24HG RULES

 

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24HOURGAMES' RULE BOOK

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.    

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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

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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.  

REGISTRATION PAPERWORK
REGISTRATION FORMS ARE AVAILABLE AT:
www.24hourgames.com/24HG-register.htm

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 mailAt 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 TO THE FIELD

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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