CLASSIFICATIONS:
D1 Division:
The CTS will not have a D1 division for 2008 due to the lack of D1 teams
in the area.
D2 Division:
•Any player who has played three or more 5-Man, 7-Man, or Xball
events in ANY tournament paintball series (ie. CTS, PSP, NPPL,
CFOA, GPL, Chi-town Series, etc.) prior to 2008 will be D2 in 2008, and
does not rank D1, Semi-pro, Open, or Pro in any other series. *3
D3 Division:
•Any player who has played in less than three
5-Man, 7-Man, or Xball events in ANY tournament paintball series
prior to 2008 will be D3 in 2008.
*Each team is allowed one player that does not fit the
Division Classification. (example: A D3 team can have one D2 player
and still play in the D3 division.)
*Any player who has played two or more
Pro or Open events in 2005, 2006, or 2007 will be ranked Pro or Open and
can NOT play in the CTS.
*3 Only D2 teams may have one player that was ranked D-1 or Semi-Pro
prior to 2008 on their roster.
*A D1, Semi-pro, Open, or Pro player who has not played ANY
tournament paintball in 2 years can move down only to the D2 division.
(example: A player played D1 in 2005 but has not played any tournament paintball
since, can move down to D2.)
*3-man events do not count as tournaments.
GENERAL GUIDELINES
- The spirit and intent of these rules and the duty of
the enforcing officials is to ensure safe play; to promote fair,
unbiased competition; and to sustain the level of organization and good
sportsmanship necessary to keep tournament-level paintball a positive
activity.
- The tournament producer is the final authority
regarding these rules. The producer may designate an overall director of
judging. The judging staff (“referees” or “marshals”) also may include
one or more ultimate judges, head field judges, field judges,
chronograph judges, and other designated members of the judging staff.
- Modifications to these rules may be required by
particular situations, including but not limited to insurance
requirements, laws, or regulations; in such instances, the tournament
producer may modify these rules as necessary. Questions regarding
modifications should be directed to the tournament producer or his
designated representative before the tournament begins.
1.0 EQUIPMENT & SUPPLIES
1.1 Paintguns & Power Systems:
A. Paintguns
must meet manufacturer and insurance safety guidelines regarding
triggering mechanisms, the trigger guard, and safety devices such as a
barrel condom (a squeegee is not
a barrel plug).
B. Each player may
carry and use only one paintgun and barrel per game.
C. No external
velocity adjusting devices, which would allow a player to adjust the
velocity of his paintgun without the use of tools or disassembly, are
permitted. All velocity-affecting pressure regulators, which can be
adjusted without the use of tools or by disassembly, must have locking
rings or tournament caps.
D. Only pump or
semi-automatic paintguns are allowed. No ramping or bounce will be allowed
due to insurance policy. It is each player’s responsibility
to consult with the tournament producer prior to the event regarding
definitions and limitations of this rule. The gun rules will be kept
at what they were for the 04 season. It is the chorno ref, the field
refs, and the promoter who will determine a legal or not legal gun, no
questions asked.
1.2 If a player is suspected of ramping or bouncing
during game play, a ref will take the gun after the games end and will
test the gun aside from any players so nothing can be said during the
testing of the gun. If determined by the ref to be illegal there
will be a -50 point major. The refs decision is final and can not be
questioned.
E. Paintgun Power
Sources: All paintguns must use either CO2 (carbon dioxide) or compressed
air/nitrogen as the power source unless the producer specifically approves
other sources. All components (fittings, hoses, valves, cylinders, etc.)
of the high-pressure system must meet the manufacturer’s safety standards.
F.
Markers may not have any tape, stickers, gun covers, etc. that may affect
the judgment of a hit. This rule will be dictated by the refs on the
field. If they feel that it is affecting their judgment they will
ask you to remove it.
