Rules For 24 Hour Games
WELCOME!! You will be taking part in the most complete and adventurous game of paintball ever scheduled. This game will have more objectives and a better and more complete organization than ever seen before. The 24 HOUR SCENARIO GAME features such objectives as C.P.'s (Command Posts), Radio Huts, Prisoner of War Camps, Ammo Dumps and Check Point Charlies. There will be continuous play - noon Saturday till noon Sunday. Other unique concepts such as RECON and LRRP Attack Squads, Assault Teams, and Guerilla Units will add variety and challenges rarely used in game play.
THE TEAMS:Two teams will be created from all registered players. Teams will be divided according to experience, abilities and firepower. Game planning will be done by 24 Hour Scenario Games. The command structure includes: The General (the Commanding Officer), The Executive Officer (Deputy Commander), Company Captains, and Platoon or Unit Leaders. You will be assigned to a company and will be told who your Unit Leader is. A map of the playing field showing designated base camps and various objects will be included in your entry package. Copies of this information will also be located in the staging area.
Due to the complexity of this game, all registered players should become completely familiar with this booklet along with the playing field map provided. In doing so you will help us insure that all event features will happen as planned, with as little possible delay and/or confusion. Company Captains, which are assigned by 24 Hour Scenario Game Management, will be included in a series of briefings.
1) ALL GOGGLES-- must be approved before playing, by the judges. Always wear your goggles while on the playing field. If you have to defog or remove paint, please find a safe place and a referee to assist you. If none is available get another player to assist you. Go to a kneeling position and keep your head down and your eyes shielded from either side. Complete your task as fast as possible. Try to have the other person stand in front of you and shield your eyes from either side. Above all, your goggles must remain on whole on the playing field.
2) GUN VELOCITIES-- There will be no hot guns allowed on the field. All guns must be chronoed under 280 feet per second for daytime play (250 f.p.s. at night). If you break the rule once, you will be asked to leave the field for 30 minutes, your ID tag will be punched and your ID number will be recorded and passed among the referees. The second time you are caught with a hot gun you will be expelled from the field and from the game. See Rules and Letter of Understanding. THERE WILL BE NO EXCEPTIONS TO THIS RULE!!
3) PAINT CHECKS-- Splatters do not count in this game. Any hit - body, head, gun, or equipment counts as an out. (Nighttime play - ALL HITS COUNT! There will be NO paint checks.) Exception: there are field medics on both sides who can heal wounds. Grenades cannot be used after dark.
4) MISSION CARDS-- These are to be filled in at the command post and given to the Platoon Leader for mission objectives and execution. The card is to be presented to a referee at the beginning of the mission in the area where the mission is to be carried out. He should fill out the appropriate information on the card and return it to Command Central for point tallying. If the Platoon Leader is eliminated on the way to the objective, the mission card may be passed off to another player, but no talking or hand signals may be used during its transferal. It is important that the proper platoon runs the mission. The judge may ask for verification at the time the mission is executed. Even if only one player from the designated platoon is involved, the mission will be valid, and points will be awarded.
5) MEDICS-- If you are hit do not move, call for a medic. If he is within 100 feet of you and can get to you within one minute he will record your ID number on one of his cards (if he has no cards or pen - he cannot heal you). You may then resume play. A head shot counts as a kill and cannot be healed. Remember, If you are hit, you cannot move! Medics may also be eliminated. If he is hit, he can call for another medic, if there is one in the area, if not - he is out. Try to keep your medics from being eliminated. If the paint you are shot with is not field paint - YOU ARE NOT OUT!
6) THE CAPTURE RULE-- If a player is close enough to be eliminated, the opposing player may ask him to take the hit. The player to be eliminated now has the option of taking the hit, or being captured. He must state to the other player his choice immediately. If he chooses to take the hit, then he is eliminated for 30 minutes. If he chooses capture, he must put a barrel plug in his gun AND put his gun on safety. He will be escorted back to the opposing base to be interrogated. The information given by him may be true or false. The captured player will be released at a safe distance by a referee after 15 minutes. (A captured player can be back in play if his captor(s) is eliminated on their way back to his base.)
7) BASE STATION ATTACKS-- Any base station may be overrun at any time. Because of the fragile equipment contained inside, no firing will be allowed within, or into, the command shack itself. Also when a base is overrun, no equipment or personal items may be taken from inside the command shack. If the radio operator leaves his code book inside and does not take it with him when the base is overrun, the opposing team may use the book for their own benefit...(copy codes, map designations, etc.) BUT THEY MAY NOT TAKE IT!!
