WPF Version 2000
PREFACE
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.
It
is each player�s responsibility to consult with the tournament producer
prior to the event regarding definitions and limitations of the rules.
A violation of these specific rules,
as well as a violation of the spirit and intent of these rules, is an
infraction and considered an elimination except where noted otherwise.�
The instructions of the judges and staff at any WPF event supercede
these rules; a player will not be penalized for following the directions of
a WPF judge or staff member.
The purpose of WPF rule amendments is to provide definition and amendment to those areas of the Standard Rule Book For Tournament Paintball which allows for tournament producer�s discretion. The following amendments are in affect for all WPF/Zap Tour events and are strongly suggested for WPF wildcard and affiliated tournaments. Producers not adhering to the letter of these amendments and standard rules must notify players in advance of the start of competition.
Rule
1.1, Additions
G.
Paintguns must use gravity feed for transferring paintballs from the loading
magazine, or must be configured to fire at 11 paintballs per second or
slower. The paintballs must transfer from the loading magazine to the
paintgun in single file. Only one loading magazine and transfer path may be
employed.
H.
Paintguns may shoot any number of paintballs, provided that no more than one
burst of gas and one paintball (excluding accidental double feeding) is
delivered down the barrel as each trigger pull cycle occurs. Paintguns
intentionally configured to hold more than one paintball in the breech are
prohibited.
I.
All paintguns are subject to staff inspection at any time during the event.
K. The definition of a trigger is a movable lever that comes in contact with the finger. The contacts of a switch will not be considered to be a trigger. The definition of a trigger pull cycle is the exertion of force by the finger on the trigger, and a release of that force from the trigger by the same finger.
9.7 A flag carrier
automatically becomes neutral when he breaks the plane of the station or
touches the suspension point. 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
suspension point and game time did not expire during the check, the judge will
eliminate the player and back the flag out of the station to the point of
elimination of the flag carrier. If the judge doesn�t know where the flag
carrier was eliminated, he will back the flag out of the station approximately
25 feet (in the direction from which the flag carrier came). While the flag is
being repositioned, it is neutral and the game clock continues. The flag
becomes active once repositioned and at the referee�s signal.�
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:
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).
B. Each player may carry
and use only one paintgun and barrel per game.
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.
D. Only pump or
semi-automatic paintguns are allowed. It is each player�s responsibility to
consult with the tournament producer prior to the event regarding definitions
and limitations of this rule
E. Paintgun Power Sources:
All paintguns must use either CO2 (carbon dioxide) or compressed air/nitrogen
as the power source unless the producer specifically approves other sources.
All components (fittings, hoses, valves, cylinders, etc.) of the high-pressure
system must meet the manufacturer�s safety standards.
F. At tournaments that do
not restrict the type(s) or number of gas power sources/cylinders, a player
may carry multiple systems 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.
1.2 Goggle Systems:
A. It is mandatory for every person (judges, players and spectators) to wear an approved goggle system 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.
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. 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.
1.3 Clothing & Gear:
A. Players must wear
full-length pants and a long-sleeve top (e.g., shirt, jacket or pullover).
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.
B. Unless specifically
allowed by the tournament producer, 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.
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.
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.
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.
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.�
3.0
ELIGIBILITY
3.1 Players must meet event
eligibility requirements.
3.2 Rosters: Players may
not be listed on more than one team roster per event, and a player may not
change teams during an event.
4.0
CHRONOGRAPHING & CHRONOGRAPH PENALTIES
4.1 Maximum Paintball
Velocity: The maximum allowable velocity for any event is 300 feet per second
(fps). Event rules may reduce the velocity limit.
4.2 All paintguns are
subject to a chronograph check before, during and after a game.
4.3. Pre-game Chrono Check:
Before each game every player must report to the field�s designated
chronograph. An equal number of players from each team will be chronographed.
The velocity check shall consist of three (3) consecutive shots over the
chronograph. A set of three (3) shots must be taken with each power
source/cylinder a player takes onto the game field. No single shot may exceed
the event limit. Any paintgun shooting over the event limit shall not be
allowed in the game. Players may attempt to re-qualify paintguns, providing
games are not delayed. A player may go into a game without a paintgun.
4.4 Between chronographing
on before a game and chronographing off after a game, without the express
permission and supervision of a judge, a player commits an infraction if he
adjusts, disassembles or otherwise alters or tampers with the velocity
regulating components of his paintgun. If the player is active, the judge will
eliminate him; if the player has already been eliminated, the judge will
assess a POINTS PENALTY of -10 (10 points are subtracted from the team�s
score).
4.5 An eliminated player,
or an active player after the game ends, commits an infraction if he
discharges his paintgun, bleeds off gas, removes the cylinder, or turns off
the valve before completing the post-game chrono check; the judge will assess
a POINTS PENALTY of -10 (10 points are subtracted from the team�s score).
