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PanAm Circuit RULE BOOK FOR TOURNAMENT PAINTBALL GENERAL GUIDELINES 1. The spirit and intent
of these rules and the duty of the enforcing officials is to ensure safe play;
to promote fair, unbiased competition; and to sustain the level of
organization and good sportsmanship necessary to keep tournament-level
paintball a positive activity. 2. The tournament producer
is the final authority regarding these rules. The producer may designate an
overall director of judging. The judging staff (“referees” or
“marshals”) also may include one or more ultimate judges, head field
judges, field judges, chronograph judges, and other designated members of the
judging staff. 3. Modifications to these
rules may be required by particular situations, including but not limited to
insurance requirements, laws, or regulations. In such instances, the
tournament producer may modify these rules as necessary. Questions regarding
modifications should be directed to the tournament producer or his designated
representative before the tournament begins. 1.0 EQUIPMENT & SUPPLIES 1.1 Paintguns & Power
Systems: A. Paintguns must meet
manufacturer and insurance safety guidelines regarding triggering mechanisms
and safety devices. All paintguns must have a trigger guard, and must use a
barrel sock cover (no plugs, squeegees, etc.) The loader must be removed and
the bore covered before dry firing in a “goggles off” area. PENALTY:
suspension of the player for next game. Second offense: suspension of player
and team for next game. B. Each player may carry
and use only one paintgun, one barrel, and one cylinder (excluding 12-grams)
per game. C. No external velocity
adjusting devices are permitted (components that allow a player to adjust the
velocity of his paintgun by disassembly or without the use of tools). All
velocity-affecting pressure regulators (which can be adjusted by disassembly
or without the use of tools) must have locking rings or tournament caps. D. Only pump or
semi-automatic paintguns are allowed. No more than one shot per trigger cycle
(pull and release). It is each player’s responsibility to consult with the
tournament producer prior to the event regarding definitions and limitations
of this rule. PENALTY: elimination,
if active, and suspension of player and/or team for one or more games. E. Paintgun Power Sources:
All paintguns must use either CO2 (carbon dioxide) or compressed air/nitrogen
as power source unless the producer specifically approves other sources. All
components (fittings, hoses, valves, cylinders, etc.) of the high-pressure
system must meet the manufacturer’s safety standards. 1.2 Goggle Systems: A. It is mandatory for
every person (judges, players and spectators) to wear an approved goggle
system when they are directly exposed to fields while games are in progress,
or when they are directly exposed to any authorized shooting area while
paintguns are being discharged. PENALTY: suspension of the player for next
game. Second offense: suspension of player and team for next game. B. Each goggle system must
include an approved full facemask and ear protection manufactured specifically
for that model of goggle. The goggle system components shall not be altered
from their original factory condition and design (no facemask curling, missing
screws, etc.). All goggle systems are subject to safety inspection and
approval. C. A player whose goggles
are accidentally dislodged (sufficient to expose an eye) during a game shall
be eliminated immediately. D. An active or eliminated
player shall not deliberately remove his goggles (sufficient to expose an eye)
during a game, other than with the approval and under the direct supervision
of a judge. PENALTY: elimination, if active, and/or suspension of player for
one or more games. 1.3 Clothing & Gear: A. Players must wear
full-length pants and a long-sleeve top (e.g., shirt, jacket or pullover).
Pants and shirtsleeves must be fully extended during game play to the ankles
and wrists respectively. A player may wear only one layer of clothing
underneath his exterior pants and top. The player’s clothing may not
resemble or be of a similar color pattern to that of the judges. A player may
not wear or carry any multi-colored or patterned clothing and equipment that
makes distinguishing a paint mark difficult for the judges (this includes
decals on loaders, etc.). Thin protective covers are allowed on cylinders, but
they are prohibited on paintgun loaders. B. Unless specifically
posted as a restriction by the tournament producer, knee, shin and elbow pads,
and neck protectors may be worn on the inside or outside of the player’s
clothing. Wearing protective gear shall not be accepted as an excuse for
failure to sense an obvious hit. Belts, pouches, harnesses, or similar gear
must be worn on the outside of all clothing. Loose-fitting tops shall be
tucked into the pants. C. Clothing must be sized
to fit the player. A player may not wear oversized, draping and/or excessively
baggy clothing. Clothing may not be made of overly absorbent cloth or highly
padded cloth, nor of water repellant cloth/material that allows a paint mark
to be wiped away quickly and cleanly. Ghillie-type material, which makes paint
marks difficult to locate and identify quickly, may not be worn or attached to
the player’s equipment or goggles. D. Prohibited Devices.
