paintball Rules


11.0 STARTINGTHEGAME

Pre-Game Procedures:

Each team will be contacted by a referee ten minutes prior to the time
that they are expected to report for chronographing and will be
informed that their game is ready to get under way. The team should
make final adjustments and immediately head towards the assigned
chronographing area.

Check in Procedures:

Each player must pass the splat table and check in.

Players who have passed the chronograph will be stationed in a
controlled area adjacent to the chronograph area. This area will be
supervised by a referee. Players who have passed the chronograph may
not leave this area, except to enter the field with a referee.  Players
in this area may not be handed guns or tools.

Once at the holding area, players may not leave, nor may they be handed
guns or tools or other equipment from players outside of the holding
area.

Players in the holding area will be checked by a referee for 'old' hits
and the presence of illegal equipment. Old hits constitute paint stains
and rem nants that could be confused by referees with new hits. In the
event that these hits can not be removed to the satisfaction of the
checking referee, the player will be directed to the stat table, where
a splat sheet, noting the location(s) of the hit(s) will be completed.
The name and number of the player, his team and the game number will
also be recorded on the splat sheet.

Any illegal equipment found at this time will be confiscated (it will
he returned after the end of the game) and the presence of the illegal
equipment, the player's name, team and number and game number will be
recorded in the game book. Failure to surrender illegal equipment will
result in the elimination of that player.

Each player will be assigned a player number when the team captain
fills out the team roster. Each player who has been assigned a player
number will maintain that player number throughout the course of all
tournament games.

Substitutions of player number (1-10 for 10 man and 1-5 for 5 man) will
be noted on the game score sheet.  Players must inform the splat table
person at check-in of their roster numbers.

Armbands which do not fit or which can be lost easily will be pointed
out to the head referee prior to the start of the game.  Referees will
make whatever adjustments are necessary to insure that armbands can not
easily be accidentally lost.

Selecting the Starting Flag Stations:

Once the captains have been assembled and are ready to play, the head
referee will gather the captains from the two opposing teams (or their
designates) and will produce a coin (half dollar or quarter) and will
make the following statement: "Here is the official coin which will be
used to determine starting flag stations. This is heads (displaying the
face side of the coin with Washington's or Kennedy's bust on it) and
this is tails (displaying the obverse side of the coin with the eagle
or liberty bell on it). Who is going to make the call?" If, after a
brief period of time, the team captains cannot agree on who will make
the call, the referee will select one or the other team to do so. In
the event that one of the teams is a foreign team, the referee will
give the call to the foreign team captain, as foreign teams are always
considered the "visitors". The player making the call will be
instructed to make the call while the coin is in the air. The referee
may elect to catch the coin or allow it to land on the ground. If the
side of the coin called by the player is face up, that player (that
player's team) must select the flag sta tion they wish to defend. If
the opposite side of the coin from that which was called is face up,
the other team must select the station that they wish to defend. If the
player making the call does not make the call before the coin hits the
ground or is caught in the referee's hand, the player will be
instructed to make the call again while the coin is in the air or he
will forfeit the right to make the call. If the second call is not made
property, the other team captain will be given the call. If a proper
call is not made after four tosses, the head referee will select a team
and a flag station, flip the coin, make the call and assign teams
accordingly. If the coin does not land flat or its flight is interfered
with, the coin toss will be made over again.

Placement in the Flag Station:

Once all players who will be taking the field have been assembled and
checked, they will be led to their respective flag stations by a
referee.  Players may not stray, wander the field or in any way delay
or slow down the positioning of the team in the flag station.

Players who are delaying the walk to the flag station will be verbally
warned by the referee, once. If the players continue to delay, they may
be removed from the game by the referee for 'delay of game', and will
count as an elimination for the other team.

Once in the flag station, the players will be warned by the referee to
remain within 5 feet of the flag station boundaries (which will be
demonstrated to the players by the referee at this time). Players will
be informed that anyone exiting the station prior to game start will be
removed from the field and will count as an eliminated player for the
opposing team.

The referee will verbally announce the one minute warning to the team
by saying "one minute until game start".

The referee will officially announce the start of the game by saying
"game on". Referees will not provide any countdown prior to game
start.  Players outside the 5 foot mark may result in elimination,
unless they immediately return to the flag referee and ask to be
released.

12.0 GAME CHECK OUT PROCEDURES

Recording Player Elimination Times:

Game times relating to player eliminations, flag grabs, recaptures and
hangs will be recorded in the appropriate area on the game sheet in
the following format: 'x:y' for an event which occurred at 'x' minutes
and 'y' seconds into the game. In the event that the exact time of the
event's occurrence is not obtainable, the time will be recorded to the
nearest minute (rounded to the earlier time); where possible, it will
be recorded to the nearest five or 10 second interval (rounded to the
earlier interval).

