GENERAL RULES AND INFORMATION
***Please note
that PaintballToGo fields no longer considers a barrel
plug adequate. All barrels must be blocked with a barrel wrap***
Basic
rules: eliminations and surrender
1.
A player hit on the head and torso area, either on the front or back, is
considered eliminated.
2. Players hit on the gun; arms, legs and
gear are considered wounded. They are not allowed to move or shoot their
markers. They can only yell for a medic. They will have approximately 1 minute
for a medic to reach them. Once a medic has reached them the medic must apply a
bandage on the injured player. Once this is done the player may resume playing.
If no medic shows within that time the player is eliminated.
3. Players that are wounded are still
targets. They may be shot while they are yelling for a medic. Wounded players
may surrender but this is up to them.
4. To acquire surrender, you must ask the
enemy to “surrender”. They can either reply “yes I surrender” or react
by turning and shooting you. Be advised barrel tags do not work in this series
and if you attempt this do not get mad if the enemy turns on you and shoots you.
5. Eliminated players are not allowed to
tell other players information pertaining to the game. This means no talking to
players or using radios.
Medics
1.
The medic bag they are issued and a medic armband identify
medics. When you hear a player yell for “medic” the medic has one minute to
get to that player and bandage them. Bandages will be hole punches
in the players chrony card. Hole punchers will be supplied at the beginning of
the game and further medical supplies will be issued later on. Players can only
resume "play" and shoot, once the bandage is “applied"
Medics are not immune to hits. Only a medic can heal another medic. Medics may
not switch jobs unless the two parties tell the event organizer, Due to prize
drawing information at the end of the series.
2.
Eliminated players must go back to a designated dead zone. There they must wait
to be re-entered at the usual 15-minute rule. This rule means players may leave
the dead box at every 15 minutes per the game clock. Quarter hour, half hour
quarter till and full hour.
Boundary
lines
1.
The playing field must be clearly marked for all players. Marker tape. Twine,
rope, etc… this boundary must be visible to players. This may be hard to do at
night so be patient.
2.
Each team will have a neutral starting area where their players can start. This
is to make sure they get a clean start and not get hit instantly. The generals
use this area to secure props and do their own paperwork etc. messages on
missions will go to this base. This area will be marked with a 100-foot
perimeter. Enemy players are not allowed in this area.
3.
There will be no camping in the dead zones. This means only dead players are
allowed in this area. Players caught hiding here and shooting players from this
area will be ejected out of the game.
4.
Dead zones will be determined at each event so these will vary per game. Players
that are re-inserting must have their barrel cover on and be walking together
going to the re-insertion point “neutral headquarters”.
5.
Players need to yield to tanks if you are on a road. Roads are for tank and
vehicle transport so get out of their way ASAP.
6.
Boundaries set up to keep players out for their own safety, around thorns etc.
must be in yellow or orange. If there is a trouble spot on the field let the
players and refs know.
Missions
1. Missions
will be given “on average” every half hour. There will be 2 types of
missions. Primary and secondary. Primary missions will take up to 1 hour to
complete. Secondary missions will only take half an hour. The mission clock
starts after the general reads the mission given to him by mission ref. Primary
missions will always be chosen by the generals at the beginning of the hour and
called in by a field phone. Secondary missions will be radioed or hand delivered
by a mission ref.
2.
Generals will also be handed a mission statement. This statement is what the
general and his team are expected to do on their own. These are the primary
missions that they will carry out on their own.
3.
All primary missions will have a flagpole. You must raise your team’s flag and
hold that area until the specified time is over.
Props
1. Props
will be out on the field. A tag saying what they are marks these. If marked red
this means only red players may touch it. If marked blue, only blue players may
touch it. If marked with red and blue both teams may use it. Players are not
allowed to touch, hide or move enemy’s props. They may however trap the area
or set up ambushes around the item.
2.
If you find a prop you must bring it back to your generals headquarters. This
will insure your team gets the points for it.
