JF Paintball Field Rules
AMERICAN PAINTBALL LEAGUE
2001 STANDARD RULE BOOK FOR TOURNAMENT PAINTBALL
GENERAL GUIDELINES
1. The spirit and intent of
these rules and the duty of the enforcing officials is to ensure safe play; to
promote fair, unbiased competition; and to sustain the level of organization and
good sportsmanship necessary to keep tournament-level paintball a positive
activity.
2. The tournament producer is
the final authority regarding these rules. The producer may designate an overall
director of judging. The judging staff ("referees" or "marshals") also may
include one or more ultimate judges, head field judges, field judges,
chronograph judges, and other designated members of the judging staff.
3. Modifications to these
rules may be required by particular situations, including but not limited to
insurance requirements, laws, or regulations; in such instances, the tournament
producer may modify these rules as necessary. Questions regarding modifications
should be directed to the tournament producer or his designated representative
before the tournament begins.
1.0 EQUIPMENT &
SUPPLIES
1.1 Paint Markers & Power
Systems: Markers must meet the following specifications to be allowed in
competition:
A. Markers must meet
manufacturer and insurance safety guidelines regarding triggering mechanisms,
the trigger guard, and safety devices such as a barrel plug (a squeegee is not a
barrel plug). markers must have a barrel blocking device (plug) inserted in
barrel at all times, except while on the playing field or in the
shooting/chronograph range. PENALTY: 3 POINTS.
B. Each player may carry and
use only one marker and barrel per game. Prior to each game, players are subject
to equipment inspections. PENALTY: ELIMINATION +50 points.
C. No external velocity
adjusting devices, which would allow a player to adjust the velocity of his
marker without the use of tools or disassembly, are permitted. All
velocity-affecting pressure regulators, which can be adjusted without the use of
tools or by disassembly, must have locking rings or tournament caps. Beaver
tails are required for all Auto Cocker markers. PENALTY: ELIMINATION +50
points.
D. Only pump or semi-automatic
markers are allowed. No fully automatic markers are allowed, that is, markers
which continue to cycle and fire as long as the trigger is held back. This rule
does not prohibit pump marker auto-triggers or multi-barreled markers as long as
multi-barrels can be accurately chronographed one barrel at a time.
AUTO-RESPONSE triggers are not permitted. It is each player’s responsibility to
consult with the tournament producer prior to the event regarding definitions
and limitations of this rule. PENALTY: PLAYER DISQUALIFICATION.
E. Marker Power Sources: All
markers must use either CO2 (carbon dioxide) or compressed air/nitrogen as the
power source. Bottles with dip tubes (siphon or anti-siphon) must be marked to
indicate dip tube position. All components (fittings, hoses, valves, cylinders,
etc.) of the high-pressure system must meet the manufacturer’s safety standards.
PENALTY: MARKER DISQUALIFICATION.
F. There is no restriction on
the type(s) or number of power sources a player may carry onto the field as long
as they are configured in such a way as to allow the marker’s velocity to be
stabilized at 300 fps or lower. Multiple bottle systems will be chronographed
individually. PENALTY: MARKER DISQUALIFICATION.
1.2 Goggle Systems:
A. It is mandatory for every
person (judges, players and spectators) to wear goggles that meet or exceed ASTM
standards when they are directly exposed to fields while games are in progress,
or when they are directly exposed to any authorized shooting area while markers
are being discharged.
B. Each goggle system must
include an approved full facemask and ear protection made specifically for that
model of goggle. The goggle system components shall not be altered from their
original factory condition. All goggle systems are subject to safety inspection
and approval. PENALTY: PLAYER ELIMINATED.
C. A player whose goggles are
accidentally dislodged (sufficient to expose the eyes) during a game shall be
eliminated from the game; if, when this occurs, the player whose goggles
accidentally dislodged has already been eliminated, the judge shall not
eliminate an active player.
D. GOGGLES MUST BE PROPERLY
WORN IN "GOGGLES-ON" AREAS! An active player who deliberately removes his
goggles (sufficient to expose the eyes) during a game, other than with the
approval and under the direct supervision of a judge shall be eliminated from
the game. Failure to wear approved eye protection or removal, including lifting
above or below the eyes, or away from the face (i.e. so as to wipe moisture);
other than with the approval and under the direct supervision of a referee,
shall result in the following penalty. PENALTY: PLAYER ELIMINATED (if during
game). If Penalty is incurred outside of a game, 6 penalty points will be
assessed in the following game (if possible), or in the total team score for the
current round of play (if necessary).
1.3 Clothing & Gear: It is
the player's responsibility, and in his best interest, to wear clean unmarked
clothing to the first game, and to verify in advance that his clothing is
legal.
