|
Max
Speed: Limited to 5 mph or a fast walking speed,
whichever is slower. No exceptions.
Fully functional brakes. No exceptions.
Fully functional headlights: if used at night.
No exceptions
ASTM approved paintball goggle system: Mandatory.
Must be worn at all times by all players inside
the vehicle. No exceptions.
Dead /Eliminated Indicator: Much like the old
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. Tape the two opposite corners of the tank
with 24 inches of team arm band tape so that
at least 12 inches of tape can be seen from
all sides.
Rate of Fire: Limited to thirteen (13) BPS.
Semi-Auto ONLY. No exceptions.
Vehicle Contained, Static Mounted, or Personal
Paint Markers Chrono Speed: 250 day, 230 night.
Chrono speeds are lowered slightly because these
vehicles close distances quickly (it's hard
for a person inside a vehicle to hear a person
outside yelling "hit"). When hit / eliminated
by a vehicle/tank, raise your MARKER or HAND
above your head immediately!
Tank / Vehicle Main Gun: 230 FPS max velocity.
Viewable area of 360 degrees: Means the occupants
must be able to see all around the vehicle with
no blind spots.
Vehicles can also: Transport people and props,
destroy structures and bunkers, or act as a
stationary bunker.
Even if a vehicle
/ tank meets all of the above conditions, it
may only be used with 3 weeks prior approval,
as well as immediate pre-game approval of the
scenario director. After approval, the vehicle
must be escorted by a full-time
non-player tank support
person (Tank Walker). |
Ways to eliminate vehicles These may
vary, depending on the theme of the game/event:
|
SRPLs,
PACs & LAWs: One impact from a Nerf Round
eliminates the vehicle.
Satchel charge. Dependent on scenario
specifications.
Paint Grenade. A distinctive paint splatter
will disable the vehicle's movement only
for 5 minutes. Be advised that paint markers
inside the vehicle are still fully functional,
as well as the main gun. |
Once a motorized vehicle/Paintball Assault Vehicle
(PAV) has been eliminated, it must proceed to the hospital
zone or insertion area and wait for the next insertion
window before re-entering the field. The same insertion
rules which apply to players may also apply to vehicles
and will be announced at the pre-game meeting/briefing.
IMPORTANT NOTE TO PLAYERS: There is a safety space
of 20-FOOT distance around all tanks. If a tank or a
live player intentionally comes within 20 feet of each
other, the aggressor(s) will be called eliminated. Furthermore,
tanks and / or players who intentionally violate this
20-foot boundary are subject to ejection from the event.
This is a serious safety issue. Tanks may not encroach
within 20 feet of a live player behind a bunker (i.e.
do not chase players around - or from - their cover).
Players may not hide and use this rule to eliminate
a tank.
Playing Tip: There is no reason for any
player, live or dead, to be within 20 feet of a live
tank! PUGs and Walking Tanks:
All applicable rules within the "Tank & Vehicles"
section of the GSRP carry over to non-motorized PUGs
and "walking" tanks, as well as:
1) They must look like tanks.
2) They must have a main gun (as described above).
3) They are to serve as tanks (as described above);
not ambulances; not mobile bunkers. Players
may NOT approach any tank, insert a marker barrel into
an opening and shoot the occupants. You will be
ejected from the field!
All tanks are the personal property of the owner.
It is considered the same as your marker, mask and pack. Players
may not touch, take, disable and or in way intentionally
damage or destroy the tank or its contents. If
you do, you will be ejected from the event, field and
subject to arrest by local law enforcement.
GHILLIE SUITS:
ALL ghillie suits must be inspected and approved
by the game director prior to entering the field of
play. If you are wearing a ghillie suit, ALL direct
hits/impacts count during day and night play. No paint
checks! One direct impact = you're gone. BREAKABLE
TRIP WIRE DEVICES (BTWDs) Defined:
All trip wire devices with offensive capabilities:
i.e. the ability to eliminate players. BTWDs include
paintball land mines. BTWDs Rules:
All BTWDs must use breakable string. Under no circumstances
can the string be of sufficient strength to trip a player
while walking or running (cotton sewing thread is best).