Players shall not use and/or carry onto the playing field: artificial sounding
devices (e.g., whistles, clickers, horns); shielding devices; artificial light
sources; heat generators (e.g., matches, lighters, heat packs); weapons,
flares, paint grenades, paint mines, or any form of pyrotechnic devices; tools
and spare parts capable of affecting a paintgun’s velocity; silencers or
sound suppressers; slingshots, blowguns or any device capable of propelling a
paintball other than the single approved paintgun per player; radios and
similar communication, signaling or listening devices; or items that might be
mistaken for a flag. 1.4 Paintballs: Players
only may use paintballs that remain in fresh, unaltered, untreated factory
condition as per the manufacturer’s specifications. No “blood-red”
colored fill is allowed. Paintball fills with additives designed to make them
"staining" or “hard to wipe” are prohibited. PENALTY:
elimination, if active, and/or suspension of player for next game. 2.0 SITE & FIELD SET UP 2.1 There shall be only
two flag stations on a field for dual flag games, and only one flag station
for single-flag (center flag) games. The 5-player games are single flag, 10
minutes long, with a 20-second silent countdown. The 10-player games are 15
minutes long with a 20-second silent countdown. 2.2 Field boundaries must
be clearly marked. 3.0
ELIGIBILITY 3.1 Players must meet
event eligibility requirements. See CLASSIFICATION RULES for player and team
eligibility. 3.2 Rosters: Players may
not be listed on more than one team roster per event, and a player may not
change teams during an event. Waivers and roster sheets 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. 4.0
CHRONOGRAPHING & CHRONOGRAPH PENALTIES 4.1 The maximum allowable
velocity for any event is 300 feet per second (fps). Specific event rules may
reduce the velocity limit. 4.2 All paintguns are
subject to a chronograph check before and during a game. 4.3. Pre-game Chrono
Check: Every player must report to the field’s designated chronograph before
each game. An equal number of players from each team will be chronograph'ed.
The velocity check shall consist of one shot over the chronograph. Any
paintgun shooting above the event limit shall not be allowed in the game.
Players may attempt to re-qualify paintguns (by shooting three consecutive
shots, each of which must be at or under the limit), providing games are not
delayed. A player may go into a game without a paintgun. 4.4 Between
chronograph'ing on before the game and the game's end, a player commits an
infraction if he adjusts or otherwise alters the velocity regulating
components of his paintgun without the express permission and supervision of a
judge. PENALTY: elimination, if active, and/or suspension of player and/or
team for one or more games. 4.5 During a game, a
player must allow a judge to chronograph his paintgun upon request. The judge
will call the player neutral, and the player must cease all play-related
actions and follow the ref's instructions. The game check shall consist of one
(1) shot over the chronograph without any clearing shots. If this shot exceeds
the event limit, the judge will eliminate that player. Exceeding 315 fps is a
+1 infraction. Refusing a judge's chronograph order is a +1 infraction plus
PENALTY: suspension of player for one or more games. 5.0
ELIMINATIONS & MARKINGS 5.1 A player is eliminated
from the game when he is ordered off the field or eliminated by a judge, or
when a player signifies his elimination whether marked or not. 5.2 Out of bounds: A
player whose body or equipment accidentally or deliberately extends beyond the
vertical plane of the boundary shall be eliminated. A player will not be
eliminated for touching a suspended tape boundary. However, pushing out the
tape or extending any part of his body and/or equipment more than two feet
beyond the original position of the tape boundary constitutes going out of
bounds and the player shall be eliminated. 5.3 When witnessed by a
judge, a player marked by a paintball from across a boundary will be returned
to active status. A player who deliberately shoots at another player across a
boundary or from out of bounds commits an infraction. PENALTY: suspension of
player for two or more games. 5.4 A player who climbs a
tree, a bunker, a structure, or a prop will be eliminated. 5.5 A player who
deliberately alters terrain or structures, or tampers with a bunker, will be
eliminated. 5.6 A player who
deliberately uses a non-participant or a movable object as a shield will be
eliminated. 5.7 Start of Game. The
countdown and “game-on” signals will be issued to both teams
simultaneously. No more than the prescribed number of players may be on the
playing field when the game-on signal is given or at any time during the game.
