Sudden Impact Scenarios Games 11 - 20
* POW
* Down But Not Out
* PaintBurner
* Reinforcements
* Trophy Hunter
* Hostage Rescue
* Kick the Bucket
* Traditor (Latin, meaning "traitor")
* Tag
* Hide 'N' Seek
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POW
Players must rescue their incarcerated comrades.
Teams:
Two Teams.
Setting Up:
You will need an area for each team to start from and a a POW Holding Area for each team.
Time Limit:
30 Minutes.
Rules:
1. When a player is eliminated, he is sent to the opposing team's POW Holding Area. (e.g. A Blue player will go to the Red flag station/POW Holding Area.)
2. Prisoners must stay in the POW Holding Area until one of their teammates tags them.
3. Once a player is tagged he can rejoin the game.
4. Each player in a POW Holding Area must be tagged to be set free.
5. Teams may leave players behind to "guard" their POW Holding Area.
6. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
7. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
Winning: There are two ways to win the game.
1. Have all of the opposition in your POW Holding Area before time limit expires.
2. Have the most of the opposition in your POW Holding Area when the time limit expires.
Tactical Advantage:
The idea is to engage the opposition and shoot them without getting shot yourself. Hit and run type tactics would be the best. When you've whacked a few, withdraw. Keep doing this while avoiding getting any of your own players hit. Guards should be placed at the POW holding area. They should prevent POWs from being tagged. If an opponent is near a POW you should also be prepared to tag out the POW in case he is put back into the game.
When tagging POWs, make it understood that only one or two will be tagged, then the other tagged in former-POWs can tag in the rest. If you are a POW, be ready to IMMEDIATELY engage the opposition upon being tagged back into the game.
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Down But Not Out
This is Capture the Flag, but with a twist. A simple tag from your team mate brings you back into the game if you've been eliminated.
Teams:
Two teams.
Setting Up:
1. Two flag stations.
2. Two even teams.
3. Two flags, hung in their respective flag stations.
4. One white sock per player to be provided.
Time Limit:
30 minutes.
Rules:
1. When a player is hit, he calls himself out and lays or sits on the ground (using common sense). The player then places a sock over the barrel of his paintgun to indicate that he has been hit. He cannot move from this location until tagged. This is referred to as Waiting.
2. If a waiting player is tagged by a teammate he is back in the game. (The player, of course, removes the sock.)
3. Players who are Waiting cannot shoot or disclose the positions or intentions of opposing players.
4. If a Waiting player is tagged by an opposing player, he is out of the game.
5. If a Waiting player feels that no one will find him, or he is tired of waiting, he can take himself out of the game. In this case the player cannot be tagged back into the game.
6. There is no limit to how many times a player can be tagged back into the game.
7. Players Waiting to be tagged cannot shoot or be shot at.
8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
9. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team member, until they are tagged back into the game.
Winning:
Capture the opposing team's flag and return it to your base.
Tactical Advantage:
This game makes heros out of a lot of players. Knowing you can get back into the game makes some e players a little braver. My favorite trick is to wait until someone is in the open, shoot him, then wait for his team members to tag him back into the game.
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Paintburner
This game is great for finishing off the day. Go burn off some energy or paint and not worry about winning or losing.
Teams:
Multiple three man teams.
Setting Up:
1. Create, depending on group size, as many three man teams as you can. Odd players out will wait in the Designated Holding Area for enough eliminated players to return and will make up the next ingoing team.
2. Teams start the game in different areas of the field.
Time Limit:
30 Minutes.
Rules:
1. Once a player is hit, he proceeds to the Designated Holding Area.
2. Once there are three players in the Designated Holding Area, they rejoin the game as a new team.
3. A referee will escort a newly formed team out into the field, away from the action and any other teams, if possible and signal their entry with a short whistle blast.
4. Players cannot shoot or be shot at while being escorted by the referee.
5. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
6. Players who are hit are out of the game, but only until they form another team.
7. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
Winning:
Everybody wins!
Tactical Advantage:
Stay close to the boundaries of the field, at least you'll know you won't have anyone behind you. If you hear shooting, run up and blind side the two combating teams. It would be advisable to keep checking your back when you're not against the boundary. You'll learn how to stick together and know where your other teem mates are. There is one good thing about being alone, though. You know EVERYBODY is a bad guy.
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Reinforcements
Standard Capture the Fag but the teams can go back for reinforcements and the players you've eliminated go back to defend their flag station.
Teams:
Two teams.
Setting Up:
1. Two flag stations.
2. Two even teams.
3. Two flags, hung in their respective flag stations.
4. Flag stations double as Reinforcement Rally points.
Time Limit:
30 minutes.
Rules:
1. Eliminated players go back to their flag station.
2. One player wears a special armband. This is the only player that can go back to the flag station to get reinforcements.
