This
will be a game with two evenly matched teams. The beginning of this
game will feature a yellow Caution Tape line that can not be crossed by either
team, and a green tape around the Spartan City of Athens that can not be
passed by the Persians until the 3rd mission is complete.
The
yellow caution line will run from the net, across the pond and into the
swamp.
This
barrier was summoned by the Spartans through their Bull Headed deity.
The barrier cannot be crossed until the Persians, entering from the east
gate, use their Greek fire weapons to blow open a 20 foot gap, through
which the Persians may flood into Sparta. The Persians may blow as many as
two openings in the line.
The
Persians second mission is to deliver their leader, riding aloft on his
golden chair to within the blue pillars Parthenon.
The
Persians third objective is to locate the Mystical Goliath puzzle shield
located in the hobbits cave, this will be located to the south of the Athens's
highest tower and along a wide grassy trail. Return the shield
to the Blue Pillars Parthenon
Once
the Persians have transported the shield back to the Blue Pillars Parthenon,
the curse of the green caution tape around Athens will be lifted. Now
the Persians will be able to pass under the green tape and enter
Athens.
The
Persians Fourth mission is to assault Athens's tallest Tower and reach the
upper floor, And locate the Bull Headed Deity.
The
Persians fifth mission is to remove the deity's heart and carefully return it to the Blue Pillars Parthenon
and into the lap of the chair mounted Xerxes. This will end the game, and
the total time will be noted. The game will also end if the Persians lose
or break the heart.
Spartans
NEVER touch a Prop!
In
keeping with this remake of history, the Persians may find a dry passage
around the south end of the enchanted swamp. Allowing the Persians to find
an alternate path to the Spartans backfield
Spartans
will re-enter continuously to within their City.. Persians will
re-enter every 15 minutes from the eastern gate.
Each
objective completed by the Persians is worth 10 points. For a possible
maximum of 50 Points.
The
Spartans will earn one point per minute until the Persians are able to
break the first yellow spartan defense line with the greek fire
weapon.
Neither
campaign will last longer than 3 hours.
We
will switch roles after lunch.
If the scores are tied, the team
with the shortest time to complete all Persian missions, will be the winner.
All
players on the winning team will receive the Spartan Pin.
Sunday The
Alamo
This
scenario calls for the Texans to start under the Texas flag in the center
of the Alamo. At the game starting horn, the Texans can fan
out to man the walls of the Alamo, as the Two legions of Mexicans throw
themselves against the fortifications.
The Texans
goal is to keep the Flag Flying as long as possible, scoring a point
per minute for as long as it flies.
The Mexican
Legions will start West and East Re-entry Gates.
In this
scenario, each team plays 2 times in the role of Texans, and 4 times in
the role of Mexicans.
The two
Mexican teams are not allies, and are in a race to capture the Texas Flag
for 10 points.
In this
scenario, only the attackers (Mexicans) are allowed to use paint grenades
and nerf rockets.
The Alamo
Pins will be awarded to all members of the winning team.
A
two team event pitting the Mr. Smiths (agents of the machine) against the
Resistance.Teams will
alternate roles throughout the Scenario.
The
Resistance are searching for more Red and Blue pills to replenish their
recruitment supplies.At the
start of the game, the Resistancewill
be tipped off that two pills are located within each of the six colored
phone booths within the Matrix (60 acre field.)
The
Resistance will start together at their ship the Nebuchadnezzar.The Nebuchadnezzarshall
start on the Eastern side of the field, and surrounded by Mr. Smiths.
The
mission of the Resistance team will be to gather the pills and return them
to the Nebuchadnezzar.The Resistance will get 1 point per pill safely secured in the Nebuchadnezzarat
end of game (1 hour 30 min) The resistance will not get any points from
the pills if a sentinel from the Mr. Smiths team has destroyed the
ship before the end of the game.
Approximately
12 pills will be in play. If the resistance is successful at the end of
the hour and a half period, the resistance captain will flip a coin
(colored red on one side, blue on the other) which ever side comes up, the
resistance will get double points for the number of pills of that color.
Choose the right color pill!
If
a Resistance player is eliminated while carrying a pill, he will walk it
back to the phone booth he took it from. Resistance players may
carry only carry one pill at a time.
Resistance players may "call" for a telephone extraction,
back to the Nebuchadnezzar.
