
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!
(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.
(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.)
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.
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.
Common Sense Rules:
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.
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.
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
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, Knight Sky, and The Subject 118's (the zombies)
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
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)
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
You must follow our rules for Attire or you will not be permitted to play. .
(There will be no armbands for our survival RPG)
A video for Factions and attire is available @ https://www.youtube.com/watch?v=A8IPis3xZSM
Ranged Weapons:
Our survival RPG games are semi automatic only NO exceptions.
1. Spring and Electric Weapons: MUST chronograph @ 1.55 joules (408 fps) or under with 0.20g BB's.
2. HPA, Gas, and CO2: Must chronograph @ 1.55 joules (335 fps) or under with.30g BB’s.
(NOTE: WE WILL ONLY ALLOW PUMP ACTION SHOTGUNS. NO SEMI OR FULL AUTO SHOTGUNS)
3. Snipers: MUST chronograph @ 2.32 joules (500 fps) or under with 0.20g BB's and the rifle being a bolt action non-air or non-gas powered weapon or @ 2.32 joules (408 fps) or under with .30g BB's for bolt action air or gas powered rifles. All snipers MUST be using a bolt-action single shot rifle only. No automatic or semi-automatics allowed. Minimum engagement distance is 100 Ft. A sniper may not shoot out of a structure unless the muzzle of gun breaks the plain of the window. (A SNIPER MUST CARRY A PISTOL AS A SIDE ARM)
ANY LIVING PLAYER CAN CARRY A SIDEARM HOWEVER YOUR PRIMARY WEAPON WILL CHOOSE YOUR WEAPON CALSS.
(SEE THE WEAPON CALSSIFICATION SECTION BELOW)
there is a 10 ft minimum engagement for all ranged airsoft replicas!
- 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.
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.
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.
Class A-
semi automatic rifle or bolt action sniper rifle
Boffer weapon that is 0"-24"
(24" is the max length for a Subject 118 boffer weapon)
Class B-
pump action shotgun
Boffer weapon that is 0"-40"
Class C-
semi auto pistol
Boffer weapon any size you wish!
(There is no limit to the amount of melee boffer weapons you carry as long as your biggest weapon is the appropriate class)
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 )
There is no minimum engagement for throwable boffer weapons!
Boffer Materials and Construction:
A boffer weapon is constructed of-
PVC CORE
-
White pvc pipe only
-
the core can be no bigger the 3/4 inch (short weapons use 1/2 inch pvc pipe)
-
no CPVC, gray or pink pvc
-
no bamboo
-
no metal
FOAM BODY
-
PVC insulation foam
-
1/2 inch or 3/4 inch inner diameter (based on the size core you choose)
-
foam has to cover pipe completely
THRUSTING TIP
-
Ac foam (air conditioner foam)
-
1 inch tip from the end of the insulation foam
-
must compress and return to form
DUCT TAPE
-
cover whole weapon
-
recommend name brand tape
-
can use grip tape for weapon grip
(we have a video on construction of a boffer weapon available https://www.youtube.com/watch?v=xvwBlbLYU_U&t=45s
and we have some real looking boffer weapons available for pre order and sale at https://jackal-armory.square.site/ )
(We will also have basic daggers available to borrow for a $5 deposit)
( NO NERF WEAPONS)
(There will be a weapons inspection before the game, if your weapon does not meet requirements it can not be used)
Boffer Combat Safety:
-
No head or crotch hits
-
Do not trip other players
-
Do not grab with your hands or weapon another players weapon or body
-
You may not use a wounded appendage like a shield
-
Only half power swings or thrusts
-
No full swings
-
No machine gun swinging
(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.
Parley means the players involved would go their separate ways, behind cover and either reenter combat or walk away from the argument.
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.
There will be a video on boffer combat and safety
SHIELDS:
Only role playing staff (RPS) are aloud to use shields.( the only exception would be for mission or objective use).
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.
If you need any other weight bb you have to supply your own to game staff and we will give them to you when you collect ammo from the Trader(RPS) but the trader only.
. 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.
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)
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 and gun hits.( when hit in the gun call “gun hit” so your enemy knows they were close. This prevents arguments of players not calling there hits.