3. If the player wearing the armband is eliminated, he proceeds back to the flag station. He then collects those players who wish to rejoin the game and he himself rejoins the game. In this case the eliminated players have not choice but to be reinforcements. They cannot stay behind and defend the flag station.
4. Players can elect to stay behind and defend the flag station, with the exception of REINFORCEMENTS Rule 3. When they return to the flag station they are automatically active defenders.
5. Players returning to the flag station must physically tag the flag to become active defenders. If the flag is not at the flag stations the players are considered out of the game as they enter the flag station.
6. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
7. Players who are hit are out of the game but the player is only out until he reaches his flag station. Players eliminated at the flag station are out of the game.
8. 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.
9. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
10. Players eliminated in their own flag stations are out of the game.
11. 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.
Winning:
Capture the opposing team's flag and return it to your base.
Tactical Advantage:
You will have to keep in mind that every member of the assault force you eliminate will be back defending the flag. If you get to the flag station and you're low on players, send back for reinforcements. Remember, if you send back for reinforcements and the flag station is being attacked, you will lose defenders and probably your flag.
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Trophy Hunter
Players travel around to collect trophies from one another.
Teams:
Players act individually to gather trophies on the field. No teams.
Setting Up:
1. Each player wears three armbands on one arm (these are referred to as trophies).
2. Players are interspersed in the playing field.
3. A signal will sound every five minutes (referred to as the Five Minute Signal) and will be different than the Start and End of Game Signal. (The period between these signals will be referred to as the Waiting Period.)
Time Limit:
30 Minutes.
Rules:
1. Players who are hit must drop to the ground (using common sense) and remain motionless and quiet until the next Five Minute Signal.
2. Another player (not necessarily the one who hit him) has the Waiting Period to collect one trophy. Once the trophy is taken no more trophies can be taken from the player during that Waiting Period.
3. When the Five Minute Signal sounds the player is immediately in the game.
4. Players can be hit while collecting trophies and another player may collect trophies from both players, or however many players there are waiting for the Five Minute Signal.
5. When all a player's trophies are gone he is out of the game.
6. Trophies must be displayed on the arms.
7. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
8. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the players.
Winning:
The player with the most trophies wins.
Tactical Advantage:
Watch your back as you're collecting trophies. Also, keep track of the five minute signal, it could be a matter of seconds before the player you just shot is back in the game. Just as you step into the open..."tweet!"
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Hostage Rescue
One team must get a "hostage" away from e other team and bring him back unharmed.
Teams:
Rescuers, Terrorists
Setting Up:
1. Terrorists pick one Rescuer to act as the Hostage.
2. Two Hostage Holding Areas are designated. The location of one of the Hostage Holding Areas is disclosed to the Rescuers. Terrorists do not know which location was disclosed.
3. Establish an area the Rescuers will have to take the Hostage in order to win the game. This is known as Sanctuary. Terrorists know where Sanctuary is.
Time Limit:
30 minutes.
Rules:
1. Terrorists are given a five minute head start to take the Hostage to one of the Hostage Holding Areas.
2. A start of Game Signal is given to let Terrorists know when the game has begun.
3. Terrorists cannot move the Hostage out of the Hostage Holding Area.
4. The Hostage cannot attempt escape.
5. If the Hostage is hit, the team that hit him looses.
6. The Hostage must have at least one Rescuer with him when he reaches Sanctuary for the Rescuers to win.
7. If the Hostage finds himself alone for some reason, after being rescued, he must stay where he is and wait for the Rescuers to find him again. He may call out for help if he wishes.
8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
9. Players who are hit are out of the game.
10. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team member.s
Winning:
Terrorists: Stop the Rescuers from bringing Hostage to Sanctuary. Rescuers: Bring Hostage to Sanctuary.
Tactical Advantage:
A living objective instead of a flag changes a lot of things. Flags don't talk back, flags don't want to stop and take a rest, flags don't hind behind you shouting "Get him. Not him. HIM! You moron!" You must protect the Hostage at all costs. When he/she is in the custody of the opposing team you must also be careful because if you hit him YOU lose the game. Those players protecting the hostage should therefore stay real close to him, the opposition may not want to risk shooting at you if they think they might hit the Hostage.
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Kick the Bucket
Instead of flags each flag station has a bucket sitting on the ground below where the flag should be. You must "kick the bucket" to win.
Teams:
Two teams.
Setting Up:
1. Two flag stations.
2. Two even teams.
3. Instead of flags, a bucket is placed on the ground under where the flag usually hangs. This bucket must be made of a light plastic (remember, someone is going to kick this thing).
Time Limit:
15 minutes.
Rules:
1. The bucket cannot be moved by the team which owns it.
2. If a player is hit before he kicks the bucket, the kick (if completed) does not count as a win, the referee then resets the bucket as quickly as possible.
3. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
4. Players who are hit are out of the game.
5. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
Winning:
Kick the opposing team's bucket over.
