Here are the basic game rules for this year's event!!
5th Annual Seek the Jersey Devil Scenario Game
Game Objective: Finding and Capturing the Jersey Devil:
This is done by finding puzzle pieces – each team is working on finding as many pieces of the puzzle for their team that they can before end of play. Puzzle pieces are located throughout the field. If the puzzle is complete by the end of game play, the Jersey Devil is considered found and captured. If not, the ‘game objective’ remains incomplete.
Team Objective: Gaining more points as a team than the opponent’s team. Points may be obtained by:
• Flag Control of designated areas on the field – points will count only at the top of the hour, at break time and at game end for whichever team’s flag is flying at that flag stanchion.
• Spells: Obtaining ‘ingredients’ from the local merchants (Minions) to purchase spells from Santa to gain points for their team.
• Points: Earned from Missions, Flag Control, Bonus Missions from Santa or Pirate Barney, ‘Trinkets and Things’
Insertion / Reinsertion Rules:
• No time restrictions. You may enter the field as long as the game is in play.
• You must chrono before entering the field. If insertion ref is not available, use the honor system.
• You may only enter the field through your designated insertion point. No exceptions.
Flag Control:
• Flag stanchions will be set up around the playing field.
• Flags will be set at neutral for start of the game and re-start after lunch break.
• Teams will fight for flag control to gain points for their respective teams.
• Flag Control point value: 50 points each
Santa:
• Santa will be located off the playing field.
• Weapons are not permitted in the workshop; meaning barrel bags are to remain on your weapon, and weapons remain in non-combative pose while in this area.
• Santa trades ingredient cards collected on the field for spells which are immediately cast by Santa to gain points for that team. (General or XO for each team must deal with Santa for these more potent spells.)
• Generals and XOs can deal with Santa at any time, however; each session is limited to a maximum of 5 minutes. If there are no lines, a new session can be started immediately, but deals started in a session must be completed within the session time limits or items used for an unfinished deal are forfeited by the team.
• Santa also trades ‘Candy Canes’ for resurrection spells. He will deal with any player who has obtained a Candy Cane and is able to get it back to the Santa’s Workshop without breaking it. Any broken Candy Canes will be worthless.
• Santa may offer missions to the Generals or XOs. These are optional. Bonus points will be awarded for any successful completion of missions performed for Santa.
• Santa may request favors from any player that enters his workshop. These are optional. Bonus points will be awarded for any successful completion of that favor for that player’s team.
Evil Game Producer:
• You just never know when you may have to interact with the Evil Game Producer. Never discount the option when all else seems futile.
Recipes and Recipe Ingredients:
• Recipes are purchased from Santa only.
• Ingredient cards are obtained from Minions on and off the field.
• Any player can gather ingredient cards for their team.
o Only one ingredient card can be gathered at a time from any given Minion.
o Once an ingredient is gathered by a team, that team must wait 10 minutes prior to receiving another ingredient card from that specific merchant. (Meaning Player A for the Blue Team can only gather one ingredient card from Minion A every 10 minutes. Player B from the Red Team can gather an ingredient card from the Minion at any time during the Blue Teams waiting period, but once gathered the Red Team must wait 10 minutes from the time Player B gathered his card before gathering additional ingredients.)
o No loitering around the Minions. Once an ingredient is picked up, the player must move on within two minutes. A player may only wait up to two minutes prior to picking up an ingredient.
• Once an ingredient is handed to a player, that player owns that card until it is turned over to his General or XO, even if he is shot and has to leave the field.
• Ingredient cards can be combined to make recipes. See ‘recipes’ for details on the combination of ingredient cards required.
• The General or XO for the team is responsible for taking the ingredients to Santa once a team has enough ingredients for any given spell and are ready to deal.