A team may start the game with less than the prescribed number of players.
Games will not be delayed for late players or for equipment malfunctions. A
judge will eliminate any player who is not within his team’s starting area
when the game-on signal is given or who leaves the starting area before the
“game-on” signal. 5.8 Each player must
maintain possession of all equipment and clothing (including his armband) that
he carried onto the field, except for the following disposable items: paint
pods/loading tubes, squeegees, paper towels, and 12-gram cartridges.
Intentionally discarding equipment is an infraction. Unintentionally losing
possession of non-disposable equipment for more than five (5) seconds also is
an infraction. Any equipment more than three (3) feet away from the player is
considered discarded equipment. 5.9 A player is eliminated
from the game when he is marked anywhere on his body, clothing or equipment
with a quarter-sized or larger direct splat from a single paintball. A
"direct" splat occurs when a paintball breaks directly on the
player. The size of the paint mark is cumulative. If two splat marks (e.g.,
some on the loader and some on the goggle) are from the same paintball impact
and are larger than a quarter when combined, the player is eliminated. 5.10 Unless specifically
witnessed by a judge, a player is eliminated from the game if he is marked
anywhere on his body, clothing or equipment with a quarter-sized or larger
indirect splat from a single paintball. An "indirect" splat occurs
when a paintball breaks against a secondary object and splatters/sprays the
player. 5.11 It is the player’s
responsibility to notify a judge and receive the judge’s acknowledgment when
he is marked other than by a shot (e.g., by kneeling on a paintball, from
cleaning his paintgun, from leaning against a paint-stained object, etc.). If
the judge concurs, the judge shall wipe off the mark. 5.12 If opposing players
are marked simultaneously, the judge shall eliminate all of them if he cannot
determine who was marked first. 5.13 An “obvious” hit
occurs when a single paintball impacts against a player and leaves a
quarter-sized or larger splat that, in the judge’s determination, the player
should physically sense. It is each player’s responsibility to check his
self and signal his elimination immediately after being marked with an obvious
hit he can visually verify. Delaying the signal is an infraction. PENALTY:
suspension of player for one or more games. 5.14 A player may seek
reasonable cover in the immediate area if remaining in his current position
(to visually verify an obvious hit or while waiting to be paintchecked) will
leave the player exposed. 5.15 A player who fails to
continuously call for a paint check after an obvious hit, which the player
cannot visually verify, commits an infraction. PENALTY: +1 and/or suspension
of player. 5.16 A player who receives
an obvious hit and continues aggressive play (shooting, advancing,
communicating with teammates, handing off supplies, etc.) commits an
infraction. PENALTY: +1 and/or suspension of player and/or team. 5.17 A “questionable”
hit is a mark that, in the determination of a judge, the player probably did
not physically sense. A player who receives a questionable hit will be
eliminated from the game but has not committed an infraction. It becomes an
infraction, however, when a judge determines the player became aware of a
questionable hit and then continued to play. +1 5.18 Maliciously over
shooting and/or shooting a player when he is clearly signifying his
elimination are infractions. PENALTY: suspension of player and/or team. 5.19 A player who has been
eliminated and/or signals his elimination, and who then shoots at an opponent
from on or off the field, commits an infraction. PENALTY: + 2 and/or
suspension of player and/or team. 5.20 Deliberately
attempting to hide, remove, or conceal a paint mark is an infraction. PENALTY:
+2 and suspension of player and/or team. 6.0
PROCEDURES FOR ELIMINATED PLAYERS 6.1 A player must
immediately signify his elimination by fully extending his paintgun above his
head AND keeping it raised above his head until he has crossed the field
boundary. Failure to clearly signify your elimination is an infraction.
