Scenario FAQs and Links
FAQ and Definitions
Thanks to Steve Cranmer, formerly of JointFury and the Illuminati now with Jawbreaker.
ROLE PLAYING SCENARIO FAQ Version 1.
I originally wrote this FAQ for one simple reason: no one else had written one. I have been playing scenario games long enough that I think I understand most of what happens in them. Also, the teams I play on specialize in playing scenario games almost exclusively. However, I make no claim to being any more than an average player myself. If you think I’ve gotten something totally wrong, tell me and together we’ll fix it. I am not thin-skinned and your contributions will only help improve this FAQ for everyone else. For those who have played many scenario games, help the rest of us out by contributing additional questions and/or answers. For those who are just getting into scenario games, my wish is that this FAQ will help you to enjoy your scenario experience more fully from the very start. And for those who have never yet tried a scenario game, what are you waiting for? Read ahead and see what you can expect; then make your way to a scenario game soon.
Over the years paintball has seen the rise of what have come to be known as Role Playing Scenario (Scenario) Games. They are an attempt to create a more complete and diverse form of competitive paintball. For a Scenario Game, be sure to bring all your regular paintball gear, plus your imagination and creativity. There will be lots of familiar paintball action, but also many additional layers of activity and complexity of play. There is also the additional challenge of successfully coordinating play over a much greater span of time with many more players, most of whom may have never met before the start of the event.
FREQUENTLY ASKED QUESTIONS
FAQ:1 What is a Role Playing Scenario (Scenario) Game?
Scenario Games go beyond the usual "Capture the Flag" or "Elimination" type of paintball by adding complex role playing and a theme or plot to be fulfilled. The scenario (theme or plot) is usually an historical or fictional situation populated by various characters who will compete in the pursuit of a common objective.
FAQ:2 How are Scenario games different from other paintball games?
Today’s average recreational paintball game has been reduced to some variation of either elimination or capture the flag. There are short, single-purpose, controlled confrontations which are limited by a relatively short time span. Since the fields themselves don’t generally change that often, play can become somewhat predictable.
Today’s tournament paintball play is similar to recreational play in structure, but is even more compressed and intense in competitiveness. This compression has led to the development of games such as speedball and hyperball which feature ever more focused and competitive forms of play. This obviously tends to favor players who are young and svelte, which many (including me) are not.
In addition, some folks speak of scenarios when all they really mean are interesting variations on regular 15-20 minute paintball games. Likewise, Scenario Games should not be confused with so-called Big Games, which include a lot of players, but which have very limited role playing and structure.
Scenario Games at times include all the types of play mentioned above but are different in many ways.
* Instead of small 5 or 10 player teams per side, Scenario Games could have 100 or more players per side. It is not uncommon for Scenario Games to draw 300 to 500 players for a weekend, and some draw close to the 1000 player mark.
* Instead of a series of short controlled games, a Scenario Game consists of many hours of continuous play, presenting many challenges for proper utilization of players and equipment.
* Instead of a somewhat brief and predictable confrontation, Scenario Games consist of many varied missions, which are not known to the players in advance. A squad will be given a mission and will need to come up with a quick and effective strategy without prior notice.
* Since play is continuous over many hours, teams must gather their own information on the status of both their own developing situation and that of the opposing side. This means, for example, that the player in the bunker next to you might actually be a spy, playing for and reporting to the opposing side. Also every piece of information gathered must be evaluated to make sure it is not actually misinformation.
* Due to the elongated nature of Scenario Games, there is an increased opportunity to take advantage of additional equipment such as camouflage, smoke and paint grenades, telecommunications gear, night vision, GPS systems, etc.
FAQ:3 How long do Scenario Games last?
It can vary greatly, depending on the nature of the scenario and the capabilities of the facilities being used. Most scenarios unfold over 8, 12 or 24 hours of continuous play. For 8 or 12 hour games there will likely be a midday break in the action on the field to get a preliminary score and to have everyone go through the chronograph again for afternoon play. 24 hour games will usually run from noon Saturday to noon Sunday. There will generally be two breaks in the action so that players can re-chronograph their guns to a lower velocity once just before dark and again back up to normal velocity just after sunrise. Lower velocities are required at night because an opponent is often right on top of you before shooting starts.
FAQ:4 How can you tell which side players are on in the dark?
The answer is that many times you can't tell. Some folks will simply call out their color (red, blue, etc.) and get ready to duck just in case. If you are guarding your base, you can flash the other person with a flash light or a spot light - after all, everybody knows you're there and they are the "intruder". Intermittently flashing a bright light into the woods is also great at interfering with night vision goggles if you think they are being used. If you are with a squad, one of you can take a chance at identifying the other players - that way only one of you might get shot. You might also be able to work out some signal with the rest of your team mates so that you can tell the good guys from the bad guys. For example, if I say "mustard" and I don't hear you say "sparrow" I will start shooting.
FAQ:5 How can play continue so long without running out of players?
Scenario Games make use of the "resurrection" concept to recycle players back into the action periodically. In general, once you are eliminated you will be sent to a Hospital Zone to await the next insertion of "resurrected" players. Usually, insertions happen every half hour, so you are never off the field very long. In fact, most Hospital stays are just long enough to clean off the goggles and gear up to go back in.
FAQ:6 How are eliminations handled?
Eliminations are handled the same as regular games with a couple of exceptions. One of the roles in Scenario Games is that of Medic. When a player is hit he must stop play where he is, but he has 90 seconds before he is actually considered dead. If a Medic can get to him and make physical contact within the 90 seconds the wounded player can be healed on the spot and resume play. The Medic will record the healed player’s ID number for later reference. In some games, Medics cannot heal a head shot, which is considered to be a mortal wound instantly.
With more fluid action throughout the game, the possibility of offering your opponent the option of surrender, rather than prolonged or close quarters shooting, happens more often in Scenario Games as well.
Last, but not least, eliminations in Scenario Games are expected to be on the honor system. Scenario Games bring together a great mix of players of every level, from newbies to tournament players. It is a common complaint that some players don't leave when they are hit. Often, these players are tournament players who are not used to calling themselves out. There just are not enough referees in a game this size to have players waiting for some referee to call them out. If you are hit, leave. You can rejoin the action almost immediately at the next resurrection of players.
FAQ:7 How are the sides structured for competition?
Each side is structured into multiple Squads, with each Squad typically having from 5 to 10 players. Each Squad will have a designated Squad Leader to help with communications back to the ultimate team commander. The ultimate team commander is conveniently referred to as the General. Depending on the size of the force under him, the General will likely have a command staff to help in motivating and directing the various Squads. Typically the General will have an Executive Officer (XO) and a Company Commander. Each Squad Leader will receive their missions through this chain of command and direct their Squads as needed.
FAQ:8 Do I need a team to participate, or can walk-ons play too?
Arriving with a team is great, because you will automatically have some folks on your squad whom you know you can trust and have played with before. But walk-ons are always welcome and can have some special fun of their own. You will get to meet new players and perhaps get guidance from those who have played scenarios before. Don’t be surprised if it takes a while for your squad to trust you though, since a walk-on could easily be an infiltrator or saboteur (see below).
FAQ:9 What is the objective of a Scenario Game?
The objective of a Scenario Game is to outscore the opposition by the effective completion of a maximum number of assigned missions. Winning a Scenario Game depends largely on staying focused on mission completions.
FAQ:10 What constitutes a Mission?
