AMERICAN
PAINTBALL LEAGUE
2000 STANDARD RULE BOOK FOR TOURNAMENT PAINTBALL
GENERAL GUIDELINES
1. The spirit and intent of these rules and the duty of the enforcing officials is to ensure safe play; to promote fair, unbiased competition; and to sustain the level of organization and good sportsmanship necessary to keep tournament-level paintball a positive activity.
2. The tournament producer is the final authority regarding these rules. The producer may designate an overall director of judging. The judging staff ("referees" or "marshals") also may include one or more ultimate judges, head field judges, field judges, chronograph judges, and other designated members of the judging staff.
3.
Modifications to these rules may be required by particular situations,
including but not limited to insurance requirements, laws, or
regulations; in such instances, the tournament producer may modify
these rules as necessary. Questions regarding modifications should be
directed to the tournament producer or his designated representative
before the tournament begins.
1.0
EQUIPMENT & SUPPLIES
1.1
Paintguns & Power Systems: Paintguns must meet the following
specifications to be allowed in competition:
A.
Paintguns must meet manufacturer and insurance safety guidelines
regarding triggering mechanisms, the trigger guard, and safety devices
such as a barrel plug (a squeegee is not a barrel plug). Paintguns
must have a barrel blocking device (plug) inserted in barrel at all
times, except while on the playing field or in the
shooting/chronograph range. PENALTY: 3 POINTS.
B. Each
player may carry and use only one paintgun and barrel per game. Prior
to each game, players are subject to equipment inspections. PENALTY:
ELIMINATION +50 points.
C. No
external velocity adjusting devices, which would allow a player to
adjust the velocity of his paintgun without the use of tools or
disassembly, are permitted. All velocity-affecting pressure
regulators, which can be adjusted without the use of tools or by
disassembly, must have locking rings or tournament caps. Beaver tails
are required for all Auto Cocker paintguns. PENALTY: ELIMINATION +50
points.
D. Only
pump or semi-automatic paintguns are allowed. No fully automatic
paintguns are allowed, that is, paintguns which continue to cycle and
fire as long as the trigger is held back. This rule does not prohibit
pump gun auto-triggers or multi-barreled paintguns as long as
multi-barrels can be accurately chronographed one barrel at a time.
AUTO-RESPONSE triggers are not permitted. It is each player�s
responsibility to consult with the tournament producer prior to the
event regarding definitions and limitations of this rule. PENALTY:
PLAYER DISQUALIFICATION.
E.
Paintgun Power Sources: All paintguns must use either CO2 (carbon
dioxide) or compressed air/nitrogen as the power source. Bottles with
dip tubes (siphon or anti-siphon) must be marked to indicate dip tube
position. All components (fittings, hoses, valves, cylinders, etc.) of
the high-pressure system must meet the manufacturer�s safety
standards. PENALTY: PAINTGUN DISQUALIFICATION.
F. There
is no restriction on the type(s) or number of power sources a player
may carry onto the field as long as they are configured in such a way
as to allow the paintgun�s velocity to be stabilized at 300 fps or
lower. Multiple bottle systems will be chronographed individually.
PENALTY: PAINTGUN DISQUALIFICATION.
1.2
Goggle Systems:
A. It is
mandatory for every person (judges, players and spectators) to wear
goggles that meet or exceed ASTM standards when they are directly
exposed to fields while games are in progress, or when they are
directly exposed to any authorized shooting area while paintguns are
being discharged.
B. Each
goggle system must include an approved full facemask and ear
protection made specifically for that model of goggle. The goggle
system components shall not be altered from their original factory
condition. All goggle systems are subject to safety inspection and
approval. PENALTY: PLAYER ELIMINATED.
C. A
player whose goggles are accidentally dislodged (sufficient to expose
the eyes) during a game shall be eliminated from the game; if, when
this occurs, the player whose goggles accidentally dislodged has
already been eliminated, the judge shall not eliminate an active
player.
D.
GOGGLES MUST BE PROPERLY WORN IN "GOGGLES-ON" AREAS! An
active player who deliberately removes his goggles (sufficient to
expose the eyes) during a game, other than with the approval and under
the direct supervision of a judge shall be eliminated from the game.
Failure to wear approved eye protection or removal, including lifting
above or below the eyes, or away from the face (i.e. so as to wipe
moisture); other than with the approval and under the direct
supervision of a referee, shall result in the following penalty.
PENALTY: PLAYER ELIMINATED (if during game). If Penalty is incurred
outside of a game, 6 penalty points will be assessed in the following
game (if possible), or in the total team score for the current round
of play (if necessary).
1.3
Clothing & Gear: It is the player's responsibility, and in his
best interest, to wear clean unmarked clothing to the first game, and
to verify in advance that his clothing is legal.
A.
