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View Full Version : BT BIG GAME - The Global Paintball Game - August 8 Splat Tag


EZD
07-02-2009, 02:50 PM
http://www.splattag.com/images/big_games/BT_Big_Game_Eblast.gif

Splat Tag will be hosting a Battle for this global paintball game on Saturday, August 8, 2009.

All players are welcome! You do not need to own or use a BT gun.

Entry: $35 after July 15th and on game day.

Field Paintballs only: BT Munitions $65/2000 and $20/500

Splat Tag will be giving away 2 BT Guns at the end of the day!

Please see www.splattag.com/paintball/events/bt_big_game.htm (http://www.splattag.com/paintball/events/bt_big_game.htm) for more information.

2009 BT World Game
The Global Paintball 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
12:00 pm and one at 1:30 pm
Each break will be 30 minutes in length
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
3 flag stations, all equal distances from both teams HQ or entry point.
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.
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
15 Small ammo boxes (SA)
3 Large ammo boxes (WMD)
10 Fuel cans
5 Plutonium Containers
1 Downed Pilot (role player or Coveralls)

EZD
08-07-2009, 12:03 PM
http://www.splattag.com/paintball/events/bt_big_game.htm

BT Big Game
BT Big Game Main Page (http://www.splattag.com/paintball/events/bt_big_game.htm) Rules Back to Splat Tag (http://www.splattag.com/index.html)
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.