The Event Organizer will unfold the basic story line of the scenario by issuing pre-planned Missions periodically from Central Command to each side’s Command Post (CP). For example, a Mission could be as simple as sending all available players to take over the enemy base. Or a Mission could be as specific as sending Company A Platoon 4 to Hill 66 for them to take control of Hill 66 for the span of 30 minutes. At the same time that the Organizer sends out this mission, he will dispatch at least one referee to Hill 66 to certify whether or not that mission is started and completed properly. It also doesn’t take a genius to assume that another squad from the other side is probably being dispatched to attempt the same mission at about the same time.
FAQ:11 How often are Missions handed out?
This may vary at times during the game. Typically missions are issued from Central Command at least once every half hour, and usually about once every 15-20 minutes. Obviously this means that the Command Staff must be careful to manage their squads effectively so that they have the appropriate players available for missions as they are issued. Each side will be running multiple missions concurrently and will also have to be prepared to defend their own real estate.
FAQ:12 What happens when I’m not actually on a Mission?
On average there will be 2-3 squads out on missions at any given moment. That leaves a lot of players who will be between missions. Some of that time you will be off the field getting paint or air, taking a catnap, etc. The rest of the time you should be back at your Base Camp waiting for missions. While waiting, it is common to stand temporary guard duty around the perimeter of the Base Camp to help defend it when necessary.
However, the single most common complaint from first time walk-on players is that someone stuck them on the perimeter and forgot all about them. You are the only one who can prevent this. Stay close to the CP so you will hear when missions are being assembled. Keep in close contact with your assigned squad leader so that you will be included in their missions. And if you are dissatisfied with how you are being utilized, look for an opportunity to let the Command Staff know this in a positive way. Since they probably have never met you, the only way they will know your capabilities is if you speak up.
FAQ:13 How will I know what role to play?
After registration each player is given a packet which will identify who you will be and what you can do for your side. It varies from game to game, but the packet will usually contain a Player Card, a Character Card and a Field Map. The Player Card usually shows that you have registered and perhaps whether or not you have chronoed properly. The Character Card will assign you to a particular squad and a particular role. You could, for example, be a Demolitions Technician assigned to Company A, Platoon 4. The Character Card will also contain a description of your role. For most players it will read pretty much the same, but your information may contain clues which could become meaningful as the game unfolds. Some Character Cards will also be accompanied by other Specialty Cards or equipment. The Field Map is a very basic map to identify the relative locations on the field which will be objectives during the game. Some organizers make better maps than others, so you might also want to make your own. 8-)
FAQ:14 What are some typical character roles and what can they do?
Most of the Command Staff roles will be hand picked by the General in advance, selecting people he knows can be effective and trusted. But there are many other character roles up for grabs.
Demolitions Technician (Demo Tech): A Demo Tech is certified for missions or developing situations which require the placement and/or activation of demolition charges. Sometimes these charges will just be Action Cards that need to be placed, but many times they could be physical objects resembling sticks of dynamite or satchel charges. The Demo Techs may even be issued LAW Rockets or paintball cannons to bring additional realism to their roles.
Engineer: Engineers are needed to recover from the actions of Demo Techs. Engineers will typically have a limited number of authorized Reconstruction Cards to play, which will enable demolished structures to be rebuilt. If the German Army, for example, demolishes a key bridge that the American Army needs to accomplish a mission, the Americans will fail unless they have kept track of their Engineer and have him play a Reconstruction Card to a referee to restore that bridge for their use.
Medic: Already mentioned above, each side is given a limited number of Medics who can heal non-lethal wounds in the field. The Medic is given a tablet on which to record the Player ID number of the victims they have healed, since they will also typically have only a limited number of healings to dispense. If the Medic can get to a wounded player and make physical contact with him within about 90 seconds, the wounded player can resume play immediately. If a Medic is eliminated, they can no longer heal others until they themselves are resurrected at the next player insertion.
Spy, Secret Agent, Double Agent, Saboteur, Traitor: Some character cards will contain clues telling the player that their role playing may include this type of action. For example, look for a line which describes your character saying, "You have become disillusioned with the war effort, and given the right opportunity might be inclined to switch sides."
Character Role Players: The game organizer will often recruit some players to act out certain characters to bring the unfolding scenario to life. You could see Time Lords, Space Aliens, Wizards, historical characters, etc., roaming the field in full costumes and acting out their parts to the hilt. Such roles are not for beginners, but can be a lot of fun.
FAQ:15 Am I limited to my assigned character and props, or can I make up my own?
Almost any player has the option to "go creative" with their character, but you must be ready to finish the game with the results of your actions. In other words, if you end up with neither side trusting you, don’t be surprised if you get shot a lot more than normal, sometimes in the back (i.e. "fragging").
You can bring your own props, such as phony action cards, weapons, character IDs, etc. If you do so, you have two ways to go. First, you can take your props to the game organizer and petition him to certify your props as valid. This will depend on whether or not they fit well with his intended story line. Second, you can simply play them during the game and try to convince a ref and/or the players that they are valid. According to Wayne Dollack, the acknowledged master of the scenario game, "If the referee accepts it, it's good, whether it was part of the game or whether it was brought from home." Ken "Hollywood" Gilder (who suggested this question) is famous for this type of ploy. In Ocala FL in 1996 I witnessed his trying to play a phony weapon card labeled the "Geshtunkuna Ray" to a referee to get him to destroy a command post. At first the ref disallowed it, but later was convinced that the weapon was valid.
It is best to keep this type of creativity under the control of your command staff, so that not everyone is out making up their own game, or working against the unfolding scenario. But stay alert for the entire game, and don't be surprised if you see this type of thing being attempted.
FAQ:16 Why is there so much military emphasis in these games?
In a game that has two or more opposing forces shooting it out for supremacy, military imagery is often unavoidable. In some scenarios the command roles can be less militaristic. For example, at the Mansfield Prison Lockdown in Ohio in 1996 the scenario was basically two gangs of inmates fighting for control of the prison. What might normally have been generals were now Cartel Drug Lords, and so on.
The move to make all paintball politically correct by disassociating it from military parallels (such as eliminating camouflage, shooting markers instead of guns, etc.), is problematic at best and debated widely. It is not universally agreed that being associated with military themes is automatically a bad thing, and depends largely on one’s own political views. The professional tournament circuit, in it’s drive to become a mainstream sport with lucrative sponsorships, has it’s own reasons for trying to demilitarize itself. And others are simply concerned that paintball not be confused with paramilitary groups or fall under the classification of regulated firearms as has happened in some other countries. In any case, the success of Scenario Games is clear proof that the paintball world is big enough to accommodate all of these various viewpoints.
FAQ:17 How much does it cost to play in these games?
This obviously can change from one event to the next and will certainly change over time. At the moment, however, registration for a 24 hour game will run about $50 per person for the entire weekend. Paint is almost always Field Paint Only and will usually run about $90/case. This may sound expensive, but remember that a 24 hour scenario game drawing hundreds of players is an expensive event to produce. The field has to add many more referees than normal who must work round the clock under pressure enforcing specialized rules they don't normally have to worry about. They must also add additional facilities such as Porta-Potties, food concessions, rental guns, air/co2 fill stations, permits, insurance, staff radios, a game organizer, game props, etc., etc., etc.
FAQ:18 Where and when are these Scenario games being held?
There are many ways to find out about Scenario Games near you. You should check the normal paintball publications for coming events, and of course your local paintball fields. There are also many web sites that try to collect the information on upcoming Scenario events. The most impressive of these is Scenario Paintball Calendar. It also contains lots of useful information and links to the various Scenario Game organizers.
TIPS AND TECHNIQUES
There is so much that could be said on tips and techniques for complex scenario games, and not enough space here to say it all. But I will at least try to give some practical advice.
