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AMERICAN PAINTBALL LEAGUE
2002 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
Paint Markers & Power Systems: Markers must meet the
following specifications to be allowed in competition:
A.
Markers 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). markers 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 marker 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 marker 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 markers. PENALTY: ELIMINATION +50 points.
D.
Only pump or semi-automatic markers are allowed. No fully
automatic markers are allowed, that is, markers which
continue to cycle and fire as long as the trigger is held
back. This rule does not prohibit pump marker auto-triggers
or multi-barreled markers 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.
Marker Power Sources: All markers 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: MARKER 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 marker's
velocity to be stabilized at 300 fps or lower. Multiple
bottle systems will be chronographed individually. PENALTY:
MARKER 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 markers 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 marker's velocity; silencers or
sound suppressers; slingshots, blowguns or any device
capable of propelling a paintball other than the single
approved marker per player; radios and similar communication,
signaling or listening devices; or items that might be
mistaken for a flag. PENALTY: ELIMINATION.
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
MARKER 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
PLAYER CLASSIFICATION: 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.
The
APL classifies individual players according to the number
of seasons they have competed in tournament paintball.
Recreational playing time is not included. After a player
participates in his/her first tournament, their classification
as a "Rookie" is established and continues through
December 31st of that year.
Paintball seasons run from January 1st to December 31st
of each year. Rookie players cannot have played in any
tournaments prior to this season (before January 1st of
the current year).
Rookie,
Novice and Amateur players cannot stay at or move back
to a lower division by not playing for one or more seasons
(example: play '97, play '98, skip '99, then try to stay
a Novice player for the '00 season). Pro players may move
back to a lower division by not playing as a Pro for 12
consecutive months. With the exception of Pro level, you
may play at higher levels without losing your status.
Example: A Rookie could play on Novice and/or Amateur
teams during a season without losing his Rookie classification.
But as soon as he plays on a Pro team, his classification
changes to Pro for a minimum of 12 months.
The
classification levels are:
A.
Pro-Anyone who has played in a tourney on a Pro team during
the previous 12 months.
B.
Amateur-A player with three or more seasons of tournament
experience, who has not played as a Pro during the previous
12 months.
C.
Novice-A player with fewer than three seasons of tournament
experience, who has not played as a Pro or Amateur during
the previous 12 months.
D.
Rookie-A player with less than one season of tournament
experience, who has never played as a Pro, Amateur, or
Novice.
APL
PLAYER ID CARDS ARE REQUIRED FOR ALL PARTICIPATING PLAYERS.
3.2
TEAM CLASSIFICATION: Players must provide adequate I.D.
if requested, and must sign a waiver pursuant to these
rules. A team may be DISQUALIFIED FROM THE TOURNAMENT
for violating eligibility requirements.
3.3
PRO TEAMS: - a team in which any member has competed in
a tournament registered in any "Pro" division.
3.4
AMATEUR TEAMS:
A.
Amateur teams may field one pro player.
B. Amateur teams are limited to a seven-person roster.
Players must provide adequate I.D. if requested, and must
sign a waiver pursuant to these rules.
C.
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.
3.5
NOVICE TEAMS:
A.
Novice teams may field one amateur player.
B. Novice teams are limited to a five-person roster. Players
must provide adequate I.D. if requested, and must sign
a waiver pursuant to these rules.
C.
A maximum of only 3 players may be on the field during
a game. During game play, teams may not make any player
substitutions for any reason.
3.6
ROOKIE TEAMS:
A.
Rookie teams may field one novice player.
B. Rookie teams are limited to a three-person roster.
Players must provide adequate I.D. if requested, and must
sign a waiver pursuant to these rules.
C.
A maximum of only 3 players may be on the field during
a game. During game play, teams may not make any player
substitutions for any reason.
3.7
ROSTERS: A player may not be on more than one roster per
event, and a player cannot change rosters during an event.
Reserve players should be left off rosters until they
are needed. Players may be added to a team's roster at
any time during an event as long as the added player(s)
reports to the APL staff at the scoring table before participating
in a game.
Rosters
and waivers must be filled out (legibly and completely)
and handed in to APL staff at the scoring table before
playing your first game. Failure to turn in or update
your roster and waivers will result in zero points for
all games played before the roster and waivers are corrected
or turned in to APL staff.
APL PLAYER ID CARDS ARE REQUIRED FOR ALL PARTICIPATING
PLAYERS.
3.8
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.
3.9
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.
3.10
REFEREES AND JUDGES: Decisions by referees and judges
are final and unarguable. If arbitration is required,
the team captain must sign the scorecard under protest,
and the Ultimate Judge will consider the appeal before
the score is posted. Appeals resulting from referee judgment
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 markers 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 marker
adjustments between games.
4.3 All markers 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 marker 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 MARKER
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 marker and fire
three shots as outlined above. No additional clearing
shots will be permitted.
4.4
Specific procedures may be established for testing specific
marker 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 marker'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 marker 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 marker
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 marker 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, marker
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 marker, 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 markers. 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 marker'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
marker 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
marker'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 marker
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 marker 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, pump markers only, Rookies
only, etc.).
STANDARD RULE BOOK FOR TOURNAMENT PAINTBALL Copyright
1999; all rights reserved.
Rev.12/31/2001
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