BTWDs using explosives of any type are strictly PROHIBITED.
All BTWDs that are not perimeter warning devices (PWDs)
can be air, CO2, or spring powered.
Each and every BTWD must be shown to, and approved by
the event director prior to play and be approved.
PERIMETER WARNING DEVICES (PWDs) Defined:
All autonomous devices intended to notify you of
interlopers into your area of operations. PWDs have
NO offensive capabilities, i.e. the ability to eliminate
players. Typically, a PWD is sound or light resultant
- after tripping the device it sounds an alarm, emits
light, or a combination of both. Motion sensors ARE
allowed
PWDs Rules:
All PWDs must use breakable string. Under no circumstances
can the string be of sufficient strength to trip a player
while walking or running (cotton sewing thread is best).
PWDs using explosives of any type are strictly PROHIBITED.
Each and every PWD must be shown to, and approved by
the event director prior to play and be approved.
GAME PLAY TEAMS:
The teams will be split from the number of registered
players according to skill level, equipment, fire power,
experience and ability. All game planning and scoring
will be done by the game operations director. Teamwork
is an important factor in these events. Planning strategies
will be carried out by commanders with the respective
squad leaders. It is important to note that you should
concern yourself with how to defend as well as how to
attack an area. Objectives and missions will be assigned
by the game operations director and relayed via coded
radio messages to the commanders of each team. Objectives
will be assigned and unit size will also be assigned.
Referee Team will make the determinations of control
of an area.
TEAM OBJECTIVES:
Maintain your base of operations: Protect and defend
it at all times.
Complete assigned missions; hold the objectives.
Take action to harass and interdict the opposing team's
objectives and missions.
Score as many points as possible in the allotted time
frame.
Keep your commander alive.
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.
SWITCHING SIDES:
Switching sides must be cleared through the scenario
producer. If approved, anyone switching sides must give
up their current character card and arm band tape. Under
no circumstances can this (character card or ArmBand
Tape) be passed off to another player.
VERBAL MISREPRESENTATION OF SIDES:
Is allowed. You are NOT required to tell the truth
about which side you are playing for.
EXAMPLE: (Player 1 sees Player 2 in the bushes 20
yards in front of his position)
Player 1: "Hey, what color are you?"
Player 2: "I'm Red, what color are you?"
Player 1: "I'm Red too."
(Player 1 then steps out from behind cover and gets
marked by Player 2.)
Player 1: "Hey buddy! You said you were Red!!!"
Player 2: "I lied...."
Player 1: "Good shot. Man, I should have read the
rules of play better... they told me not to always trust
what I hear. I should have gotten a visual on your arm
band tape."
Moral of the Story: If they are not wearing your
color arm band tape, consider them the opposition, or
at the minimum, be leery of them. Always use caution
until you get a visual ID on their ABT. As in the real
world (a real world conflict) seeing is believing, or,
believe half of what you see and a third of what you
hear. Not everything is always as it appears in a scenario
game. ARM BAND TAPE:
Arm band tape (ABT) is to help all players identify
who is playing on their team, NOT to identify who is
on the other team. All players must wear their own team's
arm band for the entire event.
Special Role characters must wear specially designated
arm bands or tape - in conjunction with their team tape
- on the arm above the elbow, in plain view.
The following are Strictly Prohibited:
Picking tape up off the ground and using it.
Purchasing or bringing tape and putting it on yourself
or others.
Any Velcro or other ABT over the original to deceive
the other side.
Any type of arm band or tape over a Special Role character
arm band or tape with the intent to deceive.
Falsifying role cards (color copy) to get the other
team to tape you.
