MPP Games Official Game Rules

Important to Remember: Scenario Games are not competitions. They are plays in which we are all cast members. Have fun with the concept, play hard, play to win, play fair, and most of all, enjoy yourself. These rules will help you play and enjoy the game. Please familiarize yourself with them and have fun.

Dos and Don'ts:

Rules:

  1. Goggles
    Goggles must be worn at all times on the field and when chronoing. They must meet or exceed AST standards. Goggles must be properly worn in a way to maximize eye protection. There ais NO circumstance that would allow you to remove your goggles on the playing field or when at the chrono station. If you have to defog or remove paint splatters, please find a referee to assist you.
  2. Markers
    Markers must be fitted with a barrel condom or sock (NO BARREL PLUGS) at ALL times, except on the field of play or when in the act of chronoing. All markers must be .68 caliber and be in safe operating condition. Trigger Guards are mandatory. Semi-automatic mode only, unless specified by the field owner and game director.
  3. Gun Velocities
    There will be no hot guns allowed on the field. All guns must be chronoed under 280 feet per second for daytime play (250 f.p.s. at night). If you break the rule once, you will be asked to leave the field for 30 minutes, your ID tag will be punched and your ID number will be recorded and passed among the referees. The second time you are caught with a hot gun you will be expelled from the field and from the game. There will be no exceptions to this rule!
  4. Paint Checks
    Splatters do not count in this game. Any hit, nickel size or larger, to the body, head, gun, or equipment counts as an elimination. If you need a paint check, stay in place and call for a referee. Do your best to check yourself. During night-time play all hits count! There will be no paint checks.
  5. Re-Insertion Area
    Once a player is eliminated and leaves the field, he may go to his re-insertion area to await re-entry back onto the field. This area will be designated for each side. Re-insertion will take place every 20 minutes from the top of the hour for a five-minute interval. Example: 2:00 PM to 2:05 PM or 2:20 PM to 2:25 PM.
  6. Hit Man Card
    Issued by the General and to be used only by a Spy. Use of this card is the only way that a spy can eliminate a General. Game Director must be notified when it is issued by the spy. Only two Hit Man Cards are issued per game.
  7. Mission Cards
    These are to be filled in at the command post and given to the squad taking on the mission objectives. If a Mission Judge is present at the beginning of the mission, the card may be given to him and he will observe that the mission criteria is met, fill in the card, and then turn it in to the Game Director. There must a judge present to validate a completed mission, so make sure you get one before the end of your mission.
  8. Team Armbands
    Team Armband tape must be worn at all times. There will be no changing of armband color on either side. The only exception will be spies. You must be taped up by a player on the team whose ABT you're trying to get. You cannot pick up ABT off the ground or get it from any other source other than at the team's base.
  9. LAWS Rocket/RPG
    LAWS Rocket can eliminate helicopters, bunkers, and structures on the field and anyone adjacent to them. The structure must be hit with one of the rockets that comes with the LAWS. A judge must be contacted and shown LAWS Rocket card beforehand and must be present to ascertain whether the mission was successful or not. If attack is successful, the structure must be taped off as destroyed.
  10. Spies
    Assigned by the General to work undercover gathering information and causing chaos on opposing team. Can ONLY assassinate with a Hit Man Card.
  11. Medics
    Medics may "heal" a marked player calling for the Medic within 1 minute of being hit. (Except in the case of headshots, which cannot be healed). Medic must go to the wounded player; he cannot go to Medic. Medic must write player ID# on Medic Card and have marked player initial it, then Medic can wipe player clean and allow him to resume play. Medics may not "heal" themselves. When card is full, return it to Game Director so a new card may be issued. If a Medic is caught cheating, the Medic privilege for the team will be revoked.
  12. Engineers
    Engineers repair and rebuild destroyed structures. Before rebuilding, they must notify a judge and hand him the appropriate number of Rebuild Cards. At that point they may remove tape from destroyed structure.
  13. Intelligence Officer
    Assigned by the General to gather information on enemy and to assist in finding props and other pertinent data.
  14. Demolition Experts
    The only role player that can take out hardened bunkers (base stations, tanks, bunkers, bridges, buildings). The Expert’s satchel charge (issued by Game Director), with an explosive card inside it, is to be placed or thrown on top of or next to the targeted structure and must be touching it to be effective. The number of explosive cards within the satchel, determines the amount of destruction and enemy damage. Demo Expert must show his/her expert card to a referee and notify him of the intention before the act of demolition. The destroyed area must be taped off with game tape only.
  15. General - Special Operations
    Will be issued the following cards – Spies, Hit Man, Intelligence Officer, Pilot Aircraft Recon, Pilot Helicopter Insertion & Extraction, Medic, Demo, LAWS & Engineer. General will have these cards to use at his disposal.
  16. Pilot Aircraft Reconnaissance
    Pilots report to their General so they may perform recon missions assigned by him. Within a 30 minute period, a pilot can fly anywhere on the field. He/she may take one additional observer with him/her, but BOTH must hold on to the "stick" at all times (this is your plane). Radio communication is permitted. Aircraft is kept only at the base station, where all missions must start and end. Pilots can be shot down by only another recon craft.
  17. Pilot Helicopter Insertion and Extraction
    Reports to General for assignment of insertion and extraction mission. Mission flying time is only 20 minutes and the pilot may take up to six people aboard when attempting a mission. Each one must keep hold on to the "rope" (your copter) at all times or will fall to his death. All markers on helicopter must have barrel plugs in and no one may shoot from the vehicle. Helicopter can be shot down with a Law Rocket, but small arms fire will have no effect. Pilot may, upon insertion of team, leave helicopter and fight on foot, but then cannot return to helicopter.
  18. Elimination of Generals
    Elimination of a General will only be permitted if the person(s) performing the elimination is/are taped with the opposing team's colors or by a Spy holding a HIT MAN card.
  19. Take the Hit Rule
    If a player is close enough to be eliminated, the opposing player may ask him to "take the hit-three, two, one." The player to be eliminated now has the option to take the hit. He must indicate acceptance to the other player immediately. Be smart, if someone is that close, take the hit! You may not physically touch another player or his marker.
  20. Base Station Attacks
    Any base station may be overrun at any time. Only a satchel charge can be used to blow a (base station) command post. Because of the fragile equipment contained inside, no firing will be allowed out of, or into, the command shack itself. Also, when a base is overrun, no equipment or personal items may be taken from inside the command shack.

Remember: You are responsible for reading and following these rules!