Code Book

Teams:2 Flags:None Elimination:Special
Team Balance:Uneven, 2:3 Flag Location:N/A Equipment:Unlimited
Length:30 Minutes Objectives:1 Paint:Unlimited
    Objective Location:Known Roles:None

Summary

Code Book Paintball Game

This prop-based game overcomes the main problem with other single objective games: the "eliminate the opponents THEN grab the flag/disarm the bomb/etc" tactic. The defenders in this game have help on the way, so the attackers must act fast if they are to steal the enemy code book!

Set Up

Props: Combination padlock, lockable container (footlocker, trunk), 3 identical clue containers (large medicine bottles, Altoids cans or something similar), 3 slips of paper, each with one part of the combination to the padlock, code book (a large red binder)

Best played with 10-25 players (depending on field size). Team ratio is 2:3 in favor of the Blue team, with odd numbers going to Blue. Blue team is attacking Objective 1 (OBJ), Red team is defending it. The OBJ should be a defensible location with several structures and an easily defined boundary. Red team begins in the OBJ. Blue team begins in the Landing Zone (LZ), which should be out of sight from the OBJ, at least 50 yards away. Red team has a Reinforcement Point (RP) out of sight from Objective 1, at least 30 yards away. The game works best if the OBJ, LZ and RP are in a rough triangle. (See diagram)

Code Book Paintball Game Set Up Diagram

A referee places the code book in the code box and locks it with the padlock. The referee hides the code box inside a structure or near another identifiable landmark inside the OBJ. The code box may not be moved by any player. The combination to the padlock is written in 3 parts on each of the clue cards, which are then placed in the containers. The referee hides the containers in the OBJ area. Clue containers should not be completely covered, but may be tucked in corners of structures, placed in the roots of trees, etc. The containers cannot be moved by any player, and may only be opened by Blue players.

Goals

Blue team must seize Objective 1, find the code box, find the clue containers revealing the combination, open the box, retrieve the code book, and escape to the LZ. Red must prevent Blue from escaping with the code book.

Play

Both teams should be given 5-10 minutes prior to game start to organize and plan. Play begins on a standard horn/whistle.

Blue players that are hit are eliminated from the game. Eliminated Red players are sent to the RP. Once ALL Red players have physically entered the RP, the entire team is allowed to re-enter play. A player hit while in possession of the code book must drop it where he was eliminated. Red players may recapture the code book, but must immediately return it to the code box.

Game ends immediately when ALL surviving Blue players and the code book enter the LZ, or when time runs out.

Scoring

Blue wins if they recover the code book and all surviving players to the LZ. Red wins if the code book is in their possession (either in the code box or in the hands of a Red player) at game end. If the code book is in Blue's possession, but not in the LZ and time runs out, the game is a draw.

Tactics

Blue team must be aggressive enough to use their numerical advantage early in the game, but not reckless enough to take heavy losses. Since Blue losses are permanent, the more they take, the harder the defense/escape will be. Once the OBJ is secured, the team should post 1-2 skirmishers, with the rest of the team looking for the clue containers. Once these are found, one player should work the clues (he must figure out what order the numbers are in the combination!) and padlock, while the others assist the defense. As soon as the code book is free of the box, all Blue players should head for the LZ, covering the player carrying the code book.

Red team should run down the clock on their opponent, trying to minimize losses, and holding ground. Red team must cause as many losses as they can before their reinforcement, preferably at a 1:1 or better ratio. Ambush tactics that trade 1 Red player for 2-3 Blue players are a good idea.

Once Red's numbers are low, the team should become more aggressive, since the eliminated Red player should be replaced soon by the entire Red reinforcement team. The final Red player must be quick to get to the RP, since he must be physically present in the RP to allow reinforcements. Red players eliminated early in the game must take actions to be ready for the reinforcement period of the game. (Clean off hits, etc.)

Variations

The game can be simplified by using only a flag in the OBJ that Blue team must touch for 5 minutes (instead of the code box and clues) before carrying the flag to the LZ. This is less challenging, since Blue only has to concentrate on defense, and not on the actions needed to get the code book.

Blue team may be allowed 1 medic per 10 players. Red team may be allowed to stock extra paint and air at the RP.

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