HOME PAGE - 651-488-7700 -
www.junglerumble.com
As of March 2011
Jungle Rumble™ Rules
The Jungle Rumble is Field Paint
Only (FPO).
Players are responsible for understanding and abiding by these rules.
Paintball is an honor sport. Remember this critical fact and play within
the spirit and the letter of these rules.
Splat Tag, Inc. the
producer of "Jungle Rumble™" events reserves
the right to refuse admission to or expel anyone from
the property and game for any reason without a refund at
anytime.
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General Safety
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Players must observe common-sense safety
in regards to their surroundings. This includes the
natural and man-made terrain of the paintball field, and
your general conduct at the facility.
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Safety and sportsmanship are enforced
through a "3-strike" system. Each violation of the rules
below results in one strike against the player. Three
(3) strikes, and you will be asked to leave the game.
No refund.
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Games ID cards will be marked or punched
for each violation.
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Goggle Safety
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Paintball safety approved goggles will be
worn at all times while in the Play Area and in Chrono
area.
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Goggles must be worn going to or leaving
the Playing Area.
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Goggles will be worn at any time when a
barrel blocking device is not present on an assembled
paintball gun.
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Goggles must be in contact with the face
and properly secured to be considered "worn."
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Goggles must meet all appropriate field
insurance and safety rules.
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Players violating goggle safety rules
will result in expulsion from the game and
possibly the facility.
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Goggle on Zones are
the Playing Area and any area between the Playing Area and the Staging area.
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Watch for
"MASK ON" signs.
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Paintball Gun Safety
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All Marking devices must be manufactured for the game of
paintball and only shoot .68cal paintballs.
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Paintball guns will have a barrel
blocking device in use at all times while assembled and
not actively engaged in the Play Area or Chronographing/Testing
Tent.
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A paintball gun is considered "assembled"
when it is connected to a compressed gas source, OR has
a loader attached.
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Barrel blocking devices must be a bright
color. No black, camouflage or other hard-to-see colors
are permitted.
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Guns will be chronographed at 290 feet
per second or lower.
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Guns must be re-chronographed
periodically during the day and after all bottle changes
or maintenance that may affect speed.
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Guns
can be full-auto, semi or pump action and have a maximum rate of
fire of 12 balls per sec. One ball per trigger pull.
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No tools that might adjust velocity are
allowed in the Playing Area. This includes, but is not
limited to: Allen wrenches, pliers, open-ended wrenches
and screw drivers.
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Gun maintenance and testing that requires
the gun to be charged with gas will only be performed
with goggles on, and in an approved firing area. (The
chronograph/target range.)
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Players are responsible for the safe
operation of their paintball gun.
- Players may not "blind fire" i.e.
shoot their gun without being able to see the impact
of their fire.
- Players must control their own rate
of fire. "Overshooting" is considered more than 5
hits from a single gun on a player.
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Compressed gasses (HPA and CO2) should be
treated with the upmost respect. These are dangerous
sources of stored energy and they must be handled with
care.
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Compressed gas
Cylinders
must have a correct valid hydro date.
- Misc Basic Rules
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A waiver MUST be read and
correctly filled out by everyone on the property.
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No climbing trees, moving
bunkers, sandbags, or other structures.
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Players clothing/Equipment may be any pattern or solid color as long
as those colors are not the same as the other teams color or
Referees colors (Red, Blue and White & Black striped). Red team
players shell Not wear Blue and Vice versa.
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Unsportsmanlike like
conduct, cheating, physical contact or other violations of the rules will
not be tolerated.
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All Referees direction
will be followed. Players are here to play; refs are
here to ref. The rules are for the safety of everyone.
Do not argue with the Referees. All referees will be
wearing numbered shirts If you have a problem with one,
get the number and talk to the Game master.
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No shooting referees.
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No alcohol before
or during play.
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No drug or
medication which alters perception or mobility.
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No abusive or foul
language.
- Staging Areas
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Parking area
is the Staging Area.
- Staging Area is out of
play.
- Barrel blocking device
in place in this Area.
- No shooting or dry
firing allowed.
- There is a Chrono Tents
by check-in. Goggles must be worn inside.
These are for players to clean and adjust for safe fire
speeds.
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Play Area
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The play area boundary will be
clearly identifiable.
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Boundaries will be marked by 4"
Yellow Caution Tape.
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Boundaries should be as straight as
possible, or follow the natural flow of the land.
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Any player breaking the plane of a
field boundary is eliminated.
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Players may only shoot across a
boundary if the paintball is landing back in bounds.
