2000 Naapsa

Rules

 

.00 Naapsa Memberships and Class's

.01 All players participating in any Naapsa tournament must have a current Naapsa membership card in good standing...

.02 Any player found on a team with out a current Naapsa card will cause that team to forfeit all points and qualifications.

.03 AAA classification: Top level CLass Amateur.   No Pros allowed.

.04 AA Classificaton: Mid-level class amateur (1 AAA player  allowed on a AA team for 3man and 5 man.)  Two AAA players allowed on a ten man AA team.

     .045 Players may move up the class levels at any time, but they cannot move back downward.  If you play one game in a higher ranked division, your classification immediatly changes and you must get a new membership card ranking before the next Naapsa event. There are 2 exeptions.. If you attend any none-Naapsa event that does not offer seperate classifications for your ranking, you may play at the higher level without forfeiting your status.    Second, lower ranked players may combine with higher ranked players to form a 7 man team or 10 man team...

.046 Any player that was on a team that finished in the top 4 at any of the following events must be ranked as a  AAA player..    Naapsa Finals.    Zap Am. Open .      Masters       Nppl( A class)   Skyball. 

 

1.0 Field Standards

1.01 All Game fields shall be free from anything that would pose an unnecessary risk to players, including cliffs, areas with jagged rocks, etc.

1.02 Both players and judges should be able to move freely on game fields, and game fields should not contain significant wet or swamp areas, dense undergrowth and the like to impede free movement.

1.03 All field borders will be free of doglegs, and no section of border will be constructed in such a manner that allows players to shoot over a boundary and back onto the playing field.

1.04 Fields will consist of three flag stations for the 3 man and 5 man.  Two team flag stations and a center flag station.  The center flag will be placed at mid field, in such a manner as to assure that the players equally fast can reach the center flag station from either team flag station in the same amount of time. 10 man games shall have just 2 flag stations..  No center flag station.

1.07 Taking into account terrain, cover, ability to move, fire lanes and topography,game fields shall be balanced so that the better and more talented of two teams will usually win starting the game from either team flag station.

1.08 Fields shall be approx. 100 to 150 feet wide and 200 to 300 feet long for the 3 man fields.     125 to 240 feet wide and 250 to 450 feet long for the 5 man fields.                                                    200 to 350 wide and 300 to 450 long for 10 man fields

1.09 There should be at least one playing field in a class (5 player or 10 player ) for every 12 teams registered in the tournament with respect to that class.

1.1 Field staffing

1.10 Each 3 player game field shall be staffed by a minimum of 3 field judges (including the ultimate judge)  Each 5 player game field shall be staffed by a minimum of 4 field judges (including the ultimate judge).  Each 10 player game field shall be staffed by a minimum of 6 field judges (including the ultimate judge). Judges shall be spread evenly over the whole field.. Ultimate judges should be in the center of the field.

1.12 Only  judges authorized by the ultimate judge of a field may actually make calls on that field.

2.0 Standards

2.02 All judges shall be thoroughly familiar with the rules and regulations contained herein and shall put forth their best efforts in discharging their duties as judges.                                                       

2.03 All judges shall perform their obligations and shall make decisions in a totally unbiased manner.  If any judge is found to have been bias in his judging activities for or against any team, such person shall be dropped from the judging team for the remainder of the tournament.

2.04 Radios will be used by the judging staff if available for communication with each other. Radios will be mandatory at the Championship finals..

2.05 Judges will wear shirts and pants of bright colors that will distinguish the judges from the players.  Ultimate judges will wear shirts that indicate their status on the game field.

2.07 Clerical or mathematical errors may be corrected at any time prior to the start of the next round of play.

2.11 Flag stations for preliminary, semi-finals and final rounds will be determined by coin toss prior to the start of the game.

2.12 Judges will not provide information to teams regarding the location of flag stations, terrain, boundaries, game time or progress of a game during the game, except with respect to safety concerns.

2.13 Judges will not, through action or inaction, deliberately reveal or conceal the locations or actions of players during the course of a game.  Judges will not impede the progress of the game.

