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RULES FOR THE
GIANT BIG GAME™ June 6, 2009
Basic Rules
A waiver MUST be read and filled out by everyone on the property playing or not. *Full Auto, *Burst or *Bounce is NOT allowed! All guns must be semi or pump action and have a maximum rate of fire of 12 balls per sec or less. One ball per trigger pull. *NO full-auto. No Burst! No bounce! * It is up to all players to make sure the paintball gun they are using complies with all rules. Have them checked and set before you get to the game. No climbing trees, moving bunkers, sandbags, or other structures. WHEN HIT. Raise marker all the way above head. YELL Hit – 3 times. Start heading back to your insertion area or leaving the field by the most direct route. Put barrel cover on once you are out of the action and before you leave the playing course. Continue to keep your gun up over your head and YELLING hit as you back. Expect to be hit if you are not doing all of the above items and/or you walk thru an area with heavy gunfire.
Team id (red or
blue 2" tape) will be provided and must be worn in plain view at all
times. Gun hopper or upper arm.
Camouflage/clothing may be any pattern or solid color as long as those colors are not the same as the other teams color or Referees colors (Red, Blue and White & Black striped). Red team players shell Not wear Blue and Vise versa.
The boundaries of
the field will be marked with
4" RED Plastic Caution Tape.
Water Hazards will be marked with Yellow Rope with Blue tape.
Danger areas will be marked with Pink tape. Do not cross or
enter these areas.
Unsportsmanlike like
conduct, Cheating, Physical contact, Violation of any rule, will
not be tolerated.
Splat Tag reserves
the right to refuse admission to or expel anyone from the
property and game for any reason without a refund at anytime.
All Referees
direction will be followed. Players are here to play; refs are
here to ref. The rules are for the safety of everyone. Do not
argue with the Referees. All referees will be wearing numbered
shirts If you have a problem with one, get the number and talk
to the Game master. The judges and referees are there for your
safety and will not be mistreated.
Players should move
out of the way of staff vehicles at all times.
The center "Out of Play" area is Not in play and is Not a Insertion point. Player must have barrel bags/plugs in place to enter this area. Players are out of play if they enter the "Out of Play" area and must go back to their insertion point. Safety rules Mask must be on at all times while in the Play Zone. The seal of the mask must be in contact with the skin of the face around the eyes to be considered fitted and properly on. Lower face plate and ear plates must be fully intact. Barrel cover must be in place at all times to guard against accidental firing. The only exceptions are:
A. While inside
the playing zone and in play.
B. During test
firing and chronographing at the chronographing range.
C. When both
hopper and gas/air bottle are detached from the marker.
*Violation
penalty - 1 card punch
A player is tagged
out and shall cease fire when:
A. A paintball
hits and breaks on a player leaving a paint mark larger than a
.68 cal. paintball.
B. A liquid
strike from an approved weapon leaves a paint mark 1/8 inch (1
cm) or larger on that player.
C. If
a player is in a Tower when it is tagged or blown up.
D. If an
opponent barrel tags a player.
E. If a referee
calls the player out for ANY reason.
*Violation
penalty - 1 card punch for playing on after tagged out.
If a player is tagged out the player must yell "hit!" or "I'm hit!"; lift the marker over their head; exit the play zone by the shortest route; once out of the action place barrel cover on their marker before player leaves the playing course, this will also help players know your out.
*Violation penalty -
1 card-punch for playing on after tagged out.
If a player is tagged
out, the players is not allowed to communicate game information to
live players prior to exiting the play zone and reentering through
the appropriate resurrection point. (Dean players don't talk).
*Violation penalty -
referee calls out a live team mate.
If a players is within 10-20 feet of the opponent, the player should warn opponent by saying "Surrender." If opponent refuses to surrender or makes and aggressive move, player may fire upon opponent.
Officers are obligated
to surrender.
No shooting outside of the play zone. No shooting over boundary lines of play zone, even if the balls are landing back into the play zone across a bend in the line or "out of play" zone area.
No blind fire. Player
must always have a clear view of the direction of fire. Never shall
a player hold the marker over an obstacle and fire without looking.
No aggressive physical
contact.
