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Velocity Summer Series Rules are modified NPPL rules. They are modified to accept a 3 and 5-player center flag format. These are some basic General Rules. For a complete copy of the rule book please e-mail
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I. General Information 1. The Sport and the VSS 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 five players for Kids, Beginner and Rookie Divisions and seven players for the Novice Division. The objective of the game is for each team to capture the flag in the center of the field and to eliminate as many opposing players as possible, while returning the flag to the opposing teams’ flag station within a limited time period. Games played in the Velocity Summer Series will have a 3-Minute limited time period for Kids, Beginner and Rookie Divisions and 5-Minute limited time period for Novice Division. 1.02 Rules Committee. The Rules Committee is responsible for formulating the official playing rules (“Rules”) for the sport of paintball. The Rules Committee will meet within the week prior to the beginning of each Velocity Summer Series Event to review and issue interpretations of these Rules. 1.03 Referees. The Referees are responsible for strict enforcement of these Rules disseminated by the Rules Committee. See Rule 11. 1.04 Divisions. The VSS will have four divisions consisting of: Kids, Beginner, Rookie and Novice. 2. The Field and Adjacent Areas 2.01 The Playing Field. The playing field shall have one Flag Station, which will be placed in the center of the field. The flag station 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. 2.03 Start and Dead Boxes. There will be two dead boxes at each end of the playing field in the out-of-bounds 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 to go into the safety zone are subject to immediate removal from the site by VSS Staff. 2.06 Field Orientation. Any team competing in an Velocity Summer Series tournament may examine any and all playing fields on the morning 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 VSS or Velocity Paintball. No photographers are allowed on the playing field at any time. Photographers will follow directions of the VSS 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 Role of the Promoter. The tournament promoter will supply tournament information concerning entry fee, a schedule of events, including time and place for the Rules Committee meeting and the Captains’ Meeting,1 hotel information, and an Insurance waiver to any player or team having entered a VSS sanctioned tournament. Teams must adhere to the administrative rules and regulations promulgated by the promoter for any given tournament (e.g., no filming, shooting photographs or otherwise recording games). 3.02 Entry Fees. Entry fees must be paid to the promoter of the VSS sanctioned tournament. Team rosters will be accepted and player wristbands issued only after all administrative or penalty fees have been paid in full. 3.03 A Captains’ Meeting will be held in the morning prior to the beginning of each VSS sanctioned tournament. The purpose of this meeting is to provide information to the players concerning the League, any administrative changes to the League or the Rules, and other regulations governing teams’ participation in the VSS sanctioned tournament. 4. Rosters 4.01 Kids, Beginner and Rookie Teams must submit complete rosters 3 days prior to each event, after this point the roster can not be changed or added to. Teams may have up to 5 active players on their roster. See Rule 23.07. 4.02 Novice teams must submit complete rosters 3 days prior to play. Team rosters may not be changed or added to. Teams may have up to 7 active players on their roster. See Rule23.07. 4.03 Team Supporters. All team supporters are required to register at each event. Each supporter must fill out a waiver. 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 VSS sanctioned tournament. See Rule 23.07. 4.06 Roster Changes. Teams may make changes to their roster between events. Teams may remove any number of players provided that 3 players remain consistent throughout the series but the addition of players is subject to the following maximum criteria (except under exceptional circumstances):- (1) All player information is submitted by the registration deadline prior to an event (2) Kids Beginner and Rookie Divisions may add up to 2 new players per event (3) Novice may add up to 3 new players per event 4.07 Player Status (1) Kids player, 15 and under, No Tournament Experience, cannot turn 16 until after September 7th, 2009 can move up to Beginner and Rookie (2) A Beginner player, any age, No Tournament experience, can move up to Rookie and Novice (3) A Rookie Player, any age, Only Tournament experience is Beginner VSS the previous year and/or placed in top 5 of VSS Beginner the previous year, local tourney play not above D5 allowed. (4) A Novice player is any age, placed in Top 5 of Rookie VSS the previous year or local Tourney, eligible to play D4 AFTS (5) No player from any Division can move to a lower Division once the season has started. 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. Players’ uniforms cannot be more than 50% the color red, which is reserved as the “Protected Color” for referees. 5.02 Jerseys/Long sleeve shirts. Team players are encouraged to wear jerseys/shirts consisting of the same color and style. Jerseys may not be completely red or be designed to cause confusion with Referees. (1) No short sleeves will be allowed. (2) All jerseys or long sleeve shirts must cover the whole arm to the wrist. (3) Short sleeves with elbow pads will not be permitted. 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 open cell foam and must not be modified from the manufacture’s original form. Jersey’s must be submitted to the VSS Scrutineer and approved in writing from the VSS to be considered legal. 5.04 Patches. Patches are not allowed on Jerseys unless they are provided by the VSS. 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 or slide shorts and one short or long sleeve t-shirt or under armor, provided that it contains no padding. Players may not wear sweatshirts. Any other soft padding in garments is prohibited. 5.06 Appearance. Players’ clothing must fit well. (1) Jerseys must be tucked into player’s pants or harness. (2) Players may not wear any oversized clothing. (3) 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 Armbands. Team members will be given an armband that is distinctive from the armband of the opposing team. Players must affix one armband to their left arm prior to game start. Armbands will be at least two inches in width and long enough to fit around the upper arm. 5.10 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. 