Scenario General Rules
- Goggles MUST be worn at all times outside the registration and parking lot areas.
- DO NOT not shoot the Refs or Role Players.
- DO NOT not shoot the wildlife. Leave the squirrels their natural colors, please.
- NO GUNS in the Rejuv Area.
- NO Physical contact. You may not touch another player (except for the barrel tag rule.)
- NO Shooting at the head or neck. You MUST NOT shoot any player above the shoulders at point blank range (20 feet or closer.)
- NO executions please.
- NO blind shooting. Always be aware of where you are shooting. You may not stick your marker through a window or door, around a tree or over a log or barricade, etc., and blindly shoot at another player.
- NO potentially dangerous gear: knives, trip wire, firearms, explosives, incendiaries, etc. Leave the toys at home.
- NO SMOKING except in the parking lot.
- NO ALCOHOL or ILLEGAL DRUGS, even if you offer to share.
- NO verbal abuse, such as slurs against anyone’s race, color, religion or parents.
- NO climbing up trees or on structures.
- You MUST stay at least 20 feet from light armored vehicles (tanks, pugs, etc.)
- ALL PROPS ARE TO BE RETURNED AT THE END OF THE DAY.
Eliminated players must immediately yell “HIT” or “OUT” and place a barrel sock on their guns and hold it up so it can be seen. Eliminated players may not communicate with other players after elimination. If a player is shot in the head you must go back to rejuv. If you are shot anywhere but the head, you can go to your team’s First Aid Station (as long as your team possesses it) to be healed or you can call for a Medic.You CANNOT move to a medic, the medic MUST come to you within 1 minute. He will tie a red rope around your arm signifying a dressing and you may continue to play. If you are shot while wearing the red rope, you must go to your team’s Rejuv. If you are shot in your First Aid station you must go back to Rejuv. Rejuvenation is immediate at the First Aid Station and every 15 minutes at Rejuv.
At the First Aid Station and in the Rejuvenation Station: Be sure to wipe off any hits. There is water, antifog and rags in the Rejuv. If you need to go to the parking lot for air or supplies, you must re-enter the game at your Rejuvenation station. Start at your team’s Entry Point and follow the path indicated on your map to your Rejuvenation Station.
Special Rules for Structures: No blind shooting through windows or doors. Barrel tag rule in effect: If you are touched by a barrel (gently!), you are eliminated.
Only cold smoke is allowed. You may not use any smoke that has to be lit. PULL TABS ONLY. Smoke grenades can only be thrown UNDERHANDED!
Special Props: Some missions use special props. Only the team assigned that mission may touch the props. PROPS MAY NOT EVER BE THROWN! If you touch the wrong prop it will DETONATE and eliminate all players within a 25 foot radius. If the prop is yours, it will have your color on it. See Booby-traps below.
Booby-traps: Some props may be booby-trapped. You should verify that your team color is on the prop AND the mission for which the prop is being used is live. Each team will have the ability to place booby-trapped props on the field. BEWARE!
TNT: Each General will be issued three blocks of TNT and only he can issue them. TNT can be used by any of the following methods and MUST be supervised by a REF.
- Time Delay up to 5 Minutes: Advise the referee of the length of time you want to delay the detonation of TNT. The ref will announce the explosion and eliminate the appropriate players (within a 25 foot radius.)
- Remote Detonation: Advise the referee that you are using a remote detonator. You can detonate the TNT at any time as long as you remain within 150 feet and have a direct line of sight of the TNT. If you are eliminated or leave the area, the TNT becomes inactive.
- Suicide Bomber: Advise a referee that you will detonate the TNT with a suicide switch at a place that you choose. You and every player within a 25 foot radius will be eliminated. If, after advising the referee of your intent, you are eliminated, the TNT will detonate and all players within a 25 foot radius will be eliminated.
Grenades: Any splatter from grenades will eliminate you. You cannot hit a player directly with a grenade. A grenade will immobilize a tank for 5 minutes. You must be at least 20 feet from a structure to throw a grenade into a window.
Medics: Each team will have a limited number of Medics. They must wear white arm band tape (ABT) on both arms. Each medic will carry a Medic’s bag which will contain a number of red ropes (10 to start). Each rope is approximately 2 feet long. When a player calls for a Medic, the Medic has 1 minute to reach the player, securely tie a rope around the ABT of one of his arms (a square knot works best), and wipe off any hits. The player is then ‘live’. Advise the player to leave the rope at the Rejuv Station. Medic ropes can be resupplied at HQ in lots of 10 only.
Demolition Expert: Demo experts can place satchel charges. Satchel charges detonate with the same three methods that TNT does but have a much more powerful effect, with a blast radius of 75 feet. Satchel charges are necessary for the destruction of structures and can kill tanks. Demo experts can also diffuse TNT, satchel charges and booby-traps. If a demo expert moves or opens a booby-trapped item, it is considered to be disarmed.
Heavy Weapons: Each team will have a limited number of heavy weapons players. Only these players can use rocket launchers and they can only use game issued rockets. Heavy Weapons players can also diffuse TNT, satchel charges and booby-traps. If a Heavy Weapons player moves or opens a booby-trapped item, it is considered to be disarmed.
Rockets: Rockets (Nerfs) breaking on a structure will eliminate all players inside.
Airplanes: Only a pilot can fly aircraft. There may be a number of passengers (game dependent) in the aircraft. You cannot shoot players in aircraft with paintballs. An aircraft can only be shot down by touching (tagging) it with a NERF rocket. You cannot shoot aircraft with NERF rockets. Aircraft personnel can pick up / transport props or drop a bomb on opponents. If the plane is shot down, it and any props it is carrying remain at the crash sight. The aircraft may only carry one prop at a time. If the aircraft is carrying a bomb, the bomb must be dropped before picking up another prop. Flight time is limited by available fuel.
Bombs: Each team is issued a limited number of BOMB cards. These bombs can only be dropped from aircraft with a 150 foot range from the aircraft and have 25 foot blast radius. Bombs are limited to 1 bomb per flight.
Arms Dealer: There may, periodically, be an Arms Dealer on the field, who will have for sale some items that may be useful to concerned players. These items include, but are not limited to, bombs, rockets, medic supplies, satchel charges, TNT, aviation fuel, etc. The Arms Dealer may also be hired to deliver a message to anyone and to provide intelligence information, if such information can be obtained. The Arms Dealer’s prices are negotiable and are influenced by how he or she is treated.
First Aid Stations: There are two First Aid Stations on the field, each with its own Control Flags indicating which teams controls that station. One team cannot utilize both First Aid Stations simultaneously; if a team controls both stations, the General of that team must choose which station is active. The other station becomes neutral and therefore, inoperative. Players that are hit can go to the station, wipe off their hits, tag the flag pole and instantly get back in the game. Players shot in the head cannot be healed at the First Aid Station (or by a Medic) and MUST go to Rejuv. Players shot while wearing Medic ropes on their arms cannot be healed at the First Aid Station, but must go to Rejuv.
Light Armored Vehicles (tanks, pugs etc.): When on the field, tanks must fly the color of the team on which they are playing. When they are eliminated, tanks must fly a white flag. Tanks may drive at a walking pace only (4 mph) and must have a tank referee escorting them at all times. The tank must follow the Escort Ref’s instructions. Tanks are eliminated by NERF rockets or Satchel Charges. Paint from grenades immobilizes tanks for 5 minutes, but the tank can still use all of its weapons. Players MUST remain 20 feet away from the tank at ALL TIMES. Players CANNOT use the tank as a bunker unless game dependent rules so state. The tank may not advance within 20 feet of any player.