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VIPER Versus SHIELDS JUNE 26/27, 2010 PAINTBALL IS MY PASSION! IS IT YOURS? P.I.M.P. MAGIC CHARITY: Western Wars will be presented this year with support from top Scenario Producer "VIPER" and SHIELDS of Team DELTA who are volunteering to command this epic event to help raise money for the Families of Fallen Police and Firefighters. A portion of each entry and each case of paint sold will be donated to this charity and there will also be a raffle held to raise additional funds giving away prizes donated by various companies such as PROCAPS, VFORCE, BLUE'S CREW, and EMR. The GAME: WESTERN WARS 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 13 flags. These also include APACHE BUTTE, BLUE'S BORDELLO, DEUCE'S DEN, DEATH VALLEY BRIDGE, ENGLER'S OUTPOST, GRIZZLY TRAP, HACIENDA, PONY EXPRESS STATION, OK CORRAL, OUTLAW LAIR, SUE'S SALOON, TOM'S TRAIN STATION , and WYRM'S STILL. Both sides have an equal amount of fighters and each objective will be checked every 30 minutes to see who is in control. The various flag stations will be worth different amounts of points depending on proximity to the insertion points. Point Values are shown in the rules. 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 given to each of the commanders before the game 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 10 minutes with a 3 minute window and one team will enter by the Museum while the other team will enter at the Campground Parking. The S & S will have 3 Corpsmen that will be able to heal wounded Settlers and Soldiers and the Warriors will have 3 Medicine Men that can do the same. Throughout the game, commanders will receive missions every 30 minutes to run to gather more points and can combine their gold purchases with their players to complete their missions. NIGHT PLAY: There will be a number of different competitions between the two teams for points run during the Dinner Break including a Hot Dog Eating Contest produced by Team WILDCARDS, "Shootout at the OK CORRAL", One on One Quick Draws, Horseshoes, 5 Card Stud, Texas Holdem, Black Jack, and B-Pong. At 9:00 pm, the paintball game resumes with only 25 players from each team that will compete in a Nighttime Dark Ops Game for two Hours. Other Players will engage in various challenges to win points for their side such as Texas Holdem Games, B-Pong Challenges, Horseshoes under the lights, and Blackjack. The TEAMS: The Settlers and Soldiers will be commanded by Kerri "VIPER" Rosenberry with Joe "WIDEGUY" Matinez as his XO and joined by Teams ASSASSINS GUILD, ASSAULT & BATTERY, BITM, CAMPBELL, CANADIAN JUSTICE, CAPITAL OFFENSE, CARTER'S COMMANDO, 40 OZ CASUALTIES, GOBs, JAWBREAKERS, MATT’S SPORTS SHACK, SCP, and VOODOO. The Native Warriors will be commanded by CHIEF SHIELDS with Dan "BARNEY" Alamo as his XO and joined by Teams DELTA, EXILED SOULS, LI BOYS, LOGOS, MALTESE MILITIA, MISDIRECTED HOSTILITIES, NUT UP or SHUT UP, RED RAIDERS, SHAME, TSSOC, WILDCARDS, AND ZOMBIE DEFENSE FORCE. The FORT: FORT WORR was built by 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 one of the objectives of the WESTERN WORRS GAME . PRICING: The cost per player for Entry is ONLY $45 for the entire weekend of WESTERN WORRS if Pre-paid by 6/11/10 or $55 for the entire weekend of play at the 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. For groups of 25 or more players that prepay by 6/11/10 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 6/11/10 at one time as one group, there is a $10 per player discount and two organizers or Team Captains get free entry. A portion of each entry and each case of paint sold will be donated to the Families of Fallen Police and Firefighters, plus there will also be a raffle held to raise additional funds giving away prizes donated by various companies such as JT SPORTS, BLUE'S CREW, and EMR. PAINTBALLS for the WESTERN WARS will be BLUE'S CREW DXS Custom Paintballs by PROCAPS 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 6/11/10 online with a Credit Card, please click HERE. To Pre-Register for this event by 6/11/10 via Mail, please click HERE to print out a form to mail. For Pass Holders to Pre-Register for this event by 6/11/10, 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, 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 12:00 noon on Saturday morning and end at 2:00 pm Sunday. 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. Barrel Tags are allowed however barrels must be on a marker. No sticking your marker up to and 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 WARS and EMR sponsors. At 2:30 pm on Sunday, $1000's worth of prizes will be given away at the stage and the Charity Raffle winner drawn. All WESTERN WARS 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, 6/24/10 and stay through Monday, 6/28/10. 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. Player's Party: EMR will be hosting a WESTERN THEMED party up in the Rec. Center for all players 21 or more years old plus the various Card games for points will be going on. It will start at 8:00 pm on Saturday in the Rec. Center. Must be 21 to attend the party and to consume alcoholic beverages. IDs will be checked and age requirements will be strictly enforced. The traditional bon fire will be blazing by the bunkhouses. 