Monday, March 21, 2011

Scenario Paintball Command, Control & Communication (C3)

Scenario Paintball Command, Control & Communication (C3)

Scenario paintball games are won by staying focused on game-winning goals and the timely communication of important information from the scenario leadership to their players.

Large scenario paintball games are not won or lost on player skill. There are simply too many players of widely differing skill levels to make a competitive difference. They are also not won on the amount of eliminations a given player or team gets, since elimination of opponents is usually not a victory condition. The team that stays focused on scoring tasks, and keeps the largest portion of players possible on the field will win the game, every time.

Scenario Paintball C3

C3 stands for Command, Control and Communication. Command is the leadership and decision-making element of a scenario team. Control involves the directed execution of tasks by units within a team. Communication is the flow of information between players and leadership.

The Problem: Typical Scenario Paintball Organization

Scenario paintball is almost universally associated with "big game" paintball. In these games, hundreds to thousands of players are present on the field. Typically, each side will have a "General" or other Commanding Officer (CO) that communicates with the scenario event staff and coordinates his team's activities. This often involves receipt of orders or missions, although sometimes the game goals are pre-set beforehand.

Most scenarios do not formally organize below this level. There are some exceptions, like the OK D-Day game, where each team develops a fairly intricate unit structure, but most leave organization (other than a CO) up to the players.

If there is no formal group/unit structure, players tend to clump into informal groups of 2 to 5 players they are acquainted with, or formal teams of 5 to 30 players if they are associated with an organized team. These groups occasionally unite temporarily into bigger groups to perform specific missions or tasks.

An unorganized team in a scenario game is much like a swarm of army ants. Players move over the path of least resistance from their base or re-entry point and seek contact with their opponents, filling up the play area and moving forward until they find someone to shoot. The communication is usually localized around the small groups or teams, and there is little coordination of movement between groups across the field.

An important factor to understand as a scenario CO is player motivation. The primary player motivation is simple: players want action. Action in paintball usually means shooting stuff. This fundamental fact drives almost all the movement within a scenario game.

The main challenge for a scenario CO is how to control this group of players that has little structure, little ability to communicate, and is constantly seeking action. The small player groups usually have no way to communicate with the CO other than face-to-face contact. Even with good radio communications, the individual nature of teams or informal groups leads them to constantly seek action on the field, rather than seeking direction from their leadership.

Be A Good Scenario Leader

Organize your team

If the scenario itself does not provide layers of organization, it is relatively simple to get some rough groups going to help manage the tasks for the day. This can be done on the fly prior to the morning meeting, but is easier if you have contact with at least some of your players beforehand.

1. Select a command staff.
These players will be to help the CO implement the plan and to provide assistance as the team and the CO need. These players should be ready to play a support role, rather than a direct "shooter" role. Usually 2 to 4 players is a good size, split between radio operators and a small security detail. The command staff can assist unit leaders, run errands, prioritize unit requests, and more. They are invaluable to the leader to help make his job easier and to the team to get priority items done.

2. Form units of action.
You can call them companies, or platoons, or teams or whatever you'd like, but the bottom line is that you should group players into units of roughly equal size. Depending on game size, this may be 10-30 players per group. For easy identification and communication, give each group an identifier. Simple names like "Alpha Company" or "Team 1" are fine, or you can use historical names if it suits the scenario. Keep the names simple to help players understand and remember them.

Start by identify existing paintball teams and using them to form the core of the units you are building. Existing teams bring organization and motivation to your team, and are usually composed of at least some experienced scenario players. They also have the advantage of having played together in the past.

Next, you should add informal groups of friends playing together. Although they aren't a formal "team" these small groups usually communicate well and trust one another, which is invaluable on the field. Add them to the existing core teams to raise unit strength to your desired levels.

Finally, fill in the remainder of the unit strength with unattached players, or players who don't mind leaving their group. This helps individuals feel like part of a unit, not just some solo paintball magnet.

Each group should have a designated leader. This leader should be responsible for communication with the command staff, either via radio or in person. He makes sure the group is put to their best use, and communicates the needs of the unit to the command staff.

Encourage players to know which unit they belong to and to seek their unit when they re-enter the game after elimination. By having simple names for the units, players can ask around and find their unit. "Anyone seen Alpha Company?" is a lot more useful than "Have you seen my team? They were the guys in camouflage..." An easy way to assist this process is to use armbands that do not conflict with the scenario rules. For example, if the scenario uses a single colored armband to identify each side, you can add a second armband of a different color, making units easy to identify at a distance.

This simple level of organization will help the CO by giving him groups that he can assign tasks to. When a mission is delivered, or if a certain task is already known (like defending a critical objective), the CO can assign his pre-made units to the task. e.g. "Alpha Company will hold objective RED for 30 minutes. Bravo Company will attack up the creek to capture enemy objective CASTLE."

Have A Plan

A basic plan of action for each mission or goal is essential to leading effectively. It does not have to be overly detailed, just a simple summary of actions you'd like to see happen. The simplest plan can be in the "5W" format:

"Alpha and Bravo squads capture the fort by 1300 hours. The fort is located at map location K4, on the north side of the field. We score 150 points for success."

Information

Example

Who is performing that action?

Alpha and Bravo squads

What action needs to happen?

capture the fort

When is the action supposed to happen?

by 1300 hours.

Where should they go to perform the action?

The fort is located at map location K4, on the north side of the field.

Why is the action important?

We score 150 points for success.

Try to do this for every mission or goal of the game. The difficult part will be re-forming units of action later in the day. If you take the time to plan just a little, and re-organize your groups when needed, you will be much more effective as a leader and as a team.

Focus on leadership and the success of your players.

Your goal as a CO is simple: win the game by ensuring your players have as much fun as possible. Winning is fun. Action is fun. Remember the primary player motivation. Keeping your players in the action and accomplishing game-winning tasks is the key to scenario command.

Be prepared to set aside your own motivation to shoot stuff. Focus on your players and what they need to accomplish the tasks you set for them. These may be tasks directed by you, or may be specific mission goals from the scenario event staff. Groups may need reinforcements, a chance for off-field rest, refills of paint or air, or even just a mission to perform. These are all valuable needs that a CO should be focused on for his team.

Communicate the game winning tasks to your players. The more they know about the situation, the more they can stay focused on the goal of winning. Maps are critical to units knowing where you want them to go. Label them with simple objective names and points of interest to make communication of goals easier.

Be A Good Scenario Player

Be prepared to follow your leadership's orders.

The advantage to having a good command staff and some team organization is the ability to coordinate resources on game-winning goals. In order for that to work, players must be willing to follow instructions and cooperate with the team leadership.

The independent streak of many paintball players can be a hindrance to this process. Good scenario players will do their best to find out what their leadership needs and make sure their group is available to the leadership as much as possible.

If you are a unit leader, limit your leadership to the players in your unit. Leave command of other units to their own commanders unless your CO asks you to issue a command, or the other unit leader is eliminated.

If you aren't a leader, try to avoid telling other players what to do. Too many people giving orders cause confusion for both players and leaders. Be helpful when needed, and point players who lose direction to find their unit leader.

Stay focused on game-winning goals.

