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Join over a thousand paintballers for a great day of fun and prizes this
May 5th , 2013! (rev: Spring 2013)
Welcome to the Big Game. We wish to offer you a safe, fun, and affordable
playing environment. Big games at
SplatterPark have many surprises that can thrill you or startle you, either
way; the memories will stay with you
forever! You will be participating in a 6-½ hour continuous game, which will
involve many facets other than what
you are used to during recreational play! Due to the complexities of this
game all players should read this page
and become familiar with rules, the map, and the locations of specific areas
of service. If you don’t, you are at a
disadvantage!
• SAFETY FIRST – GOGGLES ON AT ALL TIMES WHILE IN SHOOTING AREAS –
BARREL COVERS ON WHEN
ELIMINATED, BEING INSERTED, AND IN NEUTRAL / PAVILION AREAS.
• SplatterPark is Field Paint Only facility and Big Games are Event
Paint Only. No carry on paintballs or
grenades.
• Gates open at 6:00 a.m.
• Day of registration begins at 7:00 a.m.
• BIG GAME CREDENTIAL is your receipt & must be visible at all
times! Do not lose it - no other will be given!
• Credential contains a raffle ticket for prizes called out during
the day at the SuperSale. Check prize board at
the SuperSale to claim your prize. Prizes not claimed by 4:00 p.m. will be
included in the Prize Toss.
• Pre-Register at www.splatterpark.com to be eligible for the
pre-registered players raffle!
• Regular pricing applies to Big Games. Air punches are provided
with Full Pack / Half Pack purchases.
• Additional air tokens can be purchased for $3 per fill.
• AIRPASS can be purchased for $10 for unlimited air fills on
respective HPA tank.
• Rent a HPA tank for only $10.00 with valid driver’s license.
Includes all day air! Save time and money
instead of standing in line & spending extra money for CO2 fills.
• SuperSale opens at 7:00 a.m.
• Game Begins at 9:30 a.m. -- Reign in Paint at 3:45 p.m. -- Prizes
at 4:00 p.m.
• FREE Lunch is served between 11:30 p.m. and 1:30 p.m. (1) Hot Dog
(1) Chips (1) Bottled Water
• Pepsi / Gatorade / Snack products are available at the TIPPMANN
Cafe.
• Chronograph/Target Range is available to you after you have
registered and have had a safety briefing.
Field limit is 285 FPS. Use the target range to tune your marker. Entry
point Referees will chrono your
gun before you are allowed entry to playing area. No tools allowed at
insertion chronos. Tools will be
confiscated at insertion points and on field of play.
• Although we can do minor quick fixes/repairs, we cannot guarantee
that a gun tech will be available. Tech
work is $15.00 per 15 minutes and the time begins upon consultation. Rates
may be different with different
vendors.
• Make sure your equipment is working before arriving for the Big
Game. Rental guns are available for
$15.00. Be sure to make sure your tank is in date. If it is not, we will not
fill it. Rental HPA tanks are $10.00
with a valid driver’s license.
• Safety Rules must be followed as posted in every staging area.
• We are not responsible for your gear – keep track of your
belongings.
• Teams / Armbands – Team armbands can be found at the HQ/Info
Scoreboard table.
• Dress for battle. Props, explosions, visual weapons, and other
varieties of excitement will be deployed.
Working with props or attempting to obtain props may have certain inherent
dangers and/or risks. Do not
attempt to do anything beyond your physical ability.
• We cannot be responsible for encountering beings that are elusive,
frightening, and hungry for human
blood.
• Members of the world’s elite and public media may be in attendance
to control what you see and think. No
spectators on field of play. No outside photographers/videographers
permitted.
• This is not a drill, be prepared to have a great time!
Equipment Restrictions as follows: Ghillie suits & air cannons must be
approved by the Ultimate Judge. No modified
mask/goggle systems, trip wires, pyrotechnics, knives, PUGS, tanks, laser
sights, or changing colors of armbands.
Pump action, semi auto, response, rebound, and ramping modes are allowed. 15
BPS limit. NO FULL AUTO. Pistols
must remain plugged and holstered while in neutral areas. NERF rockets are
NOT permitted. NO Rogue or Mercenary
squads are permitted. Use of CARRY ON PAINT or NOT OBEYING THE SAFETY RULES
or restrictions, will result in
expulsion from premises. No soliciting.
SplatterPark employees are clearly identified by our trademark safety green
attire, so if there is anything you need
please let us assist you!
BARREL COVERS ARE MANDATORY!
