|
Join over a
thousand paintballers for a great day of fun and prizes!
Welcome to
the Big Game. We wish to offer you a safe, fun, and affordable playing
environment. Big games at SplatterPark have many surprises that can thrill
you or startle you, either way; the memories will stay with you forever! You
will be participating in a 6-½ hour continuous game, which will involve many facets
other than what you are used to during recreational play! Due to the
complexities of this game all players should read this page and become
familiar with rules, the map, and the locations of specific areas of
service. If you don’t, you are at a disadvantage!
-
SAFETY FIRST – GOGGLES ON AT ALL
TIMES WHILE IN SHOOTING AREAS – BARREL COVERS ON WHEN ELIMINATED, BEING
INSERTED, AND IN NEUTRAL / PAVILION AREAS.
-
SplatterPark is Field Paint Only
facility and Big Games are Event Paint Only. No carry on paintballs or
grenades.
-
Gates open at 6:00 a.m.
-
Day of registration begins at
7:00 a.m.
-
BIG GAME ID CARD is your receipt
& must be visible at all times! Do not lose it - no other will be given!
-
Regular pricing applies to Big
Games. Air punches are provided with Full Pack / Half Pack purchases.
-
Additional air tokens can be
purchased – (2) tokens for $5 or (1) token for $3.
-
AIRPASS can be purchased for $10
for unlimited air fills on respective tank.
-
Rent a HPA tank for only $10.00
with valid driver’s license. Includes all day air! Save time and money
instead of standing in line for CO2 fills.
-
Game Begins at 9:30 a.m. -- Reign
in Paint at 3:45 p.m. -- Prizes at 4:00 p.m.
-
Lunch is served between 11:30
p.m. and 1:30 p.m.
-
Pepsi / Gatorade / Snack products
are available in vending machines.
-
Bottled water will be available
in various locations.
-
Chronograph/Target Range is
available to you after you have registered and have had a safety briefing.
Field limit is 285 FPS. Use the target range to tune your marker. Entry
point Referees will chrono your gun before you are allowed entry to
playing area. No tools allowed at insertion chronos. Tools will be
confiscated at insertion points and on field of play.
-
Although we can do minor quick
fixes/repairs, we cannot guarantee that a gun tech will be available. Tech
work is $15.00 per 15 minutes and the time begins upon consultation.
-
Make sure your equipment is
working before arriving for the Big Game. Rental guns are available for
$15.00. Be sure to make sure your tank is in date. If it is not, we will
not fill it. Rental HPA tanks are $10.00 with a valid driver’s license.
-
Safety Rules must be followed as
posted in every staging area.
-
We are not responsible for your
gear – keep track of your belongings.
-
Teams / Armbands – Team armbands
can be found at the Scoreboard table.
-
Dress for battle. Props,
explosions, visual weapons, and other varieties of excitement will be
deployed. Working with props or attempting to obtain props may have
certain inherent dangers and/or risks. Do not attempt to do anything
beyond your physical ability.
-
We cannot be responsible for
encountering beings that are elusive, frightening, and hungry for human
blood.
-
Members of the world’s elite and
public media may be in attendance to control what you see and think. No
spectators on field of play. No outside photographers/videographers
permitted.
-
This is not a drill, be prepared
to have a great time!
Equipment
Restrictions as follows: Ghillie suits & air cannons must be approved by the
Ultimate Judge. No modified mask/goggle systems, trip wires, pyrotechnics,
knives, PUGS, tanks, laser sights, or changing colors of armbands. Pump
action, semi auto, response, rebound, and ramping modes are allowed. 15 BPS
limit. NO FULL AUTO. Pistols must remain plugged and holstered while in
neutral areas. NERF rockets are NOT permitted. NO Rogue or Mercenary squads
are permitted. Use of CARRY ON PAINT or NOT OBEYING THE SAFETY RULES or
restrictions, will result in expulsion from premises. No soliciting.
SplatterPark employees are clearly identified by our trademark safety green
attire, so if there is anything you need please let us assist you!
