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NPPL RULES
2002 1.02. Both players and judges
should be able to move freely on game fields, and game fields should not
contain significant wet or swamp areas, dense undergrowth and the like
to impede free movement thereon. 1.03. All field borders
will be free of doglegs, and no section of border will be constructed
in such a manner that allows players to shoot over a boundary and back
onto the playing field. 1.04. Except in arenas,
ten player field flag stations will be located such that neither flag
station is visible from the other. 1.05. Five player fields
will consist of three flag stations, two team flag stations and a center
flag station. The center flag will be placed at mid field, in such a manner
as to assure that players equally fast can reach the center flag station
from either team flag station in the same amount of time. 1.06. Flag stations will
be positioned equidistant from both side tapes, based on the field terrain.
Team flag stations shall be at least 15 feet from the game field tape
line. 1.07. Taking into account
terrain, cover, ability to move, fire lanes and topography, game fields
shall be balanced so that the better and more talented of two teams will
usually win starting the game from either team flag station. 1.08. Ten player fields
shall be between 200 to 350 feet wide and 300 to 450 feet long. Five player
fields shall be between 150 to 240 feet wide and 200 to 350 feet long. 1.09. There shall be at
lease one playing field in a class (5 player or 10 player) for every twelve
teams registered in the tournament with respect to that class. 1.1
FIELD STAFFING 1.12. Only judges authorized
by the ultimate judge of a field may actually make calls on that field. 1.13. There shall be a minimum
of one chrono judge for each ten player game field and each pair of 5
player game fields. OFFICIATING 2.02. Each judging team
is required to supply at least 10 judges from among its first line players
for each day of the applicable tournament. Any team that fails or refuses
to discharge its duties as specified in this Section 2.02 shall be penalized
as specified on Schedule 1 hereto. 2.03. All judges shall be
thoroughly familiar with the rules and regulations contained herein and
shall put forth their best efforts in discharging their duties as judges. 2.04. All judges shall perform
their obligations and shall make decisions in a totally unbiased manner.
If any judge is found to have been bias in his judging activities for
or against any team, such person shall be dropped from the judging team
for the remainder of the tournament. That incident will also be sent to
the disciplinary committee for action. 2.05. Radios, will be used
by the judging staff for communication with each other. 2.06. Judges will wear shirts
and pants of bright colors that will distinguish the judges from the players.
Ultimate judges will wear shirts that indicate their status on the game
field. 2.07. Clerical or mathematical
errors may be corrected at any time prior to the start of the next round
of play. 2.1 INFORMATION 2.12. Flag stations for
semi final and final rounds will be determined by coin toss prior to the
start of the game. 2.13. Judges will not provide
information to teams regarding the location of flag stations, terrain,
boundaries, game time, or progress of a game during the game except with
respect to safety concerns. 2.14. Judges will not, through
action or inaction, deliberately reveal or conceal the locations or actions
of players during the course of a game. Judges will not impede the progress
of the game. 2.2 GAME
CONTROLS 2.22. A game will end only
by the ultimate judge on the field announcing, ÒGame over.Ó 2.23. In the event of an
emergency situation, the judge discovering the emergency will request
that all judges stay off the radios. Other judges on the field will immediately
cause all action to stop. Game time will be halted for the duration of
the emergency. GAME
STRUCTURE 3.02. Scoring for five player
games will be conducted on a 60 point system and will be awarded as follows: 3.03. Points are awarded
at the conclusion of the game by the ultimate judge. 3.04. Elimination points
will be awarded to the opposing team for every opponent removed from the
field during play for the game. A player may be removed from the field
for any valid hit, obvious or not obvious to the player eliminated, the
surrender or voluntary exit from the field pursuant to which the player
acknowledges that he has a hit by indication his elimination, any erroneous
elimination by an official, even though it may later be determined that
the call was not valid, any elimination for penalties assessed against
a teammate, including the one-for-one penalties, for placing any part
of his body or anything he is wearing or carrying out of bounds, unsportsmanlike
conduct, concealment of an armband or acting in any other manner indicating
elimination, abandonment of equipment (moving at least five feet away
from such equipment), except hoppers used to carry paint, being outside
the flag station at the start of the game, or delaying taking the field
after being told to do so by the ultimate judge. 3.05. A first flag pull
occurs when a player not eliminated physically grabs the center flag,
in a five player game, and his opponentsÕ flag, in a ten player
game, before a player from the other team manages to do the same. Only
one team in a game may earn first flag pull points. 3.06. Flag hang points are
awarded when a player breaks the plane of a flag station with a flag.