3.
No fireworks allowed unless the field and event organizer approves it. This
includes smoke grenades as well.
Radios,
and other forms of communication.
1.
On FRS radios, fields and referees will always be on channel 1. Players are not
allowed to use the channel unless it is an emergency.
2. No jamming of the radio frequencies. If
players are caught doing this they will be ejected from the game.
3. Players may snoop on the enemies
channels but do not interfere with them.
4. The generals will be given the
frequencies they can use. Each general will be issued a secret channel directly
to the event organizer. This channel will be used to send classified info back
to the generals.
Additional
PaintballToGo Rules and notes
- The
most important rule on this field is “NEVER TAKE YOUR GOGGLES OFF IN ANY
GOGGLE REQUIRED AREA.” Not
for any reason! Not for a lost
contact. Not for a paint covered lens.
Not for fogging. Not
even if you’re not playing. Not
for any reason! If a paintball
hits you in the eye, your eye will be gone!
You will go through life blind!
Once marked, do not remove your goggles! If you remove your goggles in a goggle required area,
you will be asked to go home.
- The
second most important rule is ALWAYS have your barrel wrap in place when you
leave the field of play and the target range.
You will be asked to go home if you violate this rule!
This means that if your marker needs repairs that require the barrel
and/or barrel wrap to be off the marker you must go to the target range
unless you are in the field of play. There
are not exceptions to this rule.
- Do
not disconnect tanks from your marker without looking. Watch the pin valve
to make sure it is not disengaging from the tank. All players with rental markers must let the field staff
remove the air tanks.
- Every
player and spectator must have a current waiver. Players under the age of 18 must have a parental signed
waiver. Players must be at
least 10 years old.
- If
you are out of shape or get too hot, pace yourself. Take up a defensive position and rest.
The action will come to you. The
game can be more physically demanding than you are used to.
If you have any heart conditions or other ailments, you should have
your physician’s OK to play.
- If
you have a temper, please leave it at home.
You may not contact or grab a person in an aggressive manner. No
unsportsmanlike conduct, arguments, threats, racial or personal derogatories,
abusive or foul language, taunting of another player, provoking or obscene
gestures, or verbal aggression is allowed.
- No
pets allowed.
- No
alcohol or drugs allowed on the premises.
- Free
camping is available to pre-registered players both Friday and Saturday
night. There will be designated
areas for fires. Firewood will
be provided.
- Concessions
will be available. There will
be a FREE cookout Friday night from 5-6:30 p.m. There will also a FREE pancake breakfast Sunday morning.
- Field
paint only. If caught using
different paint you will be asked to leave.
- Cheating
will not be tolerated. Referees
will be watching for cheaters. If
you suspect someone of cheating inform a referee.
If you are caught cheating multiple times you will be ejected from
the game.
- Colored
hopper covers will distinguish team members of opposing teams.
Removing or switching colors will be considered as cheating.
- The
provided ID tags must be worn at all times. If you lose your tag, you must purchase another at a
cost of $25.
- Maximum
velocity for day games shall not exceed 280 fps. Maximum velocity for night games shall not exceed 250
fps. All players must
chronograph under referee supervision on the beginning of each play day and
before the night game. Referees
will also spot check during play. Players
will be expected to use the chronograph themselves as well to check the
velocity of their marker throughout the day.
- Players
are eliminated in the following situations: a referee calls the player
eliminated, the player calls himself “out” or “hit”, the player is
marked with a paintball on his person or equipment, the player moves beyond
the boundary line, player is marked by even one speck from a grenade.
- No
talking to other players once you have been marked or eliminated.
- If a
player is 15 feet or less away from you, you must give them the option to
surrender before you shoot. However,
they do not have to surrender. Be prepared to shoot.
If you surrender say “hit” or “out.”
- After
elimination players must insert a barrel wrap as soon as possible, raise
their marker in the air and walk to the dead zone to await reinsertion.
