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Big Game General Rules of Play |
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Last
Revised 4/20/08 |
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In all fairness, some credit on the formation of
these rules must go to the folks that exposed us to scenario play: Mackz
Xtreme Sportz MXS
In our opinion, they put on the best true scenario games in the country.
Here at Battle Creek, our style of games is a hybrid. They are a step
down from the role playing scenario games such as MXS but
much more complicated than a big game. I think you will find our format
as mentally challenging as a scenario game and as bang bang shoot'em up
as a big game.
These are the general rules that we play by here at Battle Creek. Not everything covered here applies to
every game. Please look at the information for each game concerning
special characters and the game parameters. These rules are evolving as
we play the games and learn what works and what does not in an attempt
to make the games as realistic as is feasible. All
changes will be posted in blue. Please, read the rules often.
Knowing them well could make all the difference in winning or losing the
game.
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Safety: GOGGLES!!!!
They must
be on your face at all times when you’re on the playing field. An
ASTM approved paintball goggle system is required. Full
face and ear protection is required. BARREL
PLUGS are no longer acceptable. You must use a barrel sleeve!!! You
must keep them in your marker anytime you’re eliminated or off the field.
Feel free to tell anyone, “You need a barrel
sleeve!” at any person with
their barrel plug out in any goggles-off area or “Goggles On” to any
one with theirs up on the playing field. The safety rules are as much up
to you to enforce as they are for us.
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The
Playing Field: You may not fire your
marker anywhere but on the playing field and the designated
chronograph areas. No shooting anywhere in the campground area or
surrounding area. Do not shoot at wildlife or the neighbor's cattle.
The perimeter boundaries of the
field will be marked in the yellow field
flagging tape or 12 ft. netting. Once the game starts, you may go anywhere inside the
field perimeter. Red caution tape has been used to mark
hazards or areas off limits Glow sticks will also mark hazards during night
play. Do not climb
any trees, fences, on top of bunkers, or onto trailers.
In The Compound, do not remove any window covering and attempt to
shoot from it. If it's covered it is meant to be covered. Do not climb in or out of windows. Enter or
exit trailers from the door areas only. If you go out of bounds, you are
considered eliminated and must re-enter the game at your insertion point. Each team will start the game occupying an assigned area designated by
the game management. Please Note: Any player caught deliberately
causing damage to the playing field (lights, bunkers, trailers, ect.)
will be expelled from Battle Creek permanently.
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The Teams: The teams will be split at
management’s discretion according to players’ experience, skill
level, equipment and firepower to ensure equality as best possible. Teams will be identified by
red or blue hopper cover on their primary primary marker.
Players
must always display their team color and they may not use the other
team's color under any circumstance except for the Spy character
when in play. See SPY for more details.
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- The Props: They must remain on the field
at
all times during game play. A prop that is taken off the
field will cause a reduction in points equal to the point value
assigned to the prop for the team who committed the infraction.
Please Note: If a
player is eliminated while carrying a prop on the field, they must
drop the prop immediately.
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Paint:
All events are field paint only unless stated otherwise. We will
have Kick'in Premium paint available for $60 per case or the
standard Kick'in for $50.00/case.
Please Note: I was
emptying the trash the day after a game and seen a couple
of nonfield paintball cases. The price to attend our
games is low so there is no need to cheat us. It is
time consuming and expensive to bring you these games. So,
I want to warn everyone that we
will be watching and you will be asked to leave with no refunds if
caught using unauthorized paint. No Exceptions!! Also,
hits with unauthorized paint will do not count.
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Surrender Rule: In the event that you get
yourself in a situation you don't want to be in anymore, a player can opt to surrender at any
time by just yelling out, "I surrender." Also, you may
ask for a surrender if you have out maneuvered an opponent and if they
are honorable they will accept but it is not mandatory.
Please do ask children who are in play.
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Eliminating Marks Defined:
Splatter does not count! Direct hits
making a quarter size mark on the player's body including
marker and equipment is needed for elimination.
Please Note: If a referee personally sees a
direct hit on a player, it doesn't matter if it is a quarter size or
not. When hit, declare it by yelling “Hit!”, put
your barrel sleeve on and raise your marker above your head.
If you call yourself hit, you are eliminated regardless if it broke or
not. You can not take it back. If Medics are used in the game, you may call for a Medic to heal you provided you have received an
arm or leg shot. (See Medic below.) The maximum time a player is allowed to
wait for a Medic is one minute .
Once eliminated, you must take the shortest route off the field.
