These rules are based upon
the APPL rules and have been modified for New Zealand Tournament conditions
The use of the words he,
him, or man are used only for the purposes of brevity and should be taken to indicate a
player regardless of the sex of the specific player.
Summary of Sections Section 1 - Player and team requirements, markers,
saftey equipment, clothing and� paintballs. Section 2 - Pre-game,� waivers,
chronographing and adjusting velocity. Section 3 - General, spectators, referees,
arguing, whistles and signals. Section 5 - End of game, appeals and emergencies Section 6 - Miscellaneous - terrain & safety
information Section 7 - Game points - scoring. Section 10 - Summary of pentalties. 1.1 The Player: All applicable laws such as legal age requirements,
must be adhered to. Players with health problems are to consult with their physicians
before participating. Each Player must, and is presumed to have full knowledge of the rules,
the format, time and place he will be playing. � 1.2 The Team: Each Team Roster may include up to ten (10) players
at a seven (7) player event and up to eight (8) players at a five (5) player event. All
players MUST be listed on the Teams' Roster, along with the Team's Pit crew, and the
Roster must be handed in during Team Registration. All Players must provide positive
identification as requested, and must sign a waiver pursuant to the rules of the APPL and
/or Organiser. Only the prescribed number of players may be on the field during a
game. Teams may field less than the prescribed number of players; however, the opposing
team shall be awarded points as if they had eliminated the number equal to the shortfall. On Teams classified as amateur only one (1) professional player per
five (5) player team, and two (2) per seven (7) player team, may take the field for that
team, but must be listed as professional on the Team's Roster. If any team fields more
than the prescribed number of Pro players that team shall forfeit that game that the
illegal player was first noticed playing. The offending team must play all games less one
(1) player for the rest of the tournament. A player may not appear on more than one roster during the tournament.
If any player plays illegally (i.e. not appearing on a team's roster or appearing on a
second team's roster) that team (the second team in the case of a player playing for more
than one team) shall forfeit that game that the illegal player was first noticed playing,
and maximum points awarded to their opponents. The offending team (the second team the
players appears for) must play all games less one (1) player for the rest of the
tournament. � 1.3 Paintmarkers: Each Player may carry only one paintmarker into a
game. Paintmarkers must meet the following specifications to be permitted in the
competition. 1. Every Paintmarker must have a barrel plug, even when disconnected
from the gas supply. The only exception shall be when cleaning the gun, when the hopper
must be removed and gas disconnected. 2. No External velocity adjusting devices that would allow the player
to tune his marker without tools, or disassembly is permitted. Automags must have
tournament caps securely fitted. All auto-cocker style paintmarkers must have beaver
tails. Max-flow air systems must be tightened such that they are not adjustable without
tools. 3. Only paintmarkers firing one shot per pull of the trigger are
allowed. No Auto-response or similar units are allowed. Breaches will result in a TWO FOR
ONE if discovered during the game, or a 50 POINT PENALTY otherwise. 4. Players are only permitted to take onto the field the power
source(s) attached to the paintmarker they are using, whether on-gun or by remote. Any
additional power sources must be on-line. 5. All paintmarkers must be 68 calibre. 6. Paintmarkers must conform to the firearms legislation of the state
the tournament is being conducted in. No silencers are allowed. 7. All Paintmarkers must have gravity feed style systems. Paintmarkers not meeting these requirements shall be considered
prohibited equipment. A ONE FOR ONE shall be assessed if a player is found on the field
with this equipment, otherwise a 25 POINT PENALTY shall be assessed. � 1.31 Paintmarker Power Source: All Paintmarkers must be powered by
Carbon Dioxide (CO� ), nitrogen or compressed air in
approved bottles. Refill bottles must be affixed to a solid object. Bottles with valves
such as Air America bottles are not required to have tournament caps as long as the like
equipment cannot be adjusted without tools during a game. An air system which has an on/off valve that when turned off leaves the
regulator/pressure adjuster ungassed must have a tourney cap on the regulator. The mixing of gases is strictly prohibited. Any player caught mixing
gases will be immediately ejected from the tournament. The adjustment nut on a Max-Flow system must not be capable of
adjustment without tools. All air bottles must have a gauge to show the volume to which
the air bottle is being filled. Power sources not meeting these regulations shall be considered
prohibited equipment if found in use on the field. � 1.4 Goggles: It is mandatory for every person who is on or directly
exposed to any authorised shooting areas while paintmarkers are being discharged, to wear
a set of approved paintball goggles in good repair. Players must wear nose and ear
protection that has not been modified from the manufacturers original form. Non standard
protection must be approved by the head tournament referee before the days play starts. Approved goggles are JT, Scott, Vents, Leader, Goggs, and Idema. Uvex
are NOT allowed. Tear-off external lens covers are considered prohibited equipment. During a Game removal of eye protection, other than with the approval
and under the direct supervision of a referee, shall result in the assessment of a 50
POINT PENALTY and elimination of the offending player. Failure to wear or removal of eye
protection in areas where wearing such is required will result in the assessment of a 50
POINT PENALTY. � 1.5 Equipment and Clothing: All Players are required to wear long
sleeve shirts or jackets and full length pants. Arms and legs must be fully covered during
