Post by Captain America on Feb 2, 2009 12:08:30 GMT -5
I found these at www.colorsplashpaintball.com/tournamentsevents/triwarrules.html They're slightly modified from the SPPL rules for scenario games but they have the basics and have ommitted the more anal WTF type rules in SPPL's rule book. They'd certainly work great for our needs.
Mini-Scenario Challenge Rules-- Adapted from the Full Rules of the Scenario Challenge (v. 5.6)
Version 1.0 (10/15/06)
Items in Yellow are changes from the original rules
1.0) Objective: Score the most points possible during the course of the game
2.0) Duration of Game: Thirty (30) minutes
2.0) Team Size: Team may have a maximum of seven (7) starting players, with up to three (3) substitution team members in the event of injury, gun malfunction or exhaustion. All teams must report to the head referee prior to game time. Any team reporting at game time with fewer than five (5) players (4 or less) forfeits the game.
3.0) Substitution: A player can be substituted at any time during the game; however, the substituted player must wait until next re-insertion to enter the field of play.
4.0) Team Color Armband: Each player will be issued a Team Color Armband that will be consistent with all members of the player's team. Each player must wear the armband on the right arm in a plainly visible fashion (with no overlapping clothing). At the start of the game the elimination referee will only issue 7 armbands for the "starters" of the team as to ensure only 7 active team members will be on the field of play at any given time. If a player loses his/her armband on the field of play they are deemed "eliminated" (with no point penalties), and must return to the elimination zone to report the loss and be issued another team color armband. It is recommended that players securely fasten the armbands and that teammates check each other's bands to ensure that they are secure before entering the field of play. (Also check your armband periodically during the course of the game.)
5.0) Game Field: Regulation playing fields shall be no less than four (4) total acres and not to exceed seven (7) acres in total size. The field will contain three primary objectives, which are "take and hold" type objectives (bases), and three minor objectives, which are "capture" type objectives. The game field will be open for the team to walk no later than 8 AM the morning of the event.
6.0) Take and Hold Objectives: There shall be three such major objectives or Bases. These shall consist of a defensible position with a flag pole with two flags attached to the lanyard (red for one team and yellow for the other). A team shall be counted as "taking" and "holding" the objective when that team's flag is in the fully raised position on the flagpole. Teams will receive two points for every minute that its flag is in the raised position (rounded up or down depending on the amount of seconds within the minute). Example: Red team raises home base flag at 29 seconds in the game, if they hold their home base for the entire game they will be awarded 60 points rather than 58 points if they raised the flag at 45 seconds into the first minute.
NOTE: Teams will not receive points for partially raised flags (when one flag is raised slightly higher than another). The flag must be fully raised in order for the appropriate team to receive points. For example, if a player from Yellow Team receives an eliminating hit while in the act of raising his team's flag and only manages to raise it slightly higher than Red Team's flag, Yellow Team will still not be awarded points. In order for the flag change to be recognized by the referees, a team's flag must be fully raised.
In an "attack and defend" scenario, if the attacking team raises their opponent's flag fully for only a few seconds, but it is then switched back by the defending team, then one (1) point will be awarded to the attacking team.
6.1) Both teams shall have a main base and a designated Elimination Zone. Each team's Elimination Zone should be located approximately 50 yards from its nearest flag station. Every effort should be made to ensure that the Elimination Zones are of equal distance to their team's respective flag station.
6.2) The "Swing" flag station shall be roughly equidistant from the other two bases. The position of the three flag stations should make an equilateral triangle when viewed on a map.
6.3) The distance between the three flag stations should be approximately between one hundred and fifty (150) and two hundred (200) yards.
7.0) Capture Objectives: There shall be three minor "capture-type" objectives. The Capture Objective shall be contained in a round cylinder, approximately 16-inches by 4-inches. Each cylinder shall be placed in an undisclosed location on the field, somewhere out of the way of obvious traffic patterns. Prior to each game, the field officials will place each Capture Objective in a new position. These objectives will be placed only on the ground and will not be unduly obscured by foliage. They are to be clearly visible from a 5-foot distance from at least two directions of the compass. In other words, the objectives will be not be hidden, but still must be searched for to be found.
When a Capture Objective is collected by a player, it must be returned to the location of that player's Commander. The entire Capture Objective cylinder must be carried by the player back to his Team Commander. Once returned, the field official accompanying the team's commander shall award that team thirty (30) points and shall give that team the Advantage contained within the Capture Objective.