A. Players must wear
full-length pants and a long-sleeve top (e.g., shirt, jacket or pullover). Arms
and legs must be fully covered during play. Pants and shirtsleeves must be fully
extended during game play to the ankles and wrists respectively. A player may
wear only one layer of clothing underneath his exterior pants and top. The
player’s clothing may not resemble or be of a similar color to that of the
judges, and it may not be of a color/pattern similar to that of the flag(s) or
armbands being used at the event. A player may not wear or carry any
multi-colored or patterned clothing and equipment that makes distinguishing a
paint mark difficult for the judges. PENALTY: ELIMINATION.
B. Knee, shin, and elbow pads,
and neck protectors must be worn on the outside of the player’s clothing.
Harnesses, vests, pouches or similar gear must be worn on the outside of all
clothing. Tops must be tucked into the pants. PENALTY: ELIMINATION.
C. Clothing must be sized to
fit the player. A player may not wear oversized, draping and/or excessively
baggy clothing. Clothing may not be made of overly absorbent cloth or highly
padded cloth, nor of water repellant cloth/material that allows a paint mark to
be wiped away quickly and cleanly. Ghillie-type material, which makes paint
marks difficult to locate and identify quickly, may not be worn or attached to
the player’s equipment or goggles. PENALTY: ELIMINATION.
D. Prohibited Devices. Players
shall not use and/or carry onto the playing field: artificial sounding devices
(e.g., whistles, clickers, horns); shielding devices; artificial light sources;
heat generators (e.g., matches, lighters, heat packs); weapons, flares, paint
grenades, paint mines, or any form of pyrotechnic devices; tools and spare parts
capable of affecting a marker’s velocity; silencers or sound suppressers;
slingshots, blowguns or any device capable of propelling a paintball other than
the single approved marker per player; radios and similar communication,
signaling or listening devices; or items that might be mistaken for a flag.
PENALTY: ELIMINATION.
1.4 Paintballs: A player only
may use paintballs that remain in fresh, unaltered, untreated factory condition
as per the manufacturer’s specifications. No "blood-red" colored fill is
allowed. All paintballs used at the tournament must be purchased from the APL.
No carry-on paintballs allowed. PENALTY: TEAM DISQUALIFICATION.
Paintballs may not be coated
with powders, sprays or any substances such as graphite, silicon, etc. Frozen or
hardened treated paintballs are prohibited. PENALTY: ELIMINATION.
1.5 MARKER POWER SOURCES: CO2
and compressed air must be purchased at the tournament. No carry-on CO2 or other
propellant gas is allowed. PENALTY: TEAM DISQUALIFICATION.
1.6 INSPECTION: Each player
must be available and must submit themselves and their equipment to an
inspection at any time while within the staging area or on the field, and at
such other times as may be deemed appropriate by the Ultimate Referee. Players
failing an inspection prior to entering the field shall be allowed to correct
any violation, provided that no game shall be delayed to wait for a player who
has not yet passed inspection. Players failing an inspection after entering the
field to play a scheduled game, shall be assessed penalties as set forth in
these rules.
1.7 RULINGS ON EQUIPMENT: All
rules set forth in this section are subject to modification by the ultimate
referee on the grounds that a piece of equipment is detrimental to safety or
fair play.
2.0 SITE & FIELD SET UP
2.1 There shall be only two
flag stations on a field for dual flag games, and only one flag station for
single flag ("center flag") games.
2.2 Field boundaries must be
clearly marked.
2.3 CHECK-IN AND CAPTAINS
MEETING:
A. At the meeting, captains
will receive any final instructions and written notice (if practical) of any
"last minute changes" in tournament format or rules.
B. Each team must have at
least one but not more than two representatives in attendance. Any questions
regarding tournament rules and format should be made at this time.
C. Every player must, and is
assumed to, have full knowledge of the rules and format for the times and places
they will be playing. The team captain or designated representative is
responsible for passing this information on to his teammates. The APL will post
the information at least one centrally located, readily accessible area.
Ignorance of the rules or tournament format shall not affect the assessment of
penalties.
2.4 WAIVERS: Every person
listed on the team rosters shall sign an APL waiver (sent out to registered
teams in the tournament packet). Waivers must be turned in to the APL at the
captains' meeting.
A team will be DISQUALIFIED
FROM THE TOURNAMENT if any player enters or attempts to enter a playing field
for a game without having signed a waiver.
3.0 ELIGIBILITY/GENERAL:
3.1 THE PLAYERS: Players must be 10 years of age or older. Players
10-17 years of age must have an APL Underage Waiver Form with parent or
guardian's signature. Players with health problems are to consult their
physician before participating. The
American Paintball League classifies players based on years of experience and
levels of play. The classification levels are:
A.
Pro-Anyone who has played in a tourney on a Pro team during the
previous 12 months.
B.
Amateur-A player with three or more seasons of tournament
experience, who has not played as a Pro during the previous 12 months.
C.
Novice-A player with fewer than three seasons of tournament
experience, who has not played as a Pro during the previous 12 months.