(this is an escorted walk with a ref and pill to a safe location within
the Nebuchadnezzar.)
Telephone
Extraction can only happen if a ref is close enough to hear the call, and
the resistance player is still within the phone booth, and the player has
not been eliminated before the ref arrives.
The
Resistance and Mr. Smith teams will both re-enter every 10 minutes.
The
Mr. Smith’s Team first objective is to locate the phone booths
containing the pills, and defend them from the Resistance. Mr. Smiths will
never enter the phone booths, or touch/kick/hide/ cover the pills.
45
minutes into the game, The Mr. Smiths will pick three volunteers to
be the Sentinels. Sentinels will be issued one shield each. If a sentinel
is eliminated he will not hand off the shield.He will walk the shield off the field and back to his re-entry gate
and try again.
The
Second objective of the Smiths, is to escort the Sentinels to the Nebuchadnezzar.
Only the sentinels can cross the Yellow safety ribbon and touch their
shield to the exterior of the Black
Nebuchadnezzarblowing
up the ship and ending the game. Blowing the Nebuchadnezzar
earns 7 points.
Rockets
and grenades may be used against the Nebuchadnezzar
or phone booths, but they will not destroy either. They will eliminate all
players inside, and within 10 feet.
Winning
Team will shoot for a Trophy
Questions?Call Keith239-980-9850
www.PaintBallPartyz.com
Custer's
Last Stand
March 11th 2012
This is a
three team Scenario with "hit you're out," 30 minute segments.
This
scenario calls for Custer's 7th Cavalry company to start standing at the
center gate.
This will be
a game in which the Cavalry Team will be attempting to plant their flag
within a circle of dead horse bunkers located deep in the Central
Area of the field. The Cavalry will get one point per minute their flag is
flying in the circle, to a maximum of 30 points/minutes.
In addition,
the Cavalry may choose to move their flag from the dead horse bunkers, to
the Just constructed Log fort and plant their flag pole to gain an extra 10 points.
Planting the flag in the holder, at the Log Fort ends the game.
The Cavalry must have already had their flag flying in the Dead Horse
bunkers for at least one minute.
The other
two teams will be plains Indians. These two teams are not
allies, and are competing to capture the Cavalry Flag. The Indian
team that captures the Flag, ends the game and earns 10 Points for their
team.
Additionally:
When the game ends, which ever team possesses the Log Fort by
having the most live players inside,
will earn 5 extra Points.
This
is hit you're out, not multiple returns game, we will play 6 rounds rain
or shine.
New
for this scenario, each team will be supplied with a medic.
Large
Teams will be kept together and augmented with small teams and walk-ons. Teams
will rotate positions in clockwise manner, each team will play the role of
Custer's regiment two times during the day.
Winning
team will shoot for a Trophy .
Risk
Saturday
January 7th 2012
Style:
Segmented, Unlimited paint game.
you
provide or purchase paint and $10 air cards .
Scenario:
Back, by Popular
Demand...
Risk is based on
the popular Boardgame and Features 6 teams fighting for world domination.
This is a new
risk field: see map. New bunkers have overhead protection and for this
game we will be in the upland drier area.
Rules
Large
Teams will be kept together and augmented with small teams and walk-ons.
Starting positions will be randomly selected then rotated clockwise for
each game throughout the day. Your starting judge will stick with
your team throughout the event. It is possible that the weakest
scoring team will be assimilated by another team, If a team is assimilated
the victors will receive the players and their cards, but not their earned
points.
In
each game, the teams will have 30 minutes to capture other continents
(bases). We strongly suggest as always all players wear watches !!!
New
Rule on Assimilations: Assimilations will occur after the scoring of
the second game. The lowest scoring team (after scoring the round) will be
assimilated by the team that took their
continent
points that round.
The captured team will then continue the rest of the event wearing a new
color and taking orders from a new general. Assimilated team's cards will
be turned over to their new general. But assimilated team's
points will be erased.
Also,
no assimilation will occur after last round of the day.
Important:
Current points leading team will not be allowed to assimilate (capture)
more players.
Teams
earn one card per flag station turned to their arm band color at end of
that game. (In paintball Risk teams can earn more than one card per game)
Note: cards can be earned without occupying the base at the end of
that 30 minute game.
