Basic Rules: Eliminations And Surrender
1. A player hit on the head and torso area, either on the front or back, is considered eliminated. 2. Players hit on the gun; arms, legs and gear are considered wounded. They are not allowed to move or shoot their markers. They can only yell for a medic. They will have approximately 1 minute for a medic to reach them. Once a medic has reached them the medic must wipe off the hit and use the supplied hole puncher and punch out a cross off the players card. Once this is done the player may resume playing. If no medic shows within that time the player is eliminated. 3. Players that are wounded are still targets. They may be shot while they are yelling for a medic. Wounded players may surrender but this is up to them. 4. To acquire a surrender, you must ask the enemy to “surrender”. They can either reply “yes I surrender” or react by turning and shooting you. Be advised barrel tags do not work in this series and if you attempt this do not get mad if the enemy turns on you and shoots you. 5. Eliminated players are not allowed to tell other players information pertaining to the game. This means no talking to players or using radios.
Medics
1. The medic bag they are issued and a medic I.D. Card identify medics. When you hear a player yell for “medic” the medic has one minute to get to that player and punch their card. Hole punchers will be supplied at the beginning of the game with their medic bag. Players can only resume "play" and shoot, once the medic wipes off the hit and punches your card. Medics are not immune to hits. Only a medic can heal another medic. Medics may not switch jobs unless the two parties tell the event organizer.
2. Eliminated players must go back to a designated dead zone. Once there they may return back into the game immediately. In the very first game on Saturday they will be allowed back into the game every 10 minutes.
Siege Engines
1. We have four siege engine props on the fields. They are designated red or blue, there are 2 for each side. 2. You cannot steal the other teams siege engines. 3. These are basically movable bunkers that you can use to advance your position. 4. Siege engines cannot be closer than 75 feet to any active flag pole or the rear entrance of the ship. Siege engines cannot be closer than 25 feet to each other. 5. They are open in the back, you can flank them and shoot the players out. There is also a large kill plate on the front. If this plate is completely covered with paint (normal field paint, any player can shoot them). Emphasis on the completely, benefit of the doubt will go to the siege engine. If the siege engine is eliminated all players using it as protection are eliminated. Referees will then clean the kill plate off and it is ready to be occupied again. Players may also clean the kill plate off themselves during play if they can manage to do it without being shot.
Boundary Lines
1. The map you are given indicates the field boundaries, they will also be indicated with caution tape. Apple Creek constitutes the boundary to the North. 2. Each team will have a safe zone and a reinsertion cone where their players can start. This is to make sure they get a clean start and not get hit instantly. The generals use the safe zone area to secure props and do their own paperwork etc. messages on missions will go to this base. Enemy players are not allowed in this area.3. There will be no spawn camping in the safe zones or at the reinsertion cones. This means only dead players are allowed in this area. Players caught hiding here and shooting players from this area will have their cards punched. 4. Players that are re-inserting must have their barrel cover on and be walking together going to the re-insertion point “neutral headquarters”.
Missions
1. Primary Missions will be given every hour. This is a base with a flag. The flag is worth 25 points every 15 minutes for a total of 100 points per hour. Secondary missions will be given out each hour. These will be things like destroy a bridge, retrieve fuel,etc. These also last for one hour. A mission ref will sign off on completed missions. These are worth 50 points. 2. All primary missions will have a flagpole. You must raise your team’s flag and hold that area to receive the points.
Props
1. Props will be out on the field. If your team turns in 3 props your general can pick out a super weapon to use.2. If you find a prop you must bring it back to your generals headquarters. This will insure your team gets the points for it. 3. No fireworks allowed unless the field and event organizer approves it. This includes smoke grenades as well.
Radios And Other Forms Of Communication
1. On FRS radios, fields and referees will always be on channel 1. Players are not allowed to use the channel unless it is an emergency. 2. No jamming of the radio frequencies. If players are caught doing this they will be ejected from the game. 3. Players may snoop on the enemies channels but do not interfere with them. 4. The generals will be given the frequencies they can use. Each general will be issued a secret channel directly to the event organizer. This channel will be used to send classified info back to the generals.
Referees. Safety Requirements.
1. Referees are there to make sure that everyone is playing safe, keeping goggles on on the field and barrel wraps on in the safe zones, etc. Our main focus is to keep you safe and keep the game flowing. They are also there to answer questions and provide assistance when necessary. There are certain refs who will be specialized for certain jobs, this included Safe Zone refs, Fill station refs, Side mission refs, etc. Side mission related questions will have to be answered by either Bill Bailey or one of the designated side mission refs. Not every referee on the field will be able to answer every question about the side missions, there are special refs for that.
NOTE: Your registration is like a concert ticket. Once you've paid it's nonrefundable. If you don't show up to the event you are forfeiting it. You can transfer it to another player before the event. It is not transferrable to future events. Paint must be purchased from PaintballToGo for each event. Each event is field event paint only. No outside paint or smoke is allowed. Once paint leaves our property it is considered outside paint. We have no control over how it would be stored or taken care of. We get fresh paint in for each event. We cannot have people bringing in old paint that may have been improperly stored and/or be old. If you do not attend the event you have 30 days to pick up any paint or other merchandise you purchased with your registration.