Ultimate Judge and Park Coordinator: Sean Moore
Big Game Field Marshal: Disco Dan
Big Game Drones: Ryan aka: Wyrm
Objective: To have fun and complete missions to acquire points for your
team. The park has been turned into a
map of critical missions that can benefit you or destroy you. The completion
of respective missions can accumulate
points for your team, may give your team access to certain weapons, or may
be detrimental to your team. The next
6.5 hours are a continuous game of Capture the Flag with several Tactical
Twists. Insertion Referees will let you into
battle. You may be with hundreds of armed ballers or sent with a few
stealthy killers to ruin someone’s position. Your
defensive base camps are on opposite sides of the field and must be defended
at all times. Bases are vulnerable to
attack while a continuous game of Capture the Flag ensues. Your team also
acquires points by successfully completing
missions that are scenario based and tactically oriented. Several characters
will be infiltrating your camp to try to
prevent your team from accomplishing these goals. The Drones will ensure
fair and safe insertions. The Drones
are here to prevent the stalkers, poachers, and dishonorable play that
compromise the insertions and campers
preventing fair play at a base. Have fun and get ready for a great day of
paintball!
Referee’s and Drone’s decisions are final
• BASES – Blue Team (BC) The Blue Cartel (Dark Forest) hosts the
Blue Base Camp. Orange Team (OC) The
Orange Cartel (Sniper’s Hollow) hosts the Orange Base Camp. Capture the Flag
is continuous from 9:30am
to 3:30pm. Successful captures and hangs are worth 600 points. You cannot
touch or possess opposing
team’s flags. Referees will maintain flags after a successful hang.
• Teams / Armbands – Team armbands will be checked out at the
scoreboard. 1 armband per player.
• Scores – The scoreboard will be located at the SuperSale. Scores
will be based on difficulty of mission and
possession of certain key spots during game play. Eliminations DO count for
points. Each Insertion Chrono
ref will have a counter and will call in their totals on the hour to report
kill counts. 1 point per kill. Mission
points vary depending on difficulty of scenario and for retrieving props.
Control of your Base Camp will
award your team 1300 points on each half hour.
• Eliminations – If a ball breaks on you or anything you are
carrying, you are eliminated! This includes shields,
props, little red wagons, flags, backpacks etc…Play with honor – CALL YOUR
HITS! NO MEDICS! Leave the
field of play and go to insertion point for re-entry to field of play.
Drones can only be eliminated with a P&D
grenade.
• Insertion points (The Border) – Credentials must be visible at all
times. Both teams will be rallying in the
neutral zone near the two insertion points. AKA: The Border. Be diplomatic!
You must be inserted with a
team, no rogue insertions. All insertions will be staged by SplatterPark
Referees. Insertions will alternate
between the OC and the BC. When we release you to cross the border be
prepared to move Fast & Furious.
Barrel Covers on until we spring into action on playing field. Insertion
refs will monitor insertions and the
Drones may attack to ensure fair insertions. White Flag designates neutral
inserted players. Players must
stay with insertion until they are called live players at drop off point.
• Safe Houses – Located on the map near Splatter Hill and Dark
Forest respectively. NO INSERTIONS FROM
SAFE HOUSES. Barrel covers must be on gun before entering Safe House. By
entering a safe house you are
removing yourself from play and agree to leave field of play and re-enter
only with a team insertion.
• Pilots – Have the ability to operate an airplane for recon, air
strikes, or to drop paratroopers behind
enemy lines. Persons carrying airplane cannot be eliminated until they have
“jumped” from plane and have
“paratrooped” into playing area.
• Drones: On the hour we will select 50 people from each team to
play the role of a Drone. The Drones are
completely numb & powered by the dummies. They cannot make any rational
decisions: The only thing
they know how to do is Attack! The Drones will be inserted to disrupt any
rational plans of the OC and the
BC. Drones are especially hard to eliminate. They do not die from being
marked with a paintball. No matter
where you hit them they will keep coming at you. Drones are like Ironmen;
they just keep on playing.
The Drones will be monitored by a referee. The Drones are here to prevent
the stalkers, poachers, and
dishonorable play that compromise the insertions and the campers at bases.
Only way to eliminate them is
with a P&D grenade.
• Role Playing: Special Weapons Cards and Weapons of Mass Confusion
ploys will be engaged and played
out by players selected by Field Marshal Disco. Cards will be available at
insertion point. Use special cards
wisely.
The Story:
In order to protect us from enemies foreign & domestic we have evolved from
a democracy into a wicked web of
intelligence formulated by the dummies. In order to have peace we must
prepare for war. In order to have peace we
also need to construct wars to fund the intelligence. How about running some
guns and using other dummies to act
like bad guys so we can bust ourselves, kill ourselves, and make more
enemies. Intelligent gun running must have
another scandal to cover up this one. Lets run some guns kiddies.
Timeline
• 9:10 TAKE YOUR POSITIONS:
You need to make sure your equipment is working properly, is under our limit
of 285 FPS, ROF is less than 15
BPS, and get to the insertion point.