play. Equipment listed below is permissible. Players are obliged to get a ruling from the
Head Tournament Referee on any item which does not specifically appear below. � 1.51 Clothing: Players may only wear one layer of underclothing
consistent with the weather on the day. Each player may only wear one pair of full length
pants and one long sleeved Shirt/Jacket - either button or pullover style. These may be
patterned or solid coloured, so long as those colours are not the same as the flags,
referees colours, or may be confused with the attire of a referee. Players may not wear
oversized clothing. If in the opinion of the referees a player is wearing such clothing
they may alter the clothing by the use of tape, safety pins, etc. Players that are warned
must make permanent changes on any subsequent days of play. Players are not permitted to wear articles made from highly absorbent
material, of a highly padded or slick nature. Headwear allowed is at the marshalls
disretion, anything considered by the head field referee to be excessively baggy shall be
prohibited. Players may wear a single pair of gloves, either with or without full
fingers. Gloves may be padded in a fashion similar to Thunderwear or JT style gloves,
provided that the gloves have not been modified from the manufacturers original form. � 1.52 Equipment: Players may wear head, neck and ear protection.
Players may wear forearm, elbow, shin and knee protectors, provided that the padding has
not been modified from the manufacturers original form or is considered excessively padded
or baggy. Protectors may be worn under or over shirt/jackets or pants. Players may wear a
groin or breast protector, as appropriate to the sex of the player. Players may carry any number of pouches, loaders or pockets sewn into
their attire. Vests and pouches must not be constructed in such a fashion that they
constitute padding. Players may not wear their loader packs underneath their tops, or
drape their tops over their packs. Players may carry onto the field squeegees designed to clean barrels,
breeches and pro-feeds. Players eliminated with equipment on them must exit the field of play
with all the equipment they were carrying when eliminated. Players may not bring extra harnesses, bags of paint, bottles, etc.
with the intention of dropping them at the start for later use on the field. Prohibited equipment is anything not listed previously. Use of
prohibited clothing or equipment during a game shall result in ONE FOR ONE. The discovery
of prohibited equipment use other than during a game shall result in the assessment of a
25 POINT PENALTY. In addition the following devices are strictly prohibited:- 1. Listening devices, communications devices or any other form of
electronic surveillance device. 2. Electronic laser sights. (Projected 'red dot' type sights are
allowed) 3. Incendiary devices, smoke producing devices. 4. Tools that may allow the altering of the velocity of a marker. � 1.6 Paintballs: Paintballs, whether supplied by tournament
organisers or brought by players must remain in a fresh, unaltered factory condition.
Paint which has had shell and/or fill altered in any way is strictly prohibited. Any breach of this will result in an instant 100 POINT PENALTY and
possible disqualification of the player and/or team at the discretion of the Head
Tournament Referee (Refer to 8.1 on disqualifying a team). � 1.7 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 any such time as may be appropriate. It is the players responsibility and in his own best interest, to wear
clean, unmarked clothing to the first game of each days play. Players will not be checked
for marks before the first game of the day. Players are responsible for cleaning old hits
or bringing them to the attention of the referee. If during the course of a game an old
hit is seen and thought to be questionable, that player may be ELIMINATED. Players failing inspection prior to entering the field shall be
permitted to correct any violations, provided that no game shall be delayed waiting for a
player who has not passed inspection. � 1.8 Rulings on Equipment & Procedures for Appeal: All rules set forth in this section are subject to modification on the
grounds that a piece of equipment is detrimental to safety or fair play. A player affected
by an equipment ruling may appeal the ruling to the Head Tournament Referee. The player
may be accompanied by their team captain. If an appeal is likely to result in a delay of
game, the questioned equipment is barred from use until a final ruling is made. � 2.1 Waivers: Every person who will be present on the Tournament
Premises shall sign the liability waiver provided by the field operator. It is a 50
POINT PENALTY for any player to enter or attempt to enter a playing field for a game
without having signed a waiver, and in addition, may result in disqualification of the
entire team. � 2.2 Chronographing: The maximum allowable velocity during any game
or event shall be an average velocity of 300 feet per second (fps). The tournament
producer may set a lower maximum velocity. Shooting over this specified velocity is a
CHRONOGRAPH VIOLATION. Both pre and post game chronographing will be conducted by the
referees. All clearing and recordable shots will be carried out by a referee, and not by
the players. � 2.21 Pre-game Chronographing: All paintmarkers are subject to
chronographing before being permitted into a game. Each marker will be permitted three (3)
clearing shots before firing one (1) over the chronograph. If the paintmarker's velocity
exceeds 300 fps it shall not be permitted into the field of play. If the shot is over 290
fps a referee may undertake a further two (2) chronograph shots immediately after the
first. If the paintmarker fails the chronograph test, the player must adjust his
paintmarker's velocity, or exchange paintmarkers. His marker must then pass the
chronograph test before being permitted to take the field. The game will not be delayed on
this account. A player may choose to take the field without a paintmarker. � 2.22 Post-game Chronographing: All paintmarkers may be subject to
chronographing after a game. An equal number of players will be chosen from each team.
