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Last Updated Apr. 30, 2008



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SANTA ANONYMOUS
Benefit Paintball Tournament
RULES
GENERAL GUIDELINES
1. The spirit and intent of these rules and the duty of the enforcing
officials is to ensure safe play; to promote fair, unbiased competition;
and to sustain the level of organization and good sportsmanship necessary
to keep tournament-level paintball a positive activity.
2. The tournament producer is the final authority regarding these rules.
The producer may designate an overall director of judging. The judging
staff (“referees” or “marshals”) also may include one or more ultimate
judges, head field judges, field judges, chronograph judges, and other
designated members of the judging staff.
3. Modifications to these rules may be required by particular situations,
including but not limited to insurance requirements, laws, or regulations;
in such instances, the tournament producer may modify these rules as necessary.
Questions regarding modifications should be directed to the tournament
producer or his designated representative before the tournament begins.
1.0 EQUIPMENT & SUPPLIES
1.1 FINES: GOGGLES OFF $5, NO BARREL PLUG $5, DRY FIRING
$5 Donation to Santa Anonymous.
1.2 Paintguns must not be discharged other than at designated areas
and on the playing field during a game. Penalty points may be assessed
immediately. (NO DRY FIRING, $5 FINE).
1.3 Paintguns & Power Systems:
1.3.1 A. Paintguns must meet manufacturer and insurance safety guidelines
regarding triggering mechanisms, the trigger guard, and safety devices
such as a barrel plug (a squeegee is not a barrel plug).
1.3.2 Each player may carry and use only one paintgun and barrel per
game.
1.3.3 No external velocity adjusting devices, which would allow a player
to adjust the velocity of his paintgun without the use of tools or disassembly,
are permitted. All velocity-affecting pressure regulators, which can be
adjusted without the use of tools or by disassembly, must have locking
rings or tournament caps.
1.3.4 Only pump or semi-automatic paintguns are allowed. It is each
player’s responsibility to consult with the tournament producer prior to
the event regarding definitions and limitations of this rule.
1.3.5 Paintgun Power Sources: All paintguns must use either CO2 (carbon
dioxide) or compressed air/nitrogen as the power source unless the producer
specifically approves other sources. All components (fittings, hoses, valves,
cylinders, etc.) of the high-pressure system must meet the manufacturer’s
safety standards.
1.3.6 Semi-auto only no more than one shot per trigger cycle (pull
and release).
1.3.7 Excluding 12-gram cartridges, more than one cylinder per player
is prohibited.
1.4 Goggle Systems:
1.4.1 It is mandatory for every person (judges, players and spectators)
to wear an approved goggle system when they are directly exposed to fields
while Games are in progress, or when they are directly exposed to any authorized
shooting area while paintguns are being discharged.
1.4.2 Each goggle system must include an approved full facemask and
ear protection made specifically for that model of goggle. The goggle system
components shall not be altered from their original factory condition.
All goggle systems are subject to safety inspection and approval.
1.4.3 A player whose goggles are accidentally dislodged (sufficient
to expose the eyes) during a game shall be eliminated from the game; if,
when this occurs, the player whose goggles accidentally dislodged has already
been eliminated, the judge shall not eliminate an active player.
1.4.4 An active player who deliberately removes his goggles (sufficient
to expose the eyes) during a game, other than with the approval and under
the direct supervision of a judge shall be eliminated from the game.
1.5 Clothing & Gear:
1.5.1 Players must wear full-length pants and a long-sleeve top (e.g.,
shirt, jacket or pullover). Pants and shirtsleeves must be fully extended
during game play to the ankles and wrists respectively. A player may wear
only one layer of clothing underneath his exterior pants and top. The player’s
clothing may not resemble or be of a similar color to that of the judges,
and it may not be of a color/pattern similar to that of the flag(s) or
armbands being used at the event. A player may not wear or carry any multi-colored
or patterned clothing and equipment that makes distinguishing a paint mark
difficult for the judges.
