YKWOODSBALL.COM Scenario
Rules of Engagement
WELCOME -
The following list
of rules will be utilized for
Paintball Scenarios.
You will be participating in multi-mission scenarios utilizing your
paintball marker as
your primary weapon. Scenarios will include features and objects such as
villages, forts, bridges, command bunkers and special nighttime pyrotechnics.
The special operations involved in this event will be conducted during both day
and night hours. There will also be a variety of unique challenges encountered
in these scenarios, including but not limited to: helicopter insertions,
medics,
demos,
intelligence operatives,
engineers,
snipers,
props and a host of
other nuances (possibly special character appearances), to name only a few.
Due to the COMPLEXITY of these scenarios, ALL PLAYERS
should familiarize themselves with the entire contents of this booklet. You
(each player) will be required to sign a form stating you have READ
and UNDERSTAND these printed rules of play.
Playing Tip: Know this material... if you don't, you're at a serious
disadvantage.
REGISTRATION:
In order to be able to participate in the
Paintball Game
Scenarios, you will need to proceed through Security first. You
will then go through the S.O.S. Camp registration before
continuing on to complete the
Paintball Scenario
registration.
~Upon check-in through the
paintball scenario registration, you will receive an I.D. badge.
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ID BADGE- EXTREMELY IMPORTANT!!! The ID badge is
your ticket to play in this game. Without it you will not be allowed to
enter the playing area. Keep it with you at all times. If you lose it,
you will have to purchase another one. ($2.00) You will be required to
have this badge to enter the field of play. This is the badge on which
the Cadre at the chronograph station will punch confirming that your
marker has been cleared for play.
On the ID badge you will find your unique PLAYER ID NUMBER: This
is the number we will be calling if you win a prize. Remember it!
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~ At no time is anyone allowed to have paintballs unless directly
involved in a scenario! No paintballs in campsites, backpacks, in camp assembly
area, etc. You will be issued paintballs on a mission-by-mission basis.
EVENT PAINT:
Event paint only! We recommend that you purchase whatever paint you
may need prior to arriving at the camp. That way your paint will be labeled and
set aside saving us time and effort. Side note: Most players use one 2000-round
case during the entire event (some will use less and some will use more). Paint
sales will remain open during the entire camp. We always recommend storing your
paint in a cool, dry area away from direct sunlight!!!
CO2 & HPA FILLS:
We ask that you label your air tanks with your name as we may collect
all air tanks and keep them inside in the air condition.
CHRONOGRAPHS AND MARKER SPEEDS:
They will be 260 - 290 fps during daytime play, and 230 - 250 fps during
nighttime play. All markers must be chronographed and your ID
Badge chrono-punched by an event cadre prior to entering the field of
play. Referees with hand-held chronographs may spot check your marker on the
field. Markers that are shooting "hot" are a serious safety hazard and will not
be tolerated. Repeated chronograph offenses will result in ejection from the
scenarios.
THE FIELD:
Defined by the field map. Areas may be marked with cylumes at night to aid in
field boundary recognition. Do not fire your marker out of bounds or off the
field.
HOSPITAL ZONE:
This is a neutral area (goggles on, Barrel Blocking Devices on)
where you can stage and await the next insertion window (insertion windows
defined = As the period of time where you can legally enter the field of play).
Windows are open for 5 minutes in duration. Insertions are every 20 minutes.
INSERTION POINTS:
The IP is the area where you will enter the field of play. It will be
strategically located where, as you enter the field of play, you will pass by
your team's base of operations and command bunker. There is absolutely no
entering the field from any area other than your insertion point. If you see
someone entering the field from somewhere else, immediately inform a
referee.
Playing Tip: As you insert onto the field, check in with someone at
the base
to see if there is something you can do to help your side achieve victory!
There are two types of insertions: HOT & COLD. All insertions will be
considered as Cold, unless otherwise instructed by a cadre at your IP.
COLD INSERTION: You are required to go to your Base of Operations
before removing your Barrel Blocking Device and becoming a live player.
HOT INSERTION: A referee will instruct you will be entering a HOT area
and to pull your BBD before entering the field. You will be a live player as you
step onto the field of play.
Playing Tip: For Hot insertions, the area nearby is not FRIENDLY!
Heads up; its time to rock and roll! Get ready to pull the trigger!
SAFETY & GENERAL RULES
ON FIELD SAFETY:
GOGGLES! GOGGLES! GOGGLES!!!! Keep them on your face at all times when
you're on the field. ASTM Approved Full face and ear protection is required.
BARREL BLOCKING DEVICES... BARREL BLOCKING DEVICES... BARREL BLOCKING DEVICES...
Keep them in your marker anytime you're eliminated or off the field. Do not
feel bad to yell "Barrel Sock!" at any person in any goggles-off area, to put
their barrel-blocking device on. You have a right to expect others to respect
your eyesight! These safety rules are as much up to you to enforce, as they are
for us. Remember the first
rule of paintball:
PLAY SAFE!
Playing Tip: Follow the "Goggles and Barrel Blocking Device" rules
or you'll be removed from the scenarios.
MARKER REPAIRS:
There are absolutely no “on-air” marker repairs to be done in the public rest
areas or anywhere there are people without goggles on. All “on-air” repairs
should be done at the chronograph range. Cleaning and maintenance of your marker
may be done in your campsite. Again, marker should not be “on-air” and there
should be no paintballs in hopper or marker. There is no firing of paintballs
allowed anywhere other than on the field (during game-on) and in the chronograph
area.
FIELD REFEREES (Command, Cadre):
All decisions made by the field judging staff pertaining to play are final.
