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BASIC RULES OF PAINTBALL

a) General Rules

1. A minimum of one person is designated as the Referee for each Paintball game. The Referee will be the one
who starts the game, stops the game for paint checks, decides the issues that may arise and who ends the game. The Referee should have a whistle for signaling the start, stopping and ending of the game. As with all games, it does not pay to contradict the decisions of the referee, decisions by referees and judges are final and unarguable. 2. A player is out of the game if he is hit by a marking pellet (paintball) and it breaks on him, this includes his clothing, gun or equipment. It doesn't matter whether the player is shot by a opposing player or a teammate (friendly fire). When a player is marked she/he is to immediately call themselves "OUT or DEADMAN". She/he must then hold their gun over their head, continue to call out "OUT or DEADMAN" and leave the playing field by the shortest and safest route. 3. A player is not considered out of the game if she/he is struck by a marking pellet (paintball) and it does not break. A player is not considered out of the game if she/he is struck by a splatter from a marking pellet (paintball). Splatter is considered to be the spray or fragments from a marking pellet that has broken on an object such as a tree, bush or rock etc., close to the player. If a player calls herself/himself "OUT or DEADMAN", because they think that they have been hit by a marking pellet (paintball), she/he is immediately out of the game and must leave the playing field by the shortest and safest route. Even if the player discovers that they were not hit, after they make the call their out, and must leave the playing field at once. 4. If two or more players mark each other simultaneously, all must be eliminated. A referee will decide who is to be eliminated when two or more players are marked 5. If there is question as to whether a player has been marked, call for a "Paint Check", that's what the referee is for. When a Paint Check is called the game comes to a stop, all players remain where they are at until the referee clears the problem and restarts the game. Note also that during a Paint Check all players remain where they are when the Paint Check was called and by leaving that position during a Paint Check they can be called out by the referee or by a player reporting their movement to the referee. 6. Predetermine the length of the game. Most games run 30 to 60 minutes, with 45 minutes being the average. The Referee will be the one who keeps track of the time. By setting time limits you make for a more aggressive game. If no one wins, who cares, go on to the next game and try some new strategy. Have Rest periods between games. Predetermine their length and have the referee keep track of the time. The Rest Periods allow the players to refresh themselves, to talk over the game that they have just played, to reload ammunition and Co2 gas, and to clean or repair equipment. 7. If the game is a flag game, only one player is permitted to guard the flag at the station. If the guardian gets eliminated from the game, s/he leaves the flag at the point where s/he got shot. 8. A player is not allowed to move together with the barricades. 9. Whether "Dead Man Walking - DMW" is allowed or not needs to be predetermined by the teams. DMW is when a player, although not hit, walks alongside players who got shot and are walking out of the game field. This deception gives him/her the advantage to change his/her shelter or to get nearer to the rivals. 10. "Dead Man Silent" is when a player gots hit and walks out of the field. During this walk s/he is not allowed to speak to any of the players. A marked player is to walk out of the field and to report immediately to the referee for a paint check. 11. All paintballs used at the tournament must be purchased from the referee. No carry-on paintballs allowed. The game does not stop during this interaction. The referee leaves the paintballs to the player and walks away. The player runs the risk of getting hit while purchasing the paintballs. 12. Paintballs purchased cannot be reimbursed. 13. Every team has a captain. At the meeting, captains will receive any final instructions and written notice of rules. After the game, captains of both teams attend the calculation of the points done by the referee. 14. Team captains have to waive to the referee, in order for the game to begin. The referee blows the whistle and the game commences officially.

15. Set up the Boundaries of the playing field. Be sure that all players and the referee's) understand where they're located. The rules are: During the playing of a game, any player's) caught outside of the boundaries is/are out of the current game and are to leave the play field area at once. Any and all shots fired from outside the Boundaries do not count. No leaving and returning to the playing field during a game. Once your outside the Boundaries your out of the game. Only the game players and the Referee(s) are allowed on the playing field during the playing of a game. If an unauthorized person enters the playing field the game is to come to an immediate stop until that person leaves the playing field. Set up the field Boundaries so that any stray flying marking pellets (paintballs) do not strike any other persons personal property, such as houses, cars, etc.. 16. A team will be disqualified if any player enters or attempts to enter a playing field for a game without having signed a waiver. b) Safety Rules 1. It is not allowed to wear short or t-shirt during the game. All players are required to wear long-sleeve shirts and full-length pants. Arms and legs must be fully covered during play. 2. During a game, goggles are to be worn at all times by all persons on the playing field and never removed for any reason. 3. No physical interaction whatsoever is allowed between players. 4. It is forbidden to shoot from a distance under 5 meters. The capsule leaves the barrel with an average speed of 80-100 m/sec., and this may lead to injuries. If the distance between two rival players is under 5 meters, either both players increase the distance, or the referee stops the game. 5. If a player holds his/her gun with both hands stretched out over his/her head, none is to shoot at the player. This movement is only allowed if the player is eliminated, or in a case of emergency. 6. An eliminated player cannot shoot while walking out of the field, nor is s/he to be shot at. 7. Referees are under no circumstances to be hit. 8. It is strictly forbidden to bring or consume alcohol before, during, or after the game. c) Safety Precautions 1. Paint guns must have a barrel blocking device (plug) inserted in barrel at all times, except while on the playing field. In case your gun has CO2 leakage, avoid coming into contact with the gas. CO2 has a freezing temperature (-76 C) and this may cause local chills on the skin. If your gun is leaking, put it aside and call the referee. 2. Always be prepared for your paint gun to malfunction. Bring spare parts and tools with you to the playing field. The main tools that you should have are: a pair of pliers, a set of Allen wrenches, screw drivers and a small crescent wrench. 3. Do not carry your gun from the CO2 supply hose, or the gas might leak and cause your gun to malfunction. 4. The most important thing about playing paintball is to clean your equipment after every game. It is important to have all your equipment working at its peak performance from your goggles to your paint gun. Always, after a day of paintball, break down your paint gun. Clean it completely and lubricate it before you put it away. That way it will be ready to go the next time you want to play. 5. Never leave your paintball equipment unattended between games and always lock it up during games.

TYPES OF BATTLE FIELDS


Probably the most important issue in paintball is the type of battle ground the game is to take place. The

atmosphere of the game is determined by the choice of the field. Fields can be broadly divided into two categories: Natural and artificial fields. a. Natural Fields: Mainly untouched ground with characteristic flora and fauna. This type of ground is difficult to manage, but, still, it is the most preferred field.

b. Artificial Fields: Completely, or partially, man-made fields.


ARENA: The most common name used for artificial fields. Plenty of tires, barrels, and trunks are used as barricades. Positioning of the barricades does not conform to a norm, it is up to the imagination of the designer. The main characteristic of the Arena is that it enables the public to watch the game as an audience. Moreover, it allows players to move faster. These advantages made the arena popular in the 90s, and the popularity continues since.

SPEEDBALL: As a fast game full of adrenaline, speedball is played on a man-made plain decorated with barricades. The game is also known as Combat. Teams usually consist of 3, 5 or 7 players. Since both teams can see each other, the game is played at an extremely fast pace. This type of battle has gained popularity in the 90s and is still preferred by more advanced players.

SUP'AIRBALL: Also known as Skyball. The field area covers merely a space as wide as a football field. Plastic barrels filled with air are the only barricades within the field. The barricades come in all shapes possible. They can be round, conic, or cyclonic. They are balanced by the water they contain.

INDOOR: These type of fields are, as their name implies, indoor. Derelict factory buildings are the most commonly used indoor battle fields. The fields are decorated with barricades. Indoor fields are not common in most countries. Turkey does not have an indoor field, yet.

