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WGP/JT SPORTS PRESENTS
WESTERN WORRS
JUNE 27/28, 2009

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


The GAME: WESTERN WORRS pits the Soldiers and Settlers that are trying to take over the land against the Native American Warriors that are trying to take back their land. Both sides will be fighting over FORT WORR and various outposts and camps throughout the land for control with a total of 11 flags. These include ENGLER’S OUTPOST, the TRAPPER CAMP, the MINER’S CAMP, DEATH VALLEY BRIDGE, GEILING HACIENDA, and the Brand New TRAIN STATION.
Both sides have an equal amount of fighters and each objective will be checked every 20 minutes to see who is in control. Each quadrant of FORT WORR will be worth 15 points. Apache Butte and the Miner’s Camp is worth 25 points. Coyote Bridge and Engler’s Outpost are both worth 40 points, the Train Station is worth 45 points, and the Trapper’s Camp and Geiling Hacienda will both be worth 50 points. Control of each outpost and compound will be designated by whose flag is flying, Red for Native Warriors and Yellow for Soldiers and Settlers.
There will also be gold put out at various outposts which can be used to purchase either Gun Runners Inserts in various parts of the field, Dynamite to blow up the opposition in any objective, or Whiskey to make it easier to take over an objective. Insertions will be every 15 minutes with a 3 minute window and the Settlers and Soldiers will enter by the Rec. Center while the Native Warriors will enter at the Campground Parking. The S & S will have a Corpsman that will be able to heal wounded Settlers and Soldiers and the Warriors will have a Medicine Man that can do the same. Throughout the game, commanders will receive various missions to run to gather more points and can combine their gold purchases with their players to complete their missions. No Barrel Tags or Dead Man Walks are allowed.

The TEAMS: The Settlers and Soldiers will be commanded by “ CAPTAIN CUSSES FAT ZEBRA” of team FERRYMEN and joined by teams BLACK EAGLE SQUADRON, BONEHEADS, DELTA, FIRST BLOOD, JACKSON’S WARRIORS, LOGOS, SHADOW COMPANY, and WILDCARDS. The Native Warriors will be commanded by CHIEF CRAZY HOSSES MIKE SHERIDAN of team MISDIRECTED HOSTILITIES and they will be joined by teams AMBUSH ALPHA, ASSASSINS GUILD, BITM, CARTER’S COMMANDO, GOBs, JERSEY TITANS, PA BREW CREW, PAINTSTORM, PUBCRAWLING, and TRIAL BY FIRE.

The FORT: FORT WORR was built by WORR GAME PRODUCTS and the EMR FAMILY and is the LARGEST STOCKADE FORT in PAINTBALL. It consists of two story walls with various stores and business within as well as the Soldiers two story Barracks in the middle. With over 20,000 square feet of fighting area, it is the center of the WESTERN WORRS GAME and worth the most points. Each quadrant will have a separate flag to designate control.

PRICING: The cost per player for Entry is ONLY $35 for WESTERN WORRS game only on Saturday if Pre-paid by 6/12/09 or $50 for the entire weekend of play if prepaid by 6/12/09. Cost at the event is $45 for Saturday Only and $60 for the entire event. ALL ENTRY FEES INCLUDE CHOICE OF UNLIMITED CO2 & COMPRESSED AIR or the Standard Rental Package consisting of a TIPPMANN 98 Semi-Auto Marker, Goggles, CO2 Bottle, and CO2. The Weekend Fee includes: WESTERN WORRS game, 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 6/12/09 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 6/12/09 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 WESTERN WORRS will be EMR’s Custom 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 WORR PAINT MAY BE USED FOR WESTERN WORRS!

REGISTRATION: To Pre-Register for this event by 6/12/09 online with a Credit Card, please click HERE. To Pre-Register for this event by 6/12/09 via Mail, please click HERE to print out a form to mail. For Pass Holders to Pre-Register for this event by 6/12/09, 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 over 50 EMR Events and run by AJ Allen and Rich Gilbert, will be reffing the event and joined by 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: WESTERN WORRS will start promptly at 11:00 am on Saturday morning and end at 6:00 pm. Chronoing and issuing armbands for all players on the SOLDIERS & SETTLERS and NATIVE WARRIORS will start at 8:00 am behind the Rec. Center. Upon being chronoed, ID tags will be punched by a ref and one arm will be taped. Player’s will be randomly chronoed throughout the game when they reenter and by roving Chrono Cops while playing.

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 WESTERN WORRS is 10 years old. 10 and 11 year olds must have an adult of 18 years old or older playing with them. 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 shooting through a crack or opening in any 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. All other EMR standard rules apply to the game and the WESTERN WORRS GAME RULES are listed below.

