Post by Payne on Jun 17, 2009 12:40:18 GMT -6
Here is a rundown of the game rules which come from:
www.thinktankpaintball.com/games/rules.php
If you have never played a scenario type of game READ the RULES.
Some of the rules have been modified to fit our game. Below are the modifications for each section or supplements to them.
**Before you continue let me say the normal games we play at the field everybody I have played with has played with honor. And thats the way we want to keep it at the field. When people got shot out they got up, they put their barrel sleeves on and walked back to DZ with their hands up. No bitching, whining or anything like that. So play with honor. Warren is a stickler about wiping if you are caught wiping or cheating you will be asked to leave the field and told to never return. So don't do it.
1. General Safety
-***The only place you may take off your mask will be the Staging Area. There are no exceptions. If you had to go to the staging area at any time during the game you will reinsert a at a tree wrapped in yellow tape that is located near your primary base.
1. Players must observe common-sense safety in regards to their surroundings. This includes the natural and man-made terrain of the paintball field, and your general conduct at the facility.
2. Safety and sportsmanship are enforced. You get one warning for most infractions. If you wipe or cheat you will receive no warnings and be asked to leave.
3. Use common sense. If you see someone take off their mask or need a barrel sleeve ask them nicely to put it back on.
2. Goggle Saftey
1. Paintball safety approved goggles will be worn at all times while on the field of play.
2. Goggles will be worn at any time when a barrel blocking device is not present on an assembled paintball gun. (See below)
3. Goggles must be in contact with the face and properly secured to be considered "worn."
4. Goggles must meet all appropriate field insurance and safety rules.
5. Players violating goggle safety rules will recieve one warning. A second violation will result in expulsion from the game.
3. Paintball Gun Safety
1. Paintball guns will have a barrel sleeve in use at all times while assembled and not actively engaged in play or chronographing/testing the gun.
2. A paintball gun is considered "assembled" when it is connected to a compressed gas source, OR has a loader attached.
3. Guns will be chronographed at 285 feet per second or lower.
4. Guns will be re-chronographed periodically during the day and after all bottle changes or maintenance that may affect speed.
5. No tools that might adjust velocity are allowed on the field of play. This includes, but is not limited to: allen wrenches, pliers, open-ended wrenches and screw drivers.
6. Gun maintenance and testing that requires the gun to be charged with gas will only be performed with goggles on, and in an approved firing area. (The chronograph/target range is typically used.)
7. Players are responsible for the safe operation of their paintball gun.
A. Players may not "blind fire" i.e. shoot their gun without being able to see the impact of their fire.
B. Players must control thier own rate of fire. "Overshooting" is considered more than 5 hits from a single gun on a player.[/center]
8. Compressed gasses (HPA and CO2) should be treated with the upmost respect. These are dangerous sources of stored energy and they must be handled with care.
4. Areas of Play
1. Play Area
-The game boundary is the edge of the tree line. There will also be yellow tape marking the edge of a boundary.
1. Any player breaking the plane of a field boundary is eliminated.
2. Players may not shoot across a boundary line.
3. Only participating players, staff, and staff-approved personnel may be present in the Play Area.
4. Personnel may not communicate across the Play Area boundary. i.e. Unless you are in active play, you may not communicate with another active player. This includes voice, radio or other forms of communication.
2. Dead Zones
- Dead Zone (DZ) for the US Forces for all missions will be the Staging Area. The DZ for the Panama side will be a netted area similar to the main staging area which will be near the Red Base.
Anybody going to the DZ must wait 5 mins before they can reinsert. There will be yellow tape around each DZ. It is not allowed to shoot across the tape or at anyone inside the tape. Those people however can shoot back at you no matter how many times they get hit. So no shooting across yellow tape.
1. Players may not fire within 50 feet of a Dead Zone.
2. Players entering a dead zone must have a barrel blocking device on their paintball gun.
3. If a Dead Zone is equipped with safety-approved paintball netting, players may remove their googles while within the netting.
5. Scenario Player Information
1. Colored tape or armbands will designate each side and will be worn on the left arm.
2. A medic will have tape/armbands on both arms with his teams color.
3. Players may not wear an opposing team's armband/tape.
4. Armband/tape must be worn at all times. If you are playing with out an armband/tape you are eliminated and will go to Staging Area to get a new armband. You might have to wait until that mission is complete to get armband/tape.
