S.P.L.A.T.
S.P.L.A.T. Part 2
Action Pursuit Games Magazine December 1993
By "Durty Dan"
%Two flag stations.
%Two even teams.
%One member of the team is selected to be the Captain.
%The teams are brought to their respective flat stations.
%The Captain is tied to one end of a 20 foot rope the other end is
tied to an
immobile object such as a tree or fence post.
%To add a little spice into the game, the Captain is not tethered, but
his
paintgun is.
%Another variation is to limit all players to twenty paintballs while
not
limiting the amount of paint a Captain can carry.
30 minutes.
1. The Captain cannot undo his tether.
2. If playing the tethered paintgun variation, the Captain can
abandon
his paintgun, but cannot use another paintgun.
3. If you use the limited paint option, players cannot share
paintballs.
4. General Rules 1, 2 and 3 apply.
TO WIN THE GAME:
Eliminate the opposing team's Captain.
%Two players are the duelists, with a third player as the Warder.
%A clear area is required so that both players can pace off ten paces
each.
1. Two players stand back to back. The Warder is standing about
ten
feet to the side.
2. Both players are armed with pistols. The pistols each have one
paintball in them ready to fire. The paintguns can have no other
paintballs
in them, this is a one shot deal.
3. The warder then says, "This, Gentlemen, is an affair of honor.
You
will take ten paces on my command, then turn and fire. If either of
you turn
before the count of ten, it will be my unfortunate duty to shoot you
down." (Or
something to that effect.)
4. The duellists then pace off in time to the Warder's count. At
the
count of ten they turn and fire.
5. The paintball has to break for the elimination to count.
6. Players cannot side step or lie down, but they may kneel if
they
wish.
7. No other rules apply.
TO WIN THE GAME:
The person who was not eliminated wins.'
%Set up multiple five man teams.
%The maximum limit is four teams for every acre of playing area.
%Place teams in the area so that they are not in line of sight of each
other.
%To make score keeping easier, the teams may be accompanied by a
referee and
each team shoots their own distinct color of paint.
30-45 minutes.
1. Teams will stay in their starting points until the Start of
Game
Signal.
2. The team gets a point for each elimination it inflicts on the
other
team.
3. There are no points for surviving members of the team.
4. General Rules 1, 2, and 3 apply.
TO WIN THE GAME:
Team with the highest score.
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Curator: Rob
Rubin Email: <tyger@luminet.net>
Last Updated: Wed, Apr 9, 1997