MARKER ( PAINTBALL GUN) TYPES

Pump - Great gun for beginners and they are highly underestimated. Great for seeing what paintball is like and how interested you are in it. It is inexpensive and recommended for all skill levels, but not for frequent tournament play. Semi-automatic - Good for all players. Usually offers better accuracy and much faster firing. If you are interested in paintball this is a great marker for your money. Typical for all skill levels and good for tournament play. Automatic - Gun built for frequent and experienced paintballers. It can fire extremely fast and has great accuracy. Can waste paint quick, but most people enjoy this type of gun for a higher skill level. Great for regular or tournament play. Auto cocker - Extremely good gun for an experienced player. Although the prices are higher you get your money's worth with these fast action guns. This is a marvelous gun for tournaments but is still good for recreation play. Electronic - Want a semi-automatic and an automatic in one? This gun can be either from a flick of a switch. Most also allow 2-3 burst shots so it can fire multiple paintballs without unloading all of them. Recommended for highly experienced players that go paintball frequently. It can still be great for recreation play. -Can shoot paintballs of 68 caliber. - Operates with CO2 gas. - Standard barrel length is 8,5 inch. - Revolution ratio is 11 RPS. - The complete gun length is 19,6 inch. - Weight is 2,9 lbs. - The firing distance exceeds 150 feet. - Semi-automatic. - Made of aluminium and stainless steel. - This gun is made in the USA. - It is easily dissembled and cleaned. - Operates with CO2 gas and can shoot paintballs of 68 caliber. - Semi-automatic. It has a trigger safety device. - The barrel can be changed if desired. - Lighter compared to other paintball markers. - The butt is changeable and can be lengthened or shortened, like the butt of the M 16. - Barrel is similar to that of the M 16. - Magazine capacity is 200, but the capacity can be increased or decreased if desired. - The firing distance is up to 50 meters. - Compared to other markers, the gun is light in weight. (1,5kg) - Firing range and rate of accuracy is higher compared to pumps. - Because the gun operates with CO2, it can shoot paintballs faster and ensures a higher rate of accuracy. - The firing speed between the first paintball to the last one (total capacity: 150 paintballs) remains the same. - Can shoot paintballs of 68 caliber. - Technical care is largely provided for this gun, and spare parts can be found in abundance, compared to other guns. - 1 year warranty. - Another feature is the easy use of the magazine, because it has a top feed body. - Can shoot paintballs of 68 caliber. - Operates with CO2 gas. - Standard barrel length is 8,5 inch. - Revolution ratio is 11 RPS. - Standard barrel length is 19.6 inch. - Weight is 2,9 lbs. - The firing distance exceeds 150 feet. - Semi-automatic. - Made of aluminium and stainless steel

PAINTBALL EQUIPMENT
Markers (Guns)...

Goggle System: Apart from guns, the most important accessory in this game are the goggles systems which look like masks. It has been mentioned in the previous chapters that, compared to other team games, paintball is a safe game. The only risk of injury is to the eyes, this is why goggles are worn. Goggels provide you eye, face, ear, and forehead protection. It is difficult to get used to a mask at the beginner level. Paintball goggles must be able to absorb the impact of a paintball moving at 400 feet per second. Many new players assume they can wear ski goggles, tank goggles, shop glasses, sunglasses, or shooting glasses. This assumption is completely erroneous, and therefore extremely dangerous! Paintball goggles are designed to absorb impacts that would shatter other goggles or dislodge them from the wearer's eyes. Paintball goggles are also designed with the game in mind. They have a wider peripheral vision than other styles of goggles. Many styles can be worn over glasses, but all styles need to have a face and ear mask.There are "thermal" systems available to help prevent goggles from fogging up. You can even get fans to blow in fresh air to help prevent fogging. Goggles also have attached face shields and ear armor, which you are required to wear at most fields. Wearing a goggle is mandatory, you will certainly be disqualified if the eyes get exposed. Other protective equipment are as follows: gloves, and neck and knee protectors. Protective nets: This form of protection is not used in Turkey. Nets are used at arena or other inddor fields to protect the audience from coming into contact with paint. Cronograph: An electronic device used to measure the speed the the paint capsules coming out of the barrel. The internationally recognized safe speed limit is 300 fps, which can be converted as 100 m/sec. A higher speed is highly likely to result in injuries. All paintguns are subject to a chronograph check before, during and after a game. All paintball fields in Turkey use the cronograph while measuring.

ACCESSORIES Paint Granades: The paint is pressurized in a plastic tube. As soon as the grenade goes off, an area of five metres will be splattered with paint. Mines: The "RLM-10B/Paint Mine" is modelled after the DM-8 type landmine.The mine has a 2 ounce paint tube. The trigger system is the same as the DM-8 system. The mine explodes when vertical pressure is exercised. Paint is splattered across an area of 3 metres. The mine can be reloaded and reused. The slogan of the manufacturer is: "We hope you brought a towel!" Mortars: Another interesting accessory is the mortar. The M1A-TOC model has a calibre of 62 mm and operates with CO2. The firing capacity is 4 shots per minute. The barrel length is 40 inch (that is ca. 1 metre), whereas the overall length of the body, including the barrel, is 45.5 inch (ca. 1.15 m). It weighs 20 kg and is used by three members of a team. Each capsule splatters paint across an area of 2 metres.

OTHER APC - Armoured Personnel Carrier: These are real military carriers discarded from the military force. They are generally modified and, thus, have long barrels to shoot paintballs with high calibre. Hellhound: This is a specialized vehicle designed by Tippmann Pneumatics Co., specifically for the game of paintball. At the front is a "Gattling" type cannon, with 10 barrels, that can fire 50 rounds per second. The ammo loader has a holding capacity of up to 6.000 caqpsules. At the rear is a granade launcher and a paintball gun (Tipmann Side Model 98) on the left, to cover for attacks made to the rear. This great vehicle does even have a winch at the front.

What is Paintball ?
Paintball guns were originally designed and used in 1972 in the USA to mark trees that are to be cut. According to the APG Magazine, paintball as we know it today was first played by Hayes Noel and Charles Gaines toward the end of the 70s. Paintball as a commercial industry, on the other hand, started in the 1980s, when Bob Guernsey, owner of the National Survival Games company, first released "Splatmaster" into the market. Splatmaster was the first gun designed specifically for paintball. During the 80s, paintball was still known to be a survival sport which enabled its players to test their ability to survive in the wild. The basic equipment back then consisted of a compass and a map. Rules were simple and concise: "every player is responsible only for himself andonly one team survives!". The game is like chess. It requires intelligence and determination, not merely strength or speed to be successful in the game of paintball. Paintball is a character building activity that builds self-confidence and leadership skills. It fortifies team play and spirit as well as any other sport out there. Paintball played today, is a combination of the childhood games of "Tag" and "Hide and Seek", but much more challenging and sophisticated. Although there are many different styles of games, typically a group of players will divide into two teams to play "Capture the Flag". The object of the game is to capture the opposing team's flag while preventing them from capturing your own. As you attempt to capture the flag, you can also eliminate opposing players by tagging them with a paintball expelled from a special CO2-powered paintball gun. Games usually have a time limit of 15 to 30 minutes depending on the type of game being played. Win or lose, everyone has a great time and there's always the next game waiting for you. A paintball is a round, thin-skinned gelatin capsule with coloured liquid inside it. When a player is tagged bye a paintball, the thin gelatin skin splits open, and the liquid inside leaves a bright "paint" mark (or a "splat" mark). A player who is marked by a paintball is eliminated from the current game. The "paint", which is non-toxic, noncaustic, water-soluble and biodegradable, rinses out of clothing and off of skin with mild soap and water. Paintball is a very safe sport when the saftey rules are followed. Players must always wear special goggles and masks, made specifically for paintball, to protect their eyes and faces during the game and while in any area where shooting of paintballs is permitted, such as the target range. Paintball guns are tested with a chronograph to ensure the paintballs do not exceed a safe speed (generally 300 fps). Referees are on the field to control the game, enforce rules of safety and fair play, and assist players with their equipment. Paintball is somewhat like war except in war when you get shot or hit by a grenade or bullet it hurts just a little more. The strategy is really important. Many paintball games are modeled after real wars or battles. The basic format requires you to get your team to the other end of the field, using trees or manmade barricades as cover, seize the flag from the other team's base and run it back to your own before time runs out. All the time the other team will be shooting paint at you, and you'll be returning the favor to try and prevent them from grabbing your flag. If a member of the opposition manages to hit you with a paintball and it marks you anywhere on your person, paintgun or clothing, you're out until the next game and the other team will be awarded

