
If you have a question, suggestion or
addition to the rules to make the game better, safer or more fun, please shoot
us an e-mail - all ideas will be considered and we want to make this your game!
CASTLE ROCK IS PROBABLY ONE OF THE MOST EXCITING, INTENSE,
ADRENALINE PUMPING PAINTBALL GAMES IN EXISTENCE. REMEMBER THAT
THE OTHER PERSON IS EXPERIENCING THE SAME INTENSE RUSH THAT YOU ARE! PLAY HARD!
PLAY FAIR! PLAY SAFE! KEEP COOL! HAVE FUN! Listen to the REFEREES as they make
the calls, not the players. Be courteous to your fellow players, make this fun
and remember: THIS IS A GAME OF HONOR - PLAY IT THAT WAY: DEADBOX BEFORE
DISHONOR!
GAME PLAY:
Castle Rock Big Games run continuously for 5 hours.
The Game will start at 10:00 AM and run until 3:00 PM with Final Door Prize
drawing shortly after.
The teams will be split into approximately a 1 Defender to 4 Attackers ratio.
If the Defenders hold the Castle for the entire 5 hours, they will be declared the winner!
If the Attackers return the Castle Flag and other two artifacts to their insertion area before the time limit, they will be declared the winner!
If the Attackers win and there is time remaining, and there will be a short break, teams rebalanced if needed and another game will start.
At the start of the game, the Defenders will start in position inside the Castle with players in position for safety but must remain inside the entrance until game starts.
Live Players may enter or exit the Castle but ONLY THRU THE FRONT ENTRANCE, NOT AROUND THE ENDS.
The attackers will start at the Attackers reinsertion gate.
Reinsertions will take place every 10 minutes for the defenders and every 20 minutes for the attackers.
The insertions will be HOT - you are in the game as soon as you break the plane of the insertion gate.
The Defender Reinsertion Point is behind the Castle.
The Attacker Reinsertion Point is in Southeast corner of the field behind the Spoolyard.
When hit, put on your barrel bag, hold your marker up in the air and make your way off of the field as quickly and safely as possible.
After you are eliminated, you may go to the netted staging area to reload or back to your insertion point to rejoin the fun at the next insertion window.
When/if the Castle is over run by the Attackers, only the flag and game
props may be taken, no
paint or other personal
property may be taken.
If a person carrying the flag and/or game props is hit by either side, they must stop
where they are and hold them up for everyone to see - tournament style. Either
team may take them from the eliminated player and return it to their base.
Friendly fire COUNTS - a paintball doesn't care WHO FIRED IT - a break means you are OUT!
The objective of the Attackers is to take the Castle, grab the flag and other
two game props and return them to the
Attacker Reinsertion Point.
The objective of the Defenders is to defend the Castle and keep the game
props.
GAME BOUNDARIES:
The wire fence is the Northwestern boundary.
THE ONLY STRING YOU ARE ALLOWED
TO SHOOT ACROSS IS AT EACH END OF THE CASTLE.
Strings with PINK ribbons are FIELD BOUNDARIES - Live players MAY NOT CROSS
STRINGS WITH PINK RIBBONS - Eliminated players may cross the string but only in
the direction of the Staging Area OR back to THEIR OWN REINSERTION AREA.
Strings with ORANGE ribbons are guide strings to the Insertion Areas and from
and the Staging Area - Players can use these paths to go into and out of the game but must wait at their Reinsertion Area for the next reinsertion window.
SAFETY:
SEMI-AUTO ONLY - NO RUNAWAY RT - NO RUNAWAY BOUNCE
ABSOLUTELY NO RUNNING WHILE ON THE CASTLE WALL - WHEN HIT PLACE BARREL BAG ON
YOUR MARKER, HOLD IT UP OVERHEAD AND WALK TO THE STAIRS AND CAREFULLY CLIMB
DOWN, THEN EXIT THE PLAYING FIELD FOR THE NEXT REINSERTION.
MASKS MUST BE WORN AT ALL TIMES WHILE ON THE PLAYING FIELD AND DURING REINSERTIONS - VIOLATORS WILL BE REMOVED FROM THE GAME.
BARREL BAGS REQUIRED AT ALL TIMES WHEN NOT ON THE PLAYING FIELD - IF YOU ARE OUT, YOUR BARREL BAG BELONGS ON YOUR MARKER, NOT IN YOUR POCKET!
NO SHOOTING UP OR DOWN THROUGH THE CRACKS IN THE FLOORBOARDS IN THE CASTLE!!!
NO SHOOTING THROUGH ANY OPENING LESS THAN 4” WIDE IN THE CASTLE WALLS!!!
NO BLIND FIRING!
NO CAMPING ON THE REINSERTION AREAS.
No Dead Man Walks are allowed in this game.
No Barrel Tags are allowed in this game.
REFEREES ARE NOT SHIELDS OR BUNKERS.
No freight training or human shields - players must remain at least 3 feet apart
and the player directly in front of you may not act as a shield for you or you
are BOTH ELIMINATED.
Splatter does not count by paintballs.
Any hit resulting in a break is an elimination and is not subject to the splatter doesn't count rule.
Grenade hits must amount to more than an accumulation of a quarter coin size and must be a different color than event paint.
Chrono Speed for this game is 275 FPS due to the sometimes up-close and personal type of play.
You may be asked to chrono each time you enter the field after initial check at beginning of game - unregulated CO2 markers
may be checked every time.
Roving Chrono Refs will be spot checking speeds on the field during the event.
No barricades, boards, wooden structures, screwed together stacks of barrels, or spools can be moved
by the players.
Loose objects INSIDE THE CASTLE may be moved by the defenders to help build their defenses.
No climbing of any trees, ladders, or walls, only steps with hand-rails.
Only the front entrance can be used by LIVE players to enter or exit the
Castle during game play - the extensions on the ends of the Castle are playable
by both teams - they can shoot across the boundary strings at each end but LIVE
PLAYERS MAY NOT CROSS THE
STRINGS TO ENTER OR EXIT THE CASTLE DURING GAMES.
No Explosives, Fireworks, Knives, Tools, Alcohol Use, or Drug
Use is allowed during this game. Cannons and LAWS can only be used as artillery
and must be fired at a 45-degree angle and coordinated with a ref. No direct
fire. Paint grenades are allowed as long as they are the balloon type. They can
only be thrown by hand and not by any devices. No Smoke is allowed.
A Player is marked out if a paintball hits and breaks on any part of his body or equipment. Grenade hits can mark
out a player if there is an accumulation of paint that would cover a spot the size of a quarter. SPLATTER DOES NOT
COUNT, no matter how much there is from paintballs, subject to a refs call. When hit, immediately yell OUT, put your
Barrel Cover on your Barrel, raise your barrel in the air, and quickly make your way off the field. If you need help,
call for a ref.
NO PHYSICAL CONTACT AT ALL OR THE PLAYER WILL BE EJECTED FROM THE PREMISES AND POSSIBLY
CHARGED WITH ASSAULT!
We take safety and fair play very seriously. Make this a great game for all involved and be safe and courteous to all.