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SCENARIO
PRIMER
AND
RULE BOOK
Last Updated: 11/5/2004
           
Thank you for considering playing in one of our events!
We have assembled the following manual to help new AND
existing scenario players. This text covers everything that you’ll need to
know, from before you arrive to after the game and the award ceremony. This
material is laid out in chronological order for what you’ll see and do prior to
leaving for the game, before the game starts, during the game and after the
game. You will find that reading this prior to the game (even though it is
long) will GREATLY benefit your experience playing scenario paintball. We’ve
also provided you with a very brief summary of rules (without any explanations)
at the end of this booklet.
PLEASE take time to familiarize yourself with the game, the
process, and our rules. These rules may be slightly different than other games,
and you should be aware of how everything works before you show up to play. You
will be required to sign a form stating that you have read and understand the
rules prior to receiving your player pack.
**************************************************************
Remember, the first, second, and third rule of scenario
paintball is PLAY HONESTLY. Play like you would like everybody else to
play, even if they don’t… For the sake of the game, PLAY FAIR, and please let
us know about anybody you see that doesn’t. WE will take care
of it.
***************************************************************
Thank you,
Andy Sheppard
24 HOUR GAMES
TABLE OF CONTENTS
WHAT IS
"SCENARIO" PAINTBALL?
Scenario Game Timeline
Premise
Scoring
A.)
Props
B.)
Missions
C.)
Base Kills and General Kills
Ways to Make
Eliminations
Once You Get Hit/Eliminated
Night-Time Play
Ref Punches
If You Need Help
PRIOR TO THE EVENT
Registration
Registration Discounts
Registration Paperwork
Examples
FAQ
WEEKEND OF THE
EVENT
Directions to the
Field
Hotels,
Eateries and Local Attractions in Dalton
Things to Bring
With You
Your Equipment – Explained
What NOT to Bring
Parking/Camping Layout
Field Layout
Guidelines Regarding the Field
Friday Activities & Early Check-In
Saturday Check-In
What You’ll be Given
Chronographing Your Equipment
Orientation
ENTERING THE
FIELD
What You’ll Get When You Get to the Base
People That "Run" the Game
Field Referees
Player Referees
Base Referees
Mission Referees
Game Director
Prop Master
Videographers/Cameramen
SCENARIO EQUIPMENT THAT WE PROVIDE
Dynamite
Satchel/C-4 Charge
Base Mortar Cannons
Barbed Wire Sets
Simulated
Armored Personnel Carrier
Simulated Tank
Simulated Helicopter
BASIC ROLE PLAYERS
General
XO – Second in
Command
Medic
Demolitions Expert
Engineer/Bomb Tech
Spy
WHAT IS “SCENARIO” PAINTBALL?
New
to scenario paintball? NOT
A PROBLEM!!
Scenario paintball is an exciting game where a player can
play ANY style that he/she chooses. You can sneak around and eliminate people,
you can lay low and wait to eliminate people, you can advance and “scout” an
area for others coming up behind you, or you can attack the enemy head on!
The biggest single difference in scenario play from other
forms of paintball is the game’s time structure. Instead of playing for 15 or
30 minutes, stopping and then restarting from the same places – each side starts
off from their respective bases at 12:00 noon on Saturday and continues to play
until 12:00 noon on Sunday (excluding two mandatory breaks). We shut the game
down for two hours (6PM-8PM) for a dinner break. We also shut down for two
hours (7AM-9AM), if the game goes that long into the night.
Below is the game timeline, just to give you an idea of how
the game goes. A later section of the manual goes over everything that happens
from the time the gates open Friday until after the game and ceremony is over on
Sunday.
SCENARIO GAME TIMELINE
ORIENTATION: 11:00 AM ON SATURDAY
GAME START:
12:00 NOON ON SATURDAY
DINNER
BREAK: 6:00 PM TO 8:00 PM ON SATURDAY
GAME
RESUMES: 8:00 PM TO ???* SATURDAY NIGHT
BREAKFAST BREAK:
7:00 AM TO 9:00 AM ON SUNDAY
GAME RESUMES:
9:00 AM TO 12:00 NOON ON SUNDAY
AWARDS CEREMONY:
12:30 PM ON SUNDAY
* The night stop time depends on the turnout, the
temperature, the number of players out on the field, and the overall willingness
of the players to play at night. The latest we’ve called a game was 4:00 AM.
The earliest was 11:30 PM. The decision as to when we stop the night play is
100% up to both generals.
Note: You are not under any obligation to play at night,
but you will find that most players will play at least some of the night game.
Some will play well into the night, and a few will play until the bitter end!
We do our best to split the sides up evenly before the game starts (even so far
as to consider who normally plays at night), but we really have no control over
evenness during the night portion of the game. So, be aware that the night
portion of the game can become very lopsided if a majority of their players sit
out at night.
PREMISE
The basic premise is two (or more) sides battling it out
for points, with an underlying “theme” – be it a movie, a book, a video game, an
actual battle, or a fictitious event. Depending on the game, you’ll see
different things relating to the game’s theme. Locations on the field will be
named for locations in the movie/book/video game, etc. and there will be
“props” scattered throughout the field, at various times, that relate to the
theme.
Points are achieved by finding the various props out on the
field, by completing missions, and by eliminating the commander(s) and/or
his/her headquarters. Additional “bonus” points are available for completing
special objectives such as completing the “Opening Battle” (first mission, which
is usually an hour-long mission) and the “Final Battle” (last mission, which is
usually an hour-long mission.). There are also bonus points for completing your
“role.” Right now, our only point-base role is that of the spy. If the spy
goes undetected at the end of the game, the spy’s original side gets points.
Each side starts out with the same opportunity to get the same score if they
complete every task. You’ll find that Side A and Side B will both get an equal
mixture of “hard” missions and “easy” missions and both will have an equal
chance at scoring.
Specific points for each are detailed in the following
paragraph, and will always be the same for every game. You can focus on running
missions, gathering props, or just attacking the other side so that they can’t
run missions or gather props!
SCORING
(May change,
depending on the game, but the scoring system will be addressed prior to the
game if there is any change from below.)
Base Kills 50/Time – ONLY COUNTS ONCE
PER HOUR, resets on the hour
General Kills 25/Kill – inside or outside of
the base, but ON the playing field
Missions 100/Completed Mission, unless
otherwise noted on the mission card
Props
20/Prop Returned to the
Base
People/Prisoners 50/Prisoner or Role Player
Returned to the Base
BONUS ROUND…
OPENING BATTLE 500 POINTS (PER OBJECTIVE)
FINAL BATTLE 500 POINTS (PER
OBJECTIVE)
SPY GOES
UNDETECTED 250 POINTS (PER SPY)
A.)
PROPS
Props are typically found at mission objectives as part of
the storyline or they’re scattered throughout the field. They may be as small
as a piece of paper or as big as a large crate or a dummy. Once you find a
prop, it is in your best interest to get the prop back to your base. Props are
things that anybody can find and bring back, and can often help your side win
the game. Props are held inside the base with the Base Ref. Props may also be
randomly reinserted back into the game by the game director, as needed. Some
props may be needed to complete other missions, so keep track of what you’ve
got.
Once a prop is found, immediately take it back to your
base, and hand it over to the Base Referee for counting and storage. Once
it is counted, the base referee will hold on to the props in a large box outside of the base.
Larger props will be stored on the base's walls. In the event of a base
demolition, the attacking side may take any three props from the box or
what's hanging on the base's walls, and may try to make it back to their base with said props.
We tend to have a good amount of props out on the field, at
various times. We always try to make props that are highly visible to all of
the players, but that is sometimes not possible out in the woods. Your best bet
is to search locations on the map for props, and to look all around whenever you
are out on missions.
Props are frequently marked with side-specific tape. That
is, only BLUE players may pick up BLUE taped props. This is done to ensure that
props are where they’re supposed to be, when they’re supposed to be. If you find
a side-specific taped prop, it is in your best interest to DEFEND the prop, but
you are not allowed to move, bury or otherwise conceal the prop(s).
SUMMARY
- Props are to be stored in a box outside of the base, by the Base Ref
- Props cannot leave the field for any reason
- Props cannot be buried or otherwise obscured (by either team) out
on the field
- Props can be "stolen" from bases by anybody, at any time, UNLESS it is
a
side-specific (taped) prop
- Props can be traded with the other side for other
props, money, favors, etc.
- Props can be taken by the other team, by "stealing" them or by taking
them after a base attack
- Props with side-specific tape can ONLY be taken by
the same-taped team
- You CAN bring in your own props to try and fool
the other side into believing that they are real props (thereby wasting their
time retrieving them).
B.) MISSIONS
Missions are specific tasks that generally follow the theme
of the game. An example of a mission may be to go rescue a downed pilot at a
specified location or to find a person with information that is vital to an
upcoming mission. Another example is getting close enough to a location to take
a picture of it and return to your base. Missions are designed to create
movement and interaction on the field, and can be simultaneous to the enemy’s
mission or completely different.
Missions are key “tasks” in the game that develop the storyline of the game.
Missions are the most valuable (point) thing that you can complete. Depending
on the game, missions will go out every thirty minutes or every twenty minutes.
At the appropriate time, the base referee will hand either the General (leader)
or his/her XO (second in command) a mission packet. Inside the packet will be a
mission card detailing where the mission goes to, what the mission is about, and
if there is anything to be retrieved or done while at the objective.
The General or XO has only FIVE MINUTES to receive the
mission card from the base ref after it is opened. After five minutes, the
mission is dead. If the mission is received, the base referee must note the
time that it was received on the actual mission card. This starts an imaginary
“clock.” Once the mission card is signed off by the base referee, the General
has only 20 MINUTES (30 Minutes at night) to get somebody to make it to
the objective (location). Once that person, or group, is selected by the
General, he/she must hand off the mission card to one of three mission
referees. Note: At least one referee will be gone at any given time – on a
mission, a prop drop, or for any number of reasons.
The mission ref will take the mission card and head out to
the objective. It isn’t necessary that the players follow the mission ref –
they will be at the objective waiting if you do not follow his path. For some
missions, the mission ref MUST lead you to ensure that you follow the right
path, as denoted on the mission card. We keep the mission card in the mission
ref’s hands for two reasons; everybody knows where it is, and it doesn’t mean
that the mission is “incomplete” if the player holding the mission card gets
shot. Thus, the mission ref keeps the mission alive, just as it is in the “real
world.”
Once the first person reaches the mission objective, the
first “arrival clock” stops and a second one begins. Depending on the details
of the mission, players at the location may have to do something for as long as
30 minutes. Missions can range from something simple like patrolling a certain
section or location on the field for a set period of time, making your way to
an objective (location) and performing duties such as prop retrieval, providing
visual or photographic reconnaissance, or setting up an ambush for the other
side. These are but a few of the types of missions – which, again, will vary
greatly depending on the game itself.
The mission ref is in charge of writing down the time that
the group or player reached the objective – making sure that it was no more than
20 minutes since the first time stamp placed on the mission card by the base
ref. Note: Some missions may not require players to go to a certain location,
but rather to do a certain thing regardless of where it is. After the details
of the mission are completed, the mission ref will sign the card as complete and
return the card to the base ref for counting. If the mission fails (no players
reach the objective, the details of the mission are not done, etc.), the mission
ref will sign the card as incomplete and return the card to the base for
counting.
MISSION TYPES
Most missions are relatively “generic” in their scope, such
as:
-
Take & Hold Mission: As the name suggests, this type of mission
involves making it to an objective, overtaking any enemy forces, and maintaining
ownership (keeping at least one live person in the area) for the duration
prescribed in the mission. This type of mission can last from 5 minutes to 45
minutes. Longer missions should be prepared for several “waves” of opponents.