If a player carrying a Capture Objective is eliminated, he must remain in the place where he was eliminated and hold the Capture Objective where it can be seen until another player takes it from him. The suspended player may not return to the Elimination Zone to re-spawn until the Capture Objective has been taken by another player. Any Capture Objective that is returned to the Team Commander shall result in that team earning thirty (30) points and the Capture objective is removed from play and no longer available for points.
8.0) Advantage: Each capture objective shall contain an advantage for the team that successfully returns the Capture Objective to their team commander. At no time are "Decoy" Capture Objectives allowed on the field of play to confuse an opposing team. The Team Commander may use the Advantages at any time during the thirty minute block of play. There shall be only one type of Capture Objectives on the field for every game of the mini-SPPL, Instant Resurrections.
8.1) Instant Resurrection: Each Capture Objective shall contain two (2) Instant Resurrection armbands that are of an independent color than the two colors of armbands currently in play. The Commander (and only the Commander) may place these armbands on one or more of his players at any time throughout the game. The Instant Resurrection armband is fixed above the player's normal armband and must be clearly visible. When a player wearing an Instant Resurrection armband receives an eliminating hit, he must immediately return to his deadzone, take off his instant resurrection armband, turn in to his deadzone ref and say "I'm using my instant resurrection", and clean off his hit. At this point, he is free to reenter the field of play. Instant Resurrection armbands may not be transferred to another player after being received from the Team Commander. If a Team Commander places an Instant Resurrection armband on himself, the Team Commander's team will still receive a five-point deduction any time the Team Commander is hit, regardless of his "Instant Resurrection".
8.2) Section Deleted
8.3) Section Deleted
9.0) Eliminations: Elimination is defined as any hit from a paintball and subsequent break resulting in a marking that is equal or greater than the size of a dime. Any paint splatter from a paint grenade or mine – regardless of size – results a player's elimination. If a player is eliminated by an air strike he must tell the elimination zone official so that it is properly recorded.
Each time a player is eliminated, he must return directly to his team's designated Elimination Zone without deliberate delay. The Elimination Zone referee is there to assist and ultimately protect you from a paint check that could result in a forty (40) point penalty. When a player enters the elimination zone, the field official will first check and document all hits on the player and record the player's elimination. Afterwards, the zone referee will wipe those hits with a damp sponge so that the player may reinsert "clean", with no apparent hits.
IMPORTANT: Players MUST be mindful of hits they receive. It is ultimately the player's responsibility to make sure all hits are recorded and properly "sponged" off. If you DO get assessed a wiping penalty for a previous hit that was not sponged off, you have no one to blame but yourself.
9.1) At every 5-minute mark of the hour, (top of the hour, top plus 5-minutes, top plus 10-minutes, etc.) regardless of the start time of the game, both Elimination Zones shall release all eliminated players who checked in prior to the moment of release. The players must be READY to release at this time or they must wait until the next re-insertion.
9.2) Players leaving an Elimination Zone enter the field "hot," except for a safe period of ten (10) seconds, during which time the players leaving the Elimination Zone may maneuver within the RED ZONE with out being fired upon. The Elimination Zone referee will count down the 10-second safe period at each release. Upon release, the Elimination Zone referee will announce, "No shooting in this area for ten seconds. Ten, Nine, (and so on) three, two, one, RE-INSERTION!!! " Players are not permitted to shoot into or out of the "RED ZONE" within the defending teams flag area during this period. This area will be clearly marked by boundary tape at 10-15 ft. intervals in a semi-circle fashion on tree's or available obstacles. Any hits received during this safe period are void. If a player is shot during the 10-second safe period, the hit is void AND the player who delivered the hit will be sent back to his/her team's elimination zone. The elimination ref will record the hit on the affected player who was marked illegally and release them for play once this is complete. The rest of the members released at the time of the unauthorized hit are expected to continue play unless otherwise instructed by the field ref. It is important to note that if the "inserting" team leaves the RED ZONE before the 10 second safe time is up they forfeit the rest of their teams "no shooting" time and are all them immediately active in play. If a member of the Attacking team is in the Defending teams RED ZONE they will be eliminated from play and sent to their elimination zone till the next re-insertion time.
9.3) Players who miss the release time because they are re-supplying or otherwise engaged, must wait for the next release time to re-enter the field. Players shall ONLY be released at the ten minute marks of the hour.