Scenario paintball is all about the mission. Sure, there are LOTS of targets to shoot, but winning is a function of getting the mission accomplished. Shooting the opponents who get in your way is the fun part. Good scenario players realize that action is not the only key to success. Sometimes, the mission requires staying put and protecting something, even if no one is attacking it at the time. (They may just try it in a few minutes!)

If you aren't working toward a mission goal, you aren't helping the team. Stay focused on the mission assigned to your group, even if there is more action to be had elsewhere. Make sure you understand what the mission details are so that you can complete the tasks assigned to you. Don't be afraid to ask for details or ask for help if needed. If your unit is shot up in a vicious fire fight, call for backup and get the job done.

Communicate important information in a timely fashion to your leaders. Information flow is critical to scenario team performance. Make sure you have a way to communicate with your leadership. Usually this means a radio on the proper frequency, but it could mean knowing where the command post is to make reports and receive information in person.

Make sure you have a map and that you know how to read it. Understand where the important locations on the field are. Keep track of where you are on the map. This can be difficult if you've never played on a particular field before, but it's an important part of communication.

Game information is often useful for a limited time. The fact that there are 6 guys defending a creek bed will likely change within minutes. This type of information has little value for the CO, since often he cannot react to the information before it is no longer useful. (What the military terms "perishable intelligence.") Thus, reporting every contact and firefight will only bog down the C3 system.

What pieces of information are important to communicate with the command staff?

  • Success or failure of your mission.
  • Presence of large enemy groups at mission-critical locations.
  • Requests for assistance/reinforcements needed to complete a mission.
  • Discovery of props or other game/point-valuable objects.
  • Special events observed (usually scenario-based).
  • Loss of unit cohesion when tasked with a specific mission.
  • When a significant number of players in your unit need paint, air, water or rest.

Whenever you communicate with your leadership, you should always NEED something. You may need instructions, or reinforcements, or confirmation that a leader knows something important. If you don't need something, chances are you shouldn't have to communicate with the command staff. (This keeps their communication task manageable.)

What information is important for the command staff to communicate with their players?

  • Task assignments to units of action.
  • Overall game progress.
  • Arrival of new missions or tasks.
  • Critical game/mission information (times, places, etc.).

Conclusions

With a little forethought and organization, scenario paintball can be much more fun for both leaders and players. A simple, effective C3 system, along with players who are willing to follow leadership, can make a huge difference in the success of your scenario team.

Paintball Training - Team Skills

Team Skills:

Walking the field

How well a team can walk a field can often times determine who will be the victor in a paintball match. Dynasty starts out with the "infamous" white board to draw up the field. There are many factors into deciding how an effective team strategy can be developed, so they have sectioned off everything into three main categories.

Field Positioning:

Once you have drawn up the field, you now need to place your back line. These are usually obvious positions (the back center, and the two corners). The center player also needs to be quick on his feet, because he is the player that fills in behind the front players as they move up the field or are eliminated. The two tape players act more like anchors, not moving unless they have to. You never want to give up a tape position for three reasons.

1. These players have the ability to control your opponents from using the tape line against you.
2. They have the ability to effectively wrap, keeping your opponents off balance.
3. These players are in the best possible defensive position to zone up should anything go wrong.

The front players are positioned in key locations that are often directly on the 50 yard line, or just behind it. Usually these spots offer the best zones to prevent your opponent from making secondary moves. Not only do you have to place your front players, but you have to worry about how they are going to get there, which will be covered later.


It is also important to know where you will be placing your sweet-spotters (or laners) to counter your opponents from placing their own front players. More than likely, your opponent is going to place their players in similar positions that you are trying to achieve. By picking out where a good front position is on the field, you can effectively pick out a good laning position for your back players to hone into.

Identifying Zones:

To step your team's play up to the next level, you have to be able to identify the zones. To see the zones that Dynasty is talking about, you are going to have to put some serious hours into walking and becoming familiar with the fields. Spend a lot of time looking at the bunkers you are going to go to. Based on your own game-plan, you should be able to predict what your opponents are going to try to do. When determining what zones to key in on, remember, it is a network of shooting lanes designed to contain your opponents, as well as allow your teamates to move down the field.

1. Start out by drawing up a layout of the field, marking where your primary starting positions are.
2. You will need to identify which of your opponents positions are most important. Use your own field positioning to help you determine this.
3. Map out individual shooting lanes. This will allow you to delegate who is responsible for watching each side.



Pointer:

Remember, you can always move to achieve a better shooting lane to lock down a specific part of the field. The game is always changes and you must allow your plan to be flexible incase anything goes wrong. This means you will have to often times change up your zones as the game progresses. You must pay attention to the way your teamates are shooting, so you can play off them, by shooting a different zone.
The entire team must have an unselfish attitude. Trust is one of the most important elements to success using this technique. Players must always know that they are being watched over and taken care by their teamates

Plan of Action

Now that you have set player positions and identified key zones, it is time to make up a plan of action to take home the win. Where Dynasty goes off the break is an important factor to the sucess of their team. On a standard airball field, they look at what they feel are the most important spots on the field, and we try to stop our opponents from getting there. They usually start with 2-3 back players laning the predetermined positions that opposing front players are most likely to get to. Next, their field walk determines which side of the field is most important. The side that usually has the most key 50 yard line bunker is the side that is an effort is put into securing first. The best line for the front player to get there is determined next, followed by where the mid players will be positioned. Mid players should be positioned in areas that will allow them to protect the front positions, as well as be able to fill easily as the front player moves up or is eliminated. All the moves from the breakout to the midline bump should only take from about 30-45 seconds. The more you move around, the more it confuses your opponent.

Holding Zones

The ability to hold predetermined zones can often times be the deciding factor to winning a match. A team can determine the most important zones by thinking of the most likely secondary positions that an opposing team might try to achieve. This is where your posting and wrapping skills will come into play. Do not let your opponent gain the angle on you, watch your zone and do your job.

Pointers:

Often times you will engage an opponent in a snap-shooting contest. If he overpowers you, he will make his move. When this is happening, and you feel your opponent is going to move, you should readjust your position, and post up on the position that you feel he will move to. You need to keep a constant stream going in front of the bunker. This technique can also be used into baiting your opponent into moving through your zone.

Another issue when trying to hold your zones is paint consumption. At some point you will need to reload, giving your opponent the chance to move. You have two options. You can either slow your rate of fire and one ball your lane, whilst reloading, like so:

Or you can ask a teammate to watch your zone as you reload. Asking your teammate for help is your best option. Continue to keep up the pressure and force your opponents to change their game plan or make a mistake.

Communication


Individual skills can win games and points, but good overall communication can win tournaments. Every player has a unique perspective of the game. Front players generally have their noses in the dirt, and are stuck in smaller, tighter spots with a limited field of view. On the contrary, back players are usually in nice, stand-up bunkers, on their feet, with a clear view of everything that is happening on the field. The job of the back player in communication is to not only relay what he sees, but to ask the front player what he needs to do to get his job done effectively. Front players need to be able to make split second decisions based on both what they see and hear, so the more information you and your teamates recieve, the more productive your decision making process will be.

It is typical to think that back players are responsible for all communication on the field. This is not correct. Back players are responsible for answering all the questions that the front or mid players might pose on them. In turn, to be an effective front of mid player, it is important to tell the back players specifically what you need to know, or what you need them to do in order to help you get your job done.