-
Snipe: This type of mission requires that the mission runners
shoot at least one paintball on the wall of an objective. This mission relies
on a group’s ability to get close enough to an objective, but does not require
them to take it over.
-
Recon: Recon missions involve relaying information about one
place to your headquarters and command staff. In most instances, it is
important for your command staff to know about things such as troop movement and
quantity, as well as important information about your opponent meeting someone
(see: “role player”), or knowing what types of things exist in what area(s).
This can involve taking a picture (“photo recon”) of an area/event/meeting, a
“fly-by” on the helicopter or spy plane (“air recon”), or by what you can see
(“visual recon”) with your own eyes or binoculars.
-
Ambush: This type of mission involves getting men to an area of
known resistance. More times than not, an ambush mission will coincide with an
enemy’s mission to be in the area doing some type of activity in the specific
area.
-
Patrol: Patrol missions include taking men (typically a predefined
NUMBER of players) along a specific path or into a specific area. The purpose
may be to secure a route or to occupy an area (two or more locations) for a
predetermined amount of time.
-
Meet & Greet Role Player(s): Role Players are an additional
dynamic element in scenario paintball. Role players often have information
that is vital to the success of current or future missions, and can often be
valuable for locating props or finding information that may not otherwise be
obtained. Unless otherwise stated on the mission card, players should INTERACT
with role players (ie. ask them questions). The mission card often gives you
information (hints) about what to do with the role player(s), such as:
1.
Hints about their occupation, expertise, overall attitude, likes,
dislikes, etc. that you can use to interact with them;
2.
What, if anything, they may be able to give you or tell you about; and
3.
Where, if any, to take the role player to fulfill the mission objectives
-
Acquire Props: A typical mission will often involve some kind of
prop – be it something found ON THE WAY to a mission objective or something AT
the mission objective. Most often, props are explicitly stated (including a
photograph of the item) on the mission card and are placed at the mission
objective prior to the mission going out. You may OFTEN find that a roaming
enemy has already occupied the area and taken the prop – but we do not
intentionally send enemies in (by missions) to areas where others’ props are to
be dropped.
In
some instances, props may NOT be worth any points – be it fake props (items
supplied by others that are not explicitly part of the game) or props that are
designed to be fake. An example would be two Faberge Eggs – one is the real
deal and one is an imitation. You will ALWAYS have the opportunity to find out
which egg is real, either from the mission card itself or from information
provided from a role player that can not otherwise be obtained.
-
Prop Interaction: Props that are found can also be used in the
game itself. For example, a scientist role player may need bribing in order for
him/her to tell you their information. The mission card would tell you to find
him and get any information that he has, as well as stating his occupation and
his proclivity to greed. You would, therefore, want to take any valuable items
(cash, gold, paintings, etc.) that you have in order to get the information.
Note: We try to limit this type of mission, because it requires you to
have something that isn’t always guaranteed – and there’s no sense in assessing
two penalties for not getting an item. Most often, we will deliver any
necessary props or otherwise make sure that you have the prop in order to
proceed with this type of mission.
-
Demolish: This mission type requires your side to take in a
DESIGNATED demolitions expert and destroy an objective. A building can be
destroyed with a LAWS rocket, a satchel loaded with C4, or dynamite explosives.
The demolitions expert will then run colored surveyors tape (1” wide plastic
tape) around the building to signify that it is demolished. It is important
that a demolitions player goes on the mission, and that you keep them alive
until they do their duties. Once the building is destroyed, a demolitions
expert MUST be allowed to tape the building without interference because
the deed is already done, it just needs to be exhibited as such.
-
Rebuild: This mission is the opposite of the Demolish mission. A
DESIGNATED engineer is required to rebuild an objective. All that is needed is
for an engineer to physically touch the building and then remove the surveyors
tape. As with the demolitions expert, the engineer should be allowed to remove
the tape without interference because the building is rebuilt and players need
the visual cue that it is rebuilt.
-
Assassinate: Assassination missions involve eliminating a
specific player OR a player from a specific group or a specific area. An
example may be to shoot a role player at an objective so that the enemy can not
question him/her – another may be to shoot ANY one (or more) player(s) in an
area or location.
-
Capture: This mission requires that you detain an enemy, and may
include your taking the prisoner to a specified location. NOTE:
Capturing an enemy should ONLY be done if required by a mission and
EXTREME consideration should be given to other players that you are
capturing. We CAUTION you to NOT take liberties with the prisoners – treat them
as you would require to be treated. We will give instructions to the enemy [via
mission card] stating something similar to “Send 10 men to Location XYZ… The
last person in the group left alive should offer their surrender in order to
_______” [be taken to their base in order to spy on them, “act” like they have
no weapons but shoot people with a concealed pistol, etc…]. You will not see
this much, but when you do – rest assured that both parties will know
what is going on. Remember - be nice to the prisoners!
HELPFUL HINT: Having good communication between the
players and your side’s commander helps to ensure that the mission runners know
where the action is (to avoid it) and what kind of resistance they may face when
they get to the objective. This will help the commander know how many people to
send, and what the best direction to send them will be. Obviously, good
communication can be the difference in completing a mission and having enough
players to secure an objective.
C.) BASE KILLS AND GENERAL KILLS
Base kills and General kills are yet another way to gain
points and maybe add a little salt to the wounds of your enemy. If you can make
it all the way to the enemy’s base, infiltrate the base, and step one foot
inside the base – you have (depending on the resistance or base defenses)
achieved the pinnacle of paintball – blowing up their headquarters!! Once it is
destroyed, the base is “inactive” for five minutes. If timed right
(communication!!) you can destroy the base just as players come on to be
reinserted – effectively killing the other side’s insertion AND their insertion
window – as nobody can touch the destroyed headquarters and become live players
until it is “active.”
Base Kills: Any base may be overtaken at any time.
Taking control of the enemy’s base will gain your side extra game points.
Destroying the opponent’s base will also prevent the enemy from getting crucial
information, receiving missions, and inserting players.
A base destruction is worth 50 points per occurrence
(once every hour)
There are several ways to destroy a base:
- You can step one foot inside the base (NO GUN) and call
“ALL DEAD!”
- A demolitions expert can throw a satchel at the building
– blowing it up. It need not be resting on the building, but it must physically
HIT the building. The base ref will be inside the building to verify the “thud”
if and when it hits the building.
- A mortar round hitting the building itself (doesn’t need
to land on it – just the “thud”)
Things to Remember:
- Guns are NEVER allowed inside the base
- Do not shoot into the base – nobody will be shooting
out from it
- A grenade is not enough force to blow up the base
- No equipment or personal items may be taken from inside
the command bunker
- Up to two players may enter (no guns) and copy
down (on their own paper) any data they find in the command bunker (any codes,
any mission completion data, etc…)
- A base can only be blown up ONCE EVERY HOUR
- Once a base is blown, ALL attackers must move at least
200 feet out from the base after 5 minutes elapses
- Once a base is blown, the base will be automatically
“regenerate” 10 minutes after it was destroyed. Alternatively, it may be
rebuilt at any time by an engineer with appropriate credentials
- IF you “time” the base kill just right, you can use the
10 minute window to basically stop their side from receiving their mission.
Remember, missions come in every twenty minutes (or 30 minutes, depending on the
game) and must be “received” by a live player within FIVE minutes of the
appointed time that the base ref opens the envelope
- You cannot stop the other side from inserting by killing
their base, as they can also reinsert “hot” from either Insertion Point
General Kills: Generals may be killed inside or
outside of the command post.
The General is worth 25 points if shot inside or outside
of the base. The General can be shot outside of the base for points every
time that he is a live player. There are no time limitations on General kills
when he is OUTSIDE. When he is inside, he can only be killed by one of the
“base attack” methods above, and only once per hour.
“THE COMBO”
Your side will receive 75 points (25 points for the General
kill and 50 points for the base kill) for every time that the base is destroyed
WITH THE GENERAL INSIDE. This can only be done once every hour, however, the
General can be killed an unlimited amount of times OUTSIDE of his base.
Of course, with any of these, there are “alternative” ways
to get points, or rather… deny the other side their points. You can bring in
fake props and waste the other side’s time running them back to their base. You
can also booby trap or ambush their main trails in order to stop the other side
from getting to a specific objective, ruining their chances of completing their
mission and getting points.
WAYS TO MAKE/GET ELIMINATIONS
SHOOT
THEM!
The most obvious choice…
J
- All firing modes are allowed during the day. Only semi-auto is allowed at
night.
- No “blind shooting” – that is, no poking your gun around a corner and firing
off rounds. You should be in total control of where your paintballs are aimed –
which requires you to look down the path of your barrel. This rule also helps
the other guy (and you) not get shot from close up.
- No shooting from less than 5 feet away. If you are that close, barrel tag the
player instead of shooting them. (See surrender rule below for more details).
- Do NOT poke your barrel through any netting in order to shoot.
PAINT CHECKS
Splatter doesn’t matter! Paint spot has to be quarter sized or larger - to any
part of the body, gun, or equipment - in order to count as an elimination.
If you need a paint check, stay in place and call for a referee or have a
buddy check you. There will be no paint checks at night as ANY hit at night is
considered an elimination. Your feet can be shot from underneath a wall, and you
can be shot through any holes in buildings.
Live players shall not advance on a player called NEUTRAL for a paint check.
NEUTRAL player shall also not use his neutral status to advance on his enemy.
MAKE THEM SURRENDER!
If a player advances undetected to within 10 feet of another player, that player
should either attempt to make a barrel tag or allow the opposing player the
opportunity to “Take the hit.” (This does not require the enemy to do so
but IS the sportsmanlike thing to do)
BARREL TAG THEM!
If you get close enough to your opponent, you may elect to barrel tag the
player, instead of shooting or asking them to surrender. Remember - do not
shoot the player within distances of less than 10 feet.
To barrel tag someone, physically place the barrel of your gun on the
player and say “barrel tag.” You may whisper it softly enough so that
others nearby can’t hear it, but it must be heard and felt by the tagged
player. The tagged player cannot retaliate, yell, or do anything other than
quietly walk off of the field.
- You can only barrel tag one person at a time, following the procedures listed
above
- You can only barrel tag someone with the barrel ON the gun
- At least 6 inches of the barrel must be visible when barrel tagging someone.
No hiding the gun and barrel inside of your clothes, rubbing up against someone
and telling them that they have been barrel tagged
- You can barrel tag someone with a pistol, so long as the entire pistol is
exposed (not hidden in your clothes or in a holster)
ONCE YOU ARE HIT
Once you are “eliminated” (shot) in a scenario game, you
should immediately yell “MEDIC!” if you can be healed or “HIT!”
if you cannot be healed (see medic rules).
Once you yell “HIT!” – you are dead and cannot be healed.
If you are dead, immediately waive your hand or put your hand on top of your
head to signify that you are dead. Once your opponent sees that sign, quickly
reach into your pocket and retrieve your barrel condom, put it on the end of
your marker, then leave the field. Pay particular attention to not walk into,
or through, major firefights. Try to walk away from shooting lanes, even if it
is the “wrong direction” from where you want to go. Don’t sit around and wait
for the firefight to be over – get out of the way - or people will think that
you are still a live player.
Two MAJOR issues with hit players are that you must DROP
WHATEVER YOU’RE CARRYING (props, mission cards, etc.), and you must respect
the rule that DEAD MEN DON’T TALK! Do not signal, radio, or talk to any
live players as you are exiting the field. Doing so will result in a Ref
Punch.
