Giant Big Game logo
Giant Big Game XXXIII
Midwest vs. Great Lakes
2 Giant Paintball Teams / 600+ Players
Hosted at Splat Tag Paintball Park in Hudson, WI

Game Rules

Last Updated: Wednesday, May 25 2016

The GIANT BIG GAME is Event Paint Only game (EPO).

The Giant Big Game has a refined core set of rules pertaining to sportsmanship and safety that Giant Big game will follow rigorously. All players are required to know the Giant Big Games Rule set concerning safety, calling hits, sportsmanship, and Blind Man rules, unsportsmanlike behavior will not be tolerated and Giant Big Game facilitators reserve the right to eject any player as they see fit. Absolutely no refunds will be given. Paintball doesn’t work without integrity: Be respectful of others, be honorable and call your hits, and if you see something, say something.

  1. General Safety

    1. 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 generals conduct at the facility.
    2. Safety and sportsmanship are enforced through a "3-strike" system. Each violation of the rules below result in strikes against the player. Three (3) strikes and you will be asked to leave the game without a refund.
    3. Games ID cards will be marked or punched for each violation.
    4. See Penalty Punches for a list of some infractions that will get your card punched.
  2. Goggle Safety

    1. Approved paintball safety goggles will be worn at all times while in the Play Area and in Chrono area.
    2. Goggles must be worn going to or leaving the Playing Area within 200 feet.
    3. Goggles will be worn at any time when a barrel-blocking device is not present on an assembled paintball gun. (See below)
    4. Goggles must be in contact with the face and properly secured to be considered "worn."
    5. Goggles must meet all appropriate field insurance and safety rules.
    6. Players violating goggle safety rules will receive 2 strikes on their ID card. A second violation will result in expulsion from the game and possibly the facility.
    7. Goggle on Zone are the Playing Area and any area between the Playing Area and the Staging area.
    8. If you are within 200 feet of the Playing Area make sure your mask is on. Watch for "MASK ON" signs.
  3. Paintball Gun Safety

    1. All Marking devices must be manufactured for the game of paintball and only shoot .68cal paintballs.
    2. Paintball guns will have a barrel blocking device in use at all times while assembled and not actively engaged in the Play Area or Choreographing/Testing Tent.
    3. A paintball gun is considered "assembled" when it is connected to a compressed gas source, or has a loader attached.
    4. Barrel blocking devices must be a bright color. No black, camouflage or other hard-to-see colors are permitted.
    5. Guns will be chronographed at 280 feet per second or lower.
    6. First strike rounds will be chronograph we at 250 or lower.
    7. Pump and pistols chrono speed is 300 fps.
    8. Guns will be re-choreographed periodically during the day and after all bottle changes or maintenance that may affect speed.
    9. Guns can only be semi or pump action and have a maximum rate of fire of 12 balls per sec.
    10. No tools that might adjust velocity are allowed in the Playing Area. This includes, but is not limited to: Allen wrenches, pliers, open-ended wrenches and screwdrivers.
    11. 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.)
    12. Players are responsible for the safe operation of their paintball gun.
    13. Players may not "blind fire" i.e. shoot their gun without being able to see the impact of their fire.
    14. Players must control their own rate of fire. "Overshooting" is considered more than 3 consecutive hits from a single gun on a player.
    15. 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.
    16. Compressed gas Cylinders must have a correct valid hydro date.
  4. Misc. Basic Rules

