GENERAL SCENARIO RULES

Here are the General Scenario Gameplay rules for all Scenario events Hosted by Giant Paintball Parks.

A Word Format of these rules may be found here

 

Giant Paintball and SC Village
24 hour Scenario
RULES OF PLAY

REGISTRATION:
Pre-registration is very important for the event producers to know how much paint and supplies to order. Pre-registration can be done online at www.giantpaintball.com or by visiting one of our parks.  If you cannot pre-register, simply bring your field fee to the event and we will accommodate you. Once you arrive at the field, proceed to the registration area to sign in and pick up your player's pack which will include event ID, wrist band, map, special role card, if any, and any paint and air tickets you may wish to purchase.  All players are required to sign a special event field waiver saying they have read and understood all the rules and regulations for the field and the event.  Players over 10 years of age, but under 18, will need a parent to sign that players waiver.


CAMPING:
Overnight camping is available at a first come first serve bases.  RV sites must be reserved and paid for in advance.  Please observe all safety regulations concerning BBQ grills.  Camp fires are not allowed at any time.

NO ALCOHOL OR DRUGS ALLOWED AT ANY TIME DURING THE GAME! ANY VIOLATION OF THIS RULE WILL RESULT IN IMMEDIATE EXPLUSION FROM THE GAME WITHOUT A REFUND!


ANIMALS/PETS:
Pets are not allowed any where in the park and parking areas.
GAME MATERIALS:
Upon check-in at the venue, you will receive a player's pack with some or all of the following items in it:


Event Patch(s) showing the logo for the event you are playing.

ID BADGE AND WRIST BANDS: EXTREMELY IMPORTANT!!! The ID badge and wrist band is your ticket to play in this game. Without it you will not be allowed to enter the playing area. Player ID’s are to remain with you (the player) at all times through out the event. If you lose it, you will have to purchase another one. You will be required to have this badge to enter the field of play. The player ID will signify what army you are fighting for, player ID number, role, and an area for chronograph and rule infraction hole punches. Player ID’s and wrist bands are non transferable. 

On the ID badge you will find your unique PLAYER ID NUMBER: This is the number we will be calling if you win a prize. Remember it! Use a string or lanyard to wear the ID badge around your neck.

ROLE CARD: Your Role Card will be on the back of your player ID.  This is your ticket to get into your base and defines which team you're on. Keep this on you at all times. Your commander's base security will ask to see it every time you insert onto the playing field (if they know what's good for them!) This colored card has the identity and character details you will be playing at the event. Get into your character, whether it is "General" or "Grunt" - this is the best way to get the most fun out of the event.   

SPECIAL ROLE CARD: If you are playing a special role in the game, you will find a card pertinent to that role in your player pack or must obtain it from your commander. It is required to have with you while playing that role. Details for special roles can be obtained from the game director.


AIR TICKET: If you have pre-registered for air, your player’s pack will have an air ticket inside.  Take this ticket to the air station and the air tech will check your tank’s date and issue you the appropriate color air tag.


PAINT TICKET: If you have pre-registered for paint, you will find a paint ticket inside your player’s pack.  Take this ticket to the pro shop and they will give you the appropriate paint


FIELD MAP: These maps are designed to give the individual player an overview of the playing area with marked major locations indicated on the map. NOTE: These maps may not be exactly to scale. They should be used as a reference only. Walk the field prior to game-on and get to know your way around and where things are located.

OTHER STUFF: Stickers, sponsors lists, promotional material, etc. have also been known to find their way into Player Packs.

PAINT:
Paint will be either event paint or bring your own paint depending on the field and the event.


CO2 & HPA FILLS:
Both CO2 and high pressure air fills for 3000 and 4500 psi will be available during the entire course of play. It is recommended that you get your tanks visually inspected (exterior) and filled prior to the game so there will be no problem upon arrival. Due to insurance regulations, no outside fill stations (CO2 / Nitrogen) will be allowed on event property. All constant air bottles must meet hydrostat requirements. No bottles will be filled that are out of date: 3years on all CO2 bottles and 3 years on HPA unless specified on container that it is good for 5 years. Only one bottle will be filled per air tag.  If you require additional bottles to be filled, you will need to purchase additional air tags.  No outside fill stations are allowed!

CHRONOGRAPHS AND MARKER SPEEDS:
All makers need to be chronographed under 285 FPS for day play and under 240 FPS for night play. All markers must be chronographed and your ID Badge chrono-punched by an event referee prior to entering the field of play at game-on, dinner break (nighttime speeds), and game-on Sunday. Referees with hand-held chronographs may spot check your marker on the field. Markers that are shooting "hot" are a serious safety hazard and will result in a card punch.  Repeated chronograph offenses will result in ejection from the event.
All rocket launchers need to chronograph under 230 FPS


THE FIELD:
Defined by the field map, boundaries will be marked in field flagging tape during the event. Areas may be marked with cylumes (glow sticks) at night to aid in field boundary recognition. Do not fire your marker out of bounds or off the field.


HOSPITAL ZONE:
This is a neutral area (goggles on, Barrel Blocking Devices on) where you can stage and await the next insertion window (insertion windows defined = as the period of time where you can legally enter the field of play). Windows are open for 5 minutes in duration every 15 minutes.