6. Hits
1. A player is hit when he receives a mark from direct contact with a paintball that cannot be covered by the diameter of a paintball.
2. A player is hit when he receives a mark from a paintball grenade or other booby trap device larger than 1/8 of an inch.
7. Neutral
- ****DEAD MEN CAN NOT COMMUNICATE WITH THE LIVING, EVER. If you cheat you will be asked to leave.*****
1. Players are neutral in the following cases:
A. When the player is eliminated.
B. While under a referee's paint check.
2. Neutral players should raise their hands or gun above their shoulders for the duration of their neutrality.
3. Neutral players may not be fired on.
4. Neutral players may not communicate with another player in any other way, including speech, radio use, hand signals, etc. A neutral player may communicate with a referee at any time.
5. Other players may not use a neutral player for cover or disruption of the game.
8. Cease Fire
1. A cease fire is an emergency situation. It is used in the event of a player injury, loss of goggles due to play or any situation where a player's health may be in danger.
2. If a player yells "CEASE FIRE, CEASE FIRE, CEASE FIRE." all players should immediately repeat the call, cease fire, and stay in their positions.
3. Only Me (Gary) can end a cease fire.
4. The situation will addressed while the cease fire is active. (The player is assisted off the field, goggles restored, etc.)
5. The game will start with a 3-second count down and announce "Play on!" once the cease fire is lifted.
9. Surrender
1. A player who has approached within 20 feet of another and who has an unobstructed, "no-miss" shot should offer a surrender. The opposing player cannot be actively engaging the player offering the surrender for this condition to exist.
2. The player offering surrender should loudly announce the surrender so the opposing player can hear the call.
3. If the opposing player does not respond in 3 seconds, the offering player may shoot the opposing player.
4. If, at any time, the opposing player moves without first announcing "Hit!" the player offering surrender may shoot the opposing player.
5. The opposing player does not have to honor the surrender call. He may attempt to turn and shoot at the offering player. (He will most likely be eliminated.)
6. Play smart. Use common sense in surrenders. They are for your safety and are a sign of a respectful, honorable player. If you get outmaneuvered, accept the offered surrender, or expect to take the close-range shot!
7. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
10. Elimination
1. A player who is eliminated raises his hands above his head and yells "Hit!" or "Out!" in a loud, clear voice.
2. A player yelling "hit" or "out" is eliminated and becomes a neutral player.
3. A player may not retract a "hit" call. Once "hit" is said, the player is eliminated.
4. Eliminated players must use their barrel blocking device and raise their gun above their shoulders. Players not carrying a gun will raise thier hands above their shoulders.
5. Eliminated players should exit the field by the nearest boundary.
6. Eliminated players may only repeat the word "hit" (or variations thereof) or call for a referee's assistance.
7. Eliminated players may not communicate with another player in any other way, including speech, radio use, hand signals, etc. An eliminated player may communicate with a referee at any time.
8. Eliminated players who do not have a barrel blocking device on their gun or do not have their gun or hands above their shoulders are valid targets. KEEP YOUR GUN UP UNTIL YOU LEAVE THE FIELD.
9. Any player breaking the plane of a field boundary is elimnated.
10. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
11. Returning to Play
- Before each game you will be told where your respawn point will be. The Staging Area is open to everybody, to reinsert into game after visiting the Staging Area you must walk (marker pointed up) to the yellow tape area behind your base to become live player. It will be a tree wraped in tape. If you need to take off your mask go to Staging Area.
1. In scenario and tactical games, players may be allowed to return to play after elimination.
2. Eliminated players report to their team's Dead Zone or the Staging Area.
3. Players are responsible for thourougly cleaning previous hits.
4. Players are released from the Dead Zone every 10 minutes, beginning at the top of the hour.
5. The re-entry window lasts 5 minutes.
12. Wounded
1. A player hit in the arm, leg or equipment not worn on the body is considered "wounded."
2. Immediately after receiving a hit, the player may yell "MEDIC" in a loud, clear voice. This lets both players know that a hit was received, but the player is not eliminated.
