Lockout

Lockout
Event Date: May 16,2010
Event Photos


LOCKOUT

Game play

  1. There are 5 flags on the field each with a key attached.
  2. The defending team takes to the field first and sets up their defense of these 5 flags. They must maintain at least 1 of these flags for a win.
  3. While the defending team is setting up their defense the attacking team General draws a card from the head referee (in the staging area) to determine which of the 5 flags they will attacking first. The attacking team will not know the location of the flags. The defending team will not know which flag  the attacking team has chosen first.
  4. Once the game begins the defending team braces for attack and the attacking team enters the field from any point on the lower field boundary to search for the flag to capture.
  5. Once the attacking team captures the chosen flag they must return it to their home base.  If a player is eliminated while carrying the flag then standard capture the flag rules apply.  Any player then is able to pick up the flag.  The defending team can try to return it to the respective base or another attacking team player can try and recapture the flag. 
  6. Once the flag has been brought to the attacking base it is now out of play for the defending team to recapture.  The key that is attached to the flag is used to open a padlock locking the lid on a box.  This box has a total of 5 padlocks locking the lid closed.  The attacking team must retrieve all 5 flags (in order), with the 5 keys attached and then hang the final flag (contained inside the box) in/on the center field flag station by the end of the game for the win.
  7. All other flags, except the current chosen flag, are out of play for the attacking team until the referee presents them with the next card indicating the next flag to capture.  The referee will place that card in the attacking team home base
  8. After 2 hours there will be a break and then teams will switch sides for the second game.

Schedule

10:30am - Safety/game briefing, Players are to have markers chronographed.

10:40am - Team General briefing.

10:50am - Players to stage entry on field.

11:00am - Game begins.

12:50pm - 10 minute warning.

1:00pm - Game ends.

1:00pm - Lunch.

2:00pm - 2nd Game begins.

3:50pm - 10 minute warning.

4:00pm - Game ends.

General Rules

 

  1. Each player will be issued a team color armband that will be consistent with all members of the player’s team.  It is highly recommended that each player wear the armband on the right arm between the elbow and shoulder in a plainly visible fashion.
  2. All safety rules of the field shall be honored.  In the staging area and any area outside of the playing boundaries markers MUST have barrel sleeves and the safety on.  Zero tolerance.
  3. Masks must be worn on the field at all times.
  4. All players must chronograph their markers to be under the field limit of 280fps.  Players that do not have their markers checked and tagged by field officials will not be allowed on the field until they do.
  5. Anytime a player yells “hit”, “out” , puts his/her barrel sleeve on his/her barrel or waves his/her paintball marker above his/her head the player is eliminated, regardless of an actual paintball break.

*NOTE:  If you have an easy shot on a person at which you have the time to pick your shot then kindly shoot an area (such as a pod pack) that would cause minimal pain.  If possible, within 20ft. offer your opponent the option of surrender.  If the player does not surrender then players are free to continue to play.

  1. Elimination is defined as any hit or splatter from a paintball and/or grenade or subsequent break resulting in a marking on the player and/or his/her active equipment that is equal to or greater than the size of a dime.  Any paint splatter from a paint grenade, regardless of size, results in a player’s elimination.  Each time a player is eliminated they must return directly to his/her team’s designated staging area without deliberate delay. Players in Ghille suits must count splatter (like a grenade) as a hit.  This is due to the nature of their Ghille cushioning and diffusing paintball hits.
  2. There will be no “playing on”.  “Playing on” is defined as a player moving more that one meter, firing a marker or other weapon, or remaining in the game more that 3 seconds after the player has been hit with a paintball in an obvious location (at the sole discretion of the referee), with the paintball leaving a spot of paint that, when covered with a dime, will show paint on all sides of the dime.  A referee will not call a player “out” until 3 seconds after the player has been hit (unless the player calls a paint check on him/herself.)  There will be no warnings issued, and the referee’s initial determination is conclusive and thereby not open to discussion.
  3. Wiping will be cause for elimination.  Wiping is a player “playing on” after making an effort to obscure or otherwise remove the paint left by a hit.
  4. Players must stay within the confines of the field boundaries.
  5. Radios are allowed.  The assigned channels will be #1 for referee’s only, Red team all even channels #2, 4, 6 etc., Blue team all other odd channels except #1.  “Illegal talking” will not be allowed.  This includes anytime a player speaks, motions, radios or otherwise communicates with his/her team members after he/she has been eliminated from play.
  6. Hand grenades are the only special weapon allowed.  Any non-pyrotechnic, hand-thrown grenade shall be allowed (unlimited quantity are allowed on the field.)  A player is considered eliminated if any splatter of paint from a grenade is found on his/her person or equipment (grenade splatter is not subject to the dime size rule.)
  7. There will be no tolerance for:

i.               Field adjustment of marker velocity - anytime a player takes action, the result of which is to raise the velocity of his/her or any other player’s marker above the field chronographed speed of 280fps.

ii.                  “Hot Gun” - any marker firing consistently over the stated field limit.  Referees may check marker velocity anytime during the game at their discretion.

iii.                Players using any other paint besides event paint.

iv.                Disrespecting field officials and unsportsmanlike conduct, such as but not limited to overshooting players, “Deadman Walking” tactics, foul language and harassment.

v.                  Drugs or alcohol on the premises.

Violation of the above rules (especially rule #12) may result in player elimination from the game and request to leave the premises without refund.

 

If in doubt, talk to a referee.  The referees are only interested in making sure the players abide by the rules and have a good time.  Any game play that is not covered in the rules will be ruled on as they arise.  Remember the referees are interested in ensuring a good time and good sportsmanship.

 

*These rules are subject to change at the discretion of field officials.  Every effort will be made to keep players informed.