S.P.L.A.T.

S.P.L.A.T. Part 2 Action Pursuit Games Magazine December 1993 By "Durty Dan"
Shoot the Captain
Duel
Annihilator

Shoot the Captain

%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.

Duel


%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.'

Annihilator

%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