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Tournament Rules

 

ColorSplash Paintball Tournament Rules

Updated and posted 10/29/2006
Updated and posted 11/27/2006 ______________________________________________________________________________________________
GENERAL GUIDELINES

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.
The tournament producer is the final authority regarding these rules. The producer may designate an overall director of judging. The judging staff (referees) also may included one or more Ultimate referee, head field referees, field referees, chrono referees and other designated members of the judging staff.
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.

The Sport
. Paintball is a sport played by two teams with the number of players
ranging from three to seven per team. The objective of the game is for each team to capture the flag
of the opposing team and to eliminate as many opposing players as possible, while capturing and
returning the opposing team’s flag to its own flag station within a limited time period. Games will have a limited time period.

Out-of-Bounds. Field boundaries are marked all the way around the field in
either yellow or white material or paint line. Touching the line constitutes out of bounds in which
the player will be eliminated. Crossing or touching the back boundary in flag pull or flag hang
situations by the flag carrier does not constitute an elimination. All others will be eliminated for
going out of bounds. Any ground space outside of the playing field shall be out-of-bounds.

Dead Boxes. There will be two dead boxes next to the playing field in the out-of bounds
area where players must go when eliminated.

Appearance. Players’ clothing must fit well. Jerseys must be tucked into player’s
pants or harness. Players may not wear any oversized clothing. Players clothing including pants
and jersey must be free from tears and rips. If clothing is torn or ripped during the course of a
game the player must change or repair any torn or ripped clothing prior to starting of next game.
The penalty will be the player is eliminated from the game.

Headgear. Players may wear Headgear to protect the head. Players Headgear
may not extend more than one inch below the shoulder blades. Players may not wear bandanas
and/or handkerchiefs anywhere other than on the head or neck.

Gloves.
Players may wear a single pair of gloves, with or without full fingers.
Gloves may be padded.

Armbands
. Team members will be given an armband that is distinctive from the
armband of the opposing team. Players must affix one armband to their left arm prior to game
start. Armbands will be at least two inches in width and long enough to fit around the upper arm.
Prohibited Materials. Players may not wear jerseys and or pants which are made
out of highly absorbent material, such as felt or fleece, or of a highly padded or slick nature, such
as nylon or rubber.

Metal Cleats
. Players may not wear metal cleats or cleats that may injure other
players or damage the playing field (e.g., puncture a bunker).

Protective Gear

Facemask / Goggles. Players, officials and any other individuals present in a
goggle-safe area (e.g., the playing field and Chrono-station) must wear Goggles with full-face
protection manufactured for use in paintball games in its original form. Goggles must meet or
exceed ASTM standards for eye protection and lenses be in good repair. Goggles must have
adequate ear protection.

Protective Padding Separate from Clothing
. Players may wear one layer of
protection, over or under clothing, protecting the below body parts, provided that the padding has
not been modified from the manufacturer’s original form. The following protective padding has
been approved for use: (i) neoprene neck protection; (ii) forearm and elbow protection; (iii) shin
and knee protection; (iv) groin protection; and (v) chest protection (female players only).

Neck Protection.
Players may wear neck protection consisting of single layer of
neoprene type material. Neck protectors must cover the neck only and may extend a maximum of
1 inch passed the collarbone.

Marker Specifications
. Players may use a single, 68 caliber, pump or semi
automatic paintball marker, which consists of a single barrel and single trigger. All Paintball
Markers shall only operate in semi auto or pump mode and may not operate in other discharge
modes such as burst, enhanced trigger or fully automatic discharge mode during tournament play.

Trigger. A “trigger” is the moveable lever or button that comes in contact with the
finger. The contacts of a switch are not a trigger. A trigger pull requires an exertion of force by
the finger on the trigger and a release of force by the finger on the trigger during every shooting
cycle. Markers may shoot at any rate of fire, and may shoot any number of paintballs, provided
that it shoots in semi auto or pump mode only. This means that no more than one paintball may
be discharged during each shooting cycle of a trigger pull.