    1. A waiver MUST be read and correctly filled out by everyone on the property.
    2. No climbing trees, moving bunkers, sandbags, or other structures.
    3. Players clothing/Equipment may be any pattern or solid color as long as those colors are not the same as the other teams color or Referees colors (Red, Blue and White & Black striped). Red team players shell Not wear Blue and Vice versa.
    4. Unsportsmanlike like conduct, cheating, physical contact or other violations of the rules will not be tolerated.
    5. All Referees direction will be followed. Players are here to play; refs are here to ref. The rules are for the safety of everyone. Do not argue with the Referees. All referees will be wearing numbered shirts If you have a problem with one, get the number and talk to the Game master.
    6. Splat Tag and Giant Big Game reserves the right to eject and remove anyone from the game and property without refund for any reason
    7. No shooting referees.
    8. No alcohol at least 8 hours before and non during the GBG.
    9. No drug or medications, which alters perception or mobility.
    10. No abusive or foul language.
  5. Staging Areas

    1. Parking area is the Staging Area.
    2. Staging Area is out of play.
    3. Barrel blocking device in place in this Area.
    4. No shooting or dry firing allowed.
    5. There will be 2 Chrono Tents. Goggles must be worn inside. These are for players to clean and adjust for safe fire speeds.
  6. Play Area

    1. The play area boundary will be clearly identifiable.
    2. Boundaries will be marked by 4" Red Danger Tape.
    3. Boundaries should be as straight as possible, or follow the natural flow of the land.
    4. Any player breaking the plane of a field boundary is eliminated.
    5. Players may only shoot across a boundary if the paintball is landing back in bounds.
    6. Only participating players, staff, and staff-approved personnel may be present in the Play Area.
    7. 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.
  7. Referees

    1. We have several different types of refs at Giant Big Game.
    2. Promoter duties include promoting and marketing the sporting event.
    3. Game Master duties include score keeping, keeping track of the official time and acts as an organizer, officiate for questions regarding rules, arbitrator, and moderator.
    4. Main base ref main duties are to receive orders from the teams general to call in air strikes and characters, keeping track of gold turned into them by the teams general or XO, helping answer any questions on rules and calling game master for any clarification.
    5. Safety refs main job duties are to ensure safe and honest play on the field.
    6. Chrono refs main job duties are to ensure all players markers are shooting at the correct feet per second (fps), balls per second (bps) and that no guns are shooting in any other mode than semi auto.
    7. Roaming refs main duties is to roam the entire playing field, help out in areas where more refs are needed, be called on to help run special characters i.e. Terminator or helicopter ref.
    8. Tank refs main duties are to ensure the tank and players around the tank are playing by the rules and operating safely, tank refs may not punch players for penalties but can punch law cards.
    9. Base refs main duties include calling in the base status when asked by the game master, calling out hit on players from laws and air strikes, taping all bases until a engineer rebuilds them watching for safe and honest play.
    10. Player Refs: There a number of experienced scenario players who serve as "Player Refs", our version of undercover cops. They are constantly watching for cheaters and unsafe players. They can also be helpful for answering questions if you cannot find a field referee.
  8. Entry Points

    1. Entry Points (EP) will be clearly marked. Players may only enter the play area at these locations.
    2. 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)
    3. Players may not fire within 100 feet of an Entry Point located on a field edge.
    4. Entry Points located within the play area do NOT follow the 100-foot rule.
    5. Entry Points may have control markers allowing one team exclusive use of the Entry Point.
    6. 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.
  9. Dead Zones

    1. Dead Zones (insertion) will be clearly marked and should be located outside the play area or on a boundary edge.
    2. Players may not fire within 100 feet of a Dead Zone.
    3. Players entering a dead zone must have a barrel blocking device on their paintball gun.
    4. If a Dead Zone is equipped with safety-approved paintball netting, players may remove their goggles while within the netting.
    5. Dead Zones that are on a boundary edge also serve as an Entry Point.
  10. Scenario Player Information

    1. Players will be issued and identification card. This card will include player’s registration number, and 2 icons or blocks of some sort. (These are used for rule violation punches/marks.)
    2. 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.
    3. One armband of a designated color will identify team affiliation (RED or BLUE). Armbands are to be at least 2 inches wide and are worn on the left arm, between the elbow and shoulder. Armbands may not be obstructed by clothing.
    4. Players may not wear an opposing team's armband/color.
    5. Generals must wear team armband on both arms.
  11. Hits