Goggle Systems:
A. It is mandatory for every person
(judges, players and spectators) to wear an approved goggle system when
they are directly exposed to fields while games are in progress, or when
they are directly exposed to any authorized shooting area while paintguns
are being discharged.
B. Each goggle
system must include an approved full facemask and ear protection made
specifically for that model of goggle. The goggle system components shall
not be altered from their original factory condition. All goggle systems
are subject to safety inspection and approval.
C.
A player whose goggles are accidentally dislodged (sufficient to expose
the eyes) during a game shall be eliminated from the game; if, when this
occurs, the player whose goggles accidentally dislodged has already been
eliminated, the judge shall eliminate an active player.
D. An active player
who deliberately removes his goggles (sufficient to expose the eyes)
during a game, other than with the approval and under the direct
supervision of a judge shall be eliminated from the game.
1.3 Clothing & Gear:
A. Players must wear full-length pants
and a long-sleeve top. Pants and shirtsleeves must be fully extended
during game play to the ankles and wrists respectively. A player may wear
only one layer of clothing underneath his exterior pants and top. The
player’s clothing may not resemble or be of a similar color to that of the
judges, and it may not be of a color/pattern similar to that of the flag(s)
or armbands being used at the event. A player may not wear or carry any
multi-colored or patterned clothing and equipment that makes
distinguishing a paint mark difficult for the judges.
B.
Unless specifically allowed by the tournament producer, knee, shin, and
elbow pads, and neck protectors must be worn on the inside of the player’s
clothing. Harnesses, pouches or similar gear must be worn on the
outside of all clothing.
C. Clothing must be
sized to fit the player. A player may not wear oversized, draping and/or
excessively baggy clothing. Clothing may not be made of overly absorbent
cloth or highly padded cloth, nor of water repellant cloth/material that
allows a paint mark to be wiped away quickly and cleanly. Ghillie-type
material, which makes paint marks difficult to locate and identify
quickly, may not be worn or attached to the player’s equipment or goggles.
D. Prohibited Devices.
Players shall not use and/or carry onto the playing field: artificial
sounding devices (e.g., whistles, clickers, horns); shielding devices;
artificial light sources; heat generators (e.g., matches, lighters, heat
packs); weapons, flares, paint grenades, paint mines, or any form of
pyrotechnic devices; tools and spare parts capable of affecting a
paintgun’s velocity; silencers or sound suppressers; slingshots, blowguns
or any device capable of propelling a paintball other than the single
approved paintgun per player; radios and similar communication, signaling
or listening devices; or items that might be mistaken for a flag.
1.4 Paintballs:
A player only may use paintballs that remain in fresh, unaltered,
untreated factory condition as per the manufacturer’s specifications. No
“blood-red” colored fill is allowed. This is a FPO (field paint only) event.
2.0 SITE & FIELD SET UP
2.1
There shall be only one flag station for single flag (“center flag”) games.
2.2
Field boundaries must be clearly marked. The refs will determine the
boundaries for any teams in question.
3.0 ELIGIBILITY
3.1
Players must meet event eligibility requirements.
3.2
Rosters: Players may not be listed on more than one team roster per event,
and a player may not change teams during an event. If a player is
caught doing so, they will be eliminated from the event and their team
will loose event points. If the team captain did not know of the
player switching teams or playing for more than one team it is the
responsibility of the team's captain to talk to the event coordinator to
resolve this issue. The event coordinator will then decide the
outcome.
4.0 CHRONOGRAPHING & CHRONOGRAPH
PENALTIES
4.1
Maximum Paintball Velocity: The maximum allowable velocity for any event
is 300 feet per second (fps). Event rules may reduce the velocity limit.
4.2
All paintguns are subject to a chronograph check before, during and after
a game.
