Scenario game rules and regulations


General Safety

   1. Players must observe common-sense safety in regards to their surroundings. This includes the natural and man-made terrain of the paintball field and your general conduct at the facility.
   2. Safety and sportsmanship are enforced through a "3-strike" system. Each violation of the rules below results in one strike against the player. Three (3) strikes, and you will be asked to leave the game.
   3. In games where ID cards are issued, the card will be marked or punched for each violation.


Goggle Safety

   1. Paintball safety approved goggles will be worn at all times while on the field of play unless  allowed to be removed under the direct supervision of the staff .
   2. Goggles will be worn at any time when a barrel blocking device is not present on an assembled paintball gun.
   3. Goggles must be in contact with the face and properly secured in the correct position to be considered "worn."
   4. Goggles must meet all appropriate field insurance and safety rules.
   5. Players violating goggle safety rules will recieve 2 strikes on their ID card.  A third violation will result in expulsion from the game and possibly the facility.


Paintball Gun Safety

   1. Paintball guns will have a barrel blocking device in use at all times while assembled and not actively engaged in play or chronographing/testing the gun.
   2. A paintball gun is considered "assembled" when it is connected to a compressed gas source, or has a loader attached.
   3. Barrel blocking devices should be a bright color and easily seen to avoid accidental "re-elimination".
   4. Guns will be chronographed at 285 feet per second or lower.
   5. Guns will be re-chronographed periodically during the day and after all bottle changes or maintenance that may affect speed.
   6. Velocity may not be adjusted in the field of play unless under the supervision of a staff member or when at chrono.
   7. Gun maintenance and testing that requires the gun to be charged with gas will only be performed with goggles on, and in an approved firing area.
   8. Players are responsible for the safe operation of their paintball gun.
   9. Players may not "blind fire" i.e. shoot their gun without being able to see the impact of their fire. Know where you are shooting and what at.
   10. Players must control thier own rate of fire.  This is especially important since FULL  AUTO  is allowed.   "Overshooting" is considered more than 4 hits from a single gun on a single player.
    11. Compressed gasses (HPA and CO2) should be treated with the upmost respect. These are dangerous sources of stored energy and they must be handled with care.


Areas of Play

         1. The play area boundary will be clearly identifiable.
         2. Any fence is a boundary.  Other boundaries are marked with yellow survey tape.
         3. Any player crossing outside a field boundary is eliminated.
         4. Players may not shoot across a boundary line.
         5. Only participating players, staff, and staff-approved personnel may be present in the   Play Area.
         6. Personnel may not communicate across the Play Area boundary. i.e. Unless you are in active play, you may not communicate with another active player. This includes voice, radio or other forms of communication.


   Reinsertion Points/Dead Zones/Command HQs

         1. Reinsertion points/dead zones will be the team Command HQ . Players may only enter the play area as live players from these locations.
        2. Players may not fire within 50 feet of any reinsertion point.
         3. If there are In-field reinsertion points, they may be controlled by any team and  will  have control markers to show which team has control of that reinsertion point.
         4. Players may not fire within 50 feet of a Dead Zone.
         5. Players entering a dead zone must have a barrel blocking device on their paintball gun.
         6. If a dead zone is equipped with safety-approved paintball netting, players may remove their googles while within the netting.  If it is an in-field insertion point/dead zone that does not have netting, masks must remain on.


Player Information

   1. Scenario players will be issued and identification card.  The player ID card is the player's proof of payment for the event. Players must have their ID card on their person at all times when on the playing field.
   2. Role cards will be issued to players if special roles are in use. These will include role name and player name. Roles are not transferable to other players.
   3.  Hopper covers of a designated color will identify team affiliation. Hopper covers are to be mounted on the hopper at all times during play and fully viewable.  They may not be placed only around the feed neck.
   4. Players may not use a hopper cover for an opposing team unless it is specificaly issued by the staff as part of a game mission.


Eliminations

   1. A player is eliminated when a paintball breaks on his/her person or personal equipment, the equipment elimination only counts if the equipment is is contact with the person of the player.  A bounce is not an elimination unless the player calls himself hit as a result of the impact.  Once a player calls hit, they may not rescind the call.
   2. A player is eliminated when he receives a mark from a paintball grenade or other booby trap device larger than 1/8 of an inch.
   3. A player who is eliminated raises his hands above his head and yells "Hit!" in a loud, clear voice.
   4. Eliminated players must put on their barrel blocking device and raise their marker or hands above their shoulders.
5. Eliminated players who do not have a barrel blocking device on their gun or do not have their gun or hands above their shoulders are valid targets. KEEP YOUR GUN OR HANDS UP UNTIL YOU LEAVE THE FIELD.
   6. Eliminated players should exit the field by the most direct route unless that route leads them through an opposing team's held position.
   7. Eliminated players may only speak to "live" players to repeat the word "hit" (or variations thereof) as they leave the play area.  Eliminated players may not communicate with "live" players in any other way, including radio use, hand signals, etc.  An eliminated player may communicate with a referee at any time.
   8. Players are neutral when the player is eliminated and while under a referee's paint check
   9. Neutral players may not be fired on.
   10. Other players may not use a neutral player or staff member or spectator for cover or disruption of the game.
12.  A spectator may not aid players in any way except in the case of emergency.  This includes carrying paint or supplies.


