Rules For
24 Hour Games
Please
read these rules.
You
will be required to sign the Letter of Understanding before participating in
this event. It will state that you have read,
understand and will
abide by these rules.
ATV WILL BE CONFISCATED.
of your character card.)
GENERAL
KILLS:
The
general can only be killed the following ways:
1.
Is shot by enemy player who is taped with enemy colors.
2.
Is in the Command Bunker (CB)
when it is destroyed.
3.
By a spy, with an assassination card, who has enemy color arm tape or no arm tape.
4.
With poison or explosives card, or with a Scenario Director’s authorized Prop.(see Props)
5.
When outside the CB he/she
may be killed same as any other player on the field.
6.
General kills are worth 100 points inside CB and
50 points when outside CB.
7.
XO kills are worth 0 points.
8.
Generals are not to be off the field for more than 45
minutes per session. (Sessions are game on until dinner break,
dinner break until
end of night play, Sun. start to game end)
COMMAND
BUNKER (CB)
The
Command Bunker (CB) is a netted in Safe
area were the General and his XO run the game. A base
referee must be
present in the base at times when the game is
in play.
1.
Only the General and XO are
allowed to have markers in the CB!
Markers must have a Barrel Blocking Device (BBDs)!
2.
NO firing of any kind into or out of the Command Bunker!
3.
For game proposes the CB
is assumed to be a hardened Bunker.
4.
Usually being small, the only people in the CB should
be the General, his/her XO, the Base Ref and sometimes a radio operator.
5.
It is up to the General who he/she lets into the CB.
6.
Other than the base Referee, no other refs should be in the CB,
except the mission Refs who are receiving or returning from
missions. Refs will
not “hang out smokin & jokin” in the CB or around it.
DESTRUCTION
OF THE COMMAND BUNKER
1.
A Satchel charge must touch the CB
wall, floor, roof, or be inside the CB.
2.
Spy detonates an explosive card or places a timed bomb card inside
the CB.(see
Game Action card)
3.
The CB must be taped with demo tape to be
destroyed. If the CB does
not get taped off, people died, but the CB is
still useable.
4.
If CB is taped off, an engineer must rebuild
the CB before
it can be back in play.
5.
No equipment or personal items may be taken from the inside of the CB.
Game related props may be taken at any time by live
players
with approval of a referee.
40
ft Command Bunker Safe Area
No
player can be eliminated within 40
ft of that player’s CB by
another player with the same color
arm tape.
The
40 ft diameter around the CB
is to be a friendly area where players can be comfortable in
the fact that
they can not be eliminated by someone with
their same color arm tape. This rule is designed to help base
security, and command staff relax
and talk with the other players.
BASES BLOWN AND/OR BASE OVERRUNS:
A Base
is the area (50ft give or take) immediately around the
Command Bunker that may or may not be fortified with walls,
bunkers, cars, trees, or other obstacles for players
to hide behind, in, or around.
1.
The base may be overrun at any time. Overrun means that enemy players are in
the base and holding the area. These enemy
players can only
hold the area for 20 minutes, after
which time all enemy players must move at
least 300 feet away from
the CB
to allow the other team to secure their base.
2.
There is no way for enemy players to blow the whole base. They can only blow
the Command Bunker. (See Command Bunker.)
3.
Bunkers, buildings, other structures and sections of walls, may be blow up or
destroyed. See LAW/RPGs
ELIMINATED
PLAYERS:
Any
player that points their marker UP with or with out a Barrel Blocking Device
(BBD) on is an eliminated player
and must leave the playing field
immediately!
All
eliminated players with markers must put their marker on safety, put a Barrel
Blocking Device
(BBD) on
their barrel and point their marker UP
and leave the playing field immediately. Eliminated players
do not talk other than to say
“Dead
player or Dead man walking”
Players
may be eliminated one or more of the following ways:
1.
Shot with a paintball that breaks or spatters larger
then a quarter anywhere on the player and/or on that players
gear/equipment.
2.
Grenade splatter larger than a Pea.
No grenades at night.
3.
In a building or near an object when it is hit by a LAW/RPGs or Satchel. (See LAW/RPGs )
4.
Hit players may call for a medic for
TWO (2) minutes, if a medic does not heal
them with in the two (2) minutes
then that
player is OUT
and must leave the field.
5.
Players calling for a medic may NOT MOVE.
6.
If the player calling for a medic is shot in the head,
they are OUT.
7.
All hits count and no paint
checks for players wearing Guillie
suits. (See Guillies)
8.
At Night all hits count and No
paint checks.
CAPTURED
PLAYERS:
All
captured players with markers must put their markers on safety, put a Barrel
Blocking Device
(BBD) on the barrel and
point the barrel DOWN.
