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Paintball Rules
The NPPL 2000 Rule Book
FIELDS
1.0 FIELD STANDARDS
1.01. All game fields shall be free from anything that would pose an
unnecessary risk to players, including cliffs, areas with jagged rock. etc.
1.02. Both players and judges should be able to move freely on game fields,
and game fields should not contain significant wet or swamp areas, dense
undergrowth and the like to impede free movement thereon.
1.03. All field borders will be free of doglegs, and no section of border
will be constructed in such a manner that allows players to shoot over a
boundary and back onto the playing field.
1.04. Except in arenas, ten player field flag stations will be located such
that neither flag station is visible from the other.
1.05. Five player fields will consist of three flag stations, two team flag
stations and a center flag station. The center flag will be placed at mid
field, in such a manner as to assure that players equally fast can reach the
center flag station from either team flag station in the same amount of
time.
1.06. Flag stations will be positioned equidistant from both side tapes,
based on the field terrain. Team flag stations shall be at least 15 feet
from the game field tape line.
1.07. Taking into account terrain, cover, ability to move, fire lanes and
topography, game fields shall be balanced so that the better and more
talented of two teams will usually win starting the game from either team
flag station.
1.08. Ten player fields shall be between 200 to 350 feet wide and 300 to 450
feet long. Five player fields shall be between 150 to 240 feet wide and 200
to 350 feet long.
1.09. There shall be at lease one playing field in a class (5 player or 10
player) for every twelve teams registered in the tournament with respect to
that class.
1.1 FIELD STAFFING
1.10. Each five player game field shall be staffed by a minimum of 4 field
judges (including the ultimate judge), and each ten player game field shall
be staffed by a minimum of six field judges (including the ultimate judge).
1.12. Only judges authorized by the ultimate judge of a field may actually
make calls on that field.
1.13. There shall be a minimum of one chrono judge for each ten player game
field and each pair of 5 player game fields.
OFFICIATING
2.0 STANDARDS
2.01. Judges for the 1999 tournaments shall be as specified on Schedule 1
hereto.
2.02. Each judging team is required to supply at least 10 judges from among
its first line players for each day of the applicable tournament. Any team
that fails or refuses to discharge its duties as specified in this Section
2.02 shall be penalized as specified in Schedule 1 hereto.
2.03. All judges shall be thoroughly familiar with the rules and regulations
contained herein and shall put forth their best efforts in discharging their
duties as judges.
2.04. All judges shall perform their obligations and shall make decisions in
a totally unbiased manner. If any judge is found to have been bias in his
judging activities for or against any team, such person shall be dropped
from the judging team for the remainder of the tournament. That incident
will also be sent to the disciplinary committee.
2.05. Radios, will be used by the judging staff for communication with each
other.
2.06. Judges will wear shirts and pants of bright colors that will
distinguish the judges from the players. Ultimate judges will wear shirts
that indicate their status on the game field.
2.07. Clerical or mathematical errors may be corrected at any time prior to
the start of the next round of play.
2.1 INFORMATION
2.11. Flag stations and fields or play for all preliminary rounds will be
determined by coin toss prior to the start of the game.
2.12. Flag stations for semi final and final rounds will be determined by
coin toss prior to the start of the game.
2.13. Judges will not provide information to teams regarding the location of
flag stations, terrain, boundaries, game time, or progress of a game during
the game except with respect to safety concerns.
2.14. Judges will not, through action or inaction, deliberately reveal or
conceal the locations or actions of players during the course of a game.
Judges will not impede the progress of the game.
2.2 GAME CONTROLS
2.21 The ultimate judge on the field will begin a game by giving a
one-minute 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 minute." Thereafter, the game will start by the ultimate judge shouting
so that each team may hear, by radio or otherwise, either, "Game on." or
"Go, go, go."
2.22. A game will end only by the ultimate judge on the field announcing,
"Game over."
2.23. In the event of an emergency situation, the judge discovering the
emergency will request that all judges stay off the radios. Other judges on
the field will immediately cause all action to stop. Game time will also be
halted for the duration of the emergency.
GAME STRUCTURE
3.0 SCORING
3.01. Scoring for ten player games will be conducted on a 100 point system
and will be awarded as follows:
(i) a team will be awarded 2 points for every player on the opposing team
eliminated;
(ii) a team will be awarded 1 point for every player on such team not
eliminated:
(iii) a team will be awarded 20 points if it pulls its opponents' flag
first; and
(iv) a team will be awarded 50 points when teams flag is hung in its
opponents' flag station.
3.02. Scoring for five-player game will be conducted on a 60 point system
and will be awarded as follows:
(i) a team will be awarded 2 points for every player on the opposing team
eliminated;
(ii) a team will be awarded 1 point for every player on such team not
eliminated:
(iii) a team will be awarded 10 points if it pulls the center flag first;
and
(iv) a team will be awarded 35 points when the flag is hung in its
opponents' flag station.
3.03. Points are awarded at the conclusion of the game by the ultimate
Judge.
3.04. Elimination points will be awarded to the opposing team for every
opponent removed from the field during play for 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 indication 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 penalties,
for placing any part of his body or anything he is wearing or carrying out
of bounds, unsportsmanlike conduct, concealment of an armband or acting in
any other manner indicating elimination, abandonment of equipment (moving at
least five feet away from such equipment), except hoppers used to carry
paint, being outside the flag station at the start of the game, or delaying
taking the field after being told to do so by the ultimate judge.
3.05. A first flag pull occurs when a player not eliminated physically grabs
the center flag, in a five player game, of his opponents' flag, in a
ten-player game, before a player from the other team manages to do the same.