COMMANDERS & COMMANDER ELIMINATIONS:
Each team will have a commander and team leadership
structure. The commander is in complete control of the
side. Follow your commanders; they have the overall
picture and information of how the game is going and
what is happening. Check in with them often and let
them know what you did, saw or completed. This information
is valuable and vital to your team. Rotate out and pull
base security for an hour; you never know, you may find
yourself in an awesome firefight. :) The commander can
also assign Medics, Demolitions, Engineers and Pilots,
so if you need to play one of these roles, immediately
notify your commander if you have not been given one
of these roles. The commanders will get a new mission
radioed in to them every 15 minutes during the day.
Playing Tip: These missions are what earn
points and wins or loses the game for your team. Go
out on them... they're fun. Most of the time you will
get into some very good action, and remember, at the
end of the game if your team wins and you didn't go
out on any missions, how much did you contribute to
the win? If your team loses, then how much did you contribute
to this loss?
The commander may be worth bonus points each time
he/she is eliminated. Thus, you can earn your team bonus
points by eliminating the opposition's commander and
save your team points by keeping your commander alive.
This is not a one-time objective! Each time the commander
is eliminated, all rules pertaining to players pertain
to him: he must walk and await the next insertion window,
then he/she can reinsert into the game and is a free
agent to resume play in any fashion they choose. Side
note: the commanders can go anywhere on the field they
choose. They are not required to stay in their command
bunker, but it's a good idea to keep an eye on your
troops.
Any time a commander will be off the field for longer
than one insertion window, the commander must appoint
another to act in his/her stead which can be eliminated
for points just as if eliminating the original commander.
Every commander on the field must be taped on both arms!
Do not bring paint markers into the command bunker!
Do not point a paint marker into or out of the command
bunker!
To eliminate the commander inside the command bunker,
just touch the CP and notify the players inside.
This does NOT destroy the structure! It only eliminates
all persons inside on the ground floor only. Also, a
demolitions characters can blow the bunker with a satchel
charge or LAW rocket. A referee must verify the commander
elimination and call this into to the game operations
director immediately.
Playing Tip: Commanders, stay alive.
COMMAND POST SECURITY ZONE:
There can be no same ABT eliminations of any kind
scored while the victim is within 50 feet of his team's
command bunker. This 50' represents a secure zone within
which all players enjoy the peace of total security
from same ABT eliminations. This is to promote more
interaction between all players, whether they be security,
command staff or role players. Any player wearing
your ABT color within 50 feet of the command bunker
is safe from elimination by any other player wearing
your ABT color. They may only be eliminated by players
wearing the enemy ABT.
If a player is wearing enemy ABT... well then, they
are most likely the enemy. Treat them with extreme caution.
SPECIAL ROLES DEFINED:
During the course of this event you will notice individuals
on the field who have special abilities and are identified
by unique arm band tape. These individuals requested
in advance to the event director to play the special
roles described below. Only players carrying the appropriate
credentials for their assigned Special Role characters
may carry, utilize or display associated game props
/ operations equipment (bombs, aircraft, etc).
DEMOLITIONS EXPERT:
These players have the ability to use LAW rocket launchers
and special demolitions satchel charges. LAWs can be
used to blow up command posts, bunkers, and groups of
people within or on structures, and to down helicopters.
For multi-room or multi-level structures, LAWs only
eliminate players within the room the LAW round struck.
Demolitions players are not required to use Demo Tape
on any structure hit by a LAW round, since the LAW only
eliminates the players and does not destroy the structure. LAWs rockets eliminate players within 10' radius of a successful strike on a structure or bunker (exeception see room rules above). For example, player A is hiding behind a bunker when it is struck with a LAWs rocket. Player A is eliminated because he is within 10' of the bunker. Player B runs up to fill the bunker but was not within 10' radius when the LAWs rocket struck the bunker so player B is not eliminated. LAWs rockets that strike the ground "detonate" harmlessly and do not eliminate players, even players within a 10' radius of ground impact.
The satchel usually contains an explosives card to
be operational. An explosives card alone will not work
- it must be inside a satchel. The explosives card defines
what type of explosive it is and how it may be used.
