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.