

2009 Rulebook
Referee Edition
NPPL Table of Contents
Preamble
6
I. General
7
1. The Sport and the League..................................................................................................
7
1.01
The Sport
7
1.02
Rules Committee 7
1.03
Equipment
7
1.04
Referees 7
1.05
Divisions
7
2. The Field and Adjacent Areas............................................................................................ 7
2.01
Dimensions 7
2.02
Out-of-Bounds 7
2.03
Dead Boxes 7
2.04
Safety Netting
8
2.05
Spectator Safety Zone 8
2.06
Field Orientation
8
2.07
Filming and photography of games 8
3. Tournament Administration............................................................................................... 8
3.01
NPPL Membership 8
3.02
ID Purchase and Fees 8
3.03
Role of the Promoter
8
3.04 Entry Fees
8
3.05 Captains Meeting 8
4. Rosters................................................................................................................................
9
4.01
Pro Rosters 9
4.02
Divisional Rosters 9
4.03
Team Supporters 9
4.04
Age Requirements
9
4.05
No Players on Multiple Rosters 9
4.06
Roster Changes. 9
4.07
Player Status
9
4.08
Changes to Player Status 9
4.09
Inter-League Play 10
4.10
National Classification Conversion Chart
10
II. Equipment 11
5. Uniform..............................................................................................................................
11
5.01
Protected Color 11
5.02
Jerseys 11
5.03
Padding in Jersey’s
11
5.04
Patches
11
5.05
Layers and Padding 11
5.06
Appearance 11
5.07
Headgear
11
5.08
Gloves 11
5.09 Prohibited
Materials 11
5.10
Metal Cleats
11
5.11
Non-Disposable Equipment
11
6. Protective Gear..................................................................................................................
12
6.01 Facemask
12
6.02 Protective
Padding
12
6.03 Neck
Protection 12
7.
Markers..............................................................................................................................
12
7.01 Marker
Specifications 12
7.02 Trigger 12
7.03 External
Adjusters 12
7.04 Inspection 12
7.05 Surrender of
Marker
12
7.06 Marker
Velocity 13
7.07 Sound Suppressors
13
7.08 Barrels 13
7.09 Ball
Detection Systems 13
7.10 Barrel Socks
13
7.11 Stickers 13
7.12 Exposed
Markers 13
8.
Other Equipment ...............................................................................................................13
8.01 Paint
Loaders 13
8.02 Air Tanks.
13
8.03 Remote Tank 13
8.04 Pouches,
Pods or Tubes 13
8.05 Squeegees 13
8.06 Flags 13
9.
Paintballs ...........................................................................................................................
14
9.01
Specifications 14
9.02 Pink and Red
Paint Prohibited 14
10.
Prohibited Equipment.....................................................................................................
14
10.01 Protected
Color 14
10.02
Specifically Prohibited Items 14
10.03 Generally
Prohibited Items 14
III.
Officiating
15
11.
Referees ...........................................................................................................................15
11.01 Pro Refs 15
11.02
Authorization 15
11.03 Pregame
Equipment Inspection 15
11.04 On Field
Chronographing 15
11.05 Paint Checks
15
11.06 Referees
Hand Signals 15
11.07 Emergencies
16
11.08 Referee
Communications 16
11.09 Bias
16
11.10 Disputing
Referee Calls
16
IV.
Pregame Procedures
17
12.
Pre-Game .........................................................................................................................
17
12.01 Inspection
Procedure 17
12.02 Marker
Inspection 17
12.03 Chronographing
17
12.04 Remedial
Measures 17
12.05 Pre-Game Restricted
Area 17
12.06 Choice of
Flag Station 17
12.07 Equipment 18
12.08 Old Hits 18
V.
The Game 19
13.
Game Start .......................................................................................................................19
13.01
Ten Second Warning 19
13.02 Markers 19
13.03 Game Start 19
13.04 Time 19
14.
Game Stoppages.............................................................................................................
19
14.01 False Start
19
13.02 Reasons for
Game Stoppage
19
14.03 Procedure
19
14.04 Restart
19
15.
Game End ........................................................................................................................
20
15.01 Cease
Shooting 20
15.02 Inspection 20
15.03 Game End 20
16.
Flags................................................................................................................................
20
16.01 Team Flags 20
16.02 No Flag at
Flag Station
20
16.03 Carrying
the Flag 20
16.04 Passing the
Flag 20
16.05 Eliminated
while Carrying 20
17.