9.4) If a player proceeds to repair his paintball gun in the Elimination Zone, he must first air-down his paintball gun. The player must keep his barrel blocking device in place. A player who has made any repairs to his paintball marker must re-chronograph that marker before re-inserting onto the field. Chronographs will be in the hands of the Elimination Zone Referees.
9.5) Any time a player calls "hit" or "out" the player is eliminated, regardless of an actual paintball break. When calling a bounce, the player must be careful not to indicate a hit.
9.6) Any time a player puts his barrel blocking device onto his barrel or raises his paintball gun over his head for longer than three (3) seconds, that player is eliminated regardless of an actual paintball break.
Added: Re-Break: In the event a team (and only in this circumstance) is completely eliminated from the field by the opposing team. The choice of a "re-break" will be given to the team that has been completely eliminated at the cost of ten (-10) points. There are a total of 5 opportunities for re-breaks (as there are 5 re-insertions in the game) for either team.
In the event of a re-break both teams will start at their respective bases and the flags will stay as they are still actively earning points for the color that is raised.
A re-break can only be executed during the 8th minute of a re-insertion period thus allowing both teams two (2) minutes to ready themselves for the re-break. If a team is shot off the field with time to spare until the next re-insertion and plan on calling for a re-break they are encouraged to let a referee know ahead of time in order for the referee staff to prepare for re-break.
The team that is still active on the field will move in a quick/direct fashion (at the 8 minute mark of the respective re -insertion block of time) to their elimination zone to ready themselves to start at the sound of the next re-spawn.
9.7) Armbands: Must be worn on the right arm between the shoulder and elbow. Once the players' armband is no longer in place they are deemed "eliminated" regardless of reason or method of removal.
9.Cool Barrel Tagging: Is not an accepted method of elimination in the SPPL.
10.0) Surrender: If a team chooses to surrender to another team then the team that is being offered the surrender has the option of accepting or declining. If a team accepts another team's surrender then all remaining live capture objectives are considered "dead" and not eligible to be found. All flag stations will be considered raised to the team accepting the surrender from the opposing team for the time left in the thirty minute game. The surrender of a team can only offered to the other team by a commander via any referee. The game schedule will not be altered and the extra time gained will be used for team prep and referee recovery unless otherwise stated by the head referee on the field.
11.0) Team Commander: Each team shall designate one team member as "Team Commander" immediately prior to the beginning of the game. The Team Commander, and the Team Commander alone, will be responsible to relay the team's wishes to the field officials. When a Team Commander is eliminated, his elimination shall result in a 5-point deduction (negative five (-5) point penalty) against his team. Team Commanders cannot be changed during a game and the Team Commander cannot communicate while he is eliminated – either to his team or to the field officials. Therefore, Advantages may not be used while the Team Commander is eliminated. A field official will always accompany each Team Commander. A Team Commander must wear an armband of his team's color, clearly visible, on the band of his facemask.
12.0) Re-supplying: Eliminated players may restock only while in the Elimination Zone. Players may take as much paint, extra Co2/HPA tanks, and water onto the field as they choose however, players may not take refill stations, such as scuba tanks or bulk Co2 tanks, onto the field.
13.0 Attire: Players may wear a variety of clothes and gear with the exception of any gear that the field official determines is overly padded for the purpose of causing a paintball to bounce. Field "armor" will not be allowed. Loose fitting clothing shall be allowed within reason at the sole discretion of the field official. Standard burlap or radar-disbursing net "ghillie" suits shall be allowed. However, a player wearing a full or partial ghillie suit shall be held to the ghillie suit elimination requirements as stated in Section 14.0. "Goggleflage" type headgear shall not be considered a ghillie suit. Teams are encouraged, but not required, to wear matching camouflage.
14.0) Ghillie Suits: Any player wearing a full or partial ghillie suite (including ghillie that is attached to load bearing equipment) made of burlap or radar-disbursing vinyl mesh is required to call any direct hit as an elimination regardless of whether the paintball broke or not. Field referees shall be particularly thorough with ghillie-suited players and will typically perform a detailed paint check any time a ghillie-suited player is in a firefight.