Flag hangs may be awarded in conjunction with or independently of first
flag pulls. Flag hangs are only awarded in a five man game when a flag
is hung in the opponentsÕ flag station and in a ten player game
when a flag is hung in the flag station that it was not placed in at game
start. Flag hangs may be awarded to the team that is not in possession
of the flag when it is hung, since it is the flag and the station that
it is hung in that determines the points awarded and to whom. Flag hangs
will not be immediately awarded upon the flag breaking the boundary plane
of a flag station, the status of the flag carrying player will first be
verified and before a flag hang is considered to be official. The time
that the flag carrier breaks the plane of the flag station with the flag
will be recorded by the flag field judge, and should that player be determined
to be live after being checked by the field flag judge, the hang will
be announced and the game will have ended as of the time that such player
broke the plane of the flag station. 3.1 TIME
AND START 3.12. Each team is expected
to report to the chrono station for the applicable game field at least
10 minutes prior to the scheduled start of the game. 3.13. Players who have passed
the chronograph will be stationed in a controlled area adjacent to the
chronograph area. This area will be supervised by a judge or other tournament
official. Players who have passed the chronograph may not leave this area,
except to enter the field with a judge. Players in this area may not be
handed guns or tools. 3.14. Players are responsible
for removing old hits or bringing the same to the attention of a field
judge so that is may be dealt with in a manner that would not result in
it resulting in an elimination of a player. 3.15 Players are not allowed
to bring tools or other prohibited equipment onto the game field. Presence
of such equipment may result in a penalty and disciplinary proceedings
against the offending player and/or his team. 3.16. Each player will be
given a numbered armband in a distinctive team color and will wear the
same on his left arm above the elbow. 3.17. Players must have
one foot in their flag station prior to the start of the game. Any player
without one foot in the flag station at the start of the game will be
eliminated. 3.18. When the teams are
assembled at their respective flag stations, the ultimate judge will give
a one minute warning countdown, as in, ÒThree, two, one, one minute.Ó
Such countdown will be heard by both teams. One minute later the ultimate
judge will announce the start of the game, heard by both teams, by shouting,
ÒGo, go, go.Ó The game will begin on that signal. 3.19. Games will be scheduled
so that there is a minimum of 60 minutes between start of any teamÕs
games. 3.2
PRE GAME CHRONOGRAPHING 3.22. Only radar chronographs
will be used as an official game chronograph. Multiple chronographs may
be designated for each playing field so that in the event that a chronograph
is not working, one other may be substituted. 3.23. The chrono judge will
take a marker from a player and inspect it for the following: 3.24. Players whose markers
do not pass such inspection will be informed and will be given an opportunity
to remedy the situation, time permitting. 3.25. Players whose markers
pass such inspection will step to the chronograph, and the chronograph
judge shall chronograph the marker as it would or could be fired effectively
on the game field at its maximum velocity. The chrono judge will fire
three shots over the chronograph. 3.26. Markers will pass
inspection if the average of the three shots is less than 300 feet per
second and no one shot is greater than 310 feet per second. 3.27. Players whose markers
do not pass such inspection will be so informed and will be given an opportunity
to remedy the situation, time permitting. 3.28. If the player is taking
more than one tank onto the game field, the chrono judge may elect to
chronograph the marker with both tanks. 3.29. All players whose
markers have not passed the chronograph may elect to enter the field without
a marker or be counted as eliminated. 3.3 ARMBANDS 3.32. The sets of armbands
will be of contrasting colors so as to be easily distinguishable. 3.33. Each set of armbands will be numbered from 1 through 5 or 10, for five player or ten player play, respectively. 3.34. Armbands shall be
worn on the left arm above the elbow. 3.4 FLAGS 3.41. Flags will be a minimum
of 18 inches wide and a minimum of 30 inches long. 3.42. Ten player flag colors
will, whenever possible, correspond to the armband colors. 3.5 NUMBER
OF GAMES 3.52. All teams will play
three games in each round above the preliminary round in four team divisions.