Checking In Players Exiting the Field:

Once a player actually exits from the field, he will be requested to
check in at the splat table. The player will be asked his team and
plaver number and this will be checked off against one of the players
who was called in as eliminated.

In the event that a player checking in as eliminated during the game
has not been called in by the referees, the check-in time will be
recorded as the elimination time.

In the event that a player called in as eliminated does not report to
the splat table within the five minute period, this player's number
will be marked and a note made, the head referee will be notified of
the violation by radio.

All live players must present themselves to a referee at the exit point
for inspection prior to checking in at the splat table. At this time
the referee will inspect the player for hits and if any are found, the
head referee will be notified and proper penalties accessed.

Any player that has not checked in live at the splat table within 5
minutes of the end game time will be marked as if he was eliminated.

No players will be allowed to leave the splat table area after the game
has ended until they have been specifically and individually checked
and released.

Players may not re-enter the playing field without the permission of a
referee, this should only be done after all players from both teams
have checked in at the splat table.

13.0 PROCEDURES FOR ENDING A GAME

Signal For Game End:

Prior to the start of each game, the head referee will confer with the
other head referees to determine the signal(s) which will be used to
indicate that a game has ended before game time is up.

This signal will be explained at the flag station to each of the teams
playing on that field

Referee Assignments at Game End:

Once the game is over, referees will report to the splat table. They
will turn in, one at a time, the armbands that they have collected
and will assist the score keeper in tallying the eliminations.  At
least one referee will be assigned to inspect live players exiting
the field at the assigned exit point.

Live Players Exiting the Field:

After inspection by the assigned referee, the live players will proceed
to the splat table and, at that time, deliver their armband to the
splat table attendant and be marked as a live player.

Players who are live at game end who have a hit in an obvious
location will be penalized for 'obvious hit after game end'.

Players who are live at game end who have a hit in an un-obvious
location will be penalized for 'un-obvious hit after game end'.

Referees will review their game notes and bring any special
circumstances to the attention of the score keeper and the head
referee. Any special circumstances will be noted in the game score
sheet by the head referee.

Review of Game Record:

Such review will take place after all players have checked in and all
players have passed the chronograph as assigned. At this time, the
head referee will confer with the splat table attendant and confirm the
score.  Any situations will be discussed and the score sheet will be
signed by the head referee and presented to the team captains who will
remain in the splat table area.

The reviews by the captains are done as a courtesy, not for approval or
disapproval by the captains. Both captains will then sign the score
sheet and the score will then be final. If for any reason a captain
refuses to sign, the head referee will note this on the sheet, at this
time the score will be final.

14.0 FORFEITS

When a Forfeit is Declared:

A forfeit will be declared for each game that a team fails to report
for its pregame chronographing on time, or for any game in which a team
refuses to take the field, so long as their opponent is willing to take
the field. In the event that both teams fail to show for the game or
both teams are unwilling to take the field, the game will be recorded
as a forfeit for both teams.

Teams Which Fail to Appear for All Games:

In the event that a team which has paid its entry fee fails to attend
the tournament, their games will be forfeited and the opposing teams
will be awarded maximum points. In the event of an even number of teams
fail to attend the tournament, the teams may be reseeded if time
permits.

Teams which do not submit rosters and do not arrive at the game site in
time to be included in the game schedule will forfeit their initial
games.  If teams anticipate late arrival or difficulty in submitting
their rosters, they should contact the tournament promoter before the
captain's meeting. For the second round of preliminary play, teams
which have not played any games will be seeded as if they had earned
zero points during the first round of preliminary play.

Final Resolution of Forfeits:

Once a forfeit has been declared, the game will be considered over;
forfeited games will not be rescheduled, except in the following
circumstances:

The remainder of the tournament schedule will not be affected by
rescheduling the games.

The reason for having missed the game(s) was completely beyond the
control of the team(s) which missed the games, such as delays in
international flights, gross misdirection by tournament officials,
etc.

The Ultimate Referee has the sole discretion to enforce the above
rules.

If a team fails to appear for an entire round of play, that team may
be removed from the subsequent rounds only if the subsequent rounds
will have an even number of teams in attendance.

15.0 GAME STOPPAGES

Stoppages will only occur when the number of players and the actions of
the players, in combination with the number and positioning of the
referees creates a situation in which the referees cannot keep track of
the play and can not make timely calls. Stoppages may also occur due to
inclement weather or other 'acts of god', or due to injuries on the
field.

