When choosing weapons, try not to choose anything that can seriously injure another player. Every team must have the same type of weapon so as not to give one team an advantage. If everyone agrees to wear eye and face protection at all times, things such as spring-powered Airsoft guns, loaded with biodegradable BBs, are ideal. Otherwise, you may choose more archaic weapons like slingshots or blowguns loaded with wet bits of paper (but not spitballs) or other biodegradable substances (Sugar cubes?). Mini potato guns or water guns are a possibility, as are Laser Tag guns. Also, if you so choose, you can simply throw the ammo with your bare hands. This is probably safer, but not as accurate or stealthy. Additionally, coloured cloth strips (in your team's colour) may be used to mark "hand-to-hand" eliminations when tied to an oppontent's wrist or ankle. Only a team captain may remove these markers, after recording the kill on the team's score sheet.

Each team should choose a private frequency for secure communications. However, they should decide on a common “Emergency Frequency” that both teams know in case they need to get in touch immediately. One radio should always be tuned to this frequency, or each team should agree on several “check-in” times around the clock. Do not abuse this frequency by making false pleas for help in order to flush out the other team. The Emergency Frequency is for emergencies only, and all calls on that frequency will be treated as such.

While camouflage or subdued clothing is not a requirement, it is highly recommended. Players dressed in camouflage are less likely to be seen and will have a significant advantage over players in bright neon colours. If camouflage clothing is not available, plain brown or olive green is the next best thing. Avoid wearing all-black clothing as black is not a colour commonly found in nature and silhouettes very easily in the daytime.

Teams should try their best to remain evenly matched, so as not to give one team an advantage over another. This may include giving one team better weapons if the OpFor is more skilled, or giving them more players. The absolute minimum for each team is six members, three pairs of two, while the ideal situation calls for eight or more. Team members may also take on roles to make the game more interesting. For example, the team could choose a Captain and must follow his orders no matter what. They could also employ scouts to find the Opposing Force and stake out their base. There could be dedicated radio operators who monitor the frequencies to try and listen in on their opponents. Medics can also be employed to heal wounded teammates. There are almost limitless possibilities. For even more excitement, there can be more than two teams!

The flags for each team should be relatively large and clearly visible when at camp. It should measure at least 12” by 18” and be mounted on a long pole. The flag may not be detached from the pole during play, under any circumstances. Another variation on the game could see multiple flags, allowing more than one player to score points for their team at any given time. In standard play, decoy flags are not allowed, as they would be in violation of Rule #3.


    >> The Blue Standard - An example of an Operation: Silent Fury flag.

You can take prisoners if you decide not to kill a member of the OpFor. Taking prisoners is as simple as tying your team’s colour to the prisoner’s wrist. While any player can attach this ribbon, only team leaders have the ability to remove it, so either your captain removes it or the prisoner’s captain removes it if the prisoner escapes. NOTE: If you decide to take prisoners, you must be able to feed and sustain them for the duration of their stay.

If you are employing medics, it is advisable that that person be trained in real First Aid procedures and carry a real First Aid kit with them at all times.

It is a good idea to divide your map up with a grid, one that is identical to that of the other members on your team. A common grid point reference system will help immensely if somebody gets lost. The suggested system looks a lot like a Battleship grid, something like this:


A sample map. In this figure, the red team is located at grid Charlie-0-2, while the blue team is located at grid Delta-2-4.


A- Alpha                B - Bravo                C - Charlie                D - Delta                E- Echo

F - Foxtrot             G - Golf                   H - Hotel                     I - India                  J - Juliet

K - Kilo                   L - Lima                 M - Mike                    N - November      O - Oscar

P - Pappa             Q - Quebec             R - Romeo                S - Sierra              T - Tango

U - Uniform            V - Victor               W - Whiskey              X - X-Ray              Y - Yankee

Z - Zulu