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Werd Format: Official Rulebook

This document outlines the rules and regulations for the WERD FORMAT paintball game. It covers general information about the game format, field layout, equipment requirements, refereeing procedures, and tournament administration. Specifically, it describes the playing field dimensions and layout, equipment standards, roles of referees, pre-game procedures, game play rules, penalty assessments, tournament scheduling and scoring procedures. The game involves two teams of 5 or 7 players competing to capture the opposing team's flag within a time limit while eliminating opponents.

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0% found this document useful (0 votes)
226 views33 pages

Werd Format: Official Rulebook

This document outlines the rules and regulations for the WERD FORMAT paintball game. It covers general information about the game format, field layout, equipment requirements, refereeing procedures, and tournament administration. Specifically, it describes the playing field dimensions and layout, equipment standards, roles of referees, pre-game procedures, game play rules, penalty assessments, tournament scheduling and scoring procedures. The game involves two teams of 5 or 7 players competing to capture the opposing team's flag within a time limit while eliminating opponents.

Uploaded by

bad2469
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

WERD FORMAT

OFFICIAL RULEBOOK

FEBRUARY 2010
Revision1.5
TABLE OF CONTENTS
I GENERAL
1. General ............................................................................................................... 3
2. The Field and Adjacent Areas............................................................................. 3
3. Tournament Administration ................................................................................. 4
4. Rosters................................................................................................................ 5

II EQUIPMENT
5. Uniform ............................................................................................................... 6
6. Protective Gear ................................................................................................... 7
7. Markers ............................................................................................................... 7
8. Other Equipment ................................................................................................. 9
9. Paintballs ............................................................................................................ 9
10. Prohibited Equipment........................................................................................ 10

III OFFICIATING
11. Referees ........................................................................................................... 11

IV PREGAME PROCEDURES
12. Pre-Game ......................................................................................................... 14

V THE GAME
13. Game Start........................................................................................................ 16
14. Game Stoppages .............................................................................................. 16
15. Game End......................................................................................................... 17
16. Flags ................................................................................................................. 17
17. Flag Hangs........................................................................................................ 18
18. Forfeiture........................................................................................................... 18
19. Marked with Paint.............................................................................................. 19
20. Field Exit ........................................................................................................... 20
21. Illegal Activities.................................................................................................. 20

VI ELIMINATIONS AND PENALTIES


22 Assessment of Penalties................................................................................... 23
23. Suspensions, Disqualifications, Fines ............................................................... 25

VII SCHEDULING, SCORING AND RANKING


24. Scheduling ........................................................................................................ 28
26 Tournament Rounds of Play ............................................................................. 28
27. Scoring.............................................................................................................. 29
28. Ranking............................................................................................................. 31

VIII OTHER FORMATS


29. v5.2 Format ....................................................................................................... 32

ASTM Standards Reference - www.astm.org....................................................... 33


I GENERAL

1. General
This is a game of paintball called the WERD FORMAT, which is played by two (2)
teams with five (5) and seven (7) per team, in the v3.2 and v5.2 format respectively.
The game format has a mixture of all other international formats compiled it into one
and will be introduced to regional countries.

1.1 Game
Game start with 5 players at the gate and two (2) players, also known as ‘jokers’,
standing-by behind the gate. The objective of the game is for each team to capture
the flag of the opposing team and to eliminate as many opposing players as
possible, while capturing and returning the opposing team’s flag to its own flag
station within a limited time period, as per the usual speedball games.

1.1.1 ‘Joker’ would only insert into the game on insertion signal and will be
considered as eliminated if not out of the box within stipulated time. Jokers are
also allowed to give instructions while still in the box

1.2 Organiser
The organiser is responsible for

1.2.1 Formulating the official playing rules (“Rules”) for the games. The
organiser would also review these Rules from time to time whenever necessary.

1.2.2 Determining what paintball equipment will or will not be permitted to be


used by players.

1.3 Referees
The Referees are responsible for the strict enforcement of these Rules promulgated
by organiser.

1.5 The Divisions


The League will have two (2) divisions consisting of

1.4.1 Novice Division (“ND”) who would be playing v3.2 format

1.4.2 Open Division (“OD”) who would be playing v5.2 format

2. The Field and Adjacent Areas

2.1 The Playing Field


The playing field shall be rectangle, 60meter long and at least 30meter wide. The
playing field shall have two (2) Flag Stations, one at each end of the field, which will
be placed central across the field. The flag stations will be a minimum of 1.5 meter
from the nearest bunker. Bunkers will be positioned throughout the playing field and

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will be at least 1.5 meter inside of the playing field. The joker box is situated behind
each flag stations, where the jokers will be on standby prior to insertion.

2.2 Out Of Bounds


Field boundaries are marked down both sides in either yellow or white material or a
paint line. Touching the side lines constitutes out of bounds in which the player will
be eliminated. Any ground space outside of the playing field shall be out-of-bounds
and result in elimination for the player. There is no back line. .

2.3 Dead Boxes


A deadbox for eliminated players is placed behind the joker box and will be
segregated from the joker box.

2.4 Safety Netting


The playing field, out-of-bounds area and the dead boxes will be surrounded in
safety netting. Netting must comply with the organiser Technical Standard.

2.5 Spectator Safety Zone


All fields will have a roped safety zone no less than 1.5 meter from any side of the
field netting. Players and spectators will stay behind the roped off safety area. Those
individuals who choose to go into the safety zone are subject to immediate removal
from the site by organiser staff.

2.6 Field Orientation


Any team competing in the organiser may examine any and all playing fields on the
day prior to the first day of the tournament, but may not in any way alter any playing
field. However, no team or player may play any field prior to any tournament, unless
such play is for promotional purposes and the team or player has been authorized by
the representative of organiser.

2.7 Filming and Photography of the League


Only approved individuals will be allowed in any camera tower, media tower or to
enter any field to film, photograph, tape or record games and must possess a current
pass for each round from the organiser. No photographers are allowed on the
playing field at any time. Photographers will follow the directions of the Referees. If a
photographer’s position impedes or influences the game the photographer will be
asked to leave the field. At no time is a coach, player or support person from a team
allowed on the field or in a media tower during the game.

3. Tournament Administration
3.1 Players’ Identification Card (ID)
Players must have a valid ID cards issued by the organiser to participate a
tournament, and players must be able to produce their ID at anytime while on the
premise. Players will not be allowed to enter the field without a valid ID Card.

