Paintball is a sport played by two teams with the number of players ranging from three to seven per team. Teams shall field a maximum of seven players at Dartford 7’s (D7’s) tournaments. The objective of the game is for each team to capture the flag of the opposing team and to eliminate as many opposing players as possible, while capturing and returning the opposing team’s flag to its own flag station within a limited time period. Games played in the D7’s tournaments will have a 7-minute limited time period.
1.01 - Referees
The referees are responsible for strict enforcement of all rules. See Rule 10.
2.01 - The Playing Field
The playing field shall be rectangle. The playing field shall have two Flag Stations, one at each end of the field, which will be placed at the centre of each baseline. Bunkers will be positioned throughout the playing field.
2.02 - Dead Zones
There will be two dead zones on the playing field where players must go when eliminated. See rule 20.01.
2.03 - Field Orientation
Any team competing in a D7’s tournament may examine any and all playing fields on the day prior to the tournament, but may not in any way alter any playing field. However, no team or player may play any field the day prior to the tournament, unless play is for promotional purposes and the team or player has been authorised by a representative of the D7’s.
2.04 - Filming and photography of games
Only approved individuals will be allowed to film or photograph or enter any field to film, photograph, tape or record games. Photographers will follow directions of the Referees. If a photographer’s position impedes or influences the game, the photographer will be asked to leave the field. At no time is a coach, player or support person from a team allowed on the field during the game.
3.01 - Role of the Promoter
The tournament promoter will supply tournament information concerning entry fee and a schedule of events to any team having entered a D7’s tournament. Teams must adhere to the administrative rules and regulations promulgated by the D7’s promoter for any given D7’s tournament (eg. No filming, photographing or otherwise recording games) unless authorised by the promoter or representative of the D7’s tournament.
3.02 - Entry Fees
Entry fees must be paid to the promoter of the D7’s tournaments. Entry fees will be established by the tournament promoter. Teams will be accepted only after deposit fees have been paid in full.
A Captains’ Meeting will be held in the morning prior to the beginning of each D7’s tournament. The purpose of this meeting is to provide information to the players concerning the tournament, any administrative changes to the Rules, and other regulations governing teams’ participation in the D7’s tournament.
3.03 - Age Requirements
Players must be 18 years of age or older, except that players aged 10 through 17 years may play with written consent from a parent or legal guardian.
3.04 - No players on Multiple Rosters
No player may appear on more than one team roster in any D7’s tournament.
4.01 - Protected Colour
Players’ uniforms may not contain the colour orange, which is reserved as a “Protected Colour” for paint.
4.02 - Jerseys
Team players are encouraged to wear jerseys consisting of the same colour and style. Jerseys may not have black and white stripes or be designed to cause confusion with Referees.
4.03 - Padding in Jerseys
Padding in jerseys will be limited to the forearm/elbow. Padding size will be limited to 4” in over all width and extend from the wrist to 4” past the elbow. Padding material will be limited to an Esther based open cell foam backed with Nylon Trico at a maximum thickness of 3/16 or an approved equal.
Patches are allowed on Jerseys. Patches can be any number. Patch thickness will be a maximum thickness 1/16”.
Jerseys that have additional padding may be worn without an under garment. Padding thickness must not exceed 3/16”.
4.04 - Layers and Padding
Players must wear on ly one pair of full-length pants and only a long-sleeved jersey. Players may wear only one layer of underclothing consisting of, at maximum, one pair of under-shorts and one short or long-sleeved t-shirt. Padding in garments will be limited to elbow, forearm, knee, shin & hips, provided that the padding has not been modified from the manufacturer’s original form. Any other soft padding in garments is prohibited.
4.05 - Appearance
Players’ clothing must fit well. Jerseys must be tucked into player’s pants or harness. Players may not wear any over-sized clothing.
4.06 - Headgear
Players may wear headgear to protect the head. Players’ headgear may not extend more than one inch below the shoulder blades. Players may not wear bandanas and /or handkerchiefs anywhere other than on the head or neck.
4.07 - Gloves
Players may wear a single pair of gloves, with or without full fingers. Gloves may be padded.
4.08 - Armbands
Team members will be given an armband that is distinctive from the armband of the opposing team. Players must affix one armband to their arm prior to game start. Armbands will be at least two inches in width and long enough to fit around the upper arm.
