:: Paintball Reffing
Manual |
:: The Customer
Comes First |
Most refs were players first - and as a player we look at other
players as friends and foes.
As a ref, we must think differently. Most players come to
have fun with their friends, and they PAY good money for a paintball
field and its staff to provide a fun/safe/challenging environment
to do that. The first time player will return is they have fun,
and they will likely not return if they have a bad time. It is these
players we must think of when planning what to do next, when splitting
up teams and running games.
The customer is the player, and the customer should have a good,
safe time. Both are important, and both are the responsibility of
the reffing staff. Before the game, the head ref needs to establish
the ground rules through the safety briefing, and more importantly,
establish his authority as the guy in charge.
DO
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ask you self frequently : "will this be fun for a
first time player?" |
DO
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be authoritative and professional |
DO
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be calm, clear and concise when explaining the rules |
DO
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take time to ask for and answer questions. The only dumb
question is the not asked. |
DO
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be consistent - and stand by your decisions. If you change
your mind, make sure its your idea. |
DONT |
don't let the veteran players push you around - they may
have valuable suggestions, but the ref is in charge. |
DONT
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be rude, condescending or confrontational. |
Lay down the rule, but be nice
about it. Make sure they have FUN, but that they do it SAFELY. If
you have to choose between FUN and SAFETY, SAFETY comes first.
|
:: Getting Ready for
the First Game : Which Game to start with? |
You have explained the rules and answered questions, issued markers
and goggles and now its time to decide what games to play and to
pick sides. The first time player's adrenaline is starting to pump
right now. The fear of being shot at by a paintball moving at 280fps
and actually being hit by one is faily terrifying -and the first
game should be picked to make sure thet everyone is allowed an opportunity
to see the bad guys up pretty close, to shoot and get shot at. The
first games should also be SIMPLE - and without a lot of variations
or complicated strategy required. For these reasons, there are several
good first choices.
GOOD
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2 Flag Antietam - for 10 or more (the best choice if players
are still arriving) |
GOOD
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2 Flag No Mans Land ( Great for 20+) |
GOOD
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Total Elimination - 1/2 field Antietam -- great for small
groups (less than 10 players) |
GOOD
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Control the Village - or Center Flag Village |
BAD
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Tower : its to easy to stay back and not engage |
BAD
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President : requires dynamic teamwork, and good communications |
For a whole list of games and descriptions check
out the Rec Ball Games Page
|
:: Getting Ready for
the First Game : Picking Teams? |
When picking sides, there are several things to consider:
DO
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Do keep friends and groups together - at least for the
first few games. If they want to split up - let them come to
you with the suggestion. |
DO
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Do split up the veterans that help coach their teams.
One good, experienced player is worth 2 mediocre players
and 4 newbie's. Take this into account when counting sides.
|
DO
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Do split up firepower - count fanny packs - and each team
should have about the same number. (Special note: If the
vets w/ pumps are getting hammered - they will likely gear
up, and kick their game up a notch - This can make things
a bit aggressive for the newer players)
|
DONT
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Don't assign a team captain and have them pick sides. This
leaves some kid being picked last, and is pretty hard on the
ego. |
DONT
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Don't go 1,2,1,2,1,2 down a line to pick teams. This splits
up friends. |
DONT
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Don't let the veteran players push you around. Some will
try. |
EXCEPTION
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On occasion a truly veteran team will show up and they
will want to stick together. In these cases, stack the other
side at least 2 or 3 to one |
ADJUSTING
TEAMS
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Once the sides are split, look at them and try to guess
who will win. If this is an easy call, move a player or two
around. Then play a game or two. If one team rolls over the
other team and doesn't loose many or any players in doing so,
things need adjustment.
A common was to adjust teams is to add late "walkon"
players to the loosing team.
Another way to adjust teams is to allow the loosing team
to pick a player to move over. (and yes, one player can make
a huge difference.) Keep doing this until things even out.
|
A best, most common technique in picking teams
is to split the very skilled players down the middle, balancing
leadership and firepower, and then putting groups of players all
at once on each side.
|
:: Getting Ready for
the First Game : Walking On and Explaining The
Game |
When walking on the field for the first game grabs the flags, pull
on you goggles and walk to the center of the field, mid way between
flag stations or to the closest flag station and then explaining
the game.
