Jungle Rumble TM
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Jungle Rumble Scenario Series

RULES OF PLAY

"if you do not know the rules of war how will you fight?"
- Tacitus (55-122 A.D.)

All events at Splat Tag are field paintballs only. FPO. Players can not bring their own paintballs. Splat Tag will be selling discounted paintballs for this event.

1.0 - Safety rules

1.1 Mask must be on at all times while in the play zone. The seal of the mask must be in contact with the skin of the face around the eyes to be considered fitted and properly on. Lower face plate and ear plates must be fully intact. No cut down mask are allowed. No unattached ear guards.

1.2 Barrel bag/plugs must be in place at all times to guard against accidental firing. The only exceptions are:
A. While inside the playing zone and in play.
B. During test firing and chronographing at the chronographing range.
C. When both hopper and gas/air bottle are detached from the marker.

*Violation penalty - 1 card punch

1.3 A player is tagged out and shall cease fire when:
A. A paintball hits and breaks on a player leaving a paint mark larger than a .68 cal. paintball
B. A liquid strike from an approved weapon leaves a paint mark 1/8 inch (1 cm) or larger on that player.
C. If an opponent who is still in play and standing within 10 feet calls the player out.
D. If a referee calls the player out for ANY reason.

*Violation penalty - 1 card punch for playing on after tagged out.

1.4 If a player is tagged out the player must yell "hit!" or "I'm hit!"; place barrel bag/plug on their marker; lift the marker over their head; and then exit the play zone by the shortest route.

*Violation penalty - 1 card-punch for playing on after tagged out.

1.5 If a player is tagged out, the players is not allowed to communicate game information to live players prior to exiting the play zone and reentering through the appropriate resurrection point. (Dean men don't talk).

*Violation penalty - referee calls out a live team mate.

1.6 If a players is within 20 feet and outside of a 10 feet of the opponent, the player must warn opponent by saying "Surrender." If opponent refuses to surrender or makes and aggressive move, player may fire upon opponent.
Officers are obligated to surrender.

*Violation penalty - if opponent is not given an opportunity to surrender before player opens fire, the player will be called out by the referee while the opponent remains in play.

1.7 If a players is within 10 ft of opponent, NO SHOOTING IS ALLOWED WITHIN 10 FEET. Rather than shooting, the first player is to say, "you're out" wins the encounter. Officers are captured rather than tagged out.

*Violation penalty - if player fires one shot at opponent within 10 feet, player is out and opponent is still in the game. If 2 or more shots are fired, player is out and will receive 1 card-punch.

1.8 No shooting outside of the play zone. No shooting over boundary lines of play zone, even if the balls are landing back into the play zone across a bend in the line or "out of play" zone area.

*Violation - 1 card-punch

1.9 No blind fire. Player shall always have a clear view of the direction of fire. Never shall a player hold the marker over an obstacle and fire without looking.

*Violation - 1 card-punch

1.10 No aggressive physical contact.

*Violation - minimum of 1 card-punch. Additional card-punches may be given at referee's discretion.

1.11 No overshooting. No more than 3 hits from one player are allowed at a time. If a player is rapid firing at least a 5-degree left to right wave must be used while firing. In long bursts of 20 shots or more, at least a 10-degree left and right wave must be used. This is done to prevent over shooting.

*Violation - 1 card-punch

1.12 Marker speed maximum is 280fps. The ftp (feet per second) speed limit may be set lower at some events. The speed will be announced during the safety speech prior to each event. Each marker must be tested prior to each event. Each marker must be tested each time a player enters the play zone. Markers may also be checked at random.

*Violation - 1 card-punch

1.12a Marker maximum rate of fire is 13bps. This is different from feet per second. bps refers to the number of paintball that a marker can shot in a second. Each marker must be tested prior to each event. Markers may also be checked at random.

*Violation - 1 card-punch

Jungle Rumbles are high intensity scenario games.

1.12b Full-auto, burst and raping are allowed but may be terminated for everyone if over shooting occurs. Max of 12bps.

*Violation - 1 card-punch

1.13 No shooting the referees.

*Violation - 1 card-punch for intentional shooting a referee.

1.14 A player may call "paint check." While the referee is checking for a tag, the player is out of play. The referee will call player "Out" or "Clean" Accidental hits which occur during a paint check will be ignored.

1.15 NO ALCOHOL before or during play.

*Violation penalty - 3 card-punches, restricted from play.

