Halloween 4

Halloween 4
Event Date: Oct 16, 2011
Event Photos

 Halloween 4

Pre-registration starts now!       RAIN OR SHINE EVENT

Event Date – Oct.16, 2011


Start Time - 11:00am (Be On Time)


Entries - $15.00 per player if signed up before game day and receive an event patch to the first 150 players while quantities last

Entries - $20.00 per player on game day and receive an event patch to the first 150 players while quantities last


The earlier that you sign up for this game the more tickets you will receive towards door prizes. Example if you

Pre-Register Sept 30 – Oct 09 you will receive 3 tickets

Pre-Register Oct.11 – Oct.15 you will receive 2 tickets

Register on game day Oct.16 you will receive 1 ticket


Paint - $80.00 per case or $20.00 per bag 500 (Event Paint Only)
Free - HPA 3000-4500psi fills.
Co2 -
$5.00 all day (9, 12, 16, 20oz)


Free - Rental packages for this Game (Includes goggles, gun, and air tank)

Please book ahead this will speed up things on game day

All single rental Equipment use - Rental Goggles -$5.00 Rental Air Tank -$5.00


Door prizes - $1000.00 (value of prizes based on number of players.)

Note- We will have the first draw for a TM15 at 10:30 am on game day so please be on time.

All other door prizes will be drawn at end of day when arm bands returned. Players must be present to receive prizes.


It is preferred you dress in costume but not mandatory.


Free gift for the best dressed costume, costumes will be judged by the field referees’ before game starts and will be awarded at the end of the day.


Sign up a rental player and receive a gift valued at $8.00


Brucesonline will have items for sale at the field on game day at great prices.


50 /50 draw will take place on this day $2.00 ea or $5.00 for 3 tickets  


How to Pay 

You can pre-register by, money order, Cash at the store or at field, e-mail transfers
Please make payment to:   C/o brucesonline.com

Mail to

8916 Commercial St.

New Minas

B4N 3C9
Telephone: 902-681-9469
FAX: 902-681-0742



There will be 3 teams (red team, blue team and yellow). The team with the most players in costume (as judged by the officiating staff) will be given first choice of home base on the field. *Please try and avoid bright colors (yellow and orange) as they signify field officials.

1.       Each team will have 5 painted skulls scattered on the field to secure and return to their home base. Once the skulls are returned to the home base they are to be displayed on the mount and not obscured.

2.       The object of the game is to score points by maintaining at least 1 of your home team’s skulls and capturing as many as the opposing team’s skulls as possible.

3.       The scoring will be tallied every hour as follows:               

·         1 point for each of your own skulls.

·         2 points for each of your opponent’s skulls.

·         1 bonus point per skull if 4 or more of the same opposing team’s skulls are captured.

4.       A horn will sound for 5 seconds on each of the scoring times. Each team will have a referee to count the skulls the team has on display and score points. Any skulls that are in transit and not in the mount at the home base are not counted.

5.        To score points the team must possess at least 1 of their own skulls inside their base during the scoring time. If the team has none of their home skulls no points are awarded to that team, regardless of how many opponent skulls that they may have collected.

6.       There are 10 chance token/objectives to be found on the field. They are Halloween props such as a pumpkin head, a sword, a tombstone, etc. Once the Halloween prop has been acquired it must be returned to the player’s home base for it to be awarded. The base referee will then advise the team of the chance token they have found. If the player is eliminated before he/she returns to their home base then the chance token must be placed at the nearest bunker or most visible location from where the player was hit (standard capture the flag rules apply). Each team will start with 1x Witch Express and 1x Devil’s Fog chance token that can be used at anytime during the game. The chance tokens to be collected around the field are:

          2x Witch Express – The Witch Express (WE) works exactly the same as an air drop. The team leader chooses 5 players (only 5 players total allowed on the WE) to be involved in the WE. The team leader chooses the field location, a grid location or outside a specific bunker and advises the referee of the destination. The WE will leave from the team’s home base. The referee will guide the players as close to the location chosen as possible. The WE cannot land inside bunkers. The players on the WE must hold a broom stick between their legs until they are at the location. Players on the WE cannot fire at players while in flight and players witnessing the WE cannot fire or advance on the players involved. Players dishonoring this rule will be eliminated. Players in the destination area of the WE will be given 5 seconds to clear back to a location at least 40ft. from the landing zone. Players not doing so will be eliminated. Once the referee is at the destination the players involved will have a 5 second count to drop their broom and resume play. *Players that drop their broom during flight are eliminated and must return to their staging area. This chance token can be used at anytime

         2x Devil’s Fog – The team leader tells the referee of the specific bunker or grid location that he/she wants to use the Devil’s Fog (DF) on. The referee will go to the location and call a “cease fire/halt all moves”. Players are to cease firing and cannot advance or retreat. The referee will mark the DF area and any/all players within the 40ft. diameter of this area are eliminated. A 5 minute smoke grenade will be used to stimulate the DF. Once the smoke clears or 5 minutes have passed the referee will give the “all clear” and play can resume in this area. This chance token can be used anytime.