2.2 Game controls

2.21 The ultimate Judge on the field will begin a game by giving a one-minute warning so that each team may hear clearly such warning.  The ultimate judge will give such warning with a countdown of "three, two, one, one minute."   Thereafter, the game will start by the ultimate judge shouting so that each team may hear, by radio or otherwise either "Game on." or "go,go,go"   A whistle or horn may be substituted

2.23 In the event of an emergency situation, the judge discovering the emergency will request that all judges stay off the radios.  Other judges on the field will immediately cause all action to stop.  game will also be halted for the duration of the emergency..

3.0 Scoring

3.02 Scoring for the game will be conducted on a 100 point system and will be awarded as follows.

3.02.1   3 man games

        a. Flag hang is 40 points

        b. First flag pull is 15 points

        c. Flag in transit and in possession of a live player at game end is 15 points

        d. Elimination's are 10 points per player

        e. Live players are 5 points each.

3.02.2 5 man games

        a. Flag hang is 50 points

        b. First flag pull is 20 points

        c. Flag in transit and in possession of a live player at game end is 15 points

        d. Elimination's are 4 points per player

        e. Live players are 2 points each.

3.02.3   10 player games

        a. Flag hang is 50 points

        b. First flag pull is 20 points

        c. Flag in transit and in possession of a live player at game end is 15 points

        d. Elimination's are 2 points per player

        e. Live players are 1 point per player.

3.02.4 All games have a 100 point max.....

3.04 Elimination's points will be awarded to the opposing team for every opponent removed from the field during play.  A player may be removed from the field for any valid hit, obvious or not obvious to the player eliminated, the surrender or voluntary exit from the field pursuant to which the player acknowledges that he has a hit by indication hi elimination, any erroneous elimination by an official, even though it may later be determined that the call was not valid, any elimination for penalties assessed against a teammate, including the one-for-one penalties, for placing any part of his body or anything he is wearing or carrying out of bounds, unsportsmanlike conduct, concealment of an armband or acting in any manner indicating elimination, abandonment of equipment (moving at least 5 feet away from such equipment), except hoppers used to carry paint, being out of the flag station at the start of the game, or delaying taking the field after being told to do so by the ultimate judge.

3.05 A first flag pull occurs when a player not eliminated, physically grabs the flag before a player from the other teams manages to do the same..

3.06 Flag hang points are awarded when a player breaks the plane of a flag station with a flag.. Flag hangs may be awarded in conjunction with or independently of first flag pulls.  Flag hangs are only awarded when a flag is hung in the flag station that such a flag was not placed in at the game start.  Flag hangs may be awarded to the team that is not in possession of the flag when it is hung since it is the flag hang and the station that it is hung in that determines the points awarded and to whom.  Flag hangs will not be immediately awarded upon the flag breaking the boundary planed of a flag station, the status of the flag carrying player will first be verified before a flag hang is considered to be official.

3.1 Time and start

3.12 Each team is expected to report to the chrono station for the applicable game field at least 15 minutes prior to the scheduled start of the game.

3.13 Players who have passed the chronograph will be stationed in a controlled area adjacent to the chronograph area. This area will be supervised by a judge or other tournament official. Players who have passed the chronograph may not leave this area, except to enter the field with a judge. Players in this area may not be handed guns or tools.

3.14 Players are responsible for removing old hits or bringing the same to the attention of a field judge so that it may  be dealt with in a manner that would not result in it resulting in an elimination of a player.

3.15 Players are not allowed to bring tools or other prohibited equipment onto the game field. Presence of such equipment may result in a penalty and disciplinary proceedings against the offending player and/or team.

3.16 Each player will be given an armband in a distinctive team color and will wear the same on his left arm. 

3.17 Players must have one foot in their flag station prior to the start of the game. Any player without one foot in the flag station at the start of the game will be eliminated.