Such games will be played against all teams within the defined division
of such team. 3.53. Teams will qualify
for the semi final rounds follows: 3.54. The top two teams
in each division of a two division semi final round will qualify and play
in the final round. The top one team in each division of a four division
semi final round will qualify and play in the final round. 3.55. Team positions at
the end of a round of play are determined by total points earned by the
teams in such round, subject to the tie breaking position contained in
Section 3.56 hereof. 3.56. In case of a tie score
among teams, such tie will be broken, first, by head to head competition,
the winner of such contest advancing. If the tie among teams remains after
such tie breaking determination, the tie shall be broken by the previous
round scores, the team with the greatest score in the previous round advancing.
If the tie among teams remains after such tie breaking determination,
the tie shall be broken by the next previous round scores, the team with
the greatest score in such next previous round advancing. If the tie among
team remains after such tie breaking determination, the tie shall be broken
by the eliminations scored against the teams in the round, the team with
the fewest eliminations in such round advancing. If the tie among teams
remains after such tie breaking determination, the tie shall be broken
by the eliminations scored against the teams in the previous round, the
team with fewest eliminations in such round advancing. If the tie among
teams remains after such tie breaking determination, the tie shall be
broken by the eliminations scored against the teams in the next previous
round, the team with the fewest eliminations in such round advancing.
If the tie among teams remains after such tie breaking determination,
the tie shall be broken by NPPL ranking. 3.6 RANKING
AND SEEDING 3.62. Ten player team ranking
points are earned as follows: 3.63. Five player team ranking
points are earned as follows: 3.64. Pro teams will be
seeded before Level A Amateur teams, and Level A Amateur teams will be
seeded before Level B Amateur teams. Teams will be seeded in accordance
with ranking points earned during the 1998 season. In case of a tie, the
team with the higher ranking in 1998 will be seeded first. In the case
teams have no ranking points during 1998 and were not ranked in 1997,
teams will be seeded in alphabetical order, not taking into account city,
state, country or other jurisdiction forming a part of the name and/or
the words ÒtheÓ and ÒteamÓ. 3.65. Any team that elects
to change their status from Level A Amateur to Pro or from Level B Amateur
to Level A Amateur will keep a percentage of their points based on which
tournament of the year that they change their status. 3.66. Teams will be awarded
ranking points for judging NPPL tournaments. These points will be issued
at the end of the listed event, provided that such team fulfills its obligations
as a judging team. Subject to the provisions contained in Schedule 1 hereto,
those teams judging the tournament shall receive 50 ranking points as
of the immediately succeeding tournament. Subject to the provisions contained
in Schedule 1 hereto, those teams judging the World Cup shall receive
50 ranking points as of the date immediately following the last day of
the World Cup Tournament. 3.67. Teams shall receive
ranking points in 1999 equal to the aggregate of the points earned at
those tournaments in which such teams participated. 3.68. Scheduling for preliminary
and other rounds of play shall be as specified on Schedule 3 hereto. INFORMATION 4.02. A rules meeting will
be held on the eve of each competition. The purpose of this meeting is
for the judging staff to answer questions concerning these rules. 4.03. A captainsÕ
meeting will be held on the eve of the competition. The purpose of this
meeting is to provide information to the captains of the teams attending
concerning the organization, administration and non field rules and regulations
governing the tournaments. 4.04. A complete schedule
for preliminary round play, consisting of each teamsÕ opponents,
the fields it will play on, and its scheduled game times will be distributed
during the day prior to the beginning of the competition and, thereafter,
posted on the scoreboard. 4.05. All playing fields
will be available for review by any team competing in the event for at
least four daylight hours prior to the first day of play thereon. 4.06. Teams may examine
the fields and or conduct any activity to prepare for tournament play.