1.16 NO DRUG or medication which alters perception or mobility.

*Violation penalty - 3 card-punches, restricted from play

1.17 No abusive or foul language. No directed abusive personal comments shall be allowed.

*Violation penalty - 1 card-punch

1.18 Keep fingers clear from triggers when not in play.

*Violation penalty - 1 card-punch

1.19 Players may only enter play zone from their team's resurrection point unless otherwise directed by a referee.

*Violation penalty - 1 card-punch

1.20 In case of an emergency when a person's safety is at risk or an injury has occurred, any player and/or referee is obligated to yell "Hold, Hold Hold!!" Anyone can stop the game because all players are responsible to play safe.

A. If you hear "HOLD" you are to repeat it to pass it along, hold your fire and hold your position.
B. No game movement is allowed until the game is restarted by a referee.
C. If you more more than 3ft during a hold you have tagged yourself out.
D. If it is determined to be a situation that requires the game be stopped for a short while the call for "GUN DOWN, BARREL PLUGS" may be called. During this time all players must their markers on the ground.
E. Only referees can restart the game after the situation is resolved.

1.21 Each players will be issued a player wristband. This will act as your player card. If the card is punched 3 times by a referee for any reason the player will be asked to leave play for the day. No refunds will be given or expected by event promoters or field owners.

2.0 - Zones, Staging Areas, and Resurrection Points

2.1 The PLAY ZONE shall be clearly marked with a yellow tape line. Exits and entrances must be a combination of angles which prevent paintballs from passing through.

2.2 The MASK ON ZONE shall be clearly marked. Mask zone are any area between the play zone and the Staging area. Barrel bags/plugs are to be in place in this zone (If a=you are within 60 feet of the playing zone make sure your mask is on. Watch for "MASK ON" signs.

2.3 Each team's RESURRECTION POINT will have a break in the tape-line providing a gate to enter the play zone.

2.4 A GREEN ZONE will be marked between the resurrection point and the play zone allowing players wide entryway into the play zone.
A. Players is the green zone are in play.
B. Players in their own green zone may fie into the play zone.
C. Players may not enter opponents green zone.
D. Players may choose to ignore hits they receive inside their own green zone.
E. Players may fire into the opponents green zone.
(Note: It will have no effect on players in the green zone).

2.5 STAGING AREAS behind the resurrection point are out of play and shall be marked with tape and signs indicating mask to re

2.6 ALL OTHER POINTS ARE OUT OF PLAY.
Barrel plugs/bags should be in place in all areas not specified as play zones or resurrection points.

3.0 Greades

3.1 All grenades must be approved by the safety board.

3.2 If a player is hit by a spot of paint larger than 1/8in (1cm) they have been tagged out.

3.3 Players may carry as many grenades as they wish.

3.4 Grenades are to be pocketed and secured while not in the play zone.

3.5 Grenades are to only be discharged in the play zone.

*Violation penalty - 1 card-punch

3.6 NO EXPLOSIVE GRENADES.

4.0 Satchel Charges

4.1 All grenades must be approved by the safety board.

4.2 All satchel charges must have an official live tag attached before use. After use the live tag is pulled. Only a referee at the resurrection point can retag it.

4.3 Satchel charges must be made of cloth and gently stuffed beyond its original size, pillow like, so it absorbs impact and does not injure someone. No metal buckles or findings shall be on or a part of the satchel construction.

4.4 Satchel charges are for mission, anti-vehicle, anti-bunker, and anti-artillery placement use only.

4.5 Satchel charges have NO burst radius.

4.6 The satchel charge must come to a complete stop on or in a target to have an effect. If it bounces away on impact, its effect is nullified.

4.7 If the satchel charge is dropped it is considered detonated. The player who dropped it is tagged out and the live tag is pulled.

4.8 Satchel charge may be tossed, thrown, or placed. If placed, the player placing the charge is tagged out as well as the target.

4.9 The crew/occupants of the target are tagged out if the target is affected by the satchel charge.

4.10 Player must be a recognized engineer to use a satchel charge.

5.0 Set Charges

5.1 All set charges must be approved by the safety board.

5.2 Set charges are to be made to resemble a real set charge.

5.3 Set charges may be command detonated, use a mock fuse, or may be timed with a stopwatch.

5.4 Set charges shall be placed. A charge shall not be thrown or tossed.

5.5 A set charge shall have a live tag. After use the tag is pulled and shall only be retagged at the resurrection point by a referee.