3.2 AMATEUR TEAMS:
A.
Amateur teams consist of amateur players only.
B.
Amateur teams are limited to a seven-person roster. Players must provide
adequate I.D. if requested, and must sign a waiver pursuant to these rules.
C.
A maximum of only 5 players may be on the field during a game. During game play,
teams may not make any player substitutions for any reason.
3.3 NOVICE TEAMS:
A.
Novice teams consist of novice players only.
B.
Novice teams are limited to a five-person roster. Players must provide
adequate I.D. if requested, and must sign a waiver pursuant to these rules.
C.
A maximum of only 3 players may be on the field during a game. During game play,
teams may not make any player substitutions for any reason.
3.4 FIELD ASSIGNMENTS:
Computer generated schedules will be given out at the Captain's meeting. Field
assignments, colors, and field ends for the first round are pre-assigned in a
totally fair way. There are no coin flips for goals. Teams must stage in the
exact holding area for their field and color.
3.5 TIME SCHEDULE: The
schedule will be strictly adhered to. There will be a master clock at the
scoreboard. Although the tournament staff will attempt to announce times and
schedules, it is the responsibility of the teams to be aware of the schedule.
Even if there is no announcement or reminder, if a team arrives at the staging
area after it is closed, the team will forfeit their game.
3.6 REFEREES AND JUDGES:
Decisions by referees and judges are final and unarguable. If arbitration is
required, the team captain must sign the score card under protest, and the
Ultimate Judge will consider the appeal before the score is posted. Appeals
resulting from referee judgement calls will not be considered unless there is a
history of referee bias (two previous complaints during the tournament), or
there is another eyewitness referee who disputes the call.
4.0 CHRONOGRAPHING &
CHRONOGRAPH PENALTIES:
4.1 The maximum allowable
velocity is 300 FPS at all times. All markers will be chronographed after every
game.
4.2 The "official"
chronographs will be open only to teams coming off from games. The practice
chrono near the staging area will be open at all times for marker adjustments
between games.
4.3 All markers are subject to
chronographing after a game. A single shot will be fired by the player over a
RADAR chronograph. If that shot does not exceed 300 FPS, the player will be
passed through. However, if the test shot exceeds 300 FPS, the marker will be
taken by the chrono official, and three more shots will be fired across the
RADAR by the official. The initial test shot will not be recorded, and will
serve as a clearing shot. The three shots taken by the chrono official will be
recorded, and if the average exceeds 300 FPS, a penalty will be assessed.
Example: 1st shot is 334 FPS, 2nd shot is 307 FPS, 3rd shot is 295 FPS The total
of these three shots is 936. The total allowable sum is 900, and a HOT MARKER
PENALTY of one point for every FPS over the 900 total maximum would result in a
36 point penalty being assessed. If a ball breaks or a ball does not feed during
the initial test shot, the official will take the marker and fire three shots as
outlined above. No additional clearing shots will be permitted.
4.4 Specific procedures may be
established for testing specific marker designs, if the head chrono official
deems it necessary. Liquid operating systems will be rapid-fired prior to the
initial test shot, in order to guarantee liquid CO2 status.
4.5 Players may not adjust,
disassemble, or otherwise alter or tamper with their marker's velocity
regulating system or power source until their team has completed the post-game
chronograph check. Tampering includes, but is not limited to: twisting
anti-siphon bottles, adjusting back bottle systems, or any purposeful system
adjustment which results in changing the liquid/gas status of the CO2. PENALTY:
ELIMINATION +50 PTS.
4.6 NO CLEARING SHOTS ARE
PERMITTED AFTER A PLAYER IS ELIMINATED OR AFTER A GAME IS OVER. PENALTY: 6
POINTS PER CLEARING SHOT. This is to guarantee that the initial shot is fired
over the official chrono.
4.7 During a game, if a player
suspects his marker is shooting over the chronograph limit, he may call himself
out by reporting to a referee on the field and stating the reason he is calling
himself out. A player who invokes this rule will not be assessed penalty points
for having a marker operating over the velocity limit unless the player waits to
eliminate himself after: (A) a critical situation in the game ("critical" being
determined by a referee), (B) a referee has requested a chronograph check, (C)
the game is over, (D) he has been eliminated, or (E) under any such similar
circumstances.
4.8 Players are subject to
on-field chronograph and metal detector inspections. If a player is
chronographed on-field, he will not be required to chronograph his marker again
after that game. The same penalty points will be assessed for the on-field
chrono as for the post-game chrono test. A single clearing shot will be fired
and, if that shot exceeds 300 FPS, three subsequent shots will totaled. If the
sum of those three shots exceeds 900, PENALTY: SUM OVER 900 AND PLAYER
ELIMINATED.
