Big Game General Rules of Play

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Last Revised 4/20/08 

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.


  • 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. 

  • 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. 

  • 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.

  • 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.
  • Paintmarkers:  Any sixty-eight (.68) caliber markers that meets field and game management specifications. Management reserves the right to disallow the use of any paintball marker or paintball launching system due to safety factors. All markers must be radar chronographed. The maximum velocity must not exceed 285 feet per second (FPS). You should set you marker between 270 - 275 FPS. Any guns that can be adjusted without tools need a velocity lock-down or “tourney-cap.” Players are allowed to use paintball markers on full auto (15 bps max) or burst modes. Anyone caught with a hot gun over 310 FPS will be ejected from the game. No exceptions!!

  • Marker Repairs: Absolutely no marker repair done in the public rest areas or anywhere there are people without goggles. (protective eyewear). All repairs should be done at the enclosed area designated at the staging area. 

  • 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. 

  • CO2 and Compressed Air:. We strongly recommended that you get your tanks visually inspected (exterior) and filled prior to the game starting so you can enjoy all the event. All constant air bottles must meet hydro stat requirements. No bottles will be filled that are out of date: Five (5) years on CO2 bottles that are not exempted; three (3) or five (5) years on Nitrogen/Compressed Air bottles. All bottles MUST have all stickers (non-factory) removed from them to allow fill station operators to inspect the bottle for hidden damage. Bottles with stickers (NON-Factory) will not be filled. Bottles that event management deems damaged will not be filled either…No exceptions!! We cannot endanger you or our players just for the sake of filling a potentially dangerous bottle. Both CO2 and Compressed Air (4500psi) will be available during the entire course of play. Absolutely no outside fill stations (CO2 / Nitrogen) will be allowed on event property due to insurance regulations.

  • 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.   
  • Barrel Tag: You may eliminate a player by tapping them with your barrel and saying "Barrel Tag".  Please tap your opponent gently with your barrel.

  • 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.

  • 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. 

  • Grenades: Tippmann, Atomic, and Meteor Ordinance styles allowed. ONE speck of paint from a grenade is an elimination! Grenades can not be used during night play.

  • Satchel Charges: These props will be given to the Commanders as needed. Each will be considered to be the proper charge for the mission. Must be placed in, on, or within 5 feet of objective. 

  • Ghille Suits: All hits/impacts count during day and night play. No paint checks! One impact, you're gone. 

  • 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.

  • 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!

  • 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.

  • 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.


Personal Equipment

  • Required: 1. An unaltered goggle system that is ASTM approved with full-face shields and ear protection  2. Pants  3. Shirt  4. Shoes  5. A Barrel Sleeve. 6. Velocity Locks on Marker. Players may not wear orange on the field so as not to be confused with the ref staff.

 

  • 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. 

 

  •  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.


Game Characters

  • 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. 

  • Spies: These players have tape and team I.D.'s for both sides. Spies attempt to collect intelligence and relay the information to their respective Commanders. Only the team commanders know who these players are. A spy may also eliminate the opposing team commander. The elimination must be done by a barrel tag if within 50 ft. of the command post. 

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.  

  • 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.

  • 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.


Paintball Assault Vehicle Rules

  • Paintball Assault Vehicle (PAV): May transport people and props, destroy structures and bunkers, eliminate other PAV's, or act as a stationary bunker. PAV's can not be used during night play.

 

  • Vehicle Requirements: Limited to 5 mph or a fast walking speed, whichever is slower and have fully functional brakes. It is mandatory that an ASTM approved paintball goggle system be worn at all times by all players inside the vehicle. No Exceptions!!! 

 

  • Vehicle Contained – Static Mounted or Personal Paint Markers: Chrono Speed: 260 fps Chrono speeds are lowered slightly because these vehicles close distances quickly. 

 

  • Tank / Vehicle Main Gun: Maximum 3" barrel firing nerf missiles only at 230 FPS max velocity. All air cannons must be inspected and meet standards. See rules for air cannons.

 

  • Eliminating Marks: A PAV can only be destroyed by a missile or rocket to the rear only.

 

  • Eliminated Indicator: A 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.


Air Cannon Rules

  • Inspection: All personal air cannons must be inspected and tagged by a Battle Creek Airsmith. All must have a safety installed plus be made of material approved and manufactured for the recommended pressures (High pressure Schedule 40).

 

  • Manifold: A gauge and a pressure relief valve of no more than 140 psi must be installed on the manifold. 

 

  • Barrels: A 2 1/2  inch maximum diameter barrel is allowed. They may appear to be larger for effect but the actual barrel may not exceed 2 1/2 inches.

 

  • Ammunition: Air Cannons may never be shot directly at players. Only nerf missiles may be used. Missiles may be used to eliminate PAV's and destroy bunkers or structures with a twenty foot elimination radius. (That's 10 foot in each direction.) All players in the PAV, bunker, or structure is eliminated at the referee staff's call. (Direct hits to trailers in the compound, will result in the elimination of players in approximately half of the trailer but the trailer is not destroyed. The red and blue drums can not be destroyed by an air cannon. The personnel inside can be eliminated only by a marker. No extremist allowed inside the red drum during Operation: Frozen Arse. Please do not argue with any ref decision. Remember, it's only a game.