Learn to pace yourself so that you can be most effective for your side. Plan to cycle yourself on and off the field as needed so that you aren’t exhausted toward the end of the game when your team may need you the most.
In most 24 hour games a majority of players disappear at night to catch some sleep. It works better for some players to take a nap earlier at night or more toward morning so that they can be available during the dead of night. Besides, some really interesting things can happen at night, when play can turn toward more sneaky and creative modes. I have actually had people step on me in the dark when I was trying not to be noticed.
Be sure to bring appropriate food and drink for the occasion. Bring foods that can be eaten on the run and which will tend to "bind you up," as they say. You don’t want to be making a mad dash for the port-a-potty every hour just because you decided on the wrong food. Stay away from spicy foods and adult beverages. Staying hydrated on the field is also important. The best $40 I have spent lately was on one of those Camelback water bladders you can strap to your back and sip as needed. Many folks also carry Army canteens on an equipment belt.
Bring whatever equipment you need to play for the whole 12 or 24 hours. This includes tools to keep your gear operational, and perhaps a backup gun in case your primary gun fails. If you will be playing at night make sure you have a dependable flashlight. Night vision goggles are great for some situations, but are expensive and most are not very durable. Also, bring several changes of clothes, especially footwear. Dry and comfortable feet are very important, as is a change of clothes in case the weather or terrain turn out not to be as friendly as you expected.
Come prepared to play in the best or worst of weather. I have played in the waning hours of hurricane Bertha at Skirmish in Pennsylvania, an annoying drizzle in Butler New Jersey, a tornado warning in Ocala Florida, and the oppressive humidity of the New Jersey summers. Obviously, bad weather makes it all the more difficult to keep your goggles from fogging up. And keeping a paintball gun operating in the rain is an interesting challenge all its own. Over time I have acquired gear to help me through it all, but mostly it takes a conscious decision that the game must go on whatever the weather.
Role Playing Scenario Games are an attempt to create a more complete and diverse form of competitive paintball. They engage the players’ imagination and creativity, as well as their physical skills. To quote Diane Howe, "I think, therefore I am a scenario player." This is not to say anything bad about other forms of paintball competition. Many scenario players also frequent recreational and tournament competitions. But Scenario Games offer a unique and challenging form of competitive paintball that can be quite rewarding.
Role Playing Scenarios: Be all that you can be - AND MORE!!!!
Send questions or comments to SteveCCNJ@comcast.net Last modified: January 11, 2004
Copyright Stephen C. Cranmer 1997. All rights reserved.
This FAQ is protected under Copyright laws.
Reproduction permitted for personal use only.
Steve "Beowulf" Cranmer
Mt. Holly, NJ USA
Please note these rules are not the same for every scenario game. Check with the scenario producer for a copy of the rules used at the event you are attending.
From Wayne Dollack
Please read these rules.
You will be required to sign the Letter of Understanding before participating in this event. It will state that you have read,
understand and will abide by these rules.
* ATV’s and Motor Bikes are NOT allowed. If you are caught racing around the parking lot or neighboring properties, your
ATV WILL BE CONFISCATED.
* PETS are NOT allowed. Our insurance does not cover dog bites.
* Use of other than Event Paint is grounds for expulsion from the event. NO REFUNDS WILL BE GIVEN.
* Please do not lose your numbered ID tag. No other will be issued.
* Use your zip lock bag for your character identification role card. Without your card you might not get into your base.
* Identify your Platoon - Stay together as missions are given by Platoon number (noted in the upper right hand corner
of your character card.)
* You must have a Barrel Plug or Condom in at all times when off the playing field.
* Goggles must be on your face at all times while on the playing field!
* No “dry firing” in any public area.
* No laser sites - No pyrotechnics.
The general can only be killed the following ways:
1. Is shot by enemy player who is taped with enemy colors.
2. Is in the Command Bunker (CB) when it is destroyed.
3. By a spy, with an assassination card, who has enemy color arm tape or no arm tape.
4. With poison or explosives card, or with a Scenario Director’s authorized Prop.(see Props)
5. When outside the CB he/she may be killed same as any other player on the field.
6. General kills are worth 100 points inside CB and 50 points when outside CB.
7. XO kills are worth 0 points.
8. Generals are not to be off the field for more than 45 minutes per session. (Sessions are game on until dinner break,
dinner break until end of night play, Sun. start to game end)
COMMAND BUNKER (CB)
The Command Bunker (CB) is a netted in Safe area were the General and his XO run the game. A base referee must be
present in the base at times when the game is in play.
1. Only the General and XO are allowed to have markers in the CB! Markers must have a Barrel Blocking Device (BBDs)!
2. NO firing of any kind into or out of the Command Bunker!
3. For game proposes the CB is assumed to be a hardened Bunker.
4. Usually being small, the only people in the CB should be the General, his/her XO, the Base Ref and sometimes a radio operator.
5. It is up to the General who he/she lets into the CB.
6. Other than the base Referee, no other refs should be in the CB, except the mission Refs who are receiving or returning from
missions. Refs will not “hang out smokin & jokin” in the CB or around it.
DESTRUCTION OF THE COMMAND BUNKER
1. A Satchel charge must touch the CB wall, floor, roof, or be inside the CB.
2. Spy detonates an explosive card or places a timed bomb card inside the CB.(see Game Action card)
3. The CB must be taped with demo tape to be destroyed. If the CB does not get taped off, people died, but the CB is still useable.
4. If CB is taped off, an engineer must rebuild the CB before it can be back in play.
5. No equipment or personal items may be taken from the inside of the CB. Game related props may be taken at any time by live
players with approval of a referee.
40 ft Command Bunker Safe Area
No player can be eliminated within 40 ft of that player’s CB by another player with the same color arm tape.
The 40 ft diameter around the CB is to be a friendly area where players can be comfortable in the fact that
they can not be eliminated by someone with their same color arm tape. This rule is designed to help base
security, and command staff relax and talk with the other players.
BASES BLOWN AND/OR BASE OVERRUNS:
A Base is the area (50ft give or take) immediately around the Command Bunker that may or may not be fortified with walls,
bunkers, cars, trees, or other obstacles for players to hide behind, in, or around.
1. The base may be overrun at any time. Overrun means that enemy players are in the base and holding the area. These enemy
players can only hold the area for 20 minutes, after which time all enemy players must move at least 300 feet away from
the CB to allow the other team to secure their base.
2. There is no way for enemy players to blow the whole base. They can only blow the Command Bunker. (See Command Bunker.)
3. Bunkers, buildings, other structures and sections of walls, may be blow up or destroyed. See LAW/RPGs
Any player that points their marker UP with or with out a Barrel Blocking Device (BBD) on is an eliminated player
and must leave the playing field immediately!
All eliminated players with markers must put their marker on safety, put a Barrel Blocking Device (BBD) on
their barrel and point their marker UP and leave the playing field immediately. Eliminated players do not talk other than to say
“Dead player or Dead man walking”
Players may be eliminated one or more of the following ways:
1. Shot with a paintball that breaks or spatters larger then a quarter anywhere on the player and/or on that players gear/equipment.
2. Grenade splatter larger than a Pea. No grenades at night.
3. In a building or near an object when it is hit by a LAW/RPGs or Satchel. (See LAW/RPGs )
4. Hit players may call for a medic for TWO (2) minutes, if a medic does not heal them with in the two (2) minutes then that
player is OUT and must leave the field.