Sub118s-
-If a Sub118 is hit above the waist excluding the arms and the head they are dead. Being hit below the waist, the arms, and the head do not count. (make your shots count)
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.
Sub118s-
-If a Sub118 is hit above the waist (excluding the head and arms) from a Boffer weapon they are dead. Being hit below the waist does not count.
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.
Being Wounded:
When hit in this game you are either WOUNDED or SEVERLY WOUNDED.
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
(NOTE: Sub118s do not get wounded only severely wounded)
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)
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/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.)
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.
Returning to your base because you are bitten will require a 10 minute wait until you can reenter play.
(IF YOU ARE SEVERELY WOUNDED AT YOUR FACTION BASE YOU JUST HAVE TO WAIT 5 MINUTES BEFORE RE ENTRY)
SEVERELY WOUNDED SUB 118-
-When a Sub 118 (zombie) player is hit above the waist and below the neck minus the arms they are Severely wounded.
- A Severely wounded sub 118 can return to base for an immediate respawn or wait where severely wounded for 3 minutes and can reenter action.
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".
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.
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.
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.
If you find a medic/Tourniquet while playing keep it. Its a bonus for you and may be used for xtra life.
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.
IF YOU ARE SEVERELY WOUNDED AND LOOTED YOU NO LONGER CAN BE REVIVED!
SUB118 (ZOMBIE) RULES:
SUB118 EVOLUTION-
A SUB118 will evolve as the game goes on.
first 2 hours the SUB118 can only walk and lunge to attack the living.
hours 2 to 4 the SUB118 can now run.
and after 4 hours the SUB118 can now use Boffer weapons that are 0-24"
NOTE: BEING HIT BY A SUB118 WITH A BOFFER WEAPON IS THE SAME AS BEING TAGGED/BITTEN AND YOU ARE NOW INFECTED.
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 10 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.
The Sub118s can not be cured unless its part of a mission your faction may be on.
Grenades:
(You must have an upgrade patch to be able to use Grenades, Read about upgrade patches in the tokens, coins, and patches section)
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)
Radios:
not mandatory) but highly recommended for communicating with your faction. We recommend baofeng uv-5r.
FACTION RULE:
Survival RPG is a faction based game.
You do not have to stay with your faction however your faction 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.
FACTION LEADER:
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 5 different factions.
THE MILITARY
--The Military has been sent to Wishwell by the government to fight off the growing threat of the criminal faction, protect the civilians and to prevent the virus from spreading.
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 20 players, 1 Faction Leader, and 1 RPS (role playing staff)
THE SURVIVORS
—The Survivors have been caught in the cross hairs of a battle between the military, 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 15 players, 1 Faction Leader, and 1 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 the military and when they are done with this town move on to the next.
The Criminal faction is made up of 25 players, 1 Faction Leader, and 1 RPS (role playing staff)
General Steve Birch
THE SUB118s
---The Sub118s were the first infected. Main objective to feed and spread.
The Sub118s faction is made up of 35 players, 1 Faction Leader, 5 RPS (role playing staff)
THE KNIGHT SKY
--- 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, Upgrade and key card) You may collect these items for trade, mission use, or to bank for end game score.
Water patch-
primary survival item- common to find
Food patch-
primary survival item- common to find
Ammo patch-
can be “traded” for actual ammo- rare to find.
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
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
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)
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.
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.
Banked Patch Point Value-
Food-10 pts per
Water-10 pts per
Ammo- 25 pts per
Medical- 25 pts per
Upgrade-50 pts per
Key Card-50 pts per
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.
Steeling/Taking 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 a survival patch of their choice 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.
(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)
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.
You would not give your Faction patch unless it is your last patch. Faction patch is worth big points for your enemies.
Faction Patch-100 pts per
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.
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.
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.
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 .
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.
Bonus Missions:
Bonus missions will be found hidden throughout the field either randomly hidden or from our RPS (role playing staff) Each bonus missions will be worth anywhere 50-250 pts. The RPS you do the mission for will record your factions points for bonus missions.
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.
Fence:
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.
Your Base:
-
Each faction will have a base
-
Your base is where you would go to respawn, regroup, and bank survival patches (we will have a patch wall at all bases)
-
Other factions can visit other factions bases but keep in mind it might to always be pleasant













