BT Big Game
Splat Tag, Inc is Hudson, Wisconsin, USA
BT
Big Game Main Page Rules
Back to Splat
Tag
BASIC
RULES OF PLAY
"if you do
not know the rules of war how will you fight?"
- Tacitus (55-122 A.D.)
1.0 -
Safety rules
1.1 Mask
must be on at all times while in the play zone. The seal of the
mask must be in contact with the skin of the face around the
eyes to be considered fitted and properly on. Lower face plate
and ear plates must be fully intact. No cut down mask are
allowed. No unattached ear guards.
1.2 Barrel
bag must be in place at all times to guard against accidental
firing. The only exceptions are:
A. While inside the playing zone and in play.
B. During test firing and chronographing at the chronographing
range.
C. When both hopper and gas/air bottle are detached from the
marker.
1.3 A player
is tagged out and shall cease fire when:
A. A paintball hits and breaks on a player leaving a paint mark
larger than a .68 cal. paintball
B. A liquid strike from an approved weapon leaves a paint mark
1/8 inch (1 cm) or larger on that player.
C. If a referee calls the player out for ANY reason.
1.4 If a
player is tagged out the player must yell "hit!" or "I'm hit!";
lift the marker over their head; move out of the action and then
place barrel bag on their marker and then exit the play zone by
the shortest route.
1.5 If a
player is tagged out, the players is not allowed to communicate
game information to live players prior to exiting the play zone
and reentering through the appropriate resurrection point. (Dean
men don't talk).
1.8 No
shooting outside of the play zone. No shooting over boundary
lines of play zone, even if the balls are landing back into the
play zone across a bend in the line or "out of play" zone area.
1.9 No blind
fire. Player shall always have a clear view of the direction of
fire. Never shall a player hold the marker over an obstacle and
fire without looking.
1.10 No
aggressive physical contact.
1.11 No
overshooting. No more than 3 hits from one player are allowed at
a time. If a player is rapid firing at least a 5-degree left to
right wave must be used while firing. In long bursts of 20 shots
or more, at least a 10-degree left and right wave must be used.
This is done to prevent over shooting.
1.12 Marker
speed maximum is 280fps. Each marker must be tested prior to
each event. Each marker must be tested each time a player enters
the play zone. Markers may also be checked at random.
1.12a Marker
maximum rate of fire is 12bps. This is different from feet per
second. bps refers to the number of paintball that a marker can
shot in a second. Each marker must be tested prior to each
event. Markers may also be checked at random.
1.12b Full-auto,
burst and raping are allowed but may be terminated for everyone
if over shooting occurs. Max of 12bps.
1.13 No shooting the referees.
1.14 A
player may call "paint check." While the referee is checking for
a tag, the player is out of play. The referee will call player
"Out" or "Clean" Accidental hits which occur during a paint
check will be ignored.
1.15 NO
ALCOHOL before or during play.
1.16 NO DRUG
or medication which alters perception or mobility.
1.17 No
abusive or foul language. No directed abusive personal comments
shall be allowed.
1.18 Keep
fingers clear from triggers when not in play.
1.19 Players
may only enter play zone from their team's resurrection point
unless otherwise directed by a referee.
1.20 In case
of an emergency when a person's safety is at risk or an injury
has occurred, any player and/or referee is obligated to yell
"Hold, Hold Hold!!" Anyone can stop the game because all players
are responsible to play safe.
A. If you
hear "HOLD" you are to repeat it to pass it along, hold your
fire and hold your position.
B. No game movement is allowed until the game is restarted by a
referee.
C. If you more more than 3ft during a hold you have tagged
yourself out.
D. If it is determined to be a situation that requires the game
be stopped for a short while the call for "GUN DOWN, BARREL BAGS
ON" may be called. During this time all players must their
markers on the ground.
E. Only referees can restart the game after the situation is
resolved.
1.21 Each
players will be issued a player wristband. This will act as your
player card. If the card is punched 3 times by a referee for any
reason the player will be asked to leave play for the day. No
refunds will be given or expected by event promoters or field
owners.
2.0 -
Zones, Staging Areas, and Resurrection Points
2.1 The PLAY
ZONE shall be clearly marked with a yellow tape line. Exits and
entrances must be a combination of angles which prevent
paintballs from passing through.
2.2 The MASK
ON ZONE shall be clearly marked. Mask zone are any area between
the play zone and the Staging area. Barrel bags/plugs are to be
in place in this zone (If a=you are within 60 feet of the
playing zone make sure your mask is on. Watch for "MASK ON"
signs.
2.3 Each
team's RESURRECTION POINT will have a break in the tape-line
providing a gate to enter the play zone.
Resurrection will take place every 10 minutes. A Ref will tell
player when to start Resurrecting. There will be a two minute
Resurrecting window. Players can keep Resurrecting during the 2
minute window.
2.4 A GREEN
ZONE will be marked between the resurrection point and the play
zone allowing players wide entryway into the play zone.
A. Players is the green zone are in play.
B. Players in their own green zone may fire into the play zone.
C. Players may not enter opponents green zone.
D. Players may choose to ignore hits they receive inside their
own green zone.
E. Players may fire into the opponents green zone.
(Note: It will have no effect on players in the green zone).