PENALTY: +1 and/or suspension of player. 6.2 An eliminated player
shall follow the directions of the judges. An eliminated player must exit the
field promptly and directly, he must release his armband to a judge, he must
proceed directly to his holding station, and he must cover his barrel bore. An
eliminated player commits an infraction if he fails to perform any of these
tasks. PENALTY: +1 and/or suspension of player. 6.3 An eliminated player
who communicates verbally or visually with his active teammates commits an
infraction. PENALTY: +1 and/or suspension of player. 6.4 An eliminated player
who discards or passes off ANY equipment or supplies commits an infraction.
PENALTY: +1 and/or suspension of player and/or team. 6.5 A player who fails to
call for a paintcheck and/or deliberately waits until the game ends to signify
his elimination commits an infraction. PENALTY: +1 and/or suspension of player
and/or team. 7.0
PAINTCHECKS 7.1 Paintchecks may be
requested by active players any time during a game, but judges are not
required to respond to superfluous and/or distracting requests. Nor will
judges answer questions regarding game situations (e.g., time remaining,
location of flags, disposition of active or eliminated players, etc.). 7.2 Judges may visually
check a player without performing a neutral paintcheck (without “calling the
player neutral”). 7.3 Neutral paintchecks: A
judge shall perform a neutral paintcheck if, in the performance of that check,
he will expose the player to hits or interfere with the player's normal game
activity. 7.4 A player becomes
"neutral" only after a judge gets close enough to touch the player,
tells the player he is neutral, and signals the player’s neutrality to the
rest of the field by raising a neutral flag. A player who calls for a
paintcheck on his self remains in play unless and until a judge performs a
neutral paintcheck on him. The time clock does not stop for paintchecks. 7.6 An active player shall
not shoot or advance directly toward a neutral-player signal, and shall not
enter a 25-foot (25') radius around the neutral-player signal. 7.7 A neutral player
becomes active when the judge tells him to resume play and signals to the rest
of the field that the paintcheck is over. The signal that ends a paintcheck is
lowering the neutral flag. 7.8 Judges, not the
player, will wipe off indirect spatter, paint marks other than from a hit, and
wrongful hits (such as when players are hit after being called neutral). 7.9 A player who attempts
to remove paint splatter and/or spray from his clothing or equipment commits
an infraction. The exception is a player’s goggle lens; a player may wipe
off his lens but only after receiving direct permission from a judge. PENALTY:
elimination, if active, and/or suspension of player. 8.0
SPECTATORS 8.1 Unless specifically
announced by the event producer, spectators shall not point at nor communicate
with active players. Spectators shall not distract judges and/or interfere
with the game. Spectators and eliminated players must remain in the designated
viewing areas. 8.2 Spectators must follow
the directions of the judges. Non‑playing spectators must have in their
possession some type of picture ID, and they must show it to a judge upon
request. 9.0
FLAGS & FLAG CARRIERS 9.1 An active player must
take possession of a flag (by holding it in his hand) and must remain active
for at least one (1) second for the flag to be designated as “pulled” or
“secured.” 9.2 A player shall not be
eliminated for pulling a flag that has quarter‑sized or larger paint
marks on it. A quarter‑sized or larger direct splat to the flag, which
occurs while it is in a player’s hand, must be witnessed by a judge to be
deemed an elimination of the flag carrier. 9.3 A flag carrier must
hold the flag in his hand and must keep the flag visible at all times. The
flag may be handed off between active players. 9.4 Any active player may
pick up a dropped or discarded flag, but in a dual flag game, it is an
infraction for players to intentionally hold, move or cover up their own
team’s flag. A player is presumed to know which flag is his own team’s
flag. 9.5 If a flag is abandoned
for more than five (5) seconds, a judge shall pick it up and return it to the
appropriate flag station as quickly as possible. Resetting the flag in its
station nullifies the abandoning team’s pull. 9.6 In single-flag (center
flag) games, a flag “hang” is awarded when an active player touches the
