Paintball Games
Whether you're playing at a local field or wanting to try these games in the woods near your house with your friends, be sure to play safe. Make sure you chrono in at or below 285fps. Not only is this a safe velocity, but also less likely to have paintballs break in the barrel or curve. And make sure that you use the proper safety protection.
Included here are some game variations for you to try.
| Game List | Chrono your gun for safety
and accuracy!!! |
| Basic Rules | Counting Coup |
| Speedball | Hostage Rescue |
| One on One Duel | Kick the Bucket |
| Attack and Defend | Traitor |
| Bunny Hunt | Blackjack 21 |
| Night Recon | Sitting Duck |
| Ice Age | Musket-ball |
| End of Day Fun | Protect The President |
| Zombie | Protect The President (variation) |
| Free For All | |
Play Safe |
| Description | |
| Playing paintball is pretty simple. It is a mixture of tag and capture the flag. But instead of physically tagging your opponent out, you use "guns" that shoot paint pellets that mark the target with an ooze of paint. | |
| Teams | |
| The typical game is played with equal amounts of players on two teams. Best to have each team with equal amounts of experience. However, multiple teams of three or more with the same objective can be really interesting. | |
| Time | |
| Typically, the time limit for the game is 15 - 25 minutes. It depends on how many people are playing and the size of the field. Adjust the time limit as needed. | |
| Setup | |
| The field make up can be any size in any type of environment. Bunkers can be tires or mounds of dirt to actual buildings. Each of the teams will proceed to there home base stations where they will try to defend there flag while capturing there opponents flag. At the sound of the whistle, the game starts and what ever time limit, starts to count down. | |
| Rules | |
| You are able to reduce the threat of your flag being taken or the defense of the opponents flag station by marking them with a paint splat. Once cleanly marked, the player is "dead" and must exit the field, marker held high to signify being out. (S)he must return to the staging area of the field. If you are within 5ft of a player, ask for him to "Surrender!". If he complies, he must hold the marker up high and exit the field. If he tries to shoot you, shoot him. No words or gestures can be made by the tagged out player to his/her teammates. Dead people don't talk. The player that "pulls" the flag must have the flag in plain sight in one hand. If you have the flag and are tagged while holding the flag, you need to stop and drop the flag. Either your team or the opposing team may take the flag from that point. | |
| Winning | |
| Game ends in one of two ways. 1)
You return the opponents flag to your home base while successfully defending your flag,
scoring a "point". Or 2) Time expires. Resulting in a draw. Some fields do not
really keep track of points. If points are tallied, a point for each player that is tagged
out on the opposing team, 1 point. Hanging the flag, 5 points. Those are the basic rules to paintball. Not too complicated. The games that will be described below are played in a similar way with some exceptions that is noted with each game. |
The Various Games
| Description | |
| Speedball (or centerflag) is a type of capture the flag. But instead of having two or more flags, you only have one. Players win by total elimination or taking the flag to there opponents starting station. | |
| Teams | |
| Two teams of equal players. NPPL uses 3, 5, or 10 man team for there tourneies. But what ever your local play area allows. | |
| Time | |
| The name should explain it. Speedball. 15 minutes is the typical time limit. Though, I have seen 10 and 20 minute games. | |
| Setup | |
| The field can be dictated by the NPPL rules. Or, do your own. As a guideline, the dimensions of a field should be about 150ft wide x 300ft long. There also should be equal amount of bunkers on both sides of the field. Almost a mirror image. No bunker advantage to one side. The flag is hung in the center of the field. A starting area for each team should be designated on each end. | |
| Rules | |
| Played like the Classic game format. | |
| Winning | |
| Take the flag to the opposing teams start position. The game is a draw if time expires. Can use the NPPL rules for scoring points. |
| Description | |
| Old west style sudden death. Need to determine a winner quickly? | |
| Teams | |
| Pick one person from each team team | |
| Time | |
| N/A | |
| Setup | |
| Can be played 2 ways. Either start off back-to-back, or apart. See rules for further instructions. One paintball is loaded into the marker. Best out of 3 duels. | |
| Rules | |