8) HOSPITAL ZONE-- Eliminated players must check into the hospital. Your ID tag number will be recorded. Down time is on a 30 minute rotation basis, the top of the hour and half way through the hour. Example: If you check in at 10:03 you can be reinserted into the game at 10:30. If you check in at 10:25 you can also re-enter the game at 10:30 or you may choose to wait until 11:00 or 11:30. Due to confusion in the past, any player who leaves the field for any reason is considered out. He must check in at the hospital and report his ID number and he must wait to re-enter the game until the 30 minute insertion time.
9) DEMOLITION EXPERTS-- "blow up" buildings, towers, bridges, tanks, etc. All Demo experts must have an ID card to verify their status. Blowing up a structure is accomplished by surrendering the appropriate number of Explosives Cards for their Satchel Charges, or RPG/LAW cards to a referee, and taping off the structure (you must have the tape to completely destroy any structure). The structure will be closed to play until it is rebuilt. Anyone on top of, or inside of a "blown" structure, will be eliminated. Players can stand behind a blown structure for cover. Buildings that are blown must have a tape ribbon completely wrapped around them. Towers are taped off around the ladders. Only Demo Experts will carry LAW/RPG weapons and Satchel Charges. These are the only weapons allowed to "TAKE OUT" hard objects.
10) ENGINEERS-- rebuild destroyed structures. To rebuild structures, an engineer must find a referee, present the appropriate number of Reconstruction Cards, and remove and wrap up the "demolition" tape. The judge will collect and dispose of the tape. The engineers also have keys to reopen bridges or retrieve objects that are chained and locked, if applicable..
11) SPECIAL OPTION CARDS-- are limited in number, and in either commanding officer's control. To initiate one of the Special Option Cards, he must notify the head referee when and where he wants to use it.
To add a little more excitement to this game, we have added a few twists. We have given the Generals a few options: Aircraft Reconnaissance runs, Aircraft Insertions and Aircraft Extractions. These must be initiated by the Commanding Officer at his base. The radio operator calls in the operation. A referee will arrive, carrying a red flag and a 10 foot white rope. The General will then give the judge the coordinates he wants the aircraft taken to.
AIRCRAFT RECONNAISSANCE-- The aircraft id given 30 minutes of flight time (round trip) for a recon run. Two players may hold on to the rope, but may not be armed.
AIRCRAFT INSERTION and EXTRACTION-- The aircraft only has enough fuel for 20 minutes of flight time for insertion or extraction. Five players may attach themselves to the rope, but may not use their weapons while in flight, or be fired on by the enemy. (If a player lets go of the rope, he will plummet to his death). An aircraft may be taken out of action with a Law Rocket or an RPG. Law Rockets/RPG's and LAW/RPG cards are in the possession of the Demolitions Experts., and must be turned in to a judge at the time of use.
This is a mission oriented game, and kills do not count for points. The only time there is an exception to this rule is in case of a tie breaker.
DO NOTargue with referees or judges. Their word is final. If you do argue you will be asked to leave the game for a period of 30 minutes.
At nighttime referees will be carrying cyalume sticks. They are the ONLY CYALUMES allowed on the field, other than infra red. No other players are allowed to carry or use cyalumes. If you are caught using any cyalume, you will be ejected from the night-time portion of the game.
At the start of the game, each team will typically have control of the following objective:
C.P. (COMMAND POST) VILLAGE CHECK POINT CHARLIES
Each objective will be assigned a unit strength of from 25 to 50 players. Including special units, the typical team size will range from 150 players & more. You must be in total control of an objective in order to score any points. Total control typically means that you must hold the objective for a period a time (this will be specified on the day of the game). Field judges will have absolute discretion in making the determination as to control of the objective. Special game activities are controlled by the Management and player cooperation and understanding is essential to allow all special events to occur as planned for your maximum enjoyment. Please note that each Commander will assign squad leaders (Lieutenants) to direct the play at each of the objectives. Your strategy planning should be centered around how to defend your objective as well as attacking your opponent's objectives. The more teamwork employed the higher the chance will be of winning the game. Please note that there may be a special strike force on the playing field. The special strike force is not allied with either of the teams. The special strike force, controlled and directed by Management, will be assigned to act against either of the teams. This can happen at any time, at any place, so be alert.
PAINT GUNS-- Players may carry onto the field any personally owned .68 caliber meeting our specifications. We reserve the right in our absolute discretion to disallow the use of a paintgun. Your paint gun must be checked and fired through the chronograph. The maximum allowable velocity of any gun on our fields may not exceed 280 feet per second for .68 caliber. Constant air and nitrogen systems are allowed. Full automatics can be used providing they meet our safety criteria.