points for your elimination. Points are awarded for eliminating opposing players, seizing the opposition's flag and hanging it in your own base within the allowed time, which can be anything from five to 20 minutes, depending on the size of the teams (usually 5, 7 or 10-Player). There are many variations on the original game, from walk-ons, where the size of the teams depends on how many players turn up on the day, to 24-hour scenario games that can have teams of several hundred players and are often based around a movie or historical event. Who can play? The only requirement to play paintball in Turkey is that players have to be over 18 years of age. This game does not discriminate between sexes, nor does it between physical characteristics. The team that manages to stay calm and to make decisions, will eventually be the winner of the battle. What do you wear? It would be extremely helpful for you if you wear a jumpsuit. Otherwise, wear clothes with long sleeves and legs. Remember to wear old, but durable, clothes, as you will be rolling in mud, water, or soil, while paint will be shot at you. If you get paint splattered on your clothes, do not get upset. The paint is natural dye with no chemical additives and comes off even with a damp piece of cloth. Issues on security!! Unlike other team games, this game bears virtually no risks of getting injured. This is mainly because there is no physical contact between players. Players wear safety goggles, or masks, and carry quality assured guns during the game. Prior to the start, guns are tested with a chronograph to ensure the paintballs do not exceed a safe speed (generally 300 fps).

In paintball, a bunker is an obstacle on the field of play used to block opposing players' view and field of fire. In woodsball, a bunker may consist of a fallen log, collection of wood debris, barrels, or other material. In most modern speedball tournaments, inflatable vinyl bunkers of varied shapes and sizes are utilized. There are many shape variations of inflatable paintball bunkers. Some common ones are: Can or Standup: A large cylinder bunker which is standing vertically. Rollie: A can placed horizontally. Dorito: A three-sided pyramid-like bunker (named after Doritos). Temple or Aztec: A four-sided pyramid with the top cut off. X: A bunker shaped like an x. Used solely for X-ball. Brick: A rectangular bunker. Dollhouse: A prism which has three faces and two bases. It is longer than it is tall. Carwash: An arching bunker which is longer than wide. Snake: A snake is a long, low structure (less than 1 meter (3 ft) high) usually located on one or both sides of a field. The snake is a unique setup because it allows a player to advance a considerable distance while still being protected from incoming fire from most locations on the field. It is also generally placed at midfield and gives the best position to fire on the opposing team. Tombstone: A bunker shaped like a stereotypical tombstone, rectangular with a round top Spike: A triangular prism shaped bunker, taller than it is wide Crackpipe: A can and a snake mixture

Various Paintball Games


Introduction Capture the flag Blackjack Charge of the Light Brigade Shoot the Captain Duel Annihilator Attack and Defend Bunny Hunt Recon Gettysburg POW Down But Not Out PaintBurner Reinforcements Trophy Hunter Hostage Rescue Kick the Bucket Traditor (Latin, meaning "traitor") Tag Hide 'N' Seek

Introduction
These games were designed with established fields in mind. That is, the area is all set up, marked out, has flag stations and the like. When writing the rules, I tried not to insult your intelligence by mentioning painfully obvious facts. I figured I didn't have to tell you that the games start and end with a whistle or horn. You will also notice that a lot of rules from the basic Capture the Flag game are repeated in each game, I've done this so you don't have to keep referring back to the original game and each game will stand on it's own. I do not doubt you will have played some of these games. I don't claim all of these games are original. Some are games I have played or heard about, some are invented by friends and some come out of my demented mind. Also, you should know that the durations of the games are not written in stone, you can change the duration of the game to suit the field size, number of players, etc. Most of the games have objectives, you can simply let the game go on until the objective is met. In the games I intentionally avoided rules like head shots, gun shots and whether or not the ball has to break for it to be an elimination. These are usually local field rules. Also, I will give you a word of advice. If you are taking a group to a commercial field, clear the games you want to play with the owner first. This should be done at *least* a week prior to the day you booked to play. He may want to approve the game, he may want to familiarize his field staff with the rules, etc. Field owners will find these games an interesting addition to the games they may already run on their field. You may need to adapt the rules to your own particular needs, but remember that safety is always your number one concern. Play Fast! Play Hard! Play Safe! I purposely did not include games like speedball. (These games and other games requiring structures will already exist where the structures exist on the field.) Not every field will have a speedball course, a village or a fort. The reason for not including these types of games is an attempt on my part to make these games universal. With a little preparation you should be able to play these games on any field in the world. Speaking of fields, at the first of this introduction I mentioned "established" fields, this should not be confused with the term "commercial" fields I used later on. What I am talking about is a playing area already set up to play at least Capture the Flag. Whether it's a "legitimate/commercial" field or a "bootleg/outlaw" field is not the point. I have been to some "legitimate/commercial" fields where I was afraid to take off my goggles at any time, unless I was in my car with the windows rolled up. I have also heard of a "bootleg/outlaw" field who sent a guy home for having a hot gun! Let the games begin.

Capture the Flag The game that started it all! Teams: Two teams. Setting Up: 1. Two flag stations required. 2. Two even teams required. 3. Two flags, hung in their respective flag stations, required. Time Limit: 30 Minutes. Rules: 1. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 2. Players who are hit are out of the game. 3. If a player is eliminated while he is carrying the flag, he must drop the flag where he was hit, or hang it on the nearest available object. (Not another player). 4. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. 5. When a player is carrying the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck. Winning: Capture the opposing team's flag and return it to your base. Tactical Advantage: The basic idea is to capture the flag. If you can avoid mixing it up with the other team, do so. Also, if you do capture the flag, leave a couple of your players behind to slow down the opposition in case they are on THEIR way back with YOUR flag.

You don't need to leave half of your team back to defend your flag. Only a couple of people are needed because the idea is not to stop the opposition from getting your flag, the idea is to slow them down and buy some time for the attackers. Besides, the more attackers you have the better it will be for you when you reach the opposition's flag station. The attackers should also stay in a large group, if you break into small groups and you do run into the opposition, you're going to get nuked. There's safety in numbers.

Blackjack This is a standard game of Capture the Flag, but players are only given 21 paintballs for the whole game. This is a good game if you want to mix high-tech and low-tech paintguns. A semi-auto really doesn't have much fire power advantage of over a Splatmaster. Teams: Two teams. Setting Up: 1. Two flag stations required. 2. Two even teams required. 3. Two flags, hung in their respective flag stations, required. 4. Players are only allowed to have 21 paintballs. Time Limit: 30 minutes. Rules: 1. Players are not allowed to "share" paintballs 2. When a player shoots all his paintballs, he is out of the game. 3. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 4. Players who are hit are out of the game. 5. If a player is eliminated while he is carrying the flag, he must drop the flag where he was hit, or hang it on

the nearest available object. (Not another player). 6. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. 7. When a player is carrying the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck. Winning: Capture the opposing team's flag and return it to your base. Tactical Advantage: The best tactic is to stay together. One player has twenty-one paintballs, two players have 42 paintballs, three players have 63 paintballs, I'm sure you get the idea.

