Global Game Day


Global  – 1 

-Cool burning smoke only.  (According to field conditions) NO Smoke in the bush

-No First Strike will be allowed

  • White and Yellow fills only,  (Orange or pink for Pistols only )
  • PEG fills Only..  NO, SURPLUS STORE PAINT,  AND,   NO SECONDS, White box or Rainbow.

Byop balls allowed at the discretion of the field marshal, or field staff. Unsafe or destructive balls will not be permitted No how No way…

Only White or yellow fill is permitted. pistol players may use Quality Orange or pink fill.

No HotBox, No White Box, No ZAP, No INKA,  No Infinity, No Evil. No Oily Paints (some empire field is Oil )

GI, Empire, 2-star and up –  plus and Valken peg fills ONLY  Please..

Game Play

Round 1, 10:30 am Sharp.   Ready or not

Lunch 12:30pm

Round 2, starts at  1:30 pm

Break 3 pm

Round 3 Starts at 3:30 pm

Game over 5 pm.. Prizes and Storytelling, MVP’s  MVT’s

The day will be played in 3 rounds. One round in the am, and 2 in the afternoon. Each team will have one major and one Minor objective to accomplish each hour. The opposing teams will not know what those missions are.

Global  Game 1 of 2, 
Team Base’s

Round 1

Concrete Jungle- Red

Hillbilly-                Blue

Hazard County-    Green

 

Round 2

Concrete Jungle- Green

Hillbilly-                red

Hazard County-    Blue

 

Round 3

Concrete Jungle- Blue

Hillbilly-                Green

Hazard County-    Red
Points

5 points for a flag pull

5 points for Flags up on the 30 minute mark

Gold bars 5 points (returned to base)

Fuel cans 10 points (returned to base)

Main Objective complete = 100 points

Secondary objective complete = 50 points.

-Flags will be counted every 30 minutes.

Buy an extra mission  Cost 50 points if you accept it,  costs 30 if you turn it down or do not complete it.  collect 200 if you complete it .. Net points = 150…   Warning  they will be challenging..

 

Reinsertion/ bases

Players may shoot out of a base

Players may not shoot into an enemy base, on purpose; if it happens by chance the hit is not counted.

– Bases will be set up so the opposing teams will not be able to enter.

-Each team will have at least 3 on field medics

-Players may reinsert into the game, only from their team base. or from a flag station of their colour when healed.

-Players can reinsert any time there are 5 players ready or if 10 minutes has elapsed since they entered the hospital

Other rules

Medics- 3 per Team.

  • Medics will punch one life tag to rejuvenate a player, at that point the player must move to the nearest flag station flying his teams color to resume play.
  • Players should leave their bunker to find a medic or return to base.
  • Medics will be members of the team.  
  • Medics cannot heal themselves.
  • Additional hole punches will not be issued. This equipment is a valuable team resource.
  • Medics cannot heal players eliminated by pistols, Rockets or grenades. with the exception of a general or OX.
  • Generals and XO’s can always be healed by a medic. 
  • Each player can carry 1 kill card
  • After a players card is punched they are Live and can be shot, they can not resume play until they have tagged in at a flag of their own colour
  • Players cannot Rejuvenate from a flag station that they were shot out from.
  • Medics must be clearly marked. Players can change roles anytime, as long as they are clearly marked. 

-Players can not be healed  for a orange or pink  hit. With the exception of a General or Xo 

Rockets & grenades

  • 4 rockets per round per team are allowed,  per round. they are dead to all teams once used .. BYOR ..
  •  They can be thrown, shot or kicked.  as long as they travel 250 fps or less.. rockets must hit a structure/ tree rock ect.  
  • All players within a 15 foot radius of the impact are eliminated and must return to base to re-spawn.
  • Teams can use unlimited rockets from inside their base.
  • Rockets eliminate a Shield player and everyone in a 15 foot radius 
  • Players can not Medic from a rocket hit
  • Any amount of grande juice is an Elimination 

 

Shields 

  • Each team May have 1 lg Shield and one small shield player
  • Shields will be clear except for up to 15 % allowed for stickers or structure.  mesh is considered clear.
  • large shield in max 2′ by 3 ‘, a small shield is max 18″ by 24″
  • Shield players have to use mechanical markers with a 50 round maximum capacity. 
  • Shields can only be used in the defense zone.
  • Shield players can be eliminated by Rockets and Grenades. 

 Flags

-A fully pulled red flag indicates red territory

-A fully pulled Blue Flag indicates Blue territory

-A half pulled flag indicates Green territory   Note: the red and blue flags should be touching

A flag that has been raised as an embassy flag cannot be pulled.

Alliances

Any Alliances not approved by The GAME BOSS will cause the two teams participating in the alliance to each loose 4 flag stations immediately, and as many points as the games Boss sees fit.

Barter

Teams may sell (for Points)  Players, Rockets, flag station’s. 

All sales must be approved by the game Boss.

Troop Drop / Insertions/ Airstrike

  • Teams can buy helicopter/Troop transport insertions into enemy territory for -50 points
  • Players may not in any way follow a troop transport
  • One player can act as a gun turret
  • The troop transport turret is only live while stopped to deploy troops.
  • 2 players can start to shoot at the start of the 3 second count down to Go Go Go. The turret may fire at players attempting to follow.
  • extra Helicopter insertions cost  – 50 points

Airstrikes -must be approved by The Game Boss. The cost 50 points.

  • Airstrike takes out ALL players within the 4 closet flags to the base calling the strike
  • Flags remain as they were when the strike is called. 
  • Players eliminated can not be healed. 
  • Players using the airstrike can re-enter the strike area as soon as the eliminated players have been notified
  • Opposing players cannot re enter the Strike zone for 5 count after the players using the strike have started to re enter the field,  The reff should count down from 5 till its GO Go Go 

 

 

Field rules

-NO full Auto, No ramping, 3 shot burst 10 bps cap,  is allowed for Blow back markers only  

-No body contact

-If you call a Paint check on an opponent and its clean,,  Your Out

-Screaming get out Get out at players is considered poor sportsman ship 

– No Radio Spying

-10.5 bps Max

-No First Strike

-No Ten foot rule.

  • No Training Knives or foam swords.   One lg and one Small shield per team 

-Mercy’s are encouraged and should be accepted

  • if You primary is hit (includes hand) , you can continue with a secondary. 

-Mechanical magfed markers, and pistol players may use “ the special Colour Orange ” A hit from a pistol player using these special rounds cannot be healed by a medic. These players must return to base.

    

What about BYOP ??   check it out 

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