5.0 ELIMINATIONS &
MARKINGS
5.1 A player is eliminated
from the game when he is ordered off the field or eliminated by a judge, or when
a player signifies his elimination whether marked or not. A player's first
priority when fired upon should be to check himself to determine if he has been
marked before continuing aggressive action.
5.2 Out of bounds: Should any
part of a player's body, marker or attached equipment accidentally or
deliberately extend beyond the vertical plane of the boundary, he is immediately
eliminated and must so signal and leave the game. PENALTY: PLAYER ELIMINATED.
Referees MAY (no obligation) warn players that they are in danger of going out
of bounds.
Should a player intentionally
push out or pull in a boundary line, he will be immediately eliminated. Merely
brushing against a boundary line is not considered an intentional alteration of
the boundary. PENALTY: ELIMINATION.
5.3 A player who deliberately
shoots at another player across a boundary or from out of bounds commits an
infraction. When witnessed by a judge, a player marked by a paintball from
across a boundary will be returned to active status. PENALTY: ELIMINATION
5.4 A player who climbs on a
tree, a bunker, a structure or a prop will be eliminated. PENALTY:
ELIMINATION
5.5 A player who deliberately
alters terrain or structures, or tampers with a bunker, will be eliminated.
PENALTY: ELIMINATION
5.6 A player who deliberately
uses a non-participant or a movable object as a shield will be eliminated.
PENALTY: ELIMINATION
5.7 Start of Game. The
countdown and "game-on" signals will be issued to both teams simultaneously. No
more than the prescribed number of players may be on the playing field when the
game-on signal is given or at any time during the game. A team may start the
game with fewer than the prescribed number of players. Games will not be delayed
for late players or for equipment malfunctions. A referee will eliminate any
player who is not within his team’s starting area when the game-on signal is
given or who leaves the starting area before the "game-on" signal. PENALTY:
ELIMINATION
5.8 Each player must maintain
possession of any equipment or clothing (including his armband) that he carried
onto the field except for the following disposable items: paint pods/loading
tubes, squeegees, paper towels, and spent 12-gram cartridges. Intentionally
discarding equipment is an infraction. Unintentionally losing possession of
non-disposable equipment for more than five seconds also is an infraction. Any
equipment more than 3 feet away from the player is considered discarded
equipment. PENALTY: ELIMINATION
5.9 A player is eliminated
from the game when he is marked anywhere on his body, clothing or equipment with
a quarter-sized or larger splat caused by a direct hit from a single paintball.
The size of the paint mark is cumulative. If two splat marks (e.g., one on the
loader and one on the goggle) are from the same paintball break and are larger
than a quarter when combined, then the player is eliminated. PENALTY:
ELIMINATION
5.10 A player is eliminated
from the game when he is marked anywhere on his body, clothing or equipment with
a quarter-sized or larger splat caused by an indirect (when a paintball breaks
against a secondary object and splatters/sprays the player) hit from a single
paintball, except when the indirect splatter was witnessed by a judge. PENALTY:
ELIMINATION
5.11 If two or more players
are marked simultaneously, both shall be eliminated. A judge will decide which
player(s) is eliminated when the players involved do not agree on the order in
which they were marked.
5.12 It is the player’s
responsibility to notify a judge and receive the judge’s acknowledgment when he
is marked other than by a shot (e.g., by kneeling on a paintball, from cleaning
his marker, from leaning against a paint-stained object, etc.). If the judge
determines the mark was not from a hit, the judge will wipe off the mark.
5.13 It is each player’s
responsibility to check himself and call himself out when he has been marked
from an obvious hit. An "obvious" hit is a direct impact that leaves a
quarter-sized or larger splat and that, in the judge’s determination, the player
should physically sense.
5.14 When a player receives an
"obvious" hit that the player can visually verify, he must signify his
elimination immediately. A player may seek reasonable cover in the immediate
area if he is unable to visually verify an obvious hit and if remaining in his
current position while waiting to be paintchecked will leave the player
exposed.
5.15 Blatantly shooting a
player after he has signified his elimination is an infraction. PENALTY:
ELIMINATION
5.16 A player who fails to
continuously call for a paint check after an obvious hit which the player cannot
visually verify commits an infraction. PENALTY: 1+1
5.17 A player who receives an
obvious hit and continues aggressive play (shooting, advancing, communicating
with teammates, handing off supplies, etc.) commits an infraction. PENALTY:
1+1
5.18 A "questionable" hit is a
mark that, in the determination of a judge, the player probably did not
physically sense. A player who receives a questionable hit will be eliminated
from the game but has not committed an infraction. If, however, a judge
determines that the player became aware of a questionable hit and then continued
to play, the player has committed an infraction by continuing aggressive play
after an obvious hit. PENALTY: 1+1
5.19 A player who has been
eliminated and/or signals himself eliminated, and who then shoots at an opponent
from on or off the field, commits an infraction. PENALTY: 1+2
5.20 A player who deliberately
hides, removes, or conceals a paint mark commits an infraction. PENALTY:
1+2
5.21 Any arguments, abusive,
or obscene language with players, referees, or judges on or off the field.
