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Landstrade |
April 17, 2004WiseGuys Paint ball Input for rules is welcomed by the Landstrade Committee. |
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Beta Version |
As you enter the world of Landstrade you soon realize that all experience is a matter of choice. You become a true time traveler as you remember the future. You find your place in history. You develop your personal capacity for overcoming all obstacles of time, place and circumstance. It has been said there is nothing new under the sun. Each quest brings this lesson more into focus. Ancient wars, old knowledge and the dynamics of science are all needed to conquer the future challenges. You choose when, where and how to overcome without losing your identity or humanity. |
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Landstrade Play is in it's developmental stage. This means methods and rules may change. Check back often. All players are welcome to input ideas and concerns. Final game rules will be announced in May 2003. |
Your challenge begins 200 years in the future. Warlords and walled city-states are all that remains of civilization. The four horsemen have ridden. Revolts have stabilized into roving military forces seeking resources. The IC has formed into a new Roman Empire with puppet governments answering to the Grand Overseer in Geneva. The Geneva palace is considered the center of the world where all knowledge is stored and used to rule the world. Major cities are walled fortifications. Few factories run full time. Electric power is rare outside city walls. Independent trading post and small co-op farms can be found scattered about the mostly abandoned countryside. Economic systems are disjointed. Barter is the primary means of exchange. Independent democracies organize themselves into parliamentary pockets and establish secret libraries. People now are trying to find the heroes who will protect them in these dangerous times. Are you that hero? |
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˜ |
Overview of the method
of play Landstrade is played as a multi player live action role-play and war game using paintball action to determine the outcome. Players simulate every aspect of these future wars. Para-drops, artillery actions, gas attacks, rescue actions and the establishment of supply lines are just a few of the mission goals. You decide your level of play from the simple paintball game to the complex world of diplomacy. † |
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Landstrade
Rules of play |
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6.
Medic Rules 7. Radio Communications 8. Uniforms 9. Game Papers 10. Preparations for play |
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Safety Rules for Landstrade Play |
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1.1 Mask must be on at all times while in the play zone. The
seal of the mask must be in contact with the skin of the face around the
eyes for the mask to be properly on. Lower faceplate and ear plates must
be fully intact. No cut down mask allowed. No unattached ear guards. MODIFIED
MASK MUST PASS SAFETY BOARD BEFORE USE. *Violation penalty - 3 punches, restricted from play. |
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| 1.2 | Barrel
Plug or bag shall be in place at all times to prevent accidental firing. The
only exceptions
are: A. Inside play zone. B. During test firing for feet per second setting inside an approved test firing range. C. When the marker has both the hopper and gas bottle detached. *Violation penalty - 1 card punch |
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| 1.3 | A
player is tagged out and shall cease fire when: A. A paintball hits and breaks on the player leaving a paint mark larger than a paintball. B. A liquid strike from an approved weapon leaves a paint mark 1/8 inch(1 CM) or larger. C. If an opponent (still in play) within 10 ft. calls the player out. D. If a referee calls the player out for ANY reason. *Violation penalty - 1 cardpunch |
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| 1.4 | If a player is tagged out the player must first yell hit, or "I’m out", place barrel plug/bag, lift the marker over head, and exit the play zone. | |||||||||||||
| 1.5 | If
a player is tagged out, the player is not allowed to communicate game information
to live players prior to exiting the play zone and re-entering through
the appropriate resurrection point. (Dead men don t talk). *Violation penalty-referee will call out a live teammate. |
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| 1.6 | If
a player is within 20 feet and outside of 10 feet of opponent, the player must
warn opponent by saying "Surrender." If opponent refuses to surrender
or makes an aggressive move, player may fire upon opponent.
Officers are obligated to surrender. *Violation penalty - if opponent is not given opportunity to surrender before player opens fire, the player will be called out by referee while the opponent while remain in play. |
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| 1.7 | If
player is within 10 ft of
opponent, NO SHOOTING IS ALLOWED.