Under no circumstances is anyone permitted to ARGUE with a field judge.
Doing so is grounds for expulsion from the scenarios.
ELIMINATING MARKS DEFINED:
-Direct hits making a quarter-size
mark during the day are considered a hit.
-Two shots to the torso (clavicles
to waistline), front or back, will be an elimination.
-Any headshot will be an
elimination.
-A single hit anywhere else will be
considered a wound and will need the attention of a medic in order for the
player to be brought back to full capacity. See Medic section for further
info.
-If your marker is hit, you are not
eliminated, but your marker is rendered useless.
-Hopper hits do not count.
-Anything attached to your person
counts as a hit. Example- pack hits count.
-Splatter does not count. Bounces do
not count.
-At night ALL HITS
/ IMPACTS count, there are no paint checks at night.
-Any decisions needing to be made
concerning wounds or eliminations are at the discretion of the cadre.
-Saying, "Hit" and indicating you're
hit by raising your marker over your head indicates you are eliminated.
-Leaving the field or walking out of bounds is the same as being eliminated.
Once you step outside the area of play, you are eliminated. There is no going
out of bounds then coming back in. Any player leaving the field of play must
wait until the next insertion window, then re-insert into the game at the team
insertion point.
Playing Tip: At night, after you're eliminated, it is a good idea to
yell, "I’m out, I’m out" every 10 to 15 paces or so, as you're exiting the
field. This will keep that sniper that is lying in the grass from shooting you
as you walk off the field. No medics at night. If you're hit, walk off the
field; don't wipe! Your reputation is way more valuable!
PAINT CHECKS:
During a paint check, a referee will examine the player and make the
determination whether the player is eliminated or alive. Do not call a paint
check on a player then advance on that player! You will be penalized, (20 minute
hospital time ... you will get to walk). All players should continue play during
a paint check unless the referee calls the player neutral.
In a large scenario - with the many players - it is virtually impossible to have
a referee at every conceivable location. Here, cooperation between players is
key. Ask your buddy to check you. And, if you're hit, walk and don't talk or
advise players. Play fair and walk, as you would want the other player to walk
should you have marked them.
Playing Tip: Dead men don't talk... Play fair... Play honest, stand-up
ball. Check yourself first! Reach back and find a blob of paint? Call yourself
out and walk. Utilize that time to re-hydrate, get more paintballs, more air,
and make adjustments to your gear, etc.
WHAT TO DO WHEN HIT:
You should immediately call out "I’M HIT!" in a loud voice and
continue to do so while putting on your BBD (barrel blocking device). Leave the
field by the safest direct route while continuing to call out your status as a
dead player. If you are in an area that is taking heavy fire - such as a bunker
with other players or in your base while it's under heavy assault - get your gun
up as high as possible and get out of the way fast! Do not talk, and do not
continue to participate in radio chatter about on-field events. You are DEAD
and dead men can no longer help their team. If you are holding a mission
card and you have teammates nearby who were on the same mission as you, you
MAY hand the mission card to one of them so that they may complete the
mission. Proceed to the hospital zone to wait for the next insertion
time, or to the staging area to reload on fluids, ammo & air.
Playing Tip: During big battles, you may continue to be shot at
after you're
hit IF you don't get out of the way fast! Move out of the lines of fire
quickly and then search your pockets for your BBD (barrel blocking device).
SURRENDER
RULE:
Surrender: It's a double option. Under 20 feet in distance, all players
should offer the surrender call. The receiving player also has the option to
surrender or turn and attempt to shoot. Look at surrenders like a chess match:
with checkmate you never have to take the king in a game of chess. If you've
out-maneuvered the other player, you should be in a position that no matter
what, they're going to take the hit.
Playing Tip: This should not become a discussion. Ask, "Take the Hit!
Three, two, one," then pull the trigger if they have not responded by yelling
"Hit," or putting their marker high up in the air. If you are offered a
“surrender” by a player who has out-maneuvered you, turning and firing only
demonstrates that you are a less-than-honorable player. They have done the
sportsmanlike thing and offered. Be equally sportsmanlike and accept the option.
BARREL TAG
RULE:
Barrel Tag is not an option. Once a player touches you with a barrel and
says, "barrel tag," you are eliminated and MUST take the walk. No point
in pulling the trigger when you have a barrel pressed against your side. Do not
HIT a player with your barrel! A gentle tap will do!
Playing Tip: Thank the kind player for not shooting you at point-blank
range, then walk!!!
NIGHTTIME PLAY:
During nighttime play, the following rules are in effect:
Verify the lowered nighttime chrono speed and lower your marker velocity
prior to going on the field. Make sure a referee has given you the appropriate
chrono punch on your ID Badge.
There are no paint checks at night. All hits count - the ball does not have to
break.
There are no medics at night.
Paint Grenades do not work at night.
If you so choose to, you may utilize glow sticks at night. They can be any
color other than red. Red glow sticks will be reserved for Command and to mark
the scenario boundaries.
RADIO ESPIONAGE:
Radio espionage is allowed with the STRICT exception of the Command
channel. Jamming of channels is prohibited, resulting in ejection from the
scenario.
Playing Tip: Monitoring teams’/players' personal radio transmission on
the field can give you valuable information.
PROHIBITED BEHAVIOR:
No physical contact with other players is allowed. No cursing or
un-sportsmanlike conduct is allowed. Cheating, although rare, does and can
happen. If you witness cheating on the field, notify Command immediately. Keep
your standards high! Don't ever stoop to a cheater's level. If you witness
someone cheating, make him or her aware that you know and that if it does not
cease, you will notify Command. Peer pressure is a very powerful thing.
