Table
of Contents
Introduction
WPF Amendments
General Guidelines
1.0 Equipment
1.1 Paintguns and Power Systems
1.2 Goggles
1.3 Clothing and Gear
1.4 Paintballs
2.0 Site and Field set up
2.1 Stations
2.2 Boundaries
3.0 Eligibility
3.1 Requirements
3.2 Rosters
4.0 Chronographing
4.1 Maximum velocity
4.2 Chronograph checks
4.3 Pre-game chronograph checks
4.4 Velocity adjustments
4.5 Discharging
4.6 Post-game chronograph checks
5.0 Eliminations and Markings
5.1 Eliminations
5.2 Boundaries
5.3 Shots across boundaries
5.4 Climbing
5.5 Alterations of fields
5.6 Shielding
5.7 Game start
5.8 Equipment possession
5.9 Marks
5.10 Indirect marks
5.11 Double eliminations
5.12 Notification of judges
5.13 Self checks
5.14 Verifying marks
5.15 Firing on eliminated players
5.16 Calling for paint-checks
5.17 Playing while hit
5.18 Questionable marks
5.19 Firing while hit
5.20 Hiding marks
6.0
Procedures for eliminated players
6.1 Verbal signals for elimination
6.2 Visual signals for eliminations
6.3 Exiting the Fields
6.4 Communication
6.5 Discarding equipment
6.6 End of game eliminations
7.0
Paintchecks
7.1 Paintcheck requests
7.2 Non neutral paintchecks
7.3 Neutral paintchecks
7.4 Signal of neutrality
7.5 Signal of elimination
7.6 Advancing on neutrals
7.7 Calling players “ in game “
7.8 Splatters
7.9 Wiping splatters
8.0
Spectators
9.0 Flags
and Flag carriers
9.1 Secured flags
9.2 Marked flags
9.3 Holding the flag
9.4 Discarded flags
9.5 Abandoned flags
9.6 Center flag games
9.7 Flag hangs
9.8 Eliminated flag carriers
10.0 Game end
10.1 Game end signals
10.2 Signaling
game end
10.3 “Freeze” or “Cease Fire” calls
11.0
Unsportsmanlike conduct
11.1 Arguing with judges
11.2 Insults
11.3 Confrontational penalties
11.4 Physical contact
12.0 Scoring
12.1 Game points
12.2 Standard Game Points System
13.0
Penalties
13.1
Judges discretion
13.2 Rules definitions
13.3 Violations
13.4 Inspections
13.5 Judge’s directions
13.6 Appeals
13.7 Eliminating active players
13.8 Successive and continuing infractions
13.9 Infractions and penalty points
13.10 Elimination of last players
14.0
Suspensions and Expulsions
14.1 Producer / Directors powers
14.2 Expulsion from premises
14.3 I.D. cards
15.0
Producer formatting
INTRODUCTION AND AMENDMENTS
TO
THE STANDARD RULE BOOK FOR
TOURNAMENT PAINTBALL
INTRODUCTION
This Tournament Rules Book is not an exhaustive
reference regarding rules, infractions and penalties. Penalties may be
increased, decreased, or declined by the director of judging or an ultimate
judge, at his discretion, in particular circumstances.
It is each player’s responsibility to consult
with the tournament producer prior to the event regarding definitions and
limitations of the rules.
A violation of these specific rules, as well
as a violation of the spirit and intent of these rules, is
an infraction and considered an elimination except where noted otherwise. The instructions of the judges and staff at
any WPF event supercede these rules; a player will not be penalized for
following the directions of a WPF judge or staff member.
WPF AMENDMENTS
The purpose of WPF rule amendments is to
provide definition and amendment to those areas of the Standard Rule Book For Tournament Paintball which allows for tournament
producer’s discretion. The following amendments are in affect for all WPF/Zap
Tour events and are strongly suggested for WPF wildcard and affiliated
tournaments. Producers not adhering to the letter of these amendments and
standard rules must notify players in advance of the start of competition.
Rule 1.1,
Additions
G. Paintguns must use gravity feed for transferring paintballs
from the loading magazine, or must be configured to fire at 9 paintballs per
second or slower. The paintballs must transfer from the loading magazine to the
paintgun in single file. Only one loading magazine
and transfer path may be employed.
H.