Any referee may request a game stoppage, but only the head referee may
declare the game stopped.

Game Stoppages for 'Critical Time' Situations:

All referees will note the loca tions of the players at the time that
the game is stopped. Once the game has been stopped, the referees will
insure that players are in and remaining in those locations.

Referees will check all players and will remove players who are hit
prior to the game being stopped. Referees will confer to review the
sequence of events prior to the game stoppage.  If penalties need be
accessed, they will be assessed at this time.

Players with hits may be reinstated into the game if the referees
determine that they were eliminated as a direct result of illegal
actions which led to the game stoppage.

Once all the live players are placed in proper positions, the head
referee will then restart the game with the best estimate of time
remaining. The same procedure for the one minute warning will be used
as in the start of the game.

Game Stoppages for Inclement Weather:

If weather conditions pose a health hazard to players and staff, the
current round and subsequent rounds of play may be suspended.

If a game is suspended during the course of play, the game will be
restarted at the earliest possible time where the live players will
re-enter the flag station given the remaining time and no less than 5
minutes to finish the game. If a flag was in possession at the time,
the flag's position will be marked and that player may resume play from
that position. If that position is within 100 feet of the opposing
teams' flag station, the position will then be moved at least 100 feet
from the flag station.

If the requisite number of rounds of play cannot be completed, only
those games from rounds for which all teams have played an equal number
of games will be used to total scores, figure seeds to be used for
determining final tournament standings.

16.0 OBVIOUS AND UN-OBVIOUS HITS

For purposes of the game, a distinction is made between those valid
hits that a player is expected to know about and acknowledge and those
hits which a player is not expected to know about or acknowledge.

Referees will base their determination of whether a hit is obvious or
not obvious on the rules for determination and the diagrams provided.
Referees will not base their determination on personal evaluations of
what a player should or should not have known, heard or felt.

Obvious Hits are those hits which impact and break within the area(s)
defined as being 'observable' and been felt by the player. If need be,
the skin may be examined for determining whether or not a welt was left
by the paint ball.

Players who are hit in an obvious location are expected to immediately
signal their elimination by announcing "HIT" or "OUT" at the time of
elimination. This player must then remove his armband, hold his gun in
the air and leave the field immediately.

Players with hits in an obvious location who do not immediately cease
game activity will be penalized for continuing to play after being hit.
This penalty is either a one for one for non game changing action, or,
if the referee deems the players' actions changed or could change the
outcome of the game, a 2 for 1 may be awarded.

16.23 Players who are hit in obvious locations are not allowed to call
for a paintcheck. Calling for a paintcheck with a hit in an obvious
location constitutes continuing to play and will be penalized
accordingly.

Players who are in motion while receiving an obvious hit will
immediately turn their motion away from the opposition, while
attempting to stop.

In all circumstances involving hits which are within the areas of a
players body and equipment which are defined as being obvious, the
'benefit of the doubt' works against the player. He is automatically
assumed to have known he is hit and is automatically expected to remove
himself from having any further influence over play.

Un-obvious hits are those hits which impact and break on the player or
equipment in those areas defined as being un-observable and leave no
welt on the player.

Players who are hit in an un-obvious location are not expected
to know of or acknowledge the hit.

Players calling for paintchecks, either from referees or from
teammates, who are found to have hits in places that are not easily
observable will be eliminated, but will not be penalized.

Players who are found by referees to be in play, moving or shooting or
communicating, with hits in un-obvious locations, will be removed
from play but will not be penalized for continuing to play.

In all circumstances involving hits within the areas defined as
being un-obvious, the 'benefit of the doubt' is always in favor of the
player in question. The player is not expected to know of or
acknowledge, or take any action in this situation.

When an Un-Obvious Hit Becomes Obvious:

Should a player with an un-obvious hit become aware, through his own
actions or information provided by teammates, that he has a valid hit
in an area defined as being un-obvious, that hit, despite its physical
location, is considered to be an obvious one.

This change of status only occurs when a referee observes a
player being informed of the hit or when a referee observes the
discovery by the player

Players with hits in un-obvious locations who request a paintcheck are
considered to be doing so because they are not sure, not because they
have become aware of a hit.

Players who request a paintcheck because they are not sure if a hit is
splatter are considered to be aware that they have been hit.

Players who request a check for splatter which results in an
elimination may be penalized if the hit is in an obvious location and
not penalized if the hit is in an un-obvious location.

Examples

A player is hit directly in the goggles. The player immediately signals
his elimination, removes his armband, places a hand in the air and
leaves the field of play. No penalty is assessed.

