2000
NATIONAL 3MAN CENTRE FLAG
COMPETITION
SOUTHERN PAINTBALL SPORTS (1999)
THESE ARE THE 3 MAN RULES AS USED BY SOUTHERN PAINTBALL SPORTS (1999) AND THE SOUTHERN PAINTBALL SPORTS CLUB
THE USE OF THE WORDS HE, HIM OR MAN IS USED ONLY FOR THE PURPOSES OF BREVITY AND SHOULD BE TAKEN TO INDICATE A PLAYER REGARDLESS OF THE SEX OF THE SPECIFIC PLAYER
IT IS ADVISED THAT ALL PLAYERS READ AND UNDERSTAND THESE RULES AS IN SOME PLACES THEY ARE VERY DIFFERENT THAN STANDARD.
I DIDN'T KNOW “THAT” WAS IN THE RULES......IS NO EXCUSE
K.E.A.
ALL RULES AND INFORMATION MAY BE SUBJECT TO CHANGE AT ANYTIME AT THE DISCRETION OF THE DIRECTOR OF OPERATIONS.
FEEL FREE TO MAIL ME WITH YOUR COMMENTS ABOUT THE RULES, INCLUDING INTERPRETATION REQUESTS.
CONTENTS:
1.0 EQUIPMENT
1.1 DYE-MARKERS
1.2 GOGGLES
1.3 CLOTHING
1.4 ACCESSORIES
1.5 PAINTBALLS
1.6 DYE-MARKER POWER SOURCE
1.7 INSPECTION
1.8 RULINGS ON EQUIPMENT & PROCEDURE FOR APPEAL
2.0 PRE-GAME
2.1 CHECK IN & CAPTAINS MEETING
2.2 WAIVERS
2.3 CHRONOGRAPHING
3.0 GENERAL
3.1 THE PLAYER
3.2 THE TEAM
3.3 THE FIELD
3.4 UMPIRES, REFEREES & JUDGES
3.41 UMPIRES SIGNALS
4.0 GAME-PLAY
4.1 START OF THE GAME
4.2 BOUNDARIES
4.3 ELIMINATION'S
4.4 PAINTCHECKS
4.5 PROCEDURES FOR ELIMINATED PLAYERS
4.6 MUTUAL ELIMINATION'S
4.7 FLAG CARRIER
4.8 FLAG PULL
4.9 FLAG HANG/CAPTURE
5.0 GAME-END; APPEALING RULES & EMERGENCIES
5.1 END GAME SIGNAL
5.2 APPEALING RULES
5.3 EMERGENCIES
6.0 MISCELLANEOUS RULES
6.1 TIMING
7.0 SCORING
7.1 NUMBER OF POINTS AWARDED
7.2 MAXIMUM SCORE
8.0 PENALTIES
8.1 PENALTY RULING
8.2 DETERMINATION OF PENALTY POINTS
8.22 MINOR PENALTIES & POINTS
8.23 MAJOR PENALTIES & POINTS
8.24 CHRONOGRAPH VIOLATIONS
8.3 DOUBLE JEOPARDY
8.4 NO SHOW'S / FORFEITURES
8.5 REPLAYING A GAME
8.6 SCORING AND DOCUMENTATION
9.0 TIE-BREAKERS
9.1 TIE BREAKER CALCULATIONS
1.0 EQUIPMENT
1.1 DYE-MARKERS
EACH PLAYER MAY ONLY CARRY ONLY 1 (ONE) DYE-MARKER INTO A GAME.
BEFORE LEAVING THE STAGING AREA TO ENTER THE FIELD EACH PLAYER IS SUBJECT TO HAVING THEIR DYE-MARKER INSPECTED.
DYE-MARKERS MUST MEET THE FOLLOWING SPECIFICATIONS TO BE ALLOWED INTO THE COMPETITION.
1. EVERY DYE-MARKER MUST HAVE A POSITIVE SAFETY DEVICE TO PREVENT ACCIDENTAL DISCHARGE i.e. BARREL BLOCKING DEVICE.
2. NO EXTERNAL VELOCITY ADJUSTING DEVICE THAT WOULD ALLOW A PLAYER TO TUNE THE DYE-MARKER WITHOUT THE USE OF TOOLS OR DISASSEMBLY IS PERMITTED.
AUTOMAGS MUST HAVE TOURNAMENT CAPS AND AUTOCOCKERS MUST HAVE BEAVERTAILS.
3. ONLY DYE-MARKERS FIRING 1 (ONE) SHOT PER PULL OF THE TRIGGER ARE ALLOWED, NO AUTO RESPONSE OR SIMILAR UNITS ARE ALLOWED.
4. NO FULLY AUTOMATIC DYE-MARKERS ARE ALLOWED.
5. PLAYERS ARE ONLY ALLOWED TO TAKE ONTO THE FIELD THE POWER SOURCE'S) ATTACHED TO THE DYE-MARKER THEY ARE USING. ANY ADDITIONAL POWER SOURCES MUST BE ONLINE.
6. ALL DYE-MARKERS MUST BE OF .68 CALIBER.
1.2 GOGGLES
IT IS MANDATORY FOR EVERY PERSON WHO IS IN, ON OR DIRECTLY EXPOSED TO ANY
AUTHORIZED SHOOTING AREAS WHILE DYE-MARKERS ARE BEING DISCHARGED, TO WEAR
A SET OF APPROVED PAINTBALL GOGGLES.
THESE GOGGLES MUST BE WITHOUT CRACKS,
WEAKENED AREAS AND/OR VISION-IMPAIRING SCRATCHES. ALL MUST HAVE A SECURE
HEADBAND TO HOLD THEM COVERING THE EYES
APPROVED TYPES OF GOGGLES (BUT NOT LIMITED TO): JT, SCOTT, VENTS, LEADER.
(ULTIMATE UMPIRES DISCRETION)
DURING A GAME, FAILURE TO WEAR APPROVED EYE PROTECTION OR REMOVAL OF EYE
PROTECTION OTHER THAN WITH THE APPROVAL AND UNDER THE DIRECT SUPERVISION OF
A REFEREE, CONSTITUTES A SERIOUS VIOLATION WHICH WILL RESULT IN THE ASSESSMENT
OF PENALTY POINTS AND THE ELIMINATION OF THE OFFENDING PLAYER.
1.3 CLOTHING AND EQUIPMENT
IT IS THE PLAYERS RESPONSIBILITY, AND IN HIS BEST INTEREST, TO WEAR CLEAN UN
MARKED CLOTHING TO THE FIRST GAME OF EACH DAYS PLAY. ALL PLAYERS ARE RECOMMENDED
TO WEAR LONG SLEEVE SHIRTS OR JACKETS AND FULL LENGTH PANTS. ARMS
AND LEGS MUST BE FULLY COVERED DURING PLAY.
THE FOLLOWING CLOTHING MUST NOT BE WORN OR TAKEN INTO THE FIELD;
1. GHILLIE SUITS, GHILLIE HELMETS OR ANY TYPE OF GHILLIE TYPE COVERING ATTACHED TO THE BODY OR EQUIPMENT.
2. PADDED, RUBBERIZED, VINYL OR OTHER NON POROUS CLOTHING THAT WILL NOT
RETAIN A SPLAT MARK OR MAKES A SPLAT MARK DIFFICULT TO DETECT.
3. CLOTHING OF A TYPE THAT RESEMBLES A REFEREES ATTIRE.
4. MULTI-COLOURED OR PATTERN CLOTHING THAT MAKES IT DIFFICULT TO SEE OR
DISTINGUISH A SPLAT MARK (SUCH AS “HAWAIIAN” SHIRTS).
5. EXCESSIVE LAYERS OF CLOTHING, GEAR OR OTHER ATTIRE INTENDED TO PREVENT
BREAKAGE OF A PAINTBALL.
1.4 ACCESSORIES
PLAYERS MAY CARRY PERSONAL ITEMS TO THE STAGING AREA. HOWEVER THE ITEMS LISTED BELOW ARE NOT ALLOWED ONTO THE PLAYING FIELD DURING A GAME. USE OR POSSESSION OF THESE RESTRICTED ITEMS DURING A GAME CONSTITUTES A RULES VIOLATION AND WILL RESULT IN AN ELIMINATION AND/OR PENALTY POINTS AT THE DISCRETION OF THE HEAD FIELD UMPIRE.
