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 MVP Park Paintball Tournament Rules

GENERAL GUIDELINES

Out-of-Bounds. Field boundaries are marked all the way around the field in Orange Tape or painted line. Touching the line constitutes out of bounds in which the player will be eliminated. Crossing or touching the back boundary in flag pull or flag hang situations by the flag carrier will constitute an elimination. All others will be eliminated for going out of bounds. Any ground space outside of the playing field shall be out-of-bounds.

Dead Boxes. There will be two dead boxes next to the playing field in the out-of bounds area where players must go when eliminated.

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 jersey 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 next game.  A maximum of two layers of clothing will be permitted.  The penalty will be the player is eliminated from the game.

Headgear. Players may wear Headgear to protect the head. Players Headgear may not extend more than one inch below the shoulder blades. Players may not wear bandanas and/or handkerchiefs anywhere other than on the head or neck.

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

Armbands. Team members will be given an armband that is distinctive from the armband of the opposing team.

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

Protective Gear
Facemask / Goggles
. Players, officials and any other individuals present in a goggle-safe area (e.g., the playing field and Chrono-station) must wear Goggles with full-face protection manufactured for use in paintball games in its original form. Goggles must meet or exceed ASTM standards for eye protection and lenses be in good repair. Goggles must have adequate ear protection.

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

Neck Protection. Players may wear neck protection consisting of single layer of neoprene type material. Neck protectors must cover the neck only and may extend a maximum of 1 inch passed the collarbone.

Marker Specifications. Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel and single trigger. All Paintball Markers shall only operate in semi auto or pump mode and may not operate in other discharge modes such as burst, enhanced trigger or fully automatic discharge mode during tournament play.

External Adjusters. Markers with electronic firing systems must be locked in a tournament semi auto mode. The player may NOT be able to adjust dwell, debounce, shooting mode etc. while on the playing field. Marker adjustment during play is an elimination and a 50 point deduction.

Marker Velocity. Markers may not exceed a maximum velocity of 280 feet per second. All markers must be chronographed at a chrono station prior to start of each game.  Markers may be checked at random by an official on the field.  This will be done by three single shots in a row and an average will be taken.  If a marker is shooting over 280fps but under 300fps at the end of the game, the team will be assessed a “minor” hot gun penalty of 25 points.  If the maker is shooting over 300fps the team will assessed a “major” hot gun penalty of 50 points.


Sound 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.  Players may only bring one barrel on the playing field. The barrel must be attached to the marker.
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Barrel Blocking Devices. Markers must have a Blocking device that meets ASTM Standard F2271 over their barrel at all times the marker is in any un-goggled area.


Remote Tank. Players may wear a remote tank hook-up. The remote line may not be worn underneath clothing.

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

Specifically Prohibited Items. Players may not use any listening devices, communication devices or any form of electronic surveillance. Players may not carry on the field any sort of sounding devices i.e whistles, horns. No grenades or paint mines. Players may not wear or display clothing or any other items with obscene or offensive pictures, words or logos anywhere on-site.

WAIVERS: Every person listed on the team rosters shall sign a waiver. Waivers must be turned in prior to the captain's meeting. A team will be DISQUALIFIED FROM THE TOURNAMENT if any player enters or attempts to enter a playing field for a game without having signed a waiver. 

 

ELIGIBILITY/GENERAL:

PLAYER CLASSIFICATION: Players must be 12 years of age or older. Players 10-17 years of age must have an Underage Waiver Form with parent or guardian's signature. Players with health problems are to consult their physician before participating.

Rosters. All teams must submit complete rosters prior to play. Team rosters will be accepted only after all
administrative fees have been paid in full. Players may not be listed on more than one team roster per event, and a player may not change teams during an event. Waivers and rosters must be turned in before the first game the team plays. Turning in waivers and roster late will result in zero points for prior games played. Eligible players may be added to a team's roster any time during an event, providing they report to the scoring table and are added to the roster before they play in a game.

Officiating

Referees

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

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

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

Easily Verifiable. Players, who are hit in obvious locations, which are easily verifiable, by such players may not call for a paint check. Calling for a paint check will be considered playing on.

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

The Game

Markers. Players must have the barrels of their markers facing the opposite direction of the opposing team.

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

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.

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

Reasons for Game Stoppage. Only the Head Ref may declare the game stopped. Game stoppages will only occur in case of an emergency, dangerous weather conditions, other “acts of God” or a physical altercation on the game field.

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 are eliminated prior to the game being stopped. Players may not reload or refill air during this time. Referees will confer to review the sequence of events prior to the game stoppage. If penalties need be assessed, they will be so assessed at such time. Players with hits may be reinstated into the game if the field Referees determine, in their discretion, that a player was eliminated as a direct result of illegal actions, which led directly to the game stoppage.

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 . Time will begin to run upon such restart.

Cease Shooting. Players may not fire their markers following: (i) an instruction from a Field Ref to cease fire; (ii) a successful flag hang; or (iii) predetermined time after the start of the game.

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.

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


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

Passing the Flag. Flags may be passed from live players to live players.

Eliminated while Carrying Flag. A player eliminated while in possession of a flag will remain drop the flag and exit to the deadbox.  The closest Ref will return the flag to its starting position.

Marked with Paint. A player will be eliminated if such player is marked with paint. 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. 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 quarter, it will be considered a valid hit. If the referee witnesses the ball hit and break and leaves less than a quarter size it will be considered a valid hit.  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.  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.  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 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.

