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CASTLE CONQUEST PUMP ONLY
MAY 26 / 27, 2012
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. NOW WE ARE BRINGING YOU A PUMP ONLY CASTLE CONQUEST WITH 4 TO 1 ODDS AND A 10 MINUTE REINSERTION FOR DEFENDERS with a 3 minute window and 20 MINUTE INSERTIONS FOR ATTACKERS with a 5 Minute Window! We will be selling ONLY VALKEN BLUE’S CREW customized GRAFFITI Paintballs at this event and ONLY those and Customized BLUE’S CREW Paintballs purchased from EMR in 2011 may be used at this event! Must have a minimum of 200 Players pre-register to do CASTLE CONQUEST game. Less than 200 players and Saturday will be run as a flag based big game.
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 Guaranteed Defender’s Slots for this game are picked on a First Pre-Reg, First Get Basis. The first 50 players to pre-reg and request defending are guaranteed to defend. After the first 50 players, all requests will be put on a Standby list and should check at the Rec. Center at 10:00 am the morning of the event to see if they have been added in as defenders. 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.
PLAYER’S PARTY: The Player’s Party will start at 8:00 pm on upstairs in the Rec. Center. There will be music,, B-Pong, food and beverages. 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.
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 Five 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 new attack and defend game will be held in FORT WORR. 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 $50 if Pre-paid by 5/11/12 or $60 at the event and includes 500 VALKEN Paintballs and all Weekend Play. ALL ENTRY FEES INCLUDE CHOICE OF UNLIMITED CO2 & COMPRESSED AIR. The Weekend Fee includes: Playing in the CASTLE CONQUEST, Playing after the Castle Conquest in Open Play until Dark, Playing in the Scheduled PUMP ONLY Field Open Play on Sunday. For groups of 25 or more players that prepay by 5/11/12 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 5/11/12 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 PAINTBALLS 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 BLUE’S CREW CUSTOM GRAFFITI PAINTBALLS by VALKEN and BLUE’s CREW custom paintballs purchased in 2011 from EMR MAY BE USED FOR PUMP ONLY CASTLE CONQUEST!
REGISTRATION: To Pre-Register for this event by 5/11/12 online with a Credit Card, please click HERE . To Pre-Register for this event by 5/11/12 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.
VENDORS: BLUE’S CREW, DEAD MAN’S GEAR.
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.
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 beside the Museum. 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 Pump Markers are allowed. 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 and FORT WORR DEFENSE are over and will run until 7:00 pm.
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.
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 on Thursday, 5/24/12 and stay through Monday, 5/28/12. 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.
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 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 $15 and should be paid at the Store Sunday morning. The $15 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
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
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 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.
10:30 AM Safety Orientation for Defenders Given in Castle AAARRGH.
11:00 AM CASTLE CONQUEST BEGINS
There will be a second Attack and Defend game at Fort Worr one hour after the CASTLE CONQUEST is over. Open Play will also start immediately after CASTLE CONQUEST is over and will continue until Dark.
8:00 PM Store Closes, PARTY BEGINS in REC. CENTER
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
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
4:00 PM Open Play-BONEHEADS CASTLE NUMBSKULL-Attack and Defend
5:30 PM Open Play Over-Pump Play Over
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.
Castle Conquest will start promptly at 11:00 am Saturday morning and end at 6:00 pm Saturday Evening. Attackers will Chrono their markers beside the Rec. Center and the Defenders will Chrono their markers at the Field Entrance beside the Museum. 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 the Castle Courtyard.
The game will be held on the following fields: CASTLE AAARRGH, TIPPMANN TOWN, AMBUSH ASSAULT, FORT BLUE’S CREW, 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 insertion referee at the attackers insertion point beside the Museum to win the game. The 10 objectives 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 attackers must remove 5 objectives within the first five hours of the game or the defenders win. If the attackers retrieve 5 objectives within the first 4 hours of the game, then the game continues until all 10 objectives have been recovered. If the game is completed in less than 4 hours, another Attack and Defend Game will be held at FORT WORR one hour after the Castle Conquest ends.
The attackers will start and reinsert into the game through 2 reinsertion points which are located beside the Museum and behind the Barn. Attackers will be able to reinsert at these points every 15 minutes with a 3 minute window. The defenders start the game within the Castle walls and reinsert from the Castle Dead Zone every 15 minutes with a 3 minute window. Defenders that are in play may leave the Castle through the 6 entrances/exits and can go anywhere on the 7 fields except past the buildings at the far end of TIPPMANN TOWN towards the barn and past the buildings on the side facing the Rec. Center. Defenders cannot go past the Tower at the edge of FERRYMEN’S AIRFIELD. Live players cannot leave the Castle from the Castle Dead Zone to enter the game.
Players may only enter the Castle using the four ground entrances and the two upper gang ramps. 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 EMR’S CUSTOM BLUE GRAFFITI PAINTBALLS FROM VALKEN 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.