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TEAMS: Two Teams – Browncoats vs. TIME: ENTRY FEE: $30.00 early registration fee, $35.00 after July 1, and walk-on players are welcomed. Game day will be cash-only at registration. Advanced registration is strongly recommended and would help us make this the best game in July ever! Entry fee includes C02 and HP Air refills. Proceeds go to support the INCLUDES: MAX PLAYERS: 800 players. FOOD: Food will be available for sale through out the day. You can bring you own. PAINT: Bring your own paint. Paint sales are: 2000 Paintballs for $50 and 500 for $15. CO2 REFILLS: Included with Entry Fee. HP AIR REFILLS: Included with Entry Fee. PAINT GRENADES: $4. CC Military Surplus will be on-site to sell additional paintball supplies. RENTAL EQUIPMENT: A Driver's License will be needed as a security deposit until equipment is returned at the end of the day. Paintball Package $20 - Includes Gun, Goggles and Air tank. Paintball gun $10. Goggles $5 Air Tank $10 PERMITTED: Paint Grenades, Gun-mounted Scopes and Binoculars, Two-way Radios & GPS Systems. PROHIBITED: Guns over 280 FPS, Full-auto, Real Knives, Firearms, Flares, Rope, Wire, Portable Shields, Unbreakable Wire Trips, Laser Sights, PYROTECHNICS, ALCOHOL and DRUGS! Upon check in, players will receive their player's packet with the following items in it: 1) Team ID Card and Lanyard 2) Field Map 3) Raffle Ticket Paint: Players may bring in their own paint. All paintballs must be non-staining, non-toxic and water-soluble. No Red fill is allowed. We will have multiple grades of paint available for sale on game day. Players that purchase a case of paint (2,000) will receive four (4) tickets, each ticket is good for 500 paintballs. Paint tickets can be redeemed at the paint and air shack in the main staging area. This will prevent you from having to carry a ton of paint or storing it unless you want to. Make sure to use all your tickets. No refunds and tickets expire after 6:00 p.m., July 20, 2008. HPA/C02: Both High Pressure (HP) 4500psi and C02 will be available. Players should come with bottle already filled to start the game. This will save players much time in line at the start of the day. C02 and HP Air refills are available at the paint and air shack in the main staging area. You must make sure your tanks are current on hydro testing before coming to "Battle of Serenity Valley". We cannot fill tank that are out of date. All tanks must meet hydrostat requirements, which are: 3 years on all fiber wrapper bottles. 5 years on all aluminum C02 or HP bottles. We cannot fill any bottles that are damaged. Sticker and other items must not be covering tank date. Chronograph/Marker speeds: All markers must chrono 280 fps or under. All players are expected to chrono before they start in the game and every time they are re-inserted into the game. A number of refs will be carrying hand held chronos and will be checking players throughout the game. Markers that are shooting over the chrono limit will not be tolerated. Field of Play: We combine most of the paintball courses to make up the "Battle of Serenity Valley Course". The terrain consists of hills and valleys with plenty of trees and underbrush. Players should be aware of their surroundings and check what you are about to crawl into. This is a very large playing area and it is very hard to keep poison ivy/oak off of it. Make sure to print off a map and get familiar with it. The playing course is surrounded by a 4" Yellow boundary tape. Players that go out of bounds are eliminated and must go re-insert. Insertion Area: There are two main insertion areas, one for each team (Red and Blue) There will be insertion refs that will be responsible for safety and reinsertions. Players will be reinserted every 15 minutes on the quarter hour, every hour of the game. When a player is tagged out, they should go to their team’s insertion area. Drink plenty of water to prevent dehydration. Special note: There is no shooting allowed within 50 feet of an insertion area. Sitting right outside of a insertion area to ambush players as they reinsert is not allowed. You cannot engage players coming out of a reinsertion area until a ref says they are in play. Team Generals: The generals for the Battle of Serenity Valley are two main characters from the Serenity movie. They will provide your team with field leadership and missions for point values. They are: Browncoats: Malcolm J. Reynolds, captain of the smuggler ship: Serenity (Mustangman) Rules of Paintball: 1. A waiver MUST be read and filled out by everyone on the property playing or not. 2. Goggles MUST be worn at all times on playing field and in target/chrono areas. Goggles MUST be manufactured for use in paintball, having eye, face, and ear protection. 3. Barrel Covers/Plugs and Safeties MUST be used at all times except when in playing field or target/chrono area. Cleaning of markers must be done in the target/chrono area (if you have to remove the barrel cover). 4. Between 15 and 20 feet a surrender option must be offered loud enough for the other player to hear and given time to respond. Point blank shooting is not allowed this includes barrel taps. 5. All markers MUST chrono at 280 FPS or less. *Full Auto, *Burst or *Bounce is not allowed! 6. All guns must be semi or pump action and have a maximum rate of fire of 15 balls per sec. One ball per trigger pull. *NO full-auto. NO Burst! NO bounce! * It is up to all players to make sure the paintball gun they are using complies with all rules. Have them checked and set before you get to the game. 7. Markers will be checked prior to entering the field. Roving chrono checks will be done on the playing field and random checks will be done when exiting the playing field. Players found adjusting their markers on the field will be ejected from the property with no refund. 