Global Game Day


Global  – 2018

Game 2- Sept 15 

-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 for pump, Mechanical mag fed )
  • 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. Pump and magfed players may use Quality Orange 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, 2018
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.

Each player may 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 hit. With the exception of a General or Xo 

Rockets

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.

 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: 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

The troop transport turret is only live while deploying troops. 3 players can start to shoot at the start of the 5 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 cost = 100 points

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 shield per team 

-Mercy’s are encouraged and should be accepted

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

-Pump, mechanical magfed parkers, and pistol players may use “ the special Colour Orange ” A hit from a pump or 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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