1.5.2 Unless specifically allowed by the tournament producer, knee,
shin, and elbow pads, and neck protectors must be worn on the outside of
the player’s clothing. Harnesses, vests, pouches or similar gear must be
worn on the outside of all clothing. Tops must be tucked into the pants.
However, wearing protective gear shall not be accepted as an excuse for
failure to sense an obvious hit.
1.5.3 Clothing must be sized to fit the player. A player may not wear
oversized, draping and/or excessively baggy clothing. Clothing may not
be made of overly absorbent cloth or highly padded cloth, nor of water
repellant cloth/material that allows a paint mark to be wiped away quickly
and cleanly. Ghillie-type material, which makes paint marks difficult to
locate and identify quickly, may not be worn or attached to the player’s
equipment or goggles.
1.5.4 Prohibited Devices. Players shall not use and/or carry onto the
playing field: artificial sounding devices (e.g., whistles, clickers, horns);
shielding devices; artificial light sources; heat generators (e.g., matches,
lighters, heat packs); weapons, flares, paint grenades, paint mines, or
any form of pyrotechnic devices; tools and spare parts capable of affecting
a paintgun’s velocity; silencers or sound suppressers; slingshots, blowguns
or any device capable of propelling a paintball other than the single approved
paintgun per player; radios and similar communication, signaling or listening
devices; or items that might be mistaken for a flag.
1.6 Paintballs: Field Paint Only.
2 ELIGIBILITY
2.1 Players must meet event eligibility requirements.
2.2 Rosters: Players may not be listed on more than one team roster
per event, and a player may not change teams during an event.
2.3 Waivers and roster sheets must be turned in before the first game
the team plays. Turning in waivers and roster late will result in
zero points for prior games played.
2.4 Eligible players may be added to a team’s roster any time during
an event, providing they report to the scoring table and are added to the
roster before they play in a game. Players playing on another
team are ineligible.
3 CHRONOGRAPHING & CHRONOGRAPH PENALTIES
3.1 Maximum Paintball Velocity: The maximum allowable velocity
for any event is 270 feet per second (fps).
3.2 All paintguns are subject to a chronograph check before, during
and after a game.
3.3 Players must hit the tin backing. A 1 point penalty per miss
can be accessed.
3.4 Pre-game Chrono Check: Before each game every player must report
to the field’s designated chronograph. An equal number of players
from each team will be chronographed. The velocity check shall consist
of three (3) consecutive shots over the chronograph. A set of three (3)
shots must be taken with each power source/cylinder a player takes onto
the game field. No single shot may exceed the event limit. Any paintgun
shooting over the event limit shall not be allowed in the game. Players
may attempt to re-qualify paintguns, providing games are not delayed. A
player may go into a game without a paintgun.
3.5 Between chronographing on before a game and chronographing off
after a game, without the express permission and supervision of a judge,
a player commits an infraction if he adjusts, disassembles or otherwise
alters or tampers with the velocity regulating components of his paintgun.
If the player is active, the judge will eliminate him; if the player has
already been eliminated, the judge will assess a MINOR SAFETY PENALTY
3.6 An eliminated player, or an active player after the game ends,
commits an infraction if he discharges his paintgun, bleeds off gas, removes
the cylinder, or turns off the valve before completing the post-game chrono
check; the judge will assess a MINOR SAFETY PENALITY.
3.7 During a game, a player must allow a judge to chronograph his paintgun
upon request. The judge will call the player neutral, and the player must
cease all play-related actions and follow the judge’s instructions. If
the player refuses to follow the judge’s chrono check directions, the judge
will eliminate him; in addition, the judge will assess a MAJOR PENALTY
The game check shall consist of one (1) shot over the chronograph without
any clearing shots. This shot may not exceed the event limit. If this shot
exceeds the event limit, the judge will eliminate the offending player.
The player must submit to a post-game chronograph check where a further
Points Penalty may be assessed according to post-game chrono check rules.
