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A Look Back...
Check out some of the past Phoenix Project Posters here
 
 

Rules Of The Game


A) Standardized Phoenix Project Scenario Game Rules

B) Standardized Big Game Rules

 

Standardized Phoenix Project Scenario Game Rules

Amendments will be made for each specific Phoenix Project

Base Camps:

- General now may operate on the field or at HQ, when at HQ they are neutral on field they are fair game.
- Base camps house the General’s Headquarters, which are neutral areas that cannot be taken over under fire; a defeat flag will be raised to signify loss of a Head Quarters.
- A General may surrender if under fire or flee the safety of the Head Quarters. If this occurs do not remove anything from the HQ area. Information may be copied or recorded but not removed
- A spy may eliminate a General inside his HQ with a death card or by an enemy player with a satchel charge.

Entry Points: Entry Points cannot be attacked or harassed. If a bottleneck occurs Referees may be required to call for an air or artillery strike.

**The ALLIED team at game start will be deployed from the Staging Area/Hospital zone See map for location details

All players re-entering the playing field will do so at the same entrance.

The Allied team will enter to the left following the marked trail; you will enter Saigon from the South end.

The Terror Forces will enter to the right following the marked trail to the Guerilla/Rebel Base.

The Allied team may use helicopters to re-deploy troops that have been mortally wounded. Although many have been grounded due to poor weather
conditions and faulty offshore parts. CALL YOUR GENERAL FOR LANDING INSTRUCTIONS. See map for location details.

**The Terror Forces at game start will be deployed from the Guerilla/Rebel Base under order from your General. See map for location details.

Rules of Engagement: These will not apply during this conflict.

Out of Bounds Areas: These include the areas at E-1 (Natural Gas Plant that was destroyed by Terrorists) and D-E-F-8 (Bingemans Outdoor Storage and Stuff Area) these areas are clearly marked with T-bars, rope and Caution Tape and cannot be entered into or shot through or over it is completely out of bounds and roped out of bounds area in the forest. The entire playing area is circled by yellow rope don’t stay (Poison Ivy outside rope)

Objectives:
- DO NOT REMOVE ANY PROPS UNLESS INSTRUCTED.
- Object of the game is to complete the missions given to you by your general and to prevent the opposing team from completing their assigned objectives.
- Points are awarded for all objectives on the half hour.
- To be in control of an objective you must raise your team flag.
- Return all objectives to your General.
- Total body count will only be used in the event of a tie.

Eliminations, Medics and Mobile Surgical Hospitals:
- Each team has medics.
- Headshots are fatal wounds and you must return to the Hospital Zone. With your Arm in the Air, repeating “I’m Hit”
- Medics will be identified by their red and white armband combination, Medic ID tag and they will also have an ID tag punch to be used for all non-fatal hits (headshots).
- Medics can be eliminated protect them; give them cover fire when they move.
- A Medic must move to the wounded player to administer first aid.
- When shot you have two minutes for a Medic to administer first aid or you are dead.
- When the Medic administers first aid, your ID tag will be punched through one of the Red Crosses. If your ID tag gets too many holes you will then be required to leave the field each time you are shot and proceed to a Hospital Zone, to seek first aid, similar to a mortal wound or headshot.
- When you get hit anywhere other than your head, you must stay where you are and call for a medic.
- Only another medic can administer first aid to a medic. You cannot punch your own card.

Air Strikes:
- Referees will have the option of calling an air strike on a position. (should a stalemate occur)
- When an air strike is called all players will have thirty (30) seconds warning at which time they may leave the position. After the thirty (30) seconds has elapsed all players in the vicinity are eliminated and must surrender their armbands to the Referee before returning to HQ.

R.P.G:
- The only way to shoot down a chopper or transport vehicle.
- Must be line of sight, to score a hit.
- Generals may have them.
- R.P.G. packet must be presented to the pilot.

Helicopters:
- Can be sent out individually or in formations (if cleared with Game Master)
- All helicopter missions are weather dependent and must be approved by the Game Master.
- Players onboard (holding rope) cannot shoot or be shot at.
- See Helicopter, S.A.M and R.P.G. rules for more explanations.