5. Players calling for a medic may NOT MOVE.
6. If the player calling for a medic is shot in the head, they are OUT.
7. All hits count and no paint checks for players wearing Guillie suits. (See Guillies)
8. At Night all hits count and No paint checks.
All captured players with markers must put their markers on safety, put a Barrel Blocking Device (BBD) on the barrel and
point the barrel DOWN. Capture a player one of the following ways.
1. The player was asked to “take the hit” and chooses to be captured.
2. The player surrendered to enemy players.
Captured players will be escorted back to the CB for interrogation. The captured player may be held for 15 minutes after which
time a Referee will take the captured player a safe distance away from the base (minimum of 150 feet) and release him/her.
The captured player does not have to tell the truth during the interrogation.
Players that have received a demo expert card and are allowed to “blow” things up.
1. All Demo Experts must have a Demo Expert ID card.
2. Demo Expert cards are given out at registration.
3. An Explosive card must be in the satchel charge bag at time of use.
4. Buildings destroyed by Satchel charge must be taped off to be destroyed. The person taping off the building is neutral and may
not be eliminated or eliminate any other player. Once the building is taped with the ribbon tape that is provided, the inside is out
of play until the building is rebuilt by an Engineer. (See Engineer)
5. If the second or third floor was destroyed then the stairs, ramp, or ladder is to be taped.
6. Satchel charges are the only thing that can destroy a Command Bunker.
7. Demo Experts can disarm explosives and booby traps. Example: A briefcase is brought to the base and is opened by a demo expert.
The demo expert finds an explosive card inside that would “explode” when the case was opened, but because a demo expert opened it,
he is able to “disarm” it, therefore it does not explode.
Devices other then paintball markers that use compressed air or CO2 to shoot nerf type rockets or multiple paintballs.
1. All LAW/RPGs launchers must be approved by the Head Referee and/or Scenario Director.
2. All LAW/RPGs must chrono at or under 240 fps.
3. All LAW/RPG launchers must have a Barrel Blocking Device (BBD).
4. After the LAW/RPG is approved, players may get their Demo packet from registration. The Demo packet will have their
LAW/RPG cards and ribbon tape.
5. Players with LAW/RPGs must have LAW/RPG cards in order to use them.
6. LAW/RPGs may only be fired at hard structures i.e., bunkers, walls, bridges, towers, buildings, or vehicles, Never at people.
7. If the projectile hits a structure, that structure is destroyed and any players within 25 ft are eliminated. Players cannot be
eliminated by shooting a rocket at the ground, trees, bushes etc…
8. Buildings destroyed by LAW/RPGs must be taped off to be destroyed. The person taping off the building is neutral and may not be
eliminated or eliminate any other player. Once the building is taped with the ribbon tape that is provided, the inside is out of play until
the building is rebuilt by an Engineer. (See Engineer) LAW/RPGs cannot destroy Command Bunkers.
Players who have an engineer ID card, which allows them to rebuild destroyed structures.
1. Engineers must have an Engineer ID Card.
2. Engineer ID Cards are given out at registration.
3. To rebuild structures, an engineer must find a referee, present the appropriate number of Reconstruction Card(s), remove
and wrap up the “Demolition Tape”. (See Demolition Expert)
4. The witnessing referee will dispose of the tape and collect the reconstruction card.
5. Engineers may be issued keys by the Prop Master or Scenario Director to reopen bridges or retrieve objects that are chained
or locked (if applicable).
6. Engineers can disarm explosives and booby traps. Example: A briefcase is brought to the base and is opened by an engineer.
The engineer finds an explosive card inside that would “explode” when the case was opened, but because an engineer opened it,
he is able to “disarm” it, therefore it does not explode.
Players that can heal others players that are shot.
1. Medics must have a Medic ID Card packet.
2. Medics must GO to the hit player with in Two (2) minutes. Hit players may not move.
3. The medics must write the hit player’s number down and wipe the hit paint.
4. Medics can not heal head shots.
5. Medics can not heal themselves.
6. There are no medics at night.
7. Medics must wear White tape or a medic arm band on one arm in addition to their team’s arm tape color.
8. One Field Surgeon with three (3) other players may set up a Mobile Reinsertion Point in any structure on the field to
“resurrect” dead players. The Field Surgeon and 3 players must stay at the Mobile Reinsertion Point while it is active.
If the Field Surgeon is eliminated then the Mobile Reinsertion Point is down. The Mobile Reinsertion Point kit is given
out by Central Command at the Generals request. The Field Surgeon may “Heal” up to 20 dead players and may only be
used four (4) times in the game. The general must get approval from Central Command before deployment.
SPIES, AGENTS & SABOTEURS:
Game theme specific characters within the game that are given special abilities by the
1. Must have Spy, Agent or Saboteur ID cards and Bracelet on them at all times.
2. Spies, Agents or Saboteurs must receive the opposing teams arm tape from the opposing team.
3. Spies, Agents or Saboteurs are the only players that may insert Hot if they choose. ”Hot” meaning live.
4. Spies, Agents or Saboteurs may insert hot only one (1) time every hour. Exemption Rule #5
5. Spies, Agents, or Saboteurs may insert hot at their teams insertion as many times as they wish, provided that their insertion is
separate from the other teams insertion.
6. Spies, Agents or Saboteurs are the only players that can insert anywhere they wish. Those being any insertion, under netting,
under tape line, but No closer than 150 feet from the Enemy CB.
7. Spies, Agents or Saboteurs are the only players that may wear the opposing team’s arm tape color or no tape at all.
(See Command Bunker - 40ft Safety Area rule)
8. Spies, Agents or Saboteurs must remove enemy arm tape when eliminated.
9. Spies, Agents or Saboteurs may take actions against player characters off of the main playing field in areas designated by the
scenario director. ( i.e. pavilion, stage, cave etc. )
Jackets and/or pants that players may wear that add extra camouflage. Guillie suited players act as snipers, perform ambushes,
or set up listening posts.
1. All paintball hits count and no paint checks.
2. Guillie suited players may cover their arm tape as long as they are in a gillie suit and performing sniper/ambush functions.
3. Guillie suited players with covered arm tape may not enter an enemy base or come with in 50 feet of the enemy command bunker.
4. Guillie suited players may not do the “dead man’s walk”.
A mission is an objective that is given to the general to complete in order to earn points for their team.
1. Missions may be received via radio or on a printed card that is delivered to the CB.
2. Once the mission is received the General or acting general has 15 minutes to get to appropriate players to the objective.
3. It is important that at least one player from the proper platoon be on the mission and survive to the end of that mission.
4. If the general leads the mission and is not eliminated when the mission is completed, that mission is a General led mission
and worth double points. General Lead must be noted on the Mission card.
5. Mission Cards must be filled out clearly and properly. This is the responsibility of the General, XO, or radio operator.
6. The mission Referee’s Initials must be on the mission card clearly, so command can read them for later reference.
7. Mission Complete or Incomplete must be clearly printed and circled on the mission card by mission referee.
8. It is important that the mission referee turns in the mission card after the mission to the base referee for point tallying.
SPECIAL OPS MISSIONS
1. Special Ops missions are special High Risk missions that generals may use to gain extra points.
2. Special Ops missions will be given to the generals in their General packets. The missions will be in numbered sealed envelopes
and are not to be opened until Command has given approval to open and perform the mission.
3. SpecOps Mission envelopes that are opened without approval will be given negative points.
4. SpecOps Missions that are opened and not given a reasonable attempt to complete will be given negative points.
Props are objects in the game that are related to the story line of the scenario.