A player is hit directly in the goggles. The player stands,
runs towards the opposition, firing. The player is penalized and
two players are removed from play.

A player is hit squarely in the middle of the back. The player
continues firing and playing. A referee sees the hit and removes the
player from play. No penalty is assessed.

A player is hit in the butt-pack and calls for a paintcheck.  While the
referee is arriving, the player continues to shoot. The player is
eliminated, no penalty is assessed.

A player is hit in the back. The player continues to play. A teammate
sees the hit and informs the player he is hit, he continues to play.
Should a referee have observed the exchange, the player would be
eliminated and penalized. Otherwise, the player would simply be
eliminated once the hit was observed by a referee.

17.0 ELIMINATIONS

Eliminations are determined by the size of the area covered by
paint and shell from the hit, the condition of the shooter and, in some
limited circumstances, the physical path of the paintball.

Size of a Hit:

In order to be considered a valid hit for elimination, the
contiguous area of an unwitnessed hit, the paint and or ball shell
must be equal to or greater in area than that of a quarter.

The contiguous area is that area of the player's body, clothing
and or carried equipment which were adjacent when the ball impacted.

Example

A player kneeling will have folds in clothing which disappear
when the player stands. If the ball impacted and paint covered a
quarter-sized contiguous area while the player was kneeling, the hit
will be ruled valid, even though in standing, the original single
painted area is broken up into several areas which are individually
smaller than a quarter because the folds in the clothing disappeared.

The contiguous area is that area which lies in line with the flight
path of the ball, even though such areas may not be physically
adjacent.

Example

A ball hits the barrel of a players' gun. Paint and shell are deposited
along the barrel, the players hand and on the players' goggles. While
these areas are not physically adjacent, they do become contiguous when
lined up with the flight path of the ball.

Hits Observed by Referees:

A hit directly observed by a referee shall be declared a valid
elimination, regardless of the size of the paint mark left, so long as
some paint or shell is deposited by the ball the referee observes.

Non-valid hits are paint and or shell deposited on players which either
are not larger than a quarter in area or paint not shot (unbroken balls
on the ground, smears from bunker walls, etc); if the paint was not
fired at a player, the referee must be able to verify this fact,
through his own direct observations.

Non-valid hits are generally referred to as'splatter' or hits by a
previously eliminated player. Splatter is paint and or shell which
results from a ricochet, brushing up against painted trees or
structures, stepping on unbroken pellets, etc. Splatter less than a
quarter's size in area is considered to be a non-valid hit.

Splatter which accumulates from multiple ricochets or other sources
into a contiguous area larger than a quarter in size in area is a valid
hit.

A hit which would normally constitute a valid elimination which
is made by a player who has previously been eliminated will not count
as an elimination, so long as the referee is able to make a positive
determination that the shooter was eliminated before the player in
question.

A determination of whether a shooter was live or eliminated
when shooting will only be made if the referee directly observed both
the shooter and the shot player, or if the referee receives
information from another referee who directly observed the action.

If a hit is ruled invalid, the referee will reinstate the hit
player. The player will be provided with a five second neutrality.
The player will always be restored to the location in which that player
was hit.

Referees will always wipe splatter or non valid hits off a
player at the time they are inspected. No player will be allowed to
continue play with

paint that is considered non-valid until it is wiped clean by a
referee.

Players with valid hits during play not directly seen by a referee will
be eliminated.

Should a referee arrive on at a location in which two opposing players
are hit and the referee did not observe the sequence of events, all
players with valid hits will be removed from play.  Unobserved
situations are beyond the control of the referee, and the referee will
never rule on the sequence, precedence or make other speculative
determinations in order to apply the rules.  The referee will only deal
with a situation based on the information received as of the moment
that it is directly observed by the referee. Referees will treat
information provided by other referees as if it was information that
they had directly observed.

Wiping is defined as the active and deliberate removal of paint
by a player, whether the amount of paint constitutes a valid hit or
not, in order to avoid an elimination or avoid a referee's call.
Wiping is penalized by the immediate removal of the player from the
game and the simultaneous removal of three additional players from
the same team.

Playing on After Hit:

Playing on after hit can take two forms: the continuance of
play by a player who has received a valid hit, in an obvious location;
and the deliberate avoidance of a referee in such a manner as to
prevent the referee from making a call, or disobeying a referee's instructions to stand for inspection during a neutral call, stop forward
motion, etc.  Playing on after hit is penalized by the immediate
removal of the player from the game with one additional member of that
team.