2x Crystal Ball – This is a 2 part chance token and can be used at anytime:

1.       The team leader has the chance to be able to find out what the opposing team has for skulls. E.g. how many red, blue, yellow.

2.       The team leader can know the current score. 

          2x Gain A Skull – Allows a team to take any 1 skull from any 1 of the opposing teams, this includes 1 of their own skulls. The team leader tells the referee what skull he/she wants. The referee acquires the skull, not the players. If the opposing team does not have the desired skull then the objective is considered used, the choice of skull stands. The skull must be in the opponent’s home base to be gained otherwise the team loses that chance token. This chance token can be used at anytime.


        2x All Seeing Eye – Allows a single player to walk the field for 3 minutes to observe and report back to their team leader. During this time the player will be marked by carrying a yellow flag. This player can not engage other players while observing and opposing players cannot target/eliminate this player.


8:30am – Officials on site.

9:00-10:00am – Players registration/staging. Players are to have markers chronographed. Equipment checked by field officials.

10:00am – Costumes are counted for field advantage also safety and game briefing.

10:30am – Team leader briefing and Prize draw for TM15 gun.

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

11:00am - Game begins.

12:00pm – 1st scoring tally.

1:00pm – 2nd scoring tally. (etc. for every hour)

3:30pm – 30 minute countdown.

3:45pm – 15 minute countdown.

3:50pm – 10 minute countdown.

3:59pm – 1 minute countdown.

4:00pm – Game ends. Final scoring tally.


1.       Each player will be issued a team color armband that will 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 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 a barrel sleeve and the safety on. Zero tolerance.

3.       Masks must be worn on the fields 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 chronographed and tagged by field officials will not be allowed on the field until they do so.

5.       Anytime a player yells “hit”, “out”, puts his/her hand up, barrel sleeve on his/her barrel or waves his/her 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 play.

6.       Elimination is defined as any hit or splatter from a paintball and/or paintball grenade/paintball landmine or subsequent break resulting in a marking on the player and/or his/her equipment that is equal to or greater than the size of a dime. Any paint splatter from a paintball grenade/paintball landmine, regardless of size, results in a player’s elimination. Each time a player is eliminated they must return directly to his/her team’s staging area without deliberate delay.

7.       There will be no “playing on”. “Playing on” is defined as a player moving more than 1 meter, firing a marker or other equipment, or remaining in the game more than 3 seconds after the player has been hit with a paintball in a obvious location (at the sole discretion of the field official), with the paintball leaving a spot of paint that, when covered with a dime, will show paint on all sides of the dime. A field official will not call a player “out” until 3 seconds after the player has been hit (unless the player calls a paint check on themselves.) There will be no warning issued, and the field official’s determination is conclusive and thereby not open to discussion. Players caught “playing on” will be eliminated.

8.       Wiping will be cause for elimination. Wiping is a player “playing on” after making an effort to obscure or otherwise remove paint left by a hit. Player’s caught wiping will have 10 points deducted from their team’s score and will be eliminated.

9.       Players must stay within the confines of the field boundaries. Players caught outside the field boundaries will be eliminated.

10.   Radios are allowed. Channel #1 will be for field officials only. “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. Dead men don’t talk!

11.   Hand grenades and landmines are the only special weapons allowed. Any non-pyrotechnic, hand thrown grenade shall be allowed (unlimited quantity are allow on the field). Field officials MUST inspect paintball landmines for field safety and to authorize use. A player is considered eliminated if any splatter of paint from a grenade or landmine is found on his/her person or equipment (grenade/landmine splatter is not subject to the dime size rule).

12.   There will be no tolerance for:

·         -Field adjustment of marker velocity - anytime a player takes action, the result of which is to raise the velocity of his/her marker above the field limits.

·         -“Hot gun” – any marker firing consistently over the field safety limit of 280fps. Field officials may check a marker velocity anytime during the game at their discretion.

·         -Players using any other paint besides event paint.

·         -Disrespecting field officials and unsportsmanlike conduct, such as but not limited to overshooting players, “Dead man Walking” tactics, “Freight Training”, intentional head shots, foul language and harassment.

·         -Drugs and/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 field official. The field officials are only interested in making sure players abide by the rules, play safe, and have a good time. Any game play that is not covered in the above rules will be ruled on as they arise.


*These rules are subject to change at the discretion of the field officials. Every effort