COMING SOON
WISHWELL
Faction and zombie Based warfare
GAME RULES
THIS IS NOT YOUR TYPICAL AIRSOFT OR LARP GAME
IT'S SURVIVAL RPG!
STOP:BEFORE YOU READ ANY FURTHER UNDERSTAND THAT THIS IS NOT AN AIRSOFT GAME. THIS IS A STORY DRIVEN LIVE ACTION ROLE PLAYING EVENT OR LARP, THAT WE CALL SURVIVAL RPG. AMMO WILL BE EXTREMELY LIMITED. IF YOU JUST WANT TO COME AND SHOOT YOUR AIRSOFT REPLICA NON STOP AT AN OPPOSING TEAM OR ZOMBIE THIS GAME IS NOT FOR YOU, BUT IF YOU WANT TO EXPERIENCE SOMETHING DIFFERENT, THEN PLEASE READ ON!​​
Who Can Play:
The minimum age to play is 18 years old! This Game is Rated R
(IF YOU HAVE SOMEONE UNDER 18 THAT YOU THINK CAN HANDLE THE GAME PLEASE REACH OUT TO OTHER WORLD PRODUCTIONS BEFORE PURCHASING A TICKET)
Safety:
(OW) considers safety its #1 priority. Airsoft, Milsim, LARP and Survival RPG is designed for the mature and level-headed player. Common sense and the right, fair-play, honest attitude are a must at this event. CHEATING WILL NOT BE TOLERATED.
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(OW) requires everyone to have a barrel cover over the tip of their airsoft gun when not on the playing field, as well as magazine out and safety on! All pistols must be holstered.
All players are required to attend the safety briefing prior to the start of the game. a wristband will be issued once briefing is over and we will be checking them before game start. So be at the event before rules start or you will not play!!
(OWM) approved face Protection must remain on at all times while on the field or chronograph areas. Do not remove face protection under any circumstance. (AMBUSH ADVENTURE PARK REQUIRES ANYONE OVER THE AGE OF 18 WEAR SOMETHING OVER THE FACE TO PREVENT INJURY TO THE FACE. UNDER 18 YOU MUST WEAR A LOWER MESH OR PLASTIC PROTECTING THE TEETH.)
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Fully sealed approved goggle systems must be used including approved full seal Airsoft goggles that meet or exceed ASTM standards. (ANSI Z87.1 and/or ASTM F- 1776-99a rated (or greater) ballistic eye protection will be accepted.
We Recommend a lower mesh or plastic to prevent penetration to your face.
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There will be a Mandatory Ejection of any players lifting or removing goggles while in "goggle on" areas (Playing Field, Chronograph Area, Target Area) after being personally warned once. This includes any action in which a player touches his/her Eye Protection in such a way that the seal of the goggles is broken. If you need to remove eye protection you have to leave the playing field. NO MESH GOGGLES!
Cease Fire:
Players or staff should call “cease fire” if you or another player is injured or loses their eye protection and requires immediate Admin/Medical attention. You will need to both vocally and via Comms (if possible) make the “cease fire” call with approximate location and details of the incident. If a cease fire occurs we will halt the game in that area not the entire field, UNLESS MEDICAL PROFESSIONALS ARE NEEDED.
Mandatory Equipment:
Living Player-
Gun, Face Protection/Goggles, red dead rag, white dead rag, red dead light, tactical light, boffer weapon, gear/cloths to match your faction, Speed Loader, and watch of some kind.
Subject 118s-
Face Protection/Goggles, red dead rag, red dead light, boffer weapon(recommended), zombie cloths, and a watch.
(Subject 118s (zombies) cant use guns!)
Recommended Equipment:
boots, knee pads, gloves.
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Common Sense Rules:
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YOU MAY NOT WEAR RED OR FLUORESCENT CLOTHING OR GEAR. Red represents dead on the kill rag and Fluorescent represents ref or staff. This would confuse players however clothing with red blood on it to enhance the game is allowed and highly recommended for the Sub118 (zombie) players.
No verbal abuse, name-calling, profanity, etc. will be tolerated.