Ratherthan opening fire, the first player to say, "you're out"
wins the encounter. Officers are captured rather than tagged out. *Violation penalty - If player fires one shot at opponent within 10 feet, player is out and opponent is still in the game. If 2 or more shots are fired, player is out and will receive 1 cardpunch. |
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| 1.8 | No
shooting outside the play zones or range. No shooting over boundary lines
of play zone even if the balls are landing back in the play zone over
a bend in the line or out of zone area. *Violation - 1 cardpunch |
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| 1.9 | No
blind fire. Player shall always have a clear view of the direction of fire.
Never shall a player hold the marker over an obstacle and fire without looking. *Violation - 1 cardpunch |
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| 1.10 | No
aggressive physical contact. *Violation - minimum of 1 cardpunch. Additional cardpunches may be given at referee s discretion. |
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| 1.11 | No
overshooting. No more than 3 hits from one player are allowed at a time.
If player is rapid firing at least a 5-degree left and right wave must be
use while firing. In long bursts of 20 shots or more, at least a 10-degree
left and right wave must be used. This is done to prevent over-shooting. *Violation - 1 cardpunch |
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1.12 |
Marker
Speed maximum limit is 280fps. Speed limit may be set lower at some
events. The speed will be announced during the safety speech prior to each
event. Each Marker must be tested every time a player enters the play zone.
Markers may also be checked at random. *Violation - 1 cardpunch |
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1.13 |
No
shooting the referees. *Violation - 1 cardpunch for intentional shooting of referee |
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1.14 |
A player may call "paint check." When the referee is checking for a tag, the player is out of play. The referee will call player "Out"or "Clean." Hits which occur during a paint check will be ignored. | |||||||||||||
1.15 |
NO
ALCOHOL before or during play. *Violation penalty - 3 cardpunches, restricted from play |
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1.16 |
NO
DRUGS or medication which alters perception or mobility. *Violation penalty - 3 cardpunches, restricted from play |
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| 1.17 |
No
abusive or foul language. No directed abusive personal comments will be
allowed. *Violation penalty - 1 card punch |
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| 1.18 |
Players are to keep fingers clear from triggers while not in play. *Violation penalty - 1 card punch | |||||||||||||
| 1.19 |
Players
may only enter play zone from their team's resurrection point unless
otherwise directed by a referee. *Violation penalty - 1 card punch |
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Zones,
Staging Areas, and Resurrection Points |
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2.1 |
The
Play Zone will be clearly marked with a Yellow
tapeline. Indoor events must designate rooms as Play Zones. Exits
and entrances must be a combination of angles which prevent paintballs
from going through the passage. |
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| 2.2 |
The
Mask On Zone will be clearly marked with a RED
tapeline at least 40 feet outside the Play zone. Barrel plugs/bags
are to be in place in this zone. (If you are within 40 feet of the
Play zone and do not see a tapeline, please, put on your mask. You still
are in the mask zone) Indoor events shall designate a"Mask On"
zone with a printed sign at the play zone door. |
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| 2.3 |
The
resurrection points for each team will have a break in the tapeline providing
a gate to enter the play zone. |
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| 2.4 |
The
Green Zone will be marked between the resurrection point and the
play zone giving
a player a wide entryway into the play zone. A. Players in the green zone are in play. B. Players in their own green zone may fire into the play zone. C. Players may not enter opponents green zone. D. Players may choose to ignore hits they recieve inside their own green zone. E. Players may fire into opponents green zone. (Note: We call this wasting paintballs). |
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| 2.5 |
Staging
areas behind the resurrection point are out of play, and shall be marked
with tape and signs indicating barrel plug/bag-in, but must also indicate
mask ON. Staging areas are a unique place where preparation to play might
include dry firing which cannot be guaranteed not to shoot paint. |
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2.6 |