5.6 If dropped there is no effect.

5.7 Set charges are for mission, anti-vehicle, anti-bunker, and anti-artillery placement use only.

5.8 Set charges have NO burst radius.

5.9 Detonation must be simulated with an obvious audio report (siren/horn) and/or obvious visual report.

5.10 Set charges can only be used by a recognized engineers who have qualified with the appropriate or organizers for an event which might be one or all of the following: safety committee, the game-master, referee, commanders.

6.0 Medics

6.1 A hit anywhere other than the head is a wound able to be treated by a medic. The player may stay in place and call for a medic rather then call themselves out. A hit on the head or mask is an out which requires a return to the resurrection point.

6.2 Players calling for medics shall not move more than 3 ft. under there own power. They may be carried, dragged or pulled to safety.

6.3 A medic may resurrect the player on the spot rather than take them back to a resurrection point.

6.4

6.5 A medic shall be within arms reach of the wounded player to make the 30 second verbal count or use a medic card, at which time the wounded player is healed and back in play.

6.6 Wounded players shall not fire their markers or take aggressive action while wounded.

6.7 If the wounded players is hit while the medic is applying resurrection, the player is out. The medic must start over.

6.8 If the medic is tagged out during the resurrection both players are tagged out and must go back to the resurrection point.

6.9 Medics shall not resurrect themselves.

7.0 Moble resurrection points (M.A.S.H. units)

7.1 Mobile resurrection points may be placed only by medic squad consisting of at least five recognize medics.

7.2 This resurrection point may be set any place on the play field.

7.3 The method of placing the resurrection point is to stake out 50 feet of rope on the ground in an approximate squire, then declare it being placed to a referee. Two minutes after the ropes are staked down and declared the M.A.S.H. resurrection point is active. All five squad members must take part in activation.

7.4 Players, if tagged out, may choose to either go to the main resurrection point or the mobile resurrection point under their own power.

7.5 Players are back in play as soon as they step into the roped off mobile resurrection point.

7.6 If any player is tagged out by any means while in the mobile resurrection point the mobile resurrection point becomes non active. To reactivate, the medic squad must pull up their stakes and rope and re-declare placement (as in rule7.3)

7.7 While not active, the rope and stakes are to be kept in a box clearly marked as M.A.S.H., mobile resurrection point or field hospital. Minimum size of the mobile resurrection point box is three cubic feet. All mobile resurrection boxed and marking equipment must be approved by the game master and be tagged for use in the game.

7.0 Radios and wireless communication

8.1 Any player may use a radio during play at any time unless the game master declares radios inappropriate for a particular game.

8.2 If the radio are declared inactive for a game purposes, all radios are to be turned to channel one. Only emergency information and referee information is allowed. Players shall not talk to each other if the referee declares it so.

*Violation penalty - 3 card-punches, restricted from play

8.3 Channel one is always reserved for referee's and game official's use.

9.0 Game Papers and Orders

9.1 All game papers and orders shall be issued by the game master at each game.

9.2 Game papers and orders may be issued four weeks prior to game and throughout the game up until the last hour.

9.3 Game papers and orders shall only be issued to sergeants, partisans or officers.

9.4 Game papers and other orders may be carried by any players.

9.5 If a player is tagged out, the player shall drop any game papers on the spot unless those papers were issued as personal papers which may be retained by the original owner while not in play.

9.6 Personal papers which may be retained are:
            A. Officers standing orders.
            B. Players ability cards.

10.0 Flag Points

10.1 Flag stations are to be clearly seen and accessible.

10.2 Flag poles are to have one flag representing a side.

10.3 If more than 2 side are in conflict in the game, more than one flag pole may be used at a single flag station.

10.4 A flag must be at the top of the pole for a side to receive points for that flag station. If the flag is down the opposing force will receive the points for the flag.

10.5 Flag stations may be booby trapped or mined.

10.6 Flag rope shall not be tied, cut, or removed by a player.

10.7 Flag stations shall not be placed closer than 50 yards from any green zone.

10.8 Flag stations are to be counted at prearranged times which both sides will be made aware of before the game.

10.9 Flag stations values will be announced before the game.

11.0 Snipers

11.1 Only recognized snipers shall use simulated sniper fire.

11.2 A sniper shall inform a referee that this ability is in use and declare a possible target.

11.3 To establish line of sight at any range the sniper shall describe the target in detail to the referee.

11.4 After the line of sight has been shown to the referee the sniper ability card will be punched and the target player will be tagged out.