Only one team in a game may earn first flag pull points.
3.06. Flag hang points are awarded when a player breaks the plane of a flag
station with a flag. Flag hangs may be awarded in conjunction with or
independently of first flag pulls. Flag hangs are only awarded in a five man
game when a flag is hung in the opponents' flag station and in a ten player
game when a flag is hung in the flag station that it was not placed in at
game start. Flag hangs may be awarded to the team that is not in possession
of the flag when it is hung, since it is the flag and the station that it is
hung in that determines the points awarded and to whom. Flag hangs will not
be immediately awarded upon the flag breaking the boundary plane of a flag
station, The status of the flag carrying player will first be verified and
before a flag hang is considered to be official. The time that the flag
carrier breaks the plane of the flag station with the flag will be recorded
by the flag field judge, and should that player be determined to be live
after being checked by the field flag judge, the hang will be announced and
the game will have ended as of the time that such player broke the plane of
the flag station.
3.1 TIME AND START
3.11. A ten player game will end at the earliest of (i) a successful flag
hang, (ii) the elimination of all players on the game field, or (iii) 20
minutes after the start of the game. A five player game will end at the
earliest of (i) a successful flag hang, (ii) the elimination of all players
on the game field, or (iii) 15 minutes after the start of the game.
3.12. Each team is expected to report to the chrono station for the
applicable game field at least 10 minutes prior to the scheduled start of
the game.
3.13. Players who have passed the chronograph will be stationed in a
controlled area adjacent to the chronograph area. This area will be
supervised by a judge or other tournament official. Players who have passed
the chronograph may not leave this area, except to enter the field with a
judge. Players in this area may not be handed guns or tools.
3.14. Players are responsible for removing old hits or bringing the same to
the attention of a field judge so that is may be dealt with in a manner that
would not result in it resulting in an elimination of a player.
3.15 Players are not allowed to bring tools or other prohibited equipment
onto the game field. Presence of such equipment may result in a penalty and
disciplinary proceedings against the offending player and/or team.
3.16 Each player will be given a numbered armband in a distinctive team
color and will wear the same on his left arm.
3.17 Players must have one foot in their flag station prior to the start of
the game. Any player without one foot in the flag station at the start of
the game will be eliminated.
3.18 When the teams are assembled at their respective flag stations, the
ultimate judge will give a one minute warning countdown, as in, "Three, two,
one, one minute." Such countdown will be heard by both teams. One minute
later the ultimate judge will announce the start of the game, heard by both
teams, by shouting, "Go, go, go." The game will begin on that signal.
3.19. Games will be scheduled so that there is a minimum of 60 minutes
between start of any team's games.
3.2 PRE GAME CHRONOGRAPHING
3.21. All games will be preceded by a pregame chronographing session,
pursuant to which each player on each team will be chronographed.
3.22. Only Radar chronographes will be used for an official game
chronograph. Multiple chronographs may be designated for each playing field
so that in the event that a chronograph is not working, one which was
available to the teams can be substituted.
3.23. The chrono judge will take a marker from a player and inspect it for
the following:
(1) the presence of foreign matter in the barrel, feed port or loader;
(2) tightness of screws, barrel, tank and other working parts which can
increase or decrease velocity;
(3) presence of valves or expansion chambers which can be turned on or off;
all valves will be placed in the fully open position;
(4) presence of external velocity adjusters which are not covered or fixed
in place; and
(5) any other device, part or item which would enable a player to increase
the muzzle velocity of the marker on the game field without resorting to the
use of tools.
3.24. Players whose markers do not pass such inspection will be informed and
will be given an opportunity to remedy the situation, time permitting.
3.25. Players whose markers pass such inspection will step to the
chronograph, and the chronograph judge shall chronograph the marker as it
would or could be fired effectively on the game field at its maximum
velocity. The chrono judge will fire three shots over the chronograph.
3.26. Markers will pass inspection if the average of the three shots is less
than 300 feet per second and no one shot is greater than 310 feet per
second.
3.27. Players whose markers do not pass such inspection will be so informed
and will be given an opportunity to remedy the situation, time permitting.
3.28. If the player is taking more than one tank onto the game field, the
chrono judge may elect to chronograph the marker with both tanks.
3.29. All players whose markers have not passed the chronograph may elect to
enter the field without a marker or be counted as eliminated.
3.3 ARMBANDS
3.30. Armbands must be at least 2 inches in width and long enough to fit
around the upper arm and constructed so that they are adjustable in length
and can be firmly affixed to the arm.
3.32. The sets of armbands will be of contrasting colors so as to be easily
distinguishable.
3.33. Each set of armbands will be numbered from 1 through 5 or 10, for five
player or ten-player play, respectively.
3.34. Armbands shall be worn on the left arm.
3.4 FLAGS
3.41. Flags will be a minimum of 18 inches wide and a minimum of 30 inches
long.
3.42. Ten player flag colors will correspond to the armband colors.
3.5 NUMBER OF GAMES
3.51. Ten player and five player amateur level B teams will play six
preliminary round games, and five player teams at the World Cup will play
eight preliminary round games. Such games will be played against teams
within the defined division of such team.
3.52. All teams will play three games in each round above the preliminary
round in the four team divisions. Such games will be played against all the
teams within the defined division of such team.
3.53. Teams will qualify for the semi final round in the following manner:
(1) If there are less than 8 teams in the classification (pro, 10 man
amateur, 5 man amateur), there will be no semi final round and the top four
teams will qualify and play in the final round.
(2) If there are between 8 and 30 teams, inclusive, in the classification,
the top 8 teams therein will qualify and play in the semi final round.