ALL OTHER POINTS ARE OUT OF PLAY. Barrel plugs/bags should be in place. | |||||||||||||
Grenades |
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| 3.1 | All grenades must be approved by the safety board. | |||||||||||||
| 3.2 | If a player is hit by a spot of paint larger than 1/8in (1cm) that player has been tagged out. | |||||||||||||
| 3.3 | Players may carry as many grenades as they wish. | |||||||||||||
| 3.4 | Grenades
are to be pocketed and secured while not in the play zone. *Violation penalty - 1 card punch |
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| 3.5 | Grenades
are to only be discharged in the play zone *Violation penalty - 1 card punch |
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| 3.6 | NO EXPLOSIVE GRENADES. | |||||||||||||
Satchel Charges |
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| 4.1 |
All satchel charges must be approved by the safety board. | |||||||||||||
| 4.2 |
All satchel charges must have an official live tag attached before use. After use the live tag is pulled. Only a referee at the resurrection point can re-tag it. | |||||||||||||
4.3 |
Satchel charges must be made of cloth and gently stuffed beyond its original size, pillow like, so it absorbs impack and does not injure someone. | |||||||||||||
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4.4 |
Satchel charges are for mission, anti-vehicle, anti-bunker, and anti-artillery placement use only. | |||||||||||||
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4.5 |
Satchel charges have NO burst radius. | |||||||||||||
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4.6 |
The satchel charge must come to a complete stop on or in a target to have an effect. | |||||||||||||
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4.7 |
If the satchel charge is dropped it is considered detonated. The player who dropped it is tagged out and the live tag is pulled. | |||||||||||||
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4.8 |
Satchel charge may be tossed, thrown, or placed. If placed, the player placing the charge is tagged out. | |||||||||||||
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4.9 |
The crew/occupants of target are tagged out if the target is affected by the satchel charge. | |||||||||||||
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4.10 |
Player must be a recognized engineer to use satchel charge. | |||||||||||||
Set Charges |
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| 5.1 All
set charges must be approved by the safety board. 5.2 Set charges are to be made to resemble a real set charge. 5.3 Set charge may be command detonated, use a mok fuse , or be timed. 5.4 Set charge shall be placed. It shall not be thrown or tossed. 5.5 Set charge shall have a live tag. After use the tag is pulled and shall only be retagged at the resurrection point by a referee. 5.6 If dropped there is no effect. 5.7 Set charges are for mission, anti-vehicle, anti-bunker or anti-artillery placement only. 5.8 Set charges have NO burst radius. 5.9 Detonation must be simulated with an obvious audio report (siren/horn) and/or an obvious visual report. 5.10 Set charges can only be used by a recognized engineer. |
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Medics |
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| 6.1 | A
hit anywhere other than the head, is a wound able to be treated by a medic.
The player may stay in place and call for a medic rather then call
themselves
out. A hit on the head or mask is required to return to the resurrection
point. |
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| 6.2 | Players calling for medics shall not move more than 3 ft. under there own power. They may be carried, dragged, or pulled to safety. | |||||||||||||
| 6.3 | A medic may resurrect the player on the spot rather than take them back to a resurrection point. | |||||||||||||
| 6.5 | A medic shall be within arms reach of the wounded player to make the 30 second verbal count, at which time the wounded player is back in play. | |||||||||||||
| 6.6 | Wounded players shall not fire their markers or take aggressive action while wounded. | |||||||||||||
| 6.7 | If the wounded player is hit while the medic is applying resurrection, the player is out and the medic must start over. | |||||||||||||
| 6.8 | If the medic is tagged out during the resurrection both players are tagged out and must go back to the resurrection point. | |||||||||||||
| 6.9 | Medics shall not resurrect themselves. | |||||||||||||
Radios and Wireless Communication |
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| 7.1 | Any player may use a radio during play at any time unless the game master declares radios inappropriate for a particular game. | |||||||||||||
| 7.2 | If the radios are declared inactive for game purpose all radios are to be tuned to channel one. Only emergency information and referees information is allowed. Players shall not talk to each other is the referree declares it so. | |||||||||||||