    1. 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.
    2. Hit count on guns, goggles and anything else a players is carrying or wearing.
    3. In the case of "Friendly Fire" the shooter is automatically eliminated. The player shot can then clean off hit and continue playing.
    4. 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.
    5. Terminators have special rules. See Rules sec 36.
  12. Neutral

    1. Players are neutral in the following cases:
      1. When the player is eliminated.
      2. While under a referee's paint check.
    2. Neutral players should raise a hand or gun above their shoulders for the duration of their neutrality, when a players is in a paint check the referee will hold up his or her hand to signal the player is neutral.
    3. Neutral players may not be fired on.
    4. 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.
    5. Other players may not use a neutral player for cover or disruption of the game.
  13. Blind Man

    1. A Blind Man 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.
    2. If a player yells "Blind Man! Blind Man! Blind Man" all players should immediately repeat the call, cease fire, and stay in their positions.
    3. Only a referee can release a Blind Man.
    4. The referee will assess the situation and releases the Blind Man once the danger has passed. (The player is assisted off the field, goggles restored, etc.)
    5. The referee will give a 3-second count down and announce "Play on!" once the Blind Man is lifted.
  14. Surrender

    1. 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.
    2. The player offering surrender should loudly announce the surrender so the opposing player can hear the call.
    3. If the opposing player does not respond in 3 seconds, the offering player may shoot the opposing player.
    4. If, at any time, the opposing player moves without first announcing "Hit!" the player offering surrender may shoot the opposing player.
    5. 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.)
    6. 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!
    7. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
  15. Elimination

    1. A player who is eliminated raises his hands above his head and yells "Hit!" or "Out!" in a loud, clear voice.
    2. A player yelling "hit" or "out" is eliminated and becomes a neutral player.
    3. A player may not retract a "hit" call. Once "hit" is said, the player is eliminated.
    4. Eliminated players must use their barrel-blocking device and raise their gun or hand above their shoulders. Players not carrying a gun will raise a hand above their shoulders.
    5. Eliminated players should exit the field by the nearest boundary.
    6. Eliminated players may only repeat the word "hit" (or variations thereof) or call for a referee's assistance.
    7. 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.
    8. 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.
    9. Any player breaking the plane of a field boundary is eliminated.
    10. There are no barrel tags. Players MAY NOT physically contact another player to eliminate them.
  16. Main Insertion Areas

    1. One for each team (Red and Blue - A
    2. When a player is tagged out, they can go to their teams Insertion Point. Marked by their color.
    3. Players are responsible for thoroughly cleaning previous hits. Players will be called out for old hits.
    4. Insertion A - This is a live Insertion Area. Players can re-insert unlimited here.
  17. Radio Communication

    1. Players to communicate while in the Play Area may use radios.
    2. Players will abide by all local and federal laws in regards to radio operation.
    3. Neutral or eliminated players, or players and personnel outside the Play Area may not communicate with those inside the Play Area.
    4. Players may use an alternate "dead channel" frequency while outside the Play Area.
    5. Security of radio transmissions is the responsibility of the players using the radios.
    6. It is a violation of FCC law to jam or otherwise interfere with a radio transmission. If found jamming or purposely keying up to block the opponent's channels. Your equipment will be confiscated and you will be ejected from the game for unsportsmanslike conduct
    7. Certain game channels may be designated for staff and may be off-limits for player monitoring or transmission.
    8. FRS/GMRS channel 1 will be the designated emergency channel, monitored by the staff.
    9. All odd channels red.
      All even channels blue
    10. No scanning/spying on ref/event channels this is a privately owned frequency.
  18. Camping

