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3Man BRUTS

2008 Rules and Regulations

1.0 INFORMATION

1.01. The event promoter will supply tournament information, including information concerning entry fee, an itinerary and schedule of events including time and place for the rules meeting and the captains meeting, hotel information, a waiver and roster form and the 3Man BRUTS rules, to any team having entered the competition in need of the same.

1.02. A rules meeting will be held in conjunction with the captains meeting of each competition. The purpose of this meeting is for the judging staff to answer questions concerning these rules.

1.03. A captains meeting will be held on the morning 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.

1.04. A complete schedule for preliminary round play, consisting of each teams opponents, the fields it will play on.

1.05. Teams may examine the fields and or conduct any activity to prepare for tournament play. No team or member thereof shall in any way alter any playing field.

1.06 Registration for all 3Man BRUTS events will be cut-off one day (Saturday) preceding the event. There will be no late fees charged or accepted to/from any team. Only teams registered a Registered by 4pm Saturday will be playing ball on Sunday morning. Registration for all teams will include team name, playing status, and full payment. Waivers may be turned in at the event check-in prior to the start of the event.

 

 1.1 FEES

Novice/Rookie Division – Entrance fees for the 2008 3 Man Events are set at $100.

 

1.2 TEAMS - ROSTERS

1.21. A three player team may have up to 5 players on their roster, but may field a maximum of 3 in any one game. 

1.22. No player may appear on more than one team roster per tournament.

1.23. Team rosters for the up coming tournament will only be accepted after all fees have been paid in full.

1.24. All teams must submit complete rosters prior to play.

1.26 No team shall roster a Professional or Amateur Player

 

1.3 PLAYER CLASSIFICATION

A player will be ineligible to play a 2008 3Man BRUTS event if they have competed or been rostered in 2 or more ACTS, CFOA, CMS, EXP, NPPL or PSP events in the past 12 months, either on an Amateur team or as an Amateur player you are considered AMATEUR and will not be allowed to play. If we determine that this rule has been broken, the team's entry fee will be forfeited and all points accrued nullified. It is your responsibility to question your eligibility. Again, if you fail to do so and are found to be "ranked" AMATEUR, your team is out of the event and you loss your entry fee.

 

2.0 FIELD STANDARDS

2.10. All game fields shall be free from anything that would pose an unnecessary risk to players, including stumps, holes, areas with jagged rock. etc.

2.11. Both players and judges should be able to move freely on game fields, and game fields should not contain significant wet or swampy areas, dense undergrowth and the like to impede free movement thereon.

2.12. 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.

2.13. 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.

2.14. All bunkers shall be adequately secured in a stationary position so as to withstand a reasonable amount of force and remain in place. A bunker shall be arranged on the playing field in such a manner to be playable from both the left hand and right hand sides.

2.15. Flags are to be hung so that the lowest reachable point on the flag is within the grasp of the smallest players on the field. Minimum reach being around 5 foot from its hanging place.

2.16. Game flags shall be secured in such a manner as to prevent the game flag from being shot down.

 

2.2 FIELD STAFFING & OFFICIATING STANDARDS

2.21. Each three player game field shall be staffed by a minimum of 5 field judges.

2.22. There shall be a minimum of one chrono judge for each 3 player game field.

2.23. All judges shall perform their obligations and shall make decisions in a totally unbiased manner.

2.24. Radios may be used by the judging staff for communication with each other.

2.25. Judges will wear shirts and pants of bright colors that will distinguish the judges from the players.

2.26. Clerical or mathematical errors may be corrected at any time prior to the start of the next round.

2.27. Judges will not provide information to teams regarding the game time, or progress of a

game during the game except with respect to safety concerns. 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.

 

2.3 OFF-FIELD PRE-GAME STRUCTURE

2.31. Each team is expected to report to the game field at least 10 minutes prior to the scheduled start of their game.

2.32. All teams will be afforded the opportunity to chronograph their equipment before going to the field to play. It is each team's responsibility to ensure that it's players are under 300 fps. There will be a mandatory pregame chronographing of each team. Players will be chrono'd prior to the game. Any player found to be shooting over 300 fps will not be allowed on the game field until their marker has been adjusted down to an acceptable muzzle speed, or the offending marker has been replaced by a marker that doesn’t exceed the maximum chronograph speed.