3.18 When the teams are assembled at their respective flag stations, the ultimate judge will give a one minute warning countdown, as in , "three, two, one, "one minute". Such countdown will be heard by both teams. One minute later the ultimate judge will announce the start of the game, heard by both teams, by shouting, "Go,go,go" or a whistle or horn.. The game will begin on that signal.  The one minute countdown may be shortened if OK'd by all the team captains at the captains meeting and the ultimate judge..   All fields must be uniform in starting procedures..

3.2 Pre-game chronographing

3.21 All games will be proceeded by a pre-game chronographing session, pursuant to which each player on each team will be chronographed.

3.22 Only radar chronographs will be used for an official game chronograph

3.23 Multiple chronographs may be designated for each playing field so that in the event  that a chronograph is not working, one which was available to the teams can be substituted.

3.23.1 The chrono judge will take a marker from a player and inspect it for the following.  The presence of foreign matter in the barrel, feed port or loader; tightness of screw, barrel, tank and other working parts which can  increase or decrease velocity, presence of valves or expansion chambers which can be turned on or off, all valves will be placed in the fully open position, presence of external velocity adjusters which are not covered or fixed in place and any other device, part or item which would enable a player to increase the muzzle velocity of the marker on the game field without resorting to the use of tools..

3.24 Players whose markers do not pass such inspection will be informed and will be given an opportunity to remedy the situation, time permitting.

3.25 Players whose markers pass such inspection will step to the chronograph, and the chronograph judge shall chronograph the marker as it would or could be fired effectively on the game field at its maximum velocity.  The chrono judge will fire three shots over the chronograph.

3.26 Markers will pass inspection if each of the three shots is less than 285 feet per second.

3.27 Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.

3.28 If the player is taking more than one tank onto the game fields, the chrono judge may elect to chronograph the marker with both tanks.

3.29 All players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.

3.3 Armbands

3.30 Armbands must be at least 2 inches in with and long enough to fit around the upper arm and constructed so that they are adjustable in length and can be firmly affixed to the arm.

3.32 The sets of arm bands will be of contrasting colors as to be easily distinguishable.

3.34 Armbands shall be worn on the left arm.

3.4 Flags

3.41 Flags will be a minimum of 14 inches wide and 20 inches long...

3.42 Flags of 2 different colors shall be used for the 7 man games.

3.5 Number of games.

3.51 Teams will play a minimum of 5 preliminary round games. Such games will be played against teams within the defined division of such team.

3.52 In case of a tie score among teams, such tie will be broken, first, by head to head competition, the winner of such contest advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the previous round scores, the team with the greatest score in the previous round advancing.   If the tie among teams remains after such tie breaking determination, the tie shall be broken by the elimination's scored against the teams in the round, the team with the fewest elimination's in such round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the team having the fewest penalty points.

5.0 Clothing

5.01 Each player may only wear one layer of underclothing consistent with the weather of the day for all but unseasonably cold weather. This shall consist of, at minimum , one pair of undershorts and one short or long sleeve T-shirt.

5.02 Each player may only wear one pair of full-length pants and only long-sleeved jacket or shirt, either button or pullover style, as long as the colors on the outer garment are not the same as any armbands, flags, judges apparel or paint chosen for the event. No multi-colored or patterned clothing that makes it difficult to see or distinguish a splat mark (such as "Hawaiian shirts) will be allowed.

5.03 Players must wear pants or shirts or jackets that fit well. Payers may not wear oversized clothing.  If a judge deems that a players clothing is oversized, the judge may require new attire or make temporary adjustments using tape, pins, etc..

5.04 Players may not wear jackets, shirts and or pants which are made out of highly absorbent material, such as felt or fleece, or a highly padded or slick nature, such as rubber or plastic.  If a player is found to be wearing such material, then he will be required to obtain and wear suitable replacement clothing.

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

5.06 Players may wear nylon neck protection of a single layer.

5.1 Protective gear

5.11 Players must wear goggles manufactured for use in paintball games in good repair and with lenses that are not damaged. all goggles must be ASTM approved.