    1. We have a number of acres for camping the night before the "GIANT BIG GAME".
    2. All people camping must first register for the GIANT BIG GAME and sign a waiver.
    3. No loud noise after 11:00 pm.
    4. Campfires will only be permitted in a fire ring and in designated areas. Campers must supply their own fire rings.
    5. Campers must clean up their fire pits before leaving.
  19. Paintballs

    1. The GIANT GAME is Event Paint Only game (EPO).
    2. Custom colors just for the GIANT BIG GAME will be used. Discount level color, Tournament level color, and First Strike color.
    3. Only .68 cal. paintballs sold by Splat Tag at the event are allowed. No other cal. allowed.
    4. Splat Tag will be selling paint at the Check-in area.
  20. Paint Grenades

    1. The GIANT BIG GAME is Event Paint Only game (EPO).
    2. One custom color Grenade for the GIANT BIG GAME will be used.
    3. Only Grenades sold by Splat Tag at the event are allowed.
    4. Splat Tag will be selling paint Grenades at the Check-in area.
  21. Portable Rocket Launchers (LAWS)

    1. Command must buy the right to use a LAW. $10,000 GBG monies each (every law must be purchased). A live tag must be attached. Once bought each law is good for 5 shots, all laws will need to be repurchased After 5 shots, live tags will be marked after ever rocket is launched.
    2. A company licensed to make them must manufacture all LAWS devices. No homemade LAWS.
    3. LAWS fire Nerf style Rockets only. They cannot shoot paintballs or anything else.
    4. LAWS will be choreographed at 200 feet per second or lower.
    5. May not be used on foot unit’s i.e. normal players.
    6. Intentionally shooting a normal player with a law will result in a player penalty punch.
    7. Rockets have no area of effect. No blast radius
    8. Players caught using a law without a law tag will receive a penalty punch and there law launcher will be held with the game master till the end of the event.
    9. After firing your LAW see the nearest ref to punch your LAW card.
  22. LAWS may be used to eliminate any of the following:

    1. TANKS. Read TANK Rules for more details.
    2. Helicopters.
    3. Terminators
    4. All players in a bunker or small structure when hit. The structure is not destroyed. Like fence or plywood walls
    5. Upper Center Tower in the Juliet Fort. But not the main Structure
    6. Pillbox /Turret
    7. Oil Refinery Towers
    8. *If at all possible, players need to secure a ref's attention to fire a LAW. A ref is needed to call out any structure that is to be eliminated by a LAW.
  23. LAWS have no effect on these large structures. (These have thicker walls)