Players must wear full-length pants and a long-sleeve top (e.g.,
shirt, jacket or pullover). Arms and legs must be fully covered during
play. Pants and shirtsleeves must be fully extended during game play
to the ankles and wrists respectively. A player may wear only one
layer of clothing underneath his exterior pants and top. The
player�s clothing may not resemble or be of a similar color to that
of the judges, and it may not be of a color/pattern similar to that of
the flag(s) or armbands being used at the event. A player may not wear
or carry any multi-colored or patterned clothing and equipment that
makes distinguishing a paint mark difficult for the judges. PENALTY:
ELIMINATION.
B. Knee,
shin, and elbow pads, and neck protectors must be worn on the outside
of the player�s clothing. Harnesses, vests, pouches or similar gear
must be worn on the outside of all clothing. Tops must be tucked into
the pants. PENALTY: ELIMINATION.
C.
Clothing must be sized to fit the player. A player may not wear
oversized, draping and/or excessively baggy clothing. Clothing may not
be made of overly absorbent cloth or highly padded cloth, nor of water
repellant cloth/material that allows a paint mark to be wiped away
quickly and cleanly. Ghillie-type material, which makes paint marks
difficult to locate and identify quickly, may not be worn or attached
to the player�s equipment or goggles. PENALTY: ELIMINATION.
D.
Prohibited Devices. Players shall not use and/or carry onto the
playing field: artificial sounding devices (e.g., whistles, clickers,
horns); shielding devices; artificial light sources; heat generators
(e.g., matches, lighters, heat packs); weapons, flares, paint
grenades, paint mines, or any form of pyrotechnic devices; tools and
spare parts capable of affecting a paintgun�s velocity; silencers or
sound suppressers; slingshots, blowguns or any device capable of
propelling a paintball other than the single approved paintgun per
player; radios and similar communication, signaling or listening
devices; or items that might be mistaken for a flag. PENALTY:
ELIMINATION.
1.4
Paintballs: A player only may use paintballs that remain in fresh,
unaltered, untreated factory condition as per the manufacturer�s
specifications. No "blood-red" colored fill is allowed. All
paintballs used at the tournament must be purchased from the APL. No
carry-on paintballs allowed. PENALTY: TEAM DISQUALIFICATION.
Paintballs
may not be coated with powders, sprays or any substances such as
graphite, silicon, etc. Frozen or hardened treated paintballs are
prohibited. PENALTY: ELIMINATION.
1.5
PAINTGUN POWER SOURCES: CO2 and compressed air must be purchased at
the tournament. No carry-on CO2 or other propellant gas is allowed.
PENALTY: TEAM DISQUALIFICATION.
1.6
INSPECTION: Each player must be available and must submit themselves
and their equipment to an inspection at any time while within the
staging area or on the field, and at such other times as may be deemed
appropriate by the Ultimate Referee. Players failing an inspection
prior to entering the field shall be allowed to correct any violation,
provided that no game shall be delayed to wait for a player who has
not yet passed inspection. Players failing an inspection after
entering the field to play a scheduled game, shall be assessed
penalties as set forth in these rules.
1.7
RULINGS ON EQUIPMENT: All rules set forth in this section are subject
to modification by the ultimate referee on the grounds that a piece of
equipment is detrimental to safety or fair play.
2.0
SITE & FIELD SET UP
2.1
There shall be only two flag stations on a field for dual flag games,
and only one flag station for single flag ("center flag")
games.
2.2
Field boundaries must be clearly marked.
2.3
CHECK-IN AND CAPTAINS MEETING:
A. At
the meeting, captains will receive any final instructions and written
notice (if practical) of any "last minute changes" in
tournament format or rules.
B. Each
team must have at least one but not more than two representatives in
attendance. Any questions regarding tournament rules and format should
be made at this time.
C. Every
player must, and is assumed to, have full knowledge of the rules and
format for the times and places they will be playing. The team captain
or designated representative is responsible for passing this
information on to his teammates. The APL will post the information at
least one centrally located, readily accessible area. Ignorance of the
rules or tournament format shall not affect the assessment of
penalties.
2.4
WAIVERS: Every person listed on the team rosters shall sign an APL
waiver (sent out to registered teams in the tournament packet).
Waivers must be turned in to the APL at the captains' meeting.
A team
will be DISQUALIFIED FROM THE TOURNAMENT if any player enters or
attempts to enter a playing field for a game without having signed a
waiver.
3.0
ELIGIBILITY/GENERAL:
3.1 THE
PLAYER: Players must be 10 years of age or older. Players 10-17 years
of age must have an APL Underage Waiver Form with parent or guardian's
signature. Players with health problems are to consult their physician
before participating.
3.2 THE
TEAM: Each team is limited to a seven-person roster. Players must
provide adequate I.D. if requested, and must sign a waiver pursuant to
these rules.