Player Tip: Is your reputation worth a few extra minutes of game
time? Play Fair! Play with honor!
EQUIPMENT
ALLOWED EQUIPMENT:
Canteens, flashlights, Alice packs, squeegees, scopes, night vision
equipment, UHF or VHF, walkie-talkies, Ghillie Suits.
RECOMMENDED EQUIPMENT:
A pair of worn-in boots; extra socks; "energy" foods with complex
carbohydrates; marker tools.
PROHIBITED EQUIPMENT:
Heavy clothing which is designed to promote bounces; shields of any kind;
unbreakable trip wires; air horns; ropes; whistles; hot-burning smoke;
pyrotechnics; firearms; laser sights; crossbows; sling shots; BB guns. Any
device designed to raise or lower the velocity of a paint marker are prohibited
on the field of play.
When in doubt, ask Command.
MARKERS:
Sixty-eight (.68) caliber markers meeting scenario management specifications.
Due to safety factors, Command reserves the right to disallow the use of any
paintball marker or
paintball
launching system not meeting safety standards. All paint markers must be fired
through a radar chronograph. Maximum velocity is not to exceed two
hundred-ninety (290) feet per second (FPS) daytime limit and two hundred-fifty
(250) FPS night time limit. Full-auto
paintball markers
(including zip and burst) are allowed during DAY PLAY ONLY, provided they
meet our safety requirements and the player understands the concept of
"Overshooting," and the possible consequences overshooting entails. Be
responsible! Don't overshoot! All markers must be in SEMI- AUTO mode only
at NIGHT.
GRENADES:
Tippmann style, Atomic or Strange Ordinance style allowed. One speck of paint
from these types of grenades is an elimination. No grenades allowed at night.
GHILLIE SUITS:
ALL ghillie suits must be inspected and approved by the Command prior
to entering the field of play. If you are wearing a ghillie suit, ALL direct
hits/impacts count during day and night play. No paint checks! One direct
impact = you're gone.
BREAKABLE TRIP WIRE DEVICES (BTWDs)
Defined:
All trip wire devices with offensive capabilities: i.e. the ability to
eliminate players. BTWDs include
paintball land mines.
BTWDs Rules:
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All BTWDs must use breakable string. Under no
circumstances can the string be of sufficient strength to trip a player
while walking or running (cotton sewing thread is best).
BTWDs using explosives of any type are strictly PROHIBITED.
All BTWDs that are not perimeter warning devices (PWDs) can be
air, CO2, or spring powered.
Each and every BTWD must be shown to, and approved by the event director
prior to play and be approved.
Operation S.O.S.: Directive Concerning
Paintball
Warfare. 1 JAN 04
PERIMETER WARNING DEVICES (PWDs)
Defined:
All autonomous devices intended to notify you of interlopers into
your area of operations. PWDs have NO offensive capabilities, i.e. the
ability to eliminate players. Typically, a PWD is sound or light
resultant - after tripping the device it sounds an alarm, emits light,
or a combination of both. |
PWDs Rules:
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All PWDs must use breakable string. Under no
circumstances can the string be of sufficient strength to trip a player
while walking or running (cotton sewing thread is best).
PWDs using explosives of any type are strictly PROHIBITED.
Each and every PWD must be shown to, and approved by the event director
prior to play and be approved. |
GAME PLAY
TEAMS:
Teams may be split from the number of registered players according to
skill level, equipment, firepower, experience and ability. All game planning and
scoring will be done by Command. Teamwork is an important factor in these
events. Squad leaders will carry out planning strategies. It is important to
note that you should concern yourself with how to defend as well as how to
attack an area. Objectives and missions will be assigned by the Command
and relayed via coded radio messages to the commanders of each team.
TEAM OBJECTIVES:
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Maintain your base of operations: Protect and
defend it at all times.
Complete assigned missions; hold the objectives.
Take action to harass and prevent the opposing team's objectives and
missions.
Score as many points as possible in the allotted time frame.
Keep your commander alive.
Above all, have as much fun as possible and experience the friendship,
camaraderie and good will among the players. |
VERBAL MISREPRESENTATION OF SIDES:
Is allowed. You are NOT required to tell the truth about which side
you are playing for.
EXAMPLE: (Player 1 sees Player 2 in the bushes 20 yards in front of his
position)
Player 1: "Hey, what color are you?"
Player 2: "I'm Red, what color are you?"
Player 1: "I'm Red too."
(Player 1 then steps out from behind cover and gets marked by Player 2.)
Player 1: "Hey buddy! You said you were Red!!!"
Player 2: "I lied...."
Player 1: "Good shot. Man, I should have read the rules of play better...
they told me not to always trust what I hear. I should have gotten a visual on
your arm band tape."
Moral of the Story: If they are not wearing your color armband tape,
consider them the opposition, or at the minimum, be leery of them. Always use
caution until you get a visual ID on their ABT. As in the real world (a real
world conflict) seeing is believing, or, believe half of what you see and a
third of what you hear. Not everything is always as it appears in a scenario
game.
ARM BAND TAPE:
Armband tape (ABT) is to help all players identify who is playing on their
team, NOT to identify who is on the other team.
The following are Strictly Prohibited:
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Picking tape up off the ground and using it.
Purchasing or bringing tape and putting it on yourself or others.
Any Velcro or other ABT over the original to deceive the other side.