3. A player may call himself elimnated from a wounding hit, at his discretion.
4. A wounded player may take a single step, then becomes immobile.
5. A wounded player may not fire his paintball gun.
6. A wounded player may communicate normally.
7. A player may not retract a "wounded" call. Once "wounded" is said, the player must follow the wounded rules or call himself eliminated.
8. A player hit more than once is automatically eliminated. Wounded players may only have ONE hit.
9. Wounded players are still in play and may receive additional fire and may be eliminated.
10. A medic must reach a wounded player's location in 1 minute. If no medic arrives, the wounded player is eliminated.
13. Medics
-Each side will have 1 medic. They will have tape on both arms to designate they are a medic. When you are hit yell out "MEDIC." A medic has 1 minute to get to a wounded and must wipe off the hit before the player is "healed." Medics can not heal head shots. If you are shot while calling for a medic you are eliminated. If the medic does not get to you in 1 minute you are eliminated. So don't keep calling for a medic after you are shot. Your better off getting back into the game quicker by going to the DZ.
1. Medics will be designated by armbands or tape on both arms. Armbands may not be obstructed by clothing.
2. A medic may return a wounded player to normal play by "treating" his wound.
3. A medic may treat a player anywhere on the field.
4. The medic must be within arm's reach of the wounded player to use his ability.
5. The medic must first clean the wounded player's one (1) hit. Medics are responsible for thouroughly cleaning the players wounding hit so that it is not mistaken for an eliminating mark later on.
14. Radio Communication
-Blue team will use odd frequencies. Red team will use even frequencies. NO JAMMING of the other teams frequencies. You can however listen in.
1. Radios may be used by players to communicate while in the Play Area.
2. Players will abide by all local and federal laws in regards to radio operation.
3. Neutral or eliminated players, or players and personnel outside the Play Area may not communicate with those inside the Play Area.
4. Players may use an alternate "dead channel" frequency while outside the Play Area.
5. Security of radio transmissions is the responsibility of the players using the radios.
6. It is a violation of FCC law to jam or otherwise interfere with a radio transmission.
7. Certain game channels may be designated for staff and may be off-limits for player monitoring or transmission.
8. FRS/GMRS channel 1 will be the designated emergency channel, monitored by the staff.
www.thinktankpaintball.com/games/rules.php
If you have never played a scenario type of game READ the RULES.
Some of the rules have been modified to fit our game. Below are the modifications for each section or supplements to them.
**Before you continue let me say the normal games we play at the field everybody I have played with has played with honor. And thats the way we want to keep it at the field. When people got shot out they got up, they put their barrel sleeves on and walked back to DZ with their hands up. No bitching, whining or anything like that. So play with honor. Warren is a stickler about wiping if you are caught wiping or cheating you will be asked to leave the field and told to never return. So don't do it.
1. General Safety
-***The only place you may take off your mask will be the Staging Area. There are no exceptions. If you had to go to the staging area at any time during the game you will reinsert a at a tree wrapped in yellow tape that is located near your primary base.
1. Players must observe common-sense safety in regards to their surroundings. This includes the natural and man-made terrain of the paintball field, and your general conduct at the facility.
2. Safety and sportsmanship are enforced. You get one warning for most infractions. If you wipe or cheat you will receive no warnings and be asked to leave.
3. Use common sense. If you see someone take off their mask or need a barrel sleeve ask them nicely to put it back on.
2. Goggle Saftey
1. Paintball safety approved goggles will be worn at all times while on the field of play.
2. Goggles will be worn at any time when a barrel blocking device is not present on an assembled paintball gun. (See below)
3. Goggles must be in contact with the face and properly secured to be considered "worn."
4. Goggles must meet all appropriate field insurance and safety rules.
5. Players violating goggle safety rules will recieve one warning. A second violation will result in expulsion from the game.
3. Paintball Gun Safety
1. Paintball guns will have a barrel sleeve in use at all times while assembled and not actively engaged in play or chronographing/testing the gun.
2. A paintball gun is considered "assembled" when it is connected to a compressed gas source, OR has a loader attached.
3. Guns will be chronographed at 285 feet per second or lower.
4. Guns will be re-chronographed periodically during the day and after all bottle changes or maintenance that may affect speed.