Notwithstanding anything to the contrary contained in this Section 4.06,
no team or member thereof shall in any way alter any playing field. The
penalty for a player modifying a field starting 3 days prior to the start
of play or during the tournament days will be suspension from that tournament. 4.07. The tournament promoter
will provide to the Secretary of the NPPL, within two weeks after completion
of the event, copies of all game sheets and scoring summaries, a complete
listing of attending teams, their final standings and any prizes or awards
received thereby and a complete list of all event sponsors. 4.08. Only qualified individuals
will be allowed to film, photograph, tape, or record games. Qualifications
thereof will be determined on an individual basis by the promoter. EQUIPMENT 5.02. Each player may only
wear one pair of full length pants and only a long sleeved jacket or shirt,
button down or pullover style, as long as the colors on the outer garments
are not the same as any armbands, flags or judges apparel used at the
event. 5.03. Players must wear
pants and shirts or jackets that fit well. Players may not wear oversized
clothing. If a judge deems that a playerÕs clothing is oversized,
the judge may require new attire or make temporary adjustments using tape,
pins, etc. 5.04. Players may not wear
jackets and or pants, which are made out of highly absorbent material,
such as felt or fleece, or of a highly padded or slick nature, such as
nylon or rubber. If a player is found to be wearing such material, then
he will be required to obtain and wear suitable replacement clothing. 5.05. A Player may wear
a single pair of gloves, with or without full fingers. Gloves may be padded. 5.05. A Player may wear
nylon neck protection of a single layer. 5.06. Players may wear headgear
that does not extend beyond 1 inch below the collar bone or below the
shoulder blades. 5.1
PROTECTIVE GEAR 5.12. Players must wear
full-face protection as it comes from the manufacturer original form. 5.14. Players may wear forearm
and elbow protection, provided that the padding on such protection has
not been modified from the manufacturerÕs original form. Such protection
may be worn over or under clothing. 5.15. Players may wear shin
and knee protection, provided that the padding has not been modified from
the manufacturerÕs original form. Such protection may be worn over
or under clothing. 5.16. Male players may wear
groin protection and female players may wear breast protection. 5.2 MARKERS 5.22. All markers with any
form of external velocity adjusters must be modified in such a way that
the velocity adjuster is not readily accessible during the course of the
game. Depending upon make or model of the markers, some may require beaver
tails and/or tournament caps or may require multiple tournament caps.
All regulators require tournament caps such that they can not be adjusted
without a tool with the gun gassed or degassed. 5.23. The definition of
a trigger is the movable lever or button that comes in contact with the
finger. The contacts of a switch will not be considered to be a trigger.
A trigger pull requires an exertion of force by the finger on the trigger
and a release of force by the finger on the trigger during every firing
cycle. Markers may fire at any rate of fire, and may shoot any number
of paintballs, provided that no more than one burst of gas is delivered
down the barrel as each pull of the trigger occurs. 5.24. Enhanced trigger guns
are guns that deliver over 1 and up to 1.5 shots per pull of the trigger
using techniques such as, but not limited to, switch bounce. These guns
must have a rate of fire less than 9 shots per second. All guns using
this type of system, to be used in a tournament, must be approved by the
NPPL at least 10 days prior to the beginning of the tournament. 5.25. All markers are subject
to inspection at any time during and within 3 days after an NPPL tournament,
provided that the markers are taken for inspection prior to such tournamentÕs
completion, and the team of any player found to be using a marker in violation
of this Rule 5.2 shall have all points amassed up to the point of such
discovery removed and such team will no longer be allowed to continue
to participate in the tournament. 5.26. Gun barrels may be
equipped with porting, slots, rifling, but may not have a sound suppressor
attached or integral to the construction of the barrel. Only one barrel
will be allowed on the field. 5.27. Players may wear a
remote tank hook up. The remote line may be worn over or underneath clothing. 5.28. Players may not use
cloth, neoprene, or other material to cover the gunÕs paint loaders.