External Adjusters
. Markers with electronic firing systems must be locked in a
tournament semi auto mode. The player may NOT be able to adjust dwell, debounce, shooting
mode etc. while on the playing field. Markers with any form of external velocity adjusters must be
modified in such a way that the velocity adjuster is not readily accessible during the course of the
game. Depending upon make or model of the markers, some may require locking tournament
caps or may require multiple locking tournament caps. All regulators require locking tournament
caps such that they cannot be adjusted without a tool with the marker gassed or degassed.
Locking Tournament caps are devices used to lock down or prevent on field adjustments.
The team of any player found to be using a marker in violation of Rules shall be disqualified.
Surrender of Marker. Players must surrender their marker immediately upon the
request of any Referee or Tournament representative at anytime. Players may not alter, pull the
trigger, turn on or off, push any buttons or make any other movement that might cause a firing
mode to change. This will result in disqualification

Marker Velocity
.
Markers may not exceed a maximum velocity of 300 feet per
second. All markers must be chronographed at a chrono station prior to start of each game.

Sound Suppressors. Marker barrels may be equipped with porting, slots and/or
rifling, but may not have a sound suppressor attached or integral to the construction of the barrel.
.Players may only bring one barrel on the playing field. The barrel must be attached to the marker.
.
Barrel Blocking Devices
. Markers must have a Blocking device that meets ASTM
Standard F2271 over or in their barrel at all times the marker is in any un-goggled area.
(Three-Game Suspension).

Remote Tank. Players may wear a remote tank hook-up. The remote line may
not be worn underneath clothing.

Squeegees. Players may carry multiple squeegees and or swabs. Players may
carry anti-fog cloths or spray.

Specifically Prohibited Items.
Players may not use any listening devices, communication devices
or any form of electronic surveillance. Players may not carry on the field any sort of sounding
devices i.e whistles, horns. No grenades, or paint mines. Players may not wear or display
clothing or any other items with obscene or offensive pictures, words or logos anywhere on-site.

WAIVERS
: Every person listed on the team rosters shall sign a waiver. Waivers must be turned in prior to the captain's 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.

ELIGIBILITY/GENERAL:

PLAYER CLASSIFICATION: Players must be 10 years of age or older. Players 10-17 years of age must have an Underage Waiver Form with parent or guardian's signature. Players with health problems are to consult their physician before participating.

ColorSplash classifies individual players according to the number of seasons they have competed in tournament paintball. Recreational playing time is not included. After a player participates in his/her first tournament, their classification as a “Rookie” is established.

Paintball seasons run from January 1st to December 31st of each year. Rookie players cannot have played in more than four tournaments prior to this season (before January 1st of the current year).

You may play at higher levels without losing your status. Example: A Rookie could play on Novice and/or Amateur teams during a season without losing their Rookie Status. However, they may not play on pro or semi-pro teams in any national event and maintain rookie status.

Pro and Semi-Pro- Anyone who has played in a national tournament on a Pro or Semi-Pro team during the previous 24 months.
Amateur-A player with three or more seasons of tournament experience, who has not played as a Pro or Semi-Pro level at national tournaments during the previous 24 months.
Novice-A player with fewer than three seasons of tournament experience, who has not played as Pro or Semi -Pro at a national tournament during the previous 24 months.
Rookie-A player with less than one season of tournament experience, who has never played as a Pro, Semi-Pro, Amateur, or Novice.

Rookie teams may field one novice player.
Novice and Amateur ranked players shall both be entered as Novice on roster.
No Pro or Semi Pro ranked players shall be rostered in any division in the TOPS or CPL Tournaments.

Rosters. All teams must submit complete rosters prior to play. Team rosters will be accepted only after all
administrative fees have been paid in full. Players may not be listed on more than one team roster per event, and a player may not change teams during an event. Waivers and rosters must be turned in before the first game the team plays. Turning in waivers and roster late will result in zero points for prior games played. Eligible players may be added to a team's roster any time during an event, providing they report to the scoring table and are added to the roster before they play in a game.