8. Markers may NOT be fired ANYPLACE except the playing field or target/chrono range. This means NO firing of markers anywhere in the staging or parking area for any reason. This includes No dry firing. 9. No climbing trees, moving bunkers, sandbags, or other structures. 10. HITS: You are out or hit when a paintball breaks and leaves a mark the size of a nickel or larger anywhere on your person or equipment you are carrying (gun, hopper, tank, goggles, etc). Continuous splatter hits will count as a hit if larger then a nickel. Wiping paint will be penalized. 11. Ghillie-suited weather partially or fully covered in “ghillie” material must call every hit, whether or not it breaks. 12. WHEN HIT. Raise marker all the way above head. YELL Hit, Out, or Dead 2 –3 times. Put barrel cover on and leave field by the most direct route. Continue to keep your gun up over your head and YELLING hit, out, or dead as you exit the field. Expect to be hit if you are not doing all of the above items and/or you walk through an area with heavy gunfire. 13. Grenades and Landmines you are eliminated if you are hit with any speck of paint. 14. DEAD MEN DON'T TALK. 15. Team id (red or blue) will be provided and must be worn in plain view at all times. It is your responsibility to maintain team id throughout the event. Replacement cost is $5.00 16. Camouflage may be any pattern or solid color as long as those colors are not the same as the team colors or judges colors (Yellow, Red, White, Blue and 17. The boundaries of the field will be marked with Yellow Rope with Yellow tape. Water Hazards will be marked with Yellow Rope with Blue tape. Danger areas will be marked with Pink tape. Do not cross or enter these areas 18. Unsportsmanlike like conduct, Cheating, Physical contact, Violation of any rule, will not be tolerated. Excessive swearing in anger will not be allowed. The referees have final say on this rule. 19. Splat Tag/Don Grubish reserves the right to refuse admission to or expel anyone from the property and game for any reason without a refund at anytime. 20. All judges and referees direction will be followed. Players are here to play; refs are here to ref. The rules are for the safety of everyone. Do not argue with the judges or referees. All referees will be wearing numbered shirts. If you have a problem with one, get the number and talk to the Game master. The judges and referees are there for your safety and will not be mistreated. 21. Players should move out of the way of staff vehicles at all times. 911 will be the code for a serious injured player on the field. Do not shoot at camera people, staff, or staff vehicles. Alert an official of any dangers on or off the playing field.
"Nuh uh, the captain needs to finish this one himself."
"No I don't!"
"Oh OK."
~Mal and Zoe
BSV Game-Specific Rules: 1. Do not take props on the field, unless directed by mission card to do so. Props are on the field for missions ONLY. You can tell your teammates where the objects are and/or mark them on your maps, but they must remain in place unless your mission card allows you to take them. Stealing them results in minus points for your team. 2. Do not tear down or shoot at base planet signs. These are in place to help players understand where they are on the field. Anyone caught tearing off/deliberately shooting the planet signs will receive minus points for their team. 3. River Tam. River Tam (Jinxed Ninja), according to the series, is a person with exceptional gifts and abilities. For game purposes, she is not solely on one side or the other. Either side can control her, if they have one of the handlers alongside her. She is incapable to eliminating a handler. A handler, (Simon Tam or Shepherd Book for the Browncoats, and the Hands of Blue operatives for the If one handler has control of her, and an opposing handler comes onto the scene, he/she has the ability to steal River away by eliminating the opposing handler. You cannot re-steal her back over and over, however. You must find another handler to take her back. Again, the referees have the final say in this matter. River Tam is capable of wiping out all opposing players at a planet base by stating, “No power in the ‘verse can stop me!” loudly. This is key if the side needs to control a planet base. The base referee has final say as to who is eliminated or not. Players walking into the area when she announces her line are eliminated too, and this includes Reavers. If you feel you don’t want to be eliminated during this time, stay clear of a base. It’s that simple. Eliminations stop when the base referee is done pointing to players. River Tam can announce her phrase within ten (10) feet of a base barrier. Her personal referee will let her know when it's applicable distance. River Tam can be eliminated by normal means, even by Reaver characters. She reinserts with a referee wherever she wishes on the field, provided it's near the middle of the field and not currently occupied by players, and eliminates anyone she wishes until under control again. In other words, she cannot reinsert directly into the possession of one team or another. 4. Money. Money is scattered throughout the field so that team generals can purchase special items throughout the day to help their side. Only money bags can be picked up at any time and brought back to their commanders. Money will be re-scattered in the field after all have been reclaimed. Money for this game will be in the form of light-brown cloth pouches. The chips inside do not matter, as each pouch itself is worth one (1) bag of coins.