While walking out – it is a good thing to yell out “DEAD
MAN WALKING” or “HIT PLAYER, COMING OUT” or similar every 15-20
seconds so that live players do not mistake you for somebody advancing on them.
After being hit, you will proceed to a designated
“insertion point” and wait to be reinserted into the game. Depending on the
size of the game, we may run either “live insertions” (no waiting to reenter the
field once you get to the insertion point) or “timed insertions” (you’re able to
reenter the field from the insertion point at 20 after the hour, 40 after the
hour, and on the hour, every hour). Timed insertions are open for FIVE minutes
only, so you have from [for example] 2:00 to 2:05, 2:20 to 2:25, 2:40 to 2:45,
etc.. to reenter the field. The longest you’ll ever have to wait to rejoin the
game will be 15 minutes - if you just happened to miss the very last
second of the five minute window. There are two insertion zones for each side;
one is near each base, and one is at the area where you initially walk onto the
field from the parking lot area. Once it is time to insert, you are considered
a “neutral player” and you must walk to your base and physically touch your base
in order to be considered a “live” player again.
IF YOUR BASE IS OVERRUN AND YOU CAN’T TAG IN…
The Base Ref will do what is called a “Hot”
insertion. The base ref will come out to the Insertion Point and will tell you
(at the insertion time) that your base is destroyed and that you can go live
from the Insertion Point to try and take it back.
REF
PUNCHES
Here’s a handy list of things that will get your player
ID’s Ref Punches punched. There are two Ref Punches on your player ID. One
rule violation = a punch, second rule violation = second punch, third rule
violation = we escort you off of the field. No exceptions. Rules are here to
make sure that everybody enjoys the game. The things that we take offense to
are things that endanger yourself and/or other players, or that unfairly give
you an advantage over your opponent.
Of primary importance is that you pay attention to the
refs, even if you disagree with their decision or the way they handled
something. Referees are out there sacrificing playing themselves so that they
can help make sure that everybody has a good time. Our referees are trained
with the same rules you see before you. If a referee cannot handle the matter,
please come see the game director.
Do
not pass go…
(Hoop’s list of things that will get you removed from the
game on the first strike)
- Any fight where you physical hit another player. Game
over. Goodbye!
- Having any of the “major contraband” items above. Say
Bye-Bye!
Two
Ref Punches:
(If you already have one punch, doing one of these will
also be your ticket out of the game.)
- Pushing another
player in an argument
- Verbal arguments. Take it to a REF - Let them handle any
problems!
- Ignoring, back talking, or disrespecting a Referee or a
Player Referee
- Abuse of Player Referee status
- Wearing the wrong side’s armband tape (tape must match
your passport card)
- Shooting hot – Any one shot chronoed at over 30 FPS over
the limit
One
Ref Punch:
(Three strikes on these…)
- Having any of the “minor contraband” items listed above
- Shooting hot (Two of three shots between the limit and 10
FPS over the limit)
- Shooting hot (Any one of three shots 10 FPS over the
limit)
- Playing/Shooting from out of bounds
- Intentionally overshooting another player
- Removing your mask while on the field
- “Faking” having your barrel condom on, or “Faking” being
dead
- Bringing a gun inside of any base (goggle-free area)
- Inserting back onto the field before it is time to insert
- Not walking back to your base before going live (or going
live after being shot, but before going to a reinsertion point and then to your
base)
- Not being chrono’ed (AM, PM, or AM chrono punch punched)
for play.
- Talking, signaling, or radioing live (or dead) players
after you’ve been hit.
- Wiping
NIGHT-TIME PLAY
All of the normal rules are valid for daytime and nighttime play. Nighttime
play adds some extra areas of concern – so more rules!!
- Velocity must be 250 FPS or lower. Same rules about shooting hot apply.
Player must have “PM” chronograph mark on Player ID punched BEFORE they hit the
field. If the Ref doesn’t check, make them check – it is for the good of the
game that you help us make sure that everybody is doing what they should.
- ALL hits count at night – even bounces. One, there’s no way to tell or to be
checked. Assume they got the drop on you and that you are dead, take a walk.
There are no paint checks at night, because ALL hits count! If you felt it –
you are indeed dead. There are no medics at night to heal you, because
ALL hits count! Once you are shot, you are dead. You’ll then head back to your
insertion point for reinsertion back into the game.
- All vehicles, real or simulated, will be removed from the field at night. No
tanks of the field, or night helicopter flights, or troop transports. It’s every
player for themselves at night!! Grenades, mines, trip wires, LAWS, mortars,
and simulated missiles DO NOT count at night.
- No players are allowed to use glow sticks at night, except for infrared
glow sticks. The refs should be only people carrying glow sticks at night.
Glow sticks may be hung on trees lining roads or around your base, but they
cannot be used by any player.
IF YOU
NEED
HELP
The best tool for success in your scenario experience is
this manual. Read and re-read this manual, paying attention to all of the
various things that you’ll see during the event.
We typically have 20 “staff” referees out on the field,
either as visible referees or as “player referees” that are there to make sure
that everybody follows the rules as they are written, and to help out anybody
with any issues that they face during a game. Our request is that you take up
your question with a ref and not with a particular player or problem with
something that you saw. The refs will handle any problems, or advise you in the
best way to handle any questions on a rule or the game.
You are more than welcome to ask any question prior to the
game, at orientation, or during the game itself. In addition to the staff
(promoters and referees), the majority of players you’ll see have “been there
and done that” and they love to see new players take the tools and excel in the
game that they also love playing. The promoters, its ref staff, and most of the
players have been playing scenario paintball for many years, and are always
available for helping out with your questions.
The biggest “complaint” we’ve seen is from people
that don’t READ THE INSTRUCTIONS. In order to master the game, you need to know
what your “boundaries” are.
For some rules, there
are loopholes. Everything
is not always black and white in a scenario game, and there are “sneaky”
ways to gain the upper hand… For example; there’s the infamous “dead man walk.”
A live player can walk behind a dead player (giving the
appearance of two dead guys walking out together), he can get behind you and he
can shoot you out from behind a dead player. You think it’s just two dead
players walking down the street, then WHAP! J
The rules (discussed in detail later) say that he can’t do anything to that
suggest that he’s a dead player (including waiving his hands over his head,
walking with his barrel condom on or dangling it beside your gun, or saying that
he’s a “hit” [or “dead”, or “eliminated”, or “exiting” or “out” or any other
derivative] player), and he cannot use the dead player as a shield of any kind.
BUT, the rules don’t say that he can’t follow a dead guy. It is the dead
player’s choice to allow the live player to follow him, knowing full well that
he will likely be shot by many people from relatively close distances if the
live player is discovered. The dead player only has the obligation to keep
moving toward his reinsertion point, without speaking or motioning to other
players.
PRIOR TO THE EVENT
REGISTRATION
You may register at any
time before the actual start of the game at 12:00 noon on Saturday.
Due to the logistics
involved with holding these events, we ask that you at least email us or mail
in your registration form as soon as you know that you are coming. There
are a TON of things that we need to do before you show up, (making sure that
there is enough paint, air, porta-potties, food, drinks, patches, player packs
and referees for the game to name a few). All of these things hinge on the
number of players that we expect to have at the game, so your help with this is
greatly appreciated.
We like to have at least a
TWO WEEK notice of who’s coming prior to the game, so we offer an incentive to
you for helping us out. If you register and pre-pay your entry fee prior
to the deadline (see registration form for specific dates), we will give you
$10 OFF of the normal entry fee! The latest we will take
“pre-registrations” is mail that is postmarked by no later than midnight of the
deadline date. After the two week pre-game mark, the entry fee goes up to the
normal amount ($40).
* ALL PLAYERS
UNDER 18 NEED TO BRING A SIGNED WAIVER FROM THEIR PARENTS. THE WAIVER IS ONLINE
UNDER THE “FAQ” SECTION.
REGISTRATION DISCOUNTS
In addition to the reduced
entry fee for players pre-registering, we offer the following discounts:
Father/Son Entry
Discount:
We offer FREE ENTRY to any
player under 15 years of age when accompanied by a parent paying regular entry
(pre-deadline OR post-deadline)!!! Please refer to the next section, “Example”
for how to fill out the form with the father/son discount (See the last two
players on the sample form for Father/Son example).
ActionMarkers.com
Entry Discount:
Actionmarker.com also
wants more players to experience scenarios. If you buy a marker from them this
year, they will reimburse ALL of your entry fee to a game! To take advantage of
this, all you need to do is pay for your entry fee and get a receipt from us.
Actionmarkers will reimburse your entry fee if you mail them your receipt for
the gun and your receipt from us.
Or, the form is directly
downloadable by clicking the following link:
http://www.24hourgames.com/scenarioreg2004.pdf (Adobe PDF Format)
http://www.24hourgames.com/scenarioreg2004.doc (Word Document Format)
A.) EXAMPLES OF HOW TO
FILL OUT THE FORM
This image, below, gives
you an example of most every situation you can run into while filling out the
form.
http://www.24hourgames.com/rules/examples/example-registrationform.jpg
B.) FREQUENTLY ASKED
QUESTIONS - REGISTRATION
1.) It is just me coming... do I need to
fill out this form?
Yes. Just
fill out what applies for however many you’re registering.
2.) We’re not on a
“team” - do we use the same form?
Yes. Just leave the “Team Name” part
blank and fill out the rest.
3.) We’ve got six
coming, but the form only has five spaces? Please fill out two (or more)
forms. All you need to do is to put the team name (or captain name) on the
second (third, fourth, etc..) pages and we’ll make sure that they all get put
together.
4.) How do we make sure
our team gets to play together (or with other friend’s teams)? We will keep
every team that registers together. To ensure that you’ll be on the same side
as your other friends’ team(s), get with them before the game and pick a side
that you all want to play on and make sure that everybody circles that side on
their forms or that they know to tell us when they sign in.
5.) What payment
methods do you accept? We do not have a credit card machine at the field
yet. That being the case, if you need to pay by credit card or debit card, you
will need to do it online from our website in advance of the game. Prior to the
game, you can send check, money order, or pay online by PayPal. PLEASE do
not send cash in the mail! At the game, you can pay by check or cash
only. We do not currently have a credit card machine.
6.) How can I verify
that you’ve received our registration (and money)? If you pay by PayPal, we
will both receive a receipt. We’ll also bring a copy of your receipt at the
game, if you need it. For check/money order, please email
info@24hourgames.com with your inquiry if we don’t notify you.
7.) What happens if it
rains? Unfortunately, we can’t control the weather. In most cases, we will
continue the game if rain is only expected for part of the game, or if the rain
is supposed to be scattered or light showers. In the event of heavy storms
and/or constant rain, we will reschedule the game to the next weekend.
The entry fee is non-refundable but can be used for the next weekend’s game or
any other upcoming game on our schedule.
THE WEEKEND OF THE EVENT
This section details all
of the happenings before the actual start of the game.
Directions from Atlanta:
Take I-75 North from Atlanta approximately 65
miles to Exit #326 (Carbondale Road) in Dalton, Georgia. Turn left (west) on Carbondale
Road and proceed 1.0 miles to Dug Gap Road [first right-hand turn on Carbondale
Road from I-75]. Turn right (north) on Dug Gap Road and proceed 0.9 Miles to
the "Regulators Outpost" sign and field entrance on the right-hand side of the
road.
Directions from Chattanooga:
Take I-75 South from Chattanooga approximately
35 miles to Exit #326 (Carbondale Road) in Dalton, Georgia. Turn right (west) on Carbondale
Road and proceed 1.0 miles to Dug Gap Road [first right-hand turn on Carbondale
Road from I-75]. Turn right (north) on Dug Gap Road and proceed 0.9 Miles to
the "Regulators Outpost" sign and field entrance on the right-hand side of the
road.