2.33. The chrono judge may inspect a marker for the following:

(1) the presence of foreign matter in the barrel, feed port or loader;

(2) tightness of screws, barrel, tank and other working parts which can increase or decrease velocity;

(3) presence of valves or expansion chambers which can be turned on or off; all valves will be placed in the fully open position;

(4) presence of external velocity adjusters which are not covered or fixed in place; and

(5) any other device, part or item which would enable a player to increase the muzzle velocity of the marker on the game field without resorting to the use of tools.

2.34. Players are responsible for removing old hits or bringing the same to the attention of a field judge so that it may be dealt with in a manner that would not result in it resulting in an elimination of a player.

2.35. 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 team.

2.36. Each player will be given an armband in a distinctive team color and will wear the same on his left arm.

 

2.4 GAME STRUCTURE

 

2.41. A game will end at the earliest of:

(i) a successful flag hang,

(ii) the elimination of all players on the game field, or

(iii) 5 minutes after the start of the game.

2.42. Flag stations for all rounds will be determined by coin toss prior to the start of the game.

2.43. Starting procedures will be standardized at every hosting site. Players will place their gun barrels on some portion of the starting station. Players may turn their bodies including their faces in any direction that the player chooses. Any player that doesn't have his/her barrel touching the starting station at the start of the game is subject to be eliminated. All forms of starting stations shall be in bounds and in play.

2.44. The head judge on the field will begin a game by giving a ten second warning so that each team may hear clearly such warning. The head judge will give such warning with a countdown of "Three, two, one, ten seconds." Thereafter, the game will start by the head judge shouting so that each team may hear, by radio or otherwise, either, "Game on." or "Go, go, go."

2.45. A first flag pull occurs when a player not eliminated physically grabs the center flag, before a player from the other team manages to do the same. Only one team in a game may earn first flag pull points.

2.46. 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 when a flag is hung in the opponents flag station. 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.

2.47. A game will end only by the head judge on the field announcing, "Game over."

2.48. Players that are eliminated, immediately upon elimination, must exit the game field by the most direct route to the dead box or as directed by a field judge.

2.49. 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 head judge will be notified and proper penalties will be assessed.

2.50. Players may not re-enter the playing field without the, permission of a field judge.

2.51. In the event of an emergency situation, the judge discovering the emergency will request that all judges immediately cause all action to stop. Game time will also be halted for the duration of the emergency.

2.52. Official game time will be kept by the head judge or a field judge appointed thereby. In the event that a game is to be, interrupted, because of a medical emergency, or otherwise, he will mark the time or cause the field judge appointed thereby to keep the official game time to mark the time. 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 judges, the head judge will restart the game and the time will begin by a ten second warning followed by the game on signal. Time will begin to run upon such restart.

2.53. 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.

2.54. Only the ultimate judge may declare the event stopped.

2.55. In the event of an emergency, dangerous weather conditions, other "acts of God" that would cause a 3Man BRUTS Tournament to be stopped before the completion of the event, the final results will be taken from last completed round..... i.e. event stops between preliminary round and final round the final scores would be taken from the the prelims. From this point, final standings will be determined.

 

3.0 GAME STRUCTURE - # of GAMES & SCORING

3.10. All teams will play 6 preliminary round games. Such games will be played against teams within the defined grouping of such team.

3.11. Teams will qualify for the finals by finishing the preliminaries with one of the top 4 (5 depending on attendance) scores for that division.

3.12. Scoring for three-player games will be conducted on a 60 point system and will be awarded as follows:

(i) a team will be awarded 4 points for every player on the opposing team eliminated;

(ii) a team will be awarded 2 point for every player on such team not eliminated:

(iii) a team will be awarded 17 points if it pulls the center flag first; and

(iv) a team will be awarded 25 points when the flag is hung in its opponents' flag station.  