No stealing, vandalizing, or fighting. (you will be turned over to the police)
No Drugs or Alcohol.
No Barricading doors or windows (unless using props specifically used for barricading doors and windows)
No riot shields (unless used in a mission or objective)
Lasers will be aloud but shining them in the face of another player or at any vehicles used in our games will be result in an automatic ejection from the game.
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RPS (Role Playing Staff):
RPS are not only used to make sure the rules are enforced, players are safe, score is kept, and the story going, they are put into play to enhance the game. You will have to utilize the RPS to complete missions and objectives. Each faction will have RPS as a part of their faction. Players can not kill RPS unless you are on a mission to do so or the RPS is in the middle of a battle. If the RPS is infected by the Sub118s(Zombies) the cure will be needed if you want to use their services. We recommend protecting the RPS.
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(If an RPS has a blue light turned on please do not target them. The blue light means they are a part of a mission going on)
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RPS List you may encounter in the game.
-The Wanderer
-The Doctor
-The news crew
-The children
-The Scientist- Dr Joseph Church
-The Trader
-The Hunter
-The Locksmith
-The Butchers
-The Fortune teller
-The Weapon smith
-The Bartender
-The announcer
-The DJ
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Who's In Charge:
Staff and RPS (Role Playing Staff) have the final say. No Arguing with staff/RPS.
FACTIONS:
The Military, The Criminals, The Survivors, The Veterans ,Knight Sky, and The Subject 118's (the zombies)
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Accepted Attire – The Military
any color rig
Multicam or Tropic Multicam tops and bottoms only
No Multicam Black
No Solid color tops or bottoms
No Hunting Camouflage
No RED OR FLORESCENT Cloths or gear
This faction in an RPS faction-
chosen by OWP
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Accepted Attire – The Criminals
any color rig
solid Black top and Bottom or
prison outfit
(could be solid orange, or Black and white stripe)
No camouflage
no RED OR FLORESCENT Cloths or gear
Accepted Attire – The Survivors
any color rig
any color tops and bottoms except
No Camouflage
No Black tops or bottoms
No Orange tops or bottoms
No RED OR FLORESCENT Cloths or gear
Accepted Attire – The Subject 118's
may wear anything in any color
except Nothing RED OR FLORESCENT
(except blood stained clothing is acceptable)
(it will add to the game experience-
for all if you wear ripped clothing)
(Dress the part)
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Accepted Attire- The Knight Sky
any color rig
black or blue pants
White dress shirt with a tie
This faction in an RPS faction-
chosen by OWP
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Accepted Attire- Veterans
any color rig
any military camo other than any
form of Multicam
(No hunting camo)
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You must follow our rules for Attire or you will not be permitted to play. .
​(There will be no armbands for our survival RPG)
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A video for Factions and attire is available Coming Soon
Ranged Weapons:
Our survival RPG games are semi automatic only NO exceptions.
We no longer allow rifles other than sniper of lever action rifles. The only exception will be RPS(Role Playing Staff) We decided this will make the game more playable and prevent players from getting over shot.
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Pistol:
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1.33 joules
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300 fps
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.32 BBs
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HPA / GAS and AEG
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Semi Auto Only
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10ft Minimum Engagement
Shotgun:
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1.33 joules
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300 fps
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.32 BBs
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HPA / GAS and AEG
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NO Semi or full Auto, Pump action, Lever Action or gas shell only
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10ft Minimum Engagement
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lever action Rifle/Sniper Rifle:
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1.55 joules
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324 fps
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.32 BBs
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HPA / GAS and AEG
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Semi Auto Only
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30ft minimum engagement
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must break the plain of a door or window on the first floor before shooting out
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Bows (LARP and Kids Bows only)
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no more than a 25lb at a 26" draw
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20ft minimum engagement
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LARP arrows only
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ANY LIVING PLAYER CAN CARRY A SIDEARM HOWEVER YOUR PRIMARY WEAPON WILL CHOOSE YOUR WEAPON CLASS.
(SEE THE WEAPON CALSSIFICATION SECTION BELOW)
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there is at least a 10 ft minimum engagement for all ranged airsoft replicas!