4.3
Pre-game Chrono Check: Before each game every player must report to the
field’s designated chronograph. An equal number of players from each team
will be chronographed. The velocity check shall consist of three (3)
consecutive shots over the chronograph. A set of three (3) shots must be
taken with each power source/cylinder a player takes onto the game field. Any paintgun shooting over the
event limit shall not be allowed in the game. Guns will then be tested for
bounce and ramping. (Please bring extra paint to top off your gun
if you have bounce or ramping issues) Players may attempt to
re-qualify paintguns, providing games are not delayed. A player may go
into a game without a paintgun.
4.4
Between chronographing on before a game and chronographing off after a
game, without the express permission and supervision of a judge, a player
commits an infraction if he adjusts, disassembles or otherwise alters or
tampers with the velocity regulating components of his paintgun. If the
player is active, the judge will eliminate him; if the player has already
been eliminated, the judge will assess a POINTS PENALTY of -10 (10 points
are subtracted from the team’s score).
4.5
An eliminated player commits an infraction if he discharges his paintgun,
bleeds off gas, removes the cylinder, or turns off the valve; the judge
will assess a POINTS PENALTY of -10 (10 points are subtracted from the
team’s score).
4.6
During a game, a player must allow a judge to chronograph his paintgun
upon request. The judge will call the player neutral, and the player must
cease all play-related actions and follow the judge’s instructions. If the
player refuses to follow the judge’s chrono check directions, the judge
will eliminate him; in addition, the judge will assess a POINTS PENALTY of
-50 (50 points are subtracted from the team’s total). The game check shall
consist of one (1) shot over the chronograph without any clearing shots.
This shot may not exceed the event limit. If this shot exceeds the event
limit, the judge will eliminate the offending player. The player must
submit to a post-game chronograph check where a further Points Penalty may
be assessed according to post-game chrono check rules.
4.7
Post-game Chrono Check: There will be no post-game chronon check.
But there will be random checks during game play.
5.0 ELIMINATIONS & MARKINGS
5.1
A player is eliminated from the game when he is ordered off the field or
eliminated by a judge, or when a player signifies his elimination whether
marked or not.
5.2
Out of bounds: A player whose body or equipment accidentally or
deliberately extends beyond the vertical plane of the boundary shall be
eliminated.
5.3
A player who deliberately shoots at another player across a boundary or
from out of bounds commits an infraction. When witnessed by a judge, a
player marked by a paintball from across a boundary will be returned to
active status.
5.4
A player who climbs on a tree, a bunker, a structure or a prop will be
eliminated.
5.5
A player who deliberately alters terrain or structures, or tampers with a
bunker, will be eliminated.
5.6
A player who deliberately uses a non-participant or a movable object as a
shield will be eliminated.
5.7
Start of Game. The countdown and “game-on” signals will be issued to both
teams simultaneously. No more than the prescribed number of players may be
on the playing field when the game-on signal is given or at any time
during the game. A team may start the game with fewer than the prescribed
number of players. Games will not be delayed for late players or for
equipment malfunctions. A referee will eliminate any player who is not
within his team’s starting area when the game-on signal is given or who
leaves the starting area before the “game-on” signal.
5.8
Each player must maintain possession of any equipment or clothing
(including his armband) that he carried onto the field except for the
following disposable items: paint pods/loading tubes, squeegees, paper
towels, and spent 12-gram cartridges. Intentionally discarding equipment
is an infraction. Unintentionally losing possession of non-disposable
equipment for more than five seconds also is an infraction. Any equipment
more than 3 feet away from the player is considered discarded equipment.
5.9
A player is eliminated from the game when he is marked anywhere on his
body, clothing or equipment with a splat caused by a direct hit from a
single paintball.
5.10
At the starting gate, the players must keep their markers on the
starting gates placed below the shoulders. The players must be in
front of the starting gate. At the start of the game the markers
must be taken across the body and not above to start shooting. The
markers must remain on the starting gate until the game is started.
Anything other will count as an elimination.
5.11
If two or more players are marked simultaneously, both shall be
eliminated. A judge will decide which player(s) is eliminated when the
players involved do not agree on the order in which they were marked.
