Special Paintball Leisure Activity Time
Durty Dan's series is very huge, so I decided to break it up into it's parts. What follows is the basic 'guidelines' on what the heck is going on. As a specxial note : I decided against a 'special' background like on my other pages. It would make this series harder to read.
S.P.L.A.T.
Part 1
Action Pursuit Games Magazine November 1993
S.P.L.A.T.
Part 2
Action Pursuit Games Magazine December 1993
S.P.L.A.T.
Part 3
Action Pursuit Games Magazine January 1994
S.P.L.A.T.
Part 4
Action Pursuit Games Magazine February 1994
S.P.L.A.T.
Part 5
Action Pursuit Games Magazine March 1994
S.P.L.A.T.
Part (6)
Paintball Sports International
R E C - B A L L
These games were designed with established fields in mind. That is, the area is all set up, marked out, has flag stations and the like. When writing the rules, I tried not to insult your intelligence by mentioning painfully obvious facts. I figured I didn't have to tell you that the games start and end with a whistle or horn. You will also notice that a lot of rules from the basic Capture the Flag game are repeated in each game, I've done this so you don't have to keep referring back to the original game and each game will stand on it's own. I do not doubt you will have played some of these games. I don't claim all of these games are original. Some are games I have played or heard about, some are invented by friends and some come out of my demented mind. Also, you should know that the durations of the games are not written in stone, you can change the duration of the game to suit the field size, number of players, etc. Most of the games have objectives, you can simply let the game go on until the objective is met. In the games I intentionally avoided rules like head shots, gun shots and whether or not the ball has to break for it to be an elimination. These are usually local field rules. Also, I will give you a word of advice. If you are taking a group to a commercial field, clear the games you want to play with the owner first. This should be done at least a week prior to the day you booked to play. He may want to approve the game, he may want to familiarize his field staff with the rules, etc. Field owners will find these games an interesting addition to the games they may already run on their field. You may need to adapt the rules to your own particular needs, but remember that safety is always your number one concern. I purposely did not include games like speedball. (These games and other games requiring structures will already exist where the structures exist on the field.) Not every field will have a speedball course, a village or a fort. The reason for not including these types of games is an attempt on my part to make these games universal. With a little preparation you should be able to play these games on any field in the world. Speaking of fields, at the first of this introduction I mentioned "established" fields, this should not be confused with the term "commercial" fields I used later on. What I am talking about is a playing area already set up to play at least Capture the Flag. Whether it's a "legitimate/commercial" field or a "bootleg/outlaw" field is not the point. I have been to some "legitimate/commercial" fields where I was afraid to take off my goggles at any time, unless I was in my car with the windows rolled up. I have also heard of a "bootleg/outlaw" field who sent a guy home for having a hot gun! Unless otherwise stated these five rules applies to all the games in this chapter. These are referred to as General Rules. 1. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 2. Players who are hit are out of the game. 3. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. 4. If a player is eliminated while he is carrying the flag, he must drop the flag where he was hit, or hang it on the nearest available object. (Not another player). 5. When a player is carrying the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck.
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