Gates open at 7:00
Registration from 7:00 am to 9:00 am.
Gates will be locked at 9:00 am so please arrive early
Lunch break from 12:00pm till 1:30pm
We will not be serving food or beverages, please bring your own
Game from 9:30 am to 5:00 pm
REGISTRATION:
Pre-registration is must. It allows us to balance the teams as best
as possible and to know how much paint to have on hand. Once you arrive
at the field, precede to your designated registration area. Everyone
who has registered should have received a confirmation e-mail with a
confirmation number, make sure you sign and date the bottom and bring
it with you the day of the event. If you do not have it with you, you
may not get in to the event. Also, if you have signed up as a team,
please makes a copy for each individual member of your team and have
them sign and date it and bring it with them the day of the vent.
CHARACTER & MISSION CARDS:
Upon check-in at your designated staging area, if you have signed up
for special character or mission card, you will receive it with instructions.
PETS:
No pets allowed at our field, that means mascots too!
EVENT PAINT:
Event paint only! Just kidding, for those of you that ordered paintball
from us, it will be waiting in your teams designated staging area. Most
players use one 2000-round case during the entire event (some will use
less and some will use more). Paint will be available for sale in your
staging areas during the event in case you run out. Air canon paintballs
guns belonging to Venture Games will have the allotted paintballs to
fire next to the canons; no personal paintballs will be allowed to be
fired from the canons. We recommend that you purchase whatever paint
you may need prior to the player briefing on the morning of game day.
Playing Tip: We always recommend storing your paint in a cool dry area,
away from wind and direct sunlight.
HPA FILLS & CO2:
Both CO2 and High Pressure Air fills (3000psi) 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 starting
so you can enjoy the entire event. There will be no facilities to recharge
your air bottles on the field of play only your designated staging area
will be available to fill your bottles. If you have your own fill bottles
and stations they must be kept in your designated staging area. Both
large High Pressure (Scuba Tanks) and personal HPA bottles must meet
hydrostat requirements. No bottles will be filled that are out of date:
Five (5) years on aluminum CO2 or nitrogen bottles that are not exempted;
three (3) years on fiber-wrapped CO2 or Nitrogen 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, PERIOD... No exceptions. We will not
endanger you or our players for the sake of filling a potentially dangerous
bottle.
CHRONOGRAPHS:
Our field Chrono speed for this event is 285fps and will be checked
every time you leave you’re designated re-incarnation station
to enter the field. We also reserve the right to pull anyone we suspect
of shooting hot to verify their velocity. If we catch your gun repeatedly
shooting hot, we will deem you an unsafe player pull you off the field
and not allow you to finish the event with out a refund.
THE PLAYING FIELD:
Boundaries will be marked by field flagging tape during the event. Do
not fire your gun off the field unless told to due so by a referee.
RE-INCARNATIONS:
Depending on which side you are playing on your re-incarnation period
will be every 10 minutes for the British or 12 minutes for the U.S.
side. The re-incarnation ref will be keeping a running time. It will
be your choice if you elect to sit out a particular period to either
rest up or to re-supply at your designated staging area. You may only
enter the field of operation and only after your gun has been choreographed
through your designated re-incarnation station. For example: if you
are part of the British 93rd, your re incarnation entry station is Bravo.
If you are a member of the Pirate team, you may re-incarnate to any
secure U.S. re-incarnation station as new Pirates. Special note: Only
one U.S. re-incarnation station is eligible for capture (Mississippi’s
militias above Charlie). If this station is captured, all U.S. players
at that station at the time of capture will have to go to Louisiana’s
re-incarnation station and enter the field of operation from there.
If the captured station has not been taken back by U.S. forces, all
U.S. forces will have to re-incarnate at X-Ray until such time the station
has been recaptured.
SAFETY:
GOGGLES! Keep them on your face at all times when you're on the field.
ASTM Approved Full face and ear protection is required. If you are observed
without your goggles on, you will be ejected from the field. BARREL
BLOCKING DEVICES. Keep them on your marker anytime you're eliminated
or off the field. Do not feel bad to holler "Barrel Plug!"
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!
Playing Tip: Follow the "Goggles and
Barrel Blocking Device" rules or you'll be removed from the event.
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, That’s Me!
ELIMINATIONS:
Direct hits making a quarter-size mark during the day is elimination.
If you're carrying something and its hit, you're eliminated! Gun hits
count! Splatter does not count. Saying "Hit" and indicating
you're hit by putting your barrel blocking device on your gun or raising
your marker over your head indicates you are eliminated continue doing
this until you have cleared the fire zone and proceed to your designated
re-incarnation station.
Playing Tip: 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.
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 re-incarnation window then re-incarnate
into the game at your designated team re-incarnation station.
There shall be no dead man walks for this event. Your team and unit
armbands must be worn and visible at all times.
Playing Tip: Dead men don't talk... Play fair...
Play honest, stand-up ball. Check yourself first! Reach back and find
a blob of paint? Call yourself out and walk. Go get that air refill
or drink of water you've been wanting
SURRENDER RULE:
Surrender: It's a double option. Under 10 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.
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 that goes for
any surrounding players! If you do, you will be eliminated from play
and report to your designated re-incarnation station.
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 vital. Ask your buddy to check
you. And, if you're hit, walk and don't talk or advise players. Everyone
should remember you're never off the field for more than 12 minutes
at a time in the case of the U.S. 10 minutes for the British maximum.
Playing Tip: Dead men don't talk... Play fair...
