Armageddon 2015
Transcription
Armageddon 2015
Armageddon 2015 Players Handbook V1.11 ARMAGEDDON 2015 – PLAYERS HANDBOOK Table of Contents Gratitude/Props .............................................................................................................................................................. 4 Legal ..................................................................................................................................................................................... 5 Armageddon Game Format .......................................................................................................................................... 6 Armageddon Game Format Determination....................................................................................................................... 6 Armageddon Scoring ................................................................................................................................................................. 6 Armageddon Rules.......................................................................................................................................................... 7 Payment ........................................................................................................................................................................................... 7 All System Common Rules ...................................................................................................................................................... 7 Terms ................................................................................................................................................................................................ 7 Running ............................................................................................................................................................................................ 7 Climbing ........................................................................................................................................................................................... 7 Jumping ........................................................................................................................................................................................... 7 Sitting ................................................................................................................................................................................................ 7 Kneeling ........................................................................................................................................................................................... 7 Center Rules................................................................................................................................................................................... 8 Alcohol at the Centers ............................................................................................................................................................... 8 Lying Down ..................................................................................................................................................................................... 8 Leaning ............................................................................................................................................................................................. 8 Covering Targets.......................................................................................................................................................................... 8 Blind Shooting ............................................................................................................................................................................. 8 Physical Contact .......................................................................................................................................................................... 9 Sportsmanship .............................................................................................................................................................................. 9 Spectators ....................................................................................................................................................................................... 9 Captain Votes ................................................................................................................................................................................ 9 Team Rosters................................................................................................................................................................................. 9 Alternate Rules ........................................................................................................................................................................... 10 Pre-Game Pack Selection ....................................................................................................................................................... 10 Equipment ..................................................................................................................................................................................... 10 Equipment Problems ................................................................................................................................................................ 10 Outside Devices.......................................................................................................................................................................... 11 Replay ............................................................................................................................................................................................. 11 Missing/Erroneous Scores .................................................................................................................................................... 11 Player Assigned to Wrong Team......................................................................................................................................... 11 Tardiness ....................................................................................................................................................................................... 12 Lanyards ........................................................................................................................................................................................ 12 Referee Scheduling ................................................................................................................................................................... 12 Refereeing and Calling Fouls ............................................................................................................................................... 13 Ejection .......................................................................................................................................................................................... 13 Disqualification ........................................................................................................................................................................... 14 Captain’s Responsibilities ..................................................................................................................................................... 14 Team Responsibilities ............................................................................................................................................................. 14 Emergency Procedures for Event Completion ............................................................................................................. 14 Stage 1 .............................................................................................................................................................................................................14 Stage 2 .............................................................................................................................................................................................................14 Dropping a System .................................................................................................................................................................... 16 Crippled System Game Rule: ..................................................................................................................................................................16 Severely Crippled System Game Rule: ...............................................................................................................................................16 Dropping a system: ....................................................................................................................................................................................16 2 ARMAGEDDON 2015 – PLAYERS HANDBOOK Game Settings ................................................................................................................................................................. 17 LaserBlast ..................................................................................................................................................................................... 17 Laser Force ................................................................................................................................................................................... 18 A Players hand must not deliberately cover any part of the phaser ................................................................... 19 Laser Quest .................................................................................................................................................................................. 20 Laser Storm .................................................................................................................................................................................. 20 Laser Tron ..................................................................................................................................................................................... 21 CHIPS ...............................................................................................................................................................................................................21 Free For All ....................................................................................................................................................................................................22 QZar ................................................................................................................................................................................................. 22 UltraZone ....................................................................................................................................................................................... 24 Tactical Outdoor ......................................................................................................................................................................... 27 Itinerary .......................................................................................................................................................................................... 