OFFICIATING
2.0
STANDARDS
2.03. All judges shall be thoroughly familiar with the rules and
regulations contained herein and shall put forth their best efforts in
discharging their duties as judges.
2.04. All judges shall perform their duties and shall make decisions in
a totally unbiased manner. If any judge is found to have been bias in
his judging activities, for or against any team, such person shall be
dropped from the judging team for the remainder of the tournament. That
incident will also be presented to the disciplinary committee. The team
will forfeit seed points and pay as if that judge had not judged that
day, according to the provisions specified in Schedule 1.
2.05. Radios, will be used by the judging staff for communication with
each other.
2.06. Judges will wear shirts and pants of bright colors that will
distinguish the them from the players. Ultimate judges will wear shirts
that indicate their status on the game field.
2.07. Clerical or mathematical errors may be corrected at any time prior
to the start of the next round of play.
2.08. Only clerical and mathematical errors may be corrected after the
score has been posted on the score board.
2.1
INFORMATION
2.11. Flag stations on fields or play for all rounds will be determined
by coin toss prior to the start of the game.
2.12. Judges will not provide information to teams regarding the
location of flag stations, terrain, boundaries, game time, or progress
of a game during the game, except with respect to safety concerns.
2.13. Judges will not, through action or inaction, deliberately reveal
or conceal the locations or actions of players during the course of a
game. Judges will not impede the progress of the game.
2.2
GAME CONTROLS
2.21. The ultimate judge on the field will begin a game by giving a
5-second warning so that each team may hear clearly such warning. The
ultimate judge will give such warning with a countdown of "Three, two,
one, one ten-seconds." Thereafter, the game will start by the ultimate
judge shouting so that each team may hear, by radio or otherwise,
either, "Game on", or "Go, go, go".
2.22. A game will end only by the ultimate judge on the field
announcing, "Game over."
2.23. In the event of an emergency situation, the judge discovering the
emergency will request that all judges stay off the radios. Other judges
on the field will immediately cause all action to stop. Game time will
also be halted for the duration of the emergency.
GAME
STRUCTURE
3.0
SCORING
3.01. Scoring
3.02. Scoring for five-player game will be conducted on a 100 point
system and will be awarded as follows: 1 Attendance point per event
until series points are to be awarded.
(i)
a team will be awarded 4 points for every player on the opposing team
eliminated;
(ii)
a team will be awarded 2 point for every player on such team not
eliminated:
(iii) a team will be awarded 20 points if it pulls the center flag
first; and
(iv)
a team will be awarded 50 points when the flag is hung in its opponents
flag station.
Scoring for 3-player game will be conducted on a 100 point system and
will be awarded as follows.
(i)
a team will be awarded 8 points for every player on the opposing team
eliminated:
(ii)
a team will be awarded 2 points for every player on its team not
eliminated
(iii) a team will be awarded 20 points if it pulls the center flag first
(iiii) a team will be awarded 50 points when the flag is hung in its
opponents flag station
3.03. Points are awarded at the conclusion of the game by the Ultimate
Judge.
3.04. Elimination points will be awarded to the opposing team for every
opponent removed from the field during play of the game. A player may be
removed from the field for any valid hit, obvious or not obvious to the
player eliminated, the surrender or voluntary exit from the field
pursuant to which the player acknowledges that he has a hit by
indicating his elimination, any erroneous elimination by an official,
even though it may later be determined that the call was not valid, any
elimination for penalties assessed against a teammate, including the
one-for-one type penalties, for placing any part of his body or anything
he is wearing or carrying out of bounds, unsportsmanlike conduct,
concealment of an armband or acting in any other manner indicating
elimination, abandonment of equipment (moving at least five feet away
from such equipment), except pods used to carry paint and squeegees,
being outside the flag station at the start of the game, or delaying
taking the field after being told to do so by the Ultimate Judge.
3.05. A first flag pull occurs when a player not eliminated physically
grabs the center flag, in a five player game, or his opponents flag, in
a seven-player game, before a player from the other team manages to do
the same. Only one team in a game may earn first flag pull points.
3.06. Flag hang points are awarded when a player breaks the plane of a
flag station with a flag. Flag hangs may be awarded in conjunction with,
or independently of, first flag pulls. Flag hangs are only awarded in a
five-three player game when a flag is hung in the opponents’ flag
station and in a seven player game when a flag is hung in the flag
station that it was not placed in at game start. Flag hangs may be
awarded to the team that is not in possession of the flag when it is
hung, since it is the flag and the station that it is hung in that
determines the points awarded and to whom. Flag hangs will not be
immediately awarded upon the flag breaking the boundary plane of a flag
station. The status of the flag carrying player will first be verified
and before a flag hang is considered to be official. The time that the
flag carrier breaks the plane of the flag station with the flag will be
recorded by the flag field judge, and should that player be determined
to be live after being checked by the field flag judge, the hang will be
announced and the game will have ended as of the time that such player
broke the plane of the flag station.