INSERTION POINTS:
The IP is the area where you will enter the field of play. It will be strategically located where, as you enter the field of play, you will pass by your team's command post. There is absolutely no entering the field from any area other than your insertion point. If you see someone entering the field from somewhere else, immediately inform a referee.
There are two types of insertions: HOT & COLD. All insertions will be considered as Cold, unless otherwise instructed by a ref at your IP.
COLD INSERTION: You are required to go to your Base of Operations before removing your Barrel Blocking Device and becoming a live player.
HOT INSERTION: A referee will instruct you will be entering a HOT area and to pull your BBD before entering the field. You will be a live player as you step onto the field of play.


SAFETY & GENERAL RULES


ON FIELD SAFETY:
GOGGLES! GOGGLES! GOGGLES!!!! Keep them on your face at all times when you're on the field. ASTM Approved Full face and ear protection is required. BARREL BLOCKING DEVICES... BARREL BLOCKING DEVICES... BARREL BLOCKING DEVICES... Keep them on your marker anytime you're eliminated or off the field. Do not feel bad to holler "Barrel Sock!" at any person in any goggles-off area, to put their barrel blocking device on. You have a right to expect others to respect your eyesight! These safety rules are as much up to you to enforce as they are us. Remember the first rule of paintball: PLAY SAFE!

MARKER REPAIRS:
There is absolutely no marker repair or work on paintball markers to be done in the public rest areas or anywhere there are people without goggles on (protective eyewear). All repairs should be done at the chronograph range or in your campsite with a barrel blocking device on your marker at all times. There is no firing of paintballs allowed anywhere other than on the field (during game-on, in the chronograph area, or at the firing range.


FIELD REFEREES:
All decisions of the field judging staff pertaining to play are final. Under no circumstances is anyone permitted to ARGUE with a field judge. Doing so is grounds for expulsion from the event. If you have a problem with a call by a referee, remember: It's only a game! Take ANY grievance to the ultimate judge or game operations director. Speak clearly and calmly with the referees to get the most positive results. Yelling or shouting will earn you a ref punch and a trip to the dead box.


ELIMINATING MARKS DEFINED:
Direct hits making a quarter-size mark during the day is an elimination. If you're carrying something and it is hit, you're eliminated! Gun hits count! Splatter does not count. At night all HITS / IMPACTS count; there are no paint checks at night. Saying "Hit" and indicating you're hit by putting your barrel blocking device on your marker or raising your marker over your head indicates you are eliminated.

Leaving the field or walking out of bounds is the same as being eliminated. Once you step outside the area of play, you are eliminated. There is no going out of bounds then coming back in. Any player leaving the field of play must wait until the next insertion window then re-insert into the game at the team insertion point.

 At night, after you're eliminated, it is a good idea to yell "eliminated player walking" or "dead man walking" every 10 to 15 paces or so, as you're exiting the field. This will keep that sniper that is lying in the grass from shooting you as you walk off the field. There are no medics at night. If you're hit, walk off the field; don't wipe! Your reputation is way more valuable!


PAINT CHECKS:
During a paint check, a referee will examine the player and make the determination whether the player is eliminated or alive. Do not call a paint check on a player then advance on that player! You will be penalized, (15 minute hospital time). All players should continue play during a paint check unless the referee calls the player neutral.

In a game of this magnitude - with the huge numbers of players - it is virtually impossible to have a referee at every conceivable location. Here, cooperation between players is key. Ask your buddy to check you.  If you're hit, walk and don't talk or advise players.  Dead men don't talk. Eliminated players are off the field for no more then 20 minutes max. Play fair and walk as you would want the other player to walk should you have marked them. Play fair and be a honest, stand-up player. Check yourself first! If you feel paint where you just got shot, call yourself out and walk.

WHAT TO DO WHEN HIT:
You should immediately call out "HIT!" in a loud voice and continue to do so while putting on your BBD (barrel blocking device). Leave the field by the safest direct route while continuing to call out your status as a dead player. If you are in an area that is taking heavy fire - such as a bunker with other players or in your base while it's under heavy assault - get your gun up as high as possible and get out of the way fast! Do not talk, hand equipment or ammunition to your teammates, and do not continue to participate in radio chatter about on-field events. You are DEAD and dead men can no longer help their team. If you are holding a mission card and you have teammates nearby who were on the same mission as you, you MAY hand the mission card to one of them so that they may complete the mission. Proceed to the hospital zone to await the next insertion time, or to the staging area to reload on fluids, ammo & air. During big battles, you may continue to be shot at after you're hit IF you don't get out of the way fast! Move out of the lines of fire quickly and then search your pockets for your BBD (barrel blocking device).


SURRENDER RULE:
Surrender: It's a double option. Under 20 feet in distance, all players should offer the surrender call. The receiving player also has the option to surrender or turn and attempt to shoot. Look at surrenders like a chess match: with checkmate you never have to take the king in a game of chess. If you've out-maneuvered the other player, you should be in a position that no matter what, they're going to take the hit.  This should not become a discussion. Ask, "Take the Hit! Three, two, one," then pull the trigger if they have not responded by yelling "Hit," "dead man" or putting their marker high up in the air. They have done the sportsmanlike thing and offered. Be equally sportsmanlike and accept the option.

