2010 Rule Book
(NWPS) NORTHWEST PAINTBALL SERIES RULES
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 promoter is the final authority regarding these rules.
3. Modifications to these rules may be required for 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 promoter or the designated ultimate/head ref before the tournament begins.
Section 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. Markers must have a barrel blocking device (barrel bag) covering the barrel at all times, except while on the playing field or in the shooting/chronograph range.
B. Prior to each game, players are subject to equipment inspections. Each player may carry and use only one marker and barrel per game.
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 Autococker markers..
D. Only pump, semi, and markers with ROF capable boards are allowed (. Only exception is RT triggered tippmann’s, if you want to use one in our series they are ok). It is each player’s responsibility to consult with the tournament promoter prior to the event if they believe their marker might not be legal.
E. Marker Power Sources: All markers must use either CO2 (co2 is not supplied at events unless host field has it available) or compressed air/nitrogen (HPA is available at every NWPS) as the power source and have A CURRENT HYDRO DATE (hydro dates will be enforced and you will not be able to fill your tank if it is out of hydro) . All components (fittings, hoses, valves, cylinders, etc.) of the high-pressure system must meet all manufacturer’s safety standards. If you don’t know what a hydro date is please ask your local paintball shop or the nwps and verify.
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 shall not be altered from their original factory condition. All goggle systems are subject to safety inspection and approval.
C. A player whose goggles are accidentally dislodged (as in complete lose of goggles from the person) during a game, that player will shall be eliminated from that game. If a players goggles accidentally come lose or jarred, but they remain on the players head and our put back into place quickly that player may remain in the game as long as it is a minimal exposure and doesn’t impede the game. This rule is subject to refs discretion.
D. GOGGLES MUST BE PROPERLY WORN IN "GOGGLES-ON" AREAS! 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 a player elimination (if during game).
1.3 Clothing & Gear:
A. Players must wear full-length pants and a long-sleeve top. 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 (2 layers allowed unless promoter says otherwise). The player's clothing may not resemble or be of a similar color to that of the ref/judges. 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. If a sweatshirt is worn as a layer the hood must be tucked in.
B. 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. Gillie-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. One beanie and one headband is all that is allowed, no excessive headwear.
C. 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 markers 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.
1.4 Paintballs: All paintballs used at the tournament must be purchased from the NWPS on the event day. No outside paintballs allowed. PENALTY: TEAM DISQUALIFICATION.
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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 referees. 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. If a player is found breaking a clothing or equipment rule during a game a 1 for 1 will be assessed.
1.7 RULINGS ON EQUIPMENT: All rules set forth on equipment are subject to modification by the promoter 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 one flag station for single flag ("center flag") games.
2.2 If field boundaries are present they will be clearly and continuously marked.
2.3 CHECK-IN AND CAPTAINS MEETING:
A. At the meeting, captains will receive any final instructions of any last minute changes in tournament format or rules.
B. Each team must have at least one or more representative 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 NWPS 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. It is your responsibility to know the NWPS rules, they are the only one’s that matter, not nppl, psp or any other tournament series rules.
2.4 WAIVERS: Players must be 10 years of age or older to play in the NWPS. Every person listed on the team rosters shall sign an NWPS/CDR sports waiver (available on our website and at each event). Waivers must be turned into registration before any players can play. Players 10-17 years of age must have an NWPS/CDR sports Waiver Form with parent or guardian's signature on it. Players with health problems are to consult their physician before participating.
3.0 CLASSIFICATION/GENERAL RULES:
NWPS Paintball seasons run from January 1st to December 31st of each year.
The NWPS promoter has the right to change or remove any of the classification rules at any time if it is deemed necessary. The promoter has the right to place a player in a division that suits them if it is decided that they belong in that division. (I.E. player who played rookie five years ago, hasn’t played tournament paintball since then, and they would like to be considered for rookie season again. Circumstances will be considered and determined by promoter. You can never have a beginner season again after you play, so don‘t ask)
3.1 PLAYER CLASSIFICATION: The NWPS classifies individual players according to tournament event placings.
A players status is established once they participate in their first tournament year.
