This circuit is for Division 4 and below teams only. Teams may have no players who has played division 3 or the equivalent or higher within the last three years on thier roster.
1. Uniform
1.01 Padding in Jersey’s. Padding in Jersey’s is not limited to specific areas provided
that the thickness does not exceed 5mm (0.197”). Padding material is limited to an open cell
foam and must not be modified from the manufacture’s original form.
1.02 Layers and Padding. Players must wear only one pair of full-length pants and
only a long-sleeved jersey. Players may wear only one layer of underclothing consisting of, at
maximum, one pair of under-shorts and one short or long sleeve t-shirt, provided that it contains
no padding. Players may not wear sweatshirts. Any other soft padding in garments is prohibited.
1.03 Appearance. Players’ clothing must fit well. Jerseys must be tucked into player’s
pants or harness. Players may not wear any oversized clothing.
1.04 Headgear. Players may wear Headgear to protect the head. Players Headgear
may not extend more than one inch below the bottom of the shoulder blades. Players may not wear bandanas
and/or handkerchiefs anywhere other than on the head or neck.
1.05 Gloves. Players may wear a single pair of gloves, with or without full fingers.
Gloves may be padded.
1.06 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.
1.07 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.
1.08 Metal Cleats. Players may not wear metal or ceramic cleats or cleats that may
injure other players or damage the playing field (e.g., puncture a bunker).
2. Protective Gear
2.01 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. See ASTM Standard F1776
2.02 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:
(1) Neoprene neck protection;
(2) Forearm and elbow protection;
(3) Shin and knee protection;
(4) Groin protection;
(5) Chest protection must be designed for paintball
2.03 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.
3. Markers
3.01 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 league play.
3.02 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. Markers must be free of trigger bounce, or if the marker is unable to be made free of bounce it must be verifiably capped at a maximum rate of fire of 15 balls per second.
3.03 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.
3.04 Inspection. Markers are subject to inspection at any time during any tournament, provided that the markers are taken for
inspection prior to tournament completion. The team of any player found to be using a marker in
violation of Rules 3.01 through 3.03 shall be penalized.
3.05 Surrender of Marker. Players must surrender their marker immediately upon the
request of any Referee or League 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
3.06 Marker Velocity. Markers may not exceed a maximum velocity of 290 feet per
second. All markers must be chronographed at a chrono station prior to start of each game.
3.07 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.
3.08 Barrels. Players may only bring one barrel on the playing field. The barrel must
be attached to the marker.
3.09 Ball Detection Systems. Players may turn on or off the ball detection system
(e.g., eye, etc.), if the player’s marker has such functionality.
3.10 Barrel Blocking Devices. Markers must have a Blocking device that meets ASTM
Standard F2271 over or in their barrel at all times that the marker is in any un-goggled area.
3.11 Stickers. Stickers on markers and barrels are limited to one 2” by 4” sticker on
each side of marker. Stickers on loaders must not resemble hits. Colors of stickers may not contain bright colors that appear to be a hit to the marker or loader.
4. Other Equipment
4.01 Paint Loaders. Loader colors or designs may not resemble a hit or paintball
mark. Players may not use cloth or neoprene loader covers.
4.02 Air Tanks. All compressed air (or other) tanks must be within the current test
date specified as per the manufacturers recommendations. Further to this all tanks must be free
from dents or other defects and are subject to a visual inspection. Players may take only one air tank onto the field with them.
4.03 Remote Tank. Players may wear a remote tank hook-up. The remote line may
not be worn underneath clothing. Air Tank Valves must meet or exceed ASTM Standard F1750-
96 and ASTM Standard F2030-00
4.04 Pouches, Pods or Tubes. Players may carry any number of pouches, pods, or
tubes. Pouches may not be constructed in such a fashion that they constitute padding.
4.05 Squeegees. Players may carry multiple squeegees and or swabs.
5. Paintballs
5.01 Only paintballs purchased from Paintball Addiction for the tournament may be used. Paintballs will be an event specific color which will be decided on a per event basis. Players found using non-event paint will be subject to penalty.
