Quick Details
Pack your beach bag and your gear bag for the best paintball playcation! The first event for Ohana PB & the first time players set foot on the new Black Ops property in Conway, SC!
⚓ 3 Days
⚓Family fun for all ages
⚓Brand new field
⚓Good food on site
⚓Let’s Start A New Adventure!
Comanders
Red Marauders – Steven Nordan
Blue Buccaneers – Curtis Baumgardner
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Bonus Paint + FREE Event Shirt Promo (available thru 7/7/2024)
-> Get entry, air, 2+ cases AND a FREE event t-shirt!!
-> Bonus Paint Offer – Buy entry, air, and….
2 Cases, get 1 Bag FREE!
3 Cases, get 2 Bags FREE!
4 Cases, get 3 Bags FREE!
5 Cases, get 1 CASE FREE!Early-Bird Pricing(ends 8/4/2024)
Entry – $44.95
Air – $7.49
Paint – $59.95Pre-Reg Pricing(ends 9/1/2024)
Entry – $59.95
Air – $9.49
Paint – $69.95Day-Of Pricing:
Entry – $74.95
Air – $14.49
Paint – $79.95First Strike, bag of 150 – $59.95 (pre-reg sales only)
Group Discount Packages (open after early-bird closes since early-bird is a better deal)
💀 2-Pack: Entry, Air for Two + 5 Cases: $227/person w/ 2.5 cases each💀 4-Pack: Entry, Air for Four + 10 Cases: $221/person w/ 2.5 cases each, SAVE $200*+ ($884.95 total)
💀 6-Pack: Entry, Air for Six + 15 Cases: $219/person w/ 2.5 cases each, SAVE $350*+ ($1214.95 total)
💀 8-Pack: Entry, Air for Eight + 20 Cases: $214/person w/ 2.5 cases each, SAVE $500*+ ($1719.95 total)
y, Air for Ten + 25 Cases: $202/person w/ 2.5 cases each, SAVE $750*+ ($2,024.95 total)💀 12-Pack: Entry, Air for Twelve + 30 Cases: $199/person w/ 2.5 cases each, SAVE $950*+ ($2,399.95 total)
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BLACK FLAG 2024
HOUSE RULES
SAFETY & GENERAL RULESALCOHOL: Adults of legal drinking age are allowed to consume alcoholic beverages up to 2am Saturday. Any consumption of alcohol by minors, or providing alcohol to minors, will be grounds for immediate ejection from the property with no refund, and the local authorities will be alerted.
BARREL TAG RULE: Once a player touches you with a barrel and says “barrel tag,” you are eliminated and MUST take the walk. Do not HIT a player with your barrel! A gentle tap will do! A barrel tag must be made on one player at a time, with the words “barrel tag” being said each time by the attacker. Once you have been barrel tagged you must leave the area immediately without talking or showing any indication that you have been barrel tagged to give away the players position. Failure to do so will result in a judge punch on your player card. Barrels must be attached to a marker or you may use a pistol as well.
BLACKBEARD’S SKULL: The team that recovers Blackbeard’s skull will be allowed to turn it into the game producer in exchange for a one time use insert of up to 10 players to any numbered position on the field for the rest of that day ONLY.
COMMANDERS: Each side will have a Commander that will be in charge of building his/her own leadership group. They have complete control of their side. The Commander may go anywhere on the field that they choose to. They may be required to lead missions, to hold meetings, or to sacrifice their life for the good of the cause. The only time Commanders are worth points will be when they are included in a mission.
COMMAND POST: If you are wearing your tape and are within 50 ft of your Command Post you are safe from elimination by any player wearing the same color as you are. You may only be eliminated by a player wearing the enemy tape. At no time are you allowed in the enemies Command Post.
COMMUNICATION: Dead men do not talk!!!! If you have been eliminated you must wait until you are in the dead box to either talk or use your radio. If you are walking back to the camping area and see something you may still radio that in. Please do not stand at the netting and call in if you are out of the game. Spectators are not to yell to players on field.
EVENT PAINT: Event paint only! Paint sales will remain open during the entire event. Having off- field paint on the field of play is grounds for immediate expulsion (total ejection) from the event with absolutely NO REFUND.
EQUIPMENT:
Markers: Only 68 caliber markers are allowed.
Grenades: Tippman style paint grenades. No homemade grenades allowed. Accumulation of paint to make the size of a quarter and you’re eliminated.
Ghillie suits: Will be cleared through game producer. All hits count at all times when wearing a ghillie suit. Visible arm band tape must still be worn over ghillie suit. This rule also applies to headshots for those wearing any Predlock/Armagillo type headwear.
Smoke: At discretion of field owner and event producer only
Laser sights: Green lasers are forbidden. Check with field owner on red lasers.
FINAL: Final battle will be one-half hour long, with constant insert.