• ‘Candy Canes’ are actual props (see sample at main table) that will be scattered throughout the field. Broken Candy Canes are worthless.
o Any player may pick these up.
o They are FRAGILE! A player is only permitted to carry one Candy Cane at a time. Santa is watching his weight and will accept only one Candy Cane per player per visit to his workshop.
o The ‘Candy Canes’ are the ingredient needed for ‘Resurrection Spell Cards’.
o Resurrection spells can only be obtained from Santa.
o Santa is found off field. Your time with Santa to negotiate a spell for your found present should take no more than 30 seconds max; this will assist in keeping the lines down for all the customers expected on this special day.
o Resurrection Spell cards can be used by any player that is shot out, by handing the card over to a referee – they may stay on the field of play without going back to their reinsertion point when they use this card.
o The player using this card is allowed to turn the card into any referee between the time he is shot to the time he enters his resurrection (reinsertion) zone. This enables the player to optimize the use of the card by not being in the line of fire when he resurrects.
o These spells cannot be used behind enemy lines. Players cannot use the spells to flank the opposing team.
Don’t forget about safety!!
• Minions will be their own neutral zone when dealing with ingredients. Players may have to fight their way to the Minion, but once there, they become neutral. Once business is done, they will have to fight if they want to try to stay in play, or surrender by placing their barrel bag on and leaving the field, but no one is to shoot into the neutral zone area. Once the player makes a break for it, he is fair game, but not while in the Minion’s domain. A reasonable 10’ circumference should suffice.
• In other words… Don’t shoot the Minions. They are under the control of Santa and the Pirate, who don’t take kindly to anyone abusing them.
Rocket Launchers:
• Each team will be permitted to have up to 3 Rocket Launchers on the field at a time, unless additional are required for specific missions. Rocket Launchers must carry a special tag which will be provided to the General for each side with their general packet.
• See field rules for acceptable Rocket Launchers – there will be no exceptions to the field rules.
• Law Carriers may carry no more than 3 Rockets, unless specific mission indicates otherwise. No other persons may carry rockets. If a rocket can be retrieved, it can be re-used.
• Rockets can be used on Bunkers and Buildings.
• Referee must be advised prior to firing a rocket at a structure. If a referee does not see the shot, no players will be considered out.
• Any player in or within 10’ of the structure hit will be called out and must either provide a resurrection card or leave the field of play, reinserting at their designated reinsertion zone.
• Penalty for Firing directly at any player: Law Carrier will be considered a dead player and a violation mark will be made on the Rocket Launcher Card and the Player Card. Referee will review all launches and determine violations as they deem fair and necessary. Their call is final in all situations.
• Law Rockets must be chrono checked by the insertion ref before entering the field of play.
Motorized and Non-Motorized Tank Rules:
• Role = Ships and Sleighs
• Fuel = Wind Spells provided by General or XO
• Time Frame: 30 minute missions timed by tank ref starting when tank enters the River
• River = Neutral zone for Ships/Sleighs (tanks), no one may fire on Ship/Sleigh (tank) and Ship/Sleigh (tank) may not fire until any portion of the Ship/Sleigs (tank) leaves the river. Stay in the middle of the river until you are ready to enter the firing zones. (River is designated on field by blue flags set close to the ground.)
• Docks/landing zones for missions will be specifically identified in that mission’s rules.
• No firing from or against Ships/Sleighs (tanks) in the river. A Law Rocket hit anywhere on the Ship’s/Sleigh’s (tank’s) structure is considered a direct hit (DO NOT HIT CREW MEMBERS OF THE SHIPS/SLEIGHS (TANKS) OR THE HIT WILL NOT COUNT.):
o Crew members must immediately cease fire upon recognition of the hit from the Ships/Sleighs (tank) ref.
o Ships/Sleighs (tank) ref escorts the Ships/Sleighs (tank) back to the dock/landing zone.
If the timer for the wind has not yet expired vehicle may proceed to the dock/landing zone for ‘repairs’. This will take 3 minutes from the time the tank is within 10 feet of the designated docking zone.
• Ships/Sleighs (tank) Ref will keep time for the repairs and let the Ships/Sleighs’s (tank’s) Captain know when they can head back into play.
If there is not enough time to make repairs, the Ships/Sleighs (tank) will be escorted back to the dock/landing zone to prepare for the next trip.
• All Players may enter the marked bodies of water unless otherwise indicated in specific mission rules.
• Wind timer starts when Ships/Sleighs (tank) enters the river. All fighting must cease when time expires.
OTP field rules apply in addition to these game rules. Be sure to log onto
www.ontargetpaintball.com to learn them before game day!