Note- The NWPS considers national events in NWPS classifications.
Guidelines for NWPS classification levels are:
NWPS will consider your local classifications to be D4 = to beginner, D3 = to rookie, D2 = to Novice/Open.
D4 (beginner)--First year playingD3 (rookie)--Second year playing D2 (novice)-- Third year playing.
PRO-- (Pro players are not allowed to play in the NWPS) Pro players may move back to open after not playing for one consecutive year from the last pro roster they were on. Ex-pro players are the exception to the novice dropdown rule and are not allowed to go back down to rookie. Ex-Pro players wanting to go back to open need to verify with the NWPS before signing up.
3.2 TEAM CLASSIFICATION: Players must provide adequate I.D. if requested, and must sign a waiver. A team/player may be DISQUALIFIED FROM THE TOURNAMENT for violating eligibility requirements.
3.3 D2-OPEN TEAMS: 7-man
A. Open teams may field no pro players.
B. Open teams are limited to a nine-person roster.
3.4 D3-ROOKIE TEAMS: 5-man
A. Rookie teams may field one novice player.
B Rookie teams are limited to a six-person roster.
3.5.1 D4-BEGINNER TEAMS: 3-man
A. Beginner teams may not have any higher ranked players on their rosters. No exceptions!
B. Beginner teams are limited to a four-person roster.
3.6 ROSTERS: A player can not be on more than one roster per event, and a player cannot change rosters after they have played their first game. If a player switches teams before the first game, that player must be off of the first roster and put on the new teams roster. Players may be added at any time to a team's roster during prelims of an event as long as the added player(s) is not on any other teams roster that is playing the current event and they must meet classification rules and report to the NWPS staff to be added before participating in a game. No players will be allowed to be put on a roster once the semi-finals or finals have started.
Rosters and waivers must be filled out (legible and complete) and handed in to NWPS staff at the scoring table before playing your first game. Failure to turn in or update your roster and waivers could result in zero points for any games played before the roster and waivers are correctly turned in to NWPS staff.
3.7 FIELD ASSIGNMENTS: Computer generated schedules will be given out at the Captain's meeting or check in.
3.8 TIME/GAME SCHEDULE: The schedule will be strictly adhered to. Although the tournament staff will attempt to announce times and schedules, it is the responsibility of the teams to be aware of the schedule and be at their fields/games on time.
3.9 REFEREES AND JUDGES: Decisions by referees and judges are final and No games will ever be replayed.(unless a act of god disrupts a game) If a fields head judge can not make a decision concerning a conflict, the ultimate judge will be asked to make the final decision. Each field will have a head judge/ref.
4.0 ROF, CHRONOGRAPHING, & CHRONOGRAPH PENALTIES:
4.1 The maximum allowable velocity is 300 FPS at all times.
4.3 All markers are subject to chronographing before a game and during a game. The player will fire a single shot over a RADAR chronograph. If that shot does not exceed 300 FPS, the player will be passed through. However, the player will fire three more shots and as long as none of those go over 300 fps the player will be allowed to play. If you do shoot hot the player will be given an opportunity to remedy the situation, time permitting. If a player can not remedy the hot marker in a timely fashion they may elect to enter the field and play without a marker or choose not to play that game, in which case their team will play down a player and the opposing team will score a elimination.
4.4 All players are subject to random chronographing on and off the field at any time and must comply if asked to chrono or penalties will result.
4.5 Players may not adjust, disassemble, or otherwise alter or tamper with their marker's velocity regulating system or power source after their team has completed the pre-game chronograph check. Tampering with any of your velocity regulating equipment during a game or while in the deadbox will result in a forfeit of that game and the other team will get a 100 points.
4.6 Players are subject to on-field chronograph inspections. If the player's marker exceeds 300 FPS while in play a 1 for 1 will result.
4.7 If PSP mode ramping is allowed a 3 trigger pulls then ramping to a capped 12.5 balls per second is required. 7-man will be uncapped semi. No other modes may be used other than semi only in 7 man division unless stated otherwise.