THE FOLLOWING EQUIPMENT MUST NOT BE TAKEN ONTO THE FIELD...
1. ARTIFICIAL SOUNDING DEVICES, FOR EXAMPLE, WHISTLES, CLICKERS, ETC.
2. FLASHLIGHT OR OTHER ARTIFICIAL LIGHT SOURCE.
3. LIGHTERS, HEAT PACKS OR ANY DEVICE THAT GENERATES HEAT.
4. SHIELDING DEVICES.
5. WEAPONS, FLARES, SMOKE BOMBS, PAINT GRENADES, PAINTMORES, FIRECRACKERS OR SIMILAR DEVICES, ETC.
6. TOOLS AND ANY SPARE PARTS THAT MAY AFFECT A DYE-MARKERS VELOCITY.
7. SILENCERS OR SOUND SUPPRESSORS.
8. SLINGSHOTS, BLOWGUNS OR ANY DEVICE WHICH CAN PROPEL A PAINTBALL, OTHER
THAN THE SINGLE APPROVED DYE-MARKERS PER PLAYER.
9. TWO WAY RADIOS, RADIO HEADSETS, OR SIMILAR COMMUNICATION LISTENING OR
SIGNALING DEVICES.
10. ANY ITEM WHICH MIGHT REASONABLY BE MISTAKEN FOR A FLAG.
11. EXTRA OR SPARE BARRELS.
12. SPARE, UNCONNECTED OR NOT-ON-LINE POWER SOURCE'S).
1.5 PAINTBALLS
THIS COMPETITION HAS A “FIELD ONLY” SUPPLIED PAINTBALL RULE.
ALL PAINTBALLS, MUST REMAIN IN FRESH, UNALTERED FACTORY CONDITION.
PAINTBALLS MAY NOT BE COATED WITH POWDERS, SPRAYERS OR ANY SUBTONICS SUCH AS
GRAPHITE, SILICONE, etc... OR FROZEN OR HARDENED.
TREATING PAINTBALLS IS STRICTLY PROHIBITED.
ONLY PAINTBALLS APPROVED BY THE TOURNAMENT PRODUCER'S) ARE TO BE USED BY THE PLAYERS.
ANY BREACH OF THIS RULE WILL RESULT IN AN INSTANT 100 POINT PENALTY AND MAY LEAD TO THE DISQUALIFICATION OF THE PLAYER AND/OR TEAM AT THE DISCRETION OF THE ULTIMATE UMPIRE.
1.6 DYE-MARKER POWER SOURCE
ALL PAINT MARKERS MUST BE POWERED BY CARBON DIOXIDE OR NITROGEN/COMPRESSED
AIR SYSTEMS. IT IS RECOMMENDED THAT ALL CONSTANT AIR FILLS BE PERFORMED BY THE
COMPETITION PRODUCERS STAFF OR APPROVED VENDORS TO MAINTAIN SAFETY STANDARDS.
REFILL BOTTLES MUST BE FIXED TO A SOLID OBJECT.
1.7 INSPECTION
EACH PLAYER MUST BE AVAILABLE AND MUST SUBMIT THEMSELVES AND THEIR EQUIPMENT TO AN INSPECTION AT ANY TIME WITHIN THE STAGING AREA OR ON THE FIELD, AND AT OTHER SUCH TIMES AS MAY BE APPROPRIATE.
PLAYERS FAILING AN INSPECTION PRIOR TO ENTERING THE FIELD WILL BE ALLOWED TO
CORRECT ANY VIOLATIONS PROVIDED THAT NO GAME SHALL BE DELAYED TO WAIT FOR A
PLAYER WHO HAS NOT PASSED INSPECTION.
1.8 RULES ON EQUIPMENT & PROCEDURE FOR APPEAL
ALL RULES SET FORTH IN THIS SECTION ARE SUBJECT TO MODIFICATION ON THE GROUNDS
THAT A PIECE OF EQUIPMENT IS DETRIMENTAL TO SAFETY OR FAIR PLAY.
A PLAYER AFFECTED BY AN EQUIPMENT RULING MAY APPEAL THE RULING TO THE
ULTIMATE UMPIRE. THE PLAYER SHALL BE ACCOMPANIED BY THEIR TEAM CAPTAIN. IF AN
APPEAL WILL RESULT IN A DELAY OF A GAME, THE QUESTIONED EQUIPMENT WILL BE
BARRED FROM USE UNTIL A RULING CAN BE MADE. IN ANY INSTANCES WHERE SAFETY IS
NOT CLEARLY THE REASON FOR DISALLOWING USE OF A PIECE OF EQUIPMENT, THE ULTIMATE UMPIRE SHOULD SEEK AN ADVISORY VOTE FROM THREE(3) NON-AFFECTED TEAM
CAPTAINS OR FIVE NON-AFFECTED PLAYERS BEFORE RENDERING A FINAL DECISION.
2.0 PRE-GAME
2.1 CHECK IN AND CAPTAINS MEETING.
THE CAPTAINS MEETING WILL BE SCHEDULED BY THE PRODUCER, AND ALL PARTICIPANTS
WILL BE NOTIFIED AT LEAST ONE WEEK IN ADVANCE OF THE TOURNAMENT, OF THE DATE,
TIME AND LOCATION OF THE CAPTAINS MEETING.
AT THE MEETING, CAPTAINS WILL RECEIVE ANY FINAL INSTRUCTIONS AND WRITTEN
NOTICE (IF PRACTICAL) OF ANY “LAST MINUTE CHANGES” IN TOURNAMENT FORMAT OR
RULES. TEAM ROSTERS, WITH IDENTIFICATION NUMBERS, AND ALL WAIVERS MUST BE
HANDED IN NO LATER THAN THE CLOSE OF THE MEETING, BUT IT IS THE PRODUCERS
OPTION TO REQUIRE THE WAIVERS BE TURNED IN EARLIER. (SEE RULE 2.2)
2.2 WAIVERS.
EVERY PERSON WHO WILL BE PRESENT ON THE TOURNAMENT PREMISES SHALL SIGN A “HOLD HARMLESS” LIABILITY WAIVER AS PROVIDED BY THE FIELD OPERATOR.
IT IS A SERIOUS OFFENCE FOR ANY PLAYER TO ENTER OR ATTEMPT TO ENTER A PLAYING FIELD FOR A GAME WITH OUT HAVING SIGNED A WAIVER, AND IN ADDITION, MAY RESULT IN THE DISQUALIFICATION OF THE WHOLE TEAM.
2.3 CHRONOGRAPHING.
THE MAXIMUM ALLOWABLE VELOCITY DURING ANY GAME OR EVENT IS 300 FEET PER
SECOND [f.p.s.]. THE PRODUCER MAY SET A LOWER MAXIMUM VELOCITY.
SHOOTING OVER THE SPECIFIED VELOCITY IS A CHRONOGRAPH VIOLATION.
NOTE: DUE TO VARIANCES IN 12g FILLS, AND IN SIZE OF DYE-MARKER VALVE HOUSINGS,
CONNECTOR HOSES, BACKCHECK VALVES etc... A CHRONOGRAPH UMPIRE OR THE PLAYER
MAY REQUEST A SECOND FRESH 12g POWERLET BE ACTIVATED INTO THE DYE-MARKER
AND/OR ANOTHER CHRONOGRAPH (IF AVAILABLE) BE USED DURING A CHRONOGRAPH
CHECK.
PLAYERS ARE TO USE THE PAINT THEY INTEND ON USING IN THE COMPETITION AT THE
CHRONOGRAPH CHECK. PLAYERS ARE TO PROVIDE THE PAINTBALLS FOR THESE CHECKS
THEMSELVES.
ALL DYE-MARKERS ARE SUBJECT TO CHRONOGRAPHING BEFORE BEING ALLOWED INTO A
GAME. A DYE-MARKER WILL HAVE THREE CLEARING SHOTS LEVEL WITH THE
CHRONOGRAPH, BEFORE FIRING THREE SHOTS OVER THE CHRONOGRAPH.
IF ANY OF THE THREE PAINTBALL VELOCITIES ARE OVER 300 fps THE DYE-MARKER WILL
NOT BE PERMITTED ONTO THE PLAYING FIELD. IF ANY OF THE SHOTS ARE OVER 295 fps,
THE REFEREE MAY ASK FOR A FURTHER TWO CHRONOGRAPH SHOTS IMMEDIATELY AFTER
THAT SHOT.