Play honest, stand-up ball. Check yourself first! Reach back and find
a blob of paint? Call yourself out and walk. Go get re-supplies or refreshments.
BARREL TAG RULE:
In general, barrel tag rules will not apply for this event with one
exception, the elimination of the British spy among the U.S. ranks.
BAD BEHAVIOR:
No physical contact with other players is allowed. No cursing or un-sportsmanlike
conduct is allowed. Cheating, although rare at Venture Games, does and
can happen, especially in such large events as this one. 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 one of
the field ref’s know, we will keep and eye out for this individual.
Chances are if they do it once they will continue to do it again until
exposed. Those caught breaking these rules will be expelled from the
event.
GRENADES, CANNONS AND SPECIAL WEAPONS:
Will only be allowed by the U.S. side. There will be 3 U.S. cannons;
each cannon will be limited to 5 shoots per session. If a particular
cannon did not use its allotted shoots it, those unused shots will carry
over to the next session for the particular cannon.
If cannons are captured by the British they may be used against the
U.S. forces as long as it still has available shoots for that session;
personal paintball shoots will not be allowed.
RADIOS:
Radios will be allowed for all those that have them. Radio frequencies
will be allocated to the teams by us prior to the start of the event.
Radio espionage or jamming is not allowed in this event, violators if
caught will be ejected from the event. Channel “1” will
be reserved for Venture Games Staff only.
SPECIAL CHARACTERS AND ROLES AND VALUE POINTS:
Command: Each side has 3 command roles; those chosen for these roles
will stay with in the command roles even if they have been eliminated
early in the scenario. This is to preserve the established command structure
and order. Each command character has been assigned a point value only
know to me and the tabulation ref If a particular character has been
eliminated, he goes to his designated re-incarnation station, shows
his identification badge to the re-incarnation ref who relays the info
to our tabulation ref for tabulation. When the command character re-enters
the field he resumes command but at a lower rank. If that command player
gets eliminated again, his command point value is lower to represent
his lower command value. This lower point value will continue to be
lower to reflect his command rank until the end of the event. Remember,
only myself and the tabulation ref will now the point values for all
special roles and objective. This is so one side or special mission
card holder will play the point game and concentrate on playing the
game.
Engineers: Each side has 4 engineers; these players have the ability
to rebuild structures which have been previously blown up, in this case
the main bridge. The U.S. engineers are the only ones that can both
blow up and re-build the bridge. When rebuilding the bridge, all 4 engineers
must be present for the duration of ½ hour. If one engineer is
lost time extends 15 minutes and 15 minutes more per each engineer lost.
If they are all lost, the bridge is neutral for ½ hour and is
available to either side to rebuild.
If the U.S. blows the bridge, the Bridge Referee will place a flag on
the bridge signifying 2 minutes until the bridge is blown. The British
engineers (all 4 of them) have 2 minutes to deactivate the explosives
by finding and removing them from the bridge. Engineers have a value
point; when an engineer is eliminated he reports to his designated re-incarnation
station. He shows his identification badge to the re-incarnation ref
who relays the info to our tabulation ref for tabulation.
SPY:
The U.S. team has “1” spy among its ranks. He will have
direct communications with the British command via radio. His job is
simple, to inflict as much damage as possible to the U.S. side. This
can be done by eliminating U.S. command structure, cannon crews and
engineers. If he is found out, it can be done by simply applying the
barrel tap rule, surrender rule or shooting him.
STRUCTURES AND OBJECTIVES:
Since this is a defensive battle for the U.S. side, the U.S. must hold
key objective from falling into British hands. Each one of the following
objectives has a value point associated with it. As stated earlier,
only myself and the tabulation ref will know its value.
MISSISSIPPI’S MALITIA H.Q. (CHARLIE)
LOUISIANA’S MILITIA H.Q. (X-RAY)
MISSISSIPPI’S MILITIA RE-INCARNATION STATION
MAIN BRIDGE
SPECIAL INSTRUCTIONS FOR MISSISSIPPI’S MILITIA RE-INCARNATION
STATION:
This re-incarnation station is available for capture by the British
forces. Any U.S. forces waiting to re-incarnate while the station is
being captured are automatically considered POW’s. This info will
be relayed by the re-incarnation ref to the tabulation ref for tabulation.
All POW’s will proceed to the secure X-Ray re-incarnation station
for insertion.
PIRATES:
The Pirates are playing on the U.S. side; they will continue to do so
until the predetermined value points have been reached by the British
side. Once the British have reached those points, the Pirates will be
given their mission card which will give then the option to rethink
their position and switch sides. If any Pirate that is eliminated while
they have switched allegiances, they will still re-incarnate in any
secure U.S. re-incarnation station and re-incarnate as U.S. Militia.
VALUE POINTS:
These are points added to character roles, structures and objectives.
As mentioned earlier the values of these points are only known to me
and the tabulation ref. This is done so that no one will play the points
game and prematurely change the outcome of the game.
In brief this is how it works:
Points will be divided in too + and – numbers. For example, say
Andrew Jackson’s value is 100 points and he is eliminated, that
number is placed on the plus side. The bridge is taken and the value
is 500 points. Total accumulated values are 600 points. Let’s
say the British commander value is 150 points. The British need a total
of 700 points so that the Pirates may consider switching sides. 600
– 150 = 450 points, the British are short 250 points in order
for the Pirates to turn.
In addition accumulated body counts, engineers, and the spy are worth
value points.
Thank you for participating in this event, I hope you find it fun and
appreciate the historic content in which this scenario is based on.
Michael
Venture Games
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