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Only participating players, staff,
and staff-approved personnel may be present in the
Play Area.
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Personnel may not communicate across
the Play Area boundary. i.e. Unless you are in
active play, you may not communicate with another
active player.
- Entry Points
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Entry Points will be clearly
marked. Players may only enter the play area at
these locations.
- Dead Zones
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Dead Zones will be clearly
marked and should be located outside the play area
or on a boundary edge.
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Players may not fire within
25 feet
of a Dead Zone.
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Players entering a dead zone must
have a barrel blocking device on their paintball
gun.
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Scenario Player Information
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The player ID band is the player's proof
of payment for the event. Players must have their ID
band at all times.
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One armband of a designated color will
identify team affiliation. Armbands are to be worn on the left arm,
between the elbow and shoulder. Armbands may not be
obstructed by clothing.
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Players may not wear an opposing team's
armband.
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Hits
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A player is hit when he receives a mark
from direct contact with a paintball that cannot be
covered by the diameter of a paintball.
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Hit count on guns,
goggles and anything else a players is carrying.
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In the case of
"Friendly Fire" the shooter is automatically eliminated.
The player shot can then clean off hit and continue
playing.
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A player is hit when he receives a mark
from a paintball grenade or other booby trap device
larger than 1/8 of an inch.
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Neutral
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Players are neutral in the following
cases:
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When the player is eliminated.
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While under a referee's paint check.
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Neutral players should raise their hands
or gun above their shoulders for the duration of their
neutrality.
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Neutral players may not be fired on.
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Neutral players may not communicate with
another player in any other way, including speech, radio
use, hand signals, etc. A neutral player may communicate
with a referee at any time.
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Other players may not use a neutral
player for cover or disruption of the game.
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Freeze
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A freeze is an emergency situation. It is
used in the event of a player injury, loss of goggles
due to play or any situation where a player's health may
be in danger.
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If a player yells "Freeze! Freeze!
Freeze!" all players should immediately repeat the call,
cease fire, and stay in their positions.
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Only a referee can release a freeze.
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The referee will asses the situation and
releases the freeze once the danger has passed. (The
player is assisted off the field, goggles restored,
etc.)
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The referee will give a 3-second count
down and announce "Play on!" once the freeze is lifted.
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Surrender
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A player who has approached within 20
feet of another and who has an unobstructed, "no-miss"
shot should offer a surrender. The opposing player
cannot be actively engaging the player offering the
surrender for this condition to exist.
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The player offering surrender should
loudly announce the surrender so the opposing player can
hear the call.
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If the opposing player does not respond
in 3 seconds, the offering player may shoot the opposing
player.
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If, at any time, the opposing player
moves without first announcing "Hit!" the player
offering surrender may shoot the opposing player.
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The opposing player does not have to
honor the surrender call. He may attempt to turn and
shoot at the offering player. (He will most likely be
eliminated.)
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Play smart. Use common sense in
surrenders. They are for your safety and are a sign of a
respectful, honorable player. If you get outmaneuvered,
accept the offered surrender, or expect to take the
close-range shot!
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There are no barrel tags. Players MAY NOT
physically contact another player to eliminate them.
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Elimination
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A player who is eliminated raises his
hands above his head and yells "Hit!" or "Out!" in a
loud, clear voice.
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A player yelling "hit" or "out" is
eliminated and becomes a neutral player.
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A player may not retract a "hit" call.
Once "hit" is said, the player is eliminated.
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Eliminated players must use their barrel
blocking device and raise their gun above their
shoulders. Players not carrying a gun will raise their
hands above their shoulders.
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Eliminated players should exit the field
by the nearest boundary.
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Eliminated players may only repeat the
word "hit" (or variations thereof) or call for a
referee's assistance.
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Eliminated players may not communicate
with another player in any other way, including speech,
radio use, hand signals, etc. An eliminated player may
communicate with a referee at any time.
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Eliminated players who do not have a
barrel blocking device on their gun or do not have their
gun or hands above their shoulders are valid targets.
KEEP YOUR GUN UP UNTIL YOU LEAVE THE FIELD.
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Any player breaking the plane of a field
boundary is eliminated.
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There are no barrel tags. Players MAY NOT
physically contact another player to eliminate them.
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INSERTION AREAS
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One
for each team.
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When a player is tagged
out, they can go to one of their teams Insertion Areas.
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Players are responsible for thoroughly
cleaning previous hits. Players will be called out for
old hits.
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Players are released from the Dead Zone
every 15 minutes, beginning at 1/4 hour.
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The re-entry window lasts 5 minutes.
All insertion will be controlled by a Ref.
