Optional Games of Play at Apocalypse Paintball

Optional Games of Play at
Apocalypse Paintball
4 Team Tower
Group Size: 16 or more
# or teams: 4
Duration: 15 Minutes
Field/s used: Tower, Castle
Objective: Toss the flag off the top of the tower (Tower Field), Ring the Gong (Castle
field)
Rules / General Description: Split up into 4 equal teams. Hang the flag under the tower
(Tower Field). Place each team in each of the 4 corner bunker (Tower Field), or corner
towers (Castle Field). The goal is to get to the flag and toss it out of the top floor of the
tower (Tower Field), ring the gong in the middle of the Castle Field (Castle Field).
Downed Pilot
Group Size: 15 or more
# or teams: 2
Duration: 20 Minutes or more
Field/s used: any large field
Objective: Save or kill the pilot
Rules / General Description: Split group into two equal teams. One team is a rescue
team out to save a downed pilot. This team needs to pick one player to be the pilot. The
pilot receives limited ammo (20 or so rounds) and goes out and hides on the far side of
the playing field. The rescue team’s goal is to get the pilot and bring him/her back to
their starting area. The “bad guys” are trying to capture or kill the pilot. Try and start
the game with the pilot, the rescue team, and the “bad guys” all in a big triangle. If
possible the “bad guys” should be a little closer to the pilot than the rescue team.
All on All
Group Size: any
# or teams: as many as there are players
Duration: 5 Minutes
Field/s used: any medium or large field
Objective: Be the last one standing
Rules / General Description: The entire group stands in the middle of the field. When
the ref says go each player may not fire, but move quickly anywhere on the field. After
a preset time, usually 20 seconds, the ref will yell again. Players will commence
shooting. The last player alive wins.
Bachelor Run
Group Size: any
# or teams: 2
Duration: Very quick
Field/s used: any
Objective: Shoot the Bachelor
Rules / General Description: The group splits into two teams. The bachelor (and maybe
the best man) vs. the remaining members of the group. This can be played with the
bachelor armed or unarmed. The goal of the bachelor is to get from one side of the
field to the other (and get shot as little as possible). The goal of the other team is to
shoot the bachelor. Please this is meant to be a “good” experience, please don’t get
carried away.
Blob
Group Size: 10 or more
# or teams: 2
Duration: 10 to 30 Minutes
Field/s used: any
Objective: Don’t get shot
Rules / General Description: Split the group evenly into two teams. Each team starts
on opposite ends of the field. If you get shot, put your gun up, yell “I am hit” and run to
the opposite teams starting area. You are now on their team. The game ends when all
players are on the same team.
The Alamo
Group Size: 15 or more
# or teams: 2
Duration: 15 minutes
Field/s used: Castle
Objective: Ring the Gong
Rules / General Description: The group splits into two teams. The defending team is
made up of 1/3 of the group. The attacking teams 2/3’s of the group. The defending
team sets up a defense in the castle and tries to prevent the attacking team from ringing
the Gong. The attacking team is trying to get inside the castle to ring the gong. Game
ends when the going is rung, or one of the teams have been eliminated.
Alternate rule: Allow the attacking team to “re-spawn” every couple of minutes.
The Gauntlet
Group Size: 10 or more
# or teams: 2
Duration: 15 minutes
Field/s used: Castle
Objective: Bring the flag to the keep (either top floor or one floor down)
Rules / General Description: The group splits into two even teams. Start teams in tower
2 and 8 (ask your ref). Place flag in tower 5. The first team to get the flag into the top
floor of the keep wins. (Not as easy as it sounds)
Capture the Flag
Group Size: 2 and up
# or teams: 2
Duration: approximately 15 minutes
Field/s used: any
Objective: Take the flag at the middle of the field to the opposite side.
Rules / General Description: The group splits into two equal teams. Each of the teams
starts at either ends of a field, each with a stationary flag. Each team is trying to get
their opponents flag back to their own starting area. The first team to accomplish this
wins.
Center Flag
Group Size: 2 and up
# or teams: 2
Duration: Approximately 15 minutes
Field/s used: any
Objective: Take the flag at the middle of the field to the opposite side.
Rules / General Description: Two teams starting at opposite ends of the field with a flag
hung evenly between them. Each team tries to get the flag to the opposite starting
area. First team to do so wins.
Civil War
Group Size: large
# or teams: 2
Duration: 5 minutes
Field/s used: Airball Field
Objective: Eliminate your opponent
Rules / General Description: Split group into two even teams. Teams start on opposite
ends of the field in a long parallel line, facing each other. The players my only fire one
shot at a time. The ref announces for players to take aim, and fire. Player only fire one
shot at the opposing team. After the volley the ref announces for players to take one
large step forward. The ref then announces for the players to take aim and fire. This
repeats until one team is eliminated.
Convoy
Group Size: 10 or more
# or teams: 2
Duration: 15 minutes or more
Field/s used: a large field
Objective: To get a flag from one side of the field to the other.
Rules / General Description: Split group into 2 teams. One team is the convoy needing
to take a flag (must remain in full view) from one side of the playing field to the other.
The convoy must stay on or very near a pre-selected path. The opposing team must
prevent the convoy from reaching the opposite side. The game ends when the convoy
has been eliminated or the flag reaches the opposite end of the field.
Elimination
Group Size: any
# or teams: 2
Duration: 15 minutes
Field/s used: any
Objective: Eliminate the other team
Rules / General Description: Split group into two equal teams. Each team needs to
eliminate the other.
Flinch
Group Size: any
# or teams: 2
Duration: very quick
Field/s used: any, or any open area on field, smaller groups can just use a short section
of a road.