Paintguns may shoot any number of paintballs,
provided that no more than one burst of gas and one paintball (excluding
accidental double feeding) is delivered down the barrel as each trigger pull
cycle occurs. Paintguns intentionally configured to
hold more than one paintball in the breech are prohibited.
I.
All paintguns are subject to staff inspection at any
time during the event.
K.
The definition of a trigger is a movable lever that comes in contact with the
finger. The contacts of a switch will not be considered to be a trigger. The
definition of a trigger pull cycle is the exertion of force by the finger on
the trigger, and a release of that force from the trigger by the same finger.
Rule 9.7, Amended to read:
9.7 A flag carrier
automatically becomes neutral when he breaks the plane of the station or
touches the suspension point. A judge will check him for paint marks. If the
flag carrier is clean, the game ends. Should game time expire during the check
of the flag carrier, the flag hang will be awarded if the carrier is clean. If
the flag carrier was marked prior to breaking the plane or touching the
suspension point and game time did not expire during the check, the judge will
eliminate the player and back the flag out of the station to the point of
elimination of the flag carrier. If the judge doesn’t know where the flag
carrier was eliminated, he will back the flag out of the station approximately
25 feet (in the direction from which the flag carrier came). While the flag is
being repositioned, it is neutral and the game clock continues. The flag
becomes active once repositioned and at the referee’s signal.
WPF
Procedures
Chronographing: Players in WPF sanctioned
tournaments will be allowed one
clearing shot before chronographing.
Game
Start: All
WPF Tournament games will begin with the head referee,
as
the official time keeper, giving teams a 30 second warning ... to be
echoed by all the field referees.....followed by a 10 second warning
..... again to be echoed by all the field referees.
The game begins when the head field referee shouts , “ GO GO GO “. This is to be echoed
by all the field
referees as well.
Eliminated
players
must place their hand on their head while exiting the field. This is the
only official WPF signal for being eliminated. Failure to place the hand
on the head if eliminated is an infraction that may result in an E + 1 penalty.
Players that do not place their hand on
their head while exiting the field are likely to be marked to prevent
deceptions as well.
STANDARD RULE BOOK
FOR TOURNAMENT PAINTBALL
Copyright 1999 by Cookston, Maynard & Sparks. All Rights Reserved.
GENERAL
GUIDELINES
1. The spirit
and intent of these rules and the duty of the enforcing officials is to ensure
safe play; to promote fair, unbiased competition; and to sustain the level of
organization and good sportsmanship necessary to keep tournament-level
paintball a positive activity.
2. The
tournament producer is the final authority regarding these rules. The producer
may designate an overall director of judging. The judging staff (“referees” or
“marshals”) also may include one or more ultimate judges, head field judges,
field judges, chronograph judges, and other designated members of the judging
staff.
3. Modifications
to these rules may be required by particular situations, including but not
limited to insurance requirements, laws, or regulations; in such instances, the
tournament producer may modify these rules as necessary. Questions regarding
modifications should be directed to the tournament producer or his designated
representative before the tournament begins.
1.0 EQUIPMENT
& SUPPLIES
1.1 Paintguns & Power Systems:
A. Paintguns
must meet manufacturer and insurance safety guidelines regarding triggering
mechanisms, the trigger guard, and safety devices such as a barrel plug (a
squeegee is not a barrel plug).
B. Each player
may carry and use only one paintgun and barrel per
game.
C. No external
velocity adjusting devices, which would allow a player to adjust the velocity
of his paintgun without the use of tools or
disassembly, are permitted. All velocity-affecting pressure regulators, which
can be adjusted without the use of tools or by disassembly, must have locking
rings or tournament caps.
D. Only pump or
semi-automatic paintguns are allowed. It is each
player’s responsibility to consult with the tournament producer prior to the
event regarding definitions and limitations of this rule.
E. Paintgun Power Sources: All paintguns
must use either CO2 (carbon dioxide) or compressed air/nitrogen as the power
source unless the producer specifically approves other sources. All components
(fittings, hoses, valves, cylinders, etc.) of the high-pressure system must
meet the manufacturer’s safety standards.
F. At
tournaments that do not restrict the type(s) or number of gas power sources/cylinders,
a player may carry multiple systems onto the field as long as they are
configured in such a way as to allow the paintgun’s
velocity to be stabilized at 300 fps or lower.
