Home
Fields
Field Map
Field Paint Policy

Scheduled Events
March Meltdown
Conquest Spring
Western Worrs
Pump Pandemonium
Tippmann Xtravaganza
Conquest Fall
Toys For Tots
Event Registration
Event Waivers
BH/CS Reservations
Event Shipping Info
Event Sponsorship

Directions
Lodging
Bunkhouses
Campsites

Private Group Info
Paintball Info
PG Registration
PG Liability Waivers
Safety/Conduct Rules
Safety DVD

Weather
News
Local Attractions

2009 1 Year Passes
2009 Big Four Pass

BlUE'S CREW
BluesCrewTV.com
EMR Video's

Sponsors
P.I.M.P. MAGIC Store
EMR Family
CONQUEST XXIII DVD
Photo Gallery
News E-mail Sign-up
Contact
JT SPORTS PRESENTS
CASTLE CONQUEST XXVIII
SEPTEMBER 26/27, 2009

PAINTBALL IS MY PASSION! IS IT YOURS? P.I.M.P. MAGIC


The GAME: CASTLE CONQUEST consists of the LONGEST RUNNING and LARGEST ATTACK & DEFEND GAME in paintball that purely defines the words “PURE PAINTBALL INSANITY” and is based around the Largest, Nastiest Castle in Paintball; CASTLE AAARRGH! The game also encompasses six other fields of EMR: TIPPMANN TOWN, AMBUSH ASSAULT, FORT BLUE’S CREW, BREW CREW BREWERY, IROQUOIS INVASION, and FERRYMEN’S AIRFIELD. The odds of Attackers versus Defenders are 4 to 1. The Attackers reinsert every 20 minutes and the Defenders reinsert every 10 Minutes. We will be shooting ONLY EMR’s CUSTOMIZED JT SPORTS FLUID PAINT at this event! The defense will be led by and joined by BLUE’S CREW, CANADIAN CONTIGENT,

The CASTLE: CASTLE AAARRGH is the LARGEST, NASTIEST CASTLE that exists in paintball. With over 32,000 square feet of playing area within its walls, CASTLE AAARRGH sports three stories of playing and a full two story 8’ 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 back hill onto the upper ramparts, this Castle is a fight to enter from Game On.
Facing the Castle Front Wall (Considered WALL 1) is TIPPMANN TOWN, a full size town, complete with two streets and numerous one and two story buildings as well as barricades and walls. This town makes a great defensive area to stall the attackers, but also give the attackers a good base of operations once they clear it out to mount attack after attack on the castle. To the right of the castle is WALL 2 which faces an upward sloping hill with barricades leading up to a tree line on top, from which attackers can rain paint into the courtyard and upper walls. The back wall (WALL 3) is faced with another upward slope that is completely covered with trees and rock outcrops, providing cover to both attackers and defenders. A long wooded slope goes downward from the left wall (WALL 4) that has numerous buildings and natural barricades throughout it and is a point of hard fighting every game.

PICTORIAL TOUR: CLICK ON THIS PICTORIAL TOUR AND GET THE REAL FEEL OF THE ATTACKERS AND DEFENDERS VIEW OF CASTLE AAARRGH. Move your arrow onto the photo to stop it to view longer.

THE TEAMS: The Defenders will be lead by Carter Brown and his famous Hawaiian Shirt Wearing Team CARTER’S COMMANDO. They will be joined by teams CANADIAN CONTIGENT and DELTA. The Attacking Horde will be lead by Team JERSEY TITANS who can be reached to plan out the attack at JerseyTitansPaintball@yahoo.com . They will be joined by teams MISDIRECTED HOSTILITIES, VOODOO.



