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Old 01-27-2012, 09:13 PM #379
Hinjin
 
 
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Name of game variant: Capture the Orange Bricks
Optimum number of players: 45
Field type: Woodsball
Rules: This game isn't too complex. Pick 5 players (Preferably good players) to be the brick/flag carriers and have them go randomly out into the field to hide. Split the rest of the players into two teams. The team with the most bricks after 15 minutes wins. You can steal the bricks/flags from the other team as well.
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Old 04-07-2012, 05:07 PM #380
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yup
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Old 05-18-2012, 08:23 PM #381
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great

these are some great games maybe ill try some of these out
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Old 05-18-2012, 08:53 PM #382
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Game: Knife to a Gunfight
Players: Unlimited
Field Type: Any
Rules:
After a run-in with the Russian Mafia, a team of Navy SEALS is left defenseless except for their Ka-Bar combat knives. The Mafia quickly moves in, armed with AK-47s (Semi-auto paintball guns) while the SEALS have only their knives (sticks or other things about a foot long) and flak vests. The Mafia attempts to eliminate the SEALS by shooting them three times (they're wearing flak vests) while the SEALS try to escape while knifing the Mafia. The SEALS are able to throw their knives at the Mafia, however they must recover it.
Victory: Victory is when the SEALS are able to get to a specific flag station or either team is completely eliminated.
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Old 05-19-2012, 08:46 PM #383
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i want to try these
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Old 05-31-2012, 11:02 PM #384
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Game: Alamo
Players: As many as you want
Field Type: Woodsball
Rules:
One team holds the Alamo (How ever you want to set up a fort. Ply wood, logs, skids etc...) and can not leave under any circumstances. The other team has to charge it and take it to win. The Alamo team has to eliminate all the charging players to win.

Variants:
Hamburger Hill. The fort is on top of a hill with only a quarter of the players holding it (i.e. 12 players means 3 hold the fort and the other 9 charge it). The other 3/4 of players have to charge the hill and take it.
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Old 08-17-2012, 05:21 PM #385
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Quote:
Originally Posted by gnarlyswine View Post
I have a few ideas:

Deal or no deal.
No of players - the more the better:
Equipment: People and a bag with numbers.
everyone except a single player picks a number form a bag corresponding to the number of players.
They line up round the single player at say 20 - 30ft(random - not by number).
Single player takes a shot at one of them. If He hits player with number 1 in round one he wins. If not the person with number one takes a shot at him then departs.
Repeat with round two and number two etc.
so 15 players, the one in the middle may get hit 13 times before he "wins"


The weakest link:
No of players - 5+ up to about 15 after that you will start to get a bit far apart
Equipment: People who are willing to backstab friends.
Stand in a circle - say 10 ft between each person.
Designate one person to give the fire command. Everyone takes one shot. They cant hit the person directly to either side until there is only a certain number left - you decide. Id say 5( any less and you dont have an element of chance).
Those hit are out. Go on to the next round and repeat.
So it all comes down to who you trust and do you want to eliminate the best player?

American Idle:
Number of players: 4+
Equipment - extra hearing protection.
Form a panel of 3 judge/jury/executioners.
Parade the contestants in front of them one at a time.
Each has to withstand as many "shots to their ego" as they can before they give up (no ramping , no headshots - id suggest single shot loading).
If they can withstand - say a minute of it - they get a golden ticket. (bonus points if they perform a bad karaoke version of "Lovin'
you is easy cause you're beautiful" whilst being shot).
The judges objective is easy - send them home in tears.


Justin Bieber
One person is designated "Justin Bieber"
Rules: everyone shoots him until they run out of paint.
I'm sorry but none of those sound fun. They arent even anything like a game of paintball. All they invlolve is pain. What fun is that? Have you even tried these games....
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Old 12-09-2012, 03:50 AM #386
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A lot of these game variations sound fun. I have only played the popular ones (ctf, domination and infection). I think my favorite so far is CTF. Although the Alamo and VIP ones sound awesome.
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Old 12-09-2012, 05:58 PM #387
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Name: Terrorist
Number of players: at least 4
Rules: Place the bomb in the enemy teams base and once you die give the bomb to the most nearby team mate. Defenders cannot stand inside their base.
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Old 01-04-2013, 09:48 PM #388
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Game Name: No Mercy
Field Type: Woodsball/Speedball
Players: Unlimited

