Fort Knox Paintball
7485 N US HWY 35, Winamac, IN
46996 (1 1/2 hour SE of Chicago)
http://www.fortknoxpaintball.com/
Phone: 574-946-4988
Email:
fortknoxusa@yahoo.com
BYOP BYOP BYOP BYOP BYOP BYOP BYOP
Visit
www.fortknoxpaintball.com for Pre-Registration info
Spaceballs Big Game Rules
Sides:
Side A(green): Good Guys led by Lone Starr & Friends
Side B(red): Bad Guys led by Lord Dark Helmet &
Spaceballs
Lone Starr commander of the Good Guys will be none other than Tyler “Tyroniius” Simpson of Scenario Paintball Team Brutal Anguish.
Lord Dark Helmet commander of the Bad Guys will be none other than Bigdog of Scenario Paintball Team Akicita.
Both commanders are very respectable and stand up ballers on and off the field. Both of these gentlemen have many scenario games under their belts and definately will bring a great command staff to both sides. Ty is looking to keep his undefeated record at commanding games at Fort Knox, while Bigdog is looking to ruin his plans and send the good guys packing!
Insertions:
Will occur every 15 minutes with a two minute window. When you are eliminated return to your insertion point and see if the window is open. If it is you may reinsert directly into the game. If not you will need to wait patiently outside of the netting for the insertion window to open. Windows will open on the hour, fifteen after, 30 after, and quarter till, with two minutes of time to get onto the field until the insertion window is closed. Fort Knox provides atomic clocks at each insertion window. These clocks are synced via satellites and are the exact time for the game. You may want to consider purchasing an atomic watch it will help you greatly in our games.
Failure to follow proper insertion points and times will result in a points penalty per offending player.
Side A(green good guys) Will insert via the back pavillion.
Side B(red bad guys) Will insert via the insertion point on area 51
Insertion points will be switched at the half way point in the game.
You may exit the field through any designated exit location on the field, but remember if you exit the field for any reason, you may not re-enter where you exit, you MUST return to your insertion point and wait for the window to open.
Arm band tape is optional and will be distributed as you chrono in. Upon registration day of game Fort Knox staff will provide all players with color coded wristbands that denote what color side they are on. Beyond that it is up to commanders as to their team wearing or not wearing arm band tape.
It is a good idea to ask anyone you may encounter without arm band tape what side they are on. It is perfectly legal for a player to lie about his sides association. A good rule to follow is, when it doubt shoot first, ask questions later.
Laws Rockets:
Law rockets may be used at this event. ALL persons wanting to use Law rockets must contact event producer prior to event date for further instructions. All Law rockets will function at no greater than 230 FPS. Law rockets will be limited to the amount of Law Rocket supplies your commander has. You may not use or shoot a Law Rocket to blow up a structure without a supplies card. Law Rockets will only be used to blow up structures at this game. No you can not blow up a insertion point to keep the enemy from inserting.
Medics:
Medics are available for this game. In order to be a medic you must be taped with a white arm band tape and carry a medic supply card. Head shots are instant kills and are not able to be saved by medics. The proper way to call for a medic is; once you are hit conceal yourself and yell for a medic, yelling “out” or “hit” will automatically terminate your medic call and you must leave the field. Once you call for a medic they are given only a minimal about of time to reach you or you are dead and must leave the field. Once a medic reaches a player he asks for their player card number, writes it on their card and wipes the hit off of the player, if you are hit in a “questionable” spot please do your medic a much needed favor and either just call hit and leave the field or wipe the hit once the medic completes their medic tasks. The hit player is now live. Medics may not heal medics. Hit players yelling for a medic can not move, once you move after being hit you are dead and must return to your insertion point.
**Please keep in mind that calling for a medic may result on you taking fire until you are hit again and which point you must leave the field as a dead player** Medics seen by refs not completing the process of filling out slots as they heal players will forfeit their medic role and supply card to event staff. It is the medics responsibility to secure a writing utensil to use on their supply cards.
Player Cards:
At check in each player will receive a laminated Spaceballz player card along with a zip tie if you need it. This card must be secured to your marker, on a lanyard, or in a easily reachable and secure place on you and must also remain on you the entire game. When you chrono your marker in a ref will punch your card designating that you have properly chrono’d your gun down to 280 fps or under. The next set of punches are “ref punches.” These are for breaking the rules on the field. If you are caught cheating, using offensive language, harassing players, arguing with the refs or doing anything that goes against the field or event rules it is at the refs discretion to give you a ref punch. If you receive a ref punch you will be warned to cool down and fix whatever you may be doing wrong. If after being warned you receive a second ref punch you will be asked to leave the event with no refund. This is a seven hour big game and there is no reason why anyone should receive a ref punch.
There will be a zero tolerance policy in effect for Spaceballz. Be sure to carefully ready the above information before playing in this game.
Handheld chrono’s will be used on the field to spot check players as they are in the game. It will be a good idea to check your marker frequently when inserting to ensure you are shooting at the correct velocity rates.
SEMI AUTO FIRING MODE ONLY RT’s LEGAL
Missions:
At various times in the game your commander will have missions handed to him. Completing these tasks is very important to your sides success in the game. Listen to your commander and do whatever it takes to complete the missions he is given. While on a mission make sure to grab a ref. He follow you as you complete or scratch missions and radio into the game producer when a mission is complete.
Props:
There will be several props that you will score points off of at every hour into the game. Props may not be taken off the galaxy for any reason and must be held in your prop box located near your insertion point in order for you to score points on them. If you are hit with a prop in your hand you must drop the prop. Props can not leave the field for any reason or you will lose possession of the prop and it will be cycled back into the game at a neutral point on the field of play.
Roleplaying
Each side will have special characters that may need to do various tasks for points through out the game. If you want to be more involved in the game let your commander know you are interested in this.
Players are encouraged to dress up in costume for this event. You are also encouraged to role play during the event based off of the movie. Refs will have tokens that they will hand out to players who are role playing it up, this may and can include acting out parts of the movie, doing something hilarious, or just getting into the story line. WATCH THE MOVIE IF YOU NEED IDEAS. Hand these tokens to your commander, they will turn them in at the end of each game half and will add to your sides point total.
Beam Me Up Snotty’s
Each commander will be supplied with a predetermined amount of undetectable warps. Be careful as per the movie, the time warp does have some flaws, luck may come into play. One warp card per player being warped must be used. To use signal a ref over who will contact event producer. Once present the warp process will begin immediately and players will be warped to a pre determined area immediately.
Spacecraft Traveler’s
Each commander has a spacecraft at their disposal.
Mega Maid as been rigged, hardly runs, but it eventually gets the job done.
The Winnebago hasn’t seen action since Spaceballsz 1(nearly a year ago), so expect limited use as well.
Fortunately however these means of travel can carry up to 10 space travelers anywhere on the galaxy their commander may wish for them to go.
Schwartz Power
Point & kill players with your Schwartz
Schwartz lazer required. Limited to amount on usage card
Flag Stations:
There are six flag stations located through out the galaxy. Each flag station is scored every 30 minutes. To score points on the flag station simply push the pvc pipe to display the color of your side to gain points on each flag station. Flag stations that are not completely pushed to one side will be deemed neutral and no points will occur. Each flag station is worth 25 points. If all flag stations are controlled by one side double points for each flag station will occur.
Flag station locations will be told the day of the event.
Galaxy Over Runs:
In the event that a side is completely pushed off of the galaxy and can not gain entrance back onto the galaxy, event staff reserve the right to push opposing players back to allow players back onto the galaxy of play or allow spacecraft drops at the refs discretion at any location within the galaxy.