There will be zero tolerance for players shooting at an unreasonable fps during the final battle. Refs will be spot checking during the final battle with handheld virtue chronos and have final say over what is deemed shooting at an unreasonable fps. If you are found shooting hot you will be done for the day. If at any time during game play you hear referees yelling stand down, put your markers on the ground, hands off the trigger, and take a knee. DO NOT MOVE DO NOT REMOVE MASKS, let event staff attend to any injured players and game play will resume once all emergency and injured player(s) are removed from the field of play.GAME MATERIALS: There is absolutely no copying of any game materials. This includes but is not limited to player event cards, cash, mission sheets, colored mask or arm tape of any color, and props brought by the game producer. You must have permission from the game producer to use any props other than what is being provided. You will receive 1 player event card (ID card) at registration. You will have to have this to get your marker chono’d and punched by the referee. You will not be allowed on the field without having had a referee verify that your marker has been checked and cleared for play. This is required for each day of the game. This card signifies what side you are on and you will not get marking tape (required) unless you have that card on you to verify what side you are playing on. If you lose your ID badge you must see the game producer before you will be allowed back on the field.
GAME PLAY: 11 am to 5 pm on Saturday and 10 am to 2 pm on Sunday, with the final battle starting at 2:45.
GENERAL SCENARIO GAME RULES: Game rules made for a specific game will take precedence over the General Game Rules
HIGH SEAS BATTLE: Any good pirate knows they have to control the high seas. Throughout the weekend you may receive missions to report to the high seas. The number or type of players will be indicated on the mission cards when received. It is an elimination battle, last player standing wins the points for their side. You must arrive by quarter after the top of the hour, the battle will start at 20 minutes after the hour with whoever is ready to go. If one side is there on time and the other side does not show the side that is present will be awarded the points for the high seas battle for that hour.
HPA FILLS: High Pressure Nitrogen fills (4500psi) will be available during the entire course of play. There will be no facilities to recharge constant air bottles on the field of play, nor in the parking lot. Due to insurance regulations, no outside fill stations (CO2 / Nitrogen) will be allowed on event property. All constant air bottles must meet hydrostat requirements. No bottles will be filled that are out of date PERIOD. It is the player’s responsibility to make sure their tanks are not out of date. All bottles MUST have all stickers (non-factory) removed from them to allow fill station operators to INSPECT the bottle for hidden damage. Bottles with stickers (non-factory) will not be filled. Bottles that event management deems damaged will not be filled, PERIOD… No exceptions.
INSERTIONS: This game is constant insertion. When inserting you must touch your base before you are a live player and then you may remove your barrel sock. You may only insert from your insertion point. Inserting anywhere other than at your insertion point will be considered cheating and is grounds for immediate expulsion from the game with no refund. There will be a designated zone around the insertion points marked with orange that an opposing player cannot enter. A hot insert may be utilized at producer’s discretion. A referee will accompany the players being inserted and “release” them at once. Like the regular insert, there will be a “no go” zone (only in play during a hot insert, not at any other time) where you can shoot into the insert but you cannot cross the line designating the zone. The players hot inserted will have 5 minutes where they can re-insert by touching the cone provided. After that time players must return to their normal insertion point.
**Remember to switch bases at the start of Sunday**LAW ROCKETS: This will be explained at the opening briefing.
MISSIONS: The commanders are in charge of making sure they report to the game producers tent each hour to receive their missions. If both commanders are there 5 minutes before the hour the missions will be handed out early. If only one is there that commander must wait until the top of the hour to receive their mission packet and the other commander will get theirs when they report. Your side has one hour from the receipt of the mission card to finish said mission (unless stated otherwise). Failure to do so will result in mission failure. Timed missions do not start until the mission card is signed off by a referee that the mission has started. The timed mission is not completed unless signed off by a referee as well. You cannot lose a mission card if you are eliminated.
TYPES OF MISSIONS:
Assault: Means you must either shoot the objective more than once with a marker or clear the objective. If there is a time period of the assault you must then continue to assault for that length of time.Clearing: You will have a specific mission where you need to clear a building. It must be cleared using a prop grenade (provided to your commander by game staff) thrown underhand at the objective. Prop grenades can only be used once. A referee MUST have a visual to confirm
completion.Defend: You must keep the objective out of the enemy’s hands for a length of time.
Patrol: You must be actively patrolling from one objective or point to another objective or point to complete this mission. You may only have to do it once or it may be for a specified time.
Sweep and Clear: You must go to the objective and clear out the entire enemy in the area.
Take and Hold: You must go to the objective, clear out the enemy and hold the objective for a specified time.
Recon and Report: You must physically view what is going on. You will need a referee to verify the information you will report back to your base.
Retrieve: You must go to the objective, find the object and bring it to where you are instructed to bring it.
Treasure Hunt: You will receive a mission card and will have to follow directions like on a treasure map to retrieve your objective. If you have to dig for said treasure, only event approved items can be used for such purpose.