Continent
points values are the
same as Risk Board Game. Continent points can only be earned by BOTH:
having your arm band color turned up in that bases flag station, and
occupying that base with at least one live player at end of 30 minute
round.
5
Points North America
5
points Europe
7
points for Asia,
2
Points South America
3
Points Africa
2
Points Australia
Cards
will be turned in for points. If a team has 5 or more cards they must
cash in.
Following
the end of the 1stGame,Cash in5 Points
Following
the end of the 2nd GameCash in10 Points
Following
the end of the 3rdGameCash in15 Points
and
so on....
All
Winning team members will receive the World Forces pin on Saturday.
Winning
General will receive the Risk Scenario Trophy
Personal
awards for Most Valuable Player, Hand-to-Hand Combat (barrel tap).
Road
to Baghdad
Sunday
January 8th 2012
$25
Includes gun, goggle, camo,
Includes
limited paintballs and
air.
Players
wishing to use their own paint may now carry as much as they wish and
purchase air cards $10
Teams
will divide up the number of private tanks on site. It is likely there
will be motorized tanks for this event. If you intend to bring a tank call
Keith for approval. We will only allow walking tanks & golf cart sized
tanks, speed governed to 5mph.
We
will be limiting the number of Law Rockets and tank killing grenades.
Each
team captain will be provided a laminated map showing the location of
objectives that must be taken.
This
scenario requires coordinated
movement between tanks and infantry.
This
scenario will require strong offense, defense and timing. At times, forces
will be leapfrogging opponents to secure higher value objectives.
For
this event, we strongly recommend watches and walkie-talkies.
Re-Entry: There
will be a continuous reentry every 20 minutes.
Start
time at 10AM.
Approximately
1PM: One Hour lunch, (Great Concession stand open all Day)
These
times are flexible, normally by no more than 15 minutes
delayed.
The
best marksman on the winning team will take home the trophy.
Personal
awards for Most Valuable Player, Hand-to-Hand Combat (barrel tap).
$25
Includes gun, goggle, camo, bring or buy paintballs and air.
Style:
Unlimited with re-entry
Scenario:
A secret bio-weapon research
program has lost
control of it's remote facility. Located deep in a Florida swamp,
The site was originally chosen for its remoteness and difficult access to contain
its test subjects.
There has been no contact from the
remote facility since the panicked call for assistance.
Rumors of the project have leaked.
Outside civilian Pharmaceutical companies
have discovered the project and are vying to steal any illegal
research breakthroughs.
You have been recruited by one of
these big pharmaceutical companies..
You will stage out of a secret assembly
area inside the Hall Ranch in Punta Gorda FL..
Most areas are flooded, so your team will
be provided several canoes to haul gear and personnel into this heart of
darkness. Update: The swamp was drained to ease
your mission. The zombies have now been spotted in a two story fortified
building.
Always
Eliminate zombies and take a
blood sample for research. Take the zombie
armband: (1 point.) Beware; many of these zombies are the
former security guards will be armed, As everyone knows from reading the "zombie survival
guide", zombies can only be killed by headshot.
First: find, and take control
of the hidden research facility.
Second: Gather any salvageable
papers and hard drives. Deliver them to your pharmaceutical drug rep, back
at the assembly area. (5 points for each item)
Third: Search for the
zombie cave, capture alive, any zombie babies, and take them
back to your drug rep. at the assembly area. (5
points each live baby)
Fourth: Sanitize the research
facility with fire. Molotov cocktails will be provided by staff. Players
shall not bring any pyrotechnics onto site. This
phase of the game will end 10 minutes after a team successfully sanitizes
the facility with your teams Molotov (5 Points). this is the time to get
your props off the field and hunt zombies for samples. we will take a 30
minute break.
This mission features 15 minute continuous
re-entries.
Risk is based on
the popular Boardgame and Features 6 teams fighting for world domination.
This is a
new risk field: see map. New bunkers have overhead protection and for this
game we will be in the upland drier area.
Rules
Large
Teams will be kept together and augmented with small teams and walk-ons.
Starting positions will be randomly selected then rotated clockwise for
each game throughout the day. Your starting judge will stick with
your team throughout the event. It is possible that the weakest
scoring team will be assimilated by another team, If a team is assimilated
the victors will receive the players and their cards, but not their earned
points.