3.1
TIME AND START
3.11. A seven player game will end at the earliest of (i) a successful
flag hang, (ii) the elimination of all players on the game field, or
(iii) 15 minutes after the start of the game. A five-three player game
will end at the earliest of (i) a successful flag hang, (ii) the
elimination of all players on the game field, or (iii) 5- minutes after
the start of the game. Each team is expected to report to the chrono
station for the applicable game field at least 10 minutes prior to the
scheduled start of the game.
3.12. Players who have passed the chronograph will be stationed in a
controlled area adjacent to the chronograph area. This area will be
supervised by a judge or other tournament official. Players who have
passed the chronograph may not leave this area, except to enter the
field with a judge. Players in this area may not be handed guns or
tools.
3.13. Players are responsible for removing old hits or bringing the same
to the attention of a field judge so that they may be dealt with in a
manner that would not result in the elimination of the players.
3.14. Players are not allowed to bring tools or other prohibited
equipment onto the game field. Presence of such equipment may result in
a penalty and disciplinary proceedings against the offending players
and/or teams.
3.15. Each player will be given a armband in a distinctive team color
and will wear the same on his left arm.
3.16. Players must have one foot in their flag station prior to the
start of the game. Any player without one foot in the flag station at
the start of the game will be eliminated.
3.17. When the teams are assembled at their respective flag stations,
the Ultimate Judge will give a ten-second warning countdown, as in,
"Three, two, one, ten-seconds." Such countdown will be heard by both
teams. Ten-seconds later the Ultimate Judge will announce the start of
the game, heard by both teams, by shouting, "Game On", or "Go, go, go."
The game will begin on that signal.
3.18. Games will be scheduled so that there is a minimum of 10 minutes
between start of any team’s games.
3.2
PRE GAME CHRONOGRAPHING
3.21. All games will be preceded by a pregame chronographing session,
pursuant to which each player on each team will be chronographed.
3.22. Only Radar chronographs will be used for an official game
chronograph. Multiple chronographs may be designated for each playing
field so that in the event that a chronograph is not working, one which
was available to the teams can be substituted.
3.23. The chrono judge will take a marker from a player and inspect it
for the following:
(1)
the presence of foreign matter in the barrel, feed port or loader;
(2)
tightness of screws, barrel, tank and other working parts which can
increase or decrease velocity;
(3)
presence of valves or expansion chambers which can be turned on or off;
all valves will be placed in the fully
open
position;
(4)
presence of external velocity adjusters which are not covered or fixed
in place; and
(5)
any other device, part or item which would enable a player to increase
the muzzle velocity of the marker on the
game
field without resorting to the use of tools.
3.24. Players whose markers do not pass such inspection will be informed
and will be given an opportunity to remedy the situation, time
permitting.
3.25. Players whose markers pass such inspection will step to the
chronograph, and the chronograph judge shall chronograph the marker as
it would or could be fired effectively on the game field at its maximum
velocity. The chrono judge will fire three shots over the chronograph.
3.26. Markers will pass inspection if the average of the three shots is
less than 295 feet per second and no one shot is greater than 300 feet
per second.
3.27. Players whose markers do not pass such inspection will be so
informed and will be given an opportunity to remedy the situation, time
permitting.
3.28. All players whose markers have not passed the chronograph may
elect to enter the field without a marker or be counted as eliminated.
3.3
ARMBANDS
3.31. Armbands must be at least 2 inches in width and long enough to fit
around the upper arm and constructed so that they are adjustable in
length and can be firmly affixed to the arm.
3.32. The sets of armbands will be of contrasting colors so as to be
easily distinguishable.
3.33. Armbands shall be worn on the left arm.
3.4
FLAGS
3.41. Flags will be a minimum of 18 inches wide and a minimum of 30
inches long.
3.42. 7 player flag colors will correspond to the armband colors.
3.5
NUMBER OF GAMES
3.51. Seven player and five-three player teams will play six preliminary
round games. Such games will be played against teams within the defined
division of such team.
3.52. All teams will play three games in each round above the
preliminary round in the four-team divisions. Such games will be played
against all the teams within the defined division of such team.
3.53. Teams will qualify for the semi final round in the following
manner:
(1)
If there are less than 8 teams in the classification (Pro, Amateur A,
Amateur B and Novice), there will be no
semi
final round and the top four teams will qualify and play in the final
round.
(2)
If there are between 8 and 30 teams, inclusive, in the classification,
the top 8 teams therein will qualify and play
in
the semi final round.
(3)
If there are more than 32 teams in the classification, the top 16 teams
will qualify and play in the semi final round.
3.54. The top two teams in each division of a two division semi final
round will qualify and play in the final round. The top one team in each
division of a four division semi final round will qualify and play in
the final round.
3.55. Team positions at the end of a round of play are determined by
total points earned by the teams in such round, subject to the tie
breaking provisions contained in Section 3.56 hereof.
3.56.