3.8 Post-game Chrono Check: Every player must report to the field’s
designated chronograph immediately after the game ends. All players per
team will be chronographed. The velocity check shall consist of no more
than three (3) clearing shots immediately followed by one (1) shot over
the chronograph. If the single chronograph shot exceeds the event limit,
two (2) additional chrono shots are required; those three chrono shots
will be totaled and the judge will assess a POINTS PENALTY. PENALTY
POINTS ARE: One penalty point for every 3 fps over the limit will be deducted
from the team's score. Example: 1st shot is 280, 2nd shot is 275, 3rd shot
is 285. The average is 10 fps over 270 fps. which means 3 penalty
points must be assessed. Maximum penalty will be 12 points.
4 ELIMINATIONS & MARKINGS
4.1 A player is eliminated from the game when he is ordered
off the field or eliminated by a judge, or when a player signifies his
elimination whether marked or not.
4.2 Out of bounds: A player whose body or equipment accidentally or
deliberately extends beyond the vertical plane of the boundary shall be
eliminated.
4.3 A player will not be eliminated for touching a suspended tape boundary.
However, pushing out the tape or extending any part of his body and/or
equipment more than two feet beyond the original position of the tape boundary
constitutes going out of bounds and the player shall be eliminated.
4.4 A player who deliberately shoots at another player across a boundary
or from out of bounds commits an infraction. When witnessed by a judge,
a player marked by a paintball from across a boundary will be returned
to active status.
4.5 A player who climbs on a tree, a bunker, a structure or a prop
will be eliminated.
4.6 A player who deliberately alters terrain or structures, or tampers
with a bunker, or blocks doors, will be eliminated.
4.7 A player who deliberately uses a non-participant or a movable object
as a shield will be eliminated.
4.8 Entering buildings marked Keep Out, will be eliminated.
4.9 Players BLIND FIRING will be eliminated.
4.10 Start of Game. The countdown and “game-on” signals will be issued
to all teams simultaneously. No more than the prescribed number of players
may be on the playing field when the game-on signal is given or at any
time during the game. A team may start the game with fewer than the prescribed
number of players. Games will not be delayed for late players or for equipment
malfunctions. A referee will eliminate any player who is not within his
team’s starting area when the game-on signal is given or who leaves the
starting area before the “game-on” signal.
4.11 Each player must maintain possession of any equipment or clothing
(including his armband) that he carried onto the field except for the following
disposable items: paint pods/loading tubes, squeegees, paper towels, and
spent 12-gram cartridges. Intentionally discarding equipment is an
infraction. Unintentionally losing possession of non-disposable equipment
for more than five seconds also is an infraction. Any equipment more than
3 feet away from the player is considered discarded equipment.
4.12 A player is eliminated from the game when he is marked anywhere
on his body, clothing or equipment with a quarter-sized or larger splat
caused by a direct hit from a single paintball. The size of the paint mark
is cumulative. If two splat marks (e.g., one on the loader and one on the
goggle) are from the same paintball break and are larger than a quarter
when combined, then the player is eliminated.
4.13 A player is eliminated from the game when he is marked anywhere
on his body, clothing or equipment with a quarter-sized or larger splat
caused by an indirect (when a paintball breaks against a secondary object
and splatters/sprays the player) hit from a single paintball, except when
the indirect splatter was witnessed by a judge.
4.14 If two or more players are marked simultaneously, both shall be
eliminated. A judge will decide which player(s) is eliminated when the
players involved do not agree on the order in which they were marked.
4.15 It is the player’s responsibility to notify a judge and receive
the judge’s acknowledgment when he is marked other than by a shot (e.g.,
by kneeling on a paintball, from cleaning his paintgun, from leaning against
a paint-stained object, etc.). If the judge determines the mark was not
from a hit, the judge will wipe off the mark.
4.16 It is each player’s responsibility to check himself and call himself
out when he has been marked from an obvious hit. An “obvious” hit is a
direct impact that leaves a quarter-sized or larger splat and that, in
the judge’s determination, the player should physically sense.
4.17 When a player receives an “obvious” hit that the player can visually
verify, he must signify his elimination immediately. A player may seek
reasonable cover in the immediate area if he is unable to visually verify
an obvious hit and if remaining in his current position while waiting to
be paintchecked will leave the player exposed.