Age Requirements.
Players must be 18 years of age or older, except that
players 10 through 17 years of age may play with written consent from a parent or legal guardian.

Officiating

Referees
. The term “Referee” will include: “Ultimate Ref”; “Head Refs”; “Chrono-Refs”;
“Corner Refs” “Flag Refs” and “Field Refs”.

Pre game Equipment Inspection. The Chrono-Ref or the Head Ref may require a
player to change clothing and/or modify or substitute equipment prior to the start of a game in
order to comply with Rules. Players that cannot comply with any Referee
requirement before game start will not be permitted on the playing field.

On Field Chronographing. Chronographing on the field may be done at any time
at the discretion of any Field Referee to determine if a marker’s muzzle velocity has risen above
legal limits. Referees will seek to perform on field chronographing in a manner
which least interferes with play. Players will not be subject to Referee chronographing after game
end, but may be required to surrender their marker for inspection.

Paint Checks. Paint checks are performed by Referees for the purpose of
determining if a paintball has broken on and marked a player. Paint checks are performed by a
Referee when the Referee has observed a player taking shots, or when shots are directed into an
area occupied by a player that the Referee cannot directly observe, when the physical location
that a paintball may have broken on is not visible to the Referee, or when the Referee is directed
to do so by another Referee.

Player Requested Paint Checks
. Referees may, but are not obligated to,
perform a paint check after a player has requested one.

Easily Verifiable. Players, who are hit in obvious locations, which are easily verifiable,by such
players may not call for a paint check. Calling for a paint check will be considered playing on.

Marker Inspection. Players will surrender their markers to the Chrono-Ref who
will inspect it for the following:
(1) Mechanical Parts Locked. Screws, barrel, tank and other working parts
which can increase or decrease velocity are adequately tightened. Any
external velocity adjusters are covered or fixed in place. No device,
component or item which could enable a player to increase the muzzle
velocity of the marker on the game field without resorting to the use of tools
is present on the marker.
(2) Electronic Parts Locked. Shooting modes of electronic markers may not be
adjusted on field as to allow dwell, debounce, trigger bounce, or ramping.
(3) Valves. Valves must be placed in the fully open position and no valves or
expansion chambers can be turned on or off.
(4) Foreign Matter. No foreign matter may be in the barrel, feed port or loader.

Chronographing. The Chrono-Ref shall chronograph each marker as it would be
shot effectively on the game field at its maximum velocity. The Chrono-Ref will shoot a minimum
of three shots over the chronograph. Markers will pass inspection if no one shot is greater than
300 feet per second.

Remedial Measures.
Players whose markers do not pass inspection or
chronographing will be so informed and will be given an opportunity to remedy the situation, time
permitting. Players whose markers have not passed the chronograph may elect to enter the field
without a marker or be counted as eliminated.

Old Hits. Players are responsible for removing old hits or bringing the same to
the attention of a Field Ref prior to game time, so that they may be dealt with in a manner that
would not result in the elimination of the players.

The Game

Game Start
Ten Second Warning.
The Head Ref on the field will begin game by saying Field
Remove your barrel protection and get ready for the 10 second warning. The Head Ref will then
say 10 second warning in 3, 2, 1, 10 second warning so that each team may hear clearly such
warning.

Markers.
Players must have the barrels of their markers touching the Flag
Station. Players must start in front of the break out board with Makers touching the Flag Station.

Game Start
. The Head Ref will give such warning with a countdown of get ready
for 10 second warning then 10 seconds in “Three, two, one, ten-seconds.” Thereafter, the game
will start by the Head Ref shouting so that each team may hear, by radio or otherwise, either,
“Game on”, or “Go, go, go”.

