Zeke & Zake's Mountain DewEvent Date: June 27, 2010Event Photos
Zeke & Zack's Mountain Dew After 10 years of brewing the family's prized moonshine together, the Clampett Brothers are no more. The twin brothers have decided to go their separate ways and try to make it on their own. The only problem is that key components to their brewing operation are scattered around the backwater hills of Flannelville. The Zeke and Zack followers have decided to hide these items in hopes of one brother being the one, true moonshine brew master. The brothers are recruiting followers for the search, are you going to join the fight in brotherly love? Are you going to take up arms and fight for Zeke or Zack? Pre-registration starts now! RAIN OR SHINE EVENT
Register before June 27, 2010 Entries -$15.00 per player with or without own gear for this game. Free Rental Equipment use for this Game (Includes goggles, gun, and air tank) *Includes-Free Event Patch (First 150 players) Register on game day June 27, 2010 Entries - $20.00 per player with or without own gear for this game. Free Rental Equipment use for this Game (Includes goggles, gun, and air tank) *Includes-Free Event Patch (First 150 players)
All single rental Equipment use Goggles - $5.00 Tank - $5.00 Gun - $5.00
Paint $20.00/500 bag (Event Paint Only) Note It is preferred you dress in costume but not mandatory. Door prizes will be given out at end of the game when armbands returned. How to Pay You can pre-register by, money order, Cash at the store or at field.
brucesonline.com New Minas B4N 3C9
Please be sure to include the following info with your payment: Name, Address, Phone #, E-mail.
Zeke & Zack’s Mountain Dew Game Rules Game Play: 1. There will be 2 teams (Zeke and Zack). Field position of the home bases will be decided by the team that is dressed in the most costumes. They will have first choice of home base. 1 home base will be located in the lower left part of the field and the other in the lower right. The re-spawn area will be the entrances/exits from the lower left and right side of the field for the respective teams. The center field entrance will be used by both teams as another exit point once players have been eliminated. 2. The game play is a scavenger hunt style game. Every 20-30 minutes the teams will be given notice of which items they are looking for. This notice will be stapled on the wall of their home base. That item listed is the only item that is in play and therefore to be captured by either team. As time elapses more items will come into play and therefore be able to be captured. 3. An item is considered captured once it is returned to a team's home base. Once this happens the points from that item are awarded to that team. The item is now out of play and cannot be stolen back by the opposing team. 4. Only the item(s) that are posted at the home bases are in play. Any players caught moving, hiding, obscuring or any other actions that are deemed unsportsmanlike will have the item(s) forfeited and points awarded to the opposing team. 5. An Air Siren will sound for 5 seconds when a new item to be found is stapled on the team's home base wall. 6. Each team will have Witch Doctors, (WD) Witch Doctors will be the only players allowed to “heal” other players. Once a player is hit they must yell “hit” and cease play. The player can then yell for a WD but, must stay where they have been eliminated. Eliminated players advancing toward any WD will have 5 points deducted from their team score and that team will lose 1 WD. If the player was carrying any item then standard capture the flag rules apply. If there is no WD in the hit player’s area to punch the player’s WD tag then the player is eliminated and must return to their re-spawn area. Referee’s discretion may be used (e.g. no WD that can reach the player because of a firefight, etc.).WD can’t “heal” themselves. 7. Players can only carry 1 item at any one time. 8. If the player carrying an item is hit/eliminated before he/she returns to their home base then the item must be placed at the nearest bunker or most visible location from where the player was hit (standard capture the flag rules apply).This is regardless of whether a Witch Doctor is used or not. 9. The only special advantage item that will be available is a Molotov Cocktail. Each team will be given 3 Molotov Cocktail cards at the beginning of the game. Zeke or Zack will present a referee with this card when he/she wants to use a Molotov Cocktail. The referee will give Zeke or Zack the Molotov Cocktail (a Nerf rocket) and follow them/team members until it is used. To use Zeke or Zack must throw the Nerf rocket at their intended target. The referee will mark the target/bunker/area where the Nerf rocket hit and any/all players within the 40ft. diameter of this area are eliminated. A 3 minute smoke grenade will be used to simulate the Molotov Cocktail, as used by the referee. Once this smoke clears or 5 minutes have passed the referee will give the “all clear” and play can resume in this area. This item can be used at anytime and Zeke or Zack can designate any other team members to use this advantage item. If the player is hit/eliminated before the Molotov Cocktail is used then it is considered spent. Schedule: 9:00-10:20am – Officials on site. Player registration / staging, all players are to have markers 10:20am - Costumes are counted for field advantage. Safety / game briefing 10:30am - Zeke and Zack's briefing to their followers. 