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: All Prizes are from the WESTERN WORRS and EMR sponsors. At 6:30 pm on Saturday, $1000’s worth of prizes will be given away at the stage. All WESTERN WORRS 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. 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 after Thursday, 6/25/09 and stay through Monday, 6/29/09. ANY TEAMS or GROUPS of PLAYERS that would like to RENT THEIR OWN PORTA-JOHN for the WEEKEND, they can do that by contacting SUBURBAN SEPTIC at (888) 775-3693 and ask for Yvonne. You should bring your own padlock if you wish to lock it. YOU CAN CHECK YOUR CAMPSITE AND BUNKHOUSE RESERVATION ASSIGNMENTS after 6/6/08 BY CLICKING HERE.

Food: UNCLE CHARLIES PIZZA will be selling a variety of 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 APP, DELTA PAINTBALL, EMR PAINTBALL PARK, ENERGY PAINTBALL, ENGLER PAINTBALL GUNS, JT SPORTS, NXE, P.I.M.P. MAGIC, SMART PARTS, and VIRTUE. 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: Team BONEHEADS is Sponsoring the Player’s Party to celebrate their 20th ANNIVERSARY as a Team. It will start at 8:00 pm on Saturday in the Rec. Center and they will be providing snacks, beverages, and good music provided by DJ Dayon “HIGHLANDER” Heard. They will be setting up upstairs in the Rec. center and having a Party with a WESTERN STYLE THEME. 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 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 $15 and should be paid at the Store Sunday morning. The $15 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
10:00 PM Store Closes
Compressed Air & CO2 Stations Close

SATURDAY:
8:00 AM Store, Pre-Registration and Registration Windows, Chronos, Compressed Air Stations, CO2 Stations, Paint Sales, OPEN FOR BUSINESS
9:55 AM Chrono at Rec Center Closes for Safety Orientation and Game Rules
10:00 AM Safety Orientation and Game Rules Given at the STAGE
11:00 AM WESTERN WORRS BEGINS
5:00 PM Game Standdown to get ready for Final Battle
5:30 PM Final Battle at FORT WORR
6:00 PM GAME ENDS
6:30 PM Prize Giveaways
8:00 PM Team BONEHEADS 20th Anniversary Party starts upstairs in Rec. Center
International Paintball Museum Opens, hosted by team CARTER’S COMMANDO
Bon Fire starts at Bunkhouses.
STORE CLOSES
9:00 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
Speedball begins behind Rec. Center
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-CASTLE AAARRGH
2:00 PM Museum Closes
2:50 PM Open Play-MARGARITAVILLE
4:00 PM Open Play-BONEHEADS CASTLE NUMBSKULL-Attack and Defend
5:30 PM Open Play Over-Pump Play Over-Speedball Play Over
Store Closes

WESTERN WORRS GAME RULES


WESTERN WORRS IS A VERY EXCITING, INTENSE, ADRENALINE PUMPING PAINTBALL EVENT THAT INVOLVES MANY STRUCTURES AND CLOSE UP FIGHTING. 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


WESTERN WORRS
WESTERN WORRS is a game between two teams consisting of the Native Warriors which will be wearing Red Arm Band tape as one and the other will be the Soldiers and Settlers which will be wearing Yellow Arm Band Tape. All Players must wear Arm Band Tape. Both Teams will be fighting over control of 11 flags that are positioned in Fort Worr and various Outposts. Points will be awarded to the team that has their flag color flying at the objectives when it is checked every 20 minutes and the game winner will be determined by the team that has the most points. Each team can also purchase special bonuses with bags of gold that will be found at various flag stations throughout the day and find hidden caches. The Soldiers and Settlers will enter the game at the right side of the Rec. Center and the Native Warriors will enter the game at the designated spot beside the campsite parking area. Reinsertions will be every 15 minutes with a 3 minute window. Players from the opposing team cannot advance closer than 150’ from the oppositions insertion point.

1) FLAGS FORT WORR- Worth 10 Points Each and will have 4 separate flags/one in each corner
APACHE BUTTE- Worth 25 Points.
MINER’S CAMP- Worth 25 Points.
DEATH VALLEY BRIDGE- Worth 40 Points.
ENGLER’S OUTPOST- Worth 40 Points.
TRAIN STATION- Worth 45 Points
TRAPPER’S CAMP- Worth 50 Points.
GEILING HACIENDA- Worth 50 Points.