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No sitting right outside
of an insertion area to ambush
players as they reinsert is not allowed.
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Radio Communication
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Radios may be used by players to
communicate while in the Play Area.
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Players will abide by all local and
federal laws in regards to radio operation.
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Neutral or eliminated players, or players
and personnel outside the Play Area may not communicate
with those inside the Play Area.
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Players may use an alternate "dead
channel" frequency while outside the Play Area.
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Security of radio transmissions is the
responsibility of the players using the radios.
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It is a violation of FCC law to jam or
otherwise interfere with a radio transmission.
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Certain game channels may be designated
for staff and may be off-limits for player monitoring or
transmission.
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Paintballs.
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The Jungle Rumble is Field Paint
Only game (FPO).
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Two Custom colors just for
the Jungle Rumble will be used. Discount level color &
Tournament level color.
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Only .68 cal. paintballs sold by
Splat Tag at the event are allowed. No other cal.
allowed.
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Splat Tag will be selling paint at
the Check-in area.
- Paint Grenades.
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The jungle Rumble is Fvent Paint
Only game (FPO).
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One custom color Grenade
for the Jungle Rumble will be used.
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Only Grenades sold by Splat Tag at
the event are allowed.
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Splat Tag will be selling paint
Grenades at the Check-in area.
- Portable Rocket
Launchers (LAWS)
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All LAWS devices must be
manufactured by a company licensed to make them. No
homemade LAWS.
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LAWS
fire Nerf style Rockets only. They
can Not shoot paintballs or anything else.
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LAWS will be choreographed at 225 feet
per second or lower.
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May not be used on foot
units.
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Rockets have no area of
effect. No blast radius.
LAWS may be used to
eliminate any of the following: ● TANKS. Read TANK Rules for more details. ● Helicopters. ● Terminators. ● All players in a bunker or small structure when hit.
The structure is not destroyed. Like fence or plywood walls. ●
Upper Center Tower in the Warfare Fort. But not the main
Structure. ● Pillbox / Turret.
● Oil Refinery Towers. If at all possible, players need to secure a ref's attention
to fire a LAW. A ref is needed to call out any structure
that is to be eliminated by a LAW.
LAWS
have no effect on these large Structures. (These have
thicker walls): ● Castle
● ●
●
- Paintball TANKS.
- Most Paintball Tanks are privately
own and operated.
- Paintball Goggles must be worn inside Tanks at all times in or or
near Playing Area.
- Tank owner should contact Splat Tag
in advance to receive rules and requirements.
- Tanks can not be more then 5' wide.
Tanks can not travel more then 5mph. Tanks
drivers must be in control of the Tank at all times.
- Tanks can only travel by way of Tank Paths and in open
areas. Tanks can not travel over trees or brush.
- Tanks must have a 1' X 2" team
colored flag displayed above
the Tank so it can be seen from all sides.
- Tank must have a 1' X 2' White flag
to signal they are out of play. Must be displayed above
the Tank when out of play.
- All paintball markers in a Tank must Chrono under
290fps. All other Paintball Gun Rules apply.
- Tank Air canons
must follow "Portable Rocket Launchers Rules. Sec 20.
- Tanks can be eliminated by a hit
from Portable Rocket Launchers (Nerf style Rocks only)
to one of the Tanks sides. Hits to the front, back or
top do not count.
- Tanks can be eliminated by a
Grenade hit that leaves a splat longer then 6" to one of
the Tanks sides. Grenade hits to the front, back or top
do not count.
- Use of
standard paintball markers will not eliminate a Tank or players
within the Tank.
- Do NOT shoot at Tank drivers for
safety.
- Players can not shoot at Tanks with
a White Flag raised. Tanks are out of play when their
White Flag is showing and can NOT shoot.
- When a Tank is Eliminated it must
Raise its White Flag. It now has two options to
re-insert:
1) Can turn motor off (if it has one)
and wait for two minutes. 2) Ref can re-insert
it by blowing a loud whistle to worn near by players.
3) Return to it's Team Insertion
point A for unlimited re-insertions.
- Penalty for Tanks inserting or
shooting with White Flag showing is Elimination for 20
minutes. Longer if done intentionally.
- TANKS are not
allowed with in 25 feet of a Insertion area and can not fire at
or in the direction of a insertion area.
- Tanks can not block door ways.
- Motorized Tanks.
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Tanks that are; powered by a motor,
weigh more then 99lbs or made of metal must carry their
own liability insurance.
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Tank owners must provide a Ref or
contact Splat Tag to see if they have extras Ref for
your Tank.