Any players caught during a game to be using a different mode or ramping above 12.5 balls per second will be assessed a 1 for 1 during that game (plus that gun will not be allowed in play on any field until it is capped to the correct rof. If a marker is found before the game to be illegal the player will have a couple minutes to set to proper mode and cap or get a gun that is legal. If a replacement marker or player on that teams roster is not obtained in a timely manner the player can sit out the game or play without a marker.
5.0 ELIMINATIONS & MARKINGS
5.1 A player is eliminated from the game by being marked or not if they are eliminated by a judge, or they signify a elimination by raising their hand or calling out. A player's first priority when being hit should be to check himself to determine if he has been marked before asking for a paint check.. Playing on with a obvious hit will result in a 1 for 1.The only un-obvious hit is on the back of the pack or pods.
5.2 If a Out of bounds exists: 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. 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.
5.3 A player who deliberately shoots at another player once they have been eliminated or from out of bounds (i.e. the dead box or on the way to the deadbox) will result in a game forfeit and the other team will get a max. Plus a one way ticket home for that player.
5.4 A player who climbs on a bunker or structure and uses it to propel themselves forward will be eliminated. No altering bunkers to go between them or to make a better shot will result in your elimination. (both of these rules are at the refs discretion).
5.5 A player who deliberately alters terrain or structures, or tampers with a bunker, will be eliminated.
5.6 A player who deliberately uses a non-participant or a movable object as a shield will be eliminated.
5.7 Start of Game. The countdown and "game-on" signals will be issued to both teams simultaneously. No more than the prescribed number of players may be on the playing field when the game-on signal is given or at any time during the game. A team may start the game with fewer than the required 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 teams starting area (or not touching the start station) when the game-on signal is given or who leaves the starting area before the "game-on" signal.
5.8 Each player must maintain possession of any equipment or clothing (including armband if applies) that he carries onto the field except for the following disposable items: paint, pods/loading tubes, or squeegees. Intentionally or unintentionally leaving a piece of your equipment (not pods or squeegee) more than 5 feet away from your person for more than 5 second will result in your elimination.
5.9 A player is eliminated from the game when he is marked anywhere on his body, clothing or equipment by a single paintball regardless if it bounced of the ground or another object.
5.10 A player is eliminated from the game when he is marked anywhere on his body, clothing or equipment with any paint splat that looks like a hit or was witnessed by a judge. A player will not be called out on a bounce, however if a judge sees you get hit as you dive or go into a bunker and the hit is gone due to sliding it off on the ground or bunker, the judge will and can pull you. The refs call is final no matter even if there is signs of the hit or not. (If you wipe it off, then that is a whole other matter and penalties will result)
5.11 If two or more players are marked simultaneously, both shall be eliminated.
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 could wipe off the mark and call the player clean. If you don’t notify them and they call you out because it looks like a hit, don’t argue and complain they are just doing their job.
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 hit anywhere on the body or equipment. The only un-obvious hit is on the back of the pack or pods.
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 ask for a paintcheck. While a player is waiting to be paintchecked they can not engage in the game by shooting or talking to their team. If you keep playing and are found with a hit, a 1 for 1 will result.
5.15 Blatantly shooting a player after he has signified his elimination is an infraction and will result in 1 for 1 or the head ref has the authority to make any penalty he sees fit based on the level of the infraction.
5.16 A player who fails to call for a paint check after an obvious hit which the player cannot visually verify and keeps playing will result in a 1 for 1.
5.17 A player who receives an obvious hit and continues aggressive play (shooting, advancing, communicating with teammates, handing off supplies, etc.) will result in a 1 for 1. If the infraction is major than a 2 for 1 could result if determined by head judge.
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: end of tournament for you, bye bye and the other team gets the win/max.
5.20 A player who deliberately hides or conceals a paint mark from a ref while getting checked. When the ref finds it and knows you were hiding it you will receive a bonus player to accompany you to the dead box even if you weren’t playing on. PENALTY: 1 for 1
5.21 Any arguments which includes abusive behavior, or obscene language with players, referees, or judges on or off the field. PENALTY: warning or one way ticket home depending on severity.