A. Any
player who has been rostered on a team when it won over $100 in prize
money at any nationally advertised "cash" tournament played
within one year from each tournament date may not participate in APL
Amateur Tournaments. PENALTY: TEAM DISQUALIFIED.
B. A
maximum of only 5 players may be on the field during a game. During
game play, teams may not make any player substitutions for any reason.
3.3
FIELD ASSIGNMENTS: Computer generated schedules will be given out at
the Captain's meeting. Field assignments, colors, and field ends for
the first round are pre-assigned in a totally fair way. There are no
coin flips for goals. Teams must stage in the exact holding area for
their field and color.
3.4 TIME
SCHEDULE: The schedule will be strictly adhered to. There will be a
master clock at the scoreboard. Although the tournament staff will
attempt to announce times and schedules, it is the responsibility of
the teams to be aware of the schedule. Even if there is no
announcement or reminder, if a team arrives at the staging area after
it is closed, the team will forfeit their game.
3.5
REFEREES AND JUDGES: Decisions by referees and judges are final and
unarguable. If arbitration is required, the team captain must sign the
score card under protest, and the Ultimate Judge will consider the
appeal before the score is posted. Appeals resulting from referee
judgement calls will not be considered unless there is a history of
referee bias (two previous complaints during the tournament), or there
is another eyewitness referee who disputes the call.
4.0
CHRONOGRAPHING & CHRONOGRAPH PENALTIES:
4.1 The
maximum allowable velocity is 300 FPS at all times. All paintguns will
be chronographed after every game.
4.2 The
"official" chronographs will be open only to teams coming
off from games. The practice chrono near the staging area will be open
at all times for gun adjustments between games.
4.3 All
paintguns are subject to chronographing after a game. A single shot
will be fired by the player over a RADAR chronograph. If that shot
does not exceed 300 FPS, the player will be passed through. However,
if the test shot exceeds 300 FPS, the gun will be taken by the chrono
official, and three more shots will be fired across the RADAR by the
official. The initial test shot will not be recorded, and will serve
as a clearing shot. The three shots taken by the chrono official will
be recorded, and if the average exceeds 300 FPS, a penalty will be
assessed. Example: 1st shot is 334 FPS, 2nd shot is 307 FPS, 3rd shot
is 295 FPS The total of these three shots is 936. The total allowable
sum is 900, and a HOT GUN PENALTY of one point for every FPS over the
900 total maximum would result in a 36 point penalty being assessed.
If a ball breaks or a ball does not feed during the initial test shot,
the official will take the gun and fire three shots as outlined above.
No additional clearing shots will be permitted.
4.4
Specific procedures may be established for testing specific gun
designs, if the head chrono official deems it necessary. Liquid
operating systems will be rapid-fired prior to the initial test shot,
in order to guarantee liquid CO2 status.
4.5
Players may not adjust, disassemble, or otherwise alter or tamper with
their paintgun's velocity regulating system or power source until
their team has completed the post-game chronograph check. Tampering
includes, but is not limited to: twisting anti-siphon bottles,
adjusting back bottle systems, or any purposeful system adjustment
which results in changing the liquid/gas status of the CO2. PENALTY:
ELIMINATION +50 PTS.
4.6 NO
CLEARING SHOTS ARE PERMITTED AFTER A PLAYER IS ELIMINATED OR AFTER A
GAME IS OVER. PENALTY: 6 POINTS PER CLEARING SHOT. This is to
guarantee that the initial shot is fired over the official chrono.
4.7
During a game, if a player suspects his paintgun is shooting over the
chronograph limit, he may call himself out by reporting to a referee
on the field and stating the reason he is calling himself out. A
player who invokes this rule will not be assessed penalty points for
having a paintgun operating over the velocity limit unless the player
waits to eliminate himself after: (A) a critical situation in the game
("critical" being determined by a referee), (B) a referee
has requested a chronograph check, (C) the game is over, (D) he has
been eliminated, or (E) under any such similar circumstances.
4.8
Players are subject to on-field chronograph and metal detector
inspections. If a player is chronographed on-field, he will not be
required to chronograph his gun again after that game. The same
penalty points will be assessed for the on-field chrono as for the
post-game chrono test. A single clearing shot will be fired and, if
that shot exceeds 300 FPS, three subsequent shots will totaled. If the
sum of those three shots exceeds 900, PENALTY: SUM OVER 900 AND PLAYER
ELIMINATED.
5.0
ELIMINATIONS & MARKINGS
5.1 A
player is eliminated from the game when he is ordered off the field or
eliminated by a judge, or when a player signifies his elimination
whether marked or not. A player's first priority when fired upon
should be to check himself to determine if he has been marked before
continuing aggressive action.
5.2 Out
of bounds: Should any part of a player's body, paintgun or attached
equipment accidentally or deliberately extend beyond the vertical
plane of the boundary, he is immediately eliminated and must so signal
and leave the game. PENALTY: PLAYER ELIMINATED. Referees MAY (no
obligation) warn players that they are in danger of going out of
bounds.