1.2
Goggle Systems:
A. It is mandatory for every
person (judges, players and spectators) to wear an approved goggle system when
they are directly exposed to fields while games are in progress, or when they
are directly exposed to any authorized shooting area while paintguns
are being discharged.
B. Each goggle
system must include an approved full facemask and ear protection made
specifically for that model of goggle. The goggle system components shall not
be altered from their original factory condition. All goggle systems are
subject to safety inspection and approval.
C. A player
whose goggles are accidentally dislodged (sufficient to expose the eyes) during
a game shall be eliminated from the game; if, when this occurs, the player
whose goggles accidentally dislodged has already been eliminated, the judge
shall not eliminate an active player.
D. An active
player who deliberately removes his goggles (sufficient to expose the eyes)
during a game, other than with the approval and under the direct supervision of
a judge shall be eliminated from the game.
1.3 Clothing
& Gear:
A. Players must wear
full-length pants and a long-sleeve top (e.g., shirt, jacket or pullover).
Pants and shirtsleeves must be fully extended during game play to the ankles
and wrists respectively. A player may wear only one layer of clothing underneath
his exterior pants and top. The player’s clothing may not resemble or be of a
similar color to that of the judges, and it may not be of a color/pattern
similar to that of the flag(s) or armbands being used at the event. A player
may not wear or carry any multi-colored or patterned clothing and equipment
that makes distinguishing a paint mark difficult for
the judges.
B. Unless
specifically allowed by the tournament producer, knee, shin, and elbow pads,
and neck protectors must be worn on the outside of the player’s clothing. Harnesses, vests, pouches or similar gear must be worn on
the outside of all clothing. Tops must be tucked into the pants.
C. Clothing must
be sized to fit the player. A player may not wear oversized, draping and/or
excessively baggy clothing. Clothing may not be made of overly absorbent cloth
or highly padded cloth, nor of water repellant
cloth/material that allows a paint mark to be wiped away quickly and cleanly. Ghillie-type material, which makes paint marks difficult to
locate and identify quickly, may not be worn or attached to the player’s
equipment or goggles.
D. Prohibited
Devices. Players shall not use and/or carry onto the playing field: artificial
sounding devices (e.g., whistles, clickers, horns); shielding devices; artificial
light sources; heat generators (e.g., matches, lighters, heat packs); weapons,
flares, paint grenades, paint mines, or any form of pyrotechnic devices; tools
and spare parts capable of affecting a paintgun’s
velocity; silencers or sound suppressers; slingshots, blowguns or any device
capable of propelling a paintball other than the single approved paintgun per player; radios and similar communication,
signaling or listening devices; or items that might be mistaken for a flag.
1.4 Paintballs:
A player only may use paintballs that remain in fresh, unaltered, untreated
factory condition as per the manufacturer’s specifications. No “blood-red”
colored fill is allowed.
2.0 SITE &
FIELD SET UP
2.1 There shall be
only two flag stations on a field for dual flag games, and only one flag
station for
single flag (“center flag”) games.
2.2 Field
boundaries must be clearly marked.
3.0 ELIGIBILITY
3.1 Players must
meet event eligibility requirements.
3.2 Rosters:
Players may not be listed on more than one team roster per event, and a player
may not change teams during an event.
4.0 CHRONOGRAPHING &
CHRONOGRAPH PENALTIES
4.1 Maximum
Paintball Velocity: The maximum allowable velocity for any event is 300 feet
per second (fps). Event rules may reduce the velocity limit.
4.2 All paintguns are subject to a chronograph check before, during
and after a game.
4.3. Pre-game Chrono Check: Before each game every player must report to
the field’s designated chronograph. An equal number of players from each team
will be chronographed. The velocity check shall
consist of three (3) consecutive shots over the chronograph. A set of three (3)
shots must be taken with each power source/cylinder a player takes onto the
game field. No single shot may exceed the event limit. Any paintgun
shooting over the event limit shall not be allowed in the game. Players may
attempt to re-qualify paintguns, providing games are
not delayed. A player may go into a game without a paintgun.
4.4 Between chronographing on before a game and chronographing
off after a game, without the express permission and supervision of a judge, a
player commits an infraction if he adjusts, disassembles or otherwise alters or
tampers with the velocity regulating components of his paintgun.
If the player is active, the judge will eliminate him; if the player has
already been eliminated, the judge will assess a POINTS PENALTY of -10 (10
points are subtracted from the team’s score).