4.18 Blatantly shooting a player after he has signified his elimination
is an infraction.
4.19 A player who fails to continuously call for a paint check after
an obvious hit which the player cannot visually verify commits an infraction.
+1
4.20 A player who receives an obvious hit and continues aggressive
play (shooting, advancing, communicating with teammates, handing off supplies,
etc.) commits an infraction. +1
4.21 A “questionable” hit is a mark that, in the determination of a
judge, the player probably did not physically sense. A player who receives
a questionable hit will be eliminated from the game but has not committed
an infraction. If, however, a judge determines that the player became aware
of a questionable hit and then continued to play, the player has committed
an infraction by continuing aggressive play after an obvious hit.
+1
4.22 A player who has been eliminated and/or signals himself eliminated,
and who then shoots at an opponent from on or off the field, commits an
infraction. + 2
4.23 A player who deliberately attempts to hide, remove, or conceal
a paint mark commits an infraction. +2
5 PROCEDURES FOR ELIMINATED PLAYERS
5.1 An eliminated player is allowed to verbally signify his
elimination once only, simultaneously with his visual elimination signal.
+1
5.2 A player must immediately signify his elimination by fully extending
his paintgun above his head and keeping it raised until he has crossed
the field boundary; failure to do so is an infraction. A player shall allow
a judge to take his armband off, but if a judge is not available to do
so, the player shall remove his own armband and give it to a judge. +1
5.3 An eliminated player must exit the field as quickly and directly
as possible, following the directions of the judges. A player should insert
a barrel plug into his paintgun’s barrel when he crosses the field boundary.
An eliminated player commits an infraction if he fails to proceed promptly
and directly to the field’s holding station. +1
5.4 An eliminated player who communicates, verbally or visually, with
his teammates, commits an infraction. +1
5.5 An eliminated player who discards or passes off equipment or supplies
commits an infraction. +1
5.6 A player who fails to call for a paintcheck and waits until after
the game ends to signify his elimination, and/or who has an obvious hit
but attempts to report as “live” (active) after a game, commits an infraction.
The offending player shall be counted as an elimination; additionally,
the judge will assess a MINOR RULES PENALITY.
6 PAINTCHECKS
6.1 Paintchecks may be requested by any active player any time
during a game, but judges are not required to respond to superfluous and/or
distracting requests. Nor will judges answer questions regarding game situations
(e.g., time remaining, location of flags, disposition of active players,
etc.). The time clock is not stopped for paintchecks.
6.2 Judges may visually check a player without performing a “neutral”
paintcheck (without “calling him neutral”). During these non-neutral paintchecks,
play continues across the field without restrictions to shooting and movement.
6.3 Neutral paintchecks: A judge will perform a “neutral” paintcheck
if, in the performance of the check, he will expose the player to hits
or interfere with normal game activity. A player becomes neutral only when
a judge gets close enough to touch the player, tells the player he is neutral,
and signals the player’s neutrality to the rest of the field. A player
who calls for a paintcheck on himself remains in play unless and until
a judge performs a “neutral” paintcheck on him.
6.4 When a judge performs a “neutral” paintcheck, he must signal the
player’s neutrality to the rest of the field by 1) raising a neutral flag
high above the player’s head or 2) raising one arm/hand high above the
player’s head.
6.5 A judge may signal a player “eliminated” by outstretching one arm/hand
to point at the player and putting his other hand on his head. A judge
may signal a player “clean” by outstretching one arm out to each side.
6.6 An active player shall not shoot or advance directly toward a neutral
player, and shall not enter a 25?foot (25') radius around the neutral player.
6.7 A neutral player becomes active when the judge tells him he is
clean/may resume play, and signals to the rest of the field that the player
is now active.
6.8 Judges, not the player, will wipe off indirect spatter and wrongful
hits, such as when players are hit after being called neutral.
6.9 A player who attempts to remove paint splatter and/or spray off
his clothing or equipment commits an infraction. However, the exception
is a player’s goggle lens; a player may wipe off his lens only after receiving
direct permission from a judge.