PENALTY: 1+1.
5.22 Aggressive physical
contact with an opponent including grabbing markers. PENALTY: 1+1 and as
determined by Ultimate Judge.
5.23 Deliberately shooting at
a referee, judge, spectator or eliminated player. PENALTY: 1+1.
5.24 Shooting another player
at pointblank range and deliberate shooting at the unprotected head, neck or
groin areas. This penalty would not apply if it occurs under regular game
conditions where a close range shot is required to eliminate a player. PENALTY:
ELIMINATION + OPPONENT STAYS IN.
5.25 Caught adjusting a
marker's velocity regulating system. PENALTY: ELIMINATION +50 PTS.
5.26 During game play, a
player marked by a paintball shot by himself or by his own teammate is
eliminated.
5.27 Hand marking is not
permitted. PENALTY: 1+1.
6.0 PROCEDURES FOR
ELIMINATED PLAYERS
6.1 Immediately upon
determining that he has been marked, an eliminated player must remove his
armband, raise his marker over his head, and exit the field immediately and in
such a way that he does not interfere with live play. In addition, IF THE PLAYER
ELIMINATES HIMSELF from the game, he may announce a single time that he is
eliminated. The player is only permitted to announce that he is hit if he calls
HIMSELF out of the game. The player must make no vocal sound or unnecessary
noise if he is eliminated by a referee. PENALTY: 1+1.
6.2 An eliminated player must
exit the field as quickly and directly as possible, following the directions of
the judges. A player should insert a barrel plug into his marker’s barrel when
he crosses the field boundary. An eliminated player who fails to proceed
promptly and directly to the field’s holding station, without stopping to
spectate, commits an infraction. PENALTY: 1+1.
6.3 An eliminated player who
communicates, verbally or visually, with his teammates, commits an infraction.
With the exception of a single audible announcement when a player calls himself
out, eliminated players must leave the field without signaling, verbally or
otherwise, to teammates, opposing players, eliminated players, or spectators.
PENALTY: 1+1.
6.4 An eliminated player who
discards or passes off equipment or supplies commits an infraction. PENALTY:
1+1.
6.5 A player who fails to call
for a paintcheck and waits until after the game ends to signify his elimination,
and/or who has an obvious hit but attempts to report as "live" (active) after a
game, commits an infraction. The offending player shall be counted as an
elimination; additionally, the judge will assess a POINTS PENALTY of -20 points
(20 points will be deducted from the team’s score).
6.6 Continuing to play after
the accidental loss of an armband during a game will result in a penalty.
PENALTY: 1+1.
6.7 Use of elimination signals
as a deceptive tactic is a violation. (For example: verbally signifying your
elimination OR purposely removing your armband, and then returning to live
play.) PENALTY: 1+1.
6.8 Eliminated players may not
pass equipment or supplies to a teammate. Any player who receives passed
equipment will also receive a penalty. PENALTY: ELIMINATION.
6.9 Once a player signifies he
is eliminated through use of any audible or visual elimination signal, whether
the player is marked or not, the player is eliminated.
6.10 Each eliminated player
must report promptly to officials at the "official chrono" as soon as he leaves
the field. Failure to report in a prompt manner will result in assessment of
penalty points. PENALTY: 20 POINTS. This means that chronograph no-shows after a
game are 20 points each! If an entire team misses chrono after a game, the total
penalty would be 100 points.
6.11 Spectating by an
eliminated player is not permitted. PENALTY: 10 POINTS.
6.12 Any person directly
associated with a team playing in an event (coach, sponsor, reserve player,
player on roster, etc.) who deliberately speaks, gestures or otherwise signals
such that would communicate any pertinent game information to active players on
any field, shall incur a penalty against the team with which the person is
associated. If the person's team is playing on the field where the violation
occurs, penalty points shall be assessed against the team in that game. If the
violation occurs elsewhere, penalty points shall immediately be assessed against
the person's team. PENALTY: 10 POINTS.
6.13 MUTUAL ELIMINATION: If
two or more players mark each other simultaneously, all must be eliminated. A
referee will decide who is to be eliminated when two or more players are marked,
and when the players involved do not agree on the order in which they were
marked. Players who are observed to obviously shoot or advance after being
"mutually eliminated" will be assessed a penalty. "Takin' one with ya" play is
not tolerated by the APL. PENALTY: 1+1
7.0 PAINTCHECKS
7.1 Paintchecks may be
requested by any active player any time during a game, but judges are not
required to respond to superfluous and/or distracting requests. Nor will judges
answer questions regarding game situations (e.g., time remaining, location of
flags, disposition of active players, etc.). The time clock is not stopped for
paintchecks.
7.2 Judges may visually check
a player without performing a "neutral" paintcheck (without "calling him
neutral"). During these non-neutral paintchecks, play continues across the field
without restrictions to shooting and movement.