5. No tools that might adjust velocity are allowed on the field of play. This includes, but is not limited to: allen wrenches, pliers, open-ended wrenches and screw drivers.
6. Gun maintenance and testing that requires the gun to be charged with gas will only be performed with goggles on, and in an approved firing area. (The chronograph/target range is typically used.)
7. Players are responsible for the safe operation of their paintball gun.
A. Players may not "blind fire" i.e. shoot their gun without being able to see the impact of their fire.
B. Players must control thier own rate of fire. "Overshooting" is considered more than 5 hits from a single gun on a player.[/center]
8. Compressed gasses (HPA and CO2) should be treated with the upmost respect. These are dangerous sources of stored energy and they must be handled with care.
4. Areas of Play
1. Play Area
-The game boundary is the edge of the tree line. There will also be yellow tape marking the edge of a boundary.
1. Any player breaking the plane of a field boundary is eliminated.
2. Players may not shoot across a boundary line.
3. Only participating players, staff, and staff-approved personnel may be present in the Play Area.
4. Personnel may not communicate across the Play Area boundary. i.e. Unless you are in active play, you may not communicate with another active player. This includes voice, radio or other forms of communication.
2. Dead Zones
- Dead Zone (DZ) for the US Forces for all missions will be the Staging Area. The DZ for the Panama side will be a netted area similar to the main staging area which will be near the Red Base.
Anybody going to the DZ must wait 5 mins before they can reinsert. There will be yellow tape around each DZ. It is not allowed to shoot across the tape or at anyone inside the tape. Those people however can shoot back at you no matter how many times they get hit. So no shooting across yellow tape.
1. Players may not fire within 50 feet of a Dead Zone.
2. Players entering a dead zone must have a barrel blocking device on their paintball gun.
3. If a Dead Zone is equipped with safety-approved paintball netting, players may remove their googles while within the netting.
5. Scenario Player Information
1. Colored tape or armbands will designate each side and will be worn on the left arm.
2. A medic will have tape/armbands on both arms with his teams color.
3. Players may not wear an opposing team's armband/tape.
4. Armband/tape must be worn at all times. If you are playing with out an armband/tape you are eliminated and will go to Staging Area to get a new armband. You might have to wait until that mission is complete to get armband/tape.
6. Hits
1. A player is hit when he receives a mark from direct contact with a paintball that cannot be covered by the diameter of a paintball.
2. A player is hit when he receives a mark from a paintball grenade or other booby trap device larger than 1/8 of an inch.
7. Neutral
- ****DEAD MEN CAN NOT COMMUNICATE WITH THE LIVING, EVER. If you cheat you will be asked to leave.*****
1. Players are neutral in the following cases:
A. When the player is eliminated.
B. While under a referee's paint check.
2. Neutral players should raise their hands or gun above their shoulders for the duration of their neutrality.
3. Neutral players may not be fired on.
4. Neutral players may not communicate with another player in any other way, including speech, radio use, hand signals, etc. A neutral player may communicate with a referee at any time.
5. Other players may not use a neutral player for cover or disruption of the game.
8. Cease Fire
1. A cease fire is an emergency situation. It is used in the event of a player injury, loss of goggles due to play or any situation where a player's health may be in danger.
2. If a player yells "CEASE FIRE, CEASE FIRE, CEASE FIRE." all players should immediately repeat the call, cease fire, and stay in their positions.
3. Only Me (Gary) can end a cease fire.
4. The situation will addressed while the cease fire is active. (The player is assisted off the field, goggles restored, etc.)
5. The game will start with a 3-second count down and announce "Play on!" once the cease fire is lifted.
9. Surrender
1. A player who has approached within 20 feet of another and who has an unobstructed, "no-miss" shot should offer a surrender. The opposing player cannot be actively engaging the player offering the surrender for this condition to exist.
2. The player offering surrender should loudly announce the surrender so the opposing player can hear the call.
3. If the opposing player does not respond in 3 seconds, the offering player may shoot the opposing player.
4. If, at any time, the opposing player moves without first announcing "Hit!" the player offering surrender may shoot the opposing player.
5. The opposing player does not have to honor the surrender call. He may attempt to turn and shoot at the offering player. (He will most likely be eliminated.)