However, if a player is suspected of a hot gun this player does not need to be included in
that number. Each paintmarker is allowed three clearing shots before firing three
shots across the chronograph. The following results apply: 1. Average of 3 shots is 300 fps or less (total of 3 shots 900 or less)
- PASS 2. Average of 3 shots is 301 to 310 fps (901 to 930 total) - 10 POINT
PENALTY 3. Average of 3 shots is 300 fps or less, but one or more shots exceeds
310 fps - CHRONOGRAPH VIOLATION based on highest shot over 310 4. Average of 3 shots is 311+ (931+ total) - CHRONOGRAPH VIOLATION
based on average NOTE: If the average of the 3 shots is over 300 fps then, no matter what the highest
shot was, the penalty is assessed based on the average. Having one or more shots over 310
fps (a "spike" shot) only matters if the average of the 3 shots was 300 fps or
less. Chronograph violations covered under points 3 and 4 are calculated as follows - 10
Penalty Points plus 2 penalty points per f.p.s that the assessable shot is over 310. The assessable shot under Point 3 above is the average of the 3 shots. The assessable
ahot under Point 4 above is the highest of the 3 shots. Fractions are rounded up in calculating the average. The maximum penalty for each individual chronograph violation is 50 PENALTY POINTS. � 2.23 Adjusting a Paintmarkers Velocity: Once players that have
passed pre-game chronographing may not adjust, disassemble, or otherwise alter or tamper
with their paintmarker's velocity regulating system or power source until after they have
passed post game chronographing. Players caught doing so during a game shall incur a ONE
FOR ONE. Players caught doing so other than during the course of a game shall incur a 50
POINT PENALTY. Players in both cases are also automatically subject to post game
chronographing. � 2.24 Failure to Chronograph: Evading or attempting to evade the
post game chronographing is an offense. Players that fail to have their paintmarker
chronographed after a game, or are caught attempting to evade post game chronographing,
shall incur a 50 POINT PENALTY in addition to any chronograph violations they might incur. � 3.1 Spectators: All Spectators, whether on the field as press or as
authorised observers or viewing the game from the sidelines, must be cautioned by the
producer not to speak, signal or make gestures that would adversely affect fair play of
the game. Should the producer determine that spectating by eliminated players or
any other persons be detrimental to safety or fairness of any game, he may disallow such
spectating. Spectating by a player or team member when such activity has been prohibited
shall constitute a 25 POINT PENALTY. Any person directly involved with a team playing at the Tournament, be
they coach, sponsor, reserve player, eliminated player, pit crew etc., who deliberately
speaks, gestures or otherwise signals such that would communicate pertinent game
information to an active player on any field, shall result in the ELIMINATION of the
active player(s) from the infringing team. If the interference or communication is thought
to alter the course of a game, then a ONE FOR ONE shall be assessed against the team
(Player communicated to and another player eliminated). � 3.2 Referees: Referees will escort teams to their flag stations for
the start of each game, start and stop games (this may be done in conjunction with a head
timekeeper), notify players when they are eliminated (if they have not already realised
it), perform paintchecks, keep time, and perform all other tasks necessary for fair and
safe play, including those set forth in these rules. � 3.21 Arguing With Referees: Decisions by referees are inarguable
and are to be complied with promptly. During a game players will receive ONE WARNING, for
that game, after which they will immediately be ELIMINATED. A player that continues to
argue or still refuses to comply after being warned and then eliminated shall cause a ONE
FOR ONE to be assessed (eliminated player plus another player). An eliminated player that,
during a game, continues to argue or refuses to comply after ONE WARNING shall cause a ONE
FOR ONE to be assessed (eliminated player plus another player). A player arguing with a referee or failing to comply with a referee's
decision or order outside the course of a game, shall after ONE WARNING incur a 10 POINT
PENALTY. A warning does not stand for the duration of the tournament, unless
approved by the Head Tournament Referee in relation to ongoing violations or bad
behaviour. Any decision may be appealed, after a game has finished, to the Head
Field Referee. His decision may be appealed to the Head Tournament Referee, whose decision
in final. � 3.22 Referees Whistle: One whistle - Game start (if no main game hooter) � Two whistles - Game suspended (such as for the paintcheck on a flag
carrier hanging the flag)/Game resumed � Three whistles - End game signal � 3.23 Referee's Signals: Paintcheck in Progress/Player Neutral - One arm held vertically
above the head, palm open; OR, neutral flag held above head. � Eliminated - Both arms crossed over, followed by a both arms
sweeping horizontally outwards (such as a baseball umpire indicating a strike). � Player Clean/Play On - One arm above the head, finger pointed
upwards and circle several times. � One For One Elimination - One arm placed palm down on the top of
the head, the other arm held vertically, fist clenched, moved rapidly up and down several
times. (Similar to a trucker pulling his air horn) � 4.1 Start of Game: Teams are expected to report to a designated
holding area at least 30 minutes prior to the tournament's first game. Teams are expected
to report to the designated chronograph area at least ten (10) minutes prior to