Should a
player intentionally push out or pull in a boundary line, he will be
immediately eliminated. Merely brushing against a boundary line is not
considered an intentional alteration of the boundary. PENALTY:
ELIMINATION.
5.3 A
player who deliberately shoots at another player across a boundary or
from out of bounds commits an infraction. When witnessed by a judge, a
player marked by a paintball from across a boundary will be returned
to active status. PENALTY: ELIMINATION
5.4 A
player who climbs on a tree, a bunker, a structure or a prop will be
eliminated. PENALTY: ELIMINATION
5.5 A
player who deliberately alters terrain or structures, or tampers with
a bunker, will be eliminated. PENALTY: ELIMINATION
5.6 A
player who deliberately uses a non-participant or a movable object as
a shield will be eliminated. PENALTY: ELIMINATION
5.7
Start of Game. The countdown and "game-on" signals will be
issued to both teams simultaneously. No more than the prescribed
number of players may be on the playing field when the game-on signal
is given or at any time during the game. A team may start the game
with fewer than the prescribed number of players. Games will not be
delayed for late players or for equipment malfunctions. A referee will
eliminate any player who is not within his team�s starting area when
the game-on signal is given or who leaves the starting area before the
"game-on" signal. PENALTY: ELIMINATION
�
5.8 Each
player must maintain possession of any equipment or clothing
(including his armband) that he carried onto the field except for the
following disposable items: paint pods/loading tubes, squeegees, paper
towels, and spent 12-gram cartridges. Intentionally discarding
equipment is an infraction. Unintentionally losing possession of
non-disposable equipment for more than five seconds also is an
infraction. Any equipment more than 3 feet away from the player is
considered discarded equipment. PENALTY: ELIMINATION
5.9 A
player is eliminated from the game when he is marked anywhere on his
body, clothing or equipment with a quarter-sized or larger splat
caused by a direct hit from a single paintball. The size of the paint
mark is cumulative. If two splat marks (e.g., one on the loader and
one on the goggle) are from the same paintball break and are larger
than a quarter when combined, then the player is eliminated. PENALTY:
ELIMINATION
5.10 A
player is eliminated from the game when he is marked anywhere on his
body, clothing or equipment with a quarter-sized or larger splat
caused by an indirect (when a paintball breaks against a secondary
object and splatters/sprays the player) hit from a single paintball,
except when the indirect splatter was witnessed by a judge. PENALTY:
ELIMINATION
5.11 If
two or more players are marked simultaneously, both shall be
eliminated. A judge will decide which player(s) is eliminated when the
players involved do not agree on the order in which they were marked.
5.12 It
is the player�s responsibility to notify a judge and receive the
judge�s acknowledgment when he is marked other than by a shot (e.g.,
by kneeling on a paintball, from cleaning his paintgun, from leaning
against a paint-stained object, etc.). If the judge determines the
mark was not from a hit, the judge will wipe off the mark.
5.13 It
is each player�s responsibility to check himself and call himself
out when he has been marked from an obvious hit. An
"obvious" hit is a direct impact that leaves a quarter-sized
or larger splat and that, in the judge�s determination, the player
should physically sense.
5.14
When a player receives an "obvious" hit that the player can
visually verify, he must signify his elimination immediately. A player
may seek reasonable cover in the immediate area if he is unable to
visually verify an obvious hit and if remaining in his current
position while waiting to be paintchecked will leave the player
exposed.
5.15
Blatantly shooting a player after he has signified his elimination is
an infraction. PENALTY: ELIMINATION
5.16 A
player who fails to continuously call for a paint check after an
obvious hit which the player cannot visually verify commits an
infraction. PENALTY: 1+1
5.17 A
player who receives an obvious hit and continues aggressive play
(shooting, advancing, communicating with teammates, handing off
supplies, etc.) commits an infraction. PENALTY: 1+1
5.18 A
"questionable" hit is a mark that, in the determination of a
judge, the player probably did not physically sense. A player who
receives a questionable hit will be eliminated from the game but has
not committed an infraction. If, however, a judge determines that the
player became aware of a questionable hit and then continued to play,
the player has committed an infraction by continuing aggressive play
after an obvious hit. PENALTY: 1+1
5.19 A
player who has been eliminated and/or signals himself eliminated, and
who then shoots at an opponent from on or off the field, commits an
infraction. PENALTY: 1+2
5.20 A
player who deliberately hides, removes, or conceals a paint mark
commits an infraction. PENALTY: 1+2
5.21 Any
arguments, abusive, or obscene language with players, referees, or
judges on or off the field. PENALTY: 1+1.
5.22
Aggressive physical contact with an opponent including grabbing
paintguns. PENALTY: 1+1 and as determined by Ultimate Judge.