Time.
Official game time will be kept by the Head Ref or a Field Ref appointed
thereby, but in no event shall the official game time be kept by a Flag Ref. In the event that a
game is to be interrupted because of a medical emergency, or otherwise, the Head Ref will mark
the time or cause the Field Ref appointed thereby to keep the official game time to mark the time.

False Start. In a situation where a false start happens due to a Referee mistake
or miscommunication the Head Ref will stop the game and restart as if the game had never
started.

Reasons for Game Stoppage.
Only the Head Ref may declare the game
stopped. Game stoppages will only occur in case of an emergency, dangerous weather
conditions, other “acts of God” or a physical altercation on the game field.

Procedure.
Field Refs will note the locations of the players at the time that the
game is stopped. Once the game has been stopped, the Field Refs will insure that players remain
in those locations. Referees will check all players and will remove any players who are eliminated
prior to the game being stopped. Players may not reload or refill air during this time. Referees will
confer to review the sequence of events prior to the game stoppage. If penalties need be
assessed, they will be so assessed at such time. Players with hits may be reinstated into the
game if the field Referees determine, in their discretion, that a player was eliminated as a direct
result of illegal actions, which led directly to the game stoppage.

Restart
. Once the condition causing the game stoppage has abated or been
resolved, all the live players and flags are placed in proper positions by the Field Refs, the Head
Ref will restart the game . Time will begin to run upon such restart.

Cease Shooting. Players may not fire their markers following: (i) an instruction
from a Field Ref to cease fire; (ii) a successful flag hang; or (iii) predetermined time after the start of the
game.

Inspection
. All live players at the end of a game must present themselves to a
Field Ref for inspection. At this time, a Field Ref will inspect the player for hits, and if any are
found, the Head Ref will be notified, and proper penalties will be assessed.

Game End
. A game will end only by the Head Ref on the field announcing,
“Game over.”

Carrying the Flag. Players carrying flags must carry them in full view. Players
cannot attempt to hide or disguise the flag in any way.

Passing the Flag.
Flags may be passed from live players to live players.

Eliminated while Carrying Flag
. A player eliminated while in possession of a flag
will remain on the field of play, holding the flag at arms length and at eye level, until that flag is
recovered by another player, from player’s team.

Marked with Paint. A player will be eliminated if such player is marked with paint.
A player is marked with paint if a paintball shot out of a paintball marker by any live player,
including members of the opposing team or a player’s own team strikes that player or anything
he or she is wearing or carrying and the paintball breaks upon the object struck and leaves a
paint mark. If a Referee does not see a paintball shot by a live member of the opposing team or
the player’s own team strike that player or anything he or she is wearing or carrying, but that
player or that player’s equipment is marked with paint, then such player will be eliminated.
Generally, if the paint marking is reasonably solid and the size of a quarter, it will be considered a
valid hit. If the referee witnesses the ball hit and break and leaves less then a quarter size it will
be considered a valid hit.
Conversely, a player will not be eliminated if a player is hit and marked by a paintball shot by an
eliminated member of the opposing team or if a paintball strikes the player or anything he is
wearing or carrying but does not break or if a paintball strikes another object first and breaks
upon that object before marking a player or anything he/she is wearing or carrying.
Referees will wipe splatter or non-valid hits off a player at the time they are inspected. Players
playing with paint that is considered non-valid will do so at their own risk, until it is wiped clean by
a Referee.
Players who are in motion while hit in obvious locations, which are easily verifiable, will
immediately turn their motion away from the opposition, and stop. If two opposing players are hit
and marked, as provided in this Rule simultaneously, or if the Referee cannot determine which
player was hit and marked first, both players will be eliminated.

Obvious Hits.
Players who are hit in an obvious location are expected to
immediately signal their elimination by announcing “HIT” or “OUT” at the time of such elimination.
Such players must then remove their armbands, and go straight to elimination box. Obvious hits
are those which impact and break on observable places on the body or equipment.