3.2 ID Purchase and Fees


Players may apply for the IDs at the organiser office or at any organiser sanctioned
tournament. There is an RM25.00 administrative fee for an ID which will be valid for

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one calendar season. Replacement IDs will be issued for RM25.00. The
administrative fee for new and replacement IDs are subject to change without notice.

3.3 Captain’s Meeting


A Captain’s Meeting will be held a day before the beginning of each round of the
tournament. The purpose of this meeting is to provide information to the players
concerning any administrative changes to the Rules and other regulations governing
teams’ participation.

3.4 Entry Fees


Entry fees must be paid to the organiser before the tournament. Team rosters will be
accepted only after all administrative or penalty fees have been paid in full.

4. Rosters
4.1 Team Rosters
All teams must submit complete rosters prior to play. No changes, alteration or
amendment to the player roster is allowed after the closing date of submission of
team roster. All team may have up to a maximum of ten (10) active players on their
roster and two (2) pit crews, No player may appear on more than one (1) team roster
in same tournaments

4.2 Pit Crews


All pit crews are required to register at each event. Each crew must fill out a waiver
and receive paddocks credentials. An administration fee of RM40.00 will be required
Passes are valid for one season.

4.3 Age Requirements


Players must be eighteen (18) years of age or older. Players that are ten (10)
through seventeen (17) years of age may play with written consent from a parent or
legal guardian.

4.4 Player Status


Player’s / team’s current status in any of the major tournament in Malaysia will be
taken into account.

4.4.1 Any player / team can participated in the Open Division regardless of
their current status.

4.4.2 The Novice Division is open to player / team that have been on the
roster of D3 or lower division teams in any tournaments held in Malaysia.

4.5 Team Name

4.5.1 Team’s name shall not be provocative, negative, vulgar and contains
name of the country, states, race and religious.

4.5.2 Team’s name shall not have any similarity to other teams

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II EQUIPMENT

5. Uniform

5.1 Protected Colour


Players’ uniforms may not contain the colour orange, which is reserved as the
“Protected Colour” for paint.

5.2 Jerseys
Team players are encouraged to wear jerseys consisting of the same colour and
style. Jerseys may not have black and white stripes or be designed to cause
confusion with the Referees.

5.3 Padding in Jerseys


Padding in jersey’s is not limited to specific areas provided that the thickness does
not exceed 5mm. Padding material is limited to an open cell foam and must not be
modified from the manufacturer’s original form.

5.4 Patches
Patches are not allowed on Jerseys unless they are provided by the organiser.

5.5 Layers and Padding


Players must wear only one (1) pair of full-length pants and only a long-sleeved
jersey. Players may wear only one (1) layer of underclothing consisting of, at
maximum, one (1) pair of under-shorts and one (1) short or long sleeve t-shirt,
provided it contains no padding. Players may not wear sweatshirts or clothing made
out of highly absorbent material, such as felt or fleece. Any other soft padding in
garments is prohibited. Uniforms shall also not of slick nature, such as nylon or
rubber. Fatigue with camouflage are also not allowed.

5.6 Appearance
Players clothing must fit well. Jerseys must be tucked into player’s pants or harness.
Players may not wear any oversized clothing. Players clothing including pants and
jerseys must be free from tears and rips. If clothing is torn or ripped during the
course of a game, the player must change or repair any torn or ripped clothing prior
to starting of the next game. The penalty will be the player is eliminated from the
game.

5.7 Headgear
Players may wear headgear to protect the head. Players’ headgear may not extend
more than 2.5cm below the shoulder blades. Players may not wear bandanas and /
or handkerchief anywhere other than on the head or neck.

5.8 Gloves
Players may wear a single pair of gloves, with or without full fingers. Gloves may be
padded.

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5.9 Metal Cleats
Players may not wear metal or ceramic cleats or spikes that may injure other players
or damage the playing field (e.g. puncture a bunker)

6. Protective Gear
6.1 Facemask / Goggles
Players, Officials and any other individuals present in a goggle-safe area must wear
goggles with full-face protection manufactured for use in paintball games in its
original form. Goggles must have adequate ear protection. The face or ear protection
of goggle systems will not be allowed to be turned or twisted upward or in anyway
modified from their original form at any time or place where goggles are required.
Goggles must meet or exceed ASTM standards for eye protection and lenses be in
good repair.

6.2 Protective Padding Separate from Clothing


Players may wear one (1) layer of protection, over or under clothing, protecting the
below body parts, provided that the padding has not been modified from the
manufacturer’s original form. The following protective padding has been approved for
use:
• neoprene neck protection;
• forearm and elbow protection;
• shin and knee protection;
• groin protection
• chest protection (female players only)

6.3 Neck Protection


Players may wear neck protection consisting of single layer of neoprene type
material. Neck protectors must cover the neck only and may extend a maximum of
2.5cm passed the collarbone.

7. Markers
7.1 Marker Specifications.
Players may use a single, 0.68” caliber, mechanical or electronic paintball marker,
which consists of a single barrel and single trigger. Double-action triggers are
prohibited. All Paintball Markers shall only operate in the allowable shooting mode
for that division during league play.

7.1.1 Markers shall only operate in semi auto EXCEPT in the Open Division
where ramping mode are allowed. Rate of fire for such mode shall be capped at
15bps.

7.2 Trigger
A “trigger” is the moveable lever or button that comes in contact with the finger. The
contacts of a switch are not a trigger. A trigger pull requires an exertion of force by
the finger on the trigger and a release of force by the finger on the trigger during

7
every shooting cycle. Markers may shoot any number of paintballs, provided that it
shoots in the allowable shooting mode for that division.

7.3 External Adjusters.


Markers with electronic firing systems must be locked in a tournament semi auto
mode. The player must NOT be able to adjust dwell, debounce, shooting mode etc.
while on the playing field. Markers with any form of external velocity adjusters must
be modified in such a way that the velocity adjuster is not readily accessible during
the course of the game. Depending upon make or model of the markers, some may
require locking tournament caps or may require multiple locking tournament caps.
All regulators require locking tournament caps such that they cannot be adjusted
without a tool with the marker gassed or degassed. Locking Tournament caps are
devices used to lock down or prevent on field adjustments.

