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game zones

game zones

Here is a list of our current Game Zones, with a bit of a description of each scenario, game objectives, and how points are scored in each game.

Drawings of each game zone will be coming soon...

quick links :

»  Trench
»  Contraband
»  Take & Hold
»  Bomb Disposal
»  Sup'Air Field

Trench

scenario

The Trench game zone scenario is partially based on the First World War "trench warfare" style of fighting.

Unlimited numbers of players are continuously thrown at an enemy trench system in the hope of overrunning it. Defending players have no possible way of retreating and must repel all attackers, while all attackers have an unlimited number of lives (you simply walk back to the start, wipe the paint off, and play on).

objective

The game is over when the trench is overrun by the attackers, or the time limit is up.

points

  • Attackers get 10 points per kill and 100 points for overrunning the trench.
  • Defenders get 5 points per kill and 100 points for holding the trench.

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Contraband

scenario

The Contraband game zone scenario is a single-flag Capture The Flag game.

A suspected drugs Baron is hiding out in the area and has taken over a shipping yard with his Militia in tow. SAS Special Forces have been called in to the vicinity to retrieve any hidden packages of contraband, by 'Any Means Necessary'!

As one of our most popular game zones, the Contraband zone has nice open terrain and good cover in the form of shipping crates.

objective

Both teams must simultaneously infiltrate the Shipping Crates area, where they will find bags of 'Contraband' scattered near the crates. They must retrieve as many bags as possible and take them back to their starting areas.

Bags can only be carried one at a time per player, but can be thrown to an ally (as long as the ally does not already have a bag of 'contraband'). Once all of the bags are captured, or when the time limit runs out, the game ends.

Both teams must also protect their starting areas as the opposite team may also 'steal' the contraband from them and deposit them in their own starting area to score the points. If one team takes out all of the opposition, they can also take the bags from thie enemy start area (as long as there is time left) and deposit them in their own starting area.

points

  • Both teams get 5 points per kill and 5 points per bag of contraband in their starting zone once either the time limit runs out or all bags have been captured by one of the teams.

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Take & Hold

scenario

Two groups of militia must battle each other to gain control of a strategically important bunker on the battlefield. Time is running out - the bunker must be captured as soon as possible, and so whichever side has control of the bunker at the end of the 'day' will be able to keep it and use it to their advantage.

objective

In this game, both teams share a common objective. Starting at opposite ends, each team must reach a bunker in the centre of the zone and hold it until the end of the game. The bunker is up for grabs and only one player from either team is required to take or keep control of it, so it's up to the rest of their team to keep them alive. Multiple players from the same team may be in the bunker at the same time, but anyone who is shot inside the bunker must leave it and make way for another player to capture or hold it.

The first team to capture the bunker will be awarded the 'take' points bonus for their quick initiative.

Whichever team has control of the bunker (i.e. there is a live player in there) when the time runs out will be awarded the full 'hold' points. If no live player is left holding the bunker when 'game over' is called, then neither team will be awarded the full 'hold' points.

If a single team manages to 'take' the bunker first, and also manages to 'hold' it at the end of the game, then they will be awarded both the take and hold bonuses.

points

  • Both teams get 5 points per kill
  • Take bonus: 25 points is awarded to the first team to take the bunker.
  • Hold bonus: 75 points is awarded to the team that holds the bunker when the time runs out.

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Bomb Disposal

scenario

The enemy has stolen two bombs, and a Bomb Disposal Team has been ordered to clear the area. They must locate and defuse the bombs, and take out the enemy.

However, the enemy is known for its cunning, and has hidden the bombs in separate locations. Well defended and well hidden, this scenario will test a keen eye as well as a keen shot.

objective

The defending team must hide 2 seperate flags within any of the crates in the game zone that they choose, and defend them from being 'defused' until time runs out.

The attacking team must then nominate one of their players to be a 'Bomb Disposal Expert', and that player will be identified by wearing a fluorescent jacket. The attackers must then locate which crates contain the bombs, and get their nominated defusal expert to 'defuse' the bombs by staying next to the crate for 30 seconds. Once this is done, the flag is removed by a Marshal.

The game ends when either both bombs are defused, all players on one team are eliminated, or time runs out.

points

  • The bomb disposal team gets 5 points per kill and 50 points per bomb that they successfully defuse.
  • The 'bombers' get 5 points per kill and 50 points for each 'live' bomb left at the end of the game.

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Sup'Air Field

scenario

Play like the professionals on our official tournament paintball field!

Sup'Air is a different kind of paintball entirely. It uses blow-up barricades laid out in a symmetrical pattern on a completely open grass field. The barricades are in different shapes and sizes, from large 'cola' cans and pyramids to chest-high block shaped barricades called 'bricks', and even down to a knee-high multiple-part barricade called a 'snake'. Duck and weave as you battle it out for the flag in the middle. Fast paced with a simple objective, this game will introduce you into one the fastest growing sports the UK has to offer.

objective

This is a single-flag 'capture the flag' style game. Teams start at opposite ends of the field, and the flag starts in the centre. Each team must attempt to get the flag and take it to their opposing team's starting zone to win the game.

The game ends when either the flag is successfully captured, or all players from either team are eliminated.

points

  • Both teams get 5 points per kill.
  • 25 points is awarded to the first team to touch the flag.
  • 50 points is awarded for successfully getting the flag to the opposing team's starting zone.

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