| 7.3 | Channel one is always reserved for referees and game officials use. | |||||||||||||
Uniforms | ||||||||||||||
| 8.1
Game uniform points will only be awarded
for players who are in uniform at the
beginning of play and are uniformed for the side they are playing for. 8.2 10 points will be awarded per player who is in pants that match their army's camouflage pattern or base color. 8.3 20 points will be awarded per player with jackets that match their army's camouflage pattern or base color. 8.4 10 additional points will be awarded if the players uniform is completed with a appropriate patches and gear. 8.5 Officers will be awarded an additional 10 points for rank insignia on a complete uniform. 8.6 Officers will receive 5 prestige points personally for playing in full uniform. Full uniform is validated by the herald committee. Submissions are required to be made prior to time of play. |
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Game Papers and Orders |
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9.1
All game papers and orders shall be issued by the game master at each
game. a. officers orders b. player ability cards. |
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10.0 |
Preparations for Play |
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| 10.1
Any two officers may set a date for a game or event suiting
the level of the officers
organization. (e.g. level two officers may not set a date for a level four
game) 10.2 The officers setting the date are known as a Game Formation Counsel (GFC) 10.3 A GFC may have more than two officers to declare a game or event date. 10.4 Officers setting a date for a game or event must notify the Landstrade events director or B.O.D. in writing at least 90 day prior to the game or event. With out the notification the game will not be sanctioned and prestige points will not be recorded. 10.5 The GFC must show that the event will be held in an appropriate place with insurance and proper supervision. |
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Level One Game Additions and Exceptions |
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11.0 |
Game Limitation and Team Size |
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| 11.1
Level one games are squad vs. squad. to keep balance
in the game squad size is
not allowed to exceed nine (9) players on the play field. 11.2 Only standard rules of play are to be used. no level two or above special rules are in play |
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12.0 |
Challenge matches |
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| 12.1
The game master may suspend the resurrection rules to run the
game in a tournament
format. 12.2 Challenge matches May be formed by a GFC 30 days prior the game date and sill have prestige points recorded. 12.3 In a tournament format each team must be given a chance to play the same scenario as attacker and defender. 12.4 Rules of play 1.6 and 1.7 are not to be suspended for the tournament format challenge match. |
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Level two game additions |
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13.0 |
Level Two Team Size |
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13.1 A level two game team is made up of at least
four squads (5 to 9 players) and
one officer forming a platoon totaling 21 players minimum. 13.2 Maximum number of squads allowed of each side is 7. maximum number of total players allowed on a side in play is 64 people. if one team exceeds 64 players. the extra players may be pulled to the smaller team to balance the game if the players agree. 13.3 players who come to the game unexpectedly are to be place on the smaller team to balance the game. |
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14.0 |
Flag Points |
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| 14.1
flag stations are to be clearly seen and accessible. 14.2 flag poles are to have one flag representing each side. 14.3 if more than 2 sides are in conflict in the game more than one flag pole may be used at a single flag station. 14.4 flag must be at the top of the pole for a side to receive points for that flag station 14.5 flag stations may be booby trapped or mined. 14.6 flag rope may not be tied, cut, or removed by a player. 14.7 flag stations may not be placed closer than 50 yards from any green zone. 14.8 flag stations are to be counted every hour on the hour for points. 14.9 flag stations are worth 100 points per flag per flag count |
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15.0 |
Special Missions |
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| 15.1
Special missions are to be issued be the game master. 15.2 All special missions are to be in written form and in a sealed envelope. 15.3 Special missions may only be received by unit commanders. 15.4 The envelopes and papers for the mission are to be dropped in place if the barer is tagged out of play. 15.5 The envelopes and papers are worth 50 points per mission at the end of the game. |
