Castle War Conquest: Canadian Defense 9/27-28
Skeltor created this fantastic promo for Castle War Conquest: Canadian Defense for EMR Paintball Park’s fall Castle coming up Sept 27th-28th.
To register for the event click here: Castle War Registration
Here is the event info:
CASTLE CONQUEST is the LONGEST RUNNING and BIGGEST ATTACK & DEFEND GAME in Paintball that purely defines the words “PURE PAINTBALL INSANITY”. CASTLE WAR adds a whole new dimension to the event with different terrain, different fortifications, and different rules. The odds of Attackers versus Defenders are 4 to 1 with the Attackers reinserting every 20 minutes and the Defenders reinserting every 10 Minutes. HELLCAT will be leading the ALL CANADIAN Defense making this a true CAN-AM Game!
Entry is only $40 and DXS Paintballs are only $65 a case if Pre-paid by 9/12/14 and includes the entire weekend of play with CASTLE CONQUEST on Saturday and Scheduled Mini Events on a variety of fields on Sunday. CO2, Compressed Air, and Rental Equipment are included in the Entry Fee. Price at the event is $50 for Entry and $75 per case of Paint. EMR is a Field Only Paint Facility! All Prices include 6% PA Sales Tax.
All Prices include 6% PA Sales Tax. All Active US and Canadian Military get FREE ENTRY if they Prereg by 9/12/14. The cost per player for Entry is ONLY $40 if Pre-paid by 9/12/14 for the entire weekend of play or $50 at the event. ALL ENTRY FEES INCLUDE CHOICE OF UNLIMITED CO2 & COMPRESSED AIR or the Standard Rental Package consisting of a TIPPMANN Semi-Auto Marker, Goggles, CO2 Bottle, and unlimited CO2. The Weekend Fee includes: Playing in the CASTLE CONQUEST on Saturday, Playing after the Castle Conquest in Open Play until Dark, Nighttime Play under the lights in Castle Aaarrgh and Tippmann Town, Playing in the Scheduled Mini Events on Sunday, and/or playing with the Pump-Only Group. For groups of 25 or more players that prepay by 9/12/14 at one time as one group, there is a $5 per player discount and the organizer or Team Captain gets free entry. For groups of 50 or more players that prepay by 9/12/14 at one time as one group, there is a $10 per player discount and two organizers or Team Captains get free entry.
PAINTBALLS for the CASTLE CONQUEST will be Customized BLUE’S CREW DXS BRONZE PAINTBALLS andWILL SELL FOR $65 Per Case of 2000, tax included, if Prepaid by 9/12/14. Cases will be $75 at the event and only BLUE’S CREW DXS BRONZE PAINTBALLS can be used!
Lodging costs $5 per person to stay in our BUNKHOUSES and should be reserved in advance with Pre-registration to guarantee a spot. Walk-on players are not guaranteed spots in bunkhouses or campsites. To reserve your own BUNKHOUSE, you need to pre-register at least 15 players and pre-pay a $100 deposit, of which $50 will be refunded after being checked by an EMR employee for damage and cleanliness. If you have less than 15 players, you will be assigned to a bunkhouse and may have to share it with other players. We recommend bringing sleeping bags, pillows, and air mattresses for your stay.
CAMPSITES for tents and campers are 20’ x 20’ for up to three campers and cost $5 per site and a $20 Refundable Security Deposit. More than one site may be reserved at the cost of $5 per site, however must have at least two players per site. RV SITES are 20’ x 40’; however there is no water or electric hook-ups for the RVs and cost $10 plus a $20 Refundable Security Deposit. There is running water and a sink to clean up in and Porta-Johns for toilets. For showers there is a campground 4 miles away that charges $4 to use their bathroom and shower facility and there is a Flying J Truck Stop one exit below our exit on Rt. 81 that offers Shower Facilities and Dinner Buffets. Deposits for Bunkhouses and Campsites will be returned after an EMR employee checks the bunkhouse or campsite to make sure that it is clean and all garbage has been sorted and no damage has been done as according to the Bunkhouse and Campsite Rules listed on the webpage and signed for when checking in.