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- Any weapons that do not chronograph below safety limits will not be allowed on the field! NO EXCEPTIONS!
- VELOCITY REDUCERS ARE NOT ALLOWED TO BE USED TO BRING YOUR WEAPON UNDER THE FPS LIMITS!
- If you are caught tampering with the FPS after you have chronograph-ed and have not re-chronograph-ed your gun, YOU WILL BE EJECTED FROM THE GAME!
-All guns will be chrono'd by our staff using our BB's.
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NO BLIND FIREING!!
Melee Weapons(Boffer):
(Melee combat will be aloud with approved Boffer weapons and the touch of a Sub118 (Zombie)
The length of your Boffer that you can use will be determined by weapon Classification. See the Boffer weapon section for what is aloud as a legal boffer weapon. We will put up preorders for weapons if you are interested in purchasing something unique.
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Weapon Classification:
You must use this list to determine what class weapons you want to use for this game. Please make sure you bring the right weapons because a weapon classification inspection will be done before the game starts.
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Class A-
lever action or bolt action sniper rifle
Boffer weapon that is 0"-24"
(24" is the max length for a Subject 118 boffer weapon)
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Class B-
pump action or gas shell shotgun
Boffer weapon that is 0"-40"
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Class C-
semi auto pistol or Bow and Arrow
Boffer weapon any size you wish!
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(There is no limit to the amount of melee boffer weapons you carry as a living player as long as your biggest weapon is the appropriate class)
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( A sub118 can only use one melee or one throwable boffer weapon at 1st level. See below for more info on leveling up)
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Throwable Boffer:
Throwable boffer weapons have no CORE (just foam) and have to be 0"-14"
Treat damage dealt by a throwable boffer weapon the same a melee boffer weapon hit.
(You may not pick up other players boffer weapons after they are thrown )
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There is no minimum engagement for throwable boffer weapons!
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You may use your melee boffer weapon to block throwable boffer weapons!
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Boffer Materials and Construction:
A boffer weapon is constructed of-
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PVC CORE
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White pvc pipe only
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the core can be no bigger the 3/4 inch (short weapons use 1/2 inch pvc pipe)
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no CPVC, gray or pink pvc
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no bamboo
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no metal
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FOAM BODY
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PVC insulation foam
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1/2 inch or 3/4 inch inner diameter (based on the size core you choose)
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foam has to cover pipe completely
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THRUSTING TIP
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Ac foam (air conditioner foam)
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1 inch tip from the end of the insulation foam
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must compress and return to form
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DUCT TAPE
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cover whole weapon
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recommend name brand tape
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can use grip tape for weapon grip
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(we have a video on construction of a boffer weapon available
and we have some real looking boffer weapons available for pre order and sale at the event
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(We will also have basic daggers available to borrow for a $5 deposit)
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( NO NERF WEAPONS)
(There will be a weapons inspection before the game, if your weapon does not meet requirements it can not be used)
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Boffer Combat Safety:
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No head or crotch hits
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Do not trip other players
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Do not grab with your hands or weapon another players weapon or body
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You may not use a wounded appendage like a shield
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Only half power swings or thrusts
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No full swings
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No machine gun swinging
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No Blind Swinging (especially through buildings)
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(If you are in Boffer combat with someone or something keep in mind you can still be shot from ranged combat from another player.)
Parley:
If during boffer combat, when who hit who is to close to tell, or if a argument occurs, we ask that you just parley.
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Parley means the players involved would go their separate ways, behind cover and either reenter combat or walk away from the argument.
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We will not put up with real violence in any way, you will be ejected from the game and asked to leave the property and possibly asked by Ambush to never return. If necessary the law will be contacted.
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There will be a video on boffer combat and safety
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SHIELDS:
Only role playing staff (RPS) and high level characters are aloud to use shields.( the only exception would be for mission or objective use). A Shield does not protect vs grenades!
Ammo:
BIODEGRADABLE BB'S ONLY! We will supply HPA BB's for this game in the form of .20,.25, .32 and tracer rounds after dark at .25 weight only.