BARREL TAG RULE:
Barrel Tag is not an option. Once a player touches you with a barrel and says "barrel tag," you are eliminated and MUST take the walk. No point in pulling the trigger when you have a barrel pressed against your side. Do not HIT a player with your barrel! A gentle tap will do!

When a game is allowed off-gun barrel tags, the barrels are to be no shorter than 10 inches in length. The barrels must be in plain sight (not inside pockets, socks, satchels or bags). A barrel tap must be made on one player at a time, with the words "barrel tag" being said each time by the attacker.

NIGHTTIME PLAY:
During nighttime play, the following rules are in effect:
Before the start on night time play, head to the chronograph station and lower your velocity to the night limit of 240 FPS. Make sure a referee has given you the appropriate chrono punch on your ID Badge.

THERE ARE NO PAINT CHECKS AT NIGHT!!!. All hits count - the ball does not have to break.

There are no medics at night
Paint Grenades do not work at night.

No players are allowed to carry or use glowsticks unless cleared by the games director. Certain colors are reserved for the reffing staff and field boundaries. Players caught with illegal glowsticks will be asked to leave the event with no refunds. Infra-red glowsticks can be used with out prior approval.


RADIO ESPIONAGE:
Radio espionage is allowed with the STRICT exception of the judges' channel. Jamming of command channels is prohibited, resulting in ejection from the event.

Monitoring of the judges' channel is STRICTLY prohibited and will result in IMMEDIATE ejection from the event..

Monitoring teams' / players' personal radio transmission on the field can give you valuable information. Monitoring the Judge channel will get you ejected from the event.

PROHIBITED BEHAVIOR:
No physical contact with other players is allowed. No cursing or unsportsmanlike conduct is allowed. Cheating, although rare in these types of events, does and can happen. If you witness cheating on the field, keep your standards high! Don't ever stoop to a cheater's level. Keep in mind who you saw doing this and let them know you saw them. Peer pressure is a very powerful thing.  Is your reputation worth a few extra minutes of game time? Play Fair! Play Stand-Up Ball!


EQUIPMENT


GOGGLES REQUIRED:
Unaltered, ASTM approved full-face shields and ear protection on all goggle systems. NO yellow goggles allowed for players. This is reserved for field staff and referees only.


OTHER REQUIRED:
Barrel Blocking Device (BBD) and/or Barrel Condoms, velocity locks, pants, shirt & shoes, trigger guards are required due to insurance regulations.


ALLOWED EQUIPMENT:
Canteens, flashlights, infrared illuminators, thermal imagers, Q-beams, Alice packs, leaf-o-flauge, stocks, point sights, aim sights, squeegees, scopes, night vision equipment, CBs, radios - UHF or VHF, walkie-talkies, barrel rain covers, Ghille Suits.


RECOMMENDED EQUIPMENT:
Extra pair of worn-in boots; extra socks; "energy" foods with complex carbohydrates; first-aid kit; marker tools; lots of non-alcoholic liquids: water, sports drinks, juices. Alcohol dehydrates your body and can pose a serious health risk when playing a physically demanding sport like paintball. For this reason, the consumption of alcoholic beverages is prohibited..


PROHIBITED EQUIPMENT:
Heavy clothing which is designed to promote bounces; shields of any kind; unbreakable trip wires; air horns; cylumes; knives; ropes; whistles; hot-burning smoke; pyrotechnics; firearms; laser sights; crossbows; sling shots; BB guns. When in doubt, ask the game management. Any device designed to raise or lower the velocity of a paint marker (tools, adjustable barrels without locking caps) are prohibited on the field of play. NO predominantly yellow or orange shirts, jerseys allowed. This is reserved for field staff and referees only. If you are in doubt please check with event management.

MARKERS:
Sixty-eight (.68) caliber markers meeting game management specifications. Due to safety factors and insurance regulations, game management reserves the right to disallow the use of any paintball marker or paintball launching system. All paint markers must be fired through a chronograph. Maximum velocity is not to exceed two hundred-eighty five (285) feet per second FPS daytime limit and two hundred-forty (240) FPS night time limit. Any markers that can be adjusted without tools need a velocity lock-down or "tourney-cap." Be responsible! Don't overshoot! All markers must be in SEMI- AUTO mode only.


GRENADES:
Grenades will be either event grenades or bring your own grenades depending on the field and the event.  Only Tippmann grenades will be allowed unless cleared by event director. One speck of paint from these types of grenades is an elimination. No grenades allowed at night.
SRPLs, PACs & LAWs:
The following rules apply to all Single Round Projectile Launchers (SRPLs), Personal Air Cannons (PACs), and Law rocket launchers (LAWs).


SRPLs must chronograph under a speed of 230 FPS.

Each and every personal SRPL must be shown to the event director prior to play and be approved.  Each SRPL will be tagged after approval by event staff.

Each and every SRPL must be chronographed with the event head ref / ultimate present before it can or will be allowed on the field of play.

All SRPLs must have a system or device for plugging the barrel to stop accidental discharges while in any safe area.