5.12 Players must wear full face protection. No face mask modifications other than Manufacturers allowance.

5.13 Players must wear ear protection.  T-Shirts, sandanas and goggle straps are not considered ear protection. No modifications allowed

5.14 Players may wear forearm and elbow protection, provided that the padding on such has not been modified from the manufactures original form.. such protection may be worn over or under clothing.

5.15 Payers may wear shin and knee protection, provided that the padding has not been modified from the manufactures original form. Such protection may be worn over or under clothing..

5.16 Male players may wear groin protection and female players may wear breast protection.

5.2 Markers

5.21 Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel, a single trigger and a gravity feed style magazine. Double action triggers are prohibited.

5.22 All markers with any form of external velocity adjuster must be modified in such a way such 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 beaver tails and or tournament caps or may require multiple tourney caps.

5.23 Markers may fire at any rate of fire, and may shoot any number of paintballs, provided that no more than one burst of gas and one paintball be delivered down the barrel for each pull of the trigger.

5.24 Gun barrels may be equipped with porting, slots, rifling, but may not have sound suppresser attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.

5.25 Magazines must use gravity feed.

5.26 A paintball marker capable of firing in full auto mode shall be rendered incapable of firing in such mode during the game and such that the modification is readily visible to the judges.

5.27 Players may wear a remote tank hook up. The remote line may be worn over or under clothing.

5.28 Player may not use cloth, neoprene, or other material to cover the paint loader on the marker.

5.29 Barrel plugs are required at all times except on the field or the target range.

5.3 Other equipment

5.31 Players may carry any number of pouches, clips or loaders.

5.32 Vests and pouches may not be constructed in such a fashion that they constitute padding.

5.33 Players may carry a single hand towel or wash cloth, provided that it is not of the same color as armbands, flags or judges apparel. Players may carry multiple squeegees and or swabs. 

5.34 Players may carry extra constant air tanks.

5.4 Prohibited equipment

5.41 Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, red paint, paint which is toxic and not biodegradable and paint which has a shell, fill or both altered or augmented in any way.

5.42 Anything not specified in sections 5.01 through 5.34 inclusive as permitted shall be prohibited unless allowed by the ultimate judge.

5.5 Possession and exchange

5.51 Two live players may exchange equipment.

5.52 Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated.

5.53 Players must have all paint, gas, and equipment to be used during the course of the game on their person at the start of the game.

7.0 Game chronographing

7.01 Chronographing on the field may be done at any time at the discretion of any field judge to determine if a markers muzzle velocity has risen above the legal limits. Judges will seek to perform on the field chronographing in a manner which least interfere with play.

7.02 Players with markers chronoed on the field during a game at 300 FPS or less (one, two or three shots at the discretion of the field judge) will continue to play without penalty, although such marker may, at the discretion of any judge be chronoed at the end of the game and penalties may be assessed if the marker is shooting hot.

7.03 Markers, which are shooting over 300 FPS, will be held by the judge and the player using that marker will be eliminated from play. The marker will be chronographed at the conclusion of the game and penalty points will be assessed if the marker is shooting hot..

7.04 Players who are observed working on their marker during the course of the game, with the exception of cleaning paint out of the barrel, loader or feed ports, changing constant air tanks will be immediately removed from play.

7.1 Post game chronographing

7.11 An equal number of players will be chosen from each team at the discretion of the ultimate judge at the conclusion of a game for chronographing, provided, however , that if a player is suspected of using a marker shooting hot, this player does not need be included in that number.

7.12 Markers will be chronographed using the same procedure as specified in section 3.2 hereof. Players will be instructed to not discharge or disassemble their markers prior to post-game chronographing.

7.13 Any player whose marker is chronographed at 300 feet per second or below shall be discharged without penalty for shooting hot.

7.14 Each chosen player will shoot 1 clearing shot, then a string of 3 shots.  The 3 shots will be added together. Each FPS over 900 will be a 1 point per foot penalty.  A maximum of -50 points is the most that will be penalized per player

7.17 A team with a player refusing to chronograph when directed to do so by a judge will be assessed a 50 point penalty.

7.18 Teams may be assessed hot gun penalties for each player chronographed.

8.0 Game times and completion

8.01 When the game time has expired or a flag judge declares a flag hanger clean and the hang completed, the ultimate judge will communicate to all judges the "Game Over" call in accordance with the provisions of Section 2.22 hereof, and this will be repeated to all live players.