Capture a player one of the following ways.
1.
The player was asked to “take the hit” and chooses to be captured.
2.
The player surrendered to enemy players.
Captured
players will be escorted back to the CB for
interrogation. The captured player may be held for 15 minutes after which
time
a Referee will take the captured player a safe distance away from the base
(minimum of 150 feet) and release him/her.
The
captured player does not have to tell the truth during the interrogation.
DEMOLITION
EXPERTS:
Players that have received a demo expert
card and are allowed to “blow” things up.
1.
All Demo Experts must have a Demo Expert ID card.
2.
Demo Expert cards are given out at registration.
3.
An Explosive card must be in the satchel charge bag at
time of use.
4.
Buildings destroyed by Satchel charge must
be taped off to be destroyed. The person taping off the building is neutral and
may
not be eliminated
or eliminate any other player. Once the building is taped with the ribbon tape
that is provided, the inside is out
of play until the
building is rebuilt by an Engineer. (See Engineer)
5.
If the second or third floor was destroyed then the stairs, ramp, or ladder is
to be taped.
6.
Satchel charges are the only thing that can destroy a
Command Bunker.
7.
Demo Experts can disarm explosives and booby traps. Example: A briefcase is
brought to the base and is opened by a demo expert.
The demo expert finds an explosive card
inside that would “explode” when the case was opened, but because a demo expert
opened it,
he is able to “disarm”
it, therefore it does not explode.
LAW/RPGs:
Devices other then paintball markers that use compressed
air or CO2 to
shoot nerf type rockets or multiple
paintballs.
1.
All LAW/RPGs launchers must
be approved by the Head Referee and/or Scenario Director.
2.
All LAW/RPGs must chrono
at or under 240 fps.
3.
All LAW/RPG launchers must have a Barrel
Blocking Device
(BBD).
4.
After the LAW/RPG is approved, players may get their Demo
packet from registration. The Demo packet will have their
LAW/RPG cards and ribbon tape.
5.
Players with LAW/RPGs must have LAW/RPG
cards in order to use them.
6.
LAW/RPGs may only be fired at hard structures i.e.,
bunkers, walls, bridges, towers, buildings, or vehicles, Never
at people.
7.
If the projectile hits a structure, that structure is destroyed and any
players within 25 ft are
eliminated. Players cannot be
eliminated by
shooting a rocket at the ground, trees, bushes etc…
8.
Buildings destroyed by LAW/RPGs must
be taped off to be destroyed. The person taping off the building is
neutral and may not be
eliminated or
eliminate any other player. Once the building is taped with the ribbon tape
that is provided, the inside is out of play until
the building is
rebuilt by an Engineer.
(See Engineer) LAW/RPGs cannot
destroy Command Bunkers.
ENGINEERS:
Players who have an engineer ID card, which allows them to
rebuild destroyed structures.
1.
Engineers must have an Engineer ID Card.
2.
Engineer ID Cards are given out at registration.
3.
To rebuild structures, an engineer must find a referee, present the appropriate
number of Reconstruction Card(s),
remove
and wrap up the “Demolition
Tape”. (See Demolition Expert)
4.
The witnessing referee will dispose of the tape and collect the reconstruction
card.
5.
Engineers may be issued keys by the Prop Master or Scenario Director to reopen
bridges or retrieve objects that are chained
or locked (if
applicable).
6.
Engineers can disarm explosives and booby traps. Example: A briefcase is
brought to the base and is opened by an engineer.
The engineer finds an explosive card inside
that would “explode” when the case was opened, but because an engineer opened
it,
he is able to “disarm”
it, therefore it does not explode.
MEDICS:
Players that can heal others players that are shot.
1.
Medics must have a Medic ID Card packet.
2.
Medics must GO to the hit player with in Two (2)
minutes. Hit players may not move.
3.
The medics must write the hit player’s number down and wipe the hit paint.
4.
Medics can not heal head shots.
5.
Medics can not heal themselves.
6.
There are no medics at night.
7.
Medics must wear White tape
or a medic arm band on one arm in addition to their team’s arm tape color.
8.
One Field Surgeon with three (3)
other players may set up a Mobile Reinsertion Point in
any structure on the field to
“resurrect” dead
players. The Field Surgeon and
3 players must
stay at the Mobile Reinsertion Point while it is active.
If the Field
Surgeon is eliminated then
the Mobile Reinsertion Point is down. The Mobile Reinsertion Point kit is given
out by Central
Command at the Generals request. The Field Surgeon may “Heal”
up to 20 dead
players and may only be
used four (4)
times in the game. The general must get approval from
Central Command before deployment.
SPIES,
AGENTS & SABOTEURS:
Game
theme specific characters within the game that are given special abilities by
the
Scenario
Director.