7.4 Inspection.
Markers are subject to inspection at any time during and within three (3) days after
any league, provided that the markers are taken for inspection prior to tournament
completion. The team of any player found to be using a marker in violation of Rules
7.1 through 7.3 shall be penalized according to Rule 23.6

7.5 Surrender of Marker.


Players must surrender their marker immediately upon the request of any Referee or
organiser representative at anytime. Players may not alter, pull the trigger, turn on or
off, push any buttons or make any other movement that might cause a firing mode to
change. See Rule 23.6

7.6 Marker Velocity.


Markers may not exceed a maximum velocity of three hundred (300) feet per
second. All markers must be chronographed at a chrono station prior to start of each
game. See Rules 22.2.12, 22.3.6 and 23.3.4

7.7 Suppressors.
Marker barrels may be equipped with porting, slots and / or rifling, but may not have
a sound suppressor attached or integral to the construction of the barrel.

7.8 Barrels.
Players may only bring one (1) barrel on the playing field. The barrel must be
attached to the marker.

7.9 Ball Detection Systems.


Players may turn on or off the ball detection system (e.g., eye, etc.), if the player’s
marker has such functionality.

7.10 Barrel Blocking Devices.


Markers must have a Blocking device over or in their barrel at all times the marker is
in any un-goggled area. See Rule 23.3.5

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7.11 Stickers.
Stickers on markers and barrels are limited to one (1) 5cm by 10cm sticker on each
side of marker. Colours of stickers may not contain the Protected Colour. Stickers on
loader lids are allowed.

7.12 Exposed Markers.


Players may not have any exposed markers, tanks or barrels outside of the Players
Paddocks. All markers taken outside the player paddocks must be concealed.
See Rule 23.3.6.

8. Other Equipment
8.1 Paint Loaders.
Loaders colour and design may not resemble a hit or paintball mark, profanity, racist
and political insignia. Stickers on loaders or other feed devices are prohibited, except
for one (1) 5cm x 10cm sticker on each side of the loaders or other feeding devices
in any colour, except the Protected Color. Clear loaders are not permitted. Clear lids
on hoppers are permitted. Players may not use cloth or neoprene loader covers.

8.2 Air Tanks


All compressed air (or other) tanks must be within the current test date specified as
per the manufacturers recommendations. Further to this all tanks must be free from
dents or other defects and are subject to a visual inspection.

8.3 Remote Tank.


Players may wear a remote tank hook-up. The remote line may not be worn
underneath clothing. Air Tank Valves must meet or exceed ASTM Standard F1750-
96 and ASTM Standard F2030-00

8.4 Pouches, Pods or Tubes.


Players may carry any number of pods for carrying paintball. Pods may not contain
the protected colour and may not be constructed in such a fashion that they
constitute padding.

8.5 Squeegees.
Players may carry multiple squeegees and / or swabs. Players may carry anti-fog
cloths or spray.

8.6 Flags.
Flags will be a minimum of twelve 30cm wide and a minimum of 60cm long.

9. Paintballs
9.1 Specifications.
In accordance with marker requirements, paintballs must be 0.68” calibers.
Paintballs used at any organiser sanctioned tournaments must be purchased in the
Players Paddocks from a paintball vendor that has been appointed by the organiser
and certified compliance with organiser standards and meets organiser non-staining

9
criteria. Players may not bring any paintballs onto the site which are not supplied
from within the Players Paddocks.

9.2 Pink and Red Paint Prohibited.


In the event where permission to use outside paint is granted, players may not use
pink or red filled paint (“Prohibited Paint”). Players using Prohibited Paint or
paintballs that do not comply with ASTM standard F1979-04 or organiser non-
staining criteria will be subjected to penalties in Rule 23.8. Including assumption of
full responsibility for any resulting injury or property damage.

10. Prohibited Equipment


10.1 Protected Colour.
Players’ equipment (including uniforms as provided in Section 5) may not contain
orange, which is reserved as “Protected Colour” for paint.

10.2 Specifically Prohibited Items.


Players may not use any listening devices, communication devices or any form of
electronic surveillance. Players shall not wear or display clothing or any other items
with obscene or offensive pictures, words or logos anywhere on-site at the league.
Subject to Disqualification Rule 23.7

10.3 Generally Prohibited Items.


Players shall not bring any item not specified permitted for use in the organiser
sanctioned tournaments in Rules 5 through 10 onto the playing field, unless
approved by the organiser Scrutinizer prior to the game start.

10
III. OFFICIATING

11. Referees

11.1 Refs.
The League shall be officiated by Refs (“Referees”). The term “Referee” will include:
“Ultimate Ref”; “Head Refs”; “Chrono-Refs”; “Corner Refs” “Flag Refs” and “Field
Refs”. Each playing field will be staffed with a minimum of six (6) Field Refs including
one (1) Head Ref.

11.2 Authorization.
All Referees are under direct control of the Ultimate Ref. Only Referees approved,
authorized and assigned to a playing field or Chrono-Station by the Ultimate Referee
may make calls on that respective playing field or Chrono-Station.

11.3 Pre-game Equipment Inspection.


The Head Ref may require a player to change clothing and / or modify or substitute
equipment prior to the start of a game in order to comply with Rules 5 through 10.
Players that cannot comply with any Referee requirement before game start will not
be permitted on the playing field.

11.4 On Field Chronographing.


Chronographing will be done on the field before the start of a game, and may also be
done at any time at the discretion of any Field Referee to determine if a marker’s
muzzle velocity has risen above legal limits. See Rule 7.6. Referees will seek to
perform on field chronographing in a manner which least interferes with play. Players
will not be subjected to Referee chronographing after game end, but may be
required to surrender their marker for inspection pursuant to Rule 7.4 and 7.5.

11.5 Paint Checks


Paint checks are performed by Referees for the purpose of determining if a paintball
has broken on and marked a player. Paint checks are performed by a Referee when
the Referee has observed a player taking shots, or when shots are directed into an
area occupied by a player that the Referee cannot directly observe, when the
physical location that a paintball may have broken on is not visible to the Referee, or
when the Referee is directed to do so by another Referee.

11.5.1 Player Requested Paint Checks.


Referees may, but are not obligated to, perform a paint check after a player has
requested one.

11.5.2 Flag Carriers.


No flag carrier will ever be stopped for the purposes of performing a paint
check.

11.5.3 Not Easily Verifiable.


Players, who are hit in obvious locations, which are not easily verifiable, by
such players may call for a paint check. See Rule 19.3

11
11.6 Referee Hand Signals.
Referee hand signals will be as follows:

11.6.1 Ten (10) seconds to Game Start.


The Head Ref will signal (ten) 10 seconds to Game Start by raising his right
hand.

11.6.2 Game Start.


The Head Ref will signal the game start by dropping his right hand.