8.02 Official game time will be kept by the ultimate judge or a field judge appointed thereby, but in no event shall the official game time be kept by a flag judge. In the event that a game is to be interrupted, because of a medical emergency, or otherwise, he will mark the time or cause the field judge appointed thereby to keep the official game time to marked the time. The ultimate judge will restart the game and the time will begin by a one-minute warning followed by the game on signal as specified in section 2.21 hereof.  Time will begin to run upon such restart.

8.03 Game times.    3 player center flag games, 5 minutes..   5 player center flag game, 10 minutes. 10 player duel flag game, 15 minutes..

8.04 If the game finals cannot be completed for reasons of darkness, weather, etc., then the tournament team standings as they were at the end of the semi-finals will stand and no play-off points can be used.  If the semi-finals cannot be completed for reasons of darkness, weather, etc., then the tournament team standings from the preliminary play will stand and no semi-final points can be used.

8.1 Checkout procedures

8.11 Players that are eliminated, immediately upon elimination, must exit the field by the most direct route or as directed by a field judge. Players that take routes that are not the most direct and are meant to conceal from the other team such players elimination or players that refuse to follow a judges direction on leaving the field constitute playing on and appropriate penalties will be assessed.

8.12 All live players at the end of the game must present themselves to a field judge at the exit point for inspection. At this time a field judge will inspect the player for hits and if any are found, the ultimate judge will be notified and proper penalties will be assessed.

8.13 Players may not re-enter the playing field without permission of a field judge.

8.2 Game ending procedures

8.21 Games will end pursuant to the provisions of section 2.22 hereof, upon a successful flag hang, the elimination of all players on the field or the elapse of game time.

8.22 At least one field judge will be assigned to inspect live players exiting the field at the assigned exit point at game end.

8.3 Game forfeits

8.31 A forfeit will be declared for each game that a team failed to report in a timely fashion for its pre-game chronographing, or for any game in which a team refused to take the field, as long as its opponent is willing to and or does take the field. In the event that both teams fail to show for a game or both teams are unwilling to take the field, both teams will have forfeited that game.

8.32 Any team which is scheduled to oppose a team that has forfeited a game will receive 80 points or the average of all their games, whichever is higher, for that game and the forfeited team will receive zero points, unless the opposing team also forfeited that game, in which case both teams will receive zero points for that game.

8.33 Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand, except if the reason for having missed the game was completely beyond the control of the team declared to have forfeited that game, such as travel or weather or schedule delays.

8.4 Game stoppage

8.41 Games stoppages will only incur in case of emergency, dangerous weather conditions, other acts of god, or a physical altercation on the game field.

8.42 Only the ultimate judge may declare the game stopped.

8.43 All field judges will note the locations of the players at the time that the game is stopped.  Once the game has been stopped, the field judges will insure that players will remain in those locations. Judges will check all players and will remove any players who are eliminated prior to the game being stopped. Judges will confer to judge the sequence or events prior to the game stoppage. If penalties need to be assessed, they will be so assessed at such time. Players with hits may be reinstated into the game if the field judges determine, in their discretion that a player was eliminated as a direct result of illegal actions which led directly to the game stoppage.  Once the conditions causing the game stoppage has abated or been resolved and all the live players and flags are placed in proper positions by the field judges, the ultimate judge will restart the game in accordance with the procedures specified in section 2.21 hereof.

 

9.0 Paintchecks when performed

9.01 Paintchecks are performed by judges for the purpose of determining if a paintball has broken on and marked a player.

9.02 Paintchecks are performed by a judge when the judge has observed a player taking fire, when fire is directed into an area occupied by a player that a judge cannot directly observe, when the physical location that a paintball may have broken on is not visible to the judge, or when the judge is directed to do so by another judge.