Flag Hangs.......................................................................................................................
20
17.01 Calling Time 20
17.02 Re-Hang 20
17.03 Game End 20
18.
Forfeiture .........................................................................................................................
21
18.01 Forfeiture 21
18.02 Scoring 21
18.03 Finality 21
18.04 Declaring
a Forfeit
21
19.
Marked with Paint............................................................................................................
21
19.01 Marked with
Paint 21
19.02 Obvious
Hits 22
19.03 Obvious, but
not Easily Verifiable
22
19.04 Unobvious
Hits 22
20.
Field Exit ..........................................................................................................................
22
20.01 Procedure
22
21.
Illegal Activities ...............................................................................................................
22
21.01 Playing-On 22
21.02 Freight
Training 23
21.03 Wiping 23
21.04 Marker
Modification 23
21.05 Spectator
Interference 23
21.06
Unsportsmanlike Conduct 23
21.07
Embarrassing, Dangerous or Destructive Behavior 23
21.08 Act
Paintball Responsible 24
VI.
Eliminations and Penalties 25
22.
Assessment of Penalties................................................................................................
25
22.01 Verbal
Warnings 25
22.02
Eliminations 25
22.03 One-for-One
26
22.04 Two-for-One
26
22.05
Three-for-One 26
22.06 Elimination
of Last Player 26
22.07 Finality of
Calls 27
23.
Suspensions, Disqualifications, Fines .........................................................................
27
23.01 Issuing
Suspensions and Disqualifications
27
23.02 Team
Responsibility
27
23.03
Suspensions
27
23.04 Three-Game
Suspension 27
23.05
Six-Game Suspension 27
23.06 One Year
Suspension 28
23.07 Illegal Marker 28
23.08
Disqualification Plus Forfeiture 28
23.09 Forfeiture 28 VII.
Scheduling, Scoring and Ranking 29
24.
Scheduling...................................................................................................................... 29
24.01 Scheduling
Preliminary Rounds 29
25.
Seeding ............................................................................................................................
29
25.01 Seeding 29
25.02 Re-Seeding
After Preliminary Rounds 29
26. Tournament
Rounds of Play ..........................................................................................
29
26.01 Preliminary
Round 29
26.02 Pro
Preliminary Round 29
26.03 Quarter
Final Round 29
26.04 Pro Quarter
Final Round 30
26.05 Semi Finals
Round 30
26.06 Final Round
30
26.07 Sister
Teams 30
27.
Scoring............................................................................................................................ 30
27.01 Game
Scoring 30
27.02 Score Sheet
Procedures 30
27.03 Session
Scoring 31
27.03 Tie
Score 31
27.05 Tie Score
Best of Three 31
28.
Ranking. ..........................................................................................................................
32
28.01 Format 32
28.02 Divisional
Ranking Points 32
28.03 Pro Ranking
Points 32
28.04 Tie Scores 32
28.05 Team
Promotions 32
VIII.
Other Formats 33
29.
5-Man Format...................................................................................................................
33
29.01 Rule
Changes 33
29.02 The Playing
Field 33
29.03 Game Format
33
29.04 Number of
Players 33
29.05 Rosters 33
29.06 Game
Scoring 33
30.
3-Man Format...................................................................................................................
33
30.01 Rule
Changes 33
30.02 The Playing
Field 33
30.03 Game Format
33
30.04 Number of
Players 33
30.05 Rosters 33
30.06 Game
Scoring 33
31. 3-5 Man Pump Format………………………………………………………………………….34
IX. Exhibits 35
Preamble
Preamble
The
National Professional Paintball League, Inc. (the “NPPL” or the “League”) is
committed to
sanctioning
safe, fair, competitive paintball tournaments worldwide. The NPPL will continue
to
develop
the sport of Paintball, making it better for players, sponsors and the general
public. The
League
will continue to modify and change rules as needed. The NPPL Rules Committee is
in
place
to address all issues pertaining to the rules. The Referees are in place to
enforce the rules.
The
Rules Committee, Owners Board or “The Board” and Head Referees will meet prior
to every NPPL Super 7 WorldSeries sanctioned tournament with the purpose of
reviewing rules and standards insuring a safe,fair, competitive tournament for
members, players, spectators and sponsors. The NPPL would like to thank all
individuals committed to this sport and who help the League be all that it is.