In case of a tie score among teams, such tie will be broken, first, by
head to head competition, the winner of such contest advancing. If the
tie among teams remains after such tie breaking determination, the tie
shall be broken by the previous round scores, the team with the greatest
score in the previous round advancing. If the tie among teams remains
after such tie breaking determination, the tie shall be broken by the
next previous round scores, the team with the greatest score in such
next previous round advancing. If the tie among teams remains after such
tie breaking determination, the tie shall be broken by the eliminations
scored against the teams in the round, the team with the fewest
eliminations in such round advancing. If the tie among teams remains
after such tie breaking determination, the tie shall be broken by the
eliminations scored against the teams in the previous round, the team
with fewest eliminations in such round advancing. If the tie among teams
remains after such tie breaking determination, the tie shall be broken
by the eliminations scored against the teams in the next previous round,
the team with the fewest eliminations in such round advancing. If the
tie among teams remains after such tie breaking determination, the tie
shall be broken by NPPL ranking.
3.6
RANKING AND SEEDING
3.61. Team ranking for the beginning of the 2002 tournament season is
set forth on Schedule 2 hereto.
3.62. 5 player team-ranking points are earned as follows:
The
Series has an awesome layout. The first 5 events there is only 1 pt.
given for attendence of the event. In order to qualify for The Race for
the Cup you must have at least 3 attendence points from the first 5
events. The last 3 events will have Event Points that break down like
this.
1st Place 100 pts.
2nd Place 99 pts.
3rd Place 98 pts.
4th Place 97 pts
5th Place 96 pts
6th place 95 pts.
7th place 94 pts
8th Place 93 pts.
and so on.
The total of Attendence points for all 8 events, and Events
points from the last three events determines the winner. Points will
work the same for Young Guns and rec competitor for their series prizes
as well.
3.67. Teams shall
receive ranking points in the current season equal to the aggregate of
the points earned at those tournaments in which such teams participated.
3.68. Scheduling for preliminary and other rounds of play shall be as
specified on Schedule 3 hereto.
INFORMATION
4.01. The promoter will supply tournament information, including
information concerning entry fee, an itinerary and schedule of events,
including time and place for the rules meeting and the captains’
meeting, hotel information, a waiver and roster form and the WPS rules,
to any team having entered the competition in need of the same.
4.02. A rules meeting will be held on the eve of each competition. The
purpose of this meeting is for the judging staff to answer questions
concerning these rules.
4.03. A captains’ meeting will be held on the morning of the
competition. The purpose of this meeting is to provide information to
the captains of the teams attending concerning the organization,
administration and non-field rules and regulations governing the
tournaments.
4.04. A complete schedule for preliminary round play consisting of each
teams’ opponents, the fields it will play on, and its scheduled game
times will be distributed during the day prior to the beginning of the
competition and, thereafter, posted on the scoreboard.
4.05. All playing fields will be available for review by any team
competing in the event for at least four daylight hours prior to the
first day of play thereon.
4.06. Teams may examine the fields and/or conduct any activity to
prepare for tournament play. Not withstanding anything to the contrary
contained in this Section 4.06, no team or member thereof shall in any
way alter any playing field. A player modifying a field 3 days or less
prior to the start of play or during the tournament will be suspended
from that tournament.
4.07. The tournament promoter will provide to the Secretary of the EPS
within two weeks after completion of the event, copies of all game
sheets and scoring summaries, a complete listing of attending teams,
their final standings, and any prizes or awards received thereby and a
complete list of all event sponsors.
4.08. Only qualified individuals will be allowed to film, photograph,
tape, or record games. Qualifications thereof will be determined on an
individual basis by the promoter.
EQUIPMENT
5.0
CLOTHING
5.01. Each player may wear only one layer of underclothing consistent
with the weather of the day for all but unseasonably cold weather. This
shall consist of, at minimum, one pair of undershorts and one short or
long sleeve T-shirt.
5.02. Each player must wear only one pair of full-length pants and only
a long-sleeved jacket or shirt, either button or pullover style, as long
as the colors on the outer garments are not the same as any armbands,
flags or judges apparel chosen for use at the event.
5.03. Players must wear pants or shirts or jackets that fit well.
Players may not wear oversized clothing. If a judge deems that a
player’s clothing is oversized, the judge may require new attire or make
temporary adjustments using tape, pins, etc.
5.04. Players may not wear jackets and or pants which are made out of
highly absorbent material, such as felt or fleece, or of a highly padded
or slick nature, such as nylon or rubber. If a player is found to be
wearing such material, he will be required to obtain and wear suitable
replacement clothing.
5.05. Players may wear a single pair of gloves, with or without full
fingers. Gloves may be padded.
5.06. Players may wear nylon neck protection of a single layer.
5.07. Players may wear headgear that does not extend beyond 1 inch below
the collarbone or below the shoulder blades.
5.08. Players may not wear metal cleats.
5.09. Players’ uniforms may not contain orange or pink coloring, which
are reserved as protected paint colorings.
5.1
PROTECTIVE GEAR
5.11. Players must wear goggles manufactured for use in paintball games
in good repair and with lenses that are not damaged. These goggles must
meet or exceed ASTM Standards. Goggle manufacturers must submit
independent laboratory test results to the WPS at least 10 days prior to
the start of a tournament demonstrating that the goggle system meets or
exceeds ASTM standards for any system such manufacturer wishes to be
allowed for use during that tournament.
