05/28/2023
STORY, RULES, & GAMEPLAY (tentative) for RED DEAD JUNCTION - The Battle for Kerstin Creek
1864 - Two Railway companies, the Erie & Kalamazoo Railway (E&K) and the Jackson, Lansing & Saginaw Line (JKS Line) claim they have the best wages and benefits for any man that wants to get rich quick. However, itâs quite the opposite where the âHell on Wheelsâ at Kerstin Creek depletes every workers salary and savings with the presence of alcohol, hostesses, gambling, and entertainment at a horribly constructed dance hall called the âLucky Gutsilyâ named after an Irishman that constructed it for the 4th time now in as just as many years. It has thus become a hotbed for rail worker brawls, pickpockets, and murders. In addition to crimes committed in Kerstin Creek, ruthless gangs of outlaws and bandits roam the country side, looking for a quick score. Kerstin Creek, or âCursed Creekâ to some of the locals, have sadly seen it become a haven for crime, adding cattle and horse thieves, bank, train, and stagecoach robberies, and lastly kidnappings, which have all become a daily occurrence. The locals donât call it âRed Dead Junctionâ for nothing.
COMBINE FIELD & GAMEPLAY RULES
This is a Magfed, Pump, and Milsim Game.
Rate of Fire is Semi-Auto Only. Full Automatic Firing is NOT allowed.
BARREL TAGGING
Barrels must be 8 inches or longer. You must say âbarrel tagâ as you tag your opponent. Soft Foam Melee Weapons can be used. All Melee Weapons must be approved by Field Operator/Owner) and Game Producer before being used on the field.
SURRENDER RULE
10 feet is Kizzy Fieldsâ Surrender rule.
If the Player calls âOutâ or âSurrenderâ. That Player must put their barrel bag on and walk back to Base to Reinsert.
CHRONO/RADAR
Markers must be chronoâed no higher than 280fps and lower. Bandits will be Chronoâed after lunch break or breaks due to rising temperatures of the day.
DYNAMITE
Dynamite is be used to Destroy the Turnout (Control Switch) ONLY. The Dynamite must be laid inside the crate at the bottom of the Turnout before the âTrain Whistleâ is blown. Once detonated the âArriving Trainâ is be âDerailedâ if the Dynamite is in the Crate before the whistle is blown. Gangs may buy these bundles of explosive joy with Poker Chips. Points will be given to the Gang who detonated the Dynamite upon detonation. However, the Turnout will be rendered out of commission for 30 minutes from the time of detonation while its being ârepairedâ.
MOUNTED âGATLING GUNâ
Automatic Weapon for Hire bought with Poker Chips. This Machine Gun will have a Predetermined Location on the field, once it is activated. No LAW Rockets will be needed to destroy it. More to be announced if the gun will be available to attend RDJ.
GUNSLINGERS
Any Bandit can be a Gunslinger and will be participating in a unique role in RDJ if they want to be one. Each Gunslinger must wear a Green Armband around their arms to identify themselves as a Gunslinger, along with their team color armband. Only 3 Gunslingers will be permitted at any time from each team.
GUNSLINGER RULES
Gunslingers have 2 Duties. They can challenge other Gunslingers to the following:
PISTOL DUEL
CONDUCT RECON
CONDUCTING RECON
1. Gunslingers are NOT permitted to run, they must Walk Continuously when on the field.
2. Gunslingers can call out locations of Enemy Players INSIDE of BUILDINGS/STRUCTURES within their line of sight.
3. Gunslingers will NOT call out Enemy Players OUTSIDE of BUILDINGS/STRUCTURES.
4. Gunslingers CANNOT be ELIMINATED by Enemy Players. Only by an opposing Gunslinger. However, accidents do happen, if a Gunslinger is hit, they can wipe off the paint and continue on.
5. An Enemy Gunslinger will only point to Enemy Players with their hand. At no point should their markers/pistols be unholstered UNLESS they are dueling (See Gunslinger - Pistol Duels).