(3) If there are more than 30 teams in the classification, the top 16 teams
will qualify and play in the semi final round.
3.54. The top two teams in each division of a two division semi final round
will qualify and play in the final round. The top one team in each division
of a four division semi final round will qualify and play in the final
round.
3.55. Team positions at the end of a round of play are determined by total
points earned by the teams in such round, subject to the tie breaking
position contained in Section 3.56 hereof.
3.56. In case of a tie score among teams, such tie will be broken, first, by
head to head competition, the winner of such contest advancing. If the tie
among teams remains after such tie breaking determination, the tie shall be
broken by the previous round scores, the team with the greatest score in the
previous round advancing. If the tie among teams remains after such tie
breaking determination, the tie shall be broken by the next previous round
scores, the team with the greatest score in such next previous round
advancing. If the tie among team remains after such tie breaking
determination, the tie shall be broken by the eliminations scored against
the teams in the round, the team with the fewest eliminations in such round
advancing. If the tie among teams remains after such tie breaking
determination, the tie shall be broken by the eliminations scored against
the teams in the previous round, the team with fewest eliminations in such
round advancing. If the tie among teams remains after such tie breaking
determination, the tie shall be broken by the eliminations scored against
the teams in the next previous round, the team with the fewest eliminations
in such round advancing. If the tie among teams remains after such tie
breaking determination, the tie shall be broken by NPPL ranking.
3.6 RANKING AND SEEDING
3.61. Team ranking for the beginning of the 1998 tournament season is set
forth on Schedule 2 hereto.
3.62. Ten player team-ranking points are earned as follows:
(1) 50 points for first place;
(2) 46 points for second place;
(3) 43 points for third place;
(4) 40 points for fourth place;
(5) 24 points plus 1 point for every 25 game points earned in the semi final
round for all semi finalists not in the final four; and
(6) 1 point for every 25 game points earned in the rounds preceding the semi
finals for all teams not making the semi finals.
3.63. Five player team ranking points are earned as follows:
(1) 50 points for first place;
(2) 46 points for second place;
(3) 43 points for third place;
(4) 40 points for fourth place;
(5) 24 points plus 1 point for every 15 game points earned in the semi final
round for all semi finalists not in the final four; and
(6) 1 point for every 15 game points earned in the rounds preceding the semi
finals for all teams not making the semi finals.
3.64. Pro teams will be seeded before amateur level A teams, and amateur
level A teams will be seeded before amateur level B teams. Teams will be
seeded in accordance with ranking points earned during the 1998 season. In
case of a tie, the team with the higher ranking in 1997 will be seeded
first. In the case teams have no ranking points during 1997 and were not
ranked in 1996, teams will be seeded in alphabetical order, not taking into
account city, state, country or other jurisdiction forming a part of the
name and/or the words "the" and "team".
3.65. Any team that elects to change their status from amateur level A to
pro or from amateur level B to level a will keep a percentage of their
points based on which tournament of the year that they move up.
After the first: 80%
Second: 60%
Third: 40%
Fourth: 20%
Any team that is forced to move up during a tournament will receive the
points for that tournament at their new level plus the percentage of their
previous points based on the schedule for moving up after that tournament.
3.66. Teams will be awarded ranking points for judging NPPL tournaments.
These points will be issued at the end of the listed event, provided that
such team fulfills its obligations as a judging team. Subject to the
provisions contained in Schedule 1 hereto, those teams judging the
tournament shall receive 50 ranking points as of immediately succeeding
tournament. Subject to the provisions contained in Schedule 1 hereto, those
teams judging the World Cup shall receive 50 ranking points as of the date
immediately following the last day of the World Cup Tournament.
3.67. Teams shall receive ranking points in 1999 equal to the aggregate of
the points earned at those tournaments in which such teams participated.
3.68. Scheduling for preliminary and other rounds of play shall be as
specified on Schedule 3 hereto.
INFORMATION
4.01. The promoter will supply tournament information, including information
concerning entry fee, an itinerary and schedule of events including time and
place for the rules meeting and the captains' meeting, hotel information, a
waiver and roster form and the NPPL rules, to any team having entered the
competition in need of the same.
4.02. A rules meeting will be held on the eve of each competition. The
purpose of this meeting is for the judging staff to answer questions
concerning these rules.
4.03. A captains' meeting will be held on the eve of the competition. The
purpose of this meeting is to provide information to the captains of the
teams attending concerning the organization, administration and non-field
rules and regulations governing the tournaments.
4.04. A complete schedule for preliminary round play, consisting of each
teams' opponents, the fields it will play on, and its scheduled game times
will be distributed during the day prior to the beginning of the competition
and, thereafter, posted on the scoreboard.
4.05. All playing fields will be available for review by any team competing
in the event for at least four daylight hours prior to the first day of play
thereon.
4.06. Teams may examine the fields and or conduct any activity to prepare
for tournament play. Not withstanding anything to the contrary contained in
this section 4.06, no team or member thereof shall in any way alter any
playing field. The penalty for a player modifying a field starting 3 days
prior to the start of play or during the tournament days sill be suspension
from that tournament.
4.07. The tournament promoter will provide to the Secretary of the NPPL
within two weeks after completion of the event copies of all game sheets and
scoring summaries, a complete listing of attending teams, their final
standings and any prizes or awards received thereby and a complete list of
all event sponsors.
4.08. Only qualified individuals will be allowed to film, photograph, tape,
or record games. Qualifications thereof will be determined on an individual
basis by the promoter.
