BIG GAME XII

TIME WARP 2008
SPLATMANDU’S 12TH ANNUAL BIG GAME September 21, 2008
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 - BIG GAME SCENARIO OUTLINE
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ONE “BIG GAME” FIELD (boundaries are twined)
GAME TIME: - TWO HOURS 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 GRAY TEAM: Arm bands to be worn on both arms of each player. TAG to be worn around neck and to be visible at all times. 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 Torpedoes: 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/gas. 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-entry line to the team’s established HOME BASE. 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). WALKING LINES ONLY…NO RUNNING.
NOTE: As GRAY successfully got MAC’S VIAL through the TIME TUNNEL in September’s Scenario, one member of the GRAY team may enter the field without a reinsertion line (ONE TIME ONLY) when they present the vial to AMY, the NEUTRAL ZONE REFEREE.
HOME BASES: GRAY TEAM (House of WAR): WITCHES’ CHATEAU
BLUE TEAM (House of Apollo): FANGORN FORTRESS
NOTE: You cannot goal-tend an opposing team’s HOME BASE. If you’re too close, the HOME BASE REF will tell you so!
CAPTAINS/CO-CAPTAINS - 5,000 points possible
The BLUE and GRAY Captains will each carry 3 “Life Cards.” Each life card is valued at 500 points.
Co-Captains will each carry 5 “Life Cards,” valued at 200 points each. If a Captain or Co-Captain is eliminated, (by anyone), they must return to the NEUTRAL ZONE and present to AMY one of their life cards. THIS INCLUDES “FRIENDLY FIRE.”
At the end of the game, the Life Cards still in the possession of the Captains and Co-Captains will count for their team; the life cards in the possession of AMY will be awarded to the opposing team.
“THE RED FIST”- 8,000 points possible
The RED FIST are roaming the land to cause trouble for the Houses. The RED FIST LEADER has 4 life cards (1,000 points each), and his 2 SUBORDINATES also carry 4, valued at 500 points each. If you eliminate a RED FIST, hold on to his life card until the end of the game to collect the points.
MISSIONS - 60,000 points total possible
TEAMWORK MISSION: TO BE ANNOUNCED DURING BIG GAME. (10,000 points possible)
ONLY THE FIRST TEAM TO COMPLETE THE TEAMWORK MISSION WILL BE AWARDED THE POINTS!
FIVE WINNER-TAKE-ALL MISSIONS - 10,000 points possible
Located on the field of play are (FIVE) OBJECTS from past scenarios. We aren’t going to tell you where they are, but if you stumble upon them, each object is worth 2,000 points, and must be returned to your team’s HOME BASE REFEREE for a score.
The five objects are:
TEESA BIRD, FOOD, ORACLE JUG, ROBOT and PIRATE FLAG
FIVE SEALED MISSIONS - 25,000 points possible
TO BE ANNOUNCED DURING BIG GAME. Missions will be released every 10 MINUTES after the game starts by the HOME BASE REFEREE. Once completed, these missions are to be submitted for points to the team’s HOME BASE REFEREE.
NOTE: AS THE GRAY TEAM HAS MAINTAINED POSSESSION OF THE KEYSTONE EVERY MONTH, THEY HAVE BEEN GIVEN THE GENERAL LOCATION OF EACH OF THE FIVE SEALED MISSIONS!!! (FLIP OVER THE KEYSTONE… SUPRISE!!!)
BONUS MISSION: ONLY RELEASED IF ALL FIVE SEALED MISSIONS ARE COMPLETED. This BONUS MISSION is worth 10,000 points, and is to be completed at the HOME BASE under the supervision of the HOME BASE REFEREE to count for team score.
Additional BONUS available if BONUS MISSION COMPLETED and question answered correctly (5,000 points)
GRENADES/LANDMINES: If you are hit with ANY AMOUNT of grenade or landmine paint, you are eliminated.
PENALTY: PENALTY POINTS WILL BE DEDUCTED FOR THE FOLLOWING:
FLAGARANT SAFETY VIOLATIONS: - 500 points each
Safety Violations involving GUN or MASK.
Safety Violations involving OVERSHOOTING.
Outright Violation of the SPLATMANDU Rules,
WHICH INCLUDES UNSPORTSMAN-LIKE CONDUCT!
A Full explanation will be supplied to both the BLUE and GRAY Captains regarding the PENALTY POINTS.
NOTE: It will be each Captain’s responsibility to make sure that each player on his team is aware of:
(1) The RULES of the game,
(2) The RULES of SPLATMANDU and
(3) Those VIOLATIONS that will result in a PENALTY. (i.e. loss of points for the team total)
AS ALWAYS, PLAY WITH HONOR, RESPECT THE RULES AS THEY HAVE BEEN GIVEN, AND MOST OF ALL, HAVE FUN!
RULES AND REGULATIONS