Name: Spy vs Spy
Minimum Number of Players: 12 (8 on 4)
Things you Need: Pistols, Semi-autos (every one needs both)
Suggested Equipment: PT-Extreme with holster, Tippmann with a sling attached.
Objective: Twelve players each equipped with a Semi-Auto
and a Pistol.
Divide into two teams, eight players start with Pistols, and four players start with Semi-Autos. Players 2nd marker (be it pistol or semi-auto) is
slung or
holstered.
Wen
Chuck wielding a Semi-Auto is marked by
Sam wielding a Pistol,
Chuck then converts to the Pistol team, now slinging his Semi-Auto and using his Pistol. Vise versa for the others.
Possibly cap total amount of ammo carried per person to 100 round or 500 rounds, maybe more or less, you will have to experiment. Lower ammo cap for exceptionally skilled players to 40 rounds or 160 rounds.
Could also chrony the Semi-Autos to 240, and the Pistols higher up to there maximum velocity.
Optional Count-Down rule: Once marked, immediately run to the opposing side and yell out a sort of "count down" (or count-up) up to 10, during the counting you are immune. Good rule for a highly congested game.
The "Spy" part comes in wen at any time a player can take out the wrong Marker to gain access to the opposite player group (or strong hold, if you have large bunkers or forts) then switches Markers to mark the other team to add members to his side. - This is wen (like in a fort) the Optional Count-Down rule should be used. Players can carry the wrong Marker around to trick others but can not use it, not even against their own team (and missing on purpose) to complete there ruse.
Once an entire side is gone, game is over.