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ACQUIRING ENEMY ARM BAND TAPE:
A player on the team who’s ABT you’re trying to get must tape you up. You
cannot pick up ABT off the ground or get it from ANY other source other than by
an enemy player at the enemy team's base. See playing tips for spies for
examples of how to acquire enemy ABT legally.
Operation S.O.S.: Directive Concerning
Paintball Warfare. 1 JAN
04
COMMANDERS & COMMANDER ELIMINATIONS:
Each team will have a commander and team leadership structure. The commander
is in complete control of the side. Follow your commanders; they have the
overall picture and information of how the game is going and what is happening.
Check in with them often and let them know what you did, saw or completed. This
information is valuable and vital to your team. Rotate out and pull base
security for an hour; you never know you may find yourself in an awesome
firefight. The commander can also assign Medics, Demolitions, Engineers
and Pilots
Playing Tip: These missions are what earn points and wins or loses the
game for your team. Go out on them... they're fun. Most of the time you will get
into some very good action, and remember, at the end of the game if your team
wins and you didn't go out on any missions, how much did you contribute to the
win? If your team loses, then how much did you contribute to this loss?
The commander may be worth bonus points each time he/she is eliminated.
Thus, you can earn your team bonus points by eliminating the opposition's
commander and save your team points by keeping your commander alive. This is not
a one-time objective! Each time the commander is eliminated, all rules
pertaining to players pertain to him: he must walk and await the next insertion
window, then he/she can reinsert into the game and is a free agent to resume
play in any fashion they choose. Side note: the commanders can go anywhere on
the field they choose. They are not required to stay in their command bunker,
but it's a good idea to keep an eye on your troops.
Any time a commander will be off the field for longer than one insertion window,
the commander must appoint another to act in his/her stead which can be
eliminated for points just as if eliminating the original commander. Every
commander on the field must be taped on both arms!
Do not bring paint markers into the command bunker!
Do not point a paint marker into or out of the command bunker!
To eliminate the commander inside the command bunker, just place your foot
inside the opening and call "ALL DEAD!" This does NOT destroy the
structure! It only eliminates all persons inside on the ground floor only. Also,
demolitions characters can blow the bunker with a satchel charge. A referee must
verify the commander elimination and call this into to the game operations
director immediately.
Playing Tip: Commanders, stay alive.
COMMAND POST SECURITY ZONE:
There can be no same ABT eliminations of any kind scored while the victim is
within 50 feet of his team's command bunker. This 50' represents a secure zone
within which all players enjoy the peace of total security from same ABT
eliminations. This is to promote more interaction between all players, whether
they are security, command staff or role players.
Any player wearing your ABT color within 50 feet of the command bunker is
safe from elimination by any other player wearing your ABT color. They may only
be eliminated by players wearing the enemy ABT or no ABT whatsoever.
Example: You're a red player wearing legally obtained blue ABT inside the
blue base. You walk up and step your foot inside the command bunker to eliminate
the blue commander and his staff. No good. You will either have to have: NO
armband tape, or be wearing your red teams' color ABT for this to count as a
commander elimination.
OR
Example: The blue commander is rallying the troops in front of the command
bunker and you are a red spy wearing blue ABT in a tower 60 feet away. You fire
your marker and nail the blue commander in the goggles. Also no good. The
commander (and any other blue player) is immune to attack while they are within
50 feet of their command bunker AND you are wearing blue ABT.
A player in the base with NO ABT poses a significant threat to base
security and should come under immediate suspicion. Don't rush to tape them up
until you have thoroughly investigated which side they are REALLY playing
for. YOUR side taping them up is the ONLY LEGAL way for them to
acquire your ABT - don't give it freely to possible infiltrators.
If a player is wearing enemy ABT, well then, they are most likely the enemy.
Treat them with extreme caution.
SPECIAL NOTE: This does not prevent spies in your midst. A spy
who can acquire your team's armband tape can still operate within your team. The
spy can go out on missions and lead them astray or report them to his true
commander. They can also report Intel to his true team. See playing tips for
spies for more info.
SPECIAL ROLES DEFINED
During the course of this event you will notice individuals on the field who
have special abilities and are identified by unique armband tape. These
individuals volunteered to play the special roles described below.
Operation S.O.S.:
Directive Concerning
Paintball Warfare. 1 JAN 04
DEMOLITIONS EXPERT:
These players have the ability to utilize special demolitions, satchel
charges, dynamite, etc. The satchel usually contains an explosives card to be
operational. An explosives card alone will not work - it must be inside a
satchel. The explosives card defines what type of explosive it is and how it may
be used. The satchel must be approved or provided by the scenario producer.
ENGINEER:
These players have the ability to rebuild structures, which have been
previously blown up.
MEDIC:
Medics are able to heal players on the field. They must reach the player
within one minute, wipe the paint from the player and write down the player's ID
badge number on their Bandage Card. At this point, the player is again a live
player and can resume play. HEAD SHOTS cannot be healed! A headshot means
you're eliminated, no matter what - this is specific for daytime play. Two shots
to the torso (clavicles to waistline), front or back, cannot be healed. All hits
are at night are fatal! Medics do not work at night.
PILOT:
Has the ability to fly a simulated aircraft (helicopter, etc.) for up to a
30-minute time period each flight. Should an aircraft stay out longer than its
allotted time before returning to base to refuel, it will crash. The aircraft
can carry one pilot and normally up to four additional passengers. Players
cannot be shot at or shoot from a flying aircraft until at such time it lands
and the troops disembark. To land an aircraft, the pilot must place the
simulated aircraft on the ground and release it for a 10-second count, minimum,
before the aircraft can take off again. Pilot and passengers are live once the
aircraft lands. Should a passenger let go of the aircraft's rope (or pilot)
while in flight, he is eliminated. Passengers can only disembark when the
aircraft has landed properly. Aircraft are not to land closer than 20 feet to
any other live player.