Every team should have a system of codes to relay information across the field. This should be a standard coding system, that everyone on the team is familiar with. Codes are not necessarily used to be secretive, rather, but to convey as much information in a shorter amount of time.

Movement

Movement opens up new angles in which you can eliminate your opponents. There are numerous ways to make moves.

1. You can make a spur of the moment move off instinct.

2. You can make a self-forced move, where you use your own gun to lay supressing fire. It is easy enough to keep track of, and contain opponents in your immediate field of view. However, it is the opponents you can't see that represent the real threat. If you are going to move on your own, you need to contain the opponents that you can see, and pull your gun across the field to contain your new opponent before making your move. Accuracy and awareness play a big part in these types of movements.

3. You can make a coordinated move, where 2 or more members of your team are involved. The idea is to have one or more of your teamates suppress and contain the opponents that represent an immediate threat to you and your move. You can ask your teamate to firefight with your opponent until the zone that you want to move through is dropped.

2 on 2 Movement Drill

1. Using one side of the field, place a flag on a 50 yard line bunker.
2. The object of this drill is to get to that flag and simply touch it to win the game.
3. Start at your 20 yard line, and move forward using coordinated support, and self forced moves, to get to the flag before the other team.

2 on 1 Movement Drill

1. Set up in your bunkers across the field. The point of this drill is for the team of two to obtain a key 50 yard position, such as a snake or dorito.
2. The one defensive player must zone up on this 50 yard line bunker, and not allow his opponents to get into it.
3. The team of two must coordinate a move that both suppresses and contains the defensive player just long enough for one of the players to reach the bunker.
4. The teamate playing cover not only has the job to create the opening, but to communicate when it is safe to move to his teamate.
5. This is a fast drill, that can be made more complex by adding more bunkers and players.

Closing the Game

Closing a game really comes down to field awareness. All fields are different, but most fields allow two back guys the ability to cross it up and hold down their zones.

Closing the game Drill
1. 3 on 2 drill.
2. 2 defensive players must hold their zones off from the attacking 3 players.
3. Time limit of 2 minutes.
4. Rule is, you had better not be alive on the attacking side when the 2 minutes are up, or its a draw. In other words, win, or die trying.
5. On the attacking side, two of your teammates need to work together on one of the opposing teams back players. It is important for the third attacking player to preoccupy the other defensive player, do not allow him to wrap or distrupt the other two attacking players, since it will usually take a pretty ballsy move to close up the game.
6. You will be tempted to put your back players in the defensive positions for this drill. Switch it up with an equal rotation, since more often than not, your back guys will be the ones finishing the game off and breaking down the zones.
7. The more you run these types of drills, the more you will understand your teammates and your own abilities.

Player Specific:

Back Player Breakout
There are several things to do when coordinating a back player breakout. The first is to designate field position. The second is to identify sweet spotting lanes. The third is to decide when and if it is possible to delay to the back player's primary bunker. The fourth is vision (the ability to concentrate on laning, watching where your opponents are going, and trying not to get hit, all at the same time).

Quote of the day:

"Anything can happen in paintball, anyone can get shot out. You know, a ball can bounce off the net, bounce off a squirrel, and hit you in the goggles."

-Oliver Lang


Front Player Breakout

For a front player, the first 15-30 seconds of the game are possibly the most important. The players that do the most damage in the beginning of the game, are usually the ones that help their team secure victory. It is important to pick out the key front bunkers on the field, then get their as quick as possible, either by going their immediately, or by delaying shortly at a primary, then bumping your secondary. You do not want to be caught up at your primary for long, and should look for the first oppurtunity to bump the snake or 50 dorito. The mindset you need to be in is to think of what your opponent would do to counter your own plan. This will help you take advantage of the situation, as well as open you up to potential flaws in your gameplan.
When running towards your front bunker, it is always important to run with your head up, and sometimes your gun up, watching the streams of paint coming at you and even shooting back.

Hope this helps everyone


I. General

1. The Sport and the League

1.01 The Sport. Paintball is a sport played by two teams with the number of players

ranging from three to seven per team. Teams shall field a maximum of five players at Maybank tournaments. The objective of the game is for each team to capture the flag of the opposing team and to eliminate as many opposing players as possible, while capturing and returning the opposing team’s flag to its own flag station within a limited time period. Games played in the Maybank tournament will have a 3-minute limited time period.

1.02. The Rules Committee. The Rules Committee is responsible for formulating the

official playing rules (“Rules”) for the sport of paintball. The Rules Committee will meet as needed to review and issue interpretations of these Rules.

1.03 Equipment. The Rules Committee is responsible for determining what paintball equipment will or will not be permitted to be used by players.

1.04 Referees. The Referees are responsible for strict enforcement of these Rules promulgated by the Rules Committee.

2. The Field and Adjacent Areas

2.01 The Playing Field. The playing field shall be a rectangle, 100 feet long

and 70 feet wide. The playing field shall have two Flag Stations, one at each end of

the field, which will be placed central across the field. The flag stations will be a minimum of five feet (1.52 m) from the nearest bunker. Flag stations may not be used as a bunker at any time.

Bunkers will be positioned throughout the playing field and will be at least five feet (1.52 m) inside of the playing field.

2.02 Out-of-Bounds. Field boundaries are marked down both sides in either yellow or

white material or a paint line. There is no back line. Touching the side lines constitutes out of bounds in which the player will be eliminated. Any ground space outside of the playing field shall be out-of-bounds and result in elimination for the player. If any non disposable equipment touches the side lines or goes out of bounds, the player that the equipment belongs to is considered out of bounds and will be eliminated.

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

2.04 Safety Netting. The playing field, out-of-bounds area and the dead boxes will be

surrounded in safety netting. Netting must comply with ASTM Standard F2278-03, F2184-02.

2.05 Spectator Safety Zone. All fields will have a roped off safety zone no less than

five feet from any side of the field netting. Players and spectators will stay behind the roped off safety area. Those individuals who choose go into the safety zone are subject to immediate removal from the site by Staff.

2.06 Field Orientation. Any team competing in a Maybank Tournament may examine any and all playing fields on the day prior to the first day of the tournament, but may not in any way alter any playing field. However, no team or player may play

any field prior to any tournament, unless such play is for promotional purposes and the team or player has been authorized by a representative of the League.

2.07 Filming and photography of games. Only approved individuals will be allowed in

any camera tower, media tower or to enter any field to film, photograph, tape, or record games and must possess a current pass for each event from the Organiser. No photographers are allowed on the playing field at any time. To maintain continuity, safety, and game flow, Photographers will comply with directions from the Referees. If a photographer’s position impedes or influences the game the photographer will be asked to leave the field. At no time is a coach, player or support person from a team allowed on the field or in a media tower during the game.

3. Tournament Administration

3.01 Entry Fees. Entry fees must be paid to the league of the Maybank tournament.

Team rosters will be accepted only after all administrative fees have been paid in full.

3.02 A Captains’ Meeting will be held on the evening prior to the beginning of each

tournament at 5pm or within one week before the tournament. The purpose of this meeting is to provide information to the players concerning the League, any administrative changes to the League or the Rules, and other regulations governing teams’ participation in the tournament

4. Rosters

4.01 Rosters. Teams must submit complete rosters 2 weeks prior to the event. After this point the roster can not be changed or added to. Teams may have up to 5

active players on their roster

4.02 Age Requirements. Players must be 18 years of age or older, except that players 10 through 17 years of age may play with written consent from a parent or legal guardian.