1.
Must have Spy, Agent or Saboteur ID cards and Bracelet on them at
all times.
2.
Spies, Agents or Saboteurs must receive
the opposing teams arm tape from the opposing team.
3.
Spies, Agents or Saboteurs are the only players
that may insert Hot if
they choose. ”Hot” meaning live.
4.
Spies, Agents or Saboteurs may insert hot only one
(1) time every hour. Exemption
Rule #5
5.
Spies, Agents, or Saboteurs may insert hot at their teams
insertion as many times as they wish, provided that their
insertion is
separate from the
other teams insertion.
6.
Spies, Agents or Saboteurs are the only players that can insert anywhere
they wish. Those being any insertion, under netting,
under tape line,
but No closer than 150 feet
from the Enemy CB.
7.
Spies, Agents or Saboteurs are the only players that may wear the opposing
team’s arm tape color or no tape at all.
(See Command Bunker - 40ft Safety
Area rule)
8.
Spies, Agents or Saboteurs must remove enemy
arm tape when eliminated.
9.
Spies, Agents or Saboteurs may take actions against player characters off of
the main playing field in areas designated by the
scenario director.
( i.e. pavilion, stage, cave etc. )
GUILLIE
SUITS:
Jackets
and/or pants that players may wear that add extra camouflage. Guillie suited players act as snipers, perform ambushes,
or set up listening posts.
1.
All paintball hits count and no paint checks.
2.
Guillie suited players may
cover their arm tape as long as they are in a gillie suit and
performing sniper/ambush functions.
3.
Guillie suited players with covered arm tape may not
enter an enemy base or come with in 50 feet
of the enemy command bunker.
4.
Guillie suited players may not
do the “dead man’s walk”.
MISSIONS:
A
mission is an objective that is given to the general to complete in order to
earn points for their team.
1.
Missions may be received via radio or on a printed card that is delivered to
the CB.
2.
Once the mission is received the General or acting general has 15 minutes to
get to appropriate players to the objective.
3.
It is important that at least one player from the proper platoon be on the
mission and survive to the end of that mission.
4.
If the general leads the mission and is not eliminated when the mission is
completed, that mission is a General led mission
and worth double
points. General Lead must be noted on
the
5.
Mission Cards must be filled out clearly and
properly. This is the responsibility of the General, XO, or radio operator.
6.
The mission Referee’s Initials must be on the mission card clearly,
so command can read them for later reference.
7.
Mission Complete or Incomplete must be clearly printed and circled on the
mission card by mission referee.
8.
It is important that the mission referee turns in the mission card after the
mission to the base referee
for point tallying.
SPECIAL
OPS MISSIONS
1.
Special Ops missions are special High Risk missions
that generals may use to gain extra points.
2.
Special Ops missions will be given to the generals in their General packets.
The missions will be in numbered sealed envelopes
and are not
to be opened until Command has given approval to open and perform the
mission.
3.
SpecOps Mission envelopes that are opened without
approval will be given negative points.
4.
SpecOps Missions that are opened and not given a
reasonable attempt to complete will be given negative points.
PROPS:
Props
are objects in the game that are related to the story line of the scenario.
1.
Props maybe worth points.
2.
Props must remain in the playing area while the game is in play.
3.
If a player is carrying a prop when he/she is eliminated that player must drop
the prop were they were eliminated.
4.
Props may only be turned in for points 1 hour before
game end, final battle or when approved by scenario director.
5.
Disassembled or destroyed props are worth 0 points or possibly negative points.
6.
Paint mines/ claymore mines maybe used on the field with breakable string only.
Mines are the responsibility of the owner of the mine.
7.
No lasers or pyrotechnics.
8.
Player made props are welcome, but must be approved.
GAME
ACTION CARDS:
Game
action cards are cards that allow a player to take or perform an action.
1.
Fast-acting Lethal Poison is used to “poison” a player.
2.
Antidote Card to counter the poison Card.
3.
Truth Serum “makes” a player tell the truth
4.
A 007 Card is given to a Spies, Agents or Saboteurs to assassinate a
general.
5.
Character Assassination Card is given to a Spies, Agents or
Saboteurs to assassinate other characters.
6.
Explosives Card is used to “blow” things up. This card
must be in or on an object that is larger then a baseball.
7.
LAW/RPG Cards are given to Demolition experts to “blow” things up.
8.
Reconstruction Cards are given to Engineers to rebuild the
things that are “blown” up.
9.
Medic Cards are used by medics to “heal” wounded players.
10.
Any special card that the Scenario Director creates
for a specific game theme.