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

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

Illegal Activities

Playing-On. A player that continues to play after being marked with paint is Playing-On. Playing-On includes, but is not limited to:
(i) Continuing to shoot or otherwise engage the opposition,
(ii) Continuing to move, except with respect to exiting the field by the most direct route or at the
direction of a Referee,
(iii)Talking, signaling or otherwise communicating, either to a Referee, opposing players or
teammates, except that a player may say, “Hit” or, “Out” or something to that effect once,
(iv) Impeding the progress of opposition players or a Referee,
(v) Hampering a Referee in making a paint check or a call,
(vi) Discharging or degassing the marker or providing teammates with paintballs or equipment.
(vii) Remaining in the game while making no effort to leave the field.

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

Wiping. Wiping is defined as the active and deliberate removal of paint by a player in order to avoid elimination or avoid a Referee’s call. 

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

Spectator Interference. Spectators may be allowed to observe games and the activities on a field but may not :
(i) Issue instructions to players on the field,
(ii) Make comments about play which are likely to be heard by players on the field,
(iii) Have markers in their possession, or
(iv) Otherwise interfere with play in any manner whatsoever.
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.

Unsportsmanlike Conduct. Players will be eliminated if they engage in unsportsmanlike conduct. Unsportsmanlike conduct may include, but is not limited to:
(i) Deliberately shooting at Referees.
(ii) Excessively shooting an eliminated player with intent to injure.
(iii) Requesting of paint checks to distract Referees from checking themselves or teammates.
(iv) Verbally abusing any players, spectators or Referees.
(v) Throwing equipment.

Procedures for eliminated players:
Immediately upon determining they are marked an eliminated player must signify their elimination by shouting "I’m Hit" or "I’m Out" and raising one hand above their head. They must then surrender their armband to the nearest referee and leave the field and not interfere with live play. Eliminated players must have their barrel covers in place prior to leaving the field. If a referee is not close to an eliminated player the player must remove their armband and carry it off the field. Once a player signals their elimination whether marked or not they are eliminated.

Eliminated players may not: discharge their markers, turn off their marker, bleed of their power source, or remove their power source without the consent of a referee.
Eliminated players cannot communicate with any other player or spectator.
Eliminated players may not pass equipment or supplies to a teammate.
Eliminated players must proceed immediately to the deadbox.

Eliminations and Penalties


Assessment of Penalties
Verbal Warnings. Referees will issue verbal warnings on the field for the following reasons:
(1) First Offenses. First offenses for failure to observe a neutral call, wrongfully
calling for a paint check, or use of inappropriate language.
(2) Verbal Warning may be given for not having a barrel blocking device on in
goggle safe area.
(3) Player leaving the dead box during a game.

Eliminations. Referees will eliminate players for the following reasons:
(1) Hit. Player is marked with paint.
(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).  The back boundary in flag pull and flag hang situations where the flag carrier crosses the line will not be eliminated.
(3) Second Offenses. Second offenses for failure to observe a neutral call, wrongfully calling for a paint check, or use of inappropriate language.
(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.
(5) Faulty Start. Player’s marker barrel is not touching the flag station at the game start.
(6) Abandoned Equipment or Uniform. Player abandons equipment (other than squeegees, the game flag, rags, or full or empty pods), on the field by more than five feet.
(7) Compressing Bunkers. Players found to be altering a bunker to gain an advantage for elimination, such as pushing the marker or body between two bunkers, compressing the shapes, stepping or jumping on, or moving the bunker off its axis will be eliminated. The initial contact of the hand on the bunker will be allowed provided it does not compress the shape excessively or move it off its axis.
(8) Faulty Check-Out. Live player checks-out at game end with an unobvious hit.
(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.
(10) Aggressive movement during a neutral call.
(11) Player is hit in un obvious location.
(12) Failure to wear goggles.
(13) Velocity Violation shooting over 280 feet per second (FPS) and below 300 FPS
(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.

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:
(1) Playing-On. A player that continues to play after an obvious hit is Playing-On, but does not materially influenced the course of the game.
(2) Disobedience. Player fails to obey a direct instruction of a Referee (discretionary).
(3) Physical Aggression. Player attempts physical contact with another person on the field in a hostile manner.
(4) Affiliated Spectator Interference. Spectator that is known to be affiliated with team or player on team provides strategic advice.
(5) Tools. Player possesses, but does not use tools on playing field.
(6) Velocity Violation. Shooting over 300 and between 319 feet per second
(7) Faulty Check-Out. Live player checks-Out at game end with an obvious hit.
(8) Distraction Tactics. Requesting a paint check to distract a Referee from a hit on player or a player’s teammate.
(9) Freight training, applied for each infraction

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:
(1) Playing-On. Player continues to play after an obvious hit and materially alters of the course of the game.

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:
(1) Playing-On. Player fires marker after acknowledging elimination.
(2) Wiping. Player deliberately removes paint in order to avoid elimination.

Procedure

Field Exit. Eliminated players must remove armband, put on barrel sock over his
or her marker barrel and proceed directly to the dead box using the
most direct route or according to the direction of a Field Ref, if any is given. Players shall remain
in the dead box until directed to leave by a Referee. Eliminated players shall exit the field with all
equipment that they were carrying at the time of elimination.

Elimination of Last Player. If the last player on a team is found to have been
playing on with an obvious hit or wiping then the other team will automatically be awarded the pull
and the hang. When a "+1" type of 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.

Successive and/or continuing infractions warrant additional penalties. Example: The offending player is active and commits the infraction of arguing with a referee. The ref eliminates him from the game, but he continues to argue with the ref; so the ref pulls another player and adds a game suspension. When the player continues to argue, the ref pulls yet another player and/or suspends him and/or his team for more games.

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

Appeals: All decisions by the referees are final. Questions or appeals may be addressed by the team captain to the head referee of the field immediately after the game.


 

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