The satchel must be approved or provided by the scenario
producer. Satchel charges are used to destroy entire
structures, (Towers, bridges, buildings, etc) and when
used, the Demolitions player must use the Demo Tape
to completely tape the structure or entrances to the
structure. Demo Players are neutral while taping a blown
structure. All players inside a structure when it is
blown are eliminated and cannot be healed by medics.
ENGINEER:
These players have the ability to rebuild structures
which have been previously blown up. To rebuild a structure,
the Engineer must remove ALL the Demo Tape from a structure
and carry the tape off of the playing field to dispose
of it. Ripping through, tearing a piece off, or removing
and throwing the tape on the ground are incorrect. An
Engineer is considered a LIVE player while removing
the tape and is subject to all applicable rules.
Engineers may tow a downed aircraft back to their command
bunker. The Engineer is not flying the craft and no
passengers may "ride" the craft while it is
beign towed. Aircraft are considered props.
Engineers may also be called upon to build structures such as bridges or mechanical devices.
MEDIC:
Able to heal players on the field. They must reach
the player within one minute, wipe the paint from the
player and write down the player's ID badge number or
name on their Bandage Card and wrap a game bandage around
the player's right arm. At this point, the player is
again a live player and can resume play. A player
may only be healed twice per insertion. HEAD SHOTS are
NOT able to be healed! A head shot means you're eliminated,
no matter what - this is specific for daytime play.
All hits are fatal at night! Medics do not work at night.
When a wounded player is eliminated they are to wear
their bandages off the playing field and deposit them
in the bandage containers at their insertion point.
Medics may retrieve the bandages during normal insertion
times and take them back to their Commanders for re-use.
PILOT:
Has the ability to fly a simulated aircraft (helicopter,
plane, etc.) for up to a 30-minute time period each
flight. Should an aircraft stay out longer than its
allotted time before returning to base to refuel, it
will crash. The aircraft can carry one pilot and normally
up to four additional passengers.
Players cannot be shot at or shoot from a flying aircraft
until at such time it lands and the troops disembark.
To land an aircraft, the pilot must place the simulated
aircraft on the ground and release it for a 10-second
count, minimum, before the aircraft can take off again.
Pilot and passengers are live once the aircraft lands.
Should a passenger let go of the aircraft's rope (or
pilot) while in flight, he is eliminated. Passengers
can only disembark when the aircraft has landed properly.
Aircraft are not to land closer than 20 feet to any
other live player.
A LAW rocket can take out a flying aircraft! Flying
aircraft can fire on other aircraft while in flight
-- regular hit rules apply. NOTE: An
aircraft may land and drop you off in the middle of a swarm of
enemy troops just itching to shoot someone!
FURTHERMORE: A Demolitions character
with a loaded LAW can also Barrel Tag the aircraft with
the LAW, if they can ambush it! Players may NOT AT ANY
TIME use aircraft as cover for shooting people. Players
may not follow within 20 feet of an aircraft.
SPY:
Spies are legal only when previously announced for the event by the game producers. In games where the prescence of Spies are announced
by the game promoters, each team will generally have
one or more spies who can be inserted into the opposition's
team. It is up to the team leadership to ferret out
and eliminate these spies, while it will be the spies'
job to gather information and report back to their base.
Any spy who has BLOWN their cover and been identified
as such by the opposition MUST hand over their character
card and ABT from the opposing team. For more info see
playing tips for spies.
INTELLIGENCE OPERATIVE:
Perhaps the hardest role to play, but one of the
most rewarding. Your job is generally defined as to
flush out the spies in your midst and acquire special
game props for your side. There are meetings scheduled
throughout the game which you're highly encouraged to
be at, thus helping you figure out who is who. If you
complete a meeting, have a ref sign the card with the
time the meeting ended. Turn your meeting card in for
points at the end of the game! For more info see playing
tips for spies. PLAYING TIPS FOR SPIES:
First, your most valuable skill as a spy is being
covert, unnoticed - a fly on the wall - not attracting
attention to yourself. Yet, as you try and infiltrate
a base and the command structure, you begin to fly closer
to the flame and stand a better chance of getting burned
(put in the open or busted).