SPY:
Each team will generally have one or more spies who can be inserted into the
opposition's team. It is up to the team leadership to ferret out and eliminate
these spies, while it will be the spies’ job to gather information and report
back to their base. Any spy who has BLOWN their cover and been identified
as such by the opposition MUST hand over their character card and ABT from the
opposing team. For more info see playing tips for spies.
INTELLIGENCE OPERATIVE:
This is perhaps the hardest role to play, but one of the most rewarding. Your
job is generally defined as to flush out the spies in your midst and acquire
special game props for your side. There are meetings scheduled throughout the
game, which you're highly encouraged to be at, thus helping you figure out who
is who. If you complete a meeting, have a ref sign the card with the time the
meeting ended. Turn your meeting card in for points at the end of the game! For
more info see playing tips for spies.
PLAYING TIPS FOR SPIES
First, your most valuable skill as a spy is being covert, unnoticed - a fly
on the wall - not attracting attention to yourself. Yet, as you try and
infiltrate a base and the command structure, you begin to fly closer to the
flame and stand a better chance of getting burned (put in the open or busted).
Second, two of the most valuable assets that you have as a spy are the ability
to do the following:
BUSTING MISSIONS:
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1. Have possession of the assigned mission card.
Intentionally get marked (shot) by the opposing team prior to completing
the mission, and with the mission card in pocket, walk off the field a
dead man. As an alternative, lead your mission team into an ambush.
2. Lead the group going out on the mission to an area other than what is
called for on the mission card.
3. Perform a different type of mission. Say the assigned mission is to
"set up a listening post at area XYZ." Go to area XYZ and then assault
the heck out of the place. Instance 2: you go out to "rebuild a bridge,"
but instead, you destroy it. NOTE: You CAN NOT run the mission as stated
on the card, complete the mission, then just pocket the mission card.
THIS IS NOT ALLOWED UNDER ANY CIRCUMSTANCES! |
GATHERING INTELLIGENCE:
How helpful is it? Very helpful!
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1. Reporting outgoing missions to your commander is
of great importance. You can sit on the outskirts of the enemy base and
report to your commander where missions are headed and troop strength.
2. Did the team you're spying on just acquire a valuable prop?
3. Do you know where the team is stashing its valuable props on the
field of play? Can you raid this stash without being seen, and then get
the props back to your real team without being shot or made as a spy?
4. Is your team mounting an attack on the base? Are there 100 players in
base at the time? Would this be a bad idea at the moment? Might it be
better to inform your commander when only 5 or 10 players are in base,
when a raid would be more likely to succeed?
5. Having radio com with your real commander or XO is a big help. Real
time intel is the best intelligence there is. |
NOTE: Any time you're dead or eliminated, YOU'RE DEAD. Shut up at
this point; zip the lip. No matter how bad you want to talk to your commander or
other players - no passing of information while you're eliminated. Dead men
don't talk, period!!! Only thing a dead man says is, "Dead man walking, see you
in 20 minutes." Once you have re-inserted onto the field of play, then it’s
game-on again.
HOW TO ACQUIRE ENEMY ABT LEGALLY:
You must be taped up by a player on the team who’s ABT you're trying to get.
You cannot pick up ABT off the ground or get it from any other source other than
at the team's base.
Example: Player 1: Comes into the opposition's base without ABT
Player 2: "Let me see your ID card!"
Player 1: "Hey buddy, I lost it, but it's ok. I'm on your side, you know me,
I'm cool."
Player 2: "Oh, ok" (P2 then tapes up P1's arm)
Player 1: Thinking to himself: "That was way too easy. I'm on the other
team. Well, now I can't blow up the command bunker, but I can lead missions
astray and gather intel and report it to my commander. I can still do a lot of
damage to this team; just have to do it the smart way. They really should have
checked my card."
BUSTING THE SPY:
If you are ACCURATELY accused/made as a "spy" character by the
command/security of the opposing team (by using a second character card, OR are
observed being "paid" by the other team to spy for them), you must immediately
and without argument turn over the second character card and/or the arm band
tape you used to infiltrate the base with - no matter what color it is - upon
being ACCURATELY "made." You must then be re-taped by your actual team
upon next re-insertion to your own base.
The bust has to be made on FACTS. The security forces can not just
accuse everyone as they walk into the base - i.e. they can not play a
hunt-and-peck type of "accuse the spy" until they find one. They must have
verifiable information before they can accuse a spy.
EXAMPLE:
Base 1 Security: "You are a spy! Take the hit and produce your true
character card! We have verifiable information that you were reporting
intelligence to the enemy commander."
Spy: "Oh MAN! Busted!" (Produces both character cards - one from each team -
and covers his barrel).
Base 1 Security: Taking THIS team's character card and removes arm band tape
from Spy. "Ref! This player has been made as a spy and is being removed from our
base. Please advise Command Central you now possess his bogus character card and
assist this player off-field."
OR
Base 1 Security: "You are a spy! You have been observed receiving payment
from the enemy! Take the hit and produce your true character card."
Spy: (Hangs head because he was not covert enough; does not have another
character card OR "personal mission" card as he was working for himself; covers
his barrel and keeps his mouth shut).
Base 1 Security: (removes arm band tape from spy). "Ref! This player has
been made as a spy and is being removed from our base. Please advise Command
Central and assist this player off-field."