Explosive Cards:
- the use of an "explosive" card allows you to blow up one building should you be successful at reaching the target building holding the card in clear sight and yelling "FIRE IN THE HOLE!" without being shot
- once you have reached the building all players in the building are deemed dead
- the inside of the building is out of play after you wrap the building in the provided caution tape

Wildcards:
- These include spy cards, rocket launches, satchel charges and helicopter cards.
- Whichever team possesses the wildcard may use it at any time.
- Wildcards are limited and may not need to be utilized.
- Time limits may also apply.

Props:
- Do not move props unless directed by a mission, Referee, Game Master or Chief of Staff.

Points:
- Points are awarded for completion of a mission or preventing the opposing team from completing their mission.
- Supplementary missions may also be completed for bonus points.
- Body count at the end of the game.
- Interim territory points by flag counts. On the half hour.

Lunch:
- Continuous between 12:30 pm - 2:00 pm.
- Non-stop, come in and eat whenever.

Hits:
- Anything accumulating to the size of a quarter. Any paint. Enough splatter kills.
- Any paint grenade fill, regardless of size is an out.
- Any players with headshots must leave the field and report to the Hospital Zone and await re-entry, at designated time, on the half hour. With the exception of missions that utilize the M.A.S.H Unit. With your Arm in the Air, repeating “I’m Hit”
- A shot to any part of your body, marker, foot, pouch etc., is an out and you must call for a medic. Non-head shots are not fatal and can be treated on field by a medic.
- If you suffer from a non-fatal shot remain in your position and call out for a medic.
- Shots through floor boards will not count.

Hospital Zones:
- Players with mortal wounds (headshots) must check into the hospital (see map for location details) immediately after exiting the playing field.
- Any player that leaves the field will be considered mortally
wounded, and will therefore await re-entry on the half hour.

Squads:
- Try to stay with your team and squads to give your General maximum support. If in doubt radio for further instructions.
- When returning into the game, please report or radio your General for mission and game instructions.

Chrony:
- Mass chrony in morning. Spot chrony during the day maximum 280 fps. Penalties on hot guns, will be dealt at the time.
- 1 shot to clear, 3 consecutive shots all under 280 fps.
- All chronyed markers will be cleary marked by Staff.

Spies:
- Exist mixed in general population.
- Look for discrepancies in ID tags.

Radios:
- Teams will be assigned specific radio channels.
- Flag Raider Field Staff will be operating on Channels 1, 2, 3 & 4 and sub channels in that range.
- The ALLIED Team will be operating on the following 7, 8, 9 & 10.
- The TERRORIST Team will be operating on the following 11, 12, 13 &14.
- Opposing teams may listen or eavesdrop to conversations but not use channels assigned to your opponents.

Engineers:
- Each team may have engineers, an engineer will possess Engineer ID tag.
- Engineers have keys to reopen bridges, open locks on buildings and objectives and possess rebuild or repair structure cards etc.
- A referee must be present when an engineer is being deployed.
- Call the Game Master or a referee.
- If a building is destroyed (wrapped in caution tape), an Engineer must repair the structure before players may re-enter. The Engineer presenting the Referee with rebuild card(s) accomplishes this, the caution tape will then be removed and the structure will be in play.

General Rules:
- Keep your goggles on at all times unless in the HQ Compound.
- Goggles must be worn for chronying and at the target range.
- All goggles must be approved by Management.
- The chrono limit is 280 feet per second maximum. Anyone caught over this limit will be penalized at the discretion of management.
- All guns must be chronyed before the game and will be subject to random spot checks throughout the day.
- Pump, semi-automatic and fully automatic guns are allowed.
- FIELD PAINT ONLY!!! Anyone caught using anything other than field paint sold on game day will be asked to leave without a refund.
- BBD’s must be in place at all times unless on the playing field.
- Lunch will be ongoing continuously from 1:00pm to 2:30pm.
- The game will end at approximately 5:00pm. Scores will be tabulated and prizes handed out. You must be present with your ID tag to claim a prize.
- Any player found cheating i.e. Wiping a hit, offering Intel to other players, spiking marker velocities, may be asked to surrender player ID and leave the game.
- Points will be deducted from guilty players team, the General will be notified by Head Ref of the offense and penalty imposed.
- Players leaving the field must do so with your Arm in the Air, repeating “I’m Hit”
- No tabs will be run on game day.
- Players wishing to rent equipment must provide valid government identification
- MEDICS PLEASE RETURN YOUR PUNCHES AT THE END OF THE GAME.