    1. Orange Fire Base (Castle)
    2. Yellow Fire Base (Tower)
  24. Paintball TANKS

    1. Most Paintball Tanks are privately own and operated.
    2. To kill a tank you can use a nerf rocket shot from an approved rocket launcher (200 fps and gun tech inspected see law rules) or by throwing a paint grenade with a direct hit leaving at least a 6" splat. The Nerf rocket must be a direct hit on the tank's sides to count i.e. no rebounding off the ground or buildings or hits to the front, back or top of tank
    3. The first hit on the tank will disable it. (Tank must turn off motor). This means that the tank is still in play and can continue shooting its guns and LAW. The tank will only be disabled for 3 MINUTES, if in that time it is not hit again, the tank will be allowed to start motor and begin moving.
    4. Walking ref will blow a whistle to signal the tank is about to move.
    5. If the TANK IS HIT A SECOND TIME within 3 minutes of the first shot, THE TANK IS DEAD! Once the tank is dead, it must raise a white flag and leave the playing field immediately.
    6. Tanks must have a team color flag with a full 360 degrees of visibility.
      White flag when displayed must have a full 360 degrees of visibility.
    7. Only hits to the sides of tanks count.
      Back and front hits do nothing.
    8. A dead tank is the same as a dead player and my not communicate. Dead players don't talk.
    9. Tanks may only reinsert at their team's main reinsertion bases.
    10. The general’s tent is not an insertion base and tanks may be in that area.
    11. Tanks must provide their own walking ref, the walking ref must wear a bright yellow safety vest and have a whistle and stop watch.
    12. The walking ref must wear a bright yellow safety vest and have a whistle and stopwatch.
    13. Tanks must use radios to communicate with their walking ref (suggest that they use a headset so they can hear their radio).
    14. Tanks can only go in reverse with the assistance of the walking ref.
    15. Tanks must stay on tank trails and open areas.
    16. Tanks cannot block doorways.
    17. All players must maintain a minimum distance of 10 feet in any direction from the tank. No player is allowed to make physical contact with the tank; any violation of this will result in player penalty punch.
      All tanks will have a tank player card showing Chrono and penalty's same as a player tag. The tag will be affixed to the tank in a visible location. If a tank receives 3 penalties it will be removed from the field for the remainder of the game. And the tag will be removed and turned back into the game master. All weapons or players in or on the tank will be part of this tag.
    18. If a tank is penalized, the tank players will also have their player tags punched.
    19. Tank speed is no more than 5 miles per hour.
    20. All motorized tanks must provide liability insurance, with splat tag named on the policy.
    21. If a tank is removed from the game for any reason i.e. broken, penalty punch maxed etc. we will not ask the other side to remove their tank from the field.
    22. Make sure that you have enough gas and what not to operate your tank.
    23. Neither giant big game nor splat tag will supply you these supplies please be prepared.
    24. Tank owner must provide a copy of their insurance (must be a photocopy for Giant big game and splat tag to add to their records). Tanks will be gone over and inspected by game master and game promoter. If tank fails inspection they will have up to 2 hours before game start to rectify any issues once inspection has been approved tank will receive its tank punch card from the game master.
  25. Motorized Tanks

    1. Tanks that are; powered by a motor, weigh more then 99lbs or made of metal must carry their own liability insurance.
    2. Tank owners must provide a Ref or contact Splat Tag to see if they have extras Ref for your Tank.
    3. Tanks may have no more then one Driver and two players in it at a time.
  26. Flintstone Tanks

    1. Flintstone Tanks cannot; have a motor, weigh more then 99lbs or made with metal or glass.
    2. These are powered only by walking. Driver’s feet must be in contact with the ground while moving.
    3. Must be painted green and look the part of a Tank.
    4. They can be carry on suspenders or pushed on wheels by player inside.
    5. Tank may have no more than two players in it at a time.
  27. Gold Bars

    1. Gold bar are worth $5,000 GBG money.
    2. GOLD may be used by teams Command to purchase Special Team Units and other Items.
    3. GBG GOLD can be acquired several ways; find it scattered around the Playing area, given to you by staff for good sportsmanship and/or completing missions.
  28. Main Bases

    1. There are 2 Main Bases in the Playing Area. One Red and one Blue.
    2. Each Main Base will have a flagpole. If a opposing team player can make the Flag touch the ground his team receives 10,000 points. The points are awarded once in a 30-minute time period.
    3. If the General is in the General's Tent when his team flag is made to touch the ground by an opposing player he is eliminated and the opposing team receive another 20,000 points.
    4. Once a generals tent has been tagged or the pin has dropped the base blows up and clears the area to allow the beaten team to get there main base back with 200 foot blast radius the opposing team cannot reenter the blast zone for 1 minute.
  29. General Tent

    1. There is one General tent for each General in the Playing Area.
    2. General tents will be well marked with signs that say "General tent".
    3. The General tents are a goggle off safe area for Generals and Staff. Players have to be invited inside by General to enter.
    4. All paintball guns need to be left outside of tent unless the air source and all paintballs have been removed.
    5. If a live player from the opposing team is able to tag the General's tent then all players inside are eliminated this does not included the general unless the flag is knocked over while the general is in their tent.
    6. The General's tent should not be shot at for any reason whatsoever!
    7. A General's tent is NOT a re-insertion point!
  30. Firebases