THE CHRONOGRAPH UMPIRE MAY ASK FOR A FRESH 12gm TO BE INSERTED IF ANY OF A
12gm DYE-MARKERS SHOTS APPEAR ERRATIC.
IF THE DYE- MARKER FAILS TO THE CHRONOGRAPH TEST, THE PLAYER MAY ADJUST HIS
DYE-MARKER VELOCITY OR EXCHANGE DYE-MARKERS. HE MUST THEN PASS THE CHRONOGRAPH TESTING BEFORE BEING PERMITTED ONTO THE FIELD. THE GAME WILL NOT BE
DELAYED ON THIS ACCOUNT. A PLAYER MAY CHOOSE TO GO ONTO THE FIELD WITHOUT A
DYE-MARKER.
ALL DYE-MARKERS MAY BE SUBJECT TO CHRONOGRAPHING DURING A GAME. A PLAYER
MUST ALLOW AN UMPIRE TO CHRONOGRAPH THEIR DYE-MARKER ON THE FIELD IMMEDIATELY UPON REQUEST. DELIBERATE FAILURE TO DO SO WILL RESULT IN HIS TEAM BEING
DISQUALIFIED FROM THE GAME IN PROGRESS, AND A ZERO SCORE BEING POSTED FOR THAT
TEAM, THE OTHER TEAM WILL GET AN AVERAGE” BASED SCORE. A PLAYER ASKED TO
CHRONOGRAPH THE DYE-MARKER IS CALLED NEUTRAL BY THE UMPIRE AND THE RULES
FOR “NEUTRAL” PLAYERS WILL BE IN EFFECT. (SEE 4.4)
IF DURING A GAME A PLAYERS DYE-MARKER IS CHRONOGRAPHED OVER THE VELOCITY
LIMIT, THE PLAYER IS IMMEDIATELY ELIMINATED AND PENALTY POINTS WILL BE
ASSESSED ACCORDING TO THE SAME PROCEDURES AND PENALTY POINT STRUCTURE AS
WHEN CHRONOGRAPHING AFTER A GAME.
ALL DYE-MARKERS MAY BE SUBJECT TO CHRONOGRAPHING AFTER A GAME. IF THE ANY OF
THE FIRST THREE SHOTS (FROM A FRESH 12gm IF THE DYE-MARKER USES 12gms) IS OVER
THE SPECIFIED VELOCITY, TWO (2) PENALTY POINTS FOR EVERY fps OVER THE LIMIT WILL
BE DEDUCTED FROM THE TEAMS SCORE.
EXAMPLE; 1st SHOT 310, 2nd SHOT 305, 3rd SHOT 295
THERE IS A TOTAL OF 15 fps OVER 300, THIS MEANS 30 PENALTY POINTS MUST BE ASSESSED.
NOTE; ALL FRACTIONS ARE ROUNDED UPWARD TO THE NEXT NUMBER.
PLAYERS ELIMINATED FROM THE GAME IN PROGRESS, AND UN-ELIMINATED PLAYERS
AFTER A GAME HAS ENDED, MAY NOT ADJUST, DISASSEMBLE OR OTHERWISE ALTER OR
TAMPER WITH THEIR DYE-MARKERS VELOCITY REGULATING SYSTEM OR POWER SOURCE
UNTIL THEIR TEAM HAS COMPLETED THE POST-GAME CHRONO GRAPH CHECK.
VIOLATIONS WILL RESULT IN A HEAVY PENALTY BEING ASSESSED AGAINST THE TEAM.
DURING A GAME IF A PLAYER SUSPECTS HIS DYE-MARKER IS SHOOTING OVER THE CHRONOGRAPHING LIMIT, HE MAY CALL HIMSELF OUT BY REPORTING TO AN UMPIRE ON THE FIELD OF PLAY AND STATING THE REASON HE IS CALLING HIMSELF OUT. A PLAYER WHO INVOKES THIS RULE WILL NOT BE ASSESSED PENALTY POINTS FOR HAVING A DYE-MARKER OPERATING OVER THE VELOCITY LIMIT, UNLESS THE PLAYER WAITS TO BE ELIMINATED UNTIL THE FOLLOWING…..
(A) A CRITICAL SITUATION IN THE GAME (CRITICAL BEING DETERMINED BY THE UMPIRE)
(B) AN UMPIRE HAS REQUESTED A CHRONOGRAPH CHECK.
(C) THE GAME IS OVER.
(D) HE HAS BEEN ELIMINATED
(E) UNDER ANY SUCH SIMILAR CIRCUMSTANCES.
3.0 GENERAL
3.1 THE PLAYER.
ALL APPLICABLE LAWS, SUCH AS LEGAL AGE REQUIREMENTS, MUST BE FOLLOWED. PLAYERS WITH HEALTH PROBLEMS MUST DECLARE THESE ON THE
WAIVER SHEET AND ARE TO CONSULT WITH THEIR PHYSICIAN BEFORE PARTICIPATING.
3.2 THE TEAM.
EACH TEAM MAY BRING UP TO 4 PLAYERS, BUT ALL MUST BE LISTED ON THE TEAMS OFFICIAL ROSTER, PROVIDE I.D. AS REQUESTED AND MUST SIGN A WAIVER PURSUANT TO THE RULES.
ONLY THE PRESCRIBED NUMBER OF PLAYERS MAY BE ON THE FIELD DURING A
GAME. (3)PLAYERS MAY NOT COMPETE ON MORE THAN ONE 1 ROSTER PER SEPARATE EVENT
AT THE TOURNAMENT.
THE 4th MAN OR RESERVE MAY BE ON 2 ROSTERS AS A RESERVE IN THIS COMPETITION. THIS PLAYER CANNOT HOWEVER PLAY ONE GAME IMMEDIATELY AFTER ANOTHER.
3.3 THE FIELD.
THE FLAG STATION MUST BE IN AN AREA SUFFICIENTLY CLEAR OF COVER TO
OFFER AN UNOBSTRUCTED VIEW TO UMPIRES. THE FLAG STATION MUST HAVE A
DEVICE OR ROPE FROM WHICH THE FLAG CAN BE HUNG IN OPEN VIEW.
FIELD BOUNDARIES MUST BE CLEARLY MARKED WITH EASILY VISIBLE TAPE, OR
STRING UPON WHICH ARE HUNG BRIGHTLY COLOURED MARKERS OR COMPARABLE
MARKINGS, TO MAKE A BOUNDARY EASILY DISTINGUISHABLE.
ALL SPECTATORS, WHETHER ON THE FIELD AS PRESS OR AUTHORIZED OBSERVERS OR
VIEWING THE GAME FROM THE SIDELINES, MUST BE CAUTIONED BY THE PRODUCER OR
ORGANIZER, NOT TO SPEAK, SIGNAL OR MAKE GESTURES THAT WOULD ADVERSELY
AFFECT FAIR PLAY OF THE GAME. (SEE 4.5)
THE ORGANIZER OR PRODUCER SHALL CLEARLY INDICATE AREAS WHERE SHOOTING IS PERMITTED, AND SHALL PROVIDE READILY ACCESSIBLE AREAS FOR CHRONOGRAPHING AND TARGET PRACTICE.
3.4 REFEREES, UMPIRES AND JUDGES.
UMPIRES SHALL ESCORT TEAMS TO THE STARTING POINT FOR THE START OF EACH GAME,
START AND STOP GAMES (IN CONJUNCTION WITH THE HEAD TIME KEEPER) NOTIFY
PLAYERS WHEN THEY ARE ELIMINATED (IF THEY HAVE NOT ALREADY REALISED IT), KEEP
TIME, AND PERFORM ALL OTHER TASKS FOR FAIR AND SAFE PLAY, INCLUDING THOSE SET
FORTH IN THESE RULES.
DECISIONS BY UMPIRES ARE IN ARGUABLE AND ARE TO BE COMPLIED WITH PROMPTLY.
ANY DECISION MAY BE APPEALED, AFTER A GAME HAS FINISHED, TO THE ULTIMATE
UMPIRE, AND HIS DECISION IS FINAL.
