Resident Evil
Scenario Paintball Game

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RULES
Splat Tag Resident Evil Scenario Paintball Game

"If you do not know the rules of war how will you fight?"
Tacitus (55-122 A.D.

Game will start with more Humans than Zombies (at least 3 to 1) and a small S.T.A.R.S. group (15-20 players)
Players can end up switching teams dozens of times throughout the day.
The cycle of things:
Human first. When hit you turn into a Zombie. When a Zombie is a eliminated they are out of the game and the process starts all over again. Eliminated players can go to the Human reinsertion area at anytime to get back in the game.

HUMANS: All Humans must wear one Armband on either arm. Any shot by a Zombie on a Human player turns them into a Zombie.
A Human turning into a Zombie can either turn and shoot Human player right away after removing their arm tape or has to the count of 10 to run away from the Humans before turning in to a Zombie. Either way a player must remove their armband to signal that they are now a Zombie. Zombies can not shoot with an armband still on. If they do they are eliminated.
The goal for the Humans is to stay alive as long as possible and find a safe place to defend from Zombies and the Nemesis. Humans should not shoot at S.T.A.R.S. players or ALICE, they are on the same team.

ZOMBIES: Zombies can NOT have an armband on! Only c
enter mass & head shot can kill a zombie, arms, legs and guns hits do not count on Zombies. When a Zombie is eliminated they must go to the Human Insertion area and insert as a Human player to start the cycle over again. Players can take break before going to Human Insertion.
The goal for Zombies is only one thing! TO SPREAD THE VIRUS AS FAST AS POSSIBLE! A player that is hit by a Zombie should try to turn into a Zombie as fast as possible by taking off their armband off and shooting as many Humans as possible before being eliminated. This will help spread the virus and help get more Zombies to help them spread the virus and so on and so on.
Zombies should not shoot at the Nemesis, they are on the same team. Zombies should try to eliminate Alice when ever possible.
Note: If a Zombie is with in 20' of a Nemesis for more then 10 second and holding a weapon the Zombie player will automatically be eliminated.

S.T.A.R.S: The Special Tactics And Rescue Squad members must wear a Armband on each arm. No more then 15-20 S.T.A.R.S. members. All members should have a radio to communicate with each other. Unit members can not be turned into zombies they just died and started over at the Raccoon Police Dept. S.T.A.R.S. players can have unlimited reinsertion by touching the Police Dept.
The goal for the S.T.A.R.S. is to eliminate all Zombies and complete missions. Completing missions will earn the Humans Alice and the Anti-Virus.
S.T.A.R.S. members should not shoot at Humans or Alice, they are on the same team.

NEMESIS: (1 to 3 players) Nemesis will be wearing a RED long sleeve shirt that says "NEMESIS" on the front,  back and down both sleeves. On the front and back of a NEMESIS shirt will be a white target box. The only way to eliminate a NEMESIS is to hit the NEMESIS in either of the two Target boxes once. All other hits do not count and the NEMESIS can keep playing.  Covering the target with hands, arms or unnatural use of the marker, hopper, or tank to cover the target is not allowed. A referee will be assigned to each NEMESIS. NEMESIS can surrender at anytime. NEMESIS must walk when moving.
The goal for Nemesis is to eliminate all Humans, S.T.A.R.S members and Alice.
Nemesis should not shoot at Zombies. They are on the same team.
Note: If a Zombie is with in 20' of a Nemesis for more then 10 second and holding a weapon the Zombie player will automatically be eliminated.

ALICE: (1 player) Alice player must wear a Red Dress with a white target box on both the front and back of dress. The only way to eliminate Alice is to hit the Alice in either of the two Target boxes once. All other hits do not count and the Alice can keep playing.  Covering the target with hands, arms or unnatural use of the marker, hopper, or tank to cover the target is not allowed. A referee will be assigned to Alice. Alice can surrender at anytime. Alice can run.
The goal for Alice is to eliminate all Zombies and find the Anti-virus and bring it to the Hive.
Alice should not shoot at Humans or S.T.A.R.S. members, they are on the same team.

Basic Rules
A waiver MUST be read and filled out by everyone on the property playing or not.
*Full Auto, *Burst, *Bounce or ramping is NOT allowed!
All guns must be semi or pump action and have a maximum rate of fire no more then 12 balls per sec. One ball per trigger pull. *NO full-auto. No Burst! No bounce! No Ramping! * 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 any other structures. Keep feet on the ground.
Eliminated players should Raise marker all the way above head. YELL Hit – 3 times. Once players shooting at you know your are eliminated put barrel bag on and leave field by the most direct route. Continue to keep your gun up over your head and YELLING hit as you exit the field. Expect to be hit if you are not doing all of the above items and/or you walk thru an area with heavy gunfire.
Camouflage may be any pattern or solid color as long as those colors are not the same as the Referees colors (White & Black striped).
The boundaries of the field will be marked with 4" RED Plastic Caution Tape. Danger areas will be marked with Pink tape. Do not cross
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.

Safety rules

Mask must be on at all times while in the Play Zone. T
he 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 bag/plugs 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 an opponent who is still in play and standing within 10 feet calls the player out.
    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!"; place barrel bag/plug on their marker; lift the marker over their head; and then exit the play zone by the shortest route.
    *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 men don't talk).
    *Violation penalty - referee calls out a live team mate.
If a players is within 20 feet of the opponent, the player must 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.
    *Violation penalty - if opponent is not given an opportunity to surrender before player opens fire, the player will be called out by the referee while the opponent remains in play.
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 shall 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 enters 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. Watch towers and paintball Tanks are the only players allowed to shoot full-auto.
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 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. Sticker and other item must not be covering tank date.
No shooting the referees.
A player may call "paint check." While the referee is checking for a tag, 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 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. This will act as your player card. 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
Channel one is always reserved for referee's and game official's use.
Any Human player may use a radio during play at any time.
Zombies can not use radios!
 
Ghillie Suits
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.

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 or near the Play Zone.
We combine 10 of our paintball courses to make up the "Resident Evil 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 Human Insertion to get back in the game.
 
The MASK ON ZONE shall be clearly marked. Mask zone are any area between the play zone and the Staging area. Barrel bags 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.

ONE MAIN INSERTION AREAS, Only one for the Human team.  There will be insertion refs that will be responsible for safety and reinsertions. Players will be reinserted every 15 minutes on the quarter hour, every hour of the game or sooner. When a Zombies player is tagged out, they should go to the Human insertion area. Insertion areas will have a toilet, paint, air refills and water. Drink plenty of water to prevent dehydration.
 
 
STAGING AREAS are in the parking area and are out of play area. barrel bags must be in place at all times. No shooting or dry firing allowed. Paintball guns can only be work on will air and paintballs removed.

ALL OTHER POINTS ARE OUT OF PLAY.
Barrel bags should be in place in all areas not specified as play zones.

Camping.
We have a number of acres for camping the Saturday night before the "Resident Evil Giant 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 .
 
         Approved Marking devices
Paintballs.
Players may bring in their own paintballs. All paintballs must be 68 cal, non-staining, non-toxic and water-soluble. No Red fill is allowed.  We will have multiple grades of paint available for sale on game day.
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 2 options to use for reinsertion. Return to their main base and tag in or Turn off motor and wait 2 min.
   4. Tanks can be eliminated by use of a LAW.
   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.
 
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.
 

PORTABLE ROCKET LAUNCHERS (LAWS)
   1. Eliminate all players behind up to 10' section of a wall on 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 for 2 minutes.
 
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.

 

CALL 866-775-2882 FOR MORE INFORMATION

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