1. Props maybe worth points.
2. Props must remain in the playing area while the game is in play.
3. If a player is carrying a prop when he/she is eliminated that player must drop the prop were they were eliminated.
4. Props may only be turned in for points 1 hour before game end, final battle or when approved by scenario director.
5. Disassembled or destroyed props are worth 0 points or possibly negative points.
6. Paint mines/ claymore mines maybe used on the field with breakable string only. Mines are the responsibility of the owner of the mine.
7. No lasers or pyrotechnics.
8. Player made props are welcome, but must be approved.
GAME ACTION CARDS:
Game action cards are cards that allow a player to take or perform an action.
1. Fast-acting Lethal Poison is used to “poison” a player.
2. Antidote Card to counter the poison Card.
3. Truth Serum “makes” a player tell the truth
4. A 007 Card is given to a Spies, Agents or Saboteurs to assassinate a general.
5. Character Assassination Card is given to a Spies, Agents or Saboteurs to assassinate other characters.
6. Explosives Card is used to “blow” things up. This card must be in or on an object that is larger then a baseball.
7. LAW/RPG Cards are given to Demolition experts to “blow” things up.
8. Reconstruction Cards are given to Engineers to rebuild the things that are “blown” up.
9. Medic Cards are used by medics to “heal” wounded players.
10. Any special card that the Scenario Director creates for a specific game theme.
Aircraft are on a backpack-style frame with a colored flag that is “flown” around the field. Players are “flown” by holding onto
a rope attached to the Aircraft. Five players may attach themselves to the rope, but may not use their weapons while in flight, or
be fired on by the enemy. (If a player lets go of the rope, he will plummet to his death).
An aircraft may be taken out of action with a Law Rocket or an RPG. Law Rockets/RPG’s and LAW/RPG cards are in the
possession of the Demolition Experts, and must be turned in to a judge at the time of use. (At no time may a LAW/RPG
actually fire upon an aircraft or its passengers – only cards given to a referee will work.)
Pilots may be given Bomb cards that they can use to bomb enemy players, if said players are with in 150 feet.
1. These missions must be initiated by the Commanding Officer at his base.
2. The radio operator calls in the operation. A referee will arrive, carrying the appropriate flag and a 10 foot white rope.
The General will then give the judge the coordinates he wants the aircraft taken to.
3. AIRCRAFT SURVEILLANCE/RECONNAISSANCE: The aircraft is given 30 minutes of flight time (round trip) for
a recon run. Two players may hold on to the rope, but may not be armed.
4. AIRCRAFT INSERTION and EXTRACTION: The aircraft only has enough fuel for 20 minutes of flight time for
insertion or extraction.
1. Night vision goggles must be approved by the Head/Ultimate Referee.
2. Night vision goggles may only be used after 10 pm.
3. All hits count. There are no Medic Heals during night play.
4. No grenades or law rocket/ RPGs at night.
5. No tanks at night.
Referees are at the event to provide a safe playing environment.
1. DO NOT argue with referees or judges. Their word is final. If you do argue you will be asked to leave the game for
a period of 30 minutes.
2. At nighttime referees will be carrying cylume sticks. They are the ONLY CYLUMES allowed on the field, other than
infra red. No other players are allowed to carry or use cylumes. If you are caught using any cylume, you will be ejected from
the nighttime portion of the game.
1. All people on the field of play must wear appropriate shoes that cover the whole foot.
2. All persons on the playing field must wear long or short pants that are appropriate.
3. All persons on the playing field must be wearing an appropriate shirt/jacket.
4. No clothing that may be deemed offensive or unsafe.
Each side or “army” has their own color arm tape, which is give out by the general, at the base.
1. Players must show their ID badge (dog tag) and player character cards to get taped.
2. A player may only be taped with the opposing teams arm tape color if they are a Spy, Agent or Saboteur.
3. Generals must have two bands of arm tape on one arm, 1 inch apart.
4. Players with enemy arm tape on who are not Spies, Agent or Saboteurs will receive negative points.
5. Arm tape is to be on an arm and visible at all times.
6. Only arm tape that is provided by the Scenario Director may be used.
Must be full face to include the ears and ASTM approved.
GOGGLES MUST BE ON YOUR FACE AT ALL TIMES WHILE ON THE PLAYING FIELD!
Markers must be .68 caliber that shoot paintballs using compressed air or CO2.
All markers must be chronographed at 280 feet per second for day play and 250 FPS for night play.
ID tags must be punched to enter the playing field.
PAINTBALLS: must be Event paint only.
AIR TANKS: See Air station Employee for rules on air/CO2 tank condition and hydrostat requirements.
Tanks come in all shapes and sizes, for this reason all tanks must be approved by the Game Director and the field
owner before the event.
A tank is an “armored” vehicle that can carry 1 or more players. A tank may have two or more tires and may or may not have
a motor to propel it. Tanks usually have a main gun that shoots nerf-type rockets or multiple paintballs.
1. Tanks must be motion at all times.
2. Tanks must have fully functional brakes.
3. The speed limit for tanks is the walking speed of the Referee that is with that tank.
4. Tanks have a 30 minute time limit on the field and 30 minutes off the field.
5. Tanks are not live until it checks into the Command Bunker for orders.
6. Destroyed tanks have a 15 minute down time.
7. Tanks must have their team color visible 360 degrees and large enough to be seen 100 feet away.
8. Tanks must fly a white flag when not in play. That being, entering the field in route to CB or destroyed and exiting the field.
9. All players in the tank must be wearing goggles.
10. Tanks may not shoot the main gun at players, only at objects. (Nerf cannon LAW/RPG)
11. Tanks must provide their own Referees.
PLEASE REMEMBER THESE RULES
These rules are not the same for every scenario game. Please check with the scenario producer for a copy of the rules used at the event you are attending.
Tanks come in all shapes and sizes, for this reason all tanks must be approved by the Game Director and the field owner before the day of the event. A tank is an “armored” vehicle that can carry 1 or more players. A tank may have two or more tires and may or may not have a motor to propel it. Tanks usual have a main gun that shoots nerf type rockets or multiple paintballs.
1. Tanks on the field must be motion at all times, except in designated Tank parking areas.
2. Tanks must have fully functional brakes.
3. The speed limit for tanks is the walking speed of the Referees that is with that tank.
4. Tanks have a 30 minute time limit on the field and 30 minutes off the field and are not live
until it checks into the Command Bunker for orders.
5. Destroyed tanks have a 15 minute down time.
6. Tanks must have their team color visible to 360 degrees and large enough to be seen at
100 feet away. Tanks must fly a white flag when not in play. That being, entering the field
in route to CB or destroyed and exiting the field.
7. All players in the tank must be wearing goggles.
8. Tanks may not shoot the main gun at players. (Nerf cannon, Law/RPG)
9. Tanks must provide their own second forward Referee.
10. Tanks can shoot guns in semi auto mode only with one shot per trigger pull.
11. Ref must have remote ignition cutoff switch in case of emergency. Ref must have walkie-talkie
communication with tank.
12. Tank owner and operator must have liability insurance of at least $100,000 and name the
field owner and promoter as additional insured one week prior to event. (Can be purchased
from insurance agent for "off road" use only)
13. Players must not be with in 20 feet of a tank in motion.
14. Tanks are Eliminated by satchel charges that land in, on or under the tank or by a Law/RPG
rockets that directly hits the main body of the tank.
15. Tanks are Immobilized for 5 minutes by a Law/RPG or satchel charge to the tracks. Immobilized
tanks may still fire all of their guns.
16. Tank Main gun rules see LAW/RPG rules.
17. Tanks may only operate in playing areas were the grass/vegetation is low enough to give the
tank crew and referees a 10 foot diameter of clear visibility around the tank to avoid driving
over players and/or objects.