3.41 UMPIRES SIGNALS.
WHISTLE OR HORN:
1 BLAST FOR GAME ON
2 BLASTS FOR GAME SUSPEND
CONTINUOUS BLASTS FOR ALL STOP
YELLOW FLAG ABOVE PLAYER (PLAYER - NEUTRAL)
4.0 GAME PLAY
4.1 START OF GAME.
TEAMS WILL BE INFORMED ONLY ONCE THAT THEY ARE DUE TO PLAY.
THIS WILL BE 30 MINUTES BEFORE GAME TIME. TEAMS ARE EXPECTED TO REPORT TO A
DESIGNATED HOLDING AREA FOR CHRONO AND EQUIPMENT CHECK AT LEAST 15 MINUTES
PRIOR TO THE POSTED START TIME. TEAMS ARE EXPECTED TO BE READY TO PLAY WITHIN
2 MINUTES OF ARRIVAL AT THEIR START POINTS. TEAMS WILL RECEIVE A 30 SECOND
WARNING BEFORE THE GAME START SIGNAL. A TEAMS STARTING POSITION WILL BE
WITHIN THE MARKED BOUNDARIES OF THAT STARTING POSITION. THEN A 3,2,1 GO
COUNTDOWN
IN CASE OF A FALSE START THE TEAMS SHALL BE TAKEN TO THEIR RESPECTIVE START
POSITIONS, ANY MARKS FROM PLAY WIPED OFF, AND PLAY RESTARTED. A PLAYER OR
TEAM THAT DELIBERATELY AND/OR REPEATEDLY CREATES A FALSE START SITUATION
MAY, AT THE DISCRETION OF THE UMPIRE BE PENALISED
GAMES WILL NOT BE DELAYED FOR LATE PLAYERS OR EQUIPMENT MALFUNCTIONS.
PLAYERS NOT WITHIN THEIR START POINT AND WITH GOGGLES IN PLACE AT THE STARTING
SIGNAL WILL BE COUNTED AS ELIMINATED AND MUST LEAVE THE FIELD IMMEDIATELY.
THERE WILL BE NO PENALTY AS FOR A HIT PLAYER
4.2 BOUNDARIES.
SHOULD ANY PART OF A PLAYERS BODY, DYE-MARKER OR ATTACHED EQUIPMENT
OBVIOUSLY BREAK THE FIELDS BOUNDARY MARKERS, THEY ARE IMMEDIATELY
ELIMINATED AND MUST SO SIGNAL AND LEAVE THE FIELD OF PLAY.
UMPIRES MAY WARN PLAYERS THAT THEY ARE IN DANGER OF GOING OUT OF BOUNDS.
SHOOTING AT ANOTHER PLAYER FROM ACROSS A BOUNDARY OR FROM OUT OF BOUNDS IS A VIOLATION.
PLAYERS MUST NOT ALTER A BOUNDARY MARKER. VIOLATION OF THIS RULE IS A 15 POINT PENALTY.
SHOULD A PLAYER INTENTIONALLY PUSH OUT OR PULL IN A BOUNDARY LINE THEY WILL BE IMMEDIATELY ELIMINATED.
MERELY BRUSHING UP AGAINST A BOUNDARY LINE IS NOT CONSIDERED AN INTENTIONAL ALTERATION OF THE BOUNDARY.
4.3 ELIMINATION'S.
UNDER CONVENTIONAL I.P.P.A. RULES A PAINTBALL MUST BREAK OR LEAVE AT LEAST A
N.Z. $2 COIN SIZE, OR LARGER, MARK OF SPLATTER TO CONTRAVENE A HIT.
A PLAYERS FIRST PRIORITY WHEN HIT IS TO CHECK HIMSELF TO DETERMINE IF HE HAS
BEEN MARKED BEFORE CONTINUING FURTHER PLAY.
BEFORE HE CALLS HIMSELF OUT, A PLAYER MAY SEEK REASONABLE COVER IN THE
IMMEDIATE AREA TO CHECK HIMSELF OR ASK THAT A REFEREE OR TEAMMATE CHECK HIM
AS LONG AS THIS IS DONE PROMPTLY, AND THE PLAYER CEASES ALL AGGRESSIVE ACTION
WHILE CHECKING, HE WILL NOT BE PENALISED FOR FAILURE TO CALL HIMSELF OUT.
HOWEVER IF THE PLAYER IS IN-FACT MARKED AND CONTINUES OR RESUMES PLAY,
PENALTIES AS SPECIFIED IN THESE RULES APPLY.
ANY PLAYER WHO IS MARKED OR IS SEEN TO BE HIT, AND CONTINUES AGGRESSIVE PLAY
WILL BE PENALISED. AGGRESSIVE PLAY INCLUDES, BUT IS NOT LIMITED TO, SHOOTING,
FREIGHT TRAINING, CHARGING A POSITION, BLOCKING AND CALLING etc... THIS IS A MAJOR
RULES VIOLATION AND WILL RESULT IN AN 25 POINT INSTANT PENALTY‚ AND/OR THE
ELIMINATION OF THE OFFENDING PLAYER.
ATTEMPTING TO HIDE A HIT, REMOVE (WIPE) OR OTHERWISE CONCEAL A PAINT MARK IS A
VIOLATION AND WILL RESULT IN A 50 POINT PENALTY AND THE ELIMINATION OF THE
OFFENDING PLAYER. IT IS ALSO CONSIDERED AS UNSPORTSMANLIKE CONDUCT...
A PLAYER IS ELIMINATED FROM PLAY FOR THE FOLLOWING…
1. RECEIVING A DIRECT HIT, PROVIDED THE PAINTBALL BREAKS ON ANY PART OF THE BODY, DYE-MARKER OR ATTACHED OR CARRIED EQUIPMENT.
2. RECEIVING A DIRECT HIT ON ANY EQUIPMENT LEFT IN THE FIELD OF PLAY THAT IS NOT CARRIED BY THE OWNER OR PLAYER THAT THE EQUIPMENT IS OWNED BY. THE OWNER IS ELIMINATED.
3. RECEIVING AT LEAST A N.Z. 2 TWO DOLLAR COIN SIZE OR LARGER SPLAT OF PAINT AS A RESULT OF A DIRECT HIT. AN UMPIRE MAY CALL A PLAYER OUT IF THE MARK IS LARGER IF IT IS NOT PROVED THAT THE PAINT MARK IS A RESULT OF SPLATTER OR SPRAY. BASED ON THE UMPIRES PERSONAL OBSERVATIONS THE UMPIRE INVOLVED WILL DETERMINE WHETHER OR NOT THE PLAYER IS TO REMAIN IN THE GAME OR IS TO BE ELIMINATED.
4. IF A PLAYER VIOLATES A BOUNDARY (SEE RULE 4.2)
5. IF A PLAYER SIGNALS THEIR ELIMINATION EITHER VERBALLY OR VISUALLY, WHETHER MARKED OR NOT, IN A MANNER THAT WOULD INDICATE TO OTHER PLAYERS ON THE FIELD THAT THEY ARE ELIMINATED. (SEE 4.5)
6. IF A PLAYER IS NOT WITHIN THE STARTING POINT AT THE START OF THE GAME.
7. IF A PLAYER REMOVES THEIR GOGGLES WITHOUT PERMISSION OR SUPERVI SION BY AN UMPIRE.
8. IF ORDERED OFF THE FIELD BY AN UMPIRE OR OTHER SAFETY, RULES, CHRONOGRAPH OR UNSPORTSMANLIKE CONDUCT VIOLATIONS.
HITS ON ANY PART OF A PLAYERS BODY OR EQUIPMENT, PROVIDED THE PAINTBALL BREAKS, COUNT AS A “HIT”.
DURING GAME PLAY, A PLAYER TAGGED OR MARKED BY A PAINTBALL SHOT BY THEMSELVES OR BY THEIR TEAM-MATE IS ELIMINATED.
IT IS THE PLAYERS RESPONSIBILITY TO NOTIFY AN UMPIRE AND RECEIVE THE UMPIRES ACKNOWLEDGMENT WHEN THE PLAYER IS MARKED OTHER THAN BY A SHOT, SUCH AS KNEELING ON A PAINTBALL, SPLATTER OR SPLASH, FROM CLEANING A DYE-MARKER, LEANING AGAINST A PAINT STAINED TREE OR STRUCTURE etc... THE UMPIRE WILL ORDER THE MARK REMOVED OR OBLITERATED TO THE FULLEST EXTENT POSSIBLE, IF THE UMPIRE CONCURS THAT IT IS AN ACCIDENTAL MARKING.