4.09 - Prohibited Materials
Players may not wear jerseys 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.
4.10 - Metal Cleats
Players may not wear metal cleats or cleats that may injure other players or damage the playing field (e.g. puncture a bunker).
5.01 - Facemask/Goggles
Players, officials and any other individuals present in a goggle-safe area (e.g. the playing field and chrono-station) must wear goggles with full-face protection manufactured for use in paintball games in its original form. Goggles must meet or exceed ASTM standards for eye protection and lenses be in good repair. Goggles must have adequate ear protection.
5.02 - Protective Padding Separate from Clothing
Players may wear one layer of protection, over or under clothing, protecting the below body parts, provided that the padding has not been modified from the manufacturers’ original form. The following protective padding has been approved for use (i) neoprene neck protection; (ii) forearm and elbow protection; (iii) shin and knee protection; (iv) chest protection (female players only).
5.03 - Neck Protection
Players may wear neck protection consisting of single layer of neoprene type material. Neck protectors must cover the neck only and may extend a maximum of one inch passed the collarbone.
6.01 - Marker Specifications
Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel and single trigger. All Paintball Markers shall only operate in semi auto or pump mode and may not operate in other discharge modes such as burst, enhanced trigger or fully automatic discharge mode during play.
6.02 - Trigger
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 shooting cycle. Markers may shoot at any rate or fire, and may shoot any number of paintballs, provided that it shoots in semi auto or pump mode only. This means that no more than one paintball may be discharged during each shooting cycle of a trigger pull.
6.03 - External Adjusters
Markers with electronic firing systems must be locked in a tournament semi auto mode. The player may NOT be able to adjust dwell, debounce, shooting mode etc., while on the playing field. 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 locking tournament caps or may require multiple locking tournament caps. All regulators require locking tournament caps such that they cannot be adjusted without a tool with the marker gassed or degassed. Locking tournament caps are devices used to lock down or prevent on field adjustments.
6.04 - Inspection
Markers are subject to inspection at any time during a D7’s tournament. The team of any player found to be using a marker in violation of Rules 6.01 through 6.03 shall be penalized accordingly (disqualification), according to rule 21.05.
6.05 - Surrender of Marker
Players must surrender their marker immediately upon the request of any Referee or D7’s representative at anytime. Players may not alter, pull the trigger, turn on or off, push any buttons or make any other movement that might cause s firing mode to change.
6.06 - Marker Velocity
Markers may not exceed a maximum velocity of 300 feet per second.
6.07 - Sound Suppressors
Marker 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.
6.08 - Barrels
Players may only bring one barrel on the playing field. The barrel must be attached to the marker.
6.09 - Ball Detection Systems
Players may turn or or off the ball detection system (e.g. eye, etc.,) if the player’s marker has such functionality.
6.10 - Barrel Blocking Devices
Markers must have a blocking device that meets ASTM standards over or in their barrel at all times the marker is in any un-goggled area. Any player seen by officials or representatives of D7’s tournament without a barrel blocking device in any un-goggled area will be suspended for one game and that player’s team will incur 100 penalty points.
6.11 - Stickers
Stickers on markers are limited to one 2” by 4” stick on each side of marker. Colours of stickers may not contain orange (the Protected Colour).
7.01 - Remote Tank
Players may wear a remote tank hook-up. The remote line may not be worn underneath clothing. Air tank Valves must meet or exceed ASTM standards.
7.02 - Pouches, Pods or Tubes
Players may carry any number of pouches, pods or tubes. Pods and tubes may not contain the protected colour (orange). Pouches may not be constructed in such a fashion that they constitute padding.
7.03 - Squeegees
Players may carry multiple squeegees and or swabs. Players may carry anti-fog cloths or spray.
8.01 - Specifications
In accordance with marker requirements, paintballs must be 0.68
calibers. Paintballs used at any D7’s tournament must be from a paintball manufacturer that has certified compliance with ASTM standards.
8.02 - Red Paint Prohibited
Players may not use red filled paint (“Prohibited Paint”).
10.01 - Refs
D7’s tournaments shall be officiated by Referees. The term “Referee” will include: “Ultimate Ref”, “Field Ref and “Chrono Ref” . Each playing field will be staffed with a minimum of six field refs including one Ultimate Ref.