EQUIPMENT
5.0 CLOTHING
5.01. Each player may only wear one layer of underclothing consistent with
the weather of the day for all but unseasonably cold weather. This shall
consist of, at minimum, one pair of undershorts and one short or long sleeve
T-shirt.
5.02. Each player may only wear one pair of full-length pants and only
long-sleeved jacket or shirt, either button or pullover style, as long as
the colors on the outer garments are not the same as any armbands, flags or
judges apparel chosen for use at the event.
5.03. Players must wear pants or shirts or jackets that fit well. Players
may not wear oversized clothing. If a judge deems that a player's clothing
is oversized, the judge may require new attire or make temporary adjustments
using tape, pins, etc.
5.04. Players may not wear jackets and or pants, which are made out of
highly absorbent material, such as felt or fleece, or of a highly padded or
slick nature, such as nylon or rubber. If a player is found to be wearing
such material then 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.
5.05. Players may wear nylon neck protection of a single layer.
5.06. Players may wear headgear that does not extend beyond 1 inch below the
collar bone or below the shoulder blades.
5.1 PROTECTIVE GEAR
5.11. Players must wear goggles manufactured for use in paintball games in
good repair and with lenses that are not damaged. These goggles must meet or
exceed ASTM Standards. Goggle manufacturers must submit independent
laboratory test results to the NPPL at least 10 days prior to the start of a
tournament demonstrating that the goggle system meets or exceeds ASTM
standards for any system such manufacturer wishes to be allowed for use
during that tournament.
5.12. Players must wear full-face protection as it comes from the
manufacturer original form.
5.13. Players must wear ear protection that is part of the goggle system
that was made by the manufacturer for that goggle system.
5.14. Players may wear forearm and elbow protection, provided that the
padding on such protection has not been modified from the manufactures
original form. Such protection may be worn over or under clothing.
5.15. Players may wear shin and knee protection, provided that the padding
has not been modified for the manufactures original form. Such protection
may be worn over or under clothing.
5.16. Male players may wear groin protection and female players may wear
breast protection.
5.2 MARKERS
5.21 Players may use a single, 68 caliber, pump or semi automatic paintball
marker, which consists of a single barrel, a single trigger and gravity feed
style magazine. Double action triggers are prohibited. A paintball marker
capable of firing in full auto mode shall be rendered incapable of firing in
such mode in such a manner that a player may not readily change the marker
back to full auto mode during a game and such that the modification is
readily visible to the judges.
5.22 All markers with any form of external velocity adjusters must be
modified in such a way that the velocity adjuster is not readily accessible
during the course of the game. Depending upon make or model of the markers,
some may require beaver tails and / or tournament caps or may require
multiple tournament caps. All regulators require tournament caps such that
they can not be adjusted without a tool with the gun gassed or degassed.
5.23 The definition of a trigger is the movable lever or button that comes
in contact with the finger. The contacts of a switch will not be considered
to be 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 no more than one burst of gas is
delivered down the barrel as each pull of the trigger occurs.
5.23.1 Enhanced trigger guns are guns that deliver over 1 and up to 1.5
shots per pull of the trigger using techniques such as but not limited to
switch bounce. These guns must have a rate of fire less than 9 shots per
second. All guns using this type of system must be approved by the NPPL at
least 10 days prior to the tournament.
5.23.2 All markers are subject to inspection at any time during and within 3
days after an NPPL 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 Rule 5.2 shall have all
points amassed up to the point of such discovery removed and such team will
no longer be allowed to continue to participate in the Tournament.
5.24 Gun barrels may be equipped with porting, slots, 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.
5.25 Magazines may use gravity feed.
5.26 A paintball marker capable of firing in full auto mode shall be
rendered incapable of firing in such mode in such a manner that a player may
not readily change the marker back to full auto mode during a game and such
that the modification is readily visible to the judges.
5.27 Players may wear a remote tank hook-up. The remote line may not be worn
underneath clothing.
5.28 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.
5.29 Barrel plugs are required at all times except on the field or the
target range.
5.3 OTHER EQUIPMENT
5.31. Players may carry any number of pouches, clips or loaders.
5.32. Vests and pouches may not be constructed in such a fashion that they
constitute padding.
5.33. Players may carry a single hand towel or wash cloth, provided that it
is not of the same color as armbands, flags, or judges apparel. Players may
carry multiple squeegees and or swabs. Players may carry anti-fog cloths or
spray.
5.34. Players may carry extra constant air tanks.
5.4 PROHIBITED EQUIPMENT
5.41 Prohibited equipment includes listening devices, communication devices
and any form of electronic surveillance device, incendiary devices, smoke
producing devices, red paint, paint which is toxic and not biodegradable and
paint which has a shell, fill or both altered or augmented in any way.
5.42 Anything not specified in Sections 5.01 through 5.34, inclusive as
permitted shall be prohibited unless allowed by the ultimate judge.
5.4 PROHIBITED EQUIPMENT
5.41. Prohibited equipment includes listening devices, communication devices
and any form of electronic surveillance device, incendiary devices, smoke
producing devices and paint which has had shell, fill or both altered or
augmented in any way.
5.42. Anything not specified in Sections 5.01 through 5.34, inclusive as
permitted shall be prohibited unless allowed by the ultimate judge.
5.5 POSSESSION AND EXCHANGE
5.51. Two live players may exchange equipment.
5.52. Players who are eliminated must exit the field with all equipment they
were carrying when they were eliminated.
5.53. Players must carry all paint, gas and equipment to be used during the
course of the game on their person at the start of the game.