Also to be found and returned by players will be "Fruity Oaty Bars". These bars are only used once throughout the game. Once found and used, they will be collected by referees and returned to the game organizer. There will be ten (10) bars total on the field. Items to purchase with money/bars/points: Medic: 100 points, two money pouches, or one Fruity Oaty Bar
Planet Destruction: 2,000 points, ten money pouches, or ten Fruity Oaty Bars
5. Tanks vs. Battleships. Tanks will be on-hand for each team. Tanks are used as normal, and can have mission items carried inside it to complete the mission for points. Tanks are considered spacecraft. Tanks must “land on a planet” to unload their cargo - never in space (along a tank trail not near a base). Should a tank be eliminated via Nerf rocket in “space” the item is lost. Also, all players aboard a tank rope during its destruction are also eliminated. If the tank is eliminated at a planet base, the item is dropped at the base.
Each tank can fire onboard weapons, and players (no more than five) hanging onto the trailing rope behind it, can fire their markers without fear of being eliminated, unless the tank is eliminated by Nerf Rocket. Then all players "on board" the ship are eliminated. Battleships, by contrast, are a group of 10 players that move as a tight-knit unit, no further than 3 feet away from their fellow man, and can shoot as necessary. All 10 players MUST hold onto a large circular rope at all times. The referee and any additional players must be inside the rope circle as it moves around. Battleships are only eliminated if an opposing player can either shoot the target on the end of a tennis ball, or by Nerf rocket to the referee’s person. All paintball hits to battleship players do not count. It must be a direct hit to the tennis ball on the end of the referee's staff. Battleships last for up to 20 minutes only, and if the time ends “in space,” all players are instantly eliminated. If it ends at a base, players can separate and play as normal. There is no reconnection after players decide to disband. Battleships can hold players with mission props, but those players are eliminated as normal. They must also drop their prop where they received their hit. No battleship member can carry a mission object. All battleships start at the main headquarters for either side. 6. Reavers. Reavers are men and women that have gone completely insane in the deep end of space. For game purposes, these players are only out there to destroy as many mission attempts, eliminate players, and cause game havoc as much as they can. They cannot be bartered with, reasoned with, or make agreements/alliances with either side. Their job is to create chaos. All Reavers will wear a yellow headband on their heads while playing, and carry an extra one in their pockets. If they come across and eliminate a player, they have the ability to ask if that person wants to become a Reaver themselves. The new Reaver would then wear the extra headband and reinsert at the planet Miranda. All Reavers MUST wear a yellow headband at all times. Should a player lose his/her headband, they have to reinsert as normal at their team’s base. Reavers cannot steal paint, markers, equipment, or any other personal property from players. They can only take mission props, money bags, and eliminate players. All ransacked items are then handed over to a referee, unless other regular players can eliminate the Reaver band and take the item(s) back before the Reavers find a referee. 7. Planet Bases. Planet bases are named after the various planets in the Firefly universe. Half of the planets belong to the Browncoats, while the other half is controlled by the If you control a planet that is considered an opposing planet, you will receive double the amount of points. (i.e. if the planet has blue lettering for the
8. Planet Destruction. Should a side have sufficient money, the general for that side can declare a planet destruction, whereby the referee called at that planet will announce that all players, regardless of affiliation, are eliminated due to super-explosive means. The planet ownership goes back to neutral status for fifteen (15) minutes, until it's "re-terraformed", but players can still operate missions that need that particular base for a completion. Players can walk through the area, but they cannot squat at the base until it becomes active again. They must stay outside a radius of 20 feet if they are waiting to claim ownership. The base referee has final say in this matter.
9. Mission Steal. When a squad has been selected for a mission, they will be sent out to complete the mission with the observance of a mission referee. If, however, the squad gets completely obliterated by opposing players, the victorious players may search the mission referee for the mission card. Only ONE player then may return back along with the mission ref to his/her general with the stolen mission card for fifty (50) points. If that player is eliminated, then the mission is lost with no points for either side.
Badger reserves the right to add rules as needed to keep the game fair and even. I'll try not to unless I really, really have to, though. =)
"We follow a little thing called the chain of command on this boat.
~Jayne Cobb |