Neoprene and cloth tank covers are allowed. 5.29. Barrel plugs are required
at all times except on the field or the target range. 5.3 OTHER
EQUIPMENT 5.32. Vests and pouches
may not be constructed in such a fashion that they constitute padding. 5.33. Players may carry
a single hand towel or wash cloth, provided that it is not of the same
color as armbands, flags, or judges apparel. Players may carry multiple
squeegees and or swabs. Players may carry anti fog cloths or spray. 5.34. Players may carry
extra constant air tanks. 5.4
PROHIBITED EQUIPMENT 5.42. Anything not specified
in Sections 5.01 through 5.34, inclusive as permitted shall be prohibited
unless allowed by the ultimate judge. 5.5 POSSESSION
AND EXCHANGE 5.52. Players who are eliminated
must exit the field with all equipment they were carrying when they were
eliminated. 5.53. Players must carry
all paint, gas and equipment to be used during the course of the game
on their person at the start of the game. TEAMS 6.02. No player may appear
on more than one ten player team roster and one five player team roster. 6.03. All players must be
18 years of age or older, except that players 12 through 17 years of age
will be permitted to play with notarized permission from a parent or legal
guardian. 6.04. Team rosters for the
up coming tournament will only be accepted after all fees have been paid
in full. 6.06. No 5 man amateur team
can have more than 1 Pro player. No ten player Level B Amateur team may
have more than one Pro player or more than 3 Level A Amateur players on
its roster. No ten player Level A Amateur team may have more than 3 Pro
players on its roster. 6.07. A player shall be
deemed to be and shall be amateur if he participates in any NPPL event
as an amateur. A player shall be deemed to be and shall be a Pro player
if either, (i) he played on an amateur team at the tournament that such
team elected to go pro, or (ii) he played on a Pro team during either
1997 or 1998 in more than one NPPL sanctioned event. 6.08. No person may play
on any team playing in a competition if such person appeared on the roster
in 1999 of a team that is judging such competition without approval from
the NPPL. 6.09. All teams must submit
complete rosters prior to the beginning of play. 6.1
FEES 6.12. All of the aforementioned
fees include air. CHRONOGRAPHING 7.02. Players with markers
chronoed on the field during a game at 310 feet per second or less (one,
two or three shots, at the discretion of the field judge) will continue
to play without penalty, although such marker may, at the discretion of
any judge, be chronoed at the end of the game and penalties may be assessed
if the marker is shooting hot. 7.03. Markers which are
shooting over 310 feet per second will be held by the judge and the player
using that marker will be eliminated from play. The marker will be chronographed
at the conclusion of the game, and penalty points will be assessed if
the marker is shooting hot. 7.04. Players who are observed
working on their marker during the course of a game, with the exception
of cleaning paint out of barrels, loaders or feed ports or changing constant
air tanks will be immediately removed from play. 7.1 END
GAME CHRONOGRAPHING 7.12. Markers will be chronographed
using the same procedure as specified in Section 3.2 hereof. Players may
not discharge or disassemble their markers prior to post game chronographing. 7.13. Any player whose marker
is chronographed at 300 feet per second or below shall be discharged without
penalty for shooting hot. 7.14. Any player whose marker
is shooting hot where no one shot has exceeded 310 feet per second shall
be given an option of shooting a second string of 3 shots. If the second
string of 3 shots also averages over 300 feet per second, the player will
be penalized based on the average of the higher string of shots. If the
second string of 3 shots averages 300 feet per second or below, such player
shall be discharged without penalty for shooting hot. 7.15. Except with respect
to the exercise of the option specified in Section 7.14 hereof, the team
of any player chronographed after the conclusion of a game whose marker
is shooting hot with an average below 310 feet per second shall receive
a 5 point hot gun penalty for such game. 7.16. The team of any player
chronographed after the conclusion of a game whose marker is shooting,
on average, 310 feet per second or above will receive a hot gun penalty
equal to 10 points plus 2 points for each foot per second such average
exceeds 310 feet per second, up to a maximum of 50 points. 7.17. A team with a player
refusing to chronograph when directed to do so by a judge will be assessed
a 50 point penalty. 7.18. Teams may be assessed hot gun penalties for each player chronographed found to be shooting hot. GAME
PROCEDURES 8.02. Official game time
will be kept by the ultimate judge or a field judge appointed thereby,
but in no event shall the official game time be kept by a flag judge.