No overshooting. No more
than 3 hits from one player are allowed at a time. If a player is
rapid firing at least a 5-degree left to right wave must be used
while firing. In long bursts of 20 shots or more, at least a
10-degree left and right wave must be used. This is done to prevent
over shooting.
Marker speed maximum
is 280fps.
The fps (feet per second) Each marker must be tested prior to
entering the event. Each marker must be tested each time a player
inserts the play zone. Markers may also be checked at random.
Marker maximum rate
of fire is 12bps.
This is different from feet per second. bps refers to the number of
paintball that a marker can shoot in a second. Each marker must be
tested prior to entering the event. Markers may also be checked at
random.
All marker must be set
to one shoot per trigger pull only. Full-auto, burst and ramping
modes are NOT allowed.
HPA/C02: Cylinders must have a correct hydro date. Hydro date must be visible for inspection and get a GBG fill tag before it can be filled. Both High Pressure (HP) 4500psi and C02 will be available. Players should come with bottle already filled to start the game. This will save players much time in line at the start of the day. C02 and HP Air refills are available at the air tent in the main staging area and/or either (Red or Blue) insertion areas. You must make sure your tanks are current on hydro testing before coming to "Giant Big Game". We can not fill tanks that are out of date. All tanks must meet hydrostat requirements, which are: 3 years on all fiber wrapper bottles. 5 years on all aluminum C02 or HP Carbine fiber wrapped bottles. We can not fill any bottles that are damaged. Stickers and other item must not be covering tank. We have to be able to inspected each tank for damage. After a tank receive a GBG good tag it may be covered.
No shooting the
referees.
A player may call "paint
check." While the referee is checking for a tag (ref must be
touching player), the player is out
of play. The referee will call player "Out" or "Clean" Accidental
hits which occur during a paint check will be ignored.
NO ALCOHOL before
or during play.
NO DRUG or
medication which alters perception or mobility.
No abusive or foul
language. No directed abusive personal comments shall be allowed.
Keep fingers clear from
triggers when not in play.
Players may only enter
play zone from their team's insertion point unless otherwise
directed by a referee.
In case of an emergency
when a person's safety is at risk or an injury has occurred, any
player and/or referee is obligated to yell "STOP FIRE MAN DOWN!!"
Anyone can stop the game play because all players are responsible to play
safe.
A. If you hear "STOP
FIRE MAN DOWN" you are to repeat it to pass it along, hold your fire
and hold your position.
B. No game movement
is allowed until the game is restarted by a referee.
C. If you move more
than 3ft during a stop fire you have tagged yourself out.
D. If it is
determined to be a situation that requires the game be stopped for a
short while the call for "GUN DOWN, BARREL PLUGS" may be called.
During this time all players must place their markers on the ground.
E. Only referees can
restart the game after the situation is resolved.
Each players will be
issued a player wristband and a player ID badge this will act as your player card.
All players must have both of these items on them at all times.
(Wristband replacement is $50 and ID card is $10) If the
card is punched 3 times by a referee for any reason the player will
be asked to leave play for the day. No refunds will be given or
expected by event promoters or field owners.
Radios and wireless
communication
Any player may
use a radio during play at any time.
Channel one is
always reserved for referee's and game official's use.
All EVEN number
channels 2 and up are for RED Team use only.
All ODD number
channels 3 and up are for BLUE Team, use only.
*Violation penalty - 3 card-punches, restricted from play
Ghillie Suits and other items
All types of ghillie
suits must be approved by the safety board.
Players wearing
ghillie suits must be able to strip them off in less than 5
seconds (for fire safety)
All hits count on
players in ghillie suits regardless of whether or not the ball
breaks. Even if the hit is on a non-Ghillie area.
Zones, Staging Areas, and Resurrection Points
MAIN BASES
There will be 2 Main bases one for each team Blue and Red.
Main bases can
be captured. The PLAY ZONE shall be marked with a 4" RED boundary tape. Mask must be on at all times while in the Play Zone.
We combine all of
our paintball courses to make up the "Giant Big Game Course".
The terrain consists of hills and valleys with plenty of trees
and underbrush. Players should be aware of their surroundings
and check what you are about to craw into. This is a very large
playing area and it is very hard to keep poison ivy/oak off of
it. Make sure to print off a map and get familiar with it. The
playing course is surrounded by a 4" RED boundary tape.