5.12. Players must wear full-face protection as it comes from the
manufacturer in its original form.
5.13. Players must wear ear protection that is part of the goggle system
that was made by the manufacturer for that goggle system.
5.14. Players may wear forearm and elbow protection, provided that the
padding on such protection has not been modified from the manufacturer’s
original form. Such protection may be worn over or under clothing.
5.15. Players may wear shin and knee protection, provided that the
padding has not been modified from the manufacturer’s original form.
Such protection may be worn over or under clothing.
5.16. Male players may wear groin protection, and female players may
wear breast protection.
5.2
MARKERS
5.21. The definition of a trigger is the moveable lever or button that
comes in contact with the finger. The contacts of a switch are not a
trigger. A trigger pull requires an exertion of force by the finger on
the trigger and a release of force by the finger on the trigger during
every firing cycle. Markers may fire at any rate of fire, and may shoot
any number of paintballs, provided that it fires in semi auto or pump
mode only, which means that no more than one paintball is discharged
during each firing cycle.
5.22. Players may use a single, 68 caliber, pump or semi automatic
paintball marker, which consists of a single barrel, a single trigger.
Double action triggers and paintball markers capable of firing in other
than semi auto auto or pump mode are prohibited.
5.23. All markers with any form of external velocity adjusters must be
modified in such a way that the velocity adjuster is not readily
accessible during the course of the game. Depending upon make or model
of the markers, some may require beaver tails and/or tournament caps or
may require multiple tournament caps. All regulators require tournament
caps such that they cannot be adjusted without a tool with the gun
gassed or degassed.
5.24. All markers are subject to inspection at any time during and
within three days after an WPS Tournament, provided that the markers are
taken for inspection prior to such tournament’s completion, and the team
of any player found to be using a marker in violation of this Section
5.2 shall have all points amassed up to the point of such discovery
removed, and such team will no longer be allowed to continue to
participate in the tournament.
5.25. Gun barrels may be equipped with porting, slots and/or rifling,
but may not have a sound suppressor attached or integral to the
construction of the barrel. Only one barrel will be allowed on the
field.
5.26. Players may wear a remote tank hook-up. The remote line may not be
worn underneath clothing.
5.27. Players may not use cloth, neoprene, or other material to cover
the paint loaders on the marker. Cloth and neoprene tanks covers will be
allowed.
5.28. Guns must have a barrel sock over their barrel at all times the
gun is in a goggle safe area.
5.29. Loaders must be made of a solid color, and stickers on loaders or
other feed devices will not be allowed except for one 2" by 4" sticker
on each side of the loaders or other feeding devices colored only in
black, white and/or red. The red color must be equivalent to the pantone
red 032CVC. Faded or off color stickers may be disallowed on the field.
5.3
OTHER EQUIPMENT
5.31. Players may carry any number of pouches, clips or loaders.
5.32. Vests and pouches may not be constructed in such a fashion that
they constitute padding.
5.33. Players may carry a single hand towel or washcloth, provided that
it is not of the same color as armbands, flags, or judges apparel.
Players may carry multiple squeegees and or swabs. Players may carry
anti-fog cloths or spray.
5.4
PROHIBITED EQUIPMENT
5.41. Prohibited equipment includes listening devices, communication
devices and any form of electronic surveillance device, incendiary
devices, smoke producing devices, red paint, paint which is toxic and
not biodegradable and paint which has a shell, fill or both altered or
augmented in any way.
5.42. Anything not specified in Sections 5.01 through 5.34, inclusive,
as permitted shall be prohibited unless allowed by the Ultimate Judge.
5.5
POSSESSION/EXCHANGE
5.51. Two live players may exchange equipment.
5.52. Players who are eliminated must exit the field with all equipment
they were carrying when they were eliminated.
5.53. Players must carry all paint, gas and equipment to be used during
the course of the game on their person at the start of the game.
TEAMS
6.0
ROSTERS
6.01. Ten player teams may have up to 15 players on their roster, but
may field only a maximum of 10 in any one game. Five player teams may
have up to 8 players on their roster, but may field a maximum of 5 in
any one game.
6.02. No player may appear on more than one ten player team roster and
one five player team roster.
6.03. All players must be 18 years of age or older, except that players
12 through 17 years of age will be permitted to play with permission
from a parent or legal guardian.
6.04. Team rosters for an WPS Tournament will be accepted only after all
fees have been paid in full.
6.05. No 5 man Novice team can have any Pro or Amateur A players or more
than 1 Amateur B player on its roster. No 5 man Amateur B team can have
any Pro players or more than 1 Amateur A player on its roster. No 5 man
Amateur A team can have more than 1 Pro player on its roster.
6.06. No ten man Novice team can have any Pro players, Amateur A one
Amateur B player or more than three Amateur B players on its roster. No
seven man Amateur B team can have more than one Pro and one Amateur A
player or more than three Amateur A players on its roster. No seven
player Amateur A team can have more than 3 Pro players on its roster.
