RULES FOR THE CTS BIG GAME SERIES

Registration:
The registration tent will have two lines.
Line one is for players that have pre-registered and just need to sign a waiver and to receive team assignment and ID. Line two is for walk-on players that need to register, pay and to sign a waiver and to receive team assignment and ID. Players can purchase paint tickets at this time as well. Paint tickets can be redeemed at the paint and air shack and/or either insertion area for paint.

Camping:
We have a number of acres for camping the Saturday before the "Giant Big Game" There is NO profanity and NO drinking allowed. This is a family event. No loud noise after 10:00 pm. Camp fires will only be permitted in a fire ring.

Paint:
Events are field paint only.  Two grades of paint will be sold at the events, mid and high grade.  Paint will be sold at designated areas.
 

HPA/C02:

Players should come with bottles already filled to start the game. This will save players much time in line at the start of the day. C02 and HP Air refills are available at the paint and air shack in the main staging area and/or either (Red or Blue) insertion areas. You must make sure your tanks are current on hydro testing before coming to "CTS Big Game Series". We can not fill tanks that are out of date. All tanks must meet hydrostat requirements, which are: 3 years on fiber wrapper bottles, although some have 5 years. Please refer to http://www.hydrotester.com/Testdateindex.htm  5 years on all aluminum C02 or HP bottles. We can not fill any bottles that are damaged.

Chronograph/Marker speeds:
All markers must chrono 300fps or under. All players are expected to chrono before they start in the game and every time they are re-inserted into the game. A number of refs will be carrying hand-held chronos and will be checking players throughout the game. Markers that are shooting over the chrono limit will not be tolerated.

Field of play:
The terrain consists of hills and valleys with plenty of trees and underbrush. Players should be aware of their surroundings and check what you are about to crawl into. The playing fields are very large and it is very hard to keep poison ivy/oak off of them.  Make sure to print off a map and get familiar with it. The playing course is surrounded by a Yellow or Red boundary rope. Players that go out of bounds are out of the game.

Insertion Area:
There are two main insertion areas, one for each team (Red and Blue) There will be insertion refs that will be responsible for safety and reinsertions. Players will be reinserted every 5 minutes. When a player is tagged out, they should go to their team's insertion area. Insertion areas will have a area to rest and drink water. Drink plenty of water to prevent dehydration.
Special note: There is no shooting allowed within 50 feet of an insertion area. Sitting right outside of an insertion area to ambush players as they reinsert is not allowed. You can not engage players coming out of a reinsertion area until a ref says they are in play.

  1. A waiver MUST be read and filled out by everyone on the property playing or not.
  2. Goggles MUST be worn at all times on playing field and in target/chrono areas.
    Goggles MUST be manufactured for use in paintball, having eye, face, and ear protection.
  3. Barrel Covers/Plugs and Safeties MUST be used at all times except when in playing field or target/chrono area. Cleaning of markers must be done in the target/chrono area (if you have to remove the barrel cover).
  4. Between 15 and 20 feet a surrender option must be offered loud enough for the other player to hear and be given time to respond.   If a player refuses a surrender then shooting is allowed.  Point blank shooting is not allowed. This includes barrel taps.
  5. All markers MUST chrono at 300 FPS or less.
    *Full Auto, *Burst or *Bounce is not allowed!
  6. All guns must be semi or pump action and have a maximum rate of fire of 15 balls per sec. One ball per trigger pull. *NO full-auto. No Burst! No bounce! * It is up to all players to make sure the paintball gun they are using complies with all rules.
    Have them checked and set before you get to the game.
  7. Markers will be checked prior to entering the field. Roving chrono checks will be done on the playing field and random checks will be done when exiting the playing field. Players found adjusting their markers on the field will be ejected from the property with no refund.
  8. Markers may NOT be fired ANYPLACE except the playing field or target/chrono range. This means NO firing of markers anywhere in the staging or parking area for any reason. This includes No dry firing. 
  9. No climbing trees, moving bunkers, sandbags, or other structures.
  10. HITS: You are out or hit when a paintball breaks and leaves a mark the size of a nickel or larger anywhere on your person or equipment you are carrying (gun, hopper, tank, goggles, etc). Continuous splatter hits will count as a hit if larger then a nickel.
    Wiping paint will be penalized. 
  11. WHEN HIT. Raise marker all the way above head. YELL Hit, Out, or Dead 2 –3 times. Put barrel cover on and leave field by the most direct route. Continue to keep your gun up over your head and YELL hit, out, or dead as you exit the field. Expect to be hit if you are not doing all of the above items and/or you walk thru an area with heavy gunfire.
  12. Grenades and Landmines you are eliminated if you are hit with any speck of paint.
  13. Dead men don’t talk.
  14. Team ID (red or blue) will be provided and must be worn in plain view at all times. It is your responsibility to maintain team ID throughout the event. Replacement cost is $5.00
  15. Camouflage may be any pattern or solid color as long as those colors are not the same as the team colors or judges colors (Yellow, Red, White, Blue and Orange,).
  16. The boundaries of the field will be marked with Yellow/ Red Rope with Yellow/ Red tape. Water Hazards will be marked with Yellow Rope with Blue tape. Danger areas will be marked with Orange tape. Do not cross or enter these areas
  17. Unsportsmanlike like conduct, Cheating, Physical contact, Violation of any rule, will not be tolerated.
  18. CTS Big Game Series reserves the right to refuse admission to or expel anyone from the property and game for any reason without a refund at anytime.
  19. All judge's and referee's directions will be followed. Players are here to play; refs are here to ref. The rules are for the safety of everyone. Do not argue with the judges or referees. The judges and referees are there for your safety and will not be mistreated.
  20. Players should move out of the way of staff vehicles at all times.