AND JUST IN CASE:
Base 1 Security: "You are a spy! You have been observed receiving payment
from the enemy! Take the hit and produce your true identity card."
Spy: "I'm a spy for OUR team and I gave my goods to OUR general! Please
verify!" (shows he has but one character card which indicates he is a spy for
this team - as well as a "personal mission" card indicating meeting times with
players from opposing team).
Base 1 Security: "Stand down." (verifies information with his commander who
acknowledges the spy is working for him - his decision to allow spy to continue
playing for him)
Base 1 Security: "Our commander has verified your loyalty. You may continue
play at this time. Try to be a little more covert in your transactions."
MISSION TYPES
The teams will start the game occupying their respective bases. Many
objectives will be strategically located throughout the playing field. Missions
will be called in, via radio to your commander or leader. Missions may
require a specific unit or numbers of troops to go out to a specific location.
At each mission objective a referee will be in the vicinity. The referee
staff will validate the mission once you reach and complete your objective with
your assigned force. To earn points you must complete the mission at its
designated area. Some missions will require you to HOLD a specific area
for a period of time; others will require an action to be taken within a
specified time period (Example: "Snipe the enemy base," i.e. put a
paintball on the
enemy’s command bunker). Referee must sign the completed mission card and return
it to the game operations director for you to receive points.
ASSAULT:
Means just that - to assault the objective for the length of time specified.
Whether all your troops are eliminated does not matter, but you must mount an
assault on the objective. At least one player must remain alive to present the
completed mission card to a referee. This is the exact opposite from snipe.
Generally, this mission will be allotted a specific troop strength to be sent
out. Example: Send 15 players to assault the enemy base camp. One player must
live to turn in the mission card to a referee.
DEFEND:
Means to defend the objective from enemy troops for the duration of the
mission. At the end of the time specified, you must still be in control of the
objective to have defended it. Example: Defend your base of operations (command
bunker) for 1 hour.
DEMO:
You will have a specific mission where you need to destroy the objective
within a time frame. Blow it up with a satchel charge or other type of
explosive. A Demo expert must complete this mission. Example: Destroy the
bridge/building/tower/bunker located at coordinates XYZ. Once this is done, a
mission player gets the card signed off and handed into a referee. The Demo
player must advise a ref of the blown structure and hand the ref a roll of
demolition tape. The ref will tape off the building, indicating it is unusable,
and return the roll of tape to the player.
REPAIR:
You will have a specific objective, which you need to rebuild within a
specific time frame. An Engineer must go on this mission and rebuild the
specified structure at the given coordinates by removing the Demo tape from the
destroyed objective. Example: Rebuild the bridge at ZZXY. Once the objective has
been rebuilt, hand in the mission card to a referee.
PATROL:
In these missions two (2) objectives will be given. Your troops are to
actively patrol from location A to location B for the designated period of time.
They cannot go out and lay down in an area; they must be patrolling from point A
to point B to complete the mission. Example: Patrol from area A to area B for
1/2 hour.
AMBUSH:
Usually, but not always the counter mission to a Patrol mission. You are to
go out and set up a static ambush at the coordinates specified and wait the
prescribed time period, while eliminating as many enemy troops as possible.
SWEEP:
Similar to a Patrol in that you move between two locations for a designated
period of time - as well as actively engaging to eliminate any and all enemy
forces.
TAKE & HOLD:
To gain control of the objective and hold it for the amount of time
specified. If it's a building, it means to actually have a player inside the
building in complete control of it. Example: Take and Hold the enemy's base of
operations for 1/2 hour.
LISTENING POST:
Much like a Recon mission with the addition of inserting personnel into an
area to remain undetected for the duration of the mission while obtaining
intelligence information.
RECON & REPORT:
Players will physically go out and VIEW the area in question for the
specified amount of time and obtain the intelligence. They must report back to
the base commander with the information (what they viewed) before they will
receive the requisite mission point. This can be done in person or by radio.
Example: Recon the enemy's base of operations.
PHOTO RECON:
Exactly the same as a Recon & Report with the addition that the intelligence
you gather must be done in a photograph and returned to your base commander.
Instamatic Cameras are provided to the commanders. The better the picture(s)
(showing players or bases, etc.) will increase the point bonus on this mission!
Pictures needing a magnifying glass to view anything or showing a big tree will
be worth much less in points!!! The event director may specify the number of
pictures to be taken. Example: Photo Recon the enemy's base. Walk down and take
a picture or two of the opposing commander in his base & return these pictures
to your commander. Easy enough.
RETRIEVE:
Locate, secure and return the object (the mission objective) to your
commander within the time frame specified. Example: Go to the center of the
field and retrieve the object (an orange drop box) and return this box to your
commander.
SNIPE:
To snipe or, in simplest terms, have a player infiltrate the area and fire a
paintball ONTO the
assigned objective within the specified amount of time. (Opposite of horseshoes,
close does not count.) Example: Send X players to snipe the enemy base.
Eliminate the opposition's commander for bonus points!
MEET & GREET:
Sometimes during scenario games, there are missions where you don't want to
kill the objective, but would rather talk and see what you can find out, or
maybe, if you're lucky, get a valuable game prop or information. Example: Meet
the peasant at the east end of the field. Gather intell. OR... Meet and
greet the farmer and retrieve the object he found in his corn patch. OR...
Greet the shadowy figure, which will soon be approaching your base of
operations.
PROPS:
We have gone to the extremes to find, develop, build and incorporate
inventive, interesting props into the story line. These props will be inserted
into the event at various intervals and locations during the game. Their value?
Some will be worth big points. Others? Well, they will look good, anyway.