6.07. A player shall be deemed to be and shall be amateur if he
participates in any WPS event as an amateur. A player shall be deemed to
be and shall be a pro player if either, (i) he played on an amateur team
at the tournament that such team elected to go pro, or (ii) he played on
a pro team during either 2002 or 2003 in more than one WPS sanctioned
event.
6.08. No person may play on any team playing in a competition if such
person appeared on the roster in 2001 of a team that is judging such
competition without approval from the WPS.
6.09
All teams must submit complete rosters prior to play.
6.1
FEES
6.11. Entrance fees for the 2004 Season are not to exceed $600.00 for
each 5 player team, 750.00 for each seven player novice or amateur team
and $2,350.00 for each ten player pro team.
6.12. All of the aforementioned fees include air.
on
field CHRONOGRAPHING
7.01. Chronographing on the field may be done at any time at the
discretion of any field judge to determine if a marker’s muzzle velocity
has risen above legal limits. Judges will seek to perform on field
chronographing in a manner which least interferes with play.
7.02. Players with markers chronoed on the field during a game at 285
feet per second or less (one two or three shots at the discretion of the
field judge) will continue to play without elimination or penalty.
7.03. Players with markers which are shooting over 285 feet per second
but less than or equal to 310 feet per second will be eliminated from
play.
7.04. Players with markers, which are shooting over 310 feet per second,
will be eliminated from play and given a one-for-one penalty.
7.05. Players who are observed working on their markers during the
course of a game, with the exception of cleaning paint out of barrels,
loaders or feed ports will be immediately removed from play.
GAME
PROCEDURES
8.0
TIMES/COMPLETION
8.01. When the game time has expired or a flag judge declares a flag
hanger clean and the hang completed, the Ultimate Judge will communicate
to all judges the "Game over" call in accordance with the provisions of
Section 2.22 hereof, and this will be repeated to all live players.
8.02. Official game time will be kept by the Ultimate Judge or a field
judge appointed thereby, but in no event shall the official game time be
kept by a flag judge. In the event that a game is to be interrupted
because of a medical emergency, or otherwise, he will mark the time or
cause the field judge appointed thereby to keep the official game time
to mark the time. The Ultimate Judge will restart the game, and the time
will begin by a ten second warning followed by the game on signal as
specified in Section 2.21 hereof. Time will begin to run upon such
restart.
8.1
CHECKOUT
8.11. Players that are eliminated, immediately upon elimination, must
exit the field by the most direct route or as directed by a field judge.
Players that take routes that are not the most direct and are meant to
conceal from the other team such players’ eliminations or players that
refuse to follow a judge’s direction on leaving the field, constitute
playing on and appropriate penalties may be assessed.
8.12. All live players at the end of a game must present themselves to a
field judge at the exit point for inspection. At this time, a field
judge will inspect the player for hits, and if any are found, the
Ultimate Judge will be notified, and proper penalties will be assessed.
8.13. Players may not re-enter the playing field without the permission
of a field judge.
8.2
GAME ENDINGS
8.21. Games will end, pursuant to the provisions of Section 2.22 hereof,
upon a successful flag hang, the elimination of all players on the field
or the elapse of time.
8.22. At least one field judge will be assigned to inspect live players
exiting the field at the assigned exit point at games end.
8.3
FORFEITS
8.31. A forfeit will be declared for each game that a team fails to
report in a timely fashion for its pregame chronographing, or for any
game in which a team refuses to take the field. In the event that both
teams fail to
show
for a game or both teams are unwilling to take the field, both teams
will have forfeited that game.
8.32. Any team which is scheduled to oppose a team that has forfeited a
game will receive 95 points or the average of all their games in that
round, which ever is higher and the forfeited team will receive zero
points for that game.
8.33. Once a forfeit has been declared, the forfeited game will not be
rescheduled and the score will stand, except if the reason for having
missed the game was completely beyond the control of the team declared
to have forfeited that game, such as travel or weather related delays.
8.4
GAME STOPPAGES
8.41. Game stoppages will only occur in case of an emergency, dangerous
weather conditions, other "acts of God" or a physical altercation on the
game field.
8.42. Only the Ultimate Judge may declare the game stopped.
8.43. All field judges will note the locations of the players at the
time that the game is stopped. Once the game has been stopped, the field
judges will insure that players remain in those locations. Judges will
check all players and will remove any players who are eliminated prior
to the game being stopped. Judges will confer to review the sequence of
events prior to the game stoppage. If penalties need be assessed, they
will be so assessed at such time. Players with hits may be reinstated
into the game if the field judges determine, in their discretion, that a
player was eliminated as a direct result of illegal actions, which led
directly to the game stoppage. Once the condition causing the game
stoppage has abated or been resolved, all the live players and flags are
placed in proper positions by the field judges, the Ultimate Judge will
restart the game in accordance with the procedures specified in Section
2.21 hereof.
PAINTCHECKS
9.0
WHEN PERFORMED
9.01. Paintchecks are performed by judges for the purpose of determining
if a paintball has broken on and marked a player.
9.02. Paintchecks are performed by a judge when the judge has observed a
player taking fire, when fire is directed into an area occupied by a
player that the judge cannot directly observe, when the physical
location that a paintball may have broken on is not visible to the
judge, or when the judge is directed to do so by another judge.