In
each game, the teams will have 30 minutes to capture other continents
(bases). We strongly suggest as always all players wear watches !!!
New
Rule on Assimilations: Assimilations will occur after the scoring of
the second game. The lowest scoring team (after scoring the round) will be
assimilated by the team that took their continent
points that round.
The captured team will then continue the rest of the event wearing a new
color and taking orders from a new general. Assimilated team's cards will
be turned over to their new general. But assimilated team's
points will be erased.
Also,
no assimilation will occur after last round of the day.
Important:
Current points leading team will not be allowed to assimilate (capture)
more players.
Teams
earn one card per flag station turned to their arm band color at end of
that game. (In paintball Risk teams can earn more than one card per game)
Note: cards can be earned without occupying the base at the end of
that 30 minute game.
Continent
points values are the
same as Risk Board Game. Continent points can only be earned by BOTH:
having your arm band color turned up in that bases flag station, and
occupying that base with at least one live player at end of 30 minute
round.
5
Points North America
5
points Europe
7
points for Asia,
2
Points South America
3
Points Africa
2
Points Australia
Cards
will be turned in for points. If a team has 5 or more cards they must
cash in.
Following
the end of the 1stGame,Cash in5 Points
Following
the end of the 2nd GameCash in10 Points
Following
the end of the 3rdGameCash in15 Points
and
so on....
All
Winning
team members will receive the World Forces pin on Saturday.
Winning
General will receive the Risk Scenario Trophy
Personal
awards for Most Valuable Player, Hand-to-Hand Combat (barrel tap).
Was Held
Saturday November 12, 2011
Was Held
Sunday November 13, 2011
Long Range Patrol Viet Nam:
Bring
your own paint, or buy from us! 3 grades of paintballs: $35
and $45 per 2000 rounds. Pod packs are ok on Saturday. High
Pressure Air to 3500 PSI $1 per thousand. CO2 $3/$4 per fill
Try
to be on site by 9AM
All players will be divided into two forces.
In this scenario Each team will take a turn
as the US Rangers Vs Viet Cong forces.
A typical mission will begin with the
Rangers racing to capture a VC village and secure high value items.
After securing the items, the team will
choose between four extraction landing zones. The rangers will
score
points based which extraction zone is chosen (1,2,3 or 4 points) X the number of personnel who survive and extract
before the
time expires. Teams may also extract prior to game time ending.
Calling for extraction ends this game.
Secondary Missions may include Search and
Destroy Missions on a VC tunnel Complex using maps and demolitions that we
provide.
No Tanks
allowed in this Scenario
A Trophy will be awarded to the best
marksman on the winning team.
Referees will be keeping notes on
combat effectiveness, attention to mission and sportsmanship. Most
valuable player awards will be awarded to the best performing players on
both teams.
This Scenario is still evolving.
Subscribe to our email list to be kept up to speed on Dates, rules, or
other changes.
Hopper
Ball! No pod packs. We will provide white box paint and the air/co2 on this
day! You may choose to use your own higher quality paint. Pinocchio's
and oversize hoppers are ok. We will bring you up to 200 rounds
before each game.
Try to be
on site by 9AM
This will be a two team game.
At
the beginning of each game both teams will be informed of up to 3 mission
to be completed within 30 minutes. We expect to play as many as eight separate
games.
As teams complete missions,
team captains will draw several dominos.
Team
captains will play their dominos on a theatre map of SE Asia. The goal is
to build a supply train of dominos that cross the borders of nations
before your opponent, this action yields your team this country.
There are 11 nations on the map. When your team has captured 6
countries, you have won.
This scenario
requires on field skill and off field gamesmanship, so choose your team
captain wisely.
No Tanks
allowed in this Scenario
The
Trophy will be awarded to the best marksman on the winning team.
Referees will be keeping notes on
combat effectiveness, attention to mission and sportsmanship. Most
valuable player awards
will be awarded to the best performing players on both teams.
Risk is based on
the popular Boardgame and Features 6 teams fighting for world domination.
Rules
Large
Teams will be kept together and augmented with small teams and walk-ons.
Starting positions will be randomly selected then rotated clockwise for
each game throughout the day. Your starting judge will stick with
your team throughout the event. It is possible that the weakest
scoring team will be assimilated by another team, If a team is assimilated
the victors will receive the players and their cards, but not their earned
points.