• 9:30 GAME BEGINS:
Capture the flag between Orange Cartel & Blue Cartel. Capture the Flag is
continuous until 3:30pm. A successful
capture and hang awards your team 600 points. Referees will return flags to
respective bases to maintain
continuous game play. The Blue Cartel (Dark Forest) hosts the Blue Base
Camp. The Orange Cartel (Sniper’s
Hollow) hosts the Orange Base Camp. You are prohibited from touching or
possessing opposing team’s flag or
props.
• 10:15 OP SNATCH & GRAB: LOST TEMPLE
Your Mission – Time to crank it up my little soldiers. Word on the street is
that the dronies up north were
funding a gun running operation with their war on candy. It appears as if
one of the Cessnas carrying a load of
candy had engine trouble and crashed into a populated sector. Loads and
loads of candy are strewn about the
wreckage. Gather your cartel and collect as much of it to amp up your
soldiers. Retrieve the crates of candy and
do whatever it takes to get them to the border. Who ever has the most candy
gets the most energy. Border Refs
will verify the contents and distribute the candy to all the soldiers.
Points will vary depending on the quality of
the candy.
• 11:15 THE HEIST: FORT BUCKEYE
Your Mission – The Cartel’s funds have been appropriated. We must take what
is ours and destroy whoever tries
to stop us. The Bank is in a clearing on the edge of town. We must assemble
our armies and strike in unison.
Bottom line – get the cash from the bank and work as a team to transport it
to your border. The Border referees
will reconcile and award your team points based on the amount of cash.
• 12:15 OP GUN WALKER: DARK FOREST
Time to get some guns son! The border towns have a great deal of guns for
sale and the dronies up north are
just letting them walk across the border. All you need is a fat stack of
cash, some candy to energize you for
battle, and the candor to talk your way through a negotiation. The Cartels
have been fighting it out for months
and most areas are swampy. The best place is a bit out of the way, but they
have the biggest guns, the best
selection , and if you offer more than what they ask – they won’t ask no
questions! Buy a gun if you can, get it to
the border. The Border Referees will tally up what your hardware is worth
and award your team some points.
• 1:15 OP HECATOMB: BATTLEPORT
Lead your herd to the slaughter man. All these choppas, cash, and candy are
taking a toll on you and your cartel.
The need for greed is festering and you must fight because you are blinded.
Word on the streets is that the OC
and BC will meet at the seaport to do battle. Call it a battle – I call it a
slaughter. We will herd you like cattle and
do a little death match style for about an hour. The referees will award the
cartel that fights the hardest the
points.
• 2:15 COUP D’ETAT: SPLATTERHILL(DOWNTOWN)
Straight from the top. They want his head! The cartels have had their
issues, but the dronies have infuriated us
for the last time. We want the OC and the BC to do us a favor. There will be
team mates lost, but we want the
Dummy’s head!!! Somewhere between downtown and where that plane went down is
a safe place to find him.
He is easy to spot as he is sorta fluffy and has a really big head. The kind
of head that looks good in a bag. We all
know all the cartels are looking for the big Dummy. Battle it out, get the
Dummy, bag its head and bring it back
to the border on a platter. The proof is needed in order for the Kingpins to
give you candy and money…..and oh
yea, more points for your team.
• 3:00 ESCALATION: SNIPER’S HOLLOW
You got the money, you got the candy, you have acquired many choppas from
the dronies up north, but you
have failed to maintain any loyalty & fail to work in unison. Bring your OC
and bring your BC to the edge of town
for one last death match before it rains. Death match rules apply for 30
minutes. Team that fights the hardest
will be awarded the points.
• 3:30 Capture the flag ends and Rally for Reign in Paint at the
mounds.
• 3:45 REIGN IN PAINT: The Grand Finale to a great day of paintball!
Teams are assembled on the
BattlePort and play our trademark game of Ironman. All safety rules must be
followed. Game is over
when referees decide one team has so much real estate the opposing team
cannot defend its self or
when we deem it appropriate to stop the game. It is the players’
responsibility to leave the field of
play when you can no longer endure, when you run out of paint, or you run
out of air. Once you call
yourself eliminated or when the referees end the game there is a cease fire,
barrel covers strap on,
keep masks on and walk to the Midway to share your stories or participate in
the Prize Toss.
• 4:00 Prize Toss from our generous sponsors at the Midway.
• Keep track of your belongings: We are not responsible.
• SAFETY FIRST – GOGGLES ON AT ALL TIMES WHILE IN SHOOTING AREAS –
BARREL COVERS ON WHEN
ELIMINATED, BEING INSERTED, AND IN NEUTRAL / PAVILION AREAS. Barrel Covers
are mandatory and
must be strapped on at all times unless actively playing the game. No
shooting / dry firing in neutral or
parking areas. No insertions from safe houses!
Thank you for choosing SplatterPark for a great day of fun at the Big Game! |