|
Join
over a thousand paintballers for a great day of fun and prizes!
(updated 9-7-2011)
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 – (2) tokens for $5 or (1) token for $3.
·
AIRPASS can
be purchased for $10 for unlimited air fills on respective 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 for CO2 fills.
·
Gate opens
at 6:00 a.m
·
Registers
Open at 7:00 a.m.
·
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.
·
Lunch is
served between 11:30 p.m. and 1:30 p.m.
·
Pepsi /
Gatorade / Snack products are available in vending machines.
·
Bottled
water will be available in various locations.
·
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.
·
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 Zombies:
Method
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.
Your respective insertion points will have a map of the playing field. The
missions are time sensitive and do have titles, but destinations will be
revealed as you are inserted. The missions contain clues which are sensitive
to the consecutive missions. 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 guide 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. Details
for missions / scenarios are at each team’s insertion point. Flag stations
are scattered across the map which will gain points for your team if you are
able to hold these positions. Several characters will be infiltrating your
camp to try to prevent your team from accomplishing these goals. The ZOMBIES
will ensure fair and safe insertions. The ZOMBIES are here to prevent the
stalkers, poachers, and dishonorable play that compromise the insertions.
Have fun and get ready for a great day of paintball!
Referee’s and
ZOMBIE’S decisions are final
·
BASES – Blue
Team (BT) The Corporation (Dark Forest) hosts the Blue Base Camp. Orange
Team (OT) The Citizens (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 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. Flag Stations will be located on field of play. Control of
designated Flag Station with respective team’s color flag flying will award
respective team 400 points. Flag station points will be awarded on each half
hour. Control of your Base Camp will award your team 1300 points.
·
Eliminations
– If a ball breaks on you or anything you are carrying, you are eliminated!
This includes shields, props, 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.
·
Insertion
points – Credentials must be visible at all times. Both teams will be
rallying in the neutral zone near the two insertion points. Be diplomatic!
While most insertions will fortify respective base camps, insertions will
alternate and be tactically oriented. You must be inserted with a team, no
rogue insertions. All insertions will be staged by SplatterPark Referees.
You will be inserted through the central path or the east side path
depending on nature of mission or re-deployment. Some insertions may require
you to be placed in a bull pen called the Ring of Doom near your base camp
to prevent poachers. Barrel Covers on until we spring into action on playing
field. Insertion refs will monitor insertions and the Zombies 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.
·
NO
MEDICS…Play with honor! 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.
·
The
Scientist: Humanoid persona which must be carried or dragged to Neutral Zone
for Interrogation.
·
Zombie Horde
Insertions: On the hour we will select 50 people from each team to play the
role of a Zombie. The Zombies are infected and will be inserted to disrupt
any rational plans of the Corporation and the Citizens. Zombies are
especially hard to eliminate. They do not die from one hit. No matter where
you hit them they will keep coming at you. Zombies are like Ironmen; they
just keep on playing. The hordes will be monitored by an insertion referee
and home team Method. . The ZOMBIES are here to prevent the stalkers,
poachers, and dishonorable play that compromise the insertions.
·
Role
Playing: Special Weapons Cards and Weapons of Mass Destruction 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:
Inside a top-secret genetic research facility, owned by a mega
corporation, located beneath SplatterPark, researchers finish up on the
Omega Strand, a biological weapon that is designed to “destabilize
populations.”
Dr. Moore, chief scientist of the
top-secret research facility, gives the order to send the weapon to a secret
storage facility, located in the countryside of Mount Gilead. Once there
Moore knows that his employers will sell the weapon to the highest bidder.
Seconds after takeoff, the Cessna
suffers catastrophic engine failure and crashes near SplatterPark, spilling
its cargo into a nearby pond. Within hours, the biological weapon
contaminates the soil and is absorbed into an underground river that feeds
directly into SplatterPark’s water supply.
The contamination triggers Peter, the
base’s artificial intelligence to follow a failsafe program, which causes
the death of most of the scientists and sends out a distress call to the
Mega Corporation. The failsafe program kills all of the scientists, except
for Moore, who is killed when he attempts to leave the base, but not before
he disables some of the security measures on the base.
Meanwhile, the townspeople are
starting to show the first symptoms of being infected by the biological
weapon.
The Mega Corporation’s motivations:
The Mega Corporation decides to act on
Peter’s message. They are not mobilizing a dedicated team of scientists or
doctors, but dispatch a team of highly trained mercenaries with only one
purpose: to eliminate any trace that the corporation existed in SplatterPark.
The Citizen’s motivations:
The townspeople discover the source of
their recent health problems when they find the wreckage of the Cessna, and
traces of the Omega Virus in broken containers nearby. They also discover
the dead body of Dr. Moore in the woods, still clutching his journal on the
Omega Virus and maps on the secret facility. After the local doctors pour
over Moore’s notes, they realize that their situation is indeed grim. But
before they can call for help, the townspeople discover that their entire
town is cut off from any type of communication from the outside world. A
glimmer of hope now rests in finding the cure that Moore’s notes make a
reference to, provided that the Mega Corporation allows the townspeople to
live long enough.