4.5 An
eliminated player, or an active player after the game ends, commits an
infraction if he discharges his paintgun, bleeds off
gas, removes the cylinder, or turns off the valve before completing the
post-game chrono check; the judge will assess a
POINTS PENALTY of -10 (10 points are subtracted from the team’s score).
4.6 During a game, a player
must allow a judge to chronograph his paintgun upon
request. The judge will call the player neutral, and the player must cease all
play-related actions and follow the judge’s instructions. If the player refuses
to follow the judge’s chrono check directions, the
judge will eliminate him; in addition, the judge will assess a POINTS PENALTY
of -50 (50 points are subtracted from the team’s total). The game check shall
consist of one (1) shot over the chronograph without any clearing shots. This
shot may not exceed the event limit. If this shot exceeds the event limit, the
judge will eliminate the offending player. The player must submit to a
post-game chronograph check where a further Points Penalty may be assessed
according to post-game chrono check rules.
4.7 Post-game Chrono Check: Every player must report to the field’s
designated chronograph immediately after the game ends. After each game an
equal number of players per team will be chronographed.
The velocity check shall consist of no more than three (3) clearing shots
immediately followed by one (1) shot over the chronograph. If the single
chronograph shot exceeds the event limit, two (2) additional chrono shots are required; those three chrono
shots will be totaled and the judge will assess a POINTS PENALTY of -1 point
for each fps over three times the event speed limit (1 point for each fps will
be subtracted from the team’s total score, up to a maximum of 50 penalty points
per player per game).
5.0 ELIMINATIONS &
MARKINGS
5.1 A player is
eliminated from the game when he is ordered off the field or eliminated by a
judge, or when a player signifies his elimination whether marked or not.
5.2 Out of bounds:
A player whose body or equipment accidentally or deliberately extends beyond
the vertical plane of the boundary shall be eliminated.
5.3 A player who
deliberately shoots at another player across a boundary or from out of bounds
commits an infraction. When witnessed by a judge, a player marked by a
paintball from across a boundary will be returned to active status.
5.4 A player who
climbs on a tree, a bunker, a structure or a prop will be eliminated.
5.5 A player who
deliberately alters terrain or structures, or tampers with a bunker, will be
eliminated.
5.6 A player who
deliberately uses a non-participant or a movable object as a shield will be
eliminated.
5.7 Start of
Game. The countdown and “game-on” signals will be issued to both teams simultaneously.
No more than the prescribed number of players may be on the playing field when
the game-on signal is given or at any time during the game. A team may start
the game with fewer than the prescribed number of players. Games will not be
delayed for late players or for equipment malfunctions. A referee will
eliminate any player who is not within his team’s starting area when the
game-on signal is given or who leaves the starting area before the “game-on”
signal.
5.8 Each player
must maintain possession of any equipment or clothing (including his armband)
that he carried onto the field except for the following disposable items: paint
pods/loading tubes, squeegees, paper towels, and spent 12-gram cartridges.
Intentionally discarding equipment is an infraction. Unintentionally losing
possession of non-disposable equipment for more than five seconds also is an
infraction. Any equipment more than 3 feet away from the player is considered
discarded equipment.
5.9 A player is
eliminated from the game when he is marked anywhere on his body, clothing or
equipment with a quarter-sized or larger splat caused by a direct hit from a
single paintball. The size of the paint mark is cumulative. If two splat marks
(e.g., one on the loader and one on the goggle) are from the same paintball
break and are larger than a quarter when combined, then the player is
eliminated.
5.10 A player is
eliminated from the game when he is marked anywhere on his body, clothing or
equipment with a quarter-sized or larger splat caused by an indirect (when a
paintball breaks against a secondary object and splatters/sprays the player)
hit from a single paintball, except when the indirect splatter was witnessed by
a judge.
5.11 If two or
more players are marked simultaneously, both shall be eliminated. A judge will
decide which player(s) is eliminated when the players involved do not agree on
the order in which they were marked.
5.12 It is the
player’s responsibility to notify a judge and receive the judge’s
acknowledgment when he is marked other than by a shot (e.g., by kneeling on a
paintball, from cleaning his paintgun, from leaning
against a paint-stained object, etc.). If the judge determines the mark was not
from a hit, the judge will wipe off the mark.