commencement of the game. Teams are expected to be on the field five (5) minutes prior to
commencement of the game for the coin toss. The first team on the field shall have the
luxury of the call. If only one team is on the field at that time, then that particular
team shall have the option of starting at their preferred flag station. The teams are
expected to be ready to play within two (2) minutes of arrival at their stations. Teams
will receive a warning one (1) minute before the game and another thirty (30) seconds
before the game start signal. The start position of each team shall be within three (3) metres of the
team flag stations. If the start area is not clearly marked then the starting position of
players shall be such that they must have contact with the flag station with some part of
their body or equipment. The start positions must be of the same nature at both flag
stations on a field. Players that "break" early and are outside the start area
when the game starts will be ELIMINATED. In case of a "false start", the teams shall be taken to their
flag stations, any marks from play wiped off and the game restarted. A player or team that deliberately and/or repeatedly creates a
"false start" situation may, at the discretion of the referee be assessed for a
25 POINT PENALTY. Games will not be delayed for late players nor equipment malfunctions.
Players not within their flag station area at the game starting signal will be counted as
eliminations and must leave the field immediately. � 4.2 Boundaries: Should any part of a player's body, paintmarker or
any attached equipment break the plane of the boundary, then that player shall be
ELIMINATED and shall leave the field immediately. Referees may warn players that they are
in danger of going out of bounds. A player may not alter a boundary marker. Violation will result in the
ELIMINATION of the offending player. Should a player intentionally push out or pull in a boundary line, he
will be immediately ELIMINATED. Merely brushing against a field boundary is not considered
an intentional alteration of the boundary. � 4.3 Eliminations: A players first responsibility when fired upon or
hit is to check himself to determine if he has been marked before continuing aggressive
action. Any player who is marked and continues aggressive play will be penalised.
Aggressive play includes, but is not limited to, shooting, charging a position, etc.
("freight training", "blocking", etc.). Before he calls himself out, a player may seek reasonable cover in the
immediate area to check himself or ask a referee or another player to check him. As long
as this is done promptly, and the player ceases all aggressive action while checking, he
will not be penalised for not calling himself out immediately. However, if the player is
in fact marked, and continues or resumes play, the player shall incur a ONE FOR ONE for
continuing to play with an obvious hit. If in the view of the referee such play changed or
could change the outcome of the game (a "game changing infraction"), a TWO FOR
ONE shall be assessed. Attempting to avoid being checked by a referee or attempting to hide,
wipe, remove or otherwise conceal a paint mark is a TWO FOR ONE being assessed. This
includes discarding any paint marked item or clothing or equipment to avoid being
eliminated. A player is eliminated from the field for the following: 1. 2. Receiving a direct hit that leaves a mark and is considered by a
referee to have been a direct hit. i.e. ( A stripe of paint on a smooth surface such as a
visor or bottle.) 3. 4. 5. 6. 7. 8. 9. During the game, a player marked by a paintball shot by himself or by a
team mate is ELIMINATED. It is the players responsibility to notify a referee and receive the
referees acknowledgment when he is marked other than by a shot, such as kneeling on a
paintball, splatter or splash, from cleaning his paintmarker, leaning against a paint
stained structure, etc. The referee will order the mark removed or obliterated to the
fullest extent possible if the referee concurs that it is an accidental marking. A player
that wipes splatter, spray or accidental marking without the permission of a referee shall
be considered guilty of wiping as if it had been a valid hit and a two for one shall be
assessed. Should a player fail to notify a referee of an accidental marking, he
is subject to elimination by any referee who later discovers the paint mark and any
appropriate penalties may be assessed. No aggressive physical contact is permitted. Hand marking is not
permitted. Any breaches shall result in a ONE FOR ONE being assessed. The Head Tournament
Referee has the discretion to eject that player from the tournament, and assess a 100
POINT PENALTY. � 4.31 Dropping Equipment: Players may drop their marker, pack and
loaders during a game. Unmarked loaders, once discarded, are no longer considered part of
the players equipment. If a player drops his marker or pack a referee should make sure
that the equipment was umarked when dropped. If the marker or pack is discovered on the
ground with a valid hit then unless a referee can verify that that hit was received after
the equipment was dropped, the player shall be considered to have been eliminated at the
time the marker or pack was dropped, and any appropriate penalties applied. � 4.4 Obvious and Unobvious Hits: For the purposes of the game, a
distinction is made between those valid hits a player is expected to know about and
acknowledge, and those hits which a player is not expected to know about and acknowledge. � 4.41 Obvious Hits: Obvious hits are those hits which impact and
break within easily "observable" places and/or may be felt by a player. If need
be the skin may be examined to determine whether or not a welt was left by the paintball.