5.22 Aggressive physical contact with an opponent or referee including grabbing of marker or clothing in a abusive or aggressive way.. PENALTY: another fine example on how to get sent home early.
5.23 Deliberately shooting at a referee, judge, spectator or eliminated player. PENALTY: 1+1.
5.24 Any player caught adjusting a marker's velocity regulating system during a game. PENALTY: game forfeit other team gets the max.
5.25 During game play, a player marked by a paintball shot by himself or by his own teammate is eliminated.
6.0 PROCEDURES FOR ELIMINATED PLAYERS
6.1 Immediately upon determining that he has been marked, an eliminated player must, raise his marker, hand, or both over his head, and exit the field immediately go to the deadbox and in such a way that he does not interfere with live play. A player may announce a single time that he/she is eliminated. Any other talking while eliminated from anywhere on or off the field will result in a PENALTY: another teammate will be pulled.
6.2 An eliminated player must exit the field as quickly and directly as possible, following the directions of the judges. An eliminated player who fails to proceed promptly and directly to the field's deadbox commits an infraction. PENALTY: 1+1.
6.3 An eliminated player who communicates with his teammates, verbally or visually, on the way to the deadbox. With the exception calling himself out and saying HIT once. Eliminated players must leave the field without signaling, verbally or otherwise, to teammates, opposing players, eliminated players, or spectators. PENALTY: 2 more players will join in the deadbox.
6.5 A player who fails to call themselves out 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. A 1 for 1 will result. If after the 1 for 1 is assessed there is no one to hang the flag left on your team, the other team will get the win/max. Only a unobvious hit would exclude you from this outcome. (pack hit)
6.6 NO DEADMAN’S WALKS ARE ALLOWED IN THE NWPS. PENALTY: GAME FORFEIT IF YOU TRY ONE.
6.7 Use of elimination signals as a deceptive tactic is a violation. (For example: verbally signifying your elimination and then returning to live play.) PENALTY: GAME FORFEIT
6.9 Once a player signifies he is eliminated by saying HIT once or waving of the hand, whether the player is marked or not, the player is eliminated. No returning to the game because a hit was not found. If you say you are dead or signal you are dead, you are!
6.10 MUTUAL ELIMINATION: If two or more players mark each other simultaneously, both are eliminated unless the referees decide one was hit first. Players who are observed to obviously shoot or advance after being "mutually eliminated" will be assessed a penalty. 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 only in a extreme situation. 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 with an arm or towel raised vertically in the air. Failure to cease firing and/or movement towards a neutral player constitutes a violation. PENALTY: ELIMINATION
Again this is only a extreme situation when this procedure is used and should be handled very quickly by the ref.
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. A 1 for 1 is signaled by both arm moving up and down in front of the ref with closed fists.
7.6 An active player shall not shoot or advance directly forward towards a neutral player, (you can move sideways or back)and shall not enter a 25-foot (25') radius around the neutral player. PENALTY: ELIMINATION or re placed back to your bunker if you moved forward, only if situation allows for that and to be determined by the ref.
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 by signaling the player "clean" by outstretching one arm out to each side
7.8 Judges, not the player, will wipe off indirect spatter and wrongful hits, such as when players are hit after being called neutral or bunkered by a player that is already dead.
7.9 A player who wants to attempts to remove paint splatter and/or spray off his clothing or equipment needs to receive direct permission from a judge.
8.0 SPECTATORS- No talking or coaching from the sidelines during a game. Any spectators found to be helping a team from the sidelines using any form of communication will be asked to leave and that team will get a player eliminated plus another one to join him in the dead box for company.
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 FOR MORE THAN 3 SECOND.
9.2 A player shall not be eliminated for taking possession of a flag with paint marks on it. If the flag is hit by a paintball in the players possession, it will be deemed an elimination to the flag carrier. If the flag carrier does get hit while in possession of the flag, that player must stand with the flag up above their head, put their gun at their feet and wait until a live player takes it from them or the ref takes it and places it back on the center flag station, then they can go to the dead box.