15.0) Illegal Practices: The following are considered illegal practices:
15.1) Playing On: "Playing On" shall be defined as a player moving more than one yard, firing a paintball gun or other weapon, or remaining in the game more than three seconds after the player has been hit with a paintball in an obvious location (at the sole discretion of the referee), with the paintball leaving a spot of paint that, when covered with a dime, will show paint on all sides of the dime. A referee will NOT call a player "out" until three seconds after the player has been hit (unless the player calls a paint check on himself.) If a referee must call a player out, that player is Playing On and a penalty will be assessed to that player's team. Playing On and Wiping penalties are severe penalties and will be strictly enforced. There will be no warnings issued, and the referee's initial determination is conclusive and thereby not open to discussion.
15.2) Wiping: "Wiping" shall be defined as Playing On after making an effort to obscure or otherwise remove the paint left by a hit as described in section 9.0 of the SPPL rules.
15.3) Leaving the Field of Play: "Leaving the Field of Play" shall be defined as any time a player sets foot across the boundaries of the field.
15.4) Field Adjustment of Marker Velocity: "Field Adjustment of Marker Velocity" shall be defined as any time a player takes a mechanical action, the result of which is to raise the velocity of his or another player's paintball gun (or other paintball "weapon").
15.5) Hot Gun: "Hot Gun" shall be defined as any paintball gun or "exotic marking device" fires consistently more than five (5) feet per second over the stated field limit. Field officials may check marker velocity any time during a game at the field official's discretion.
15.6) Illegal Talking: "Illegal Talking" shall be defined as any time a player speaks, motions, radios or otherwise communicates with his team members after that player is eliminated. Players may identify themselves over their radio as being eliminated (i.e., "Player 'John Doe' Out") within no more than five seconds after the elimination. Any communication after five seconds after a player is eliminated is deemed "Illegal Talking" and subject to penalty.
15.7) Dishonor of Referee: "Dishonor of Referee" shall be defined as any time a referee or other field official, in his own discretion after having been confirmed by the Primary Field Official, that a player has disregarded instructions or has otherwise behaved aggressively toward a referee.
15.Cool Unsportsmanlike Conduct: "Unsportsmanlike Conduct" shall be defined as any time a player, in the discretion of a field official or referee after having been confirmed by the Primary Field Official, swears at another player or otherwise behaves in an overtly aggressive way toward another player or field official.
15.9) Illegal Device: "Illegal Device" shall be defined as the possession or use of any device that has been deemed "illegal" by these rules or the field. At minimum, Illegal Devices shall include prohibited marker/hopper combinations, shields, unbreakable trip wires, air horns, knives, firearms, whistles, hot-burning smoke, pyrotechnics, laser sights, crossbows, sling shots, blow guns, or tools outside of the elimination zone that would permit the user to adjust the velocity of the marker on the field of play
16.0) Penalties: The following Illegal Practice penalties shall be levied against the teams:
Playing On – 40 points
Wiping – 40 points and a one-for-one penalty for the rest of the game
Leaving the Field of Play – 10 points per player
Field Adjustment of Marker Velocity – 40 points
Hot Gun – 10 points
Illegal Talking – 20 points
Dishonor of Referee – 10 points
Unsportsmanlike Conduct – 10 points
Illegal Device – 20 points
17.0) Special Weapons: A variety of Special Weapons shall be allowed in the game. The following is a list of allowable Special Weapons and the rules related to those Weapons. If the host field prohibits any one or more of these Special Weapons, then that or those Special Weapons shall be an Illegal Device for the game. It is the sole responsibility of the team to determine which Special Weapons will be allowable for the game.
17.1) Grenades: (Unlimited quantity is allowed on the field.) Any non-pyrotechnic, hand-thrown grenade shall be allowed. A player is considered eliminated if one speck of paint from a grenade or more is found on his person or equipment.
17.2) Grenade Launchers: (Unlimited quantity allowed on field.) If allowed by the host field, Scepter brand or equivalent-sized paintball grenade launchers shall be permitted. A player is considered eliminated if one speck of paint from a grenade or more is found on his person or equipment. Grenade Launchers must only be used at an angle of forty-five (45) degrees or more. If a Grenade Launcher is employed at an angle of less than forty-five (45) degrees, then it shall be considered an Illegal Device. All Grenade Launchers must have a device for plugging the barrel.
17.3) Rocket Launchers: (Limit: one (1) launching device per team and 10 rockets projectiles used per 1 hour game.) All rockets must chronograph under the speed of 230 feet per second. Every rocket must be approved by the host field prior to the game. All rockets must have a device for plugging the barrel and must use ONLY two-inch Nerf rounds.