11.6.3 Insertion
A buzzer/horn will be sounded to signal jokers insertion into the game.

11.6.4 Eliminated.
Referee will signal when a player is eliminated by holding his right hand on top
of his head and pointing his left arm at the player who is eliminated. The
Referee cannot put a player back in after calling a player eliminated with a hand
signal.

11.6.5 Safe.
Referee will signal safe by waving both hands in front of his body. This “safe”
signal indicates that a player is considered clean of a hit and is still an active
part of the game.

11.6.6 One-for-One.
Referee will call a player eliminated for a One-for-One using the eliminated
signal first followed by a double fist up and down movement both arms in front
of his body. The double fist up and down movement may be repeated as
necessary for Two-for-One and Three-for-One eliminations.

11.6.7 Flag Hang.


Referee will signal Flag hang by placing both arms over his/her head and
holding left wrist with right hand.

11.6.8 Game End and Stoppages.


The Head Ref will signal the game end or game stop by waving both hands
overhead so that the wrists cross.

11.7 Emergencies.
In the event of an emergency situation, the Referee discovering the emergency will
request that all Referees stay off the radios. Other Referees on the field will
immediately cause all action to stop. Game time will also be halted for the duration of
the emergency.

11.8 Referee Communications.


Referees may only engage in rules related communications during games. Referees
shall not: (1) through action or inaction, deliberately reveal or conceal the locations
or actions of players during the course of a game or (2) impede the progress of any
competition.

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11.9 Bias.
Referees shall perform their duties and shall make decisions in an unbiased manner.
A Referee showing bias in a call, for or against any team, shall be removed as a
Referee and will be subject to penalty as determined by the “Disciplinary
Committee”.

13
IV. PREGAME PROCEDURES

12. Pre-Game

12.1 Inspection Procedure.


Each team must report to the field at least five (5) minutes before the game is
scheduled to begin. Each player’s clothing will be inspected and markers will be
chronographed by a Chrono-Ref in the field prior to each game.

12.2 Marker Inspection.


Players will surrender their markers to the Chrono-Ref who will inspect it for the
following:

12.2.1 Mechanical Parts Locked.


Screws, barrel, tank and other working parts which could increase or decrease
velocity are adequately tightened. Any external velocity adjusters are covered
or fixed in place. No device, component or item which could enable a player to
increase the muzzle velocity of the marker on the game field without resorting to
the use of tools is present on the marker.

12.2.2 Electronic Parts Locked.


Shooting modes of electronic markers may not be adjusted on field as to allow
dwell, debounce, trigger bounce, or ramping.

12.2.3 Valves.
Valves must be placed in the fully open position and no valves or expansion
chambers can be turned on or off.

12.2.4 Foreign Matter.


No foreign matter may be in the barrel, feed port or loader.

12.3 Chronographing.
The Chrono-Ref shall chronograph each marker as it would be shot effectively on the
game field at its maximum velocity. The Chrono-Ref will shoot a minimum of three
(3) shots over the chronograph. Markers will pass inspection if no one shot is greater
than three hundred (300) feet per second.

12.4 Remedial Measures.


Players whose markers do not pass inspection or chronographing will be so informed
and will be given an opportunity to remedy the situation, time permitting. Players
whose markers have not passed the chronograph may elect to enter the field without
a marker or be counted as eliminated.

*Players are responsible to ensure their equipments are within the allowable
limit.

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12.5 Choice of Flag Station.
The team that wins a coin-toss shall choose which Flag Station it will defend in
preliminary rounds, and the first and third game of the quarterfinals, semifinals and
finals. In the second game of the quarterfinals, semifinals and finals, the teams shall
defend the Flag Station opposite to the Flag Station they defended in the first round.

12.6 Equipment
Teams must carry all paintball, gas or air and equipment to be used during the
course of the game on their person at the start of the game.

12.7 Old Hits.


Players are responsible for removing old hits or bringing the same to the attention of
a Field Ref prior to game time, so that they may be dealt with in a manner that would
not result in the elimination of the players.

15
V. THE GAME

13. Game Start

13.1 Ten Second Warning.


The Head Ref on the field will begin game by saying Field Remove your barrel
protection and get ready for the ten (10) second warning. The Head Ref will then
say ten (10) second warning in 3, 2, 1, 10 second warning so that each team may
hear clearly such warning.

13.2 Markers.
Players must have the barrels of their markers touching the Flag Station. Players
must start in front of the break out board with markers touching the Flag station.
See Rule 22.2

13.3 Game Start.


The Head Ref will give such warning with a countdown of get ready for 10 second
warning then ten (10) seconds in “Three, two, one, ten-seconds.” Thereafter, the
game will start by the Head Ref shouting so that each team may hear, by radio or
otherwise, either, “Game on”, or “Go, go, go”.

Joker would have 1 minute to insert into the game 15seconds after the game starts.

13.4 Time.
Official game time will be kept by the Head Ref or a Field Ref appointed thereby, but
in no event shall the official game time be kept by a Flag Ref. In the event that a
game is to be interrupted because of a medical emergency, or otherwise, the Head
Ref will mark the time or cause the Field Ref appointed thereby to keep the official
game time to mark the time.

14. Game Stoppages


14.1 False Start.
In a situation where a false start happens due to a Referee mistake or
miscommunication, the Head Ref will stop the game and restart as if the game had
never started.

14.2 Reasons for Game Stoppage.


Only the Head Ref may declare the game stopped. 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.

14.3 Procedure.
Field Refs will note the locations of the players at the time that the game is stopped.
Once the game has been stopped, the Field Refs will insure that players remain in
those locations. Referees will check all players and will remove any players who
were eliminated prior to the game being stopped. Players may not reload or refill air

16
during this time. Referees will confer to review the sequence of events prior to the
game stoppage. If penalties need to be assessed, they will be so assessed at such
time. Players with hits may be reinstated into the game if the field Referees
determine, at their discretion, that a player was eliminated after the game was
declared stopped or as a direct result of illegal actions, which led directly to the game
stoppage.

14.4 Restart.
Once the condition causing the game stoppage has abated or been resolved, all the
live players and flags are placed in proper positions by the Field Refs, the Head Ref
will restart the game in accordance with the procedures specified in Rule 12. Time
will begin to run upon such restart.

15. Game End


15.1 Cease Shooting.
Players may not fire their markers following:

15.1.1 an instruction from a Field Ref to cease fire;

15.1.2 a successful flag hang;

15.1.3 five (5) minutes after the start of the game.