28 Budget ............................................................................................................................................................................... 29 Team Rosters .................................................................................................................................................................. 30 Room Assignments ....................................................................................................................................................... 32 Schedule of Events (Summary)................................................................................................................................. 33 Team Schedule ............................................................................................................................................................... 34 QZar/LaserStorm ........................................................................................................................................................................ 34 LaserBlast ..................................................................................................................................................................................... 35 LaserForce .................................................................................................................................................................................... 35 Outdoor .......................................................................................................................................................................................... 36 LaserQuest ................................................................................................................................................................................... 36 LaserTron ...................................................................................................................................................................................... 37 Ultrazone........................................................................................................................................................................................ 37 Armageddon 2015 Liability Release Form........................................................................................................... 38 3 ARMAGEDDON 2015 – PLAYERS HANDBOOK Gratitude/Props I always appreciate those that take the time to read this section in particular. It allows me to put in print those that I have to single out that make this event possible. PLAYERS! I say this every year, you guys are the reason why I run this tournament. From the passion of the players, to the people that refuse to let their system die, to the casual player that plays just this tournament, to the tournament level player that cannot be touched in their system. There is a little bit of geeky quirkiness that is unique. I am honored that you players allow me to run this. International players: seeing you come to this tournament further validates that terminally optimistic perspective in me where I feel like we are one world, we are all celestial infants eager to constantly learn something new. You provide a perspective that I could never know in my own land. To have you take the time and spend your resources to teach us your ways of playing this game we all love honors us. Jennifer Vega (My superior other half) – I am not sure if my wife knew what she was marrying into. Thank you for putting up with me love. Ariana Vieira (Christians Godmother) – I thank the fates that has allowed us to share the same path as you. Carrie Pluskey – A true force in the team that helps develop my kids Mike “The Brit” Turner , Wanezza "Exit" Spang, and Maria “Alice” Golubeva – Thanks for spreading the love of cross-system lasertag around the world. Greg Lampasona – Thanks for being that next level nerd that refuses to let their system die! Logan Lockhart– Thanks for being another next level geek that refuses to let their system die! Ziggy – Thank you again for handling the leader board this year Bill Cooey – Thank you for the hours you put into working with Ziggy on the online scoreboard and making sure the schedule is truly balanced. This would not happen (as we have experienced in previous years) without this effort. Katt Savoca – Thanks again for doing lanyards this year Tim Cannizzo – Thank you for handling the Force Negotiations for me. 4 ARMAGEDDON 2015 – PLAYERS HANDBOOK Legal Armageddon is being organized by DarkWare, Inc. DarkWare is a registered Texas corporation. Its legal address is. DarkWare, Inc. 5009 Shelly Ray Rd Keller, TX 76248 817-601-7349 www.darkware.net [email protected] Any questions, comments or concerns should be mailed to this address. As last year, each player must fill out a waiver. The waiver is now online and can be filled out at https://goo.gl/rFwC58. At the beginning of the tournament, I will hand each captain a captain’s package with a rule book and lanyards for each player. The online form can be access at: https://goo.gl/rFwC58 If a player is under 18, please email me a contact number for their parents, as I will personally discuss with them to sign a permission of treatment in case they are injured. Why? Because watching Frida go to the hospital was a little terrifying. While I will do everything in my power to make sure she is well treated and life preserved, what happens if she was underage? How could we give consent? How could we treat her? What would happen to my family if her parents decided to sue me? These are questions that I have to make sure are dealt with, not for me, but the ones that depend on me. 5 ARMAGEDDON 2015 – PLAYERS HANDBOOK Armageddon Game Format Armageddon is a test to see which team is the best at cross-system laser tag. To test this, we find the established tournament format(s) and closely match this format. We believe that there is a reason for the evolution of an incumbent tournament format and try to match to maintain the spirit of the game. Armageddon Game Format Determination 1. We match the incumbent tournament format(s). Voting on the one we shall use if there are multiple 2. If we do not have an exact match (game lengths are different, software difference), then we model an Armageddon version of the settings as close to the standard tournament format Armageddon Scoring 1. For 2 Team: A team that wins will earn 1 Armageddon Tournament point. The losing team will earn 0 points for a loss. A 3-Team Zone, a first place will earn a team 1 Armageddon point, a 2nd place will earn a team .5 of an Armageddon point, and a 3rd place will give the team no Armageddon Points 2. In the event of a tie in a game with 2 teams, both teams will earn .5 a point, unless nothing happened as stated in number 3 below or there are more than 3 teams per game. In a 3 team game. In the event of a tie for 1st, both teams will get .5 Armageddon point. In the event of a tie for 2nd, both teams will get .25 of an Armageddon point 3. NOTHING HAPPENED: If all teams lock out (and depending on the game) no lives are lost and/or no points are earned on either side, all teams earn 0 points. If one of the teams in a 3 team game earned points, but 2 locked out (as defined by not scoring a single tag against any other team), then the point earning team will earn 1 point while the other 2 teams that tied will earn 0 points. 4. If Armageddon points are tied, then how the teams performed against each other will determine the winner. For example, if TEAM A and TEAM B both have 25 Armageddon points, but TEAM A has beaten TEAM B in more matches, then TEAM A will be winning. 5. If the teams are still tied after 4, then the average rank score of all the players will be taken for those games that the teams that are tied have played against each other. The higher average of player ranks, grouped by game, for the whole tournament will determine the tie breaker. 6 ARMAGEDDON 2015 – PLAYERS HANDBOOK Armageddon Rules Payment All players must be paid IN FULL by the first event. If they are not, then the players will not be allowed to participate in the tournament. All System Common Rules These rules are the basic rules of play and are similar in all the systems. After the basic rules are more exact rules for each of the systems. The individual system rules take precedence over the common rules. If the rules of an individual system contradict the common rules, use the individual system rules. If there is no rule governing a particular situation in the individual system rules, refer to the common rules. Terms Marshal A game referee; also known as a judge or referee. Generally, marshals are provided by the laser tag center and will not call many of our rules. Maze A maze is any laser tag playing arena. Center A center is the business location of a particular laser tag maze used for the tournament. Target/Sensor The part of a laser tag vest which can transmit or receive hit information resulting int a successful tag. Vest/Pod/Pack These terms all refer to a single unit of laser tag gear. Phaser/Gun The firing unit of a laser tag vest. Running Players may never move in an unsafe or out of control manner in any system. Players will follow the exact rules on running as described in each center. Climbing Players may not climb on any wall or other part of a maze, and may not place either of their feet on a wall. Jumping Players may not jump onto or off any structure in the maze. Sitting Players may not sit or have any part of their body, other than their feet, on the floor. Kneeling Players may not kneel or have either of their knees on the ground. 7 ARMAGEDDON 2015 – PLAYERS HANDBOOK Center Rules The Center rules are law. If Armageddon rules conflict with center rules, center rules will win every time. If there is any reported instance if disrespect to the center or their equipment, the offending player will be immediately asked to leave and their team penalized 10% per game. The player is offered 1 appeal to the captains, which may vote to uphold/cancel the penalty. Alcohol at the Centers Alcohol is not allowed at the centers unless explicitly specified by the center. Anyone violating this rule will be subject to the Center Rules mentioned above. Lying Down Players may not lie down either on their stomachs or on their backs. Leaning There are many variations of leaning rules throughout the laser tag world. If no equipment specific rule is given, players may lean while dodging/dancing as long as they do not hold the lean for more than 1 second before returning to an upright position. They may immediately lean again. Covering Targets Players may not use any part of their body, their hair, clothing, equipment, or any other objects, to cover their own targets, or the targets of other players. Players may not hold or remain in any position whereby any part of their body obstructs a sensor. This includes bending at the waist, leaning and positioning arms in front of the chest pack or shoulder targets. Temporary obstruction of targets is inevitable and, therefore, permissible so long as the obstruction lasts only a moment. Actions such as ‘dodging’ or ‘dancing’ are permitted so long as targets do not remain obstructed. No part of a players’ hands or arms may may cover sensors located on a laser. If there is a laser sensor, players may hold this sensor away from another player or against an obstacle so as to effectively block the sensor. Players with hair long enough to cover a shoulder target must secure their hair so as to not obstruct any targets. Players may not wear loose clothing, which can obstruct a sensor. Players may hold the phaser in a natural firing position and thereby obstruct or partially obstruct a sensor on the vest. A natural