7.3 Neutral Paintchecks: A
judge will perform a "neutral" paintcheck if, in the performance of the check,
he will expose the player to hits or interfere with normal game activity. A
player becomes neutral only when a judge gets close enough to touch the player,
calls out "This Player is Neutral", and signals the player’s neutrality to the
rest of the field. However, until the referee has called the player being
checked "neutral", play continues. Failure to cease firing and/or movement
toward a neutral player constitutes a violation. PENALTY: ELIMINATION
A player who calls for a
paintcheck on himself remains in play unless and until a judge performs a
"neutral" paintcheck on him.
7.4 When a judge performs a
"neutral" paintcheck, he must signal the player’s neutrality to the rest of the
field by 1) calling out "This Player is Neutral" or 2) raising one arm/hand high
above the player’s head.
7.5 A judge may signal a
player "eliminated" by outstretching one arm/hand to point at the player and
putting his other hand on his head. A judge may signal a player "clean" by
outstretching one arm out to each side.
7.6 An active player shall not
shoot or advance directly toward a neutral player, and shall not enter a 25-foot
(25') radius around the neutral player. PENALTY: ELIMINATION
7.7 A neutral player becomes
active when the judge tells him he is clean/may resume play, and signals to the
rest of the field that the player is now active.
7.8 Judges, not the player,
will wipe off indirect spatter and wrongful hits, such as when players are hit
after being called neutral.
7.9 A player who attempts to
remove paint splatter and/or spray off his clothing or equipment commits an
infraction. However, the exception is a player’s goggle lens; a player may wipe
off his lens only after receiving direct permission from a judge.
8.0 SPECTATORS
8.1 Unless spectator
coaching/cheering is allowed by the event producer, spectators shall not point
at nor communicate with active players, nor shall they distract judges and/or
interfere with the game.
8.2 Spectators must follow the
directions of the judges. Non-playing spectators must have in their possession
some type of picture ID, and they must show it to a judge upon request.
9.0 FLAGS & FLAG
CARRIERS
9.1 A flag is designated as
"pulled" or "secured" when it is removed from its station and held in the
possession of an active player.
9.2 A player shall not be
eliminated for taking possession of a flag with quarter-sized or larger paint
marks on it. A quarter-sized or larger hit to the flag while it is in a player’s
possession must be witnessed by a judge to be deemed an elimination of the flag
carrier.
9.3 The flag may be handed off
between active players. A flag may not be handed off or relayed from an
eliminated player to an active player. PENALTY: BOTH PLAYERS ELIMINATED AND FLAG
RETURNED.
9.4 Any active player may pick
up a dropped or discarded flag, but in a dual flag game, players may not
intentionally touch, move, shoot or disguise their team’s own flag. A player is
presumed to know which flag is his own team’s flag.
9.5 A flag carrier must carry
the flag in plain view of referees and other players on the field. He may carry
the flag openly in his hand or around his neck, but must not use the flag as a
shield, nor may he intentionally discard or hide the flag. PENALTY: PLAYER
ELIMINATED AND FLAG RETURNED TO CENTER STATION.
9.6 FLAG HANG: The game will
end when the flag carrier TOUCHES THE OPPONENT'S GOAL WITH THE FLAG and the
player is found to be clean (unmarked). The flag carrier must have physical
possession of the flag, and be free of elimination marks for any flag hang to be
valid. The flag may not be thrown. The carrier will be checked by the referee
after any hang or capture.
9.7 A flag carrier
automatically becomes neutral when he breaks the plane of the station or touches
the opponent’s goal. A judge will check him for paint marks. If the flag carrier
is clean, the game ends. Should game time expire during the check of the flag
carrier, the flag hang will be awarded if the carrier is clean. If the flag
carrier was marked prior to breaking the plane or touching the opponent’s goal
and game time did not expire during the check, the judge will eliminate the
carrier and move the flag out of the station approximately 25 feet (in the
direction it came from) and the game continues.
9.8 An eliminated flag carrier
must immediately drop the flag, call himself out, remove his armband, and raise
his marker and arms above his head to signify his elimination and immediately
leave the field. PENALTY: FLAG RETURNED AND 1+1.
10.0 GAME END, ARBITRATION
& EMERGENCIES
10.1 GAME END SIGNAL: A
game-end signal will be sounded if:
A. The flag is hung. ONE
WHISTLE BLAST FOR FIELD ONE, TWO BLASTS FOR FIELD TWO, three for three,
ETC.
B. The time period for the
game expires. A horn will sound simultaneously for all fields.
All shooting must cease at the
game end signal, and players on the field should install barrel plugs. A player
shall not discharge his marker after the game-end signal has been given until he
shoots over the official post-game chronograph. PENALTY: 6 POINTS PER SHOT.