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. EVENT SCHEDULE FRIDAY: 5:00 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 11:00 AM Chrono at Rec Center Closes for Safety Orientation and Game Rules Safety Orientation and Game Rules Given at the STAGE 12:00 AM WESTERN WARS BEGINS 5:00 PM Whistles blow and all players report to their commanders at Insertion 5:15 PM Play restarts 6:00 PM Dinner Break 6:30 PM Hot Dog Eating Contest starts at Picnic Pavillion 8:00 PM Evening Challenges start 9:00 PM DARK OPS NIGHTTIME PLAY BEGINS 11:00 PM DARK OPS NIGHTTIME PLAY ENDS 12:00 PM Rec. Center Closes SUNDAY: 7:00 AM Store, Chronos, Compressed Air Stations, CO2 Stations, and Paint Sales, OPEN 8:00 AM Chronos close for Safety Orientation Safety Orientation 9:00 AM WESTERN WARS BEGINS 1:00 AM Stand down for Final Battle Prep 1:30 AM Final Battle Starts-Points every 5 minutes 2:00 PM Final Battle Ends-Game Over 2:30 PM Ceremony and Prize Giveaways on Stage 4:00 PM Store Closes 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 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. Each commander will be given missions every 30 minutes to complete for points. Both Teams will also be fighting over control of 13 flags that are worth points and are positioned in 13 Outposts that will be checked every 30 minutes. Points will also be accumulated by winning the different Western Themed Challenges being held during the Saturday Night Dinner break and throughout Saturday Evening. The game winner will be determined by the team that has the most points. Each team can also purchase special bonuses with bars of gold that will be given to the commanders and found throughout the game in hidden caches. One Side will enter the game on Saturday at the designated spot beside the campsite parking area and the other side will enter the game beside the Museum. On Sunday, the two insertion points will be switched. Reinsertions will be every 15 minutes with a 3 minute window. Players from the opposing team cannot advance closer than 150' from the opposition's insertion point. Arm Bands: All Players must wear their team's color tape on at least one upper arm in plain sight. It cannot be covered by clothes or any other covering. Artillery Pieces: Each Team will be allowed to have two Artillery Pieces (LAWS) that fire Nerf Rockets and those Artillery Pieces may only be used against War Wagons (Tanks). Barters: Only Two BARTERS can be used at one time and must be traded for at the Trading Post with WRANGLER WYRM for Bars of gold. Time to use Barter is 30 minutes from start time from entry point. Any Gold Bars not used may be turned in at the store at the end of the game for 10 points each. A Barter/Mission Ref must go along when the Barter(s) is used to make it official. DYNAMITE-Trade for 1 Bar of Gold-Can be used to blow up the occupants within 20 feet of any Flag Station or one quadrant of FORT WORR. Dynamite must be thrown to hit within 10 feet of the Flag Stations outer 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 Bars of Gold-Can be used to clear out all occupants of any objective that are within 20 feet of the flag station 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 Bar 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. Gun Runners can be used in conjunction with Dynamite or Whiskey Jug. Caches: There are several caches with needed gold bars 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 must be retrieved and removed from the field within 45 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 and bars of gold within 60 minutes of receiving the cache retrieval orders. Any players messing with, breaking, or taking a hidden cache without a key, will cost their side 50 points. Command Posts: Both command posts will be located off the field by their insertion points where they will be set up under a tent and where they will receive their missions. Dinner Battle: There will not be a standard dinner battle, however at 5:00 pm on Saturday the whistles will be blown and playing will stop. All Players should report to their commanders who at 5:15 will be given the same multitude of missions to complete within the final 45 minutes of the game and the game will resume. Final Battle: Final Battle will last 30 minutes from 1:30 pm to 2:00 pm on Sunday and take place at FORT WORR. It 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 10 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. Flag Stations: There are 13 Flag Stations located on the playing field that will be checked every 30 Minutes on the 1/4 Hour and the 3/4 Hour and the listed points will be given to the team whose color is showing on the flag pole. 25 Points Apache Butte Blue's Bordello DV Bridge OK Corral Pony Express 30 Points Deuce's Den Tom's Train Wyrm's Still 40 Points Engler's Outpost Outlaw Lair 50 Points Hacienda Grizzly Trap Sue's Saloon Gold Bars: Each Commander will be given (?) Bars of Gold at the beginning of the game to be used for Barter for Dynamite, Gun Runners, or Whiskey. Other Gold Bars may be recovered in caches throughout the game if retrieved in allotted time. Healers: Both Teams will have a healers on their side that can heal any wounded players, except for a head shot with 20 