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Standardized Big Game Rules

Amendments will be made for each specific Big Game

Base Camps:
- General now may operate on the field or at HQ, when at HQ they are neutral on field they are fair game.
- Base camps house the General’s Headquarters, which are neutral areas that cannot be taken over under fire; a defeat flag will be raised to signify loss of a Head Quarters.
- A General may surrender if under fire or flee the safety of the Head Quarters. If this occurs do not remove anything from the HQ area. Information may be copied or recorded but not removed
- A spy may eliminate a General inside his HQ with a death card or by an enemy player with a satchel charge.

Entry Points: Entry Points cannot be attacked or harassed. If a bottleneck occurs Referees may be required to call for an air or artillery strike.

**The ALLIED team at game start will be deployed from the Staging Area/Hospital zone See map for location details

All players re-entering the playing field will do so at the same entrance.

The Allied team will enter to the left following the marked trail; you will enter Saigon from the South end.

The Terror Forces will enter to the right following the marked trail to the Guerilla/Rebel Base.

The Allied team may use helicopters to re-deploy troops that have been mortally wounded. Although many have been grounded due to poor weather conditions and faulty offshore parts. CALL YOUR GENERAL FOR LANDING INSTRUCTIONS. See map for location details.

**The Terror Forces at game start will be deployed from the Guerilla/Rebel Base under order from your General. See map for location details.

Rules of Engagement: These will not apply during this conflict.

Out of Bounds Areas: These include the areas at E-1 (Natural Gas Plant that was destroyed by Terrorists) and D-E-F-8 (Bingemans Outdoor Storage and Stuff Area) these areas are clearly marked with T-bars, rope and Caution Tape and cannot be entered into or shot through or over it is completely out of bounds and roped out of bounds area in the forest. The entire playing area is circled by yellow rope don’t stay (Poison Ivy outside rope)

Objectives:
- DO NOT REMOVE ANY PROPS UNLESS INSTRUCTED.
- Object of the game is to complete the missions given to you by your general and to prevent the opposing team from completing their assigned objectives.
- Points are awarded for all objectives on the half hour.
- To be in control of an objective you must raise your team flag.
- Return all objectives to your General.
- Total body count will only be used in the event of a tie.

Eliminations, Medics and Mobile Surgical Hospitals:
- Each team has medics.
- Headshots are fatal wounds and you must return to the Hospital Zone. With your Arm in the Air, repeating “I’m Hit”
- Medics will be identified by their red and white armband combination, Medic ID tag and they will also have an ID tag punch to be used for all non-fatal hits (headshots).
- Medics can be eliminated protect them; give them cover fire when they move.
- A Medic must move to the wounded player to administer first aid.
- When shot you have two minutes for a Medic to administer first aid or you are dead.
- When the Medic administers first aid, your ID tag will be punched through one of the Red Crosses. If your ID tag gets too many holes you will then be required to leave the field each time you are shot and proceed to a Hospital Zone, to seek first aid, similar to a mortal wound or headshot.
- When you get hit anywhere other than your head, you must stay where you are and call for a medic.
- Only another medic can administer first aid to a medic. You cannot punch your own card.

Air Strikes:
- Referees will have the option of calling an air strike on a position. (should a stalemate occur)
- When an air strike is called all players will have thirty (30) seconds warning at which time they may leave the position. After the thirty (30) seconds has elapsed all players in the vicinity are eliminated and must surrender their armbands to the Referee before returning to HQ.