Players who are hit in an obvious location are expected to immediately signal their
elimination. Players with hits in obvious locations who do not immediately cease game
activity will be penalised for continuing to play after being hit. In a non-game changing
infraction this shall be a ONE FOR ONE. If the referee deems the players actions changed
or could change the outcome of the game, a TWO FOR ONE will be assessed. In all
circumstances involving hits which are within areas of a players body or equipment which
are defined as obvious, the benefit of the doubt works against the player. They are
automatically assumed to have known they were hit and to check themselves, and to remove
themselves upon receiving a valid hit. Examples of obvious hit areas are chest, leg, arm,
loaders within easy view, any part of the gun or hopper within easy view, or any area
within easy view of a player checking himself. � 4.42 Unobvious Hits: Unobvious hits are those hits which impact and
break on a player or his equipment in those areas defined as not being easily felt or
observable and/or leave no welt on the player. Players who are hit in an unobvious area
are not expected to know or acknowledge the hit. A player will merely be ELIMINATED if
discovered with an Unobvious hit. However, breaches that result in game changing
situations shall incur a ONE FOR ONE. A player that receives a welt from a hit is expected to have felt the
hit, check the area, or call a paintcheck on themselves. Players who continue to fire or
move forward, while calling a paintcheck for this hit, or after receiving an unobvious hit
that leaves a welt will be eligible for a ONE FOR ONE. In all cases of unobvious hits the
benefit of the doubt shall be in the favour of the player in question. Examples of
unobvious hits are back bottle, remote line, between loaders on a pack. � 4.43 Change in Status of a Hit: Should a player that has received
an unobvious hit become aware, through their own actions or information provided by team
mates, that they have a valid hit in an area defined as unobvious, despite its physical
location, becomes an obvious hit. The change in status occurs only when a referee observes
a player being informed of the hit or the referee observes the discovery by the player. � 4.44 Hits at Game End: Players who are live at the end of a game
and have a hit in an obvious location shall result in the assessment of a 50 POINT
PENALTY. Players who are live at the end of a game and have a hit in an
Unobvious location shall be penalised 10 PENALTY POINTS. � 4.5 Paintchecks: Any player may request a paintcheck on an
opponent. The referee, however, will not conduct a paintcheck based solely upon the
players request. He must base his decision to conduct a paintcheck upon his personal
observations of the conduct of the game. If it is possible for a referee to check a player
without stopping a game, then he will do so. During such checks play shall continue. If the referee must interrupt play to make a check and if this will
expose the player being checked to danger of being marked, the referee will call
"This Player is Neutral", and his neutral flag above his head. Opposing players
may not fire upon, or advance on that player. Similarly that player cannot fire upon his
opposition. However, until the referee has called the player being marked neutral, play
continues. Failure to cease fire and/or movement upon the neutral player shall constitute
a violation and result in the ELIMINATION of the offending player. Breaches that result in
game changing situations will result in a ONE FOR ONE being assessed. A referee may not call a paintcheck until he is within 5 metres of the
player. A referee will only call a player 'neutral' to protect the player and never simply
due to the fact that the referee wishes to avoid being hit while checking the player. If the player is unmarked and the situation has changed in another part
of the field, so that the neutral player's position has been compromised, the referee may
allow the player five (5) seconds to retreat or may decide to reposition the neutral
player himself, in a position where neither team has an advantage. If the five (5) second
option is used, the referee will count down out loud, "Five, Four, Three, Two, One -
Game On!". The player remains neutral during the five(5) seconds. If no neutral
players position is compromised, the referee shall start the game without re-positioning
players. If the referee determines the player is marked, he will ELIMINATE the
player. If the player is not marked the referee will call "This Player is Clean, Game
On" and at that time the game will resume. The time clock shall not stop for
paintchecks and penalties for failure to call oneself out still apply. Once the referee calls or signifies the player being checked as
"neutral", the player(s) who called for a paint MUST hold their position. The
paintcheck caller(s), while remaining in their positions may continue to play with respect
to all other players except the neutral one until the referee calls "Game On".
