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Smak Zone Paintball

Game rules and info

Some of this information may vary from game to game and is
subject to change.

 

The Scenarios

Teams

Missions

Demolitions Teams

  Medics

Role Players

Ordinance, Artillery
and Tanks

Referees

The Rules

  Prize Dispensation

Registration

Fees

Driving Times

Misc.
 
 
 
 
 
 


The Scenarios

Operation: Eminent Storm

In a sparsely populated region of a third world nation, a rebel group, the Contras, has assumed control of a remote U.S. satcom base situated on a high mountain peak.  Though usually unmanned, the base is an important communication relay point for U.S. forces when operating in that part of the world.  It has been deemed necessary to send in a covert unit to dispatch the Contras and reclaim the U.S. property.  A simple, straight forward mission, easy enough for a highly trained Special Forces units, but it is what the U.S. forces don't know that can be a problem for them....................


The Fire Fall Objective

The U.S. Forces continue their struggle to take Satcom from the Contras and eliminate their stronghold, but the Contras have a new card to play..........

The Christmas Clash

These games are single day games and are kept open ended. The Christmas Clash is a player appreciation event and entry is free!




 Teams

     The team commanders will be pre-chosen and be responsible for assembling squads and assigning squad leaders, assigning a second-in-command, assigning medics, spies, and demolitions personnel, receiving intelligence, and assigning missions.  The commander will also have referee powers to be exercised for either team and be expected to call out members of either side for safety violations.  All team squad leaders will answer to the team commander.  If you want to stay in the action, you must stay in contact with your team commander.  He will be the one who assigns missions to his squads  and solo players.  If you are wandering around just shooting at targets of opportunity, you may miss the major battles because you won't know when or where they are taking place.
 

  Operation: Eminent Storm
U.S. Special Forces vs. Contras

The Fire Fall Objective
U.S. Special Forces vs. Contras

 Christmas Clash
Red vs. Blue
 


Missions

     A mission could be as simple as sending all available players to take over the enemy command base. Or a mission could be as specific as sending the demolitions squad and support into a certain region of the field to retrieve air dropped ordinance. At the same time that the commander sends out this mission, a referee will be dispatched  to the same region to certify whether or not that mission is started and completed conclusively.  It also doesn't take a genius to assume that another squad from the other side is probably being dispatched to attempt a mission in the same area at about the same time.
    Missions will be issued by the commander at varying intervals.  Some will be time sensitive, some will be standing missions such as capturing enemy tanks for use by your own team.   Obviously this means that the command staff must be careful to manage their squads effectively so that they have the appropriate players available for missions as they are issued. Each side will be running multiple missions concurrently and will also have to be prepared to defend their own real estate.
    On average there can be any number of squads out on missions at any given moment. A lot of players will be also be between missions. Some of that time you will be off the field getting paint or air, having lunch, etc. The rest of the time you should be back at your command base waiting for missions. While waiting, it is common to stand temporary guard duty around the perimeter of your command base to help defend it when necessary.
    The single most common complaint from first time scenario players is that they were placed in defense of a position and forgotten about. You are the only one who can prevent this. Stay close to your commander so you will hear when squads are being assembled for upcoming missions . Keep in close contact with your assigned squad leader so that you will be included in their missions. And if you are not satisfied with how you are being utilized, look for an opportunity to let the command staff know this in a positive way. Since they may have never met you, the only way they will know your capabilities is if you speak up.
 
 





 Demolitions

Demolitions teams will be assigned by the commanders of each team.  They will be responsible for the retrieval, transport, arming, and detonation of  bombs during the game as well as helping to secure the perimeter of bases by setting trip mines.  Their roles may also include demolishing certain structures, and blocking roads using the provided props.  Most often, mines and ordinance will be weapons which the players have brought to the game themselves and must pass safety checks before they may be used in the game.
 