4.03 No Players on Multiple Rosters in the same format. No player may appear on more than one team roster in the same format

II. Equipment

5. Uniform

5.01 Protected Color. Players’ uniforms may not contain the color orange, which is

reserved as the “Protected Color” for paint.

5.02 Jerseys. Team players are encouraged to wear jerseys consisting of the same

color and style. Jerseys may not have black and white stripes or be designed to cause confusion with Referees or contain designs that resemble paint splats/hits.

5.03 Headgear. Players may wear Headgear to protect the head. Players Headgear

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

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

Gloves may be padded.

5.05 Metal Cleats. . Players wearing metal or ceramic cleats or cleats that may injure other players or damage the playing field (e.g., puncture a bunker), will not be allowed onto the playing field and must grind down the cleats where they will not cause any bodily injury or damage to the field.

5.06 Non Disposable Equipment. Equipment that a player may not leave more than 5 feet from his position. (Anything other than squeegees, the game flag, rags, or full or empty pods).

6. Protective Gear

6.01 Facemask / Goggles. Players, officials and any other individuals present in a

goggle-safe area (e.g., the playing field and Chrono-station) must wear Goggles with full-face protection manufactured for use in paintball games in its original form. Goggles must meet or exceed ASTM standards for eye protection and lenses be in good repair. Goggles must have adequate ear protection. See ASTM Standard

6.02 Protective Padding Separate from Clothing. Players may wear one layer of protection, over or under clothing, protecting the below body parts, provided that the padding has not been modified from the manufacturer’s original form. The following protective padding has been approved for use:

(1) Forearm and elbow protection;

(2) Shin and knee protection;

(3) Groin protection;

(4) Chest protection

6.03 Neck Protection. Players may wear neck protection consisting of single layer of

neoprene type material. Neck protectors must cover the neck only and may extend a maximum of 1 inch passed the collarbone. Players may wear bandanas as long as the bandana is rolled up and does not pass the collar bone.

7. Markers

7.01 Marker Specifications. Players may use a single, 68 or .50 caliber, pump or semi

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

7.02 Trigger. A “trigger” is the moveable lever or button that comes in contact with the

finger. The contacts of a switch are not a trigger. A trigger pull requires an exertion of force by the finger on the trigger and a release of force by the finger on the trigger during every shooting cycle. Markers may shoot at any rate of fire, and may shoot any number of paintballs, provided that it shoots in semi auto or pump mode only. This means that no more than one paintball may be discharged during each shooting cycle of a trigger pull.

7.03 External Adjusters. Markers with electronic firing systems must be locked in a

tournament semi auto mode. The player may NOT be able to adjust dwell, debounce, shooting mode etc. while on the playing field. 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 locking tournament caps or may require multiple locking tournament caps. All regulators require locking tournament caps such that they cannot be adjusted without a tool with the marker gassed or degassed. Locking Tournament caps are devices used to lock down or prevent on field adjustments.

7.04 Inspection. Markers are subject to inspection at any time during and within three

days after any NPPL Super 7 World Series tournament, provided that the markers are taken for inspection prior to tournament completion. The team of any player found to be using a marker in violation of Rules 7.01 through 7.03 shall be penalized according to Rule 23.07.

7.05 Surrender of Marker. Players must surrender their marker immediately upon the

request of any Referee or League representative at anytime. Players may not alter, pull the trigger, turn on or off, push any buttons or make any other movement that might cause a firing mode to change. See Rule 23.07.

7.06 Marker Velocity. Markers may not exceed a maximum velocity of 300 feet per second. All markers must be chronographed at a chrono station prior to start of each game. See rules 22.02(12), 22.03(6) and 23.04(4).

7.07 Sound Suppressors. Marker barrels may be equipped with porting, slots and/or

rifling, but may not have a sound suppressor attached or integral to the construction of the barrel.

7.08 Barrels. Players may only bring one barrel on the playing field. The barrel must

be attached to the marker.

7.09 Ball Detection Systems. Players may turn on or off the ball detection system

(e.g., eye, etc.), if the player’s marker has such functionality.

7.10 Barrel Blocking Devices. Markers must have a Blocking device that meets or exceeds ASTM Standard F2271 over or in their barrel at all times that the marker is in any ungoggled area. See Rule 23.04 (Three-Game Suspension).

7.11 Stickers. Stickers on markers and barrels are limited to two 2” by 4” sticker on each side of marker. Stickers on loader lids are allowed. Colors of stickers may not contain the Protected Color or resemble a paint splat.

7.12 Exposed Markers. Players may not have any exposed markers, tanks or barrels

outside of the Players Paddocks. All markers taken outside the player paddocks must be concealed. See Rule 23.04 (Three-Game Suspension).

8. Other Equipment

8.01 Paint Loaders. Loader colors or designs may not resemble a hit or paintball mark. Stickers on loaders or other feed devices are prohibited, except for two 2” by 4” sticker on each side of the loader or other feeding devices in any color, except the Protected Color. Clear and yellow loaders are not permitted. Clear lids on hoppers are permitted. Players may not use cloth or neoprene loader covers.

8.02 Air Tanks. All compressed air (or other) tanks must be within the current test

date specified as per the manufacturers recommendations. Further to this all tanks must be free from dents or other defects and are subject to a visual inspection. Air tanks or air tank valves may not have covers of highly absorbent material (Sweatband Material).

8.03 Remote Tank. Players may wear a remote tank hook-up. The remote line may

not be worn underneath clothing. Air Tank Valves must meet or exceed ASTM Standard F1750- 96 and ASTM Standard F2030-00

8.04 Pouches, Pods or Tubes. Players may carry any number of pouches, pods, or

tubes. Pods and Tubes may not contain the protected color. Pouches may not be constructed in such a fashion that they constitute padding.

8.05 Squeegees. Players may carry multiple squeegees and or swabs. Players may

carry anti-fog cloths or spray.

8.06 Flags. Flags will be a minimum of 12 inches wide and a minimum of 24 inches long.

9. Paintballs

9.01 Specifications. In accordance with marker requirements, paintballs must be .68 or .50 caliber. Paintballs used at any MaybNK tournament must be purchased onsite from the League or a sponsor paintball manufacturer that has certified compliance with ASTM standards and meets Organizer non-staining criteria. Players may not bring any paintballs onto the site which are not supplied from within the Players Paddocks. See Exhibits ASTM Standard F1979-04.

10. Prohibited Equipment

10.01 Protected Color. Players’ equipment (including uniforms as provided in Section 5) may not contain orange, which is reserved as “Protected Color” for paint. Loaders may not contain the colors “Orange” or “Yellow”.

10.02 Specifically Prohibited Items. Players may not use any listening devices,

communication devices or any form of electronic surveillance. Subject to Disqualification 23.08.

10.03 Generally Prohibited Items. Players may not bring any item not specified permitted for use in the tournaments in Rules 5 through 10 onto the playing field unless approved by the Ultimate Referee prior to game start

III. Officiating

11. Referees

11.01 Pro Refs. The tournaments shall be officiated by Pro Refs (“Referees”). The term “Referee” will include: “Ultimate Ref”, “Ref Manager”, “Head Refs”, “Chrono-Refs”, “Corner Refs”, “Flag Refs” and “Field Refs”. Each playing field will be staffed with a minimum of four Refs including one Head Ref and 1 Chrono Ref.