For Example: A Gunslinger sees an Opposing Player INSIDE a building some 50 feet away through a window. The Blue Team Gunslinger points and yells âRed Player, Black Mask, Inside!â which alerts the Gunslingers Gang to the opposing players then the Gunslinger continues on their way.
6. Gunslingers may not stop and peek into buildings from outside or look for enemy players that maybe hiding within the building.
GUNSLINGER - PISTOL DUELS
Once a Gunslinger is challenged by another Gunslinger, they will stop CONDUCTING RECON on field. They must walk to Main Street to conduct the Duel. The following rules are as follows:
1. The Duel must be conducted on Main Street.
2. Gunslingers must present their Poker Chips upon entering their âwagerâ.
3. Players may stand back to back and walk 10 Paces - OR - choose the distance. Holstered or unholstered. This is a decision and a matter of preference on the Gunslingers themselves.
4. Once Eliminated, The Gunslinger removes his Green armband and returns it to Game Producer where it can be bought again by their team via Bullet Box.
MOUNTED COURIER ROLES
Players on Stick Horses which can only be âUnlockedâ when their team recovers an Orange Burlap Sack marked blue or red.
MOUNTED COURIER RULES
1. Two (2) Courier Riders are allowed on each Team. Each rider will be given a satchel. The Riders only have One (1) Duty: The Transportation of Props that Players Recover from on the field.
2. Couriers will wear one purple armband along with teams armband color.
3. Couriers will only transport Props from the Field to their Base. If a Rider is challenged by an opposing Rider before they get to the Green Zone. Both Riders may stay mounted or unmount their horse and enter their Melee Battle. Their âweaponâ (pool noodle) must strike the players chest.
4. Whomever is eliminated, will hand over their satchel to the winning Rider and then return the horse to the Game Producer. The Team who lost the horse will have to locate and retrieve another Burlap Food Sack to unlock their next horse.
POKER CHIPS
Poker Chips can only buy usable props and for perks for your team. Props are not worth points but do help your gang gain points in the game.
1. Dynamite
2. Gatling Gun* - TBD
GANG COLOR MATCHED PROPS
Any Props that have a team color (Red / Blue) are not to be taken, removed or hidden. You may however defend them from being taken by opposite team. Both Gangs will receive a point deduction should that occur. Any prop that has a designated color
PROPS
Boxes of Bullets
Shotgun Shell Boxes
Railroad Spikes
TWO WAY RADIOS
Only Refs and Game Producer will have right to use radios. They cannot be used by players on the field. RDJ is set in the Mid-1800âs, use your voices.
TERRITORY CONTROL MAP
With 100 points accumulated every 10 minutes, your Gang Leader will be able to buy one of the properties labeled on an oversized map that will be at the âGeneral Land Officeâ or Game Produce Stable. Each property will be worth 700 points. Once your Gang Leader acquires that amount, the Leader can decide whether or not to buy a territory. After buying the territory, the Gang Leader will receive a monetary amount and a number of poker chips within a envelope to buy props or perks.
TRAIN WHISTLE
When the Whistle sounds at every 10 minute interval, the Turn Out Switch will be recorded into what Gang controlled it. Thus the train went on to increase your Gangsâ score. Small burlap sacks will have predetermined amount of money and poker chips inside.
TURNOUT
The Turnout (Switch) is going to be a little different than the common slapstick or push stick you may see on the modern paintball field. These Turnout âswitchesâ must be in correct alignment for your team to be awarded points for your Gang to buy property on the Territory Control Map. 100 points every 10 minutes.
For Example: 1 or 2 Switches must be Red in position while the 3rd maybe Blue.
WARNING / NOTICE
Rules and Gameplay are subject to change or be added up until the day before the Game. Updates will be announced via Social Media and also readdressed at orientation at Red Dead Junction BEFORE the Game starts to safety concerns. No Rules will be changed during the game for any reason unless safety concerns or acts of God are present such as Severe Storm, Earthquake, Tornado or Flood.
Red Dead Junction