Second, two of the most valuable assets that you
have as a spy are the ability to do the following:
BUSTING MISSIONS:
|
1.
Have possession of the assigned mission card.
Intentionally get marked (shot) by the opposing
team prior to completing the mission, and with
the mission card in pocket, walk off the field
a dead man. As an alternative, lead your mission
team into an ambush.
2. Lead the group going out on the mission to
an area other than what is called for on the
mission card.
3. Perform a different type of mission. Say
the assigned mission is to "set up a listening
post at area XYZ." Go to area XYZ and then assault
the heck out of the place. Instance 2: you go
out to "rebuild a bridge," but instead, you
destroy it. NOTE: You CAN NOT run the mission
as stated on the card, complete the mission,
then just pocket the mission card. THIS IS NOT
ALLOWED UNDER ANY CIRCUMSTANCES! |
GATHERING INTELLIGENCE:
How helpful is it? Incredibly so.
|
1.
Reporting outgoing missions to your commander
is of great importance. You can sit on the outskirts
of the enemy base and report to your commander
where missions are headed and troop strength.
2. Did the team you're spying on just acquire
a valuable prop?
3. Do you know where the team is stashing its
valuable props on the field of play? Can you
raid this stash without being seen, then get
the props back to your real team without being
shot or made as a spy?
4. Is your team mounting an attack on the base?
Are there 100 players in base at the time? Would
this be a bad idea at the moment? Might it be
better to inform your commander when only 5
or 10 players are in base, when a raid would
be more likely to succeed?
5. Having radio com with your real commander
or XO is a big help. Real time intel is the
best intelligence there is. |
NOTE: Any time you're dead or eliminated, YOU'RE
DEAD. Shut up at this point; zip the lip. No matter
how bad you want to talk to your commander or other
players - no passing of information while you're eliminated.
Dead men don't talk, period!!! Only thing a dead man
says is, "Dead man walking." Once you have re-inserted
onto the field of play, then it's game-on again.
HOW TO ACQUIRE ENEMY ABT LEGALLY: In
games where the prescence of Spies are announced by
the game promoters, you must be taped by a player on
the team whose ABT you're trying to get. You cannot
pick up ABT off the ground or get it from any other
source other than at the team's base.
Example: Player 1: Comes into the opposition's base
without ABT
Player 2: "Let me see your ID card!"
Player 1: "Hey buddy, I lost it, but it's ok. I'm
on your side, you know me, I'm cool."
Player 2: "Oh, ok" (P2 then tapes up P1's arm)
Player 1: Thinking to himself: "That was way
too easy. I'm on the other team. Well, now I can't blow
up the command bunker, but I can lead missions astray
and gather intel and report it to my commander. I can
still do a lot of damage to this team; just have to
do it the smart way. They really should have checked
my card." BUSTING THE SPY:
If you are ACCURATELY accused/made as a "spy" character
by the command/security of the opposing team (by using
a second character card, OR are observed being "paid"
by the other team to spy for them), you must immediately
and without argument turn over the second character
card and/or the arm band tape you used to infiltrate
the base with - no matter what color it is - upon being
ACCURATELY "made." You must then be re-taped by your
actual team upon next re-insertion to your own base.
The bust has to be made on FACTS. The security forces
can not just accuse everyone as they walk into the base
- i.e. they can not play a hunt-and-peck type of "accuse
the spy" until they find one. They must have verifiable
information before they can accuse a spy.
EXAMPLE:
Base 1 Security: "You are a spy! Take the hit and
produce your true character card! We have verifiable
information that you were reporting intelligence to
the enemy commander."
Spy: "Oh MAN! Busted!" (Produces both character
cards - one from each team - and covers his barrel).
Base 1 Security: Taking THIS team's character card
and removes arm band tape from Spy. "Referee! This player
has been made as a spy and is being removed from our
base. Please advise Command Central you now possess
his bogus character card and assist this player off-field."