 







  Medics

Medics will be assigned by the  team commander.   Medics must be of the highest integrity because the outcome of the battle may lie their hands.  Medics will be a RIP (Ref-In-Play) who is hand picked by the producer.  If a medic is caught cheating, or allowing another player to cheat, that team will lose the privilege of that medic because he will be ejected from the game.  Medics are allowed to "heal" people when they are marked on the field, on any part of their bodies or equipment other than faces or heads by a paintball. When a player is shot during the course of the game, he can call for a medic to come to his location, if one is available. The player may not move from his position unless he intends to accept elimination and go to a reinsertion point.  If he approaches the medic istead of waiting for the medic to approach him, his card punch will be for a violation instead of a healing.   A medic has 1 minute to reach a player who has been marked,  punch the player's card, and wipe the paint from the player after which the player may resume play.    It will be at the discretion of the medic as to who he will attempt to "heal".    Each player will be allowed 5 in-field "healings" during the course of the game.  When all of the "healed" boxes on his card have been punched, he may only be reinserted by leaving the field or reinserting from his command tent.  No player may be "healed" successively until at least one other player has been "healed" in between.    Medics cannot "heal" head shots or players who have been eliminated by mines, booby traps, grenades, cannons, or any artillery other than a paintball hit fired by a marker. Medics must be aware that they will be a prime target for the opposing team as they must go off-field for their own reinsertion when eliminated.  The role of a medic will be a very busy one and his skills in great demand.

   
 
 




Role Players

There may be various players on the field performing roles for at these events. If these players are not wearing referee vests, they are to be considered active players and can be treated as such.  These characters may be inserting props and interacting with the players for story line purposes. You may interact with these players in role form, but some of them you might not be allowed to eliminate.  If they have a barrel plug in or are not carrying a weapon, they are not to be fired on.  Otherwise, they are subject to elimination as any other player.
 
 







 
 

Artillery and Tanks

     Bring your grenades, smoke bombs, mortars, launchers, trip mines, tanks etc., but use common sense!  The use of alternate weapons is encouraged as long as they are used safely.  Launchers which shoot multiple numbers of paintballs must pass chrono.  Grenade launchers and mortars may, under no circumstances, be fired directly at a player or group of players.  Only trajectory targeting is allowed for those weapons.
     Hot burning smoke bombs will be allowed, but use of them must be coordinated by the staff if launched. Otherwise, they must be placed in a spot clear of flammable materials to be set off, and left in that spot.  They may only be thrown or launched if field conditions allow that there is little danger of starting a fire.  Pressure and trip mines must be examined and ok'd by the event staff.
     Each tank will be required to have a referee with it at all times while it is on the field of play.  A speed limit of 5 miles per hour will be enforced at all times.  A tank may be eliminated by artillery fire or a hit on a kill switch only.   When a tank is eliminated, all players inside the tank are eliminated as well and the tank must immediately start for a reinsertion point.
     At no time is any player allowed within 10 feet of a moving tank on the premises.  Rules for tanks will be covered with the tankers at the game.
    Tanks will follow designated routes.  Tank route maps will be issued to tank drivers at the event.   Tankers should read the Tanker Information Page.

Special weapons and props Rules and Regs:

LAWS, CANNONS, LAUNCHERS
  Pressurized launchers must have a pressure release valve (maximum 150 PSI) installed between the pressure chamber and the firing valve.  Pressure chambers made of PVC must be at least schedule 40 and will be closely examined for any damage that could lead to a pressure containment failure.  All launchers must be evaluated at the chrono station before being allowed into play.
  Chrono:  250 FPS

  Ammunition: Nerf Rockets approved by staff
  Shotgun Load no more than 30 paintballs
  No water balloons!
  No plastic enclosed shotgun load
  Range:    Greater than 25 ft against infantry (Paintball loads only)
  May be used during daylight play only

 
 Vs. Structures: All players eliminated inside or behind structure or section of structure.  1 nerf rocket hit on the section or structure or 50% shotgun load is required for the elimination.  A section is a flat  wall/platform measuring from one corner or angle to another.  Large bunkers have multiple sections divided by corners and upper and lower platforms.
 