Charge of the Light Brigade The teams must sally forth 'neath flags unfurled and charge into the ranks of the enemy! Teams: Two teams. Setting Up: 1. Two flag stations required. 2. Two even teams required. 3. Two flags, hung in their respective flag stations, required. Time Limit: 20 Minutes. Rules: 1. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 2. Players who are hit are out of the game. 3. If a player is eliminated while he is carrying the flag, he must drop the flag where he was hit, or hang it on the nearest available object. (Not another player). 4. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. 5. When a player is carrying the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck. Winning: Hang your flag in the opposition's flag station. Tactical Advantage: The best thing to do is absolutely forbid the appointed flag carrier to engage if you meet the opposition. Assign at least two people to guard him at all times and assign alternates to stay in the general area to replace the guards if they are eliminated. Leave defenders behind.

Shoot the Captain Two teams must try to eliminate the other team's captain. Teams: Two teams. Setting Up: 1. Two flag stations. 2. Two even teams. 3. One member of the team is selected to be the Captain. 4. The teams are brought to their respective flat stations. 5. The Captain is tied to one end of a 20 foot rope the other end is tied to an immobile object such as a tree or fence post. 6. To add a little spice into the game, the Captain is not tethered, but his paintgun is. 7. Another variation is to limit all players to twenty paintballs while not limiting the amount of paint a Captain can carry.

Time Limit: 30 minutes. Rules: 1. The Captain cannot undo his tether. 2. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 3. Players who are hit are eliminated from the game. 4. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. 5. If playing the tethered paintgun variation, the Captain can abandon his paintgun, but cannot use another paintgun. 6. If you use the limited paint option, players cannot share paintballs. Winning: Eliminate the opposing team's Captain. Tactical Advantage: Assign an appropriate number of players to guard the Captain at the flag station. If playing the tethered paintgun variation, this group must stay with the Captain at all times.

Another tactic is to have the whole team stay back to defend and wait for the other team. No matter how long it takes, wait for them to show up. They may be trying the same thing. The team with the most patience will usually win this one.

Duel Two players settle an affair of honor. This is a good tie breaker and something to do if you're eliminated early. Teams: Two players are the duelists, with a third player as the Warder. Setting Up: A clear area is required so that both players can pace off ten paces each. Rules: 1. Two players stand back to back. The Warder is standing about ten feet to the side. 2. Both players are armed with pistols. The pistols each have one paintball in them ready to fire. The paintguns can have no other paintballs in them, this is a one shot deal. 3. The warder then says, "This, Gentlemen, is an affair of honor. You will take ten paces on my command, then turn and fire. If either of you turn before the count of ten, it will be my unfortunate duty to shoot you down." (Or something to that effect.) 4. The duellists then pace off in time to the Warder's count. At the count of ten they turn and fire. 5. The paintball has to break for the elimination to count. 6. Players cannot side step or lie down, but they may kneel if they wish. 7. No other rules apply. Winning: The person who was not eliminated wins. Tactical Advantage: The best way is to take your time. The first person to shoot usually isn't the winner. Also, keep your paintgun down and don't raise it until you are facing the target and then bring it up. If you lift your paintgun first and then turn you are moving the paintgun horizontally to engage what is essentially a vertical target.

Annihilator Groups of five go into the field and slug it out in this elimination only game. Teams: Multiple five man teams. Setting Up: 1. Set up multiple five man teams. 2. The maximum limit is four teams for every acre of playing area. 3. Place teams in the area so that they are not in line of sight of each other.

4. To make score keeping easier, the teams may be accompanied by a referee and each team shoots their own distinct color of paint. Time Limit: 30-45 minutes. Rules: 1. Teams will stay in their starting points until the Start of Game Signal. 2. The team gets a point for each elimination it inflicts on the other team. 3. There are no points for surviving members of the team. 4. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 5. Players who are hit are out of the game. 6. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. Winning: Team with the highest score. Tactical Advantage: One thing you'll learn REALLY quick. WATCH YOUR BACK AND FLANKS. People will figure out really quick that while two teams are slugging it out, it's real easy to drop in and blind side one team and then take off. Don't hang around, get a couple of eliminations and get out of there.

Attack and Defend Great for training teams how to attack or defend flag stations or when you want a fast and furious head to head game without a lot of sneaking around. Teams Two teams, Defenders and Attackers. Setting Up 1. Choose a defendable area to serve as a flag station. 2. Defenders should be restricted to the confines of the flag station. Set boundaries that limit the movement of the defenders out of the flag station. Suggested Time Limit 10 minutes. The time limit can be changed to accommodate variations in the field size, cover, number of players, etc. Rules 1. Defenders cannot leave the flag station area, or the areas of the flag station they are restricted to. 2. The attackers can attack from any place on the field. 3. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 4. Players who are hit are out of the game. 5. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. Winning Attackers: Pull the flag off of its support. (A string, branch, cone, etc.) It is not necessary to leave the confines of the flag station.

Defenders: Stop the Attackers from pulling the flag. Tactial Advantage Defenders: Take up positions at the extreme outside edges of your areas of limitation. That way if you are pushed back, you'll have somewhere to go.

Attackers: Send the main force in one way and a few sneaky players in another. You must move quickly and not allow the defenders a chance to react to your attack.

Bunny Hunt One person must defend himself against a multitude of players. Teams Bunny (One person.) Hunters (A whole bunch of people.) Setting Up One player volunteers to be the Bunny. To give the Bunny some kind of advantage (I'm sure he'll appreciate it.), you have two options: 1. The Bunny gets a semi-automatic paintgun plus a garbage can lid or other device to use as a shield. 2. The Bunny carries as much paint as he's comfortable with but the Hunters are restricted to only twenty paintballs each for the game. Suggested Time Limit 20 minutes. The time limit can be changed to accommodate variations in field size, cover, number of players, etc. Rules 1. If the Bunny has a semi-auto/shield option, hits on the shield do not count as an elimination. 2. The Bunny has a five minute head start into the playing area. 3. A signal will be given so that the bunny knows when the game has started. 4. All hunters must start at the same time and from the same place. 5. When using the limited paint option, if a hunter runs out of paint he is out of the game. 6. Players who are hit are out of the game. 7. Players who are eliminated may not by word or gesture, indicate any intention or locations of the Bunny. Winning If you're the Bunny: Survive! If you're a Hunter: Eliminate the Bunny. Tactical Advantage Bunny: Keep moving. Don't stay in one place for too long. Avoid large groups of Hunters. Try to pick them off one at a time. If you can help it at all do not try to engage them.

Hunters: Form a line across the field and move forward. Have a few players out front as "beaters". These guys will fire random shots into likely hiding places to flush the Bunny out. Corner the Bunny in an area where there is no chance to escape, like a corner of the field. This game is a great way to end a day of paintball, especially if you play the limited paint option. A lot of players call it a day because they don't have enough paint for a full-blown game of "Capture the Flag". This let's them get in a few more games without having to worry about paint consumption.

Recon Small teams must check into several checkpoints, the problem is, they all have to check into the same ones. This a great night game scenario. Teams Multiple 5-man teams. Suggested Time Limit 20 minutes. The time limit can be changed to accommodate variations in field size, cover, number of players, etc. Setting Up 1. Checkpoints (one for every team on the field) are spaced throughout the field. Each is clearly marked with a flag or some other marking device. Each checkpoint also has a marker hanging from a string. Each checkpoint has different color marker. 2. Each player has a card attached to his wrist (a playing card will do) by a string, rubber band or elastic band. 3. Each team starts near a checkpoint.