SHOULD A PLAYER FAIL TO NOTIFY AN UMPIRE OF AN ACCIDENTAL MARKING, THEY MAY BE SUBJECT TO AN ELIMINATION BY ANY UMPIRE WHO LATER DISCOVERS THAT PAINT MARK, AND PENALTY POINTS MAY BE ASSESSED.
THERE SHALL BE NO AGGRESSIVE PHYSICAL CONTACT BETWEEN PLAYERS WHATSOEVER. NO‚ AGGRESSIVE PHYSICAL CONTACT BY PLAYERS WITH UMPIRES OR SPECTATORS IS PERMITTED. HAND MARKING IS NOT PERMITTED. (UNSPORTSMANLIKE CONDUCT) . A PANEL OF THE ULTIMATE JUDGE AND 3 NON-AFFECTED TEAM MANAGERS OR CAPTAINS WILL DECIDE IF THERE HAS BEEN A SERIOUS OFFENCE IN THE AREA OF PHYSICAL CONTACT BETWEEN, AND NOT LIMITED TO, PLAYERS. THIS MAY INVOLVE THE ELIMINATION OF THE ENTIRE TEAM FROM THE COMPETITION AND THE BAN OF THE PLAYER(S) CONCERNED FROM FURTHER COMPETITION AT THIS FIELD FOR A SPECIFIED PERIOD OF TIME, TO BE DECIDED BY THE PANEL. THIS CAN ALSO BE APPLIED TO SPECTATORS.
A PLAYER SHOULD NOT EXPECT AN OPPONENT TO ASK HIM TO SURRENDER, BUT A PLAYER MAY REQUEST A SURRENDER. A PLAYER MAY SURRENDER AT ANY TIME BY APPROPRIATELY SIGNALING THEIR ELIMINATION, (SEE 4.5)
4.4 PAINTCHECKS.
BECAUSE OF THE NATURE OF THE 3 MANS AND THE SPEED AT WHICH IT IS PLAYED THE PAINTCHECK RULE WILL BE MODIFIED FOR USED IN THIS COMPETITION.
THERE WILL BE NO CALL FOR PAINT CHECKS FROM PLAYERS UPON OTHER PLAYERS BY UMPIRES IN THE 2000 3 MAN CENTRE FLAG COMPETITION. HOWEVER, A PLAYER MAY ASK AN UMPIRE FOR A PAINTCHECK ON THEMSELVES FOR UNOBVIOUS MARKING.
(IT IS FELT THAT BECAUSE OF THE 5 MINUTE PER END TIME LIMIT THERE WOULD NOT BE ENOUGH TIME TO CONTINUALLY STOP FOR PAINT CHECKS, AND IT WAS FELT THAT TEAMS COULD USE THIS METHOD TO SLOW DOWN PLAY).
SHOULD A PLAYER TAG ANOTHER PLAYER AND THE MARKED PLAYER CONTINUE TO PLAY AND THIS BE SEEN BY AN UMPIRE THE OFFENDING PLAYER WILL BE PENALISED 25 POINTS AND/OR IMMEDIATELY ELIMINATED.
IT IS UP TO THE INDIVIDUAL PLAYER TO INSPECT THEMSELVES FOR AN OBVIOUS HIT.
TO CONTINUE AGGRESSIVE PLAY AFTER YOU HAVE BEEN TAGGED IS CONSIDERED A MAJOR VIOLATION (SEE 4.3). RULES MAJOR
AN UMPIRE MAY, AT ANY TIME, WANT TO INSPECT A PLAYER DURING PLAY, THEY WILL DO THIS BY YELLING AND HOLD A YELLOW FLAG OVER THE PLAYER BEING INSPECTED.
ALL FIRING AND MOVEMENTS BY ALL PLAYERS TOWARD THE NEUTRAL PLAYER MUST CEASE WHILE THE UMPIRE MAKES A DECISION. HOWEVER, UNTIL THE UMPIRE CALLS THE PLAYER NEUTRAL, PLAY CONTINUES. FAILURE TO CEASE FIRING AND/OR MOVEMENT TOWARDS A NEUTRAL PLAYER CONSTITUTES A VIOLATION, AND WILL RESULT IN A 20 POINT PENALTY, AND OR THE ELIMINATION OF THE OFFENDING PLAYER(S). RULES MAJOR. IF A PLAYER BEING RETURNED TO PLAY AFTER BEING CALLED NEUTRAL IS IN DANGER OF IMMEDIATELY RECEIVING A HIT DUE TO CIRCUMSTANCES THAT HAVE CHANGED DUE TO THE NEUTRAL CHECK, THE UMPIRE EITHER MAY ALLOW THE PLAYER AFFECTED, FOUR (4) SECONDS TO RE-POSITION THEMSELVES BEFORE CALLING THE PLAYER “ACTIVE”, OR MAY , ALTERNATIVELY, RE-POSITION THE OPPOSITION PLAYER(S) TO THEIR ORIGINAL PRENEUTRAL POSITIONS. IF NO PLAYER FROM EITHER TEAM WHO IS IN THE IMMEDIATE AREA OF THE HAS CHANGED POSITIONS, THE UMPIRE SHALL RESTART THE PLAYER WITHOUT RE-POSITIONING OTHER PLAYERS. IF THE UMPIRE DETERMINES THE NEUTRAL PLAYER MARKED, THEY WILL ELIMINATE THAT PLAYER.
THE TIME CLOCK SHALL NOT STOP FOR NEUTRAL CHECKS. ALL OTHER PLAYERS MAY CONTINUE TO PLAY WITH RESPECT TO ALL PLAYERS EXCEPT THE NEUTRAL PLAYER UNTIL THE UMPIRE CALLS THAT PLAYER ”ACTIVE”, SO LONG AS AN UNFAIR ADVANTAGE HAS NOT BEEN GAINED BY OPPOSITION PLAYERS. A YELLOW FLAG WILL BE HELD ALOFT OVER NEUTRAL PLAYER, WHEN THIS FLAG IS DROPPED THE PLAYER IS DEEMED LIVE.
4.5 PROCEDURE FOR ELIMINATED PLAYERS
IMMEDIATELY UPON BEING TAGGED, AN ELIMINATED PLAYER MUST VERBALLY SIGNIFY THEIR ELIMINATION BY SHOUTING I'M HIT OR I'M OUT, etc ,AND RAISE THEIR DYEMARKER OR ONE ARM OVER THEIR HEAD. THEY MUST THEN LEAVE THE FIELD BY THE MOST DIRECT ROUTE THAT DOES NOT INTERFERE WITH PLAY. AN ELIMINATED PLAYER MAY NOT GO THROUGH THE OPPOSITIONS LINES TO EXIT THE FIELD OF PLAY.
AN ELIMINATED PLAYER IS TO GO TO THE NEAREST BOUNDARY AND MAKE THERE WAY TO THE DEAD ZONE UNTIL THE END OF THE GAME.
AN ELIMINATED PLAYER IS NOT TO INTERFERE IN ANY WAY WITH PLAY WHILE LEAVING THE FIELD. HE MUST NOTIFY THE NEAREST UMPIRE THAT HE IS TAGGED AND INDICATE HIS NUMBER. SHOULD AN UMPIRE NOT BE IN SIGHT, THE PLAYER MUST STILL EXIT THE FIELD OF PLAY BY THE MOST DIRECT ROUTE THAT DOES NOT INTERFERE WITH LIVE PLAY OR TAKE HIM THROUGH THE OPPOSITIONS LINES AND HASTEN TO REPORT HIS ELIMINATION TO THE UMPIRE IN THE HOLDING PEN.
ONCE A PLAYER HAS SIGNALED IN ANY WAY THAT THEY HAVE BEEN ELIMINATED WHETHER THEY HAVE BEEN HIT OR NOT, THEY ARE ELIMINATED.
FAILURE TO REPORT YOUR ELIMINATION AS PROMPTLY AS POSSIBLE IS A VIOLATION AND MAY RESULT IN A PENALTY.