Players are welcome to arrive anytime on Friday 9/26/14 and stay through Monday, 9/29/14. ANY TEAMS or GROUPS of PLAYERS that would like to RENT THEIR OWN PORTA-JOHN for the WEEKEND can reserve them by calling Yvonne at Suburban Septic at (888) 775-3693 or (607) 775-3693. You should bring your own padlock if you wish to lock it.
CASTLE WAR is the second LARGEST, NASTIEST CASTLE that exists in paintball right behind CASTLE AAARRGH. With over 22,000 square feet of playing area within its walls, CASTLE WAR sports two stories of playing and a full two story 8’ to 16’ deep rampart completely encircling a courtyard of buildings, towers, and barricades. The corridors below the ramparts are full of staggered walls, windows, and doorways leading into the courtyard. With only 4 openings from the outside into the courtyard and two gang ramps from the Siege Machines onto the upper ramparts, this Castle is a fight to enter from Game On.
Facing the Castle Front Wall (Considered WALL 1) is DEUCE’S WILD, a large area set up with speedball like bunkers and buildings, To the right of the castle is WALL 2 which faces CASTLE NUMBSKULL with woods, stone fences, and barricades throughout. The back wall (WALL 3) is faced with trees and bunkers backed by a downhill sloping ridge. To the right (WALL 4) there is a mixture of trees, barricades, and buildings before hitting a downward slope.
CASTLE CONQUEST IS PROBABLY THE MOST EXCITING, INTENSE, ADRENALINE PUMPING PAINTBALL EVENT IN EXISTENCE. REMEMBER THAT THE OTHER GUY IS EXPERIENCING THE SAME INTENSE RUSH THAT YOU ARE! PLAY HARD! PLAY FAIR! PLAY SAFE! KEEP COOL! HAVE FUN! Listen to the REFS as they make the calls, not the players. Be courteous to your fellow players and make this game a blast. PAINTBALL IS MY PASSION! IS IT YOURS? P.I.M.P.
Castle Conquest will start promptly at 11:00 am Saturday morning and end at 6:00 pm Saturday Evening. Both Attackers and defenders will Chrono their markers behind the Rec. Center. Upon Chronoing, your ID card will be punched. Roving Chrono Refs will be checking speeds all during the event. Chrono Speed for this event is 275 FPS. The safety speech for the attackers will be held at the stage beside the Picnic Pavilion and for the defenders in the Castle War Courtyard.
The game will be held on the following fields: FORT WAR, DEUCE’S WILD, CASTLE NUMBSKULL, CAMP AFFLICTION, SGT SPLATTERS, and HEADHUNTERS HAUNT; although the Attackers cannot enter Headhunter’s Haunt. There are 10 objectives within CASTLE WAR and 4 Large KEYS outside the Castle that the attackers must retrieve and present to the Store inside the Rec. Center to win the game. The 10 objectives inside CASTLE WAR will be: CANADIAN. The FOUR KEYS outside CASTLE WAR will control the Ground Entrances which will be closed until each Key is secured and presented to the Store. One will be at CASTLE NUMBSKULL, One will be behind the BRIDGE at SGT SPLATTERS, and Two will be in locations to be announced.
The attackers must remove 5 objectives from CASTLE WAR and retrieve the 4 Outside Keys within the first five hours of the game or the defenders will be declared the winners. If the attackers retrieve 5 objectives from CASTLE WAR and retrieve the 4 Outside Keys within the first 5 hours of the game, then the game continues until all 14 objectives have been recovered. If the Attackers secure the 4 outside objectives and 5 of the inside objectives within 2 ½ Hours from Game On, the Defenders will be allowed to insert Players from within HEADHUNTER’S HAUNT. If the game is completed in less than 3 hours, another Attack and Defend Game will be held at Fort War 1 ½ hours later. Exact time will be announced. Players that want to defend the second game should report to the Rec. Center Store immediately after the first game ends.