5.12
It is the player’s responsibility to notify a judge and receive the
judge’s acknowledgment when he is marked other than by a shot (e.g., by
kneeling on a paintball, from cleaning his paintgun, from leaning against
a paint-stained object, etc.). If the judge determines the mark was not
from a hit, the judge will wipe off the mark.
5.13
It is each player’s responsibility to check himself and call himself out
when he has been marked from an obvious hit. An “obvious” hit is a direct
impact in the
judge’s determination, the player should physically sense. The
"window" of obvious hits consists of the marker, tank, loader, head, back,
chest and legs.
5.14
When a player receives an “obvious” hit that the player can verify, he must signify his elimination immediately. A player may seek
reasonable cover in the immediate area if he is unable to visually verify
an obvious hit and if remaining in his current position while waiting to
be paintchecked will leave the player exposed.
5.15
Blatantly shooting a player after he has signified his elimination is an
infraction.
5.16
A player who fails to continuously call for a paint check after an obvious
hit which the player cannot visually verify commits an infraction. +1
5.17
A player who receives an obvious hit and continues aggressive play
(shooting, advancing, communicating with teammates, handing off supplies,
etc.) commits an infraction. +1
5.18
A “questionable” hit is a mark that, in the determination of a judge, the
player probably did not physically sense. A player who receives a
questionable hit will be eliminated from the game but has not committed an
infraction. If, however, a judge determines that the player became aware
of a questionable hit and then continued to play, the player has committed
an infraction by continuing aggressive play after an obvious hit. +1
5.19
A player who has been eliminated and/or signals himself eliminated, and
who then shoots at an opponent from on or off the field, commits an
infraction. + 2
5.20
A player who deliberately attempts to hide, remove, or conceal a paint
mark commits an infraction. +2
6.0 PROCEDURES FOR ELIMINATED
PLAYERS
6.1
An eliminated player is allowed to verbally signify his elimination once
only, simultaneously with his visual elimination signal. +1
6.2
A player must immediately signify his elimination by fully extending his
paintgun above his head and keeping it raised until he has crossed the
field boundary; failure to do so is an infraction. A player shall allow a
judge to take his armband off, but if a judge is not available to do so,
the player shall remove his own armband and give it to a judge. +1
6.3
An eliminated player must exit the field as quickly and directly as
possible, following the directions of the judges. A player should insert a
barrel plug into his paintgun’s barrel when he crosses the field boundary.
An eliminated player who fails to proceed promptly and directly to the
field’s holding station, without stopping to spectate, commits an
infraction. +1
6.4
An eliminated player who communicates, verbally or visually, with his
teammates, commits an infraction. +1
6.5
An eliminated player who discards or passes off equipment or supplies
commits an infraction. +1
6.6
A player who fails to call for a paintcheck and waits until after the game
ends to signify his elimination, and/or who has an obvious hit but
attempts to report as “live” (active) after a game, commits an infraction.
The offending player shall be counted as an elimination; additionally, the
judge will assess a POINTS PENALTY of -20 points (20 points will be
deducted from the team’s score).
6.7
A player who fails to call for a paintcheck and waints until after the
game ends to signify his elimination, and/or who has an obvious hit but
attempts to report as "live" (active) after a game and hangs the flag with
a hit, commit an infraction. The offending player shall be counted
as an elimination; additionally, the judge will assess a +2. If the
team does not have 2 additional players to pull then there is a reverse
flag hang and pull. If after pulling the additional 2 players they
still have active players they can rehang the flag.
7.0 PAINTCHECKS
7.1
Paintchecks may be requested by any active player any time during a game,
but judges are not required to respond to superfluous and/or distracting
requests. Nor will judges answer questions regarding game situations
(e.g., time remaining, location of flags, disposition of active players,
etc.). The time clock is not stopped for paintchecks.
7.2
Judges may visually check a player without performing a “neutral”
paintcheck (without “calling him neutral”). During these non-neutral
paintchecks, play continues across the field without restrictions to
shooting and movement.