11.5 The sniper may communicate with the referee directly by radio or relaying information through his spotter.

 11.6 Snipers may only fire one shot per minute.

12.0 Landmines

12.1 Landmines may be simulated by cording off an area using red or orange plastic marking tape. This process calls for an engineer to first measure the area and then tape it off. The engineer must then stay at the area 1 minute for every square foot mined before the minefield is active.

12.2 After the simulated minefield is declared active, any player who enters the are is tagged out.

12.3 Players may clear the minefield by firing 30 paintballs into the area for each square foot with a verbal count or by probing the ground for 2 minutes per foot. Engineers can probe clear ground at 1 minute per square foot.

12.4 Active paint mines may also be used in unmarked areas of the play zone.

12.5 All active paint mines must be approved by the safety board prior to field play.

12.6 No fire driven explosive mines allowed.

12.7 All mines must be in compliance with state, local, and federal laws.

12.8 No projectiles faster than 250 fps.

12.9 Paint or paintballs from the mine are counted as in rule 1.3

12.10 All tripwires must release from mine after detonation leaving a loose string. No part of the mine should be left in such a way as to trip or injure a player.

12.11 Engineers who lay mines are responsible for mapping mine placement, clearing mine trap after each event and clearing each mine after each event.

12.12 Players must be a recognized engineer to lay mines.

12.13 All mines must be clearly marked with the name of the owner of the mine.

13.0 Air Cannons and other improvised Markers

13.1 All improvised markers must be approved by the safety board. If no safety committee has been established, improvised weapons are not all owed.

13.2 NO FIRE DRIVEN OR EXPLOSIVE PROJECTILES AT ANY TIME.

13.3 All air markers must be in compliance with local, state and federal laws.

13.4 No projectiles faster than 250 fps.

13.5 Paintballs from any source are counted as in rule 1.3

13.6 No equipment is to deliver a force string enough to dislodge a mask.

13.7 Air cannons and other improvised markers are considered direct fire artillery. Players must be a recognized mechanized infantry, armor, or artilleryman to use this equipment.

14.0 Prisoners

14.1 Only players acting as offers (level two commanders and above), partisans, and civilians may be captures.

14.2 If a player gets within 20ft. of an officer and yells "Out, surrender!" (as in rule 1.6) the officer shall surrender and becomes a prisoner of the player.

14.3 Civilians are to surrender if challenged within 50 yards.

14.4 If a civilian is shot unlawfully the shooter is tagged out.

14.5 If a prisoner is tagged out after capture the hit is ignored.

14.6 If the capturing player is hit and no fellow player is with in 20 ft. the prisoner is free to continue play.

14.7 The prisoner may not be physically searched, abused, or restrained.

14.8 The The prisoner is to keep all personal items and marker.

14.9 From the moment of capture to the point of release the prisoner is honor bound to cooperate with the captors.

14.10 The captors may ask for mission papers, personal orders, weapons or other game items. The prisoner must answer truthfully and surrender such item/s on request. Marker are the only weapons they may choose not to surrender but it must be declared. If weapons are found on a civilian they are declared as partisans and may be held as a prisoner. If no weapons are on the captured civilians they must be released.

14.11 Prisoners may be held on the field for up to 30 min., after which time, the prisoner is released and must go to the their resurrection point as a tagged out player.

15.0 Simulated Flamethrowers

15.1 All simulated flamethrowers and paint must be approved by the safety board.

15.2 Simulated flamethrowers are to be made to resemble a real flame thrower. No unmodified water guns are allowed.

15.3 Only one Simulated flamethrower is allowed per side.

15.4 Flamethrowers are simulated by shooting watered down paint and the hits are counted as a liquid strike as in rule 1.3-b.

15.5 If a flamethrower is hit by a paintball all players within 10ft. are tagged out including the operator of the flamethrower.

16.0 Simulated artillery and air strikes.

16.1 Events with simulated artillery or air strikes must have an artillery referee appointed. This referee's primary function is to call hits from artillery and air strikes.

16.2 Artillery crews must provide the artillery referee with a form of communication (preferably a hand held radio) and a map with reference points. The artillery crew is responsible for the condition and usability of the communication device. The artillery crew is responsible for the readability of the map.

16.3 Every hour on the hour, the artillery referee will roll a 6-sided dice. 1-2 will give the first army use of artillery for one hour. 3-4 no artillery for one hour. 5-6 the second army will have use of artillery for one hour. The referee will communicate the information to both sides.

16.4 Air strike will be issued to an army at the game master's discretion. The commander of an army may choose to use the air strike at any time.