    1. There are 4 Firebases in the Playing Area. (Green, Purple, Yellow, Orange).
    2. Firebases will be neutral at the 9:00 start of the game and set to neutral again for the start of the second half.
    3. Each Firebase will have a pushpin with two colors, one for each team (red and Blue).
    4. Every 1/2 hour points will be awarded based upon who has control of each firebase (based on which color is shown on there push pin).
    5. Players may NOT re-insert at Firebase.
    6. The pushpin must be all the way over for a team to receive points for that firebase.
    7. Flag rope shall not be tied, cut, or removed by a player.
    8. Firebases values will be 5000 points.
  31. Forts

    1. There are 8 Forts in the Playing Area.
    2. Forts will be neutral at the 9:00 start of the game and set to neutral again for the start of the second half.
    3. Each Fort will have a pushpin.
    4. Each pushpin will have 2 colored ends, one for each team (red and Blue).
    5. Every ½ hour points will be awarded based upon who has control of each Fort (based on which teams can be seen on the push pin).
    6. Players may NOT reinsert at Forts.
    7. The pushpin must be all the way over for a team to receive points for that Fort.
    8. Pushpins shall not be tied, cut, or removed by a player.
    9. Fort values are set at 1000 points.
  32. Unit Types

    1. Standard player. (1 player) The backbone of the game.
    2. General: (1 player) The rally point of each team and Leader.
  33. Medics

    (1 Player) $10,000 GBG money * No more than 2 per team at a time.
    1. Medics may return an eliminated player to normal play, except if a player has a head shot.
    2. A white armband will designate medics with a red cross, no less than 2 inches wide, worn on the right arm, between the elbow and shoulder. Clothing may not obstruct armbands.
    3. Medics cannot heal "Head Shots" these players will have to go to one of their Insertions.
    4. Medics cannot heal "Terminators" or Helicopters".
    5. Medics cannot heal players killed by an air strike.
    6. A medic may treat a player anywhere on the field.
    7. The medic must be within arm's reach of the wounded player to use his ability.
    8. The medic must first clean the wounded player's hits. Medics are responsible for thoroughly cleaning the players wounding hit so that it is not mistaken for an eliminating mark later on.
    9. Players can only be healed 2 times, medics will place a strip of tape on your arm when a strip is on both arms you must go back to your teams insertion area. When back to your insertion area player should remove tape and throw it in the trash can.
  34. M.A.S.H. Units

    Units (3 players) $25,000 GBG money *only 1 per team at a time.
    1. This is a mobile Re-insertion point.
    2. This resurrection point may be set any place in the Play Area.
    3. All 3 M.A.S.H. Unit players are needed to set up a M.A.S.H. Unit.
    4. The method of placing the resurrection point is to lay out 60 feet of rope on the ground in an approximate square, then declare it being placed to a referee. Two minutes after the ropes are laid down and declared a M.A.S.H. Unit the resurrection point is active.
    5. One of the 3 M.A.S.H. Unit players must stay within the square to keep it active.
    6. Players, if tagged out, may choose to either go to the main resurrection point or the mobile resurrection point.
    7. Only a player with one paint hit can use a M.A.S.H. unit.
    8. Players with a "Head Shot" or more then one hit cannot use a M.A.S.H. Unit.
    9. Players are back in play as soon as they step into the square.
    10. Players can only be healed 2 times, medics will place a strip of tape on your arm when a strip is on both arms you must go back to your teams insertion area. When back to your insertion area player should remove tape and throw it in the trash can.
    11. Players killed by a air strike cannot be healed.
    12. If any player is tagged out by any means while in the mobile resurrection point the mobile resurrection point becomes non-active.
    13. To reactivate, the medic squad must pull up their rope and re-declare placement.
    14. While not active, the rope is to be kept in a box clearly marked as M.A.S.H.
  35. Apache Attack Helicopter