6. Prohibited Equipment
6.01 Players may not carry any tool or device which can be used to alter the marker.
6.02 Specifically Prohibited Items. Players may not use any listening devices,
communication devices or any form of electronic surveillance.
7. Referees
7.02 Authorization. All Referees are under direct control of the Ultimate Ref.
7.03 Pregame Equipment Inspection. The Chrono-Ref or the Head Ref may require a
player to modify or substitute equipment prior to the start of a game in order to comply with Rules 2 through 4. Players that cannot comply with any Referee requirement before game start will not be permitted on the playing field.
7.04 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. See rule 3.06. Referees will seek to perform on field chronographing in a manner
which least interferes with play. Players will may be subject to Referee chronographing after game end, and may be required to surrender their marker for inspection pursuant to Rule 3.04 and 3.05. Chronographing will be performed with equipment authorized by Paintball Addiction
7.05 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.
(1) Player Requested Paint Checks. Referees may, but are not obligated to,
perform a paint check after a player has requested one.
(2) Flag Carriers. No flag carrier will ever be stopped for the purposes of
performing a paint check.
(3) Not Easily Verifiable. Players, who are hit in obvious locations, which are not
easily verifiable, by such players may call for a paint check.
7.06 Emergencies. In the event of an emergency situation, the Referee discovering
the emergency will request that all Referees on the field will immediately cause all action to stop. Game time will also be halted for the duration of the emergency.
7.07 Referee Communications. Referees may only engage in rules related
communications during games. Referees shall not:
(1) through action or inaction, deliberately
reveal or conceal the locations or actions of players during the course of a game or
(2) impede
the progress of any competition.
7.08 Bias. Referees shall perform their duties and shall make decisions in an
unbiased manner. A Referee showing bias in a call, for or against any team, shall be removed as
a Referee and will be subject to penalty as determined by the “Rules Committee”.
8. Pre-Game
8.01 Inspection Procedure. Each team must report to the Chrono-Station before the game is scheduled to begin. Each player’s clothing will be inspected and
markers will be chronographed by a Chrono-Ref in a designated area outside of the field prior to
each game.
8.02 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.
8.03 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
290 feet per second.
8.04 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.
8.05 Pre-Game Restricted Area. 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
Referee or other tournament official. Players who have passed the chronograph may not leave
this area, except to enter the field with a Referee. Players in this area may not accept any items
from any person outside of this area, except through the Chrono-Ref.
8.06 Choice of Flag Station. The team that wins a coin-toss shall choose which Flag
Station it will defend in preliminary rounds, quarter finals, and the first and third game of the semifinals
and finals. In the second game of the semi-finals and finals the teams shall defend the Flag
Station opposite to the Flag Station they defended in the first round.
8.07 Equipment. Teams must carry all paintball, gas or air and equipment to be used
during the course of the game on their person at the start of the game.
8.08 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.
8.09 Player must keep their barrel blocking devises on their markers until instructed to remove them by the game start ref.
8.10 Players caught intentionally shooting bunkers prior to game start will be subject to penalty.
9. Game Start
9.01 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.
9.02 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.
9.03 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”.
9.04 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.
10. Game Stoppages
10.01 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.
10.02 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.
10.03 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 were
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 to be assessed, they will be so assessed at such time. Players with hits may be reinstated
into the game if the field Referees determine, at their discretion, that a player was eliminated after the game was declared stopped or as a direct result of illegal actions, which led directly to the game stoppage.
10.04 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 in accordance with the procedures specified in Rule 8 Time will begin
to run upon such restart.
11. Game End
11.01 Cease Shooting. Players may not fire their markers following:
(1) an instruction from a Field Ref to cease fire;
(2) a successful flag hang;
(3) 5-minutes after the start of the game.
11.02 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.
11.03 Game End. A game will end only by the Head Ref on the field announcing,
“Game over.”
12. Flags
12.01 Team Flags. Once aflag is hung in its flag station prior to the start of a game, it is not to be touched by its either team. A Player tampering with the flag will be eliminated.
