News
Spring Social
April 10, 7pm at Rare Grillhouse, be there! We’ll have a beer or two, get reacquainted, talk paintball, and get some of the administration stuff out of the way. Be prepared to sign waivers, buy memberships, etc.
As much as I’d like to fund/subsidize the party we just paid for insurance and money is tight, so you’ll have to buy your own beer.
Website
The website has been redone for 2011!
There’s lots of new content, new game explanation, statistics, and more!
Also, all rules and game procedures have been clarified for 2011, make a note of checking that out.
ACER Paintball Club Memberships
2011 memberships are available for $200, casual play costs $20/day, first time players pay $30, and unlimited HPA fills will cost $10 a day. We will continue to sell good quality paint at very fair prices.
Work Day
Please join us on Sunday April 17, at 11am for a brief work day. We’ll do an hour or two of trail maintenance, some digging projects, and if the weather is nice we might even play a few preseason games to get the rust off.
Rule Updates
We’ve standardized the rules, please read them.
And, we’ve made two significant rule changes, the official rules are written up below but here’s the short version: as of 2011 you may not exit a round for any reason other than getting marked (no calling yourself hit because your marker stops working, for example) and if you are marked while carrying a flag you must stop immediately and cease firing - but you may continue to communicate until you decide to throw the flag.
The official rules
4. Moving a Flag
4.1.a A player with possession of a flag may throw the flag, pass it to a teammate, even score the flag by throwing it into a scoring zone.
4.1.b ‘Ultimate Rule’ A player that is marked while carrying a flag must stop running and firing immediately, but they do not have to throw the flag until they choose to do so. They may continue to communicate with teammates, and they may throw the flag whenever they wish, at which point they are out as per usual.
Simply put, if you have possession of a flag and are marked you declare ‘hit’ loudly and stop moving. Now you’re a Super Captain until you choose to throw the flag away: you can’t move or fire but you remain in the game. Alert your team to enemy positions, throw the flag to a teammate, or whip it into the scoring area. Try to hold the flag overhead, and feel free to duck to avoid flying paint.
Why: This rule is intended to make for more exciting offensive play, meaning more hail-mary scores, more drive-extending passes, and more adventure for everyone. The flag grabber gets rewarded with extra play, and the team gets a super captain as long as they hold the flag, bonus!
5. Getting Marked
5.1.d Unmarked players may NOT exit a round for any reason (other than injury). Getting marked with paint is the ONLY way out of a round.
Why: with so much riding on the number of players alive in the field this makes the most sense. Get another player’s marker, get forward, do something daring, but don’t call hit until you’re hit. Also, we play with ‘equipment assistance’ ON, meaning that you may borrow gear from dead players, see below.
Member’s Guests and New Players
Please remember that ACER Paintball Club is not open to the public. Participation is by invite only.
If you plan to bring a friend (and we encourage you to do so) just clear it with Gabe/Dano, and please, please, please make your guest read the website! Even better: go over the site WITH them, explain the game procedure, rules, etc.
This will help them enjoy their first day and it will reduce the ‘newb’ factor when they join teams. Thank you, from all of us.
Boundaries: to the North and East
The field Boundaries have changed. Make a point of checking out the new tapeline North of the Gully and East of the Dome.
That’s it for now, see you at the social, the work day, and on the field! Let’s get the 2011 season started!
-Gabe.

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