In the event that a game is to be interrupted because of a medical emergency,
or otherwise, the time keeping judge will mark the time. The ultimate
judge will restart the game and the time will begin by a one minute warning
followed by the game on signal as specified in Section 2.21 hereof. Time
will begin to run upon such restart. 8.1 CHECKOUT
PROCEDURES 8.12. All live players at
the end of a game must present themselves to a field judge at the exit
point for inspection. At this time a field judge will inspect the player
for hits and if any are found, the ultimate judge will be notified and
proper penalties will be assessed. 8.13. Players may not re-enter
the playing field without the permission of a field judge. 8.2 GAME
ENDING PROCEDURES 8.22. At least one field
judge will be assigned to inspect live players exiting the field at the
assigned exit point at gameÕs end. 8.3 FORFEITS 8.32. Any team which is
scheduled to oppose a team that has forfeited a game will receive 95 points
or the average of all their games in that round which ever is higher and
the forfeited team will receive zero points for that game, unless the
opposing team also forfeited that game, in which case both teams will
receive zero points for that game. 8.33. Once a forfeit has
been declared, the forfeited game will not be rescheduled and the score
will stand, except if the reason for having missed the game was completely
beyond the control of the team declared to have forfeited that game, such
as travel or weather related delays. 8.4 GAME
STOPPAGES 8.42. Only the ultimate
judge may declare the game stopped. 8.43. All field judges will
note the locations of the players at the time that the game is stopped.
Once the game has been stopped, the field judges will insure that players
remain in those locations. Judges will check all players and will remove
any players who are eliminated prior to the game being stopped. Judges
will confer to review the sequence of events prior to the game stoppage.
If penalties need to be assessed, they will be assessed at such time.
Players with hits may be reinstated into the game if the field judges
determine, in their discretion, that a player was eliminated as a direct
result of illegal actions which led directly to the game stoppage. Once
the condition causing the game stoppage has abated or has been resolved
and all the live players and flags are placed in proper positions by the
field judges, the ultimate judge will restart the game in accordance with
the procedures specified in Section 2.21 hereof. PAINTCHECKS 9.02. Paintchecks are performed
by a judge when the judge has observed a player taking fire, when fire
is directed into an area occupied by a player that the judge cannot directly
observe, when the physical location that a paintball may have broken on
is not visible to the judge, or when the judge is directed to do so by
another judge. 9.03. Judges may, but are
under no obligation to, make a paintcheck after a player has requested
one. 9.1 NEUTRALITY 9.12. No flag carrier will
ever be stopped and declared neutral for the purposes of performing a
paintcheck. 9.13. A judge calling a
player neutral will indicate the same to all players on the field by standing
over the player, shouting, ÒNeutralÓ and holding his arms
above his head or waiving them. 9.14. A player declared
neutral cannot be eliminated from the game or moved on, either by opposing
team members or his own teammates, while in the state of neutrality. 9.15. A judge may move a
neutral playerÕs equipment and or request that such player expose
additional areas for examination. 9.16. Players not declared
neutral may be eliminated while being checked. 9.2
FLAG CARRIERS 9.22. The flag carrier will
be subjected to a paintcheck immediately upon being declared neutral. 9.23. If the flag carrier
is clean, the flag judge will declare ÒGame overÓ to the
ultimate judge who will then announce the completion of the game in accordance
with the provisions specified in Section 2.22 hereof. ELIMINATIONS 10.02. Players who are hit
in an obvious location are expected to immediately signal their eliminations
may announcing ÒHITÓ or ÒOUTÓ at the time
of such eliminations. 10.03. Such players must
then remove their armbands, barrel plug and hold the markers in the air
above their heads and exit the field immediately by the most direct route
or upon the instructions of a field judge, if given. 10.04. Players who are hit
in obvious locations which are easily verifiable by such players may not
call for a paintcheck. Calling for a paintcheck under such circumstances
constitutes continuing to play on. 10.05. Players who are in
motion while hit in obvious locations which are easily verifiable will
immediately turn their motion away from the opposition, and stop. 10.06. Players with obvious
hits in areas which are not easily verifiable, such as the back, may continue
to play, but must immediately call on a judge or a teammate who can easily
verify whether or not the paintball broke to indicate whether or not such
player was eliminated. The teammate, if called upon, must respond immediately,
and if the hit player was eliminated, he must cease play, signal his elimination
and exit the field pursuant to the provisions of this Section 10.06. Failure
to call on a judge or such teammate for verification or failure of such
teammate to respond immediately, constitutes playing on by the hit player.