Rockets may only be fired at the obstruction (man made or natural) used as "cover" by the opposing team or player. The point at which the rocket first impacts is the center of the elimination area. ALL players within a 5-yard (15-foot) radius of the impact point will be eliminated. The point of impact of a rocket is where the rocket first struck an object or the ground, not where the rocket came to lie. A rocket that is thrown by hand will have no effect. Once a rocket is shot it is no longer in play and will be considered "Spent".
It is prohibited to fire a rocket directly at an "open" opponent. If a rocket is shot directly at a player who has no cover and strikes a spot or structure within five (5) paces of the player, the team shooting the rocket will assessed an "Illegal Device" penalty, and the player who shot the rocket will be eliminated until next re-insertion.
NOTE: Players using rocket launchers must inform a referee prior to the shot. A referee MUST witness the shot. A designated rocket launcher player may request a referee to follow him for a short time prior to engaging a target. A referee will remain near the rocket only if it is actively engaging targets. There will be no penalties for a paint check that results in no eliminations when a rocket is involved.
Each rocket must have the owning team's name written on it. Properly identified rounds are the only rockets the team is authorized to fire. Carrying rockets without a team marking or a different team's marking will result in an "Illegal Device" penalty. (Proper identification assists the officials in properly tracking who shot the rocket and ensures that the "Spent" rockets are given back to the appropriate team after the game.)
NOTE: Rockets without any identification are considered void and therefore "invalid" during the course of a game. If an unidentified (unmarked) rocket is used during the contest, the impact will not result in any eliminations and the rocket will be considered "Spent".
17.4) Paintball Mines: Any type of paintball mine may be used, providing:
It does not utilize a pyrotechnic charge
The trip wire is breakable by a pedestrian
17.5) When a paintball mine is triggered, if a player receives one speck of paint or more on his person or equipment, that player is eliminated. It is recommended that any time a paintball mine is triggered, the mine layer or teammate call a paint check. There will be no penalty for a paint check that results in no eliminations when a Paintball Mine is involved.
17.6) Perimeter Warning Devices (PWD): Any PWD may be used, providing:
It does not utilize a pyrotechnic charge
The tripwire is breakable by a pedestrian
17.7) Full Auto: If the host field permits full-auto mode for paintball markers, then the game shall likewise permit full-auto mode. Colorsplash paintball does allow full-auto mode, although it must still be under 15bps.
17.Cool Paint Checks: There are two types of Paint Checks. Any time any one of these paint checks is called, all play must stop within a 20-yard radius of the person who is being checked. No player may fire or move during the course of a Paint Check. Players may clean guns, replace paint, communicate or do any activity that does not require that they discharge their paintball gun or change position. Any person hit by a paintball during a paint check must call a Paint Check on himself and have the referee verify that the "hit" is invalid.
17.9) Referee Checks: A referee may call a paint check at his/her discretion.
17.10) Self-Checks: A person may call a paint check on himself at any time, without penalty. If a player calls a Paint Check on himself and he is hit while a referee is checking him, the "hit" will not count. If a player is unsure about a "hit", but does not call a Self-Check within three seconds after impact (in the exclusive judgment of the referee), then that player is considered as "Playing On" (providing he did receive an eliminating hit).
17.11) Opponent Checks: No longer an option
18.0) Safety: All safety rules of the host field shall be honored. Host field rules shall be made available to the teams at least one week in advance of game via forums, the scenariochallenge.com website, or phone number to the host field. The host field will brief the players on the field safety rules prior to the start of the event. Host field maximum paintball marker velocity shall be honored. At a minimum, all players are required to bring and wear ASTM approved face and eye goggles and mask. All players must report at game time with their paintball guns chronographed under field limits, and properly inspected by SPPL staff if necessary.
19.0) Misrepresenting Team Affiliation: During the course of a game, players are permitted to misrepresent their team affiliation verbally, so long as the player continues wearing his team color armband. Removing or changing a player's team color armband constitutes a sportsmanship penalty. Inadvertent loss of a team armband, in the sole discretion of the referee, may not be subject to a sportsmanship penalty.
20.0) Equipment Trading: When a player is eliminated, he may not leave or trade equipment that is held or attached to his person with another player. Any equipment that is left or traded by an eliminated player will be considered an Illegal Device. If a player leaves equipment prior to being eliminated, that equipment is NOT considered illegal.