ON FIELD SAFETY: Goggles must be ASTM full face approved with ear protection. You must wear your goggles on your face at all times on the field unless you are in a designated dead box. Netted dead boxes will be set up behind your insertion where you may take your goggles off and clean them. This is the only place you may remove your goggles! No paintball markers are allowed in this area and must be left outside the netted area. You must wear your goggles while in the chronograph station. Barrel socks/condoms must be used for both markers and Laws while off field. Barrel plugs are not allowed. Firing of paintballs or other projectiles off field is strictly forbidden and grounds for expulsion from the event.
PERSONAL PROPERTY: Personal property of others is to be respected at all times.
PETS: No pets are allowed period (other than possible field owner’s pets).
PLAYER REFS: There will be player refs on the field. These players will be chosen by the game producer. The player refs can answer questions about the game and rules; they will be watching for any unsportsmanlike behavior and will report any such behavior to the ultimate ref and/or game producer. Player refs cannot sign off on any mission.
PROHIBITED BEHAVIOR: Physical contact with another player is strictly forbidden. Any such behavior may get you ejected from the game with no refund.
PROPS: There will be several props on the field for you to collect for points. Any props on the field that are mission specific will be marked as such with a blue or red band. All other props are fair game and must be returned to the producer for points. If you remove a prop that is mission specific and not your color points will be deducted.
RADIOS: No one is allowed to monitor, jam or talk on the referee channel. Anyone caught monitoring; jamming or talking on the referee channel will be ejected from the game immediately with no refund.
REFEREES: Will have the final say about any disputes on the field. Do not argue with a referee. If your problem cannot be settled on the field you should see the game producer. The game producer will have the final say about any problems that may arise.
REGISTRATION: Pre-registration is very important for the event producers to know how much paint and supplies to order. Once you arrive at the field, proceed to the registration area to sign in and pick up your player’s packet and any paint you may wish to purchase.
SINK THE ARMADA: Each side will be attempting to sink the other side’s armada (think Battleship). Each commander will place their ships before game on and give to producer who will have the master sheet and indicate whether there is a hit or miss when shots are fired. Each side will receive 5 “shots” at the top of the hour starting with the second hour of play. There will also be opportunities for each side through mission completion to earn additional “moves.” Each commander will place their ships (there will be a 2 shot ship, two 3 shot ships, one 4 shot and one 5 shot). Sinking each ship will result in 10 points for each shot it takes to sink that ship. The first one to sink the other side’s entire armada will be awarded an additional 100 points.
SPEEDS: All Markers: All firing modes are allowed. Must be chrono’d at not more than 280 fps(230 fps for Law Launchers). BPS will be capped at 15.
SURRENDER RULE: Less than 20 feet in distance, it is highly encouraged that all players should offer the surrender call. It is encouraged the receiving player accepts the surrender but also has the option to surrender or turn and attempt to shoot.
SWITCHING SIDES: Under no circumstances will a player or team switch sides without the approval of the game producer. If approved they must give up their player card and marking tape. Giving your marking tape or player card to other players is strictly forbidden.
TAPE: Different colored marking tape will be provided for each side. You must wear only your side’s tape or you will get judge punched. Tape should be worn on the front and back of mask with at least 6 inches visible or you may also wear armbands, however, they must be worn on both arms.
Pirate ships (WALKING TANKS): Non-motorized. (Must be pre-approved by event producer) Each tank must have at least 4 working, rolling wheels of some kind that touch the ground while it moves.
The wheels need to be weight bearing. All tanks must fit at least one driver and one gunner inside it to be legal. A clear attempt must be made to make the tank look like some kind of vehicle/tank (Google Flintstone
car for ref.) Each tank will have only one tank walker who is neutral, the tank walker must have an orange vest on for safety. Tanks may carry A/T cards/players if they want to be able to shoot rockets. The number of rocket shots matches the amount of A/T cards/ players in the tank. One A/T card in the tank equals 3 shots per insert. Two A/T cards equal 6 shots and so on. Each side has a limited number of total A/T cards per side
so use wisely. Two hits with a rocket in 5 minutes will eliminate tank. 1st hit immobilizes the tank but it still can shoot,2nd hit will eliminate tank. If the tank is not hit a 2nd time within 5 minutes after being hit the first time it can continue on. The tank must fly a colored flag of the side it is on when in play. When it is eliminated it must fly a white flag or remove their colored flag and return to spawn. Walking tanks (non- motorized) MAY be used as a bunker by players even if it is moving. If the tank is hit
by a rocket while players are using the tank as a bunker, those players are eliminated and the tank is either disabled or eliminated based on the information above.If the tank is stopped players may enter or leave the tank. If tank has been hit and is disabled, players cannot
enter or leave the tank until it is repaired (not hit again in the 5 min. window) Walking tanks can go wherever they fit except into a building or structure. 30 mins of fuWILDLIFE: Shooting at wildlife is strictly forbidden.
If you are unclear on any of the rules, please ask a referee or event staff and they will answer any questions you may have. Event staff reserves the right to change, omit, or add to these rules at any time with or without prior
notice.