 Vs. Tanks: Rockets can take out tanks. At least 50% of paintball loads must break on tank kill plate.  All players inside are eliminated.

 Vs. Player:   Only shotgun load can be directly fired at players not behind structures.   Structure is defined as man made building .  25 foot minimum range.  30 paintballs max per load

Mines/grenades
 Vs. player:   Any paint from mine or grenade that marks a player defines an elimination.  This means any small spray or drop!  Same rules apply to bladder type launchers (Scepter Systems).

  Vs.  tanks     No effect.

Disable mines at your own peril.  You can alert other players to a mine's location but do not remove it from it's location if it is not your property.

Special mounted weapons on vehicles:
 Gun based: Anti infantry only.  Can not disable tanks or structures.  Be careful if you are manning this and do not overshoot other players.  Anyone caught overshooting, will be reprimanded.

Tank mounted cannons:   Same rules apply as to all other launchers.


 
 






Referees

     The referees/staff are the authority on and off of the field of play.  At no time, on or off of the field, is a player to argue with a referee.  Remember, if a ref makes a call in error, it is being made on the side of safety.  All decisions and calls made by field referees are final. Do not argue with the referee making the call.  If you feel that a call was made in error, ask to speak to the game producer. The game producer's call is the final word. No arguing of any sort is allowed with the referee and it is grounds for expulsion from the game.
    Not all referees will be patrolling the field in orange.  Many will be refs-in-play (RIPS) meaning that they will be playing the game on one side or the other, but will retain all of the authority of their referee position while in play.  If a player is observed cheating or playing unsafely by a RIP, they will be reprimanded or escorted from the field as that referee sees fit.  All RIPs will have identification on their person identifying them as a referee.  Keep in mind that the person you are playing beside or against may be a RIP, so play fair.   The woods have eyes!  If you witness a RIP cheating or playing unsafely, get their name and let us know.  The RIP cards have the name of the RIP on them.
 
 








General and Safety Rules

1. NO alcohol or drug possession is allowed on the premises of Smak Zone Paintball.  Drugs or alcohol found in the possession of minors during the course of this event, or while on event property, will be treated with full application of laws governing minors and substance possession/abuse.  There will be law enforcement officials in attendance and on the event grounds.

2. No paintball marker will be fired off the field or out of bounds except at the chrono station. This will include shooting any structures or wildlife in the surrounding areas of the event.  If a marker needs to be test fired, it must be done at the chrono station.

3. Your ID tag is your entrance ticket to this event. If you lose your ID tag, you will be required to purchase another one. You will be required to have this ID tag to enter the field of play.  You may be asked to produce your ID card at any time by the event staff.

4. Each team and team member will be distinguished by a colored hopper cover. You may not falsify the color of your hopper cover except by the express dispensation of a prop to do so by your commander. Importing and applying your own hopper cover will be treated as cheating and will be handled accordingly.

5. When leaving the field, you are automatically deemed an eliminated player. As an eliminated player, you can only reenter the field of play through the insertion points at the designated times. There will be no exceptions to this rule.

6. Cursing or foul language of any type will not be tolerated at any time.  Players acting in an unsportsman like manner will be removed from the field and ejected from the game.

7. When marked on the field, place your barrel plug in your maker, raise your marker in the air, and quietly walk off the field or to your command base unless you are going to call for a medic.  Remember, a medic only has 1 minute to reinsert you IF he can reach you.  If he cannot reach you within the 1 minute, you are eliminated.  If an eliminated player approaches a medic (who will also be a RIP) instead of remaining in place and waiting for a medic to come to him, the punch he will get on his card will be a violation, not a healing. Eliminated players are not allowed to aid their team in any way until they have been reinserted.  Once you have been eliminated, giving away the enemy's position is cheating.  Dead men tell no tales.