6.10 Judges shall not signal the active status and location of players,
other than when necessary to begin and end neutral checks by raising and
lowering their neutral flag.
7 GAME END
7.1 The head judge will give the game-end signal when a player
returns with 4 start station punches clearly visible, to his original start
station. Confirmation by the Start Station judge includes 1)check
for hits and 2)check for hole punches. All shooting must cease at
the game end signal, and players on the field should install barrel plugs.
7.2 A player who signals the end of a game commits an infraction.
7.3 The head judge of a field may “freeze” the field, signaling all
play to stop, because of an emergency, injury, safety hazard or other serious
game problem. The judges will instruct the players as to the actions required.
The head judge will resume play with a 10-second countdown after notifying
the field how much time remains in the game.
8 UNSPORTSMANLIKE CONDUCT
8.1 A person may not argue with a judge, hinder/interfere with
a judge’s performance, and/or disregard a judge’s warning during a game.
8.2 A person may not engage in loud arguing, cursing or insulting name-calling
regardless of where or to whom it is directed (toward a judge, player,
spectator, self, etc.).
8.3 Engaging in confrontational arguing or severe, abusive cursing
or name calling, and/or threatening physical harm to another person, is
an infraction. If the offending player is active, the judge will eliminate
him; if the offending player has been eliminated, the PENALTY is +1. In
either case, the judge also will assess a MAJOR UNSPORTSMANLIKE CONDUCT
PENALTY.
8.4 Making belligerent physical contact with another person by deliberate
bumping, pushing, shoving, use of an object, etc., is an infraction. When
this occurs, the offending player’s team shall forfeit the game. Additionally,
the judge will assess a DOUBLE MAJOR.
9 SCORING
9.1 Score Card:
9.1.1 Each player must carry their own score card (no player can carry
a teammates score card).
9.1.2 If the score card is remove by other than the scorekeeper at
the end of the game, the points on the score card will be void and penalty
points will be assessed. RULES, MINOR.
9.1.3 Only one different mark per card will be counted as a score.
It is the players responsibility to make clear marks on the scorecard.
9.1.4 A score card can not be marked until the game start has been
given (Example: the points for the starting station are not given points
before the game starts).
9.1.5 Once a player is eliminated he can not collect any more marks
on his score card. +1
9.1.6 Once a any score card on a team is completed (four marks of the
start stations), if that player returns to his original starting station
the game can be ended early.
9.1.7 Once the game has ended, no more marks can be collected.
9.2 Points:
9.2.1 One point per different mark on score card, plus two points for
the center station.
9.2.2 One point bonus for ending game early.
9.2.3 Maximum Score: For one team is 25 points in a game. For
an individual is 7 points, and other teammates 6 points each.
9.2.4 Penalty points will be deducted after a team's total points have
been calculated.
9.3 Tiebreaker: Ties shall be broken by making the following calculations,
in descending order:
9.3.1 Fewest total penalty points.
9.3.2 Most round wins based on final point totals.
9.3.3 Most matches ended early.
9.3.4 Head-to-head game scores.
9.3.5 If two teams are tied from a trophy position still, then a game
of capture the flag will be played on a separate field. 15 minutes long.
If the time expires, the least eliminations wins. Continue cycle
until there is a winner.
10 PENALTIES
10.1 This Tournament Rules Book is not an exhaustive reference
regarding rules, infractions and penalties. Penalties may be increased,
decreased, or declined by the director of judging or an ultimate judge,
at his discretion, in particular circumstances.
10.2 It is each player’s responsibility to consult with the tournament
producer prior to the event regarding definitions and limitations of the
rules.
10.3 A violation of these specific rules, as well as a violation of
the spirit and intent of these rules, is an infraction.
10.4 Each player must immediately submit his equipment, his paint,
and himself for an inspection whenever requested by a judge.
10.5 Players must follow all of the directions of the judges. Since
the instructions of the judges supercede these rules, a player shall not
be penalized for following the directions of a judge.