1. A player hit on the head and torso area, either on the front or back, is considered eliminated. 2. Players hit on the gun; arms, legs and gear are considered wounded. They are not allowed to move or shoot their markers. They can only yell for a medic. They will have approximately 1 minute for a medic to reach them. Once a medic has reached them the medic must wipe off the hit and use the supplied hole puncher and punch out a cross off the players card. Once this is done the player may resume playing. If no medic shows within that time the player is eliminated. 3. Players that are wounded are still targets. They may be shot while they are yelling for a medic. Wounded players may surrender but this is up to them. 4. To acquire a surrender, you must ask the enemy to “surrender”. They can either reply “yes I surrender” or react by turning and shooting you. Be advised barrel tags do not work in this series and if you attempt this do not get mad if the enemy turns on you and shoots you. 5. Eliminated players are not allowed to tell other players information pertaining to the game. This means no talking to players or using radios.
Medics
1. The medic bag they are issued and a medic I.D. Card identify medics. When you hear a player yell for “medic” the medic has one minute to get to that player and punch their card. Hole punchers will be supplied at the beginning of the game with their medic bag. Players can only resume "play" and shoot, once the medic wipes off the hit and punches your card. Medics are not immune to hits. Only a medic can heal another medic. Medics may not switch jobs unless the two parties tell the event organizer.
2. Eliminated players must go back to a designated dead zone. Once there they may return back into the game immediately. In the very first game on Saturday they will be allowed back into the game every 10 minutes.
Siege Engines
1. We have four siege engine props on the fields. They are designated red or blue, there are 2 for each side. 2. You cannot steal the other teams siege engines. 3. These are basically movable bunkers that you can use to advance your position. 4. Siege engines cannot be closer than 75 feet to any active flag pole or the rear entrance of the ship. Siege engines cannot be closer than 25 feet to each other. 5. They are open in the back, you can flank them and shoot the players out. There is also a large kill plate on the front. If this plate is completely covered with paint (normal field paint, any player can shoot them). Emphasis on the completely, benefit of the doubt will go to the siege engine. If the siege engine is eliminated all players using it as protection are eliminated. Referees will then clean the kill plate off and it is ready to be occupied again. Players may also clean the kill plate off themselves during play if they can manage to do it without being shot.
Boundary Lines
1. The map you are given indicates the field boundaries, they will also be indicated with caution tape. Apple Creek constitutes the boundary to the North. 2. Each team will have a safe zone and a reinsertion cone where their players can start. This is to make sure they get a clean start and not get hit instantly. The generals use the safe zone area to secure props and do their own paperwork etc. messages on missions will go to this base. Enemy players are not allowed in this area.3. There will be no spawn camping in the safe zones or at the reinsertion cones. This means only dead players are allowed in this area. Players caught hiding here and shooting players from this area will have their cards punched. 4. Players that are re-inserting must have their barrel cover on and be walking together going to the re-insertion point “neutral headquarters”.
Missions
1. Primary Missions will be given every hour. This is a base with a flag. The flag is worth 25 points every 15 minutes for a total of 100 points per hour. Secondary missions will be given out each hour. These will be things like destroy a bridge, retrieve fuel,etc. These also last for one hour. A mission ref will sign off on completed missions. These are worth 50 points. 2. All primary missions will have a flagpole. You must raise your team’s flag and hold that area to receive the points.
Props
1. Props will be out on the field. If your team turns in 3 props your general can pick out a super weapon to use.2. If you find a prop you must bring it back to your generals headquarters. This will insure your team gets the points for it. 3. No fireworks allowed unless the field and event organizer approves it. This includes smoke grenades as well.
Radios And Other Forms Of Communication
1. On FRS radios, fields and referees will always be on channel 1. Players are not allowed to use the channel unless it is an emergency. 2. No jamming of the radio frequencies. If players are caught doing this they will be ejected from the game. 3. Players may snoop on the enemies channels but do not interfere with them. 4. The generals will be given the frequencies they can use. Each general will be issued a secret channel directly to the event organizer. This channel will be used to send classified info back to the generals.
Referees. Safety Requirements.
1. Referees are there to make sure that everyone is playing safe, keeping goggles on on the field and barrel wraps on in the safe zones, etc. Our main focus is to keep you safe and keep the game flowing. They are also there to answer questions and provide assistance when necessary. There are certain refs who will be specialized for certain jobs, this included Safe Zone refs, Fill station refs, Side mission refs, etc. Side mission related questions will have to be answered by either Bill Bailey or one of the designated side mission refs. Not every referee on the field will be able to answer every question about the side missions, there are special refs for that.
NOTE: Your registration is like a concert ticket. Once you've paid it's nonrefundable. If you don't show up to the event you are forfeiting it. You can transfer it to another player before the event. It is not transferrable to future events. Paint must be purchased from PaintballToGo for each event. Each event is field event paint only. No outside paint or smoke is allowed. Once paint leaves our property it is considered outside paint. We have no control over how it would be stored or taken care of. We get fresh paint in for each event. We cannot have people bringing in old paint that may have been improperly stored and/or be old. If you do not attend the event you have 30 days to pick up any paint or other merchandise you purchased with your registration.