5.13 It is each
player’s responsibility to check himself and call
himself out when he has been marked from an obvious hit. An “obvious” hit is a
direct impact that leaves a quarter-sized or larger splat and that, in the
judge’s determination, the player should physically sense.
5.14 When a
player receives an “obvious” hit that the player can visually verify, he must
signify his elimination immediately. A player may seek reasonable cover in the
immediate area if he is unable to visually verify an obvious hit and if
remaining in his current position while waiting to be paintchecked
will leave the player exposed.
5.15 Blatantly
shooting a player after he has signified his elimination is an infraction.
5.16 A player who fails to
continuously call for a paint check after an obvious hit which the player
cannot visually verify commits an infraction. +1
5.17 A player
who receives an obvious hit and continues aggressive play (shooting, advancing,
communicating with teammates, handing off supplies, etc.) commits an
infraction. +1
5.18 A “questionable”
hit is a mark that, in the determination of a judge, the player probably did
not physically sense. A player who receives a questionable hit will be
eliminated from the game but has not committed an infraction. If, however, a
judge determines that the player became aware of a questionable hit and then
continued to play, the player has committed an infraction by continuing
aggressive play after an obvious hit. +1
5.19 A player
who has been eliminated and/or signals himself eliminated, and who then shoots
at an opponent from on or off the field, commits an infraction. + 2
5.20 A player
who deliberately attempts to hide, remove, or conceal a paint mark commits an
infraction. +2
6.0 PROCEDURES FOR
ELIMINATED PLAYERS
6.1 An
eliminated player is allowed to verbally signify his elimination once only,
simultaneously with his visual elimination signal. +1
6.2 A player
must immediately signify his elimination by fully extending his paintgun above his head and keeping it raised until he has
crossed the field boundary; failure to do so is an infraction. A player shall
allow a judge to take his armband off, but if a judge is not available to do
so, the player shall remove his own armband and give it to a judge. +1
6.3 An
eliminated player must exit the field as quickly and directly as possible,
following the directions of the judges. A player should insert a barrel plug
into his paintgun’s barrel when he crosses the field
boundary. An eliminated player commits an infraction if he fails to proceed
promptly and directly to the field’s holding station. +1
6.4 An
eliminated player who communicates, verbally or visually with his teammates,
commits an infraction. +1
6.5 An
eliminated player who discards or passes off equipment or supplies commits an
infraction. +1
6.6 A player who
fails to call for a paintcheck and waits until after
the game ends to signify his elimination, and/or who has an obvious hit but
attempts to report as “live” (active) after a game, commits an infraction. The
offending player shall be counted as an elimination,
additionally, the judge will assess a POINTS PENALTY of -20 points (20 points
will be deducted from the team’s score).
7.0 PAINTCHECKS
7.1 Paintchecks
may be requested by any active player any time during a game, but judges are not
required to respond to superfluous and/or distracting requests. Nor will judges
answer questions regarding game situations (e.g., time remaining, location of
flags, disposition of active players, etc.). The time clock is not stopped for
paintchecks.
7.2 Judges may visually check
a player without performing a “neutral” paintcheck
(without “calling him neutral”). During these non-neutral paintchecks, play
continues across the field without restrictions to shooting and movement.
7.3 Neutral Paintchecks:
A judge will perform a “neutral” paintcheck if, in
the performance of the check, he will expose the player to hits or interfere
with normal game activity. A player becomes neutral only when a judge gets
close enough to touch the player, tells the player he is neutral, and signals
the player’s neutrality to the rest of the field. A player who calls for a paintcheck on himself remains in play unless and until a
judge performs a “neutral” paintcheck on him.
7.4 When a judge
performs a “neutral” paintcheck, he must signal the
player’s neutrality to the rest of the field by 1) raising a neutral flag high
above the player’s head or 2) raising one arm/hand high above the player’s head.
7.5 A judge may signal a
player “eliminated” by outstretching one arm/hand to point at the player and
putting his other hand on his head. A judge may signal a player “clean” by
outstretching one arm out to each side.
7.6 An active
player shall not shoot or advance directly toward a neutral player, and shall
not enter a 25foot (25') radius around the neutral player.
7.7 A neutral
player becomes active when the judge tells him he is clean/may resume play, and
signals to the rest of the field that the player is now active.
7.8 Judges, not
the player, will wipe off indirect spatter and wrongful hits, such as when
players are hit after being called neutral.