Players that go out of bounds are eliminated and must go
re-insert.
The MASK ON ZONE
shall be clearly marked. Mask zone are any area between the play
zone and the Staging area. Barrel covers are to be in place in
this zone (If you are within 200 feet of the playing zone make sure
your mask is on. Watch for "MASK ON" signs.
FOUR MAIN INSERTION AREAS, two for each team (Red and Blue - A and B) There will be insertion refs that will be responsible for safety and reinsertions. Players unlimited insertions. When a player is tagged out, they can go to one of their teams insertion area. A insertions area: Are the Main Bases. This is NOT a break area. It is in play!! Main Bases can be taken over by the other team. B Insertions area: This is out of play and all paintball marker barrels must be covered. These will have a toilet, paint, air refills and water. Drink plenty of water to prevent dehydration.
Special note: There
is no shooting allowed within 50 feet of either B insertion area (this is
known as the green zone). Sitting right outside of a B insertion area
to ambush players as they reinsert is not allowed. You can not
engage players coming out of a B insertion area until they leave the
green zone and enter the play zone.
A. Players must have
a barrel cover in place before entering the B insertion area.
B. No shooting and
working on paintball guns in the B insertion area.
C. Players can not
remove barrel covers in the B insertion area for any reason,
including cleaning barrels. Players must leave the B
insertion area to do this. A GREEN ZONE is the area between the playing course and each B insertion area allowing players wide entryway into the play zone. STAGING AREAS are in the parking area and are out of play. barrel covers must be in place at all times. No shooting or dry firing allowed. ALL OTHER POINTS ARE OUT OF PLAY. Barrel covers should be in place in all areas not specified as play zones. Camping.
We have a number of
acres for camping the Friday night of the "Giant Big
Game" There is No profanity and No drinking allowed, this is a
family event. No loud noise after 11:00 pm. Camp fires will only
be permitted in a fire ring and in designated areas. Splat Tag
does NOT supply any firerings.
Approved Marking devices.
Paintballs.
The GBG is a field
paint only game. We will have multiple grades of 68 cal paint available for
sale on game day. Paint can be purchased
at the registration tent in the main staging area and/or either
(Red or Blue) B insertion areas.
Markers. All Markers must be approved by the safety board. All Marking devices must be manufactured for the game of paintball and only shoot .68cal paintballs.
Grenades.
All Grenades must be
approved by the safety board.
If a player is hit by a
spot of paint larger than 1/8in (1cm) they have been tagged out.
Players may carry as
many grenades as they wish.
Grenades are to be
secured while not in the play zone.
Grenades are to only be
discharged in the play zone.
NO EXPLOSIVE GRENADES.
Land Mines.
All Land Mines must be approved by the safety board. If a player is hit by a spot of paint larger than 1/8in (1cm) they have been tagged out.
Land Mines are to
only be discharged in the play zone.
NO EXPLOSIVE LAND
MINES.
Paintball TANKS.
Eliminated a
Paintball Tanks will have 3 options to use for reinsertion.
Return to their main base and tag in, Turn off motor and wait 2
min, or use a Motor Pool
Mechanic if
one has been purchased.
4. Tanks can be
eliminated by use of Portable
Rocket Launchers
if purchased by your team, and Landmines
5. Use of
standard paintball markers or grenades will not eliminate a
tank.
Barrel tagging.
Barrels must be
attached to the body of a paintball marker.
If a player is
tagged by a opposing player they have been tagged out.
Simulated knifes.
Simulated paintball
knifes can only be used by players approved by the Damage Inc
knife committee.
All simulated paintball knifes must be approved by the safety board.
If a player is
tagged by a opposing player they have been tagged out.
GBG Gold, Firebases and Points.
GBG Gold (one bar
is valued at $5000)
GOLD may be used by
teams to purchase Special Team Units.
Items are purchased with the Main Base referee by Giant Big Game Team Generals or appointed officers. GBG GOLD can be earned several ways find it on the field, given to you by staff for good, sportsmanship, completing missions.
Main Bases.
There are 2 Main bases on the field. (Red
and Blue)
Each Main Base will
have a flagpole. If a opposing team play can make the Flag touch
the ground his team receives 10,000 points.