16.5 When an artillery strike (single shot or barrage) or air strike is called, the artillery referee must first be directed to be where the strike will be. The artillery referee moves to the point where the strike is to take place. The artillery referee will then give clearance to fire by saying "referee in position". Referee may give an estimated time to arrive at strike zone. NO other information may be given by the referee.

16.6 Using air strikes: when clearance to fire is given, the player calling the air strike says "air strike inbound". The artillery referee then calls every player (regardless of side) as being tagged out if they are in the estimated 50 x 200 strike zone.

16.7 Using artillery fire: when clearance to fire is given the artillery crew may then fire. When the artillery referee hears artillery fire the referee will then count out players in the designated size strike zone.

16.8 All artillery pieces must be approved by the safety board prior to play.

16.9 All artillery pieces must be recognizable as artillery mock ups, painted and detailed to look like the artillery piece you are simulating.

16.10 All artillery must be in compliance with state, local, and federal laws.

16.11 Simulated artillery must make a loud repot or boom when fired.

16.12 Simulated artillery may use black power, propane, or compressed air.

16.13 Players must be recognized artillery crew by the safety committee to use artillery. Any player may use air strikes.

17.0 Paratroop drops and glider operations.

17.1 Para drops may only be made by recognized paratroops units.

17.2 Each paratrooper may only make one drop per 12 hours.

17.3 Drops equal one punch on paratroop ability card.

17.4 Para-dropping players will be escorted to a drop location by a referee.

17.5 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.

17.6 When the para dropped players reach the drop location the are to prepare for play and have at least one foot on the drop point marker as they enter play.

17.7 Drop point markers may be placed by referee anytime.

17.8 Drop point markers may be either a tape marker on the ground or a painted line.

17.9 Referee will declare the dropping players in play by counting down to either a whistle or a verbal start command.

18.0 Ghillie Suits

18.1 All set ghillie suits must be approved by the safety board.

18.2 Players wearing ghillie suits must be able to strip them off in less than 5 seconds (for fire safety)

18.3 All hits count on players in ghillie suits regardless of whether or not the ball breaks.

18.4 Game master may for any reason declare that ghillie suite are not to be used in a game.

19.0 Night play

19.1 All hits count regardless of whether or not the ball breaks.

19.2 Referee will be marked using colored lights.

19.3 No lasers are allowed at night.

19.4 All guns are to be turned down to 250 f.p.s. at night.

19.5 Pyrotechnics must be cleared with game master before use.

19.6 Grenades, flamethrowers and air cannons are not allowed or recognized at night.

 

 

 

 

 

 

 

 

 

  1. A waiver MUST be read and filled out by everyone on the property playing or not.
  2. Goggles MUST be worn at all times on playing field and in target/chrono areas.
    Goggles MUST be manufactured for use in paintball, having eye, face, and ear protection.
     
  3. Barrel Covers/Plugs and Safeties MUST be used at all times except when in playing field or target/chrono area. Cleaning of markers must be done in the target/chrono area (if you have to remove the barrel cover).
     
  4. Between 15 and 20 feet a surrender option must be offered loud enough for the other player to hear and given time to respond. Point blank shooting is not allowed this includes barrel taps.
     
  5. All markers MUST chrono at 280 FPS or less.
     
  6. All guns must be semi or pump action and have a maximum rate of fire of 12 balls per sec. One ball per trigger pull. *NO full-auto. No Burst! No bounce! * It is up to all players to make sure the paintball gun they are using complies with all rules.
    Have them checked and set before you get to the game.

     
  7. Markers will be checked prior to entering the field. Roving chrono checks will be done on the playing field and random checks will be done when exiting the playing field. Players found adjusting their markers on the field will be ejected from the property with no refund.
     
  8. Markers may NOT be fired ANYPLACE except the playing field or target/chrono range. This means NO firing of markers anywhere in the staging or parking area for any reason.
     
  9. No climbing trees, moving bunkers, sandbags, or other structures.
     
  10. Paintball Tanks:
    Players are NOT allowed to intentionality shoot at the Driver or Drivers windows. Players can not move within 10 feet of a Tank while it is in motion. Players will be called out. This is for safety. Tanks can shoot full-auto in most scenario so please stay back. Anything used for cover (forts, houses, bunkers, large trees, earthen mounds, etc.) may be demolished by the Tanks cannon, eliminating any player inside or with in 10 ft of it. Structures may be immediately use by other players, after it has been taken out.
     
  11. HITS: You are out or hit when a paintball breaks and leaves a mark the size of a nickel or larger anywhere on your person or equipment you are carrying (gun, hopper, tank, goggles, etc). Continuous splatter hits will count as a hit if larger then a nickel. Wiping paint will be penalized. 
     