7.3
Neutral Paintchecks: A judge will perform a “neutral” paintcheck if, in
the performance of the check, he will expose the player to hits or
interfere with normal game activity. A player becomes neutral only when a
judge gets close enough to touch the player, tells the player he is
neutral, and signals the player’s neutrality to the rest of the field. A
player who calls for a paintcheck on himself remains in play unless and
until a judge performs a “neutral” paintcheck on him.
7.4
When a judge performs a “neutral” paintcheck, he must signal the player’s
neutrality to the rest of the field by 1) raising a neutral flag high
above the player’s head or 2) raising one arm/hand high above the player’s
head.
7.5
A judge may signal a player “eliminated” by outstretching one arm/hand to
point at the player and putting his other hand on his head. A judge may
signal a player “clean” by outstretching one arm out to each side.
7.6
An active player shall not shoot or advance directly toward a neutral
player, and shall not enter a 25-foot (25') radius around the neutral
player.
7.7
A neutral player becomes active when the judge tells him he is clean/may
resume play, and signals to the rest of the field that the player is now
active.
7.8
Judges, not the player, will wipe off indirect spatter and wrongful hits,
such as when players are hit after being called neutral.
7.9
A player who attempts to remove paint splatter and/or spray off his
clothing or equipment commits an infraction. However, the exception is a
player’s goggle lens; a player may wipe off his lens only after receiving
direct permission from a judge.
8.0 SPECTATORS
8.1
Spectators shall not point at nor communicate with active players, nor
shall they distract judges and/or interfere with the game.
8.2
Spectators must follow the directions of the judges. Non-playing
spectators must have in their possession some type of picture ID, and they
must show it to a judge upon request.
9.0 FLAGS & FLAG CARRIERS
9.1
A flag is designated as “pulled” or “secured” when it is removed from its
station and held in the possession of an active player.
9.2
A player shall not be eliminated for taking possession of a flag with
quarter-sized or larger paint marks on it. A quarter-sized or larger hit
to the flag while it is in a player’s possession must be witnessed by a
judge to be deemed an elimination of the flag carrier.
9.3
A flag carrier must hold the flag in the hand and must keep the flag
visible at all times. The flag may be handed off between active players.
9.4
Any active player may pick up a dropped or discarded flag.
9.5
If a flag is abandoned for more than five (5) seconds, a judge shall pick
it up and return it to the appropriate flag station as quickly as
possible. Resetting the flag in its station nullifies the abandoning
team’s pull.
9.6
In single-flag (center flag) games, a flag “hang” is awarded when an
active player touches the suspension point or breaks the plane of his
opponent’s starting station with the flag.
9.7
A flag carrier automatically becomes neutral when he breaks the plane of
the station or touches the suspension point. A judge will check him for
paint marks. If the flag carrier is clean, the game ends. Should game time
expire during the check of the flag carrier, the flag hang will be awarded
if the carrier is clean. If the flag carrier was marked prior to breaking
the plane or touching the suspension point and game time did not expire
during the check, the judge will back the eliminated flag carrier out of
the station approximately 25 feet (in the direction he came from) and the
game continues.
9.8
If the flag carrier is eliminated he shall stand holding the flag at
shoulder height, with the majority of the flag or flag cloth clearly
hanging exposed, until an active player takes it from him or the game
ends. The eliminated flag carrier commits an infraction if he hampers a
flag pull by an opposing player. +1
9.9
The judge has the right to move the eliminated flag holder or place the
flag on the flag station if he feels that the player in threat. If
the flag is placed back on the flag station the team shall still get pull
points.
10.0 GAME END
10.1
The head judge will give the game-end signal when a flag is hung, the time
period for the game expires, or the last player on a team is eliminated
via a penalty. All shooting must cease at the game end signal, and players
on the field should install barrel plugs.
10.2
A player who signals the end of a game commits an infraction.