Obvious, but not Easily Verifiable while wearing goggles
. Players with obvious
hits in areas which are not easily verifiable, such as the back must immediately call on a
teammate who can easily verify whether or not the paintball broke to indicate whether or not such
player was eliminated. The teammate must respond immediately, and if the hit player was
eliminated, he must cease play, signal his elimination and exit the field. Failure to call on such
teammate for verification or failure of such teammate to respond immediately constitutes playing
on by the hit player. If no such teammate is available for verification, such player must
immediately call for a paint check by a Field Ref. Failure to call for such a paint check
immediately will constitute playing on by such player.

Unobvious Hits.
Unobvious hits are those which impact and break on player’s
harnesses & tubes located on players back. Players with un-obvious hits will be eliminated but
will not be penalized. Should a player with an un-obvious hit become aware, through his/her own
actions or through information provided by teammates that he/she has been validly marked, such
hit at such time shall then be deemed to constitute an obvious hit. Any part of the harness located
in front of a players hips are considered obvious.

Illegal Activities

Playing-On
. A player that continues to play after being marked with paint is
Playing-On. Playing-On includes, but is not limited to:
(i) Continuing to shoot or otherwise engage the opposition,
(ii) Continuing to move, except with respect to exiting the field by the most direct route or at the
direction of a Referee,
(iii)Talking, signaling or otherwise communicating, either to a Referee, opposing players or
teammates, except that a player may say, “Hit” or, “Out” or something to that effect once,
(iv) Impeding the progress of opposition players or a Referee,
(v) Hampering a Referee in making a paint check or a call,
(vi) Discharging or degassing the marker or providing teammates with paintballs or equipment.
(vii) Remaining in the game while making no effort to leave the field.

Freight Training
. Freight training is the act of utilizing multiple players who move
and act in such a manner so that the lead players after being marked and eliminated impede or
prevent the timely elimination of other players in the train. Referees will allow a freight train to
continue, but will assess penalties for Playing-On.

Wiping
. Wiping is defined as the active and deliberate removal of paint by a
player in order to avoid elimination or avoid a Referee’s call.

Modification of Markers
. Players may not modify markers during the course of a
game, with the exception of cleaning paint out of barrels, loaders or feed ports.

Spectator Interference
. Spectators may be allowed to observe games and the
activities on a field but may not :
(i) Issue instructions to players on the field,
(ii) Make comments about play which are likely to be heard by players on the field,
(iii) Have markers in their possession, or
(iv) Otherwise interfere with play in any manner whatsoever.
Team members and associates of the competing teams who interfere or communicate with the
play of that game will immediately receive a penalty as if a player Played-On.

Unsportsmanlike Conduct.
Players will be eliminated if they engage in
unsportsmanlike like conduct. Unsportsmanlike conduct may include, but is not limited to:
(i) Deliberately shooting at Referees.
(ii) Excessively shooting an eliminated player with intent to injure.
(iii) Requesting of paint checks to distract Referees from checking themselves or teammates.
(iv) Verbally abusing any players, spectators or Referees.
(v) Throwing equipment.

Embarrassing, Dangerous or Destructive Behavior.
Teams and players
participating in sanctioned tournament shall not engage in conduct that would bring the
the promoter or any sponsor into disrepute. During any tournament, players
must not: discharge loaded markers in any un-goggled areas; harass or intimidate any
individuals (including event staff and spectators); provoke a physical altercation or otherwise
incite violence, wear or displaying offensive pictures, words or logos intentionally damage or
destroy private property, or engage in any other criminal, destructive,
dangerous activity that would cast the sport of paintball in a negative light. Any player caught
violating this rule will be ejected for a full season.