15.2 Inspection.
All live players at the end of a game must present themselves to a Field Ref for
inspection. At this time, a Field Ref will inspect the player for hits, and if any are
found, the Head Ref will be notified, and proper penalties will be assessed.

15.3 Game End.


A game will end only by the Head Ref on the field announcing,
“Game over.”

16. Flags
16.1 Team Flags.
Once a team flag is hung in its flag station prior to the start of a game, it is not to be
touched by its own team. Player tampering with their own team’s flag will be
eliminated.

16.2 Carrying the Flag.


Players carrying flags must carry them in full view. Players cannot attempt to hide or
disguise the flag in any way.

16.3 Passing the Flag.


Flags may be passed from live players to live players.

17
16.4 Eliminated while Carrying Flag.
A player eliminated while in possession of a flag will remain on the field of play,
holding the flag at arms length and at eye level, until that flag is recovered by
another player, from player’s team.

17. Flag Hangs


17.1 Calling Time.
When a player touches his or her team’s flag station with the opposing team’s flag,
the Flag Ref immediately calls time and the time of the call is recorded. The Flag-
Ref then paint checks the flag carrier.

17.2 Re-Hang.
If the flag carrier touching his or her team’s flag station with the opposing team’s flag
is found to have a hit, the proper penalties will be assessed. Time will be restarted
and the Referees will yell “Game On”. The flag must then be returned, by a live
player, to the opposing flag station in under the time remaining on the clock. If the
flag is not hung again, the team will not receive the pull or hung.

17.3 Game End.


If the flag carrier touching his or her team’s flag station with the opposing team’s flag
is found not to have a hit, then the hang will be successful and the game will be
declared over as of the time the flag carrier touched his or her team’s flag station.

18. Forfeiture
18.1 A forfeit will be declared for each game that

18.1.1 A team fails to report in a timely fashion for its pre-game


chronographing

18.1.2 A team has been disqualified from the event

18.1.3 For any game in which a team refuses to take the field

18.1.4 In the event that both teams fail to show for a game or are unwilling to
take the field, both teams have forfeited the game.

18.2 Scoring
Any team which is scheduled to oppose a team that has forfeited a game will receive
95 points or the average of all games in that round, which ever is higher and the
forfeited team will receive zero points for that game.

18.3 Finality
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 game was due to the
schedule.

18
19. Marked with Paint
19.1 Marked with Paint.
A player will be eliminated if such player is marked with paint.

19.1.1 A player is marked with paint if a paintball shot out of a paintball marker
by any live player, including members of the opposing team or a player’s own
team strikes that player or anything he or she is wearing or carrying and the
paintball breaks upon the object struck and leaves a paint mark.

19.1.2 If a Referee does not see a paintball shot by a live member of the
opposing team or the player’s own team strike that player or anything he or she
is wearing or carrying, but that player or that player’s equipment is marked with
paint, then such player will be eliminated. Generally, if the paint marking is
reasonably solid and the size of a fifty cents coin, it will be considered a valid
hit. If a referee witnesses the ball hit and break and leaves paint less then a
quarter size it will be considered a valid hit.

19.1.3 Conversely, a player will not be eliminated if a player is hit and marked
by a paintball shot by an eliminated member of the opposing team or if a
paintball strikes the player or anything he is wearing or carrying but does not
break or if a paintball strikes another object first and breaks upon that object
before marking a player or anything he/she is wearing or carrying.

19.1.4 Referees will wipe splatter or non-valid hits off a player at the time they
are inspected. Players playing with paint that is considered non-valid will do so
at their own risk, until it is wiped clean by a Referee.

19.1.5 Players who are in motion while hit in obvious locations, which are
easily verifiable, will immediately turn their motion away from the opposition,
and stop. If two (2) opposing players are hit and marked, as provided in this
Rule simultaneously, or if the Referee cannot determine which player was hit
and marked first, both players will be eliminated.

19.2 Obvious Hits.


Obvious hits are those which impact and break on observable places on the body or
equipment. Players who are hit in an obvious location are expected to immediately
signal their elimination by announcing “HIT” or “OUT” at the time of such elimination.
Such players must then remove their armbands, and go straight to elimination box.

19.3 Obvious, but not Easily Verifiable while wearing goggles.


Players with obvious hits in areas which are not easily verifiable, such as the back
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. 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

19
must immediately call for a paint check by a Field Ref. Failure to call for such a paint
check immediately will constitute playing on by such player.

19.4 Unobvious Hits.


Unobvious hits are those which impact and break on player’s harnesses & tubes
located on players back. Players with un-obvious hits will be eliminated but will not
be penalized. Should a player with an un-obvious hit become aware, through his/her
own actions or through information provided by teammates that he/she has been
validly marked, such hit at such time shall then be deemed to constitute an obvious
hit. Any part of the harness located in front of a players hips are considered obvious.

20. Field Exit


Eliminated players will put one hand on the head and exit the field via the nearest
border and proceed directly to the dead box closest to the team flag station. Players
shall remain in the dead box until directed to leave by a Referee. Eliminated players
shall exit the field with all equipment that they were carrying at the time of
elimination. See Rule 22.3, Rule 23.3 and Rule 23.4

21. Illegal Activities


21.1 Playing-On.
A player that continues to play after being marked, in an obvious location, with paint
is Playing-On. Playing-On includes, but is not limited to:

21.1.1 Continuing to shoot or otherwise engage the opposition,

21.1.2 Continuing to move, except with respect to exiting the field by the most
direct route or at the direction of a Referee,

21.1.3 Talking, signaling or otherwise communicating, either to a Referee,


opposing players or teammates.

21.1.4 Impeding the progress of opposition players or a Referee,

21.1.5 Hampering a Referee in making a paint check or a call,

21.1.6 Discharging or degassing the marker or providing teammates with


paintballs or equipment.

21.1.7 Remaining in the game while making no effort to leave the field.

21.2 Freight Training.


Freight training is the act of utilizing multiple players who move and act in such a
manner so that the lead players after being marked and eliminated impede or
prevent the timely elimination of other players in the train. Referees will allow a
freight train to continue, but will assess penalties for Playing-On.

20
21.3 Wiping.
Wiping is defined as the active and deliberate removal of paint or concealing an
obvious valid hit by a player in order to avoid elimination or avoid a Referee’s call.