Rules 1. Players must mark their card with the markers provided at the checkpoint. 2. Every team member must attempt to mark his card, although this is not mandatory. 3. Players who are eliminated are not allowed to count the points they collected with their final team score. 4. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 5. Players who are hit are out of the game. 6. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. Scoring - 1 point for each different colored mark on a card. - 5 bonus points if all team cards are marked by at least two checkpoints. - 5 bonus points for each additional checkpoint where all team cards are marked. - 2 bonus points for every team member with card marks from every checkpoint. Winning The team with the highest score wins. Tactical Advantage This shows you that sometimes the objective is more important than mixing it up with the other teams. When you are collecting points, set up a circular defensive position around the checkpoint. You should all be facing outwards. Every player goes in separately and checks off his card. This way if you get attacked, you're not all gaggling around the checkpoint.

This is an excellent night game scenario. People are very cautions about moving around. The last thing you want is to stumble on another team! For night game scenarios, it's best to have the velocity cut down to about 220 feet per second (fps).

Gettysburg This is "Capture the Flag" but with an American Civil War twist. Teams The North The South Setting Up 1. No bulk loaders, loading tubes or any solid apparatus used to hold or feed paintballs. 2. Two flag stations. 3. Two evenly numbered teams. 4. Two flags, hung in their respective flag stations. Suggested Time Limit 30 minutes. The time limit can be changed to accommodate variations in field size, cover, number of players, etc. Rules 1. Players can carry as many paintballs as they wish. 2. Paintballs must be loose or in a plastic bag. They cannot be in tubes or in any bulk loading system. 3. Players can only load paintballs by hand, one at a time into their paintguns and cannot load another paintball until they shoot the one in the paintgun. 4. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 5. Players who are hit are out of the game. 6. If a player is eliminated while he is carrying the flag, he must drop the flag where he was hit, or hang it on the nearest available object. 7. Players who are eliminated may not, by word or gesture, indicated any intentions or locations of the opposing team members. 8. When a player is carrying the flag, it must remain visible at all times and must be carried in the had, over the arm or around the neck. Winning Capture the opposing team's flag and return it to your base. Tactical Advantage

Much like other games in which the teams carry limited paint, there is safety and greater firepower in numbers. Try to coordinate the troops so while one is firing the other is loading. Line up your troops and get them to count off. Get them to remember whether they were given an odd or an even number. During the game, the team captain can give out commands like, "Odd numbers, fire! Even numbers, load!" and "Even numbers, fire! Odd numbers, load!".

POW Players must rescue their incarcerated comrades. Teams: Two Teams. Setting Up: You will need an area for each team to start from and a a POW Holding Area for each team. Time Limit: 30 Minutes. Rules: 1. When a player is eliminated, he is sent to the opposing team's POW Holding Area. (e.g. A Blue player will go to the Red flag station/POW Holding Area.) 2. Prisoners must stay in the POW Holding Area until one of their teammates tags them. 3. Once a player is tagged he can rejoin the game. 4. Each player in a POW Holding Area must be tagged to be set free. 5. Teams may leave players behind to "guard" their POW Holding Area. 6. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 7. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. Winning: There are two ways to win the game. 1. Have all of the opposition in your POW Holding Area before time limit expires. 2. Have the most of the opposition in your POW Holding Area when the time limit expires. Tactical Advantage: The idea is to engage the opposition and shoot them without getting shot yourself. Hit and run type tactics would be the best. When you've whacked a few, withdraw. Keep doing this while avoiding getting any of your own players hit. Guards should be placed at the POW holding area. They should prevent POWs from being tagged. If an opponent is near a POW you should also be prepared to tag out the POW in case he is put back into the game.

When tagging POWs, make it understood that only one or two will be tagged, then the other tagged in former-POWs can tag in the rest. If you are a POW, be ready to IMMEDIATELY engage the opposition upon being tagged back into the game.

Down But Not Out This is Capture the Flag, but with a twist. A simple tag from your team mate brings you back into the game if you've been eliminated. Teams: Two teams. Setting Up: 1. Two flag stations. 2. Two even teams. 3. Two flags, hung in their respective flag stations. 4. One white sock per player to be provided. Time Limit: 30 minutes. Rules: 1. When a player is hit, he calls himself out and lays or sits on the ground (using common sense). The player then places a sock over the barrel of his paintgun to indicate that he has been hit. He cannot move

from this location until tagged. This is referred to as Waiting. 2. If a waiting player is tagged by a teammate he is back in the game. (The player, of course, removes the sock.) 3. Players who are Waiting cannot shoot or disclose the positions or intentions of opposing players. 4. If a Waiting player is tagged by an opposing player, he is out of the game. 5. If a Waiting player feels that no one will find him, or he is tired of waiting, he can take himself out of the game. In this case the player cannot be tagged back into the game. 6. There is no limit to how many times a player can be tagged back into the game. 7. Players Waiting to be tagged cannot shoot or be shot at. 8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 9. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team member, until they are tagged back into the game. Winning: Capture the opposing team's flag and return it to your base. Tactical Advantage: This game makes heros out of a lot of players. Knowing you can get back into the game makes some e players a little braver. My favorite trick is to wait until someone is in the open, shoot him, then wait for his team members to tag him back into the game.

Paintburner This game is great for finishing off the day. Go burn off some energy or paint and not worry about winning or losing. Teams: Multiple three man teams. Setting Up: 1. Create, depending on group size, as many three man teams as you can. Odd players out will wait in the Designated Holding Area for enough eliminated players to return and will make up the next ingoing team. 2. Teams start the game in different areas of the field. Time Limit: 30 Minutes. Rules: 1. Once a player is hit, he proceeds to the Designated Holding Area. 2. Once there are three players in the Designated Holding Area, they rejoin the game as a new team. 3. A referee will escort a newly formed team out into the field, away from the action and any other teams, if possible and signal their entry with a short whistle blast. 4. Players cannot shoot or be shot at while being escorted by the referee. 5. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 6. Players who are hit are out of the game, but only until they form another team. 7. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. Winning: Everybody wins! Tactical Advantage: Stay close to the boundaries of the field, at least you'll know you won't have anyone behind you. If you hear shooting, run up and blind side the two combating teams. It would be advisable to keep checking your back when you're not against the boundary. You'll learn how to stick together and know where your other teem mates are. There is one good thing about being alone, though. You know EVERYBODY is a bad guy.

Reinforcements Standard Capture the Fag but the teams can go back for reinforcements and the players you've eliminated go back to defend their flag station. Teams: Two teams. Setting Up:

1. Two flag stations. 2. Two even teams. 3. Two flags, hung in their respective flag stations. 4. Flag stations double as Reinforcement Rally points. Time Limit: 30 minutes. Rules: 1. Eliminated players go back to their flag station. 2. One player wears a special armband. This is the only player that can go back to the flag station to get reinforcements. 3. If the player wearing the armband is eliminated, he proceeds back to the flag station. He then collects those players who wish to rejoin the game and he himself rejoins the game. In this case the eliminated players have not choice but to be reinforcements. They cannot stay behind and defend the flag station. 4. Players can elect to stay behind and defend the flag station, with the exception of REINFORCEMENTS Rule 3. When they return to the flag station they are automatically active defenders. 5. Players returning to the flag station must physically tag the flag to become active defenders. If the flag is not at the flag stations the players are considered out of the game as they enter the flag station. 6. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 7. Players who are hit are out of the game but the player is only out until he reaches his flag station. Players eliminated at the flag station are out of the game. 8. If a player is eliminated while he is carrying the flag, he must drop the flag where he was hit, or hang it on the nearest available object. 9. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. 10. Players eliminated in their own flag stations are out of the game. 11. When a player is carrying the flag, it must remain visible at all times and must be carried in the hand, over the arm or around the neck. Winning: Capture the opposing team's flag and return it to your base. Tactical Advantage: You will have to keep in mind that every member of the assault force you eliminate will be back defending the flag. If you get to the flag station and you're low on players, send back for reinforcements. Remember, if you send back for reinforcements and the flag station is being attacked, you will lose defenders and probably your flag.