See
FIELD MAPS for more details and printable maps, if needed.
HOTELS, EATERIES &
ATTRACTIONS:
Dalton is one of the
larger cities in North Georgia, and is known for its carpet manufacturing and
sales. In addition to the present day carpet empire (Dalton is known as the
“Carpet Capital of the World”), the area was site to a vast nation of Native
American Indians and some of the Civil War’s fiercest battles. There are
numerous battlefields in the area, as well as many historical places to visit.
Aside from historical
remnants, Dalton also offers spectacular mountain views in the upper foothills
of the Appalachian Mountains. Dalton is also less than a ½ hour drive from the
beautiful “Carter’s Lake”, between Dalton and Ellijay, Georgia, that offers cabins, boating and
other recreational activities. There’s obviously carpet shopping to be had –
and there’s a large outlet mall just north of the paintball field. The majority
of the area’s hotels and restaurants are located near the outlet mall, two exits
(~10 minutes) north of the field, off of “Walnut Avenue.” There are some 1,400
rooms, and 140 eating establishments in Dalton – most of which are right off of
I-75.
Chattanooga, which
features the IMAX theatre and the TN aquarium (to name just a few attractions),
is located about ½ hour north of the field, off of I-75.
Visit the following
websites for more information on Dalton, and the surrounding area. Make a
family trip out of your paintball weekend!!!
http://www.daltoncvb.com/
http://www.daltonchamber.org/
THINGS TO BRING WITH YOU:
____ MASK (REQUIRED) (FREE
Rental Equipment Available!!)
____ BARREL CONDOM
(REQUIRED)
____ PAINTBALL GUN AND AIR
TANK (FREE Rental Equipment Available!!)
____ CAMO OR DARK COLORED
PANTS AND SHIRTS
____ EXTRA PAIR OF DRY
SOCKS AND SHOES
____ TENT, SLEEPING BAG,
PILLOW
____ TOOTHBRUSH,
TOOTHPASTE
____ FOOD AND DRINKS
____ TOOLS (ANYTHING AND
EVERYTHING NEEDED TO FIX YOUR GUN)
____ MISCELLANEOUS ITEMS
(All Optional):
- Insect repellant
- Sunscreen
- Any medication(s) you
may need (please tell us of any major concerns!)
- Cooler (and ice)
- Plenty of water (for
cleanup) AND drinks
- Rain gear
- Flashlight or Q-Beam
(for night play)
- Paper towels and squirt
bottle (to clean gun and mask lens)
- “FRS/GMRS” Radio, to
locate teammates on the field
- Extra batteries - have
extras for your fan, hopper, gun, radio, etc.
- Table to sit your gear
on
- Chair to sit in
- Tarp/Plastic to cover
your gear if it rains
- An extra car key
- Cash,
the universal tool
You may also bring any of
the following equipment:
- Cold
Burning Smoke [Email:
MDeen31195@aol.com ]
- Grenades (Anything NON
explosive) [www.atomicordnance.com]
- Mines (Anything NON
explosive) [www.majorpaintball.com]
- Night Vision Goggles
(Infrequently NOT allowed – Check 24HG website)
- LAWS Rockets (With NERF
Rounds only)
- Flame-Thrower
- Ghillie Suit
- Bullhorn
- Tank (*See Tank Rules
below)
YOUR EQUIPMENT
This Section goes into
detail about the things that you can and can’t bring.
MASKS (MANDATORY)
This is THE MOST IMPORTANT
thing to bring.
As always, we have FREE
rental masks available to anybody that needs one!!!
A good comfortable mask is
more often the difference between a good game and a horrible game.
Because insurance regulations and general safety procedure do not allow a player
to remove his/her mask during any part of the game while on the field, the BEST
thing you can do as a player is to research and buy the best mask you can buy –
besides, you’re going to be in it for a long time. Prices range from $20 up to
$150, but bear in mind that cheaper is not always worse. You're likely to find
a good deal on a mask online, but go to an actual store first, if possible, and
try on every kind of mask they have. Look for fit, quality of the foam
inside the mask, thermal lenses (a big plus), and ability to take a motorized
fan. There are alternatives to fans including wearing sweatbands or applying
antiperspirant to your face **just not in/near your eyes**
All Masks must be a Full
Face type mask and must be unmodified from their original factory structural
design. The mask design must be such that it forms a seal around the eyes and
face and the lens will be in good condition and free from cracks and holes.
You MUST keep your mask on
at all times while you are on the playing field. There are “goggles on” signs,
but generally make sure that you have your mask on when you enter into the
treeline from the main road or the speedball field.
Masks can only be taken
off outside of the field (outside of the treeline) and inside your command
bunker. Violating this rule is a
major offense, because it is so dangerous to not wear a mask while
playing. You will receive a Ref Punch for any time that you remove your mask
while on the playing field, no exceptions – it is too big of a risk.
MARKERS (GUNS)
Only standard 0.68 caliber
markers are permitted. Blowguns and smaller caliber paintballs are not
permitted due to insurance regulations.
Trigger mechanism may be
either Electronic or Mechanical, and can shoot as fast as they will physically
shoot. All firing modes are allowed during the day, including full auto. ONLY
semi-automatic play is allowed at night. One pull = one ball – any more at
night and you will receive a Ref Punch.
Although we allow fully
automatic guns, please be aware that ANY intentional or malicious overshooting
will result in your player card being punched by a referee. If, by chance, our
referees and player referees do not see the overshooting, please come to ANY ref
and ask for a player to be watched.
Please note that…
- Most markers can send a
string of paint in your direction prior to the hit, and that some “overshooting”
may just be a result of the NATURAL time that it takes for your opponent to see
your visual cues (of being hit) and the time that it takes for his last ball to
hit you.
- Most overshooting claims
come from dead players that stand next to, near, or in the path(s) of live
players. If you are with a group and you are hit, quickly raise your hand,
place your BBD on the end of your gun, and exit away from the action as quickly
as possible with your hand on top of your head and/or your gun raised in the
air. Exit in the direction where the firefight is NOT happening – even if it is
not the “easiest” or “right” direction to go.
CO2 and Nitrogen (HPA) tanks
All fills will be field
air only. No SCUBA or Personal CO2 fill stations will be permitted at the
event. This is for the safety and security of all our guests and to ensure that
players are not filling damaged tanks.
Due to Federal DOT
regulations, all tanks must display a current inspection status sticker
and must be inspected prior to filling. Expired tanks will not be filled
under any circumstances! Please be sure to check the expiration date on your
tank BEFORE coming out to the field, and have it hydrotested before the game –
if it is past its expiration date. Each tank is different, so please consult
your owner’s manual, or online documentation for your specific tank.
Fiber-wrapped tanks must
be free from major cracks and dings which could affect their structural
integrity. Damaged tanks will not be filled under any circumstances! For your
safety and ours, do not cover your tank with stickers or otherwise try to hide
any defects or cracks in the tank. The tanks hold very high pressure, and the
effects of filling a damaged bottle can be as dramatic as losing a limb or your
life. Please help us out, so that nobody gets hurt by an avoidable accident!
MORTARS AND LAWS ROCKETS
You take full responsibility for the design and function of your LAWS.
Given the different design options, MAKE EVERY ATTEMPT to build something safe.
You will be held accountable for any damage or injury resulting from your LAWS
should anything happen.
Both must chronograph at 250 FPS or less.
All LAWS rockets and Mortars must use a 1 ½” or 2” NERF round only. “Howler”
rounds are preferred so that opponents will hear the incoming projectile.
Any Structure or
vehicle HIT by a Mortar or LAW rocket shot is declared to be destroyed and any
players that were in the structure or using the bunker for cover are
eliminated. Any shot that falls SHORT of the bunker only affects those standing
in front of the bunker but does not constitute a "hit" on the building and as
such does not affect the building or the players inside of the building. A shot
that goes PAST the bunker only affects those standing behind the bunker but does
not constitute a "hit" on the building. Point being... accuracy in hitting the
building means more success. Any shot that bounces or skips, then hits the
building, will not count as a HIT.
LAWS ARE DESIGNED TO DESTROY TANKS AND BUILDINGS ONLY. Players (either
inside the building or tank, or using it for cover) WILL BE eliminated as a
result of the building/tank being destroyed. A LAW should never be used
against a regular player out on the field. In the case of a simulated
vehicle [exposed players on a rope] you must fire a rocket at their feet, or
barrel tag the vehicle with your loaded LAWS.
SMOKE GRENADE DEVICES:
Must be COLD SMOKE
– cannot be lighted, and no flame can be emitted at any time during the
production of smoke from the device.
You can find these at most
army/navy surplus stores (~$7) or you can email
MDeen31195@aol.com and ask him for (much better) Coast Guard Smoke Signals
(~$9). There’s also an extensive list of vendors up on our website – available
by clicking here:24HourGames
Forums -> The definitive list of COLD SMOKE
PAINT
MINES:
Paint mines are permitted
as long as the following requirements are met:
- Trip wires must be
designed such that they break when contacted by a player
- No explosive charge
(gunpowder, black powder, etc) can be used to detonate the mine.
- Must not expel any
substances other than paint, flour, or baby powder.
Any hit from paint from a
mine is considered an elimination - regardless of which team planted the mine or
how much paint you got on you.
PAINT GRENADES
Paint Grenades can not use
an explosive charge (gunpowder, black powder, etc…) to detonate the grenade.
Paint grenades must use
the kinetic energy of the paint under pressure in a rubber (or rubber like)
container that when released, sprays the paint out of the device.
Permitted grenades must be
designed in such a fashion as so that when the grenade is thrown, there are no
metal objects of any kind either attached to the grenade or thrown with the
grenade.
Any
paint from a grenade on a player is an elimination - regardless of which team
threw the grenade or how much paint you got on you.
BARREL CONDOM (“BBD”)
Starting in the spring of
2004, we will be requiring that you bring a barrel condom (or ball blocking
device, “BBD”) on your gun – and will be phasing out the old barrel plugs of
yesteryear. This is not something that we do to make you spend more money - but
it is to ensure that you have the most safe “technology” there is available.
BBD’s slide over your barrel, and attach to your gun’s feed neck. The BBD
should be pulled tight, so that it is relatively difficult to “pull” it off of
the end of the barrel.
BBD’s are significantly
better than barrel plugs for one main reason – they do not “fly out” of your
barrel after you accidentally pull the trigger. Most guns today are more
sensitive than guns in the past, with many guns being able to shoot many balls
out with only one quick squeeze of the trigger. With barrel plugs, the plug
would be shot out with the first ball, and the proceeding balls would be
traveling at top speed, unabated toward whoever was in its path. With BBD’s,
the first ball – and every ball after it – will only slide partially down the
barrel… containing all of the accidentally shot balls.
BBD’s typically cost $2 to
$10, depending on style. We will ensure that there are plenty of BBD’s
available at the game through one (or more) of our on-site vendors, in case you
do not have one. We do not want to make money on these – we just want to make
sure that you are all being as safe as technologically possible so that you can
play tomorrow.
Please try to select a BBD
that is highly visible, as this is the main visual clue that your opponent will
be looking for. PLEASE DO NOT PICK A COLOR THAT MATCHES YOUR GUN. IF THEY
CAN’T TELL GUN FROM BBD – THEY WILL SHOOT YOU AGAIN.