11.02 Authorization. All Referees are under direct control of the Ultimate Ref. Only

Referees approved, authorized and assigned to a playing field or Chrono-Station by the Ultimate Referee may make calls on that respective playing field or Chrono-Station.

11.03 Pregame Equipment Inspection. The Chrono-Ref or the Head Ref may require a

player to change clothing and/or modify or substitute equipment prior to the start of a game in order to comply with Rules 5 through 10. Players that cannot comply with any Referee requirement before game start will not be permitted on the playing field.

11.04 On Field Chronographing. Chronographing on the field may be done at any time

at the discretion of any Field Referee to determine if a marker’s muzzle velocity has risen above legal limits. See rule 7.06. Referees will seek to perform on field chronographing in a manner which least interferes with play. Players will not be subject to Referee chronographing after game end, but may be required to surrender their marker for inspection pursuant to Rule 7.04 and 7.05.

Chronographing will be performed with equipment authorized by the Ultimate Referee.

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

to do so by another Referee.

(1) Player Requested Paint Checks. Referees may, but are not obligated to,

perform a paint check after a player has requested one on another player.

(2) Flag Carriers. No flag carrier will ever be stopped for the purposes of

performing a paint check, unless requested by the flag carrier.

(3) Not Easily Verifiable. Players, who are hit in obvious locations, which are not

easily verifiable, such players may call for a paint check. If player request such a paint check, the referee must reply with hit or clean and do respective hand signals. (See rule 19.03)

11.06 Hand Signals. Hand signals will be as follows:

(1) 10 Seconds to Game Start. The Head Ref will signal 10 seconds to Game

Start by raising his right hand.

2) Game Start. The Head Ref will signal the game start by dropping his right

hand.

(3) A Eliminated. Referee will signal when a player is eliminated by holding his right hand on top of his head and pointing his left arm at the player who is eliminated and tapping the player, letting the player know he or she is eliminated. The Referee cannot put a player back in after calling a player eliminated with a hand signal. Once a Referee has eliminated a player, that player must place a hand on the top of his/her head and immediately exit the field in the quickest and safest direction.

(3) B Player Eliminated. When a player is eliminated due to a referee signaling the elimination, marked with paint or due to a penalty, that player must signal the elimination by saying “Hit” or “Out” only once, placing a hand on the top of his/her head and exiting the field in the safest and quickest direction possible

(4) Safe. Referee will signal safe by waving both hands in front of his body.

This “safe” signal indicates that a player is considered clean of a hit and is

still an active part of the game.

(5) One-for-One. Referee will call a player eliminated for a One-for-One using the eliminated signal first followed by a double fist up and down movement both arms in front of his body and tossing a red flag. Referee will then eliminate the player and again signal a One-for-One. The double fist up and down movement may be repeated as necessary for Two-for-One and Three-for-One eliminations.

(6) Out of Bounds. A referee will signal a player out of bounds with a swing of both arms towards the direction where the player is out of bounds.

(7) Flag Hang. Referee will signal a Flag hang by placing both arms over his/her

head and holding the left wrist with the right hand.

(8) Game End and Stoppages. The Head Ref will signal the game end or game

stop by waving both hands overhead so that the wrists cross

11.07 Emergencies. In the event of an emergency situation, the Referee discovering

the emergency will request that all Referees stay off the radios. Other Referees on the field will immediately cause all action to stop. Game time will also be halted for the duration of the emergency.

11.08 Referee Communications. Referees may only engage in rules related

communications during games. Referees shall not: (1) through action or inaction, deliberately reveal or conceal the locations or actions of players during the course of a game or (2) impede the progress of any competition.

11.09 Bias. Referees shall perform their duties and shall make decisions in an unbiased manner. A Referee showing bias in a call, for or against any team, shall be removed as a Referee and will be subject to penalty as determined by the “Rules Committee” and the“Referee Disciplinary Committee” (RDC).

11.10 Disputing Referee Calls. If there is a dispute on a field regarding a call that a referee made during game play, then the player involved must communicate with the Team Captain or Team Owner. The referee involved must communicate with the Head Referee. Both, the Head Referee and the Captain only will resolve the dispute in a timely manner. If the Head Referee feels necessary, the dispute will be taken off the field where the Assistant Head Referee will carry on the duties of the Head Referee until the Head Referee returns. Off the field, the Head Referee and the Team Captain or the Team Owner will resolve the dispute. If necessary, the Ultimate Referee will be called only to clarify the call made on the field.

11.11 Ultimate Referee Discretion. In case of a situation that is not covered by the rulebook, the Ultimate Referee will use his/her best judgment to resolve the issue

IV. Pregame Procedures

12. Pre-Game

12.01 Inspection Procedure. Each team must report to the Chrono-Station at least 10

minutes before the game is scheduled to begin. Each player’s clothing and ID cards will be inspected and markers will be chronographed by a Chrono-Ref in a designated area outside of the field prior to each game.

12.02 Marker Inspection. Players will surrender their markers to the Chrono-Ref who

will inspect it for the following:

(1) Mechanical Parts Locked. Screws, barrel, tank and other working parts which can increase or decrease velocity are adequately tightened. Any external velocity adjusters are covered or fixed in place. No device, component or item which could enable a player to increase the muzzle velocity of the marker on the game field without resorting to the use of tools is present on the marker.

(2) Electronic Parts Locked. Shooting modes of electronic markers may not be

adjusted on field as to allow dwell, debounce, trigger bounce, or ramping.

(3) Valves. Valves must be placed in the fully open position and no valves or

expansion chambers can be turned on or off.

(4) Foreign Matter. No foreign matter may be in the barrel, feed port or loader.

12.03 Chronographing. The Chrono-Ref shall chronograph each marker as it would be shot effectively on the game field at its maximum velocity. The Chrono-Ref will shoot a minimum of three shots over the chronograph. Markers will pass inspection if no one shot is greater than 300 feet per second and has no “Bounce.

12.04 Remedial Measures. Players whose markers do not pass inspection or chronographing will be so informed and will be given an opportunity to remedy the situation, time permitting. Players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.

12.05 Pre-Game Restricted Area. 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 or other tournament official. 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 accept any items from any person outside of this area, except through the Chrono-Ref. Players may not fill up air after passing chrono inspection. If a player chooses to fill up air then that marker must be re-inspected before entering the playing field.

12.06 Choice of Flag Station. The team that wins a coin-toss shall choose which Flag

Station it will defend

12.07 Equipment. Teams must carry all paintballs and air equipment to be used during

the course of the game on their person at the start of the game. All players are responsible for the performance of their equipment on and off the field.

12.08 Old Hits. Players are responsible for removing old hits or bringing the same to

the attention of a Field Ref prior to game time, so that they may be dealt with in a manner that would not result in the elimination of the players

V. The Game

13. Game Start

13.01 Ten Second Warning. The Head Ref on the field will begin game by saying Field

Remove your barrel protection and get ready for the 10 second warning. The Head Ref will then say 10 second warning in 3, 2, 1, 10 second warning and raise a hand in the air so that each team may hear and see clearly such warning.