firing position is one where the player is point the phaser in a forward position while standing upright and actively targeting a base or other player, using one or both hands depending on the equipment. Blind Shooting Players are not allowed to shoot around corners, by sticking their arm and/or phaser around a wall or structure, while hiding the rest of their body behind that wall or structure. Players must maintain a line of sight with the target they are shooting at. This is also the case with doorways and windows; a player may not blindly reach through or around a door or window and shoot at an opposing player unless they can see a valid target. In the case of Reflection Shots, the player trying to get the shot must have a line of site with the point on the wall or structure they are attempting to catch the reflection off of. 8 ARMAGEDDON 2015 – PLAYERS HANDBOOK Physical Contact Players may not make any physical contact with other players or their equipment. While incidents of coincidental contact are possible, players must control their actions so as to avoid all contact. Players may not position themselves so as to block or impede another player’s progress. To reduce the possibility of physical contact, players may not extend their arms, hands, or phaser through windows or portals that are not big enough to fit their entire body through unless the window or portal does not adjoin a play area on the same level as the player. That is to say, that a play may extend a phaser or arm through a window on a second level into an area that is immediately over the second level. Sportsmanship Players must start the game from the designated starting area in centers where there is a designated starting area. Players may not leave until the game begins. A player may not leave the playing field prior to the end of the game, unless they are injured, have faulty equipment, or have been directed to do so by Referee. Players may not use obscene language or gestures at any time before, during, or after the game out of respect to the centers we are playing in. Players may not argue with a Referee or Tournament Official. If an injury occurs during a game, the game continues. The injured player or nearby players should call for a marshal. The marshal will attend to the injured player, at which time the player is considered to be "out of play." Players may not shoot at opposing players that have their equipment off, are lying prone on the field or have clearly been identified as injured, regardless of whether they are being attended to on the ground, being helped off the playing field, or even standing on both feet and talking to a marshal. It should be noted that it is considered extremely poor sportsmanship to shoot a downed, possibly injured player, even if equipment is still on. Attempting to verbally intimidate an opposing team or an opposing player is referred to as "Taunting." Players are not allowed to taunt one another before, during, or after the game. Spectators Spectators ARE allowed on the field during game play, so long as they can be position in such a way to where they do not impede the play of any player. Team captains or other representatives may be called upon to marshal a game due to rules below. The center's marshals and official employees are allowed on the field. Spectators are allowed but MAY NOT communicate scoring or other game information during the game. Spectators are not allowed to use or play with laser pointers, take flash photographers or use any other device to interfere with play during the game. Electronic devices capable of interfering with the game equipment are not allowed in the facility. Captain Votes The core of the Armageddon tournament are the players. Practically anything is open for discussion as long as it does not violate the points specified in the Armageddon Creed. Use common sense however, voting can easily get out of hand and affect the quality of the tournament. Team Rosters Armageddon 2015 teams are 8 players. These 8 players will form your core team. All players are expected to play every game. You may not attempt to field a team of less than 8 players for any center without subjecting yourself to the Tardiness Rules (see below). To aid in score tallying, players are to use their same codename at all centers where codenames are utilized. 9 ARMAGEDDON 2015 – PLAYERS HANDBOOK Alternate Rules An alternate must play at least 1/3 of the games of the tournament (roundedup). For Armageddon 2015, the Alternate must play 16 games. If the alternate does not play 16 games, the alternate’s score will be invalidated across all past games. The purpose of the tournament is to find the best team in cross-system lasertag. To have 2 ringers for the sole purpose of winning a system dilutes this purpose. Each team is allowed 1 declared alternate. This alternate needs to be declared at the beginning of the tournament. For reasons such as a potential injury to a player, or an unforeseen event (ie. Seizure, car wreck), a team captain may propose switching his alternate (or adding an alternate if one does not previously exist) in the middle of the tournament with majority rule captains vote. Pre-Game Pack Selection Unless specified previously (as usually is the case in LaserQuest), Players shall have free choice of all packs in rotation as provided by a center. If it becomes apparent that there are better packs, a majority vote of the captains shall force the teams into the pack rotation described below, where the center can accommodate. If pack rotation is implemented, each team will select two players to enter the stage area first. These players will have their choice of available packs. After 10 seconds, two more players shall enter the vesting area until all players have equipment. If two players from opposite teams both desire the same pack (where applicable) a marshal or referee shall toss a coin to determine pack selection. Several systems have been known to have pack variance that affect the outcome of the game LaserQuest is an example of this sort of system. Because of this variance, the tournament will make pack sets before the event. Equipment Players may not tamper with any laser tag equipment. Tampering will result in the immediate disqualification of the entire team. Tampering with equipment includes, but is not limited to: damaging, removing or modifying any part of the equipment; Placing any item or substance on around the equipment which obstructs or blocks sensors, obstructs the laser beam or the infrared beam; Intentionally resetting a pack or laser interfering with game play in any way through the use of any mechanical or electronic device. All players will wear equipment as intended by the manufacturer of the equipment. A player may not wear a pack in such a way as to significantly relocate any sensor from it's normal location. In other words, a player may not wear a pack around his/her knees or wear the vest inside out, etc. If players have any question as to the correct wearing of the pack, they are obligated to ask a center's marshal about wearing the equipment prior to the start of a game. Intentional or blatant mis-wearing of a pack is a major violation and cause for ejection. Equipment Problems If, during a game, a player experiences equipment problems, he must notify a marshal immediately. Where possible, a player with an equipment problem will reenter the maze with new equipment. A game will not be replayed because of such an equipment problem. In the event that a game is stopped, because of incorrect game setup, equipment or other failure, the game will be replayed and any current scores will be nullified. 10 ARMAGEDDON 2015 – PLAYERS HANDBOOK Outside Devices Players may not enter the playing field with any mechanical or electrical device other than standard laser tag equipment. This includes, but is not limited to: pagers; cell phones; laser pointers; remote control devices; devices that emit laser light, infrared light, or visible light; communication devices such as radios; or any other similar items. Players may wear watches and jewelry, provided it does not interfere with the equipment in any way, nor does it pose an obvious threat of physical harm to anyone on the field. While the wearing of watches and jewelry is allowed, it is not encouraged, and players should be aware of the possibility of such item being broken during the normal course of play along with the possibility of such items causing injury to oneself and others. If any player has a question as to whether an item would or would not be allowed on the field, they should ask a marshal or tournament official prior to suiting up for the game. Certain systems have pack differences that can vary a game dramatically. In these systems, packs sets will be designated and each team will be assigned a pack set on the schedule before the event. Replay Each team has, at the option of their captain, a single replay request for the entire tournament. The replay may be used due to equipment problems, major rule violations, or failure to understand game rules or setup. A replay may NOT be exercised because one or more team members were tardy, because of minor rules violations or simply because the outcome was close. If a team wishes to exercise their replay, they must immediately notify a Tournament Official before three games have elapsed since the game in contention. The Tournament Official will notify the captain of the opposing team in the replay. The tournament organizer will call every captain together and start a 2 minute timer. The captain requesting the replay will have 2 minutes to plead their case on why a reply should occur to the captain gathering. After the gathering, each team will have 2 games to cast an anonymous written vote to allow the replay to the tournament organizer. The majority vote will allow the replay (noting that a tie will mean no replay will occur). Naturally, if the replay request is the final game, then the anonymous voting will occur immediately. If majority rules that a replay is allowed, then it is each of the captain's responsibilities to inform all players of the potential replay. The game will only be replayed after all scheduled games are completed and only if the game can be replayed without incurring additional cost to Armageddon. If the game is replayed, tardiness rules apply. The replay is spent and the outcome of this game is the official result. If the replay cannot be played because of scheduling or was voted down, the team will not be charged a replay and the original score will be counted as the official score. Missing/Erroneous Scores If a player does not receive a score, or receives an obviously improper score, the Tournament Officials shall review the matter. Any improper score cards must be brought to the attention of a tournament official before the next two games have been played. If, in the opinion of the Tournament Officials, the outcome of the game might have been different had the score registered properly, a majority vote of all captains will be called. If the captains approve, the game will be replayed, if time allows. If the game cannot be replayed, the captains can vote to reverse the scores or allow no scores for the game depending on the circumstances. Player Assigned to Wrong Team If a player is accidentally keyed onto the wrong team, the Head Marshal should be notified immediately, the game stopped, the correction made, and the game restarted. 