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16.0 |
Snipers |
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| 16.1
Only recognized snipers may use simulated snipers fire. 16.2 Only officers and mission targets may be affected by simulated sniper fire. 16.3 Sniper must inform a referee that this ability is in use and declare a possible target. 16.4 To establish line of sight at any range a laser must show on target player for that player to be tagged out. 16.5 After the line of sight has been shown to the referee the snipers ability card will be punched and the target player will be tagged out. |
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17.0 |
Landmines |
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| 17.1
Landmines may be simulated by cording off an area using red or orange plastic
marking tape. The process calls for an engineer to first measure the area
and then tape it off. Then the engineer must stay with the area 1 minute
for
every square foot mined before the minefield is active . 17.2 After the simulated minefield is declared active any player who enters the area it tagged out. 17.3 Players may clear the minefield by firing 10 paintballs into the area for each square foot or by probing the ground for 2 minutes per foot. Engineers can probe clear ground at 1 minute per square foot. 17.4 Active paint mines may also be used in unmarked areas of the play zone. 17.5 All active paint mines must be approved by the safety board. 17.6 No explosive mines allowed. 17.7 All mines must be in compliance with state, local, and federal laws. 17.8 No projectiles faster than 250 fps. 17.9 paint or paintballs from the mine are counted as in rule 1.3 17.10 all trip wires must release from mine after detonation leaving a loose sting. No part of the mine should be left in such a way as to trip or injure a player. 17.11 engineers who lay mines are responsible for mapping mine placement, clearing mine tap after each event and clearing each mine after each event. 17.12 play must be a recognized engineer to lay mines. 17.13 all mines must be clearly marked with the name of the owned of the mine. |
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18.0 |
Air Cannons and Other Improvised Markers |
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| 18.1
All improvised markers must be approved by the safety board. If no safety
committee
has been established, improvised weapons are not allowed. 18.2 NO FIRE DRIVEN OR EXPLOSIVE PROJECTILES AT ANY TIME. 18.3 All air markers must be in compliance with state, local, and federal laws. 18.4 No projectiles faster than 250 fps. 18.5 Paintballs from any source are counted as in rule 1.3 18.6 No equipment is to deliver a force strong enough to dislodge a mask. 18.7 Air cannons and other improvised markers are considered direct fire artillery. Players must be a recognized mechanized infantry, armor, or artilleryman to use this equipment. |
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19.0 |
Prisoners |
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| 19.1
Only players acting as officers, partisans, and civilians may be captured.
19.2 If player gets with in 20ft. of an officer and yells out surrender (as in rule 1.6) the officer is obligated to surrender and becomes the prisoner of that player. 19.3 Civilians are to surrender if challenged within 50 yards. if the civilian is runs or takes aggressive action they may be fired at. 19.4 If a civilian is shot unlawfully the shooter is tagged out. 19.5 If the prisoner gets tagged out after being captured the hit is ignored. 19.6 If the capturing player is hit and no other player is within 20 ft. the prisoner is free to continue play. 19.7 The prisoner may not be physically searched, abused, or restrained. 19.8 The prisoner is to keep all personal items and marker 19.9 From the moment of capture to the point of release the prisoner is honor bound to cooperate with the captors. 19.10 The captors may ask for mission papers, personal orders, weapons or other game items. the prisoner must answer truthfully and surrender such item on request. . markers are the only weapons they may not choose not to surrender but must be declared. if weapons are found on a civilian they are declared as partisans and may be held as a prisoner. if no weapons are on the captured civilians they must be released. 19.11 Prisoners may be held on the field for up to 30 min. after that time the prisoner is the be released an must go back to the resurrection point as a tagged out player. |
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20.0 |
Simulated Fame Throwers |