3.13. Points are awarded at the conclusion of the game by the Head Judge.

 

3.2 FORFEITS

 

3.21. A forfeit will be declared for each game that a team fails to report in a timely fashion for its pregame chronographing, or for any game in which a team refuses to take the field, as long as its opponent is willing to and/or does take the field. In the event that both teams fail to show for a game or both teams are unwilling to take the field, both teams will have forfeited that game.

3.22. Any team which is scheduled to oppose a team that has forfeited a game will receive 48 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.

3.23. Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand.

 

3.3 TIE BREAKERS

3.31. In case of a tie score among teams:

1) such tie will be broken first by head to head competition review of previous rounds, winner of such contest advancing.

2) if the tie cannot be broken by head-to-head competition in the previous rounds, the tie will then be broken by head-to-head competition, with winner advancing.

 

4.0 EQUIPMENT - CLOTHING

4.01. Players may wear any suitable apparel except sleeveless or tank-top style shirts. Short sleeves and shorts are acceptable.

4.02. Players may not wear excessive amounts of clothing in order to create padding. Players will be allowed one layer under jersey.  This layer cannot consist of a hoodie, padded vest, or similar product.

4.03. Players must wear pants or shirts or jackets that fit well. Players may not wear oversized clothing.

4.04. 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.

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

4.06. Players may wear nylon neck protection of a single layer.

4.07. Any decisions regarding clothing issues not covered in this section, are left to the discretion of the Ultimate Referee.

 

4.1 PROTECTIVE GEAR

4.11. Players must wear goggles manufactured for use in paintball games in good repair and with lenses that are not damaged. These goggles must meet or exceed ASTM Standards.

4.12. Players must wear full-face protection as it comes from the manufacturer in it's original form. Modified masks of any kind will not be allowed (ie. Soft sided profilers)

4.13. Players must wear ear protection that is part of the goggle system that was made by the manufacturer for that goggle system.

4.14. Players may wear forearm and elbow protection (1 per arm), provided that the padding on such protection has not been modified from the manufacturer’s original form. Such protection may be worn over or under clothing.

4.15. Players may wear shin and knee protection (1 per leg), provided that the padding has not been modified for the manufactures original form or use. Such protection may be worn over or under clothing.

4.16. Male players may wear groin protection and female players may wear breast protection.

 

4.2 MARKERS

4.21. Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel and a single trigger.

4.22. A marker covered in whole or in part by a material of an absorbent or padded nature is illegal.

4.23. 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.

4.24. Full autos are not allowed.

4.25. Due to the number of different ways that markers can be made to be illegal and the safety issues these illegal guns create, the 3Man BRUTS will move to a capped rate of fire. All markers are subject to inspection prior to each game at all 3Man BRUTS events at all 3Man BRUTS Tournaments. A marker will be deemed legal once it passes the following criteria:

a) TEST 1 - Mechanical Bounce - Markers will be tested for mechanical bounce by a bumping or jarring of the marker. Markers will be bumped on the tank or hopper. No contact will be made with the trigger. The marker will be deemed to have mechanical bounce if the marker fires during the bump test.

b) TEST 2 - Electronic Bounce - Markers will be tested for electronic bounce by shooting the marker. The marker trigger will be firmly pulled 3 consecutive times. During these 3 pulls, the marker may only fire 3 shots. Any marker that produces more than 3 shots on the 3 pulls will be deemed to have electronic bounce.

c) TEST 3 - Rate Of Fire Cap – 15.4 balls per second will be the legal allowed limit in the 3Man BRUTS. All markers will be shot over a Pact MKIV Ballistic Timer or similar device. Any marker that exceeds the Rate of  Fire cap will be deemed illegal and will not be allowed on the field. 15.4 balls per second is the first Illegal setting.

d) TEST 4 - “Runaway Guns” - All markers will be checked for “runaway” triggers. The marker will be fired rapidly. The testing judge, while rapidly firing the marker will suddenly cease to pull the trigger. Any marker that continues to fire while the trigger is NOT being pulled will be deemed to be a “Runaway Gun” and will not be allowed on the field.

e) TEST 5 - Marker Chronographing - All markers will be chronographed prior to going onto the field. The maximum muzzle velocity allowed will be 300 feet per second. Markers will be tested by firing over RADARCHRON paintball chronographs.