8. Masks must be worn at all times in all designated "masks on" areas. Any player violating this safety rule will be removed from the field and reprimanded. If this action continues, they will be removed from the event.

9. No physical contact of any sort will be tolerated at this event except for gentle barrel tags or hand tags.  If barrel tagging, take your finger off of the trigger. Yes, the barrel has to be on a marker.  If hand tagging, the play must also be carrying a marker.

PAINTBALL MARKERS: Sixty-eight (68) caliber markers are allowed in this event. Management reserves the right to disallow any marker they deem unsafe. No fully automatic fire or burst fire will be allowed. Response triggers are allowed as long as the user is not overshooting.  Markers must meet manufacturer and insurance safety guidelines regarding triggering mechanisms, the trigger guard, and safety devices such as a barrel plug. A squeegee is not a barrel plug. Markers must have a barrel blocking device (plug or bag) properly inserted in the barrel at all times except while on the playing field or in the shooting/chronograph range.

PAINT:  Smak Zone events are now FPO Field Paint Only

CO2 AND HPA: CO2 and high pressure air fills will be available through the field.  All bottles must meet DOT hydrostat requirements: five years on CO2 bottles, three years on high-pressure bottles. Bottles with dip tubes (siphon or anti-siphon) must be marked to indicate the dip tube position. All components (fittings, hoses, valves, cylinders, etc.) of the high-pressure system must meet the manufacturer's safety standards. All CO2 and high-pressure vessels (cylinders) must have all non-factory stickers removed to allow the field station operator to inspect the vessel for damage. Vessels with non-factory stickers will not be filled until the stickers are removed for proper inspection. Neoprene or cloth covers must also be removed for inspection of the vessel.

MASKS: Masks must be worn at all times on the field and in designated areas stating that masks must be worn. All masks are to be inspected for cracks and outfitted with ear protection and face shields. It is mandatory for every person to wear masks that meet or exceed ASTM standards when they are directly exposed to the fields, while games are in progress, or when they are directly exposed to any authorized shooting area where markers are being discharged. MASKS MUST BE PROPERLY WORN IN "MASKS ON" AREAS!  An active player who deliberately removes his goggles during a game other than with the approval and under the direct supervision of a referee will be removed from the game. Failure to wear approved eye protection or removal, including lifting above or below the eyes or away from the face (i.e. so as to wipe moisture or fogging) other than with the approval or under the direct supervision of a referee shall be removed from the field.  If you want to take chances with your eyesight, you can do it at a different field.

BARREL BLOCKING DEVICES: All players must have barrel plugs or bags in/on their markers when not engaging on the field. If you are in public areas without a barrel plug repeatedly, you will be asked to leave the premises.

WAIVERS: Every player or on-field spectator shall sign a waiver. Waivers must be turned in at the registration counter before the pre-game briefing. A player will be disqualified from the event if they enter or attempt to enter a playing field for a game without having signed a waiver. Players must be ten years of age or older. Players 10-17 years of age must have their parent or guardian's signature on their waiver. Players with health problems should consult their physicians before participating. Participants with any known allergic reactions to insect bites or plants should advise the event staff of such prior to the event and make them aware of the allergic reaction and what medical measures should be taken.  Note:  There is poison ivy and poison oak in the playing field.  Expect to come in contact with it.

PROHIBITED ITEMS: Air horns, knives, ropes, unbreakable trip wires, shields,  pyrotechnics other than smoke, firearms, whistles, BB guns, flares, armband tape (other than that which is supplied to you by your Commander) and slingshots are all prohibited items. If you have questions concerning any equipment or item, please contact the event staff.  Scenario staff may closely monitor ghillie suits or any other form of camouflage clothing that may pad the impact of a paintball or restrict the player from feeling hits.  Any hit on a ghillie suit will count as an elimination because of the excessively soft nature of a ghillie which encourages bounces.