5.11 Metal Cleats. Players may not wear metal or ceramic cleats or cleats that may injure other players or damage the playing field (e.g., puncture a bunker). 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) Neoprene neck protection; (2) Forearm and elbow protection; (3) Shin and knee protection; (4) Groin protection; (5) Chest protection (female players only). 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. 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. 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, de-bounce, 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 Velocity Summer 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 23.06. 7.05 Surrender of Marker. Players must surrender their marker immediately upon the request of any Referee or VSS 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 23.06. 7.06 Marker Velocity. Markers may not exceed a maximum velocity of 285 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 23.03(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 ASTM Standard F2271 over or in their barrel at all times that the marker is in any un-goggled area. See Rule 23.03 (Three-Game Suspension). 7.11 Stickers. Stickers on markers and barrels are limited to one 2” by 4” sticker on each side of marker. Stickers on loader lids are allowed. Colors of stickers may not contain the Protected Color. 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 23.03 (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 one 2” by 4” sticker on each side of the loader or other feeding devices in any color, except the Protected Color. 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. 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. 9.02 Red Paint Prohibited. Players may not use red filled paint (“Prohibited Paint”). Players using Prohibited Paint or paintballs that do not comply with ASTM standard F1979-04 or VSS non-staining criteria will do so at their own risk and will be subject to penalties in Rule 23.08, 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. 10.02 Specifically Prohibited Items. Players may not use any listening devices, communication devices or any form of electronic surveillance. Subject to Disqualification rule 23.07. 10.03 Specifically Prohibited Items;Tools. Players may not carry any tools on the playing field that will alter the marker in any way. 10.04 Generally Prohibited Items. Players may not bring any item not specified permitted for use in VSS sanctioned tournaments in Rules 5 through 10 onto the playing field unless approved by the VSS Scrutineer prior to game start. III. Officiating (Referees) 11. Referees 11.01 Velocity Summer Series tournaments shall be officiated by “Referees”. The term “Referee” will include: “Ultimate Ref”, “Scrutineer”, “Coach”, “Head Refs”, “Chrono-Refs”, “Corner Refs”, “Flag Refs” and “Field Refs”. Each playing field will be staffed with a minimum of six Field Refs including one Head 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 Pre-game 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 VSS Scrutineer. 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. (2) Flag Carriers. No flag carrier will ever be stopped for the purposes of performing a paint check. (3) Not Easily Verifiable. Players, who are hit in obvious locations, which are not easily verifiable, by such players may call for a paint check. (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. The Referee will then pull the eliminated player’s armband. 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. Referee will then pull a player’s armband 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) 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. (7) 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”. 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 the Start Station. Players must start in front of the break out board with Makers touching the Start 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. 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) instruction from a Field Ref to cease fire; (2) successful flag hang; (3) 3 or 5 -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. 15.03 Game End. A game will end only by the Head Ref on the field announcing, “Game over.” 16. Flags 16.01 Game Flags. Once a Game flag is hung in its flag station prior to the start of a game, it is not to be touched by any team. A Player tampering with a flag will be eliminated. 16.02 Carrying the Flag. Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag in any way. 16.03 Passing the Flag. Flags may be passed from live players to live players. 16.04 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 is found to have a hit, then the Flag Ref will radio his counterpart to re-hang the flag. The replacement flag will be immediately hung in the flag station. 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. 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. 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 remove armband, put on barrel sock over his or her marker barrel and proceed directly to the dead box at their teams end of the field, 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, 23.03 and 23.04. 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. 21.06 Unsportsmanlike Conduct. Players will be eliminated if they engage in unsportsmanlike like conduct and will be subject to further penalties, see Rules 23.03 and 23.04. 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 a VSS sanctioned tournament shall not engage in conduct that would bring the VSS, 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 23.05. 21.08 Act Paintball Responsible. The VSS encourages all player members while attending VSS 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 23.05 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. (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 23.03. (3) Player leaving the dead box during a game. See rule 23.03. 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 touches the line or goes out-of-bounds (irrespective of whether the boundary tape, if any, is moved). (3) Second Offenses; second offenses for wrongfully calling for a paint check, or use of inappropriate language. (4) Surrender. Player without being hit raises marker above head, or shouts “hit”or ”out”, is not wearing armband, walks with eliminated player(s) or otherwise creates the appearance of having been hit. (5) Faulty Start. Player’s marker barrel is not touching the flag station at the game start. (6) 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. (7) 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. (8) Faulty Check-Out. Live player checks-out at game end with an unobvious hit. (9) 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, hiding their armbands, 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 by a referee unless their armband has already been removed then the player is eliminated. (10) Player is hit in an obvious location. (11) Failure to wear goggles. (12) Velocity Violation, Shooting over 285 feet per second. (13) 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. (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. (5) Tools. Player possesses, but does not use tools on playing field. (6) Velocity Violation; Shooting between 290 FPS and 300 FPS (inclusive). (7) Faulty Check-Out. Live player checks-out at game end with an obvious hit. (8) Distraction Tactics; Requesting paint check to distract a Referee from a hit on a player or a player’s teammate. (9) 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. 