Idea of a paintball strategy card game.

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  • Fubarius
    MCB Member
    • Jul 2020
    • 477
    • New Richmond, WI

    #16
    Ok, I need to make up my mind on this, so here it goes.

    Player. You, the person playing the game. Between 2 and 10 players.

    Paintballer, or Baller for short. What the Player controls in the game. A Player should ideally be handling 1 or 2 Ballers in a game (in a 3 Player game one would control 2 Ballers for one side, the other side would be 1 Baller per Player). We'll of course test Players handling entire Teams. Might work out great, might snowball into chaos.

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    • 1snowridr
      MCB Member
      • Mar 2021
      • 309
      • Knoxville

      #17
      Make a super rare specialty card, it gives you an insane rate of fire & unlimited paint for X amount of time. It's called the good old days LOL.

      Comment

      • Trbo323
        MCB Member
        • Jul 2020
        • 6358
        • Vancouver WA

        #18
        Just random thoughts I had today, maybe they will help you maybe not I had fun thinking then up either way

        These are all word of mouth stories but might be fun to incorporate something like this


        Malfunction card: force feeding potato chips
        (Story goes that a player was at the Chrono and having problems with his marker, skipping shots and what not, another player comes to help, opens the hopper and finds bbq potato chips had fallen into the hopper at some point)
        -200 paintballs to clean out hopper

        Malfunction card: definitely the wrong paint
        (Story goes that a shop had a father and son come in with a marker complaining that they just bought it but it doesn't work at all, the marker is absolutely covered in paint. The dad had poured latex house paint into the hopper thinking the marker would magically turn it into spheres to be shot out)
        -200 paintballs to clean out hopper

        Chance card: snake oil
        Not so much a story but flip a coin, if heads the new ultra hyped xcellerator 9000 barrel you bought works as advertised and grants you +5 accuracy. If tails, it breaks 50% of your shots and gives -5 accuracy

        Malfunction card: who needs physics?
        (Story goes that a player was at the Chrono having a hard time making velocity, when another player comes to the Chrono they discover that the first player had not put a barrel on their marker before chronoing. While trying to explain that they need a barrel the first player can not understand why a barrel will help them achieve higher velocity than without)
        -5 range for 1 turn


        Bonus card: lucky bounce
        We have all had a paintball spin off a leaf or bounce off a bunker, maybe that paintball goes somewhere helpful? Accuracy +3

        Malfunction card: wrong tank
        (We have all seen that listing on eBay or Craigslist, the mini with a CO2 tank screwed in. CO2 freezes up your marker and breaks an internal air line, play the rest of this round with a rental you found in the dirt on the field. Finding a rental marker on the field is true that happened to me.)

        Bonus card: lazy reffing
        (True because it happened to me but I'm sure I'm not the only one either: refs are more worried about smoking that cigarette than doing their job. You feel an impact on your back that you think is a bounce but have no way to check, keep playing)

        Upgrade card?: raffle
        (The field is having a raffle today and you won the Grand prize, upgrade marker)

        Terrain card modifier: rain day
        All players with "speedball" markers, or markers past level X however you do gear upgrades take a accuracy -1 for having a speed feed rather than a lid

        Terrain card modifier: wind
        Flip coin to determine wind direction, tail winds grant +1 range, head wind -1 range. Any player in the woods or similar environment is unaffected by wind

        Terrain modifier: swamp foot
        True story: player steps in mud so deep that their shoe gets pulled off their foot in the middle of a game. Mobility -2 (or can not move for the rest of the turn while they get their shoe back on?)