If neither a judge nor such teammate is available for verification, such
player may continue to play, but must continually call for a paintcheck
by a field judge. Failure to call for such a paintcheck immediately and
continuously will constitute playing on by such player. 10.1 UNOBVIOUS
HITS 10.12. Players with unobvious
hits will be eliminated but will not be penalized. 10.13. Should a player with
an un-obvious hit become aware, through his own actions or through information
provided by teammates, that he has been validly marked, such hit at such
time shall then be deemed to constitute and shall constitute an obvious
hit. 10.2 ELIMINATIONS 10.22. Players will be eliminated
if any part of their bodies or anything that they are wearing or carrying
breaks the plane separating the field from the out of bounds area. Such
elimination will take place immediately upon the breaking of such plane.
Judges, in their discretion, may warn players, once and only once, if
they are getting too close to the boundary line of the field. 10.23. Players will be eliminated
if they are not wearing armbands issued thereto prior to the start of
the games, fully exposed on their left arms above their elbows. 10.24. Players that are
found with tools or other prohibited equipment on the field or those working
on their markers in violation of the provisions specified in Section 7.04
hereof will be immediately eliminated. 10.25. Players that separate
from any piece of equipment or clothing that they brought onto the game
field by more than 5 feet, except squeegies, rags, hoppers or pods used
in holding paintballs will be immediately eliminated. 10.26. Players that engage
in unsportsmanlike conduct, including, but not limited to, failure to
obey a judgeÕs directions with respect to moving on a neutral player,
deliberate avoidance of a judge in a manner to prevent a judge from chronographing
a marker on the field or prevent him from making a call, shooting at judges,
excessive shooting at an eliminated player after being warned by a judge
to cease such activity, the requesting of paintchecks to distract judges
from checking themselves or teammates or to use judges to locate opposition
players or verbal abuse of opposition players or judges will be eliminated. 10.27. Players that take
action which would cause members of the opposing team to reasonably believe
that such players have been eliminated, including, but not limited to,
calling themselves out or hit, hiding the armbands, holding the markers
in positions above the shoulders, placing objects in the barrels of the
markers and carrying them in view of members of the opposing teams or
walking in groups of eliminated players, will be eliminated. 10.28. Players whose markers
shoot on the field in excess of 310 feet per second will be eliminated
in accordance with the provisions of Section 7.03 hereof. 10.29. Players may be eliminated
as a penalty called by a judge for infractions committed by teammates
pursuant the provisions contained herein. 10.30. Eliminated players
will surrender their armbands to the closest judge and exit the field
immediately or at a judgeÕs direction. FLAGS 11.02. Players carrying
flags must carry them in full view. Players cannot attempt to hide or
disguise the flag in any way. 11.03. Flags may be passed
from live players to live players. 11.04. A player eliminated
while in possession of a flag will remain on the field of play, holding
the flag at arms length and at eye level, until that flag is recovered
by another player, from ether team. Flags must be surrendered by the eliminated
flag holder to any player touching it. 11.05. Flags recaptured
must be brought back to its flag station by the most direct route and
in the most expeditious manner that does not involve the carrier in a
confrontation with opposing players. It must be hung in substantially
the same place as prior to the start of the game. 11.1
FLAG HANGS 11.12. If the flag carrier
breaking the plane of a flag station as specified in Section 11.11 hereof
is found to have a hit on him, the flag judge will radio his counterpart
at the opposition flag station to rehang the flag. The replacement flag
will be immediately hung in the center flag station in a five man game
and the opposition flag station in a ten man game. 11.13. If the flag carrier
breaking the plane of a flag station as specified in Section 11.11 hereof
is found not to have a hit on him, then the hang will be successful and
the game will be declared over as of the time the flag carrier broke the
plane. PENALTIES 12.02. The penalty for playing