4.26. The team of any player found to be using a marker in violation of this rule shall receive the following penalty (penalties):

a) if a team is found in possession of a marker on the field during the game, that has a Rate Of Fire between 15.4 balls per second and 17.0 balls per second the penalty will be a 2 for 1, or

b) if a team is found in possession of a marker on the field after the game, that has a Rate Of Fire between 15.4 balls per second and 17.0 balls per second the offending team will be penalized 24 points after the conclusion of the game.

c) if a team is found in possession of a marker on the field during the game, that has a Rate Of Fire that exceeds 17.1 balls per second, the penalty will be 3 for 1 penalty, plus the offending player will be disqualified for the remainder of the current event and also will be suspended from next 3Man BRUTS event. The offending team will play a man down (2 players) until the penalty and suspension have elapsed. Penalty points may be assessed if the offending player’s team lacks the bodies to assess the penalty or,

d) if a team is found in possession of a marker on the field after the game, that has a Rate Of Fire that exceeds 17.1 balls per second, they will accessa 36 point penalty, plus the offending player will be disqualified for the remainder of the current event and also will be suspended from next 3Man BRUTS event. The offending team will play a man down (2 players) until the penalty and suspension have elapsed.

4.27. Gun barrels may be equipped with porting, slots, rifling, but may not have a sound suppresser attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.

4.28. Magazines may use gravity feed, or force feed style loaders/feed systems.

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

4.30. Players may not use cloth, neoprene, or other material to cover the paint loaders on the marker. Cloth and neoprene tanks covers will be allowed on nitrogen and HPA tanks.

4.31. Barrel condoms OR barrel blocking devices are required at all times except on the field or the target range. Squeegees or old fashioned barrel plugs do not qualify as a barrel blocking device.

 

4.4 OTHER EQUIPMENT

4.42. Players may carry any number of pouches, clips or loaders.

4.43. Vests and pouches may not be constructed in such a fashion that they constitute padding.

4.44. Players may carry multiple squeegees and or swabs.

4.45. Two live players may exchange equipment.

4.46. Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated.

4.47. 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.

 

4.5 PROHIBITED EQUIPMENT

4.51. Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, paint which is toxic and not biodegradable and paint which has a shell, fill or both altered or augmented in any way.

4.52. Anything not specified in Sections 4.0 through 4.47, inclusive as permitted shall be prohibited unless allowed by the ultimate judge.

 

5.0 ELIMINATIONS

5.01. A player is eliminated if a paintball shot by a live member of the opposing team or such player’s team strikes that player or anything he is wearing or carrying and such paintball breaks upon the object struck. If the paintball strikes the player or anything he is wearing or carrying but does not break and leave a mark, such player is not eliminated. If a player is hit and marked by a paintball shot by an eliminated member of the opposing team or such player’s team, such player is not eliminated. If a paintball strikes another object first and breaks upon that object before marking a player or anything he is wearing or carrying, such player is not eliminated. If a judge does not see a paintball shot by a live member of the opposing team or a player’s team strike that player or another object, but that player has paint on himself or anything he is wearing or carrying that resembles A hit, such player may be eliminated by such judge. Generally, if the paint marking is reasonably solid and at least the size of a quarter, it will be considered a valid hit. If two opposing players are hit and marked, as provided in this Section 5.01, simultaneously, or if the judges cannot determine which player was hit and marked first, both players will be eliminated. Judges may wipe splatter or non valid hits off a player at the time they are inspected. If a judge observes a direct hit that marks a player, such player will be eliminated regardless of the size of the paint splat.

5.02. 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.

5.03. 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.

5.04. Players that separate from any piece of equipment or clothing that they brought onto the game field by more than 5 feet, except squeegees, rags, or pods used in holding paintballs will be immediately eliminated.