Time Out

   1. A time out is an emergency situation. It is used in the event of a player injury, loss of goggles due to play or any situation where a player's health may be in danger.
   2. If a player yells "Time out! Time out! Time out!" all players should immediately repeat the call, cease fire, and stay in their positions.
   3. Only a referee can release a time out.
   4. The referee will assess the situation and releases the time out when appropriate. (The player is assisted off the field, goggles restored, etc.)
   5. The referee will give a 3-second count down and announce "Play on!" once the time out is lifted.

Surrender

   1. A player who has approached within 20 feet of an opposing player and who has an unobstructed, "no-miss" shot should offer a surrender. The opposing player cannot be actively engaging the player offering the surrender for this condition to exist.  Surrenders may only be offered to one player at a time.
   2. The player offering surrender should loudly announce the surrender so the opposing player can hear the call.
   3. If the opposing player does not respond in 3 seconds, the offering player may shoot the opposing player.
   4. If, at any time, the opposing player moves without first announcing "Hit!" the player offering surrender may shoot the opposing player.
   5. The opposing player does not have to honor the surrender call. He may attempt to turn and shoot at the offering player. (He will most likely be eliminated.)
   6. Play smart. Use common sense in surrenders. They are for your safety and are a sign of a respectful, honorable player. If you get outmaneuvered, accept the offered surrender, or expect to take the close-range shot!
   7. A player may be eliminated by a "barrel tag".  A barrel tag is the GENTLE contact of a marker barrel to another players person or personal equipment that is in contact with the players person.  A hand may also be used but the player performing the barrel tag must have a fully functional marker on his person for the barrel (or hand) tag to be an official elimination.


Returning to Play

   1. In scenario and tactical games, players may be allowed to return to play after elimination.
   2. Eliminated players report to their team' s HQ/ Dead Zone.
   3. Players are responsible for thoroughly cleaning previous hits.
   4. Players who have wound bandages must remove them at the dead zone before returning  to play.
   5. Players are released from the Dead Zone every 10 minutes, beginning at the top of the hour.
   6. The re-entry window lasts 2 minutes.
   7. Players are officially back in play when they have crossed the no-shoot boundary into the field of play.


Wounded

   1. A player hit in the arm, leg or equipment is considered "wounded."
   2. Immediately after receiving a wounding hit, the player may yell "Medic!" in a loud, clear voice. This lets both players know that a hit was received, but the player is not eliminated.
   3. A player may call himself elimnated from a wounding hit, at his discretion.
   4. A wounded player may take a single step, then becomes immobile.
   5. A wounded player may not fire his paintball gun.
   6. A wounded player may communicate normally.
   7. A player may not retract a "wounded" call. Once "wounded" is said, the player must follow the wounded rules or call himself eliminated.
   8. A player hit more than once is automatically eliminated. Wounded players may only have ONE hit.
   9. Players that already have been previously wounded and already have a wounded bandage are automatically eliminated.
  10. Wounded players are still in play and may receive additional fire and may be eliminated.
  11. A medic must reach a wounded player's location in 60 seconds. If no medic arrives, the wounded player is eliminated.
  12. Wounded rules may not be used in all games. The rules for each game will specify if wounding is in effect.
13.  Live players may carry a wounded player to a safer location (such as a mobile field hospital) using the provided stretchers.
  1 4. Wounded players under evacuation remain wounded and may not fire, but may communicate normally.
   15. All Players (including wounded players) involved in an evacuation may be eliminated.
  

Medics

   1. Medics will be designated by carrying the medic bag in which they will keep the bandages used to treat the wounded and return them to play.  The bag must be carried at all times by the medic.
   2. A medic may return a wounded player to normal play by "treating" (bandaging) his wound.
   3.  A medic has one (1) minute to make it to a player that has called for them once the call has been made.
   4.  A medic may heal only leg, arm, body and equipment hits.  They may NOT heal grenade, artillery, or mine eliminations or head hits.
   5. A medic may treat a player anywhere on the field.
   6. The medic must be within arm's reach of the wounded player to use his ability.
   7. The medic must first clean the wounded player's hit.  Medics are responsible for thoroughly cleaning the players wounding hit so that it is not mistaken for an eliminating mark later on.
   8. Once the wounded players is clean, the medic must apply a medic bandage to the bicep of the wounded player. This may be repeated twice.  Once the wounded player has been bandaged twice (once on each bicep) they may not be bandaged again until after a reinsertion.
   9. Medic bandages will be strips of tape and must encircle the entire bicep.
   10. Once bandaged, the wounded player returns to normal play.


Radio Communication
   1. Radios may be used by players to communicate while in the Play Area.  Each team will be assigned a set of FRS/GMRS/MURS channels for their use (as well as all subchannels).  If players use frequencies other than FRS/GMRS/MURS, they may use those at their discression.
   2. Players will abide by all local and federal laws in regards to radio operation.
   3. Neutral or eliminated players, or players and personnel outside the Play Area may not communicate with those inside the Play Area.
   4. Players may use an alternate "dead channel" frequency while outside the Play Area.
   5. Security of radio transmissions is the responsibility of the players using the radios.
   6. It is a violation of FCC law to jam or otherwise interfere with a radio transmission.
   7. Certain game channels may be designated for staff and may be off-limits for player monitoring or transmission. These will be noted at the player briefing.
   8. FRS/GMRS channel 1 will be the designated emergency channel, monitored by the staff.


Prohibited Items

Paintball markers over 285 f.p.s, knives, firearms, flares, rope, wire, portable shields, unbreakable trip wires, pyrotechnics, alchohol, drugs.........etc.