These SRPLs must use 2" Nerf rounds or JCS F-69 rockets - NO paint can be used in these units!

MORTARS:
Mortars can be used in the games. Each Mortar must be pre-approved by the event director before it will be allowed on the field. Mortars must always fire at a minimum 45 degree arc or greater. Mortars can not be DIRECT FIRED at ground personnel. Mortars may fire the 2" Nerf rounds or JCS F-69 rockets. Mortars may fire loose paintballs.
Mortars may NOT fire surgical tubes, NOR impact rounds!
TANKS & VEHICLES:
PAVs, Tanks, APCs, scout cars, modified golf carts, et al. must be constructed from the chassis of an off-road vehicle only (example: No van, car or truck chassis unless the tank was built on one of these chassis prior to December 1998). Contact game director prior to the event for approval

All vehicles must meet the following conditions:

 

Max Speed: Limited to 5 mph or a fast walking speed, whichever is slower. No exceptions.
Fully functional brakes. No exceptions.

Tanks Can not be used for night play.

ASTM approved paintball goggle system: Mandatory. Must be worn at all times by all players inside the vehicle. No exceptions.

Dead /Eliminated Indicator: Much like the old fiberglass antenna or fiberglass bicycle pole that can be flagged and positioned either up or down, alerting all players to the vehicle's status. Pole in up position indicates vehicle is eliminated; in down position indicates vehicle is in play.

Team Indicator: The vehicle must be readily identifiable as to which side or team it is on. Tape the two opposite corners of the tank with 24 inches of team arm band tape so that at least 12 inches of tape can be seen from all sides.
Rate of Fire: Limited to eleven (11) BPS. Semi-Auto ONLY. No exceptions.

Vehicle Contained – Static Mounted or Personal Paint Markers Chrono Speed: 280 FPS. When hit / eliminated by a vehicle/tank, raise your MARKER or HAND above your head immediately!!!
Tank / Vehicle Main Gun: 230 FPS max velocity.
Viewable area of 360 degrees: Means the occupants must be able to see all around the vehicle with no blind spots.
Vehicles can also: Transport people and props, destroy structures and bunkers, or act as a stationary bunker.
Even if a vehicle / tank meets all of the above conditions, it may only be used with approval from the game director. After approval, the vehicle may be required to be escorted by a full-time ref, judge, or a non-player tank support person. Additionally, you may be required to bring your own tank support person, depending on the number of motorized vehicles on the field and availability of extra staff.

Ways to eliminate vehicles
These may vary, depending on the theme of the game/event:

 

SRPLs, PACs & LAWs: One impact from a Nerf Round or F-69 rocket eliminates the vehicle.

Satchel charge: The blast from a satchel charge will destroy a tank.

Paint Grenade: Splatter or direct hits from 2 paint grenades will disable the vehicle’s movement only for 5 minutes. Be advised that paint markers inside the vehicle are still fully functional, as well as the main gun.


Once a motorized vehicle/Paintball Assault Vehicle (PAV) has been eliminated, it must proceed to the hospital zone or insertion area and wait for the next insertion window before re-entering the field. The same insertion rules which apply to players will apply to paintball tanks.

IMPORTANT NOTE TO PLAYERS:
There is a safety space of 20-FOOT distance around all motorized tanks. If a tank or a live player intentionally comes within 20 feet of each other, the aggressor(s) will be called eliminated. Furthermore, tanks and / or players who intentionally violate this 20-foot boundary are subject to ejection from the event. This is a serious safety issue. Tanks may not encroach within 20 feet of a live player behind a bunker (i.e. – do not chase players around - or from - their cover). Players may not hide and use this rule to eliminate a tank.

PUGs and Walking Tanks:
All applicable rules within the "Tank & Vehicles" section will carry over to non-motorized PUGs and "walking" tanks, as well as:

  1. They must look like tanks.
  2.  They can be used for cover.


Players may NOT approach any tank, insert a marker barrel into an opening and shoot the occupants. You will be ejected from the field!

All tanks are the personal property of the owner.  It is considered the same as your marker, mask and pack. Players may not touch, take, disable and or in way intentionally damage or destroy the tank or its contents. If you do, you will be ejected from the event, field, and subject to arrest by local law enforcement.
GHILLIE SUITS:
ALL ghillie suits must be inspected and approved by the game director prior to entering the field of play. If you are wearing a ghillie suit, ALL direct hits/impacts count during day and night play. Paint does NOT need to break in order to be eliminated!  No paint checks! One direct impact and you're eliminated.
BREAKABLE TRIP WIRE DEVICES (BTWDs) Defined:
All trip wire devices with offensive capabilities: i.e. the ability to eliminate players. BTWDs include paintball land mines.
BTWDs Rules:


All BTWDs must use breakable string. Under no circumstances can the string be of sufficient strength to trip a player while walking or running (cotton sewing thread is best).

BTWDs using explosives of any type are strictly PROHIBITED.

All BTWDs that are not perimeter warning devices (PWD) can be air, CO2, or spring powered.