9.03 Judges may, but is under no obligation to , make a paint check after a player has requested one.

9.1 Neutrality

9.11 Judges will make every effort to perform a paintcheck without calling a player neutral. However a judge, at his discretion, may declare a player neutral.

9.12 No flag carrier will be stopped and declared neutral for the purpose of performing a paintcheck with less than one minute left in the game.

9.13 A judge calling a player neutral will indicate the same to all players on the field by standing over the player, calling "neutral" and holding his arms above his head or waving them.

9.13.1 A judge must declare a player neutral if the actions of the judge impede or interfere with such players ability to continue to play.

9.14 A player declared neutral cannot be eliminated from the game or moved on, either by the opposing team members or his own team mates, while in the state of neutrality.

9.15 A judge may move a players equipment and or request that such player expose additional areas for examination.

9.16 Players not declared neutral may be eliminated while being checked.

9.2 Flag carriers

9.21 When a player carrying a flag breaks the plane of the flag station boundary, the flag judge will signal "time" and the player carrying the flag is immediately declared neutral.

9.22 The flag carrier will be subjected to a paint check immediately upon being declared neutral.

9.23 If the flag carrier is clean, the flag judge will declare "game over" to the ultimate judge who will then announce the completion of the game in accordance with the provisions specified in section 2.22 hereof.

10. Obvious hits

10.01 Obvious hits are those which impact and break on easily observable places on the body or equipment being carried or those that have been felt by the player. A judge will determine whether a player felt a hit by where that paintball impacted his body and whether he reacted upon being hit.

10.02 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's.

10.03 Such players must then remove their armbands, put in their barrel plug and hold the marker in the air above their head and exit the field immediately by the most direct route or upon the instructions of a field judge, if given.

10.04 Players who are hit  in obvious locations which are easily verifiable by such players may not call for a paintcheck.  Calling for a paintcheck under such circumstances constitutes continuing to play on.

10.05 Players who are in motion while hit in obvious locations which are easily verifiable, such as the back must immediately call on a team mate who can verify whether or not the paintball broke. The teammate must respond immediately and if the hit player was eliminated, he must cease play, signal his elimination and exit the field pursuant to the provisions of section 10.0. Failure to call a 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 paintcheck by a field judge.  Failure to call for such paintcheck will constitute playing on by such player.

10.1 Unobvious hits

10.11 Unobvious hits are those which impact and break on players or equipment's in those areas defined as being not easily observable and those which players receiving the same, give no indication or knowledge of them having acurred.

10.12 Players with unobvious hits will be eliminated but will not be penalized.

10.13 Should a player with an unobvious hit, become aware, through his own actions or through information provided by teammates, that he has been validly marked, such hit at such time shall then be deemed to constitute a obvious hit.

10.2 Elimination's

10.21 A player is eliminated if a paintball shot by a live member of the opposing team or such players team strikes that player or anything he is wearing or carrying and such paintball breaks upon the object struck. If the paintball strike the player or anything he is wearing or carrying but does not break and leave a mark, such player is not eliminated. If a judge does not see a paintball shot by a live member of the opposing team or a players team strike that player or another object, but that player has paint on himself or anything he is wearing or carrying that resembles a hit, such player will be eliminated by such judge. Generally, if the paint marking is reasonably solid and at least the size of a quarter, it will be considered a valid hit.  If 2 opposing players are hit and marked, as per provided in this section 10.21 simultaneously, or if the judges cannot determine which player was hit and marked first, both players will be eliminated.  Judges will wipe splatter or none valid hits off a player at the time they are inspected. No player will be allowed to continue play with paint that is considered non valid until it is wiped clean by a judge.

10.22 Players will be eliminated if any part of their bodies or anything they are wearing or carrying breaks the plane separating the field from the out of bounds area.  Such elimination will take place immediately upon the  breaking of such plane. Judges in their discretion, may warn players once and only once, if they are getting close to the boundary line of the field.

10.23 Players will be eliminated if they are not wearing arm bands issued prior to the start of the games, fully exposed on their left arms.