10.2 A player who signals the
end of a game commits an infraction.
10.3 APPEALS: If a player has
a dispute concerning the rules, the behavior of another player, or a referee's
call, he must wait until after the game has ended to seek out a referee for an
explanation. Failure to abide by the referee's decision after one warning
constitutes an argument and will result in penalty points being assessed.
After the game, team captains
should verify the game scores at the splat table where they will be announced by
the head field judge within four minutes of the scheduled completion of the
game. Signatures are not required if the captain agrees with the outcome. If a
captain disagrees with the score or penalty assessments, he MUST SIGN THE SCORE
CARD UNDER PROTEST! Failure to sign a score card will result in team acceptance
of the score with no appeal permitted. The captain must proceed directly to his
next scheduled game after protesting the score. The Ultimate Judge will schedule
an appointment with the captain at a later time, when the captain's team is not
scheduled to play. One additional team representative will be permitted when the
Ultimate Judge hears the appeal. Protested scores will not be posted until after
they have been resolved by the Ultimate Judge.
10.5 EMERGENCIES: In the event
a player is injured or becomes ill during a game, any referee may signal play to
stop. Play in the area of the injured player will cease and all players affected
must stop firing and hold their position while the injured player receives
assistance. PENALTY: 25 POINTS.
A referee, at his discretion,
may stop play on the entire field for an injury, illness, or an emergency (such
as lightning). Unless otherwise directed by a referee, if a game is stopped for
any emergency, all players must hold position until their exact locations are
written down by the head field judge. The head field judge must also record the
exact time that the play was disrupted. The time clock cannot be stopped for an
injury or illness, but at the Ultimate Referee's discretion, the game may be
restarted or replayed at a later time.
11.0 UNSPORTSMANLIKE
CONDUCT
11.1 A person may not argue
with a judge, hinder/interfere with a judge’s performance, and/or disregard a
judge’s warning during a game. PENALTY: 1+1
11.2 A person may not engage
in loud arguing, cursing or insulting name-calling regardless of where or to
whom it is directed (toward a judge, player, spectator, self, etc.). PENALTY:
1+1
11.3 Engaging in
confrontational arguing or severe, abusive cursing or name-calling, and/or
threatening physical harm to another person, is an infraction. If the offending
player is active, the judge will eliminate him; if the offending player has been
eliminated, the PENALTY is 1+1. In either case, the judge also will assess a
POINTS PENALTY of -50 (50 points are subtracted from the team’s score).
11.4 Making belligerent
physical contact with another person by deliberate bumping, pushing, shoving,
use of an object, etc., is an infraction. When this occurs, the judge will END
THE GAME and the offending player’s team shall forfeit the game. Additionally,
the judge will assess a POINTS PENALTY of -100 (100 points are subtracted from
the team’s score). If a player from each team commits this infraction, both
teams shall forfeit and the POINTS PENALTY of -100 shall be deducted from each
team’s score. PENALTY –100 POINTS
12.0 SCORING
12.1 The point system consists
of three parts: game points, penalty points, and tiebreakers. Game points are
earned by teams according to their performance. They are also used to rank
contestants throughout the league.
|
Event |
3
player |
5
player |
7
player |
10
player |
|
active players at game
end |
3 each |
2 each |
1 each |
1
each |
|
opponents
eliminated |
7 each |
4 each |
3 each |
2
each |
|
first flag
pull |
20
points |
20
points |
22
points |
20
points |
|
flag
hang |
50
points |
50
points |
50
points |
50
points |
|
TOTAL |
100
points |
100
points |
100
points |
100
points |
12.2 A team can play
short-handed, but points are automatically given to the opposing team as though
they had eliminated the player(s) that were not playing.
12.3 The team with the highest
point score at the end of the game, after penalty points are assessed, will be
declared the winner whether or not the flag has been captured. In the event of a
tie, both teams will be scored as a tie.
12.4 NO-SHOW/FORFEITURE:
Should a team fail to report the staging area, chronograph check, or goal
station in time for their scheduled game(s), the absence shall constitute a
forfeiture at the discretion of the Ultimate Judge. A team whose opponent
forfeits a game will not go onto the field for that game. Instead, they will be
awarded a win for that game and will receive a score equal to the average of all
the game points they earn in the entire round being played, or the average
points scored against the forfeiting team in the entire round being played, or
80% of the maximum allowable points for a single session... whichever is
greater.
12.5 TIE-BREAKER CALCULATIONS:
Score ties shall be broken by the following considerations, in the listed order.
Individual games that end in a tie remain a draw and will not be broken. Except
for fewest total accumulated penalties (the number 1 tiebreaker), criteria used
to break ties do not carry forward from one round to another.
1.
Fewest total accumulated penalties from all previous games for entire
tournament.
2.
Most total wins in round being played based on final point totals.
3.
Head-to-head game scores in round being played.
4.
Fewest points given up to opponents in round being played.