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Tank may have no more then one Driver and two players in
it at a time.
- Flintstone Tanks.
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Flintstone can not; have a motor,
weigh more then 99lbs or made with metal or glass.
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These are powered only by walking.
Drivers feet must be in contact with the ground while
moving.
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Must be painted green and look the
part of a Tank.
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They can be carry on suspenders or
pushed on wheels by player inside.
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Tank may have no more then two players in it at a time.
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Medics No more then 2 per
team at a time.
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Medics may return a player with one
paint hit to normal play except if
a player has a more then one hit or a head shot.
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Medics will be designated by a white
armband with a red cross, no less than 2 inches wide,
worn on the right arm, between the elbow and shoulder.
Armbands may not be obstructed by clothing.
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Medics can not heal
"Head Shots" these players will have to go to one of
their Insertions (A or B).
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Medics can not heal
"Terminators" or Helicopters".
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A medic may treat a player anywhere on
the field.
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The medic must be within arm's reach of
the wounded player to use his ability.
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The medic must first clean the wounded
player's one (1) hit. Medics are responsible for
thoroughly cleaning the players wounding hit so that it
is not mistaken for an eliminating mark later on.
- Apache Attack Helicopter: Only one per team at a time.
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Apache
helicopters will be wearing (
). with sound
effects.
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Players are Not allowed to shoot paintballs at
Helicopters. This is a major rule violation.
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The only way to eliminate
a Helicopter is with a hit from a LAW, TANK Cannon or a
paint hit by another Helicopter.
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Only was a
flight time of 20 minutes.
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Can run.
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Paintballs limited to what they start
off with. Can not reload paint or switch guns.
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When they run out of air or
paintballs they are eliminated.
- Can not pick up items and touch flags/push pins.
- Can not re-insert.
- Must stay with in 20' of assigned Helicopter Ref.
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A Helicopter who has
approached within 20 feet of a player and who has an
unobstructed, "no-miss" MUST offer a surrender.
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Can Not go in any
structures or through and
doorways.
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Must stay on Tank paths and in open
areas.
- Can not be the same player two times in a row.
- Terminators.
Only one at a
time per team.
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Terminator will be wearing
a long sleeve shirt in their teams color (Red and Blue)
the says "Terminator" on the front, back and down
both sleeves.
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On the front and back of a
Terminator shirt will be a white Target box.
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The only way to eliminate
a Terminator is to hit the Terminator in either of the
two Target boxes once.
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Terminators can Not Reinsert or be
healed once eliminated.
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All other hits do not
count and the Terminator can keep playing.
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A referee will be assigned to each
Terminator.
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Terminators must walk when moving. They can not
run.
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Covering the target with hands, arms or unnatural use
of the marker, hopper, or tank to cover the target is not
allowed.
- Paratrooper drop. Only one at a time.
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Para-dropping
players will be escorted to a drop location by a referee.
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During the
escort the para-dropping players are to keep their barrel
bags in place and hold their markers over their heads to
show they are not in play.
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When the para-dropped
players reach the drop location they are to prepare for play
and have at least one foot on the drop point marker as they
enter play.
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Drop point markers
may be placed by referee anytime.
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Drop point
markers may be either a tape marker on the ground or a
painted line.
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Referee will
declare the dropping players in play by counting down to
either a whistle or a verbal start command.
- Pillboxes with Turret
-
Players in the Pillboxes are NOT
eliminated out by paintball hits.
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The Pillboxes can be
tagged out for up to two minutes by:
A. A law rocket
hitting the Pillbox or Turret.
C. A Artillery Barrage hitting the Pillbox will tagged it
out.
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Player can NOT open the door of a Pillbox when someone is inside.
- PENALTY
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Penalty points may be
removed from a Giant Team for violations of the any
Rule.
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Points removed will be
subjective, based upon the effect the violation had on
the game in the Game Masters opinion.
Examples of reason
for penalty points but not limited to:
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Reinserting at
locations other then your teams re-insertion
areas.
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Exploiting,
use of the gray areas, or loop holes in the
rules.
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Removing
mission items.
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Playing on,
Playing with hits.
-
Eliminated
player talking to live players while in the
Play Area.
-
Intentionally
shooting at Terminators head or trying to
hurt them.
Splat Tag reserves the
right to make changes at anytime to balance play of the game and
for enjoyment of game for all players.
HOME PAGE
- 651-488-7700 -
www.junglerumble.com
Copyright © 2012 Splat Tag,
Inc. USA
Jungle Rumble and Splat Tag
are trademarks of Splat Tag, Inc. |