Traveling to a game
DIY: Do it Yourself
Just to make them easier to find, here are the links that may be of interest.
SCENARIOPAINTBALL.COM - Rules of Play
SCENARIO RULES OF PLAY
Version 3.02 © 1996-2007
We have gone the distance to bring to you the most ambitious scenario games in the history of paintball. You will be participating in a multi-hour/day paintball event which features objects such as villages, forts, bridges, command bunkers and special nighttime pyrotechnics. The special operations involved in this event will add a variety of unique challenges rarely encountered in regular rec-ball play, 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 this game ALL PLAYERS should familiarize themselves with the entire contents of this booklet as well as the field map. 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.
Keep your eyes wide open because not everything you see, notice and observe will appear to be what it actually is. This event also involves role playing - that is: immersing yourself in your character and playing the event. Those who do usually get the most out of these events ... HAVE FUN. Be all you can be, and someone else.
The fields that host these events have camping areas for our players. Please contact the host field for details regarding their camp site availability and rules.
In order to guarantee a safe, fun event for everyone, management requires all consumption of alcohol prior to THE GAME ceases before 2 a.m. Saturday morning and until THE GAME ends on Sunday afternoon. To maintain the family atmosphere of our sport, we ask that all pre- and post-game drinking be done from containers other than cans or bottles OR that an insulated covering be used ("Koozies"). Any host field that does not allow drinking will supercede this rule.
NO ALCOHOL OR DRUGS ALLOWED AT ANY TIME DURING THE GAME! NO ALCOHOL IS TO BE CONSUMED BY OR IN THE POSSESSION OF MINORS AT ANY TIME!
If you bring an animal/pet to the event, it must remain on a lead / leash at all times. A MUZZLE is required. You are also required to pick up after your animal/pet and to properly dispose of what you pick up. You are required to keep your pet well away from any other animal/pet at the event.
Pre-registration is very important for the event producers to know how much paint and supplies to order. If you cannot pre-register, simply bring your field fee to the event and we will accommodate you. Once you arrive at the field, proceed to the registration area to sign in and pick up your player's pack and any paint you may wish to purchase.
Upon check-in at the venue, you will receive a player's pack with some or all of the following items in it:
Event Patch(s) showing the logo for the event you are playing.
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 around your neck and visible at all times. If you lose it, you will have to purchase another one. You will be required to have this badge to enter the field of play. This is the badge on which the referee at the chronograph will punch that your marker(s) 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! Use a string or lanyard to wear the ID badge around your neck.
CHARACTER/ROLE CARD: Your Character Card is your ticket to get into your base and defines which team you're on. Keep this on you at all times. Your commander's base security will ask to see it every time you insert onto the playing field (if they know what's good for them!) This colored card has the identity and character details you will be playing at the event. Get into your character, whether it be "Exalted Supreme Commander" or "Tailor" - this is the best way to get the most fun out of the event. Also on the Character/Role Card, you will find a space to enter your Player ID Number from your ID badge (see above.) Write your Player ID Number onto your Character/Role Card prior to game-on Saturday. This will speed your team's taping up and get you in on the first battle!
SPECIAL ROLE CARD: If you are playing a special role in the game, you will find a card pertinent to that role in your player pack or must obtain it from your commander. It is required to have with you while playing that role. If your role is that of a spy, then you will find the documentation necessary to infiltrate the enemy side in the Player’s Pack as well.
Players may not portray more than one type of character during the course of the game: No multi-classing.
Players may not pretend to be a Special Role character they have not been assigned by the game director.
FIELD MAP: These maps are designed to give the individual player an overview of the playing area with marked major locations indicated on the map. NOTE: These maps may not be exactly to scale. They should be used as a reference only. Walk the field prior to game-on and get to know your way around and where things are located.
OTHER STUFF: Stickers, sponsors lists, promotional material, etc. have also been known to find their way into Player Packs.
Event paint only! We recommend that you purchase whatever paint you may need prior to the player briefing on the morning of game day. You do not have to pre-order paint. 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 event. Having off-field paint on the field of play is grounds for immediate expulsion (total ejection) from the event with absolutely NO REFUND. Our sponsors generously donate their time to promote this event and their money to the prize package for the markers and other prizes that are given away to the "players" during the course of this event. In return for this generous support, we use their product exclusively. We always recommend storing your paint in a cool, dry area away from direct sunlight!!!
Playing Tip: Paint left to bake in a hot automotive interior will shoot like paint baked in a hot automotive interior.
CO2 & HPA FILLS:
Both CO2 and High Pressure Nitrogen fills (4500psi) will be available during the entire course of play. It is recommended that you get your tanks visually inspected (exterior) and filled prior to the game starting so you can enjoy the entire event. There will be no facilities to recharge constant air bottles on the field of play, nor in the parking lot. Due to insurance regulations, no outside fill stations (CO2 / Nitrogen) will be allowed on event property. All constant air bottles must meet hydrostat requirements. No bottles will be filled that are out of date: Five (5) years on aluminum CO2 or nitrogen bottles that are not exempted; three (3) years on fiber-wrapped CO2 or Nitrogen bottles. All bottles MUST have all stickers (non-factory) removed from them to allow fill station operators to INSPECT the bottle for hidden damage. Bottles with stickers (non-factory) will not be filled. Bottles that event management deems damaged will not be filled, PERIOD... No exceptions. We will not endanger you or our players for the sake of filling a potentially dangerous bottle.
Playing Tip: Fill your tanks up late Friday or early Saturday morning. Don't miss out at Game-On!
CHRONOGRAPHS AND MARKER SPEEDS:
Vary from game to game and field to field. Generally they are 260 - 280 feet per second during daytime play, and 230 - 250 feet per second during nighttime play. All markers must be chronographed and your ID Badge chrono-punched by an event referee prior to entering the field of play at game-on, dinner break (nighttime speeds), and game-on Sunday. 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 event. SRPLs, PACs, SRP LAWs and
tanks have separate feet per second shot speed and chronographing rules.
Defined by the field map, boundaries will be marked in field flagging tape during the event. Areas may be marked with cylumes (glow sticks) at night to aid in field boundary recognition. Do not fire your marker out of bounds or off the field.
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 - on top of the hour, 20 after and 20 till the hour.
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 ref 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, your base or the area nearby is not FRIENDLY! Heads up; it’s 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 on your marker anytime you're eliminated or off the field. Do not feel bad to holler "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 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 event.
There is absolutely no marker repair or work on paintball markers to be done in the public rest areas or anywhere there are people without goggles on (protective eyewear). All repairs should be done at the chronograph range or in your campsite with a barrel blocking device on your marker at all times. There is no firing of paintballs allowed anywhere other than on the field (during game-on) and in the chronograph area.
All decisions of 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 event. If you have a problem with a call by a referee, remember: It's only a game! Take ANY grievance to the ultimate judge or game operations director.
Playing Tip: Speak clearly and calmly with the referees to get the most positive results. Yelling or shouting will earn you a ref punch and a trip to the dead box muy pronto.
ELIMINATING MARKS DEFINED:
Direct hits making a quarter-size mark during the day is an elimination. If you're carrying something and it's hit, you're eliminated! Gun hits count! Splatter does not count. At night all HITS / IMPACTS count; there are no paint checks at night. Saying "Hit" and indicating you're hit by putting your barrel blocking device on your marker or 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 "eliminated player walking" or "dead man walking" 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!
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 game of this magnitude - with the huge numbers of 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. Everyone should remember you're never off the field for more than 20 minutes at a time, maximum. 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. Go get that air refill or drink of water you've been wanting.
