Post by Captain America on Nov 7, 2009 0:06:05 GMT -5
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”); Division 3 (“D3”) and 5 Man Division 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) 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 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 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)
4.10 National Classification Conversion Chart
(If you have both NPPL and PSP classifications, your USPL classification will be whichever is
higher)
• 2008 Pro NPPL = USPL SP (unless listed on a 2009 PSP Pro or NPPL Pro Roster)
• 2008 SP NPPL = USPL SP
• 2008 D1 NPPL = USPL D1
• 2008 D2 NPPL = USPL D2
• 2008 D3 NPPL = USPL D3
• PSP Pro = USPL Pro
• SP PSP = USPL SP
• D1 PSP = USPL D1
• D2 PSP = USPL D2
• D3 PSP = USPL D3
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 will be 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 submitted
to 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
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 Threefor-
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 waseliminated, 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 do not shoot, may return and touch the flag station,
without penalty.
(7) Abandoned Equipment or Uniform. Player abandons equipment (other than squeegees, the
game flag, rags, or full or empty pods), on the field by more than five feet.
(8) Compressing Bunkers. Players found to be altering a bunker to gain an advantage for
elimination, such as pushing the marker or body between two bunkers, compressing the shapes,
stepping or jumping on, or moving the bunker off its axis will be eliminated. The initial contact of
the hand on the bunker will be allowed provided it does not compress the shape excessively
or move it off its axis. Players may also not use pods or equipment to fill gaps between bunkers. .
Players may not push themselves through 2 bunkers that are touching to gain access to the other
side.
(9) Faulty Check-Out. Live player checks-out at game end with an unobvious hit.
(10) Dead Man Walks are prohibited: as defined herein: Players that take such action that would
cause members of the opposing team or field referees to reasonably believe that such players
have been eliminated, including but not limited to, calling themselves hit or out, holding the
markers above the shoulders, placing objects in the barrel, walking with eliminated player(s),
turning away from oncoming aggressive player(s) will be eliminated. Players who have been
marked by a player doing a dead man walk will be reinstated in the game unless the player has
already been eliminated by a referee.
(11) Player is hit in an obvious location.
(12) Failure to wear goggles.
(13) Velocity Violation. Shooting 301 feet per second (FPS) to 309 FPS.
(14) Players who are observed working on their markers during the course of the game, with the
exception of cleaning paint out of barrels, loaders or feed ports will be immediately removed from
play.
22.03 One-for-One. Assessment of the one-for-one penalty (the removal of the player committing
the infraction and a teammate) may take place for the following infractions:
(1) Playing-On. A player that continues to play after an obvious hit 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 Suspensions and Disqualifications. All Suspensions will be issued by the Head
Referee of each field and kept track by the Ultimate Referee. All Disqualifications will be issued
by the Ultimate Referee.
23.02 Team Responsibility. Teams are responsible for the conduct of everyone on their
roster which includes both players and supporters. During the event the following will apply to
fines, suspensions and ejections.
23.03 Suspensions. Players may be issued three-game, six-game, event orone 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, shoulderbump).
(3) Verbal Abuse. Verbally abusing any individual during or after play.
(4) Shooting at a Velocity of 320fps or higher.
(5) Not having a Barrel Blocking Device on maker in un goggled area.
(6) Not having the marker bagged outside Players Paddocks.
(7) Illegal Reentry. Player leaves the dead box and reenters the field, but does not shoot any
paintballs after being warned by a referee not to leave the dead box.
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 quarterfinals
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.
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”); Division 3 (“D3”) and 5 Man Division 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) 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 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 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)
4.10 National Classification Conversion Chart
(If you have both NPPL and PSP classifications, your USPL classification will be whichever is
higher)
• 2008 Pro NPPL = USPL SP (unless listed on a 2009 PSP Pro or NPPL Pro Roster)
• 2008 SP NPPL = USPL SP
• 2008 D1 NPPL = USPL D1
• 2008 D2 NPPL = USPL D2
• 2008 D3 NPPL = USPL D3
• PSP Pro = USPL Pro
• SP PSP = USPL SP
• D1 PSP = USPL D1
• D2 PSP = USPL D2
• D3 PSP = USPL D3
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 will be 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 submitted
to 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
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 Threefor-
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 waseliminated, 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 do not shoot, may return and touch the flag station,
without penalty.
(7) Abandoned Equipment or Uniform. Player abandons equipment (other than squeegees, the
game flag, rags, or full or empty pods), on the field by more than five feet.
(8) Compressing Bunkers. Players found to be altering a bunker to gain an advantage for
elimination, such as pushing the marker or body between two bunkers, compressing the shapes,
stepping or jumping on, or moving the bunker off its axis will be eliminated. The initial contact of
the hand on the bunker will be allowed provided it does not compress the shape excessively
or move it off its axis. Players may also not use pods or equipment to fill gaps between bunkers. .
Players may not push themselves through 2 bunkers that are touching to gain access to the other
side.
(9) Faulty Check-Out. Live player checks-out at game end with an unobvious hit.
(10) Dead Man Walks are prohibited: as defined herein: Players that take such action that would
cause members of the opposing team or field referees to reasonably believe that such players
have been eliminated, including but not limited to, calling themselves hit or out, holding the
markers above the shoulders, placing objects in the barrel, walking with eliminated player(s),
turning away from oncoming aggressive player(s) will be eliminated. Players who have been
marked by a player doing a dead man walk will be reinstated in the game unless the player has
already been eliminated by a referee.
(11) Player is hit in an obvious location.
(12) Failure to wear goggles.
(13) Velocity Violation. Shooting 301 feet per second (FPS) to 309 FPS.
(14) Players who are observed working on their markers during the course of the game, with the
exception of cleaning paint out of barrels, loaders or feed ports will be immediately removed from
play.
22.03 One-for-One. Assessment of the one-for-one penalty (the removal of the player committing
the infraction and a teammate) may take place for the following infractions:
(1) Playing-On. A player that continues to play after an obvious hit 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 Suspensions and Disqualifications. All Suspensions will be issued by the Head
Referee of each field and kept track by the Ultimate Referee. All Disqualifications will be issued
by the Ultimate Referee.
23.02 Team Responsibility. Teams are responsible for the conduct of everyone on their
roster which includes both players and supporters. During the event the following will apply to
fines, suspensions and ejections.
23.03 Suspensions. Players may be issued three-game, six-game, event orone 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, shoulderbump).
(3) Verbal Abuse. Verbally abusing any individual during or after play.
(4) Shooting at a Velocity of 320fps or higher.
(5) Not having a Barrel Blocking Device on maker in un goggled area.
(6) Not having the marker bagged outside Players Paddocks.
(7) Illegal Reentry. Player leaves the dead box and reenters the field, but does not shoot any
paintballs after being warned by a referee not to leave the dead box.
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 quarterfinals
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.