Playing Tip: All props must be turned in prior to game's end on
Sunday to be counted as points for your team! All game props must remain IN PLAY
(on the field of play) during the game. You cannot take them out to your car and
STASH them, nor lock them up in your commander’s box!
SCORING & WINNING:
Missions are how each team accumulates points for their side. The harder type
of mission, and the further away it is, the greater the point value. Eliminating
the opposing team's leadership may be worth points. Game currency and props may
be worth points as well. At the end of the event, all completed mission cards
will be tallied and scored, all props and/ or items that may be worth extra
points must be collected and handed into game management prior to the ending of
the event on Sunday. The team with the highest point total will be declared the
winner.
Playing Tip: Do not neglect the props! This could be the margin between
victory and defeat.
PART II: MORE GAMES....
Last man standing (Ultimos homo statans): All against all in a game
often with limited time and area.
Back to basic: A game where only spring pistols is allowed. Ammo can
be limited.
Terminate (Team mot team): Two teams that fight against each other
until time has run out or one team has been annihilated.
Capture the Flag: Two teams play against each other and tries to
take the other teams flag back to their on base (flag). The flag has
to be carried clearly visible. This game can be played in two
variants, "Live Flag" or "Dead Flag". In Live Flag the flag is
dropped if the Flag carrier is shot, and a another player can pick
the flag up. In "Dead Flag" the Flag carrier has to return the Flag
to the enemies base, if the Flag carrier gets eliminated, before the
Flag can be taken again.
Two bases one flag: In this game there is two bases, but only one
flag and that flag is placed in the middle of the field between the
two bases. One team begin in each base. To goal of this game is to
take the Flag to the enemies bas. When the flag reaches the enemies
base, the enemy looses. If the flag carrier is eliminated anyone can
pick up the flag.
Grab the flag: Two teams, or more, that tries to be the first to
reach the flag. The team that has the first player to reach
the flag, alive, wins. This game should be played in fairly open
terrain.
Traitors: Again two teams and this is a version of Capture the Flag.
But the judges discreetly chooses one player from each team that is
given both teams teammarkers. Try to choose a player that haven't
had much luck during the day. Inform the teams that each team has a
traitor. The game is played as Capture the Flag, but after the game
has lasted for 5 minutes the traitors can change team anytime they
chooses. Don't trust your teammates.
Man hunt: A voluntary player is the prey and the rest of the players
is the hunters. The prey is given a pistol and some ammo, and the
hunters can have whatever they want. The hunters should be between
4-10. The prey wins if he can reach a specific place within the
timeframe. The hunter that shoots the prey wins otherwise. The
hunters cant shoot each other.
Bounty Hunters: An everyman for himself game, where each player is
issued a teammarker. Then the start signal is given all players runs
out in the field. When the next signal is given the game starts.
When someone is eliminated, the shooter gets the eliminated
teammarker. The shooter chooses if the eliminated should go to the
shooter or if the shooter should collect the teammarker himself.
Teamforming is not allowed and the formers is disqualified. Game
time should be at least one hour and the winner is the player with
the most markers.
Wanted, Preferred Dead (Prision Break): A small team, 20% of the
players (Prisoners) shall travel thru an area that is guarded by 80%
of the players. The prisoners cant have any big weapons or support
weapons. The guards can have whatever they chooses. Each prisoner
that reaches the goal is considered a winner. Timelimit is somewhere
between 30 minutes to many hours.
Commando Raid: A small group is the commandos. The rest off the
players is divided to guard the objectives. The defenders goes out
to the field and begin to guard the objectives. Each objective
should be guarded by the same amout of guards as the commandos are.
The commandos is taken to a small zone outside the gamearea. This is
their Insertion and Extraction Point. When the commandos has
finnished with the mission, atleast 1/3 has to return to this zone
or they cant win. Inform the commandos that they have to reach a
point in the game area, the "Drop zone", where they will find
information about what target they should attack and find the Flag.
When they has taken the Flag from the objective they should leave
the "Flag" at the "DropZone" and then return to the Extraction
Point. There should be a time limit. The guards can barricade
themself and send out patrols, but not leave the objectives
unprotected.
Paratroopers: Two teams is divided. 1/4 of the players is the
Paratroopers and they're blindfolded and taken out to their "DropZone".
At the dropzone they're given a simple map over the area. The other
players is split to defend 3 objects in the area. The goal for the
paratroopers is to "take out" a objective by stealing it's Flag and
return with the Flag to the "PickupZone". When the judge at the "PickupZone"
has the Flag the paratroopers has won. The map should have faults
and one of the objectives should be marked at the wrong place, or an
extra flag could be marked.
Hostage rescue: Two teams is again divided. One team is divided into
"Hostage" and "Rescue", while the other team is Guards. The hostage
has to be divided to different locations. The rescue team can carry
extra weaponary to the hostage. The hostage can attempt to flee but
they can then be eliminated (Shot trying to escape). 50% of the
Hostage has to be rescued.
SWAT terrorist elimination: Classic. A SWAT Team (25% of the
players) shall clear an area of terrorists. Buildings is to prefer.
Killing house: A player or a small team shall clear a house that has
been rigged by the organisers on the shortest time possible. Each
room must be clear of targets but no friendly targets can be hit.
Assassins: Two players has to eliminate a specific player and reach
their insertion point before the time limit is reached.
Killing of the Officers (VIP): Two teams, and each team has an
Officer. The goal is to eliminate the other teams Officer without
getting your own killed. Ammunition might be limited. Another
variant is that the Officers cant move.