    (1 player) 50,000 GBG money *only one per team at a time.
    1. The only way to eliminate a Helicopter is with a hit from a LAW, TANK Cannon or paint hit by another Helicopter.
    2. Only was a flight time of 20 minutes.
    3. Can run.
    4. Paintballs limited to what they start off with. Cannot reload paint or switch guns.
    5. When they run out of air or paintballs they are eliminated.
    6. Cannot pick up items and touch flags/push pins.
    7. Cannot re-insert.
    8. Must stay within 20' of assigned Helicopter Ref.
    9. A Helicopter who has approached within 20 feet of a player and who has an unobstructed, "no-miss" MUST offer a surrender.
    10. Cannot go in any structures or through and doorways.
    11. Red base is considered 2 separate buildings. The helicopter can go through this structure.
    12. Must stay on Tank paths unless in open areas with no tree cover.
    13. Cannot be the same player two times in a row.
  36. Terminators

    (1 player) *Only one at a time per team
    1. Terminator will be wearing a long sleeve shirt in their team's color (Red and Blue) that says "Terminator" on the front, back and down both sleeves.
    2. On the front and back of a Terminator shirt will be a white Target box.
    3. The only way to eliminate a Terminator is to hit the Terminator in either of the two Target boxes once.
    4. Terminators cannot reinsert or be healed once eliminated.
    5. All other hits do not count and the Terminator can keep playing.
    6. A referee will be assigned to each Terminator.
    7. Terminators must walk when moving. They cannot run.
    8. Covering the target with hands, arms or unnatural use of the marker, hopper, or tank to cover the target is not allowed.
    9. To obtain a Terminator your team must find and return to the General bunker each body part to your Terminator (Red and Blue).
    10. If you cannot find parts to your Terminator you can purchase these at a cost of $30,000 GBG money per part. First Terminator is free after all the parts are found or purchased for $50,000 there after.
  37. Engineer

    1. $10,000 GBG money * 10 per team per max good all day
    2. These players have the ability to rebuild structures which have been previously blown up
  38. Air Strike

    (1 shot) $25,000 GBG money * Unlimited.
    1. This one shot may be used to eliminate any firebase, fort or watchtower on the playing field or a 5-foot radius area of the playing field. The 5-foot radius will be relayed to the nearest ref in that area, exact location may vary depending on how the ref interprets the description of the location you give them.
    2. Firebases and Forts destroyed by a air strike are out of play until an engineer rebuilds the structure.
    3. Base ref will wrap base in caution tape until its rebuilt.
    4. Engineer has to show engineer card to base ref
    5. See engineer rules
  39. Paratrooper drop

    (8-10 players) $50,000 GBG money *only one at a time.

    1. Para-dropping players will be escorted to a drop location by a referee.
    2. During the escort the Para-dropping players are to keep their barrel bags in place and hold their markers over their heads to show they are not in play.
    3. When the Para-dropped players reach the drop location they are to prepare for play and have at least one foot on the drop point marker as they enter play.
    4. Referee may place drop point markers anytime.
    5. Drop point markers may be either a tape marker on the ground or a painted line.
    6. Referee will declare the dropping players in play by counting down to either a whistle or a verbal start command.
  40. U2 Spy Plane

    (Generals Only) Free *only one per hour per team.
    1. General’s use only.
    2. Take off and land at their own Main Base.
    3. Only 20-minute flight time.
    4. Must land back at own Main Base before fight time runs out. If they do not make it back in time the General is eliminated.
    5. U2 Spy Planes can go anywhere on the field at anytime.
    6. A Sam Site can only shoot them down.
    7. Generals can talk to players and purchase Special Team Units while using the U2.
    8. Generals must wear Bright orange vest and cannot carry a weapon.
    9. Players are not allowed to shoot paintballs at U2's. This is a major rule violation.
  41. Sam Site

    Protects Main Bases from Helicopters, U2 Spy Planes, Paratrooper drops, Terminators, and enemy tanks that come in sight of the main base. Cost: $25,000 GBG Money (This may only be set up to protect a Main Base.)