21.0) Limited Paintball Markers: Generally speaking, any single paintball marker that is adjusted to fire more than fifteen (15) balls per second will be placed on the Prohibited Paintball Marker list.
21.1) All blow-back, electronically-assisted blow-back/blow-forward and mechanical markers will be allowed, unless they have been modified to fire more than 15 paintballs per second, or unless they are deemed prohibited by the SPPL. These classes of markers are permitted to use any hopper they see fit to feed paintballs into their marker.
21.2) Electro Pneumatic markers that use a pneumatic solenoid: (Angels, Matrix and all variants, Shocker, Ion, Nerve, Electronic Autothingyers, ICD Bushmasters, Freestyles etc…) shall not be able to use a force feed hopper or any other agitated hopper that has an advertised feed rate above 15 balls per second, with the exception of a Qloader.
22.0) Inspection of Paintball Markers: All markers, equipment, and launching devices will be made available for a general inspection by SPPL staff prior to game play, including but not limited to safety status, Chronographing, and possible rate-of-fire tests. Any equipment that a player or team feels may be penalized during game play should be brought to the attention of the SPPL staff well in advance of game time. Upon request of any SPPL referee or authorized league representative, a player must immediately make available his/her marker for inspection at any time during an event. The player must not alter fire, pull the trigger, adjust, turn on or off, or operate any switch or button until the marker is inspected by SPPL staff. A marker that is in play and found to violate any rule of the SPPL shall receive an Illegal Device penalty and will be excluded from play for the duration of the event.
23.0) Qualified Team Players: A team may consist of ten (10) qualified players. The composition of a team may change freely between matches in any SPPL season. The following are non-qualified players:
Any player who is under the age limit set by the host field
Any player who has been disqualified from play by the SPPL for reasons of extreme poor sportsmanship.
Any player who is serving as an SPPL referee during the event at the host field during the time of the event.
Any player that was not on the roster at the beginning of the tournament
24.0) Exceptional Sportsmanship: Since the SPPL™ format relies heavily on player integrity and sportsmanship, a great deal of focus will be placed on good sportsmanship.
25.0) Bounces and Field Courtesy: Players are encouraged to call bounces by shouting "Bounce!" any time a hit does not break. Since many bounces look like eliminating hits, shouting "bounce" may avert unsportsmanlike conduct and assure other participants that the player is not playing on or wiping while acknowledging the opposing players good shot.
26-28.0) Section Deleted
Prohibited Paintball Marker List
Any marker not normally allowed at the host field
Grenade or rocket launchers firing multiple projectiles (shotgun rounds)
Any marker designed to fire larger than .68 caliber style paintball pellets
Any marker designed to fire smaller than .62 caliber paintball pellets (i.e. RAP 4)
Any paintball marker that has more than two barrels
Any paintball marker that has been adjusted to fire or known to be firing more than 15 rounds per second
Any marker that appears to be in an unsafe operational mode or condition
Any marker that the SPPL feels is unsafe or may violate one or more of the above conditions
Any electro pneumatic marker that is used in conjunction with ANY force feed loader or with an advertised feed rate above 15 balls per second (Qloaders excepted).
Important Note: Owners of purely mechanical markers may use any loader they choose.
Mini-Scenario Challenge Rules-- Adapted from the Full Rules of the Scenario Challenge (v. 5.6)
Version 1.0 (10/15/06)
Items in Yellow are changes from the original rules
1.0) Objective: Score the most points possible during the course of the game
2.0) Duration of Game: Thirty (30) minutes
2.0) Team Size: Team may have a maximum of seven (7) starting players, with up to three (3) substitution team members in the event of injury, gun malfunction or exhaustion. All teams must report to the head referee prior to game time. Any team reporting at game time with fewer than five (5) players (4 or less) forfeits the game.
3.0) Substitution: A player can be substituted at any time during the game; however, the substituted player must wait until next re-insertion to enter the field of play.
4.0) Team Color Armband: Each player will be issued a Team Color Armband that will be consistent with all members of the player's team. Each player must wear the armband on the right arm in a plainly visible fashion (with no overlapping clothing). At the start of the game the elimination referee will only issue 7 armbands for the "starters" of the team as to ensure only 7 active team members will be on the field of play at any given time. If a player loses his/her armband on the field of play they are deemed "eliminated" (with no point penalties), and must return to the elimination zone to report the loss and be issued another team color armband. It is recommended that players securely fasten the armbands and that teammates check each other's bands to ensure that they are secure before entering the field of play. (Also check your armband periodically during the course of the game.)