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. Ammo will be found and traded throughout the game. Ammo is extremely limited so you need to make every shot count.
Getting caught using your own ammo or ammo off the ground on the field would be considered cheating and you will be removed from the game.
Dead Rags/Lights:
(OW) requires every living player to have a red "dead rag", a white “dead rag”, and a red dead light on their person while playing.
The red dead rag is to be placed on top of your head or held up high when you are shot or hit in melee or by a living player to symbolize you are severely wounded during the day and the red dead light is to be used during the night. Any other color dead light is prohibited. Game staff will be using a color other than red.
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The White Dead Rag is to be used to symbolized that a living player has been bitten/ infected by the sub118s.
(sub118s are not required to have white dead rags)
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Your white dead rag in combination with your red dead light symbolizes you have been infected in the dark.
The Sub118s are required to have a red dead rag and a red dead light but not a white dead rag.
- You are required to bring your own red dead rag, white dead rag, and red dead light.
-The on-site store will have small quantities for purchase.
Mags:
At (OW) Survival RPG games are mid cap or real cap only. (this game is extremely limited ammo)
Hit Rule for ranged combat:
(SUB118S CAN NOT USE GUNS)
Living Player-
-If a living player (non Sub118) is hit anywhere on their person or gear they are wounded or Severely Wounded .
(arm and leg hit = Wounded, chest and head hits= Severely wounded. See Wounded section below for more details)
- Friendly fire counts.
- All Hits count except for ricochets.
- If hit in the Gun you are not wounded or Severely wounded but you Gun is damaged and can no longer be used until it is repaired. (See more about gun hits below)
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Sub118s-
-If a Sub118 is hit above the waist excluding the arms and the head they are Incapacitated. Being hit below the waist, the arms, and the head do not count. (make your shots count)
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(A Bow is considered a ranged weapon)
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Hit Rule for Melee combat:
Living Player-
-If a living player (non Sub118) is hit on an arm or leg with a boffer weapon they will not be able to use that body part until a tourniquet is applied to that body part or they return to their base.
-If a living player is hit above the waist but below the neck (excluding the arms) you are considered severely wounded and cannot do anything except call for help or return to your base.
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Sub118s-
-If a Sub118 is hit above the waist (excluding the head and arms) from a Boffer weapon they are severely wounded. Being hit below the waist does not count.
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MILSIM/Airsoft/Survival RPG is a game of honor. CALL YOUR OWN HITS. Do not call opposing squad players out. If you believe the hits on that player are not being called please inform Role Playing staff (RPS) and they will look into it. Players caught cheating will get one warning and after that they will be ejected from the game.
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​Being Wounded:
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When hit in this game you are either WOUNDED, SEVERLY WOUNDED, or INCAPACITATED.
WOUNDED-
- When a living player is hit in the arms or legs by a ranged weapon, melee boffer weapon, or a throwable boffer weapon they are considered Wounded.
- You may not use a wounded appendage as a shield
- We expect you to act wounded (for example if hit in the leg you should be limping)
(NOTE: Sub118s do not get wounded only Severely wounded or incapacitated)
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SEVERELY WOUNDED LIVING PLAYER-
- When a living player is hit anywhere that is not the arms or legs with a ranged weapon, boffer weapon, or throwable boffer weapon you are considered severely wounded.
( the only exception is with your melee boffer weapon you may not attack the head or below the belt of any player. Keep in mind accidents happen)
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After you are severely wounded yell "HIT" or “BITTEN” and pull out your appropriate dead rag or if it is night turn on your appropriate dead light and make sure it is visible.
For Living Players( military/survivor/Veteran/ criminal/Knight Sky) if you are severely wounded by another Living Player you would remain where hit with your red dead rag or red dead light out and wait to be healed by tourniquet or looted by the enemy. After 5 minutes of not being healed or looted you may choose to go back to your base for respawn. ( see stealing section below)
If TAGGED “bitten” by a Sub118 while waiting you would pull out your white dead rag, hand the sub118 a BRAIN TOKEN (see the patches and tokens section of the rules.) and begin a slow walk back to your base for re-spawn. This is the main way the Sub118s score their points.