USE OF AN ELIMINATION SIGNAL AS A DECEPTIVE TACTIC IS ILLEGAL AND WILL LEAD TO IMMEDIATE ELIMINATION, (FOR EXAMPLE: VERBALLY SIGNALING YOUR ELIMINATION THEN RETURNING TO LIVE PLAY) RULES ; MAJOR
WHILE EXITING THE FIELD AN ELIMINATED PLAYER MUST HAVE THEIR DYE-MARKER ABOVE THEIR HEAD, OR ONE HAND ABOVE OR ON THEIR HEAD AND THEIR DYE-MARKER POINTED DIRECTLY AT THE GROUND. BARREL PLUG MUST BE IN.
ELIMINATED PLAYERS MUST LEAVE THE FIELD WITHOUT SIGNALING, VERBALLY OR OTHERWISE, TO TEAM-MATES, OPPOSING PLAYERS, ELIMINATED PLAYERS, OR SPECTATORS.
ELIMINATED PLAYERS MAY NOT PASS EQUIPMENT OR SUPPLIES TO A TEAM-MATE.
EACH ELIMINATED PLAYER MUST REPORT TO AN UMPIRE OR OFFICIAL AND HAVE THEIR ELIMINATION RECORDED AS SOON AS THEY LEAVE THE FIELD. THEY MUST THEN REPORT TO THE HOLDING PEN BELONGING TO THAT FIELD OF PLAY. FAILURE TO REPORT TO YOUR ELIMINATION IN A PROMPT MANNER WILL RESULT IN AN ASSESSMENT OF PENALTY POINTS.
SHOULD THE PRODUCER OR ORGANISER DETERMINE THAT SPECTATING BY ELIMINATED PLAYERS OR ANY OTHER PERSONS BE DETRIMENTAL TO SAFETY OR FAIRNESS OF ANY GAME, HE MAY DISALLOW SUCH SPECTATING. SPECTATING BY A PLAYER OR TEAM MEMBER WHEN SUCH ACTIVITY HAS BEEN PROHIBITED SHALL CONSTITUTE A MINOR RULES VIOLATION.
ANY PERSON DIRECTLY ASSOCIATED WITH A TEAM PLAYING AN EVENT (COACH, MANAGER, SPONSOR, RESERVE PLAYER, PLAYER ON ROSTER, PIT CREW etc...) WHO DELIBERATELY SPEAKS, GESTURES OR OTHERWISE SIGNALS SUCH THAT WOULD COMMUNICATE ANY PERTINENT GAME INFORMATION TO ANY ACTIVE PLAYERS ON THE FIELD SHALL INCUR A MAJOR VIOLATION AGAINST THE TEAM WITH WHICH THE PERSON IS ASSOCIATED. IF THE VIOLATION OCCURS ELSEWHERE, PENALTY POINTS SHALL IMMEDIATELY BE ASSESSED AGAINST THE PERSONS TEAM.
4.6 MUTUAL ELIMINATION'S.
IF TWO OR MORE PLAYERS TAG EACH OTHER SIMULTANEOUSLY, ALL MUST BE ELIMINATED. AN UMPIRE WILL DECIDE WHO IS TO BE ELIMINATED WHEN TWO OR MORE PLAYERS ARE TAGGED, AND WHEN THE PLAYERS INVOLVED DO NOT AGREE ON THE ORDER IN WHICH THEY WERE TAGGED. UMPIRES DISCRETION.
4.7 FLAG CARRIER.
A FLAG CARRIER MUST CARRY THE FLAG IN PLAIN VIEW OF ANY AND ALL OBSERVERS. HE MAY CARRY THE FLAG IN HIS HAND OR AROUND HIS NECK BUT IT MUST BE VISIBLE AT ALL TIMES. HE SHALL NOT USE THE FLAG AS A SHIELD, AND ANY HITS UPON THE FLAG WHILE BEING CARRIED BY A PLAYER COUNT AS A “HIT” , PROVIDED THE PAINTBALL BRAKES. AN ELIMINATED FLAG CARRIER MUST, UPON BEING TAGGED, CALL HIMSELF OUT, HOLD THE FLAG UP THEN DROP THE FLAG, AND RAISE HIS DYE-MARKER (OR HIS ARMS SHOULD HE NOT HAVE HIS DYE-MARKER WITH HIM) ABOVE HIS HEAD TO SIGNIFY HIS ELIMINATION. IF THE FLAG IS DROPPED AWAY FROM WERE THE PLAYER IS JUDGED TO HAVE BEEN TAGGED WITH IT (THIS MAY HAPPEN IF A PLAYER IS ON THE RUN WHEN TAGGED), AN UMPIRE MAY AT HIS DISCRETION MOVE THE FLAG TO WHERE THE UMPIRE JUDGES THE FLAG SHOULD HAVE BEEN DROPPED.
A FLAG MAY NOT BE PASSED, HANDED OR RELAYED FROM AN ELIMINATED PLAYER TO AN ACTIVE PLAYER. THE FLAG MAY BE HANDED, RELAYED OR PASSED BETWEEN ACTIVE PLAYERS ONLY, IT MAY NOT BE TOSSED OR THROWN.
4.8 FLAG PULL.
A FLAG GRAB, PULL OR SECUREMENT WILL BE AWARDED WHEN A PLAYER REMOVES THE CENTRE FLAG 5 OR MORE FEET FROM IT'S ORIGINAL SUSPENSION POINT WITHOUT BEING TAGGED. THE FLAG MAY NOT BE THROWN.
4.9 FLAG HANG.
A FLAG HANG OR CAPTURE IS AWARDED WHEN THE PERSON WHO HAS THE FLAG HAS TAKEN IT THROUGH THE OPPOSITION LINES TO THE STARTING BOX OF THE OPPOSITION TEAM, WITHOUT BEEN TAGGED. THE FLAG CARRIER MUST HAVE PHYSICAL POSSESSION OF THE FLAG AND BE FREE OF TAGS FOR THE CAPTURE OR HANG TO BE VALID. THE FLAG MAY NOT BE THROWN.
5.0 GAME END; APPEALING RULES & EMERGENCIES.
5.1 END GAME SIGNAL.
THE GAME END SIGNAL‚ WILL BE SOUNDED IF …
1. THE FLAG IS SUCCESSFULLY HUNG/CAPTURED OR
2. THE TIME PERIOD FOR THE GAME HAS EXPIRED OR
3. AT THE DISCRETION OF THE HEAD FIELD OR ULTIMATE UMPIRE.
ALL FIRING MUST CEASE AT THE GAME END SIGNAL AND NO FURTHER POINTS WILL BE AWARDED. PENILITIES MAY STILL BE ASSESSED.
THE PRODUCER OR ORGANISER SHALL MARK OR DESIGNATE AN AREA IN WHICH PLAYERS MAY DISCHARGE A COCKED DYE-MARKER TO RENDER IT ”SAFE”. A PLAYER SHALL DISCHARGE A DYE-MARKER AFTER THE GAME END SIGNAL UNTIL HE REACHES THE SAFE AREA .
5.2 APPEALING RULES.
IF A PLAYER HAS A DISPUTE CONCERNING THE RULES, THE BEHAVIOR OF ANOTHER PLAYER OR AN UMPIRES CALL, HE MAY SEEK OUT THE HEAD FIELD UMPIRE FOR AN EXPLANATION. A PLAYER WILL RECEIVE A BRIEF EXPLANATION FROM THE UMPIRE IF DOING SO DOES NOT INTERFERE WITH THE PROGRESS OF THE GAME. IT IS THE UMPIRES DECISION WHETHER TO EXPLAIN A CALL DURING A GAME OR TO WAIT UNTIL THE GAME HAS ENDED.
FAILURE TO ABIDE BY AN UMPIRE'S DECISION AFTER ONE WARNING CONSTITUTES AN ARGUMENT AND CAN RESULT IN PENALTY POINTS BEING ASSESSED.
UNSPORTSMANLIKE CONDUCT RULES - MAJOR
AFTER THE GAME, THE PLAYER AND HIS TEAM MAY APPEAL TO THE ULTIMATE JUDGE.
HIS WILL BE DONE THROUGH THE TEAM CAPTAIN AND ONE OTHER ONLY.
THE ULTIMATE JUDGE WILL REVIEW THE FACTS AND RENDER A FINAL BINDING DECISION.