11 ARMAGEDDON 2015 – PLAYERS HANDBOOK Tardiness Running games in a timely fashion is vital for Armageddon for financial reasons. It is essential that we run all games in a timely fashion. Game schedules will be posted prior to the day’s events. It is imperative that all team members make their games as scheduled. It is important that all teams are available immediately in case the schedule is moved up. Let us make this clear: If your team is not present by the end of the 2 nd game before their game, they will receive a warning. If they are not present at the beginning of the game before their scheduled game, the incomplete team will be panelized. If a team is not ready for play when called, the following will happen: If a team has less than 8 players when the game begins, they will be assessed a 5% penalty times each player tardy from the final team score. If both teams do not have enough players, then the game is considered a tie. If a game has been conceded because of a team not having enough players, the next game will be set up and start, the schedule will then move up earlier. Again, all teams must be available at all times! All players will be given a cell-phone and center calling list at the beginning of the tournament. If the tardiness is caused by some unforeseen, reasonable circumstance (traffic problems, can’ t find the center, etc.), AND one of the team members called ahead to inform the tournament officials about the tardiness, the penalty will be waived unless a majority of captains disagree with waiving the penalty. Games will be played or backlogged based on the end of queued games First-In-First-Out fashion. WAKING UP LATE AND/OR RESTROOM BREAK IS NOT A REASONABLE CIRCUMSTANCE. Note that the opposing team has the power to waive the penalty if they choose. Also note that if it is determined that a team will start the tournament with less players, captains may vote to allow them to play without the penalty with a majority vote. Lanyards The lanyards will also be used to hold LaserForce barcodes (if available) with the name of the individual pre-entered to allow for easy data entry. Another use for them is to provide a penalty system of sorts. It is no coincidence that I use the world cup analogy for describing what a lanyard penalty. Think of a lanyard pull as a yellow card. There will be penalties, there will be warnings issued. When the individual in question has to be warned excessively, then an extra step should be taken to inform this person that they should pay attention to the rules. For example, after the 2nd time a person has been warned to slow down and playing dangerously, their card should be pulled off. If that person gets called on again, and the ref asks for their card, if they cannot produce is, a 15% penalty is assessed to the final team score at the end of the game. This would be akin to a Red Card. This effect is cumulative for each card pulled based on the score before any penalty was assessed. Referee Scheduling Ideally, centers will provide either official referees or player referees. If a center does/cannot provide this, then the teams that most recently played a game will provide 3 player referees. Each playing team must approve their referee selection before the game beings. This is the responsibility of the captains. At the first game, the teams that will play last game in the event will offer up referees. It is wise to choose referees that know the game and how it is to be played. If a team does not have a suitable referee, then another team that is not participating in the game may provide a substitute 12 ARMAGEDDON 2015 – PLAYERS HANDBOOK referee. WE NEED TO HAVE TEAMS BE PROACTIVE IN OFFERING UP REFEREES! Strict time constraints demand that we do not chance teams asking for referees. Captains, please select who you wish to help referee games in advance. Refereeing and Calling Fouls Armageddon games are generally played with players calling their own "fouls" and addressing any play issues on the field directly with the other team in a polite manner. Many of the players in an Armageddon tournament may be unfamiliar with the rules and style of play in any given situation. This typically does not affect game play. Cheating and bending the rules are not usually problems under this honor system. Referees at the host centers will typically only call violations of safety rules. In our past experience, they typically let us play our own way provided we do not endanger ourselves or the equipment. As a courtesy, we will ask center referees to call blatant rule violations and to report those rule violations to the tournament director. If a player is called out and identified as violating the rules by a center referee or marshal, he/she shall be dealt with according to the rules and policies of the center In the event that a captain feels that cheating is getting out of hand, he should address the matter with the opposing captain first and amongst a meeting of all captains if that doesn't resolve the issues. If there are still problems, the following remedies may take place: If a team feels that an opposing team or specific opposing player is consistently breaking rules in a manner, the captain can request two marshals from the core of other captains and non-involved players. These marshals can marshal a game and call violations during the game, including serious violations that could result in ejection or disqualification, in addition to the center marshals. These marshals may only enter the field if the center will allow it. These marshals will marshal all games between the two teams in questions until the captain requesting the marshals releases the marshals. Certain rules violations are more serious and apparent and will result in more severe penalties. These rules include: Tampering with equipment Intentional physical contact with other players Taunting before, during or after the game Abusing other players, referees, equipment or the center itself A lanyard will be issued to each player before the tournament. If an infraction of one of the above rules is witness by the field marshal, the field marshal has the option to pull off the offending player’s break away lanyard, which signifies that the player has been seriously warned. If the player commits an infraction again, they will be pulled from the game and the team will receive a 15% final score penalty. The lanyard will be returned to the captain of the offending player’s team with an explanation of the penalty. Ejection Serious violations of the rules, failure to follow the directions of the marshal, arguing with or verbally abusing a marshal or tournament official or directing physical aggression toward a marshal or other player shall result in an immediate ejection. A player who is ejected from any game, including tune-up, skill, and tournament games, must leave the game immediately, and may not participate in the remainder of the tournament. Only team captains may request clarification of an ejection. Such requests must be made to the Tournament Officials within 30 minutes of the ejection. Upon clarification, the tournament officials will convene a meeting of all team captains and tournament officials, in addition to any marshal or center 13 ARMAGEDDON 2015 – PLAYERS HANDBOOK official who might have ejected the player. This meeting may vote a simple majority to eject the player for the tournament, eject the player from the balance of the games at that center or return the player to his team (if the center permits). The first time a player is ejected, 15% of the total team score shall be deducted from that player’s team’s score for both the game from which he was ejected, and any subsequent games. Disqualification If a total of two players from the same team have been ejected, that team shall be disqualified, and will not be permitted to participate in the remainder of the tournament. They will forfeit all points. Captain’s Responsibilities It is the responsibility of the team captain to communicate all information regarding game scheduling, rules, and decisions of the Tournament Officials to his teammates. The Captain is required to attend and vote at any meetings requiring votes from team captains. The Captain may assign another player from his team to vote in his stead. However, if a captain is absent when called for during the regularly scheduled portions of the event (i.e., he or she is late to a morning event session), then that captain losing the right to vote on any decisions established at that meeting. Any sort of team related upkeep will be delegated to the captain. When we all board our form of transportation, the Armageddon Administrator will ask the captain if their team is present. It is the captain’s responsibility to make sure every member of his team is one time and accounted for. When checking into a hotel, the captain will be aware of who his room captains are. These captains are responsible for the quality of their rooms. They are also responsible for the behavior of the occupants of said room. It is the captain’s responsibility to ensure their team is on whatever form of transportation we have acquired for the tournament. Team Responsibilities If a team is cited for damages at the hotel or laser tag center, that team will void their scores for Armageddon and will not be allowed to participate in future events. Damaging property reflects on tournament. Any players damaging a hotel or laser tag center will be held financially responsible for the damage. Players are responsible for any guests in their rooms and any damage they cause. Emergency Procedures for Event Completion After 1/3 of the games have been played, it is strongly encouraged that the captains monitor where the games are in accordance to the schedule. If it is determined that the ability to complete the current event is in jeopardy, then emergency procedures to ensure the event will complete will be initiated. Stage 1 The duration of the game will be reduced by 1 minute for the rest of the event. All previous games results will still count the same. Once stage 1 has been called, the captains inform their team to jog off the field to get their packs back on the racks and in the hands of the other team. Referees will yell “Stage 1” at the end of the game to remind players that they need to hurry off the field as quick as humanly possible. Stage 2 The duration of the game will be further reduced by 1 minute (but cannot be reduced beyond 5 minutes game lengths). All previous games results will still count the same. Once stage 2 has been called, the captains inform their team of the severity of the time situation. Teams should 14 ARMAGEDDON 2015 – PLAYERS HANDBOOK literally sprinting off the field to get their packs back on the racks and in the hands of the other team. Referees will yell “Stage 2” at the end of the game to remind players that they need to hurry off the field as quick as humanly possible. 