There is a cure to the bite. If a living player gives you the cure before you return to base you will receive a replacement brain token. Read the scoring section for a better understanding.
A severely wounded Living player that has not been Tagged “bitten” must remain where hit and another player may simulate dragging the wounded player to a safe area by grabbing their arm and pulling them.
(You may not drag players that have been tagged/Bitten.)
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If a living player is already severely wounded waiting to be healed they can still be tagged by a Sub118. That forces you to make the slow walk back to base and giving up a brain token.
If a living player is wounded and not tagged "bitten" and no one can get to you to heal and you decide to go to respawn you must go the entire way back and can not be healed by anyone on your travels back.
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Returning to your base because you are bitten will require a 5 minute wait until you can reenter play.
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(IF YOU ARE SEVERELY WOUNDED AT YOUR FACTION BASE YOU JUST HAVE TO WAIT 3 MINUTES BEFORE RE ENTRY)
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INCAPACITATED SUB 118-
-When a Sub 118 (zombie) player is hit above the waist and below the neck minus the arms they are Incapacitated .
- An Incapacitated sub 118 may be tagged by patient zero to be brought to full strength .
- A Sub 118 can continue to crawl and attack when Incapacitated.
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Severely Wounded SUB 118-
-After a Sub118 is Incapacitated They would need finished off in melee boffer combat to be severely wounded.
- A Sub118 if severely wounded has to wait at least 1 min before returning to respawn giving a living player a chance to loot.(see more about looting below)
-A severely wounded Sub118 must be revived by Patient Zero, return to base for imitate respawn (after 1 min loot time) or wait 5 mins where severely wounded for respawn.
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A grenade hit automatically makes you severely wounded and you must return to base for respawn.
Dead Men Tell No Tales:
which means that if you severely wounded, you may not communicate with any player in play, that includes on the radio. The only thing you are allowed to do is call for a "HELP".
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REVIVE RULE:
At (OW) survival RPG games the Revive rule is another living player must wrap a medic/Tourniquet strap on the arm or leg of the severely wounded Living player for them to be healed.
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If the living player was just hit on the arm or leg from a boffer weapon, ranged weapon, or throwable boffer weapon then a medic/Tourniquet can be applied to that body part by another living player or you may do so yourself. This will give use back to the wounded body part.
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one Medic/Tourniquet strap will be issued at registration to each Living player. it is your responsibility to keep it safe. we will not give out extra.
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If you find a medic/Tourniquet while playing keep it. Its a bonus for you and may be used for xtra life.
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You may only reissue your medic/Tourniquet bands by returning to your base or meeting up with a doctor (role player staff). The doctor may require your services in exchange for theirs.
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IF YOU ARE SEVERELY WOUNDED AND LOOTED YOU NO LONGER CAN BE REVIVED!
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SUB118 (ZOMBIE) RULES:
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SUB118 EVOLUTION-
During the 365th day Sub118s can all run and use boffer weapons.
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NOTE: BEING HIT BY A SUB118 WITH A BOFFER WEAPON IS THE SAME AS BEING TAGGED/BITTEN AND YOU ARE NOW INFECTED. HOWEVER BEING HIT BY A SUB118 BY A THROABLE BOFFER WEAPON WOULD ONLY MAKE YOU WOUNDED OR SEVERLEY WOUNDED DEPENDING ON WHERE HIT AND YOU WOULD STILL HAVE TO BE TAGGED TO BE INFECTED.
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THE CURE:
The cure package comes with a syringe and a brain token. You will find this valuable item throughout the game that will cure you if you are Tagged “bitten” by the Sub118s, It's as simple as releasing its contents while touching the arm of the infected. Anyone can administer the cure even yourself if you were bitten. There will also be a Brain Token in the cure package that goes to the cured player. Keeping the empty cure package might be a good barter tool with (NPC) characters throughout the game. It does not hurt your faction if you are bitten and make the slow walk back to your base to be revived (other than a 5 minute wait time for reentry )so it might be smart to use the cure for RPS (role playing staff) if they need it instead. If you use the cure for a RPS (Role Playing Staff) you will get to keep the extra brain token.