WHAT TO DO WHEN HIT:
You should immediately call out "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, hand equipment or ammunition to your teammates 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 await 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: 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," "dead man" 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!
When a game is allowed off-gun barrel tags, the barrels are to be no shorter than 10 inches in length. The barrels must be in plain sight (not inside pockets, socks, satchels or bags). A barrel tap must be made on one player at a time, with the words "barrel tag" being said each time by the attacker.
Playing Tip: Thank the kind player for not shooting you at point-blank range, then walk!!!
During nighttime play, the following rules are in effect:
Verify the lowered night time 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.
No players are allowed to carry or use cylumes (glowsticks). These are reserved for the reffing staff and field boundaries. Players caught with cylumes will be asked to leave the event with no refunds. Infra-red cylumes are the only exception.
Radio espionage is allowed with the STRICT exception of the judges' channel. Messages on the command channel are in code, so LISTENING isn't a problem; it serves no purpose. Jamming of command channels is prohibited, resulting in ejection from the event.
Monitoring of the judges' channel is STRICTLY prohibited and will result in IMMEDIATE ejection from the event due to the fact that the urgency of the decisions makes coding them illogical and impossible.
Playing Tip: Monitoring teams' / players' personal radio transmission on the field can give you valuable information. Monitoring the Judge channel will get you ejected from the event.
No physical contact with other players is allowed. No cursing or unsportsmanlike conduct is allowed. Cheating, although rare in these types of events, does and can happen. If you witness cheating on the field, keep your standards high! Don't ever stoop to a cheater's level. Keep in mind who you saw doing this and let them know you saw them. Peer pressure is a very powerful thing.
Player Tip: Is your reputation worth a few extra minutes of game time? Play Fair! Play Stand-Up Ball!
Unaltered, ASTM approved, full-face shields and ear protection on all goggle systems. NO yellow goggles allowed for players. This is reserved for field staff and referees only.
Barrel Blocking Device (BBD) and/or Barrel Condoms, velocity locks, pants, shirt & shoes, trigger guards are required due to insurance regulations. In 2003, Barrel Plugs are no longer generally accepted as a usable safety device.
Canteens, flashlights, night scopes, infrared illuminators, thermal imagers, Q-beams, Alice packs, leaf-o-flauge, stocks, point sights, aim sights, squeegees, scopes, night vision equipment, CBs, radios - UHF or VHF, walkie-talkies, barrel rain covers, Ghillie Suits.
Extra pair of worn-in boots; extra socks; "energy" foods with complex carbohydrates; first-aid kit; marker tools; lots of non-alcoholic liquids: water, sports drinks, juices. Alcohol dehydrates your body and can pose a serious health risk when playing a physically demanding sport like paintball. For this reason, the consumption of alcoholic beverages is prohibited between 2 a.m. Saturday morning to end of game Sunday.
Heavy clothing which is designed to promote bounces; shields of any kind; unbreakable trip wires; air horns; cylumes; knives; ropes; whistles; hot-burning smoke; pyrotechnics; firearms; laser sights; crossbows; sling shots; BB guns. When in doubt, ask the game management. Any device designed to raise or lower the velocity of a paint marker (tools, adjustable barrels without locking caps) are prohibited on the field of play. NO predominantly yellow or orange shirts, jerseys allowed. This is reserved for field staff and referees only. If this is in doubt check with event management.
Playing Tip: When in doubt on what is allowed or prohibited, ask game management.
Sixty-eight (.68) caliber markers meeting game management specifications. Due to safety factors and insurance regulations, game management reserves the right to disallow the use of any paintball marker or paintball launching system. All paint markers must be fired through a radar chronograph. Maximum velocity is not to exceed two hundred-eighty (280) feet per second (FPS) daytime limit and two hundred-fifty (250) FPS night time limit. Any markers that can be adjusted without tools need a velocity lock-down or "tourney-cap." Full-auto paintball markers (including zip and burst) are allowed during DAY PLAY ONLY (FULL AUTO IS DEPENDENT ON CURRENT FIELD INSURANCE POLICY) provided they meet our safety requirements (max Rate Of Fire is 11 Balls Per Second) 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.
Tippmann style, Atomic or Strange Ordinance style. One speck of paint from these types of grenades is an elimination. No grenades allowed at night.
SRPLs, PACs & LAWs:
The following rules apply to all Single Round Projectile Launchers (SRPLs), Personal Air Cannons (PACs), and Law rocket launchers (LAWs).
These SRPLs must chronograph under a speed of 230 FPS (all the time) during day and night play.
Each and every personal SRPL must be shown to the event director prior to play and be approved.
Each and every SRPL must be chronographed with the event head ref / ultimate present before it can or will be allowed on the field of play.
All SRPLs must have a system or device for plugging the barrel to stop accidental discharges while in any safe area.
These SRPLs must use 2" Nerf rounds - NO paint can be used in these units, unless provided by game management only!
Mortars can be used in the games. Each Mortar must be pre-approved by the event director before it will be allowed on the field. Mortars must always fire at a minimum 45 degree arc or greater. Mortars can not be DIRECT FIRED at ground personnel. Mortars may fire the 2" Nerf rounds. Mortars may fire loose paintballs.
Mortars may NOT fire surgical tubes, NOR impact rounds!
TANKS & VEHICLES:
PAVs, Tanks, APCs, scout cars, modified golf carts, et al. must be constructed from the chassis of an off-road vehicle only (example: No van, car or truck chassis unless the tank was built on one of these chassis prior to December 1998). Contact host field and event promoter on insurance regulations a minimum of three weeks prior to the event.
All vehicles must meet the following conditions:
Max Speed: Limited to 5 mph or a fast walking speed, whichever is slower. No exceptions.
Fully functional brakes. No exceptions.
Fully functional headlights: If used at night. No exceptions
ASTM approved paintball goggle system: Mandatory. Must be worn at all times by all players inside the vehicle. No exceptions.
Dead /Eliminated Indicator: Much like the old fiberglass antenna or fiberglass bicycle pole that can be flagged and positioned either up or down, alerting all players to the vehicle's status. Pole in up position indicates vehicle is eliminated; in down position indicates vehicle is in play.
Team Indicator: The vehicle must be readily identifiable as to which side or team it is on. Tape the two opposite corners of the tank with 24 inches of team arm band tape so that at least 12 inches of tape can be seen from all sides.
Rate of Fire: Limited to eleven (11) BPS. Semi-Auto ONLY. No exceptions.
Vehicle Contained – Static Mounted or Personal Paint Markers Chrono Speed: 260 day, 240 night. Chrono speeds are lowered slightly because these vehicles close distances quickly (it's hard for a person inside a vehicle to hear a person outside yelling "hit"). When hit / eliminated by a vehicle/tank, raise your MARKER or HAND above your head immediately!!!
Tank / Vehicle Main Gun: 230 FPS max velocity.
Viewable area of 360 degrees: Means the occupants must be able to see all around the vehicle with no blind spots.
Vehicles can also: Transport people and props, destroy structures and bunkers, or act as a stationary bunker.
Even if a vehicle / tank meets all of the above conditions, it may only be used with 3 weeks prior approval, as well as immediate pre-game approval of the scenario director. After approval, the vehicle may be required to be escorted by a full-time ref, judge, or a non-player tank support person. Additionally, you may be required to bring your own tank support person, depending on the number of motorized vehicles on the field and availability of extra staff.
