The following basic rules apply to all Think Tank Paintball games and events. Players
are responsible for understanding and abiding by these rules. Some scenario rules below
may not apply to other game formats. Safety rules specific to an individual field may supercede these rules.
Please check with your field represntative.
Paintball is an honor sport. Remember this critical fact and play within the spirit AND the letter of these rules.
General Safety
Players must observe common-sense safety in regards to their surroundings. This includes the
natural and man-made terrain of the paintball field, and your general conduct at the facility.
Safety and sportsmanship are enforced through a "3-strike" system. Each violation of the rules below
results in one strike against the player. Three (3) strikes, and you will be asked to leave the game.
In games where ID cards are issued, the card will be marked or punched for each violation.
Goggle Saftey
Paintball safety approved goggles will be worn at all times while on the field
of play.
Goggles will be worn at any time when a barrel blocking device is not present
on an assembled paintball gun. (See below)
Goggles must be in contact with the face and properly secured to be considered "worn."
Goggles must meet all appropriate field insurance and safety rules.
Players violating goggle safety rules will recieve 2 strikes on their ID card. A second violation
will result in expulsion from the game and possibly the facility.
Paintball Gun Safety
Paintball guns will have a barrel blocking device in use at all times while assembled and not actively
engaged in play or chronographing/testing the gun.
A paintball gun is considered "assembled" when it is connected to a compressed gas source, OR has a loader attached.
Barrel blocking devices must be a bright color. No black, camouflage or other hard-to-see colors are permitted.
Guns will be chronographed at 285 feet per second or lower. (Or the approved field limit)
Guns will be re-chronographed periodically during the day and after all bottle changes
or maintenance that may affect speed.
No tools that might adjust velocity are allowed on the field of play. This includes,
but is not limited to: allen wrenches, pliers, open-ended wrenches and screw drivers.
Gun maintenance and testing that requires the gun to be charged with gas will only
be performed with goggles on, and in an approved firing area. (The chronograph/target range is typically used.)
Players are responsible for the safe operation of their paintball gun.
Players may not "blind fire" i.e. shoot their gun without being able to see the impact of their fire.
Players must control thier own rate of fire. "Overshooting" is considered more than 5 hits from a single gun on a player.
Compressed gasses (HPA and CO2) should be treated with the upmost respect. These
are dangerous sources of stored energy and they must be handled with care.
Areas of Play
Play Area
The play area boundary will be clearly identifiable.
A boundary may be a physical obstacle, such as a road, fence or water feature. A boundary may also be marked with rope flaged
with bightly colored survey tape.
When a boundary is marked by a road, the road is in play. The edge of the road not adjacent to
the field is considered the boundary edge.
Boundaries should be as straight as possible, or follow the natural flow of the land.
Any player breaking the plane of a field boundary is eliminated.
Players may not shoot across a boundary line.
Only participating players, staff, and staff-approved personnel may be present
in the Play Area.
Personnel may not communicate across the Play Area boundary. i.e. Unless you are in active
play, you may not communicate with another active player. This includes voice, radio or other
forms of communication.
Entry Points
Entry Points (EP) will be clearly marked. Players may only enter the play area
at these locations.
Entry Points may be on a play area boundary or may be within the play area. (Example: When set up
as an airborne landing zone)
Players may not fire within 50 feet of an Entry Point located on a field edge.
Entry Points located within the play area do NOT follow the 50-foot rule.
Entry Points may have control markers allowing one team exclusive use of the Entry Point.
Each team will have at least one (1) entry point that cannot be captured. This is usually the
Entry Point closest to the team's Dead Zone.
Dead Zones
Dead Zones (DZ) will be clearly marked and should be located outside the play area or on a boundary edge.
Players may not fire within 50 feet of a Dead Zone.
Players entering a dead zone must have a barrel blocking device on their paintball gun.
If a Dead Zone is equipped with safety-approved paintball netting, players may remove their
googles while within the netting.
Dead Zones that are on a boundary edge also serve as an Entry Point.
Scenario Player Information
Players will be issued and identification card. This card will include player name,
registration number, and 3 icons or blocks of some sort. (These are used for rule
violation punches/marks.)
The player ID card is the player's proof of payment for the event. Players must
have their ID card on their person at all times when on the playing field.
Role cards will be issued to players if special roles are in use. These will include
role name and player name. Roles are not transferable to other players.
Two armbands of a designated color will identify team affiliation. Armbands are to
be at least 2 inches wide and are worn on both arms, between the elbow and shoulder.
Armbands may not be obstructed by clothing.
Players may not wear an opposing team's armband.
Hits
A player is hit when he receives a mark from direct contact with a paintball
that cannot be covered by the diameter of a paintball.
A player is hit when he receives a mark from a paintball grenade or other booby
trap device larger than 1/8 of an inch.
Neutral
Players are neutral in the following cases:
When the player is eliminated.
While under a referee's paint check.
Neutral players should raise their hands or gun above their shoulders for the duration of
their neutrality.
Neutral players may not be fired on.
Neutral players may not communicate with another player in any other way, including
speech, radio use, hand signals, etc. A neutral player may communicate with a referee at any time.
Other players may not use a neutral player for cover or disruption of the game.