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The Sub118s can not be cured unless its part of a mission your faction may be on.
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Grenades:
(You must have an upgrade patch to be able to use Grenades, Read about upgrade patches in the tokens, coins, and patches section)
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In order to kill a player with a grenade your grenade must discharge. (Thunder B's, Tornado, EG-67 etc.)
-Indoor Rule: 15' kill radius for indoors. For indoors you can use hard cover to shield yourself from the blast. Be fair hard cover is not a net or a cardboard box.
-Outdoor Rule: To kill a player outside a building with a grenade, it must discharge bb's and hit the enemy. EG-67 explosive grenades will be allowed.
-At (OW) games, cold burning smoke is allowed but may not be used in buildings of any kind. Red smoke may not be used since it will be used by game staff only.
(YOU CAN USE SMOKE GRENADES WITHOUT AN UPGRADE PATCH)
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Vehicles:
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If a vehicle is in use, it is considered disabled if caught in smoke or hit by a frag. The tool box will be needed to repair the vehicle
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Radios:
not mandatory) but highly recommended for communicating with your faction. We recommend baofeng uv-5r.
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FACTION RULE:
Survival RPG is a faction based game.
You do not have to stay with your faction however your faction Leader(RPS) does have to be present for story mission completion to take score.
If groups from factions want to go off searching for survival items or to find side missions they may do so. In fact to maximize your factions score splitting into smaller groups is highly recommended.
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FACTION LEADER(RPS):
Each Faction will have a Faction leader which we will choose to be in charge.
It is the job of the faction leader to go over objectives with your faction and do what is necessary for your faction to win.
A faction leader is considered staff if no staff is present.
FACTIONS STORY:
WISHWELL survival RPG will have 6 different factions.
THE MILITARY (Chosen By OWP/ RPS)
--The Military was told that they are being sent to Wishwell for situation intel, to protect the civilians, and to prevent anyone from leaving.
Wishwell is the source of where it all began and the government believes it is where it all ends. Nothing living or dead can leave the city.
The Military faction is made up of 3 to 5 players and are RPS (role playing staff)
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THE VETERANS
-- Formed after getting screwed over from the Federation when the outbreak first stated. Have accepted they will never leave but will fight until their last breath.
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The Survivor faction is made up of 30 players, 1 Faction Leader RPS (role playing staff)
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THE SURVIVORS
—The Survivors have been caught in the cross hairs of a battle between the military, the veterans, S118s, and the Criminals. They have been preparing for this day most of their lives. The Survivors main objective is to survive and prepare for the future.
The Survivor faction is made up of 30 players, 1 Faction Leader RPS (role playing staff)
THE CRIMINALS
—The Criminals believe the world is coming to an end so they might as well enjoy it. Main objective is to take what they want from Wishwell, destroy everything.
The Criminal faction is made up of 30 players, 1 Faction Leader RPS (role playing staff)
THE SUB118s
---The Sub118s were the first infected. Main objective to feed and spread.
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The Sub118s faction is made up of 50 players, 1 Faction Leader RPS (role playing staff)
THE KNIGHT SKY (Chosen By OWP/ RPS)
--- The Knight Sky are a group of mercenaries that will help however needs it for the right price.
(This whole faction will be picked by OW and are put into play to enhance the game. Treat them as RPS)
TOKENS,CARDS, COINS, AND PATCHES
Survival Items:(PATCHES)
Living Players will be collecting items that are needed to survive. (Sub 118s cannot pick up survival items but can collect them off of Tagged/bitten players)(see the steeling/taking items section below)
These items will be represented in the form of patches( food, Water, Ammo, medical, Tools, Upgrade and key card) You may collect these items for trade, mission use, or to bank for end game score.
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Water patch-
primary survival item- common to find
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Food patch-
primary survival item- common to find
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Tools patch-
Needed to repair disabled weapons and for specific missions- uncommon to find.
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Ammo patch-
can be “traded” for actual ammo- rare to find.