OR
Base 1 Security: "You are a spy! You have been observed
receiving payment from the enemy! Take the hit and produce
your true character card."
Spy: (Hangs head because he was not covert enough;
does not have another character card OR "personal mission"
card as he was working for himself; covers his barrel
and keeps his mouth shut).
Base 1 Security: (removes arm band tape from spy).
"Referee! This player has been made as a spy and is
being removed from our base. Please advise Command Central
and assist this player off-field."
AND JUST IN CASE:
Base 1 Security: "You are a spy! You have been observed
receiving payment from the enemy! Take the hit and produce
your true identity card."
Spy: "I'm a spy for OUR team and I gave my goods
to OUR general! Please verify!" (shows he has but one
character card which indicates he is a spy for this
team - as well as a "personal mission" card indicating
meeting times with players from opposing team).
Base 1 Security: "Stand down." (verifies information
with his commander who acknowledges the spy is working
for him - his decision to allow spy to continue playing
for him).
Base 1 Security: "Our commander has verified your
loyalty. You may continue play at this time. Try to
be a little more covert in your transactions."
MISSION TYPES:
The teams will start the game occupying their respective
bases. Many objectives will be strategically located
throughout the playing field. Missions will normally
be called in every fifteen (15) to twenty (20) minutes
during the day and every half hour at night, via radio
to your commander or leader. Missions may require a
specific unit or numbers of troops to go out to a specific
location. At each mission objective a referee will be
in the vicinity. The referee staff will validate the
mission once you reach and complete your objective with
your assigned force. To earn points you must complete
the mission at its designated area. Some missions will
require you to HOLD a specific area for a period of
time, others will require an action to be taken within
a specified time period (Example: "Snipe the enemy base,"
i.e. put a paintball on the enemy's command bunker).
Referee must sign the completed mission card and return
it to the game operations director for you to receive
points. ASSAULT:
Means just that - to assault the objective for the length
of time specified. Whether all your troops are eliminated
does not matter, but you must mount an assault on the
objective. At least one player must remain alive to
present the completed mission card to a referee. This
is the exact opposite from snipe. Generally, this mission
will be allotted a specific troop strength to be sent
out. Example: Send 15 players to assault the enemy base
camp. One player must live to turn in the mission card
to a referee. DEFEND:
Means to defend the objective from enemy troops for
the duration of the mission. At the end of the time
specified, you must still be in control of the objective
to have defended it. Example: Defend your base of operations
(command bunker) for 1 hour. DEMO:
You will have a specific mission where you need
to destroy the objective within a time frame. Either
blow it up with a SRP LAW or a satchel charge. A Demo
expert must complete this mission. Example: Destroy
the bridge/building/tower/bunker located at coordinates
XYZ. Once this is done, a mission player gets the card
signed off and handed into a referee. REPAIR:
You will have a specific objective which you need to
rebuild within a specific time frame. An Engineer must
go on this mission and rebuild the specified structure
at the given coordinates by removing all the Demo tape
from the destroyed objective. Example: Rebuild the bridge
at ZZXY. Once the objective has been rebuilt, hand in
the mission card to a referee. PATROL:
In these missions two (2) objectives will be given.
Your troops are to actively patrol from location A to
location B for the designated period of time. They can
not go out and lay down in an area; they must be patrolling
from point A to point B to complete the mission.
AMBUSH:
Usually, but not always the counter mission to a Patrol
mission. You are to go out and set up a static ambush
at the coordinates specified and wait the prescribed
time period, while eliminating as many enemy troops
as possible. SWEEP:
Similar to a Patrol in that you move between two
locations for a designated period of time - as well
as actively engaging to eliminate any and all enemy
forces. TAKE & HOLD:
To gain control of the objective and hold it for the
amount of time specified. If it's a building, it means
to actually have a player inside the building in complete
control of it. Example: Take and Hold the enemy's base
of operations for 1/2 hour. LISTENING POST:
Much like a Recon mission with the addition of inserting
personnel into an area to remain undetected for the
duration of the mission while obtaining intelligence
information. RECON & REPORT:
For your players to physically go out and VIEW the
area in question for the specified amount of time and
obtain the intelligence. They must report back to the
base commander with the information (what they viewed)
before they will receive the requisite mission point.