CHRONOGRAPHING AND CHRONOGRAPH PENALTIES: All markers must be fired through a radar chronograph, maximum velocity not to exceed 285 fps for  play.   All markers are subject to choronographing at any time during the game. Players are subject to on-field chronograph inspections. Players may not adjust, disassemble or otherwise alter or tamper with their marker's velocity-regulating system or power source in-field after the chronograph check. Tampering includes, but is not limited to: twisting anti-siphon bottles, adjusting back-bottle systems, or any purposeful system adjustment that results in changing the liquid/gas status of the CO2 or HPA system.  If a player is caught adjusting the velocity of his marker in any way in the field of play, he is subject to immediate expulsion from the event.  Specific procedures may be established for testing specific marker designs if the event staff deems it necessary. Liquid operating systems will be rapid-fired prior to the initial test shot in order to guarantee liquid CO2 status. During the game, if a player suspects that his maker is shooting over the chronographed limit, he may ask an on-field referee for a chrono check. If his marker is shooting over the chronographed limit, the player may adjust his velocity on the spot if he can do it quickly.  If not, he must leave the field and readjust his velocity in the chrono area before reinsertion.  Chronographs will be near the insertion points or other designated areas for marker adjustments.  Players will be required to chrono every time they have the opportunity.  A couple of balls over the chrono is a small price to pay for a safe game.
 
 






In-Game Rules

ELIMINATIONS: A player is eliminated from the game when a player signifies his elimination with a mark or not or when he is ordered off the field or eliminated by a referee.  All hits that break on a player's person or equipment count unless the player calls himself "HIT!" or "OUT!" without it breaking.  Overspray from a paintball breaking on a nearby object does not count. Should any part of a player's body, marker, or attached equipment accidentally or deliberately extend beyond the vertical plane of the boundary, he is immediately eliminated and must so signal and leave the game. Referees may warn players that they are in danger of going out of bounds. Should a player intentionally push out or pull in a boundary line, he will be immediately eliminated. Merely brushing against the boundary line is not considered an intentional alteration of the boundary.

SURRENDER RULES: If a player is within 10 to 15 feet of you, you must give him the option to surrender.  He is required to surrender and to accept elimination.  This means no bunkering moves that will involve close up shooting.

BARREL TAGS: To add to the fun and safety of the game we allow people to "barrel tag" their opponents. This is achieved by taking your marker, without a barrel plug, and tapping them on any part of their body. You must signify to them in some verbal manner that they have been eliminated by a barrel tag. You may also use your hand, but must have a marker in the other hand.  This is a solution to shooting someone within the ten-foot surrender zone.   You may also do the same with a gentle hand tag.  Face it, if you let them get that close, you deserve to be eliminated.
 

COMMAND POSTS/BASES: Each team may possess a base, which will be located on the field and be used as their command post. These bases are neutral and not subject to be overrun and captured by the opposing team. The bases are to be used by commanders and their teams to help store props, store munitions, organize their troops, assign missions, and to re-insert players back into the game.

COMMUNICATIONS BASE: A communications base for each team will be located somewhere on the playing field.  For the purposes of these scenarios, the command bases for each team are also the communications bases.

TEAMS: Teams will be made up of all the players participating in the event and will be divided into teams of their choosing as long as the numbers for each side are balanced per the scenario.  Each team will have designated role players such as a commander, squad leaders, demolitions experts, snipers, and regular infantry.

INSERTIONS: When eliminated during the course of the game a player must leave the field with a barrel plug in his marker and marker pointed in the air. He will report to the designated safe zone to await reinsertion into the game.   A player may enter the staging area at any time during the course of the game, but is not allowed to re-enter the playing field without going through the reinsertion point or waiting until the designated time.   Reinsertions will be made at every quarter of the clock hour. For example, 10:00 AM, 10:15 AM, 10:30 AM, 10:45 AM, and 11:00 AM.  In some games, reinsertion will be immediate under certain circumstances.