Procedures for eliminated players:

Immediately upon determining they are marked an eliminated player must signify their elimination by shouting
"I’m Hit" or "I’m Out" and raising one hand above their head. They must then surrender their armband to the
nearest referee and leave the field and not interfere with live play. Eliminated players must have their barrel
covers in place prior to leaving the field.
If a referee is not close to an eliminated player the player must remove their armband and carry it off the field.
Once a player signals their elimination whether marked or not they are eliminated.
Eliminated players may not: discharge their markers, turn off their marker, bleed of their power source, or remove their power source without the consent of a referee.
Eliminated players can not communicate with any other player or spectator.
Eliminated players may not pass equipment or supplies to a teammate.
Eliminated players must proceed immediately to the deadbox.

Eliminations and Penalties


Assessment of Penalties
Verbal Warnings. Referees will issue verbal warnings on the field for the
following reasons:
(1) First Offenses. First offenses for failure to observe a neutral call, wrongfully
calling for a paint check, or use of inappropriate language.
(2) Verbal Warning may be given for not having a barrel blocking device on in
goggle safe area.
(3) Player leaving the dead box during a game.

Eliminations
. Referees will eliminate players for the following reasons:
(1) Hit. Player is marked with paint.
(2) Out-of-Bounds. Player, any part of player’s body touches the line or goes
out-of-bounds (irrespective of whether the boundary tape, if any, is moved).
The back boundary in flag pull and flag hang situations where the flag carrier
crosses the line will not be eliminated.
(3) Second Offenses. Second offenses for failure to observe a neutral call,
wrongfully calling for a paint check, or use of inappropriate language.
(4) Surrender. Player without being hit raises marker above head, or shouts “hit”
or ”out”, is not wearing armband, walks with eliminated player(s) or otherwise
creates the appearance of having been hit.
(5) Faulty Start. Player’s marker barrel is not touching the flag station at the
game start.
(6) Abandoned Equipment or Uniform. Player abandons equipment (other than
squeegees, the game flag, rags, or full or empty pods), on the field by more
than five feet.
(7) Compressing Bunkers. Players found to be altering a bunker to gain an
advantage for elimination, such as pushing the marker or body between two
bunkers, compressing the shapes, stepping or jumping on, or moving the
bunker off its axis will be eliminated. The initial contact of the hand on the
bunker will be allowed provided it does not compress the shape excessively
or move it off its axis.
(8) Faulty Check-Out. Live player checks-out at game end with an unobvious
hit.
(9) Dead Man Walks are prohibited: as defined herein: Players that take such
action that would cause members of the opposing team or field referees to
reasonably believe that such players have been eliminated, including but not
limited to, calling themselves hit or out, hiding their armbands, holding the
markers above the shoulders, placing objects in the barrel, walking with
eliminated player(s), turning away from oncoming aggressive player(s) will be
eliminated. Players who have been marked by a player doing a dead man
walk will be reinstated in the game by a referee unless their armband has
already been removed then the player is eliminated.
(10) Aggressive movement during a neutral call.
(11) Player is hit in un obvious location.
(12) Failure to wear goggles.
(13) Velocity Violation shooting over 300 feet per second (FPS) and below 310
FPS
(14) Players who are observed working on their markers during the course of the
Game, with the exception of cleaning paint out of barrels, loaders or feed
ports will be immediately removed from play.

One-for-One. Assessment of the one-for-one penalty (the removal of the player
committing the infraction and a teammate) may take place for the following infractions:
(1) Playing-On. A player that continues to play after an obvious hit is Playing-
On, but does not materially influenced the course of the game.
(2) Disobedience. Player fails to obey a direct instruction of a Referee
(discretionary).
(3) Physical Aggression. Player attempts physical contact with another person
on the field in a hostile manner.
(4) Affiliated Spectator Interference. Spectator that is known to be affiliated with
team or player on team provides strategic advice.
(5) Tools. Player possesses, but does not use tools on playing field.
(6) Velocity Violation. Shooting over 310 and between 319 feet per second
(7) Faulty Check-Out. Live player checks-Out at game end with an obvious hit.
(8) Distraction Tactics. Requesting a paint check to distract a Referee from a hit
on player or a player’s teammate.
(9) Freight training, applied for each infraction

Two-for-One
. Assessment of the two-for-one rule (the removal of the player
committing the infraction and two teammates) may take place for the following infractions:
(1) Playing-On. Player continues to play after an obvious hit and materially
alters of the course of the game.

