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Resident Evil Scenario Paintball Game Home | Scenario Layout | Rules | Direction | Register | Contact Us
RULES
"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)
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.
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. 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 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 Home | Scenario Layout | Rules | Direction | Register | Contact Us Copyright
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