If the action's of the penalized player following the hit has
influenced the course of the game, one more or a total of two
additional players from the same team will be removed from play.

Excessive Shooting is defined as a player who continues to dump
paint on a player who is obviously marked and is not making aggressive
movement or when a player or players deliberately continue to shoot an
opposing player who has signalled that he has been eliminated, well
after the elimination should have been acknowledged.

A determination of excessive shooting will always be made based on the
visibility of the signal by the eliminated player, the current action
in the immediate vicinity of the players in question and the number of
players involved.

A determination of excessive shooting will never be made in a situation
in which the player receiving multiple hits is continuing to play.

Freight training is the act of utilizing multiple players who's
movements and actions are designed to confuse the opposing team in such
a manner that one or more players block shots or impede the ability of
the opposing team to react. Freight training can be distinguished from
charges by the continued presence of one or more eliminated players in
the line of fire who are either not indicating their elimination,
continuing to fire, continuing to move in the direction of the opposing
players, who have indicated their elimination but are continuing to
stand or maneuver between the opposing team and their live teammates,
or a combination of all of the above.

Referees will allow the freight train to continue, but will
remove one player for each instance of continuing to play by any of the
freight training players; when the freight train stops, the players
taking multiple hits will also be removed from play.

Example

Six players, in a tight group, start running down the tape line, two
players in the lead and the rest bunched behind them. The two lead
players take valid hits, throw their hands in the air, announce "I'm
hit." and keep running towards the opposing team. The opposing team
continues to fire, hitting the lead players several more times.
Referees will remove the lead players, assess a continuing to play
penalty (which is a one for one or two for one on each of the lead
players), removing two more players, and count additional instances of
continuing to play on the lead players, which results in the removal of
the remaining two players. The hit player will be eliminated, followed
by one or two additional players (depending on whether the continuing
to play influences the outcome of play), followed by one additional
player for every additional hit that player takes.

Flags and Eliminations

If a player is hit within ten feet of the flag station while carrying
the flag removed from that flag station, the flag will be re-hung in
the flag station.

Players hit while in possession

of a flag will remain on the field of play, holding the flag, until
that flag is recovered by another player, of either team.

If a player who attempts to hang a flag is found to have a hit during
the check by the referee, the replacement flag will be hung in the
original flag station.

Non-Hit Eliminations:

Players may be eliminated from play under circumstances which did not
result from a hit. These include going out-of-bounds, unsportsmanlike
conduct, etc. The referee will approach the player and announce that he
is being removed and the reason (out of bounds, one-for-one, etc.).
Referees will indicate players causing the penalty and the players
being removed for penalties when calling eliminations into the splat
table.

The boundary tape surrounding the playing field defines the legal
playing area. The tape creates an imaginary plane perpendicular to the
playing surface. The side of the plane adjacent to the playing area is
in-bounds, while the outer edge is out-of-bounds.  For purposes of
making out of bounds calls, the boundary tape is considered to be a
straight line which runs between the two tape anchor points at either
end of the section of tape the player is adjacent to. Any part of the
players body or carried equipment which breaks the plane defined by the
boundary tape will result in an out-of-bounds elimination.  Moving the
boundary tape away from the playing area with the body or carried
equipment will result in an out-of-bounds elimination.

18.0 PAINTCHECKS

Paintchecks are performed by referees for the purpose of determining if
a paintball has broken on a player.

Paintchecks are performed by a referee when the referee has observed a
player taking fire, when fire is directed into an area occupied by a
player that the referee can not 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.

Paintchecks are not made solely because a player requests one; referees
may make a paintcheck after a player has requested one only if the
referee has made observations or has information about the situation
which would have caused the referee to make the paintcheck even if a
player had not requested one.

Referees may use a players request for a paintcheck, in combination
with their observation of the current situation to determine if a
paintcheck should be performed.

Referees should make every attempt to make a paintcheck without calling
the player neutral. A referee may declare a player neutral for making
paintchecks only under the follow ing guidelines:

The player being checked is in a location which makes it impossible for
the referee to view the areas of the player's body which were likely to
have taken a hit, given the player's current location. The physical
position that the player has assumed makes it impossible for the
referee to view the areas of the player's body which were likely to
have taken a hit.

Referees will always declare a player neutral when making a paintcheck
under the following cumstances:

The paintcheck will alter the course of the game if the player is taken
out of play.

The actions of the referee in making the paintcheck will move the
player from the player's current position, or the referee must ask the
player to rotate.

The paintcheck itself will alter the course of the game relative to
that player in such a manner that the play er would potentially be
exposed to new angles of fire or flanking maneuvers by the opposition.