        Other ideas that I haven't fully thought out

        Dead batteries (will not affect any rental/mechanical player)

        Low on air (not possible for pump players)

        Last edited by Trbo323; 03-05-2026, 09:50 AM.
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      • Trbo323
        MCB Member
        • Jul 2020
        • 6358
        • Vancouver WA

        #19
        Stat Modifier: gas station burrito
        Probably should have made a better choice before coming to the field. Mobility -1

        Stat modifier: gives you wings
        Drink an energy drink at the field. Mobility +1

        Chance/gear modifier: l33t hormesis headband
        Uses half your budget or requires a gear downgrade.
        Does nothing, takes up inventory space

        Chance: get lost
        Roll D20
        1-7: move back one terrain
        8-17: keep original position (found your way back)
        18-20: get lucky and end up behind your opponent

        Sent from my motorola edge 2024 using Tapatalk


        Last edited by Trbo323; 03-04-2026, 05:48 PM.
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        • StaticShocked
          StaticShocked commented
          Editing a comment
          lol. You have a real talent for this, Trbo323! That gas station burrito one hits to close to home... they always looks so good, but it's a trap.
      • Trbo323
        MCB Member
        • Jul 2020
        • 6358
        • Vancouver WA

        #20
        Chance card: roll with it, evasion +2 if player is on an airball field
        True story: while playing an airball field the bunker I was behind did not have a good angle, as I thought this a gust of wind knocked over a temple which rolled over right next to me, I transferred to the now new bunker that rolled over to me to get a better angle on my opponent

        Chance card: the most interesting man in the world
        (Story goes that a player came into an indoor field to play, filled out registration and paid got rental gear and went out. Ref on the field yelled go and this player stumbles the whole way but makes it to a 50 yard line bunker off the break. He had been shot 6 times doing it but was so drunk that he did not feel any of the impacts)
        Roll D20
        1-8: evasion -3, mobility +1
        9-18: no affect
        19-20: first shot to land on player is not felt and ref does not see it, continue play

        Gear malfunction: low battery
        Current number of paintballs/shots is reduced to 25%. Does not affect any mechanical or pump marker

        Gear malfunction: forgot to fill air
        current number of shots is reduced to 25%, does not affect pump or FSR setups

        Terrain modifier: private party
        A private party is using the next terrain card. Can not advance for 1 turn



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        • StaticShocked
          Certified Feline Herder
          • Jun 2025
          • 347
          • Indiana, USA

          #21
          Originally posted by Trbo323
          Chance card: roll with it, evasion +2 if player is on an airball field...
          Forgot you can't see comments. These are amazing, Trbo323. You have a real talent for these!

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          • Trbo323
            MCB Member
            • Jul 2020
            • 6358
            • Vancouver WA

            #22
            Originally posted by StaticShocked

            Forgot you can't see comments. These are amazing, Trbo323. You have a real talent for these!
            Lol thanks, I'm mostly just thinking of things that have happened at the field and thinking of what affect that might have to "stats"

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            • Trbo323
              MCB Member
              • Jul 2020
              • 6358
              • Vancouver WA

              #23
              Action? Or terrain modifier?: tape line
              Ref says nobody goes that way because that's the river. Well I guess you are now nobody
              +5 evasion, -2 mobility for one turn

              Gear upgrade, ghillie suit
              -2 mobility always
              +7 evasion in a natural environment

              Gear upgrade: First strike rounds
              (Not sure if you want to also require a marker upgrade for this as well, it's quite an upgrade if not)
              2x range
              2x accuracy
              Each shot uses 10 normal paintballs

              Maybe have a whole magfeed expansion pack?

              Terrain modifier: early spring
              It's the first game of the year, nobody has had a chance to clear the fields of overgrowth yet
              Natural terrains only affected
              -3 mobility
              -2 evasion

              Terrain modifier: leaf blower needs a recharge
              Air bunkers only get half inflated, affects air bunker fields only
              -2 evasion
              -3 mobility


              Also I had a random thought, you wanted to give each marker the same range which makes sense but what about connecting "range" with the mask? If you have a terrible rental mask it fogs and you can't see far. Once you buy your own mask you can see further. If you manage to buy the prototype Angel eyes you can see across the whole terrain

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