4.6 During a game, a player
must allow a judge to chronograph his paintgun upon request. The judge will
call the player neutral, and the player must cease all play-related actions
and follow the judge�s instructions. If the player refuses to follow the
judge�s chrono check directions, the judge will eliminate him; in addition,
the judge will assess a POINTS PENALTY of -50 (50 points are subtracted from
the team�s total). The game check shall consist of one (1) shot over the
chronograph without any clearing shots. This shot may not exceed the event
limit. If this shot exceeds the event limit, the judge will eliminate the
offending player. The player must submit to a post-game chronograph check
where a further Points Penalty may be assessed according to post-game chrono
check rules.
4.7 Post-game Chrono Check:
Every player must report to the field�s designated chronograph immediately
after the game ends. After each game an equal number of players per team will
be chronographed. The velocity check shall consist of no more than three (3)
clearing shots immediately followed by one (1) shot over the chronograph. If
the single chronograph shot exceeds the event limit, two (2) additional chrono
shots are required; those three chrono shots will be totaled and the judge
will assess a POINTS PENALTY of -1 point for each fps over three times the
event speed limit (1 point for each fps will be subtracted from the team�s
total score, up to a maximum of 50 penalty points per player per game).
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.
5.2 Out of bounds: A player
whose body or equipment accidentally or deliberately extends beyond the
vertical plane of the boundary shall be eliminated.
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.
5.4 A player who climbs on
a tree, a bunker, a structure or a prop will be eliminated.
5.5 A player who
deliberately alters terrain or structures, or tampers with a bunker, will be
eliminated.
5.6 A player who
deliberately uses a non-participant or a movable object as a shield will be
eliminated.
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.
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.
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.
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.
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.
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. +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. +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.� +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. + 2
5.20 A player who
deliberately attempts to hide, remove, or conceal a paint mark commits an
infraction. +2
6.0
PROCEDURES FOR ELIMINATED PLAYERS
6.1 An eliminated player is
allowed to verbally signify his elimination once only, simultaneously with his
visual elimination signal. +1
6.2 A player must
immediately signify his elimination by fully extending his paintgun above his
head and keeping it raised until he has crossed the field boundary; failure to
do so is an infraction. A player shall allow a judge to take his armband off,
but if a judge is not available to do so, the player shall remove his own
armband and give it to a judge. +1
6.3 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
commits an infraction if he fails to proceed promptly and directly to the
field�s holding station. +1
6.4 An eliminated player
who communicates, verbally or visually, with his teammates, commits an
infraction. +1
6.5 An eliminated player
who discards or passes off equipment or supplies commits an infraction. +1
6.6 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).
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, tells the player he is neutral, and signals the player�s
neutrality to the rest of the field. 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) raising a neutral flag high above the player�s head 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.
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 A flag carrier must
hold the flag in the hand and must keep the flag visible at all times. The
flag may be handed off between active players.
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 If a flag is abandoned
for more than five (5) seconds, a judge shall pick it up and return it to the
appropriate flag station as quickly as possible. Resetting the flag in its
station nullifies the abandoning team�s pull.
9.6 In single-flag (center
flag) games, a flag �hang� is awarded when an active player touches the
suspension point or breaks the plane of his opponent�s starting station with
the flag. In dual-flag games, a flag hang is awarded to the first active flag
carrier from either team to touch the suspension point or break the plane of
his team�s flag station with the opponent�s flag
9.7 A flag carrier
automatically becomes neutral when he breaks the plane of the station or
touches the suspension point. 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
suspension point and game time did not expire during the check, the judge will
back the neutral flag carrier out of the station approximately 25 feet (in the
direction he came from). Play continues at the judge�s signal to the rest of
the field.
9.8 If the flag carrier is
eliminated he shall stand holding the flag at shoulder height, with the
majority of the flag or flag cloth clearly hanging exposed, until an active
player takes it from him or the game ends.
The eliminated flag carrier
commits an infraction if he hampers a flag pull by an opposing player. +1
10.0
GAME END
10.1 The head judge will
give the game-end signal when a flag is hung, the time period for the game
expires, or the last player on a team is eliminated via a penalty. All
shooting must cease at the game end signal, and players on the field should
install barrel plugs.
10.2 A player who signals
the end of a game commits an infraction.
10.3 The head judge of a field may �freeze� the field, signaling all play to stop, because of an emergency, injury, safety hazard or other serious game problem. The judges will instruct the players as to the actions required. The head judge will resume play with a 10-second countdown after notifying the field how much time remains in the game.
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.
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.).
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. 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.
12.0
SCORING
12.1 Game Points: Game
points are earned by teams according to their performance. Accumulated points
will be used to rank contestants throughout the event for seeding positions
and to determine which teams advance to the next round.
12.2 Standard Game Points
System:
| 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 |
�
�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 of 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" signifies that the judge will eliminate one active teammate of
the offending player. A �+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" or a �+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.
�
�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.).
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.