DO |
Make sure the flags are in place |
DO |
HEAD REF TIP: "make sure there are no inappropriate flags
on the field, IE flags from other games, or American flags.
New players will use these to win a game, when they haven't made
it to an enemy station. Don't use the American flag as a game
flag. Maybe this isn't in the army handbook, but its just not
respectful." |
DO
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Explain "We call this game ______________".
Keep your plugs in until the count down. And stay at your
flag station until the game starts.
One team will start here, and other other over there.
The boundaries are here, here, here and here.
The time limit is this.
When you get shot go here. Be sure to hold you gun up
and plugged when you walk there, and move quickly to avoid
getting shot more. Remember, no talking to other players once
you are eliminated.
Don't forget the surrender rule / Bunker Tag Rule / Tree
of Life Rule (or any special game rule)
The object of this game is this____________.
To win you must__________________.
Any questions?
|
|
:: Game On |
The traditional game start announcement goes like this :
Walk to the middle of the field, and depress radio transmit
button and yell:
1 Minute Warning
30 seconds!!! / 30 seconds!!!
Blue team are you ready?
Red team are you ready?
Gentlemen on field name, game name, time limit.
Goggles down, Barrel plugs out
Game on in 3, 2, 1, GAME ON!!!!!
HEAD REF TIP: |
Once the game is on, Always let your presence be seen
and known on the field. Don't distract players during the
game, but approach them from different angles during the
game to let them know that you can and will be everywhere
at once. Don't just hang out on the tape line, but roam
the whole field (or your sector).
Approach a player (all sneaky like) from behind... Move
into their peripheral vision (slowly)... They will be a
little surprised, but move away (silently) right after you
make eye contact. Try to move around a lot, and do this
little trick as often as possible. This will get in the
players head that "these refs can show up at any time,
from any angle"... You won't ever have an issue with
wiping once you are in the players heads.
NEVER BUNCH UP!
|
GOGGLES &
BARREL PLUGS
|
Look for players pulling up their goggles on the fields
or walking around without their barrel plugs in safety zones.
HEAD REF TIP: "Remind newer players to keep
there masks on at all time before every game, and any time
you deem it necessary. If you see a player who likes lifting
his goggles on the field, or walking around the safe zones
with out a barrel plug give them a warning. then another
warning. then sit them out for a game. Most players will
not intentionally disobey the rules."
HEAD REF TIP: "New players, particularly
younger players WILL take their masks off. Be ready. Use
your body to shield their faces and get their masks back
on ASAP."
|
DO
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Once play begins feel free to give advice to newbies. typical
newbie advice is
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"Dont bunch up" |
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"Watch your left side"
|
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"You are too far back - you need to move
up"
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"Dont shoot your own player" |
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BUNKER TAGS
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Look for potential dangerous situations. The most common
is a very close shot involving a bunkertag. Look for the
potential and move to it. If you see a situation where a
bunker tag is eminant, move quickly to the area and quickly
stop both players after the bunker tag from shooting point
blank. Advise the agressor in a soft voice, "dont forget
about the surrender rule"
|
OVERSHOOTING
|
On occassion a player will bunker down, get shot, and
then not want to get out of the bunker for being scared.
Move to this player and call them out. Put your body in
the line of fire and advise them.