TEAMS
6.0 ROSTERS
6.01 Ten player teams may have up to 15 players on their roster, but may
field only a maximum of 10 in any one game. Five player teams may have up to
8 players on their roster, but may field a maximum of 5 n any one game.
6.02 No player may appear on more than one ten player team roster and one
five player team roster.
6.03 All players must be 18 years of age or older, except that players 12
through 17 years of age will be permitted to play with notarized permission
from a parent or legal guardian.
6.04 Team rosters for the up coming tournament will only be accepted after
all fees have been paid in full.
6.06 No 5 man amateur team can have more than I pro player.
6.07 No ten player level B amateur team may have more than one pro player or
more than 3 level A amateur players on its roster.
6.08 No ten player level A amateur team may have more than 3 pro players on
its roster.
6.09 A player shall be deemed to be and shall be amateur if he participates
in any NPPL event as an amateur. A player shall be deemed to be and shall be
a pro player if either, (i) he played on an amateur team at the tournament
that such team elected to go pro, or (ii) he played on a pro team during
either : 1997 or 1998 in more than one NPPL sanctioned event.
6.10 No person may play on any team playing in a competition if such person
appeared on the roster in 1999 of a team that is judging such competition
without approval from the NPPL.
6.11 All teams must submit complete rosters prior to play.
6.1 FEES
6.11 Entrance fees for the 1999 Season are not to exceed $600.00 for each 5
player team, $1,750.00 for each 10 player novice or amateur team and
$2,350.00 for each ten player pro team.
6.12 All of the aforementioned fees include air.
CHRONOGRAPHING
7.0 GAME CHRONOGRAPHING
7.01 Chronographing on the field may be done at any time at the discretion
of any field judge to determine if a marker's muzzle velocity has risen
above legal limits. Judges will seek to perform on the field chronographing
in a manner which least interferes with play.
7.02 Players with markers chronoed on the field during a game at 310 feet
per second or less (one two or three shots at the discretion of the field
judge) will continue to play without penalty, although such marker may, at
the discretion of any judge, be chronoed at the end of the game and
penalties may be assessed if the marker is shooting hot.
7.03 Markers which are shooting over 310 feet per second will be held by the
judge and the player using that marker will be eliminated from play. The
marker will be chronographed at the conclusion of the game, and penalty
points will be assessed if the marker is shooting hot.
7.04. Players who are observed working on their marker during the course of
a game, with the exception of cleaning paint out of barrels, loaders or feed
ports, changing constant air tanks will be immediately removed from play.
7.1 END GAME CHRONOGRAPHING
7.1.1 An equal number of players will be chosen from each team at the
direction of the ultimate judge at the conclusion of a game for
chronographing; provided, however, that if a player is suspected of a using
a marker shooting hot, this player does not need to included in that number.
7.12 Markers will be chronographed using the same procedure as specified in
Section 3.2 hereof. Players will be instructed to not discharge or
disassemble their markers prior to post game chronographing.
7.13 Any player whose marker is chronographed at 300 feet per second or
below shall be discharged without penalty for shooting hot.
7.14 Any player whose marker is shooting hot where no one shot has exceeded
310 feet per second shall be given an option of shooting a second string of
3 shots. If the second string also averages over 300 feet per second, the
player will be penalized based on the average of the higher string of shots.
If the second string of shots averages 300 feet per second or below,, such
player shall be discharged without penalty for shooting hot.
7.15 Except with respect to the exercise of the option specified in Section
7.14 hereof, the team of any player chronographed after the conclusion of a
game whose marker is shooting hot with an average below 310 feet per second
shall receive a 5 point hot gun penalty for such game.
7.16 The team of any player chronographed after the conclusion of a game
whose marker is shooting, on average, 310 feet per second or above will
receive a hot gun penalty equal to 10 points plus 2 points for each foot per
second such average exceeds 310 feet per second, up to a maximum of 50
points.
7.17 A team with a player refusing to chronograph when directed to do so by
a judge will be assessed a 50 point penalty.
7.18 Teams may be assessed hot gun penalties for each player chronographed.
GAME PROCEDURES
8.0 GAME TIMES & COMPLETION
8.01 When the game time has expired or a flag judge declares a flag hanger
clean and the hang completed, the ultimate judge will communicate to all
judges the "Game over" call in accordance with the provisions of Section
2.22 hereof, and this will repeated to all live players.
8.02 Official game time will be kept by the ultimate judge or a field judge
appointed thereby, but in no event shall the official game time be kept by a
flag judge. In the event that a game is to be, interrupted, because of a
medical emergency, or otherwise, he will mark the time or cause the field
judge appointed thereby to keep the official game time to mark the time. The
ultimate judge will restart the game and the time will begin by a one minute
warning followed by the game on signal as specified in Section 2.21 hereof.
Time will begin to run upon such restart.
8.1 CHECKOUT PROCEDURES
8.11 Players that are eliminated, immediately upon elimination, must exit
the field by the most direct route or as directed by a field judge. Players
that take routes that are not the most direct and are meant to conceal from
the other team such player's elimination or players that refuse to follow a
judge's direction on leaving the field constitute playing on and appropriate
penalties may be assessed.
8.12 All live players at the end of a game must present themselves to a
field judge at the exit point for inspection. At this time a field judge
will inspect the player for hits and if any are found, the ultimate judge
will be notified and proper penalties will be assessed.
8.13 Players may not re-enter the playing field without the, permission of a
field judge.
8.2 GAME ENDING PROCEDURES
8.21 Games will end pursuant to the provisions of Section 2.22 hereof, upon
a successful flag hang, the elimination of all players on the field or the
elapse of time.
8.22 At least one field judge will be assigned to inspect live players
exiting the field at the assigned exit point at game's end.
