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CASTLE WAR CONQUEST XXXVI
SEPTEMBER 28/29, 2013
PAINTBALL IS MY PASSION! IS IT YOURS? P.I.M.P.
The GAME: NEW CASTLE! NEW TERRAIN! NEW RULES! NEW GAME! CASTLE CONQUEST consists of the LONGEST RUNNING and LARGEST ATTACK & DEFEND GAME in paintball that purely defines the words “PURE PAINTBALL INSANITY” and for the FIRST TIME will be held at FORT WAR which with the different terrain, rules, and fortifications makes this a BRAND NEW GAME. All of the Ramparts have been connected and two SEIGE TOWERS have been constructed. NO HILL for this one!
The odds of Attackers versus Defenders are 4 to 1 and will be led by HEAVY G and team FREAKS OF NATURE. The attackers reinsert every 20 minutes and will be led by Team AOD and the Defenders reinsert every 10 Minutes. We will be shooting ONLY BLUE’S CREW customized DXS BRONZE Paintballs at this event!
TWO GAMES FOR ONE PRICE! Any Player that attends either Spring Castle Conquest or this event will get FREE ENTRY at the CLOWNS vs ZOMBIES game at PAINTBALL EXPLOSION in Chicago on October 13th . Call (847) 426-2662 to register, tell them you are from EMR, and then bring your CASTLE CONQUEST ID Card with you when you check in. Sign up for the CLOWNS and Run n Gun with BLUE’S CREW.
The CASTLE: 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, FORT 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 SEIGE TOWERS 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.
THE TEAMS: .
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.
Objectives: For this game there are TEN OBJECTIVES for the Attackers to retrieve within CASTLE WAR, ONE OBJECTIVE in CASTLE NUMBSKULL, ONE OBJECTIVE at the BRIDGE in SGT. SPLATTERS, and TWO OBJECTIVES on DEUCE’S WILD . The objectives within CASTLE WAR 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 other Objectives will be announced the day of the game. Anyone retrieving an Objective and bringing it to the Rec. Center will Receive a FREE T-Shirt and Party Mug.
The Attackers must recover at least 5 objectives within the walls of CASTLE WAR and the Four outside objectives within Five hours from the start of the game or the Defenders will be declared the winners. If the Attackers do recover 5 objectives inside CASTL WAR and the Four Outside Objectives within the first Five hours, then the game continues until all 14 objectives have been recovered. If the first CASTLE CONQUEST is over within 3 hours, there will be a 1 ½ hour break and then a new attack and defend game will be held at CASTLE WAR. For the second game, volunteers to defend will be taken at the Rec. Center immediately following the first game. Any Players wishing to defend the second game should report to the Rec. Center immediately at the end of the first game to be counted and taped up.
Pricing: The cost per player for Entry is ONLY $40 if Pre-paid by 9/13/13 for the entire weekend and $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 WAR CONQUEST, Playing after the Castle War Conquest in Open Play until Dark, 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 9/13/13 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 9/13/13 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 and WILL SELL FOR $65 Per Case of 2000, tax included, if Prepaid by 9/13/13. Cases will be $70 at the event. ONLY these Paintballs may be used at this event. IONLY BLUE’S CREW CUSTOM DXS BRONZE PAINTBALLS WILL BE SOLD FOR CASTLE CONQUEST XXXVI!
REGISTRATION: To Pre-Register for this event by 9/13/13 online with a Credit Card, please click HERE . To Pre-Register for this event by 9/13/13 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: Reffing will be done by the EMR Ref Staff who are veterans of reffing Numerous CASTLE CONQUESTS and run by Head Ref AJ Allen. The staffing 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 behind the Rec.Center. Upon being chronoed, ID tags will be punched by a ref and both Sides of the Mask will be marked with Colored Surveyors Tape. Only Defenders wear Colored Surveyors 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, also 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: If time permits, open play will be conducted on other fields after the CASTLE CONQUEST is over and will run until 7:00 pm. Then there will be Night Play under the lights in TIPPMANN TOWN and CASTLE AAARRGH from 9:00 pm until 11:00 pm. All Players should meet at the Picnic Pavilion by 8:45 pm. Must be a minimum of 10 players.
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 firstname.lastname@example.org to set up your appointment.