10.02 - Authorisation
All Refs are under direct control of the Ultimate Ref. Only refs approved, authorised and assigned to a playing field or chrono-station by the ultimate ref may make calls on that respective playing field or chrono-station.
10.03 - Pre-game Equipment Inspection
The chrono-ref or the ultimate ref may require a player to change clothing and/or modify or substitute equipment prior to the start of a game in order to comply with rules 4 through 9. Players that cannot comply with any ref requirement before game start will not be permitted on the playing field.
10.04 - On Field Chronographing
Chronographing on the field may be done at ant time at the discretion of any field referee to determine if a marker’s muzzle velocity has risen above legal limits. Referees will seek to perform on field chronographing in a manner which least interferes with play. Players will not be subject to referee chronographing after game end, but may be required to surrender their marker for inspection.
10.05 - Paint Checks
Paint checks are performed by referees for the purpose of determining if a paintball has broken on and marked a player. Paint checks are performed by a referee when the referee has observed a player taking shots, or when shots are directed into an area occupied by a player that the referee cannot directly observe, when the physical location that a paintball may have broken on is not visible to the referee, or when the referee is directed to do so by another referee.
(1) - Player Requested Paint Checks. Referees may, but are not obligated to perform a paint check after a player has requested one.
(2) - Neutrality. A Referee calling a player neutral will indicate the same to all players on the field by standing over the player, shouting “Neutral”, and holding his/her arm above his/her head and waving a towel overhead and shouting neutral. Referees will make every effort to perform a paint check without calling a player neutral. However, a Referee, at his/her discretion, may declare a player neutral. A player declared neutral cannot be eliminated from the game or moved on, either by opposing team members or his/her own team-mates, while in the neutrality. A referee may move a neutral player’s equipment and or request that such player expose additional areas for examination. Players not declared neutral may be eliminated which been checked.
(3) - Flag Carriers. No flag carrier will be stopped and declared neutral for the purposes of performing a paint check.
(4) - Easily Verifiable. Players, who are hit in obvious locations, which are easily verifiable, by such players may not call for a paint check. Calling for a paint check under such circumstances constitutes continuing to play on.
10.06 - Referee Hand Signals
Referee hand signals will be as follow:-
(1) - 10 Seconds to Game Start. The ultimate ref will signal 10 seconds to Game Start by raising his/her right hand.
(2) - Game Start. The ultimate ref will signal the game start by dropping his/her right hand.
(3) - Eliminated. Referee will signal when a player is eliminated by holding his/her right hand on top of his head and pointing his left arm at the player who is eliminated. The referee will then pull the eliminated player’s armband. The referee cannot put a player back in after a player eliminated with a hand signal.
(4) - Safe. Referee will signal safe by waving both hands in front of his/her body. This “safe” signal indicates that a player is considered clean of a hit and is still an active part of the game.
(5) - Neutral. Referee will signal a player neutral by waving a white towel over his head. Referee will then check player and make safe or eliminated call. Neutral calls are at the discretion of the Referees, and will only be made in extreme cases where it is difficult to check the player for hits.
(6) - One-for-one. Referee will call a player eliminated for a one-for-one using the eliminated signal first followed by a double fist up and down movement both arms in front of his body. Referee will then pull a player’s armband and again signal a one-for-one. The double fist up and down movement may be repeated as necessary for two-for-one and three-for-one eliminations.
(7) - Flag hang. Referee will signal flag hang by placing both arms over his/her head and holding left wrist with right hand.
(8) - Game end and stoppages. The ultimate ref will signal the game end or game stop by waving both hands overhead so that the wrists cross.
10.07 - Emergencies
In the event of an emergency situation, all referees on the field will immediately cause all action to stop. Game time will also be halted for the duration of the emergency.
10.08 - Referee Communications
Referees may only engage in rules related communications during games. Referees shall not (1) through action or inaction, deliberately reveal or conceal the locations of players during the course of a game (2) impede the progress of any competition.
10.09 - Bias
Referees shall perform their duties and shall make decisions in an unbiased manner. A referee showing bias in a call, for or against any team, shall be removed as a referee.