SPECIFIC RULES
PERTAINING TO BBD’s:
- You must have this
safety measure on your gun at all times while you are off of the field, and when
you are a eliminated player.
- If you are a dead
player, you MUST put your barrel condom on, raise your hand, and return to your
insertion point.
- Once you place the BBD
on your gun, you are considered a dead player. You may not remove the BBD until
you reenter the field.
- You must remove your BBD
from your gun while playing. Several players have “dangled” their BBD’s off of
their gun – holding their gun at a downward angle – giving the impression that
the BBD was on and that they were a dead player, only to have them start
shooting. We do not condone this type of play, since we are talking about
something that is supposed to help save you from getting shot after you are
hit.
- Please make sure
to reattach your BBD prior to leaving the field and entering the parking lot.
Violation of any of the
BBD rules will result in a Ref Punch.
GHILLIE SUITS
Ghillie suits are
permitted but be aware that ANY hit (Break or Bounce) is an elimination of the
player wearing it. Player must wear tape on the OUTSIDE of the ghillie suit,
same as everybody else. Usage of the Ghillie suit will be allowed in so far as
this rule is being followed. Failure to comply will result in the player’s
being asked to leave the Ghillie Suit in camp for the remainder of the event.
NIGHT VISION GOGGLES
NV is typically permitted,
unless otherwise stated. Any model or style of NV may be used as long as the
use/design of the NV setup does not require the mask to be modified, cut, or
otherwise altered from its original (purchased) state. Please do not abuse this
feature, or it will be taken away.
BULLHORNS
You may bring your own
bullhorn to any event, with ONE exception – you may NOT say anything
PROCEDURAL or that would make players think that THE GAME required them to
do ______. Examples of what not to say would be “Cease Fire,” “You’re
not supposed to be here,” “The game is over,” “Go back to your base!” or
ANYTHING that could be conceived as something that they had to do. New
players could mistake your commands for our commands – no need in anybody being
confused…
FLAMETHROWERS
Flamethrowers are going to
be rare… but we might as well cover them. Any player, tank or bunker (including
either base) shot with a flamethrower will be eliminated.
TANKS
Tank commanders that
cannot abide by these regulations will have their tanks removed from the game
(This rule exists for the safety of other players, and is not open to
negotiation).
-Tanks must have fully
functioning brakes.
-Tanks may not travel more
than 5 MPH when on the field.
-Tanks may NOT leave the
established roadways under any circumstances.
-Tanks must be accompanied
by a tank ref at all times.
-All personnel & players
riding in a tank are to wear their goggles at ALL TIMES regardless of the
construction of the tank.
-Tanks may have a maximum
of TWO cannons and FOUR paintball markers
-Cannons (LAWS, etc.) must
be chronographed at 225 FPS or lower.
-Markers must be
chronographed at 250 FPS or lower.
-Tanks will have a
visual indicator that will allow any player to easily determine the playing
status of the Tank from any reasonable angle.
-Tank can be ELIMINATED
by a LAWS Nerf Rocket or by completely (100%) covering a rear or side pie plate
with paint. If a tank is ELIMINATED, all players riding in the tank are also
eliminated. Tanks will stay out of play for 30 minutes.
- A tank can be
DISABLED for 10 minutes if hit with a grenade or a satchel. If a tank
is DISABLED, all players may stay inside OR exit the tank. A disabled tank
cannot move, but players (cannons or markers) are still allowed to operate.
-Tanks will not be allowed
on the field of play at night.
-Tanks may be used in the
following capacities:
- Transport people and
props
- Destroy structures and
bunkers, or
- Act as a stationary
bunker
-If only one tank shows up
for an event the tank driver agrees that he or she will utilize the tank for
both sides equally to maintain the “fairness” of the game.
All
players MUST give a 30 foot berth to any tank. It is the player’s
responsibility to make sure they are out of this range if they happen to be
within 30’ of a roadway. Violations of this rule will result in a referee card
punch and elimination from the field of play.
Insurance is required
for all tanks. Before play will be
allowed, the tank commander must have obtained his own insurance on the vehicle
and this must carry all of the following conditions. Must have a minimum
liability coverage of $300,000. Must specifically name both
24HourGames
and Regulators Outpost as additional
insured parties. Must specify the dates of the event (Example: Nov 30th,
2002 through Dec 1st, 2002). Must state that the vehicle is insured
for participation in a paintball event. Tank commanders must agree to accept
all liability for any injuries or damage to property resulting in the operation
of their tank on Regulator’s Outpost property.
PHOTOGRAPHS OF THE TANK
AND INSURANCE DOCUMENTS MUST BE FAXED OR EMAILED TO 24HOURGAMES AT LEAST
TWO WEEKS PRIOR TO THE GAME. EMAIL OR FAX SHOULD ALSO CONTAIN OPERATOR’S NAME,
PHONE NUMBER AND EMAIL ADDRESS.
WHAT NOT TO BRING…
These items are
considered contraband, and are not to be brought to the event.
MAJOR CONTRABAND
If you are found with any
of these items, we will confiscate the item and escort you off of the property
without a refund – no second chance. We will also not hesitate to call the
police in legal matters.
- Knives
- “Real” Guns
- Blowguns
- Crossbows
- Anything explosive
- Drugs (even if you
think they should be legal…)
MINOR CONTRABAND
The following items are
banned from the field. If you have them, you will receive a ref punch on your
player card.
- Allen wrenches
- Your own player tape
- Your own referee punch
- Your own (non-event)
paint
- Glow Sticks*
* Referees will be the
only people carrying glow sticks out on the field, for their protection at
night. You may bring ultraviolet glow sticks for night vision goggles, but you
may not bring any colored glow sticks out on the field.
PARKING/CAMPING LAYOUT
We currently have parking
for about 500-600 players – more than enough for most games. Feel free
to “stretch out” a little.

The upper parking lot is a
former skeet shooting range, and is mostly level with a few concrete walkways,
as is situated about 40 feet higher than the field level. With the
addition of speedball fields up top, the upper area is now reserved for
trailers, RVs and vendor parking. If there is space up top Saturday
afternoon, you may camp in this area. We will look into running hookups
for power and electricity, if there is a demand for such in the future (email
andy@24hourgames.com) if you want this
kind of service. The cost to put it in will have to be offset by fees for
using it (similar with RV parks), but hopefully a LOT less than you'd have to
pay elsewhere.
The primary camping area
is located to the northeast and east of the upper lot, below the upper lot.
This area is comprised of a former speedball field and a rolling multi-level
area. We have parking for 400-500 in this area, plus whatever unused space
there is up top come Saturday afternoon.
ELECTRICITY:
There is limited electricity in the upper parking
area, which is reserved for RVs and campers/trailers. You’re welcome to it if you are parked next to an outlet - but realize
that only a few people will be near an outlet. You can run a generator for
lights. All generators need to be turned off by MIDNIGHT
on Friday night and Saturday night so that people can get some peace and quite.
BATHROOMS:
We have two female toilets inside the pro shop, plus several facilities for the
guys in a building behind the pro shop. We will also have porta-johns at
the extremes of the camping grounds, plus (hopefully) a set of porta-johns
either at each base or in a mid-field location.
WATER: As of today, we do not have running water to the field
- but it IS coming. BRING WATER for
cleaning your gear and yourself (brushing teeth, wiping off, etc.).
FIRES:
Fires are ok, as long as you use one of the fire barrels (we provide them).
TRASH: We try
to keep a clean place for everybody's enjoyment. PLEASE help us out with
this by policing your own camp sites. Bring trash bags and burn paper
products. Please be considerate and leave us with a reasonable pile of
garbage - not a scattered mess.
Barrel condoms MUST be
in your gun while in the parking lot. We do not allow shooting in the
parking lot – ONLY AT THE CHRONOGRAPH STATION.
Please help us out with this rule, so that nobody ends up getting accidentally
hurt!!!
FIELD LAYOUT
The playing field is
situated about 40 feet below the level of the parking/camping area. The field
is generally level, measuring roughly 1,800 feet (0.34 miles) wide by 1,800 feet
(0.34 miles) deep, or about 70 acres. The field offers one large creek,
with between 1’ and 5’ of running water (depending on recent rains), and with
banks ranging from a few feet high to as much as 30 feet high. This land
feature divides the field into two sections; land above and below the creek.
There are two bridges and one road crossing along the main creek. For safety
reasons, players are encouraged to ONLY cross the creek at these three areas.
There are some shallower areas (near the road crossing) that are also acceptable
to cross or to enter into the creek area.
The field is bound by Dug
Gap Road to the west, railroad tracks to the east, the large hill and
parking/camping area to the south, and a tape line at the northern property line
(a large ridge). The property is served by two main roads. One road runs north
to south from the parking lot area, past the “American” base, across the creek,
and heads about ½ the way to the rear property line until it turns left and
makes a large loop through the northern land area - back to the point where the
road crosses the creek. The second road dead ends with the previous road at the
“American” base (300’+- south of the big creek). This road runs east to west
nearly the entire distance of the field to the “Jungle”
base, then turns south towards the big hill and parking lot, then turns left
again running parallel with the big hill some 200’ north of the hill. This road
has a cut-through between the northern and southern legs of the loop, 300’ west
of the Jungle base. This road
terminates at the bottom of the big hill, near where the first (north/south)
road comes down the hill.
The field offers two
smaller creeks, in addition to the large creek described above. One creek runs
east to west, more or less through the middle of the southern ½ of the field,
while one runs east to west at the base of a large ridge that forms the
northernmost property line. Depending on the amount of recent rain, these
creeks can be a couple of feet wide – but neither gets more than 6 inches
deep.
The boundaries of the
playing field are marked with yellow “Caution” tape or yellow nylon rope.
If the opportunity should present itself, do not shoot underneath or over the
yellow boundary marker. With concern to “dog-legs” (zig zags in the line),
players should consider the boundary as an impenetrable wall. You should
not shoot over, under or through a piece of boundary tape.
Please do not go
outside of the field’s boundaries for any reason!
A second tape (a red
“Danger” tape) has been run along the banks of the large creek and the railroad
tracks. This is done purely as a safety device to stop people from walking
blindly into the creek or onto the railroad banks (at night or otherwise). There
are “breaks” in the tape along the creek where we consider it to be relatively
safe to enter the creek area. For your safety, PLEASE only use these breaks to
get down into the creek bed. Once inside the creek, you can shoot from anywhere
along the creek – regardless of the red “Danger” tape that skirts the banks.
Be aware that as you move further down the creek (to the west), there will be a
greater risk of a player shooting you unexpectedly from above, generally at
close distance. Head shots from that close usually hurt..
FINDING YOUR WAY OUT
ON THE FIELD
We have recently installed
several large map stations throughout the field to assist players with locating
their position on the field, should they get turned around. These signs are
painted to be highly visible during the day, and will have flashing lights on
them for night play. You will also be given a field map prior to the game to
help orient you with the roads and various natural features of the playing
field.
THE
FIELD WILL BE OPEN…
The field will be open to
players from noon
on Friday until 10:00 AM on Saturday. No guns are allowed on the field during
this time so that players can walk freely through the playing field. We will
ride around the field at 10:00 AM on
Saturday (prior to the player orientation) to make sure that it has been cleared
out.
Players are not allowed
to be on the field from 10:00AM TO 11:45AM on Saturday! During this time, we
will finish setting up the field out of view of the players. You are STRONGLY
ENCOURAGED to enter the field around 11:45 and go directly to your base. This
will allow you enough time to get taped, to meet your General, to finalize any
last minute coordination or plans with the General and your team, and to
synchronize radio channels.