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Medical patch-
Could be used for mission, objective, to trade for more med/Tourniquet bands- very rare to find
Upgrade Patch-
used if there is an in game item that you have to be skilled to use. ( For example not everyone can disarm a bomb, use grenades, or use nigh vision) The Upgrade patch can be stored at your base and is worth big points) Some specific missions will say a "player with an upgrade patch is needed to preform task or complete mission".- Very Rare to find
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Key card patches-
certain buildings will have a color square next to the door. This means you can not enter that building without a key card that matches that color. Simply attach the key card patch of the matching color on the patch panel then you can enter the building through that door. You may exit the building through any door. Players can steal key if you leave it on the patch panel- Very Rare to find
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Faction Patch-
Your faction will be given to you at event registration. This represents who you are fighting for. If another player takes your faction patch( See the steeling/taking items section below) it is worth big points for their faction.
( ALL SURVIVAL ITEM PATCHES ARE THE PROPERTY OF OTHER WORLD PRODUCTIONS ARE NOT FOR YOU TO KEEP!! THEY MUST BE RETURNED AT THE END OF THE EVENT)
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Transporting Survival Items:
Each player will need to have room on their kit for 4 patches.
Four (4) is the max survival items you can carry at a time unless otherwise stated.
Your faction patch has to be worn but does not take up one of those 4 slots.
If you do not have or want to wear a kit to transport patches you may buy an armband for $5 that has a patch panel to hold your patches.
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Banking Survival Items:
Each faction will have a storage crate (aka patch Wall) at their base to put these supplies.
Each kind of patch is worth different points when you store them.
You may remove patches from your bank at anytime to use in the game however once you do risk the chance of them being taken.
Other factions cannot take patches from you storage crate only from the players themselves.
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Banked Patch Point Value-
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Food-10 pts per
Water-10 pts per
Tools-20 pts per
Ammo- 25 pts per
Medical- 25 pts per
Upgrade-50 pts per
Key Card-50 pts per
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If the survival items are not on the patch board (storage crate) by 9:30pm, half an hour before game ends, their points will not count.
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Steeling/Taking/ looting survival Items:
Living Players-
If you are a living player severely wounded by another living player and that player is still in play and can get to you, they can take one survival patch as long as they have room for it.( remember 4 items max). If they do not have room they can switch one of theirs for one of yours. If they cannot get to you in the 3 minute wait time and you decide to go back to your base, they can no longer steel from you.
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(IF YOU ARE SEVERELY WOUNDED AND HAVE BEEN LOOTED YOU NOW HAVE TO RETURN TO BASE AND CAN NOT BE HEALED, THIS WILL PREVENT MORE THAN ONE PLAYER TRYING TO LOOT YOU)
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If you are tagged/bitten by a sub118 before the 3 mins are up you would not have to give a survival item because you would now be giving a brain token to the Sub118.
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You would not give your Faction patch unless it is your last patch. Faction patch is worth big points for your enemies.
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Faction Patch-100 pts per
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Sub 1118s (Zombie)-
If you are a Sub 118 and you tag/bite a living player that player must give you one of their brain tokens. (see Brain token section below)
If you are a Sub 118 and you tag/bite a living player and that player no longer has brain tokens, they must give up a survival item of the tagged players choice. The Sub118 can now where the survival patch collected and bank it at their base. If the Sub 118 gets killed before returning it to their base a living player can collect it as long as they have room for it.
You would not give your Faction patch unless it is your last patch. Faction patch is worth big points for your enemies.
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A Sub118 if severely wounded has to wait at least 1 min before returning to respawn giving a living player a chance to loot.
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You may never take the faction patch of a Sub 118.
BRAIN TOKENS:
Each living player will start the game with 5 brain tokens. If you are infected by a SUB118 in anyway you would give them a brain token. If you no longer have brain tokens you would give up a survival item to the SUB118. There are ways in the game that you might get more brain tokens and you are allowed to share with your faction if you choose to do so.
Bartering:
Survival items, gold and other items found may also be used to barter with RPS or other factions when their services might be needed to complete a mission or you just need some other gear. This game is a story driven game and the RPS are going to stay in character so if you benefit them they will help you.