Objective:
To have fun and complete missions to acquire points for your team. The park
has been turned into a map of critical missions that can benefit you or
destroy you. Your respective insertion points will have a map of the playing
field. The missions are time sensitive and do have titles, but destinations
will be revealed as you are inserted. The missions contain clues which are
sensitive to the consecutive missions. The completion of respective missions
can accumulate points for your team, may give your team access to certain
weapons, or may be detrimental to your team. The next 6.5 hours are a
continuous game of Capture the Flag with several Tactical Twists. Insertion
Referees will guide you into battle. You may be with hundreds of armed
ballers or sent with a few stealthy killers to ruin someone’s position. Your
defensive base points are Fort Buckeye and the JT Battleport. Capture the
Flag between the two respective team’s bases is continuous from 9:30am until
3:30pm. Your team also acquires points by successfully completing missions
that are scenario based and tactically oriented. Details for missions /
scenarios are at each team’s insertion point. Flag stations are scattered
across the map which will gain points for your team if you are able to hold
these positions. Several Terrorists, Aliens, and other characters will be
infiltrating your camp to try to prevent your team from accomplishing these
goals. Have fun and get ready for a great day of paintball!
-
BASES – Fort Buckeye and the JT
Battleport. There will be a break in the game at 11:30. Teams will be
switching respective bases. Game will commence immediately.
-
Teams / Armbands – Team armbands
will be checked out at the scoreboard. 1 armband per player.
-
Scores – The scoreboard will be
located at the Supersale. Scores will be based on difficulty of mission
and possession of certain key spots during game play. Eliminations DO
count for points. Each Chrono ref will have a counter and will call in
their totals on the hour to report kill counts. 1 point per kill. Capture
the flag is worth 700 points for each respective flag hang: Capture
opponents flag and return to respective base for 700 points. Mission
points vary depending on difficulty of scenario and for retrieving clues.
Five Flag Stations will be located on field of play. Control of designated
Flag Station with respective team’s color flag flying will award
respective team 400 points. Flag station points will be awarded on each
half hour.
-
Eliminations – If a ball breaks
on you or anything you are carrying, you are eliminated! Play with honor.
NO MEDICS! Leave the field of play and go to insertion point for re-entry
to field of play.
-
Insertion points – Both teams
will be rallying in the neutral zone near the two insertion points. Be
diplomatic! While most insertions will fortify respective base, insertions
will alternate and be tactically oriented. You must be inserted with a
team, no rogue insertions. All insertions will be staged by SplatterPark
Referees. You will be inserted through the central path or the east side
path depending on nature of mission or re-deployment. Barrel Covers on
until we spring into action on playing field. Insertion refs will monitor
insertions. White Flag designates neutral inserted players. Players must
stay with insertion until they are called live players at drop off point.
-
Safe Houses – Located on the map
near Splatter Hill and Dark Forest respectively. NO INSERTIONS FROM SAFE
HOUSES. Barrel covers must be on gun before entering Safe House. By
entering a safe house you are removing yourself from play and agree to
leave field of play and re-enter only with a team insertion.
-
NO MEDICS…Play with honor!
-
Pilots – Have the ability to
operate an airplane for recon, air strikes, or to drop paratroopers behind
enemy lines. Persons carrying airplane cannot be eliminated until they
have “jumped” from plane and have “paratrooped” into playing area.
-
UAV: Unmanned Aerial Vehicle will
be enabled for team which is able to uplink to the satellite.
-
Air Drops: props are inserted on
field. Take props to destination points. Team that completes the mission
gains more power.
-
Airstrip: Capture the airstrip
will be a huge scenario which involves control of 3 flag stations
-
Emergency Airdrop: props will be
inserted in the middle of battling forces for more power ups or damage.
-
AC-130: gain access to the
control tower and secure it for access to 3 artillery strikes.
-
Arm the Nuke: 5 keys is all you
need to set off the nuke and your team will decimate the opponents.
-
SAFETY FIRST – GOGGLES ON AT ALL
TIMES WHILE IN SHOOTING AREAS – BARREL COVERS ON WHEN ELIMINATED, BEING
INSERTED, AND IN NEUTRAL / PAVILION AREAS. No insertions from safe houses!
|