GENERAL GUIDELINES REGARDING
THE FIELD
INSERTION PATHS:
There are three main entrances to the field, depending on which side you are
on. If you have the “American” base, you can walk down the main road (see map
from previous section) to your base. If you have the “Jungle”
base, you can walk through the speedball field (from parking) down a trail to
your base, or you can walk down the main road, turn left at the bottom of the
hill, and follow a loop road that intersects the speedball field path. You MUST
take one of these three entrances to your assigned base.
Once you hit the
treeline, entering the field, your mask HAS TO STAY ON!
You can ONLY remove your mask inside the command bunker (headquarters). Please
do not try and hide and take off your mask during play, and do not wander into
the woods during the game without your mask on. First time will be a warning,
second time we’ll ask you to leave. We will not tolerate people disobeying this
rule, as it is for your own safety!! Remember – you never see a girl dating
a guy with an eye patch – so please don’t do anything to be that guy!!!
Once you hit the
treeline, coming back out, you MUST HAVE YOUR BARREL CONDOM ON! You
can only take off your barrel condom when you are a live player (after you have
touched the base). Please make sure that your gun is turned off, and
that you have your barrel condom secured to your gun before you exit the field
and enter the parking lot.
DO NOT move, dismantle, or
destroy any bunkers that are out on the field – for cover or otherwise.
FRIDAY
The gates to the property
open at 12:00 Noon
on Friday before the game. EVERYTHING will be available to you when the gates
open, including waivers, field maps, a copy of these rules, and a “rules
acknowledgment” form. The field will also be open for you to walk around.
You are welcome to come
any time after 12:00 and reserve a space, set up your camp, walk around the
field or whatever else you’d like to do. We will open registration from 5:00 PM
until 8:00 PM
for early birds.
About 1/3 of the players
show up by Friday night to meet other players, talk to their team, and talk to
their General. Mostly though, people come to sit around the fire and drink,
play music, and have a good time hanging out with their friends before the game
starts. Friday night is always a great time, and even though there is alcohol
on the premises, we keep a watchful eye on minors – so no need to worry about
dropping off a group of kids on Friday night parents.
At some games, we may have
a small speedball game or a “top gun” competition for a little pre-game kick
start. We may also show a movie or present examples of props that relate to the
game. We will announce these events, if any, on the website before the game.
SATURDAY
Saturday mornings
always tend to be hectic for players. Depending on when you wake up or get
there, you’ve got to do a lot of stuff to get ready for the game. Don’t forget
to leave a little time for that last minute gun repair that you weren’t counting
on too…
Check-in, paint sales,
chronograph station and air station all open at 8:00 AM on Saturday. First
thing to do is to check in, in order to receive your paint, player ID, etc. that
you’ll need in order to chronograph and fill up your tank.
Once you have all of your
player information and goodies – fill up your air, fill up your pods and hopper,
then head over to the chronograph area with your player ID. You’ll need the ID
in order to be stamped that you were chronographed for Saturday AM play.
Discuss any questions or
concerns with your teammates, or others. Be prepared to ask any questions you
may have prior to the orientation.
CHECK-IN:
1.) First thing Saturday
morning, you’ll need to send somebody from your group to the pro shop to get
waivers, a “rules acknowledgement” form, and some pens. Everybody on the team
will need to fill out individual waivers. Everybody on the team will also need
to sign the rules acknowledgement form.
2.) Take the waivers and
rules form up to the pro shop to get your player packs, paint, and air ticket.
We will have two booths
set up in the pro shop. The first booth will check to make sure that
everybody has their paperwork filled out, then will issue you your player pack(s).
The second booth is where you’ll be issued your Player ID and Passport
Card, and where you will pick up your air card (or zip-tie) and your paint.
3.) Go back to your camp
and fill up your paint tubes, get your tank out and get it filled up, then go
chronograph your gun for Saturday play @ 280 FPS
4.) If you’ve got any
time, go walk the field and familiarize yourself with the map locations, bases
and terrain, then reread the rules and get ready to ask any questions at the
orientation.
Absolutely NO
SHOOTING in the parking lot! Please test your guns in the chronograph range
ONLY.
WHAT YOU’LL BE GIVEN AT CHECK-IN
Ziploc Baggie – Intended for you to keep all of the
stuff below dry and in one easy-to-reach place.
Field Map – Shows the location of every “objective”
on the field.
- Map is made as precise as possible. Please follow
general landmarks and field features labeled on the map to orientate yourself to
objectives. For example, the Panamanian base is located about 100 feet off of
the road, where the road turns from east/west to north/south at the westernmost
part of the field. It is also northwest from the Air Control Tower, past the
parachute, and past [the other side of] the curve in the road.
Note: Map will be cut to the size of the Ziploc bag,
and on heavy cardstock paper. No need to fumble around with unfolding your map,
or have it get soggy and useless from getting wet.
Player Card (Passport) – Your color-coded “who am I”
card.
This Ziploc baggie sized card offers you:
- “Why are we here” information
- What side you are on, by color-coded paper
- Any subordinate roles that you can attempt during the
game itself.
Player ID – Your basic game identification card.
This laminated wallet sized card will have:
- ID #: ID number is mostly for prize drawing, and
for medics to write down your number as they heal you (an optional component of
some of our games, but not the norm)
- Chrono Punches (3): Three punches to verify that
you have chronographed your gun. “AM” for Saturday afternoon play, “PM” for
Saturday night play, and an “AM” for Sunday morning play.
- Ref Punches (2): These are not good to have
punched – they signify that you cannot follow the rules. On your third rule
violation (punch), you will be asked to leave the game, so that everyone else
can enjoy the game.
String or Lanyard – to secure your Player ID around
your neck.
Air Ticket – Proof that you paid for all-event air.
May be in the form of a cable tie, a sticker, or a band that goes around your
tank. Good for multiple tanks PER PLAYER.
Commemorative Patch and Event T-Shirt – These things
are not part of the game itself, but are things to remember the game with, and
to show your friends all of the games that you’ve gone to!!
FIELD PAINT - Our scenario events are field paint
only events. Non field paint is not allowed on the field at any time during any
scenario game. You may purchase paint at any time before or during the game.
Paint comes in 2,000 round cases, or in half cases (1,000 rounds). We offer two
varieties of paint for your benefit. Both paints are excellent woods-ball paint
that leaves a noticeable mark on your opponent.
As a general rule, most players shoot about 2,000 rounds
during the course of a weekend.
CHRONOGRAPHING
Ensuring that your marker’s speed is within the legal
limits is CRITICAL. There will be ample opportunity (on and off the field) to
check your gun’s velocity. If you notice your gun shooting excessively fast or
the paintballs are going further than others’ guns – you need to check your
velocity. It is YOUR responsibility to make sure that you are operating within
the permitted velocity.
PERMITTED VELOCITIES
Daytime Play - No greater
than 280 FPS will be permitted.
Nighttime Play – No
greater than 250 FPS will be permitted.
LAWS – No greater than
250 FPS will be permitted.
NOTE:
Allen wrenches, or any tools that adjust your velocity,
will NOT be allowed on the field.
Your marker must NOT be able to be adjusted on the field.
Thumb adjusters are not allowed.
Off-Field
Chronographing
- We provide a large chronograph area (off-field) behind
the pro shop. We offer the “radar” chronographs, and have them tuned once a
year to ensure their accuracy.
- You will be required to chronograph before the start of
the game on Saturday, before the 8:00 PM restart Saturday night, and before the
start of the game Sunday morning.
- We will provide a chronograph ref between 8AM-1PM and
7PM-9PM on Saturday, and again from 7AM-9AM on Sunday. You can use the
chronograph at any time, as often as you’d like, but there might now always be a
chrono ref there outside of the times above.
On-Field
Chronographing
You may be asked to be chronographed by any of our
referees, at any time.
Our refs carry handheld chronographs. To our knowledge,
the handheld chronographs are as accurate as the larger radar chronographs
located in the chronograph area (off-field). If there is a question about the
accuracy of the handheld chrono in a dispute, you may request to go off-field
with the ref and check your speed using one of the radar chronographs. If you
chose this option, you will be required to hand over your marker to the ref for
them to check it.
Any player may ask a referee to chrono another player. In
this situation, BOTH players will be chronographed.
If you feel like you are shooting hot, you may request to
be chronographed with no penalty if you are shooting hot. Once you are asked by
a referee to chronograph your gun, however, you will have no leniency if your
marker is shooting too fast.
The referee will ask that the player fire three (3) shots
across the chronograph device. NO CLEARING SHOT WILL BE PERMITTED FOR A
VELOCITY CHECK ON THE FIELD, SINCE YOUR FIRST SHOT WOULD BE THE ONE YOU WERE
GOING TO SHOOT AT YOUR OPPONENT.
Two of these shots must be at or under the prescribed speed
maximum for that period of play and the third must not exceed 10 FPS over.
Otherwise the player is called out and must leave the field to adjust his
velocity to ‘legal’ limits. The player may then re-insert at the next scheduled
re-insertion time. Any two shots between the limit and 10 over the limit will
result in a referee punch.
If any one shot is between 10 and 30 FPS over the
prescribed velocity, the player will receive a referee punch and must leave the
field to make adjustments. The player may then re-insert at the next scheduled
re-insertion time.
IF A PLAYER CHRONOGRAPHS AT 30 FPS OR OVER FOR ANY OF
HIS/HER THREE SHOTS, THAT PLAYER WILL RECEIVE TWO REF PUNCHES ON HIS ID CARDS.
IF THE PLAYER ALREADY HAS ONE PUNCH, THE PLAYER’S ID WILL BE CONFISCATED AND THE
PLAYER WILL BE ASKED TO LEAVE THE EVENT. NO EXCEPTIONS!
REAL-WORLD BREAKDOWN:
Daytime – Speed Limit is 280 FPS
If asked to chronograph on the field, you must shoot three
balls.
Anything below 280 FPS = you are playing within legal
limits.
Any ONE shot between 280 and 290 = you’ll be asked to go
rechrono your gun.
Any TWO (or more) shots between 280 and 290 = you’ll get
one Ref Punch
Any ONE shot between 290 and 310 = you’ll get one Ref Punch
Any TWO shots between 290 and 310 = you’ll get one Ref
Punch
Any ONE shot over 310 = you’ll get TWO Ref Punches. If you
already have one Ref Punch for doing something else – chrono or other, this will
be your ticket out of the game – no second chance.
IMPORTANT NOTES – Our Refs are trained to do
this right – but please double-check them for your own piece of mind.
When using the handheld chronograph, make sure to grip
the bottom of the device with your thumb and forefinger – making sure that no
part of your hand is “behind” the device. Place the gun barrel in the cradle of
the device, holding the gun as level as possible and with the barrel sticking 1”
to 2” past the device.
We have checked the handheld chronographs against radar
chronographs, and find there to be no difference or flaw in the handheld model.
If, however, you think otherwise – you may ask to be chronographed up top on the
radar chronograph. In this case, you must surrender your gun to the ref, so
that the gun cannot be tampered with.
ORIENTATION

At 11:00 AM, we will all meet at the field house for a 30+-
minute briefing. This is mandatory for all players, regardless of experience.
We will go over the storyline of the game, introduce the
Generals and go over the main rules during the orientation. Due to the enormous
volume of rules, and countless “what ifs” that are associated with every rule,
we simply cannot go over everything in detail. We will discuss the main game
play rules (sides, tape issues, insertions, eliminations, timing of missions,
etc.). It is up to you to read the rules prior to the event, so that we don’t
end up spending two hours reading them verbatim for you.
After orientation, please gear up and head down to your
respective base for taping and further instruction. Please try to be at your
base by no later than 11:45.
