In a departure from the usual reenacting historic battles or emulating
television or movies the Tippinators Paintball Team, to create something
not before seen by the players of Eastern Canada, on May 3rd, 2009
produced a scenario event based on a board game – RISK.
Like the Parker Brothers (now a division of Hasbro) game of strategic
global domination, Mersey Road Paintball in East River, Nova Scotia, was
divided into six territories for which two teams had to compete. Each
territory had a point value based on size and accessibility. To further
simulate the board game the playing field had large sections taped off
as oceans, creating choke points and forced zones of conflict.
Point scoring was simple for the teams. Every ten minute period a team
controlled a territory points were awarded. In addition to the ten
minute awarding of points, timed ten minute respawns replicated the end
of game turns.
Event organizer Chris Landry of the Tippinators was the pleased with the
games acceptance. “Basing a paintball scenario on a popular board game
is outside the box thinking for sure.” Landry continued, “Since the
1950’s people have loved RISK and a lot of players came out just to see
how the game would work.”
Due to the multiple objectives, and defined avenues of advance, the game
was fast moving with multiple changes in zone occupation throughout the
day. Constant shifts of momentum and changes of territory occupation
kept the players interest and hungry to continue in an effort to
dominate the world.
Unlike the board game, players on the field are unable to see the big
picture, Landry’s solution to the problem was simple. “We allowed the
refs, who were in contact with each other, to act as source of intel to
the players.” Landry said. “Players were given a broad overview of how
much territory they held and suggested whether to send players to the
north or south side of the field.” Players coming from the respawn could
decide to sure up lines of defense or exploit weaknesses of the other
team.
The players universally appreciated the use of intelligence as it helped
the game flow. “Having an idea of what was happening elsewhere made the
game much more interesting.” Said Ed Bryant of Halifax. “Each respawn
meant a new challenge at a different part of the field; it kept us on
our toes all day.”
The eagerness of the players to keep up the fight was evident by the
lack of people in the staging area while the game was in progress. “You
would see a player literally run off the field, get paint get air and
run back.” Commented Landry, “One of the signs that you have discovered
the winning formula for a scenario is the players not wanting to stop.”
Due to the overwhelming success of RISK Landry was asked about the theme
for the Tippinators next scenario. “ I’m not sure. Maybe Monopoly? Have
everyone fighting for Boardwalk and ignoring Baltic.” After a
thoughtful pause Landry concluded with a smile “We would have to hide
GO, I can’t afford to give every player $200.”
The success of RISK shows that a producer can step outside the
reenactment mode for a scenario game. The most important elements of a
scenario are clearly defined objectives, simplified game play, organized
and dedicated staff and a most importantly a group of paintballers will
to go out, shoot paint and have fun.
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