suspension point or breaks the plane of his opponent’s starting station with
the flag. In dual-flag games, a flag hang is awarded to the first active flag
carrier from either team to touch the suspension point or break the plane of
his team’s flag station with the opponent’s flag. 9.7 A flag carrier
automatically becomes neutral when he breaks the plane of the station or
touches the suspension point. A judge will check him for paint marks. If the
flag carrier is clean, the game ends. Should game time expire during the check
of the flag carrier, the flag hang will be awarded if the carrier is clean. If
the flag carrier was marked prior to breaking the plane or touching the
suspension point and game time did not expire during the check, the judge will
back the neutral flag carrier out of the station approximately 25 feet (in the
direction he came from). Play continues at the judge’s signal ending the
paintcheck. 9.8 If the flag carrier is
eliminated he shall stand holding the flag at shoulder height, with the
majority of the flag cloth clearly exposed, until an active player takes it
from him or the game ends. An eliminated flag carrier also must keep his
paintgun raised above his head unless a judge places his paintgun on the
ground. The eliminated flag carrier
commits an infraction if he hampers a flag pull by an opposing player.
PENALTY: +1 and/or suspension of player. 10.0
GAME START & END 10.1 Only the head judge
of a field starts and ends the games, and the head judge is the only official
timekeeper. 10.2 The head judge will
give the game-end signal when a flag is hung, the time period for the game
expires, or the last player on a team is eliminated via a penalty. All
shooting must cease at the game end signal, and players on the field should
install barrel socks. Active players who fail to report to judges at game's
end will be scored as eliminated. 10.3 A player who falsely
signals the end of a game commits an infraction. PENALTY: elimination, if
active, and/or suspension of player and/or team. 10.4 The head judge of a
field may “freeze” the game by signaling all play to stop because of an
emergency, injury, safety hazard, or other serious game problem. The judges
will instruct the players as to the actions required. The head judge will
resume play with a 10-second countdown after notifying the players how much
time remains in the game. 11.0
SCORING 11.1 Accumulated points
will be used to rank contestants throughout the event for seeding positions
and to determine which teams advance to the next round. 11.2 Standard Game Points
System:
12.0
Miscellaneous Rules 12.1
This Tournament Rules Book is not an exhaustive reference regarding rules,
infractions and penalties. Penalties may be increased, decreased, or declined
by the producer, or his ultimate judge, at his discretion, in particular
circumstances. 12.2
It is each player’s responsibility to consult with the tournament producer
prior to the event regarding definitions and limitations of the rules. 12.3
A violation of these specific rules, as well as a violation of the spirit and
intent of these rules, is an infraction. 12.4
Each player must immediately submit his equipment, his paintballs, and himself
for an inspection whenever requested by a judge. 12.5
Players must follow all of the directions of the judges. The instructions of
the judges supercede these rules. A player shall not be penalized for
following the directions of a judge. 12.6
Appeals. All decisions by the judges are final. Questions or appeals may be
addressed by the team captain(s) to the head judge of the field immediately
after the game. 12.7
A “+1" signifies the judge will eliminate one active teammate of the
offending player. A “+2" signifies the judge will eliminate two active
teammates of the offending player. 12.8
Successive and/or continuing infractions warrant additional penalties.
Example: The offending player is active and commits the infraction of arguing
with a judge. The judge eliminates him from the game, but he continues to
argue with a judge; so the judge pulls another player and adds a game
suspension. When the player continues to argue, the judge pulls yet another
player and/or suspends him and/or his team for more games. 12.9
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. 12.10 The tiebreakers during
an event are: First, head-to-head games within the current preliminary, semi or
final round; and second, seeding rank at the beginning of the current round.