Referees must evaluate every local situation before making a paintcheck
and or before declaring a player neutral.  The following guide lines
will be used as much as possible:

If the player being checked is in a highly concealed location, the ref
eree will avoid making paintchecks or declaring that player neutral.

If the player being checked is an isolated player who is being engaged,
the referee will avoid declaring that player neutral.

If a player or group of players is in retrograde motion because of the
actions of the opposition, the referee will avoid declaring a player
neutral.

If a player occupies a tactical position, the referee will avoid declar
ing the player neutral.

If the player is a flag carrier, the referee will never stop the player
in order to make a paintcheck, except if the referee has seen a ball
hit the player and needs to verify that the hit is large enough to
cause elimination.  Even under these circumstances, the referee will
avoid declaring the player neutral.

Performing a Paintcheck without Declaring a Player Neutral

As the referee is approaching the player to be checked, the referee
will clearly state to the player, 'You are still in play." He will not
use the word 'neutral' in this circumstance.

The referee will have observed the cover taken by the player and the
manner in which that player is being engaged. Frequently, this will
result in only a limited portion of the player needing to be checked.
The referee will observe this part of the player's body and or
equipment while remaining out of the player's line of site and line of
fire, and while positioning himself in such a manner as to not act as a
shield for the player.

The referee may move the player's equipment and/or request that the
player expose additional areas for examination, so long as this does
not interfere in the player's ability to remain in the game.

Example

A player is standing behind a large tree, occasionally leaning
out to take long range shots to his front. The referee approaches from
the rear, checks the areas of the player he can easily observe and then
separates two pouches to expose the crease in between them.

Hits that occur during this type of paintcheck may result in
the elimination of that player if in the referees discretion they did
not alter the player's ability to protect himself.

Performing Paintchecks and Declaring a Player Neutral:

While approaching a player, the referee will remove the neutral player
flag, expose as much of the flag as possible and hold it high above his
head.

While no less than four feet from the player's location, the referee
will declare "This player is neutral." The referee will continue to
hold the neutral flag above himself and the player. in as visible a
fashion as Dossible.

Once the player being checked is aware that he is neutral, the referee
will observe the area around the player. Any opposing players who can
see the neutral player and who the neutral player can also see will be
instructed to cease all movement in the direction of the neutral player
and any flanking moves around the neutral player. Opposing players who
were not within 60 feet of the neutral player prior to the neutral call
will not be allowed to maneuver closer than 60 feet to the neutral
player during the neutral call. Opposing players who were within 60
feet of the neutral player prior to the neutral call may maneuver,
provided that there are additional players from the neutral player's
team who those opposing players are maneuvering against.

Once the paintcheck has been completed, the referee will place the
neutral player in his original location.

Hits that occur during this type of paintcheck do not count as
eliminations.

Any hits occurring while a player is neutral, or any splatter
discovered on the player will be removed by the referee before placing
the player back in play. This information will also be recorded by the
referee and transmitted to the splat table.

The Five Second Count may be utilized by the referees, during which
time the checked player may move but may not fire or be fired on, under
the following circumstances:

The player's position has been compromised by the actions of the
opposing team, while the player was neutral.

A concealed player is revealed to opposing players who might not have
known the player was there, except for the paintcheck.

The referee will inform the checked p]ayer that he will be given a five
second count. The player has the option of accepting or refusing the
five second count. Even if the player accepts the five second count,
the player does not have to move during the count.  The player being
given the five second count is considered to be neutral for the
duration of the count, and any hits which the player might take during
the count are not valid. These hits will be noted by the referee and
will be called in to the splat table. The player may not fire during
the five second count.  Opposing players may not fire at the neutral
player during the five second count. Opposing players who were forced
to stop maneuvering during the neutral call may not maneuver during the
five second count.  The five second count is considered to be an
extension of the original neutral call. Once the five seconds has
elapsed or the neutral player is back in his original location, the
referee will declare, "This player is back in play" and will then lower
the neutral flag.

When a player carrying an opponent's flag breaks the plane of his flag
station boundary, the referee will signal "time". The player carrying
the flag is immediately declared neutral, so long as the player remains
within or adjacent to the flag station, with the referee. The player
will be subjected to a thorough paintcheck immediately upon being
declared neutral. The referee will inspect the player, all equipment
and the flag the player was carrying. The referee will, during the
check, call the players number and team into the splat table and to the
head referee. The splat table and other referees will note the player's
team and number and will determine if they have any notes regarding
non-valid hits that the player may have received during the game. If
any are discovered, these will be transmitted to the flag station
referee performing the paintcheck.