R.P.G:
- The only way to shoot down a chopper or transport vehicle.
- Must be line of sight, to score a hit.
- Generals may have them.
- R.P.G. packet must be presented to the pilot.

Helicopters:
- Can be sent out individually or in formations (if cleared with Game Master)
- All helicopter missions are weather dependent and must be approved by the Game Master.
- Players onboard (holding rope) cannot shoot or be shot at.
- See Helicopter, S.A.M and R.P.G. rules for more explanations.

Wildcards:
- These include spy cards, rocket launches, satchel charges and helicopter cards.
- Whichever team possesses the wildcard may use it at any time.
- Wildcards are limited and may not need to be utilized.
- Time limits may also apply.

Props:
- Do not move props unless directed by a mission, Referee, Game Master or Chief of Staff.

Points:
- Supplementary missions may also be completed for bonus points.
- Body count at the end of the game.
- Interim territory points by flag counts. On the half hour.

Lunch:
- Continuous between 12:30 pm - 2:00 pm.
- Non-stop, come in and eat whenever.

Hits:
- Anything accumulating to the size of a quarter. Any paint. Enough splatter kills.
- Any paint grenade fill, regardless of size is an out.
- Any players with headshots must leave the field and report to the Hospital Zone and await re-entry, at designated time, on the half hour. With the exception of missions that utilize the M.A.S.H Unit. With your Arm in the Air, repeating “I’m Hit”
- A shot to any part of your body, marker, foot, pouch etc., is an out and you must call for a medic. Non-head shots are not fatal and can be treated on field by a medic.
- If you suffer from a non-fatal shot remain in your position and call out for a medic.
- Shots through floor boards will not count.

Hospital Zones:
- Players with mortal wounds (headshots) must check into the hospital (see map for location details) immediately after exiting the playing field.
- Any player that leaves the field will be considered mortally
wounded, and will therefore await re-entry on the half hour.

Squads:
- Try to stay with your team and squads to give your General maximum support. If in doubt radio for further instructions.
- When returning into the game, please report or radio your General for mission and game instructions.

Chrony:
- Mass chrony in morning. Spot chrony during the day maximum 280 fps. Penalties on hot guns, will be dealt at the time.
- 1 shot to clear, 3 consecutive shots all under 280 fps.
- All chronyed markers will be cleary marked by Staff.

Radios:
- Teams will be assigned specific radio channels.
- Flag Raider Field Staff will be operating on Channels 1, 2, 3 & 4 and sub channels in that range.
- The ALLIED Team will be operating on the following 7, 8, 9 & 10.
- The TERRORIST Team will be operating on the following 11, 12, 13 &14.
- Opposing teams may listen or eavesdrop to conversations but not use channels assigned to your opponents.


General Rules:
- Keep your goggles on at all times unless in the HQ Compound.
- Goggles must be worn for chronying and at the target range.
- All goggles must be approved by Management.
- The chrono limit is 280 feet per second maximum. Anyone caught over this limit will be penalized at the discretion of management.
- All guns must be chronyed before the game and will be subject to random spot checks throughout the day.
- Pump, semi-automatic and fully automatic guns are allowed.
- FIELD PAINT ONLY!!! Anyone caught using anything other than field paint sold on game day will be asked to leave without a refund.
- BBD’s must be in place at all times unless on the playing field.
- Lunch will be ongoing continuously from 1:00pm to 2:30pm.
- The game will end at approximately 5:00pm. Scores will be tabulated and prizes handed out. You must be present with your ID tag to claim a prize.
- Any player found cheating i.e. Wiping a hit, offering Intel to other players, spiking marker velocities, may be asked to surrender player ID and leave the game.
- Points will be deducted from guilty players team, the General will be notified by Head Ref of the offense and penalty imposed.
- Players leaving the field must do so with your Arm in the Air, repeating “I’m Hit”
- No tabs will be run on game day.
- Players wishing to rent equipment must provide valid government identification
- MEDICS PLEASE RETURN YOUR PUNCHES AT THE END OF THE GAME.

 

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