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 seven players at
NPPL
Super
7 World Series 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 NPPL Super 7 World Series will have a 7-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 on
the
day prior to the
beginning of each USPL Event 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. The League advises that manufacturers
planning innovative changes in paintball equipment to submit the equipment to
the Rules Committee for review before production. Significant changes to the
Uniform Rules, Section 5, must be announced by the USPL by June for the
following season’s rules. The Board will directly oversee the Rules Committee. All players are responsible for the performance
of their equipment.
1.04
Referees. The Referees are responsible for strict enforcement of these Rules promulgated
by the Rules Committee. See Rule 11.
1.05
Divisions. The
League will have 5 divisions consisting of: Professionals (“Pro”); Division 1
(“D1”); Division 2 (“D2”); and Division 3 (“D3”) and 5 Man Teams.
2. The Field and Adjacent Areas
2.01
The Playing Field. The playing field shall be a rectangle, 180 feet (54.86 m)
long
and
100 feet (30.48 m) 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. See (5.11)
2.03
Dead Boxes. There will be two dead boxes next to the playing field in the
out-ofbounds
area where players must go when eliminated. See Rule 20.01
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 NPPL Staff.
2.06
Field Orientation. Any team competing in an NPPL Super 7 World Series 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 NPPL. 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 NPPL 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
NPPL Membership. Players must have a valid NPPL ID card to participate in any
NPPL
tournament and players must be able to produce their ID at anytime while on the
premises
of an
NPPL tournament. A
player will not be allowed to enter the field with out a valid ID card(plastic)
or temporary card (paper). ID Cards will be recognized by the APPA.
3.02
ID Purchase and Fees. Players may apply for ID’s at www.nppl.com
or at any
NPPL
sanctioned tournament. There is a $40.00 USD, prior to the event,
administrative fee for
an ID
which will be valid for one calendar season. Replacement plastic IDs will be
issued for
$10.00
USD although paper cards can be printed in color by the members free of charge.
The
administrative
fees for new and replacement IDs are subject to change without notice. ID cards
will
be $50.00 USD at the event.
3.03
Role of the League. The league will supply tournament information concerning
entry
fee, a schedule of events, including time and place for the Rules Committee/The
Board meeting and the Captains’ Meeting, hotel
information, and an Insurance waiver to any player or team having entered an
NPPL tournament. Teams must adhere to the administrative rules and regulations administered
by the league for any given tournament (e.g., no filming, shooting photographs
or otherwise recording games).
3.04
Entry Fees. Entry fees must be paid to the league of the NPPL tournament.
Entry
fees for Pro, D1, D2 and D3 teams will be established by the league. Team rosters
will be accepted and player wristbands issued only after all administrative fees
have been paid in full.
3.05 A
Captains’ Meeting will be held on the evening prior to the beginning of each
NPPL
tournament
in the center court grandstands at 5pm. 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 NPPL tournament.
4. Rosters
4.01
Pro Rosters. Pro teams must submit complete rosters 2 weeks prior to each
event,
after this point the roster can not be changed or added to. Pro teams may have
up to 12
active
players on their roster and 6 team supporters. See Rule 23.08
4.02
Divisional Rosters. D1, D2 and D3 teams must submit complete rosters prior to
play. Team rosters may not be changed or added to after the start of the first game.
Teams may have up to 10 active players on their roster and 4 team supporters.
See Rule 23.08.
4.03
Team Supporters. All team supporters are required to register at each event.
Each
supporter must fill out a waiver, sign onto their team’s roster and receive
paddock
credentials.
An administration fee of $10.00 will be required. Supporter Paddocks Passes are
only
valid for one event.
4.04
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.
4.05
No Players on Multiple Rosters. No player may appear on more than one team
roster
in any NPPL tournament. See Rule 23.08.
4.06
Roster Changes. Divisional teams may make unlimited changes to their roster
between
events. For Pro players between events that a team has played in a season, a
team
may remove any number of players but the addition of players is subject to the
following
maximum
criteria (except under exceptional circumstances and approved by the league):
(1) Pro 2 Players (2 weeks prior)
4.07
Player Status
(1) A “Pro Player” is a player that has been on the roster of a 2009
Pro Team
(2) 2009 PSP Pro players are recognized as Pro
(3) Semi – Pro. Anyone who played pro in 2008 but is not on a 2009 pro
roster (USPL or PSP Pro) is classified as SP.