HEAD REF TIP: "In my paintball reffing
career, the number one issue I've had to deal with is overshooting
and point-blank shooting. A player who feels abused WILL
NOT be back. Make it a point to explain the procedure for
what to do if you're eliminated. This one simple step will
save you more grief than anything else I can think of."
|
DO
|
In Mutual Elimination situations the Ref Says:
Making the call for a near-mutual or true-mutual elim: Be
very enthusiastic and say "Beautiful Mutual",
several times if you have to. Of course the players will
both want to argue, but you are complimenting them on something,
which solves the argument before it happens. By the time
both players remember that they want to argue, they will
have barrel plugs in and be walking off the field. This
is also a good way to keep players friendly with one another
after a tense situation.
|
MAKIN TOUGH CALLS
|
If you make a call, stand by it. it will
make you look weak if you change your mind. Never call down
another ref in front of players. Never reverse a call another
ref made. Players see that and will lose respect for the refs.
|
DONT
|
Sneaky Guys : Don't give away a flanking
or stealth maneuver. |
BIRD DOGGING
|
Frequently a game will include the opportunity or necessity
for a players or group of players to make a stealth or flank
move. Nothing gives away a move like this quicker than some
orange vest moving through the woods. If you must follow
a group, separate from the group by at least 120 ft, and
then following behind and to the side - or if you know where
they are going, move there first and wait. Be on hand for
when they open up. Bird dogging is when you follow too close
and give the players away. This also includes watching a
hidden player, or paint checking a player at the request
of the enemy player for the purpose of having you locate
the hidden player. Veteran players DO watch the younger/
less experienced refs to see where the enemy is.
|
FLAG RUN
|
Once a flag starts moving, make sure a ref goes with
it. It is ok to birddog a bit in this instance, unless the
flag pull was very stealthy. Run with the flag until hung.
If the player running the flag gets shot, pick up the flag
and hang it on the closest tree in plain view.
|
PAINTCHECKS
|
There are two types of paintchecks - the first is where
the players is taking a lot of splatter and is dug in. In
this case, call "The Player is Neutral"
move between the player and the enemy and hold you arms
up to provide a shield for the player and have then stand
and turn. If clean, you can tell them to either run or to
get back down in their hole. Then yell "The Mans Clean"
or "Mans eliminated" and "Play On!!"
The other type is an instance where you may have seen
something, and want to check it. Run to the player in question
and tell them "keep playing - you are not neutral "
and then avoid the field of fire and check the player without
stopping play. Then yell "The Mans Clean" or "Mans
eliminated" and "Play On!!"
If you feel sneaky and want to get even with abusive
"paintcheck calls" feel free to go paint check
a tree or pine cone and then call "player clean".
HEAD REF TIP:"When you make a paintcheck
call on a player, be sure and point to the player you're
making a call on. Especially when there are multiple players
close by. It the heat of a game, it can be very hard for
players to know who your call is on."
HEAD REF TIP: "Do not call players neutral
for a paintcheck unless it is absolutely necessary,
most of the time you can do a "drive by" paintcheck,
let him know what you are doing, be thorough and not disrupt
the game. Both players will appreciate the effort. .. Be
LOUD when you make a call and use hand signals. This helps
prevent confusion."
|
BOUNDARIES
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If you see a player playing out of bounds,
warn them to get back in bounds - "don't cross the yellow
rope" or "hey buddy, you are out of bounds. That
yellow rope is the boundary" |
WIPERS
|
If you see a player purposefully wiping a kit, or playing
with a goggle hit -call them out and give them a gentle
warning. If you see the same player do it again, sit them
out a game, and ask the field owner/manager to speak with
them about why its necessary to wipe.
|
CUSSING
|
Warn every cussing player to keep it clean
- "we have young ears" |
CONFLICTS
|
Find ways to dissolve conflicts before they happen.
Never get in a confrontation with a player on the field. If
a player wants to argue a call, move them off the field (out
of bounds) to discuss the situation calmly
HEAD REF TIP: "Always be polite, calm
and firm because
if you get excited/angry the player will do the same. The
more aggressive a player gets in discussion the calmer but
firmer you need to be. When he sees he is not getting a
"rise" out of you he'll calm down."
|
|
:: Between Games |
The period between games is an opportunity. Back at the
compound, players share their exploits with their friends, release
some of the adrenaline and tension developed during the games, fill
up on paint, air, water, clean off, rechrono their markers, clean
their masks and meet other players. You as a ref have more responsibilities
that you may think during this period. The
Head Ref
puts the most important of these very well:
Field
Ambassador Tips |
DO |
Mingle with ALL of the players not just your friends
and experienced players. You are an ambassador for the
field and this also gives you a chance to test the water
to see how the day is going for all of the players. |
DO |
Talk to the non-playing parents - be friendly, mature
and considerate. Reassure them that you have the safety
and interest of their child on your mind. They will appreciate
it and this will increase the likelihood of them returning
again. |
DO
|
Offer non-players the chance to observe the game
by putting on a vest and goggles and going out with you.
