TIME WARP 2008
            SPLATMANDU'S MAY SCENARIO SUNDAY

                                   RULES AND REGULATIONS

CODE OF CONDUCT: 1. I will not wipe paint.

                 2. I will follow the rules of the game and accept

                    the referee's decision as final.

                 3. I will treat every paint gun as if it were

                    loaded, and follow the rules of safe paint

                    gun handling.


                 4. I will keep my goggles on while a game is in

                    progress.

                 5. I will not deliberately make aggressive physical

                    contact with another person; I will be polite and

                    respectful to others.

*********************************************************************       TIME WARP 2008 - MAY SCENARIO OUTLINE
*********************************************************************

ONE "BIG GAME" FIELD (boundaries are twined)

GAME TIME: - ONE HOUR continuous play -

  BRIEFING STARTS AT 1:00pm. Those players who do not attend the               briefing at 1:00pm will have to sit out of the game.

BLUE TEAM
   AND
GREY TEAM
: Arm band to be worn on arm of each player.
TOP FIVE to

           additionally wear team tunic.

LIMITED
PAINT
: Players are limited to the amount of paint they can carry

       onto the field as follows:

        1 Hopper and 2 pods: Full Loader Play

Players who run out of paint can receive paint from a living teammate during game play. Players can also return to the NEUTRAL ZONE at any time to restock their paint/gas.

HOWEVER, REENTRY OF PLAYERS WILL BE BY REINSERTION LINE!

RULES: Paint and/or equipment can be passed to a teammate by a living

       player.

          

             "DEAD MEN" do not pass paint/guns, etc.

             "DEAD MEN" do not talk.

      When a player is eliminated, the player must report to the    

      NEUTRAL ZONE. While in the NEUTRAL ZONE, wipe off all paint 

      from clothes/gun (so that you are not called out on old              paint.)  Re-supply paintballs/air. Be prepared to re-chrono

      your gun. REENTRY OF PLAYERS WILL BE BY REINSERTION LINE!

      REENTRY:   Players will be reinserted into the game via a

      re-insertion line going to a pre-determined Team starting

      location. During REENTRY, players are not targets. During

      REENTRY, players cannot fire their gun.

 

      REENTRY   

      ZONE:   Both Teams will provide a "driver" for their

      re-insertion line. The line can leave with a minimum of

      10 players (maximum 20 players).

MISSIONS:

As the GRAY team won the opening day Scenario, they have arrived back in time at the “Treasure Hunt” scenario first. Their starting location will be revealed ONLY to the GRAY TEAM at the conclusion of the briefing.

BLUE TEAM: Start at ALAMO

TIME TUNNEL: Located at FANGORN is the “Time Tunnel.”

       Both BLUE and GREY team members must pass through the

       tunnel,depositing their card in the appropriate team box.

       Once you have passed through the tunnel, you must barrel-plug

       your gun and return to the NEUTRAL ZONE to re-enter the field

       via a reinsertion line.

 

EACH PLAYER IS GIVEN ONE CARD. NO PASSING OF CARDS TO ANOTHER PLAYER.

 

The team with the most players through the TIME TUNNEL at the end of the ONE-HOUR game receives 1,000 points.

 

THE KEYSTONE: The GREY TEAM starts this hour with the KEYSTONE and the KEYSTONE GUARDIAN'S TUNIC. This Keystone and Tunic must make it through the TIME TUNNEL in order to count for your team's score. Both the Keystone and Tunic are to be left in the Time Tunnel.

 

If shot while in possession of the KEYSTONE, the player must return to the NEUTRAL ZONE and give both the TUNIC and the KEYSTONE to Amy, the NEUTRAL ZONE REFEREE. Any eliminated player from the OPPOSING team may now put on the tunic and Keystone to take back to their team's designated starting location via a reinsertion line.

 

NOTE: No TOP FIVE may possess the KEYSTONE and

KEYSTONE GUARDIAN'S TUNIC.

 

The team who gets the KEYSTONE AND TUNIC through the Tunnel by the end of the ONE-HOUR game receives 500 points.

 

MEDALLION: Located on the field of play are (TWO) MEDALLIONS, each designated by ribbon with the appropriate team color. This MEDALLION must make it through the TIME TUNNEL to count for your team's score, and is worth 500 points.

THE PIRATES:

The PIRATES of the “Treasure Hunt” time period are here to protect their treasure from invaders. If eliminated, they are to tag in at their pre-determined location or out-of-bounds. They are here to make your lives miserable and keep you from completing ANY MISSIONS. Plan accordingly.