  42. Sam site must be re-purchased for second half.
  43. 2.Sam site eliminates the opposing teams Helicopter, U2 Spy plane, Paratrooper drops, enemy tanks and Terminators that come within 75 feet of the main base.
    $25,000 GBG money.

    1. Can only be set up to protect a Main Base.
    2. Sam site must be rebought for the second half.
    3. Sam site can eliminate the opposing team's Helicopter, U2 Spy plane, Paratrooper drops, and Terminators that come in sight of the main base.
  44. Oil Refinery Towers

    1. Start the off neutral.
    2. Towers are now open for players to use.
    3. One player at a time.
    4. The player that can tag out the Tower may chose to play in the tower or let another teammate play it instead.
    5. Towers are worth 1000 point every 30 minutes.
    6. The New players team Flag must be raised before they go up in the tower.
    7. Players in the Oil refinery towers are NOT eliminated out by paintball hits.
    8. The Oil Refinery towers can be tagged out for up to two minutes by:
      1. A player tagging any part of the tower.
      2. A law rocket hitting the upper watchtower area.
      3. Getting a grenade into the top of an Oil Refinery tower.
      4. A Artillery Barrage hitting the Oil Refinery tower will tagged it out.
    9. DO NOT shoot at players going up and down the ladders!
    10. Oil Refinery tower can be put back in play and captured by whatever teams color pushpin is showing
  45. Penalty Punches

    The Giant Big Game has a refined core set of rules pertaining to sportsmanship and safety that Giant Big game will follow rigorously. All players are required to know the Giant Big Games Rule set concerning safety, calling hits, sportsmanship, and Blind Man rules, unsportsmanlike behavior will not be tolerated and Giant Big Game facilitators reserve the right to eject any player as they see fit. Absolutely no refunds will be given. Paintball doesn’t work without integrity: Be respectful of others, be honorable and call your hits, and if you see something, say something.

    1. Penalty punches may be given to a giant big game player for violations of the any Rule.
    2. Points may be removed from a team this will be subjective, based upon the effect the violation had on the game at the Game Masters discretion.
    3. Examples of reason for penalty points but not limited to:
      1. Reinserting at locations other then your teams re-insertion areas or M.A.S.H unit.
      2. Re-inserting as a Special Team Unit.
      3. Exploiting, the gray areas, or loopholes in the rules.
      4. Removing mission items.
      5. Playing on, (Playing with hits).
      6. Eliminated player talking to live players while in the Play Area.
      7. Intentionally shooting at Terminators head or trying to injure them.
      8. Intentionally shooting at a U2 Spy plane, animal or non-player.
      9. Using a law when not having proper law card.
      10. unsportsman like conduct.
      11. Shooting over the legal chrono limit both paintball markers and law rockets players will be given 3 shoots and the average will be taken (280 for paintball markers and 200 for laws).
      12. Shooting in any mode other than semi auto.
      13. Shooting over 12 balls per second (bps).
      14. Tanks operating unsafely, speeding.
      15. Not listing to or arguing with game refs, game master or promoter.
      16. Radio jamming. Automatic ejection from game and removal from property.
      17. Players using non-event paint.
      18. Players having tools to work on or change velocity on the playing field.
      19. Discharging your paintball markers in any area that is not the chrono range or playing field
      20. Intentionally shooting signs on the playing field for example goggles on signs.
      21. Cheating in anyway this includes lying about what team your on.
      22. Hiding your team color armband in any unnatural way

Days Until GBG XXXIII

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Game Details

Get all the developing details for Giant Big Game XXXIII.
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Map of Big Game

Paintball game field map

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Storyline/Scenario

Giant Gig Game™ paintball scenario map

In 2026 - Four years after a massive asteroid collided with earth, destroying the entire eastern seaboard...
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