5.3 EMERGENCIES.
IN THE EVENT THAT A PLAYER BECOMES INJURED OR BECOMES ILL DURING A GAME AN UMPIRE WILL CALL THE GAME TO A HALT BY A SERIES OF TWO BLASTS ON EITHER A HORN OR WHISTLE. ALL PLAYERS NOT AFFECTED MUST STOP FIRING AND ARE TO HOLD THEIR POSITIONS WHILE THE EFFECTED PLAYER RECEIVES ASSISTANCE.
AN UMPIRE AT HIS DISCRETION, MAY STOP PLAY ON THE ENTIRE FIELD FOR AN INJURY OR ILLNESS. THE TIME CLOCK WILL STOP FOR AN INJURY OR ILLNESS ONLY WHILE THE ENTIRE FIELD IS TOLD TO STOP PLAYING AND ARE HOLDING POSITIONS.
6.0 MISCELLANEOUS RULES.
1. NO SMOKING ON ANY PLAYING FIELD OR IN ANY AREAS MARKED “NON-SMOKING”
2. NO UNAUTHORISED CLIMBING OF TREES OR STRUCTURES.
3. NO UNAUTHORISED ALTERING OF TERRAIN OR STRUCTURES.
4. DISCARDING ANY PAINT MARKED ITEM, CLOTHING OR EQUIPMENT TO AVOID BEING ELIMINATED IS REGARDED AS A VIOLATION.
5. PAINTBALLS MUST NOT BE FIRED FROM DYE-MARKERS OTHER THAN IN DESIGNATED AREAS AND ON THE PLAYING FIELDS DURING THE GAME.
6. A PLAYER MAY NOT DELIBERATELY USE A NON-PARTICIPANT OR A MOVABLE OBJECT OF ANY SORT AS A SHIELD.
7. A PLAYER MAY NOT DISASSEMBLE HIS DYE-MARKER ON THE PLAYING FIELD EXCEPT WITH THE EXPRESS PERMISSION AND SUPERVISION OF AN UMPIRE.
8. THE USE OF ABUSIVE LANGUAGE TOWARDS OTHER PLAYERS, UMPIRES OR NON PARTICIPANTS IS A VIOLATION. THE EXCESSIVE USE OF PROFANE LANGUAGE, ALTHOUGH NOT DIRECTED AT ANY ONE INDIVIDUAL, ALSO CONSTITUTES A VIOLATION - RULES MAJOR/MINOR : IT IS NOTED THAT SLEDGING IS PERMITTED AS LONG AS IT IS NOT OVER THE TOP. HEAD FIELD UMPIRES DECISION.
9. PAINTBALLS THAT HIT THE GROUND FIRST AND THEN TAG A PLAYER DOES CONSTITUTE A “HIT”, ONLY IF THE PAINTBALL BREAKS.
10. SHOOTING ANOTHER PLAYER AT CLOSE RANGE AND DELIBERATE SHOOTING AT THE UNPROTECTED NECK, HEAD OR GROIN AREAS IS ACTIVELY DISCOURAGED. ANY PERSON SEEN DELIBERATELY TAGGING ANOTHER PLAYER IN THESE AREAS (ESP AT CLOSE RANGE) WILL BE PENALISED AT THE DISCRETION OF THE HEAD FIELD UMPIRE. DANGEROUS PLAY.
6.1 TIMES
TEAM CAPTAINS/MANAGERS WILL BE ADVISED OF THE TIME AND LOCATION OF THE CAPTAINS MEETING AT LEAST 1 WEEK BEFORE THE COMPETITION.
THE DRAW FOR THE COMPETITION WILL BE POSTED AT THE CAPTAINS MEETING.
7.0 SCORING.
7.1 NUMBER OF POINTS AWARDED.
FLAG PULL = 10 POINTS (FIRST PULL PER END)
A COMPLETED END = 20 POINTS
A MAX = 10 BONUS POINTS
HITS = 1 POINT AGAINST.
FLAG POSSESION AT GAME END = 5 POINTS (NOT COMPLETED)
A MAX IS AN END WERE NO TEAM MEMBERS WERE TAGGED, THE FLAG WAS PULLED AND HUNG AND ALL OPPOSITION TEAM MEMBERS WERE TAGGED OUT.
A TEAM CAN STILL SCORE A MAX AND THEN BE ASSESSED PENALTIES.
7.2 MAXIMUM SCORE
THE MAXIMUM POINTS THAT CAN BE SCORED IN A GAME IS 120.
POINTS AS EARNED BY A TEAM, WILL BE POSTED ON THE SCORE BOARD.
8.0 PENALTIES.
8.1 PENALTY RULINGS.
VIOLATIONS WILL BE REPORTED BY THE UMPIRES TO THE HEAD FIELD UMPIRE AFTER EACH GAME. THE HEAD FIELD UMPIRE WILL CONSULT WITH THE UMPIRE(S) AND THE PLAYER(S) INVOLVED AND WILL DETERMINE THE SEVERITY OF THE INFRACTION AND THE AMOUNT OF PENALTY POINTS TO BE ASSESSED. ONE ADDITIONAL REPRESENTATIVE PER TEAM MAY BE PRESENT DURING THE REVIEW.
THE “TRADING OFF” OF PENALTIES BETWEEN TEAMS OR TEAM CAPTAINS IS STRICTLY PROHIBITED ANY PLAYERS, TEAMS, FOUND ATTEMPTING TO TRADE OFF PENALTIES, OR TO BE FOUND TO HAVE TRADED OFF PENALTIES, WILL BE GUILTY OF A MAJOR VIOLATION.
IN ADDITION TO ASSESSING PENALTY POINTS PURSUANT TO THESE RULES, THE ULTIMATE UMPIRE MAY DISQUALIFY A PLAYER OR PLAYERS, FORFEIT A GAME OR DISQUALIFY A TEAM FROM A GAME OR THE COMPETITION FOR SEVERE OR MULTIPLE VIOLATIONS AND FOR UNSPORTSMANLIKE CONDUCT. DISQUALIFICATION'S OF AN ENTIRE TEAM FROM THE REST OF THE COMPETITION REQUIRES THE CONCURRENCE OF THE ULTIMATE JUDGE AND THE PRODUCER OR ORGANISER.
8.2 DETERMINATION OF PENALTY POINTS.
AMOUNT OF PENALTY POINTS ASSESSED DEPENDS UPON THE TYPE AND SEVERITY OF THE VIOLATION.
A PLAYER OR TEAM MUST BE PENALISED FOR VIOLATIONS OF THE LISTED RULES, SAFETY, CHRONOGRAPH OR UNSPORTSMANLIKE CONDUCT VIOLATIONS. A PLAYER OR TEAM MAY IN ADDITION BE PENALISED FOR VIOLATIONS NOT SPECIFIED IN THESE RULES WHERE IT IS DETERMINED BY THE ULTIMATE UMPIRE THAT SUCH PENALTY IS WARRANTED
A TEAM WHICH DISAGREES WITH A DECISION OF A HEAD FIELD UMPIRE MAY LODGE A PROTEST AFTER THE DECISION IS RENDERED, BY SIGNING THE AFFECTED GAME'S SCORE SHEET “SIGNED UNDER PROTEST” - FOLLOWED BY THE TEAM CAPTAIN'S or REPRESENTATIVES SIGNATURE. HOWEVER, A TEAM PROTESTING A GAME, MUST CONTINUE TO PLAY PURSUANT TO THESE RULES.