on is the removal of a teammate in a one for one call, unless in the judgeÕs
opinion such playing on has materially influences the course of the game
giving the offending playerÕs team an advantage, in which case
the penalty for playing on is the removal of two teammates in a two for
one call. 12.1
WIPING 12.12. Wiping is penalized
by the immediate removal of the player from the game and the simultaneous
removal of three additional players from the same team. 12.2
FREIGHT TRAINING 12.22. Judges will allow
a freight train to continue, but will remove one player for each instance
of continuing to play by any of the freight training players. When the
freight train stops, the players who took multiple hits will also be removed
from play. 12.3 INTERFERENCE 12.32. Team members and
associates of the competing teams who interfere or communicate with the
play of that game will immediately receive a penalty as if a player Òplayed
onÓ on the field and will result in the removal of one or more
players from the associated team. 12.4
ASSESSMENT OF PENALTIES 12.42. Only ultimate judges
may assess penalties that remove points earned on the field. 12.43. Judges will issue
verbal warnings for the following infractions: 12.44. Judges will eliminate
players for the following infractions: 12.45. Assessment of the
one for one rule (the removal of the player committing the infraction
and a teammate will take place for the following infractions: 12.46. Assessment of the
two for one rule (the removal of the player committing the infraction
and two teammates) will take place for the following infractions: 12.47. Assessment of the
three or-one rule (the removal of the player committing the infraction
and three teammates) will take place for wiping. 12.48. Assessment of point
penalties (other than hot gun penalties) will take place for the following
infractions: 12.5
ADDITIONAL PENALTIES 12.52. If a penalty is called
that results in the removal of the last player from a team, the other
team will be awarded the flag hang automatically. 12.53. Assessments of one
for one, two for one and three for one penalties when no live players
are left will result in the following penalty points being assessed against
the offending team: 12.54. A player prohibited
from a playing on a team, because his name appears on another teamÕs
roster, or otherwise will cause the forfeiture of all the games of such
team. 12.55. A player prohibited
from playing in a tournament, because of his relationship with a judging
team, or otherwise, will cause the forfeiture of all the games of the
team he is playing on. 12.56. Any team that intentionally
gives up points to its opponent will be disqualified from the tournament
and all members of the team playing at the time of the infraction shall
be suspended for life from playing in any sanctioned NPPL event. 12.57. Any team that plots
with opponents to set scores will be disqualified from the tournament
and all members of the team playing at the time of the infraction shall
be suspended for life from playing in any sanctioned NPPL event. 12.58. RefereeÕs
calls during a game will stand and cannot be changed after a game except
in extreme situations with the overall ultimate judgeÕs approval. 12.59. The penalty for a
player modifying a field starting 3 days prior to the start of play or
during the tournament days will be suspension from that tournament. MISCELLANEOUS 13.02. Teams and players
thereon attending an NPPL sanctioned tournament shall refrain from engaging
in any conduct that would bring the NPPL, the tournament, the promoter
or any sponsor into disrepute, including, but not limited to, the trashing
of hotel rooms, the discharge of loaded markers in ungoggled trafficked
areas, the wilful destruction of private property, engaging in physical
altercations, except in defense of oneÕs person against an unprovoked
aggressor, or the commission of a criminal act. 13.03. Any person or team
that fails to adhere to the rules and regulations specified in this Section
13.0 shall be prohibited from competing in an NPPL sanctioned event for
a period of one year from the date of the infraction. 13.1 MAINTENANCE
AND CLEANUP 13.12. All teams shall police
and dispose of all trash generated thereby within the parking area, the
staging area and/or the compound. 13.13.
Any team that fails to adhere to the rules and regulations contained in
this Section 13.1 shall be subject to and pay a $250.00 fine to the promoter,
and such team will be prohibited from competing in any future NPPL event
until such fine has been fully paid. ©2001 all rights reserved. STP
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