Each and every BTWD must be shown to, and approved by the event director prior to play and be approved.
PERIMETER WARNING DEVICES (PWDs) Defined:
All autonomous devices intended to notify you of interlopers into your area of operations. PWDs have NO offensive capabilities, i.e. the ability to eliminate players. Typically, a PWD is sound or light resultant - after tripping the device it sounds an alarm, emits light, or a combination of both. Motion sensors ARE allowed

PWDs Rules:


All PWDs must use breakable string. Under no circumstances can the string be of sufficient strength to trip a player while walking or running (cotton sewing thread is best).

PWDs using explosives of any type are strictly PROHIBITED.

Each and every PWD must be shown to, and approved by the event director prior to play and be approved.

GAME PLAY
TEAMS:
The teams will be split from the number of registered players according to skill level, equipment, fire power, experience and ability. All game planning and scoring will be done by the game operations director. Teamwork is an important factor in these events. Planning strategies will be carried out by commanders with the respective squad leaders. It is important to note that you should concern yourself with how to defend as well as how to attack an area. Objectives and missions will be assigned by the game director and relayed via radio messages to the commanders of each team. Objectives will be assigned and unit size will also be assigned.
TEAM OBJECTIVES:


Maintain your base of operations: Protect and defend it at all times.
Complete assigned missions; hold the objectives.
Take action to harass and interdict the opposing team's objectives and missions.
Score as many points as possible in the allotted time frame.
Keep your commander alive.
Above all, have as much fun as possible and experience the friendship, camaraderie and good will that these types of events inspire among the players.

SWITCHING SIDES:
Switching sides must be cleared through the scenario director. If approved, anyone switching sides must give up their current character card and arm band tape. Under no circumstances can this (character card or Arm Band Tape) be passed off to another player.
VERBAL MISREPRESENTATION OF SIDES:
Is allowed. You are NOT required to tell the truth about which side you are playing for. If a player is not wearing your color arm band tape, consider them the opposition, or at the minimum, be leery of them. Always use caution until you get a visual ID on their ABT.  Not everything is always as it appears in a scenario game.
ARM BAND TAPE:
Arm band tape (ABT) is to help all players identify who is playing on their team, NOT to identify who is on the other team.
Special Role characters must wear specially designated arm bands or tape - in conjunction with their team tape - on the arm above the elbow, in plain view.

The following are Strictly Prohibited:


Picking tape up off the ground and using it.

Purchasing or bringing tape and putting it on yourself or others.

Any Velcro or other ABT over the original to deceive the other side.
Any type of arm band or tape over a Special Role character arm band or tape with the intent to deceive.
Falsifying role cards (copying) to get the other team to tape you.

ACQUIRING ENEMY ARM BAND TAPE:
You must be taped up by a player on the team whose ABT you're trying to get. You cannot pick up ABT off the ground or get it from ANY other source other than by an enemy player at the enemy team's base. See playing tip for spies for examples of how to acquire enemy ABT legally.
COMMANDERS & COMMANDER ELIMINATIONS:
Each team will have a commander and team leadership structure. The commander is in complete control of the side. Follow your commanders; they have the overall picture and information of how the game is going and what is happening. Check in with them often and let them know what you did, saw or completed. This information is valuable and vital to your team. Rotate out and pull base security for an hour; you never know, you may find yourself in an awesome firefight. The commander can also assign Medics, Demolitions, Engineers, and Pilots, so if you need to play one of these roles, immediately notify your commander if you have not been given one of these roles. The commanders will get a new mission radioed in to them every 15 - 30 minutes during the day.

These missions are what earn points and wins or loses the game for your team. Go out on them... they're fun. Most of the time you will get into some very good action, and remember, at the end of the game if your team wins and you didn't go out on any missions, how much did you contribute to the win? If your team loses, then how much did you contribute to this loss?

The commander may be worth bonus points each time he/she is eliminated. Thus, you can earn your team bonus points by eliminating the opposition's commander and save your team points by keeping your commander alive. This is not a one-time objective! Each time the commander is eliminated; all rules pertaining to players pertain to him: he must walk and await the next insertion window, and then he/she can reinsert into the game and is a free agent to resume play in any fashion they choose. Side note: the commanders can go anywhere on the field they choose. They are not required to stay in their command bunker, but it's a good idea to keep an eye on your troops.

Any time a commander will be off the field for longer than one insertion window; the commander must appoint another to act in his/her place which can be eliminated for points just as if eliminating the original commander.  Commanders must notify there Command Post referee of this change.  Every commander on the field must be taped on both arms!

Do not bring paint markers into the command bunker!  Only the Commanders markers are allowed inside.

Do not point a paint marker into or out of the command bunker!

To eliminate the commander inside the command bunker, just place your foot inside the opening and call "ALL DEAD!" This does NOT destroy the structure! It only eliminates all persons inside on the ground floor only. Only a demolitions character can blow the bunker with a satchel charge or LAW rocket. A referee must verify the commander elimination and call this into to the game director immediately.

COMMAND POST SECURITY ZONE:
There can be no same ABT eliminations of any kind scored while the victim is within 50 feet of his team's command bunker. This 50 foot perimeter represents a secure zone within which all players enjoy the peace of total security from same ABT eliminations. This is to promote more interaction between all players, whether they are security, command staff, or role players.
Any player wearing your ABT color within 50 feet of the command bunker is safe from elimination by any other player wearing your ABT color. They may only be eliminated by players wearing the enemy ABT or no ABT whatsoever.