10.24 Players that are found with tools or other prohibited equipment on the field or those working on their markers in violation of the provisions specified in section 7.04 hereof will be immediately eliminated.

10.25 Players that separate from any piece of equipment or clothing that they brought on to the game field by more than 5 feet, except squeegees, rags, hoppers or pods used in holding paintballs will be immediately eliminated.

10.26 Players that engage in unsportsmanlike conduct, including, but not limited to, failure to obey a judges directions with respect to moving on a neutral player, deliberate avoidance of a judge in a manner to prevent a judge from chronographing a marker on the field or prevent him from making a call, shooting at judges, excessive shooting at an eliminated player after being warned by a judge to cease such activity, the requesting of paint checks to distract judges from checking themselves of teammates or to use judges to locate opposition players or verbal abuse of opposition players or judges will be eliminated plus a penalty of minus -20-50 points depending upon severity.

10.27 Players that take action which would cause members of the opposing team to reasonably believe that such players have been eliminated, including but not limited to calling himself out if hit, hiding the armbands, holding the markers in positions about the shoulders, placing objects in the barrels of the markers in carrying them in view of members of the opposing teams or walking in groups of eliminated players will be eliminated.

10.28 Players whose markers shoot on the field in excess of 310 FPS will be eliminated in accordance with the provisions of section 7.03 hereof.

10.29 Players may be eliminated as a penalty called by a judge for infractions committed by teammates pursuant to the provisions of section 7.03 hereof.

10.30 Eliminated players will surrender their armbands to the closest judge and exit the field immediately or at a judges direction.

11.0 Flag carriers

11.02 Players carrying flags must carry them openly.

11.03 Flags may be passed from live player to live player.

11.04 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 either team. Flags must be surrendered by the eliminated flag holder to any player touching it..

11.01 Flag hangs

11.11 When a player breaks the plane of his opponents flag station with the flag, the flag judge immediately calls time. The flag judge then paints checks the flag carrier.

11.12 If a flag carrier breaks the plane of his opponents flag station with the flag and is found to have a hit on him, the flag judge will return the flag to the center flag station (3 and 5 man games) (only if it cannot be determined when the hit accured).

11.12.1 When a player breaks the plan of his flag station with the opponents flag and is hound to have a hit on him, the flag judge will return the flag to the opponents flag station. (10man games) (only if it cannot be determined when the hit accured.)

11.13 If a flag carrier breaks the plane of the flag station with the flag and  is found not to have a hit on him, then the hang will be successful and the game will be declared over as of the time the flag carrier broke the plane.

12.0 Penalties

12.01 Playing on entails continuing to act as a player in the game after being eliminated. Playing on includes , but is not limited to , continuing to fire or otherwise engage the opposition, continuing to move except with respect to exiting the field by the most direct route or at the direction of a judge, talking, signaling or otherwise communicating, either to a judge, opposing players or teammates, except that a player may say "I'm hit" or, "out", or something to that effect once,   impeding the progress of opposition players or a judge, hampering a judge in making a paint check or a call, discharging or degassing the marker or providing teammates with paintballs or equipment.

12.02 The penalty for playing on is the removal of a teammate in a one for one call, unless in the judges opinion such playing on has materially influenced the course of the game giving the offending players team an advantage, in which case the penalty for playing on is the removal of two teammates in a two for one call.

12.1 Wiping

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

12.12 Wiping is penalized by the immediate removal of the player from the game and the simultaneous removal of three additional players from the same team.

12.2 Freight training.

12.21 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 others players in the train.

12.22 Judges will allow a freight train to continue, but will remove one player for each instance of continuing to play by any of the freight training players. When the freight train stops, the players who took multiple hits will also be removed from play.

12.3 Interference

12.31 Spectators may be allowed to observe games at the discretion of both team captains and the ultimate judge.

12.32 Team members and associates of the competing teams who interfere with the play of that game will immediately receive a penalty as if a player played-on on the field and result in the removal of one or more players from the associated team.