The attackers will start and reinsert into the game through 2 reinsertion points which are located behind the REC. CENTER and from the CAMPSITE PARKING Entrance. Attackers will be able to reinsert at these points every 20 minutes with a 5-minute window. The defenders start the game within the walls of CASTLE WAR and reinsert from the Castle Dead Zone every 10 minutes with a 2-minute window and will have Bright Colored Surveyors Tape on both sides of their mask. Defenders that are in play may leave the Castle through the 6 entrances/exits and can go anywhere on the playing fields. Live players cannot leave the Castle from the Castle Dead Zone to enter the game. Attackers cannot enter the Defender’s quadrant upstairs or downstairs of which the boundary is designated by Red Lines. Attackers also cannot enter through the ground entrances until the coverings have been removed by a ref.
Players may only enter the Castle using the four ground entrances and the two upper gang ramps on the Siege Towers. PLAYERS CANNOT MOVE: barricades, boards, wooden structures, screwed together stacks of barrels, or spools. Loose 55 gallon plastic barrels and two-pallet A-frames can be moved by the defenders to help build their defenses but no water may be inserted into the barrels. No entrance may be blocked entirely as a 24” wide space must be left for refs to get through. PLAYERS CANNOT: climb trees, ladders, or walls, only steps with hand-rails. THERE IS ZERO TOLERANCE FOR: Explosives, Fireworks, Knives, Tools, Alcohol Use, or Drug Use during the game. NO SMOKE grenades, etc, are allowed to be used by any players. The firing of Cannons and LAWS must be coordinated with a referee and can only be used as artillery shooting paintballs and must be fired at a 45-degree angle: No direct fire. Paint grenades are allowed as long as they are the balloon type and DO NOT contain blue paint. Paint Grenades can only be thrown by hand and not by any devices (Sling Shots, Lacrosse Sticks, LAWS, Mortars, etc.). Dead Man’s Walks and Barrel Tags are not allowed in this game.
A Player is marked out if a paintball hits any part of his body or equipment and breaks. He is also out if in the process of moving a barrel and the barrel is hit by a paintball that breaks. Grenade hits can mark out a player if there is an accumulation of paint that would cover a spot the size of a 50 cent piece in any color other than Blue, subject to a Ref’s Call. SPLATTER DOES NOT COUNT, no matter how much there is from paintballs, subject to a Refs Call. When hit, immediately yell OUT, put your Barrel Cover on your Barrel, raise your barrel in the air, and quickly make your way off the field. If you need help, call for a Ref.
NO PHYSICAL CONTACT AT ALL OR THE PLAYER WILL BE EJECTED FROM THE PREMISES AND POSSIBLY CHARGED WITH ASSAULT! NO SHOOTING UPWARD OR DOWNWARD THROUGH THE CRACKS IN THE FLOORBOARDS IN THE CASTLE!!! NO SHOOTING THROUGH ANY OPENING IN THE CASTLE WALLS THAT IS LESS THAN 4”!!! NO BLIND FIRING!!
ONLY BLUE’S CREW CUSTOM DXS BLUE PAINTBALLS FROM GI SPORTZ ARE ALLOWED! ANY PLAYERS CAUGHT WITH OFF FIELD PAINT WILL BE EJECTED IMMEDIATELY FROM THE GAME!
THREE PUNCHES ON YOUR I.D. TAG AND YOU ARE OUT OF THE GAME AND PRIZE DRAWING. Your wristband will be taken as well as your I.D. Tag. I.D. Tag Punches will be given for Unsportsmanlike Conduct, Shooting a marker over 275 fps, Overshooting, Acting in an Unsafe Manner or Endangering Others, Blind Shooting, intentionally Shooting a Ref and failure to follow any of EMR’s rules . A player will receive two punches if they remove their mask, attempt to remove their mask, or attempt to lift their mask. We take safety and fair play very seriously. Make this a great game for all involved and be safe and courteous to all.