Do not walk through the playing area to return to your insertion
point. You may also want to yell, “Dead man walking” when
traveling through enemy territory to prevent from getting marked
again. Please Note: Any hit counts during
night play. There is no paint checks because it counts whether it
broke or not. No Medics during night play either.
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Paint Checks: During a paint check, a
referee will examine the player and make the determination whether the
player is eliminated or alive. All players should continue play during a
paint check unless the referee calls the player neutral. You cannot call
a paint check on a player and then advance on that player! Please
Note: If you eliminate a player during a paint check and the referee
finds that you have been marked, the player
shot by the eliminated player will remain in the
game. Cooperation between players is mandatory in any game with a large
number of players. It is virtually impossible to have a referee at every
possible location. Check yourself first! Reach back or ask your buddy to
check you. If you’re hit, call yourself out and walk. You would want
the other player to walk should you have marked them. You’re
never off the field for more than 15 minutes at a time. Take that time to
get your tank refilled, something to drink, or a bite of food.
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Re-insertion: Once eliminated, players may
re-enter game from their designated area every 15 minutes. (quarter
after, on the half hour, quarter till, and on the hour.)
The last thirty
minutes of each segment will be without a re-insertion period for
Operation: Frozen Arse. Automatic re-insertion the last hour for
most other games.
You must re-enter the game at your designated insertion point
anytime
you exit the field. (eliminated or not) Anyone caught doing otherwise, will be considered cheating.
See cheating below.
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Field Referees: All decisions of the
field judging staff pertaining to play are final. No one is permitted to
argue with a field judge under any circumstances. If you do, you will be
expelled from the event. No Exceptions! Take any grievance to the
ultimate judge or game management. Remember:
It’s only a game!
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Wiping:
If you witness wiping on
the field, inform a referee if possible. Keep your standards high! Don’t
ever stoop to a cheater’s level. Remember who you saw doing this and
let them know you saw them. Then go and tell all your friends. Peer
pressure is a very powerful thing. If caught
wiping by the ref staff, you will be expelled from the game.
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Cheating: If
a referee catches a player cheating or violating any stated rule
other than those requiring expulsion from the game, the referee will record your
name. Commit a second infraction and you will be asked to
leave the event. Examples of cheating include but are not limited to:
1. Giving info
to team mates after being
eliminated Dead men don't talk.
2. Using your radio for game purposes while eliminated.
Turn your radios off if not in play. 3. Entering the playing
field from other than the designated points of entry.
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Personal
Equipment
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Allowed:
Alice packs, aim sights, canteens, ghille suits, leafoflauge,
night vision equipment, point sights, scopes, squeegees, stocks,
CBs, radios – UHF or VHF, and walkie talkies. When in doubt, ask the game management for approval first.
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Prohibited: We will not allow any
equipment on to the field that is designed to promote BOUNCES. Shields
of any kind, knives, firearms, pyrotechnics, unbreakable tripwires, air
horns, ropes, whistles, laser sights, crossbows, sling shots, BB guns.
No tools or device designed to raise or lower the velocity of a marker
is allowed on the field of play. The
best advice again is to ask the game management when in doubt.
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Game Characters |
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Team
Commanders: Each team has a leader who plans and
implements strategies with their respective squad leaders. These
players will be identified
by a colored armband on each arm and a team
hopper cover. A team earns points each time the opposing
Commander is eliminated. (Points will vary from game to game- See game specific
info.) They are the only two players on the field that
are worth any points. Commanders must report all eliminations to a referee
immediately.
If a Commander fails to report an elimination, the penalty will be minus
4 times the point value of the elimination. Any Commander
that is off the field for more than one insertion period must appoint a
replacement until they return.
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Busting a Spy: Teams my not go around
asking, "Are you a spy?". You must have a reason for
suspecting someone of being a spy. For Example, you observe a player
relaying information on their radio or you see a player talking with
the enemy. If a spy is accused accurately, they must announce that
they are the spy and give up their false credentials.
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Combat
Engineers: These
characters are necessary to rebuild structures such as command
centers, bridges, and buildings. An engineer must be present for a
minimum of fifteen minutes for this process. Having more than one
engineer at the objective does not shorten the time required to
rebuild.
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Medics: These players will
be identified with a Red Cross Armband. They are capable of healing
players and as well as other Medics but may not heal themselves. Players who have received
arm or leg shot may be healed. Medics must wrap area with bandage to
heal player. If no Medic arrives within one
minute, the player is considered eliminated. Please do not argue about
any calls.
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