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. Also subject to suspension Rule 23.04(5). (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 Ultimate Ref becomes involved. 23. Suspensions, Disqualifications, Fines 23.01 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.2 23.02 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 23.07. 23.03 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., spit, shove, grab, shoulder-bump). (3) Verbal Abuse; verbally abusing any individual during or after play. (4) Shooting at a Velocity of 300fps 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. 23.04 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., punch or kick). (3) Over Shooting; over shooting any other player with intent to injure. (4) Deliberately Shooting Referees. (5) Shooting after acknowledging elimination. (6) Shooting from the Dead Box. 23.05 One-Year Suspension. Any player or team that violates Rule 21.07 shall be prohibited from competing in any VSS sanctioned 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 2 In addition to these penalties, teams and players may be liable for damages and injuries caused under civil law and may be subject to prosecution under the criminal law of the local jurisdiction. Examples include, but are not limited to the use of Prohibited Paint, velocity violations, and verbal or physical abuse. 23.06 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. 23.07 Disqualification plus Forfeiture. A team will be disqualified from a VSS 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. 23.08 Forfeiture. A team will forfeit points from any game that they are found to be in violation of the following rules: (1) Prohibited Paint. Any player is found using Prohibited Paint. See also Rule 9.02 and Footnote 2. 23.09 Fines. Players may be required to pay a minimum fine of $250.00 and maximum fine of $5,000.00 per occurrence for actions resulting in penalties under Rule 23. The team of a player assessed a penalty will be prohibited from competing in any future VSS sanctioned tournament until such fine has been fully paid. 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 available online one day prior to the beginning of the tournament and will thereafter be posted in the VSS scoring area. 25. Seeding 25.01 Seeding. Teams will be seeded in accordance to series points awarded at VSS events of the current season. 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 25.03 After the preliminary round, teams will be re-seeded. 26. Series Points The series point structure is 10 points for a 1st place finish, 8 points for 2nd place, 6 points for 3rd place and 4 points for 4th place. Each team under fourth will receive 3 participation points. In the event of a tie, the average score over the course of the entire tournament in preliminary round competition only will determine the winner. The finals will not be used for the purposes of a tie breaker. All game points accumulated during the course of preliminary game play is added and divided by the number of games that the team played. i.e. a team has scored 50, 45, 50, 25 then the points are added, in this example 170 points, and divided by the number of games played, in this example 4. So 170 / 4 = 42.5 points average per game. 27. Scoring 27.01 Game Scoring. Scoring for games will be conducted on a 100 point system and will be awarded as follows for Kids, Beginner and Rookie 3-Player Divisions: (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 flag will be awarded 50 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 32 points. 27.01a Game Scoring: Scoring for games will be conducted on a 100 point system and will be awarded as follows for Novice 5-Player Division. (1) Eliminated Players. Both teams will be awarded 4 points for every player eliminated on the opposing team (2) Remaining Players. Both teams will be awarded 2 point for every player on such team not eliminated. (3) Flag Pull. The first team to pull the flag will be awarded 20 points. Flag pull points will be awarded only to the first team that pulls its opponent’s flag. (4) Flag Hang. The first team to successfully hang the opposing team’s flag at its flag station will be awarded 50 points. 27.02 Score Sheet Procedures. (1) The score sheets will be filled out by the head referee of the field 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, an Ultimate Referee may be called. The Ultimate Referee will talk with the Head Referee of the field and both team captains. The Ultimate Ref will decide whether the score sheet must be amended, and if the team captain still refuses to sign the sheet, the Ultimate Referee will validate the sore. (6) Score sheets will be filled out in four copies. The original copy will go to the scores table via runner and a duplicate will stay with the head referee. Each team captain will be given a copy of the score sheet. (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. 27.03 Session Scoring. (1) During the preliminary rounds, teams will be ranked by the cumulative points earned in the games played in such round for that days event. (2) Final Rounds Top Four. In final rounds teams will play one game against each team in finals. Individual game points will be taken into account. The team with the highest score at the end of the final round is the winner. 27.04 Tie Score Preliminary Rounds. In case of a tie score among teams in Preliminary 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) VSS ranking. 27.05 Tie Score Final Rounds. If the teams involved have the same number of points after the final round, 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. © 2007 National Professional Paintball 31 League, Inc. (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. Tournament Rules are the copyright of NPPL and VSS. The rules are abbreviated and modified from National Professional Paintball League’s 2007 list of rules including amendments. Alterations to the rules have been made to include 3 and 5 player formats of the VSS. © 2007 National Professional Paintball League, Inc. © 2009 Velocity Summer Series, Velocity Paintball LLC
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