5.23
Deliberately shooting at a referee, judge, spectator or eliminated
player. PENALTY: 1+1.
5.24
Shooting another player at pointblank range and deliberate shooting at
the unprotected head, neck or groin areas. This penalty would not
apply if it occurs under regular game conditions where a close range
shot is required to eliminate a player. PENALTY: ELIMINATION +
OPPONENT STAYS IN.
5.25
Caught adjusting a paintgun's velocity regulating system. PENALTY:
ELIMINATION +50 PTS.
5.26
During game play, a player marked by a paintball shot by himself or by
his own teammate is eliminated.
5.27
Hand marking is not permitted. PENALTY: 1+1.
6.0
PROCEDURES FOR ELIMINATED PLAYERS
6.1
Immediately upon determining that he has been marked, an eliminated
player must remove his armband, raise his paintgun over his head, and
exit the field immediately and in such a way that he does not
interfere with live play. In addition, IF THE PLAYER ELIMINATES
HIMSELF from the game, he may announce a single time that he is
eliminated. The player is only permitted to announce that he is hit if
he calls HIMSELF out of the game. The player must make no vocal sound
or unnecessary noise if he is eliminated by a referee. PENALTY: 1+1.
6.2 An
eliminated player must exit the field as quickly and directly as
possible, following the directions of the judges. A player should
insert a barrel plug into his paintgun�s barrel when he crosses the
field boundary. An eliminated player who fails to proceed promptly and
directly to the field�s holding station, without stopping to
spectate, commits an infraction. PENALTY: 1+1.
6.3 An
eliminated player who communicates, verbally or visually, with his
teammates, commits an infraction. With the exception of a single
audible announcement when a player calls himself out, eliminated
players must leave the field without signaling, verbally or otherwise,
to teammates, opposing players, eliminated players, or spectators.
PENALTY: 1+1.
6.4 An
eliminated player who discards or passes off equipment or supplies
commits an infraction. PENALTY: 1+1.
6.5 A
player who fails to call for a paintcheck and waits until after the
game ends to signify his elimination, and/or who has an obvious hit
but attempts to report as "live" (active) after a game,
commits an infraction. The offending player shall be counted as an
elimination; additionally, the judge will assess a POINTS PENALTY of
-20 points (20 points will be deducted from the team�s score).
6.6
Continuing to play after the accidental loss of an armband during a
game will result in a penalty. PENALTY: 1+1.
6.7 Use
of elimination signals as a deceptive tactic is a violation. (For
example: verbally signifying your elimination OR purposely removing
your armband, and then returning to live play.) PENALTY: 1+1.
6.8
Eliminated players may not pass equipment or supplies to a teammate.
Any player who receives passed equipment will also receive a penalty.
PENALTY: ELIMINATION.
6.9 Once
a player signifies he is eliminated through use of any audible or
visual elimination signal, whether the player is marked or not, the
player is eliminated.
6.10
Each eliminated player must report promptly to officials at the
"official chrono" as soon as he leaves the field. Failure to
report in a prompt manner will result in assessment of penalty points.
PENALTY: 20 POINTS. This means that chronograph no-shows after a game
are 20 points each! If an entire team misses chrono after a game, the
total penalty would be 100 points.
6.11
Spectating by an eliminated player is not permitted. PENALTY: 10
POINTS.
6.12 Any
person directly associated with a team playing in an event (coach,
sponsor, reserve player, player on roster, etc.) who deliberately
speaks, gestures or otherwise signals such that would communicate any
pertinent game information to active players on any field, shall incur
a penalty against the team with which the person is associated. If the
person's team is playing on the field where the violation occurs,
penalty points shall be assessed against the team in that game. If the
violation occurs elsewhere, penalty points shall immediately be
assessed against the person's team. PENALTY: 10 POINTS.
6.13
MUTUAL ELIMINATION: If two or more players mark each other
simultaneously, all must be eliminated. A referee will decide who is
to be eliminated when two or more players are marked, and when the
players involved do not agree on the order in which they were marked.
Players who are observed to obviously shoot or advance after being
"mutually eliminated" will be assessed a penalty. "Takin'
one with ya" play is not tolerated by the APL. PENALTY: 1+1
7.0
PAINTCHECKS
7.1
Paintchecks may be requested by any active player any time during a
game, but judges are not required to respond to superfluous and/or
distracting requests. Nor will judges answer questions regarding game
situations (e.g., time remaining, location of flags, disposition of
active players, etc.). The time clock is not stopped for paintchecks.
7.2
Judges may visually check a player without performing a
"neutral" paintcheck (without "calling him
neutral"). During these non-neutral paintchecks, play continues
across the field without restrictions to shooting and movement.