8.3 FORFEITS
8.31 A forfeit will be declared for each game that a team fails to report in
a timely fashion for its pregame chronographing, or for any game in which a
team refuses to take the field, as long as its opponent is willing to and/or
does take the field. In the event that both teams fail to show for a game or
both teams are unwilling to take the field, both teams will have forfeited
that game.
8.32 Any team which is scheduled to oppose a team that has forfeited a game
will receive 95 points or the average of all their games in that round which
ever is higher and the forfeited team will receive zero points for that
game, unless the opposing team also forfeited that game, in which case both
teams will receive zero points for that game.
8.33 Once a forfeit has been declared, the forfeited game will not be
rescheduled and the score will stand, except if the reason for having missed
the game was completely beyond the control of the team declared to have
forfeited that game, such as travel or weather related delays.
8.4. GAME STOPPAGES
8.41 Game stoppages will only occur in case of an emergency, dangerous
weather conditions, other "acts of God" or a physical altercation on the
game field.
8.42 Only the ultimate judge may declare the game stopped.
8.43 All field judges will note the locations of the players at the time
that the game is stopped. Once the game has been stopped, the field judges
will insure that players remain in those locations. Judges will check all
players and will remove any players who are eliminated prior to the game
being stopped. Judges will confer to review the sequence of events prior to
the game stoppage. If penalties need be assessed, they will be so assessed
at such time. Players with hits may be reinstated into the game if the field
judges determine, in their discretion that a player was eliminated as a
direct result of illegal actions which led directly to the game stoppage.
Once the condition causing the game stoppage has abated or been resolved all
the live players and flags are placed in proper positions by the field
judges, the ultimate judge will restart the game in accordance with the
procedures specified in Section 2.21 hereof.
PAINTCHECKS
9.0 WHEN PERFORMED
9.01 Paintchecks are performed by judges for the purpose of determining if a
paintball has broken on and marked a player.
9.02 Paintchecks are performed by a judge when the judge has observed a
player taking fire, when fire is directed into an area occupied by a player
that the judge cannot directly observe, when the physical location that a
paintball may have broken on is not visible to the judge, or when the judge
is directed to do so by another judge.
9.03. Judges may, but is under no obligation to, make a paintcheck after a
player has requested one.
9.1. NEUTRALITY
9.11. Judges will make every effort to perform a paintcheck without calling
a player neutral. However, a judge, at his discretion, may declare a player
neutral.
9.12. No flag carrier will ever be stopped and declared neutral for the
purposes of performing a paintcheck.
9.13. a judge calling a player neutral will indicate the same to all players
on the field by standing over the player, shouting, "Neutral." and holding
his arms above his head or waiving them.
9.14. A player declared neutral cannot be eliminated from the game or moved
on, either by opposing team members or his own teammates, while in the state
of neutrality.
9.15. A judge may move a neutral player's equipment and or request that such
player expose additional areas for examination.
9.16. Players not declared neutral may be eliminated while being checked.
9.2. FLAG CARRIERS
9.21. When a player carrying a flag breaks the plane of the flag station
boundary, the flag judge will signal "time" and the player carrying the flag
is immediately declared neutral.
9.22. The flag carrier will be subjected to a paintcheck immediately upon
being declared neutral.
9.23. If the flag carrier is clean, the flag judge will declare "Game over"
to the ultimate judge who will then announce the completion of the game in
accordance with the provisions specified in Section 2.22 hereof.
ELIMINATIONS
10.0. OBVIOUS HITS
10.01. Obvious hits are those which impact and break on easily observable
places on the body or equipment being carried or those that have been felt
by the player. A judge will determine whether a player felt a hit by where
that paintball impacted his body and whether he reacted upon being hit.
10.02. Players who are hit in an obvious location are expected to
immediately signal their elimination may announcing "HIT" or "OUT" at the
time of such elimination's.
10.03. Such players must then remove their armbands, barrel plug and hold
the marker in the air above the head and exit the field immediately by the
most direct route or upon the instructions of a field judge, if given.
10.04. Players who are hit in obvious locations which are easily verifiable
by such players may not call for a paintcheck. Calling for a paintcheck
under such circumstances constitutes continuing to play on.
10.05. Players who are in motion while hit in obvious locations which are
easily verifiable will immediately turn their motion away from the
opposition, and stop.
10.06. Players with obvious hits in areas which are not easily verifiable,
such as the back, may continue to play, but must immediately call on a
teammate who can easily verify whether or not the paintball broke to
indicate whether or not such player was eliminated. The teammate must
respond immediately, and if the hit player was eliminated, he must cease
play, signal his elimination and exit the field pursuant to the provisions
of this Section :10.0. Failure to call on such teammate for verification or
failure of such teammate to respond immediately,. constitutes playing on by
the hit player. If no such teammate is available for verification, such
player may continue to play, but must immediately call for a paintcheck by a
field judge. Failure to call for such a paintcheck immediately will
constitute playing on by such player.
10.1. UNOBVIOUS HITS
10.11. Un-obvious hits are those which impact and break on players or
equipment in those areas defined as being not easily observable and those
which players receiving the same give no indication of knowledge of them
having occurred.
10.12. Players with un-obvious hits will be eliminated but will not be
penalized.
10.13. Should a player with an un-obvious hit become aware, through his own
actions or through information provided by teammates, that he has been
validly marked, such hit at such time shall then be deemed to constitute and
shall constitute an obvious hit.