(4) A “D1 Player” is a player that has played or has been on the
roster of a D1 Team in 2 D1 Tournaments.
(5) A “D2 Player” is a player that has played or has been on the
roster of a D2 Team in 2 D2 Tournaments.
(6) A “D3 Player” is a player who has never played in an NPPL Super 7
World Series event or played in two or less D3 events the previous season. D3 players
that have played in 6 or more events, during one season, must move up to D2 for
the following season.
4.08
Changes to Player Status. Player status is based on playing history dating back
to the 2003 season. Any player may request reclassification. Any Pro or SP player who takes one year off can be
reclassified down 1 division. No player can ever be reclassified down to D3. A $50
USD fee will apply. (Regardless of the outcome of the decision), by emailing info@uspaintballleague.com
4.09
Inter-Divisional Rosters.
(1)
Any
player may be on a Pro team roster
(2)
D1 may have unlimited D1 players,
unlimited SP players and up to 2 Pro players
(3)
D2 may have all D2 players, up to two D1 players, no SP
or Pro players
(4)
Only
D3 players may be on a D3 team roster. (For both 7 man and 5 man)
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. Pro Team players
must wear jerseys consisting of the same color and style. Pro Teams may not
play an opposing Pro Team that is wearing an identical or substantially similar
jersey color; therefore, all Pro Teams must have two sets of jerseys with
distinctive and contrasting colors. The players on the Pro Team having a lower
ranking going into the event willbe required to change their jerseys in advance
of the game if the opposing, higher-ranked, Pro Team is wearing an identical or
substantially similar jersey.
5.03
Padding in Jersey’s. Padding in Jersey’s is not limited to specific areas
provided
that
the thickness does not exceed 5mm (0.197”). Padding material is limited to an
open cell
foam
and must not be modified from the
manufacture’s original form. Jersey’s must be submittedto
the Rules Committee and approved in writing from the NPPL to be considered
legal.
5.04
Patches. Patches may not exceed 4” x 4” and may not resemble a paintball splat
or contain the protected color.
5.05
Layers and Padding. Players
must wear only one pair of full-length pants and
only a
long-sleeved jersey. Players may wear only one layer of underclothing consisting
of, at
maximum, one pair
of under-shorts and one short or long sleeve t-shirt, provided that it contains
no padding, except for chest
protector, and at its furthest point, does not hang lower than the inseam
crotch area. Players may not wear sweatshirts. Any other soft
padding in garments is prohibited.
5.06
Appearance. Players’ clothing must fit well. Jerseys must be tucked into
player’s harness. Players may not wear any oversized clothing. Players clothing
including pants and jersey must be free from tears and rips. If clothing is
torn or ripped during the course of a game the player must change or repair any
torn or ripped clothing prior to starting the next game. The penalty will be
the player is eliminated from the game.
5.07
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.
5.08
Gloves. Players may wear a single pair of gloves, with or without full fingers.
Gloves
may be padded.
5.09 Prohibited
Materials. Players may not wear jerseys and or pants which are made
out of highly
absorbent material, such as felt or fleece, or of a highly padded or slick
nature, such
as nylon or
rubber.
5.10 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.
5.11 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 F1776
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
(Anyone can wear a chest protector)
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 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.
See ASTM F2272-03
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 0.68
caliber. Paintballs used at
any NPPL tournament must be purchased onsite from the League or a sponsor
paintball manufacturer that has certified compliance with ASTM
standards and meets NPPL non-staining criteria available on the official NPPL
website www.nppl.com Players may not bring any paintballs onto the site which
are not supplied from within the Players Paddocks. See Exhibits ASTM Standard
F1979-04.
9.02
Pink and Red Paint Prohibited. Players may not use pink or red filled paint
(“Prohibited
Paint”). Players using Prohibited Paint or paintballs that do not comply with
ASTM
standard
F1979-04 or NPPL non-staining criteria will do so at their own risk and will be
subject to
penalties
in Rule 23.09, including assumption of full responsibility for any resulting
injury or
property
damage.
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
rule
23.08.
10.03
Generally Prohibited Items. Players may not bring any item not specified permitted
for use in NPPL tournaments in Rules 5 through 10 onto the playing field unless
approved by the NPPL Ultimate Referee prior to game start.