King of the Hill: 1/3 of the player barricades themself on a hill or
relativly open area and the rest of the players is the attackers. On
the top of the hill is a Flag, and the team that is closes to the
flag when the time is out, wins. The hill should offer quite a lot
of protection.
Reinforcements: King of the Hill variant with two teams. From one of
the teams a smaller group (1/3) is choosen. This group barricades on
the hill, round a Flag, while the big team is placed below the hill
and out of range. The remaining 2/3 of the team is take to a place
5-10 minutes from the base of the hill. The team that is closes to
the flag when the game ends, wins. Gametime should be between 20-40
minutes.
Zombies: This is another Team vs Team game, but all the eliminated
players go to a third start point. When three eliminated players has
reached that point, they form a zombie team and can play again. The
new zombie team fight against all other teams, including other
zombie teams. The game ends when there is only one player left from
anyone of the original teams.
Trenches: A rectangular area about 50x125m is divided into 10
sectors, 2x5. The two teams should be big, 15-40 players, and they
start on the opposite short sides of the field. The team that
controlls most sectors when the game ends, is the wins. It takes
atleast 2 men and no enemies in a sector too control it. The flesh
wound rule is used.
Drag the doll (Downed Pilot): A Doll (Stuffed and mansize, should
weigh atleast 40kg) is in the middle of a square arena. The arena is
open and flat, but with a lot of junk for cover. Each side is the
start for a team of 3-5 players. The goal is to grap the doll and
drag it to you side. This game is supposed to be intensive and fast.
It's basically CTF in an arena version.
CQB (Close Quarter Battle): Indoor versions of many games. Often
played in a big house or in many houses.
instinct
------------------------------------
Escape:
Best results: night game, with a 2:1 guard:captive ratio
Two teams, captives and guards.
The captives start together, armed with pistols, and possibly a
shotgun or two.
The guards start seperated, forming a loose circular perimeter
around the captives.
Guards may be armed with anything they wish.
The object of the captives is to break through the guard's line, and
get to a designated area alive, a minimum of 100 yards away from
where they begin.
The object of the Guards is to stop the captives from escaping,
bonus points for taking them alive. (aka surrender kills).
Point system
Captive:
1 for guard kill
3 for making it out alive
Guard:
1 for captive kill
3 for surrender
Points determine bragging rights, who chooses the next gametype, who
eats the old bagel in the freezer, whatever you want them to
determine.
---------------------------------
I'm sure there are a tonne of variations on the "draw" game, but
here's ours:
---------------------------------
DRAW!
Game for two people.
Each player stands exactly 20 paces from eachother. So start back to
back, walk 10 paces(feel free to change this distance) in a straight
line, and then turn back around and face your opponent.(more on this
below)
Setup:
Typical Gun vs. Gun:
AEG vs. AEG (semi vs. semi/fullauto vs. fullauto)
SMG vs SMG
Pistols vs. Pistols
Pistol vs. Pistol
Boltaction vs. Boltaction
Shotgun vs. Shotgun
Machinegun vs. Machinegun
First to hit the other gets the kill/win.
For the courageous:
AEG(semi) vs. AEG(fullauto)
Shotgun vs. SMG/AEG(fullauto)
Bolt Action vs. Pistol
Pistol vs. SMG/AEG
Anything (excluding fullauto rifle/machinegun) vs. Machinegun.
Extreme:
Pistol vs. Dual SMG/AEG
Shotgun with one shell vs. M249
Rules/Setup:
The standoff starts when an impartial signals it to begin, be it
with an airhorn, whistle, smacking their hands together, shooting a
rifle, yelling, etc.
Guns may be in their holsters if pistols or at the players back if
rifles, lain on the ground at a certain distance, whatever you
decide. Personally, im partial to the walk ten paces with arms held
out crucifixion-style, guns hanging.
Players can do anything once the round begins; dodge, duck, dip,
dive, dodge, run, cry, pee themselves, etc.
Matches can been allocated; at random, using a tournament style
system, round robins, winner plays winner, straws, rockpaperscissors,
glove-duel challenges, anything goes.
-bonus rounds-
At the end of any series of matches, the absolute winner must
challenge the absoulte loser to one of the courageous challenges(see
for the courageous), with the absolute winner getting the shorter
end of the stick. If the absolute loser wins, he replaces the
absolute winner at takes his place as lord of teh dance.
If the absolute loser LOSES(wow you suck), he can rechallenge the
winner to an extreme match, but this time the original winner gets
the better end of the deal, and the abs. loser is stuck with the
short.
Once all this has passed, anyone can challenge the current leader to
a super extreeme matchoff. The challenger is the tagger/grenadee,
the current winner the grenader/tagee.
------------------------------------------
Fun stuff :)
And finally...
------------------------------------------
"AHNOLD"

Game is setup as follows:
One player (the Ahnold)versus everyone else.
Any loadout is fine, though i suggest excluding sniperrifles, and
possibly scopes in general.
Game play:
All the other players must kill the Ahnold player.
Ahnold must kill all opposing punymen.
Rules:
Arnold never dies from just one round. As he can always walk any
wound off, you would have to hit him atleast 5-10 times in the
body/head within a certain time limit (say 5-10 seconds). If you
don't kill him within the time limit, he's back at full strength,
and you have to try and kill him again..
Also, any hit from Arnold Kills, because Arnold always kills with
any hit he makes(he even kills people he doesn't hit)...
This requires a bit of player enthusiasm, but Arnold signifies hits
allocated to him but grunting in an arnold like fashion, be it
one-liners, grunts, german garble, general 'Arnold-like sounds',
etc.