PAINT CHECKS: Paint checks are allowed during this event to determine if a player has been marked. If you call for a paint check, you are not allowed to move from your position until a referee calls you back into the game. If you call "HIT!" or "OUT!" instead of "PAINTCHECK!", you have effectively eliminated yourself from the game at that point and must start for a reinsertion point.  Paint checks are a privilege so don't abuse them. If a referee feels that you are abusing this privilege, he will give you a warning. If you continue to abuse paint checks following this warning, you may be asked to leave the field for a period of time.  If a referee is not available, call on a team member to check the player in question.  Players from either team are expect to be good sportsmen and provide a paintcheck for another player on either team while not taking advantage of them.

REFEREES: All decisions and calls made by field referees are final. Do not argue with the referee making the call. If you feel that a call was made in error, ask to speak to the game producer. The game producer's call is the final word. No arguing of any sort is allowed with the referee and it is grounds for expulsion from the game.  Not all referees will be patrolling the field in orange.  Many will be refs-in-play meaning that they will be playing the game on one side or the other, but will retain all of the authority of their referee position while in play.  If a player is observed cheating or playing unsafely by a ref-in-play, they will be reprimanded or escorted from the field as that referee sees fit.  All refs-in-play will have identification on their person identifying them as a referee.  Keep in mind that the person you are playing beside or against may be a ref-in-play, so play fair.  

CHEATING: Cheating of any kind during the course of this event will not be tolerated. If you are not coming to the event with the intention to have fun and play fair, don't come at all.  In another words, if you are prone to cheating or unsafe play of any kind, YOU ARE NOT WELCOME AT THIS FIELD.  Any player who sees a safety violation or cheating is encouraged to call upon the player in question to correct his behavior and to let someone on the staff know about it.
 
 






Prize Dispensation

     Prizes may be awarded throughout the event in several different ways.  There will be certain role playing characters who may carry a prize in-field or a card that can be redeemed for the prize at the end of the event.  These characters may subject to elimination by either team.  When the character has been clearly eliminated by a player, that player will then be awarded the prize(s) that the role player is carrying on his person. (Kind of the equivalent of taking the weapons off of a dead enemy.)  These role players will also have referee powers and must be able to clearly tell which player they have been eliminated by in order for that player to be awarded the prize.
     Other prizes will be awarded as "trophies of war".  For instance, if a team's mission is to capture a base by a specific time of day, and they are successful, then the surviving players who have completed that mission may divide the prizes captured within the base, such as paint grenades, smoke bombs, or paintballs.  A referee will be on hand to dispense those prizes.  If the team which occupies the base successfully defends it, then they will divide the prizes among themselves after the time deadline has passed.
     Some prizes may simply be discovered hidden in caches in-field.  The tricky part about claiming these prizes is that some containers may not be prizes at all, but booby traps.  Open at your own risk!
     More prizes may be dispensed by the commanders as rewards to squads or individuals for missions that they have completed successfully.
     At the end of the event, players will be nominated and voted on for Most Valuable Player, Most Valuable Squad status for each team.  These players will each receive a special prize for their contribution to their team.
     Most of the prizes that will be given throughout the day will be those which can actually be used in the event, during the game.  This design is to reward the players who get the job done for their team and not to hand out free gifts to the "campers".  In Smak Zone events, you're going to have to "work" for those prizes!
 