ENTERING THE PLAYING FIELD
What you’ll see when you
enter the field
As previously discussed, you will walk into the woods
toward your base at the start of the game. The tree line going into your base
is one “insertion point” and there is one other IP near you base. Familiarize
yourself with your base, its base defense structures, and think of possible
attack routes that your enemy may take advantage of.
The base is your side’s “headquarters.” The General, his XO, and their base
referee will be most always be inside of this building. Missions are called out
from this building at regular intervals – usually every 20 minutes or every 30
minutes, depending on the game. Your base is a goggles-free zone, and as such
we do not allow any weapons inside of the base itself. You may briefly
enter base to take off your mask, to get water, and to inform your General of
friendly and enemy positions (general intelligence) around the field. Please
keep in mind that the command staff inside the building is constantly being
bombarded with face-to-face information from players, information over the radio
from players, missions from us (through the base refs). Please do your best to
maintain a quiet, non-crowded environment for these folks.
What you’ll get when you get
to your base
Upon entering the field for the first time, you will be
asked to show your Player Card and your Player ID. Your Player ID will be
checked at this time, and it MUST be punched to show that you were chronographed
for Saturday AM play. If they don’t check – tell them to check it. Help us
make sure that everybody is taking the necessary steps, for everybody’s safety.
Once your identification is checked out, you will receive
armband tape and any specific assignments by your General.
ARMBAND TAPE
Armband tape signifies what side you are on – and must be
worn at all times on either arm – in the bicep region of either arm. You may
only wear your side’s color of armband tape, period. Your tape must match your
player card (larger “passport” card). If you find a piece of tape laying out on
the field, DO NOT PUT IT ON - throw it in the trash and go find a “real” way to
get into their base. Since only the SPY and the SABOTEUR are given both side’s
credentials (both colors of the larger “passport” cards), they are the ONLY
players that can wear either side’s armband tape. If you are caught wearing the
wrong side’s armband tape, you will receive two Ref Punches, period.
Wearing no tape = you are not a live player!
Tape on the wrong place = you are not a live player!
REFEREES
FIELD REFEREES
We will have at least one base ref per side, two chrono refs out on the field
and several "zone" refs out at certain locations during the game. Each referee is visually identifiable as a ref,
with a bright yellow vest. Please do not shoot the refs, doing so will
result in a ref punch on your player ID card. Each referee has
been instructed using the same rules as you see here. For things that might
happen outside of the rules, our referees are granted 100% control over how to
handle the situation. All decisions made by the referees are FINAL, even if
they may contradict with the written rule. Please understand that referees are
out there, sacrificing their time, to make sure that you have a good
experience. They are people just like you and me, and can make mistakes. We
take the time to go over the rules with them, and to give them an understanding
the best way to handle problems, if they should come up. You are not allowed,
under any circumstance, to argue with a referee. If you have a problem with one
of our referees, please see the game director.
PLAYER REFEREES
In addition to our regular field refs, we will also have as
many as twelve players out on the field that will have "hidden" identification
cards stating that they are player referees. These 12 will be relatively
unknown and unmarked players that will help be the eyes and ears of the regular
referee staff. Bottom line is that the more people know they're being
watched, the less apt they will be do break the rules.
Once a player referee shows you his Player Ref card, he or she is entitled
to the same respect and authority of our regular field referees. The same
respect should be shown toward the player refs as the field refs. It will
be up to the Player Ref to decide how to handle the situation. For extreme
cases, the Player Ref may call himself out and handle the situation, but most
times most issues can be handled without interrupting play.
Players interested in becoming a Player Ref should realize that this is an
honored position. Given that the Player Ref is a "player" it is important
to stress that there should be NO bias in the calls and no favoritism in doing
the duty.
A Player Ref that uses his status to gain an advantage on the other side will be
stripped of his Player Ref status and will receive TWO ref punches.
BASE REFS
The Base Refs are responsible for duties such as handing out missions,
controlling reinsertions and maintaining an accurate scorecard.
MISSION/ZONE REFS
Depending on the game, there will be either Mission or Zone Refs on the field.
Most times we will be running with Zone Refs, to ensure that a ref is at each
mission location. Otherwise, a Mission Ref will be at the base and will go
with (and return with) the mission card.
HELO/TANK REF
Helos and tanks are subject to specific rules, and as such must be accompanied
by a ref. The ref can be a Field Ref or a Player Ref, depending on
availability. For motorized tanks, we will assign a
dedicated Tank Ref.
CHRONO REFS
Chronograph Refs will be at each base, and running around the field with
handheld chronographs checking people's guns.
GAME
DIRECTOR
The Game Director is responsible for coordinating all of
the activities that you see (and don’t see) during an event. The Game Director
is always in direction communication with both bases, all referees and prop masters
during the game.
PROP MASTER
The Prop Master is responsible for marking and delivering
all props during the event. The Prop Master will frequently require the use of a
four-wheeler or golf cart in order to deliver props. For the sanctity of the
game, please DO NOT follow the Prop Master around just to pick up props after
they’re dropped off.
Props are frequently marked with side-specific tape. That
is, only BLUE players may pick up BLUE taped props. This is done to ensure that
props are where they’re supposed to be when they’re supposed to be. If you find
a side-specific taped prop, it is in your best interest to DEFEND the prop, but
you are not allowed to move, bury or otherwise conceal the prop.
VIDEOGRAPHERS/CAMERAMEN
In addition to people running the game and players playing
the game, there are often a number of people on the field videoing the game or
taking pictures. Anyone wishing to video or take pictures during the game
MUST wear a brightly colored vest while down on the field – no exceptions.
SCENARIO EQUIPMENT (WE
PROVIDE)
DYNAMITE
Each side will be provided up to two sets of dynamite.
Dynamite is issued out on a first come, first served basis. You do not need to
be a demolitions expert to operate dynamite.
Dynamite must be
thrown at a building and it must physically touch the building to work.
Dynamite that falls short (or long) of hitting the structure will result in
players in front of (or behind) the building being eliminated. Players inside
of the building are only killed if the building itself is hit.
SATCHELS / C-4 EXPLOSIVES
Satchels and C-4 charges involve more know-how than
dynamite, and as such are only to be operated by demolitions experts. Satchels
must have at least one block of C-4 inside of the satchel to work. Satchels and
C-4 are dispensed to the demolitions experts as needed.
Satchels
must be thrown at a building and it must physically touch the building to work.
Satchels that falls short (or long) of hitting the structure will result in
players in front of (or behind) the building being eliminated. Players inside
of the building are only killed if the building itself is hit.
BASE MORTAR CANNONS
We have installed a base
mortar cannon approximately 200 feet from each base. The mortar swivels 360
degrees on a metal pole base spray-painted orange. The cannons can be used as a
base destruction method, and as a tank demolitions device. There is a clear-cut
path from the mortar cannon to each base, although the distance of the mortar
from each base is such that a direct hit is not a certainty. The mortars have a
range of 200-225 feet.
Anyone with a NERF rocket
can operate the base mortar. See mortars and LAWS rockets rules for more
information.
BARBED WIRE SETS
As you would expect, our simulated barbed wire sets are
designed to block or channel movement. Barbed wire affects ALL players and
equipment (except helicopters) on the field; Players are expected to go around
barbed wire defenses. Tanks and other equipment are expected to wait until a
demolitions or engineer role player arrives to move the blockade. ONLY
“demolitions” and “engineer” role players may deploy or remove these devices.
Barbed wire is considered to be removed from play if both
“stands” are pushed together. If the stands are separated out, the barbed wire
is considered to be in play.
MINES
There are two sets of mines available to both sides that
you may be called upon to disarm; trip mines (anti-personnel) and anti-tank
mines. In order to disarm an anti-personnel mine, carefully clip the trip wire
so that the mine will not be tripped. To disarm anti-tank mines, carefully find
and separate the three wires contained on the top of the device – cut the BLUE
wire.
Mines cannot be made of or use any type of explosive
material. Mines may only emit paint, paintballs or simulated smoke (flour, rock
dust, baby powder).
Mines (either) can ONLY be placed by Demolitions Experts
and can ONLY be disarmed by Engineers/Bomb Technicians WITH CREDENTIAL (Role
Card and Armband Tape). Any player trying to place/disarm explosives that is
not a Demo or and Engineer will be eliminated.
If players find these devices, they should radio the base
or radio an engineer with the location of the device for removal. These
devices can be placed anywhere, with the trip wire or without, so be careful.
TRIP MINES have a kill radius of 5 feet – or enough
that everybody the dead person can physically reach out and grab from where he
was killed. Also, any player that has the mine’s paint on them after the device
goes off is eliminated. Kills friend and foe!
ANTI-TANK MINES kill tanks, players inside tank and
any people using the tank for cover. Kills
friend or foe!
SIMULATED ARMORED PERSONNEL
CARRIER
Our simulated APC is a colored (blue or red) PVC pipe with
an APC toy on top and a 10’ long colored (blue or red) rope attached to the
device. An APC holds 1 “driver” and 10 “passengers” and can be used at any time
for as long as it can avoid being destroyed. APC’s have no fuel limit and no
usage limit. A Referee must accompany the APC and must signal when the driver
tells him to start or stop. A ref’s hand UP signals players that the APC is set
to load passengers and drive (start) and the ref’s hand DOWN signals players
that the APC is disembarking passengers and that they are “live” (stopped). Any
players hit while “off” of the APC are considered eliminated and cannot rejoin
the APC. If possible, you can substitute another live player for the dead
player’s spot on the APC. Anybody that lets go of the rope is considered dead.
APCs can be used during the day only.
Passengers may not fire paintballs while the APC is being
“driven.” Passengers may not be fired upon by paintballs (only laws, satchels,
grenades, etc.) while it is being “driven.”
APC’s are destroyed by LAWs and Satchel Charges. Grenades
immobilize APC’s for five minutes. Once destroyed, the APC must be returned to
the base before it can go out again.
SIMULATED
TANK
Our simulated tank is a colored (blue or red) PVC pipe with
a toy tank on top and a 10’ long colored (blue or red) rope attached to the
device. A tank holds 1 “driver” and 1 “machine-gunner/LAWs-gunner” and can be
used ONCE per hour for up to 30 minutes (fuel limit). You may send out EITHER a
tank OR a helicopter ONCE per hour. Tanks can be used during the day only. A
Referee must accompany the tank and must signal when the driver tells him to
start or stop. A ref’s hand UP signals players that the tank is set to load
passenger and drive (start) and the ref’s hand DOWN signals players that the
tank is disembarking its passenger and that he/she is a “live” player
(stopped). Any player hit while “off” of the tank are considered eliminated and
cannot rejoin the tank. If possible, you can substitute another live player for
the dead player’s spot on the Tank. Anybody that lets go of the rope is
considered dead.
Passengers may not fire paintballs while the tank is being
“driven.” Passengers may not be fired upon by paintballs (only laws, satchels,
grenades, etc.) while it is being “driven.” The “machine gun” is supposed to be
active at all times – so any player within 15 feet of the tank is considered
dead. The passenger (“machine gunner/LAWs rocket operator”) may fire LAWs
rockets at any bunker while stopped OR in motion (to simulate tank’s main
cannon).
Tanks are destroyed by LAWs only. Tanks may be destroyed
by players with LAWs rockets or other Helicopters OR Tanks with LAWs rockets.
Satchel Charges and Grenades immobilize tanks for five minutes. Once destroyed,
the tank must be returned to the base before it can go out again.
