Halloween VI

Halloween VI
Event Date: Sun Oct 20, 2013


Halloween VI

Pre-registration starts now!       RAIN OR SHINE EVENT  


Event Date – Sunday Oct 20, 2013 

Start Time – Team meet and greet and setup 10 AM


Game Commences sharp…. 11:00am (Please Be On Time) 


We will have the first draw for a TM15 at 10:00 am on game day players must be present to receive prize this is our thank you to you for pre- registering before Oct 11th.


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


Pre-Register Sept 15th – Oct 11th Entries -$15.00 per player and receive 5 Tickets with Event Patch to the first 100 players. We will have a draw for a TM15 paintball gun on game day at 10:00am for those Pre-Registered by Oct 11th. (Valued at $459.00+tax)


Pre-Register Oct 12th – Oct 19th Entries -$15.00 per player and receive 3 Tickets with Event Patch to the first 100 players. These tickets are not applicable for the draw on the TM15, only door prizes.


Register on game day Oct 20th Entries -$20.00 per player and receive 1 Ticket with Event Patch while quantities last. These tickets are not applicable for the draw on the TM15, only door prizes.


 Door prizes - (value of prizes based on number of players.) All door prizes will be drawn at end of day when arm bands returned. Players must be present to receive prizes. 


It’s not mandatory to be in costume; but it will add to the game, crazier the better and best of all there will be a Prize for the best costume. Costumes will be judged by the field referees’ before game starts and prizes will be awarded at the end of the day.


Paint - $80.00 per case or $20.00 per bag 500 (Event Paint Only)
Free - HPA 3000psi fills.
Rental HPA tank with free air all day- $5.00


All Rental Equipment for this Game -$5.00 Please book ahead with Payment this will speed up things on game day and ensure you get rental gear. 


How to Pay 


E-Mail Transfers to brian@stormwarningpaintball.ca   

Password Question is – Game Name is?

Answer is – Halloween6 


You can also register by: Cash Only at the store in New Minas or field, Money order
Please make Money order payment to: C/o brucesonline.com

Mail to: brucesonline.com
             8916 Commercial St. New Minas B4N 3C9
             Telephone: 902-681-9469
             FAX: 902-681-0742






·         There will be 2 teams (Human=blue and Zombies=red team). 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. 

·         The Human team will have 5 blue marked antidote tubes and the Zombie team will have 5 body parts scattered on the field to secure and return to their respective home base. Once these key objectives are returned to the home base they are to be displayed and not obscured. 

·         The object of the game is to score points by maintaining at least 1 of you team’s key objectives and capturing as many as the opposing team’s key objectives as possible. 

·         The scoring will be tallied every ½ hour as follows:


·         1 point for each of your own team’s key objectives.

·         2 points for each of your opponent’s key objectives.

·         1 bonus point per key objective if 4 or more of the opposing key objectives are captured. 

·         A horn will sound for 5 seconds on each of the scoring times. Each team will have a referee to count the key objective(s) the team has on display and score points. Any key objective that is in transit and not in the home base is not counted. 

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


·         There are 10 tokens to be found on the field. They are Halloween props such as an axe, a sword, 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 token they have found. If the player is eliminated before he/she returns to their home base then the 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 Sewer Tour and 1x Molotov cocktail token that can be used at any time during the game. The tokens to be collected around the field are:

·         2x Sewer Tour – The team leader chooses 5 players (only 5 players total allowed on the sewer tour) to be involved in the sewer tour. The team leader chooses the field location, a grid location or outside a specific bunker and advises the referee of the destination. The sewer tour will leave from the team’s home base. The referee will guide the players as close to the location chosen as possible. The sewer tour cannot land inside bunkers. The players on the sewer tour must hold a rope until they are at the location. Players on the sewer tour cannot fire at players while walking and players witnessing the sewer tour cannot fire or advance on the players involved. Players dishonoring this rule will be eliminated. Players in the destination area of the sewer tour will be given 5 seconds to clear back to a location at least 40ft. from the destination. 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 grip from the rope and resume play. *Players that drop their hand from the rope are eliminated and must return to their staging area. This chance token can be used at any time.

·         2x Molotov cocktail - To use the player must throw a Nerf rocket at their intended target. The referee will mark the target/bunker/area where the Nerf rocket hit and all of the players within the 40ft. diameter of this area are eliminated.

·         2x Gain A Key Objective – Allows a team to take any 1 key objective from the opposing team, this includes 1 of their own key objectives. The team leader tells the referee what key objective they want. The referee acquires the key objective, not the player. If the opposing team does not have the desired key objective then the token is considered used, the choice of key objective stands. The key objective 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 any time.

·         2x Recon – 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.

·         2x Wall o’ Flame – This is a barrier objective. A player takes this objective that consists of 2x stakes and a length of rope approximately 40ft. long, and plants 1x stake and then plants the 2nd stake 40ft away. This is meant to represent a wall of fire. Once planted neither team can break the barrier until 10 minutes have passed. If the player is eliminated while trying to set up the Wall o’ Flame then another player from the same team is free to try and set it up. 



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. Safety and game briefing.

10:30am – Team leader briefing.

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

11:00am - Game begins. Scoring takes place every ½ hour.

1:00pm – Game/lunch break.

2:00pm – Players switch sides and game begins again. Scoring takes place every ½ hour.

4:00pm – Game ends. Final scoring tally. 2x horn blast. Winning team decided by combined scores.




·         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.

·         Masks must be worn on the fields at all times.

·         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.

·         Anytime a player yells “hit”, “out”, puts their hand up, barrel sleeve on their barrel or waves their marker above their 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.

·         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 their 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 their team’s staging area without deliberate delay.

·         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 an 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 their.) 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.

·         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.

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

·         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. Deadmen don’t talk!

·         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 their body or equipment (grenade/landmine splatter is not subject to the dime size rule).

·         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, “Deadman 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 #11) 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 will be made to keep players informed of the changes.