PAINT AND CO2-- We recommend that you plan to obtain whatever additional paint and CO2 you might need before the game starts. During the game, players may buy as much paint and CO2 as desired. Paint will be available in the staging area. Because of the nature of play, returns cannot be accepted. There are no facilities to recharge constant air bottles on the playing fields. Players may carry as many spare CO2s bottles onto the playing fields as desired, but no fill stations.
PERSONAL EQUIPMENT-- The following list of personal equipment is allowed on the day of the event.
SAFETY AND GENERAL INFORMATION
NO ALCOHOL OR DRUGS ALLOWED AT ANY TIME.
THE FIELD-- The teams will begin the game by occupying their respective objectives at the same time. Objectives are strategically located in key locations on our game fields. Objectives will be assigned to the team units by the management. Please refer to your field map and to your team Captain or Commander to determine the location of the objective to which you've been assigned and will occupy at the start of the game. All players must arrive at their assigned objectives with their units. Field judges will count all players to ensure fairness. Each of the objectives is worth points. To earn these points, you must control the objective for a period of time determined by radio command given to your General. No matter what the time, one thing is for sure --- it won't be easy!!! Should there be no outright winner of the game, all the accumulated team points will be calculated and the team having the highest point total for the day will be declared the winner.
POINT VALUES-- Each object has a point value. Every time you gain control, and then maintain that control for the specified period of time, you will be awarded the requisite points. There are bonus points if you eliminate the opposing team's commanding officer (the General). So, for example, if you've captured and controlled two of your opponent's objectives, you've earned "X" amount of points. If you eliminate their General, you add bonus points to your total. As you can see, there are many interesting and exciting ways to earn points.
TEAM OBJECTIVES-- Each team has various tasks assigned to them for the day. To hold, defend and protect their original objectives (i.e. Ammo Dump, Village, etc.). Also take action to prevent your General from being captured or eliminated (Generals are subject to the same marking rules as is everyone else). To attack, capture and control all of the opposing teams original objectives and then hold them simultaneously. So, if you've captured other objectives at different times, you could conceivably be attempting to hold some of these objectives for 30, 40, 90 minutes or more. To score as many points as is possible within the time frame allowed for the event. To have as much FUN as is possible and to enjoy the companionship, good will and camaraderie the game inspires between players.
THE GENERAL-- Each team has a commanding officer - The General. He or she is in complete and ultimate control of all phases of play. By eliminating or capturing the General, you'll gain bonus points. This is not a one time objective. Each time the General is eliminated or captured, bonus points are awarded. The same rules and regulations apply to the General as to everyone else, including being eliminated or wounded. Each time the General is wounded or eliminated, he or she must proceed promptly to the Hospital and remain there for the appropriate period of time. Once the General is released, he or she is a free agent and able to go anywhere on the playing field. The General must never remove his unique I.D. while an eligible player. If he or she does, penalty points will be assessed and awarded to the other team.
VILLAGES-- Capturing and controlling the village earns your team points, but be careful, there may be surprises for the attacker at each location such as minefields and booby traps. Who knows what else may be there! All personal items are off limits.
L.R.R.P.'S-- L.R.R.P.s are Long Range Recon Patrols. Before the start of each half, one team will be able to have their L.R.R.P inserted on the field before the start of play. The object of the L.R.R.P. unit is to strike unexpectedly and to secure as many points as possible.
CHECKPOINT CHARLIES-- Capturing and controlling your opponent's check point will earn your team points Check Point Charlies are bridges or footpaths determined by management Be careful. Check Points are tough territory and are a good place for surprises. NOTE: All objectives will be given by radio command and relayed to the various groups by your Commanding Officer. Radio missions come at approximately 15 minute intervals for either army.
GRENADES-- Paint spatters must be large enough to cover the size of a pie plate. (No grenades at night, as some grenades only spatter and do not make a noise.)
ELIMINATING MARKS DEFINED-- Only direct hits on a person or his or her equipment count. Splatters do not count as eliminations. Friendly fire does count. At night time all hits count. The only exception to this rule is if a paint pellet breaks in your pocket and that is clearly indicated if challenged. If a person says they are hit and then discovers that the paint pellet didn't break, they are still out. So the point is, please check yourself to determine that a paintball has in fact broken and you have been marked before calling yourself out.
DINNER/BREAKFAST-- There will be an evening dinner break for all players. The break will last from 1 to 2 hours and will allow everyone to refresh themselves before resuming play. You will have the opportunity to eat, drink (no alcohol, please), be merry and to exchange experiences with your fellow teammates and opponents. You might also wish to review your experiences and plan new strategies, modify your organization and get ready to meet your opponents on the field of honor (sounds serious, doesn't it?). There will also be a breakfast break for all players lasting from 1 to 2 hours. Food and beverages will be available for purchase all day as well. Please note, there will be no alcohol or drugs permitted before or during our games. All privately owned guns must be checked again on our chronograph before you resume play after these breaks.
