Post by SKELETOR on Jul 11, 2014 18:30:52 GMT -7
Full Rules
July26th
8:30am Safety Brief
9:00am Game Start
Also please remember our special rule for the junkyard and village fields. Same as always, nothing extra. If you don't know the special rule for the junkyard, contact BB.
Near Caldwell, ID-
The year is 2015. Following the great nuclear holocaust with the eastern powers the world as we knew it has ended. Makeshift towns have sprung up in the ruins of our once great cities, each with their own government, their own religion, and their own rules. Those who don’t settle down in the meager population centers live in the wilds as bandits or outlaws, killing and taking what they need to survive. All you have left in this world is a meager amount of money, a few weapons, and your best friend at your back. It’s up to you to make something of yourself in this strange land, and make it you shall, or die trying.
In this game, everyone will operate with one battle buddy. You will work together and share money and other achievements in the course of the game. WEAR CIVILIAN CLOTHING!!!!!
There are incentives to succeed in this game, and multiples ways to succeed. The overall money leaders, scavenger hunt winners, MVP, and best poker hand battle buddies will win custom dog tags.
Without further ado, the rules and need to know info for the game
Operators can choose to play and visit two distinct locations, each with its own advantages and disadvantages, and each with its own items to scavenge, ways to make money, and opportunities to gain an advantage on your
enemies.
The Town
In the town, operators will find three characters to interact with; the Elder, the Sheriff, and the Deputy. The town represents an attempt at order in this hellish apocalyptic wasteland. The Elder acts as a sort of mayor, and is the head of his own religion, known as “The Faith”; if you want to get far in the town, you will want to speak with the Elder. The Sheriff and Deputy function as the muscle of the Elder, ensuring that the magazine restrictions are enforced, and that those who commit senseless murder are brought before the Elder for sentencing and incarceration.
The Elder has employment for his brothers and sisters of the faith, and if anybody attempts to defy the Sheriff and Deputy, the Elder can assemble a Posse (multiple battle buddy groups) in order to bring his own justice to the sinners.
The Elder and his brothers and sisters of “The Faith” don’t care much for outsiders, but they may be persuaded to give information for the right price, and they will surely listen if you undergo the challenge to join them. Of course, those who join do have to pay a price, and those who join “The Faith” can expect one visit from the Sheriff and Deputy demanding tidings for the Elder.
Come repent your sins and join the Elder! Follow the righteous path, and learn the teachings and knowledge of the Elder by speaking to him or another member about joining “The Faith”. Together, you can find riches and achieve glory beyond your wildest dreams!
The Wasteland
For the adventurous and brave soul, there is the Wasteland. Danger lurks here; there is no law, no order. But it is hardly devoid of characters. There are three characters to interact with, the Trader, “Bartender”, and Bouncer. The Trader is the only source of ammunition that is known to exist; he can give you more ammunition for a price, but he will only let you take so much ammunition. The Trader also has rare weapons that he might sell you, for the right price. The Trader and his outpost are considered a no fire zone, a safe zone of sorts in the Wasteland.
For those who search deep into the Wasteland, they may find an oasis of sorts, a source of fresh water, rumors, and “offers that you can’t refuse”. Here the Bartender and Bouncer reside, the Bouncer is every watchful, and is the only character you will see who is openly armed. He won’t let anybody near the bartender without a pat down and weapons search, but for those who leave their weapons outside, they may come into the bar and buy a drink, information, or perhaps more sinister things. The Bartender is a man with great power, not to be meddled with.
Test your mettle in the Wasteland! See if you are man enough to make it. Find riches, or become a ruthless cold blooded killer, in the Wasteland, the choices are up to you.
Transit
In order to travel between the Town and the Wasteland, players may utilize the transit service, which will leave a pre designated area near the Town and travel to a designated area in the Wasteland (and vice versa) after a 10 minute wait, or when full. Transit is first come first served, if there is a line at the transit service, you may have to wait up to 20 minutes in order to get to the other area. Keep this in mind when making the decision of where to start and when to transit between the two areas
Starting Out (the rules)
Every player present will be given an envelope (two per set of battle buddies). In the envelope you will receive some poker chips (to be used as money), as well as a rule card explaining the values of each chip, the rules you need to remember, the treasure hunt objectives list, a name and/or backstory (that you will use), and one regular playing card (to be used in obtaining the best poker hand). Other additional items might also be found within, so make sure you take everything in the envelope with you. Be advised you don’t want anyone other than your battle buddy to know your backstory or see what is in your envelope.