Example:
You're a red player wearing legally obtained blue ABT inside the blue base. You walk up and step your foot inside the command bunker to eliminate the blue commander and his staff. This will not count as an elimination. You will either have to have: NO armband tape, or be wearing your red teams' color ABT for this to count as a commander elimination.

OR

Example:
The blue commander is rallying the troops in front of the command bunker and you are a red spy wearing blue ABT in a tower 60 feet away. You fire your marker and nail the blue commander in the goggles. This will not count as an elimination. The commander (and any other blue player) is immune to attack while they are within 50 feet of their command bunker AND you are wearing blue ABT.

A player in the base with NO ABT poses a significant threat to base security and should come under immediate suspicion. Don't rush to tape them up until you have thoroughly investigated which side they are REALLY playing for. YOUR side taping them up is the ONLY LEGAL way for them to acquire your ABT - don't give it freely to possible infiltrators.

If a player is wearing enemy ABT they are most likely the enemy. Treat them with extreme caution.
SPECIAL NOTE: This does not prevent spies in your midst. A spy who can acquire your team's arm band tape and a Character Card can still operate within your team. The spy can go out on missions and lead them astray or report them to his true commander. They can also report Intel to his true team. See playing tips for spies for more info.
SPECIAL ROLES DEFINED
During the course of this event you will notice individuals on the field who have special abilities and are identified by unique arm band tape. These individuals requested in advance to the event director to play the special roles described below. Only players carrying the appropriate credentials for their assigned Special Role characters may carry, utilize, or display associated game props / operations equipment (bombs, aircraft, etc).
 DEMOLITIONS EXPERT:
These players have the ability to use LAW rocket launchers and special demolitions satchel charges. Laws can be used to blow up command bunkers, bridges and buildings and groups of people within or on these structures, and to down helicopters. This character is also the only player that can defuse and pick up explosives on the field.
ENGINEER:
These players have the ability to rebuild structures which have been previously blown up. These players may tow a downed aircraft back to their command bunker. Aircraft are considered props.  Engineers can also repair tanks that have been disabled by grenades.
MEDIC:
Able to heal players on the field. They must reach the player within two minutes, wipe the paint from the player, and wrap a “bandage” on a visible area on that player. At this point, the player is again a live player and can resume play. Head shots are not able to be healed nor are players eliminated by “explosives” such as rockets, grenades, satchels, etc.  Medics do not work at night.
PILOT:
Has the ability to fly a simulated aircraft (helicopter, etc.) for up to a
30-minute time period each flight. Should an aircraft stay out longer than
its allotted time before returning to base to refuel, it will crash. The
aircraft can carry one pilot and normally four or more additional passengers.
Players can not be shot at or shoot from a flying aircraft until at such
time it lands and the troops disembark. To land an aircraft, the pilot must
place the simulated aircraft on the ground and release it for a 10-second
count, minimum, before the aircraft can take off again. Pilot and passengers
are live 3 seconds after the players have disembarked.  A referee will signal when these players are “live”.  If a passenger lets go of the aircraft's rope (or pilot) while in flight, he is eliminated. Passengers can only disembark when the aircraft has landed properly. Aircraft are not to land closer than 20 feet to any other live player.

A LAW rocket can take out a flying aircraft! Flying aircraft can fire on other aircraft while in flight -- regular hit rules apply. NOTE: An aircraft can drop you off in the middle of a swarm of enemy troops just itching to shoot someone!

SPY:
Each team will generally have one or more spies who can be inserted into the opposition's team. It is up to the team leadership to ferret out and eliminate these spies, while it will be the spies’ job to gather information and report back to their base. Any spy who has BLOWN their cover and been identified as such by the opposition MUST hand over their character card and ABT from the opposing team. For more information see the playing tips for spies section.
INTELLIGENCE OPERATIVE:
Perhaps the hardest role to play, but one of the most rewarding. Your job is generally defined as to flush out the spies in your midst and acquire special game props for your side. There are meetings scheduled throughout the game which you're highly encouraged to be at, thus helping you figure out who is who. If you complete a meeting, have a ref sign the card with the time the meeting ended. Turn your meeting card in for points at the end of the game! For more info see playing tips for spies.
PLAYING TIPS FOR SPIES
First, your most valuable skill as a spy is being covert, unnoticed - a fly on the wall - not attracting attention to yourself. Yet, as you try and infiltrate a base and the command structure, you begin to fly closer to the flame and stand a better chance of getting burned (put in the open or busted).

Second, two of the most valuable assets that you have as a spy are the ability to do the following:

BUSTING MISSIONS:

 

1. Have possession of the assigned mission card. Intentionally get marked (shot) by the opposing team prior to completing the mission, and with the mission card in pocket, walk off the field a dead man. As an alternative, lead your mission team into an ambush.

2. Lead the group going out on the mission to an area other than what is called for on the mission card.

3. Perform a different type of mission. Say the assigned mission is to "set up a listening post at area XYZ." Go to area XYZ and then assault. Instance 2: you go out to "rebuild a bridge," but instead, you destroy it. NOTE: You CAN NOT run the mission as stated on the card, complete the mission, and then just pocket the mission card. THIS IS NOT ALLOWED UNDER ANY CIRCUMSTANCES!