Failure to observe a Neutral Call will result in the ELIMINATION of the offending player.
Breaches that result in game changing situations shall incur a ONE FOR ONE. Abuse of a paintcheck will result in the ELIMINATION of the player. The
abuse of paintcheck occurs when: a player repeatedly calls paintchecks against
non-existent opposing players, repeatedly calls paintchecks on an opponent he could not
have possibly hit, repeatedly calls paintchecks on himself when that player's team is
preparing for or engaging in a manoeuvre against the other team, or utilising calls for
paintchecks to distract referees. Abuse of paintchecks shall result in the ELIMINATION of
the offending player. If in the view of the referee the abuse resulted in a game changing
situation the player shall incur a ONE FOR ONE. Any player that is marked while called neutral during a paintcheck will
not be considered eliminated, and will have the marks removed by the referee. Any splatter
discovered on the player during a paintcheck shall be removed by the referee before
placing the player back in play. � 4.51 Paintchecks During Flag Run: Referees should not, in normal
circumstances, conduct a full paintcheck upon a player running the flag back to hang it,
if that paintcheck might conceivably prevent the player hanging the flag in the remaining
game time. If they do so, then this should be taken into account in awarding any flag
hang. If a player calls for a paintcheck upon themselves while running the
flag back, then the above conditions do not apply, as it is expected that the player is
aware of the amount of time remaining, and has chosen to use this time to have himself
checked. Players found with a hit shall still be subject to any appropriate
penalties, and the rules under section 4.10 still apply. � 4.6 Eliminated Players: Immediately upon determining that he has
been marked, a player must verbally signify his elimination by shouting "TAG"and
raising his paintmarker or one arm over his head. The player must leave the field via the
most direct route, while not interfering with play. He must then proceed
immediately to the elimination zone where he will remain until he receives instructions
from the referee. Once a player signifies his elimination though the use of any of the
elimination signals, whether he is marked or not, he is eliminated. If in the view of the
referee the player created the impression in the opposing team that they had been
eliminated, then the player shall be considered eliminated, whether marked or not. This
includes players engaging in a "dead man's walk". Use of elimination signals as a deceptive tactic is strictly forbidden
and will lead to immediate ELIMINATION. (e.g. Verbally signaling your elimination and then
returning to play). Misuse which results in game changing situations shall result in the
assessment of a ONE FOR ONE. While exiting the field an eliminated player must have his paintmarker
over his head, or one hand above his head and his paintmarker pointed towards the ground,
or one hand upon his head. Eliminated players must leave the field without signaling, verbally or
otherwise to team mates, opposing players, eliminated players or spectators. Eliminated
players may not pass equipment or supplies to a team mate. Violations will result in the
ELIMINATION of the player the equipment was passed to. In both the above cases breaches that result in a game changing
situation shall lead to a ONE FOR ONE being assessed, two live players shall be eliminated
as the offender is already eliminated. Each eliminated player must report straight away to that field's
eliminated players area (dead box). � 4.61 Eliminated Player Zone: Players in the eliminated players zone
are strictly banned from communicating with anyone on the field, either referees or
players, during the course of a game. This includes cheering or encouragement, or passing
advice or information to referees. Players committing an infraction may, at the discretion
of the referee, be penalised under section 4.6 above without a warning. � 4.7 Mutual Eliminations: If two (2) or more players mark each other
simultaneously, all shall be eliminated. A determination of which players are not
eliminated shall only be made if a referee directly observed the exchange. In any
other case, all marked players are eliminated. � 4.8 Flag Carrier: A flag carrier must carry the flag in plain view
of the referees and other players on the field. He may carry the flag openly in his hand
or around his neck, but must keep it clearly visible at all times. The flag may not be
used deliberately as a shield and any hits on the flag while it is being carried shall
count as a hit on that players equipment. The flag carrier must drop the flag as soon as
he is eliminated. Where possible the referee should attempt to hang the flag evenly over
the nearest barricade (or cover) without favouring either team. The referee should attempt
in this case to place the flag over the piece of cover closest to where the carrier was
eliminated. � 4.9 Flag Grab: A flag grab, pull or securement shall be awarded
when a player removes his opponents flag from its original suspension point (Seven player
game) or the centre flag from the central flag station (Five player game), without being
marked. There is the possibility of two (2) flag grabs in a seven player game but only the
possibility of one (1) flag grab in a five player game. A flag, grabbed by a player judged to have been hit first, shall be
re-hung, and the player eliminated, along with the assessment of any penalties. A player who intentionally moves or removes, or marks with paint his
own teams flag (seven player game), or intentionally marks the centre flag (five player
game), while it is hanging on the flag's home station will be immediately ELIMINATED.
