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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.

  1. General Safety
    1. 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.
    2. 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.
    3. Games ID cards will be marked or punched for each violation.
  2. Goggle Safety
    1. Paintball safety approved goggles will be worn at all times while in the Play Area and in Chrono area.
    2. Goggles must be worn going to or leaving the Playing Area.
    3. Goggles will be worn at any time when a barrel blocking device is not present on an assembled paintball gun.
    4. Goggles must be in contact with the face and properly secured to be considered "worn."
    5. Goggles must meet all appropriate field insurance and safety rules.
    6. Players violating goggle safety rules will result in expulsion from the game and possibly the facility.
    7. Goggle on Zones are the Playing Area and any area between the Playing Area and the Staging area.
    8. Watch for "MASK ON" signs.
  3. Paintball Gun Safety
    1. All Marking devices must be manufactured for the game of paintball and only shoot .68cal paintballs.
    2. 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.
    3. A paintball gun is considered "assembled" when it is connected to a compressed gas source, OR has a loader attached.
    4. Barrel blocking devices must be a bright color. No black, camouflage or other hard-to-see colors are permitted.
    5. Guns will be chronographed at 290 feet per second or lower.
    6. Guns must be re-chronographed periodically during the day and after all bottle changes or maintenance that may affect speed.
    7. 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.
    8. 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.
    9. 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.)
    10. Players are responsible for the safe operation of their paintball gun.
    11. Players may not "blind fire" i.e. shoot their gun without being able to see the impact of their fire.
    12. Players must control their own rate of fire. "Overshooting" is considered more than 5 hits from a single gun on a player.
    13. 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.
    14. Compressed gas Cylinders must have a correct valid hydro date.
  4. Misc Basic Rules
    1. A waiver MUST be read and correctly filled out by everyone on the property.
    2. No climbing trees, moving bunkers, sandbags, or other structures.
    3. 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.
    4. Unsportsmanlike like conduct, cheating, physical contact or other violations of the rules will not be tolerated.
    5. 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.
    6. No shooting referees.
    7. No alcohol before or during play.
    8. No drug or medication which alters perception or mobility.
    9. No abusive or foul language.
  5. Staging Areas
    1. Parking area is the Staging Area.
    2. Staging Area is out of play.
    3. Barrel blocking device in place in this Area.
    4. No shooting or dry firing allowed.
    5. 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.
  6. Play Area
    1. The play area boundary will be clearly identifiable.
    2. Boundaries will be marked by 4" Yellow Caution Tape.
    3. Boundaries should be as straight as possible, or follow the natural flow of the land.
    4. Any player breaking the plane of a field boundary is eliminated.
    5. Players may only shoot across a boundary if the paintball is landing back in bounds.
    6. Only participating players, staff, and staff-approved personnel may be present in the Play Area.
    7. 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.
  7. Entry Points
    1. Entry Points will be clearly marked. Players may only enter the play area at these locations.
  8. Dead Zones
    1. Dead Zones will be clearly marked and should be located outside the play area or on a boundary edge.
    2. Players may not fire within 25 feet of a Dead Zone.
    3. Players entering a dead zone must have a barrel blocking device on their paintball gun.
  9. Scenario Player Information
    1. The player ID band is the player's proof of payment for the event. Players must have their ID band at all times.
    2. 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.
    3. Players may not wear an opposing team's armband.
  10. Hits
    1. 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.
    2. Hit count on guns, goggles and anything else a players is carrying.
    3. In the case of "Friendly Fire" the shooter is automatically eliminated. The player shot can then clean off hit and continue playing.
    4. 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.
  11. Neutral
    1. Players are neutral in the following cases:
      1. When the player is eliminated.
      2. While under a referee's paint check.
    2. Neutral players should raise their hands or gun above their shoulders for the duration of their neutrality.
    3. Neutral players may not be fired on.
    4. 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.
    5. Other players may not use a neutral player for cover or disruption of the game.
  12. Freeze
    1. 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.
    2. If a player yells "Freeze! Freeze! Freeze!" all players should immediately repeat the call, cease fire, and stay in their positions.
    3. Only a referee can release a freeze.
    4. 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.)
    5. The referee will give a 3-second count down and announce "Play on!" once the freeze is lifted.
  13. Surrender
    1. 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.
    2. The player offering surrender should loudly announce the surrender so the opposing player can hear the call.
    3. If the opposing player does not respond in 3 seconds, the offering player may shoot the opposing player.
    4. If, at any time, the opposing player moves without first announcing "Hit!" the player offering surrender may shoot the opposing player.
    5. 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.)
    6. 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!
    7. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
  14. Elimination
    1. A player who is eliminated raises his hands above his head and yells "Hit!" or "Out!" in a loud, clear voice.
    2. A player yelling "hit" or "out" is eliminated and becomes a neutral player.
    3. A player may not retract a "hit" call. Once "hit" is said, the player is eliminated.
    4. 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.
    5. Eliminated players should exit the field by the nearest boundary.
    6. Eliminated players may only repeat the word "hit" (or variations thereof) or call for a referee's assistance.
    7. 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.
    8. 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.
    9. Any player breaking the plane of a field boundary is eliminated.
    10. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
  15. INSERTION AREAS