Trophy Hunter Players travel around to collect trophies from one another. Teams: Players act individually to gather trophies on the field. No teams. Setting Up: 1. Each player wears three armbands on one arm (these are referred to as trophies). 2. Players are interspersed in the playing field. 3. A signal will sound every five minutes (referred to as the Five Minute Signal) and will be different than the Start and End of Game Signal. (The period between these signals will be referred to as the Waiting Period.) Time Limit: 30 Minutes. Rules: 1. Players who are hit must drop to the ground (using common sense) and remain motionless and quiet until the next Five Minute Signal. 2. Another player (not necessarily the one who hit him) has the Waiting Period to collect one trophy. Once the trophy is taken no more trophies can be taken from the player during that Waiting Period. 3. When the Five Minute Signal sounds the player is immediately in the game. 4. Players can be hit while collecting trophies and another player may collect trophies from both players, or however many players there are waiting for the Five Minute Signal. 5. When all a player's trophies are gone he is out of the game. 6. Trophies must be displayed on the arms.

7. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 8. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the players. Winning: The player with the most trophies wins. Tactical Advantage: Watch your back as you're collecting trophies. Also, keep track of the five minute signal, it could be a matter of seconds before the player you just shot is back in the game. Just as you step into the open..."tweet!"

Hostage Rescue One team must get a "hostage" away from e other team and bring him back unharmed. Teams: Rescuers, Terrorists Setting Up: 1. Terrorists pick one Rescuer to act as the Hostage. 2. Two Hostage Holding Areas are designated. The location of one of the Hostage Holding Areas is disclosed to the Rescuers. Terrorists do not know which location was disclosed. 3. Establish an area the Rescuers will have to take the Hostage in order to win the game. This is known as Sanctuary. Terrorists know where Sanctuary is. Time Limit: 30 minutes. Rules: 1. Terrorists are given a five minute head start to take the Hostage to one of the Hostage Holding Areas. 2. A start of Game Signal is given to let Terrorists know when the game has begun. 3. Terrorists cannot move the Hostage out of the Hostage Holding Area. 4. The Hostage cannot attempt escape. 5. If the Hostage is hit, the team that hit him looses. 6. The Hostage must have at least one Rescuer with him when he reaches Sanctuary for the Rescuers to win. 7. If the Hostage finds himself alone for some reason, after being rescued, he must stay where he is and wait for the Rescuers to find him again. He may call out for help if he wishes. 8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 9. Players who are hit are out of the game. 10. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team member.s Winning: Terrorists: Stop the Rescuers from bringing Hostage to Sanctuary. Rescuers: Bring Hostage to Sanctuary. Tactical Advantage: A living objective instead of a flag changes a lot of things. Flags don't talk back, flags don't want to stop and take a rest, flags don't hind behind you shouting "Get him. Not him. HIM! You moron!" You must protect the Hostage at all costs. When he/she is in the custody of the opposing team you must also be careful because if you hit him YOU lose the game. Those players protecting the hostage should therefore stay real close to him, the opposition may not want to risk shooting at you if they think they might hit the Hostage.

Kick the Bucket Instead of flags each flag station has a bucket sitting on the ground below where the flag should be. You must "kick the bucket" to win. Teams: Two teams. Setting Up: 1. Two flag stations. 2. Two even teams. 3. Instead of flags, a bucket is placed on the ground under where the flag usually hangs. This bucket must

be made of a light plastic (remember, someone is going to kick this thing). Time Limit: 15 minutes. Rules: 1. The bucket cannot be moved by the team which owns it. 2. If a player is hit before he kicks the bucket, the kick (if completed) does not count as a win, the referee then resets the bucket as quickly as possible. 3. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 4. Players who are hit are out of the game. 5. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. Winning: Kick the opposing team's bucket over. Tactical Advantage: The trick is to storm the flag station, you must get as many people as you can as quickly as you can to the bucket once you've reached the flag station. Surround the flag station and everyone charges in at the same times (on a pre-arranged signal). Remember, all you have to do is kick the bucket over to win the game. In the case of defending the bucket, you should have all your superior firepower back defending it. If you see someone running for the bucket, all defenders should turn their attention on eliminating that player. Well, at least you don't have to worry about running back with the flag.

Traditor (Latin, meaning "traitor") You must go forth and eliminate the opposing leader, but beware, one of your own will turn against you. Teams: Two Teams Setting Up: 1. Two flag stations required but only as starting points. 2. A deck of cards is taken two kings and two jacks are removed, then a number of normal (non-face) cards are taken from the deck. The number is the total amount of players MINUS 4. (It's minus four because two people will be drawing jack and two will be drawing kings.) 3. Then two piles are made, a king and a jack goes into each pile and then the remainder of the cards that were drawn in Setting Up #4 will be separated evenly between the two piles. 4. The two piles are shuffled separately and one team will draw from one pile and the other team will draw from the other. Time Limit: 30-45 minutes. Rules: 1. Only those players who drew the kings are to reveal their cards. The players who drew the kings are the leaders for each team. 2. The players who drew the jacks are the TRAITORS. They do not reveal their identity. 3. Leaders will wear two armbands on EACH arm to designate themselves as leaders. 4. TRAITORS may turn on their teams at any time they see fit, once the game starts. 5. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 6. Players who are hit are out of the game until they reach the Border. Players eliminated at the border are out of the game. 7. Players who are eliminated may not, by word or gesture, indicate any intentions or locations of the opposing team members. Winning: Eliminate the other team's leader. (If the TRAITOR eliminates the leader the opposite team wins. e.g. Read team TRAITOR nukes Red team Leader, Blue team wins.) Tactical Advantage: As the LEADER you will want all your troops in FRONT of you. Trust NO ONE! Keep them in front of you and keep them in sight. It will be harder for your traitor to turn on you.

As the TRAITOR you must wait until the LEADER's attention is diverted before you can strike. No one should suspect you until AFTER you've eliminated the leader.

Tag It's the game you played as a child, but better! This is also a good game to play at the end of the day when a few players still want to play after everyone else is all tuckered out. Teams: None--this is a free-for-all. Setting Up: 1. Select a person to be "It". 2. Disperse players in the playing area. Rules: 1. The player who is "It" starts the game by sounding the start game signal. 2. The player who is "It" must wear an armband and It must be clearly visible. 3. When a player is hit by "It" he must stand where he is. The player then receives the armband from "It" and is now the new "It". 4. The player who is "It" and the player who is receiving the armband cannot shoot or be shot at. 5. The new "It" puts the armband on and cannot shoot or be shot at until the player calls out "ready". 6. The new "It" cannot shoot at the old "It", and vice versa. 7. When "it" has been eliminated, the game is over. 8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins. 9. Players who are hit by players who are not "It" are out of the game. 10. Players who are eliminated may not, by word or gesture, indicated any intentions or locations of the opposing team members. Winning: Everybody wins by just having fun. Tactical Advantage: There isn't much by way of tactics in this game. The idea is to see "It" before he sees you. If "it" is in the area, stay still. The first thing he'll notice is movement. Lay in wait for him and only shoot if you're sure of the shot. If you are "it", move around a lot. If you stay in one place the other players may never come by you, depending on how big the field is and how many players are playing.