Breaches that result in a game changing situation shall incur a ONE FOR ONE. If a player pulls his own teams flag from the flag suspension point
(Seven player game), the player will be ELIMINATED and the referee must rehang the flag
onto the flag station immediately. If in the opinion of the referee such a pull handicaps
the opposing teams efforts to obtain the same flag, the player who pulled his own flag
shall incur a ONE FOR ONE. � 4.10 Flag Hang: � Seven Player Game - A flag hang (flag capture) is awarded when the
flag carrier touches the suspension point of his teams flag station with his opponents
flag � Five Player Game - A flag hang is awarded when the flag carrier
touches the suspension point of his opponents flag station with the flag. The flag carrier must have physical possession of the flag, and be free
of markings for the capture to be valid. The flag may not be thrown. The referee will
sound a paintcheck as soon as the flag is judged to have been hung. The carrier will be
checked by the referee before the game end signal is sounded. The normal conditions of a
paintcheck will be in force during this paintcheck. If the player is found to be clean of
hits then the end of the game will be signaled. If the player is found to be hit then he
shall be eliminated and the flag shall be moved to a place where the player has been
judged to been hit. If this is not possible than the flag should be rehung on its original
flag station. Except in exceptional circumstances a player hanging a flag when hit
should receive at least a ONE FOR ONE if the hit is Unobvious, and a TWO FOR ONE if the
hit is obvious. � 5.0 GAME END, APPEALS AND EMERGENCIES 5.1 End Signal: The game end signal will be sounded if: 1. The flag is successfully hung; or 2. All players on the field are eliminated; or 3. The time period for the game expires. The time period for five
player games is ten (10) minutes and the time period for seven player games is fifteen
(15) minutes. All firing must cease at games end signal and no further points will be
awarded. Firing after the game end signal by live players shall result in their
elimination. Any players marked after the end of game signal will be considered as live at
the end of play. A player shall not discharge his paintmarker after the game end signal
until the referee states he is able to do so. Breaches shall result in a 25 POINT PENALTY. � 5.2 Appeals: Referees or players shall not engage in on-field
arguments about the rules or their interpretation of the rules, while a game is in
progress. Any explanation will be provided after the game has ended. A player who attempts
to engage in an argument on the field shall receive ONE WARNING and then may be penalised
for arguing with the referee (see 3.31). After the game, the player and his team may appeal to the Head Field
Referee. He will review the facts and render a decision. It is at this stage that any
disagreement with a referee's decision should be voiced, by the team captain, to the Head
Field Referee. His decision may be appealed to the Head Tournament Referee, whose decision
in final. � 5.3 Emergencies: In the event a player is injured or becomes ill
during a game, a referee will signal play to stop. Play in the area of the injured player
will cease and all players affected must stop firing and hold their positions while the
player receives assistance. A referee, at his discretion may stop play on the entire field (2
whistles) for an injury or illness. The time clock shall be stopped only if the entire
game is halted. �
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7.1 Points Awarded:
1. Flag Hang (Seven player)- 40 points
Flag Hang (Five player) - 50 Points
2. Flag Grab (Seven player) - 25 points
Flag Grab (Five player) - 25 points
3. Eliminations in Seven player game - 5 points
Eliminations in Five player game - 5 points
Maximum score is 100 points. Penalty points are subtracted after total game points are calculated.
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8.1 Penalty Rulings: Violations will be reported by the referees to the Head Field Referee after each Game. The Head Field Referee will consult with the referee(s) and the player(s) involved and will determine the severity of the infraction and the amount of penalty points to be assessed. Only the team captains and the involved players may be present.
Any appeal will be directed to the Head Tournament Referee whose decision is final.
The "trading off" of penalties between teams or team captains is strictly prohibited and any teams found attempting to trade off penalties or to have traded off penalties, will be guilty of a 50 POINT PENALTY, in addition to the assessment of any appropriate penalties.
In addition to assessing penalty points pursuant to these rules, the Head Tournament Referee may disqualify a player or players, forfeit a game or disqualify a team from a game or the tournament itself for severe or multiple violations. Disqualification of an entire team requires the concurrence of the Head Tournament Referee and the tournament producer.
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8.2 Determination Of Penalty Points: A player or team must be penalised for violations of the above listed rules. A player or team may in addition be penalised for violations not specified in these rules where it is determined by the Head Tournament Referee that such a penalty is warranted.
After the game a player or Team which disagrees with a decision of a head field referee, may lodge a protest after the decision has been rendered, by signing the score-sheet "signed under protest" followed by the teams representatives signature. However a team protesting a game must continue to play pursuant to the rules.
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8.21 Unable to Assess Penalty: If during a game the circumstances are such that an infraction that should have resulted in an ELIMINATION, ONE FOR ONE or TWO FOR ONE was not assessed against the offending team at the time of the infraction, then no penalty points may be assessed retrospectively after game end, except under section 8.2 above. For this purpose the game is deemed over only after post game chronographing is completed and all players have been released from the field. Retrospective penaties (i.e. after a flag hang) should be assessed as per section 8.22 .