7.9 A player who
attempts to remove paint splatter and/or spray off his clothing or equipment
commits an infraction. However, the exception is a player’s goggle lens; a
player may wipe off his lens only after receiving direct permission from a
judge.
8.0 SPECTATORS
8.1 Unless
spectator coaching/cheering is allowed by the event producer, spectators shall
not point at nor communicate with active players, nor shall they distract
judges and/or interfere with the game.
8.2 Spectators
must follow the directions of the judges. Nonplaying spectators must have
in their possession some type of picture ID, and they must show it to a judge
upon request.
9.0 FLAGS & FLAG CARRIERS
9.1 A flag is
designated as “pulled” or “secured” when it is removed from its station and
held in the possession of an active player.
9.2 A player
shall not be eliminated for taking possession of a flag with quartersized
or larger paint marks on it. A quartersized or larger hit to the flag
while it is in a player’s possession must be witnessed by a judge to be deemed
an elimination of the flag carrier.
9.3 A flag
carrier must hold the flag in the hand and must keep the flag visible at all times.
The flag may be handed off between active players.
9.4 Any active
player may pick up a dropped or discarded flag, but in a dual flag game,
players may not intentionally touch, move, shoot or disguise their team’s own
flag. A player is presumed to know which flag is his own team’s flag.
9.5 If a flag is
abandoned for more than five (5) seconds, a judge shall pick it up and return
it to the appropriate flag station as quickly as possible. Resetting the flag
in its station nullifies the abandoning team’s pull.
9.6 In
single-flag (center flag) games, a flag “hang” is awarded when an active player
touches the suspension point or breaks the plane of his opponent’s starting
station with the flag. In dual-flag games, a flag hang is awarded to the first
active flag carrier from either team to touch the suspension point or break the
plane of his team’s flag station with the opponent’s flag
9.7 If the flag
carrier is eliminated he shall stand holding the flag at shoulder height, with
the majority of the flag or flag cloth clearly hanging exposed, until an active
player takes it from him or the game ends.
The eliminated flag carrier
commits an infraction if he hampers a flag pull by an opposing player. +1
10.0 GAME END
10.1 The head
judge will give the game-end signal when a flag is hung, the time period for
the game expires, or the last player on a team is eliminated via a penalty. All
shooting must cease at the game end signal, and players on the field should
install barrel plugs.
10.2 A player
who signals the end of a game commits an infraction.
10.3 The head
judge of a field may “freeze” the field, signaling all play to stop, because of
an emergency, injury, safety hazard or other serious game problem. The judges
will instruct the players as to the actions required. The head judge will
resume play with a 10-second countdown after notifying the field how much time
remains in the game.
11.0 UNSPORTSMANLIKE CONDUCT
11.1 A person
may not argue with a judge, hinder/interfere with a judge’s performance, and/or
disregard a judge’s warning during a game.
11.2 A person
may not engage in loud arguing, cursing or insulting name-calling regardless of
where or to whom it is directed (toward a judge, player, spectator, self,
etc.).
11.3 Engaging in
confrontational arguing or severe, abusive cursing or namecalling, and/or
threatening physical harm to another person, is an infraction. If the offending
player is active, the judge will eliminate him; if the offending player has
been eliminated, the PENALTY is +1. In either case, the judge also will assess
a POINTS PENALTY of -50 (50 points are subtracted from the team’s score).
11.4 Making
belligerent physical contact with another person by deliberate bumping,
pushing, shoving, use of an object, etc., is an infraction. When this occurs,
the judge will END THE GAME and the offending player’s team shall forfeit the
game. Additionally, the judge will assess a POINTS PENALTY of -100 (100 points
are subtracted from the team’s score). If a player from each team commits this
infraction, both teams shall forfeit and the POINTS PENALTY of -100 shall be
deducted from each team’s score.
12.0 SCORING
12.1 Game
Points: Game points are earned by teams according to their performance.
Accumulated points will be used to rank contestants throughout the event for
seeding positions and to determine which teams advance to the next round.