15 ARMAGEDDON 2015 – PLAYERS HANDBOOK Dropping a System Dropping a system is one of the most dramatic consequences when there are issues with a system. This must be the last possible consequence. Given the severity of this situation, a simple majority vote will not suffice, there will now be a 3 tiered system that must be followed before a system is officially dropped. Note that all previous game results will still be in effect. If the flaw in the system was discovered early enough to replay every game, then the captains may make a majority decision to do this IF TIME ALLOWS. The Emergency Procedures for Event Completion may be invoked to allow for the replays (with the captains fully understanding that they are risking using all the “bullets in the chamber” for making sure the tournament ends on time and risking invoking the 0pts for each game if we cannot finish the games and are forced to leave the center). Crippled System Game Rule: The captains will collaborate to determine, based on the available packs, the number of players that may play. The majority of captains should agree on this number and the teams must have equal players. If you have 6 working packs on red and 8 on green, the captains would agree that 6 packs would be in effect for the crippled system rule. Severely Crippled System Game Rule: When the Crippled System Game rule does not to deal with a system, the captains may vote for 1 additional reduction of players. This cannot bring the total player count under half of the original team. For example, if the tournament started with 8, this rule cannot bring the amount of players below 4. If it does, then the system is automatically thrown out Dropping a system: This needs to be a nearly unanimous vote. It must be strongly agreed upon by the majority of the captains in the tournament. In an event with 4 or less teams, the vote must be unanimous. Beyond that, more than 80% of the teams must agree rounded up. For example, if you have 6 teams, (6*.8=4.8->5 teams must agree). Another example, 9*.8=7.2->8 teams must agree). If a system is dropped, all games will be worth 0 points for all teams participating in them. 16 ARMAGEDDON 2015 – PLAYERS HANDBOOK Game Settings The following are game settings for Armageddon 2015 LaserBlast Game length: 8 minutes Lives: 13 lives. Lose your lives and you are eliminated must immediately exit the arena. Eliminated players don’t talk. Deactivated players can talk. Ammo: Unlimited Mega Blasters: Disabled/0 Points Micro Blasters: Disabled/0 points Anti-Stalk/Invulnerability Shot: Disabled Shot Speed: 1 shot per 1.984 seconds (Called 2 Second Skill Shot or 1 Shot every 2 seconds) **Deactivation Duration : 14 Seconds Arena resplendent is set for 1/5 of the arena Photons: 0 Shields: 0 Hit Penalty: None Friendly Fire: -100% Two Handed Laser: Enabled Base Defenses: 4 (4 Hits to destroy a base, can be hit by any player) Max Base Destroys per player: 2 Base Reset Time: 5 seconds Base value: 751 points Laser Value: 100 points Shoulders: 100 points Chest: 100 points Back: 100 points **Respawns: Variable based on arena wall density and size. (Possible respawns distances: 1/5 distance, 1/3 distance, 1/2 distance, Base Evacuation) 17 ARMAGEDDON 2015 – PLAYERS HANDBOOK Laser Force Space Marines 5 This is a league Laserforce mission. Two teams compete with each player taking a specific Space Marines role from the five different types available. Players have limited lives, shots and missiles. A player who loses all their lives is eliminated from the mission. The team medic resupplies lives. The team ammunition carrier resupplies shots. Missiles cannot be resupplied. Commander 30/5/60 15/4/30 5 3 2 Heavy Weapons 20/5/40 10/3/20 5 3 3 Scout 30/10/60 15/5/30 0 1 1 Ammo Carrier Unlimited 10/3/20 0 1 1 Medic 15/5/30 20/0/20 0 1 1 Space Marines Class Special Abilities Commander Nuke: All opponents are deactivated. To use, hold trigger in while up. Cost: 20sp Heavy Weapons None. Scout Rapid Fire: Lasts until resupplied. Cost 10sp. Ammo Carrier Resupply: Can resupply own team with shots by zapping them while they are up. Power boost: Resupplies all up team members with shots simultaneously. To use, hold trigger in while up. Cost: 15sp. Medic Resupply: Can resupply own team with lives by zapping them while they are up. Power boost: Resupplies all up team members with lives simultaneously. To use, hold trigger in while up. Cost: 10 sp. Notes: Missiles are non-replenishable. In-field targets operate in the same manner as in a standard “Team” mission. If a Commander is deactivated after activating a nuke but before it detonates (approx. four seconds), the nuke is cancelled and has no effect on opponents. The 20sp for the nuke are used for no effect. Scouts are only taken out of rapid fire when they are resupplied by there team with ether lives or shots. A maximum of 99 special points can be accumulated. Recommended length: 15 minutes Scoring: Event Score Special Points Notes Zap opponent 100 1 Zap own team member -100 0 Missile opponent 500 2 Missile own team member -500 0 Destroy in-field target 1001 5 Detonate nuke 500 0 Get zapped -20 0 1 life is lost Get missiled -100 0 2 lives are lost Get nuked 0 0 3 lives are lost Rules for Armageddon CHASING: A player may not follow a deactivated opponent more than a total of three (3) meters* from the spot 18 ARMAGEDDON 2015 – PLAYERS HANDBOOK they were deactivated along the same path with the result of targeting ( pointing your phaser at the opponent) the opponent whilst deactivated. If a player has followed a deactivated opponent for a total of more than three meters without targeting, that player must wait for a period of two (2) seconds after his opponents suit has reactivated before he may target that opponent. It does not matter if the opponent is deactivated within the 2 second period. A path is defined as beginning from the point where a players suit is deactivated, following the positioning of that player's battlesuit perpendicular to the floor during all their movement, and ends when the suit reactivates. The width of a players path extends from the centre point of their body, perpendicular to either side, and is terminated either side at a distance of two (2) meters or by a permanent field construction, whichever is closer. Simple version: From the spot where a player is deactivated ( not the spot where you tagged them or someone else did from where they are in the arena) you may point your phaser at the along the SAME path for 3 meters ( 3 Normal walking steps is usually a good estimate of 3 meters ). If you go more than 3 meters on the SAME path then you can no longer point our phaser at them. Until there lights come on then you have to wait 2 seconds before you can point your phaser at them. Now if there lights come on and get shot by another opponent say across the arena then from the spot where there lights came and got turned off again starts there new path. There lights have to come on even if it is for a millisecond for a new path to start. If you can go a completely a different way to re tag that opponent and not along there same path at anytime you may keep retagging that opponent. *For US players, 3 meters is equal to approximately 9.84 feet. Three “normal” steps has been the usual discretionary benchmark for a chase. Where measurements are taken, 10 feet has been the accepted measure in US Tournaments. Blind shooting A player may not deliberately target an opponent with their phaser unless they 1) Have a direct line of sight to the opponent’s visible hit zones, or are sighting directly down their phaser barrel’s length. 2) The point that is being targeted (which is usually the opponent’s hit zone,but may be a wall in the case of a reflection shot) has unobstructed line of sight back to at least one of the targeting player’s shoulder or chest hit zones or the phaser (US Rules). You cannot “target” (point your phaser) at an opponent unless you can see his flashing lights or you are looking directly down your phaser barrel. The second part allows you to shoot when you receive a “lockon” tone even when you cannot see what you are locking on to, thus allowing the “reflection shot”. When you are pointing your phaser at an opponent, you must have at least one visible hit zone visible to the opponent you are targeting. If you are trying for a shot where your opponent’s infra-red is reflecting off an object (eg a wall), then you do not have to be able to see each other A Players hand must not deliberately cover any part of the phaser 19 ARMAGEDDON 2015 – PLAYERS HANDBOOK Laser Quest Armageddon Setting 8 minutes 3 Second downtime 1400 shot cap 0.5 point penalty per shot over 95 tag cap 10 points gained for all targets 5 loss for front 4 for back 3 for laser and shoulder 10 points per shot ratio up to 200 point max Laser Storm Shield: 3 (get tagged 3 times, go back to energize.) Points per player hit: 1 Friendly fire: off System: 5.x (means rapid fire) Base: 5 points Active: Always Award: 16 seconds Reactor: NO We made these base settings last year because the arena was missing some equipment, basically there was no way to tell when the base was able to be tagged (supposed to be once every 16 seconds). In these settings, the base is always hittable, so you can tag it as soon as you get up on it, but once you do it stays off for 16 seconds. There is no limit to how many times you or your team can hit it, and if you fire into your own base it does nothing. The rules we apply in Armageddon: Dead men don't talk: Once you are tagged, you cannot communicate with your team until you energize (it is when your headset lights come on, about 1 second after you hear the energize sound in your headset) 1 exception, you are allowed to say "Hit" when you are tagged. You have to wear your headset straight up at all times. No blocking: Once you are deactivated you cannot block for other players, you must go straight to your energizer. 20 ARMAGEDDON 2015 – PLAYERS HANDBOOK Laser Tron CHIPS 8.1.1. Game Description: The Team Sport Game will be a standard LASERTRON team game with two teams of eight players and recharging. Bases will be active. Three modes will be used: deactivator, stealth and energizer. 8.1.2. Game Configuration Game Type: Team (Basic) Player Colors: Any 2 Team Combination Laser Pulses: 60 Energy Units: 15 Shield Time: Disabled Players Worth Points After Deactivated: Enabled IR Recharger Deactivates Opponents: Enabled Sensor Value: 25/25/25/25/25 Penalty Per Tag: 5 Minutes Per Game: 6 Rapid Fire Speed: 1 Reflex Laser Pulse: Enabled Phaser Control: Trigger +1 Button for Single Pulse 8.1.3. Base Options Base Color: Only one or two bases should be on per side Full Base Tag Points: 100 for all active bases, 0 for inactive Graduated Base Tag Scoring: 0 Graduated Base Tag Points: 0 Multiple Tags to Register Base Tag: disabled Time Between Tags Before Count Tag: 1 IR Recharger 1/2: All available rechargers should be enabled IR Recharger Turn-off Delay: 0 for all 8.1.4. Handicapping. Handicapping should be off. 8.1.5. Player Rules: You are able to use players as shields. You are able to have 1 knee down (kneel). 8.1.6. CHIPS Options. Number of CHIPs Modes to run during game: 3 Activation Interval: 60 Enable CHIPs Mode: Deactivator, Stealth & Energizer should be checked CHIPs Deactivator Players in Mode Range 1 3 to 5 Range 2 6 to 10 Range 3 11 to 15 Range 4 16 to 25 Duration in Mode: 30 Laser Pulses in Mode: 80 Energy Units in Mode: 20 Points per Energy Unit taken away: 25 Points for deactivating target’s Energy Unit: 0 CHIPs Stealth Players in Mode Range 1 3 to 5 Range 2 6 to 10 Range 3 11 to 15 Range 4 16 to 25 Duration in Mode: 20 CHIPs Energizer Players in Mode 21 ARMAGEDDON 2015 – PLAYERS HANDBOOK Range 1 3 to 5 Range 2 6 to 10 Range 3 11 to 15 Range 4 16 to 25 Duration in Mode: 30 Laser Pulses in Mode: 80 Energy Units in Mode: 20 Points per Energy Unit Restored: 25 Points for energizing target’s Energy Units: 0 Free For All unlimited shots and lives. Charge to start and then you are in the game and don't need to recharge unless you are penalized or there is a pack reset. Refs could carry a tech remote and charge the player if need be. Though I don't see this needing to happen very often if at all. 500 points per tag -50 when tagged -50 from each player when tagging teammates. if we want we can make it -500 and make it a 0 sum game without really affecting the game if people don't mind negatives. 