| For the back-to-back version, it is just like the old style duels. Walk away from each other an agreed upon number of paces with barrels pointing up. When reached, do not turn. When the signal is given, both players will turn and fire at each other. If both are hit, the one closer to the center of the chest is the winner. For the apart version, players are already apart, but the markers are set flat on a table. Players are facing away from each other. When the signal is given, quickly pick up there markers and shot each other. Closest one to the center of the chest is the winner. For any of the versions, kneeling is allowed. But no side stepping of laying prone. | |
| Winning | |
| This is sudden death. If you're hit more and/or closer to the center of your chest, you have lost. |
| Description | |
| Played the same as the basic game. Except, one team can only defend while the other team attacks. Three words come to mind... Custers Last Stand. | |
| Teams | |
| Two teams of equal players. | |
| Time | |
| 10 to 15 minutes is the typical time limit. | |
| Setup | |
| Flag station needs to be defined and the defenders need to be restricted to this area. Best if flag station can be attacked from any angle. Both teams start at their designated flag station. | |
| Rules | |
| Played like the Classic game format. Defenders cannot cross the boundry or is limited to so much distance from the flag station. If defender exceeds this limitation, the player is out. Attackers have no restricions on movement. | |
| Winning | |
| The game ends if time is exceeded and is considered a draw. Defenders win if they tag out the attackers. The attackers win if they are able to pull the flag without being tagged out. Attackers do not need to exit the flag station to win. For added interest, upon the flag pull, attacker must not be hit for a certain amount of time or must exit the flag station area. |
| Description | |
| One player against, say, nine people? Sounds interesting. It's rabbit season, but this rabbit is armed. | |
| Teams | |
| Two teams. One team is a single pleyer... the rabbit. The other team, who ever likes rabbit meat. But don't over do it. Limit it to no more than 10. Another varrient, got this idea from Fear Factor. Write a number 1-10 on individual pieces of paper and put them into a hat. Have the "rabbit" pick a number (without looking) out of the hat. What ever number that is, will be that many hunters after him/her. Possibly keep the bunny in suspense and not tell him the number he picked from the hat. | |
| Time | |
| 20 minutes is a good time limit. | |
| Setup | |
| Any size area. Best if in the woods. But make sure you make boundrys. The hunters are limited to either 12 paintballs each and/or pump. And no tubes or hoppers allowed. Load ONE paintball after evey shot. The bunny gets 2-4 minute head start to hide and gets to use a semi auto. | |
| Rules | |
| Give the rabbit a head start to run into the woods and hide. When that time is up, signal to let the bunny know that the hunt is on. The hunters can bunch up or can fan out. But they start from the same starting point. You are considered out of you run out of paint or are marked. | |
| Winning | |
| This is total elimination. If the hunters tag the rabbit, the hunters win. If the rabbit is the last player standing, he wins. |
| Description | |
| Great game for those who like to sneak around at night. Need multiple teams of 5 players or less. Go around to each flag station to collect points. | |
| Teams | |
| Three or more teams. Each team should have no more than 5 players each. | |
| Time | |
| 20 minutes is a good time limit. | |
| Setup | |
| Any size area. Best if in the woods. But make sure you make boundrys. There should be the same number of flag stations. Each station should have a different colored marker or crayon attached to a string. Each player should have a piece of paper or playing card. Also as a safety precaution, reduce the velocity to 220 as this will be close quarter combat. | |
| Rules | |
| All teams should start at a flag station. At the start of the game, each team player needs to mark there cards with the provided marker at the flag station. But not everybody needs to mark there cards. But for maximum points, all should mark there cards. Players that are eliminated cannot count there points that is collected from the flag station. | |
| Winning | |
| Score: 1pt for each colored mark; 5pt bonus for entire team cards are marked by 2 flag stations (5pts. there after); 2pt bonus for every team member with a mark from each checkpoint. |
| Description | |
| It's the ice age with "special" paintball markers that freezes your target when hit. | |
| Teams | |
| Two teams. Try and make experience levels equal on both teams. | |
| Time | |
| 20 minutes is a good time limit. | |
| Setup | |
| Any size area. | |
| Rules | |