9.03. Judges may, but are under no obligation to, make a paintcheck
after a player has requested one.
9.1
NEUTRALITY
9.11. Judges will make every effort to perform a paintcheck without
calling a player neutral. However, a judge, at his discretion, may
declare a player neutral.
9.12. No flag carrier will ever be stopped and declared neutral for the
purposes of performing a paintcheck.
9.13. A judge calling a player neutral will indicate the same to all
players on the field by standing over the player, shouting, "Neutral",
and holding his arms above his head or waiving them.
9.14. A player declared neutral cannot be eliminated from the game or
moved on, either by opposing team members or his own teammates, while in
the state of neutrality.
9.15. A judge may move a neutral player’s equipment and or request that
such player expose additional areas for examination.
9.16. Players not declared neutral may be eliminated while being
checked.
9.2.
FLAG CARRIERS
9.21. When a player carrying a flag breaks the plane of the flag station
boundary, the flag judge will signal "time" and the player carrying the
flag is immediately declared neutral.
9.22. The flag carrier will be subjected to a paintcheck immediately
upon being declared neutral.
9.23. If the flag carrier is clean, the flag judge will declare "Game
over" to the Ultimate Judge who will then announce the completion of the
game in accordance with the provisions specified in Section 2.22 hereof.
ELIMINATIONS
10.0. OBVIOUS HITS
10.01. Obvious hits are those which impact and break on easily
observable places on the body or equipment being carried or those that
have been felt by the player. A judge will determine whether a player
felt a hit by where that paintball impacted his body and whether he
reacted upon being hit.
10.02. Players who are hit in an obvious location are expected to
immediately signal their elimination by announcing "HIT" or "OUT" at the
time of such elimination.
10.03. Such players must then remove their armbands, barrel sock and
hold the markers in the air above their heads and exit the field
immediately by the most direct routes or upon the instructions of a
field judge, if given.
10.04. Players who are hit in obvious locations, which are easily
verifiable, by such players may not call for a paintcheck. Calling for a
paintcheck under such circumstances constitutes continuing to play on.
10.05. Players who are in motion while hit in obvious locations, which
are easily verifiable, will immediately turn their motion away from the
opposition, and stop.
10.06. Players with obvious hits in areas which are not easily
verifiable, such as the back, may continue to play, but must immediately
call on a teammate who can easily verify whether or not the paintball
broke to indicate whether or not such player was eliminated. The
teammate must respond immediately, and if the hit player was eliminated,
he must cease play, signal his elimination and exit the field pursuant
to the provisions of this Section 10.0. Failure to call on such teammate
for verification or failure of such teammate to respond immediately
constitutes playing on by the hit player. If no such teammate is
available for verification, such player may continue to play, but must
immediately call for a paintcheck by a field judge. Failure to call for
such a paintcheck immediately will constitute playing on by such player.
10.1
UNOBVIOUS HITS
10.11. Un-obvious hits are those which impact and break on players or
equipment in those areas defined as being not easily observable and
those which players receiving the same give no indication or knowledge
of them having occurred.
10.12. Players with un-obvious hits will be eliminated but will not be
penalized.
10.13. Should a player with an un-obvious hit become aware, through his
own actions or through information provided by teammates, that he has
been validly marked, such hit at such time shall then be deemed to
constitute and shall constitute an obvious hit.
10.2. ELIMINATIONS
10.21. A player is eliminated if a paintball shot by a live member of
the opposing team or such player’s team strikes that player or anything
he is wearing or carrying and such paintball breaks upon the object
struck. If the paintball strikes the player or anything he is wearing or
carrying but does not break and leave a mark, such player is not
eliminated. If a player is hit and marked by a paintball shot by an
eliminated member of the opposing team or such player’s team, such
player is not eliminated. If a paintball strikes another object first
and breaks upon that object before marking a player or anything he is
wearing or carrying, such player is not eliminated. If a judge does not
see a paintball shot by a live member of the opposing team or a player’s
team strike that player or another object, but that player has paint on
himself or anything he is wearing or carrying that resembles a hit, such
player will be eliminated by such judge. Generally, if the paint marking
is reasonably solid and at least the size of a quarter, it will be
considered a valid hit. If two opposing players are hit and marked, as
provided in this Section 10.21, simultaneously, or if the judges cannot
determine which player was hit and marked first, both players will be
eliminated. Judges will wipe splatter or non-valid hits off a player at
the time they are inspected. No player will be allowed to continue play
with paint that is considered non-valid until it is wiped clean by a
judge.
10.22. Players will be eliminated if any part of their bodies or
anything that they are wearing or carrying touches the ground outside
the playing boundary. If the playing boundary also uses tape or fencing
as a line, such boundary marking cannot be pushed out.
10.23. Players will be eliminated if they are not wearing armbands
issued thereto prior to the start of the game, fully exposed on their
left arms.
10.24. Players that are found with tools or other prohibited equipment
on the field or those working on their markers in violation of the
provisions specified in Section 7.04 hereof will be immediately
eliminated.