13.02 Markers. Players must have the barrels of their markers touching or breaking the

plane of the Flag Station. Players must also start in front or the side of, but not behind the break out board with Makers touching or breaking the plane of the Flag Station. Rule 22.02.

13.03 Game Start. The Head Ref will give such warning with a countdown of get ready

for 10 second warning then 10 seconds in “Three, two, one, ten-seconds.” Thereafter, the game will start by the Head Ref shouting so that each team may hear, by radio or otherwise, either, “Game on”, or “Go, go, go”.

13.04 Time. Official game time will be kept by the Head Ref or a Field Ref appointed

thereby, but in no event shall the official game time be kept by a Flag Ref. In the event that a game is to be interrupted because of a medical emergency, or otherwise, the Head Ref will mark the time or cause the Field Ref appointed thereby to keep the official game time to mark the time.

14. Game Stoppages

14.01 False Start. In a situation where a false start happens due to a Referee mistake

or miscommunication the Head Ref will stop the game and restart as if the game had never started.

14.02 Reasons for Game Stoppage. Only the Head Ref may declare the game

stopped. Game stoppages will only occur in case of an emergency, dangerous weather conditions, other “acts of God” or a physical altercation on the game field.

14.03 Procedure. Field Refs will note the locations of the players at the time that the

game is stopped. Once the game has been stopped, the Field Refs will insure that players remain in those locations. Players will place their markers on the ground in front of them to mark the spot where they were when the game was stopped. Referees will check all players and will remove any players who were eliminated prior to the game being stopped. Players may not reload or refill air during this time. Referees will confer to review the sequence of events prior to the game stoppage. If penalties need to be assessed, they will be so assessed at such time. Players with hits may be reinstated into the game if the field Referees determine, at their discretion, that a player was eliminated after the game was declared stopped or as a direct result of illegal actions, which led directly to the game stoppage.

14.04 Restart. Once the condition causing the game stoppage has abated or been

resolved, all the live players and flags are placed in proper positions by the Field Refs, the Head Ref will restart the game in accordance with the procedures specified in Rule 13. Time will begin to run upon such restart

15. Game End

15.01 Cease Shooting. Players may not fire their markers following:

(1) an instruction from a Field Ref to cease fire;

(2) a successful flag hang;

(3) 3-minutes after the start of the game.

15.02 Inspection. All live players at the end of a game must present themselves to a

Field Ref for inspection. At this time, a Field Ref will inspect the player for hits, and if any are found, the Head Ref will be notified, and proper penalties will be assessed. If a player fails to check in and is not counted, then the player will be considered eliminated.

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

“Game over.”

16. Flags

16.01 Team Flags. Once a team flag is hung in its flag station prior to the start of a

game, it is not to be touched by its own team. A Player tampering with their own team’s flag will be eliminated.

16.02 No Flag at Flag Station. In the event where a player is at the opponents flag station and there is no flag due to referee error or an “Act of God”, then the player will notify a referee that there is no flag then touch the flag station and then touch his flag station as if he has a flag in possession signaling a flag hang. The referee will follow the player and communicate with the flag referee where the hang is to take place and inform the flag referee of the situation.

16.03 Carrying the Flag. Players carrying flags must carry them in full view. Players

cannot attempt to hide or disguise the flag in any way.

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

16.05 Eliminated while Carrying Flag. A player eliminated while in possession of a flag

will remain on the field of play, holding the flag at arms length and at eye level, until that flag is recovered by another player, from player’s team.

17. Flag Hangs

17.01 Calling Time. When a player touches his or her team’s flag station with the

opposing team’s flag, the Flag Ref immediately calls time and the time of the call is recorded. The Flag-Ref then paint checks the flag carrier.

17.02 Re-Hang. If the flag carrier touching his or her team’s flag station with the opposing team’s flag and is found to have a hit, then the proper penalties will be accessed. Time will be restarted and the referee will yell “Game On”. The flag must then be returned, by a live player, to the opposing flag station, re-hung and brought back to their teams flag station in under the time remaining on the clock. If the flag is not hung again, the team will not receive the hang.

17.03 Game End. If the flag carrier touching his or her team’s flag station with the

opposing team’s flag is found not to have a hit, then the hang will be successful and the game will be declared over as of the time the flag carrier touched his or her team’s flag station

18. Forfeiture

18.01 Forfeiture. A forfeit will be declared for each game that;

(1) A team fails to report in a timely fashion for its pre-game chronographing.

(2) A team that has been disqualified from the event

(3) For any game in which a team refuses to take the field.

(4) In the event that both teams fail to show for a game or are unwilling to take the field, both teams will have forfeited the game.

18.02 Scoring. Any team which is scheduled to oppose a team that has forfeited a game will receive 95 points or the average of all their games in that round, whichever is higher and the forfeited team will receive zero points for that game.

18.03 Finality. Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand, except if the reason for having missed the game was due to the schedule.

18.04 Declaring a Forfeit. A Head Referee may suggest a forfeit but only the Ultimate Referee can declare and finalize a forfeit.

19. Marked with Paint

19.01 Marked with Paint. A player will be eliminated if such player is marked with paint.

(1) A player is marked with paint if a paintball shot out of a paintball marker by any live player, including members of the opposing team or a player’s own team strikes that player or anything he/she is wearing or carrying and the paintball breaks upon the object struck and leaves a paint mark.

(2) If a Referee does not see a paintball shot by a live member of the opposing team or the player’s own team strike that player or anything he or she is wearing or carrying, but that player or that player’s equipment is marked with paint, then such player will be eliminated. Generally, if the paint marking is reasonably solid and the size of a nickel, it will be considered a valid hit. If the referee witnesses the ball hit and break and leaves less than a nickel size it will be considered a valid hit.

(3) Conversely, a player will not be eliminated if a player is hit and marked by a paintball shot by an eliminated member of the opposing team or if a paintball strikes the player or anything he is wearing or carrying but does not break or if a paintball strikes another object first and breaks upon that object before marking a player or anything he/she is wearing or carrying.

(4) Referees will wipe splatter or non-valid hits off a player at the time they are inspected. Players playing with paint that is considered non-valid will do so at their own risk, until it is wiped clean by a Referee.

(5) Players who are in motion while hit in obvious locations, which are easily verifiable, will immediately turn their motion away from the opposition, and stop. If two opposing players are hit and marked, as provided in this Rule simultaneously, or if the Referee cannot determine which player was hit and marked first, both players will be eliminated.

(6) Pods with Non Valid Hits. A Player may use disposed pods that have been marked with paint, but still contain paintballs as long as the player notifies the nearest referee that the pod has a non-valid hit. If player does not notify a referee, the player may use the pods at his/her own risk of being eliminated.

19.02 Obvious Hits. Obvious hits are those which impact and break on observable

places on the body or equipment. Players who are hit in an obvious location are expected to immediately signal their elimination by announcing “HIT” or “OUT” and placing a hand on top of their head at the time of such elimination, and go straight to elimination box.

19.03 Obvious, but not Easily Verifiable while wearing goggles. Players with obvious

hits in areas which are not easily verifiable, such as the back 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. 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 must

immediately call for a paint check by a Field Ref. Failure to call for such a paint check immediately will constitute playing on by such player.

