Halloween Big Game Rules

3rd Annual Seek the Jersey Devil Scenario Game 

Saturday October 30, 2010 

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Game Objective:  Finding and Capturing the Jersey Devil

This is done by finding puzzle pieces – each team is working on finding as many pieces of the puzzle for their team that they can before end of play.  Puzzle pieces are obtained by purchasing spells from the Witchdoctor.  If the puzzle is complete by the end of game play, the Jersey Devil is considered found and captured.  If not, the ‘game objective’ remains incomplete.

 

Team Objective:  Gaining more points as a team than their opponent’s team.  Points may be obtained by:

  • Flag Control of designated areas on the field – points will count only at the top of the hour for whichever team’s flag is flying for that flag stanchion.
  • Spells:  Obtaining ‘spell ingredients’ from the locals (specified field refs) to purchase spells from the witchdoctor to gain either puzzle pieces or points for their team.
  • Bonus Points – Offered by the Witchdoctor or by gaining more puzzle pieces than the opposing team by the end of the day.  **Bonus points are random.  After bonus tasks are earned by the team, the General will be asked to pull a point card from a ‘hat’.  Keep in mind that all bonus points are random.  They may not seem fair based on the task accomplished, but they will be guaranteed to be positive points.
 

***Generals and XOs will have the ability to automatically resurrect through their resurrection zone whether the window is open for all other players or not for the entire game.

 Flag Control:
  • Flag stanchions will be set up around the playing field. 
  • Flags will be set at neutral for start of the game and after points are assigned at the top of each hour.
  • Teams will fight for flag control to gain points for their respective teams.
  • Flag Control point value: 50 points each
 Witchdoctor: 
  • The Witchdoctor will be located an equal distance between the two teams ‘resurrection’ zones.
  • The Witchdoctor’s lair is surrounded by a safe zone which is guarded by his Minions.
  • Weapons are not permitted in the lair meaning barrel bags must be on to enter the lair.
  • The Witchdoctor trades ingredient cards collected on the field for spells which are immediately cast by the Witchdoctor which gain points or puzzle pieces for that team. (General or XO for each team must deal with the Witchdoctor for these more potent spells.)
  • Once the General or XO is done his deal with the Witchdoctor, he has the option of asking the Witchdoctor to allow his Minions (if available) to assist him on re-entering the field through the safety and patrol zones or going to his resurrection zone to re-enter the field of play.
  • The Witchdoctor also trades ‘eggs’ for resurrection spells to any player who finds them on the field and wants to venture into his lair. (Samples will be available for identification for players.)
  • The Witchdoctor will also offer missions to the Generals or XOs.  These are optional. Bonus points will be awarded for any successful completion of missions performed for the Witchdoctor.
  • The Witchdoctor can also request favors from any player that enters his lair. These are optional. Bonus points will be awarded for any successful completion for that player’s team.
 Minions:
  • The Minions main objective is to protect the Witchdoctors lair. 
  • The Minions patrol a corridor around the safety zone.
  • No shooting is permitted from the safety zone or into the safety zone.
  • The Minions may shoot anyone within their patrol corridor or in the regular field of play.
  • The Minions have no allegiance to either team; they are under the spell of the Witchdoctor.
  • The Minions will be limited in number within their corridor, based on the number of players and the area of their patrol. 
  • The Minions’ goal is to make it uncomfortable for intruders to gain access to the Witchdoctor.
  • Minions can be shot – when hit that Minion is out of play for 10 minutes.
  • Minions that are shot can be replaced by another Minion if available.
  • Minions can assist Generals or XOs leaving the Witchdoctor’s lair, if the Witchdoctor allows it, so the player leaving the lair can enter the field of play through the patrol corridor. The Minions are to assist the player to get back to their team or to get to a safe spot outside of the patrol corridor, near his team or on his teams side of the field.
 Spells and Spell Ingredients:
  • Spells are purchased from the Witchdoctor only.
  • Ingredient cards are obtained from specified field refs at specific locations on the field.
  • Any player can gather ingredient cards for their team.
    • Only one ingredient card can be gathered at a time from any given ref.
    • Once a specific ingredient is gathered by a specific team, that team must wait 10 minutes prior to being able to gather the same ingredient card. (Meaning Player A for the Blue Team can only gather one Rattle Snake Tail card from the Ref – the Blue Team must wait 10 minutes to gather any additional Rattle Snake Tails.  Player B from the Red Team can gather a Rattle Snake Tail card from the Ref at any time, but once gathered the Red Team must wait 10 minutes from the time Player B gathered his card before gathering another Rattle Snake Tail card. Other players are able to gather other ingredient cards from other refs during this time frame, but each different ingredient card follows the same rules as above.)
  • Once an ingredient is handed to a player, that player owns that card until it is turned over to his General or XO, even if he is shot and has to leave the field.
  • Ingredient cards can be combined to make spell recipes. See ‘recipes’ for details on the combination of ingredient cards required to make specific spells.
  • The General or XO for the team is responsible for taking the ingredients to the Witchdoctor once a team has enough ingredients for any given spell.
  • Assistance from the team may be required to draw fire from the Minions to enable the General or XO to get through the patrol zone to the safety zone.
  • ‘Eggs’ are actual props (see sample at main table) that will be scattered throughout the field. 
    • Any player may pick these up.
    • The ‘eggs’ are the ingredient needed for ‘Resurrection Spell Cards’.
    • Resurrection spells can only be obtained from the Witchdoctor once the player is dead or opts to leave the field of play.
    • To approach the Witchdoctor for the ‘Resurrection Spell only, the player must have a barrel bag on and marker in the air to safely pass through the patrol and safety zone.
    • Resurrection Spell cards can be used by any player that is shot out, by handing the card over to a referee – they may stay on the field of play without going back to their reinsertion point when they use this card.
    • The player using this card is allowed to turn the card into any referee between the time he is shot to the time he enters his resurrection (reinsertion) zone. This enables the player to optimize the use of the card by not being in the line of fire when he resurrects.
    • Resurrection cards can be used in the resurrection zone as well as on the field, should the player want to re-enter play without waiting for the resurrection window.
    • Since only those players who are already out of play are permitted to deal with the Witchdoctor for these spells, once the spell card is obtained, they leave the field of play and go to their resurrection zone to wait for the next available window to return to the playing field.
Recipes:

Resurrection Spell Card (the only spell available from the Witchdoctor to any player)

  • 1 Egg: Location - Scattered throughout the field

Beastly Spell - 25 Points

  • 1 Rattle Snake Tail Card: Location – Desert Storm (across from Con Castle field)
  • 1 Werewolf Fang Card: Location – Point of Big H, Desert Storm & Road

Seek the Devil Spell - 1 Puzzle Piece

  • 1 Black Widow Card: Location – Back End of Woods
  • 1 Hemlock Card: Location – Briar Patch

Double Trouble Spell - 25 Points & 1 Puzzle Piece

  • 1 Black Widow Card: Location – Back End of Woods
  • 1 Hemlock Card: Location – Briar Patch
  • 1 Vampire Bat Card: Location – Middle/Back side of Big H
I Want More Spell - 55 Points
  • 1 Black Widow Card: Location – Back End of Woods
  • 1 Hemlock Card: Location – Briar Patch
  • 1 Rattle Snake Tail Card: Location – Desert Storm (across from Con Castle field)
  • 1 Werewolf Fang Card: Location – Point of Big H, Desert Storm & Road
Devil May Care Spell – 55 Points & 2 puzzle pieces
  • 1 Black Widow Card: Location – Back End of Woods
  • 1 Hemlock Card: Location – Briar Patch
  • 1 Rattle Snake Tail Card: Location – Desert Storm (across from Con Castle field)
  • 2 Vampire Bat Card: Location – Middle/Back side of Big H
  • 1 Werewolf Fang: Location - Point of Big H, Desert Storm & Road
 Don’t forget about safety!!

Ingredient Referees will be their own neutral zone.  We will place each one near a bunker.  Players may have to fight their way to a bunker, but once there, they become neutral along with the referee while they are doing business.  Once business is done, they will have to fight their way out of the bunker, but no one is to shoot into the neutral zone area where the referee is.  Once the player makes a break for it, he is fair game, but not while in the referee’s domain.  A reasonable 10’ circumference should suffice. 

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OTP field rules apply regarding chrono speeds, bunkering players, surrender rules, etc. – field rules are available on the On Target Paintball website!

 
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