10.6 Appeals. All decisions by the judges are final. Questions or appeals
may be addressed by the team captain(s) to the head judge of the field
immediately after the players have chronographed off after the game.
10.7 A “+1" signifies that the judge will eliminate one active teammate
of the offending player. A “+2" signifies that the judge will eliminate
two active teammates of the offending player.
10.8 Successive or continuing infractions are grounds for successive
penalties. Example: the offending player is an active player and
commits the infraction of arguing with a judge; the judge eliminates him
from the game. He continues to argue with a judge; the judge eliminates
an active player from his team. If he continues to argue, the judge eliminates
another active player from his team.
10.9 Certain infractions result in Penalty Points. Successive or continuing
infractions are grounds for successive penalties.
10.10 When a “+1" or a “+2" penalty eliminates the last player from
a team.
10.11 Coaching/cheering is not allowed. Spectators and eliminated players
must remain in the designated viewing areas and shall not signal/communicate
with active players or refs.
10.12 Collaboration: Each team is expected to act on their own.
Teams can not join forces and work together against other teams on the
field. The referees can remove players from the game for collaboration.
UNSPORTSMANLIKE CONDUCT - MINOR.
10.13 Penalty Points: The amount of penalty points assessed depends
upon the type and severity of the violation. A player or team must
be penalized for violations of the listed Rules, Safety, Chronograph or
Unsportsmanlike Conduct violations. A player or team may in addition
be penalized for violations not specified in these rules where it is determined
by the ultimate judge that such penalty is warranted.
10.14 At a referee's discretion, he may order a player to leave the
field (an elimination).
10.14.1 Safety Violations: Examples of safety violations are
removing goggles during play, playing with unsafe goggles, tampering with
paintballs by adding foreign substance to them, failure to obey a referee's
safety order, deliberately playing with a paintgun shooting over the velocity
limit, etc. SAFETY MINOR: 6 POINTS, MAJOR: 12 POINTS.
10.14.2 Rules Violations: Examples of rules violations are continuing
aggressive play after being marked, shooting over a boundary, removing
a splat mark (wiping), failure to obey a referee's rules order, etc
RULES MINOR: 5 POINTS, MAJOR: 10 POINTS.
10.14.3 Unsportsmanlike Conduct: Examples are verbal abuse, aggressive
physical contact with an opponent, deliberately shooting at a referee,
spectator or eliminated player, failure to obey a referee's conduct order.
UNSPORTSMANLIKE CONDUCT MINOR: 6 POINTS, MAJOR: 12.
10.14.4 Chronograph Violations: One (1) point for every 3 fps
over the limit, measured as set forth in Rule 2.3.
10.14.5 ANY MAJOR VIOLATION IN ANY CATEGORY MAY RESULT IN ELIMINATION
FROM THE TOURNAMENT.
10.14.6 POINTS LISTED ARE MAXIMUMS. The Ultimate Judge will determine
penalty points, and may not award maximums.
10.15 8.4 Replaying a Game: The ultimate judge has the discretion to
call a game for darkness, false start, weather conditions, injury or illness,
protracted player infractions or any other circumstances which dictate
the game should be stopped. It is recommended that the game be replayed
in full, on the field, with teams taking the same flag stations.
If it is impossible to replay the game, the score including penalty points
assessed at the time the game was called shall constitute the final score
of the game.
11 SUSPENSIONS & EXPULSIONS
11.1 The producer or his designated representative is the only
person authorized to penalize a player with probation, suspension, and/or
expelling a person from a tournament.
11.2 A person expelled or suspended from a tournament must leave the
premises and not return.
11.3 Anyone who engages in belligerent behavior and/or threatens physical
violence will be expelled from the tournament and placed on one-year probation.
11.4 Anyone who physically assaults another person will be expelled
from the tourney and suspended for one year.
11.5 While on probation, another incident of bad sportsmanship will
result in a one-year suspension.
11.6 After returning from suspension, any further incidents of bad
sportsmanship behavior will result in a lifetime ban.
11.7 Anyone who litters, vandalizes or behaves in an unsafe manner
will be expelled from the tournament.
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