There are no rules you just keep shooting until the other one is in too much pain to continue, sometimes people fire at each other when they are as close as 10ft from each other... It's kinda pointless but it is fun! ***Don't play this if you don't expect to get hit a lot***
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Old 02-13-2013, 01:58 PM #389
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twenty ball:
players:less than 12
field:any really
game: similar to the blackjack already stated but you start with 20 paintballs and pods are hidden at every bunker with 20 paintballs in them. there is one pod in the very middle or hardest bunker to get to that is full. this makes every player move even newbies and all guns are on the same level it gets fun when you find the full pod because then you pretty much take control for that one game
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Old 03-11-2013, 07:01 PM #390
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Future Soldier:
players: More than 6
Field: anywhere
Game: Takes a little prep work. Get around 20 or so blank flash cards and use a permanent marker to write in casualty information (e.g shot in leg, arm, neck, ect), make sure that a few cards say KIA and one or two say hit IBA, continue mission.
Now, you have the choice to designate medic only action for certain injuries if you want medics to be in the game, otherwise the card work ends here. Then place each card in a ziplock bag, and gather up bandannas or old T-shirts (enough for one for each player).
When players arrive, shuffle up the ziplock bags and hand each player a card face down, wrapped in their bandanna. Play can be objective, capture the flag, or headhunter, but when shot, player drops to the ground, pulls out their card, and reads the appropriate action. For instance, player is shot, drops to the ground, and reads: shot in neck, apply direct pressure and call for medic (if no medic, card would read apply direct pressure for two minutes and tie off hasty gauze 'Bandanna'. When medic arrives, he ties off the bandanna and play continues. If shot twice, the future soldier is KIA and lays down until play ends.
We used to play that the flag was worth three points, and each guy we got to a designated EVAC sight was worth one. We called it 'no one left behind' and spent countless hours in the woods playing, and searching, for our battle buddies. It is a blast and alot of fun to play if you're limited on paint but want to still play for a few hours!
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Old 03-24-2013, 08:04 PM #391
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Hold the town.
20+ where one team(the one holding the town has less)
woodsball where there is a town type layout and one open layout. (my field Memphis paintball park with Ground Zero and Dodge City)
Teams are made by putting the "better" people of the group in the town but have them out numbered by the other side like out of 20 have 8 in town and the rest in the more open area. then give them a time of 10 mins to take the town or the other smaller team will win
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Old 04-05-2013, 01:58 PM #392
2nwyka
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Haven't posted here for a while...
We play "Blackhawk Down" in several variations.

Game 1
Teams are split unevenly to favor the terrorists/insurgents/whoever-they-are. Two or three "pilots" are designated and given pistol-like weapons or pumps with extremely limited ammo. They are then placed in a helicopter fuselage (which we have at our field) at one end of the field. The teams are then set loose, with the relief or SF team trying to move the pilots to an objective at the other end of the field (we use a truck). The pilots cannot move unless they are touching a non-pilot teammate. They are allowed to move within a piece of cover, but cannot move throughout the field without an escort. The insurgents have unlimited respawns while the SF is limited to two lives. Game ends when the pilots reach the end of the field or are all dead.

Game 2
We play this one with the same split, except this one is 30/70 without pilots. The non-insurgent team are the pilots, using whatever weapons they have (I still use a pump... ) and are trying either to completely eliminate the terrorists or reach the other end of the field. No respawns.

We play other variations with weapon/ammo handicaps, but these are the main two we stick to. We played the first version a few weeks ago with a 30+ group of people on a very small field. It was pretty amazing, although as an insurgent I got the snot shot out of me on a regular basis...
Good hunting!
Noah
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Old 04-16-2013, 11:26 AM #393
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We only play games that allow for instant respond, we hate sitting on the side lines waiting for a game to end. The two games we play the most are:
1)Alamo, put 1/3 of your guys in good defensable positions and attack with the other 2/3. If any attacker gets shoot they respond back at the start of attack zone. If a defender gets shoot, they become an attacker. Game last until all defenders are shoot (you can play a time limit game, this will make remaining defenders the winners, but we never play this way).

2)Start with 1/2 on each side (each team starts in there own protective spawn zone, or fort). Each team attacks and fights in the open field, if shoot in the open field you go back to your spawn zone (fort) and come out again. One team will gain the upper hand when one team has pushed up to the other teams fort and after a respawn there is no room to leave the fort and player are fighting from inside. If a player is shoot inside there fort they become a member of the other team. Game is over when all players are on one team. Great fun.
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Old 04-30-2013, 09:50 AM #394
Paper_Cut
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Zombie

Optimum number of players: 30 or more

Field type: must be a large field, but can be woodsball or speedball

Rules: There are two teams the Zombies, and the Humans
At the beginning, the Zombies comprise a minority of the players. When a Zombie hits a human, the human makes his way as quickly as possible to the zombie start post, then he enters the game as a zombie. When a zombie gets hit, he is out.