19.04 Unobvious Hits. Unobvious hits are those which impact and break on player’s

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

20. Field Exit

20.01 Procedure. Eliminated players must proceed directly to the dead box closest to team flag station, using the most direct route or according to the direction of a Field Ref, if any is given. Players shall remain in the dead box until directed to leave by a Referee. Eliminated players shall exit the field with all equipment that they were carrying at the time of elimination. See Rules 22.03, 23.04 and 23.05.

21. Illegal Activities

21.01 Playing-On. A player that continues to play after being marked, in an obvious

location, with paint is Playing-On. Playing-On includes, but is not limited to:

(1) Continuing to shoot or otherwise engage the opposition with the intent to change the outcome of the game,

(2) Continuing to move, except with respect to exiting the field by the most direct route or at the direction of a Referee,

(3) Talking, signaling or otherwise communicating, either to a Referee, opposing players or teammates, except that a player may say, “Hit” or, “Out” or something to that effect once,

(4) Impeding the progress of opposition players or a Referee,

(5) Hampering a Referee in making a paint check or a call,

(6) Discharging or degassing the marker or providing teammates with paintballs or equipment.

(7) Remaining in the game while making no effort to leave the field

21.02 Freight Training. Freight training is the act of utilizing multiple players who move

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

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

21.04 Modification of Markers. Players may not modify markers during the course of a game, with the exception of cleaning paint out of barrels, loaders or feed ports. See Rule 22.02.

21.05 Spectator Interference. Spectators may be allowed to observe games and the activities on a field but may not:

(1) Issue instructions to players on the field,

(2) Make comments about play which are likely to be heard by players on the field,

(3) Have markers in their possession, or

(4) Otherwise interfere with play in any manner whatsoever.

(5) Team members and associates of the competing teams who interfere or communicate with the play of that game will immediately receive a penalty as if a player Played-On.

(6) Any spectator found in violation of any section of 21.05 shall be removed from the event.

21.06 Unsportsmanlike Conduct. Players will be eliminated if they engage in

unsportsmanlike like conduct and will be subject to further penalties, see Rules 23.04 and 23.05.

Unsportsmanlike conduct may include, but is not limited to:

(1) Deliberately shooting at Referees.

(2) Excessively shooting an eliminated player with intent to injure.

(3) Requesting of paint checks to distract Referees from checking themselves or teammates.

(4) Verbally abusing any players, spectators or Referees.

(5) Throwing equipment.

(6) Placing marker down in an unsafe manner.

21.07 Embarrassing, Dangerous or Destructive Behavior. Teams and players

participating in an Maybank tournament shall not engage in conduct that would bring the Organizer, the promoter or any sponsor into disrepute. During any tournament weekend, players must not: discharge loaded markers in any un-goggled areas; harass or intimidate any individuals (including event staff and spectators); provoke a physical altercation or otherwise incite violence, wear or displaying offensive pictures, words or logos; intentionally damage or destroy private property (including hotels), or engage in any other criminal, destructive, dangerous activity that would cast the sport of paintball in a negative light. Any player caught violating this rule will be ejected for a full season. See Rule 23.06.

21.08 Act Paintball Responsible. The Organizer encourages all player members while

attending Maybank Tournament to be paintball responsible. This includes, keeping paintball markers safe and concealed when not in the private players paddocks or on the playing field. Players should not shoot markers outside the venue or in hotels or public places. Players when speaking to public should speak of Paintball in a respectful clean positive way. Players need to obey and

respect all local laws. Players who do not act paintball responsible will be subject to rule 23.06 and may have their membership card revoked indefinitely.

VI. Eliminations and Penalties

22. Assessment of Penalties

22.01 Verbal Warnings. Referees may issue verbal warnings on the field or at the Chronograph Station for the following reasons:

(1) First Offenses. First offenses for wrongfully calling for a paint check, or use

of inappropriate language. (Inappropriate language used to vent out of frustration).

(2) Verbal Warning may be given for not having a barrel blocking device on in goggle safe area or having an unbagged marker outside of player’s paddocks. See rule 23.04.

(3) Player leaving the dead box during a game. See rule 23.04.

(4) Players marker having “Bounce” at the Chrono Station. See rule 23.05

22.02 Eliminations. Referees will eliminate players for the following reasons:

(1) Hit. Player is marked with paint.

(2) Out-of-Bounds. Player, any part of player’s body or non-disposable equipment, touches the line or goes out-of-bounds (irrespective of whether the boundary tape, if any, is moved).

(3) First Offense of Inappropriate Language. (When a player directs the inappropriate language at another player, spectator or referee). See rule 23.03 (3)

(4) Second Offenses. Second offenses for wrongfully calling for a paint check,

or use of inappropriate language. (Inappropriate language used to vent out of frustration)

(5) Surrender. Player without being hit raises marker above head, or shouts “hit”

or ”out”, walks with eliminated player(s) or otherwise creates the appearance of having been hit.

(6) Faulty Start. Player’s marker barrel is not touching or breaking the plane of the flag station at the game start. Players that leave early and do not shoot, may return and touch the flag station, without penalty.

(7) Abandoned Equipment or Uniform. Player abandons equipment (other than squeegees, the game flag, rags, or full or empty pods), on the field by more than five feet.

(8) Compressing Bunkers. Players found to be altering a bunker to gain an advantage for elimination, such as pushing the marker or body between two bunkers, compressing the shapes, stepping or jumping on, or moving the bunker off its axis will be eliminated. The initial contact of the hand on the bunker will be allowed provided it does not compress the shape excessively or move it off its axis. Players may also not use pods or equipment to fill gaps between bunkers. . Players may not push themselves through 2 bunkers that are touching to gain access to the other side.

(9) Faulty Check-Out. Live player checks-out at game end with an unobvious hit.

(10) Dead Man Walks are prohibited: as defined herein: Players that take such action that would cause members of the opposing team or field referees to reasonably believe that such players have been eliminated, including but not limited to, calling themselves hit or out, holding the markers above the shoulders, placing objects in the barrel, walking with eliminated player(s), turning away from oncoming aggressive player(s) will be eliminated. Players who have been marked by a player doing a dead man walk will be reinstated in the game unless the player has already been eliminated by a referee.

(11) Player is hit in an obvious location.

(12) Failure to wear goggles.

(13) Velocity Violation. Shooting 301 feet per second (FPS) to 309 FPS

(14) Players who are observed working on their markers during the course of the game, with the exception of cleaning paint out of barrels, loaders or feed ports will be immediately removed from play.

22.03 One-for-One. Assessment of the one-for-one penalty (the removal of the player committing the infraction and a teammate) may take place for the following infractions:

(1) Playing-On. A player that continues to play after an obvious hit with the intent to change the outcome of the game is Playing- On, but does not materially influenced the course of the game. (Eliminating an opponent)

(2) Disobedience. Player fails to obey a direct instruction of a Referee (discretionary).

(3) Physical Aggression. Player attempts physical contact with another person on the field in a hostile manner.

(4) Affiliated Spectator Interference. Spectator that is known to be affiliated with team or player on team provides strategic advice. (Spectator is removed and player is eliminated)

(5) Tools. Player possesses, but does not use tools on playing field.

(6) Velocity Violation. Shooting 310 FPS up to 319 FPS.

(7) Distraction Tactics. Requesting a paint check to distract a Referee from a hit on player or a player’s teammate.