AIRCRAFT:
Aircraft
are on a backpack-style frame with a colored flag that is “flown” around the
field. Players are “flown” by holding onto
a rope attached to the Aircraft. Five
players may attach themselves to the rope, but may not use their weapons while
in flight, or
be fired on by the enemy. (If a player
lets go of the rope, he will plummet to his death).
An
aircraft may be taken out of action with a Law Rocket or an RPG. Law Rockets/RPG’s
and LAW/RPG cards are in the
possession of the Demolition
Experts, and must be turned in to a judge at the time of use. (At
no time may a LAW/RPG
actually fire upon an aircraft or its passengers
– only cards given to a referee will work.)
Pilots
may be given Bomb cards
that they can use to bomb enemy players, if said players are with in 150 feet.
1.
These missions must be initiated by the Commanding Officer at his base.
2.
The radio operator calls in the operation. A referee will arrive, carrying the
appropriate flag and a 10 foot white rope.
The General will then give the judge the
coordinates he wants the aircraft taken to.
3.
AIRCRAFT SURVEILLANCE/RECONNAISSANCE: The aircraft is given 30 minutes of
flight time (round trip) for
a recon run. Two
players may hold on to the rope, but may not be armed.
4.
AIRCRAFT INSERTION and EXTRACTION: The aircraft only has enough fuel for
20 minutes of flight time for
insertion or extraction.
NIGHT
PLAY
1.
Night vision goggles must be approved by
the Head/Ultimate Referee.
2.
Night vision goggles may only be used after 10 pm.
3.
All hits count. There are no
Medic Heals during night play.
4.
No grenades or law rocket/ RPGs at night.
5.
No tanks at night.
REFEREES:
Referees
are at the event to provide a safe playing environment.
1.
DO NOT argue with referees or judges. Their word is final. If you do argue
you will be asked to leave the game for
a period of 30
minutes.
2.
At nighttime referees will be carrying cylume sticks.
They are the ONLY CYLUMES allowed on the field,
other than
infra red. No
other players are allowed to carry or use cylumes. If
you are caught using any cylume, you will be ejected
from
the nighttime
portion of the game.
CLOTHING
1.
All people on the field of play must wear appropriate shoes that cover the
whole foot.
2.
All persons on the playing field must wear long or short pants that are
appropriate.
3.
All persons on the playing field must be wearing an appropriate shirt/jacket.
4.
No clothing that may be deemed offensive or unsafe.
ARM
TAPE:
Each
side or “army” has their own color arm tape, which is give out by the general,
at the base.
1.
Players must show their ID badge (dog tag) and player character cards to get
taped.
2.
A player may only be taped with the opposing teams arm tape color if they are a
Spy, Agent or Saboteur.
3.
Generals must have two bands of arm tape on one arm,
1 inch apart.
4.
Players with enemy arm tape on who are not Spies,
Agent or Saboteurs will receive negative points.
5.
Arm tape is to be on an arm and visible at all times.
6.
Only arm tape that is provided by the Scenario Director may be used.
GOGGLES:
Must be full face
to include the ears and ASTM approved.
GOGGLES
MUST BE ON YOUR FACE AT ALL TIMES WHILE ON THE PLAYING FIELD!
MARKERS:
Markers
must be .68 caliber that shoot paintballs using compressed air or CO2.
All
markers must be chronographed
at 280 feet
per second for day play and 250 FPS
for night play.
ID
tags must be punched to
enter the playing field.
PAINTBALLS:
must be Event paint only.
AIR TANKS: See
Air station Employee for rules on air/CO2 tank condition and hydrostat
requirements.
MOBIL
TANKS:
Tanks
come in all shapes and sizes, for this reason all tanks
must be approved by the Game Director and the field
owner before the
event.
A
tank is an “armored” vehicle that can carry 1 or more players. A tank may have
two or more tires and may or may not have
a motor to propel it. Tanks usually have
a main gun that shoots nerf-type rockets or multiple
paintballs.
1.
Tanks must be motion at all times.
2.
Tanks must have fully functional brakes.
3.
The speed limit for tanks is the walking speed of the Referee that is with that
tank.
4.
Tanks have a 30 minute time limit on the field and 30 minutes off the field.
5.
Tanks are not live until it checks into the Command Bunker
for orders.
6.
Destroyed tanks have a 15 minute down time.
7.
Tanks must have their team color visible 360 degrees
and large enough to be seen 100
feet away.
8.
Tanks must fly a white flag when not in play. That being, entering the field in
route to CB or destroyed and exiting the field.
9.
All players in the tank must be wearing goggles.
10.
Tanks may not shoot the main gun at players, only at objects. (Nerf cannon
LAW/RPG)
11.
Tanks must provide their
own Referees.
PLEASE REMEMBER THESE RULES