10.3
The head judge of a field may “freeze” the field, signaling all play to
stop, because of an emergency, injury, safety hazard or other serious game
problem. The judges will instruct the players as to the actions required.
The head judge will resume play with a 10-second countdown after notifying
the field how much time remains in the game.
11.0 UNSPORTSMANLIKE CONDUCT
11.1
A person may not argue with a judge, hinder/interfere with a judge’s
performance, and/or disregard a judge’s warning during a game.
11.2
A person may not engage in loud arguing, cursing or insulting name-calling
regardless of where or to whom it is directed (toward a judge, player,
spectator, self, etc.).
11.3
Engaging in confrontational arguing or severe, abusive cursing or
name-calling, and/or threatening physical harm to another person, is an
infraction. If the offending player is active, the judge will eliminate
him; if the offending player has been eliminated, the PENALTY is +1. In
either case, the judge also will assess a POINTS PENALTY of -50 (50 points
are subtracted from the team’s score).
11.4
Making belligerent physical contact with another person by deliberate
bumping, pushing, shoving, use of an object, etc., is an infraction. When
this occurs, the judge will END THE GAME and the offending player’s team
shall forfeit the game. Additionally, the judge will assess a POINTS
PENALTY of -100 (100 points are subtracted from the team’s score). If a
player from each team commits this infraction, both teams shall forfeit
and the POINTS PENALTY of -100 shall be deducted from each team’s score.
12.0 SCORING
12.1
Game Points: Game points are earned by teams according to their
performance. Accumulated points will be used to rank contestants
throughout the event for seeding positions and to determine which teams
advance to the next round.
12.2
Standard Game Points System:
Opponents killed: 4 points
Active Players: 2 points
Flag Pull: 20 points
Flag Possession: 15 points (if no flag hang)
Flag Hang: 50 points
TOTAL
100 points
13.0 PENALTIES
13.1
This Tournament Rules Book is not an exhaustive reference regarding rules,
infractions and penalties. Penalties may be increased, decreased, or
declined by the director of judging or an ultimate judge, at his
discretion, in particular circumstances.
13.2
It is each player’s responsibility to consult with the tournament producer
prior to the event regarding definitions and limitations of the rules.
13.3
A violation of these specific rules, as well as a violation the spirit and
intent of these rules, is an infraction.
13.4
Each player must immediately submit his equipment, his paint, and himself
for an inspection whenever requested by a judge.
13.5
Players must follow all of the directions of the judges. Since the
instructions of the judges supercede these rules, a player shall not be
penalized for following the directions of a judge.
13.6
Appeals. All decisions by the judges are final. Questions or appeals may
be addressed by the team captain(s) to the head judge of the field
immediately after the game.
13.7
A “+1" signifies that the judge will eliminate one active teammate of the
offending player. A “+2" signifies that the judge will eliminate two
active teammates of the offending player.
13.8
Successive or continuing infractions are grounds for successive penalties.
Example: the offending player is an active player and commits the
infraction of arguing with a judge; the judge eliminates him from the
game. He continues to argue with a judge; the judge eliminates an active
player from his team. If he continues to argue, the judge eliminates
another active player from his team.
13.9
Certain infractions result in Penalty Points. Successive or continuing
infractions are grounds for successive penalties.
13.10
When a “+1" or a “+2" penalty eliminates the last player from a team, the
other team will be awarded the flag hang automatically. First pull also
will be awarded if one has not occurred earlier in the game.
14.0 SUSPENSIONS & EXPULSIONS
14.1
The producer or his designated representative is the only person
authorized to penalize a player with probation, suspension, and/or
expelling a person from a tournament.
14.2
A person expelled or suspended from a tournament must leave the premises
and not return.
14.3
Where ID cards are required by the tournament producer, a person who
refuses to show his ID card to a judge will be expelled from the
tournament. If his teammates refuse to identify the player, every person
on the team’s roster will be expelled from the tournament.