III. Officiating
11. Referees
11.01
Pro Refs. NPPL Super 7 World Series 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 eight 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 NPPL 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
Referee Hand Signals. Referee 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)
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.
(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.
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.
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 in preliminary rounds. For the quarterfinals, semi-finals and
final rounds
teams
will flip for the first and third games, if necessary. In the second game of
these rounds
teams shall defend the opposite flag station, that they defended
in the first round. Professional
teams do not start
best of three until the semi-final round. If both teams agree on which side
they
would
like to defend, no coin toss is necessary.
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 so that each team may hear
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)
7-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, which ever
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 or 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 quarter, it will be considered a valid hit. If
the referee
witnesses the ball hit and break and leaves less than a quarter 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 doe 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” at the time of such
elimination.
Such players must
then remove their armbands, 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,
(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.
21.07
Embarrassing, Dangerous or Destructive Behavior. Teams and players
participating in
an NPPL sanctioned tournament shall not engage in conduct that would bring the
NPPL, 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 NPPL encourages all player members while
attending
NPPL events 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 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.
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 does 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 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 can not 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 Susupensions and Disquilifications. 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
and to the 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. Rule 23.08.
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 deadbox.
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.
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 out come of the game or their average points from the current
round. Rules 7.01, 7.02, 7.03 and 7.05.
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. Scheduling, Scoring
And Ranking
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
NPPL registration area.
24.02
Team Draw. The NPPL will break the teams up into groups of nine, using the snake
numbering system. If the number of teams are not a multiple of nine, then the
remaining teams will be placed in the group containing the number one seeded
team. Then a random number generator will be used to determine the draw for
that specific group. See Chart on page 36.
25. Seeding
25.01
Seeding. Teams will be seeded in accordance to ranking points awarded at
Official
Super 7 World Series sanctioned NPPL events of the current season. For the
first event
of
the season, teams will be seeded in accordance with the ranking points earned
during the
previous
season. If teams have no ranking points, then they will be seeded in
alphabetical order,
not
taking into account city, state, country or other jurisdiction forming a part
of the name and/or
the
words “the” and “team”.
25.02
Re-Seeding After Preliminary Rounds. Team positions at the end of the
preliminary
round are determined by the total points earned by the teams in all of their
preliminary
games
subject to the tie breaking criteria outlined in Rule 27.04. After the
preliminary round,
teams
will be re-seeded.
26. Tournament Rounds of Play
26.01
Preliminary Round. All teams will be scheduled to play eight games in the
preliminary
round. All games will be played against teams from the same division.
26.02
Pro Preliminary Round. The Pro teams will be split into two brackets of eight based
on the teams rank entering the event. The teams will play a round robin format,
eight games. In the case that a team fails to show up to the event, the team
will forfeit every game. See Rule 18.01.
26.03
Quarter Final Round. D1, D2 and D3 teams will qualify for the Quarterfinal
rounds in the following manner:
(1) If there are less than 8 teams in the division there will be no
quarter final round and the top four teams will qualify directly for the Semi
Final round.
(2)
If
the Division has more than 8 teams, but less than 24 teams then the top 8
teams will qualify
for the quarter-final round. Then the 8 teams will skip the Sweet 16 round and
advance to the Elite 8 round of the quarter-finals.
(3)
If
the Division has 24 or more teams, the top 16 teams will qualify for the
quarter-final round. The teams will be paired according to their preliminary
round ranking. The highest ranked team will always play the lowest ranked team,
throughout the final rounds. Once these games are finished there will be a
second round of play in the quarter-finals, know as the Elite 8. Teams will
keep their ranking from the preliminary round and again the highest ranked team
will play the lowest ranked team. The final 4 will move onto the semi-final
round. All games
in the quarter-finals will be best two out of three. Win, Lose or Draw ( No
Points).
26.04 Pro Quarter
Final Round. The top four teams from each pro bracket will advance
to the Quarter
final round. There will be one group of eight teams, round robin format, seven
games each.
26.05 Semi Finals
Round. After the Quarter finals, four teams from each division will
advance to the
Semi finals to play a best of three game format.
(1)
In
the case of a one bracket quarter final, the top seeded team will play the 4th seed team while
the 2nd
seed
team plays the 3rd
seeded
team.