11.01 - Inspection Procedure
Each team must report to the chrono-station at least 10 minutes before the game is scheduled to begin. Each player’s clothing will be inspected and markers will be chronographed by the chrono-ref in a designated area outside of the field prior to each game.
11.02 - Marker Inspection
Players will surrender their markers to the chrono-ref who will inspect it for the following:
(1) - Mechanical Parts Locked. Screws, barrels, tank and other working parts which can increase or decrease velocity are adequately tightened. Any external velocity adjusters are covered or fixed in place. No device, component or item which could enable a player to increase the muzzle velocity of the marker on the game field without resorting to the use of tools is present on the marker.
(2) - Electronic Parts Locked. Shooting modes of electronic markers may not be
adjusted on field as to allow dwell, debounce, trigger bounce, or ramping.
(3) - Valves. Valves must be placed in the fully open position and no valves or expansion chambers can be turned on or off.
(4) - Foreign Matter. No foreign matter may be in the barrel, feed port or loader.
11.03 - Chronographing
The chrono-ref shall chronograph each marker as it would be shot effectively on the game field at maximum velocity. The chrono-ref will shoot a minimum of three shots over the chronograph. Markers will pass inspection if no one shot is greater than 300 feet per second.
11.04 - Remedial Measures
Players whose markers do not pass inspection or chronographing will be so informed and will be given an opportunity to remedy the situation, time permitting. Players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.
11.05 - Choice of Flag Station
The team that wins a coin-toss shall choose which flag station it will defend.
11.06 - Equipment
Teams must carry all paintball, gas or air and equipment to be used during the course of the game on their person at the start of the game.
11.07 - Old Hits
Players are responsible for removing old hits or bringing the same to the
attention of the field ref prior to game time, so that they may be dealt with in a manner that would not result in the elimination of the players.
12.01 - Ten Second Warning
The ultimate ref on the field will begin game by saying Field Remove your barrel protection and get ready for the 10 second warning. The ultimate ref will then say 10 second warning in 3,2,1, 10 second warning so that each team may hear clearly such warning.
12.02 - Markers
Players must have the barrels of their markers touching the flag station.
12.03 - Game Start
The ultimate ref will give such warning with a countdown of get ready
for 10 second warning then 10 seconds in “Three, two, one, ten seconds,” Thereafter, the game will start by the ultimate ref shouting so that each team may hear, “Game on”.
12.04 - Time
Official game time will be kept by the ultimate ref or field ref appointed
thereby. In the event that a game is to b e interrupted because of a medical emergency, or otherwise, the ultimate ref will mark the time or cause the field ref appointed thereby to keep the official game time to mark the time.
13.01 - False Start
In a situation where a false start happens due to e referee mistake or
miscommunication the ultimate ref will stop the game and restart as if the game had never started.
13.02 - Reasons for Game Stoppages
Only the ultimate ref may declare the game stopped.
Game stoppages will occur in case of an emergency, dangerous weather conditions, other “acts of God” or a physical altercation on the game field.
13.03 - Procedure
Field refs will note the locations of the players at the time that the
game is stopped. Once the game has been stopped, the field ref will insure that players remain in those locations. Referees will check all players and will remove any players who are eliminated prior to the game being stopped. Players may not reload or refill air during this time. Referees 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 referees determine, in their discretion, that a player was eliminated as a direct result of illegal actions, which led to the game stoppage.
13.04 - Restart
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 refs, the ultimate ref will restart the game. Time will begin to run upon such restart.
14.01 - Cease Shooting
Players may not fire their markers following; (i) an instruction from
a field ref to cease fire; (ii) a successful flag hang; or (iii) 7-minutes after the start of the game.
14.02 - Inspection
All live players at the end of a game must present themselves to a field
ref for inspection. At this time, a field ref will inspect the player for hits, and if any are found, the ultimate ref will be notified, and proper penalties will be assessed.
14.03 - Game End
A game will end only by the ultimate ref on the field announcing, “Game
over”.
15.01 - Team Flags
Once a team flag is hung in its flag station prior to the start of a game, it
is not to be touched by its own team.
15.02 - Carrying the Flag
Players carrying flags must carry them in full view. Players
cannot attempt to hide or disguise the flag in any way.
15.03 - Passing the Flag
Flags may be passed from live players to live players.