10.2. ELIMINATIONS
10.21. A player is eliminated if a paintball shot by a live member of the
opposing team or such player's team strikes that player or anything he is
wearing or carrying and such paintball breaks upon the object struck. If the
paintball strikes the player or anything he is wearing or carrying but does
not break and leave a mark, such player is not eliminated. If a player is
hit and marked by a paintball shot by an eliminated member of the opposing
team or such player's team, such player is not eliminated. If a paintball
strikes another object first and breaks upon that object before marking a
player or anything he is wearing or carrying, such player is not eliminated.
If a judge does not see a paintball shot by a live member of the opposing
team or a player's team strike that player or another object, but that
player has paint on himself or anything he is wearing or carrying that
resembles A hit, such player will be eliminated by such judge. Generally, if
the paint marking is reasonably solid and at least the size of a quarter, it
will be considered a valid hit. If two opposing players are hit and marked,
as provided in this Section :10.21, simultaneously, or if the judges cannot
determine which player was hit and marked first, both players will be
eliminated. Judges will wipe splatter or non valid hits off a player at the
time they are inspected. No player will be allowed to continue play with
paint that is considered non-valid until it is wiped clean by a judge.
10.22. Players will be eliminated if any part of their bodies or anything
that they are wearing or carrying breaks the plane separating the field from
the out-of-bounds area. Such elimination will take place immediately upon
the breaking of such plane. Judges, in their discretion, may warn players,
once and only once, if they are getting too close to the boundary line of
the field.
10.23. Players will be eliminated if they are not wearing armbands issued
thereto prior to the start of the games, fully exposed on their left arms.
10.24. Players that are found with tools or other prohibited equipment on
the field or those working on their markers in violation of the provisions
specified in Section 7.04 hereof will be immediately eliminated.
10.25. Players that separate from any piece of equipment or clothing that
they brought onto the game field by more than 5 feet, except squee
gies, rags, hoppers or pods used in holding paintballs will be immediately
eliminated.
10.26. Players that engage in unsportsmanlike conduct, including, but not
limited to, failure to obey a judge's directions with respect to moving on a
neutral player, deliberate avoidance of a judge in a manner to prevent a
judge from chronographing a marker on the field or prevent him from making a
call, shooting at judges, excessive shooting at an eliminated player after
being warned by a judge to cease such activity, the requesting of
paintchecks to distract judges from checking themselves or teammates or to
use judges to locate opposition players or verbal abuse of opposition
players of judges will be eliminated.
10.27. Players that take action which would cause members of the opposing
team to reasonably believe that such players have been eliminated, including
but not limited to calling himself out or hit, hiding the armbands, holding
the markers in positions above the shoulders, placing objects in the barrels
of the markers and carrying them in view of members of the opposing teams or
walking in groups of eliminated players, will be eliminated.
10.28. Players whose markers shoot on the field in excess of 310 feet per
second will be eliminated in accordance with the provisions of Section 7.03
hereof.
10.29. Players may be eliminated as a Penalty called by a judge for
infractions committed by teammates pursuant the provisions contained herein.
10.30. Eliminated players will surrender their armbands to the closest judge
and exit the field immediately or at a judge's direction.
FLAGS
11.0 FLAG CARRIERS
11.01. Once a flag is hung in its flag station prior to the start of games,
it is not to be touched by its team unless such touching constitutes a
recapture.
11.02. Players carrying flags must carry them in full view. Players cannot
attempt to hide or disguise the flag in any way.
11.03. Flags may be passed from live players to live players.
11.04. A player eliminated while in possession of a flag will remain on the
field of play, holding the flag at arms length and at eye level, until that
flag is recovered by another player, from ether team. Flags must be
surrendered by the eliminated flag holder to any player touching it.
11.05. Flags recaptured must be brought back to its flag station by the most
direct route and in the most expeditious manner that does not involve the
carrier in a confrontation with opposing players. It must be hung in
substantially the same place as prior to the start of the game.
11.1 FLAG HANGS
11.11. When a player breaks the plane of A teams flag station with his
opponents' flag in a five player game or breads the plane of a flag station
with the opposing flag in a ten man game, the flag judge immediately calls
time and the time of the call is recorded. The flag judge then paintchecks
the flag carrier.
11.12. If the flag carrier breaking the plane of a flag station as specified
in Section 11.11 hereof is found to have a hit on him, the flag judge will
radio his counterpart at the opposition flag station to rehang the flag. The
replacement flag will be immediately hung in the center flag station in a
five man game and the opposition flag station in a ten man game.
11.13. If the flag carrier breaking the plane of his flag station with his
opponents flag is found not to have a hit on him, then the hang will be
successful and the game will be declared over as of the time the flag
carrier broke the plane.
PENALTIES
12.0 PLAYING ON
12.01. Playing on entails continuing to act as a player in the game after
being eliminated. Playing on includes, but is not limited to, Continuing to
fire or otherwise engage the Opposition, continuing to move, except with
respect to exiting the field by the most direct route or at the direction of
a judge, talking, signaling or otherwise communicating. either to a judge.
opposing players or teammates, except that a player may say, "I'm 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
influences the course of the game giving the offending player's team an
advantage, in which case the penalty for playing on is the removal of two
teammates in a two-for-one call.
12.1 WIPING
12.11. Wiping is defined as the active and deliberate removal of paint by a
player in order to avoid an elimination or avoid a judge's call.
12.12. Wiping is penalized by the immediate removal of the player from the
game and the simultaneous removal of three additional players from the same
team.
12.2 FREIGHT TRAINING
12.21. Freight training is the act of utilizing multiple players who move
and act in such a manner so that the lead players after being marked and
eliminated impede or prevent the timely elimination of other players in the
train.
