit again, he is eliminated and must leave the field.
Here's where it gets interesting....
If an enemy player gets to the hit player who is calling for a Medic, he can capture the hit player's plastic tape armband and eliminate him.
We used this system or variants of it in many of the IMF games and it worked
well. The players learn very quickly to use hit players as bait to draw in heroic players who wish to save their buddies. Others seem to take a particular pleasure in walking off the field with many enemy armbands, like the concept of "counting coup" or collecting scalps.
7. "Fire Team"
Another minor game that I really liked on a small field is a game called "Fire Team". This game divides the players into 3 groups.
One group enters the field and sets up a defensive position of their choosing. The other two groups enter the field after a set time and then move as two Fire Teams to contact. The defensive team wins if they have at least one player survive for the entire game time.
The groups then rotate and play the game again until each group has played the defensive role.
Include Medic rules and these games make for an interesting day of paintball.
8. "Tank attack"
One team are the tank crew and the other side are the bad guys. The tank crew have to get the gas can from the middle of the field, head over to one side where the oil drums are to "fill up" and then get back to the tank and pile in. They do that, they win. And there's almost no cover either, so it's a bit of a paintbath but GT's are had all around.
9. "10 Shot"
Pretty self explaining. Everyone gets 10 rounds to start. You run out of ammo, your out of the game. Your allowed to use what ever marker you'd like. We like to play at the end of the day.
10. "Zombie"
This can be a solo or team game. Whoever you eliminate becomes your team member. You must touch the person that took you out before your alive again. Typically we play this game with small numbers of people on a big field, and usually with pumps/pistols.
11. "Demolition Man
One variation on CTF that we played at the TNT pump days is "Demolition Man". Each team gets a backpack that has about 5 or 6 lbs of filler. The idea is to get YOUR bomber to the other teams base and lob the bomb into the structure. And the teams are NOT allowed to leave anyone inside the building but they can spot defenders around it.
12. "VIP"
Theres also 'VIP' where one team has to get and unarmed person from one flag to another without him being shot. Kind of like a president and bodygaurds VS terrorist/assassins what have you.
13. "Fugitive" - The birthday game
This one involves a single player vs everyone else. Lone person gets to carry as much paint as he or she wants, and gets a 2 minute head start into the game to hide. Once the 2 minutes is up, the rest of the group gets go out and hunt the lone player, but they only get 10 rounds each. The game ends when the lone player is eliminated, 10 minutes runs out or when everyone is eliminated. I like to play this one on someones birthday
14. "Bomb"
This is kind of like center flag, with a twist. I have this ammo box that I rigged up with a fire alarm buzzer an "arming light" a switch to "arm" the device and another light that is wired with the buzzer to signify the bomb exploding. The whole mess is operated by a solid state timer that is usually set for ten minutes, there is no count down screen (this makes things really fun)
How the game is played
There are two teams, each with there own respective base/starting point
There is one "bomb"
The bomb is hidden somewhere on the field (for big games a ref stays with the bomb, normally in hiding a few feet away until the bomb is found, this game really works well in corn mazes)
The object of the game is to capture the bomb and destroy the opposing teams base.
When shot players can return to there base and respawn (after waiting for a period of time) They can continue doing this until thier base is destroyed, at which point they can no longer do this and are eliminated
Once the bomb is located and captured it is taken to the opposing teams base, during its travels it can be captured by the other team, up until the point at which the buzzer sounds
Once the team has go the bomb to the other teams base they set it down and flip the switch, the arming light now becomes lit and the timer is started. Players within 20 feet of the bomb (for refed games) are eliminated when it goes off. During this time the other team can recapture and or disarm the bomb by flipping the switch to the off position, if the switch gets tuned back on after this(by either team) the timer automatically starts from its set point again. After the time is up the buzzer sounds and a red light turns on. The game becomes elimination after this point unless you want to have the bomb reusable in which case you must destroy the opposition's base a set number of times.
15. "Down pilot/ aviators"
This is another fun game. One or two people go into the field and hide before the game starts. One carries a "sidearm" of some sort (PGP, 007, PT extreme, Tib 8 etc) with 20 rounds and a few 12 grams. The other carries a "long arm" Usually a DF pump with CA and 50 rounds. Usually we expand the playing field for this to make for some great hiding spots.
Two teams are then selected, ones job is to find the pilots and eliminated them, or capture them and take them back to their base. Either way the pilots get shot, the shooter decides if they want to eliminate or capture at that point (capturing is normally for larger games)
The other teams job is to rescue the pilots and take them to a predetermined spot, unknown to the pilots (and not their base) and hold them there for a set amount of time. It is important to note that the pilot(s) don't know which team is friend or foe, and friendly fire counts. Once the pilots have been found they can move from their hiding spot, they can also be told the rescue location at this time. If the rescue team is eliminated before the pilots are found, the pilots are told so (radio or by yelling real loud the news) At that point its pilots against every one.
16. "Football"
One person from each team starts out at their base with the flag. First team to plant their flag in the opposing base wins. If the person carrying the flag gets marked, they drop the flag on the spot, it can be passed between players as well. The flag at my field is stuck to a pole so it is a little unwieldy to carry it, and impossible to hide it. Makes for great team battles.
17. "Attack and Defend"
The middle of the woodsball field is marked off with a 100 ft diameter tape circle. One team starts here, can't leave the circle, and defends the flag in the middle of the circle. The other team starts anywhere else, and their objective is to get the flag. It is a timed game, around 10-15 minutes is typical, and usually ends with a massive firefight.
18. "Hostage"
My favorite was we had an abandoned house, where three of us would hole up, sometimes we would have hostages when we could convince someone to be one.
Everybody else (usually about 20) was cops, and we'd start the game with the cops in the parking lot outside of the house, with a bunch of cars and hay wagons and stuff around like squad cars would be, and they'd rush like a swat team, and try to get into the house.
It was a blast! Being in the house was like a constant adrenaline rush, paint was flying everywhere, it was two stories, and you could run up and down the stairs, and stuff, and it really got intense when the cops were in the house, and you were retreating up the stairs.
Crazy fun!
Alas, they won't let us play in there anymore, because one of our more ample sized players went through the floor in one spot..
I've never played a castle game, but I can imagine it must have been close to that.