15.04 - Eliminated while Carrying Flag
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 player’s team.
16.01 - Calling Time
When a player touches his or her team’s flag station with the opposing
team’s flag, the ref immediately calls time and the time of the call is recorded. The ref the paint checks the flag carrier.
16.02 - Re-Hang
If the flag carrier touching his or her team’s flag station with the opposing
team’s flag is found to have a hit, then the ref will inform his counter-part to re-hang the flag. The replacement flag will be immediately hung in the flag station.
16.03 - Game End
If the flag carrier touching his or her team’s flag station with the
opposing team’s flag is found not to have a hit, then the hang will be successful and the game will be declared over as of the time the flag carrier touched his or her team’s flag station.
17.01 - Marked with Paint
A player will be eliminated if such player is marked with paint.
A player is marked with paint if a paintball shot out of a paintball marker by any live player, including members of the opposing team or a player’s own team strikes that player or anything he or she is wearing or carrying and the paintball breaks upon the object struck and leaves a paint mark. If a referee does not see a paintball shot by a live member of the opposing team or the player’s own team strike that player or anything he or she is wearing or carrying, but that player or that player’s equipment is marked with paint, then such player will be eliminated. Generally, if the paint marking is reasonably solid, it will be considered a valid hit.
Conversely, a player will not be eliminated if a player is hit and marked by a paintball shot by an eliminated member of the opposing team or if a paintball strikes the player or anything he is wearing or carrying but does not break or if a paintball strikes another object first and breaks upon that object before marking a player or anything he/she is wearing or carrying.
Referees will wipe splatter or non-valid hits off a player at the time they are inspected. Players playing with paint that is considered non-valid will do so at their own risk, until it is wiped clean by a referee.
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. If two opposing players are hit and marked, as provided in this rule simultaneously, or if the referee cannot determine which player was hit and marked first, both players will be eliminated.
17.02 - Obvious Hits
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. Such players must then remove their armbands, and go straight to elimination area. Obvious hits are those which impact and break on observable places on the body or equipment.
17.03 - Obvious, but not Easily Verifiable
Players with obvious hits in areas which are not easily verifiable, such as the back must immediately call on a team-mate who can easily verify whether or not the paintball broke to indicate whether or not such player was eliminated. The team-mate must respond immediately, and if the hit player was eliminated, he must cease play, signal his elimination and exit the field. Failure to call on such team-mate for verification or failure of such team-mate to respond immediately constitutes playing on by the hit player. If no such team-mate is available for verification, such player must immediately call for a paint check by a field ref. Failure to call for such a paint check immediately will constitute playing on by such player.
17.04 - Unobvious Hits
Unobvious hits are those which impact and break on player’s
harness & tubes located on players back. Players with un-obvious hits will be eliminated but will not be penalized. Should a player with an un-obvious hit become aware, through his/her own actions or through information provided by team-mates that he/she has been validly marked, such hit at such time shall then be deemed to constitute an obvious hit. Any part of the harness located in front of a players hips are considered obvious.
18.01 - Playing-On
A player that continues to play after being marked with paint is playing-
on. Playing-on includes, but is not limited to:
(i) - Continuing to shoot or otherwise engage the opposition;
(ii) - Continuing to move, except with respect to exiting the field by the most direct route or at the direction of a referee.
(iii) - Talking, signalling or otherwise communicating, either to a referee, opposing players or team-mates, except that a player may say “Hit” or “Out” or something to that effect once
(iv) - Impeding the progress of opposition players or a referee
(v) - Hampering a referee in making a paint check or a call
(vi) - Discharging or degassing the marker or providing team-mates with paintballs or equipment.
18.02 - Freight Training
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. Referees will allow a freight train to continue, but will assess penalties for playing-on.
18.03 - Wiping
Wiping is defined as the active and deliberate removal of paint by a player
in order to avoid elimination or avoid a referee’s call.
18.04 - Modification of Markers
Players may not modify markers during the course of a game, with the exception of cleaning paint out of the barrels, loaders or feed ports. -
18.04 - Spectator Interference
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 markers in their possession, or
(iv) - Otherwise interfere will play in any manner whatsoever.
Team members and associates of the competing teams who interfere or communicate with the play of the game will immediately receive a penalty as if a player played-on.