The point are awarded once in a 30 minute time period. Teams can not move or alter their Main Base Flag or Pole except to re-raise their Flag after taking back their Main Base.
Players have
unlimited insertions at their teams Main Base.
Flag rope shall not be
tied, cut, or removed by a player.
Firebases. There are 3 Fire-bases on the field. (Green, Purple, Yellow) Firebases will be neutral at the 9:00 start of the game.
Each Firebase will
have a flagpole. Each flagpole will have 2 flags on it, one for
each teams (red and Blue) Every ˝ hour points will be
awarded based upon
who has control of each firebase (based on which teams flag is
raised).
Players may NOT
insert at Firebase.
A flag must be at the
top of the pole for a side to receive points for that Firebase. If
the flag is down the opposing force will receive the points for the
flag.
Firebases may be booby
trapped or mined.
Flag rope shall not be
tied, cut, or removed by a player.
Firebases are to be
counted every 30 minutes.
Firebases values will be
1000 points.
Scenario weapons
Air Cannons and
other improvised Markers
All improvised
markers must be approved by the safety board.
NO FIRE DRIVEN OR
EXPLOSIVE PROJECTILES AT ANY TIME.
All air markers must
be in compliance with local, state and federal laws.
No projectiles
faster than 250 fps.
Paintballs from any
source are counted.
No equipment is to
deliver a force strong enough to dislodge a mask.
Air cannons and
other improvised markers are considered direct fire artillery.
Players must be a recognized Anti Tank, Vehicle and Bunker Unit to use this equipment. PORTABLE ROCKET LAUNCHERS (LAWS)
1. Eliminate
all players in the structure when hit. The structure is not
destroyed.
2. May not be
used on foot units they have no area of effect.
3. Eliminate
Tanks, Apaches or Watch Towers.
All Portable Rocket Launchers must have an official live tag attached before use. After use the live tag is pulled. Only a referee at the resurrection point can retag it. Players must be a recognized Anti Tank, Vehicle and Bunker Unit to use this equipment. Satchel
Charges
Satchel charges must be
made of cloth and gently stuffed beyond its original size, pillow
like, so it absorbs impact and does not injure someone. No metal
buckles or bindings shall be on or a part of the satchel
construction.
Satchel charges are for
mission, anti-vehicle, anti-bunker, and anti-artillery placement use
only.
Satchel charges have NO burst radius.
The satchel charge must
come to a complete stop on or in a target to have an effect. If it
bounces away on impact, its effect is nullified.
If the satchel charge is
dropped it is considered detonated. The player who dropped it is
tagged out and the live tag is pulled.
Satchel charge may be
tossed, thrown, or placed. If placed, the player placing the charge
is tagged out as well as the target.
The crew/occupants of
the target are tagged out if the target is affected by the satchel
charge.
Player must be a
recognized Combat Engineer
to use a satchel charge.
Set Charges All set charges must be approved by the safety board.
Set charges are to be
made to resemble a real set charge.
Set charges may be
command detonated, use a mock fuse, or may be timed with a
stopwatch.
Set charges shall be
placed. A charge shall not be thrown or tossed.
A set charge shall have
a live tag.
After use the tag is pulled and shall only be retagged at the
resurrection point by a referee.
If dropped there is no
effect.
Set charges are for
mission, anti-vehicle, anti-bunker, and anti-artillery placement use
only.
Set charges have NO
burst radius.
Detonation must be
simulated with an obvious audio report (siren/horn) and/or obvious
visual report.
Set charges can only be
used by a recognized Combat
Engineer who have
qualified with the appropriate or organizers for an event which
might be one or all of the following: safety committee, the
game-master, referee, commanders.
Landmines field
Landmines may be
simulated by cording off an area using yellow or orange plastic
marking tape. This process calls for an
engineer
to first measure the area and then tape it off. The engineer
must then stay at the area 1 minute for every square foot mined
before the minefield is active.
After the simulated
minefield is declared active, any player who enters the area is
tagged out.
Players may clear
the minefield by firing 30 paintballs into the area for each
square foot with a verbal count or by probing the ground for 2
minutes per foot.
Demolition/Combat Engineer
can probe clear ground at 1 minute per square foot.