| Classic game rules applies. Except when tagged out, the player freezes in place (can kneel if in the crossfire) and raises a hand to show that you were tagged. Do not move from the spot. You may be able to get back into the game if physically tagged on top of your head by another player. After being tagged by a friendly player, the player is unfrozen and continues to play. If tagged by an opposing player, the frozen player is "shattered" and is out and must then proceed to the staging area. Because of multiple hits, best to reduce the velocity to 220fps. | |
| Winning | |
| Classic game winning parameters apply. |
| Description | |
| Don't like taking paint home? Perfect game for it. It's total elimination. | |
| Teams | |
| Several teams. Each team has three players each. | |
| Time | |
| 30 minutes is a good time limit. | |
| Setup | |
| Any size area. Make as many 3-man teams as possible. Odd ball players will stand out in the waiting area. The wating area should be in the center of one of the side lines. | |
| Rules | |
| Classic game rules applies, but no flag. This is total elimination. Game starts with players at different areas of the field. When tagged out, the player proceeds to the waiting area. As soon as there is enough for a 3-man team, they are escorted by a referee to a not so busy area of the field. The referee then proclaims them in the game and they start playing. | |
| Winning | |
| Nobody and everybody. |
| Description | |
| As the title states, go around and collect prizes from your "kills". | |
| Teams | |
| No teams. Work as individuals. | |
| Time | |
| 30 minutes is a good time limit. | |
| Setup | |
| Each player has 2 to 4 armbands or other "tokens". These "tokens" are the prizes. Players take different areas of the field to play. Best played in wooded area. Will need to signal every 5 minutes. | |
| Rules | |
| This is basically elimination with a twist. When a player is hit, (s)he must stop and sit down and be motionless with their hand on their head until the next 5-minute signal. When the 5-minute signal is heard, that player is back in the game. If you see someone that is "out", you can collect one "token" from that player. You do not need to be the one that tagged out that player to collect the "token". If using arm-bands, the collected bands must be placed on the arm. When all of the "tokens" are taken from a player, the player without "tokens" is now out of the game indefinately. | |
| Winning | |
| The one with the most prizes wins. |
| Description | |
| Rescue the hostage without having him/her tagged. | |
| Teams | |
| The rescuers and the hostage keepers. | |
| Time | |
| 30-minutes is a good time limit. | |
| Setup | |
| Have 2 or 3 hostage areas and one safe place. The hostage is kept at one of these areas. The rescuers do not know which one the hostage is at. The hostage takers know where the safe place is at. | |
| Rules | |
| Before the start of the game, the terrorist choose one of the rescuers as being the hostage. The hostage is not armed. Upon the start signal, the hostage takers will proceed to one of the hostage areas. The hostage cannot be moved from the area. The hostage cannot attempt an escape. 5-minutes later, a signal is blown and the rescuers are told the location of one hostage areas. It may or may not be the right one. The rescuers must tag the hostage and escort him to the safe area. If the hostage is alone, he/she must stay in place until a rescuer finds him/her. Hostage may call out at this point. | |
| Winning | |
| If the hostage is hit, the team that shot him looses. Rescuers win by taking the hostage to the safe place. Hostage takers win by preventing the rescuers for taking the hostage to the safe place. |
| Description | |
| Just another childs game. Kick the bucket to win. | |
| Teams | |
| Two teams of equal players. | |
| Time | |
| 15 to 20-minutes. | |
| Setup | |
| At each flag station, there is a bucket to be kicked instead of a flag to pull. | |
| Rules | |
| Played like the classic game format. Players who are hit are out of the game. Players who are hit before kicking the bucket doesn't win the game and bucket is reset. | |
| Winning | |
| Simply kick the opposing teams bucket without getting shot to win. |
| Description | |
| There is a traitor amongst you and (s)he is out to "kill" your captain. | |
| Teams | |
| Two teams of equal players. | |
| Time | |
| 30-minutes | |
| Setup | |
| Classic game setup for start positions. No flags are needed. Put numbers on pieces of paper and put them into a hat. Each person on the team draws a number. Do not share what you picked with anyone. Lucky #7 is designated the Traitor. The person that drew a #1 is the Captain and reveals this to all. Captains will wear an arm-band. | |
| Rules | |
| Played like the Classic game format. Simply a total elimination game with the Captain being the target. After 1 minute of game play, the traitor will become "activated". The traitor can turn on the captain at any time after that. | |