8.22 If a team has a ONE FOR ONE or TWO FOR ONE assessed against them, and they have insufficient players for it to be fully assessed, or the game has ended due to insuficient time or a flag hang� then they shall be penalised 25 PENALTY POINTS per player unable to be eliminated under the ONE FOR ONE or TWO FOR ONE.
8.23 If it is determined by the head referee that the game would have gone in the losing teams favour due to retrospective penalties, then that team may be awarded the points for a successful hang, or the game may be restarted from the point under dispute.
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9.1 Tiebreaker Calculations: Preliminary and final scores tied shall be broken by making the following calculations, in descending order. Individual games that end in a tie shall remain in a draw and shall not be broken.
1. Head to head game scores*
2. Most wins based on final point totals*
3. Most flag hangs*
4. Most flag grabs*
* Includes both preliminaries and finals.
Should teams remain tied after all tie breaking calculations have been made, head to head matches shall be played until a clear winner is determined.
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9.2 No Show/Forfeiture: A forfeit will be declared for each game that a team fails to take the field on time, or for any game in which a team refuses to take the field, so long as their opponent is willing to take the field. The team taking the field shall receive the maximum possible score. The forfeiting team shall receive no score. In the event that both teams fail to show for a game or both teams are unwilling to take the field, the game shall also be recorded as a forfeit. Neither team shall receive any points from that game. Should a team not show up at a tournament, every effort should be made to find a team to substitute. Otherwise games against them shall count as 100 points.
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9.3 Replaying a Game: The Head field referee has the discretion to stop a game for darkness, false start, weather conditions, injury or illness, protracted player infractions or any other circumstances which dictate the game should be stopped. It is recommended that the game be replayed in full, on the same field, with 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 stopped shall constitute the final score for that game.
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9.4 Scoring Documentation: After all the points are tallied and penalties deducted, the Head Field Referee will present the final written score-sheet, with both teams final scores clearly marked, to each teams captain. The captain will review the score and witness the score-sheet by signing his name to it. Scores will not thereafter be changed other than for mathematical errors in calculation. Unless the sheet is signed "under protest" as per section 8.2, in which case both captains will be informed of the head referees final ruling. In such cases the captains must be notified and initial the corrected form to show their notification. Scores are "unofficial" until mathematically checked and posted on the Master Scoreboard.
To the fullest extent possible, a team representative must be provided the game scores for all games played.
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9.5 Interrupted Tournament: If the tournament for any reason is unable to continue, and it is not possible to restart and continue at a later time or date, then the scores and standings as they stood at the last complete preliminary round of games played shall stand as the final placings.
If for some reason (e.g.: bush fire) the finals cannot be completed in whole the winner is determined by the placings achieved as at the end of the preliminary games.
VIOLATIONS RESULTING IN ELIMINATION
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10 POINT PENALTY
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MINOR PENALTIES - 25 POINTS
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MAJOR PENALTIES - 50 POINTS
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100 POINT PENALTY
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ONE FOR ONE (Player committing infraction and 1 additional player)
TWO FOR ONE (Player committing infraction and 2 additional players)
ONE FOR ONES WITH NO LIVE PLAYERS
Assessments of one for ones and two for ones when insufficient live players are left will result in a 25 Point Penalty for each player unable to be eliminated under the penalty for infractions.
Example 1: A One for One is assessed against a team with only one player left, the offender. The offender is eliminated and a 25 point penalty assessed as there was no player available for the assessment of a full One for One.
Example 2: The last player left is Two for Oned for wiping, He is eliminated and a 50 point penalty assessed.
Example 3: A Two For One is assessed when only two players are left on the field, the offender and another player from the same team. Both remaining players are eliminated, and a 25 point penalty assessed.
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CHRONOGRAPH VIOLATIONS
NOTE: If the average of the 3 shots is over 300 fps then, no matter what the highest shot was, the penalty is assessed based on the average. Having one or more shots over 310 fps (a "spike" shot) only matters if the average of the 3 shots was 300 fps or less.
ie,��� shots are 290, 289, 320 then the penalty is 30 points; 10 + 2 per
FPS for the 320 spike because average is under 300
������� shots are 295, 297, 307 then there is no
penalty; average is under 300, spike is under 310
������� shots are 305, 320, 315 average is 314 - total
is 340, penalty is 38 points; 10 + 2 per FPS high on average
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Chronograph violations covered under points 3 and 4 are calculated as follows - 10 Penalty Points plus 2 penalty points per f.p.s that the assessable shot is over 310.
Fractions are rounded up in calculating the average.
The maximum penalty for each individual chronograph violation is 50 Penalty Points.
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.