Objectives: For this game there are 10 objectives for the Attackers to retrieve. The objectives are Princess Zeuss, Excalibur Sword, Royal Platter, Ale Keg, King’s Ransom, EMR Coat of Arms, and Royal Key to the Front gate, Merlin’s Crystal Ball, BLUE’S Royal Stallion, and BLUE’S ROYAL CHALICE. The Attackers must recover at least 5 objectives within the first four hours of the game or the Defenders will be declared the winners. If the Attackers do recover 5 objectives in the first four hours, then the game continues until all 10 objectives have been recovered. If the first CASTLE CONQUEST is over within 4 hours, there will be a one-hour break and then a second CASTLE CONQUEST will take place. For the second game, volunteers to defend will be taken at the Castle immediately following the first game. Any Players wishing to defend the second game should report to the CASTLE immediately at the end of the first game to be counted and taped up.

Pricing: The cost per player for Entry is ONLY $35 if Pre-paid by 9/11/09 for Saturday Play Only and $50 if Pre-Paid by 9/11/09 for the entire weekend through Sunday Afternoon. The cost Per Player for Entry that pays at the event is $45 for Saturday Play Only and $60 for the entire weekend. 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 CO2. The Weekend Fee includes: Playing in the CASTLE CONQUEST, playing in the Scheduled Field Open Play on Sunday, and/or playing with the Pump-Only Group. For groups of 25 or more players that prepay by 9/11/09 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 9/11/09 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 MONSOON PAINTBALLS by JT SPORTS and will sell for $80.19 per case of 2000 plus 6% PA sales tax: Total $85.00 per case. If you pay cash for a case of paintballs at the event, there is a cash discount of $4.71 a case making the price per case $75.48 plus 6% PA sales tax: Total $80 per case. If you purchase 10 cases at one time in a single purchase, you will receive a $5 discount per case. If you purchase 25 cases at one time in a single purchase, you will receive a $10 discount per case. All bulk purchases must be completed at the event inside the store. No bulk purchases can be made in the Registration Lines. ONLY EMR’S CUSTOMIZED JT SPORTS MONSOON PAINTBALLS MAY BE USED FOR CASTLE CONQUEST XXVI!

REGISTRATION: To Pre-Register for this event by 9/11/09 online with a Credit Card, please click HERE . To Pre-Register for this event by 9/11/09 via Mail, please click HERE to print out a form to mail. For Pass Holders to Pre-Register for this event, please click HERE. Printing out a waiver and filling it out before coming to registration speeds up the process and can be done HERE.

Reffing: Professional Ref Squad DRAGON’S FORCE, who are veterans of reffing 12 CASTLE CONQUESTS and run by Rich Gilbert and AJ Allen will be reffing the event and joined by the EMR’s local reffing staff. The ref squads will be organized and run by Christopher “DEUCE” Hanse, Insuring only the highest caliber of reffing, game organization, and a safe and great time for all players.

Game Timetable: The CASTLE CONQUEST will start promptly at 11:00 am on Saturday morning. Chronoing and issuing armbands for the DEFENDERS will start at 8:00 am inside CASTLE AAARRGHS Courtyard. Upon being chronoed, ID tags will be punched by a ref and both Arms will be marked with Colored Duct Tape. Only Defenders wear Colored Duct tape. Attackers will not be marked. Player’s will be randomly Chronoed throughout the game at their dead zones and by roving Chrono Cops while playing. Any Defender that has not checked in and registered at the Rec. Center by 10:00 am will be dropped by the defenders list and replaced from the Standby list. All of the Defenders need to be in Castle Aaarrgh; taped, chronoed and ready to play by 10:00 am. The safety briefing for all defenders will begin at 10:15 am inside the Castle.
Chronoing for the ATTACKERS will be held at the chrono range located behind the Rec. Center, starting at 8:00 am. All Attackers must be Chronoed by a referee at the chrono stations located behind the Rec. Center to enter the game. The Safety Briefing and Game Rules will be covered at 10:00 am at the stage and the game will start at 11:00 am sharp.