Freeze
A freeze is an emergency situation. It is used in the event of a player injury, loss
of goggles due to play or any situation where a player's health may be in danger.
If a player yells "Freeze! Freeze! Freeze!" all players should immediately repeat the call, cease
fire, and stay in their positions.
Only a referee can release a freeze.
The referee will asses the situation and releases the freeze once the danger has
passed. (The player is assisted off the field, goggles restored, etc.)
The referee will give a 3-second count down and announce "Play on!" once the freeze is lifted.
Surrender
A player who has approached within 20 feet of another and who has an unobstructed, "no-miss"
shot should offer a surrender. The opposing player cannot be actively engaging the player offering
the surrender for this condition to exist.
The player offering surrender should loudly announce the surrender so the opposing player can
hear the call.
If the opposing player does not respond in 3 seconds, the offering player may shoot
the opposing player.
If, at any time, the opposing player moves without first announcing "Hit!" the player
offering surrender may shoot the opposing player.
The opposing player does not have to honor the surrender call. He may attempt to
turn and shoot at the offering player. (He will most likely be eliminated.)
Play smart. Use common sense in surrenders. They are for your safety and are a sign of
a respectful, honorable player. If you get outmaneuvered, accept the offered surrender, or
expect to take the close-range shot!
There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
Elimination
A player who is eliminated raises his hands above his head and yells "Hit!" or "Out!" in a loud,
clear voice.
A player yelling "hit" or "out" is eliminated and becomes a neutral player.
A player may not retract a "hit" call. Once "hit" is said, the player is eliminated.
Eliminated players must use their barrel blocking device and raise their gun above their
shoulders. Players not carrying a gun will raise thier hands above their shoulders.
Eliminated players should exit the field by the nearest boundary.
Eliminated players may only repeat the word "hit" (or variations thereof) or call for a referee's assistance.
Eliminated players may not communicate with another player in any other way, including
speech, radio use, hand signals, etc. An eliminated player may communicate with a referee at any time.
Eliminated players who do not have a barrel blocking device on their gun or do not have their gun or hands above
their shoulders are valid targets. KEEP YOUR GUN UP UNTIL YOU LEAVE THE FIELD.
Any player breaking the plane of a field boundary is elimnated.
There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
Returning to Play
In scenario and tactical games, players may be allowed to return to play after elimination.
Eliminated players report to their team's Dead Zone.
Players are responsible for thourougly cleaning previous hits.
Players who have wounded bandages must remove them at the dead zone and return them to the Dead Zone referee.
Players are released from the Dead Zone every 15 minutes, beginning at the top of the hour.
The re-entry window lasts 5 minutes.
Players proceed to a designated Entry Point to re-enter play.
Wounded
A player hit in the arm, leg or equipment not worn on the body is considered "wounded."
Immediately after receiving a hit, the player may yell "Wounded!" in a loud, clear voice. This lets both players know
that a hit was received, but the player is not eliminated.
A player may call himself elimnated from a wounding hit, at his discretion.
A wounded player may take a single step, then becomes immobile.
A wounded player may not fire his paintball gun.
A wounded player may communicate normally.
A player may not retract a "wounded" call. Once "wounded" is said, the player must follow the wounded rules or call himself eliminated.
A player hit more than once is automatically eliminated. Wounded players may only have ONE hit.
Players that already have been previously wounded and already have a wounded bandage are automatically eliminated.
Wounded players are still in play and may receive additional fire and may be eliminated.
A medic must reach a wounded player's location in 60 seconds. If no medic arrives, the wounded player is eliminated.
Wounded rules may not be used in all games. The rules for each game will specify if wounding is in effect.
Evacuation
Any player may "carry" a wounded player to a safer location.
The player must touch and remain in contact with the wounded player's shoulder.
Once they are in contact, wounded players may move as normal. They may evacuate to any
location they choose.
Wounded players under evacuation remain wounded and may not fire, but may communicate normally.
Players hit (including wounded players) during an evacuation may be eliminated.
Wounded players hit a second time in any location are eliminated.
Medics
Medics will be designated by a white armband with a red cross, no less than 2 inches wide,
worn on the right arm, between the elbow and shoulder. Armbands may not be obstructed by clothing.
A medic may return a wounded player to normal play by "treating" his wound.
A medic may treat a player anywhere on the field.
The medic must be within arm's reach of the wounded player to use his ability.
The medic must first clean the wounded player's one (1) hit. Medics are responsible for thouroughly cleaning the players wounding hit so that it is not mistaken for an eliminating mark later on.
Once the wounded players is clean, the medic must apply a medic bandage to the left bicep of the wounded player.
Medic bandages will be strips of cloth, 18 inches long by 2 inches wide.
Once bandaged, the wounded player returns to normal play.
Radio Communication
Radios may be used by players to communicate while in the Play Area.
Players will abide by all local and federal laws in regards to radio operation.
Neutral or eliminated players, or players and personnel outside the Play Area may not communicate with those inside the Play Area.
Players may use an alternate "dead channel" frequency while outside the Play Area.
Security of radio transmissions is the responsibility of the players using the radios.
It is a violation of FCC law to jam or otherwise interfere with a radio transmission.
Certain game channels may be designated for staff and may be off-limits for player monitoring or transmission.
FRS/GMRS channel 1 will be the designated emergency channel, monitored by the staff.