Prizes: There will be prize drawings worth $1000s at 6:30 pm at the stage. The Prizes are from the Castle Conquest and EMR sponsors. All CASTLE CONQUEST ID TAGS will be numbered and winning numbers will be picked from those numbers.
Overnight Stay: 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. Preregister early as all spots were filled at the 2012 Spring CASTLE CONQUEST!
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 Thursday, 9/26/13 and stay through Monday, 9/30/13. ANY TEAMS or GROUPS of PLAYERS that would like to RENT THEIR OWN PORTA-JOHN for the WEEKEND, the cost is $85 and you reserve it 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. YOU CAN CHECK YOUR CAMPSITE AND BUNKHOUSE RESERVATION ASSIGNMENTS BY CLICKING HERE.
Food: You may 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, Hot Pockets, and beverages available in the store during all open hours.
Player’s Party: The Player’s Party will be Hosted by Team AOD and starts at 8:00 pm on Saturday in the Rec. Center with a DJ rocking the house and lots of special eats and treats. Anyone attending the party must be at least 18 years old and must be 21 years old to consume alcoholic beverages. IDs will be checked and age requirements will be strictly enforced. Anyone under 21 years old must vacate the Rec. Center by 10:00 PM.
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!
3:00 PM Store Opens for Registration and Paint Sales: Chrono put out for Self Chrono
5:00 PM Compressed Air & CO2 Stations Open
6:30 PM WEDDING at the POND-Bob & Amy Pessarchick Renew their vows for 20th Anniversary.
11:00 PM Store Closes
Compressed Air & CO2 Stations Close
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 and chono for Attackers starts behind Rec. Center
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.
10:00 AM Safety Orientation for Defenders Given in CASTLE WAR.
11:00 AM CASTLE WAR CONQUEST BEGINS
There will be a second Attack and Defend game at CASTLE WAR 1 ½ hours after the CASTLE WAR CONQUEST is over if the first game ends within 3 hours. Open Play will also start immediately after CASTLE CONQUEST is over and will continue until Dark.
6:30 PM PRIZE GIVEAWAYS on the Stage
8:00 PM PARTY BEGINS in REC. CENTER
9:00 PM Store Closes, NIGHTTIME PLAY under the Lights begins at TIPPMANN TOWN.
10:00 PM Bohemian Rhapsody
11:00 PM Nighttime Play Ends.
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 Play CASTLE AAARRGH Battle
Pump Only Play Begins-Meet at the Picnic Pavilion
11:10 AM Play TIPPMANN TOWN Battle
12:20 PM Play MARGARITAVILLE-Hunger Games
1:20 PM Paint and Air Break
1:40 PM Play DEUCE’S WILD-Hungry Hungry Hippos
2:50 PM Play GRIZZLY TRAP-Woodsball Game
4:00 PM Play BONEHEADS CASTLE NUMBSKULL-Attack and Defend
5:30 PM Open Play Over-Pump Play Over
CASTLE WAR 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.
Castle Conquest will start promptly at 11:00 am Saturday morning and end at 6:00 pm Saturday Evening. Attackers and Defenders will Chrono their markers behind the Rec. Center. Upon Chronoing, your ID card will be punched to show that you have chroned. 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 CASTLE WAR’s Courtyard.
The game will be held on the following fields: FORT WAR, DEUCE’S WILD, CASTLE NUMBSKULL, CAMP AFFLICTION, SGT SPLATTERS, and HEADHUNTERS HAUNT though the Attackers cannot enter Headhunter’s Haunt. There are 10 objectives within CASTLE WAR and 4 objectives 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 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. The FOUR Objectives outside CASTLE WAR will be announced at the EVENT. One will be at CASTLE NUMBSKULL, One will be at the BRIDGE at SGT SPLATTERS, and Two will be on DEUC’S WILD.
The attackers must remove 5 objectives from CASTLE WAR and retrieve the 4 Outside Objectivs within the first five hours of the game or the defenders will be declared the winners. If the attackers retrieve 5 objectives from CASTLW WAR and retrieve the 4 Outside Objectives 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 1/2 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.
Players may only enter Castle War using the four ground entrances and the two upper gang ramps from 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. Steps are provided with hand-rails. THERE IS ZERO TOLERANCE FOR: Explosives, Fireworks, Knives, Tools, Alcohol Use, or Drug Use during the game. NO SMOKE grenades 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 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 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 BLUE PAINTBALLS FROM G.I.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. 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.