In
each game, the teams will have 40 minutes to capture other continents
(bases). We strongly suggest as always all players wear watches !!!
New
Rule on Assimilations: Assimilations will occur after the scoring of
the second game. The lowest scoring team (after scoring the round) will be
assimilated by the team that took their continent
points that round.
The captured team will then continue the rest of the event wearing a new
color and taking orders from a new general. Assimilated team's cards will
be turned over to their new general. But assimilated team's
points will be erased.
Also,
no assimilation will occur after last round of the day. (around 5-5:30Pm)
Important:
Current points leading team will not be allowed to assimilate
(capture) more players.
Teams
earn one card per flag station turned to their arm band color at end of
that game. (In paintball Risk teams can earn more than one card per game)
Note: cards can be earned without occupying the base at the end of
that 25 minute game.
Continent
points values are the
same as Risk Board Game. Continent points can only be earned by BOTH:
having your arm band color turned up in that bases flag station, and
occupying that base with at least one live player at end of 40 minute
round.
5
Points North America
5
points Europe
7
points for Asia,
2
Points South America
3
Points Africa
2
Points Australia
Cards
will be turned in for points. If a team has 5 or more cards they must
cash in.
Following
the end of the 1stGame,Cash in5 Points
Following
the end of the 2ndGameCash in10 Points
Following
the end of the 3rdGameCash in15 Points
and
so on....
Winning
team members will receive the World Forces pin on Saturday.
Winning
General will receive the Risk Scenario Trophy
Whack
a Mole is a 9 Flag Position, 15 minute re-entry Game that is scored
on the top and bottom of each hour. 45 Minute Lunch Break with the game
running until 4:30 PM Sunday
Start Time 10AM.
Players will be formed into two large groups.
Scoring: Line up
three flag positions (ala Tic-Tac-Toe) The difference with Whack a Mole,
is that the Referees will patrol the backfield positions and if the
position is unguarded, the ref will switch the flag back to your enemy's
Color. This will give the appearance that the enemy has "popped
up" in your rear.
RED DAWN : an American city awakens to the surreal sight
of a full scale Chinese Air Assault on their rural high
school.
Taking inspiration from their high school mascot, a small group call
themselves the Wolverines, banding together to
liberate their town from its captors, and take back their freedom.
After arming themselves with guns from the local pawn shop, the
wolverines work to delay the advancing Chinese. Their first mission is
to assist the National Guard in capturing gasoline for their tanks,
then freeing the townspeople from the re-education camp.
This group of young patriots seek refuge in the surrounding woods,
constantly harassed by Chinese Helicopter Assaults and nerf rocket
attacks.
Using Tanks, the National Guard's main objective is to take back
the town and release the hostages, then raise the American Flag.
This scenario requires close attention. Some teams and
players will have very specific roles.
This a multiple return game with re-entry every 15 minutes, and the
Chinese re-entering even more often.
This will be a complicated scenario and we urge all players to be
checked in and and ready to play by our 9:30 AM briefing.
.
Sunday The
Alamo
This
scenario calls for the Texans to start under the Texas flag in the center
of the Alamo. At the game starting horn, the Texans can fan
out to man the walls of the Alamo, as the Two legions of Mexicans throw
themselves against the fortifications.
The Texans
goal is to keep the Flag Flying as long as possible, scoring a point
per minute for as long as it flies.
The Mexican
Legions will start North and South of the Alamo respectively.
In this
scenario, each team plays 3 times in the role of Texans, and 6 times in
the role of Mexicans.
The two
Mexican teams are not allies, and are in a race to capture the Texas Flag
for 10 points.
In this
scenario, only the attackers (Mexicans) are allowed to use paint grenades
and nerf rockets.
Large
Teams will be kept together and augmented with small teams and walk-ons.
Starting positions will be randomly selected then rotated clockwise for
each game throughout the day. Your starting judge will stick with
your team throughout the event. It is possible that the weakest
scoring team will be assimilated by another team, If a team is assimilated
the victors will receive the players and their cards, but not their earned
points.
In
each game, the teams will have 25 minutes to capture other continents
(bases). We strongly suggest as always all players wear watches !!!