5.0) Game Field: Regulation playing fields shall be no less than four (4) total acres and not to exceed seven (7) acres in total size. The field will contain three primary objectives, which are "take and hold" type objectives (bases), and three minor objectives, which are "capture" type objectives. The game field will be open for the team to walk no later than 8 AM the morning of the event.
6.0) Take and Hold Objectives: There shall be three such major objectives or Bases. These shall consist of a defensible position with a flag pole with two flags attached to the lanyard (red for one team and yellow for the other). A team shall be counted as "taking" and "holding" the objective when that team's flag is in the fully raised position on the flagpole. Teams will receive two points for every minute that its flag is in the raised position (rounded up or down depending on the amount of seconds within the minute). Example: Red team raises home base flag at 29 seconds in the game, if they hold their home base for the entire game they will be awarded 60 points rather than 58 points if they raised the flag at 45 seconds into the first minute.
NOTE: Teams will not receive points for partially raised flags (when one flag is raised slightly higher than another). The flag must be fully raised in order for the appropriate team to receive points. For example, if a player from Yellow Team receives an eliminating hit while in the act of raising his team's flag and only manages to raise it slightly higher than Red Team's flag, Yellow Team will still not be awarded points. In order for the flag change to be recognized by the referees, a team's flag must be fully raised.
In an "attack and defend" scenario, if the attacking team raises their opponent's flag fully for only a few seconds, but it is then switched back by the defending team, then one (1) point will be awarded to the attacking team.
6.1) Both teams shall have a main base and a designated Elimination Zone. Each team's Elimination Zone should be located approximately 50 yards from its nearest flag station. Every effort should be made to ensure that the Elimination Zones are of equal distance to their team's respective flag station.
6.2) The "Swing" flag station shall be roughly equidistant from the other two bases. The position of the three flag stations should make an equilateral triangle when viewed on a map.
6.3) The distance between the three flag stations should be approximately between one hundred and fifty (150) and two hundred (200) yards.
7.0) Capture Objectives: There shall be three minor "capture-type" objectives. The Capture Objective shall be contained in a round cylinder, approximately 16-inches by 4-inches. Each cylinder shall be placed in an undisclosed location on the field, somewhere out of the way of obvious traffic patterns. Prior to each game, the field officials will place each Capture Objective in a new position. These objectives will be placed only on the ground and will not be unduly obscured by foliage. They are to be clearly visible from a 5-foot distance from at least two directions of the compass. In other words, the objectives will be not be hidden, but still must be searched for to be found.
When a Capture Objective is collected by a player, it must be returned to the location of that player's Commander. The entire Capture Objective cylinder must be carried by the player back to his Team Commander. Once returned, the field official accompanying the team's commander shall award that team thirty (30) points and shall give that team the Advantage contained within the Capture Objective.
If a player carrying a Capture Objective is eliminated, he must remain in the place where he was eliminated and hold the Capture Objective where it can be seen until another player takes it from him. The suspended player may not return to the Elimination Zone to re-spawn until the Capture Objective has been taken by another player. Any Capture Objective that is returned to the Team Commander shall result in that team earning thirty (30) points and the Capture objective is removed from play and no longer available for points.
8.0) Advantage: Each capture objective shall contain an advantage for the team that successfully returns the Capture Objective to their team commander. At no time are "Decoy" Capture Objectives allowed on the field of play to confuse an opposing team. The Team Commander may use the Advantages at any time during the thirty minute block of play. There shall be only one type of Capture Objectives on the field for every game of the mini-SPPL, Instant Resurrections.
8.1) Instant Resurrection: Each Capture Objective shall contain two (2) Instant Resurrection armbands that are of an independent color than the two colors of armbands currently in play. The Commander (and only the Commander) may place these armbands on one or more of his players at any time throughout the game. The Instant Resurrection armband is fixed above the player's normal armband and must be clearly visible. When a player wearing an Instant Resurrection armband receives an eliminating hit, he must immediately return to his deadzone, take off his instant resurrection armband, turn in to his deadzone ref and say "I'm using my instant resurrection", and clean off his hit. At this point, he is free to reenter the field of play. Instant Resurrection armbands may not be transferred to another player after being received from the Team Commander. If a Team Commander places an Instant Resurrection armband on himself, the Team Commander's team will still receive a five-point deduction any time the Team Commander is hit, regardless of his "Instant Resurrection".