Just remember your first responsibility is safety and
running the game but when you can point things out to
the observer and explain what's happening you may create
a player or at least an advocate for the sport |
|
|
"Turning Games"
Tips |
|
While paintball players can sit and chat forever, they came
to play. And once they are ready to play, it is time to play.
Extended periods of waiting to play is a huge complaint by
regular players and repeated slow turnaround times will send
players elsewhere to play paintball. TriggerTyme was once
famous for very slow turnaround times due the refs being more
interested in hanging out with each other and toying with
their own markers than the players playing paintball. There
were days when 5 or 6 games were played, and games did not
start until 11:30am.
Your goal as a ref should be to make sure every player has
fun playing paintball and no player should ever have to enter
the trailer asking "when are we going to play?"
YOUR GOAL : 12 to 18 games a day - first
game at 10:00am. (nice weather)
8 to 12 games a day - first game at 10:00am. (summer)
For a whole list of games and descriptions
check out the Rec Ball Games
Page
|
DO |
Do make an announcement as you reenter the compound from
the field telling the players how long to the next game, and
include the suggestions to drink lots of water, get more air
and paint if you need it and to clean off old hits.
- NICE WEATHER : turn games every 5 minutes. "Next
Game in 5 Minutes - so get what you need now". 5 minutes
is plenty of time during nice weather. Don't wait on one
or two players. They will learn to hurry if they want to
play.
- SUMMER WEATHER : turn games every 10-15 minutes - and
constantly suggest to all players to drink lots of water.
Players passing out from heat is a very real problem and
is dangerous.
|
DO |
Wander around and get a feel from all the players how things
are going and then pick the next
game accordingly. See "Picking Teams" above. |
DO
|
If some players are discouraged, move a player or two to their
side, or keep adding the walkons to their side, or play a tower,
search and destroy, jail break or president game to help them
fight with a larger side. |
Playing Sets |
If you don't see players entering the trailer to sign in,
or driving in to the parking lot, it may be a good time to
go play a set of games. A set consist of multiple games played
back to back with a small 3 minute break in-between - usually
at a remote staging area. If you are planning to play a set,
advise the players to bring some extra paint, and water -
and tell the parents and the staffers in the trailer that
you are going down to the remote staging area (or village)
to play a few games. And to safety brief any any new players
walking on, and then send them down there to meet you.
During the summer heat, limit sets and turn arounds' to 2 games.
Good sets of games follow:
|
Staging : Remote Staging on Bunker Hill
Games:
- No Mans Land - two flag
- No Mans Land - turn around - two flag
- Ho Chi Mihn Trail - two flag or center flag
- Bunker Hill - Search and Destroy
- Bunker Hill - Two flag
- The set can be closed out with a game of Jail Break on
Antietam.
|
Staging : The cross roads at the Speedball Field
Games:
- Blitzkrieg (2 flag village/pow camp)
- Center Flag Village
- Control POW camp
- The Island of Dr. Morreau - center flag pow camp / village
w/ 3 teams
- Food Fight (2 flag - Pizza Hut vs waffle house)
For a whole list of games and descriptions check out the
Rec Ball Games Page
|
When the players look exhausted out, (usually 4 games), take
everyone back to the compound for a 20 minute break. This
technique of running SETS is a great way to run private groups,
and for normal play to keep everyone playing instead of walking
back of forth to the compound. It saves time and energy. Be
sure to take 2 or 4 co2 tanks and some paper towels, and 2
flags when playing a set.
In the remote staging areas, watch for unplugged guns in
the netted area.
When you return to the compound after running a set give
the players 15 minutes to recover - many will need air, paint
and water.
A slower game may be nice to follow a set : example: search
and destroy on Antietam or the President Game
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