3 sec shield every time when tagged. not really much different when you are tagged in zone, Blast, LQ, Q-Zar, Storm, Runner, darklight and possibly delta strike. When you are able to be tagged you can also fire. So there is never a time that you are vulnerable like in Q-zar. There is a reflex shot. basically the same as q-zars with possibly different timing. I can't tell you the timing as I never have tested it, nor do I really care that much to. it's approx 1 sec. After that... it's basically it. No bases, no chips. no stuns, every time you fire someone goes down if they are active and dont dodge or hide. every time someone fires at you, you go down. Super sensitive packs in that sense. no covering allowed. Kneeling on 1 knee is allowed. So similar to blast, zone, LQ and q-zar without bases and without lives but similar style game. QZar Lives 6 Shots Per Second 1 Defence Shields On Defence Shield Length 3 Vulnerable Period Length 3 Reflex Shot On Friendly Fire On Spys Off Kill Bonus Off HQ Hit Bonus Off Bonus Shots per second 1 Smartbombs 0 The main differences of Q-Zar is that covering of sensors is fully permitted, with the exception of 22 ARMAGEDDON 2015 – PLAYERS HANDBOOK double-sided covers (referred to below as full cover) such as 2G and Crab (you do not need to worry about these if you don't know them!). Priority within the arena is always to the live players (being those who are able to make a shot), followed by vulnerable players (those who can be shot), followed by those with lives left that cannot be shot, and finally those with no lives. You must yield in this priority order, there is no "pass" rule. Q-Zar operates with two teams, one green the other red. There are sensor areas on the front and back of the vest, each side of the gun and down the barrel of the gun. You have 6 lives, when you run out you must reload at one of your energizers. Bases are deactivated by shooting at it once, waiting the delay period (in the UK this is just over 1 second) then firing a second shot. The base will then be deactivated for 30 seconds during which time it cannot be hit. In Supercharge games, as played at tournaments, you must be supercharged in order to hit the base, to gain supercharge you need to shoot 5 players without being shot. You lose supercharge if you are shot. 23 ARMAGEDDON 2015 – PLAYERS HANDBOOK UltraZone DESCRIPTION: Team Competition format closely based off the traditional U.S. Competition format with some tweaks for Armageddon such as points awarded for the overall tournament and the amount of players. It is a 3 team game won by the team that scores the most points overall within the given time limit. A first place in a 3 team game will give the team 1 Armageddon point. A 2nd place will give that team .5 points. A 3rd place will give that team zero points. GAME TIME: 13 MINUTES TIME/BASE START: 10 SECONDS Players MUST start within their own base and remain inside until their pack is fully active at the start of the game. ARENA: FULL ARENA ALLOWED NUMBER OF PLAYERS: 8 All teams must have a minimum of 8 players to participate in any given game. Players may not be rotated or replaced once teams have entered the vesting room. If a player is removed from the game for any reason, that player's pack will remain dormant until the end of the game. In special circumstances, teams may be permitted to play with less than 8 players, but this must be approved by the Tournament Coordinator and the opposing teams in the given game. In an instance where this is approved, the opposing teams have the option, if they so choose, to play with an equal number of players instead of the required 8. ALLIANCES/COLLUSION Players are not permitted to form alliances with an opposing team or players for any reason whatsoever, in any capacity. The forming of any alliance or collusion may result in the involved teams/player’s complete disqualification from the tournament. This rule could apply to many circumstances and is not limited to bases or sentinels. Violation of this rule will result in the loss of an Armageddon tournament point. Subsequent violation of this rule will disqualify the team from this event. ALTERNATES: 1 Each team will be allowed up to 1 alternate. Alternates must be designated prior to the beginning of the tournament and may not be substituted for a different alternate at any time during the tournament. The administration of alternate playing order and frequency of play is under the sole discretion of the team captain, and should in no way concern any member of the tournament staff. The label of "alternate" simply represents a team's ability to hold one or two registered players in reserve during any given game. GAME SCRIPT: RETRO-Z (WITH MODIFICATIONS) RATE OF FIRE: 1 SHOT PER SECOND STUNS: ENABLED DEACTIVATION/STUN TIMES: 8 SECONDS/4 SECONDS SCORING MODE: TEAM, COMPETITION Point values in ‘Competition’ scoring are as follows: Hitting opposing player: CHEST +200 BACK +100 SHOULDER +50 LASER +50 You Tag Teammate:CHEST BACK -100 SHOULDER -50 LASER -50 -200 ANY player tags you: 24 ARMAGEDDON 2015 – PLAYERS HANDBOOK CHEST -50 BACK -25 SHOULDER -12 LASER -12 FRIENDLY FIRE: Enabled Keep in mind, if a player fires upon and hits their own teammate, that player will lose the FULL point value of that particular sensor, while their teammate loses the normal 25% (team loses a net of 125%) BASES: ENABLED, 3 ACTIVE, COLOR SPECIFIC BASE RETALIATION: DISABLED SHOTS TO DESTROY BASE: 3 PLAYERS CAN DESTROY ENEMY BASES: ONCE EACH BASE RESET TIME: 5 SECONDS BETWEEN SHOTS BASE RECOVERY TIME: 15 SECONDS AFTER DESTRUCTION DESTROY OPPONENTS BASE: +4500 POINTS FIRE SHOT INTO BASE TARGET: -500 POINTS TAGGED BY BASE RETALIATION: N/A Opponent’s bases are worth 4500 points. However, every shot that a player fires, which successfully registers on the target card/orb (signaled by a specific loud sound from the base), will remove -500 points from the players score. Thus, if a player successfully deactivates a base in 3 shots, that player’s total score for that particular base is +3000 points. For example: 1) Red 03 fires two shots into the target orb of yellow base. They lose -1000 points (-500 for each shot). 2) Yellow 10 enters the base and deactivates Red 03. Red 03 evacuates the base (per Base Evacuation Rules). The Base resets due to not being tagged again. (Base plays an audio clip saying ‘Where’s the earth shattering ka-boom?’ indicating it has reset.) 3) Red 03 successfully takes control of the yellow base again. 4) Red 03 fires three shots into the target orb of yellow base (losing -1500 points) and successfully deactivates the base (gaining +4500 points). Overall, the base was then worth a net total of +2000 to Red 03’s score. +4500 points for destroying the base minus 5 shots total to destroy (or -2500) = +2000 points. Additionally, in the above scenario, Yellow 10 also gained +400 denial points (See “Denials” section below) and the usual point trade off for deactivating a player/being tagged occurred. DENIALS: ENABLED, +200 POINTS PER SHOT THAT OPPONENT FIRED Denial points are awarded to a player when they tag an opposing player who is attempting to deactivate their team’s base (and successfully prevent them from destroying the base). The player will be rewarded +200 points for every shot their opponent fired into the target card/orb and an audio announcement will play over the speakers indicating which team was denied. For example: 1) Blue 01 fires two shots into Yellow Base, losing 1000 points (-500 per shot fired into the card). 2) Yellow 02 deactivates Blue 01 with a chest tag and receives the normal points for deactivating them (+200). Blue 01 loses the normal amount of points for being tagged on the chest (-50). 3) Yellow 02 receives +400 Denial points (+200 for each shot that Blue 02 fired). BASE EVACUATION RULES Players deactivated within a base must leave that base immediately. As a general rule of thumb, players will be given less than 5 seconds to get their entire body out of and clear of the base station interior. Boundary lines at base doors will be clearly marked on the floor. Deactivated players should 25 ARMAGEDDON 2015 – PLAYERS HANDBOOK generally leave through the same door they entered unless the opposite door is clearly closer to the location where they were deactivated. Blatant “walk-throughs” will not be tolerated. Deactivated players should make every attempt to stay to the outside wall (left) when exiting the base. On those version of zone that do not have invulnerable stuns (IE: SevFusion). You are allowed to enter the base while stunned. Players are not permitted cross the plane of the door and enter any base unless their packs are completely active, meaning, they have the ability to fire their laser. Stunned players may not enter a base. Players who are stunned while already within a base however, may remain within until their stun effect elapses or they are deactivated. A player's pack must be active before entering a base and no "mid-leap activation entry" maneuvers will be permitted. You may not stay in the base stunned unless your ENTIRE body is across the plane of the door before you are actually stunned. Once again, no portion of any player's body or equipment (head, arms, laser, feet, etc) may cross the plane of the doorway to any base unless that player's pack is completely active. Failing to follow any of these rules to the letter will result in a Level 1 Termination. Additionally, players may not intentionally stun their teammates while they enter a base they are attempting to attack, as to give them a moment’s invulnerability so they can safely get inside. This is considered an exploit on T2 equipment and unsportsmanlike. Any players found using this strategy intentionally will immediately BOTH be given a Level 1 Termination. Repeated offenders of this rule will be discussed by the Game Masters and Tournament Coordinator, and most likely removed from the tournament immediately. Please also note that players MUST be inside the confines of a given base when they attempt to destroy it. Any players taking advantage of a base flaw which allows them to tag the target card/orb from outside the base will be considered ‘unsportsmanlike’ and will receive a Level 1 Termination. RELOADS: ENABLED, 3 ACTIVE, NORMAL MODE When a player is out of energy, their pack will indicate this to them by stating ‘Energy Depleted’. Their pack will no longer reactivate, the player will not be able to fire or be tagged, and they must reload using one of the 3 reload stations in the arena (marked clearly on the maps provided to team captains with their registration packet). A player may use any reload whenever they are out of, or low on energy. After walking through the reload, the player will hear the pack indicate that ‘Energy Transfer Is Complete’ and given shields which will last for a period of roughly 5 seconds. At that point their pack will reactivate. Note that players may NOT play from within reloads or block the path of either the entrance or the exit. Any players breaking these rules will be issued a Level 1 Termination. Active players however, who are below their “Watermark” level (see below) may enter the reload and fill up their energy as normal. ENERGY LEVEL: 320 UNITS WATERMARK: AT 60 UNITS (20%) When a player reaches 60 units of energy or less, their pack will warn them that they are low by stating verbally, ‘Energy Low’. Any time after this point, the player may walk through a reload and refill their energy back to xxx units. If a player attempts to walk through a reload before they have reached the watermark level, their pack will give a verbal warning of ‘Reload Offline’. ENERGY USED PER SHOT FIRED: -5 UNITS ENERGY USED PER DEACTIVATION/STUN TAKEN: -10 UNITS SENTINAL: DISABLED 26 ARMAGEDDON 2015 – PLAYERS HANDBOOK Tactical Outdoor Option A: Domination Objective: Score more points on game pad tablet(s) than the other team. Single domination point, or three domination points Scoring: Game Pad - 401 points per game pad for a 7-8 Minute game If more than one game pad is used, the total scores from all three game pads will be added to determine the score. Guns: 4 Large Rifles (Stingers) - 30 Health, 10 Damage, 20 Rounds per Clip, 5 Second Reload, Semi Auto, 400 Shots per Minute, 0.25 Second Hit Delay, 30 Clips, Unlimited Respawns. 