(8) Freight training, applied for each infraction

22.04 Two-for-One. Assessment of the two-for-one rule (the removal of the player

committing the infraction and two teammates) may take place for the following infractions:

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

(2) Faulty Check-Out. Live player checks-out at game end with an obvious hit.

22.05 Three-for-One. Assessment of the three for-one rule (the removal of the player committing the infraction and three teammates) may take place for the following infractions:

(1) Playing-On. Player fires marker after acknowledging elimination, with the intent to eliminate an opposing player.

(2) Wiping. Player deliberately removes paint in order to avoid elimination.

22.06 Elimination of Last Player. Assessments of the 1, 2 or 3-for-1 penalties where there are not enough live players left on the field, will result in the opposing team being awarded the pull and the hang. In addition, for every player that cannot be pulled out the opposing team will receive a live player back on the score sheet, up-to a maximum of 7 live players.

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

23. Suspensions, Disqualifications, Fines

23.01 Issuing Suspensions and Disqualifications. All Suspensions will be issued by the Head Referee of each field and kept track by the Ultimate Referee. All Disqualifications will be issued by the Ultimate Referee.

23.02 Team Responsibility. Teams are responsible for the conduct of everyone on their

roster which includes both players and supporters. During the event the following will apply to fines, suspensions and ejections.

23.03 Suspensions. Players may be issued three-game, six-game, event or one year suspensions. Suspensions must be served immediately. Suspensions are issued to the player only or to the player and to the team. If a suspension is issued to a player and team, the team for which that player plays will have to play short as though that player was eliminated from all games played by that team during the term of such suspension up-to a maximum of six games. Suspensions will carry over from tournament to tournament until the suspension is fulfilled. Suspensions stay with the team, if the suspended player leaves the team. The team must still serve the suspension and the player may not play for the other team until the suspension is fulfilled. If the suspension is a player only suspension then that player must fulfill that suspension and the team may substitute the suspended player with a rostered player. Player only suspensions will be issued at the discretion of the Head Referee. Rule 23.01.

23.04 Three-Game Suspension. Players may be suspended, causing the team to play

short for three games for the following infractions:

(1) Outbursts. Throwing smaller equipment (e.g., goggles, harness) in an unsportsmanlike like manner.

(2) Physical contact during or after play that does not result in injury (e.g., shove, grab, shoulder-bump).

(3) Verbal Abuse. Verbally abusing any individual during or after play.

(4) Shooting at a Velocity of 320fps or higher.

(5) Not having a Barrel Blocking Device on maker in un goggled area.

(6) Not having the marker bagged outside Players Paddocks.

(7) Illegal Reentry. Player leaves the dead box and reenters the field, but does not shoot any paintballs after being warned by a referee not to leave the dead box.

(8) Placing marker down in an unsafe manner.

23.05 Six-Game Suspension. Players will be ejected and the team will play short for six

games for the following:

(1) Outbursts. Throwing marker or air system.

(2) Physical contact during or after play that results in injury (e.g., spit, punch or

kick).

(3) Over Shooting. Over shooting any other player with the intent to injure.

(4) Deliberately Shooting Referees

(5) Shooting from the Dead Box.

(6) Players marker having “Bounce” during a game. Mandatory Team/Player Suspension.

23.06 One-Year Suspension. Any player or team that violates Rule 21.07 shall be

prohibited from competing in any NPPL tournament for a period of up to one year from the date of the infraction. Examples of rules violations likely to lead to civil or criminal exposure include, but are not limited to the use of Prohibited Paint, velocity violations, and verbal or physical abuse.

23.07 Illegal Marker. Offending player is ejected from the event and the following event, offending team will receive 0 points for the game, and a minus 100 points and serve a 6 game suspension. The team will retain seed points. Opposing team will receive 95 points or better, depending on the outcome of the game or their average points from the current round. Rules 7.01, 7.02, 7.03 and 7.05.

(1) Second offense for a team having a marker during a game with “Bounce”.

23.08 Disqualification plus Forfeiture. A team will be disqualified from an NPPL Super 7 World Series tournament and will forfeit all points from the tournament to respective opposing teams for the following Rules violations:

(1) Prohibited Player. Playing with a prohibited player (due to the player not appearing on the roster, appearance on another team’s roster, suspension or other ineligibility)

(2) Game Fixing. Two opposing teams conspiring to fix the outcome of any game.

(3) Using Specifically prohibited items, Rule 10.02.

23.09 Forfeiture. A team will forfeit points from any game that they are found to be in violation of the following rule:

(1) Prohibited Paint. Any player is found using Prohibited Paint. See also Rule 9.02

VII. SchedulingAnd Scoring

24. Scheduling

24.01 Scheduling Preliminary Rounds. A complete schedule for preliminary round play

consisting of each team’s opponents, the fields it will play on, and its scheduled competition times will be distributed the day prior to the beginning of the tournament and will thereafter be posted in the Tournament registration area.

26. Tournament Rounds of Play

26.01 Preliminary Round. All teams will be scheduled to play four games in the preliminary round. All games will be played against teams from the same division.

27. Scoring

27.01 Game Scoring. Scoring for games will be conducted on a 100 point system and

will be awarded as follows:

(1) Eliminated Players. Both teams will be awarded 4 points for every player eliminated on the opposing team

(2) Remaining Players. Both teams will be awarded 2 point for every player on such team not eliminated.

(3) Flag Pull. The first team to pull its opponent’s flag will be awarded 20 points. Flag pull points will be awarded only to the first team that pulls its opponent’s flag.

(4) Flag Hang. The first team to successfully hang the opposing team’s flag at its flag station will be awarded 50 points.

27.02 Score Sheet Procedures.

(1) The score sheets will be filled out by a Field Referee and shown to both team captains.

(2) Nothing on the score sheet may be crossed out or written over.

(3) It is the responsibility of each team captain to check the score sheet. If a team captain finds a mistake on the score sheet, a new one will be filled out.

(4) When both team captains agree on the score sheet, they will sign it and the score sheet will not be modified even if mistakes are discovered afterwards with the exception of mathematical errors.

(5) If a team captain refuses to sign the sheet because of a disagreement, a Head Referee may be called. The Head Referee will talk with the Field Referees and both team captains. The Head Referee will decide whether the score sheet must be amended, and if the team captain still refuses to sign the sheet, the Head Referee or the Ultimate Referee will validate the score if the Head Referee is not present.

(6) Score sheets will be filled out in two copies. The original copy will go to the scores table via runner and a duplicate will stay with the head referee.

(7) Mathematical errors may be corrected at any time prior to the start of the next round of play. Mathematical error is defined by the addition on the score sheet and not counting live players at the end of the game.

(8) Only mathematical errors may be corrected after the score has been posted on the scoreboard.

(9) Once the next round of play has begun, the score sheet cannot be changed even if a mathematical error is found.

27.03 Session Scoring.

(1) During the preliminary rounds, teams will be ranked by the sum of all points earned in the games played in the round

27.04 Tie Score. In case of a tie score among teams in Preliminary or Quarter final

rounds, such tie will be broken due to the following criteria:

(1) Head to head competition. Most recent game first, then previous.

(2) Previous round scores, most recent round first, the earlier rounds.

(3) Least eliminations scored against the team in this round.