2.5 ALL
OTHER POINTS ARE OUT OF PLAY.
Barrel bags should be in place in all areas not specified as
play zones or resurrection points.
3.0 Grenades
3.1 All
grenades must be approved by the safety board.
3.2 If a
player is hit by a spot of paint larger than 1/8in (1cm) they
have been tagged out.
3.3 Players
may carry as many grenades as they wish.
3.4 Grenades
are to be pocketed and secured while not in the play zone.
3.5 Grenades
are to only be discharged in the play zone.
3.6 NO
EXPLOSIVE GRENADES.
4.0 Medics
4.1 A hit
anywhere other than the head is a wound able to be treated by a
medic. The player may stay in place and call for a medic rather
then call themselves out. A hit on the head or mask is an out
which requires a return to the resurrection point.
4.2 Players
calling for medics shall not move more than 3 ft. under there
own power. They may be carried, dragged or pulled to safety.
4.3 A medic
may resurrect the player on the spot rather than take them back
to a resurrection point.
4.4 A medic
shall be within arms reach of the wounded player to make the 30
second verbal count or use a medic card, at which time the
wounded player is healed and back in play.
4.5 Wounded
players shall not fire their markers or take aggressive action
while wounded.
4.6 If the
wounded players is hit while the medic is applying resurrection,
the player is out. The medic must start over.
4.7 If the
medic is tagged out during the resurrection both players are
tagged out and must go back to the resurrection point.
4.8 Medics
shall not resurrect themselves.
5.0 Radios
and wireless communication
5.1 Any
player may use a radio during play at any time unless the game
master declares radios inappropriate for a particular game.
5.2 If the
radio are declared inactive for a game purposes, all radios are
to be turned to channel one. Only emergency information and
referee information is allowed. Players shall not talk to each
other if the referee declares it so.
5.3 Channel
one is always reserved for referee's and game official's use.
6.0 Air
Cannons and other improvised Markers
6.1 All
improvised markers must be approved by the safety board. If no
safety committee has been established, improvised weapons are
not all owed.
6.2 NO FIRE
DRIVEN OR EXPLOSIVE PROJECTILES AT ANY TIME.
6.3 All air
markers must be in compliance with local, state and federal
laws.
6.4 No
projectiles faster than 250 fps.
6.5
Paintballs from any source are counted as in rule 1.3
6.6 No
equipment is to deliver a force string enough to dislodge a
mask.
6.7 Air
cannons and other improvised markers are considered direct fire
artillery. Players must be a recognized mechanized infantry,
armor, or artilleryman to use this equipment.
7.0 Ghillie
Suits
7.1 All set
ghillie suits must be approved by the safety board.
7.2 Players
wearing ghillie suits must be able to strip them off in less
than 5 seconds (for fire safety)
7.3 All hits
count on players in ghillie suits regardless of whether or not
the ball breaks.
7.4 Game
master may for any reason declare that ghillie suite are not to
be used in a game.
Red Rangers VS
Blue
Welcome to
the BT Big Game – the Global Paintball Game.
This is the first big game of its kind in the
sport of paintball and we are excited to have
you as a part of it. Here are some key details:
Each
field start time – 10:00 am
Each
filed end time – 4:00 pm
Two
breaks built into the schedule
o
12:00 pm and
one at 1:30 pm
o
Each break
will be 30 minutes in length
o
The last
break is to get everyone geared
up for the final two hours, in
which points for the flags will
be worth more points.
Details to Facilitate Game Play
o
3 flag
stations, all equal distances
from both teams HQ or entry
point.
o
Flag stations
should be on pulleys with PVC,
wood, or some other object to
make the pole long enough to be
visible. 10 to 15 feet should be
sufficient.
o
There should
be a red and blue flag on the
pulley, which will start in the
center of the pole at the
beginning of the game.
You
will not have to facilitate each one of
the missions provided, but each mission
will provide more opportunities for you
to sell paintballs and grenades.
The
missions and scoring is attached in the
Excel spreadsheet.
The
missions are fun and have some story so
the scenario guys can get into the game.
Mission 1
Capture 10 Small Arms boxes and 3
WMD Boxes
Valid the entire game
Mission 2
There are 10 fuel cans spread
throughout the field
11:00 am to 12:00 pm
10 points each
Mission 3
There are 20 food containers
Valid the entire game
5
points each
Mission 4
Set an explosion at your opponents’
base, capture the base for more than
3 minutes and earn more points
between half hour counts
Only one explosion per half hour is
valid.
Mission 5
Gather the 5 Plutonium Containers
15 points each available every 10+
min (have your head refs deal with
these, put them out as you see fit
to keep the game going)
Mission 6
Capture the downed pilot and return
the pilot to your base
50 points available in the second
session and final session.
Mission 7
Team captain makes it to the
opponents HQ alive for 5 Minutes
50 points, 1 in the AM and 1 in the
PM session is all that is available.
|
Prop list |
|
|
small ammo boxes (SA) |
15 |
|
large ammo boxes (WMD) |
3 |
|
Fuel cans |
10 |
|
Plutonium Containers |
5 |
|
Downed Pilot (role
player or Coveralls) |
1 |
|