Objective: Eliminate the other team
Rules / General Description: Split group into two equal teams. Teams start facing each
other about 120 feet apart. Players of each team stand in a long line shoulder to
shoulder. With guns down at their sides each team slowly walks toward the other. The
game starts when one of the players decides that it is time to start shooting. At which
time all players can and should commence firing and take cover if there is any. Game
ends when one team is eliminated.
Medic
Group Size: 15 or more
# or teams: 2
Duration: 15 to 30 minutes
Field/s used: any
Objective: Eliminate the other team
Rules / General Description: Split group into two equal teams. Assign one player in
each team to be the medic. The game progresses as any other game but if you get shot
your medic can heal you. After you get shot start yelling for your medic. If he/she can
or wants to save you all they have to do is hand you one paintball out of their marker.
Teams will set a number of times the medic can heal. Usually only 5 to 10 times. If the
medic dies no one can heal the medic. Game ends when one team is eliminated or the
objective of the specific game is reached.
Rabbit vs. Hunter
Group Size: 4 and up
# or teams: 2
Duration: 5 to 30 minutes
Field/s used: any medium size field or larger
Objective: Either kill the rabbits or convert the hunters
Rules / General Description: Split the group approximately 20% / 80%, i.e. if 20 players
are in the group, 4 are rabbits and the rest are hunters. The rabbits go out into the field
and hide. The hunters start all together at the edge of the field. The goal of the hunters
is to kill all of the rabbits. Once a hunter hit’s a rabbit the rabbit is dead and must go to
the dead box. If a rabbit shoots a hunter the hunter yells “I am Hit!” puts his gun up and
runs (very quickly) to behind the rabbit’s line and turns into a rabbit. The game ends
when there are only hunters or rabbits remaining.
Mob Wars
Group Size: 15 and up
# or teams: 3
Duration: as long as the defending team bids.
Field/s used: any
Objective: For one smaller team to hold out against a larger attacking force
Rules / General Description: Split group into three equal teams. Place a flag in a
defensible area. Then each team “bids” in order of how long they think they can hold
out against the other two teams combined. I.e. Team one “we can hold out for 5
minutes”. Team two “We think we can hold out for 8 minutes”. Team three and one
“good luck”. The team that “wins” the bid gets to set u a defensive area to protect the
flag. As soon as they are ready the two remaining teams working together try and touch
the flag. The defending team wins if it prevents the attackers from getting to the flag in
the time bid. The attackers win if they can do it in less time.
Alternate rule: If the area is easy to defend. Every 2 minutes allow all the eliminated
players from the attacking team to “re-spawn” and get back into the game. The
defending players are not allowed to “re-spawn”
Terminator
(good for bachelor parties)
Group Size: any
# or teams: 2
Duration: 10 minutes
Field/s used: any medium or larger
Objective: Stay alive
Rules / General Description: Split group into two teams. All of the players vs. one. The
one player is the terminator and cannot die. He only loses when he says the game is
over. If the terminator gets shot he keeps going. If one of the other players gets shot
he is dead and must go to the dead box. The game ends when the terminator doesn’t
want to get shot anymore or all the other players have been eliminated.
Cale’s Capture the Flag
Group Size: any large group
# or teams: 2
Duration: 15 minutes or longer
Field/s used: Castle
Objective: To bring back both flags to your starting position
Rules / General Description: Split group into two even teams. Hang two flags; one at
the Keep (West end of Castle), and one on the opposite tower (East end of Castle).
Teams start opposite each other on the North and South Towers. The objective is to
bring both of the flags back to your own tower. This is a re-spawn game. I.e. if you get
eliminated put your gun above your head and run back to your starting area. The
catch… if you can ring the gong then the opposing team no longer gets to re-spawn. First
team to get both flags back to their starting area wins.
Zombie
Group Size: Any Size
# or teams: 2
Duration: 5 Minutes.. Sometimes less
Field/s used: The Farm
Objective: Survive
Rules / General Description: Split up into 3 equal teams. Two teams play the Zombies,
the other team play the “survivors”. Survivors “hole up” in the Farm. Zombies attack,
when a Zombie gets “killed” he/she goes back to the start and re-spawns and continues
to attack. When a Survivor gets hit he/she is eliminated from the game. Game ends
when all Survivors have been eliminated. Keep rotating teams until all teams have
played as the survivors. The team that lasts the longest is the winner.
Hi Mom
Group Size: Any Size
# or teams: 2
Duration: 15 Minutes
Field/s used: Any
Objective: Eliminate the opposite team or any other “normal” objective, flag etc.
Rules / General Description: This game is for groups that have a wide discrepancy
between levels of play. I.e. some of the group it is their first or second time playing and
there are others in the group that plays regularly. The game starts as normal, however,
before you can shoot at any opponent you must wave at them and they must wave
back. At which time you can both start shooting at each other. All other rules are the
same.
Yahtzee
Group Size: 10 or more
# or teams: 2
Duration: 15 Minutes or longer
Field/s used: Firebase
Objective: Have one member of your team occupy the inside of the “command” bunker
for three (3) minutes.
Rules / General Description: Split up into 2 equal teams. Each team starts on opposite
sides of the field. Game starts. If a team gets one, and only one, of their team members
inside of the command bunker the timer starts. He/she must “survive” for 3 minutes. If
the player leaves the bunker, gets shot, or another member of his/her team enters the
command bunker the timer resets. Any player eliminated goes back to their starting
area and re-spawns. Game continues until one member of one team occupies the
command bunker for a continuous 3 minutes.