Three-for-One
. Assessment of the three for-one rule (the removal of the player
committing the infraction and three teammates) may take place for the following infractions:
(1) Playing-On. Player fires marker after acknowledging elimination.
(2) Wiping. Player deliberately removes paint in order to avoid elimination.

Procedure


Field Exit. Eliminated players must remove armband, put on barrel sock over his
or her marker barrel and proceed directly to the dead box using the
most direct route or according to the direction of a Field Ref, if any is given. Players shall remain
in the dead box until directed to leave by a Referee. Eliminated players shall exit the field with all
equipment that they were carrying at the time of elimination.

Elimination of Last Player
. If the last player on a team is found to have been
playing on with an obvious hit or wiping then the other team will automatically be awarded the pull
and the hang.
When a "+1" type of 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.

Successive and/or continuing infractions warrant additional penalties.
Example: The offending player is active and commits the infraction of arguing with a referee. The ref eliminates him from the game, but he continues to argue with the ref; so the ref pulls another player and adds a game suspension. When the player continues to argue, the ref pulls yet another player and/or suspends him and/or his team for more games.

Finality of Calls.
Referee’s calls during a game will stand and cannot be changed
after a game except in extreme circumstances when the Ultimate Ref becomes involved.

Appeals
:
All decisions by the referees are final. Questions or appeals may be addressed by the team captain to the head referee of the field immediately after the game.

Suspensions, Disqualifications, Fines


Team Responsibility. Teams are responsible for the conduct of everyone on
their roster which includes both players and supporters. During the event the following will apply
to fines, suspensions and ejections.

Suspensions, Expulsions and Probations.
Players may be issued three-game, six-game or one year
suspensions. Suspensions must be served immediately. Suspensions are issued to the player the
team for which that player plays will have to play short as though that player was eliminated from
all games played by that team in the tournament in which the suspension was authorized during
the term of such suspension. Player suspensions will carry over from tournament to tournament
until suspension is fulfilled.
Only the producer and/or his designated representative are authorized to penalize a person with probation and/or expulsion from a tournament. A person expelled from a tournament must leave the premises and not return for the duration of the tournament.
Anyone who litters, vandalizes or behaves in a deliberately belligerent and/or unsafe manner will be suspended and/or expelled from the tournament and placed on probation for one year. Anyone who physically assaults another person will be expelled from the tournament and suspended for one year. While on probation, another serious incident of bad sportsmanship will result in a one year suspension. After returning from suspension, any further serious incidents of bad sportsmanship behavior will result in a lifetime ban.

Three-Game Suspension. Players may be suspended, causing the team to play
short for three games for the following infractions:
(1) Outbursts. Throwing smaller equipment (e.g., goggles, harness) in an
unsportsmanlike like manner.
(2) Physical contact during or after play that does not result in injury (e.g., shove,
grab, shoulder-bump).
(3) Verbal Abuse. Verbally abusing any individual during or after play.
(4) Shooting at a Velocity of 320fps or higher.
(5) Not having a Barrel Blocking Device on maker in un goggled area.
(6) Illegal Reentry. Player leaves the dead box and reenters the field, but does
not shoot any paintballs.

Six-Game Suspension. Players will be ejected and the team will play short for
six games for the following:
In addition to these penalties, teams and players may be liable for damages and injuries caused
under civil law and may be subject to prosecution under the criminal law of the local jurisdiction.
(1) Outbursts. Throwing marker or air system.
(2) Physical contact during or after play that results in injury (e.g., punch, kick, or
spit).
(3) Over Shooting. Over shooting any other player with intent to injure.
(4) Shooting Referees.
(5) Shooting from Dead Box.