Tactical Advantage:
The trick is to storm the flag station, you must get as many people as you can as quickly as you can to the bucket once you've reached the flag station. Surround the flag station and everyone charges in at the same times (on a pre-arranged signal). Remember, all you have to do is kick the bucket over to win the game. In the case of defending the bucket, you should have all your superior firepower back defending it. If you see someone running for the bucket, all defenders should turn their attention on eliminating that player. Well, at least you don't have to worry about running back with the flag.
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Traditor (Latin, meaning "traitor")
You must go forth and eliminate the opposing leader, but beware, one of your own will turn against you.
Teams:
Two Teams
Setting Up:
1. Two flag stations required but only as starting points.
2. A deck of cards is taken two kings and two jacks are removed, then a number of normal (non-face) cards are taken from the deck. The number is the total amount of players MINUS 4. (It's minus four because two people will be drawing jack and two will be drawing kings.)
3. Then two piles are made, a king and a jack goes into each pile and then the remainder of the cards that were drawn in Setting Up #4 will be separated evenly between the two piles.
4. The two piles are shuffled separately and one team will draw from one pile and the other team will draw from the other.
Time Limit:
30-45 minutes.
Rules:
1. Only those players who drew the kings are to reveal their cards. The players who drew the kings are the leaders for each team.
2. The players who drew the jacks are the TRAITORS. They do not reveal their identity.
3. Leaders will wear two armbands on EACH arm to designate themselves as leaders.
4. TRAITORS may turn on their teams at any time they see fit, once the game starts.
5. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
6. Players who are hit are out of the game until they reach the Border. Players eliminated at the border are out of the game.
7. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members.
Winning:
Eliminate the other team's leader. (If the TRAITOR eliminates the leader the opposite team wins. e.g. Read team TRAITOR nukes Red team Leader, Blue team wins.)
Tactical Advantage:
As the LEADER you will want all your troops in FRONT of you. Trust NO ONE! Keep them in front of you and keep them in sight. It will be harder for your traitor to turn on you.
As the TRAITOR you must wait until the LEADER's attention is diverted before you can strike. No one should suspect you until AFTER you've eliminated the leader.
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Tag
It's the game you played as a child, but better! This is also a good game to play at the end of the day when a few players still want to play after everyone else is all tuckered out.
Teams:
None--this is a free-for-all.
Setting Up:
1. Select a person to be "It".
2. Disperse players in the playing area.
Rules:
1. The player who is "It" starts the game by sounding the start game signal.
2. The player who is "It" must wear an armband and It must be clearly visible.
3. When a player is hit by "It" he must stand where he is. The player then receives the armband from "It" and is now the new "It".
4. The player who is "It" and the player who is receiving the armband cannot shoot or be shot at.
5. The new "It" puts the armband on and cannot shoot or be shot at until the player calls out "ready".
6. The new "It" cannot shoot at the old "It", and vice versa.
7. When "it" has been eliminated, the game is over.
8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
9. Players who are hit by players who are not "It" are out of the game.
10. Players who are eliminated may not, by word or gesture, indicated any intentions or locations of the opposing team members.
Winning:
Everybody wins by just having fun.
Tactical Advantage:
There isn't much by way of tactics in this game. The idea is to see "It" before he sees you. If "it" is in the area, stay still. The first thing he'll notice is movement. Lay in wait for him and only shoot if you're sure of the shot. If you are "it", move around a lot. If you stay in one place the other players may never come by you, depending on how big the field is and how many players are playing.
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Hide 'N' Seek
Another childhood game, but this time it's paintball.
Teams:
No teams--everyone for themselves. Setting Up:
1. Select one player to be "It".
2. Establish a "home" area and within It, an object players have to tag to be "home free".
3. Establish two different signals, one as the start/end game signal and one as "home" signal.
4. All players gather at one entrance to the playing field.
Rules:
1. The player who is "It" begins a slow count to one hundred, during this count the players race into the playing area and hide.
2. At the end of the count the player who is "It" sounds the start game signal and enters the playing field.
3. Players must try to make it back to "home" before getting caught by "It".
4. The player who is "It" does not have to hit the players to eliminated them. He simply calls to them and points them out ("It" has to actually see them at the time) and the player must go back to "home".
5. Players who are hit by other players or the player who is "It" are out of the game and must return to "home".
6. Each player returning home, no matter what the reason, must sound the player "home" signal.
7. The game is ended when the player who is "It" is hit.
8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.
9. Players who are eliminated, or caught, may not, by word or gesture, indicate any intentions or locations of the opposing team members.
Winning:
Long Version: The player, when they were "It" had the most amount of players caught. (Players hit by "It" are not included in this number.)
Short Version: (One game) the player who eliminates "It".
Tactical Advantage:
The idea is to get back to "home" before getting caught, remember, if "It" even SEES you, you're caught. "It" should keep his/her eyes open, the first thing you will notice is movement. Remember that players hit by "It" are not included in his score.
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