Official SPLATTERS PAINTBALL.COM Series Rules:
INFORMATION
1.01.
Team's starting flag stations on fields of play will be pre- determined by the
schedule
1.02.
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.
1.03.
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.
GAME CONTROLS
2.01.
The ultimate judge on the field will begin a game by giving a five-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 five-seconds.”
Thereafter, the game will start by the ultimate judge shouting so that each
team may hear, by yelling, “Go, go, go”.
2.02.
A game will end only by the ultimate judge on the field announcing, “Game
over.”
2.03.
In the event of an emergency situation, the judge discovering the emergency
will request that all players stop playing and place their markers down. 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 SCORING
3.01.
Clerical or mathematical errors may be corrected at any time prior to the start
of the next round of play by the involved teams.
3.02.
Only clerical and mathematical errors may be corrected after the score has been
posted on the score board.
3.03.
Scoring for five-player game will be conducted on a 100 point system and will
be awarded as follows:
(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.
3.04.
Points are awarded at the conclusion of the game by the Ultimate Judge.
3.05.
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,
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 dead box area
at the start of the game, or delay in taking the field after being told to do
so by the Ultimate Judge.
3.06.
A first flag pull occurs when a live player physically grabs the
center flag before a player from the other team manages
to do the same. Only one team in a game may earn first flag pull points.
3.07.
Flag hang points are awarded when a player breaks the touches the flag to the
flag station. Flag hangs may be awarded in conjunction with, or independently
of, first flag pulls. Flag hangs are awarded to the team opposite the flag station
in which the flag was hung. Flag hangs may be awarded to the
team that is not in possession of the flag when it is hung. The status of the flag
carrying player will first be verified before a flag hang is valid. Should the
player who hung the flag be determined to be
live after being checked by the field flag judge, the game will be completed.
TIME AND START
3.11. A
five player game will end at the earliest of (1) a
successful flag hang, (2) 5 minutes after the start of the game.
3.12. Each team is
required to report to the field entrance for the
applicable game at least 5 minutes prior to the scheduled start of that
game.
3.13.
Players who have passed the chronograph test as provided when they enter the
field, by a field judge, will be sent to their appropriate flag station.
3.14.
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.
3.15.
Players are not allowed to bring tools onto the
game field. Presence of such equipment may result in a penalty and disciplinary
proceedings against the offending players and/or teams.
3.16.
Players must have their barrel touching the flag station prior to the start of
the game. Any player without their barrel touching the flag station at the
start of the game will be eliminated. Players can return to the flag station
to "touch up" with their barrel if they leave early, providing they have not yet
started shooting.
CHRONOGRAPHING
3.21.
All games will be preceded by a pregame chronograph test, pursuant to which each player on
each team will be chronographed.
3.22.
The chrono judge may 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.
3.23.
Players whose markers do not pass such inspection will be informed and will be
given an opportunity to remedy the situation, time permitting.
3.24.
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.
3.25.
Markers will pass inspection if the average of the three shots is equal to or less than 299
feet per second and no one shot is greater than 300 feet per second.
3.26.
Players whose markers do not pass such inspection will be so informed and will
be given an opportunity to remedy the situation, time permitting.
3.27.
All players whose markers have not passed the chronograph may elect to enter
the field without a marker or be counted as eliminated.
3.28.
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.
3.29.
Players with markers which are shooting over 300 feet per second but less than
or equal to 310 feet per second will be eliminated from play. Players with markers,
which are shooting over 310 feet per second, will be
eliminated from play and given a one-for-one penalty.
TIE GAMES
3.31.
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 3.32 hereof.
3.32.
In case of a tie score among teams in semi-finals or finals, such tie will be broken
by 3 one-on-one matches, the winner of
such contest advancing.
RANKING & POINTS
3.41.
Points are earned in events 1 through 3 as follows:
(1) 100 points for first place;
(2) 97 points for second place;
(3) 93 points for third place;
(4) 88 points for fourth place;
(5) 82 points for fifth place;
(6) 75 points for sixth place;
(7) 67 points for seventh place;
(8) 58 points for eighth place;
(9) 50 points for every place ninth or after
3.42.
Points are earned in event 4 as follows:
(1) 150 points for first place;
(2) 145 points for second place;
(3) 139 points for third place;
(4) 132 points for fourth place;
(5) 123 points for fifth place;
(6) 116 points for sixth place;
(7) 110 points for seventh place;
(8) 105 points for eighth place;
(9) 100 points for every place ninth or after
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, waivers and roster form
and these rules, to any team having entered the competition in need of the same.
4.02.
A captains’ meeting will be held on the day 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, as well as to answer any questions about these rules.
4.03.
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.
4.04.
All playing fields will be available for review by any team competing in the
event for at least two daylight hours prior to the tournament day, but will not
played by any players or teams, so as not to give any teams an advantage.
4.05.
Teams may examine the fields and/or conduct any activity to prepare for
tournament play. No team or member thereof shall in any way alter any playing
field. A player modifying a field during the tournament will be suspended from
that tournament.
4.06.
The tournament promoter shall update, within two weeks after completion of the event,
teams' points earned that event, as well as ranking.
EQUIPMENT
CLOTHING
5.01.
Each player may wear only two layers of clothing consistent with the
weather of the day for all but unseasonably cold weather. This does not include underwear or pads.
5.02.
Each player must wear one pair of full-length pants and a
long-sleeved jersey, shirt, or jacket. The colors on the outer garments cannot be the same as the judges
apparel.
5.03.
Players must wear clothing that fit well. Players may not
wear excessively 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, 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’ uniforms may not contain excessive orange or pink coloring, which are reserved
as protected paint colorings.
PROTECTIVE GEAR
5.10.