If the flag carrier is clean, the flag station referee will declare,
"Game Over" once the inspection has been completed.

If the flag carrier is hit, the flag station referee will declare, "Re
hang the (flag color) flag.", and will remove the flag carrier from
play.

All referees and the splat table will note the elapsed game time once a
flag station referee calls "time". The game will continue following the
'time' call, until a referee declares, "game over". Any eliminations
which occur after time is called but before game over is called will
not count for elimination purposes. Referees will note these
eliminations, as will the splat table.

Infractions Associated with Paintchecks:

Several infractions are directly associated with paintchecks and with

the neutral call. These are: abuse of the call for paintchecks; and
failure to observe a neutral call and failure to obey referee's
instructions.

An abuse of the call for paintchecks occurs when a referee observes one
of the following distinct actions:

A player repeatedly requests paintchecks against non-existent opposing
players;

A player repeatedly calls for a paintcheck against an opposing
player in a tactical position that they could not possibly have hit; or

A player repeatedly calls for a paintcheck on himself when that
player's team is preparing for or engaging in a maneuver against the
other team.

Example

A player is being pressed by several opposing players and following
every shot the player takes, he yells, "Check that guy." The calls for
paintchecks almost literally follow every pull of the trigger.

A player is moving through heavy terrain, fires into a dense
clump of bush (from which there was no observed movement or fire) and
calls, "Check that guy".

The referee observes three players crawling into a concealed position,
preparing to engage a lone opposing player. Relatively little fire has
been exchanged. A third player, on the same team as the crawlers,
suddenly yells, "Ref, check me."

Players are not to be allowed to utilize calls for paintchecks to
distract the referee, to prevent the referee from making critical calls
or to place opposing players in a vulnerable position that they would
not have been in if the paintcheck had not occurred.

Referees will always issue a single verbal warning to each player,
during each discrete incident, prior to penalizing a player for abuse
of calling paintchecks.

Example

A player is moving down the field, performing 'recon by paintcheck'.
After he fires at a tree, bunker or bush, he calls for a paintcheck.
The referee will state, "You are abusing the paintcheck rule. This is
your warning." Several minutes later, the same player, who has moved to
different area of the field and is now engaged with opposing players
is utilizing paintchecks to try and distract the opposition.  Since
this is a new situation, the referee again issues a waming.

If the player continues to abuse the paintcheck rule following
the warning, the referee will remove the player from the game and
inform the splat table that player was eliminated for abuse in calling
paintchecks.

A failure to observe neutral calls occurs when players who were
instructed by the referee to remain in place move on the neutral
player or seek to flank the neutral player, or a player fires on a
player who is under a neutral flag, or the player declared neutral
fires or moves. Players who move on or seek to flank a neutral player
will be issued a single waming. Those players must immediately resume
their original positions. If the player(s) continue to move following
a warning, or if a player shoots at a neutral player, those players
will be immediately removed from play.

A failure to obey referee's instructions occurs when a player
refuses to stop for a paintcheck or refuses to cooperate in allowing
the referee to inspect him. A referee will issue one verbal warning
to the player, which will immediately be followed by elimination if the
player continues to disobey instructions.

OTHER ON FIELD INFRACTIONS

Communication After Elimination:

Once a player has been eliminated, he is only allowed to perform a
limited set of actions while leaving the field. The player must remove
his armband, the player may verbally state "I'm out", "I'm hit", "Okay,
nice shot." or similar statement only once at the time of contact. The
player must then barrel plug his gun and carry it over his head.  The
player may not make any other physical motions, verbal statements, may
not discharge his gun, load his gun, disconnect air sources or perform
any other physical activity.

Referees will carefully observe eliminated players to insure that they
do not communicate in any fashion with their team or with the
opposition.

Warnings for communicating after elimination will not be issued. If a
player communicates after elimination, that player will be told to
cease communicating and an additional player from that player's team
will be removed from play.

Interference:

Spectators may be allowed to observe games and the activities
on another field or in the staging area, but may not intrude on a
game in progress.  Referees must be aware of the circumstances, both
on and offthe field. Spectators may not issue instructions in any way
to players on the field, may not make comments about play.which are
likely to be heard by players on the field, may not discharge guns when
adjacent to the field, and may not interfere in play in any other
manner whatsoever.

If spectators are allowed to observe a game, enough additional referees
may be assigned to cover the spectators in order to be able to exercise
control over the spectators should this become necessary.

Team members and associates of the teams competing in the game
in progress are not allowed to observe that game unless referees can be
provided to watch those players directly.

