[logo]:Timewars

Time Wars

Rules

Camping

Camping is free and and in the site itself. Please call the Campaign office on 01932 865999 before so we know if you plan to camp.

Paintball Game Rules

  1. Always use barrel socks/bungs plugs outside play area (except to chrono) – these are not to be removed until instructed by a Marshal. Please note Fluffy sticks or squeegies are NOT acceptable as a barrel bungs.
  2. No dry firing in the safe area unless you have loader and barrel removed – this can be to lower pressure and remove air from marker only – not to see how fast you can fire your marker – preferably this can be carried out at the firing range.
  3. Goggles on outside of Safe Area at all times (the pathways between the zones are GOGGLES ON areas).
  4. Each scenario has two Time Portals, which are the entry/exit points on to the field of play (one for each team). You can only enter each game zone at your teams Time Portal. You must exit the field via the central exit area.
  5. Chronographed markers should be chronographed to 280fps or less – there may be random chrono checks. If your marker is tested and fires in excess of 280fps your marker will be fired at least 5 times over the chrono – if 2 or more shots are over 280fps you will be suspended from play for one hour. Get to know your marker – if your marker has high fluctuations in velocity, reduce the velocity until the spikes will not exceed the agreed safety limit. This is purely to ensure the games are played safely for all concerned. e.g. if your marker fluctuates in velocity by +-5fps make sure you chrono at less than 275 as the absolute maximum.
  6. Any electronic firing mode is allowed except full auto/burst but the rate of fire is capped at 15bps. Marshals will be checking both velocity and rate of fire (bps) randomly throughout the day. Please remember that restrictions on velocity and rate of fire are for SAFETY reasons and not there just to be awkward.
  7. Elimination – you are out if a paintball(s) hit you and breaks on you or any part of your playing equipment – this includes any part of your body from head to toe – your marker, loader, pack/harness, goggles, headwear etc. with the exception of discarded pods (this does not include spray from the bunker you are using for protection). If you are hit on the pod while in the process of loading/reloading this is considered to be an active part of your equipment and you will be eliminated - once the empty pod has been discarded it is no longer considered to be part of your ‘active’ equipment.
  8. If you are hit with a paintball that breaks on contact, you must immediately raise your marker in the air pointing upwards, call yourself “OUT/Dead Player”. Once eliminated it is recommended the ‘dead player’ continually call themselves “OUT/Dead Player” until they have left the field. Once you’ve called yourself OUT, it is final and you are out – if you were mistaken, sorry but it’s too late. You can check yourself even in most blind spots by putting your hand on the area you have been hit and see if a paintball has broken on you (being careful not to wipe or give the impression you are wiping). If in doubt either ask a team-mate or if possible or call for a marshal to check you.
  9. Respawn – you can rejoin the game immediately from your team’s Time Portal. You MUST leave via the exit and return via the portal.
  10. Dead men don’t talk – apart from calling yourself out make your way back to the dead zone – without passing on instructions or information to your team mates.
  11. ‘Paint check’ – raise hand (not marker) and call for a Marshal; all players in that engagement shall cease fire and hold their position, players using paintchecks to gain ground will be eliminated. Nearest team member shall check the player but not if this means that either player has to advance, rather the player requiring the paintcheck or the player performing the check should retreat to the other. If a player is found playing on with a hit anywhere on the body (not equipment) then a 2 for 1 penalty will be given. You may call out a paint check on opposing team member i.e. ‘Paint check on blue/red team’
  12. Going out of bounds – If you move out of bounds (beyond the field boundary) at any time during a game, you are out of that game and cannot re-enter. If you mark anyone while you are out of bounds, the mark is not valid and that player is still in game.
  13. No wiping paint – it’s not difficult, we all hate to see it – so don’t do it.
  14. Arm bands will signify which team you are on and also you status in the game. Each time you exit a portal you must hand your armband over the portal guard. When you enter you must claim another band.

Additional Guidelines for game play and fair play

While on the field, listen for instruction by any marshal.

No physical contact – you know what we mean – no hand to hand/unarmed combat!.

Pyros – for the reason as stated above we must have a noise limit on Pyros. Noise restricted thunderflashes such as Mk V’s will be allowed during the game itself. Anyone letting off anything louder will be asked to leave.

Play Fair – players are expected to maintain good sportsmanship at all times. Repeated instances of bad sportsmanship will result in the suspension from play.

As far as is humanly possible do not overshoot. In general, more than three hits are considered overshooting – this is sometimes difficult when gun fighting at a distance and even when a player is hit, more paintballs may be on their way which can’t be recalled – generally just be sensible as no-one likes to be lit up. As soon as the player calls themselves OUT stop shooting at them. Players who are hit – it is in your interest to get your marker up into the air as quick as possible and declare yourselves “OUT/Dead Player”. ‘Bonus Balling’ is not acceptable behaviour.

Once the game is over, immediately put on a barrel sock/plug.

If any problem occurs (such as injury) on the field that requires assistance, the game shall be called Game Over and the problem will be handled.

When game over is called live players will put guns on ground and hold positions until the head marshal calls time to evacuate the field.

Finally – the success of this game depends upon the attitude with which you approach it. It is a fun day for all to enjoy. Please be considerate to all other participants, the marshals and staff at Campaign and our neighbours and a great time will be had by all.