4 Machine Guns (Skinnys) - 30 Health, 7 Damage, 15 Rounds per Clip, 3 Second Reload, Full Auto, 600 Shots per Minute, 0.25 Second Hit Delay, 20 Clips, Unlimited Respawns. Option B: Capture the Flag Objective: Capture the neutral flag at the center of the field by carrying it back to your teams base. Scoring: The ‘flag’ will be placed at the center of the field and requires two players to carry it. If either player is tagged out, the bomb must be placed on the ground immediately. Players carrying the bomb must have one hand on the bomb and one hand carrying their lasertag gun. Taggers may not be placed on the ‘flag’ or dragged. Bomb carriers must walk at all times. A marshal may, at any time, tell the bomb carriers to place the bomb on the ground if they move faster than walking pace. It is up to each team to protect their bomb carriers. The first team to move the bomb within 5 feet of their recharger wins the game. At 8 minutes, whichever team has the bomb closest to their base wins the game. Guns:s 4 Large Rifles (Stingers) - 30 Health, 10 Damage, 20 Rounds per Clip, 5 Second Reload, Semi Auto, 400 Shots per Minute, 0.25 Second Hit Delay, 30 Clips, Unlimited Respawns. 27 ARMAGEDDON 2015 – PLAYERS HANDBOOK Itinerary Every player will meet at the LaserBlast (1800 N Burkhart Rd, Howell, MI 48855, US (517) 545-7386) Facility on THURSDAY evening at 9 PM on June 25th. We will need to start the first game as soon as everyone is there. We have 63 games of lasertag to play, we can’t get behind. Starting at 11 PM on Thursday will have our games completed by 10:30. We will be playing LaserStorm and QZar, alternating between the systems until we are done. Then we will play LaserBlast. While Laserblast is going on, we will do what we can to make take down the LaserStorm and Qzar. The bus is scheduled to pick us up at 11 AM Friday morning. The Blast site will be the car drop off location. The Bus will take us to the Baymont Inn (Baymont Inn - 7447 Convention Blvd. Warren, MI - 1-586-9777270) by around 1 PM. It is encouraged that everyone gets a few hours of sleep. We start at 4 AM the next morning. Saturday morning, we need to get on the bus at 4:30 AM to make our way to Laserforce (35335 Gratiot, Clinton Township, MI (586) 791-5560) for a 5 AM start time. We will play till 10 AM. The next stop is a good 4 hours away. We strongly recommend you limit your alcohol consumption here as we will be playing outdoor lasertag using Alex Bock’s Equipment on a paintball field (I70 Paintball 7750 Wildcat Road, Huber Heights, OH 45424). The facility has a waiting area and the ability to purchase water. After we play our outdoor games at around 6:30 PM, we will board the bus and go to the Comfort Inn (Comfort Inn – 9305 N. Main Street, Dayton, OH 45415 – (937) 836-9400). We will have a good 12 hours at this place!! We board the bus again at 7:30 AM Sunday for an 8 AM start time at LQ. We will play 11 games of LQ, with the field divided in the middle. We are scheduled to complete LQ by 11 AM. We will then drive to the hotel (DoubleTree Suites by Hilton Indianapolis - 11355 N Meridian St Carmel, IN 46032) for an early checkin. We should be at the hotel by 2 PM. We will be here for about 2.5 hours. We board the bus again at 4:45 PM to get to the LaserTron (617 Third Avenue S.W, Carmel, IN) by 5 PM. We may have to alternate with some public games, but this will allow us to get through some games before the actualt start time of 7 PM. At 7PM, we will hit the games full throttle. We estimate the games will be done by 9, possibly 10. We will have an early start on Monday. We will have to be on the bus by 4:45. We need to be on the road by 5. We will be on our way to the Ft Wayne UltraZone (Ultra Zone 1104 W Coliseum Blvd Fort Wayne, IN.) for a start time of 7 AM. We will play 14 – 3 Team Games of 13 minutes each. We should be done before noon. Hopefully we all can agree on some place we can eat and perform a quick medal ceremony. The bus will drive by DTW (Detroit Airport) before heading back to Howell for our tearful departure. Please remember that the standard gratuity for the bus driver is $3/day/person. She will be with us from Friday to Monday, so please strongly consider giving her a 12 dollar tip. 28 ARMAGEDDON 2015 – PLAYERS HANDBOOK Budget As of 6/5/2015, we are running at a budget of -$973 Total -$973 $18,000 $17,028 Tax Total Expenses Income Item EXPENSES Quantity $ Center Cost Hotel Night 1 - Single Hotel Night 1 - Double Hotel Night 2 - Single Hotel Night 2 - Double Hotel Night 3 - Single Hotel Night 3 - Double Bus TShirts Paypal Fees Checking Account (Month) Medals Lanyards Item Player Fees Player Fee (Deposits) Alternate Fees Additonal Rooms (Sng) Supplimental fees Regular A20XX Addlt TShirt Profit Extra Payment 4665 1 15 2 15 1 15 90 90 75 75 89 89 1 1 6125 1238.9 6125 1238.9 664.07952 12 1 1 0 0 15 355.33 150 0 0 180 355.33 150 0 0 INCOME Quantity 56 0 0 1 72 0 20 0 $ 299 90 190 283.68 0 25 0 29 0.095 0.095 0.135 0.135 0.12 0.12 99 1479 171 1277 100 1496 Total 16744 0 0 283.68 0 0 0 0 This budget leaves us with -$973. 29 ARMAGEDDON 2015 – PLAYERS HANDBOOK Team Rosters Team No Codename Full Name 1 RedNecTec 2 3 4 5 6 7 8 A Aztec Beanz Trips Preceptor Fiesta Sanch Mush Scitchy Greg Lampasona Nathaniel Buxhoeveden Michael Brandt Travis Durrer Gary Vanderburg Ryan Pellett Tim Cannizzo KC Jones Henrik Lundqvist 1 2 3 4 5 6 7 8 A Sharky Allen Wrench Ofor Sandman Scuba Figaro Zangetsu Aigis Half-Ton Jason Gruzin Allen Winscom Hunter Durrer Dallas Pierce Stephen Strickland Alex Shestik Stephen Demouy Eric Reisinger Tobias Escalante 1 2 3 4 5 6 7 8 A Siren Hawk Rave Clueless Cloud The Phantom Fat Tom Baby X-Files Bone Saw Emily Whitaker Aj Whitaker Bill Fox Richard Kester Ron Condrin Fred Astey Tom Blanck Logan Lockhart Dan Condrin 1 2 3 4 5 6 7 8 A Hot Dice exit havok Swazz Red Dog Jabber C'tri Cool Cat Dot Justin Zoras Wanezza Spang Scott Altpeter Martin Gyllenstein Matt Mator Bill Cooey Peter Goudie Ryan McFate Todd Rodman 1 2 3 4 5 6 7 8 LTE Shadow Onyx Cage Slayer Tivia V8 Flash Skrillex Ziggy Bill Breindel Giorgio Lee Carl Breindel William Dvbevick Laurie Jean Britton Andrew Thompson Ben Bailey Ziggy Tomcich ZAPOC Zombie Inconvenience In the Basket Rage Before Beauty Lets go Buffalo 30 ARMAGEDDON 2015 – PLAYERS HANDBOOK #rekt 1 2 3 4 5 6 7 8 A Harlequin Icarus 00 Fatness Dark Angel Tengu WaZZinC Big Jim Ghostyy The Juice Katt Savoca George Raptis Mark Raup Ricky Vega Tywin Pham Jesse Breslin James Hanmore Eric Robinson Oj Parson 1 2 3 4 5 6 7 8 Sugar Daddy M1CRO SCYTHE VEST_ERROR CopeWithIt Skillz The Brit "Bad Andy" Jake Chasse Nathan Robinson Joshua Ray Mishael Bingham Sean Cope Alex Skillman Michael Turner Andy Rose Here comes the D 31 ARMAGEDDON 2015 – PLAYERS HANDBOOK Room Assignments Armageddon 2015 Room List Rm Type 1 Dbl 2 3 4 5 6 7 8 9 10 Dbl Dbl Dbl Dbl Dbl Dbl Dbl Dbl Dbl Code Name Real Name Rm Type Code Name Real Name Icarus George Raptis 11 Dbl RedNecTec Greg Lampasona 00 Fatness Big Jim Dark Angel Mark Raup James Hanmore Ricky Vega Aztec Beanz Trips Nathaniel Buxhoeveden Michael Brandt Travis Durrer Harlequin Katt Savoca Preceptor Gary Vanderburg Ghostyy Tengu Baby X-Files Eric Robinson Tywin Pham Logan Lockhart Fiesta Sanch Mush Ryan Pellett Tim Cannizzo KC Jones Sugar Daddy Jake Chasse M1CRO SCYTHE VEST_ERROR Nathan Robinson Joshua Ray Mishael Bingham CopeWithIt Sean Cope Skillz The Brit "Bad Andy" Alex Skillman Michael Turner Andy Rose Hot Dice Justin Zoras exit havok Scitchy Wanezza Spang Scott Altpeter Red Dog Matt Mator Jabber C'tri Bill Cooey Peter Goudie Skrillex Ben Bailey Siren Emily Whitaker Hawk Rave Clueless Aj Whitaker Bill Fox Richard Kester Cloud Ron Condrin The Phantom Fat Tom Fred Astey Tom Blanck Bone Saw Dan Condrin Sharky Jason Gruzin Allen Wrench Ofor Sandman Allen Winscom Hunter Durrer Dallas Pierce Scuba Stephen Strickland Figaro Zangetsu Aigis Alex Shestik Stephen Demouy Eric Reisinger 12 13 14 15 Dbl Dbl Dbl Dbl LTE Shadow Bill Breindel Queen Cage Slayer Kelly Breindel Carl Breindel William Dvbevick Tivia Laurie Jean Britton V8 Flash Ziggy Andrew Thompson Ziggy Tomcich Cool Cat Ryan McFate Swazz Martin Gyllenstein Anita Simmons WaZZinC Jesse Breslin Onyx Giorgio Lee Henrik Lundqvist 16 Dbl 17 Single Bus Driver (seperate from us) 18 Single Vendor Alex Bock (Night 2 ONLY) All Blue highlighted people are room captains 32 ARMAGEDDON 2015 – PLAYERS HANDBOOK Schedule of Events (Summary) Date/Start/End Current Active Schedule System Address Clarion Hotel Detroit Metro Airport - 8600 Merriman Rd Romulus, MI 48174 (734) 728-7900 Laser Blast, QZar, Laser Storm 1800 N Burkhart Rd, Howell, MI 48855, US (517) 545-7386 6/25 9P 12P 6/26 1P 4.5A 6/27 5A 10A Laser Force 2P 6.5P Tactical 6/28 6/29 Baymont Inn - 7447 Convention Blvd. Warren, MI - 1-586-977-7270 35335 Gratiot, Clinton Township, MI (586) 791-5560 7750 Wildcat Road, Huber Heights, OH 45424 Comfort Inn – 9305 N. Main Street, Dayton, OH 45415 – (937) 836-9400 7P 7.5A 8A 11A Laser Quest 201 E Alex Bell Rd, Centerville, OH 45459 (937) 434-0088 5P 9P Laser Tron 617 Third Avenue S.W. Carmel, Indiana 46032 (317) 571-1677 11P 5A DoubleTree Suites by Hilton Indianapolis - 11355 N Meridian St Carmel, IN 46032 7A 12P UltraZone 1104 W Coliseum Blvd Fort Wayne, IN. (260) 471-6719 Clarion Hotel Detroit Metro Airport - 8600 Merriman Rd Romulus, MI 48174 (734) 728-7900 Route Map: https://goo.gl/maps/EuaNz Liability Waiver https://goo.gl/rFwC58 33 ARMAGEDDON 2015 – PLAYERS HANDBOOK Team Schedule QZar/LaserStorm 1 Q1 06/25 23:30 06/25 23:38 In The Basket 2 LS1 06/25 23:40 06/25 23:48 Lets go buffalo Rage Before Beauty Zapoc 3 Q2 06/25 23:50 06/25 23:58 #Rekt Here Comes the D 4 LS2 06/26 00:00 06/26 00:08 Rage Before Beauty In The Basket 5 Q3 06/26 00:10 06/26 00:18 Zapoc Lets go buffalo 6 LS3 06/26 00:20 06/26 00:28 Here Comes the D #Rekt 7 Q4 06/26 00:30 06/26 00:38 Zombie Inconvenience Rage Before Beauty 8 LS4 06/26 00:40 06/26 00:48 Here Comes the D Lets go buffalo 9 Q5 06/26 00:50 06/26 00:58 In The Basket #Rekt 10 LS5 06/26 01:00 06/26 01:08 Zombie Inconvenience Lets go buffalo 11 Q6 06/26 01:10 06/26 01:18 Rage Before Beauty Zapoc 12 LS6 06/26 01:20 06/26 01:28 #Rekt Zombie Inconvenience 13 Q7 06/26 01:30 06/26 01:38 Lets go buffalo Here Comes the D 14 LS7 06/26 01:40 06/26 01:48 Zapoc Rage Before Beauty 15 Q8 06/26 01:50 06/26 01:58 Zombie Inconvenience #Rekt 16 LS8 06/26 02:00 06/26 02:08 In The Basket Lets go buffalo 17 Q9 06/26 02:10 06/26 02:18 Zapoc Here Comes the D 18 LS9 06/26 02:20 06/26 02:28 Zombie Inconvenience In The Basket 19 Q10 06/26 02:30 06/26 02:38 Rage Before Beauty #Rekt 20 LS10 06/26 02:40 06/26 02:48 Here Comes the D Zapoc 21 Q11 06/26 02:50 06/26 02:58 Lets go buffalo In The Basket 22 LS11 06/26 03:00 06/26 03:08 Zombie Inconvenience Here Comes the D 23 Q12 06/26 03:10 06/26 03:18 #Rekt Zapoc 24 LS12 06/26 03:20 06/26 03:28 Rage Before Beauty Zombie Inconvenience 25 Q13 06/26 03:30 06/26 03:38 Here Comes the D In The Basket 26 LS13 06/26 03:40 06/26 03:48 Zapoc #Rekt 27 Q14 06/26 03:50 06/26 03:58 Lets go buffalo Zombie Inconvenience 28 LS14 06/26 04:00 06/26 04:08 #Rekt Rage Before Beauty 29 Q15 06/26 04:10 06/26 04:18 Zapoc In The Basket 30 LS15 06/26 04:20 06/26 04:28 Lets go buffalo Rage Before Beauty 31 Q16 06/26 04:30 06/26 04:38 Here Comes the D Zombie Inconvenience 32 LS16 06/26 04:40 06/26 04:48 In The Basket Zapoc 33 Q17 06/26 04:50 06/26 04:58 Rage Before Beauty Lets go buffalo 34 LS17 06/26 05:00 06/26 05:08 In The Basket Here Comes the D 35 Q18 06/26 05:10 06/26 05:18 #Rekt Lets go buffalo 36 LS18 06/26 