Equipment: Only Semi-Auto and Pump Markers are allowed and no full-auto, turbo, or multi-round burst modes permitted. Mortars can be used that shoot only paintballs, but must be fired at a 45 degree angle or higher and with a ref present. No equipment is allowed that fires a projectile, grenade, or balloon. No LAWS or Hand Cannons allowed that can fire more than one paintball at a time directly at a player. Hand Thrown Paint Grenades are allowed but recommend using colors other than Blue as Splatter does not count from paintballs. NO SMOKE USE IS ALLOWED BY PLAYERS.

Age Requirements: Minimum age required to play in the CASTLE CONQUEST is 10 years old. 10 and 11 year olds must have an adult of 18 years old or older playing with them. We recommend that no-one under 16 plays as defenders due to the intense close up fighting in the walls. All players under 18 years old must have a Liability Waiver/Medical Release completely filled out and signed by a parent to play.

Special Rules: No Dead Man Walks are allowed in this game. No Barrel Tags are allowed in this game. No assassins allowed to be used on other team. No shooting through a crack or opening in the walls less than 4” wide. Splatter does not count by paintballs. Grenade hits must amount to more than an accumulation of a quarter coin size. NO SMOKE IS ALLOWED FOR USE BY PLAYERS . The area is too confined and it has caused medical problems for some players in the past. All other EMR standard rules apply to the game and the CASTLE CONQUEST GAME RULES are listed below.

More Play: The DEUCE’S WILD Speedball Field will be open during the second CASTLE CONQUEST for those that do not wish to play another CONQUEST. If time permits, open play will be conducted on other fields after the CASTLE CONQUEST(s) are over and will run until 6:00 pm.

Massages: Angela Kenney, licensed L.P.N. and L.M.T., of BODY & SOUL Therapeutic Massage, will be giving massages throughout the day on Saturday for the price of $1.00 per minute. If you would like to schedule a massage in advance, contact her at (607) 765-1157 or bodyandsoultherapeutics@msn.com to set up your appointment.

Prizes: There will be prize drawing at 6:30 pm on Saturday; $1000’s worth of prizes will be given away at the stage. All CASTLE CONQUEST ID TAGS will be numbered and winning numbers will be picked from those numbers.

Overnight Stay: Lodging is FREE in our BUNKHOUSES and on our CAMPSITES, but 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 $50 refundable deposit. If you have less than 15 players, you will be assigned to a bunkhouse and share it with other players but do not need to make a deposit. We recommend bringing sleeping bags, pillows, and air mattresses for your stay. Preregister early as all spots were filled at the 2007 Spring CASTLE CONQUEST!
Campsites for tents and campers are 20’ x 20’ for up to three campers and 20’ x 40’ for 4 or more campers and require a refundable $20 deposit. RV sites are 20’ x 40’; however there is no water or electric hook-ups for the RVs. 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 after Thursday, 9/25/08 and stay through Monday, 9/29/08. ANY TEAMS or GROUPS of PLAYERS that would like to RENT THEIR OWN PORTA-JOHN for the WEEKEND, the cost is $75 and must be paid with pre-registration by 4/11/08. You should bring your own padlock if you wish to lock it. YOU CAN CHECK YOUR CAMPSITE AND BUNKHOUSE RESERVATION ASSIGNMENTS BY CLICKING HERE.

Food: UNCLE CHARLIES PIZZA will be selling food for Breakfast, Lunch, and Dinner Saturday and Breakfast and Lunch on Sunday. You may also bring your own food and grills to prepare food or go to one of the many restaurants and fast food places within 10 miles of EMR. There will be snacks and beverages available in the store during all open hours.

Charity Tourney LAST MAN STANDING: Home Team DELTA PAINTBALL and EMR invite all players to join in and Help the community while having a blast. Entrance fee of $5 per entrant will go to Sue’s favorite charity, INTERFAITH, a non-denominational non-profit organization that helps the needy families in Susquehanna County. Paintballs for this event are donated by EMR and BLUE’S CREW. First and Second Place Prizes are brought to you by various sponsors. You can enter the competition by signing up at the Rec. Center in the store or at the Delta Bunkhouse #23. Basically all of the players start in CASTLE AAARRGH’s courtyard, you pick your position and each player has one pod of paint. At game on, it’s everyone against everyone and the last man standing wins. Do you have what it takes to be the LAST MAN?

