Werd Format: Official Rulebook
Werd Format: Official Rulebook
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
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.
1.3 Referees
The Referees are responsible for the strict enforcement of these Rules promulgated
by organiser.
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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.
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.
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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.
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
4.4.1 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.
4.5.1 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
5.2 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.
5.4 Patches
Patches are not allowed on Jerseys unless they are provided by the organiser.
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.
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
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every shooting cycle. Markers may shoot any number of paintballs, provided that it
shoots in the allowable shooting mode for that division.
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
7.7 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.
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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.
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.
8.5 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
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criteria. Players may not bring any paintballs onto the site which are not supplied
from within the Players Paddocks.
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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.
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11.6 Referee Hand Signals.
Referee hand signals will be as follows:
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.
11.7 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.
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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”.
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IV. PREGAME PROCEDURES
12. Pre-Game
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.
12.3 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.
*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.
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V. THE GAME
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
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.
14.3 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
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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.
15.2 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.
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.
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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.
17.2 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.
18. Forfeiture
18.1 A forfeit will be declared for each game that
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.
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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.
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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.
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,
21.1.7 Remaining in the game while making no effort to leave the field.
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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.
21.5.2 Make comments about play which are likely to be heard by players on
the field,
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.
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light. Any player caught violating this rule will be ejected for a full season. See Rule
23.5
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VI. ELIMINATIONS AND PENALTIES
22 Assessment of Penalties
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:
22.2.2 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.
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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
22.2.13 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:
22.3.5 Tools - Player possess, but does not use tools on playing field.
22.3.6 Velocity Violation - Shooting between 310 FPS and 319 FPS (inclusive)
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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:
22.4.2 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:
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
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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
23.4.2 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.
23.4.7 Illegal Entry - Player leaves the dead box and reenters the field but
does not shoot any paintball
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.
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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
23.8.1 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.
23.9 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.
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VII. SCHEDULING, SCORING AND RANKING
24. Scheduling
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”.
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.
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26.2.4 Decision will by coin-flipping if there are still no results after 5 rounds of
the face-off game.
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.
27. Scoring
27.1 Game Scoring.
Scoring for games will be conducted on a 100 point system and will be awarded as
follows:
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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.
27.2.1 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.
27.2.6 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.
27.4.1 During the preliminary rounds, teams will be ranked by the sum of all
points earned in the games played in such round.
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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.
27.6.1 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.
28.2.1 Head to head competition. Most recent game first, then previous, of the
current season.
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VIII. OTHER FORMAT
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ASTM Standards Reference - www.astm.org
F1750-96 Standard Specification for Paintball Gun Threaded-Propellant Source
Interface
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