(2)
In
the case of a two bracket quarter final the top seeded team from bracket 1 will
play the second seed from bracket two while the second seed from bracket 1 will
play the first seed from bracket two.
26.06 Final
Round. After the Semi finals the winner from each match will play for 1st and 2nd place whilst the
losing teams play for 3rd
and
4th place. Best of
three game format.
26.07 Sister
Teams. In the Pro division, if two sister teams are scheduled to play each
other in the
preliminary or quarter final rounds then these games will be moved to the
beginning
of the schedule
for that round.
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 3 points for every player eliminated on the
opposing team
(2)
Remaining
Players. Both teams will be awarded 1 point for every player on such team not
eliminated.
(3)
Flag
Pull. The first team to pull its opponent’s flag will be awarded 32 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 40 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.
(2)
Best
of Three. In the quarter, semi and final rounds teams will play in a best of
three format. Individual game points will not be taken into account and a team
must successfully hang their opponent’s flag for the game to be considered a
win. If a team has two wins after the second game, the third game will not be
played. If a team has 1 win and the other 2 games are
draws, then the team with the 1 win moves on.
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.
(4)
NPPL
Super 7 World Series ranking.
27.05 Tie Score
Best of Three. If the teams involved have a win each and a draw (or
all three games
end in a draw), such tie will be broken by the following criteria:
(1)
Both
teams will choose one player to play one-on-one with a 2 minute time
period.
(2)
If
the one-on-one match ends in a draw each team will choose another player
and play another
one on one until a winner is decided.
(3)
A
coin toss will determine side. Players will alternate sides until a winner is
determined.
(4)
Teams
will be allowed a maximum of five minutes to select and prepare their
first player for
the one-on-one and two minutes for subsequent rounds.
(5) Teams
are only playing for elimination. No need to pull and hang the flag.
28.
Ranking.
28.01 Format. The
2007 NPPL Super 7 World Series Title is based on points
accumulated from
five National events. A Series Cup will be awarded to each Divisional Series
winner. The
Professional division will also receive custom NPPL Super 7 World Series Rings.
Teams do not have
to attend all six events to be ranked.
28.02 Divisional
Ranking Points. Team ranking points for D1, D2 and D3 are earned as follows:
1st = 50; 2nd = 46; 3rd= 43; 4th= 40; 5th= 36; 6th = 34; 7th= 32; 8th=30; 9th= 26; 10th=24; 11th=22;
12th= 20; 13th= 18; 14th=16; 15th=14; 16th=12; 17th thru 30th= 6; 31st thru 40th= 4; 41st thru 50th= 2;
51st and up = 1
28.03 Pro Ranking Points. Team ranking points for
Professional teams are earned as
follows:-; 1st Place 21 points; 2nd Place 19 points;
3rd
Place
17 points; 4th
Place
15 points; 5th
Place
13 points; 6th Place 11 points; 7th Place 10 points; 8th Place 9 points; 9th Place 8 points;
10th Place 7 points;
11th Place 6 points;
12th Place 5 points; 13th Place 4 points;
14th Place 3 points;
15th Place 2 points;
16th Place 1 point.
28.04 Tie Scores.
In case of a tie score between teams in the rankings, the tie will be broken as
follows:
(1)
Head
to head competition. Most recent game first, then previous, of the current
season.
(2)
Previous
event placing.
28.05 Team
Promotions. Any team that elects to change its status from D2 to D1 or from D3
to D2 will keep a percentage of their points based on which tournament of the
year that they move up.
(1)
After
the first tournament: 80%
(2)
After
the second tournament: 60%
(3)
After
the third tournament: 40%
(4)
After
the fourth tournament: 20%
VIII. Other Formats
29. 5-Man Format.
29.01
Rule Changes. For 5-Man events, the following rule changes will apply.
29.02
The Playing Field. Will be a maximum of 180 feet long by 100 feet wide.
29.03
Game Format. The game format for 5-Man events will be centre flag. At the start
of the game a single flag will be placed in the centre of the field. The object
of the game is to capture the flag and hang it in the opposing teams’ flag
station. Game time will be limited to 5 minutes.
29.04
Number of players. Any reference within these rules to seven players shall be changed
to five players for 5-Man events.
29.05
Rosters. Teams may have up-to 7 active players on their roster and 4 team supporters.
29.06
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 points for every
player on such team not eliminated.