    911 will be the code for a serious injured player on the field.

    Do not shoot at camera people, staff, or staff vehicles.

    Alert an official of any dangers on or off the playing field.

Events:

  1. Four 45 minute battles

  2. Pre-planned breaks will be scheduled.
    Schedules will be similar to:
    Play 9:15-10:00
    Break 10:00-11:00
    Play 11:15-12:00
    Break 12:00-14:00
    Play 14:15-15:00
    Break 15:00-16:00
    Play 16:15-17:00

GAME TIME

  1. Game starts at 9:15 am and ends at 5:00 pm.

  2. Game start and end may be signaled with. Air Horns, Fireworks, Aerial Flares or any combination.

MAIN BASES

  1. There will be 2 Main bases: one for each team, Blue and Red.

  2. Main bases can be captured.

FIREBASES

  1. There are 3 Firebases on the field. (Green, Purple, Yellow)

  2. Firebases will be neutral at the 9:15am start of the game.

  3. Each Firebase will have a flagpole. Each flagpole will have 2 flags on it. Every ˝ hour points will be awarded based upon who has control of each firebase (based on which teams flag is raised).

  4. Players may NOT tag back in at Firebases.

REINSERTIONS

  1. Reinsertion areas are netted-in areas for players to wait to get back in the game. All players must have their barrel plug/cover on before entering a reinsertion area. While in these netted- in areas players may take off goggles. Water and paint will be for sale. Money for water and tickets for paint. 1 ticket gets you 500 paintballs. Paint tickets must be purchased at the main check-in area.

  2. Players will be reinserted every 5 minutes.

  3. Players are not allowed to shoot within 50 feet of a reinsertion area.
    Players shooting within 50 of a reinsertion point will be eliminated.

  4. Blue team players must use the Blue teams reinsertion area and the Red Team must use the Red teams reinsertion area.

  5. Players may tag back in at a M.A.S.H unit if your team has purchased one. A White Cross on yours teams color (Blue or Red) background marks M.A.S.H units.

  6. Players touched by a medic do not have to return to their main base or a M.A.S.H. unit to be reinserted. Players must be within 20 feet of were they where eliminated to use a Medic.

TANKS

  1. Tanks must stay on the paths that have been made for them.

  2. All tanks will have a referee assigned to them.Tthey will inform the tank driver when the have been eliminated.

  3. Eliminated tanks will have 3 options to use for reinsertion. Return to their main base and tag in or Turn off motor and wait 15 min.

  4. Tanks can be eliminated by use of Portable Rocket Launchers if purchased by your team, Approved Anti Tank/Portable Rocket Launchers weapons brought by players, and Landmines

  5. Use of standard paintball markers or grenades will not eliminate a tank.

PORTABLE ROCKET LAUNCHERS

  1. Eliminate all players in the structure when hit. The structure is not destroyed.

  2. May not be used on foot units they have no area of effect.

  3. Eliminate Tanks or Apaches

UNIT TYPES

  1. Standard player. (1 player) The backbone of the game.

  2. Medic: (1 player) Heals players on the field of play. If a Medic is touching a player and that player is eliminated the medic is also eliminated.

  3. General: (1 player) The rally point of each team.

  4. Terminator: (1 player) Terminator will have a special vest, shirt, or headpiece they will wear with a “Target area” placed on the front and back. The only way to eliminate a Terminator is to hit the Terminator in either of the two Target areas once. All other hits do not count and the terminator can keep playing. A referee will be assigned to each Terminator. Covering the target with hands, arms or unnatural use of the marker, hopper, or tank to cover the target is not allowed.

  5. M.A.S.H Units: When an area of play is conquered the referees may deem a local safety zone as a M.A.S.H. unit to be used by your team as an insertion point.  You team color will be displayed on the unit.

  6. Portable Rocket Launchers: (2 players) Issued a Portable Rocket Launcher to be used on tanks or Apaches.

  7. Artillery Barrage (1 shot): This one shot may be used to eliminate any firebase or fort on the playing field or a 40 foot radius area of the playing field. Firebases and Fort destroyed by a Artillery Barrage are out of play until repaired by a Delta Force Mission or Repair Units.

SIDE MISSIONS

  1. Extra points can be made by collecting special props which will be announced at the day's start.

PENALTY POINTS

    Penalty points may be removed from a team's score for violations of the above Scenario Layout. Points removed will be subjective based upon the effect the violation had on the game scenario in the Game Masters opinion.

     

    Examples of reason for penalty points but not limited to:

  1. Reinserting at locations other then your teams reinsertion areas or M.A.S.H unit.

  2. Reinserting as a Special Team Unit.

  3. Exploiting, use of the gray areas, or loop holes in the rules.

  4. Playing on, Playing with hits.

  5. Eliminated players talking to live players.