Ways to eliminate vehicles
These may vary, depending on the theme of the game/event:
SRPLs, PACs & LAWs: One impact from a Nerf Round eliminates the vehicle. Some scenario producers still utilize multiple paintball rounds fired from LAWs. With these types of rounds, the 3 break rule is in effect to eliminate the vehicle. Three rounds must break (cumulative shots included).
Satchel charge – Dependent on scenario producer’s specifications.
Paint Grenade – A distinctive paint splatter will disable the vehicle’s movement only for 5 minutes. Be advised that paint markers inside the vehicle are still fully functional, as well as the main gun.
Once a motorized vehicle/Paintball Assault Vehicle (PAV) has been eliminated, it must proceed to the hospital zone or insertion area and wait for the next insertion window before re-entering the field. The same insertion rules which apply to players may also apply to vehicles and will be announced at the pre-game meeting/briefing.
IMPORTANT NOTE TO PLAYERS: There is a safety space of 20-FOOT distance around all tanks. If a tank or a live player intentionally comes within 20 feet of each other, the aggressor(s) will be called eliminated. Furthermore, tanks and / or players who intentionally violate this 20-foot boundary are subject to ejection from the event. This is a serious safety issue. Tanks may not encroach within 20 feet of a live player behind a bunker (i.e. – do not chase players around - or from - their cover). Players may not hide and use this rule to eliminate a tank.
Playing Tip: There is no reason for any player – live or dead – to be within 20 feet of a live tank!
PUGs and Walking Tanks:
All applicable rules within the "Tank & Vehicles" section of the GSRP carry over to non-motorized PUGs and "walking" tanks, as well as:
1) They must look like tanks.
2) They must have a main gun (as described above).
3) They are to serve as tanks (as described above); not ambulances; not mobile bunkers.
Players may NOT approach any tank, insert a marker barrel into an opening and shoot the occupants. You will be ejected from the field!
All tanks are the personal property of the owner. It is considered the same as your marker, mask and pack. Players may not touch, take, disable and or in way intentionally damage or destroy the tank or its contents. If you do, you will be ejected from the event, field and subject to arrest by local law enforcement.
ALL ghillie suits must be inspected and approved by the game director 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.
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.
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. Motion sensors ARE allowed
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.
The teams will be split from the number of registered players according to skill level, equipment, fire power, experience and ability. All game planning and scoring will be done by the game operations director. Teamwork is an important factor in these events. Planning strategies will be carried out by commanders with the respective squad leaders. 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 game operations director and relayed via coded radio messages to the commanders of each team. Objectives will be assigned and unit size will also be assigned. Field referee staff will make the determinations of control of an area.
Maintain your base of operations: Protect and defend it at all times.
Complete assigned missions; hold the objectives.
Take action to harass and interdict 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 that these types of events inspire among the players of your caliber.
Switching sides must be cleared through the scenario producer. If approved, anyone switching sides must give up their current character card and arm band tape. Under no circumstances can this (character card or ArmBand Tape) be passed off to another player.
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 arm band 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:
Arm band tape (ABT) is to help all players identify who is playing on their team, NOT to identify who is on the other team.
Special Role characters must wear specially designated arm bands or tape - in conjunction with their team tape - on the arm above the elbow, in plain view.
The following are Strictly Prohibited:
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.
Any type of arm band or tape over a Special Role character arm band or tape with the intent to deceive.
Falsifying role cards (color copy) to get the other team to tape you.
ACQUIRING ENEMY ARM BAND TAPE:
You must be taped up by a player on the team whose ABT you're trying to get. 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.
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, so if you need to play one of these roles, immediately notify your commander if you have not been given one of these roles. The commanders will get a new mission radioed in to them every 15 minutes during the day.
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, a demolitions characters can blow the bunker with a satchel charge or LAW rocket. 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 be 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. Nope, 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.
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 arm band tape and a Character Card 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 arm band tape. These individuals requested in advance to the event director to play the special roles described below. Only players carrying the appropriate credentials for their assigned Special Role characters may carry, utilize or display associated game props / operations equipment (bombs, aircraft, etc).
These players have the ability to use LAW rocket launchers and special demolitions satchel charges. Laws can be used to blow up command bunkers, bridges and buildings and groups of people within or on these structures, and to down helicopters. 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.
These players have the ability to rebuild structures which have been previously blown up. These players may tow a downed aircraft back to their command bunker. Aircraft are considered props.
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 are NOT able to be healed! A head shot means you're eliminated, no matter what - this is specific for daytime play. All hits are fatal at night! Medics do not work at night.
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 can not 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.
A LAW rocket can take out a flying aircraft! Flying aircraft can fire on other aircraft while in flight -- regular hit rules apply. NOTE: An aircraft can drop you off in the middle of a swarm of enemy troops just itching to shoot someone!
FURTHERMORE: The LAW that shoots down aircraft may fire (in some instances) multiple paintball rounds. Though being universally phased out to incorporate 2-inch Nerf pocket rounds, some scenario producers may allow paintballs in LAWs. Thus, if you decide to ride on an aircraft, be prepared! You might take multiple rounds from a LAW attempting to shoot down your aircraft. A Demolitions character with a loaded LAW can also Barrel Tag the aircraft with the LAW, if they can ambush it! Players may NOT AT ANY TIME use aircraft as cover for shooting people. Players may not be following within 20 feet of the aircraft if they are heading in the same direction.
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.
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:
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!
How helpful is it? Incredibly so.
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, 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." 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 whose 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.
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."
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."
The teams will start the game occupying their respective bases. Many objectives will be strategically located throughout the playing field. Missions will normally be called in every fifteen (15) minutes during the day and every half hour at night, 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.
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.
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.
You will have a specific mission where you need to destroy the objective within a time frame. Either blow it up with a SRP LAW or a satchel charge. 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.
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.
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 can not 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.
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.
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.
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:
For your players to 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.
Exactly the same as a Recon & Report with the addition that the intelligence you gather must be done in a photograph, which is given to the mission referee. 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 :).
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.
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.
All game props (helicopters, toys, money, etc.) must remain IN PLAY (on the field of play) during the game. You can not take them out to your car and STASH them, nor lock them up in your commander’s box!
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. :)
Many people find it interesting or amusing to design, make or bring props from home to these events - we welcome it. If you can sell it or trade it to the opposition, then go for it. All props should be cleared with game management, who will make a determination whether or not it will be of value, but either way the opposition will not know until the game is over. :)
Playing Tip: All props must be turned in prior to game's end on Sunday to be counted as points for your team!
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.
THE FINAL WORD
If it’s unclear;
If it’s not covered in orientation;
If it’s in a "grey" area;
If it’s not written in the GSRP, game-specific addendums, or on a game-specific card:
It Does Not Exist.
Ask the Event Director First!
MOST OF ALL, HAVE FUN! ENJOY THE EVENT!
BE ALL YOU CAN BE, AND SOMEONE ELSE!
© 1996-2007 Mckinnon
Acknowledgment: These rules for paintball scenario games were written over a period of years with the aid and consultation of veteran scenario paintball players, including: Kerry Rosenberry, Bill McClure, Bobby Gogolin, Bill Tyson and many others whose ideas, suggestions and input were no less valid. These rules are updated periodically as technology and the games themselves advance.
The federal copyright of this document is owned exclusively by Patrick and Diane McKinnon.
No part of this document may be reproduced or utilized in any form or by any means, electronic or mechanical, including photocopying, recording or by any information storage and retrieval system, without express written permission from Copyright Owner.
Should any field or event producer choose to use these rules, all you need to do is go to the web site and click on the button to request permission to use them and link directly to the rules, located here:
Web URL: SCENARIOPAINTBALL.COM - Rules of Play
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