7.3
Neutral Paintchecks: A judge will perform a "neutral"
paintcheck if, in the performance of the check, he will expose the
player to hits or interfere with normal game activity. A player
becomes neutral only when a judge gets close enough to touch the
player, calls out "This Player is Neutral", and signals the
player�s neutrality to the rest of the field. However, until the
referee has called the player being checked "neutral", play
continues. Failure to cease firing and/or movement toward a neutral
player constitutes a violation. PENALTY: ELIMINATION
A player
who calls for a paintcheck on himself remains in play unless and until
a judge performs a "neutral" paintcheck on him.
7.4 When
a judge performs a "neutral" paintcheck, he must signal the
player�s neutrality to the rest of the field by 1) calling out
"This Player is Neutral" or 2) raising one arm/hand high
above the player�s head.
7.5 A
judge may signal a player "eliminated" by outstretching one
arm/hand to point at the player and putting his other hand on his
head. A judge may signal a player "clean" by outstretching
one arm out to each side.
7.6 An
active player shall not shoot or advance directly toward a neutral
player, and shall not enter a 25-foot (25') radius around the neutral
player. PENALTY: ELIMINATION
7.7 A
neutral player becomes active when the judge tells him he is clean/may
resume play, and signals to the rest of the field that the player is
now active.
7.8
Judges, not the player, will wipe off indirect spatter and wrongful
hits, such as when players are hit after being called neutral.
7.9 A
player who attempts to remove paint splatter and/or spray off his
clothing or equipment commits an infraction. However, the exception is
a player�s goggle lens; a player may wipe off his lens only after
receiving direct permission from a judge.
8.0
SPECTATORS
8.1
Unless spectator coaching/cheering is allowed by the event producer,
spectators shall not point at nor communicate with active players, nor
shall they distract judges and/or interfere with the game.
8.2
Spectators must follow the directions of the judges. Non-playing
spectators must have in their possession some type of picture ID, and
they must show it to a judge upon request.
9.0
FLAGS & FLAG CARRIERS
9.1 A
flag is designated as "pulled" or "secured" when
it is removed from its station and held in the possession of an active
player.
9.2 A
player shall not be eliminated for taking possession of a flag with
quarter-sized or larger paint marks on it. A quarter-sized or larger
hit to the flag while it is in a player�s possession must be
witnessed by a judge to be deemed an elimination of the flag carrier.
9.3 The
flag may be handed off between active players. A flag may not be
handed off or relayed from an eliminated player to an active player.
PENALTY: BOTH PLAYERS ELIMINATED AND FLAG RETURNED.
9.4 Any
active player may pick up a dropped or discarded flag, but in a dual
flag game, players may not intentionally touch, move, shoot or
disguise their team�s own flag. A player is presumed to know which
flag is his own team�s flag.
9.5 A
flag carrier must carry the flag in plain view of referees and other
players on the field. He may carry the flag openly in his hand or
around his neck, but must not use the flag as a shield, nor may he
intentionally discard or hide the flag. PENALTY: PLAYER ELIMINATED AND
FLAG RETURNED TO CENTER STATION.
9.6 FLAG
HANG: The game will end when the flag carrier TOUCHES THE OPPONENT'S
GOAL WITH THE FLAG and the player is found to be clean (unmarked). The
flag carrier must have physical possession of the flag, and be free of
elimination marks for any flag hang to be valid. The flag may not be
thrown. The carrier will be checked by the referee after any hang or
capture.
9.7 A
flag carrier automatically becomes neutral when he breaks the plane of
the station or touches the opponent�s goal. A judge will check him
for paint marks. If the flag carrier is clean, the game ends. Should
game time expire during the check of the flag carrier, the flag hang
will be awarded if the carrier is clean. If the flag carrier was
marked prior to breaking the plane or touching the opponent�s goal
and game time did not expire during the check, the judge will
eliminate the carrier and move the flag out of the station
approximately 25 feet (in the direction it came from) and the game
continues.
9.8 An
eliminated flag carrier must immediately drop the flag, call himself
out, remove his armband, and raise his paintgun and arms above his
head to signify his elimination and immediately leave the field.
PENALTY: FLAG RETURNED AND 1+1.
10.0
GAME END, ARBITRATION & EMERGENCIES
10.1
GAME END SIGNAL: A game-end signal will be sounded if:
A. The
flag is hung. ONE WHISTLE BLAST FOR FIELD ONE, TWO BLASTS FOR FIELD
TWO, three for three, ETC.
B. The
time period for the game expires. A horn will sound simultaneously for
all fields.
All
shooting must cease at the game end signal, and players on the field
should install barrel plugs. A player shall not discharge his paintgun
after the game-end signal has been given until he shoots over the
official post-game chronograph. PENALTY: 6 POINTS PER SHOT.
10.2 A
player who signals the end of a game commits an infraction.
10.3
APPEALS: If a player has a dispute concerning the rules, the behavior
of another player, or a referee's call, he must wait until after the
game has ended to seek out a referee for an explanation. Failure to
abide by the referee's decision after one warning constitutes an
argument and will result in penalty points being assessed.