Timeline
·
9:30 GAME BEGINS:
Capture the flag between
Orange & Blue. 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 Corporation (Dark
Forest) hosts the Blue Base Camp. The Citizens (Sniper’s Hollow) hosts the
Orange Base Camp. You are prohibited from touching or possessing opposing
team’s flag or props.
·
10:15 RECOVER THE FILES: Dark Forest
OT Citizen Mission – The
corpse of a “Scientist” has been found in the woods. The “Scientist” is
clutching a journal and tells the tale of the “Corporation’s” evil virus and
a map to their laboratories. The Scientist must be taken to the Neutral Zone
for investigation. Dominate the Labs and transport The Scientist prop to the
neutral zone for extra team points. You must also try to eliminate the
corporation to prevent them from recovering their Files. 1000 points.
BT The Corporation Mission
– Eliminate all Citizen’s who are trying to retrieve the corpse you thought
would not be found. The Scientist has a journal which will discredit the
Corporation if the world learns of your evil project. While trying to
retrieve The Scientist and the informative files in the journal, you will
have an ongoing battle trying to re-capture the corpse and the files. You
must accomplish this futile mission without prejudice. Claim your corpse and
files for disposal to the neutral zone. 1000 points.
·
11:15 DESTROY BIO-WEAPONS FACILITY: BattlePort
OT Citizen Mission – There
are countless caches of the Omega Virus. Your team must find and
successfully capture at least 4 vials of the Omega Virus and bring them back
to your base camp to collect enough data to possibly create an antidote.
1000 points. You can also gain points by destroying the containers. Plant a
“bomb” in container to “destroy” container. Each “bomb” placed in containers
are worth 500 points each. “Bomb” must be undisturbed for 10 minutes to
designate respective container is “destroyed”.
BT The Corporation Mission
– Your team must destroy the cache of the Omega Virus to prevent the
Citizens from finding a cure. Your team must find and successfully capture
at least 4 vials of the Omega Virus and bring them back to your base camp to
infect more citizens with the Omega Virus. 1000 points. Your team can also
gain points by “defusing the bombs” placed by the Citizens. Remove “bomb”
from container and take to neutral zone for “disposal. Each
“disposed/defused bomb” is worth 500 points each.
·
12:15 ESTABLISH COMMUNICATIONS: Lost Temple
OT Citizen Mission – Chaos
has ensued due to lack of communication. There is a transmitter located in
the crashed plane that was transporting the Corporation’s virus. Capture the
transmitter and bring to base camp to establish communications. 1000 points.
There is also a “black box” that contains valuable information about the
dialogue of the Corporations travels. Take “black box” to neutral zone for
an additional 1000 points.
BT The Corporation Mission
– Your team needs to protect what is yours. Destroy the transmitter by
capturing it by bringing it back to your base camp for disposal. 1000
points. There is also a “black box” that contains valuable information about
the dialogue of the Corporations travels. Take “black box” to neutral zone
for an additional 1000 points.
·
1:15 FIGHTING THE GIANT: Fort Buckeye
OT Citizen Mission – Your
team has been held back for too long. Now that you know where the
Corporation’s headquarters are; you are destined to take it over so that it
is controlled by Citizens. Game of domination. 500 points per 15 minutes of
control of Fort. Appropriate team flag must be raised to signify control.
BT The Corporation Mission
– Word on the streets is that the uprising of the Citizens is out of control
and you must protect your headquarters at all cost. Game of domination. 500
points per 15 minutes of control of Fort. Appropriate team flag must be
raised to signify control.
·
2:15 SURVIVORS: Ambush Alley
OT Citizen Mission – Your
team needs to escape the confines of your town. There is a safe place within
Ambush Alley that will give you time to stay human. You do not want to be
infected, so guard this almighty pyramid with vigilance. You gain 500 points
for each 15 minutes of staying safe.
BT The Corporation Mission
– Your team cannot allow the Citizens get to their “safe place” and inform
the rest of the world of your evil plan. Infect the OT with as many
eliminations as possible and take control of the pyramid. You gain 500
points for each 15 minutes of denying the OT’s vigilance.
·
3:00 ULTIMATE SOLUTION: Unknown Location
OT Citizen Mission – With
your acquisition of the “Radio” from a previous mission, your team is aware
that the Corporation will be delivering a “biological weapon”, but you do
not know where it will be placed. You need to send out squads of trained
Citizens to seek and destroy the mercenaries that are delivering the
“biological weapon” to prevent it from being “detonated”. Eliminate the
mercenaries so that the “biological weapon” never makes its destination.
1000 points.
BT The Corporation Mission
– Aggression has come to a head. It is time to use the “biological weapon”
in mass quantities. Use your mercenaries to deliver the weapon to a location
only known by your insertion referee. Your team has 30 minutes to accomplish
this task and wipe out the Citizens. If you deliver the “biological weapon”
successfully then your team gains 1000 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 Fall Big Game! |