Active paint mines
may also be used in unmarked areas of the play zone.
All active paint
mines must be approved by the safety board prior to field play.
No fire driven
explosive mines allowed.
All mines must be in
compliance with state, local, and federal laws.
No projectiles
faster than 250 fps.
Paint or paintballs
from the mine are counted.
All tripwires must
release from mine after detonation leaving a loose string. No
part of the mine should be left in such a way as to trip or
injure a player.
Combat Engineer
who lay mines are responsible for mapping mine placement,
clearing mine trap after each event and clearing each mine after
each event.
Players must be a
recognized Combat Engineer
to lay mines.
All mines must be
clearly marked with the name of the owner of the mine.
SPECIAL TEAM UNITS
When
eliminated players must return special team unit items to their
teams main base.
Special Team Units may be purchased with GOLD. Each bar is worth $5000.
Medic (1 player)
5,000 *
M.A.S.H Unit (3 players) 25,000 * Apache Attack Helicopter: (1 player) 75,000 *
Terminator: (1
player) 50,000 *
Sniper (1 player)
15,000 *
Artillery Barrage: (1 shot) 25,000
Paratrooper drops
and units. (8-10 players) 50,000
Demolition/Combat Engineer Team (4 players) 10,000
Motor Pool Mechanic
(2 Players) 10,000
Anti Tank, Vehicle and Bunker Unit (2 players) 5,000 (Air Connon/LAWS) U2 Spy Plane: (Generals Only) Free Sam Site: Protects Main Bases from Helicopters and U2 Spy Planes 25,000 Medics
Players calling for
medics shall not move more than 3 ft. under their own power. They
may be carried, dragged or pulled to safety.
A medic may resurrect
the player on the spot rather than take them back to a resurrection
point.
A medic shall be within
arms reach of the wounded player to make the 30 second verbal count
or use a medic card, at which time the wounded player is healed and
back in play.
Wounded players shall
not fire their markers or take aggressive action while wounded.
If the wounded player is
hit while the medic is applying resurrection, the player is out. The
medic must start over.
If the medic is tagged
out during the resurrection both players are tagged out and must go
back to the resurrection point.
Medics shall not
resurrect themselves.
Mobile resurrection points (M.A.S.H. units)
(3 players) Mobile
resurrection points may be placed only by medic squad consisting of
at least three recognize medics.
This resurrection point
may be set any place on the play field.
The method of placing
the resurrection point is to stake out 50 feet of rope on the ground
in an approximate square, then declare it being placed to a referee.
Two minutes after the ropes are staked down and declared the M.A.S.H.
resurrection point is active. All 3 squad members must take part in
activation.
Players, if tagged out,
may choose to either go to the main resurrection point or the mobile
resurrection point under their own power.
Players are back in play
as soon as they step into the roped off mobile resurrection point.
If any player is tagged
out by any means while in the mobile resurrection point the mobile
resurrection point becomes non active. To reactivate, the medic
squad must pull up their stakes and rope and re-declare placement.
While not active, the
rope and stakes are to be kept in a box clearly marked as M.A.S.H.,
mobile resurrection point or field hospital. Minimum size of the
mobile resurrection point box is three cubic feet. All mobile
resurrection boxed and marking equipment must be approved by the
game master and be tagged for use in the game.
Apache Helicopters (1 player) Terminator will be wearing a long sleeve shirt in their teams color (Red and Blue) the says "Terminator" on the front, back and down both sleeves. On the front and back of a Terminator shirt will be a white target box. The only way to eliminate a Terminator is to hit the Terminator in either of the two Target boxes once. All other hits do not count and the Terminator can keep playing. A referee will be assigned to each Terminator. Terminators must walk when moving. They can not run. Covering the target with hands, arms or unnatural use of the marker, hopper, or tank to cover the target is not allowed. Terminators may use a Motor pool mechanic to be reinserted once. Snipers
A sniper shall
inform a referee that this ability is in use and declare a
possible target.
To establish line of
sight at any range the sniper shall describe the target in
detail to the referee.
After the line of
sight has been shown to the referee the sniper ability card will
be punched and the target player will be tagged out.
The sniper may
communicate with the referee directly by radio or relaying
information through his spotter.