  12. Ghillie-suited weather partially or fully covered in “ghillie “ material must call every hit, whether or not it breaks.
     
  13. WHEN HIT. Raise marker all the way above head. YELL Hit  2 –3 times. Put barrel stopper and head to your reinsertion area and back to the staging area by the safest direct route. Continue to keep your gun up over your head and YELLING hit until you are off the playing area. Expect to be hit if you are not doing all of the above items and/or you walk thru an area with heavy gunfire.
     
  14. REINSERTION: Reinsertions will be every 15 minutes on the quarter hour. Reinsertion area will be located by each main base. No player may fire with in 50 feet of a reinsertion area.
    Reinsertion area will be netting off and player can take off goggles and get water and paint with in there netting areas. Bottle Water will be sold for $1 and paint will be by tickets (1 ticket for each 500 paintballs)
     
  15. Grenades and Landmines you are eliminated if you are hit with any speck of paint.
     
  16. Dead men don’t talk.
     
  17. Team id will be provided and must be worn in plain view at all times. It is your responsibility to maintain team id throughout the event. Replacement cost is $2.00
     
  18. Camouflage may be any pattern or solid color as long as those colors are not the same as the team colors or judges colors (Yellow, Red, White, Blue and Orange,).
     
  19. The boundaries of the field will be marked with Yellow Rope with Yellow tape. Water Hazards will be marked with Yellow Rope with Blue tape. Danger areas will be marked with Pink tape. Do not cross or enter these areas
     
  20. Unsportsmanlike like conduct, Cheating, Physical contact, Violation of any rule, will not be tolerated.
     
  21. Splat Tag reserves the right to refuse admission to or expel anyone from the property and game for any reason without a refund at anytime.
     
  22. All judges and 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 judges or referees. All referees will be wearing numbered shirts If you have a problem with one, get the number and talk to the Game master. The judges and referees are there for your safety and will not be mistreated.
     
  23. Players should move out of the way of staff vehicles at all times.

    911 will be the code for a serious injured player on the field.

    Do not shoot at camera people, staff, or staff vehicles.

    Alert an official of any dangers on or off the playing field.

TANK RULES

  1. Tanks can be no wider then 5 feet.
  2. Tank owner must have insurance.
    Tanks drivers must be in control of the Tank at all times.
  3. Tank drivers must have a way to communicate with it's Tank ref.
  4. Masks must be worn inside Tanks at all times on the playing course.
  5. Barrel plus/covers must be in place on all paintball guns and cannons that are on the inside or outside of a Tank when it's not on the playing course.
  6. All Tanks must have a Team color flag hanging above the Tank that can be seen from all sides. Team color will be Red and Blue.
  7. Tanks may travel no more than walking speed. 5-8 mph.
  8. Tanks can only be eliminated by artillery fire or another Tank main guns. (Cannons) Grenades do not eliminate Tanks except for RPS (nerf rockets).
  9. Only side hits count. To eliminate a Tank a Nerf rocket must make a direct hit to the Right or Left side of a Tank. Any hits to the front, back or top of a Tank  will not count. Paintball hits can NOT eliminate a TANK.
  10. Once a Tank is eliminated it must immediately raise it's White Flag to signal it is out of play. When a Tank is eliminated it can do one of two things: 1) Turn off it's engine and wait 3 minutes, after 3 minutes it can lower it's white flag and it is in play again. I Tank can not shoot while it's white flag is still up. 2) A Tank may leave the playing course and come back into play when ever it want to.
  11. Tank must have a White flag to signal they are out of play. This flag must be displayed above the Tank that can be seen from all sides. 
  12. Players are NOT allowed to intentionality shoot at the Driver or Drivers windows.
  13. Players should NOT move within 10 feet of a Tank when it is in motion.
  14. Tanks must stay at least 20 feet away from players.
  15. Tanks can shoot full auto in most scenarios. All guns in or on a Tank have to crono at 280fps or less.
  16. Cannons can demolished anything used for cover (forts, houses, bunkers, large trees, earthen mounds, etc.) eliminating any player inside or with in 10 ft of it. Structures may be immediately use by other players, after it has been taken out. Cannons can NOT be shot at players.
     
  17. Tanks must stay on Tank paths at all time and are NOT allowed to drive over any vegetation.
  18. Tanks can not block doorways.
  19. Tanks are allowed on the field to increase the level of fun in the game. Tanks do not light up people. Be nice out there......

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