Hide 'N' Seek Another childhood game, but this time it's paintball. Teams: No teams--everyone for themselves. Setting Up: 1. Select one player to be "It". 2. Establish a "home" area and within It, an object players have to tag to be "home free". 3. Establish two different signals, one as the start/end game signal and one as "home" signal. 4. All players gather at one entrance to the playing field. Rules: 1. The player who is "It" begins a slow count to one hundred, during this count the players race into the playing area and hide. 2. At the end of the count the player who is "It" sounds the start game signal and enters the playing field. 3. Players must try to make it back to "home" before getting caught by "It". 4. The player who is "It" does not have to hit the players to eliminated them. He simply calls to them and points them out ("It" has to actually see them at the time) and the player must go back to "home". 5. Players who are hit by other players or the player who is "It" are out of the game and must return to "home". 6. Each player returning home, no matter what the reason, must sound the player "home" signal. 7. The game is ended when the player who is "It" is hit. 8. All players must begin the game at their flag station (or assigned starting point) and cannot leave that area until the game begins.

9. Players who are eliminated, or caught, may not, by word or gesture, indicate any intentions or locations of the opposing team members. Winning: Long Version: The player, when they were "It" had the most amount of players caught. (Players hit by "It" are not included in this number.) Short Version: (One game) the player who eliminates "It". Tactical Advantage: The idea is to get back to "home" before getting caught, remember, if "It" even SEES you, you're caught. "It" should keep his/her eyes open, the first thing you will notice is movement. Remember that players hit by "It" are not included in his score.

For Corporate Gathering

Corporate gatherings and team building


Our staff at Ruff N Tuff will help you coordinate your next event for your employees who want to experience some fun and excitement with their coworkers. Bringing your employees together outside of the work place and giving them a chance to have some fun together and work as a team strengthens their relationships at the work place. This will enhance their performance and increase your productivity.

Benefits of team building Increase productivity. Improve ability to solve problems. Improve your managerial and leadership skills. Interaction in a team setting can create tighter personal bonds. Improve support and trust levels among employees. Reduce unhealthy conflict. Encourage team members to set goals and strive to accomplish them. Encourages team members to verbally and publicly support each other.

Youth groups and church outings Playing paintball is a great way to spend the day with your friends from your youth and church groups. We provide a safe place for you to come and enjoy the great outdoors while playing the fasting growing extreme sport.

Paintball teaches children how to work together as a team. We stress the importance of good sportsmanship as the teams work together during a game while having a great time. Paintball gives you a chance to exercise as you run, jump and slide into the bunkers to avoid being eliminated from the game by the opposing team. Spending the day with your friends can offer you a chance to socialize and build stronger friendships with your peers. Birthday Parties Ruff N Tuff invites you for the ultimate birthday experience. Bring all of your friends and family for an action packed day of playing paintball and make this a birthday party you will never forget. MUST BE 10 YEARS OF AGE TO PLAY.

FAQ's
What is Paintball? Paintball is a sport that involves teams with 2 or more players. Players work with their teammates and strategize

what moves they make to capture the flag. During the game, players are supposed to fire paintballs at the opposing team to score points and eventually capture the flag. When a player is successfully hit by a paintball that breaks and leaves a splat, you are then eliminated until the next game begins. Once all players are eliminated from one team, the opposing team wins and the game is over. Traditional games last from 5 to 15 minutes.

Is it safe? Like all action sports, paintball requires a moderate amount of physical exertion. Players will run, crawl, jump and roll to escape being hit by the opponents paintball. There are a few simple rules to follow and paintball can be a very safe and fun sport.Paintball markers must always be check with a chronograph prior to a player participating in a game. This checks the speed of which the paintballs are being fired from the paintball marker. The legal limit is not to go over 290 feet per second. Always wear your protective goggles while on the field. Always use a barrel plug on your paintball marker at all times until you enter the field and the referee instructs you to remove it. Never fire your paintball marker while off of the playing field. For everyones safety, there are no exceptions to these rules.

Does it hurt when i get hit? The paintball will break upon impact and you may experience a slight sting for a few seconds. Although most hits occur on the paintball marker, your hopper or goggles it is recommended that you wear long sleeve clothing as well as long pants for additional protection.

What should i wear? It is recommended that you wear a long sleeve shirt, long pants and old sneakers or boots.

How old do I need to be to play? You must be at least 10 years old to play. All participants under the age of 18 must have a parent sign a waiver.Every player must sign a waiver prior to playing on our fields.

Can I bring my own paintballs? To avoid safety issues and concerns, Ruff N Tuff requires you to use our field paint only.

What is the minimum number of people required to book a birthday party? There is no minimum number of people required. We give discounts for groups of 15 or more people.

How much does it cost to play if I have my own equipment? There is free entry into the field and $15.00 for all day air. Paintballs are $20.00 for 500 rounds or $60 for a case that contains 2000 rounds. Click here for Rental Packages

Is there a Pro Shop at the field? We have a pro shop that is stocked with the basics to do upgrades and repairs to paintball markers. Our skilled staff can assist you with any questions that you may have regarding any equipment that we rent.

I have never played before and I need to know if the people I am playing against will be on my same level? We have people playing here that are from beginners to pro status. Walk on games have beginners to the sport with little to no experience who come together and play as a team. Our staff is always here to assist you and assure that you are in a game that will be played at your level. We are happy to answer any questions that you

may have to insure that your visit with us is an exciting one.

Do I need to come with a group or can I come by myself and play? If you come with a group you should make reservations so that we have all the rental equipment ready for you. If you come alone there are always plenty of people here who play in walk on games that you can build a team with for the day.

What is the field terrain like? Our woods fields are full of thick brush and trees and the hyperball fields are sandy. It is highly recommended that you wear long pants and long sleeve shirts for extra protection.

What kind of equipment do you rent? We have a full line of paintball markers from paradox.

How long does a typical paintball game last? A paintball usually last from 5 to 15 minutes depending on the amount of players involved and what field you are playing on.

Do I need to make a reservation? If you are coming with a large group of people then we recommend you call ahead and reserve a time. This will assure that we have all rental equipment ready for you when you arrive as well as tables and chairs held for your party.

Do I need to make a deposit for my group event? Groups with over 10 people are required to give a deposit of $10 per person and that can be held with giving your credit card. We do not process the charge on to the account until the day of your event.

What is your cancellation policy? We require 72 hours notice on all cancellations on group events.

What is the rule for close range shooting of another player? Ruff N Tuff has a rule of remaining 10 feet from a player on the opposing team while in a game. This assures that no one will be fired upon at too close of a range.

Rules
Goggles Paintball approved goggles are required at all times while on the playing field. These goggles are impact resistant which means they have been tested and can withstand a hit from a close range paintball. At no time during a game are you permitted to remove your goggles. Shooting Shooting is permitted on the fields or in the target range only. No one is permitted to shoot outside the field, at the walls, inside the pro shop or in the parking lot. If you need to check your paint marker, please feel free to utilize the target range. All paint markers are testing with a chronograph prior to any player participating in a game. This is for the safety of all players here at the field.

Barrel Socks Barrel socks are required at all times outside of the playing fields. Once you enter the field, the referees will tell you when to remove your barrel sock prior to the game.Squegee's & Barrel Plugs are no longer allowed.

Referees Our referees are here to oversee the games and keep things running smoothly and safe. If you have any questions or concerns about the game calls made, please discuss with the referees after the game has ended. If you still have concerns, please feel free to speak with our management staff.

Field paint only All paintballs used at this field must be purchased at our field or approved stores that sell our field paint.