21.4 Modification of Markers.


Players may not modify markers during the course of a game, with the exception of
cleaning paint out of barrels, loaders or feed ports. See Rule 22.2

21.5 Spectator Interference.


Spectators may be allowed to observe games and the activities on a field but may
not:

20.5.1 Issue instructions to players on the field,

21.5.2 Make comments about play which are likely to be heard by players on
the field,

21.5.3 Have markers in their possession, or

21.5.4 Otherwise interfere with play in any manner whatsoever.

21.5.5 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.

21.6 Unsportsmanlike Conduct.


Players will be eliminated if they engage in unsportsmanlike conduct and will be
subject to further penalties. See Rule 23.3 and 23.4. Unsportsmanlike conduct may
include, but is not limited to:

21.6.1 Deliberately shooting at Referees.

21.6.2 Excessively shooting an eliminated player with intent to injure.

21.6.3 Requesting of paint checks to distract Referees from checking


themselves or teammates.

21.6.4 Verbally abusing any players, spectators or Referees.

21.6.5 Throwing equipment.

21.7 Embarrassing, Dangerous or Destructive Behaviors.


Teams and players participating in the organiser sanctioned tournament shall not
engage in conduct that would bring the organiser, the promoter or any sponsor into
disrepute. During any tournament weekend, players must not: discharge loaded
markers in any un-goggled areas; harass or intimidate any individuals (including
event staff and spectators); provoke a physical altercation or otherwise incite
violence, wear or displaying offensive pictures, words or logos; intentionally damage
or destroy private property (including hotels), or engage in any other criminal,
destructive, dangerous activity that would cast the sport of paintball in a negative

21
light. Any player caught violating this rule will be ejected for a full season. See Rule
23.5

21.8 Act Paintball Responsible.


The organiser encourages all player members while attending the league to be
paintball responsible. This includes, keeping paintball markers safe and concealed
when not in the private players paddocks or on the playing field. Players should not
shoot markers outside the venue or in hotels or public places. Players when
speaking to public should speak of Paintball in a respectful clean positive way.
Players need to obey and respect all local laws. Players who do not act paintball
responsible will be subject to Rule 22.5 and may have member card revoked
indefinitely.

22
VI. ELIMINATIONS AND PENALTIES

22 Assessment of Penalties

22.1 Verbal Warnings.


Referees may issue verbal warnings on the field for the following reasons:

22.1.1 First Offenses.


First offenses for wrongfully calling for a paint check, or use of inappropriate
language.

22.1.2 Verbal Warning may be given for not having a barrel blocking device
on in goggle safe area or having an unbagged marker outside of player’s
paddocks. See Rule 23.3

22.1.3 Player leaving the dead box during a game. See Rule 23.3

22.2 Eliminations.
Referees will eliminate players for the following reasons:

22.2.1 Hit. Player is marked with paint.

22.2.2 Out-of-Bounds. Player, any part of player’s body touches the line or
goes out-of-bounds (irrespective of whether the boundary tape, if any, is
moved).

22.2.3 Second Offenses. Second offenses for wrongfully calling for a paint
check, or use of inappropriate language.

22.2.4 Surrender. Player without being hit raises marker above head, or
shouts “hit” or ”out”, is not wearing armband, walks with eliminated player(s) or
otherwise creates the appearance of having been hit.

22.2.5 Faulty Start. Player’s marker barrel is not touching the flag station at
the game start.

22.2.6 Abandoned Equipment or Uniform. Player abandons equipment (other


than squeegees, the game flag, rags or full or empty pods), on the field by more
than 1.5 meter

22.2.7 Compressing Bunkers. Players found to be altering a bunker to gain an


advantage for elimination, such as pushing the marker or body between two
bunkers, compressing the shapes, stepping or jumping on, or moving the
bunker off its axis will be eliminated. The initial contact of the hand on the
bunker will be allowed provided it does not compress the shape excessively or
move it off its axis.

23
22.2.8 Faulty Check-Out - Live player checks-out at game end with an
unobvious hit.

22.2.9 Dead Man Walks are prohibited: as defined herein: Players that take
such action that would cause members of the opposing team or field referees to
reasonably believe that such players have been eliminated, including but not
limited to, calling themselves hit or out, hiding their armbands, holding the
markers above the shoulders, placing objects in the barrel, walking with
eliminated player(s), turning away from oncoming aggressive player(s) will be
eliminated. Players who have been marked by a player doing a dead man walk
will be reinstated in the game by a referee unless their armband has already
been removed then the player is eliminated.

22.2.10 jokers still remaining in the joker box 1minute after insertion signal

22.2.11 Player is hit in an obvious location.

22.2.12 Fail to wear goggles.

22.2.13 Velocity Violation. Shooting 301 feet per second (FPS) to 310 FPS.

22.2.14 Players who are observed working on their markers during the course
of the game, with the exception of cleaning paint out of barrels, loaders or feed
ports will be immediately removed from play.

22.3 One-for-One.
Assessment of the one-for-one penalty (the removal of the player committing the
infraction and a teammate) may take place for the following infractions:

22.3.1 Playing-On - A player that continues to play after an obvious hit is


Playing-On, but does not materially influenced the course of the game.

22.3.2 Disobedience - Player fails to obey a direct instruction of a Referee


(discretionary).

22.3.3 Physical Aggression - Player attempts physical contact with another


person on the field in a hostile manner.

22.3.4 Affiliated Spectator Interference - Spectator that is known to be


affiliated with team or player on team provides strategic advice.

22.3.5 Tools - Player possess, but does not use tools on playing field.

22.3.6 Velocity Violation - Shooting between 310 FPS and 319 FPS (inclusive)

22.3.7 Faulty Check-Out - Live player checks-out at game end with an


obvious hit, not easily verifiable hit.

22.3.8 Distraction Tactics. Requesting a paint check to distract a Referee from


a hit on player or a player’s teammate.

24
22.3.9 Freight training, applied for each infraction

22.4 Two-for-One.
Assessment of the two-for-one rule (the removal of the player committing the
infraction and two teammates) may take place for the following infractions:

22.4.1 Playing-On - Player continues to play after an obvious hit and


materially alters of the course of the game.

22.4.2 Faulty Check-out - Live player checks-out at game end with an obvious
hit.

22.5 Three-for-One.
Assessment of the three-for-one rule (the removal of the player committing the
infraction and three teammates) may take place for the following infractions:

22.5.1 Playing-On - Player fires marker after acknowledging elimination. Also


subject to suspension Rule 23.4.5

22.5.2 Wiping - Player deliberately removes or concealing paint in order to


avoid elimination.