5.05. 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 himself 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.

5.06. Players whose markers shoot on the field in excess of 300 feet per second will be eliminated in accordance with the provisions of the rules.

5.07. Eliminated players will surrender their armbands to the closest judge and exit the field immediately or at a judge's direction.

5.08. Players may be eliminated for false starts or leaving the starting station before the signal to "GO" or start.

 

5.1 ELIMINATIONS - OBVIOUS HITS

5.11. Obvious hits are those which impact and break on easily observable places on the body or equipment being carried or those that have been felt by the player. A judge will determine whether a player felt a hit by where that paintball impacted his body and whether he reacted upon being hit.

5.12. 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’s.

5.13. Such players must then remove their armbands, barrel plug and hold the marker in the air above the head and exit the field immediately by the most direct route or upon the instructions of a field judge, if given.

5.14. 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 under such circumstances constitutes continuing to play on.

5.15. 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.

5.16. 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 teammate who can easily verify whether or not the paintball broke to indicate whether or not such player was eliminated. The teammate must respond immediately, and if the hit player was eliminated, he must cease play, signal his elimination and exit the field pursuant to the provisions of the rules. Failure to call on such teammate for verification or failure of such teammate to respond immediately, constitutes playing on by the hit player. If no such teammate is available for verification, such player may continue to play, but must immediately call for a paint check by a field judge. Failure to call for such a paint check immediately will constitute playing on by such player.

 

5.2 ELIMINATIONS - UNOBVIOUS HITS

5.21. Un-obvious hits are those which impact and break on players or equipment in those areas defined as being not easily observable and those which players receiving the same give no indication of knowledge of them having occurred.

5.22. Players with un-obvious hits will be eliminated but will not be penalized.

5.23. 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.

 

6.0 PAINTCHECKS

6.01. Paint checks are performed by judges for the purpose of determining if a paintball has broken on and marked a player.

6.02. Paint checks 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.

6.03. Judges may, but are under no obligation to, make a paint check after a player has requested one. 

 

6.1 NEUTRALITY

6.11. Judges will make every effort to perform a paint check without calling a player neutral. However, a judge, at his discretion, may declare a player neutral.

6.12. No flag carrier will ever be stopped and declared neutral for the purposes of performing a Paint check.

6.13. A judge calling a player neutral will indicate the same to all players on the field by standing over the player, shouting, "Neutral." and holding his arms above his head or waiving them.

6.14. 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.

6.15. A judge may move a neutral player's equipment and or request that such player expose additional areas for examination.

6.16. Players not declared neutral may be eliminated while being checked.

 

7.0 FLAGS - FLAG CARRIERS

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

7.02. Flags may be passed from live players to live players.

7.03. A player eliminated while in possession of the flag will hang the flag on the nearest bunker in the area in which he was eliminated and then proceed to the dead box.

7.04 If the flag carrier makes the mistake of hanging the game flag at his own starting station, flag hang points will be awarded to that games opponent.

 

 

8.0 PENALTIES - PLAYING ON

8.01. Playing on entails continuing to act as a player in the game after being eliminated. Playing  on includes, but is not limited to, Continuing to fire or otherwise engage the Opposition, continuing to move, except with respect to exiting the field by the most direct route or at the direction of a judge, talking, signaling or otherwise communicating, either to a judge opposing players or teammates, except that a player may say, "I’m hit." or, "Out." or something to that effect once, impeding the progress of opposition players or a judge, hampering a judge in making a paint check or a call, discharging or degassing the marker or providing teammates with paintballs or equipment. The penalty for playing on is the removal of a teammate in a one-for-one call, unless, in the judges opinion, such playing on has materially influenced the course of the game, giving the offending player's team an advantage, in which case the penalty for playing on Is the removal of two teammates in a two-for-one call.

8.1 WIPING

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

8.12. Wiping is penalized by the immediate removal of the player from the game and the simultaneous removal of two additional players from the same team.

 

8.2 FREIGHT TRAINING

8.21. 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.

8.22. 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-