GAME WINNER-- If there is no outright winner during the game, the winner will be determined by adding the total points earned during the day. Therefore, actively pursue your opponent's objectives. This may be the difference between victory and defeat.
Absolutely No Gun Repairs Allowed In Public Rest Areas, i.e., anywhere people are relaxing off the field without protective eyewear. All repairs are to be done at your area.
ENJOY THE EVENT-- We're proud of our game and of our facilities. Our courteous and professional staff will do everything they can to give you a day of fun and adventure. Follow the rules, pay attention to the instructions of the staff and use the safety equipment provided. Doing this helps us and helps you. Play safely and we hope you enjoy this outstanding paintball event.
A GOOD SPORTSMAN IS ALWAYS A WINNER
PLEASE REMEMBER THESE RULES
WHEN PUTTING TOGETHER A SCENARIO GAME, IT HAS ALWAYS BEEN OUR INTENTION TO CREATE AN ATMOSPHERE FOR EACH INDIVIDUAL GAME. BY MANUFACTURING PROPS AND CREATING VEHICLES THAT FIT WITHIN THE STORYLINE OF THE SCENARIO, IT’S OUR BELIEF THAT THIS ADDS GREATLY TO THE GAME. NOTHING GIVES US GREATER PLEASURE THAN SEEING PLAYERS BECOMING SO INVOLVED IN THE GAME THAT THEY CHOOSE TO CREATE PROPS, INNOVATIVE IDEAS, AND VEHICLES OF THEIR OWN. THIS TYPE OF INVOLVEMENT ONLY MAKES OUR GAMES STRONGER AND MORE EXCITING.
WAYNE AND HIS STAFF HAVE ALWAYS WORKED VERY HARD TO CREATE VEHICLES, LIKE THE HELICOPTER, THE STEALTH FIGHTER, AND THE COLONIAL MARINE ASSAULT VEHICLE, THAT FIT PERFECTLY INTO THE GAME. I BELIEVE WE MUST LOOK AT THESE TYPE OF VEHICLES AS A PRECEDENT FOR WHAT WE SHOULD ALLOW TO BE USED. A VEHICLE MUST HAVE SOME RESEMBLANCE TO WHAT IT IS PORTRAYING: A PICKUP TRUCK WITH A BOX ON THE BACK IS NOT A TANK, NOR IS A BUS WITH WINDOWS REMOVED, A TANK.
THEREFORE, ONLY VEHICLES THAT REPRESENT SOME TYPE OF KNOWN VEHICLE (TANKS, ARMORED PERSONNEL CARRIERS, BRADLEYS, FLYING SAUCERS, ETC.) WILL BE ALLOWED ON THE PLAYING FIELD. WE WILL GIVE YOU A GREAT DEAL OF LATITUDE WITH YOUR DESIGN, BUT WE WILL REMAIN FIRM TO OUR PURPOSE.
WE HAVE ADDED SOME RULES THAT WILL APPLY TO ALL VEHICLES ALLOWED IN THE GAME. THESE RULES WILL ADD GREATLY TO THE SAFE USE OF THESE VEHICLES, AND TO THE FUN AND EXCITEMENT OF ALL PLAYERS.
IF YOU HAVE ANY QUESTIONS, GET IN TOUCH WITH ME AND WE’LL SEE IF WE CAN ANSWER THEM TO YOUR SATISFACTION. WE WOULD LIKE TO THANK EACH AND EVERY ONE OF YOU FOR ALL THE TIME, EFFORT, AND FUN YOU HAVE PUT INTO YOUR VEHICLES. I WOULD LIKE TO PERSONALLY THANK GEORGE RAY OF WAYNE’S WORLD STAFF AND KURT OF THE RAT PATROL FOR THEIR TIME AND EFFORT IN PUTTING THIS PROGRAM TOGETHER.
1. TANKS ARE LIMITED
TO 7 MPH, WHICH IS CONSISTENT WITH A FAST WALKING SPEED.