Snipers may only
fire one shot per minute. Maximum of 10 shots.
Snipers can NOT tag out Terminators.
Simulated
Artillery Barrage and Air Strikes.
Simulated
artillery or air strikes must have an artillery referee
appointed. This referee's primary function is to call
hits from artillery and air strikes.
Artillery
crews must provide the artillery referee with a form of
communication (preferably a hand held radio) and a map
with reference points. The artillery crew is responsible
for the condition and usability of the communication
device. The artillery crew is responsible for the
readability of the map.
Air strike will be issued to an army at the game master's discretion. The commander of an army may choose to use the air strike at any time.
When an
artillery strike (single shot or barrage) or air strike
is called, the artillery referee must first be directed
to be where the strike will be. The artillery referee
moves to the point where the strike is to take place.
The artillery referee will then give clearance to fire
by saying "referee in position". Referee may give an
estimated time to arrive at strike zone. NO other
information may be given by the referee.
Using air
strikes: when clearance to fire is given, the player
calling the air strike says "air strike inbound". The
artillery referee then calls every player (regardless of
side) as being tagged out if they are in the estimated
50 x 200 strike zone.
Using
artillery fire: when clearance to fire is given the
artillery crew may then fire. When the artillery referee
hears artillery fire the referee will then count out
players in the designated size strike zone.
All
artillery pieces must be approved by the safety board
prior to play.
All
artillery pieces must be recognizable as artillery mock
ups, painted and detailed to look like the artillery
piece you are simulating.
All
artillery must be in compliance with state, local, and
federal laws.
Simulated
artillery must make a loud report or boom when fired.
Players must
be recognized
artillery crew
by the safety committee to use artillery.
Paratroop
drops operations.
Para drops may
only be made by recognized paratroops units.
Drops equal one
punch on paratroop ability card.
Para-dropping
players will be escorted to a drop location by a referee.
During the
escort the para-dropping players are to keep their barrel
bags in place and hold their markers over their heads to
show they are not in play.
When the para-dropped
players reach the drop location they are to prepare for play
and have at least one foot on the drop point marker as they
enter play.
Drop point markers
may be placed by referee anytime.
Drop point
markers may be either a tape marker on the ground or a
painted line.
Referee will
declare the dropping players in play by counting down to
either a whistle or a verbal start command.
UNIT TYPES
1. Standard player.
(1 player)
The backbone of the game.
2. Medic: (1
player) Heals
players on the field of play.
3. General: (1
player) The
rally point of each team and Leader.
4. Paratrooper: (8-10
players)
Paratroopers may be placed in unique starting areas during the
scenario to demonstrate airdrops and infiltration missions.
5. Demolition/Combat
Engineer: (1 players)
Used to destroy or set up minefields, tank traps, or firebases
bases. Demolition/Combat Engineers units may not reinsert as
Demolition/Combat Engineer members.
6. Anti Tank,
Vehicle and Bunker Units: (2
players) One
play must have a Portable Rocket Launcher to be used.
7. Motor Pool
Mechanic (2 Players)
Used to repair tanks, Terminators, or Apaches in the field.
Motor Pool Mechanics must stay in constant contact for 2 minutes
for the tank, Terminator, Apache to be repaired. During this
time the tank must have the engine shut off. Motor Pool Mechanic
must stay in contact for 2 minutes in one location within 20
feet of where the Terminator or Apache was eliminated. Motor
pool mechanics may not reinsert as Motor Pool Mechanics.
8. Apache Attack
Helicopter: (1 player)
Apache Attack Helicopters will be wearing a long sleeve shirt in
their teams color (Red or Blue) the says "Helicopter" on the
front, back and down both sleeves.
May only be
eliminated by other Apache Attack Helicopters or Portable Rocket
Launchers. Apache Attack Helicopters may be reinserted one time
only if a Motor Pool Mechanic has been purchased. Apache Attack
Helicopters may eliminate foot units, or other Apaches. They my
not eliminate tanks or structures.
9. Terminator: (1
player) Terminators will be wearing a long sleeve shirt in their
teams color (Red or Blue) that says "Terminator" on the front,
back and down both sleeve. Terminators will have a white target
box on the front and back of his shirt.