22.6 Elimination of Last Player


Assessment of the 1, 2 or 3-for-1 penalties where there are not enough live players
left on the field, will result in the opposing team being awarded the pull and the hang.
In addition, for every player that can not be pulled out the opposing team will receive
a live player back on the score sheet, up to a maximum of 5 live players.

22.7 Finality of Calls


Referee’s calls during a game will stand and cannot be changed after a game except
in extreme circumstances when the Ultimate Ref becomes involved

23. Suspensions, Disqualifications, Fines


23.1 Team Responsibility.
Teams are responsible for the conduct of everyone on their roster which includes
both players and supporters. During the event, the following will apply to fines,
suspensions and ejections In addition to these penalties, teams and players may
liable for damages and injuries caused under the civil law and may be subjected to
prosecution under the criminal law of the local jurisdiction

23.2 Suspensions.
Players may be issued three-game to six-game suspensions. Suspensions must be
served immediately. Suspensions are issued to the player and to the team. 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 during the term of such suspension
up to a maximum of six (6) games. Suspensions will carry over from tournament to
tournament until the suspension is fulfilled. Suspensions stay with the team, if the

25
suspended player leaves the team. The team must still serve the suspension and the
player may not play for other team until the suspension is fulfilled. See Rule 23.7

23.3 One Game Suspension


The Head Referee may hand out one-game suspension when he deems the
infraction does not deserve a more severe penalty (e.g. 3, 6 etc.)

23.4 Three-Game Suspension.


Players may be suspended, causing the team to play short for three (3) games for
the following infractions:

23.4.1 Outbursts - Throwing smaller equipment (e.g., goggles, harness) in an


unsportsmanlike like manner.

23.4.2 Physical contact during or after play that does not result in injury (e.g.,
spit, shove, grab, shoulder-bump).

23.4.3 Verbal Abuse - Verbally abusing any individual during or after play.

23.4.4 Shooting at a velocity of three hundred twenty (320) fps or higher.

23.4.5 Not having a Barrel Blocking Device on maker in ungoggled area.

23.4.6 Not having the marker bagged outside Players Paddocks.

23.4.7 Illegal Entry - Player leaves the dead box and reenters the field but
does not shoot any paintball

23.5 Six-Game Suspension.


Players will be ejected and the team will play short for six (6) games for the following:

23.5.1 Outbursts - Throwing marker or air system.

23.5.2 Physical contact during or after play that results in injury (e.g., punch or
kick).

23.5.3 Over Shooting - Over shooting any other player with intent to injure.

23.5.4 Deliberately shooting Referees.

23.5.5 Shooting from the Dead Box.

23.6 One-Year Suspension.


Any player or team that violates Rule 21.7 shall be prohibited from competing in any
of the organiser sanctioned tournaments for a period of up to one (1) year from the
date of the infraction. Examples of rules violations likely to lead to civil or criminal
exposure include, but are not limited, to the use of Prohibited Paint, velocity
violations, and verbal or physical abuse.

23.7 Illegal Marker

26
Offending player is ejected from the event and the following event, offending team
will receive 0 points for the game, and a minus 100 points and serve a 6 games
suspension. The team will retain seed points. Opposing team will receive 95 points
or better, depending on the outcome of the game or their average points from the
current round. See Rules 7.1, 7.2, 7.3, 7.5

23.8 Disqualification Plus Forfeiture.


A team will be disqualified from the organiser sanctioned tournaments and will forfeit
all points from the tournament to respective opposing teams for the following Rules
violations:

23.8.1 Prohibited Player - Playing with a prohibited player (due to the player
not appearing on the roster, appearance on another team’s roster, suspension
or other ineligibility).

23.8.2 Game Fixing - Two (2) opposing teams conspiring to fix the outcome of
any game.

23.8.3 Using specifically prohibited items. See Rule 10.2

23.9 Forfeiture
A team will forfeit points from any game that they are found to be in violation of the
following rules

23.9.1 Prohibited Paint - Any player is found using Prohibited Paint. See also
Rule 9.2

23.10 Fines.
Players may be required to pay a minimum fine of RM250.00 (Ringgit Malaysia Two
Hundred Fifty Only) and maximum fine of RM5,000.00 (Ringgit Malaysia Five
Thousand Only) per occurrence for actions resulting in penalties under Rule 23. The
team of a player assessed a penalty will be prohibited from competing in any future
organiser sanctioned tournaments until such fine has been fully paid.

27
VII. SCHEDULING, SCORING AND RANKING

24. Scheduling

24.1 Scheduling Preliminary Rounds.


A complete schedule for preliminary round play consisting of each team’s opponents,
the fields it will play on, and its scheduled competition times will be distributed prior
to the beginning of the tournament and will thereafter be posted on the scoreboard in
the organiser secretariat area.

25. Seeding
25.1 Seeding.
Teams will be seeded in accordance to ranking points awarded at The Malaysian
National Paintball League Series of the current season. For the first event of the
season, teams will be seeded in accordance with the ranking points earned during
the previous season. If teams have no ranking points, then they 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”.

25.2 Re-Seeding After Preliminary Rounds.


Team positions at the end of the preliminary round are determined by the total points
earned by the teams in all of their preliminary games subject to the tie breaking
criteria outlined in Rule 27.5. After the preliminary round, teams will be re-seeded.

26 Tournament Rounds of Play


26.1 Preliminary Rounds
All teams will be scheduled to play eight (8) games in the preliminary round. All
games will be played against teams from the same division.
If two (2) sister teams are scheduled to play each other in the preliminary round, then
these games will be moved to the beginning of the schedule for that schedule

26.2 Bonus Round (1-on-1)


Teams qualified for the Quarter Final round will play a 1-on-1 face-off prior to the
Quarter Final game. Maximum of two (2) players allowed for each team. Players get
onto the field as per normal game, with 2nd player standing-by in the joker box. Time
limit for the game is 2 minutes.

26.2.1 Victory is by either an elimination or touching the opponent’s gate.

26.2.2 In the event of the 1st face-off resulted with a draw, a subsequent game
will immediately follow thru with either of the players.

26.2.3 In the event of the 2nd face-off also resulted with a draw, a 3rd face-off
will start. There is no time limit for the 3rd game.

28
26.2.4 Decision will by coin-flipping if there are still no results after 5 rounds of
the face-off game.

26.3 Quarter Final Round


Teams will qualify for the Quarter final rounds in the following manner:

26.3.1 If there are less than 8 teams in the division there will be no quarter
final round and the top four teams will qualify directly for the Semi Final round.