After
the game, team captains should verify the game scores at the splat
table where they will be announced by the head field judge within four
minutes of the scheduled completion of the game. Signatures are not
required if the captain agrees with the outcome. If a captain
disagrees with the score or penalty assessments, he MUST SIGN THE
SCORE CARD UNDER PROTEST! Failure to sign a score card will result in
team acceptance of the score with no appeal permitted. The captain
must proceed directly to his next scheduled game after protesting the
score. The Ultimate Judge will schedule an appointment with the
captain at a later time, when the captain's team is not scheduled to
play. One additional team representative will be permitted when the
Ultimate Judge hears the appeal. Protested scores will not be posted
until after they have been resolved by the Ultimate Judge.
10.5
EMERGENCIES: In the event a player is injured or becomes ill during a
game, any referee may signal play to stop. Play in the area of the
injured player will cease and all players affected must stop firing
and hold their position while the injured player receives assistance.
PENALTY: 25 POINTS.
A
referee, at his discretion, may stop play on the entire field for an
injury, illness, or an emergency (such as lightning). Unless otherwise
directed by a referee, if a game is stopped for any emergency, all
players must hold position until their exact locations are written
down by the head field judge. The head field judge must also record
the exact time that the play was disrupted. The time clock cannot be
stopped for an injury or illness, but at the Ultimate Referee's
discretion, the game may be restarted or replayed at a later time.
11.0
UNSPORTSMANLIKE CONDUCT
11.1 A
person may not argue with a judge, hinder/interfere with a judge�s
performance, and/or disregard a judge�s warning during a game.
PENALTY: 1+1
11.2 A
person may not engage in loud arguing, cursing or insulting
name-calling regardless of where or to whom it is directed (toward a
judge, player, spectator, self, etc.). PENALTY: 1+1
11.3
Engaging in confrontational arguing or severe, abusive cursing or
name-calling, and/or threatening physical harm to another person, is
an infraction. If the offending player is active, the judge will
eliminate him; if the offending player has been eliminated, the
PENALTY is 1+1. In either case, the judge also will assess a POINTS
PENALTY of -50 (50 points are subtracted from the team�s score).
11.4
Making belligerent physical contact with another person by deliberate
bumping, pushing, shoving, use of an object, etc., is an infraction.
When this occurs, the judge will END THE GAME and the offending
player�s team shall forfeit the game. Additionally, the judge will
assess a POINTS PENALTY of -100 (100 points are subtracted from the
team�s score). If a player from each team commits this infraction,
both teams shall forfeit and the POINTS PENALTY of -100 shall be
deducted from each team�s score. PENALTY �100 POINTS
12.0
SCORING
12.1 The
point system consists of three parts: game points, penalty points, and
tiebreakers. Game points are earned by teams according to their
performance. They are also used to rank contestants throughout the
league.
�
|
�Event |
3 player |
5 player |
7 player |
10 player |
|
�active players at game end |
3 each |
2 each |
1 each |
1 each |
|
opponents eliminated |
7 each |
4 each |
3 each |
2 each |
|
first flag pull |
20 points |
20 points |
22 points |
20 points |
|
flag hang |
50 points |
50 points |
50 points |
50 points |
|
TOTAL |
�100 points |
100 points |
100 points |
100 points |
�
12.2 A
team can play short-handed, but points are automatically given to the
opposing team as though they had eliminated the player(s) that were
not playing.
12.3 The
team with the highest point score at the end of the game, after
penalty points are assessed, will be declared the winner whether or
not the flag has been captured. In the event of a tie, both teams will
be scored as a tie.
12.4
NO-SHOW/FORFEITURE: Should a team fail to report the staging area,
chronograph check, or goal station in time for their scheduled game(s),
the absence shall constitute a forfeiture at the discretion of the
Ultimate Judge. A team whose opponent forfeits a game will not go onto
the field for that game. Instead, they will be awarded a win for that
game and will receive a score equal to the average of all the game
points they earn in the entire round being played, or the average
points scored against the forfeiting team in the entire round being
played, or 80% of the maximum allowable points for a single session...
whichever is greater.
12.5
TIE-BREAKER CALCULATIONS: Score ties shall be broken by the following
considerations, in the listed order. Individual games that end in a
tie remain a draw and will not be broken. Except for fewest total
accumulated penalties (the number 1 tiebreaker), criteria used to
break ties do not carry forward from one round to another.
1.
Fewest total accumulated penalties from all previous games for entire
tournament.
2.
Most total wins in round being played based on final point totals.
3.
Head-to-head game scores in round being played.
4.
Fewest points given up to opponents in round being played.
5.
Most flag hangs in round being played.
6.
Highest rank from previous round of games.
Should
teams remain in a tie after all tie-breaking calculations have been
made, head-to-head matches shall be played until a clear winner is
determined.