12.4 Assessment of penalties

12.41 Judges must assess the penalty proscribed for playing on or wiping.

12.42 Only ultimate judges may assess penalties that remove points earned on the field.

12.43 Judges will issue verbal warnings for the following infractions:

        1. First offense failure to observe a neutral call.

        2. Failure to use a barrel plug.

        3. First offense abuse of calling form paint checks

        4. First offense on the use of inappropriate language.

12.44 Judges will eliminate players for the following infractions:

         1. Second offense failure to observe  a neutral call.

        2. Second offense abuse of calling for paint checks.

        3. Second offense on the use of inappropriate language.

        4. Aggressive movement during a neutral call within 60 feet of neutral player.

        5. A player going out of bounds or moving a boundary tape.

        6. A player hit in an unobvious location.

        7. A player having tools on the field.

        8. Being more than 5 feet from the flag station at the start of the game.

        9. Failure to wear goggles.

12.44.1 Assessment of the one for one rule (the  removal of the player committing the infraction and a teammate) will take place for the following infractions.

        1. A player having tools on the field

        2. Freight training, applied for each infraction.

        3. Continuing to play, hit in an obvious location.

        4. Re-entering the field after elimination.

        5. Interference during the course of the game by a person affiliated with the team not playing in the game.

        6.Playing on.

        7. Talking after elimination is signaled or eliminated by a judge.

12.45 Assessment for the two for one rule (the removal of the player committing the infraction and two teammates) will take place for the following infractions.

        1. Continuing to play, hit in an obvious location which results in an alteration of the course of the game.

        2. Use of a fully automatic marker, a double action trigger, auto response or similar device.

        3. Engaging in physical contact with another person on the field in a hostile manner.

12.46 Assessment of the three for one rule (the removal of the player committing the infraction and three teammates) will take place for wiping.

12.48 Assessment of point penalties (other than hot gun penalties) will take place for the following infractions:

        1. Checking in as a live player at the end of the game with a hit in an unobvious location is a -20 point penalty.

        2. Checking in as a live player at the end of the game with a hit in an obvious location is a -50 point penalty.

        3. In addition to the three for one rule 12.46 there will be a -50 point penalty to the players team and will swing +25 points to the opposing team that was affected by the wiping player.

12.5 Additional penalties

12.51 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 judges instructions.

        2. Fighting or other hostile physical contact.

12.52 If a penalty is called that results in the removal of the last player on a team, the other team will be awarded the flag hang automatically.

12.54 A player prohibited from playing on a team, because his name appears on another teams roster, or otherwise will cause the forfeiture of all the games of such team.

12.55 A player prohibited from playing in a tournament, because of his relationship with a judging team, or otherwise, will cause the forfeiture of all games of the team he is playing for.

12.56 Any team the intentionally gives up points to its opponents or plots to set scores will be disqualified from the tournament and suspended for life from playing in any sanctioned Naapsa event.

13.0 Decorum

13.01 Teams and players thereon attending Naapsa events shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place.

13.02 Teams and players thereon attending Naapsa events shall refrain from engaging in any conduct that would bring the tournament, the promoter or any sponsor into disrepute, including, but not limited to, the trashing of hotel rooms, the discharge of loaded markers in ungoggled trafficked areas, the willful destruction of private property, engaging in physical altercations, except in defense of ones person against an unprovoked aggressor, or the commission of a criminal act.

13.03 Any person that fails to adhere to the rules and regulations specified in this section 13.0 shall be prohibited from competing in Naapsa events for the period of two years from the date of the infraction.

13.1 Rules and procedures for maintenance and cleanup

13.11 All teams shall have equal access to the parking and staging areas, staging tents, tables and chairs provided for the players,. All teams shall adhere to the administrative rules and promulgated by the promoter of the tournament with respect thereto.

13.12 All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound.

13.13 Any team that fails to adhere to the rules and regulations contained in this section 13.1 shall be subject to and pay a $250 fine to the promoter, and such a team will be prohibited from competing in any future Naapsa events and will be denied any prizes, trophies or awards until such fine is fully paid..

 

 

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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.