Prohibited Paint. Any player is found using Prohibited Paint (non-event paint) will be eliminated, if active, and/or suspension of player for next game.

Game Fixing. Two opposing teams conspiring to fix the outcome of any game will result in both teams being disqualified. NO score for entire event.

No Show and or forfeitures

S
hould a team fail to show to the flag station in time for their scheduled game this absence constitutes a forfeiture.
Reasonable attempts will be made by the referee’s and staff to locate the team and allowances may be made for tardiness at the Ultimate Judges sole discretion.
Teams will be allowed to start a game short on players in order not to forfeit the game.
A team whose opponent forfeits a game must be at the field ready to play at the designated time and will receive 30 points or the average of their scores. What ever is higher.
If a scheduled team drops out of the tournament, the Ultimate Judge may, at his discretion award points to the opposing teams or alter the schedule to accommodate the loss of the team.

Ignorance of the rules is no excuse. It is each player's responsibility to consult with the tournament producer prior to the event regarding definitions and limitations of the rules.

A violation of these specific rules, as well as a violation of the spirit and intent of these rules, is an infraction.

Each player must immediately submit his equipment, his paintballs, and himself for an inspection whenever requested by a judge.

Players must follow all of the directions of the referees
. The instructions of the referees supercede these rules. A player shall not be penalized for following the directions of a referee.

Scoring

Game Scoring. Scoring for games will be conducted on a 100 point system and
will be awarded as follows:

EVENT
3 PLAYER
5 PLAYER
7 PLAYER
ACTIVE PLAYERS AT GAME END
5
2
1
OPPONENTS ELIMINATED
5
2
3
FIRST FLAG PULL
20
30
22
FLAG HANG
50
50
50
TOTAL
100
100
100

Score Sheets

Score sheet procedures.
The score sheets will be filled out by the head referee of the field and shown to both team
captains.
Nothing on the score sheet must be crossed out nor written over.
It is the responsibility of each team captain to check the score sheet. If a team captain finds a
mistake on the score sheet, a new one will be filled out.
When both team captains agree on the score sheet, they will sign it and the score sheet will not
be modified even if mistakes are discovered afterwards with the exception of mathematical errors.
If a team captain refuses to sign the sheet because of a disagreement on the information it bears,
an Ultimate Referee will be called. The Ultimate Referee will talk with the Head Referee of the
field and both team captains. The Ultimate Ref will decide whether the score sheet must be
amended, and if the team captain still refuses to sign the sheet, the Ultimate Referee will validate
the score. Captain will take the score sheet from the field and give directly to person in charge of scoreboard.
Clerical or mathematical errors may be corrected at any time prior to the start of the next round of
play.
Only clerical and mathematical errors may be corrected after the score has been posted on the
scoreboard.

Tie Score
. In case of a tie score among teams in Preliminary rounds, such tie will
be broken due to the following criteria:
(1) Head to head competition;
.
Tie Score Best of Three. (Best of Three will be played as Win/Lose. No points will be scored.)
In the case of a tie score among teams in a Best of Three format, such tie will be broken by the following criteria:
In the best of three competitions, if the teams involved have a win each and the
third game ends in a draw. Both teams will choose one player to play one on one with a 2 minute
time period. If the one on one match ends in a draw each team will choose another player and
play another one on one until a winner is decided. A coin toss will determine side. Players will
alternate sides until a winner is determined.

Series Point System

(1) 50 points for first place;
(2) 40 points for second place;
(3) 35 points for third place;
(4) 30 points for fourth place;
(5) 25 points for fifth place;
(6) 20 points for sixth place;
(7) 15 points for all teams not making the semi-finals.

Tournament Format

Tournament Formats will be announced at Captain's Meeting prior to each tournament.

These tournament rules is not an exhaustive reference regarding rules, infractions and penalties. Penalties may be increased, decreased or declined by the producer, or his Ultimate Judge, at their discretion in particular circumstances.

 


Updated and posted October 29, 2006
Updated and posted 11/27/2006