After reinsertion players are not live until they report to their
General’s Headquarters. Reinsertion
will occur every 15 minutes. If
returning to the camping area after elimination, players must wait at least
15 minutes before reporting to their General’s Headquarters.
- Paint
checks are allowed but do not abuse them.
If a referee is not available a team member may perform the paint
check. Players are neutral
during a paint check. The
player in question may not continue playing during a paint check.
- Referees
decisions are final. No
exceptions. If you have a
problem with a call, do not argue with the referee. Report any grievances to the field owner, Joe Schnelten
or to Bill Bailey.
- Several
missions will take place throughout the event allowing both teams to earn
points. The number of points
each team has at the end of the event will determine who wins.
Types of missions may include defend, attack, patrol, demolition,
repair, ambush, snipe, retrieve, and special missions.
- Some
special roles include the following:
Medics are able to heal players on the field during day games.
They must reach the player within one minute and wipe the paint from the
player. The player is then a live
player. Head shots are not able to
be healed. Medics are not available
at night games.
A Spies job is to gather information and report back to their base.
If a spy is uncovered he must turn in his character card and return to
his team.
A Sniper is responsible for completing special duties given by the
General.
A Demolitions Expert is responsible for destroying certain structures
during missions.
Engineers are responsible for rebuilding blown structures.
- All
equipment is subject to inspection by the Paintballtogo staff.
We have the right to disallow the use of any equipment.
Sixty Eight caliber markers are allowed.
Semi-auto mode only. Response
triggers are allowed at this time; though use may be restricted if continued
overshooting occurs. Unaltered,
ASTM approved goggles only. Barrel wraps are required.
CO2 and HPA tanks must meet DOT hydrostat requirements.
Test dates must be current: 3
years from date unless otherwise noted.
Test date must be visible, remove any sticker or covers before
getting filled. Any grenades,
land mines, mortars, ect… must be approved by our staff before its use.
There will be grenades available for day games at our shop that meet
the standards. Grenades can not be used at night.
- Tanks
can be used during day games only and must stay on designated tank roads.
All tank roads are one way only.
Players and other tanks are not allowed within 15 feet of a tank.
Violators will be eliminated. An eliminated tank will signify such with a white flag. Tanks
will be marked with their team colors visible on the front driver’s side
corner and the back right corner. Maximum tank speed is 5 mph.
Tanks must have brakes in good working condition.
ASTM approved goggles must be worn by all players inside the tank.
If you are bringing a tank, see field owner for further tank
specifications and approval, we are very selective on which tanks we allow.
- Ways
to eliminate a tank: Heavy tanks (vehicle based) can only be taken out
by bazooka/anti-tank weapons and anti-tank mines.
Weapons
system used against tanks must be manufactured by a company. No
homemade cannons will be allowed. There will be limits set for the
amount of anti-tank players (bazooka men).
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Manufactured
anti-tank weapons that look like old and current issue will be allowed.
We are not trying to deny new product lines the ability to be used in
our series; we at least want them to look the part. They must however be
able to leave a distinguishable mark on the new target system and a
limit on the rounds must be honored.
Bazookas built out of paintball guns must be close to
scale and appear to be of that era or time frame. Average 37 inches-6 feet
long. They must be painted so that the white PVC does not show.
If you have any questions on anti-tank weapons and if yours will be
allowed please contact the coordinator of the Tour of Duty series,
Bill Bailey at WillimoAlso@aol.com
He has final say on what will be allowed.
Grenades have no effect on a tank.
- Tanks
may use semi-auto paintball markers to take out troops.
If a tank blows up a bunker all players occupying the bunker are then eliminated.
Live players may immediately use the bunker.
- Mortars
can be used to take out troops. They
must be shot at a 45 degree angle or greater.
They must not load more than 30 paintballs at one time. Must have a blocking device for safety.
See staff for approval.

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