This can be done in person or by radio. Example: Recon
the enemy's base of operations. PHOTO RECON:
Exactly the same as a Recon & Report with the addition
that the intelligence you gather must be done in a photograph,
which is given to the mission referee. Instamatic Cameras
are provided to the commanders. The better the picture(s)
(showing players or bases, etc.) will increase the point
bonus on this mission! Pictures needing a magnifying
glass to view anything or showing a big tree will be
worth much less in points! The event director may specify
the number of pictures to be taken. Example: Photo Recon
the enemy's base. Walk down and take a picture or two
of the opposing commander in his base & return these
pictures to your commander. Easy enough :). RETRIEVE:
Locate, secure and return the object (the mission
objective) to your commander within the time frame specified.
Example: Go to the center of the field and retrieve
the object (an orange drop box) and return this box
to your commander. SNIPE:
To snipe or, in simplest terms, have a player infiltrate
the area and fire a paintball ONTO the assigned objective
within the specified amount of time. (Opposite of horseshoes,
close does not count.) Example: Send X players to snipe
the enemy base. Eliminate the opposition's commander
for bonus points! MEET & GREET:
Sometimes during scenario games, there are missions
where you don't want to kill the objective, but would
rather talk and see what you can find out, or maybe,
if you're lucky, get a valuable game prop or information.
Example: Meet the peasant at the east end of the field.
Gather intell. OR... Meet and greet the farmer and retrieve
the object he found in his corn patch. OR... Greet the
shadowy figure, which will soon be approaching your
base of operations. PROPS:
All game props (helicopters, toys, money, etc.) must
remain IN PLAY (on the field of play) during the game.
You can not take them out to your car and STASH them,
nor lock them up in your commander's box!
We have gone to the extremes to find, develop, build
and incorporate inventive, interesting props into the
story line. These props will be inserted into the event
at various intervals and locations during the game.
Their value? Some will be worth big points. Others?
Well, they will look good, anyway. :) Many people
find it interesting or amusing to design, make or bring
props from home to these events - we welcome it. If
you can sell it or trade it to the opposition, then
go for it. All props should be cleared with game management,
who will make a determination whether or not it will
be of value, but either way the opposition will not
know until the game is over. :)
Playing Tip: All props must be turned in
prior to game's end to be counted as points for your
team! 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, all props and/ or items that may
be worth extra points must be collected and handed into
game management prior to the ending of the event. The
team with the highest point total will be declared the
winner.
Playing Tip: Do not neglect the props! This
could be the margin between victory and defeat.
THE FINAL WORD If
it's unclear; If it's not
covered in orientation; If
it's in a "grey" area; If
it's not written in the GSRP, game-specific addendums,
or on a game-specific card:
It Does Not Exist.
Ask the Event Director First!
MOST OF ALL, HAVE FUN! ENJOY THE
EVENT!
BE ALL YOU CAN BE, AND SOMEONE ELSE!
Click
here to visit the host site of the original GSRP
ScenarioPaintball.com
Acknowledgment:
These rules for paintball scenario games were written
over a period of years with the aid and consultation
of veteran scenario paintball players, including: Kerry
Rosenberry, Bill McClure, Bobby Gogolin, Bill Tyson
and many others whose ideas, suggestions and input were
no less valid. These rules are updated periodically
as technology and the games themselves advance.
The federal copyright of the GSRP document is owned
exclusively by Patrick and Diane McKinnon.
Modifications specific to the SplatBrothers® PaintBall
Park are copyright SplatBrothers® PaintBall.
Used by Permission.
No part of this document may be reproduced or utilized
in any form or by any means, electronic or mechanical,
including photocopying, recording or by any information
storage and retrieval system, without express written
permission from Copyright Owner. |