10.25. Players that separate from any piece of equipment or clothing
that they brought onto the game field by more than 5 feet, except
squeegees, rags or pods used in holding paintballs will be immediately
eliminated.
10.26. Players that engage in unsportsmanlike conduct, including, but
not limited to, failure to obey a judge’s directions with respect to
moving on a neutral player, deliberate avoidance of a judge in a manner
to prevent a judge from chronographing a marker on the field or prevent
him from making a call, shooting at judges, excessive shooting at an
eliminated player after being warned by a judge to cease such activity,
the requesting of paintchecks to distract judges from checking
themselves or teammates or to use judges to locate opposition players or
verbal abuse of opposition players or judges will be eliminated.
10.27. Players that take action which would cause members of the
opposing team to reasonably believe that such players have been
eliminated, including, but not limited to, calling themselves out or
hit, hiding their armbands, holding the markers in positions above the
shoulders, placing objects in the barrels of the markers and carrying
them in view of members of the opposing teams or walking in groups of
eliminated players, will be eliminated.
10.28. Players whose markers shoot on the field in excess of 300 feet
per second will be eliminated in accordance with the provisions of
Section 7.03 hereof.
10.29. Players may be eliminated as the result of a penalty called by a
judge for infractions committed by teammates pursuant the provisions
contained herein.
10.30. Eliminated players will surrender their armbands to the closest
judge and exit the field immediately or at a judge’s direction.
FLAGS
11.0
FLAG CARRIERS
11.01. Once a flag is hung in its flag station prior to the start of a
game, it is not to be touched by its team unless such touching
constitutes a recapture.
11.02. Players carrying flags must carry them in full view. Players
cannot attempt to hide or disguise the flag in any way.
11.03. Flags may be passed from live players to live players.
11.04. A player eliminated while in possession of a flag will remain on
the field of play, holding the flag at arms length and at eye level,
until that flag is recovered by another player, from ether team. Flags
must be surrendered by the eliminated flag holder to any player touching
it.
11.05. Flags recaptured must be brought back to its flag station by the
most direct route and in the most expeditious manner that does not
involve the carrier in a confrontation with opposing players. It must be
hung in substantially the same place as prior to the start of the game.
11.1
FLAG HANGS
11.11. When a player breaks the plane of a team’s flag station, the flag
judge immediately calls time and the time of the call is recorded. The
flag judge then paintchecks the flag carrier.
11.12. If the flag carrier breaking the plane of a flag station as
specified in Section 11.11 hereof is found to have a hit on him, the
flag judge will radio his counterpart to rehang the flag. The
replacement flag will be immediately hung in the center flag station in
a five man game and the appropriate flag station in a ten man game.
11.13. If the flag carrier breaking the plane of his flag station with
his opponents flag is found not to have a hit on him, then the hang will
be successful and the game will be declared over as of the time the flag
carrier broke the plane.
PENALTIES
12.0
PLAYING ON
12.01. Playing on entails continuing to act as a player in the game
after being eliminated. Playing on includes, but is not limited to,
continuing to fire or otherwise engage the opposition, continuing to
move, except with respect to exiting the field by the most direct route
or at the direction of a judge, talking, signaling or otherwise
communicating, either to a judge, opposing players or teammates, except
that a player may say, "Hit" or, "Out" or something to that effect once,
impeding the progress of opposition players or a judge, hampering a
judge in making a paintcheck or a call, discharging or degassing the
marker or providing teammates with paintballs or equipment.
12.02. The penalty for playing on is the removal of a teammate in a
one-for-one call, unless in the judge’s opinion such playing on has
materially influenced the course of the game giving the offending
player’s team an advantage, in which case the penalty for playing on is
the removal of two teammates in a two-for-one call.
12.1
WIPING
12.11. Wiping is defined as the active and deliberate removal of paint
by a player in order to avoid an elimination or avoid a judge’s call.
12.12. Wiping is penalized by the immediate removal of the player from
the game and the simultaneous removal of three additional players from
the same team.
12.2
FREIGHT TRAINING
12.21. Freight training is the act of utilizing multiple players who
move and act in such a manner so that the lead players after being
marked and eliminated impede or prevent the timely elimination of other
players in the train.
12.22. Judges will allow a freight train to continue, but will remove
one player for each instance of continuing to play by any of the
freight-training players. When the freight train stops, the players who
took multiple hits will also be removed from play.
12.3
INTERFERENCE
12.31. Spectators may be allowed to observe games and the activities on
a field but may not (i) issue instructions to players on the field, (ii)
make comments about play which are likely to be heard by players on the
field, (iii) have guns in their possession, or (iv) otherwise interfere
with play in any manner whatsoever.
12.32. Team members and associates of the competing teams who interfere
or communicate with the play of that game will immediately receive a
penalty as if a player "played on" on the field and will result in the
removal of one or more players from the associated team.
12.4
ASSESSMENT OF PENALTIES
12.41. Judges must assess the penalty proscribed for playing on or
wiping.