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 10 healing necklaces with him. Commanders can send out a maximum of three healers at a time. Necklaces may be turned in at the store at the end of the game for 10 points each. ID Tags: It is against the rules for a player to use an ID tag from the opposing team for anything regarding the game. If an ID Tag is found by anyone, it should immediately be turned into the Trading Post. Insertions: Insertions will be every 10 minutes with a 3 minute window. All insertions will enter from their team's Command Post. One Post will be beside the Museum and the other Post will be in the Campsite Parking Lot. Posts will switch positions on Sunday. Opposing Players cannot come within 150' of the opposing side's insertion point. If inserting players cannot get out of that 150’ radius within two insertions, then the opposing players will be backed up another 150 feet. Missions: Missions will be given to each commander every 30 minutes on the1/2 hour and the full hour. Each mission will be given a set amount of time to complete and be worth a set amount of points. Pods: There will be numerous pods scattered throughout the frontier before the game both Saturday and Sunday that hold either Soldiers and Settlers or Native Warriors. These pods must be turned in to the trading post to get points. If either team turns in a pod that contains their fighters within, they are worth 10 points per fighter. If they turn in a pod with the opposing fighters inside, they are considered prisoners and are worth 20 points per fighter. Radios: Players may use radios on the field anytime they are a live player. Players cannot use radios when out or off the field. 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. War Wagons: All War Wagons (Tanks) must have a ref supplied by the War Wagon Crew that walks beside the tank to insure safety and to call it out when hit by a Nerf Rocket. Tanks cannot exceed 5 MPH and must stay on mowed areas, mowed paths, or roads. All War Wagons must present Liability Insurance covering EMR in advance. Special Events: These events will occur after the stand down on Saturday Evening which occurs at 6:00 pm and are each worth different amounts of points for their side for the game. Each commander will be responsible to assign his players to these individual events and insure they arrive at their designated spots at the correct time. No player can participate in two different events that are worth points. 9:00 pm to Black Jack- Each Team will send 3 players to meet upstairs at the Rec. Center at 8:45 pm to play Blackjack. Each Player will be given a set amount of chips and after 2 hours if all the chips have not been won by one player, then the team with the most chips wins. 9:00 pm B-Pong- Each team will send 5 2-man teams to play 10 cup B-Pong which will be scored by cups sank. 9:00 pm to 5 Card Stud- Each Team will send 3 players to meet upstairs at the Rec. Center at 8:45 pm to play 5 11:00 pm Card Stud. Each player will be given a set amount of chips and after 2 hours if the game is not won by a single player, the team with the most chips wins. 8:00 pm 5 on 5 Shootouts- Each team will send 4 5-player teams to do a shootout at OK Corral with THEIR own markers supplied by EMR. Side that win's most shootouts wins points. 8:00 pm to Horseshoes- Each team will send 4 2-man teams to play Horseshoes to 21 by the barn. Each 2-man team will play two games and total points from each game will be accumulated to see which side wins. 6:30 pm Hot Dog Eating Contest- Each Team will send 5 players to the Picnic Pavillion at 6:20 to participate in a hot dog eating contest. Winner will be established by which team eats the most hot dogs within a designated time and will be run by Team WILD CARDS. 9:00 pm to Night Ops- Each Team will send 25 players to meet at the Rec. Center at 8:45 to conduct Night Ops 11:00 pm which will consist of Missions for Gold Bricks and item retrieval. Area to be used to be announced. This will be the only nighttime paintball play. All other evening activities will be off field. 7:30 pm One on One Quickdraws- Each team will send 5 players to the Rec. Center to draw and shoot their opponent with Tippmann Pistols supplied by EMR. Each individual will draw three times. Total eliminations by each side will determine the winning side. 9:00 pm to Texas Holdem- Each Team will send 4 players to meet upstairs of the Rec. Center to play Texas 11:00 pm Holdem. Each player will be given a set amount of chips and after 2 hours if the game is not won by a single player, the team with the most chips wins the game. 12:00 pm MIDNIGHT- REC. CENTER CLOSES! WESTERN WORRS will start promptly at 12:00 Noon Saturday Morning and 9:00 am on Sunday Morning. 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 11:00 am Saturday Morning. The game will be held on the following fields: FERRYMEN'S AIRFIELD, BONEHEADS, DEUCE'S WILD, FORT WORR, DELTA CAMP, SGT. SPLATTERS, HEADHUNTER'S HAUNT, PUBCRAWLING PLACE, and WILDCARDS WATCH. 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 PUTTING YOUR MARKER UP TO AND SHOOTING DIRECTLY 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 BLUE'S CREW 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. |
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