BRSportz
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- |