(3) Flag Pull. The first team to pull the centre flag will be awarded
20 points. Flag pull points will be awarded only to the first team that pulls
the flag.
(4) Flag Hang. The first team to successfully hang the flag at its
opponent’s flag station will be awarded 50 points.
30. 3-Man Format.
30.01
Rule Changes. For 3-Man events, the following rule changes will apply.
30.02
The Playing Field. Will be a maximum of 180 feet long by 100 feet wide.
30.03
Game Format. The game format for 3-Man events will be centre flag. At the start
of the game a single flag will be placed in the centre of the field. The object
of the game is to capture the flag and hang it in the opposing teams’ flag
station. Game time will be limited to 3 minutes.
30.04
Number of players. Any reference within these rules to seven players shall be
changed to three players for 3-Man events.
30.05 Rosters.
Teams may have up-to 5 active players on their roster and 4 team
supporters.
30.06 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 5 points for every player eliminated on the
opposing team
(2)
Remaining
Players. Both teams will be awarded 1 point for every player on such team not
eliminated.
(3)
Flag
Pull. The first team to pull the centre flag will be awarded 50 points. Flag
pull points will be awarded only to the first team that pulls the flag.
(4)
Flag
Hang. The first team to successfully hang the flag at its opponent’s flag
station will be awarded 32 points.
31. 3 man – 5
man Pump Division
31.1 Pump Marker.
A Pump Marker must be manually re-cocked between
shots. This is performed by moving the handle or the grip forward and then back
along the barrel of the marker. Pulling the trigger in these markers causes the
hammer from the previous pumping action to hit into the valve stem, releasing
air and pushing the paintball through the barrel. It is the player's duty to
pump the marker. The pump action will reset the hammer and allows a paintball
to drop into the breach, and pumping back forward will allow the hammers sear
to come into contact with the trigger.Any pump marker that is
“AutoCocker “ based must have a beaver tail. (Except the Karnivore)
31.2 Auto
Trigger. Pump Markers may have Auto Triggers. Auto Trigger is the action of
“pumping the marker” (Process of completing 1 shooting cycle) while holding the
trigger down and the marker shooting.
31.3 Velocity of
Pump Markers. A pump marker may shoot at a max. fps (Feet Per Second) 285 with
a 12gram Co2 Cartridge as the air source and a max. fps of 280 with constant
air (9oz. or higher of Co2 or Compressed Air tank).
31.4 Penalties
for shooting over the limit. The penalties for shooting over the limit will be
as follows:
(1) 281-289 fps with 12gram Offending player is
eliminated.
286-294 fps with Constant Air
(2) 290-299 fps with 12 gram 1-4-1 penalty is assessed
295-304 fps with Constant Air
(3) 300+ fps with 12 gram 3 Game suspension
305+fps with Constant Air
31.5 Game Format
and Scoring. The game format and scoring will remain the same as the 5 man and
3 man formats. In the Pump format the players may use 10 round tubes or any
sized Loader( Gravity fed or Force fed loaders)
31.6 Illegal
Items. There will be no mechanical or electric markers allowed. Tuning rods or
tools to adjust the velocity on the playing field.
IX. Exhibits
ASTM
standards are available to purchase on www.astm.org
F1750-96
Standard Specification for Paintball Gun Threaded-Propellant Source Interface
F1777-02
Standard Practice for Paintball Field Operation
F1979-04
Standard Specification for Paintballs Used in the Sport of Paintball
F2030-00
Standard Specification for Paintballs Cylinder Burst Disk Assemblies
F2041-00
Standard Specification for Paintball Marker Warnings
F2184-02
Standard Guide for Installation of Paintball Barrier Netting
F2271-03
Standard Specification for Paintball Marker Barrel Blocking Devices
F2272-03
Standard Specification for Paintball Markers (Limited Modes)
F2278-03
Standard Test Method for Evaluating Paintball Barrier Netting
Draw Charts:
Draw for a 42 team division.
1 2 3
4
8 7 6
5
9 10 11
12
16 15 14
13
17 18 19
20
24 23 22 21
25 26 27 28
32 31 30 29
33 34 35 36
_____________
37
38
39
40
41
42
Draw for a 45 team division.
1 2 3 4 5
10 9 8 7 6
11 12 13 14
15
20 19 18 17
16
21 22 23 24 25
30 29 28 27
26
31 32 33 34
35
40 39 38 37
36
41 42 43 44
45