    1. One for each team.
    2. When a player is tagged out, they can go to one of their teams Insertion Areas.
    3. Players are responsible for thoroughly cleaning previous hits. Players will be called out for old hits.
    4. Players are released from the Dead Zone every 15 minutes, beginning at 1/4 hour.
    5. The re-entry window lasts 5 minutes. All insertion will be controlled by a Ref.
    6. No sitting right outside of  an insertion area to ambush players as they reinsert is not allowed.
  16. Radio Communication
    1. Radios may be used by players to communicate while in the Play Area.
    2. Players will abide by all local and federal laws in regards to radio operation.
    3. Neutral or eliminated players, or players and personnel outside the Play Area may not communicate with those inside the Play Area.
    4. Players may use an alternate "dead channel" frequency while outside the Play Area.
    5. Security of radio transmissions is the responsibility of the players using the radios.
    6. It is a violation of FCC law to jam or otherwise interfere with a radio transmission.
    7. Certain game channels may be designated for staff and may be off-limits for player monitoring or transmission.
  17. Paintballs.

    1. The Jungle Rumble is Field Paint Only game (FPO).
    2. Two Custom colors just for the Jungle Rumble will be used. Discount level color & Tournament level color.
    3. Only .68 cal. paintballs sold by Splat Tag at the event are allowed. No other cal. allowed.
    4. Splat Tag will be selling paint at the Check-in area.
  18. Paint Grenades.
    1. The jungle Rumble is Fvent Paint Only game (FPO).
    2. One custom color Grenade for the Jungle Rumble will be used.
    3. Only Grenades sold by Splat Tag at the event are allowed.
    4. Splat Tag will be selling paint Grenades at the Check-in area.
  19. Portable Rocket Launchers (LAWS)
    1. All LAWS devices must be manufactured by a company licensed to make them. No homemade LAWS.
    2. LAWS fire Nerf style Rockets only. They can Not shoot paintballs or anything else.
    3. LAWS will be choreographed at 225 feet per second or lower.
    4. May not be used on foot units.
    5. 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
         ●
         ●
         ●
     