Rentals When renting equipment you are responsible to return the equipment in the same condition that it was rented to you. A photo ID is required for all rental equipment. After returning all equipment your ID will be returned to you.

Shooting Range In the shooting range there are various targets to practice shoot with. A chronograph is also located in the target range to check the speed that your paintball marker is shooting. This is to assure that all safety guidelines are being followed.

Dive Tanks Due to safety issues and concerns, we are no longer able to permit dive tansks on the property.

Age Limit In order to play at Ruff N Tuff Paintball you have to be at least 10 years of age.

Liability Waiver Before going to play you must fill out liability waiver to play. If not, your are not allowed to play paintball.

Paintcheck.com Field Owner Tips Due to misinterpretation of my field owner tips by certain paintball players, it has become necessary for me to preface this article with an explanation of its purpose. The tips I posted are meant for the NEW field owner on how to make more money at their field. I am making a few assumptions with the content of this article. 1. The article is written for field owners. 2. Safety and fun are the first priorities of all paintball fields. 3. Many new field owners struggle with the question of "BYOP" VS. "Field-Only" paint sales.

4. All customers should leave your field happy, so that they return. I am also assuming that you, the field owner realize that to have repeat customers, your customers must have a good time when they come to your field. "Having a good time" means many different things to different people. For a walk-on player, a "good time" means playing with your friends for the least amount of money. A newbie player/group expects much more than this: 1. A certain amount of game play. 2. A fair chance at winning. 3. Clean, working rental guns. 4. Clean, up-to-date safety equipment. 5. Ammo belts. 6. Clean working restrooms. 7. Food. 8. Parking. 9. Trainied adult referees. 10.Friendly staff. 11. Large, challenging, fun fields. 12.Good signage. 13.More.... All of these things cost money to purchase, upkeep, and manage. But given that a good field has all of these things, how can you make sure that you make more money? Now that this is clarified, on with the tips. Rule #1 - Identify where you make the most money. The largest profit potential a field has is in selling paintballs. Sure you can sell food, supplies, clothing, etc., but the most profit potential you will find with newer groups is in the sale of paintballs. This can be proven by the fact that the owner of a big paintball distributorship has an exotic sportscar collection. I GUARANTEE you that his money was not amassed by selling Pro Lites. His mountain of cash was made by buying paint for $35 a case and selling it for $80/case at his store. Repeat out loud once again: "T h e m o n e y i s i n t h e p a i n t". Now we will apply this simple but useful knowledge into the way that you run your field. Your number one goal is for your players to have a safe, fun time. Your secret goal (let's call it goal number 1A), is to raise the average ticket price of all of the players that play at your field. By "average ticke price", I mean the average that an individual player spends in a day of paintball. There are many ways to do this.

Tip #2 - Limit the length of play sessions Having players spend their paintball money within three hours allows you to run two sessions in the same day. Running two sessions allows you to double the amount of people playing while paying your reffs the same amount. Getting customers finished early allows you to get home to your family sooner. Getting home sooner allows you to enter your waivers into your database like you should be doing anyways. Now don't feel guilty for wanting your customers to be done early. When you are playing paintball everything happens in slow motion. If you are efficient in the way that you run your field, you can speed things up. You should always be looking for ways to limit delays between games. I had one of my fields so far from the staging area that we setup a remote fill station and chrono out at the field, along with clean-up supplies. This allowed groups to turn their games around more quickly. Generally speaking, if players shoot every paintball that you give them, they are happy. Most of us field owners forget that the most fun part of the game for a newbie is SHOOTING THE GUN AT

OTHER PEOPLE. That gun gives them a sense of power. Newbies like to hide, sniper each other, and shoot the gun. If they shoot all of their paint and run out of money, they will leave with a smile. DO NOT feel guilty for wanting them to shoot all of their paint. If players are shooting the guns, they are having fun. If players are shooting the guns, you are making money.

Increasing Paint Sales Goal 1A was a two-part goal. "to spend all of their money as quickly as possible", remember? Well lets talk about the spending money part. If you are getting paint for between 2.5 to 3 cents/ball, and you can double or triple that, then this is where your biggest revenue generation is. "T h e m o n e y i s i n t h e p a i n t". Your goal is clear: You need to get players to shoot as much paint as possible. How can you do this? Lots of ways. Before I tell you some of these techniques, you need to learn another concept.

Tip #3 - ELIMINATED PLAYERS DO NOT SHOOT PAINT. I repeat..... ELIMINATED PLAYERS DO NOT SHOOT PAINT. I don't mean to insult your intelligence, but if a player is sitting on the sidelines, then he is not shooting paint. Is he spending money? No, he isn't. Is he shooting the gun and having a good time, no he isn't.

Tip #4 - WALK-ON PLAYERS THAT KILL ALL OF YOUR NEWBIES COST YOU MONEY You want players alive so that they can shoot paintballs. If you allow the local walk-on guy that has played the field a hundred times and uses a mag, cocker, Angel, or whatever to "mix-in" with your newbies, then he WILL shoot many of your newbies. Then the eliminated newby sits in your staging area with a loader full of paintballs. This causes the day to drag on and on. The newbies die too quickly to shoot paint. They then get unhappy and soon start to complain. Sound familiar? The answer to this problem is simple. Either you separate walk-on players from newbies, or your turn walk-on players away. This example should show you that they COST YOU more money than they bring you. Consider turning away walk on players if you want to be profitable.

Tip #5 - Run Tabs for Credit Card Customers One last-minute tip: when a player buys paint with a credit card, ask him if he wants to "run a tab". Most will say yes, and they will usually spend more. It is easier because they don't have to keep whipping-out their wallet.

Action Items

MAKE YOUR BUNKERS BIGGER - big bunkers make it harder to eliminate players. MAKE YOUR BUNKERS SOLID - If the balls can't get through, players can't be eliminated. MAKE MOST OF YOUR FIELDS SMALLER - big impenetrable bunkers slow up game play
big time and this allows you to make your fields smaller.

DO THE MATH - Smaller fields = more space for fields = more fields = more groups playing
at the same time = more money.

BUILD A TARGET RANGE - shame on you if you do not have one because they make lots of

money and can promote safety by having a "safe area". TAKE ALL GROUPS TO THE TARGET RANGE BEFORE THEIR FIRST GAME - some will shoot a lot of paint in one minute. Have the head reff tell them that they are going to the range to "get used to the gun". The side benefit here is that there is a reff present to make sure everyone has goggles on at the range. Teh reff can also help the players to use the gun before they head onto the field. The sound of all of those guns going off at the same time should be music to your ears. HANG STUFFED ANIMALS AT THE TARGET RANGE - balls bounce off of them and it drives people crazy. I hung a purple "Barney" dinosaur at my field one day, and I swear that the group shot two cases of paint at it combined. The doll ended up in a creek the next week but who cares? It paid for itself many times over in literally minutes. Make sure they are 1020 yards away. :) KEEP STRICT TIME LIMITS ON ALL GAMES - games should not last more than 15 or 20 minutes. If they do, then either there are very few players left alive, or the entire group is too passive. Have all of your reffs carry stopwatches and whistles. If the group is passive, have the reffs pump them up by yelling inspiration to them on the field. HAVE ALL REFFS WEAR HARNESES FILLED WITH TUBES OF PAINT - this is especially good if the reffs are taking the group to a field that is far from the staging area. A bottle of JT goggle spray fits nicely into an empty 100 round loader tube in their harnesses as well. EACH FIELD SHOULD BE PLAYED TWICE BEFORE RETURNING TO STAGING - Have the groups switch sides quickly after the first game on a new field, THEN return to staging. Do not have the whole group wait for one player to reload and return. Keep

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