5.
Most flag hangs in round being played.
6.
Highest rank from previous round of games.
Should teams remain in a tie
after all tie-breaking calculations have been made, head-to-head matches shall
be played until a clear winner is determined.
13.0 PENALTIES
13.1 This Tournament Rules
Book is not an exhaustive reference regarding rules, infractions and penalties.
Penalties may be increased, decreased, or declined by the director of judging or
an ultimate judge, at his discretion, in particular circumstances.
13.2 It is each player’s
responsibility to consult with the tournament producer prior to the event
regarding definitions and limitations of the rules.
13.3 A violation of these
specific rules, as well as a violation the spirit and intent of these rules, is
an infraction.
13.4 Each player must
immediately submit his equipment, his paint, and himself for an inspection
whenever requested by a judge.
13.5 Players must follow all
of the directions of the judges. Since the instructions of the judges supercede
these rules, a player shall not be penalized for following the directions of a
judge.
13.6 Appeals. All decisions by
the judges are final. Questions or appeals may be addressed by the team
captain(s) to the head judge of the field immediately after the players have
chronographed off after the game.
13.7 A "1+1" signifies that
the judge will eliminate one active teammate of the offending player. A "1+2"
signifies that the judge will eliminate two active teammates of the offending
player.
13.8 Successive or continuing
infractions are grounds for successive penalties. Example: the offending player
is an active player and commits the infraction of arguing with a judge; the
judge eliminates him from the game. He continues to argue with a judge; the
judge eliminates an active player from his team. If he continues to argue, the
judge eliminates another active player from his team.
13.9 Certain infractions
result in Penalty Points. Successive or continuing infractions are grounds for
successive penalties.
13.10 When a "1+1" or a "1+2"
penalty eliminates the last player from a team, the other team will be awarded
the flag hang automatically. First pull also will be awarded if one has not
occurred earlier in the game.
13.11 If a team captain
disagrees with the ruling of a Head Field Judge, he may sign the score card
"under protest," and the Ultimate Judge will later schedule an appointment with
the team captain(s) involved to consider the disputed score. One additional team
representative may be present during the review.
13.12 In addition to assessing
penalty points pursuant to these rules, the Ultimate Judge may eliminate a
player or players, forfeit a game, disqualify a player or team from a game, or
suspend a player or team from all APL tournaments for severe or multiple
violations. Suspension of an entire team from all APL Tournaments requires the
concurrence of the Ultimate Judge and the director of the APL.
13.13 REPLAYING A GAME: The
Ultimate Judge has the discretion to call a game for darkness, weather
conditions, injury or illness, protracted player infractions or any other
circumstances which dictate the game should be stopped. Any replay may be
reconstructed or may be in full with teams taking the same flag stations. If it
is impossible to replay the game, the score including penalty points assessed at
the time the game was called, shall constitute the final score of the game.
To the fullest extent
possible, a team representative will be provided the unofficial game scores for
all games played.
13.14 DEFINITIONS
1. PENALTY: All penalties are
per incident.
2. ELIMINATED: Ejected from
game by referee.
3. TEAM DISQUALIFIED: Team can
no longer participate in tournament.
4. ELIMINATION = The
elimination of the player committing the infraction.
1+1 =
The elimination of the player plus one more player.
1+2 =
The elimination of the player plus two more players.
1+3 =
The elimination of the player plus three more players.
An
ultimate judge may assess additional one-for-one penalties during the game or
successive 10 point penalties off the field for the following infractions:
(1)
Each time a player fails to obey a judge’s instructions.
(2)
Fighting or other hostile physical contact.
(3)
Un-sportsman like conduct
If a
penalty is called that results in the removal of the last player from a team,
the other team will be awarded the flag hang automatically
Assessments of one-for-one, two-for-one and three-for-one penalties
when no live players are left will result in the following penalty points being
assessed against the offending team:
(1)
12 penalty points in lieu of a one-for-one penalty.
(2)
18 penalty points in lieu of a two-for-one penalty.
(3)
24 penalty points in lieu of a three-for-one penalty.
14.0 SUSPENSIONS &
EXPULSIONS
14.1 The producer or his
designated representative is the only person authorized to penalize a player
with probation, suspension, and/or expelling a person from a tournament.
14.2 A person expelled or
suspended from a tournament must leave the premises and not return.
14.3 Where ID cards are
required by the tournament producer, a person who refuses to show his ID card to
a judge will be expelled from the tournament. If his teammates refuse to
identify the player, every person on the team’s roster will be expelled from the
tournament.
15.0 PRODUCER
FORMATTING: Tournament and event
producers may have specific formatting (e.g., game time limit, size of playing
field, limited paint, pump markers only, Rookies only, etc.).
STANDARD
RULE BOOK FOR TOURNAMENT PAINTBALL Copyright 1999; all rights reserved.
Rev.10/2/2000
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