Player’s Party: Player’s Party starts at 8:00 pm on Saturday in the Rec. Center with beverages and Snacks. Must be 18 to attend the party and 21 to consume alcoholic beverages. IDs will be checked and age requirements will be strictly enforced.

Museum: Team CARTER’S COMMANDO will be hosting the INTERNATIONAL PAINTBALL MUSEUM Hours on Friday and Saturday with knowledgeable old school teammates on hand. Go check out the history of paintball.

Pump-Only: There will be a group of Pump Only Players playing on a variety of Different Fields on Sunday that will meet at the Picnic Pavilion and leave to start play at 10:00 am. All Pump Players should be chronoed and ready to go at 10:00 am.

Sun Open Play: Scheduled Open Play will start at 10:00 am and continue until 5:00 pm on Sunday and play will be at the assigned Fields as scheduled below. This Open play is open for all Semi-Auto and Pump players and may be attended by players that did not come to the CASTLE CONQUEST on Saturday. For those players that are coming for Sunday Only, the price is $20 and should be paid at the Store Sunday morning. The $20 includes CO2 and Compressed Air. Field Paint Only!

EVENT SCHEDULE
FRIDAY: 3:00 PM Store Opens for Registration and Paint Sales: Chrono put out for Self Chrono
5:00 PM Compressed Air & CO2 Stations Open
7:30 PM International Paintball Museum Opens: Hosted by Team CARTER’S COMMANDO
9:30 PM International Paintball Museum Closes
11:00 PM Store Closes
Registration Closes
Compressed Air & CO2 Stations Close

SATURDAY:
8:00 AM Store, Pre-Registration and Registration Windows, Attacker’s Chronos,
Compressed Air Stations, CO2 Stations, Paint Sales, OPEN FOR BUSINESS.
8:05 AM Chrono and Arm Banding for Defenders starts beside Museum
9:55 AM Chrono at Rec Center Closes for Safety Orientation and Game Rules
10:00 AM Safety Orientation and Game Rules Given for Attackers at Stage.
10:15 AM Safety Orientation and Game Rules Given for Defenders inside Castle Courtyard
11:00 AM CASTLE CONQUEST BEGINS
3:30 PM Speedball Pick-Up Games Begin at Deuce’s Wild when CASTLE CONQUEST ends
5:50 PM Chrono Closes, Speedball Stops,
6:00 PM DYNASTY Team members Yosh Rau and Alex Fraige sign Posters by Stage
6:30 PM Prize Giveaways begin
7:30 PM International Paintball Museum Opens, hosted by CARTER’S COMMANDO
8:00 PM Player’s Party and Music starts in Rec. Center.
Store Closes.
9:30 PM International Paintball Museum Closes
SUNDAY:
8:00 AM Store, Chronos, Compressed Air Stations, CO2 Stations, and Paint Sales, OPEN
9:25 AM Chronos close for Safety Orientation
9:30 AM Safety Orientation
10:00 AM Open Play-HANSE HOLLOW
Pump Only Play Begins-Meet at the Picnic Pavilion
DYNASTY CLINIC BEGINS
11:10 AM Open Play-FIREBASE VOODOO
12:00 AM Museum Opens
12:20 PM Open Play-TIPPMANN TOWN
1:20 PM Paint and Air Break
1:40 PM Open play-MARGARITAVILLE
2:00 PM Museum Closes
2:50 PM Open Play-FORT WORR
3:00 PM DYNASTY CLINIC ENDS
4:00 PM Open Play-BONEHEADS CASTLE NUMBSKULL-Attack and Defend
5:30 PM Open Play Over-Pump Play Over
Store Closes

CASTLE CONQUEST GAME RULES


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 a blast. PAINTBALL IS MY PASSION! IS IT YOUR? P.I.M.P. MAGIC