2. TANKS MUST HAVE A MEANS TO SHOW WHICH SIDE THEY ARE ON AND WHEN THEY ARE ELIMINATED/NEUTRAL.
3. TANK DRIVERS ARE RESPONSIBLE FOR THE CONDUCT OF THEIR CREW.
4. TANKS MAY NOT ENGAGE PEOPLE AT LESS THAN 15’ NOR MAY THEY BLOCK DOORWAYS OF BUILDINGS.
5. TANKS ARE A MOBILE PLATFORM. THEY MUST BE ON THE MOVE AT ALL TIMES (UNLESS SPECIFIED IN A MISSION WHERE TANK MUST HOLD AN AREA). *EXCEPTION: WHEN A TANK IS ELIMINATED, A TANK MAY SIT STILL FOR UP TO 5 MINUTES - THEN THE TANK MUST EXIT THE FIELD. PLAYERS MAY NOT USE THE ELIMINATED TANK AS COVER WHEN IT IS EXITING THE FIELD. (THE 5 MINUTES ALLOWS THE REF TO CLEAR THE AREA.)
6. TANKS MUST CHECK IN WITH THEIR BASE PRIOR TO BEING ACTIVATED. TANKS WILL BE NEUTRAL (UNABLE TO BE ELIMINATED) UNTIL ACTIVATED. IN THE EVENT THAT THE BASE IS OVERRUN AT INSERTION TIME, THEN THE TANK WILL BECOME ACTIVE AT MIDFIELD TO ALLOW THE TANK TO ASSIST WITH RE-TAKING THE BASE.
7. TANKS ARE ON A 1 HOUR INSERTION SCHEDULE WITH A 10 MINUTE WINDOW, STARTING AT 10 MINUTES AFTER THE HOUR.
8. TANKS CAN ONLY BE ELIMINATED BY LAWS ROCKETS, OTHER TANKS’ MAIN GUN (A LAWS ROCKET TYPE OF GUN), SATCHEL CHARGES, OR LAND MINES. PAINT GRENADES DO NOT ELIMINATE TANKS. PAINT FOR LAWS ROCKETS WILL BE A SEPARATE COLOR.
9. TANKS THAT WISH TO OPERATE AT NIGHT MUST HAVE LIGHTS, AND FOR SAFETY REASONS, SHOULD HAVE WORKING WINDSHIELD WIPERS. NIGHT OPERATIONS WILL BE LIMITED TO 10PM IN THE SUMMER.
10. TANKS WILL BE LIMITED TO 3 "SHOOTERS" MAX. TANKS OPERATING AS A TROOP TRANSPORT ARE LIMITED TO 1 "SHOOTER" BUT MAY CARRY AS MANY PEOPLE AS CAN BE "SAFELY" TRANSPORTED.
11. PERSONNEL INSIDE THE TANK CANNOT BE ELIMINATED UNLESS THE TANK ITSELF IS ELIMINATED. THERE IS NO SHOOTING INTO THE GUN PORTS OF A TANK.
12. TANKS SHALL BE CONSTRUCTED TO HAVE SUFFICIENT HARD SURFACE AREA TO ENSURE PAINT WILL BREAK ON THE TARGET. THIS SHOULD BE A LEAST 80% OF THE TANK, FRONT, SIDES, BACK.
NOTE: TANKS MAY BE REQUIRED TO HAVE RADIOS.
Posted by Larry Cossio on March 23, 2001 at 18:44:28:
Ok, 2001 NPA insurance rules for tanks first
1. tanks must be accompanied by ref.
2. ref must have remote ignition cutoff switch in case of emergency (ie: rc remote control)
3. ref must have walkie talkie communication at least with tank
4. tanks can shoot guns in semi auto mode only with one shot per trigger pull
5. tanks may travel no faster than walking speed
6. tank owner and operator must have liability insurance of at least $300,000 and name the field owner and promoter as additional insured one week prior to event. ( can be purchased from insurance agent for off road use only)
no mortars shot out of tank
1. mortars are not allowed on NPA insured fields as the danger of knocking off a mask is too high and the price of an eye is too high.
Laws rockets or similar toys
1. rockets or similar toys may be used against buildings or tanks only to eliminate only if no human beings are around. Can be shot at the building to destroy but not thru windows to eliminate players. At no time may one of these be pointed and fired towards players. Ref control is mandatory over players with these items.
National Paintball Association
We want to let all of the tank owners know that we are sorry for any inconvenience that the new Tank Regulations may cause. I also want you all to know that none of this was our idea. Someone, in their infinite wisdom, wrote an anonymous letter to our insurance carrier, Larry Cassio at National Paintball Association, telling him about how a player was "run over" by a tank at the December game. And that is how it all started. So, on behalf of all of the tank owners who will now have to make revisions to their equipment, as well as carry off-road insurance, and the folks at Wayne’s World of Paintball, we offer a hearty "thank you" to the person who wrote that anonymous letter.
P.S. larry says the "kill" switches can wait until the next game, but the rest of the regulations have taken effect now.