18.05 - Unsportsmanlike Conduct
Players will be eliminated if they engage in
unsportsmanlike conduct. Unsportsmanlike conduct may include, but is not limited to;
(i) - Deliberately shooting at referees
(ii) - Excessively shooting an eliminated player with intent to injure
(iii) - Requesting of paint checks to distract referees from checking themselves or team-mates
(iv) - Verbally abusing any players, spectators or referees
(v) - Throwing equipment
18.06 - Embarrassing, Dangerous or Destructive Behaviour
Teams and players participating
in a D7’s tournament shall not engage in conduct that would bring the D7’s, the promoter or any sponsor into disrepute. During any tournament, players must not; discharge loaded markers in any un-goggled area; harass or intimidate any individuals (including event staff and spectators); provoke a physical altercation or otherwise incite violence, intentionally damage or destroy private property or engage in any other criminal, destructive dangerous activity that would cast the sport of paintball in a negative light.
18.07 - Act Paintball Responsible
The D7’s encourages all payer members while attending
D7’s events to be paintball responsible. This includes, keeping paintball markers safe when in an un-goggled area or not on the playing field. Players should not shoot markers outside the venue or in public places.
19.01 - Verbal Warnings
Referees will issued verbal warnings on the field for the following
reasons;
(i) - First Offenses. First Offenses for failure to observe a neutral call, wrongfully calling a paint check, or use of inappropriate language
(ii) - Verbal Warning may be given for not having a barrel blocking device on in goggle safe area
19.02 - Eliminations
Referees will eliminate players for the following reasons;
(i) - Hit. Player marked with paint.
(ii) - Second Offences. Second offences for failure to observe a neutral call, wrongfully calling for a paint check or use of inappropriate language
(iii) - Surrender. Player without being hit raises marker above head, or shouts “hit” or “out”, is not wearing armband, walks with eliminated player(s) or otherwise creates the appearance of having been hit.
(iv) - Faulty Start. Player’s marker barrel is not touching the flag station at the game start.
(v) - Abandoned Equipment. Player abandons equipment (other than squeegees, the game flag, rags or pods), on the field by more than five feet
(vi) - Compressing Bunkers. Players found to be altering a bunker to gain an advantage for elimination, such as pushing the marker or body between two bunkers, compressing the shapes, stepping or jumping on, or moving the bunker will be allowed provided it does not compress the shape excessively or move it off its axis.
(vii) - Faulty Check-Out. Live player checks-out at game end with an unobvious hit
(viii) - Dead Man Walks are prohibited; as defined herein; Players that take such action that would cause members of the opposing team or field referees to reasonably believe that such players have been eliminated, including but not limited to, calling themselves hit or out, hiding their armbands, holding the markers above the shoulders, placing objects in the barrel, walking with eliminated player(s), turning away from oncoming aggressive player(s) will be eliminated. Players who have been marked by a player doing a dead man walk will be reinstated in the game by the referee unless their armband has already been removed then the player is eliminated.
(ix) - Aggressive movement during a neutral call.
(x) - Player is hit in un-obvious location
(xi) - Failure to wear goggles
(xii) - Velocity Violation shooting over 300 feet per second (FPS) and below 310 FPS
(xiii) - Players who are observed working on their markers during the course of the game, with the exception of cleaning paint out of barrels, loaders or feed ports will be immediately removed from play.
19.03 - One-for-One
Assessment of the one-for-one penalty (the removal of the player
committing the infraction and a team-teams) will take place for the following infractions:
(i) - Playing-On. A player the continues to play after an obvious his is playing-on, but does not materially influenced the course of the game.
(ii) - Disobedience. Player falls to obey a direct instruction of a referee (discretionary)
(iii) - Physical Aggression. Player attempts physical contact with another person on the field in a hostile manner.
(iv) - Illegal Re-entry. Player leaves the dead box area and re-enters the field, but does not shoot any paintballs.
(v) - (5) Affiliated Spectator Interference. Spectator that is known to be affiliated with team or player on team provides strategic advice.
(vi) - Tools. Player possesses, but does not use tools on playing field.
(vii) - Velocity Violation. Shooting over 310 and between 319 feet per second
(viii) - Faulty Check-Out. Live player checks-out at game end with an obvious hit.