Team members and associates of the competing teams who interfere or
communicate with the play of that game will cause all spectators who
are players to be removed from the area and that player's team will
immediately receive a penalty of having the player or players who were
closest to the area removed from play.

Should players or spectators or non-participants enter the
field of play during the game, the game will immediately be stopped
until the head referee can remove those players and restore the
game to the conditions prevailing before the interference.

Procedures for Eliminated Players:

Players who have been eliminated are expected to surrender their
armbands to the nearest referee.

Referees must make an effort to move in the direction of players who
are exiting the field, so that the players do not have to delay their
exit or de tour in order to hand the referee their armbands.

If a referee cannot collect an armband, he should specifically instruct
the player to turn the armband in to the splat table. The referee
should note the armband's number and should inform the splat table by
radio that the player will turn the armband in at the table.

Procedures for Exiting the Field:  Players who have their armbands
removed by a referee or who hand their ammbands to a referee may
receive specific instructions from the referee as to how that player
will exit the field. If no instructions are given, the player shall
proceed directly to the exit area and check in at the splat table.

All players exiting the field must take the most direct path to the
exit site observing the following guidelines:

The player will move away from any action first.

If the player can not move away from the action, the player will exit
in the manner which least interferes with the opposing players.

The player will avoid walking towards or past positions occupied by his
teammates.

When in doubt, the player will move in the direction of the nearest
referee in order to seek instructions.

Flags will be hung in the appropriate flag station at the beginning of
the game. Once hung in the flag station the flag may not be removed,
repositioned or shot by the defending team, so long as the flag remains
hung in that team's station. Should the flag be grabbed, it may be shot
by the team originally defending that flag during the course of normal
play and, should that flag be recaptured, it may be moved to the extent
that it is returned and re-hung by the defending team.

Flags being carried by players may not be concealed in any manner.  The
player must carry the flag in the open. The flag may be secured to a
pocket, harness straps, around the neck, etc, so long as 90% or more of
the flag remains visible. Flag carriers who are not carrying the flag
in the open will be issued one verbal warning to place the flag in the
open. If the flag is not placed in the open, the offending flag carrier
will be eliminated from play.

Flag carriers who are hit while on the playing field and not in a flag
station will immediately cease all action. They will be instructed by a
referee to hold the flag in the open. The flag must be held in an
exposed manner so that as much of the flag as possible is visible. The
flag must be held at or above chest height. An eliminated player
holding a flag essentially becomes a temporary flag station. The player
may be used for cover. The player holding the flag may not move, issue
instructions or otherwise participate in the game. The player holding
the flag must surrender the flag to the first player, regardless of
team, who touches the flag.

Flags which are recaptured (a team recovers its own flag outside of
their flag station and on the field of play) must be returned to that
team's flag station by the most expeditious route possible. Players may
not seek to hide with the flag nor may they take a long, round about
route in returning the flag.

Players returning recaptured flags are not forced to risk the
flag while in the process of returning it. They may take whatever
action is necessary to avoid losing the flag or being eliminated, so
long as in doing so they are attempting to return the flag to its
station as quickly as possible.

Players who are delaying return of a recaptured flag to its flag
station will receive a single verbal warning from a referee.  If the
delay persists, the flag carrier will be eliminated for delay of game.

Rehanging a Flag:

Flags will only be re-hung by a flag station referee who has received
direct instructions to re-hang a flag.

When a flag station referee calls "time", the other flag station
referee will immediately move adjacent to his flag station and will
prepare to rehang a flag if necessary.

The flag being re-hung must be in place before it can be taken by a
player.

Armbands:

All players must wear their armbands fully exposed on their left arm,
so that the entire width of the

armband is exposed, and so that the armband is placed on the arm,
between the elbow and shoulder.

Players without armbands on the field for any reason are considered to
be eliminated from the game, and will count as an elimination for the
opposing team.

Equipment Abandoned by Players:

Players may not abandon their equipment during the course of play.
Players who abandon (move more than 10 feet from) their equipment will
be eliminated from the game.

Equipment is considered all items carried on the field for play, except
squeegees, rags, and paintloaders.

Players who drop but do not abandon their equipment may be eliminated
from play if that equipment is shot during the course of play. In the
event that a player accidentally drops equipment (falls down and loses
gun, harness, etc.), that player must make every attempt to retrieve
said equipment before proceeding.

Two live players may exchange equipment provided that both players are
live during the entire exchange.

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

Players must carry all paint and gas to be used during the course of
the game on their person. Players may not bring extra harnesses, bags
of paint, bottles, etc., with the intention of storing them on the
field.

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