Castle Conquest will start promptly at 11:00 am Saturday morning and end at 6:00 pm Saturday Evening. Chronoing for the attackers is beside the Rec. Center and Chronoing for the defenders is at CASTLE AAARRGH. Upon Chronoing, you 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 Courtyard.
The game will be held on the following fields: CASTLE AAARRGH, TIPPMANN TOWN, AMBUSH ASSAULT, FORT RTD, BREW CREW BREWERY, IROQUOIS INVASION, and FERRYMEN’S AIRFIELD. There are 10 objectives within CASTLE AAARRGH that the attackers must retrieve and present to the ref at the Barn to win the game. They are: the ROYAL PLATTER, ALE KEG, EXCALIBER SWORD, PRINCESS ZEUSS, KING’S RANSOM, ROYAL KEY to the FRONT GATE, BLUE’S CRYSTAL BALL, EMR’S COAT of ARMS, BLUE’S ROYAL STALLION, and BLUE’S ROYAL CHALICE. If at least five objectives have not been seized by the attackers within the first four hours of the game, then the defenders win. If the attackers do retrieve at least five objectives, then the game continues until all 10 objectives have been recovered. If the game is over within 4 hours, then new defenders will be chosen and another CASTLE CONQUEST ran.
The attackers start the game beside the Barn and reinsert there every 20 minutes. The defenders start the game within the Castle walls and reinsert from the Castle Dead Zone every 10 minutes. The defenders may leave the Castle anytime through the 6 entrances and can go anywhere on the 7 fields except past the buildings in TIPPMANN TOWN and past the tower at the edge of FERRYMEN’S AIRFIELD.
No barricades, boards, wooden structures, screwed together stacks of barrels, or spools can be moved by the players. Loose 55 gallon plastic barrels and two-pallet A-frames can be moved by the defenders to help build their defenses. No climbing of any trees, ladders, or walls, only steps with hand-rails. Only the four ground entrances and the two upper gang ramps can be used to enter the Castle. No Explosives, Fireworks, Knives, Tools, Alcohol Use, or Drug Use is allowed during this game. Cannons and LAWS can only be used as artillery and must be fired at a 45-degree angle and coordinated with a ref. No direct fire. Paint grenades are allowed as long as they are the balloon type and should not hold blue paint as splatter does not count from paintballs and grenade paint cannot be distinguished from paintballs. They can only be thrown by hand and not by any devices (Sling Shots, Lacrosse Sticks, LAWS, Mortars, etc.). No Smoke is allowed to be used by any players.
A Player is marked out if a paintball hits any part of his body or equipment. He is also out if in the process of moving a barrel and the barrel is hit. 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. 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 SHOOTING UPWARD OR DOWNWARD THROUGH THE CRACKS IN THE FLOORBOARDS IN THE CASTLE!!! NO SHOOTING THROUGH ANY OPENING LESS THAN 4” WIDE IN THE CASTLE WALLS!!! NO BLIND FIRING! ANY PLAYERS CAUGHT WITH OFF FIELD PAINT WILL BE EJECTED IMMEDIATELY FROM THE GAME! ONLY EMR’S CUSTOM BLUE PAINTBALLS ARE ALLOWED! NO PHYSICAL CONTACT AT ALL OR THE PLAYER WILL BE EJECTED FROM THE PREMISES AND POSSIBLY CHARGED WITH ASSAULT!
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. Punches will be given for Unsportsmanlike Conduct, Shooting a marker over 275 fps, overshooting, acting in an unsafe manner or endangering others, blind shooting, and intentionally shooting a ref. A player will receive two punches if he removes his mask, attempts to remove his mask, or attempts to lift his mask. We take safety and fair play very seriously. Make this a great game for all involved and be safe and courteous to all.

PAINTBALL IS MY PASSION! IS IT YOURS? P.I.M.P. MAGIC
Pictorial Tour












EMR ONSITE STORE & TECH SERVICE


NOW OPEN

NOW OPEN


  © COPYRIGHT EMR PAINTBALL ALL RIGHTS RESERVED.