12.02 Carrying the Flag. Players carrying flags must carry them in full view. Players
cannot attempt to hide or disguise the flag in any way.
12.03 Passing the Flag. Flags may be passed from live players to live players.
12.04 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.
13. Flag Hangs
13.01 Calling Time. When a player touches his or her team’s flag station with the
opposing team’s flagstation, the Flag Ref immediately calls time and the time of the call is recorded.
The Flag-Ref then paint checks the flag carrier.
13.02 Re-Hang. If the flag carrier touching his or her team’s flag station with the
opposing team’s flag is found to have a hit, then the game will end and point for the hang will not be rewarded to either team.
13.03 Game End. If the flag carrier touching his or her team’s flag station with the
opposing team’s flag, then the hang will be successful and the game will be declared over as of the time the flag carrier touched his or her team’s flag station.
14. Forfeiture
14.01 Forfeiture. A forfeit will be declared for each game that;
(1) A team fails to report in a timely fashion for its pre-game chronographing.
(2) A team that has been disqualified from the event
(3) For any game in which a team refuses to take the field.
(4) In the event that both teams fail to show for a game or are unwilling to take
the field, both teams will have forfeited the game.
14.02 Scoring. Any team which is scheduled to oppose a team that has forfeited a
game will receive 95 points or the average of all their games in that round, which ever is higher
and the forfeited team will receive zero points for that game.
14.03 Finality. 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 due to the schedule.
15. Marked with Paint
15.01 Marked with Paint. A player will be eliminated if such player is marked with event color paint.
(1) 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.
(2) 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 than a quarter
size it will be considered a valid hit. If a player is marked by rubbing against a bunker or kneeling on a ball it is the players responsability to notify refs of said hit. Refs will assume all quarter sized marks are hits unless imediatly notified by the player at time of paint transfer and the ref is able to see the origonal sorce of paint.
(3) 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.
(4) 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 seen wiping non-valid hits themselfs will be assessed the same penalty as if they had wiped a valid hit.
(5) 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.
15.02 Obvious Hits. Obvious hits are those which impact and break on observable
places on the body or equipment and in such a way that the player acknowledges the hit in any way or hits to lenses or such that the player can not reasonably be ignorant of the hit. 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.
15.03 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.
15.04 Unobvious Hits. Unobvious hits are those which impact and break on player’s
harnesses & tubes located on players back. Or which the player may reasonably be ignorant of. 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.
16. Field Exit
16.01 Procedure. Eliminated players must remove armband, put on barrel sock over
his or her marker barrel and proceed directly to the dead box closest to team flag station, 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.
17. Illegal Activities
17.01 Playing-On. A player that continues to play after being marked, in an obvious
location, with paint is Playing-On. Playing-On includes, but is not limited to:
(1) Continuing to shoot or otherwise engage the opposition,
(2) Continuing to move, except with respect to exiting the field by the most direct
route or at the direction of a Referee,
(3) 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,
(4) Impeding the progress of opposition players or a Referee,
(5) Hampering a Referee in making a paint check or a call,
(6) Discharging or degassing the marker or providing teammates with paintballs
or equipment.
(7) Remaining in the game while making no effort to leave the field.
17.02 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.
17.03 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.
17.04 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.
17.05 Spectator Interference. Spectators may be allowed to observe games and the
activities on a field but may not :
(1) Issue instructions to players on the field,
(2) Make comments about play which are likely to be heard by players on the
field,
(3) Have markers in their possession, or
(4) Otherwise interfere with play in any manner whatsoever.
(5) 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.
17.06 Unsportsmanlike Conduct. Players will be eliminated if they engage in
unsportsmanlike like conduct and will be subject to further penalties Unsportsmanlike conduct may include, but is not limited to:
(1) Deliberately shooting at Referees.
(2) Excessively shooting an eliminated player with intent to injure.
(3) Requesting of paint checks to distract Referees from checking themselves or
teammates.
(4) Verbally abusing any players, spectators or Referees.
(5) Throwing equipment.
17.07 Embarrassing, Dangerous or Destructive Behavior. Teams and players
participating in a Paintball Addiction sanctioned tournament shall not engage in conduct that would bring Paintball Addiction, the promoter or any sponsor into disrepute. During any tournament weekend, 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.