  20. Paintball TANKS.
    1. Most Paintball Tanks are privately own and operated.
    2. Paintball Goggles must be worn inside Tanks at all times in or or near Playing Area.
    3. Tank owner should contact Splat Tag in advance to receive rules and requirements.
    4. 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.
    5. Tanks can only travel by way of Tank Paths and in open areas. Tanks can not travel over trees or brush.
    6. Tanks must have a 1' X 2" team colored flag displayed above the Tank so it can be seen from all sides.
    7. 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.
    8. All paintball markers in a Tank must Chrono under 290fps. All other Paintball Gun Rules apply.
    9. Tank Air canons must follow "Portable Rocket Launchers Rules. Sec 20.
    10. 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.
    11. 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.
    12. Use of standard paintball markers will not eliminate a Tank or players within the Tank.
    13. Do NOT shoot at Tank drivers for safety.
    14. 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.
    15. 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.
    16.  Penalty for Tanks inserting or shooting with White Flag showing is Elimination for 20 minutes. Longer if done intentionally.
    17. 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.
    18. Tanks can not block door ways.
  21. Motorized Tanks.
    1. Tanks that are; powered by a motor, weigh more then 99lbs or made of metal must carry their own liability insurance.
    2. Tank owners must provide a Ref or contact Splat Tag to see if they have extras Ref for your Tank.
    3. Tank may have no more then one Driver and two players in it at a time.
  22. Flintstone Tanks.
    1. Flintstone can not; have a motor, weigh more then 99lbs or made with metal or glass.
    2. These are powered only by walking. Drivers feet must be in contact with the ground while moving.
    3. Must be painted green and look the part of a Tank.
    4. They can be carry on suspenders or pushed on wheels by player inside.
    5. Tank may have no more then two players in it at a time.
  23. Medics No more then 2 per team at a time.
    1. 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.
    2. 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.
    3. Medics can not heal "Head Shots" these players will have to go to one of their Insertions  (A or B).
    4. Medics can not heal "Terminators" or Helicopters".
    5. A medic may treat a player anywhere on the field.
    6. The medic must be within arm's reach of the wounded player to use his ability.
    7. 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.
  24. Apache Attack Helicopter: Only one per team at a time.
    1. Apache helicopters will be wearing (                                                     ). with sound effects.

    2. Players are Not allowed to shoot paintballs at Helicopters. This is a major rule violation.

    3. The only way to eliminate a Helicopter is with a hit from a LAW, TANK Cannon or a paint hit by another Helicopter.

    4. Only was a flight time of 20 minutes.

    5. Can run.

    6. Paintballs limited to what they start off with. Can not reload paint or switch guns.
    7. When they run out of air or paintballs they are eliminated.
    8. Can not pick up items and touch flags/push pins.
    9. Can not re-insert.
    10. Must stay with in 20' of assigned Helicopter Ref.
    11. A Helicopter who has approached within 20 feet of a player and who has an unobstructed, "no-miss" MUST offer a surrender.
    12. Can Not go in any structures or through and doorways.
    13. Must stay on Tank paths and in open areas. 
    14. Can not be the same player two times in a row.

  25. Terminators. Only one at a time per team.
    1. 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.
    2. On the front and back of a Terminator shirt will be a white Target box.
    3. The only way to eliminate a Terminator is to hit the Terminator in either of the two Target boxes once.
    4. Terminators can Not Reinsert or be healed once eliminated.
    5. All other hits do not count and the Terminator can keep playing.
    6. A referee will be assigned to each Terminator.
    7. Terminators must walk when moving. They can not run.
    8. Covering the target with hands, arms or unnatural use of the marker, hopper, or tank to cover the target is not allowed.
  26. Paratrooper drop. Only one at a time.
    1. Para-dropping players will be escorted to a drop location by a referee.
    2. 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.
    3. 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.
    4. Drop point markers may be placed by referee anytime.
    5. Drop point markers may be either a tape marker on the ground or a painted line.
    6. Referee will declare the dropping players in play by counting down to either a whistle or a verbal start command.
  27. Pillboxes with Turret
    1. Players in the Pillboxes are NOT eliminated out by paintball hits.
    2. 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.
    3. Player can NOT open the door of a Pillbox when someone is inside.
  28. PENALTY
    1. Penalty points may be removed from a Giant Team for violations of the any Rule.
    2. 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:

  1. Reinserting at locations other then your teams re-insertion areas.
  2. Exploiting, use of the gray areas, or loop holes in the rules.
  3. Removing mission items.
  4. Playing on, Playing with hits.
  5. Eliminated player talking to live players while in the Play Area.
  6. 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.

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Jungle Rumble and Splat Tag are trademarks of Splat Tag, Inc.