05:20 06/26 05:28 Zapoc Zombie Inconvenience 37 Q19 06/26 05:30 06/26 05:38 Here Comes the D Rage Before Beauty 38 LS19 06/26 05:40 06/26 05:48 #Rekt In The Basket 39 Q20 06/26 05:50 06/26 05:58 Zombie Inconvenience Zapoc 40 LS20 06/26 06:00 06/26 06:08 Lets go buffalo #Rekt 41 Q21 06/26 06:10 06/26 06:18 In The Basket Zombie Inconvenience 42 LS21 06/26 06:20 06/26 06:28 Rage Before Beauty Here Comes the D 34 ARMAGEDDON 2015 – PLAYERS HANDBOOK LaserBlast 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 LB1 LB2 LB3 LB4 LB5 LB6 LB7 LB8 LB9 LB10 LB11 LB12 LB13 LB14 LB15 LB16 LB17 LB18 LB19 LB20 LB21 6/26 6:45 6/26 6:56 6/26 7:07 6/26 7:18 6/26 7:29 6/26 7:40 6/26 7:51 6/26 8:02 6/26 8:13 6/26 8:24 6/26 8:35 6/26 8:46 6/26 8:57 6/26 9:08 6/26 9:19 6/26 9:30 6/26 9:41 6/26 9:52 6/26 10:03 6/26 10:14 6/26 10:25 6/26 6:53 6/26 7:04 6/26 7:15 6/26 7:26 6/26 7:37 6/26 7:48 6/26 7:59 6/26 8:10 6/26 8:21 6/26 8:32 6/26 8:43 6/26 8:54 6/26 9:05 6/26 9:16 6/26 9:27 6/26 9:38 6/26 9:49 6/26 10:00 6/26 10:11 6/26 10:22 6/26 10:33 ZAPOC In The Basket #Rekt Lets go buffalo ZAPOC In The Basket Zombie Inconvenience Lets go buffalo ZAPOC Here Comes the D Rage Before Beauty Lets go buffalo Zombie Inconvenience Here Comes the D Rage Before Beauty In The Basket #Rekt Rage Before Beauty Zombie Inconvenience #Rekt Here Comes the D Lets go buffalo Rage Before Beauty Here Comes the D Zombie Inconvenience Here Comes the D #Rekt Rage Before Beauty Here Comes the D In The Basket Zombie Inconvenience #Rekt In The Basket #Rekt In The Basket ZAPOC Zombie Inconvenience ZAPOC Lets go buffalo ZAPOC Lets go buffalo Rage Before Beauty 6/27 5:38 6/27 5:51 6/27 6:04 6/27 6:17 6/27 6:30 6/27 6:43 6/27 6:56 6/27 7:09 6/27 7:22 6/27 7:35 6/27 7:48 6/27 8:01 6/27 8:14 6/27 8:27 6/27 8:40 6/27 8:53 6/27 9:06 6/27 9:19 6/27 9:32 6/27 9:45 6/27 9:58 Zombie Inconvenience ZAPOC In The Basket Rage Before Beauty Zombie Inconvenience ZAPOC Lets go buffalo Rage Before Beauty Zombie Inconvenience #Rekt Here Comes the D Rage Before Beauty Lets go buffalo #Rekt Here Comes the D ZAPOC In The Basket Here Comes the D Lets go buffalo In The Basket #Rekt Rage Before Beauty Here Comes the D #Rekt Lets go buffalo #Rekt In The Basket Here Comes the D #Rekt ZAPOC Lets go buffalo In The Basket ZAPOC In The Basket ZAPOC Zombie Inconvenience Lets go buffalo Zombie Inconvenience Rage Before Beauty Zombie Inconvenience Rage Before Beauty Here Comes the D LaserForce 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 LF1 LF2 LF3 LF4 LF5 LF6 LF7 LF8 LF9 LF10 LF11 LF12 LF13 LF14 LF15 LF16 LF17 LF18 LF19 LF20 LF21 6/27 5:30 6/27 5:43 6/27 5:56 6/27 6:09 6/27 6:22 6/27 6:35 6/27 6:48 6/27 7:01 6/27 7:14 6/27 7:27 6/27 7:40 6/27 7:53 6/27 8:06 6/27 8:19 6/27 8:32 6/27 8:45 6/27 8:58 6/27 9:11 6/27 9:24 6/27 9:37 6/27 9:50 35 ARMAGEDDON 2015 – PLAYERS HANDBOOK Outdoor 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 TAC1 TAC2 TAC3 TAC4 TAC5 TAC6 TAC7 TAC8 TAC9 TAC10 TAC11 TAC12 TAC13 TAC14 TAC15 TAC16 TAC17 TAC18 TAC19 TAC20 TAC21 6/27 14:30 6/27 14:43 6/27 14:56 6/27 15:09 6/27 15:22 6/27 15:35 6/27 15:48 6/27 16:01 6/27 16:14 6/27 16:27 6/27 16:40 6/27 16:53 6/27 17:06 6/27 17:19 6/27 17:32 6/27 17:45 6/27 17:58 6/27 18:11 6/27 18:24 6/27 18:37 6/27 18:50 6/27 14:38 6/27 14:51 6/27 15:04 6/27 15:17 6/27 15:30 6/27 15:43 6/27 15:56 6/27 16:09 6/27 16:22 6/27 16:35 6/27 16:48 6/27 17:01 6/27 17:14 6/27 17:27 6/27 17:40 6/27 17:53 6/27 18:06 6/27 18:19 6/27 18:32 6/27 18:45 6/27 18:58 Lets go buffalo Zombie Inconvenience ZAPOC Here Comes the D Lets go buffalo Zombie Inconvenience Rage Before Beauty Here Comes the D Lets go buffalo In The Basket #Rekt Here Comes the D Rage Before Beauty In The Basket #Rekt Zombie Inconvenience ZAPOC #Rekt Rage Before Beauty ZAPOC In The Basket Here Comes the D #Rekt In The Basket Rage Before Beauty In The Basket ZAPOC #Rekt In The Basket Zombie Inconvenience Rage Before Beauty ZAPOC Zombie Inconvenience ZAPOC Zombie Inconvenience Lets go buffalo Rage Before Beauty Lets go buffalo Here Comes the D Lets go buffalo Here Comes the D #Rekt 6/28 8:38 6/28 8:38 6/28 8:49 6/28 8:49 6/28 9:00 6/28 9:00 6/28 9:11 6/28 9:11 6/28 9:22 6/28 9:22 6/28 9:33 6/28 9:33 6/28 9:44 6/28 9:44 6/28 9:55 6/28 9:55 6/28 10:06 6/28 10:06 6/28 10:17 6/28 10:17 6/28 10:28 6/28 10:28 #Rekt Lets go buffalo Zombie Inconvenience #Rekt Zombie Inconvenience In The Basket In The Basket Here Comes the D Rage Before Beauty In The Basket Here Comes the D ZAPOC Rage Before Beauty Here Comes the D Rage Before Beauty Lets go buffalo #Rekt ZAPOC Here Comes the D #Rekt Lets go buffalo ZAPOC Lets go buffalo In The Basket Here Comes the D Zombie Inconvenience ZAPOC Rage Before Beauty Rage Before Beauty ZAPOC In The Basket Zombie Inconvenience Zombie Inconvenience Here Comes the D #Rekt ZAPOC Rage Before Beauty In The Basket #Rekt Lets go buffalo Zombie Inconvenience Lets go buffalo LaserQuest 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 LQ1L LQ1R LQ2L LQ2R LQ3L LQ3R LQ4L LQ4R LQ5L LQ5R LQ6L LQ6R LQ7L LQ7R LQ8L LQ8R LQ9L LQ9R LQ10L LQ10R LQ11L LQ11R 6/28 8:30 6/28 8:30 6/28 8:41 6/28 8:41 6/28 8:52 6/28 8:52 6/28 9:03 6/28 9:03 6/28 9:14 6/28 9:14 6/28 9:25 6/28 9:25 6/28 9:36 6/28 9:36 6/28 9:47 6/28 9:47 6/28 9:58 6/28 9:58 6/28 10:09 6/28 10:09 6/28 10:20 6/28 10:20 36 ARMAGEDDON 2015 – PLAYERS HANDBOOK LaserTron 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 LT1 LT2 LT3 LT4 LT5 LT6 LT7 LT8 LT9 LT10 LT11 LT12 LT13 LT14 LT15 LT16 LT17 LT18 LT19 LT20 LT21 6/28 17:20 6/28 17:31 6/28 17:42 6/28 17:53 6/28 18:04 6/28 18:15 6/28 18:26 6/28 18:37 6/28 18:48 6/28 18:59 6/28 19:10 6/28 19:21 6/28 19:32 6/28 19:43 6/28 19:54 6/28 20:05 6/28 20:16 6/28 20:27 6/28 20:38 6/28 20:49 6/28 21:00 6/28 17:28 6/28 17:39 6/28 17:50 6/28 18:01 6/28 18:12 6/28 18:23 6/28 18:34 6/28 18:45 6/28 18:56 6/28 19:07 6/28 19:18 6/28 19:29 6/28 19:40 6/28 19:51 6/28 20:02 6/28 20:13 6/28 20:24 6/28 20:35 6/28 20:46 6/28 20:57 6/28 21:08 Here Comes the D Rage Before Beauty Lets go buffalo In The Basket Here Comes the D Rage Before Beauty #Rekt In The Basket Here Comes the D Zombie Inconvenience ZAPOC In The Basket #Rekt Zombie Inconvenience ZAPOC Rage Before Beauty Lets go buffalo ZAPOC #Rekt Lets go buffalo Zombie Inconvenience In The Basket ZAPOC Zombie Inconvenience #Rekt Zombie Inconvenience Lets go buffalo ZAPOC Zombie Inconvenience Rage Before Beauty #Rekt Lets go buffalo Rage Before Beauty Lets go buffalo Rage Before Beauty Here Comes the D #Rekt Here Comes the D In The Basket Here Comes the D In The Basket ZAPOC 6/29 7:50 6/29 8:08 6/29 8:26 6/29 8:44 6/29 9:02 6/29 9:20 6/29 9:38 6/29 9:56 6/29 10:14 6/29 10:32 6/29 10:50 6/29 11:08 6/29 11:26 6/29 11:44 6/29 8:03 6/29 8:21 6/29 8:39 6/29 8:57 6/29 9:15 6/29 9:33 6/29 9:51 6/29 10:09 6/29 10:27 6/29 10:45 6/29 11:03 6/29 11:21 6/29 11:39 6/29 11:57 In The Basket Zombie Inconvenience Lets go buffalo #Rekt Rage Before Beauty Here Comes the D Zombie Inconvenience Rage Before Beauty Lets go buffalo ZAPOC Here Comes the D ZAPOC #Rekt In The Basket Rage Before Beauty Lets go buffalo ZAPOC In The Basket Zombie Inconvenience #Rekt ZAPOC In The Basket #Rekt Here Comes the D Rage Before Beauty Lets go buffalo Here Comes the D Zombie Inconvenience Ultrazone 149 150 151 152 153 154 155 156 157 158 159 160 161 162 UZ1 UZ2 UZ3 UZ4 UZ5 UZ6 UZ7 UZ8 UZ9 UZ10 UZ11 UZ12 UZ13 UZ14 #Rekt Here Comes the D Rage Before Beauty Zombie Inconvenience ZAPOC Lets go buffalo #Rekt Here Comes the D Rage Before Beauty In The Basket Zombie Inconvenience In The Basket ZAPOC Lets go buffalo 37 ARMAGEDDON 2015 – PLAYERS HANDBOOK Armageddon 2015 Liability Release Form Before participating in the Armageddon Tournament, you hereby agree to and acknowledge the following: 1. That you are only authorized to use event/transportation/hotel/equipment upon the proper execution of this document. 2. That this document is a material part of the consideration and agreement between you and DARKWARE, INC (The legal entity that runs the Armageddon Tournament) and the respective owners of the premises and facilities. 3. That you have read this entire document and completely understand its contents. You also acknowledge that any questions about the content of this document or use of the premises and facilities have been answered by a representative of the Armageddon Tournament prior to signing this document. 4. That you accept all responsibility for any property damage at any facility/hotel/transportation vehicle while on the Armageddon tournament caused by you and your actions. You also understand that the term “premises and facilities” includes the building/transportation, all fixtures in and around it, the surrounding parking area and the equipment associated with it. 5. That you acknowledge that the owners and operators of the Armageddon tournament and the owners of the premises and facilities have employed diligent efforts and care in making the facilities and premises as safe as possible; and that despite the foregoing efforts, you understand that there are, nevertheless, certain inherent risks in using the facilities and premises. Among these risks are possible trips, falls, collisions with other people or objects, etc. You specifically acknowledge the existence of these risks and agree to participate with the full understanding of the same. 6. That if you or your property are injured while using the premises and facilities as a result of the inherent risks and dangers mentioned above, you agree to RELEASE, INDEMNIFY AND HOLD DARKWARE, INC and THE OWNERS OF DARKWARE, INC HARMLESS FROM SAID INJURIES OR ANY COSTS OR EXPENSES ASSOCIATED THEREWITH EVEN IF THEY WERE CAUSED BY THE AFFIRMATIVE NEGLIGENCE OF DARKARE, INC AND THE AMAGEDDON TOURNAMENT, THE OWNERS OF DARKWARE, INC AND FACILITIES or any of their employees, agents, or representatives. 7. That you agree to obey all rules and regulations for the use of these facilities and premises and the laser tag equipment, which will be delivered to players prior to the game, and the directions, if any, given by DARKWARE, INC or ARMAGEDDON representatives either before, during or after use of the same. 8. That you specifically agree to allow DARKWARE, INC. and the Armageddon Tournament to employ any photographs and/or video taken of you while on the premises for publicity purposes. 9. That you acknowledge if you are under the age of (18) years, that you have discussed the terms and conditions of this document with your parents, and that your parents, alter reading this document, consent to you signing the same and, further, that you have been authorized by your parents to agree to the specific terms and conditions contained herein. 10. I authorize the DARKWARE, INC. and the Armageddon tournament to seek medical care as necessary for me (if I am a participant) or the participating minor for June 25th at 10 PM to June 30th at 11PM. DO NOT SIGN THIS ACKNOWLEDGEMENT AND RELEASE UNLESS YOU HAVE READ IT AND UNDERSTAND IT. IF YOU DON’T UNDERSTAND IT, ASK AN ARMAGEDDON ADMINISTRATOR FOR ASSISTANCE. PARTICIPANT: ____________________________________________________________________________________ EMAIL: ____________________________________________________________________________________ PHONE: ______________________________________ BIRTHDATE: _________________________________ ZIPCODE: _______________________ EMERGENCY CONTACT NAME: _________________________ EMERGENCY PHONE: __________________________ INSURANCE PROVIDER: _________________________ INSURANCE __________________________ ID/GROUP # participant signature (OR IF YOU ARE A GUARDIAN, PLEASE SIGN BELOW and print your name below): signature: ______________________________________ signed date: _________________________ guardian printed name: _________________________ 38