10:50am - Players to stage entry on field. 11:00am - Game begins. 4:00pm - Game ends. Final scoring tally General Rules: 1. Each player will be issued a team color armband that will be consistent with all members of the player’s team. Each player must wear the armband on the left arm between the elbow and shoulder in a plainly visible fashion (no over lapping clothing). 2. All safety rules of the field shall be honored. In the staging area and any area outside of the playing boundaries markers MUST have barrel sleeves and the safety on. Zero tolerance. 3. Masks must be worn on the field at all times. 4. All players must chronograph their markers to be under the field limit of 280fps. 5. Anytime a player yells “hit”, “out” , puts his/her barrel sleeve on his/her barrel or waves his/her paintball marker above his/her head the player is eliminated, regardless of an actual paintball break. ** NOTE: If you have an easy shot on a person at which you have the time to pick your shot then kindly shoot an area (such as a pod pack) that would cause minimal pain. If possible, within 20ft. offer your opponent the option of surrender. If the player does not surrender then players are free to continue to play. 6. Elimination is defined as any hit or splatter from a paintball and/or grenade or subsequent break resulting in a marking on the player and/or his/her active equipment (this includes any part of the costume.) that is equal to or greater than the size of a dime. Any paint splatter from a paint grenade, regardless of size, results in a player’s elimination. Each time a player is eliminated they must return directly to his/her team’s designated staging area without deliberate delay, unless a Witch Doctor is used. 7. There will be no “playing on”. “Playing on” is defined as a player moving more than one meter, firing a marker or other weapon, or remaining in the game for more than three seconds after the player has been hit with a paintball in an obvious location (at the sole discretion of the referee), with the paintball leaving a spot of paint that, when covered with a dime, will show paint on all sides of the dime. A referee will not call a player “out” until three seconds after the player has been hit (unless the player calls a paint check on him / herself). There will be no warnings issued, and the referee’s initial determination is conclusive and thereby not open to discussion. 8. Wiping will be cause for elimination. Wiping is a player “playing on” after making an effort to obscure or otherwise remove the paint left by a hit. Players caught wiping will have 5 points deducted from their team’s score. 9. Players must stay within the confines of the field boundaries.
10. Radios are allowed. The assigned channels will be #1 for referees and field staff only, Zeke #2, 4, 6 etc. Zack #3, 5, 7 etc. “Illegal talking” will not be allowed. This includes anytime a player speaks, motions, radios or otherwise communicates with his/her team members after he/she has been eliminated from play. Deadmen don’t talk! 11. Hand grenades are the only special weapon allowed. Any non-pyrotechnic, hand-thrown grenade shall be allowed (unlimited quantity are allowed on the field). A player is considered eliminated if any splatter of paint from a grenade is found on his/her person, equipment or costume (grenade splatter is not subject to the dime size rule).
12. There will be no tolerance for: Field adjustment of marker velocity - anytime a player takes a mechanical action, the result of which is to raise the velocity of his/her or any other player’s marker above the field chronographed speed of 280fps. “Hot Gun” - any marker firing consistently more than five (5) feet per second over the stated field limit. Referees may check marker velocity anytime during the game at their discretion. Players using any other paint besides event paint. Disrespecting field officials and unsportsmanlike conduct, such as but not limited to over shooting players, “Deadman Walking” tactics, foul language and harassment. Drugs or alcohol will not be tolerated on the premises. *Violation of the above rules will result in player elimination from the game, request to leave the premises without refund and possibly legal action. If in doubt, talk to a referee. The referees are only interested in making sure the players abide by the rules and have a good time. Any game play that is not covered in the rules will be ruled on as they arise. Remember the referees are interested in ensuring a good time and good sportsmanship.
*These rules are subject to change at the discretion of field officials. Every effort will be made to keep players informed.
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