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COINS:
You may find gold and silver coins throughout this game. Some RPS may require gold for their help. The Knight Sky faction will only help if they are paid in gold.
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Cards and Poker Chips:
You may find or be awarded exclusive poker cards and/or poker chips in the game. We recommend keeping them for personal use. Best poker hand at the end of the game gets you a 1/3 level up patch. Collecting all 4 poker chips may have a secret. first one to find the secret will be rewarded. These items have no point value for the game but You may keep them as a keepsake .
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Faction Missions:
You will have 8 faction missions that are faction specific.
Faction missions have to be completed in order.
You must complete your faction missions for a chance to win the game.
If your Faction Missions are not completed then all points from missions and survival patches mean nothing.
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SUB118 Do not have faction missions however they can steel your faction flag from your base. Steeling all faction flags is big points for the Sub 118s.
Bonus Missions:
Bonus missions will be given randomly from our RPS (role playing staff) Each bonus missions will be worth points for individual success as well as faction success. We will be using the SKIRMESH system to keep track of the bonus missions. A Skirmesh wristband will be needed to participate. You can rent one from OWP or Buy your own that will keep track of your personal achievements at Other World Productions events and any other event that uses the Skirmesh system.
Renting a wristband does not show your personal achievements, only keeps track of your team achievements.
Here is the link to set up your profile if purchasing a Skirmesh wristband
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This is how Completing a bonus mission from a RPS looks.
-You have to scan in with the RPS giving the mission
-Then scan in when finding the objective
-Then scan again with the RPS that gave the mission.
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Personal achievements-
Throughout the event top players on the Skirmesh leader board can win prizes( smoke, guns, patches, etc) and also 1/3 level up patches
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Props:
If you get severely wounded by a living player or bitten/tagged by a Sub118 you have to drop any prop you are holding until you are healed or cured. If you are wounded you do not have to drop the prop but make sure you are carrying it with a non wounded body part.
Props are mission specific so if you see a prop you cannot touch it unless you are on mission to do so.
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Fence:
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We will be using caution fencing as a prop in the game. You may not walk through or over this fence after it has been setup. You may not cut or rip the fence unless on mission to do so. This fence will be used by factions to protect their bases.
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Leveling up:
Leveling up will give you bonuses for future Wishwell events. There are a couple ways to earn 1/3 level level up patches.
-You get a 1/3 level up patch for attending the event.
-You get a 1/3 level up patch for winning the event.
-Best dressed from each faction gets a 1/3 level up patch
-Best homemade Boffer weapon at the event gets a 1/3 level up patch
-Best poker hand gets a 1/3 level up patch
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At the beginning of the event if you have enough 1/3 level up patches you can trade in for your next level patch. We keep track of your patches so there is no cheating and giving buddies patches.
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Find out where you stand here ??????????????????
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What does leveling up do for me:
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A living player-
2nd level- starts with a face card and 2 extra ammo patches
3rd level- (no one will be 3rd level at the start of this game)
A Sub118 player-
2nd level- starts with a face card and may now use dual boffer weapons
3rd level- (no one will be 3rd level at the start of this game)
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Your Base:
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Each faction will have a base
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Your base is where you would go to respawn, regroup, and bank survival patches (we will have a patch wall at all bases)
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Other factions can visit other factions bases but cannot start a fight.
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No base combat except for Sub118. A Sub118 can attack you at your base
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Event Schedule:
10:00am- registration, Crono, Weapon inspections, and Skirmesh team scan ins
12:00pm- Rules( Must be present or you will not play)
12:45pm- RPS and Faction Leader Meeting in the Compound
1:00pm- Game starts in the compound. (Time to get in character and meet players)
2:00pm- Game starts on the field
4:00pm- 1st prize given to first on the Skirmesh Leader Board
5:30pm- 2nd prize given to first on the Skirmesh Leader Board
7:30pm- 3rd prize given to first on the Skirmesh Leader Board
8:30pm- 4th prize given to first on the Skirmesh Leader Board
9:30pm- 5th prize given to first on the Skirmesh Leader Board
10:00pm- Wishwell Ends.
10:30pm- Awards and final score