May only be tagged out by a hit with a paintball in the target box. Terminators can surrender at anytime. 10. Artillery Barrage (1 shot): This one shot may be used to eliminate any firebase, fort or watch tower on the playing field or a 40 foot radius area of the playing field. Firebases and Forts destroyed by a Artillery Barrage are out of play until repaired by a Combat Engineer. watch tower hit by a Artillery Barrage are considered tagged out. 11. Snipers: 12. U2 Spy Plane: Generals use only. U2 Spy Planes can go anywhere on the field at anytime. They can only be shot down by a Sam Site. Generals can talk to players and purchase Special Team Units. Generals must wear Bright orange vest and can not carry a weapon. 13. Sam Site: Can only be set up to protect a main base. Sam site tag out any Helicopter or U2 Spy plane that come in sight of the main base. Watch Towers
Towers are now open for
players to use. One player at a time. The player that can tag out
the Tower may chose to play in the tower and let another teammate.
Tower are worth 5000 point every 30 minutes. The New players team
Flag must be raised before they go up in the tower. Players in the watch
towers are NOT eliminated out by paintball hits.
The watch towers can be
tagged out for up to two minutes by:
A. A player tagging
any part of the tower.
B. A law rocket
hitting the upper watch towerarea.
C. Getting a grenade
into the top of a watch tower.
D. A satchel charge
landing underneath, in or on top of the watch tower.
E. A Artillery Barrage hitting the watch tower will tagged it out. DO NOT shoot at players going up and down the ladders! Towers can NOT be tagged out by a player on the same team.
Watch tower can be put
back in play and captured by what ever teams color flag is raised to
the top of the watch tower.
Game Papers and Orders
All game papers and
orders shall be issued by the game master at each game.
Game papers and orders
may be issued four weeks prior to game and throughout the game up
until the last hour.
Game papers and orders
shall only be issued to sergeants, partisans or officers.
Game papers and other
orders may be carried by any players.
If a player is tagged
out, the player shall drop any game papers on the spot unless those
papers were issued as personal papers which may be retained by the
original owner while not in play.
Personal papers which
may be retained are:
A. Officers standing
orders.
B.
Players ability cards.
Pillboxes with Turret
Players in the Pillboxes are NOT
eliminated out by paintball hits.
The Pillboxes can be
tagged out for up to two minutes by:
A. A law rocket
hitting the Pillbox or Turret.
B. A satchel charge
landing against or or on top of the Pillbox or turret. C. A Artillery Barrage hitting the Pillbox will tagged it out. Player can NOT open the door of a Pillbox when someone is inside. Large Forts
TBA MISSION TYPES – short list:
1. Free The POWs –
The opposing team has captured members of your team and you need to
get them back safely to your base. The POWs cannot move from their
prison until a teammate touches them. They must be freed and then
escorted back to the main base.
2. Capturing the
General – Once the opposing teams general is eliminated, they are
considered captured.
3. Item Retrieval–
Teams will be tasked with locating and then returning specific items
to their main base.
4. Escort - safely
escort players to specific areas dictated on the field. A Scenario
may have multiple targets that need to be hit in a
specific order for points to be awarded.
5. Demolition –
Destroy the mission objective. Firebase, Minefield, Mercenary base,
Tank Traps.
6. Repair – Repair
mission objective. Firebase, Minefield, Tank Traps.
PENALTY POINTS
Penalty points may
be removed from a team for violations of the above Scenario Layout.
Points removed will be subjective based upon the effect the
violation had on the game scenario, in the Game Masters opinion.
Examples of reason
for penalty points but not limited to:
1. Reinserting at
locations other then your teams reinsertion areas or M.A.S.H unit.
2. Reinserting as a
Special Team Unit.
3. Exploiting, use of
the gray areas, or loop holes in the rules.
4. Removing mission
items.
5. Playing on,
Playing with hits.
6. Eliminated players
talking to live players.
7. Intentionally shooting at Terminators head or trying to hurt them. 8. Intentionally a shooting at a U2 Spy plane, animal or non player.
Splat Tag reserves the
right to make changes at anytime to balance play of the game and
enjoyment of game for all players.
Do not shoot at
camera people, staff, or staff vehicles.
Alert an official
of any dangers on or off the playing field.
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