26.3.2 If the Division has more than 8, but less than 16 teams, then the top 8
teams will qualify for the Quarter Final round. The top 8 will skip the top 16
round and advance to the top 8 round of the Quarterfinal. See Rule 25.2

26.3.3 If the Division has 16 or more teams, then the top 16 teams will qualify
for the pre-Quarter Final round. The teams will be paired according to their
preliminary ranking. The highest ranked team will play the lowest ranked team,
i.e. 1st plays 16th and so on. Winning teams will proceed to play in the Quarter
Finals (top 8). Teams will keep their ranking from the preliminary round and the
highest ranked team will play the lowest ranked team. The Final 4 will move
onto the Semi Final round. All games in the Quarter Final will be Best of Three
games with NO Points, but flag-hang within the given time for a win.

26.4 Semi Finals Round


The Final 4 will move onto the Semi Final round. All games in the Semi Final will be
Best of Three games with NO Points, but flag-hang within the given time for a win.

26.5 Final Round


After the semi finals, the winner from each match will play for 1st and 2nd place whilst
losing teams will play for 3rd and 4th place. Best of Three game format.

27. Scoring
27.1 Game Scoring.
Scoring for games will be conducted on a 100 point system and will be awarded as
follows:

27.1.1 Eliminated Players.


Both teams will be awarded 4 points for every player eliminated on the
opposing team.

27.1.2 Remaining Players.


Both teams will be awarded 2 point for every player on such team not
eliminated.

27.1.2 Flag Pull.


The first team to pull its opponent’s flag will be awarded 20 points. Flag pull
point will be awarded only to the first team that pulls its opponent’s flag.

29
27.1.3 Flag Hang.
The first team to successfully hang the opposing team’s flag at its flag station
will be awarded 50 points.

27.2 Score Sheet Procedures.

27.2.1 The score sheets will be filled out by the Head Referee of the field and
shown to both team captains.

27.2.2 Nothing on the score sheet must be crossed out nor written over.

27.2.3 It is the responsibility of each team captain to check the score sheet. If
a team captain finds a mistake on the score sheet, a new one will be filled out.

27.2.4 When both team captains agree on the score sheet, they will sign it
and the score sheet will not be modified even if mistakes are discovered
afterwards with the exception of mathematical errors.

27.2.5 If a team captain refuses to sign the sheet because of a disagreement,


an Ultimate Referee may be called. The Ultimate Referee will talk with the Head
Referee of the field and both team captains. The Ultimate Ref will decide
whether the score sheet must be amended, and if the team captain still refuses
to sign the sheet, the Ultimate Referee will validate the score.

27.2.6 Score sheets will be filled out in four (4) copies. The original copy will
go to the scores table via runner and a duplicate will stay with the Head
Referee. Each team captain will be given a copy of the score sheet.

27.2.7 Mathematical errors may be corrected at any time prior to the start of
the next round of play. Mathematical error is defined by the addition on the
score sheet and not counting live players at the end of the game.

27.2.8 Only mathematical errors may be corrected after the score has been
posted on the scoreboard.

27.4 Session Scoring

27.4.1 During the preliminary rounds, teams will be ranked by the sum of all
points earned in the games played in such round.

27.4.2 Best of Three


In the quarterfinal, semifinal and final rounds, teams will play in a best of three
format. Individual game points will not be taken into account and a team must
successfully hang their opponent’s flag for the game to be considered a win. If
a team has two (2) wins after the second game, the third game will not be
played.

30
27.5 Tie Score.
In case of a tie score among teams in Preliminary rounds, such tie will be broken due
to the following criteria:

27.5.1 Head to head competition. Most recent game first, then previous.

27.5.2 Previous round scores, most recent round first, then earlier round(s);

27.5.3 Least eliminations scored against the team in this round, and

27.5.4 The league ranking based on a team’s position in the previous round of
league.

27.6 Tie Score Best of Three.


If the teams involved have a win each and a draw (or all three games end in a draw),
such tie will be broken by the following criteria.

27.6.1 Both teams will choose players to play one-on-one with a two minute
time period. See rule 26.2

28. Ranking
A Series Cup will be awarded to each Divisional Series winner. Teams do not have
to attend all events to be ranked. The Overall Title of the league for each division are
based on points accumulated only from the best five (5) legs of the whole series.

28.1 Divisional Ranking Points.


Team-ranking points are earned as follows:

Points = [(1-R) x 200] + 8

where R = (position of the team : number of teams)

28.2 Tie Scores


In case of a tie score between teams in the rankings, the tie will be broken as
follows:

28.2.1 Head to head competition. Most recent game first, then previous, of the
current season.

28.2.2 Previous round placing

31
VIII. OTHER FORMAT

29. v5.2 Format

29.1 Rule Changes


For v5.2 events, the following rule changes will apply

29.2 Game Time


• Game time will be limited to seven (7) minutes
• Joker would have 2 minutes to insert into the game 30seconds after the game
starts

29.3 Number of players


Any reference within these rules to five (5) players shall be changed to seven (7)
players for v5.2 event.

29.5 Game Scoring


Scoring for games will be conducted on a 100 point system and will be awarded as
follows:

29.5.1 Eliminated Players


Both teams will be awarded three (3) points for every player eliminated on the
opposing team

29.5.2 Remaining Players


Both teams will be awarded one (1) point for every player on such team not
eliminated

29.5.3 Flag Pull


The first team to pull the flag will be awarded thirty two (32) points. Flag pull
points will be awarded only to the first team that pulls its opponent flag.

29.5.4 Flag Hang


The first team to successfully hang the opposing team’s flag at its flag station
will awarded forty (40) points

32
ASTM Standards Reference - www.astm.org
F1750-96 Standard Specification for Paintball Gun Threaded-Propellant Source
Interface

F1777-02 Standard Practice for Paintball Field Operation

F1979-04 Standard Specification for Paintballs Used in the Sport of Paintball

F2030-00 Standard Specification for Paintballs Cylinder Burst Disk Assemblies

F2041-00 Standard Specification for Paintball Marker Warnings

F2184-02 Standard Guide for Installation of Paintball Barrier Netting

F2271-03 Standard Specification for Paintball Marker Barrel Blocking Devices

F2272-03 Standard Specification for Paintball Markers (Limited Modes)

F2278-03 Standard Testing Method for Evaluating Paintball Barrier Netting

33

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