Both seeding rank and scores are zeroed out between each round. 13.0
UNSPORTSMANLIKE CONDUCT 13.1 A person may not argue
with a judge, hinder/interfere with a judge’s performance, and/or disregard a
judge’s directions during a game. PENALTY: elimination, if active, and/or
suspension of player and/or team. 13.2 A person may not engage
in loud arguing, cursing or insulting name-calling regardless of where or to
whom it is directed (toward a judge, player, spectator, self, equipment, etc.).
PENALTY: elimination, if active, and/or suspension of player and/or team. 13.3 Engaging in
confrontational arguing or severe, abusive cursing or name‑calling, and/or
threatening physical harm to another person, is an infraction. PENALTY:
elimination, if active, suspension of player and/or team. 11.4 Making belligerent
physical contact with another person by deliberate bumping, pushing, shoving,
use of an object, etc., is an infraction. If this occurs during a game, the
judge will END THE GAME and the offending player’s team shall forfeit the
game. If players from both teams commit this infraction, both teams shall
forfeit. Additional PENALTY: suspension of player and/or team. 14.0
SUSPENSIONS, EXPULSIONS & PROBATIONS 14.1
Players who are suspended cannot play for the length of the suspension, but
their team can add a replacement player(s). A player-and-team suspension means
the team must play undermanned, without adding a replacement player(s), for the
length of the suspension. The team must report the suspension to the head judge
before the game begins, and the suspension must be noted by a judge on the score
sheet. 14.2
Suspensions are immediate and begin with the next game on a team's schedule.
Suspensions carry over from one major event to the next (and, for individual
players, from 5- to 10-player tournaments). Failure to report a suspension
before playing in the next scheduled game will extend the suspension, and may
result in game points forfeiture. 14.3
Only the producer(s) and/or his designated representative(s) are authorized to
penalize a person with probation and/or expulsion from a tournament. A person
expelled from a tournament must leave the premises and not return during the
tournament. 14.4
Anyone who litters, vandalizes or behaves in a deliberately belligerent and/or
unsafe manner will be suspended and/or expelled from the tournament and placed
on probation for one year. Anyone who physically assaults another person will be
expelled from the tourney and suspended for one year. While on probation,
another serious incident of bad sportsmanship will result in a one-year
suspension. After returning from suspension, any further serious incidents of
bad sportsmanship behavior will result in a lifetime ban. This rule applies to
PanAm major events. 14.3
A person who refuses to show his ID card to a judge will be expelled from the
tournament. If his teammates refuse to identify the player, every person on the
team’s roster will be expelled from the tournament. 15.0
FORMAT & MISC. RULES: Tournament
and event producers may have specific formatting (e.g., game time limit, size of
playing field, limited paint, pump guns only, Rookies only, etc.). 15.1 At PanAm Circuit major
tourneys the paintball limit is 200 rounds per player, per game at 5-player
events. The limit is 500 rounds per player per game at 10-player events. (Stock
Gun and Young Guns events have varied paint limits, see the specific formats).
Each player will be checked before he chronographs on for the game, and refs
will dump excessive paintballs. In 5-player, each player may carry his 200
paintballs to the chrono in either tubes or his loader, but not combined between
tubes and loader. In 10-player, tubes and loader may be combined. Players may
redistribute paintballs once they are banded and in their flag station, and for
as long as they remain active during the game. 5.2 Judges must attend a
rules class before the event. Judges must be at the captains meeting, and they
must be on their field ready to start games on time. Judges must maintain the
same level of sportsmanship behavior as required for players and spectators. The
performance of judges shall be reviewed and graded by PanAm Circuit staff and
council of captains. Ref’ing points will be deducted for substandard
performance. Copyright 2001 revised, all rights reserved;
PanAm Circuit Tournaments, Inc. |