Fort Knox Paintball
7485 N US HWY 35, Winamac, IN
46996 (1 1/2 hour SE of Chicago)
BYOP BYOP BYOP BYOP BYOP BYOP BYOP
Pre-Register NOW and SAVE
- $25 Field Fee (includes all day air)
Register day of the Event
- $30 Field Fee (includes all day air)
* Registration starts: 9:00 am (eastern)
* Game start: 11:00 am
* Game over: 6:30 pm ????
Pre-register now and buy White Box Paint for $29 (tax included)
Fort Knox is a (BYOP) "Bring Your Own Paint" field although they offer a wide selection of paint starting at $39/case.
To Pre-register visit http://www.fortknoxpaintball.com/
Free Primitive Camping Available!
CHAOS GAME FORMAT
A pure gun fighting battle of chaos!
The chaos big game is based off of a format and not a storyline
Game consists of a constant structure battle for the castle, fort, and mining town fields. Points award every 15 minutes for teams flag that is hanging at each structure. There may be more than one flag in the area to accumulate multiple points and ensure constant battles
Insertion windows: Constant, tag IP and your back into the game
Team A: Inserts directly onto the field thru chrono/tire field entrance
Team B: Inserts directly onto the field thru end of xball field entrance
Sides will switch IPís at the half way point in the game, after the mid point break in the game.
Field is netted/roped off from the netting that extends out between xball and tire fields to the pond. Players may not shoot or pass through this roped off area, they must travel around the opposite side of the field only. You may not stand at the edge of the pond near this point and shoot at the opposing team.
Each side has exactly three stall cards located through out the field in enemy territory. The stall cards range in intervals of 5, 10, and 15 minute insertion stalls. When played by the sides commander a stall card will stall the opposing teams constant insertion window for the designated amount of time on the card. If all three cards are obtained by a side all three cards can be stacked and close the opposing teams insertion window for 20 minutes!! A team can hold on to stall cards from first half for second half but they may not be combined to equal more than a 20 min stall time. After a stall card is used a side may not use another stall card for approximately 10 minutes after the stall card expires.
**A side can cancel out a stall card being placed on them by playing a stall card of higher value** For example if your insertion is stalled for 5 minutes you must play a 10 minute stall card in order to remain able to insert in the game. Doing this only cancels the other teams stall card played. It does not stall them also.
Stall cards will be located through out the field.
Stall cards will be colored and may not be picked up by the opposing team. Stall cards can only be picked up or moved by the color of the team which the card belongs to. If a player is shot carrying a stall card he must drop it where he is killed and return to their designated insertion point.
Stall cards will be placed twice during the game, once before the start of the game and once before the second half of the game resumes play.
Each side will designate and pick 10 players to place at their commanders discretion at each structure on the field before game on. This will put players on both sides of the castle, fort, and mining town to start the game off in complete chaos!
The game will also include medics, special bombs, and other fun things to make the game complete chaos!