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20.1 All simulated flame throwers and paint must be approved by the safety board 20.2 Simulated flame throwers are to be made to resemble a real flame thrower. no unmodified water guns are allowed. 20.3 Only one simulated flame thrower is allowed per side. 20.4 Flame throwers are simulated by shooting watered down paint and the hits are counted as a liquid strike as in rule 1.3-b. 20.5 If a flame thrower is hit by a paintball all players within 10ft. are tagged out including the operator of the flamethrower. Level three game additions. |
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21.0 |
Level Three Team Size | |||||||||||||
| 21.1
A level three game team is made up of at least four platoons
( 21 to 64 players)
and a commanding officer forming a battalion totaling 85 players minimum. 21.2 Maximum number of platoons allowed of each side is 7. maximum number of total players allowed on a side in play is 448 people. if one team exceeds 448 players. the extra players may be pulled to the smaller team to balance the game if the players agree. 21.3 players who come to the game unexpectedly are to be place on the smaller team to balance the game. |
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22.0 |
Simulated Direct Fire Artillery | |||||||||||||
22.1
All direct fire weapons must be approved by the safety
board. 22.2 All direct fire weapons must be in compliance with state, local, and federal laws 22.3 Direct fire weapons may be vehicle mounted or ground placed. 22.4 Direct fire weapons are for mission, anti-vehicle, anti-bunker or anti- artillery placement only. They have no effect on players other than crews or occupants of vehicles, bunkers, or artillery. 22.5 Clear line of site, or a referee agreed to site the line of fire must be established before fire by using a laser. 22.6 After fire a referee must be called to call the target out. If the crew of the target agrees to the hit before a referee is called then no referee is needed to resolve the hit. 22.7 50. Cal simulators must fire a 10 shot bust to have effect on all targets except armor. 30 shot burst is needed to tag out armor. 37mm and larger need 1 shots for all targets except armor. 3 shots are needed to tag out armor. 22.8 Players must be recognized as mechanized infantry, armor, or artilleryman to use simulated direct fire weapons 23.0 Simulated artillery and air strikes. 23.1 Events with simulated artillery or air strikes must have an artillery referee appointed. This referees primary function is to call hits from artillery and air strikes. 23.2 Artillery crews must provide the artillery referee with a form of communication (preferably a hand held radio) and a map with reference points. The artillery crew is responsible for the condition and usability of that communication device. The artillery crew is responsible for the readability of the map. 23.3 Every hour on the hour the artillery referee will roll a 6-sided dice. 1-2 will give the first army use of artillery for one hour. 3-4 no artillery for one hour. 5-6 the second army will have use of artillery for an hour. referee will then communicate that info to both sides. 23.4 Air strikes will be issued to an army at the game masters discretion. the commander of an army may choose to use the air strike at anytime. 23.5 When an artillery strike (single shot or barrage) or air strike is called the artillery referee first must be directed at to where the strike will be. the artillery referee will then move to the point where the strike is to take place. the artillery referee will then give clearance to fire by saying referee in position . referee may give an estimated time to arrive at strike zone. NO other information may be given by the referee. 23.6 Using air strikes: when clearance to fire is given the player calling the air strike says air strike inbound . the artillery referee then calls every player (regardless of side) as being tagged out if they are in the estimated 50 x200 strike zone. 23.7 Using artillery fire: when clearance to fire is given the artillery crew may then fire. when the artillery referee hears to artillery fire the referee will then count out players in the strike zone. 23.8 All artillery pieces must be approved be the safety board. 23.9 All artillery pieces must be recognizable as artillery. mock-ups painted and detailed to look like the artillery piece you are simulating. 23.10 All artillery must be in compliance with state, local, and federal laws. 23.11 Simulated artillery must make a report or boom when fired. 23.12 Simulated artillery may use black powder, propane, or compressed air 23.13 Player must be a recognized artillery crew to use artillery. Any player may use air strikes. |
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24.0 |
Paratroop drops and glider operations | |||||||||||||
| 24.1
Para-drops may only be made by a recognized paratroop units. 24.2 Each paratrooper may only make one drop per 12 hours 24.3 Drops equal one punch on paratroop ability card |
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