13.0
PENALTIES
13.1
This Tournament Rules Book is not an exhaustive reference regarding
rules, infractions and penalties. Penalties may be increased,
decreased, or declined by the director of judging or an ultimate
judge, at his discretion, in particular circumstances.
13.2 It
is each player�s responsibility to consult with the tournament
producer prior to the event regarding definitions and limitations of
the rules.
13.3 A
violation of these specific rules, as well as a violation the spirit
and intent of these rules, is an infraction.
13.4
Each player must immediately submit his equipment, his paint, and
himself for an inspection whenever requested by a judge.
13.5
Players must follow all of the directions of the judges. Since the
instructions of the judges supercede these rules, a player shall not
be penalized for following the directions of a judge.
13.6
Appeals. All decisions by the judges are final. Questions or appeals
may be addressed by the team captain(s) to the head judge of the field
immediately after the players have chronographed off after the game.
13.7 A
"1+1" signifies that the judge will eliminate one active
teammate of the offending player. A "1+2" signifies that the
judge will eliminate two active teammates of the offending player.
13.8
Successive or continuing infractions are grounds for successive
penalties. Example: the offending player is an active player and
commits the infraction of arguing with a judge; the judge eliminates
him from the game. He continues to argue with a judge; the judge
eliminates an active player from his team. If he continues to argue,
the judge eliminates another active player from his team.
13.9
Certain infractions result in Penalty Points. Successive or continuing
infractions are grounds for successive penalties.
13.10
When a "1+1" or a "1+2" penalty eliminates the
last player from a team, the other team will be awarded the flag hang
automatically. First pull also will be awarded if one has not occurred
earlier in the game.
13.11 If
a team captain disagrees with the ruling of a Head Field Judge, he may
sign the score card "under protest," and the Ultimate Judge
will later schedule an appointment with the team captain(s) involved
to consider the disputed score. One additional team representative may
be present during the review.
13.12 In
addition to assessing penalty points pursuant to these rules, the
Ultimate Judge may eliminate a player or players, forfeit a game,
disqualify a player or team from a game, or suspend a player or team
from all APL tournaments for severe or multiple violations. Suspension
of an entire team from all APL Tournaments requires the concurrence of
the Ultimate Judge and the director of the APL.
13.13
REPLAYING A GAME: The Ultimate Judge has the discretion to call a game
for darkness, weather conditions, injury or illness, protracted player
infractions or any other circumstances which dictate the game should
be stopped. Any replay may be reconstructed or may be in full with
teams taking the same flag stations. If it is impossible to replay the
game, the score including penalty points assessed at the time the game
was called, shall constitute the final score of the game.
To the
fullest extent possible, a team representative will be provided the
unofficial game scores for all games played.
13.14
DEFINITIONS
1.
PENALTY: All penalties are per incident.
2.
ELIMINATED: Ejected from game by referee.
3. TEAM
DISQUALIFIED: Team can no longer participate in tournament.
4.
ELIMINATION = The elimination of the player committing the infraction.
1+1
= The elimination of the player plus one more player.
1+2
= The elimination of the player plus two more players.
1+3
= The elimination of the player plus three more players.
An
ultimate judge may assess additional one-for-one penalties during the
game or successive 10 point penalties off the field for the following
infractions:
(1)
Each time a player fails to obey a judge�s instructions.
(2)
Fighting or other hostile physical contact.
(3)
Un-sportsman like conduct
If
a penalty is called that results in the removal of the last player
from a team, the other team will be awarded the flag hang
automatically
Assessments
of one-for-one, two-for-one and three-for-one penalties when no live
players are left will result in the following penalty points being
assessed against the offending team:
(1)
12 penalty points in lieu of a one-for-one penalty.
(2)
18 penalty points in lieu of a two-for-one penalty.
(3)
24 penalty points in lieu of a three-for-one penalty.
14.0
SUSPENSIONS & EXPULSIONS
14.1 The
producer or his designated representative is the only person
authorized to penalize a player with probation, suspension, and/or
expelling a person from a tournament.
14.2 A
person expelled or suspended from a tournament must leave the premises
and not return.
14.3
Where ID cards are required by the tournament producer, a person who
refuses to show his ID card to a judge will be expelled from the
tournament. If his teammates refuse to identify the player, every
person on the team�s roster will be expelled from the tournament.
15.0
PRODUCER FORMATTING:
Tournament and event producers may have specific formatting (e.g.,
game time limit, size of playing field, limited paint, pumpguns only,
Rookies only, etc.).
�
STANDARD
RULE BOOK FOR TOURNAMENT PAINTBALL Copyright 1999; all rights
reserved.
Rev.5/2/2000
�
�
2000 American
Paintball League
P.O. Box 3561 CRS Johnson City, TN 37602
Phone: 1-800-541-9169 Fax: 423-282-4993 email: [email protected]
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.