12.22. Judges will allow a freight train to continue, but will rernove one
player for each instance of continuing to play by any of the
freight-training players. When the freight train stops, the players who took
multiple hits will also be removed from play.
12.3 INTERFERENCE
12.31. Spectators may be allowed to observe games and the activities on a
field but may not (i) issue instructions to players on the field. (ii) make
comments about play which are likely to be heard by players on the field,
(iii) have guns in their possession, or (iv) otherwise interfere with play
in any manner whatsoever.
12.32. Team members and associates of the competing teams who interfere or
communicate with the play of that game will immediately receive a penalty as
if a player "played on" on the field and will result in the removal of one
or more players from the associated team.
12.4 ASSESSMENT OF PENALTIES
12.41. Judges must assess the penalty proscribed for playing on or wiping.
12.42. Only ultimate judges may assess penalties that remove points earned
on the field.
12.43. Judges will issue verbal warnings for the following infractions:
(1) First offense failure to observe a neutral call.
(2) Failure to use a barrel plug.
(3) First offense abuse of calling for paintchecks.
(4) First offense on the use of inappropriate language.
(5) First offense of a flag carrier failing to return a recaptured flag as
quickly as possible to his flag station.
12.44. Judges will eliminate players for the following infractions:
(1) Second offense failure to observe a neutral call.
(2) Second offense abuse of calling for paintchecks.
(3) Second offense on the use of inappropriate language.
(4) Second offense of a flag carrier failing to return a recaptured flag as
quickly as possible to his flag station.
(5) Aggressive movement during a neutral call within 60 feet of neutral
player.
(6) A player going out of bounds or moving the boundary tape.
(7) A player hit in an unobvious location.
(8) A player having tools on the field.
(9) Being more than 5 feet from the flag station at the start of the game.
(10) Failure to wear goggles.
12.45. Assessment of the one-for-one rule (the removal of the player
committing the infraction and a tearnmate 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 hit in an obvious location.
(4) Reentering 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.
12.46. Assessment of the two-for-one rule (the removal of the player
committing the infraction and two teammates) will take place for the
following infractions:
(1) Continuing to play, hit in an obvious location which results in an
alteration of the course of the game.
(2) Use of a fully automatic marker, a double action trigger, Autoresponse
or similar device.
12.47. Assessment of the three or-one rule (the removal of the player
committing the infraction and three teammates) will take place for wiping.
12.48. Assessment of point penalties (other than hot gun penalties) will
take place for the following infractions:
(1) Checking in as a live player at the end of the game with a hit in an
unobvious location is a 10 point penalty.
(2) Checking in as a live player at the end of the game with a hit in an
obvious location is a 50 point penalty.
12.5 ADDITIONAL PENALTIES
12.51. An ultimate judge may assess additional one-for-one penalties during
the game or successive 10 point penalties off the field for the following
infractions:
(1) Each time a player fails to obey a judge's instructions.
(2) Fighting or other hostile physical contact.
12.52. If a penalty is called that results in the removal of the last player
from a team, the other team will be awarded the flag hang automatically.
12.53. Assessments of one-for-one, two-for-one and three-for-one penalties
when no live players are left will result in the following penalty points
being assessed against the offending team:
(1) 12 penalty points in lieu of a one-for-one penalty.
(2) 18 penalty points in lieu of a two-for-one penalty.
(3) 24 penalty points in lieu of a three-for-one penalty.
12.54. A player prohibited from a playing on a team, because his name
appears on another team's roster, or otherwise will cause the forfeiture of
all the games of such team.
12.55. A player prohibited from playing in a tournament, because of his
relationship with a judging team, or otherwise, will cause the forfeiture of
otherwise, will cause the forfeiture of all the games of the team he is
playing for.
12.56 Any team that intentionally gives up points to its opponent will be
disqualified from the tournament and all members of the team playing at the
time of the infraction shall be suspended for life from playing in any
sanctioned NPPL event.
12.57. Any team that plots with opponents to set scores will be disqualified
from the tournament and all members of the team playing at the time of the
infraction shall be suspended for life from playing in any sanctioned NPPL
event.
12.58 Referee's calls during a game will stand and cannot be changed after a
game except in extreme situations with the overall Ultimate's approval.
12.59 The penalty for a player modifying a field starting 3 days prior to
the start of play or during the tournament days will be suspension from that
tournament.
MISCELLANEOUS
13.0 DECORUM
13.01. Teams and players thereon attending an NPPL sanctioned tournament
shall refrain from wearing or otherwise displaying offensive pictures, words
or logos at the site where the tournament is taking place.
13.02. Teams and players thereon attending an NPPL sanctioned tournament
shall refrain from engaging in any conduct that would bring the NPPL, the
tournament, the promoter or any sponsor into disrepute, including, but not
limited to, the trashing of hotel rooms, the discharge of loaded markers in
ungoggled trafficked areas, the wilful destruction of private property,
engaging n 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 ails to adhere to the rules and regulaions
specified in this Section 13.0 shall be prohibited from competing in an NPPL
sanctioned event for a period of one year from the date of the infracion.
13.0 MAINTENANCE AND CLEANUP
13.11. All teams shall adhere to he administrative rules and regulaions
promulgated by the promoter of the tournament with respect thereto.
13.12. All teams shall police and dispose of all trash generated thereby
ithin the parking area, the staging rea and/or the compound.
13.13. Any team that fails to adhere to the rules and regulations conained
in this Section 13.1 shall be subject to and pay a $250.00 fine to he
promoter, and such team will be prohibited from competing in any future NPPL
event until such fine has been fully paid.
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