New
Rule on Assimilations: Assimilations will occur after the scoring of
the second game. The lowest scoring team (after scoring the round) will be
assimilated by the team that took their continent
points that round.
The captured team will then continue the rest of the event wearing a new
color and taking orders from a new general. Assimilated team's cards will
be turned over to their new general. But assimilated team's
points will be erased.
Also,
no assimilation will occur after last round of the day. (around 5-5:30Pm)
Current
points leading team will not be allowed to assimilate more players or
other teams cards.
Teams
earn one card per flag station turned to their color at end of that game.
(In paintball Risk teams can earn more than one card per game)
Note: cards can be earned without occupying the base at the end of
that 25 minute game.
Continent
points values are the
same as Risk Board Game. Continent points can only be earned by BOTH:
having your flag color up in that bases flag station, and occupying that
base with at least one live player at end of 25 minute round.
5
Points North America
5
points Europe
7
points for Asia,
2
Points South America
3
Points Africa
2
Points Australia
Cards
will be turned in for points. If a team has 5 or more cards they must
cash in.
Following
the end of the 1stGame,Cash in5 Points
Following
the end of the 2ndGameCash in10 Points
Following
the end of the 3rdGameCash in15 Points
and
so on....
Winning
team members will receive the World Forces pin on Saturday.
And
allowed to shoot for Free tickets to a future event.
Winning
General will receive the Risk Scenario Trophy
Sunday
Custer's Last Stand
Was
Held Jan 2011
This
scenario calls for Custer's 7th Cavalry company to start standing within
their fort.
This will be
a game in which the Cavalry Team will be attempting to seize and hold the
Sioux Indian village. Unfortunately for Custer, history claims Custer was
stalled in his attempt, and was forced to defend himself behind a wall of
dead horses on an open plain. In this re-enactment, after the 7th
Cavalry team leaves their fort, Custer himself must plant the Cavalry Flag
in the center of a ring of dead horse bunkers, before this team can score
any points in this game. The cavalry's primary goal is to keep their
flag flying as long as possible, scoring 1 point per minute, for as
long as it flies.
Custer is
the only Cavalry member allowed to move the Flag at any time in this game.
If he decides to retreat back to the fort and is successful at getting the
flag back inside the fort, it will earn his team an additional 10 points.
If Custer is eliminated, he must stab the flag into the ground and exit
the field. Then for the remainder of the game, Custer's team will
attempt to keep the flag from being captured by the Indians.
The other
two teams will be plains Indians. These two teams are not
allies, and are competing to capture the Cavalry Flag. The Indian
team that captures the Flag, ends the game and earns 10 Points for their
team.
Additionally:
When the game ends, which ever Indian team possesses the fort by having
the most live players within the walls, will earn 5 extra
Points.
Game time
will be 25 minutes or until the Flag is captured by Indians. This is hit
you're out, not multiple returns. New
for this scenario, each team will be supplied with a medic.
We intend to
play as many games on Sunday as possible.
Large
Teams wi
ll be kept together and augmented with small teams and walk-ons. Teams
will rotate positions in clockwise manner, each team will play the role of
Custer's regiment two or three times during the day.
Winning
Team will receive the
7th
Cavalry crossed Sabers Pin
Winning
team will shoot
for Free tickets to a future event.
RV Parking Available FREE, Electric
Hookups $5 per night (goes to Boyscouts)
Fires in provided fire rings,
Individual Grills, Camp Stoves, and Sterno are OK
We play Rain or Shine.
We provide an environment of
fair and honest judges, allowing the players to experience a
competition where hits on opponents
matter and
judges take action to remove cheaters, where scores accrue on the
merits of individual effort. Our game
objectives are simple and easily understood by all players, but still
require
teamwork and strategy to win. Scoring is continuously updated
so that all can
see the progress of
the game as it unfolds.
No Pets, ATV's Drugs or
Alcohol in the park.
No un-chaperoned campers
under 13 years of age.
280 feet per second
DayLight Maximum Strictly Enforced.
Campers are welcome to begin
arriving anytime after Noon on Friday.
Food Concessions At
Reasonable Prices:
Breakfast Food:
Bacon/Sausage and Egg Biscuits, waffles and oatmeal along
with coffee, hot chocolate and fruit cups and fresh bananas and apples
for breakfast.
All Day: Hot Dogs,
Burgers and Chicken sandwiches.