18. Assessment of Penalties
18.01 Verbal Warnings. Referees may issue verbal warnings on the field for the
following reasons:
(1) First Offenses. First offenses for 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 or having an unbagged marker outside of player’s
paddocks.
(3) Player leaving the dead box during a game.
18.02 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).
(3) Second Offenses. Second offenses for 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) Player is hit in an obvious location.
(11) Velocity Violation. Shooting over 290 feet per second (FPS) and below 300
FPS
(12) 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.
18.03 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 between 300 FPS and 310 FPS (inclusive).
(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
18.04 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.
(2) Playing-On with a hit to the lenses that obstructs the players field of vision and is impossible that the player is ignorant of.
18.05 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.
18.06 Elimination of Last Player. Assessments of the 1, 2 or 3-for-1 penalties where
there are not enough live players left on the field, will result in the offending team having the remaining number of players affected by the penalty(including the offending player) suspended for one game.
18.07 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.
19. Suspensions and Disqualifications
19.01 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 suspensions and ejections.
19.02 Suspensions. Players may be issued one-game, two-game, or event suspensions. Suspensions must be served immediately. Suspensions are issued to the player
and to the team. 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 during the term of such suspension upto a maximum of six games. Suspensions will carry over from tournament to tournament until the suspension is fulfilled. Suspensions stay with the team, if the suspended player leaves the team. The team must still serve the suspension and the player may not play for the other team until the suspension is fulfilled.
19.03 One-Game Suspension. Players may be suspended, causing the team to play
short for onee game for the following infractions:
(1) Outbursts. Throwing smaller equipment (e.g., goggles, harness) in an
unsportsmanlike like manner.
(2) Verbal Abuse. Verbally abusing any individual during or after play.
(3) Shooting at a Velocity of 310fps or higher.
(4) Not having a Barrel Blocking Device on maker in un goggled area after being warned.
(5) Illegal Reentry. Player leaves the dead box and reenters the field, but does
not shoot any paintballs.
(6) Deliberately removing mask while still on the field immediately before, immediately after, or during a game.
19.04 Two-Game Suspension. Players will be ejected and the team will play short for two
games for the following:
(1) Outbursts. Throwing marker or air system.
(2) Deliberate Over Shooting. Over shooting any other player with intent to injure.
(3) Deliberately Shooting Referees.
(4) Shooting after acknowledging elimination.
(5) Shooting from the Dead Box.
19.05 Illegal Marker. Offending player is suspended for one game, and offending team will receive 0 points for the game, and a minus 100 points. Opposing team will receive 95 points or
better, depending on the out come of the game or their average points from the current round.
See Rule 3
19.06 Physical contact during or after play that results in injury (e.g., punch or kick) will result in the player being suspended for one full year.
19.07 Three Strikes. Any team who is assessed three penalties for major cheating(wiping, illegal marker, etc) or severe unsportsmanship will be suspended for the remainder of the season. These strikes carry over from event to event for the duration of the season.
20. Scoring
20.01 Game Scoring. Scoring for games will be conducted on a 100 point system and
will be awarded as follows:
(1) Eliminated Players. Both teams will be awarded 3 points for every player
eliminated on the opposing team
(2) Remaining Players. Both teams will be awarded 2 point for every player on
such team not eliminated.
(3) Flag Pull. The first team to pull its opponent’s flag will be awarded 25 points.
Flag pull points will be awarded only to the first team that pulls the flag.
(4) Flag Hang. The first team to successfully hang the opposing team’s flag at
its flag station will be awarded 50 points.
20.02 Score Sheet Procedures.
(1) The score sheets will be filled out by the head referee of the field and shown
to both team captains.
(2) Nothing on the score sheet may be crossed out or written over.
(3) 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.
(4) 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.
(5) If a team captain refuses to sign the sheet because of a disagreement, an
Ultimate Referee may 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 sore.
(6) Only mathematical errors may be corrected after the score has been posted
on the scoreboard.