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.
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TIME WARP 2008 - MAY SCENARIO
OUTLINE
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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.