Saturday
World War I
World
War One
Will feature:
-
Poison
Gas (simulated gas masks will be provided for everyone.)
-
Barb
wire fields,
-
Trench
Complexes
-
Land
Mines (simulated mines will be provided by us)
-
Walking
Tanks (Tanks only supplied by us)
-
Continuous
15 minute re-entry from a central re-entry area.
-
Missions
Delivered at central re-entry area
-
Covert
re-entries
-
Recon
Planes
This
will be a two team game starting at 10AM on Saturday Teams and
walk-ons will be evened by Keith to keep it competitive.
Immediately
following the safety briefing you will head to your teams safety area and
wait for the starting horn.
After
three hours a horn will sound for a one hour lunch break.
This
game
will end at approximately 5:30 PM or after completing all the
missions. Prizes will be issued to
winning team.
This
game will have Five stages.
In
this scenario certain players will have specific roles. Sappers,
Tank Drivers, and Bangalore torpedo engineers. These players will
carry props, and if eliminated, will carry the prop off the field to the
central re-entry area.
Stage
One: will be trench warfare. Each side will attempt to remove
hidden landmines that have been sown in the "no-mans land"
under the barbwire and between the trenches, once found bring them
back to the collection bin in your safety area.
Stage
Two (RECENT ADDITION)
Set
up a Telegraph line. Find the commo gearbox with instructions, on
the field. Run the commo wire between the map points indicated.
Maintain communications link.
Stage
Three: Assault on the village of Somme. Your mission will be to
use your single tank to destroy the clock tower by ramming it in the
presence of a referee. Your tank can only be driven by your designated
tank driver. Only the first team to destroy the tower will receive this
point.
Stage
Four: Locate enemy command bunker. Using your bangalore
torpedo sections, and designated engineer, breach the barbed wire defense,
and then your designated sapper will crawl through the breach and destroy
the enemy command bunker with a dynamite charge. A referee will then
signal to the sapper the completion of this stage.
Stage
Five: Any player including the sapper can now use the breach
to enter the destroyed command bunker and dig through the floor for a
secret code. Use this code and a little common sense to find buried
gold bars. Bring the gold bars back to your collection bin in your
safety area.
If a
player carrying a gold bar, is eliminated, he must drop it immediately,
allowing any other player to capture and take it to his safety area bin.
When
judges determine that all gold bars are accounted for, in one or both
safety area bins, the game will be over, points tabulated, and the winner
declared.
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Sunday
Vampire Hunter
Vampire
Hunter
Will
Feature
-
Two
Large Teams and One a small vampire coven.
-
Continuous
15 minute re-entry from a central reentry area.
-
Missions
Delivered at central re-entry area
-
Helicopter
re-entries
In the
near future, as Romania struggles to join the European union,
western forces NGO's (Non-governmental organizations) act to complete modernization
projects while at the same time, isolationist rebels battle
against these outsider humanitarian efforts. NGO's will earn points by
completing missions, the isolationist rebels will earn points by thwarting
NGO projects.
All
the while, both teams find themselves harassed by Romania's oldest
inhabitants, hybrid daylight vampires. This small vampire team will
be feasting on the dead of both teams as they try to escape the field.
If a vampire is able to take the arm tape off a dead player, the vampire
team will earn one point. Players will be re-issued a new arm band tape at the
central re-entry point. Vampires have no special powers, except dead
players must hold still while a vampire has his hand on you to
remove your arm band tape. Any hit on a vampire is a kill. Vampires never
go into any safety zone.
This
will be a three team game starting at 10AM on Sunday. Teams and
walk-ons will be evened by Keith to keep it competitive.
After
three hours a horn will sound for a one hour lunch break.
Stage
One: The NGO's first humanitarian project will be to
complete a water pipeline.
Stage
Two: The NGO's will attempt to deliver medical supplies to the
Hospital.
Stage
Three: The NGO's will attempt to build a school, with pre-positioned
materials, deep within enemy territory.
Stage
Four: The NGO's
will attempt to remove left over land mines around a central bunker, close
to the enemy re-entry area.
All
missions not completed will count as points for the isolationist
Rebels.
At no
time will rebels touch or hide any props used by the NGO's.
In
this game, differing from Saturday, NGO's will drop any prop, if
they are eliminated. You will not hand it off or bring it in.
Game
will end at approximately 4:30 PM, Prizes will be issued to
the winning team.
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