6. Play smart. Use common sense in surrenders. They are for your safety and are a sign of a respectful, honorable player. If you get outmaneuvered, accept the offered surrender, or expect to take the close-range shot!
7. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
10. Elimination
1. A player who is eliminated raises his hands above his head and yells "Hit!" or "Out!" in a loud, clear voice.
2. A player yelling "hit" or "out" is eliminated and becomes a neutral player.
3. A player may not retract a "hit" call. Once "hit" is said, the player is eliminated.
4. Eliminated players must use their barrel blocking device and raise their gun above their shoulders. Players not carrying a gun will raise thier hands above their shoulders.
5. Eliminated players should exit the field by the nearest boundary.
6. Eliminated players may only repeat the word "hit" (or variations thereof) or call for a referee's assistance.
7. Eliminated players may not communicate with another player in any other way, including speech, radio use, hand signals, etc. An eliminated player may communicate with a referee at any time.
8. Eliminated players who do not have a barrel blocking device on their gun or do not have their gun or hands above their shoulders are valid targets. KEEP YOUR GUN UP UNTIL YOU LEAVE THE FIELD.
9. Any player breaking the plane of a field boundary is elimnated.
10. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
11. Returning to Play
- Before each game you will be told where your respawn point will be. The Staging Area is open to everybody, to reinsert into game after visiting the Staging Area you must walk (marker pointed up) to the yellow tape area behind your base to become live player. It will be a tree wraped in tape. If you need to take off your mask go to Staging Area.
1. In scenario and tactical games, players may be allowed to return to play after elimination.
2. Eliminated players report to their team's Dead Zone or the Staging Area.
3. Players are responsible for thourougly cleaning previous hits.
4. Players are released from the Dead Zone every 10 minutes, beginning at the top of the hour.
5. The re-entry window lasts 5 minutes.
12. Wounded
1. A player hit in the arm, leg or equipment not worn on the body is considered "wounded."
2. Immediately after receiving a hit, the player may yell "MEDIC" in a loud, clear voice. This lets both players know that a hit was received, but the player is not eliminated.
3. A player may call himself elimnated from a wounding hit, at his discretion.
4. A wounded player may take a single step, then becomes immobile.
5. A wounded player may not fire his paintball gun.
6. A wounded player may communicate normally.
7. A player may not retract a "wounded" call. Once "wounded" is said, the player must follow the wounded rules or call himself eliminated.
8. A player hit more than once is automatically eliminated. Wounded players may only have ONE hit.
9. Wounded players are still in play and may receive additional fire and may be eliminated.
10. A medic must reach a wounded player's location in 1 minute. If no medic arrives, the wounded player is eliminated.
13. Medics
-Each side will have 1 medic. They will have tape on both arms to designate they are a medic. When you are hit yell out "MEDIC." A medic has 1 minute to get to a wounded and must wipe off the hit before the player is "healed." Medics can not heal head shots. If you are shot while calling for a medic you are eliminated. If the medic does not get to you in 1 minute you are eliminated. So don't keep calling for a medic after you are shot. Your better off getting back into the game quicker by going to the DZ.
1. Medics will be designated by armbands or tape on both arms. Armbands may not be obstructed by clothing.
2. A medic may return a wounded player to normal play by "treating" his wound.
3. A medic may treat a player anywhere on the field.
4. The medic must be within arm's reach of the wounded player to use his ability.
5. The medic must first clean the wounded player's one (1) hit. Medics are responsible for thouroughly cleaning the players wounding hit so that it is not mistaken for an eliminating mark later on.
14. Radio Communication
-Blue team will use odd frequencies. Red team will use even frequencies. NO JAMMING of the other teams frequencies. You can however listen in.
1. Radios may be used by players to communicate while in the Play Area.
2. Players will abide by all local and federal laws in regards to radio operation.
3. Neutral or eliminated players, or players and personnel outside the Play Area may not communicate with those inside the Play Area.
4. Players may use an alternate "dead channel" frequency while outside the Play Area.
5. Security of radio transmissions is the responsibility of the players using the radios.
6. It is a violation of FCC law to jam or otherwise interfere with a radio transmission.
7. Certain game channels may be designated for staff and may be off-limits for player monitoring or transmission.
8. FRS/GMRS channel 1 will be the designated emergency channel, monitored by the staff.