Duncan's Games Scenario Rules of Play
Cowboys & Indians
Bunker or Barricade, Wall Affixed, Non-transportable man-made object.
Structure 3 or more connected walls forming an enclosure.
All props must be provided by the Game Director, if a player of team wishes to use a special prop, it must be given to the Game Director who may choose to use it for either team.
Gun Powder Bags: (GSRP rules apply for any action not listed below)
Have a blast radius of 10 (ten feet) from the point of first impact.
When striking a wall, the blast radius is 10 on the impact side, and 5 on the opposite side of the wall.
When striking a Stage Coach, the Stage Coach is immobilized for 5 minutes. It can still shoot.
When detonated inside a structure all players within that structure are eliminated, if the structure is less than 10 across; if more than 10 across the 10 blast radius rule applies.
Any release from a player detonates a satchel charge, with only the exception noted below.
Placing (in a gentle manner) a satchel charge does note detonate it, once placed the satchel is armed and any disturbance detonates it. (i.e. being struck by a War Wagon, stepped on, or being moved).
If placed, and a referee is notified, the satchel may be remote detonated by the player by saying boom
A player may also place a satchel charge at a location and tell the referee it is time set and the referee will call it detonated at that time (provide a referee is available at that location) Fuse lit to burn until ------
Stage Coach: (GSRP Pilot rules apply for any action not listed below)
The commander will request a Feed Card from the base referee, once being signed; the card is valid for only the time specified on the card.
When the card expires, all passengers and driver must abandon the Coach.
If on the ground the Coach cannot continue and must be returned to the base, unless a new Feed card is delivered to the spot the Coach landed.
If the Coach is being brought back to the base it cannot be reFeeded as soon as it is moved, until it arrives back at the base.
Coach may move as fast as the players aboard them can run.
May fire at other Coach in flight while in flight. Any player hit by a paintball fired from another Coach in flight is eliminated, and must release the rope and leave the field.
While in flight, if the pilot is eliminated, the Coach and the rest of the players aboard are eliminated. (You just crashed).
May fire at War Wagons while in flight. (Cannon Ball only)
May fire at Sam Sites with a CANNON BALL if in flight.
May fire at other Coaches while in flight.
Coach may not come within 50 of the opposing base.
A CANNON BALL (Laws) fired over the top of or thru the Coach eliminates the Coach and all players aboard.
Coachs are to be leaned against the outside of the base structure while not in use.
Coach operated without a valid Feed Card will be declared crashed if discovered by a referee.
Field Cannon (GSRP Laws Rule apply for any action not listed below)
Field Cannons may be used to destroy , Bunkers, Barricades, Walls, Structures, Choppers, and War Wagons.
Field Cannon Ball must strike the target in the air. A bounce or hitting the ground before striking the above mentioned items will render the Cannon Ball ineffective.
Field Cannon Ball can destroy a main base. (See Base Elimination)
Blast Radius is 10 feet on the impact side, 5 feet on the other side.
War Wagon GSRP rule applies for any action not listed below)
Walkers not required, unless the War Wagon demonstrates they cannot or will not call their hits, or travel at a slow walk (Safety First)
No special insurance required.
War Wagons will be parked at the designated War Wagon parking lot. All War Wagons will be parked there when not in play. When War Wagons are eliminated, they must return to their designated War Wagon parking lot and must sit parked for 10 minutes before they can again move
There is a safety space of 20-Foot distance around all War Wagons. If a War Wagon or a live player intentionally comes within 20 feet of each other, the aggressor(s) will be called eliminated. Furthermore, War Wagons and/or players who intentionally violate the 20-foot boundary are subject to ejection from the event. (no refund).
War Wagons may not encroach within 20 feet of a live player behind a bunker, wall, or structure, or natural cover. (i.e. do not chase players around- or from their cover).
Players may not hide and use this rule to eliminate a War Wagon.
If a War Wagon is unmanned (driver out of the War Wagon) it may be used as a bunker. Players cannot climb onto or under a War Wagon being used as a bunker.
Little War War Wagons: (GSRP Rule apply for any action not listed below)
A walking War Wagon with only a marker for a main gun, must chrono to 260 FPS. (230 for CANNON BALL), semi-auto only for markers (no exceptions)
Special consideration may be made for movable units that require more than one person to move manually (pull/push). These units may be moved to a position by the agreed upon players (how many)from the game director prior to the players briefing. After being positioned, only one player is allowed to be within 20 feet of the unit. Players coming closer than 20 feet will be called out the same as other War Wagon and walking War Wagon rules. (the cookie rule),
If the Pug or Walking War Wagon is not on wheels (walking player), the 20 foot safety rule is not required for players on the same team as the War Wagon.
Players on the same team may follow with a Walking War Wagon with out wheels. The Pugs or walking War Wagon must still follow the 20 rule for the other team and 50feet from the other base.
Base Eliminations: To eliminate players in the base, the attacking player must step on the edge of the net next to the entrance, inform the base referee the base is eliminated. The actual words are not as important as the action. (Example: Hey referee the base is blown, or Base is blown)
A Field Cannon may eliminate the base by striking all four sides, and must be verified by a referee. Each team has from insertion time to the next insertion time to strike the 4 sides. Times will not be extended for any reason.
Medics: (Given out by the Commander) Must have a medic towel. May be armed, and have no special protection other that what the team can provide.
4 (or more) (determined based on the number of players) medic towels allowed for each side.
To heal a player the medic must hand the player the towel to wipe themselves off. After the towel is returned, The player may continue play. (The towel must be handed to the medic not thrown onto the ground or to another player).
If a player fails to hand the towel to the medic, that player is declared dead. And the referee will have the player leave the field. If a medic tosses the towel to a player the medic is declared dead and must surrender the medic towel. The medic towel is no longer available until it has been reissued at the base by the Head Referee. If a medic looses the medic towel that medics position is lost until the towel is found and returned.
This post has been edited by duncan: 04 March 2011 - 08:20 PM