2) BARTERS Only One BARTER can be used at one time and must be traded for at the trading post with Dead Eye Dead Guy for bags of gold! Time to use Barter is 20 minutes from start time from entry point. Any Gold Bags not used may be turned in at the end of the game for 10 points each. The Barter Ref must go along when the Barter is used to make it official.
DYNAMITE-Trade for 1 Bag of Gold-Can be used to blow up the occupants of any Outpost or one quadrant of FORT WORR. Dynamite must be thrown to hit within 10 feet of the objective’s wall to be effective. It cannot be thrown over the walls or it is cancelled. Only one throw per Dynamite Charge and Barter Ref must be present.
WHISKEY JUG-Trade for 2 Bags of Gold-Can be used to clear out all occupants of any objective or one quadrant of FORT WORR by rendering them unconscious to be eliminated. Must be within 100 feet of objective and given to the Barter Ref to clear the objective.
GUN RUNNERS-Trade for 1 Bag of Gold-Can be used to send any squad of maximum of 10 Gun Runners (picked from own forces) to insert any place on the playing field with the Barter Ref. Gun Runners can insert no closer than 50 feet from any outpost or FORT WORR or opposing Players.
DYNAMITE w/ GUN RUNNERS-Trade for 3 BAGS of GOLD
WHISKEY JUG w/ GUN RUNNERS-Trade for 4 BAGS of GOLD

If a player is marked out while carrying a barter prop, he must drop it and another player from his side can pick it up to use. If there are no other players from his side to pick it up, the barter ref will pick it up and it is out of play. All barters can be used in conjunction with the missions for retrieval of Caches.

3) CACHES & MISSIONS There are several caches with needed supplies inside scattered around the field that at certain times can be retrieved and turned in at the Trading Post for Points. A key with directions to where they are hidden will be given to the commander throughout the day. The Caches then must be retrieved and removed from the field within 30 minutes and are worth 50 points each. Caches must be returned to the commander along with the chain, lock, and key and then turned into the Trading Post for points within 45 minutes of receiving the mission. Any players messing with, breaking, or taking a hidden cache without a key, will cost their side 50 points. Barter Ref must accompany cache retrievals and missions.

4) PODS There will be pods scattered about the field throughout the game that hold either Soldiers & Settlers Or Native Warriors. These pods must be turned in at the trading post to get points. If either team turns in a pod with their fighters inside, they are worth 5 points for each fighter. If they turn in a pod with the opposite teams fighters inside, they are considered prisoners and worth 10 points for each fighter.

5) HEALERS Both Teams will have a healer(s) on their side that can heal any wounded players, except for a head Shot with 15 Healing Necklaces. A player may only be healed once during any insertion. The Healer will place a necklace over the head of the wounded to heal him. When hit out after being healed, players need to return to their insertion point and return the healing necklace to their commander’s table so it can be used again. No Healer can go out on the field as a healer unless he has at least 5 healing necklaces with him. Commanders can send out a maximum of two healers at a time. Necklaces may be turned in at the store at the end of the game for 10 points each.

6) FINAL BATTLE Final Battle will take place at FORT WORR and will consist of 5 Slap Sticks located in a straight line starting outside of the fort, going through the fort, and continuing out the other side. Each Slap Stick will be checked every 5 minutes and will count for 5 points to the team whose color is sticking out. No Player can advance past the line of slapsticks from his start point. There will be constant reinsertion for both sides throughout the entire Final Battle.

7) SPECIAL RULES No Dead Man Walks or variations of it! If you encounter another player with your gun pointed down, you must either raise it and fire or call yourself out. Counting Coup does count! (Barrel Tags) Must have barrel on marker to count.

WESTERN WORRS will start promptly at 11:00 am Saturday morning and end at 6:00 pm Saturday Evening. Chronoing for all Players is behind the Rec. Center. 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 285 FPS. The safety speech and game rules will be given at the Stage at 10:00 am.
The game will be held on the following fields: FERRYMEN’S AIRFIELD, HELLRAISERS HAUNT, BONEHEADS, DEUCE’S WILD, FORT WORR, CURSED COMPANY’S CAMP, SGT. SPLATTERS, HEADHUNTER’S HAUNT, AND PUBCRAWLING PLACE.
No barricades, boards, wooden structures, screwed together stacks of barrels, loose barrels, or spools can be moved by the players. No climbing of any trees, ladders, or walls, only steps with hand-rails. No Explosives, Fireworks, Knives, Tools, Alcohol Use, or Drug Use is allowed during this game. 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. Suggest Orange to show up the best. 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. 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 of FORT WORR and ENGLER’S OUTPOST!!! NO SHOOTING THROUGH ANY OPENING LESS THAN 4” WIDE IN ANY BUILDING WALLS!!! NO BLIND FIRING! ANY PLAYERS CAUGHT WITH OFF FIELD PAINT WILL BE EJECTED IMMEDIATELY FROM THE GAME! ONLY EMR’S CUSTOM 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 285 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
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