9.3 The flag may be handed off between active players.
9.4 Any active player may pick up a dropped or discarded 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, but must not use the flag as a shield 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 (no throwing the flag at the station), and be free of elimination marks for any flag hang to be valid. The carrier will be checked by the referee after any hang or capture.
9.7 A flag carrier automatically becomes neutral when he touchs the opponents start station. A judge will check him for paint marks. If the flag carrier is clean, the game ends. If there are no players left or time runs out while player is being checked and found to have a hit on them then no hang will be awarded. Flag pull will still be awarded if live players are still in the game and hangs the flag within in the game time.
9.8 An eliminated flag carrier must immediately stop, call himself out, and raise his arms and the flag above his head to signify his elimination and remain on field without moving from the spot of elimination, until another player takes it from them..
10.0 GAME END, ARBITRATION & EMERGENCIES
10.1 GAME END SIGNAL: A game-end signal will be sounded if:
A. The flag is hung.
B. The time period for the game expires. "Game over" will sound simultaneously on the field.
All shooting must cease at the game end signal, and players on the field should install barrel blocking devices. A player shall not discharge his marker after the game-end signal has been given.
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.
After the game, team captains should verify the game scores with the head field judge. Signatures are required, failure to sign a scorecard will result in team acceptance of the score with no appeal permitted.
10.5 EMERGENCIES: In the event a player is injured or becomes ill during a game, any referee may signal play to stop. All Play will cease and all players affected must stop firing and hold their position while the injured player receives assistance.
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 the head field judge writes down their exact locations. 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 judges 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 and another player; if the offending player keeps aggressively arguing the refs can keep pulling players till that player gets in the dead box and then discusses it in a civilized manner after the game ends. The judge may also assess a POINTS PENALTY of -50 for any abusive language during a game. (50 points are subtracted from the team's score).
11.4 Making belligerent or physical contact with another person 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 can 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. Players are also subject to elimination from the tournament is ultimate judge sees fit.
11.5 CHEATING- BLATANTLY TAKING OFF/WIPING A HIT WILL RESULT IN A 3 FOR 1.
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.
DIVISION:
D4 (beginner) 3-man
Active players at game end =5 points each
Opponents eliminated = 5 points each
First flag pull = 20 points
Flag hang = 50 points
D3 (Rookie) 5-man
Active players at game end = 5 points each
Opponents eliminated = 5 points each
First flag pull = 20 points
Flag hang = 30 points
Total points possible per game 100
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 and give the other team a max. This rule is at the discretion of the Ultimate Judge.
12.5 TIE-BREAKERS: Shall be settled on the field with a head-to-head match and the winner will move forward.
12.6 Overall scores will be calculated your total events played.
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 an ultimate judge, at his discretion, in particular circumstances.
13.2 It is each player's responsibility to consult with the tournament producer or an ultimate judge 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. This one is very important, put it to memory now. Lets see who gets an A+ on studying the rules. Tests will be handed out after everyone goes home.
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 promoter or judges supersede 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 to the head judge of the field immediately 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. max win
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 the event if the situation is called for.
13.13 REPLAYING A GAME: The head Judge has the discretion to call or pause a game for darkness, weather conditions, injury or illness or any other circumstances which dictate the game should be stopped. Any replay may be reconstructed or may be replayed 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.
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 judges instructions.
(2) Fighting or other hostile physical contact.
(3) Un-sportsman like conduct
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) -25 penalty points in lieu of a one-for-one penalty.
(2) -50penalty points in lieu of a two-for-one penalty.
(3) -75 penalty points in lieu of a three-for-one penalty.
14.0 SUSPENSIONS & EXPULSIONS
14.1 The promoter or his designated head judge’s are the only persons 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 if asked to do so.
14.3 Where and if ID cards are required by the tournament promoter, 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, the whole team will be expelled from the tournament.
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