Other stuff:
-In order to avoid overshooting, I suggest that the "head shots only" rule not be implemented.
-With such a large amount of targets, it is sometimes not necessary to load the zombies up with only skilled players.
-The ratio should be highly in the Human's benefit. When we play, out of the entire group of players, 25% is zombies.
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Old 06-06-2013, 12:18 PM #395
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Quote:
Originally Posted by Paper_Cut View Post
Zombie

Optimum number of players: 30 or more

Field type: must be a large field, but can be woodsball or speedball

Rules: There are two teams the Zombies, and the Humans
At the beginning, the Zombies comprise a minority of the players. When a Zombie hits a human, the human makes his way as quickly as possible to the zombie start post, then he enters the game as a zombie. When a zombie gets hit, he is out.

Other stuff:
-In order to avoid overshooting, I suggest that the "head shots only" rule not be implemented.
-With such a large amount of targets, it is sometimes not necessary to load the zombies up with only skilled players.
-The ratio should be highly in the Human's benefit. When we play, out of the entire group of players, 25% is zombies.
Haha when we play it you don't go back to the Zombie spawn, you immediately turn around and light your team mates up. It's a private course though and we don't care to much about getting shot up close.
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Old 06-25-2013, 06:56 PM #396
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Game: EOD/Terroist
Number of Players: probably around 12
Field: Woodsball
Game: Separate into two teams, EOD and Terrorist (EOD should have slightly more. Perhaps 7 to EOD and 5 to Terrorist). Terrorists get a couple minutes to go hide a "Bomb" ( usually an empty ammo can or barrel) and after they place it they cant move it. EOD team has a designated "Tech". When EOD goes into the feild they need to get their tech to sit on the "Bomb" for about 2 mins to disarm the bomb in order to win. Respawns can be chosen by the players. For reality you can give terrorist respawning at their base (since there is always more of them) and since EOD has a couple more players. Often times EOD needs respawns too though. Its a fun team building game. I ran it a lot at my field and people always enjoyed it.
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Old 07-18-2013, 11:59 AM #397
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Game: Stone Guardians
Number of Players: More players on the Guardian team, less on the thief team.
Field: Any

Game: 1 team is thieves, 1 team is guardians. There is a flag at the 50 (near sideline?).
Thieves must take the flag back to their starting box to win, or
eliminate all guardians.
Guardians start behind bunkers and must stay within 3 feet of their starting bunker unless their bunker is shot by an opponent or the flag has been
taken, at this point they are allowed to move freely.
Guardians can win by eliminating all thieves, or if the flag thief is shot out, the guardians can win by returning the flag to its original location.
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Old 01-06-2014, 03:18 AM #398
Wanteclipse
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Game: Infected (variant)
Players: At least 5 v 5 but no more than 10 v 10
Field: Indoor or outdoor
Setup: Bunker formation does not matter as long as there is a snake and 'D' side.

Game Progress: Players start off as they would in any speedball game. Only exception is that the infected team have only pistols. If a non-infected player is tagged by infected he/she is to call out and proceed to the side of the field and trade gun for a pistol. Then proceed to the infected start box to begin as infected. Once all players are infected game is over or if a non-infected player can last 1 minute from the last person becoming infected.
Restrictions:
Infected: pistols-only
Non-infected: pump-only
If a non-infected player is tagged within 1 minute and there are more non-infected players left the 1 minute timer restarts.
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Old 01-06-2014, 03:29 AM #399
Wanteclipse
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Game: Kingdom Fall
Type: Scenario
Players: At least 40 v 40
Field: Outdoor, woodsball, etc.
Setup: Random places to bunker down.

Progress: For this scenario game the object is easier said than done and it is to capture the opponents kingdom/castle. Teams will split up and end up on opposite sides and will begin to invade each others territory. Each castle will have a king and queen, and like chess the king is the way to end the game. Players will progress down through the territory and if they are shot upon their own land they can proceed to play, but only after going back to their kingdom and restarting.
If a player from the opposing team is shot while invading they become captives/prisoners. Only when the king of either castle is assassinated will the game end and victory at hand.
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