(ix) - Distraction Tactics. Requesting a paint check to distract a referee from a hit on player or a player’s team-mate
(x) - Freight Training, applied for each infraction
19.04 - Two-for-One
Assessment of the two-for-one rule (the removal of the player
committing the infraction and two team-mates) will take place for the following infractions:
(i) - Playing-On. Player continues to play after an obvious hit and materially alters the course of the game.
19.05 - Three-for-One
Assessment of the three-for-one rule (the removal of the player
committing the infraction and three team-mates) will take place for the following infractions:
(i) - Playing-On. Player fires marker after acknowledging elimination.
(ii) - Wiping. Player deliberately removes paint in order to avoid elimination.
20.01 - Field Exit
Eliminated players must remove armband, put on barrel sock over his/her marker barrel and proceed directly to the dead box closest to team flag station, using the most direct route or according to the direction of the field ref, if any is given. Players shall remain in the dead box area until directed to leave by a referee. Eliminated players shall exit the field with all equipment that they were carrying at the time of elimination.
20.02 - Elimination of Last Player
If the last player on a team is found to have been
playing on with an obvious hit or wiping then the other team will automatically be awarded the pull and the hang.
20.03 - Finality of Calls
Referee’s calls during a game will stand and cannot be changed
after a game except in extreme circumstances when the ultimate ref becomes involved.
21.01 - Team Responsibility
Teams are responsible for the conduct of everyone on their
roster which includes both players and supporters. During the event the following will apply to disqualifications.
(i) - Physical contact during or after play
(ii) - Verbal abuse. Verbally abusing any individual during or after play
(iii) - Shooting at a velocity of 320fps or higher
(iv) - Not having a barrel blocking device on marker in un-goggled area
(v) - Over shooting. Over shooting any other player with intent to injure
(vi) - Shooting referees.
(vii) - Shooting from dead box area
21.02 - Forfeiture
A forfeit will be declared for each game a team fails to report in a timely fashion for its pre-game 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.
21.03 - Forfeiture
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 which ever is the higher and the forfeited team will receive zero points for that game.
21.04 - Forfeiture
Once a forfeit has been declared, the forfeited game will not be re-scheduled and the score will stand, except if the reason for having missed the game was due to the schedule.
21.05 - Disqualification
A team will be disqualified if any player on its team violates rules
6.01, 6.02 or 6.03.
21.06 - Disqualification
A team will be disqualified for using prohibited paint. See also
rule 8.02.
21.07 - Disqualification
Two opposing teams conspiring to fix the outcome of any game.
22.01 - Scheduling
A complete schedule consisting of each team’s opponents, the fields it
will play on, and its scheduled competition times will be distributed the morning of the tournament.
23.01 - Game Scoring
Scoring for games will be conducted on a 100 point system and will
be award as follows:
(i) - Eliminated Players. Both teams will be awarded 3 points for every player eliminated on the opposing team
(ii) - Remaining Players. Both teams will be awarded 1 point for every player on such team not eliminated.
(iii) - Flag Pull. The first team to pull its opponent’s flag will be awarded 32 points. Flag pull point will be awarded only to the first team that pulls its opponent’s flag.
(iv) - Flag Hang. The first team to successfully hang the opposing team’s flag at its flag station will be awarded 40 points.
23.02 - Score Sheets
Score sheet procedures.
The Score sheet will be filled out by the ultimate ref of the field and shown to both team captains.
Nothing on the score sheet must be crossed out nor written over.
It is responsibility of each team captain to check the score sheet. If a team captain finds a mistake on the score sheet, a new one will be filled out.
When both team captains agree on the score sheet, they will sign it and the score sheet will not be modified even if mistakes are discovered afterwards with the exception of mathematical errors.
If a team captain refuses to sign the sheet because of a disagreement on the information it bears, an ultimate ref will be called. The ultimate ref will talk with any other necessary referees and both team captains. The ultimate ref will decide whether the score sheet must be amended, and if the team captain still refuses o sign the sheet, the ultimate referee will validate the score.
Clerical or mathematical errors may be corrected at any time prior to the start of the next round of play.
Only clerical and mathematical errors may be corrected after the score sheet has been posted on the scoreboard.