 








Registration

        Game day registrations vary between the scenarios and single day events, but will usually begin at 6:00 A.M. game morning and end at 9:30 A.M. After that time, latecomers will have to wait to enter the game until staff has an opportunity to register them.  Game start is at 10:00 a.m. and game end is at 12:00 p.m.  for 2 day games.  See the itinerary.  Players must be ten years of age or older. Players below the age of 12 years must be accompanied by a parent or legal guardian on the field of play.  Players 10-17 years of age MUST have their parent or guardian's signature on their insurance waiver.  All players are required to fill out and return a waiver to the registration counter before they will be issued a player ID card ( ID cards issued for scenario events only at this time).  If you have pre-payed, you will still need to check in at the registration counter to be issued your ID card and pick up paint. The ID card is your ticket to this event.  If you lose it, you will be required to purchase another one to participate in the event if it cannot be verified that you have already registered.  You will have to produce your ID card when chronographing and any other time that you are asked to, so you will have to keep it on your person.  If you do not have it, you will be escorted off of the field.  You will not be allowed to return to the game until you can present it to the person at the field entry.  Your ID card will identify which team you are on, chrono information and other event related information.   It's number will also be used in prize drawings.
 
 







Fees

    The entry fee to participate in Smak Zone events is $35 for the scenarios if you pre-pay and $25 for single day games.   After the pre-registration deadline, the fee will increase to $50.  Event fees include a free BBQ, free camping, free prize giveaways, and a free pancake breakfast.  CO2 and HPA fills during the course of the event are included with your entry fee.  Other items will be on sale by vendors as well.
    If you wish to pre-pay, mail your payment to:
                                                                            Smak Zone Paintball
                                                                            Rte 1 Box Z-12
                                                                            Patterson, MO 63956

Or you may pay via credit card with Paypal     address: mwm@smakzone.com

  Smak Zone events are held rain or shine.  There will be no refund of payments except for unavoidable circumstances.  If you have to cancel after you have made payment, contact Smak Zone Paintball to submit a request for refund.  If the event is canceled for any reason prior to the event, your registration fee will be returned to you in full within 60 days. If you are ejected from the event for misconduct, violation of safety and/or game rules, or for any other infraction that management deems valid, no fees shall be refunded to you. This includes entrance fees, paint fees, or any other expenses that you may have incurred.

   At his time, the cost for field paint is $55 for Battle Line's AIM and $60 for Battle Line's FIRE.
 








Driving times from major cities

    Smak Zone Paintball, host field of this event, is located at Patterson, MO approximately 120 miles south of St. Louis, MO.  The following is a close estimate of the driving times from major cities in the region.  For a map of our area, and directions click here.

St. Louis, MO...............2 hours

Kansas City, MO...........6 hours

Springfield, MO.............3 1/2 hours

Memphis, TN................3 1/2 hours

Nashville, TN.................4 1/2 hours

Little Rock, AR...............4 1/2 hours

Chicago, Il.....................7 hours

     Smak Zone Paintball is located 5 miles from Sam A. Baker State Park and within 20 miles of two different Corps of Engineers camping areas all of which have excellent camping facilities.  Primitive camping is provided on-site with potable running water and portable toilets. 
 
 




Misc.

For those who may never have gone to a big game or scenario, Warpig is an excellent resource.
Make sure your marker is working before game day.  Having to sit out and work on your gun is no fun when the action is underway.
Wear reasonable clothing.  This game will be played in the woods and partial woods.  There are brushy areas, rocky areas and areas with briars.  This means no sleeveless shirts, shorts, or open toed shoes. Clothing that doesn't expose too much flesh to the environment is a must.  Ghillie suites will work well in this terrain.   Note: ANY hit on a ghillie suite is considered an elimination whether it breaks or not due to the overly soft nature of a ghillie.
    If you own an FRS or GMRS radio, bring it.  Communication in-field is of the utmost importance.  Each team will be assigned the frequencies that they may use throughout the game for the purpose of communication between the team commanders and the game producer.  Channel 1 is reserved for all chatter and propoganda. FRS channel 2 and GMRS  channel 22 are reserved for staff.  Each team will be assigned the remainder of either even or odd channels to use as they see fit.  It is part of the game to try and get intelligence on the opposing teams activities during the game by monitoring their frequency (if you can find it), but do not, under any circumstances, interrupt transmissions between players.
 
 

This page is updated periodically so keep checking in.
 
 
 

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