| Winning | |
| The team that tags out the opposing team leader wins. If the traitor tags out the team leader, the opposing team wins. |
| Description | |
| The card game gone paintball. | |
| Teams | |
| Two teams. Try and make experience levels equal on both teams. | |
| Time | |
| 20 - 30 minutes is a good time limit. | |
| Setup | |
| Classic setup applies. Reduce the velocity to 220 as this will be close quarter combat sometimes. Each player can only have 21 paintballs each. No sharing of paintballs. | |
| Rules | |
| Classic rules applies. If a player shoots all their paintballs, their out. Players can carry as many paintballs as they want loose in a pocket or in plastic bags. Paintball can only be loaded by hand one time after each shot (blow forwards can have one paintball in the feed neck). Classic rules apply. | |
| Winning | |
| Classic game win applies. |
| Description | |
| Shoot the captain. | |
| Teams | |
| Two teams of equal players. | |
| Time | |
| 30 minutes | |
| Setup | |
| Classic game setup for start positions but no flags. The designated captain's gun is tied to a rope that is no longer than 20', and tied to the "home base". | |
| Rules | |
| Played like the Classic game format. The captain may move anywhere on the field but will not have his gun unless he is within the ropes limit. If the captain does leave gun behind, (s)he CANNOT use another players gun. | |
| Winning | |
| The team that shoots the opposing team captain wins. |
| Description | |
| May also be know as Civil War. No matter what gun you have, you must load only one paintball into the breach after each shot. | |
| Teams | |
| Two teams. Try and make experience levels equal on both teams. | |
| Time | |
| 20 - 30 minutes is a good time limit. | |
| Setup | |
| Any size area. Reduce the velocity to 220 as this will be close quarter combat sometimes. No loaders of any type on paintball guns that would allow automatic feeding of paintballs. Paintballs can be loose or in plastic bags, but cannot be attached to the paintball gun. Any of the mentioned games above can be played in this fashion. | |
| Rules | |
| The rules are very simple. Players can carry as many paintballs as they want loose in the pocket or in plastic bags. Paintball can only be loaded by hand one at a time after each shot (blow forwards can have one paintball in the feed neck). Classic rules apply. | |
| Winning | |
| Classic Game win applies. |
| Description | |
| This is not a game for the faint of heart! | |
| Teams | |
| Two teams. Team one is made up of one player at the start. Team two is everyoine else. But "zombies" can convert players from the mortal team to the zombie team. | |
| Time | |
| 20 - 30 minutes is a good time limit. | |
| Setup | |
| Any size area. | |
| Rules | |
| One player is chosen as the "zombie". They can only be eliminated from the game by receiving a "head shot". Every player the "zombie" shoots also become a "zombie", and likewise, can not be eliminated from the game unless "it" receives a "head shot". Eventually, the playing course is filled with "zombies" hunting down the last "mortal" player... or a few dead "zombies"! | |
| Winning | |
| Description | |
| Everyone is out to get the President of the USA. As a secret service agent, your job is to protect him at all costs. | |
| Teams | |
| Two teams. Team one is made up of two players... one player is the president (unarmed) and one player is the secret service agent. Team two is made up of everyone else. | |
| Time | |
| 15 minute time limit. | |
| Setup | |
| Any size area. | |
| Rules | |
| Team one goes deep into the field and hides. Everyone else has 15 minutes to find them and execute the president. | |
| Winning | |
| If the time limit expires and the president is still alive, team one wins. |
| Description | |
| A great game for 5 people! (Can also work with bigger teams) | |
| Teams | |
| Two teams. Team 1 is two body guards and the president (unarmed). Team 2 is made up of two snipers. | |
| Time | |
| 15 minute time limit. | |
| Setup | |
| Any size area, with a starting point and an ending point. | |
| Rules | |
| The president must make it from the starting point to the ending point without being shot. The body guards protect the president at all costs. Snipers hide and try to assasinate the president. If a body guard is hit, he or she can give his gun to the president. | |
| Winning | |
| The president must make it to the designated ending point alive for team one to win. |
| Description | |
| The name says it all... everyone is your enemy. | |
| Teams | |
| You are your own team... everyone else is the enemy. | |
| Time | |
| 20 - 30 minute time limit. | |
| Setup | |
| Any size area. | |
| Rules | |
| Get shot and you're out. Pretty simple. | |
| Winning | |
| Be the last one standing. |
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