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.
5.11.
Players must wear full-face protection as it comes from the manufacturer in its
original form. Any alterations must meet the Ultimate Judge's approval.
5.12.
Players must wear ear protection that is part of the goggle system that was
made by the manufacturer for that goggle system.
5.13.
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.
5.14.
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.
5.15.
Male players may wear groin protection, and female players may wear breast
protection, these layers will not contribute to the number of layers aloud.
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, 43 or 68 caliber, pump or semi automatic paintball marker,
which consists of a single barrel, a single trigger.
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.
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 the 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 5.2x. 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 or bag over their barrel at all times the gun is in a
goggle safe area.
5.29.
Stickers on loaders or other feed
devices will not be allowed to contain excessive orange or pink coloring.
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 microfibre, provided that it is not of
the the orange or pink color. Players may carry
multiple squeegees and or swabs. Players may carry anti-fog spray.
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 5.33, inclusive, as permitted
shall be prohibited unless allowed by the Ultimate Judge.
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.
TEAM ROSTERS
6.01. Five
player teams may have up to 7 players on their roster, but may field only a
maximum of 5 in any one game.
6.02.
No player may appear on more than one team's roster in a single event.
6.03.
All players must be 18 years of age or older, except that players 10 through 17
years of age will be permitted to play with permission from a parent or legal
guardian.
6.04.
Team rosters for a SPLATTERS PAINTBALL.COM Tournament will be accepted only
after all fees have been paid in full.
6.05.
Teams may have up to 4 players from an advanced division on thier teams, but
may not have any more than 2 players on the field at any given time. Ex:
2x Division2 players maximum on a Division3 team on field at any time, 2 Division1 players on a Division2 team
on field at any time, 2 Semi-Pro players on a Division1 team on field at any time.
6.06
All teams must submit complete rosters prior to play.
GAME PROCEDURES
7.01.
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 2.02 hereof, and this
will be repeated to all live players.
7.02.
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 five second warning followed by
the game on signal as specified in Section 2.01 hereof. Time will begin to run
upon such restart.
CHECKOUT
7.11.
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.
7.12.
All live players at the end of a game must present themselves to a field judge,
at the side where the flag was hung, 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.
7.13.
Players may not re-enter the playing field without the permission of a field judge.
FORFEITS
7.21.
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.
7.22.
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. If the team
forfeiting is attempting use the forfeiting provisions to affect the rank of the teams,
100 pts will be awarded to the opposing team.
7.23.
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.
GAME STOPPAGES
7.31.
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.
7.32.
Only the Ultimate Judge may declare the game stopped.
7.33.
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 2.01 hereof.
PAINTCHECKS
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.
FLAG CARRIERS
9.11.
When a player carrying a flag touches the flag to any flag station,
the flag judge will signal “time” and the player carrying the flag is
immediately declared neutral.
9.12.
The flag carrier will be subjected to a paintcheck immediately upon being
declared neutral.
9.13.
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 2.02 hereof.
ELIMINATIONS - 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” 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.
ELIMINATIONS - 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 and will be penalized with a
one for one.
10.13.
Should a player with an un-obvious hit become aware, through his actions or
through information provided by teammates that he has been validly marked, such
hit at such time shall then be deemed to be an obvious hit and the player will
be penalized accordingly.
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 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 3.15 hereof will be immediately eliminated.
10.24.
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, swabs, or pods
will be immediately eliminated.
10.25.
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.
10.26.
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.
10.27.
Players whose markers shoot on the field in excess of 300 feet per second will
be eliminated in accordance with the provisions of Section 3.2x hereof.
10.28.
Players may be eliminated as the result of a penalty called by a judge for
infractions committed by teammates pursuant the provisions contained herein.
FLAGS
11.01.
Once a flag is hung in its central flag station prior to the start of a game, it is not
to be touched until the game has begun.
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.
FLAG HANGS
11.11.
When a player touches the flag to any 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 is found to have a hit on him, the flag judge will alert
his teammate to rehang the flag, assuming there are no live players on the opposing
side.
11.13.
If the flag carrier 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 - 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.
PENALTIES - 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.
PENALTIES - 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.
PENALTIES - INTERFERENCE
12.31.
Spectators may be allowed to observe games and the activities on a field but
may not (1) issue instructions to players on the
field, (2) make comments about play which are likely to be heard by players on
the field, (3) have guns in their possession, or (4)
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.
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; and
(4)
first offense on the use of inappropriate language.
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)
aggressive< movement during a neutral call within 60 feet of neutral player;
(5)
a player going out of bounds or moving the boundary tape;
(6)
a player hit in an unobvious location;
(7)
not having your barrel touching the flag station at the start of the game; and
(8)
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 or unobvious 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, or playing
with an unobvious hit which results in an alteration of the course of the game
(2)
use of a marker in violation of the provisions of Section
5.2x 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.
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 opposing team will be awarded the flag hang
automatically. If the last player on a
team commits a foul or is eliminated due to a foul, 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 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 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 the year from playing in any
sanctioned SPLATTERS PAINTBALL.COM events.
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 the year from playing in any sanctioned SPLATTERS
PAINTBALL.COM events.
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.4.05 hereof
will be suspended from that event.
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 - DECORUM
13.01.
Teams and players thereon attending a SPLATTERS PAINTBALL.COM
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 a SPLATTERS PAINTBALL.COM sanctioned tournament
shall refrain from engaging in any conduct that would bring SPLATTERS
PAINTBALL.COM, 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 any
SPLATTERS PAINTBALL.COM sanctioned event for a period of one year from the date
of the infraction.
MISCELLANEOUS - CLEANUP
13.11.
All teams shall adhere to the administrative rules and regulations provided
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/field.
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