PAINTBALL HELL

GENERAL RULES OF PLAY


 

ON FIELD SAFETY: Even though we now have on field referees it is up to us all to enforce the following safety rules.

 

GOGGLES: Keep them on your face at all times when you're on the field or on the range. ASTM Approved Full face and ear protection is required.

 

BARREL BLOCKING DEVICES: Keep them on your marker anytime you're eliminated or off the field. Failure to do so will result in a loss of 5 pts per offense. 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!

 

THE FIELD: Defined by the field map, boundaries will be marked in field flagging tape. Do not fire your marker out of bounds or off the field.

 

TARGET RANGE: This area is located next to the Dead box and is considered a HOT ZONE, GOOGLE ON. Marker repair is allowed at the range. Please use the range responsibly and keep all shots in the designated area.

 

DEAD BOX: This is a neutral area where you can stage and await the next insertion window. This area is a NO FIRE ZONE, BARREL BLOCKING DEVICES ON, SAFETIES ON. No marker repairs will be allowed in the dead box.

 

INSERTION POINTS: The IP is the area where you will enter the field of play. They are located to the left and right of the dead box and are marked with a sign designating team color. There is absolutely no entering the field from any area other than your insertion point.

 

INSERTION: Insertion window is the period of time where you can legally enter the field of play. Insertions windows are open for 2 minutes in duration every 15 minutes. Proceed immediately to your insertion point, pull your BBD before entering the field. You will be a live player as you step onto the field of play.

 

 

ELIMINATING MARKS DEFINED: Direct hits making a quarter-size mark are an elimination. Splatter does not count.  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.

 

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.

 

SURRENDER RULE: 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! A barrel tap must be made on one player at a time, with the words "barrel tag" being said each time by the attacker.

Barrels must be attached to the gun for a barrel tag to be counted as an elimination.


PROHIBITED BEHAVIOR:
No physical contact with other players is allowed. No unsportsmanlike conduct is allowed. Cheating, although rare, 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. Inform a Ref as soon as possible.

 

GRENADES: One speck of paint from grenades is an elimination.

 

SRPLs, PACs & LAWs: The following rules apply to all Single Round Projectile Launchers (SRPLs), Personal Air Cannons (PACs), and Law rocket launchers (LAWs).

Ÿ         Any hit is auto elimination no medical help.

Ÿ         These devices will destroy a building, tank, or bridge.

 

MORTARS: Mortars can be used in the games. Mortars must always fire at a minimum 45 degree arc or greater. Mortars cannot be DIRECT FIRED at ground personnel. Mortars may fire the 2" Nerf rounds. Mortars may fire loose paintballs. Mortars may NOT fire surgical tubes, NOR impact rounds!

 

ARM BAND TAPE: Armband 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 armbands or tape - in conjunction with their team tape - on the arm above the elbow, in plain view.

 

MISSION 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. The team with the highest point total will be declared the winner.

 

TEAMS

TEAM OBJECTIVES:

Ÿ         Maintain your base of operations: Protect and defend it at all times.

Ÿ         Complete assigned missions; hold the objectives.

Ÿ         Take action to harass and interdict the opposing team's objectives and missions.

Ÿ         Score as many points as possible in the allotted time frame.

Ÿ         Keep your commander alive.

Ÿ         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 of your caliber.