Armageddon Official Rules and Objectives:

I. Safety Rules

USE COMMON SENSE.  ALWAYS PUT SAFETY FIRST.

1. Paintguns, Shooting
Paintguns may only be discharged in designated areas by players wearing goggles.
Guns may never be fired in any area where goggles are not required. 
No full auto.  300 feet per second speed limit.  No paintgun may be used in games until chronograph speed checked.

2. Gun Safety
All gun barrels must be covered with an approved barrel sock device.  Barrel Socks may only be removed in designated shooting and play areas, as directed by staff.

When in safe areas, gun must be pointed down, safety in on position, and barrel sock on.

3. Goggles
Only full face mask / goggles systems approved for paintball games may be used.  These must be worn everywhere, at all times, except in designated safe areas.

II. Site Regulations
1. Please be aware that wildlife, including bears, live in the area.  Keep the area clean to prevent unwanted visitors.
2. Island Paintball is not responsible for lost or stolen items.  We recommend that all valuables be kept in your locked vehicle.
3. Fresh water and portable bathroom facilities will be at the site.  Please keep these areas clean.

Campers:
Bear Safety: Do not bring food into tents.  Seal tight all “smellables” and keep in your car.
No personal campfires, but there will be a large common campfire pit.
Please cook only in the designated cooking area. 

III. Basic Rules of Play

THE REF’S WORD IS LAW.  The Refs will work hard to enforce the safety and fun of this event.  All rules are enforced according to the discretion and judgment of the refs, and all decisions are final.  Due to safety concerns, repeated arguing with the refs can lead to dismissal without a refund.

1. Eliminating opponents:
Players are eliminated when hit by a paintball anywhere on their body or equipment and the paintball breaks leaving a quarter size or larger splat mark.  Non direct hits or "splatter" does not count as an elimination. Splatter from a paintball grenade DOES count as an elimination.  When players are eliminated their armband tape is removed and they must carry a white “deadman” flag above their head and report to designated check-in stations (Gang HQ's, medical station or neutral zone). Any player who calls himself out, and / or wave the white flag, is automatically eliminated even if there is no paint mark.  A referee will give an eliminated player a new armband and award the opposing team 1 point for the elimination.  

2. Proximity:
Close range shots are to be avoided in recreational paintball:  shooting a player closer than 10 feet away is not allowed.  “Bunkering” is not allowed.  Instead, players who get the drop on their opponents should yell “SURRENDER!”  This eliminates their opponent.  Refs will pull any player they witness to deliberately shoot an opponent closer than 10 feet without first clearly calling for their surrender; in this case both players will count as an elimination.  Understand that the purpose of this rule is to promote improved sportsmanship and courtesy.  It will be enforced according to the discretion of the refs.

3. Overshooting.  Shooting players after they are eliminated is not allowed.  Refs will pull any player caught doing so.

4. No cursing or verbal abuse will be tolerated.  Breaking this rule after a warning will result in elimination.

5. No physical contact of any kind is permitted during games.

6. No fighting.  Authorities will be called immediately.  You will be dismissed without a refund. 

7. No shooting at or harming any wildlife.

8. Please understand that unintentional overshooting and close proximity shots, and other undesirable events are part of paintball.  Good sportsmanship requires self control, both to prevent these things, and to make sure we don’t overreact when it happens to us.  Always conduct yourself in a friendly, sportsmanlike manner!  :)

IV. SCENARIO RULES, OBJECTIVES, AND SCORING

GAME SESSIONS: Saturday: 10am-1pm, 3-6pm, 8-10pm  Sunday: 9am-12pm, 2-5pm

1) Eliminations Scoring:
Each tagged player is worth one point.  Gang leaders (team Generals) are worth 20 points per elimination.  Every 20 minutes will be a reinsertion (every hour on the hour and at the 20 and 40 minute mark) from one of the designated locations. 

2) Primary Objectives:
Each team will vie for control of various bases, the fuel depot, Medical station, and Armory. To gain control of a base your teams’ flag must be raised. Upon gaining control of the base your team will awarded 50 points. For every 30 minutes that the base is held your team will receive an additional 10 points. In addition to gaining points, each base will give a special perk if your team controls it as follows:

Fuel Depot: If your team controls the Fuel depot base you will be able to score extra points by bringing Oil barrel cans found throughout the playing field back to the base. Every Oil barrel brought back will award your team 10 extra points. Also each barrel that remains at the base will add an additional 10 points to the bonus points awarded for holding the base for 30 minutes. If a team needs to abandon the base (due to a zombie attack or being over run by the opposing gang) players can take the oil barrels from the base so that the other Gang does not get the additional points if they take control.

Medical Station: If your team controls the Medical Station players in your gang that have been eliminated can use the base as a check-in and be reinserted into the game immediately without the opposing team getting any points for the elimination.

Armory: If your team controls the armory they will be able to bring locked ammo boxes back to it for 10 extra points per box. The ammo box will then be unlocked by the referee and inside will be the means to kill a zombie or a power amp chest guard! The power amp chest guard can only be used by your Gang Leader and will represent a robotic power suit that will give your leader 20 minutes of near invincibility. While wearing the power amp the leader will be impervious to everything but anti-tank weaponry (nerf rocket) or paintball grenades. Once it is put on the suit power supply will run out after 20 minutes. Anti-tank nerf rockets will not be provided as props you will have to bring your own! Grenades will be available for purchase at the event or you can bring your own as well.

Gang HQ: The Gang HQ is the home base and starting zone/reinsertion for each team.  No points are awarded for taking over an enemy HQ. At each Gangs HQ will be one Gang flag. If you capture the opposing teams flag your mission will be to bring it back to your gangs HQ. If your Gang’s flag is still at your HQ when you bring the opposing teams flag back your team will be awarded 200 points. Flags cannot be hidden and must be fully displayed while traveling with them.

TOTAL CONQUEST: If all reinsertion locations and primary objectives are controlled by the same team, that team wins 100 bonus points, and play stops for a RESET.  Teams will switch starting areas and play will resume.

3) Zombie behavior:
The appocolypse has awoken a Zombie menace! They hunger for human death and destruction. Zombies are nearly invincible players that will follow a somewhat non-specific mission throughout the event. Zombies cannot be killed by regular paintballs or grenades etc. The only way to kill a zombie player is by obtaining the secret weapons at the armory base. Zombies will patrol the field going from base to base and shoot any players they see from either team along the way. When a zombie reaches a base they will shoot all who are there and take down what ever flag is up, leaving the base in a neutral state of control.

Controlling Zombies: No one knows exactly how the zombies came to life but legend has it that they can be controlled for a short time by those that practice the black arts of VOODOO! To perform this voodoo and gain control of the zombies, players will need to find 2 items, a rubber chicken (for the sacrifice!) and a hula-hoop (for the voodoo dance). Once a player has both items they can wave the chicken and hula-hoop at the zombies to get their attention. Once the zombies come over to the player the player will have a short time to perform the ceremony or be killed by the zombies! The player must wear the rubber chicken around his/her neck and do a hula-hoop dance. Upon completion the chicken and hula hoop must be given to the Zombies and they will perform one task for you and not stop until killed or distracted by another voodoo charmer.

NIGHT GAMES!
8–10:PM Saturday night.  Teams may earn no points in the night games.  Chrono speed will be strictly enforced and game rules explained prior to play.  There will be special effects and lots of fun.