Each player needs to bring their phone with them on the field. It will be used in a few objectives of the treasure hunt, and for confirming successful assassinations.
BRING WATER!
Each player must wear civilian clothing. You may use whatever tactical gear you choose, although it is recommended that you go light, as you will only need to carry an extra mag, a pistol with extra mag, water, and a few small objects at most.
Each player may only carry two hi caps for their primary, alternatively a player may substitute three mid-caps for a hi cap
Each player may carry two magazines for a secondary weapon, such as a pistol or shotgun
Each player may carry a knife or CQC weapon (as per the rules of JTF)
Players may not carry grenades; players wishing to use grenades must buy them from the Trader
The bar, trade outpost, respawns, and transit areas are considered no fire zones. The only exception to this is in the bar, where the bartender and bouncer may carry a sidearm for use within the bar.
The Elder, Sheriff, Deputy, Bartender, Trader, and Bouncer may be killed. However be warned that there are serious consequences to these actions, and it may not be beneficial to attempt to kill them. They will respawn after only 30 seconds, and while they aren’t allowed immediate retaliation, they have their methods to do so.
You don’t have to follow the advice or orders of the characters you interact with (unless safety is concerned), but be warned that there may be consequences if you don’t.
Upon the death of both members of a pair, players are to confer 10$ in chips to the pair or player that killed them. If the dead pair has playing cards, the player which killed them may pick one of the cards and take it with them. The dead pair will also surrender possession of one scavenger hunt item (if they possess any).
Players may proceed to respawn after giving their killers their loot.
Players are encouraged to follow the storylines given to them, and if any story points are labeled in red, they must follow them.
Full details and rules will be discussed at the safety brief
July26th
8:30am Safety Brief
9:00am Game Start
Also please remember our special rule for the junkyard and village fields. Same as always, nothing extra. If you don't know the special rule for the junkyard, contact BB.
Near Caldwell, ID-
The year is 2015. Following the great nuclear holocaust with the eastern powers the world as we knew it has ended. Makeshift towns have sprung up in the ruins of our once great cities, each with their own government, their own religion, and their own rules. Those who don’t settle down in the meager population centers live in the wilds as bandits or outlaws, killing and taking what they need to survive. All you have left in this world is a meager amount of money, a few weapons, and your best friend at your back. It’s up to you to make something of yourself in this strange land, and make it you shall, or die trying.
In this game, everyone will operate with one battle buddy. You will work together and share money and other achievements in the course of the game. WEAR CIVILIAN CLOTHING!!!!!
There are incentives to succeed in this game, and multiples ways to succeed. The overall money leaders, scavenger hunt winners, MVP, and best poker hand battle buddies will win custom dog tags.
Without further ado, the rules and need to know info for the game
Operators can choose to play and visit two distinct locations, each with its own advantages and disadvantages, and each with its own items to scavenge, ways to make money, and opportunities to gain an advantage on your
enemies.
The Town
In the town, operators will find three characters to interact with; the Elder, the Sheriff, and the Deputy. The town represents an attempt at order in this hellish apocalyptic wasteland. The Elder acts as a sort of mayor, and is the head of his own religion, known as “The Faith”; if you want to get far in the town, you will want to speak with the Elder. The Sheriff and Deputy function as the muscle of the Elder, ensuring that the magazine restrictions are enforced, and that those who commit senseless murder are brought before the Elder for sentencing and incarceration.
The Elder has employment for his brothers and sisters of the faith, and if anybody attempts to defy the Sheriff and Deputy, the Elder can assemble a Posse (multiple battle buddy groups) in order to bring his own justice to the sinners.