8.22 MINOR PENALTIES AND POINTS
1; AGGRESSIVE PLAY AFTER BEING TAGGED: (SEE NOTE) RULES - MINOR (5 TO 15)
2; FAILURE TO OBEY AN UMPIRES DECISION OR ORDER AFTER ONE 1 WARNING, OR ARGUING WITH AN UMPIRE OR OFFICIAL: RULES AND SAFETY MAJOR/MINOR (10 TO 30)
3; NO BARREL PLUG OR POSITIVE BARREL BLOCKER IN A SAFETY AREA: RULES AND SAFETY MAJOR/MINOR (5 TO 20)
4; REPEATEDLY CREATING “FALSE STARTS”‚ RULES MINOR (5 TO 20)
5; UNSPORTSMANLIKE CONDUCT OR BEHAVIOR, SUCH AS INSULTING OR SWEARING AT OTHER PLAYERS, UMPIRES, OFFICIALS OR SPECTATORS: SLEDGING ALLOWED. RULES MINOR (10 TO 25)
6; BREACH OF “NEUTRAL PLAYER” CONDITIONS: SAFETY MAJOR/MINOR (5-20)
7; FIRING AFTER THE END GAME SIGNAL HAS SOUNDED: SAFETY MAJOR/MINOR (5 TO 20)
8; ALTERING FIELD BOUNDARIES: RULES AND SAFETY MINOR (5 TO 10)
9; FAILURE TO NOTIFY AN UMPIRE OF ELIMINATION IN A PROMPT MANNER: RULES MINOR (5 TO 10)
10; TALKING TO OR SIGNALING TO OTHER PLAYERS OR TEAM ASSOCIATES AFTER ELIMINATION: RULES MAJOR/MINOR (5 TO 10)
FAILURE TO ELIMINATE YOURSELF AFTER RECEIVING A DIFFICULT TO DETECT TAG IS A IF A TAGGED PLAYER FAILS TO CALL THEMSELVES OUT, THE PRESENCE OF A PAINTBALL CAUSED “WELT” BENEATH A PAINT MARK ON SKIN OR CLOTHING IS SUFFICIENT EVIDENCE TO ASSESS A SERIOUS RULES VIOLATION
UN-OBVIOUS (LESSER) 10 POINTS
OBVIOUS (SERIOUS) 20 POINTS
8.23 MAJOR PENALTIES AND POINTS.
MAJOR VIOLATIONS INDICATE A SERIOUS OR FLAGRANT DISREGARD FOR THE RULES OR THE SAFETY OF OTHERS AND CARRY HEAVIER CONSEQUENCES.
1; AGGRESSIVE PHYSICAL CONTACT WITH AN OPPONENT, UMPIRE, OFFICIAL OR SPECTATOR: RULES AND SAFETY MAJOR (HEAD UMPIRES DECISION)
2; DELIBERATELY TAGGING AN UMPIRE, OFFICIAL, SPECTATOR OR ELIMINATED PLAYER (THIS INCLUDES CONTINUING TO FIRE ON AN ELIMINATED PLAYER AFTER THEY HAVE INDICATED THEY ARE OUT): SAFETY MAJOR (20 TO 50)
3; DELIBERATELY WIPING OFF A SPLAT MARK TO AVOID ELIMINATION: RULES MAJOR (20 TO 50)
4; DELIBERATELY PLAYING ON AFTER BEING TAGGED: RULES AND SAFETY (20 TO 50).
5; WIPING OFF SPLATTER OR SPRAY, OR ACCIDENTAL PAINT MARKING WITH OUT GAINING AN UMPIRES PERMISSION AND UNDER AN UMPIRES SUPERVISION: RULES MAJOR/MINOR (20 TO 50)
6; TRADING OFF, OR ATTEMPTING TO TRADE OFF, PENALTIES BETWEEN TEAMS: RULES MAJOR/MINOR (20 TO 50)
7; REMOVING GOGGLES DURING PLAY: RULES AND SAFETY MAJOR (20 TO 50)
8; CARRYING VELOCITY ADJUSTING TOOLS OR PARTS ONTO A PLAYING FIELD: RULES AND SAFETY MAJOR/MINOR (20 TO 50)
9; FIRING BETWEEN THE END OF THE GAME AND THE CHRONOGRAPH AREA, OR IN A SAFETY AREA: RULES MAJOR/MINOR (20 TO 50)
10; TAKING PROHIBITED EQUIPMENT, ITEMS OR CLOTHING ONTO A PLAYING FIELD: RULES AND SAFETY MAJOR/MINOR (20 TO 50)
8.24 CHRONOGRAPH VIOLATIONS.
THE FOLLOWING PENALTY POINTS SHALL BE ASSESSED FOR BREACHES OF THE CHRONOGRAPHING RULE:
TWO (2) POINTS FOR EVERY fps OVER THE LIMIT, MEASURED AS SET FORTH IN RULE 2:3
8.3 DOUBLE JEOPARDY.
A RUNNING TOTAL OF PENALTY POINTS WILL BE INCLUDED ON THE OFFICIAL SCORE SHEET FOR EACH GAME. ONCE A TEAM HAS ACCUMULATED 100 OR MORE PENALTY POINTS, ALL FURTHER PENALTY POINTS GIVEN, ARE DOUBLED.
ONCE A TEAM IS IN DOUBLE JEOPARDY THE TEAM SHALL REMAIN IN DOUBLE JEOPARDY THROUGHOUT THE BALANCE OF THE ENTIRE COMPETITION.
8.4 NO SHOW / FORFEITURE.
SHOULD A TEAM FAIL TO REPORT TO THE COMPETITION OR FAIL TO REPORT TO THE STAGING AREA, CHRONOGRAPH CHECK OR START POINT IN TIME FOR THEIR SCHEDULED GAME(S), THE ABSENCE CONSTITUTES €A FORFEITURE. REASONABLE ATTEMPTS WILL BE MADE BY UMPIRES TO ADVISE OR LOCATE THE TEAM AND ALLOWANCES WILL BE MADE FOR TARDINESS AT THE DISCRETION OF THE ULTIMATE UMPIRE. REPEATED UN-EXCUSED TARDINESS WILL RESULT IN A FORFEITURE AT THE DISCRETION OF THE ULTIMATE UMPIRE.
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 EARNED WITHIN THE AFFECTED GROUP OF PLAY, OR 80% OF THE MAXIMUM ALLOWABLE POINTS FOR A SINGLE GAME, WHICHEVER IS HIGHER.
8.5 REPLAYING THE GAME.
THE HEAD FIELD UMPIRE HAS THE DISCRETION TO CALL A GAME FOR DARKNESS, FALSE START, WEATHER CONDITIONS, INJURY OR ILLNESS, PROTRACTED PLAYER INFRACTIONS OR ANY OTHER CIRCUMSTANCES WHICH DICTATE THE GAME SHOULD BE STOPPED. IT IS RECOMMENDED THAT THE GAME BE REPLAYED IN FULL, ON THE SAME FIELD, WITH THE START POINTS. 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. TEAM CAPTAINS CAN MAKE A REQUEST TO THE HEAD FIELD UMPIRE FOR THE SAME.
8.6 SCORING AND DOCUMENTATION.
AFTER ALL THE POINTS ARE TALLIED AND PENALTIES DEDUCTED, THE HEAD FIELD UMPIRE WILL PRESENT THE FINAL WRITTEN SCORE SHEET, WITH BOTH TEAM'S FINAL SCORES CLEARLY MARKED, TO EACH TEAM'S REPRESENTATIVE OR CAPTAIN. THE PERSON RECEIVING THE SCORE SHEET WILL REVIEW THE SCORE AND WITNESS THE SCORE SHEET BY SIGNING THEIR NAME TO IT. SCORES WILL NOT THERE-AFTER BE CHANGED OTHER THAN FOR MATHEMATICAL ERRORS IN CALCULATION. SCORES ARE UNOFFICIAL” UNTIL MATHEMATICALLY CHECKED AND POSTED ON THE MASTER SCOREBOARD. UNLESS SIGNED UNDER PROTEST
9.0 TIE-BREAKERS.
9.1 TIE BREAKER CALCULATIONS.
PRELIMINARY OR DIVISIONAL SCORE TIES SHALL BE BROKEN BY MAKING THE FOLLOWING CALCULATIONS, IN DESCENDING ORDER. INDIVIDUAL GAMES THAT END IN A TIE REMAIN A DRAW AND WILL NOT BE BROKEN. EXCEPT FOR THE LOWEST TOTAL ACCUMULATED PENALTIES (NUMBER 1), CRITERIA USED TO BREAK TIES DO NOT CARRY FORWARD FROM ONE ROUND TO ANOTHER.
1. FEWEST TOTAL ACCUMULATED PENALTIES FROM ALL PREVIOUS GAMES
SHOULD TEAMS REMAIN TIED AFTER ALL TIE-BREAKING CALCULATIONS HAVE BEEN MADE, HEAD TO HEAD MATCHES SHALL BE PLAYED UNTIL A CLEAR WINNER IS DETERMINED.
QUOTE:
TO EVERY ACTION THERE IS AN EQUAL AND OPPOSITE REACTION..SPLAT
Please feel free to email any submissions, corrections or updates to me and I will attempt to verify and correct the information within the week.