12.42. Judges will issue verbal warnings for the following infractions:
(1)
first offense failure to observe a neutral call;
(2)
failure to use a barrel sock;
(3)
first offense abuse of calling for paintchecks;
(4)
first offense on the use of inappropriate language; and
(5)
first offense of a flag carrier failing to return a recaptured flag as
quickly as possible to his flag station.
12.43. Judges will eliminate players for the following infractions:
(1)
second offense failure to observe a neutral call;
(2)
second offense abuse of calling for paintchecks;
(3)
second offense on the use of inappropriate language;
(4)
second offense of a flag carrier failing to return a recaptured flag as
quickly as possible to his flag station;
(5)
aggressive movement during a neutral call within 60 feet of neutral
player;
(6)
a player going out of bounds or moving the boundary tape;
(7)
a player hit in an unobvious location;
(8)
not having one foot inside the flag station area at the start of the
game;
(9)
failure to wear goggles; and
(10)
checking in as a live player at the end of a game with an un-obvious
hit.
12.44. Assessment of the one-for-one penalty (the removal of the player
committing the infraction and a teammate) will take place for the
following infractions:
(1)
a player having tools on the field;
(2)
freight training, applied for each infraction;
(3)
continuing to play with a hit in an obvious location;
(4)
reentering the field after elimination;
(5)
interference during the course of the game by a person affiliated with
the team not playing in game;
(6)
playing on;
(7)
engaging in physical contact with another person on the field in a
hostile manner; and
(8)
checking in as a live player at the end of a game with an obvious hit.
12.45. Assessment of the two-for-one rule (the removal of the player
committing the infraction and two teammates) will take place for the
following infractions:
(1)
continuing to play, hit in an obvious location, which results in an
alteration of the course of the game; and
(2)
use of a marker in violation of the provisions of Section 5.2 hereof.
12.46. Assessment of the three for-one rule (the removal of the player
committing the infraction and three teammates) will take place for the
following infractions:
(1)
wiping; and
(2)
shooting after acknowledging your elimination or from the dead box.
12.5
ADDITIONAL PENALTIES
12.51. An Ultimate Judge may assess additional one-for-one penalties for
the following infractions:
(1)
each time a player fails to obey a judge’s instructions; and
(2)
fighting or other hostile physical contact.
12.52. 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.
12.53. Assessments of one-for-one, two-for-one and three-for-one
penalties when no live players are left will result in the the opposing
team being credited with that number of live players that would have
been eliminated from the offending team had there been players available
for such enforcement, until such opposing team would be credited to full
strength.
12.54. A player prohibited from a playing on a team, because his name
appears on another team’s roster, or otherwise, will cause the
forfeiture of all the games of such team.
12.55. A player prohibited from playing in a tournament, because of his
relationship with a judging team, or otherwise, will cause the
forfeiture of all the games of the team for whom he is playing.
12.56. Any team that intentionally gives up points to its opponent will
be disqualified from the tournament and all members of the team playing
at the time of the infraction shall be suspended for life from playing
in any sanctioned NPPL event.
12.57. Any team that plots with opponents to set scores will be
disqualified from the tournament and all members of the team playing at
the time of the infraction shall be suspended for life from playing in
any sanctioned NPPL event.
12.58. Referee’s calls during a game will stand and cannot be changed
after a game except in extreme situations with the overall Ultimate
Judge’s approval.
12.59. The penalty for a player modifying a field in violation of
Section.4.06 hereof will be suspension from that tournament.
12.60. When game suspensions are issued to a player, the team for which
that player plays will have to play short as though that player was
eliminated from all games played by that team in the tournament in which
the suspension was authorized during the term of such suspension, unless
the offending player is removed from that team’s roster and he is not
allow to play for that team for a minimum of one year. Player
suspensions will carry over from tournament to tournament, but the
offending player’s team will not have to play short in future events.
MISCELLANEOUS
13.0
DECORUM
13.01. Teams and players thereon attending an NPPL sanctioned tournament
shall refrain from wearing or otherwise displaying offensive pictures,
words or logos at the site where the tournament is taking place.
13.02. Teams and players thereon attending an NPPL sanctioned tournament
shall refrain from engaging in any conduct that would bring the NPPL,
the tournament, the promoter or any sponsor into disrepute, including,
but not limited to, the trashing of hotel rooms, the discharge of loaded
markers in ungoggled trafficked areas, the willful destruction of
private property, engaging in physical altercations, except in defense
of one’s person against an unprovoked aggressor, or the commission of a
criminal act.
13.03. Any person or team that fails to adhere to the rules and
regulations specified in this Section 13.0 shall be prohibited from
competing in an NPPL sanctioned event for a period of one year from the
date of the infraction.
13.0
MAINTENANCE/ CLEANUP
13.11. All teams shall adhere to the administrative rules and
regulations promulgated by the promoter of the tournament with respect
thereto.
13.12. All teams shall police and dispose of all trash generated thereby
within the parking area, the staging area and/or the compound.
13.13. Any team that fails to adhere to the rules and regulations
contained in this Section 13.1 shall be subject to and pay a $250.00
fine to the promoter, and such team will be prohibited from competing in
any future Edge event until such fine has been fully paid.
01-04-02