GATHERING INTELLIGENCE:
How helpful is it? Incredibly so.

 

1. Reporting outgoing missions to your commander is of great importance. You can sit on the outskirts of the enemy base and report to your commander where missions are headed and troop strength.
2. Did the team you're spying on just acquire a valuable prop?

3. Do you know where the team is stashing its valuable props on the field of play? Can you raid this stash without being seen, and then get the props back to your real team without being shot or made as a spy?

4. Is your team mounting an attack on the base? Are there 100 players in base at the time? Would this be a bad idea at the moment? Might it be better to inform your commander when only 5 or 10 players are in base, when a raid would be more likely to succeed?

5. Having radio com with your real commander or XO is a big help. Real time intel is the best intelligence there is.


Any time you're dead or eliminated, YOU'RE DEAD.  Remember; dead man don’t talk!!. No matter how bad you want to talk to your commander or other players - no passing of information while you're eliminated. Only thing a dead man says is, "Dead man walking." Once you have re-inserted onto the field of play,  it’s game-on again.

 

HOW TO ACQUIRE ENEMY ABT LEGALLY:
You must be taped up by a player on the team whose ABT you're trying to get. You cannot pick up ABT off the ground or get it from any other source other than at the team's base.

BUSTING THE SPY:
If you are ACCURATELY accused/made as a "spy" character by the command/security of the opposing team (by using a second character card, OR are observed being "paid" by the other team to spy for them), you must immediately and without argument turn over the second character card and/or the arm band tape you used to infiltrate the base with - no matter what color it is - upon being ACCURATELY "made." You must then be re-taped by your actual team upon next re-insertion to your own base.

The bust has to be made on FACTS. The security forces can not just accuse everyone as they walk into the base - i.e. they can not play a hunt-and-peck type of "accuse the spy" until they find one. They must have verifiable information before they can accuse a spy.

EXAMPLE:
Base 1 Security:
"You are a spy! Take the hit and produce your true character card! We have verifiable information that you were reporting intelligence to the enemy commander."
Spy:
"Oh MAN! Busted!" (Produces both character cards - one from each team - and covers his barrel).
Base 1 Security:
Taking HIS team's character card and removes arm band tape from Spy. "Ref! This player has been made as a spy and is being removed from our base. Please advise Command Central you now possess his bogus character card and assist this player off-field."

OR

Base 1 Security:
"You are a spy! You have been observed receiving payment from the enemy! Take the hit and produce your true character card."
Spy:
(covers his barrel and keeps his mouth shut).
Base 1 Security:
(removes arm band tape from spy). "Ref! This player has been made as a spy and is being removed from our base. Please advise Command Central and assist this player off-field."

AND JUST IN CASE:

Base 1 Security:
"You are a spy! You have been observed receiving payment from the enemy! Take the hit and produce your true identity card."
Spy:
"I'm a spy for OUR team and I gave my goods to OUR general! Please verify!" (shows he has but one character card which indicates he is a spy for this team - as well as a "personal mission" card indicating meeting times with players from opposing team).
Base 1 Security:
"Stand down." (Verifies information with his commander who acknowledges the spy is working for him - his decision to allow spy to continue playing for him).
Base 1 Security:
"Our commander has verified your loyalty. You may continue play at this time. Try to be a little more covert in your transactions."
MISSION TYPES
The teams will start the game occupying their respective bases. Many objectives will be strategically located throughout the playing field. Missions will normally be called in every 15 – 30 minutes, via radio to your commander or leader. Missions may require a specific unit or numbers of troops to go out to a specific location. At each mission objective a referee will be in the vicinity. The referee staff will validate the mission once you reach and complete your objective with your assigned force. To earn points you must complete the mission at its designated area. Some missions will require you to HOLD a specific area for a period of time, others will require an action to be taken within a specified time period (Example: "Snipe the enemy base," i.e. put a paintball on the enemy’s command bunker). Referee must sign the completed mission card and return it to the game operations director for you to receive points.
ASSAULT:
Players need to assault an objective for the length of time specified. Whether all your troops are eliminated does not matter, but you must mount an assault on the objective. At least one player must remain alive to present the completed mission card to a referee. This is the exact opposite from snipe. Generally, this mission will be allotted a specific troop strength to be sent out. Example: Send 15 players to assault the enemy base camp. One player must live to turn in the mission card to a referee.
DEFEND:
Players need to defend the objective from enemy troops for the duration of the mission. At the end of the time specified, you must still be in control of the objective to have defended it. Example: Defend your base of operations (command bunker) for 1 hour.
DEMO:
You will have a specific mission where you need to destroy the objective within a time frame. Either blow it up with a SRP LAW or a satchel charge. A Demo expert must complete this mission. Example: Destroy the bridge/building/tower/bunker located at coordinates XYZ. Once this is done, a mission player gets the card signed off and hands it to a referee. The Demo player must advise a ref of the blown structure and hand the ref a roll of demolition tape. The ref will tape off the building, indicating it is unusable, and return the roll of tape to the player.
REPAIR:
You will have a specific objective which you need to rebuild within a specific time frame. An Engineer must go on this mission and rebuild the specified structure at the given coordinates by removing the Demo tape from the destroyed objective. Example: Rebuild the bridge at ZZXY. Once the objective has been rebuilt, hand in the mission card to a referee.
PATROL:
In these missions two objectives will be given. Your troops are to actively patrol from location A to location B for the designated period of time. They can not go out and lay down in an area; they must be patrolling from point A to point B to complete the mission. Example: Patrol from area A to area B for 1/2 hour.
AMBUSH:
This is usually, but not always, the counter mission to a Patrol mission. You are to go out and set up a static ambush at the coordinates specified and wait the prescribed time period, while eliminating as many enemy troops as possible.
SWEEP:
Similar to a Patrol in that you move between two locations for a designated period of time - as well as actively engaging to eliminate any and all enemy forces.
TAKE & HOLD:
To gain control of the objective and hold it for the amount of time specified. If it's a building, it means to actually have a player inside the building in complete control of it. Example: Take and Hold the enemy's base of operations for 1/2 hour.
LISTENING POST:
Similar to a Recon mission, with the addition of inserting personnel into an area to remain undetected for the duration of the mission while obtaining intelligence information.
RECON & REPORT:
For your players to physically go out and VIEW the area in question for the specified amount of time and obtain the intelligence. They must report back to the base commander with the information (what they viewed) before they will receive there mission points. This can be done in person or by radio. Example: Recon the enemy's base of operations.
PHOTO RECON:
Exactly the same as a Recon & Report with the addition that the intelligence you gather must be done in a photograph. The better the picture(s) (showing players or bases, etc.) the more points you will get!   Pictures needing a magnifying glass to view anything or showing a big tree will be worth much less in points!!! The event director may specify the number of pictures to be taken. Example: Photo Recon the enemy's base. Walk down and take a picture or two of the opposing commander in his base & return these pictures to your commander. Cameras will be provided by games staff.
RETRIEVE:
Locate, secure and return the object (the mission objective) to your commander within the time frame specified. Example: Go to the center of the field and retrieve the object (an orange drop box) and return this box to your commander.
SNIPE:
To snipe or, in simplest terms, have a player infiltrate the area and fire a paintball ONTO the assigned objective within the specified amount of time. (Opposite of horseshoes, close does not count.) Example: Send X players to snipe the enemy base. Eliminate the opposition's commander for bonus points!
MEET & GREET:
Sometimes during scenario games, there are missions where you don't want to kill the objective, but would rather talk and see what you can find out, or maybe, if you're lucky, get a valuable game prop or information. Example: Meet the peasant at the east end of the field. Gather intell. OR... Meet and greet the farmer and retrieve the object he found in his corn patch. OR... Greet the shadowy figure, which will soon be approaching your base of operations.
PROPS:
All game props (helicopters, toys, money, etc.) must remain IN PLAY (on the field of play) during the game. You can not take them out to your car and STASH them, nor lock them up in your commander’s box!
We have gone to the extremes to find, develop, build and incorporate inventive, interesting props into the story line. These props will be inserted into the event at various intervals and locations during the game. Their value? Some will be worth big points. Others? Well, they will look good.
Many people find it interesting or amusing to design, make or bring props from home to these events - we welcome it. If you can sell it or trade it to the opposition, then go for it. All props should be cleared with game management, who will make a determination whether or not it will be of value, but either way the opposition will not know until the game is over. :)

All props must be turned in prior to game's end on Sunday to be counted as points for your team!

 

SCORING & WINNING:
Missions are how each team accumulates points for their side. The harder type of mission, and the further away it is, the greater the point value. Eliminating the opposing team's leadership may be worth points. Game currency and props may be worth points as well. At the end of the event, all completed mission cards will be tallied and scored, all props and/ or items that may be worth extra points must be collected and handed into game management prior to the ending of the event on Sunday. The team with the highest point total will be declared the winner.

Do not neglect the props! This could be the margin between victory and defeat.
THE FINAL WORD
If it’s unclear;
If it’s not covered in orientation;
If it’s in a "grey" area;
If it’s not written in the Rules, game-specific addendums, or on a game-specific card:
It Does Not Exist.
Ask the Event Director First!
MOST OF ALL, HAVE FUN! ENJOY THE EVENT!

© 1996-2007 Mckinnon

Acknowledgment: These rules for paintball scenario games were written over a period of years with the aid and consultation of veteran scenario paintball players, including: Kerry Rosenberry, Bill McClure, Bobby Gogolin, Bill Tyson and many others whose ideas, suggestions and input were no less valid. These rules are updated periodically as technology and the games themselves advance.
The federal copyright of this document is owned exclusively by Patrick and Diane McKinnon.

No part of this document may be reproduced or utilized in any form or by any means, electronic or mechanical, including photocopying, recording or by any information storage and retrieval system, without express written permission from Copyright Owner.

Should any field or event producer choose to use these rules, all you need to do is go to the web site and click on the button to request permission to use them and link directly to the rules, located here:

Web URL:
http://www.scenariopaintball.com/rules

 

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