SIMULATED HELICOPTER
Our simulated helicopter is a colored (blue or red) PVC
pipe with a toy helicopter on top and a 10’ long colored (blue or red) rope
attached to the device. A tank holds 1 “driver” and 5 passengers, including 2
“door gunners.” Helicopters can be used ONCE per hour for up to 30 minutes
(fuel limit). You may send out EITHER a tank OR a helicopter ONCE per hour.
Helicopters can be used during the day only. A Referee must accompany the
helicopter and must signal when the driver tells him to start or stop. A ref’s
hand UP signals players that the helicopter is set to load passenger and fly
(start) and the ref’s hand DOWN signals players that the helicopter is unloading
its passenger and that they are “live” players (stopped). Any players hit while
“off” of the helicopter are considered eliminated and cannot rejoin the
helicopter. If possible, you can substitute another live player for the dead
player’s spot on the Helicopter. Anybody that lets go of the rope is considered
dead.
Passengers may not fire paintballs while the helicopter is
being “driven.” Passengers may not be fired upon by paintballs, only LAWs. The
“door gunners” are supposed to be active at all times – so any player within 15
feet of the helicopter is considered dead. The door gunner passengers may also
fire LAWs rockets at any bunker while stopped or in motion (to simulate a
helicopter’s missiles).
Helicopters are destroyed by LAWs only. Helicopters may be
shot by players with LAWs rockets or other Helicopters with LAWs rockets.
Satchel Charges, Grenades and paintballs do nothing to helicopters. Once
destroyed, the helicopter must be returned to the base before it can go out
again.
BASIC ROLE PLAYERS
(SPECIFIC ROLE
PLAYERS RELATING TO EACH GAME CAN BE FOUND ON THE WEBSITE UNDER “SCHEDULE” THEN
AS A LINK CALLED “ROLE PLAYERS” UNDER EACH SPECIFIC GAME)
GENERAL
The General’s primary responsibility is receiving missions
and forming/delegating mission squads to complete the mission. Missions come in
every ½ hour; The General and the XO are the only two people that can receive
mission cards. Either player has only five minutes from the time the mission
was issued by the Base Ref to pick up the mission card. Once received, the
mission must be read and a mission squad must be quickly assigned. The mission
card must be turned over to a Mission Ref, who will sign the card to officially
start the mission. Your mission squad has 20 minutes [30 minutes at night] to
step foot into the mission objective/location/area. It is the General’s duty to
make sure that each step is completed along the way and that all parties
involved know the time parameters.
The General is also responsible for communicating with
his/her XO (Second in Command) about troop movement and available troop reserves
in order to decide the best strategy to complete the missions. The General is
in charge of all props, helicopters, barbed wire, mines and tanks, and is
responsible for getting them into the mission squad’s hands at the time of the
mission, if needed.
An additional responsibility is communicating directly with
troops in order to provide a sustained or increased sense of morale needed to
win the war.
A General may leave the headquarters at any time. In order
to receive missions, the General must delegate the duty to the XO or bring the
Base Ref on the journey. It is ill advised to receive missions out on the
field, where your troops do not rally after re-inserting into the game and where
you cannot direct defenses for your base’s security, but the option is available
to you nevertheless.
XO – (SECOND IN COMMAND)
If the General is the “mouth” of the command staff, the XO
is the “eyes and ears.” The XO’s duties include all communications with troops,
recon patrols and with the General. The XO essentially takes in everything from
all sources, processes it and then relays the information to the General for
his/her use. This frees up the General to be able to do his duties. The XO is
also required to receive missions in the absence of the General.
In larger games, the XO may also designate leaders within
large groups of players in order to facilitate easier communication between the
players and the command staff.
The XO may also leave the headquarters at any time. Often,
it is imperative for the XO to “put eyes” on the actual fronts, as the battle
lines frequently change.
MEDICS
The Medic participates in the game the same as
everybody else, but he/she is able to heal players under certain circumstances
(see medic rules below). Once someone calls for a Medic, you can rush in and
wipe off their hits and return them to the land of the living.
Required Tools (All Are Provided to You):
- A Medic card
- A randomly colored hand towel
- A piece of white armband tape
MEDIC RULES:
Rules Regarding the Hit Player…
- The hit player must call for a MEDIC in order to be
healed.
- Once they call MEDIC, they can't move, they can't move closer to you and they can't be walking out and say
"oh, hey, you're a medic, will you heal me?"
- Once they call MEDIC, you've got 90
seconds from the first time they call out to get to them. After 90 seconds, they're dead.
- If the hit player yells “HIT” or “I’M OUT” or anything
"dead" sounding - they are to be considered dead. You can’t heal a dead guy.
- You can't wipe off any head shots. Head shot = dead guy,
and you can’t heal a dead guy.
- You can’t wipe paint off of the same player more than
three times at one instance (can’t stand behind them constantly wiping their
hits off as they advance.)
- Medics cannot heal players at night. Any hit (even
a bounce) eliminates players at night.
Rules regarding the medic…
- You can't wipe off any shots off of yourself. Once
you're shot, you're dead. You can’t heal yourself, and you can’t be healed by
another medic.
- You must use the towel to wipe off hits and you must
show your medic armband at all times so that players know that you’re the
medic.
Rule Violations:
If you violate any of these rules, our referees will take the
towel, armband, and medic card away from you and give it to somebody else after
one hour has passed. You will also receive one ref punch for violating
the rules. This punishment will happen on the first time it happens; no
warnings, and no second chances. The medic role is a valuable and easily
corruptible role, and it is not fair to everybody if the rules are not
followed.
Tips, and suggestions:
Most medics run with a pistol or no gun at all, but that's
up to you. It is a tough job, because everybody is always yelling for a medic,
and you're always a big target out there... but everybody loves you when you
heal them! :-)
This role is best for a skinny guy that’s in good shape and
that is well aware of his surroundings enough to make a serious judgment call
about who he can and can’t get to. A dead medic is a bad thing – so chose
wisely. Try to stay at the back of the pack, but not at the very rear.
Keep somebody that can be healed covering your rear so that you don’t get shot
from behind. Have your players use covering fire to help you move up to
hit players. The player got hit where he was for a reason – and you’re not good
to the others if you become a casualty yourself. Most players will accept that
they are in too hot of an area for you to come in to heal them, and will
sometimes waive you off – listen to what they tell you, and act accordingly.
DEMOLITIONS
Put simply, you are in charge of blowing things up using
the tools that we give you.
REQUIRED ITEMS
- DEMOLITIONS CARD
Simple color-coded card saying that you are a demolitions expert.
- DEMOLITIONS ARMBAND (green “flagging” tape).
You must carry the demolitions card with you and wear the demolitions armband
tape on your left or right bicep area at all times while you are playing and/or
doing this role.
- ANTI-TANK MINE WIRE
IN-GAME ITEMS
BARBED WIRE
Barbed wire affects ALL players and equipment (except
helicopters) on the field; Players are expected to go around barbed wire
defenses. Tanks and other equipment are expected to wait until a demolitions or
engineer role player arrives to move the blockade. ONLY “demolitions” and
“engineer” role players may deploy or remove these devices. Barbed wire is
considered to be removed from play if both “stands” are pushed together. If the
stands are separated out, the barbed wire is considered to be in play.
MINES
There are two sets of mines available to both sides that you may be called upon
to disarm; trip mines (anti-personnel) and anti-tank mines. In order to disarm
an anti-personnel mine, carefully clip the trip wire so that the mine will not
be tripped. To disarm anti-tank mines, carefully find and separate the three
wires contained on the top of the device – cut the BLUE wire.
Explosives can ONLY be placed by Demolitions Experts and
can ONLY be disarmed by Engineers/Bomb Technicians WITH CREDENTIAL (Role Card
and Armband Tape). Any player trying to place/disarm explosives that is not a
Demo or and Engineer (WITH CREDENTIALS) will be eliminated.
If players find these devices, they should radio the base
or radio an engineer with the location of the device for removal. These
devices can be placed anywhere, with the trip wire or without, so be careful.
TRIP MINES have a kill radius of 5 feet – or
enough that everybody the dead person can physically reach out and grab from
where he was killed. Also, any player that has the mine’s paint on them
after the device goes off is eliminated. Kills friend and foe!
ANTI-TANK MINES kill tanks, players inside tanks and
players using the tank as a bunker. Kills
friend or foe!
TIPS AND SUGGESTIONS:
You'll need to be in radio contact with the general and/or
the other squads of players running missions. If something comes up that needs
an engineer or bomb technician to be present, you'll be one of the three that
has to get over there and get it done. Good communication will often mean the
difference in whether or not some missions get completed.
ENGINEER/BOMB
TECHNICIAN
You are the counterpart of the demolitions role player.
Your job is to discover bombs and booby traps and to disarm them using the tools
that we give you and your own imagination. You are also responsible for setting
barbed wire defenses on the field.
REQUIRED ITEMS
- ENGINEER CARD
Simple color-coded card saying that you are an engineer/bomb technician.
- ENGINEER BANDANA (yellow bandana, we provide).
You must carry the engineer card with you and wear the engineer armband tape
on your left or right bicep area at all times while you are playing and/or doing
this role.
- WIRE SNIPS
IN-GAME ITEMS
BARBED WIRE
Barbed wire affects ALL players and equipment (except
helicopters) on the field; Players are expected to go around barbed wire
defenses. Tanks and other equipment are expected to wait until a demolitions or
engineer role player arrives to move the blockade. ONLY “demolitions” and
“engineer” role players may deploy or remove these devices. Barbed wire is
considered to be removed from play if both “stands” are pushed together. If the
stands are separated out, the barbed wire is considered to be in play.
MINES
There are two sets of mines available to both sides that you may be called upon
to disarm; trip mines (anti-personnel) and anti-tank mines. In order to disarm
an anti-personnel mine, carefully clip the trip wire so that the mine will not
be tripped. To disarm anti-tank mines, carefully find and separate the three
wires contained on the top of the device – cut the BLUE wire.
Explosives can ONLY be placed by Demolitions Experts and
can ONLY be disarmed by Engineers/Bomb Technicians WITH CREDENTIAL (Role Card
and Armband Tape). Any player trying to place/disarm explosives that is not a
Demo or and Engineer (WITH CREDENTIALS) will be eliminated.
If players find these devices, they should radio the base
or radio an engineer with the location of the device for removal. These
devices can be placed anywhere, with the trip wire or without, so be careful.
TRIP MINES have a kill radius of 5 feet – or enough
that everybody the dead person can physically reach out and grab from where he
was killed. Also, any player that has the mine’s paint on them after the device
goes off is eliminated. Kills friend and foe!
ANTI-TANK MINES kill tanks, players inside the tank
and players using the tank for cover. Kills
friend or foe!
TIPS AND SUGGESTIONS:
You'll need to be in radio contact with the general and/or
the other squads of players running missions. If something comes up that needs
an engineer or bomb technician to be present, you'll be one of the three that
has to get over there and get it done. Good communication will often mean the
difference in whether or not some missions get completed.
SPIES
This role is intended to be MUCH MORE than simply killing
the General. We supply you with the most basic of supplies: fake mission cards
and a Passport Card from the opposing side – the rest is up to your imagination
and skill. For more details on the role, and things to do for your Spy
role, please contact andy@24hourgames.com
To bust a spy... The General or
XO must have SOME evidence of YOU being the spy. "You looked suspicious!"
doesn't cut it, neither does "Are you the spy?" However, "This guy saw you
divert a group of people from running that last mission to over to ____ where
the enemy was hid out and ambushed everybody!" or "Somebody saw you tampering
with the bomb that was later used to self-destruct and kill our base and our
General!" does. This basically stops the General from asking everybody,
just "going down the line" without any basis.
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