The Elder and his brothers and sisters of “The Faith” don’t care much for outsiders, but they may be persuaded to give information for the right price, and they will surely listen if you undergo the challenge to join them. Of course, those who join do have to pay a price, and those who join “The Faith” can expect one visit from the Sheriff and Deputy demanding tidings for the Elder.
Come repent your sins and join the Elder! Follow the righteous path, and learn the teachings and knowledge of the Elder by speaking to him or another member about joining “The Faith”. Together, you can find riches and achieve glory beyond your wildest dreams!
The Wasteland
For the adventurous and brave soul, there is the Wasteland. Danger lurks here; there is no law, no order. But it is hardly devoid of characters. There are three characters to interact with, the Trader, “Bartender”, and Bouncer. The Trader is the only source of ammunition that is known to exist; he can give you more ammunition for a price, but he will only let you take so much ammunition. The Trader also has rare weapons that he might sell you, for the right price. The Trader and his outpost are considered a no fire zone, a safe zone of sorts in the Wasteland.
For those who search deep into the Wasteland, they may find an oasis of sorts, a source of fresh water, rumors, and “offers that you can’t refuse”. Here the Bartender and Bouncer reside, the Bouncer is every watchful, and is the only character you will see who is openly armed. He won’t let anybody near the bartender without a pat down and weapons search, but for those who leave their weapons outside, they may come into the bar and buy a drink, information, or perhaps more sinister things. The Bartender is a man with great power, not to be meddled with.
Test your mettle in the Wasteland! See if you are man enough to make it. Find riches, or become a ruthless cold blooded killer, in the Wasteland, the choices are up to you.
Transit
In order to travel between the Town and the Wasteland, players may utilize the transit service, which will leave a pre designated area near the Town and travel to a designated area in the Wasteland (and vice versa) after a 10 minute wait, or when full. Transit is first come first served, if there is a line at the transit service, you may have to wait up to 20 minutes in order to get to the other area. Keep this in mind when making the decision of where to start and when to transit between the two areas
Starting Out (the rules)
Every player present will be given an envelope (two per set of battle buddies). In the envelope you will receive some poker chips (to be used as money), as well as a rule card explaining the values of each chip, the rules you need to remember, the treasure hunt objectives list, a name and/or backstory (that you will use), and one regular playing card (to be used in obtaining the best poker hand). Other additional items might also be found within, so make sure you take everything in the envelope with you. Be advised you don’t want anyone other than your battle buddy to know your backstory or see what is in your envelope.
Each player needs to bring their phone with them on the field. It will be used in a few objectives of the treasure hunt, and for confirming successful assassinations.
BRING WATER!
Each player must wear civilian clothing. You may use whatever tactical gear you choose, although it is recommended that you go light, as you will only need to carry an extra mag, a pistol with extra mag, water, and a few small objects at most.
Each player may only carry two hi caps for their primary, alternatively a player may substitute three mid-caps for a hi cap
Each player may carry two magazines for a secondary weapon, such as a pistol or shotgun
Each player may carry a knife or CQC weapon (as per the rules of JTF)
Players may not carry grenades; players wishing to use grenades must buy them from the Trader
The bar, trade outpost, respawns, and transit areas are considered no fire zones. The only exception to this is in the bar, where the bartender and bouncer may carry a sidearm for use within the bar.
The Elder, Sheriff, Deputy, Bartender, Trader, and Bouncer may be killed. However be warned that there are serious consequences to these actions, and it may not be beneficial to attempt to kill them. They will respawn after only 30 seconds, and while they aren’t allowed immediate retaliation, they have their methods to do so.
You don’t have to follow the advice or orders of the characters you interact with (unless safety is concerned), but be warned that there may be consequences if you don’t.
Upon the death of both members of a pair, players are to confer 10$ in chips to the pair or player that killed them. If the dead pair has playing cards, the player which killed them may pick one of the cards and take it with them. The dead pair will also surrender possession of one scavenger hunt item (if they possess any).
Players may proceed to respawn after giving their killers their loot.
Players are encouraged to follow the storylines given to them, and if any story points are labeled in red, they must follow them.
Full details and rules will be discussed at the safety brief