10/09/2021 - 10/10/2021
Whatz-Up Paintball – Near Dallas -
The Earp Brothers face off against the Cowboys in this historical battle featuring gunslingers, gamblers, and more!
Theme specific roles
Gunslinger: Each side will have eight “Gunslingers.” These lethal pistoleers can call out “Gunslingers” on the opposing side and challenge them to a shootout. Each gunslinger must have their own pistol and holster, and must have a special chip from Viper in order to enter the field. (NO First Strike Rounds allowed in shootouts!) The winner of one of these shootouts gets the chip from the loser. The winner can bring these gunslinger chips to Viper and exchange them for gambling chips. If you want to make some extra money you may choose to provide a “stake” for a gambler to bet with. However, when he wins, the gambler will likely take a cut of the winnings.
Gambler: Each side will have eight “Gamblers.” Gamblers and gunslingers are often close companions. Gunslingers will often provide a “stake” to gamblers as a way to make money. Gamblers can take part in any of a number of opportunities to turn a few bucks into a lot of money. There are organized gaming opportunities, but a savvy gambler knows there are always opportunities to try and part fools from their money. If you can find something to gamble on, and someone willing to gamble with you, the opportunities are endless. You could bet on whether or not your side will complete a particular mission, whether your teammates can reach a particular objective, or simply on the winner of a shootout. All you need to do is find someone with game money to wager. Chips cannot be taken in a “Search the body.”
Gambling opportunities for the “Gamblers”: Roulette, Blackjack, etc… Run by “Dirty Trey” and “Jersey John”, the proprietors of the Avid Gambling Hall (Pro shop).
Sharpshooter (Sniper): This year snipers will be outfitted with replica (non-firing) rifles. These must be aimed and fired each time the sharpshooter uses a “sniper shot” card. (See Viper Scenario rules for snipers)
Rustlers/Cowhands: Each side will have a “corral” where they keep their livestock. ONLY rustlers/cowhands may touch the livestock, and they may only carry one at a time.
Bonus Missions: Some mission cards will be marked with a poker chip in the bottom corner. At the end of each segment the commanders will be dealt 15 cards each. They will take these cards and make the three best poker hands they can. For each bonus mission completed they will receive one extra card. The more cards you start with the better your chances of making three winning hands. Once the hands are assembled they will be placed on the table for the “show.” The top three hands will be worth 25 bonus points each for their side.
Money bags: Hidden throughout the field, these are worth bonus points (but not cash) for your side.
Whiskey barrels: Hidden throughout the field, these are worth bonus points for your side.
Horses: Each side will have a number of stick horses. Basic helicopter rules apply. If they dismount they cannot fire for the first five second, and cannot remount for ten seconds. Mounted riders can shoot at other riders but not unmounted players. They can also shoot at stagecoaches. Using a stick, or anything else, to falsify that you are “on horseback” is prohibited due to the fact that this would be nearly impossible in a “real world” situation.
Stagecoaches: “Helicopters” will be replaced with “Stagecoaches” but will function the same as “helicopters” with regard to rules.
Stagecoach drivers: “Pilots” will be replaced with “Stagecoach drivers” but will function the same as “pilots” with regard to rules.
War wagons: “Tanks” will be replaced with “War Wagons” but will function the same as “tanks” with regard to rules. These require “Oats” for the horses just as stagecoaches do.
Oats: “Fuel” cards will be replaced with “Oats” but will function the same as “fuel” with regard to rules. Stagecoaches, war wagons (tanks), and horses all need “oats” for use.
Bushwackers: “Air insertions” will be replaced with “Bushwackers” but will function the same as “air insertions” with regard to rules.
Schedule of Events
10:00am – Camping opens
4:00pm – Check in and paint sales open
9:00pm – Check-in closes
Midnight – Quiet time – Camping areas need to be quiet. No loud partying.
8:00am – All services open
10:30am – Mandatory Player Orientation
Noon SHARP! – Game on
5:00pm – Stand down for dinner break
7:00pm – Night portion begins
10:00pm – Stand down
8:00am – All services open
9:00am – Game Resumes
12:30pm – Pre Final Battle Break
1:00pm – Final Battle
2:00pm – Game Over!
Awards and door prize drawings to follow