12.2
Standard Game Points System:
|
Event
|
3 player
|
5 player
|
7 player
|
10 player
|
|
active
players at game end
|
3
pts. each
|
2
pts.each
|
1
pt. each
|
1
pt.each
|
|
opponents
eliminated
|
7
pts. each
|
4
pts. each
|
3
pts. each
|
2
pts. each
|
|
first
flag pull
|
20
points
|
20
points
|
22
points
|
20
points
|
|
flag
hang
|
50
points
|
50
points
|
50
points
|
50
points
|
|
TOTAL
|
100
points
|
100
points
|
100
points
|
100
points
|
13.0
PENALTIES
13.1 This Tournament Rules Book is not an
exhaustive reference regarding rules, infractions and penalties. Penalties may be
increased, decreased, or declined by the director of judging or an ultimate
judge, at his discretion, in particular circumstances.
13.2 It is each player’s responsibility
to consult with the tournament producer prior to the event regarding
definitions and limitations of the rules.
13.3 A violation of these specific rules,
as well as a violation the spirit and intent of these rules, is an infraction.
13.4 Each player must immediately submit
his equipment, his paint, and himself for an inspection whenever requested by a
judge.
13.5 Players must follow all of the
directions of the judges. Since the instructions of the
judges supercedes these rules, a player shall not be penalized for
following the directions of a judge.
13.6 Appeals. All decisions
by the judges are final. Questions or appeals may be addressed by the team
captain(s) to the head judge of the field immediately after the players have chronographed off after the game.
13.7 A “+1" signifies that the judge
will eliminate one active teammate of the offending player. A “+2"
signifies that the judge will eliminate two active teammates of the offending
player.
13.8 Successive or continuing infractions
are grounds for successive penalties. Example: the offending player is an active
player and commits the infraction of arguing with a judge; the judge eliminates
him from the game. He continues to argue with a judge; the judge eliminates an
active player from his team. If he continues to argue, the judge eliminates
another active player from his team.
13.9 Certain infractions result in
Penalty Points. Successive or continuing infractions are grounds for successive
penalties.
13.10
When a “+1" or a “+2" penalty eliminates the last player from a team,
the other team will be awarded the flag hang automatically. First pull also
will be awarded if one has not occurred earlier in the game.
14.0
SUSPENSIONS & EXPULSIONS
14.1 The producer or his designated
representative is the only person authorized to penalize a player with probation,
suspension, and/or expelling a person from a tournament.
14.2 A person expelled or suspended from
a tournament must leave the premises and not return.
14.3 Where ID cards are required by the
tournament producer, a person who refuses to show his ID card to a judge will
be expelled from the tournament. If his teammates refuse to identify the
player, every person on the team’s roster will be expelled from the tournament.
15.0
PRODUCER FORMATTING: Tournament and
event producers may have specific formatting (e.g., game time limit, size of
playing field, limited paint, pumpguns only, Rookies
only, etc.).
STANDARD RULE BOOK FOR TOURNAMENT
PAINTBALL Copyright 1999; all rights reserved.
WPF CLASSIFICATIONS AND POINTS SYSTEM
WPF CLASSIFICATIONS
TEAM
PRO – a team of up to seven
players which has competed in a tournament registered in the “pro” division(s)
AMATEUR – a team of up to seven
players with no more than one pro player.
NOVICE – a team of up to seven
players with no more than one amateur player.
ROOKIE – a team of up to seven
players with no more than one novice player.
PLAYER
PRO - A player who has competed in a tournament on a
Pro team during the previous 12 months.
AMATEUR - A player with three seasons or more of tournament
experience , and who has not played as Pro during the
previous 12 months.
NOVICE - A player with less than three seasons of
tournament experience, and who has not played as a Pro or Amateur during the
previous 12 months.
ROOKIE - A player with less than one season of tournament
experience, and who has never played as a Pro, Amateur, or Novice.
WPF
World Ace Points Scoring SYSTEM
|
ATTENDANCE
|
TOURNAMENT
|
POINT VALUE
|
|
REQUIRED
|
WPF/Zap
Tour Regional (1)
|
1/3 of total
|
|
REQUIRED
|
WPF/Zap
International Masters
|
1/3 of total
|
|
CHOICE CATEGORY
Teams must attend at least one tournament in this category, however, they may
attend additional tournaments in this category, and choose their best finish to
apply towards the World Ace title
|
Affiliated League
or
Wildcard
or
International Bonus Competition
or
An additional WPF/Zap Tour Regional
|
1/3 of total
|
SERIES
POINT DISTRIBUTION
100 Points for 1st place finish
97 Points for 2nd place finish
94 Points for 3rd place finish
91 Points for 4th place finish
3 point decline in points per place of
finish down to 10 point Minimum per tournament