8.2) Section Deleted
8.3) Section Deleted
9.0) Eliminations: Elimination is defined as any hit from a paintball and subsequent break resulting in a marking that is equal or greater than the size of a dime. Any paint splatter from a paint grenade or mine – regardless of size – results a player's elimination. If a player is eliminated by an air strike he must tell the elimination zone official so that it is properly recorded.
Each time a player is eliminated, he must return directly to his team's designated Elimination Zone without deliberate delay. The Elimination Zone referee is there to assist and ultimately protect you from a paint check that could result in a forty (40) point penalty. When a player enters the elimination zone, the field official will first check and document all hits on the player and record the player's elimination. Afterwards, the zone referee will wipe those hits with a damp sponge so that the player may reinsert "clean", with no apparent hits.
IMPORTANT: Players MUST be mindful of hits they receive. It is ultimately the player's responsibility to make sure all hits are recorded and properly "sponged" off. If you DO get assessed a wiping penalty for a previous hit that was not sponged off, you have no one to blame but yourself.
9.1) At every 5-minute mark of the hour, (top of the hour, top plus 5-minutes, top plus 10-minutes, etc.) regardless of the start time of the game, both Elimination Zones shall release all eliminated players who checked in prior to the moment of release. The players must be READY to release at this time or they must wait until the next re-insertion.
9.2) Players leaving an Elimination Zone enter the field "hot," except for a safe period of ten (10) seconds, during which time the players leaving the Elimination Zone may maneuver within the RED ZONE with out being fired upon. The Elimination Zone referee will count down the 10-second safe period at each release. Upon release, the Elimination Zone referee will announce, "No shooting in this area for ten seconds. Ten, Nine, (and so on) three, two, one, RE-INSERTION!!! " Players are not permitted to shoot into or out of the "RED ZONE" within the defending teams flag area during this period. This area will be clearly marked by boundary tape at 10-15 ft. intervals in a semi-circle fashion on tree's or available obstacles. Any hits received during this safe period are void. If a player is shot during the 10-second safe period, the hit is void AND the player who delivered the hit will be sent back to his/her team's elimination zone. The elimination ref will record the hit on the affected player who was marked illegally and release them for play once this is complete. The rest of the members released at the time of the unauthorized hit are expected to continue play unless otherwise instructed by the field ref. It is important to note that if the "inserting" team leaves the RED ZONE before the 10 second safe time is up they forfeit the rest of their teams "no shooting" time and are all them immediately active in play. If a member of the Attacking team is in the Defending teams RED ZONE they will be eliminated from play and sent to their elimination zone till the next re-insertion time.
9.3) Players who miss the release time because they are re-supplying or otherwise engaged, must wait for the next release time to re-enter the field. Players shall ONLY be released at the ten minute marks of the hour.
9.4) If a player proceeds to repair his paintball gun in the Elimination Zone, he must first air-down his paintball gun. The player must keep his barrel blocking device in place. A player who has made any repairs to his paintball marker must re-chronograph that marker before re-inserting onto the field. Chronographs will be in the hands of the Elimination Zone Referees.
9.5) Any time a player calls "hit" or "out" the player is eliminated, regardless of an actual paintball break. When calling a bounce, the player must be careful not to indicate a hit.
9.6) Any time a player puts his barrel blocking device onto his barrel or raises his paintball gun over his head for longer than three (3) seconds, that player is eliminated regardless of an actual paintball break.
Added: Re-Break: In the event a team (and only in this circumstance) is completely eliminated from the field by the opposing team. The choice of a "re-break" will be given to the team that has been completely eliminated at the cost of ten (-10) points. There are a total of 5 opportunities for re-breaks (as there are 5 re-insertions in the game) for either team.
In the event of a re-break both teams will start at their respective bases and the flags will stay as they are still actively earning points for the color that is raised.
A re-break can only be executed during the 8th minute of a re-insertion period thus allowing both teams two (2) minutes to ready themselves for the re-break. If a team is shot off the field with time to spare until the next re-insertion and plan on calling for a re-break they are encouraged to let a referee know ahead of time in order for the referee staff to prepare for re-break.
The team that is still active on the field will move in a quick/direct fashion (at the 8 minute mark of the respective re -insertion block of time) to their elimination zone to ready themselves to start at the sound of the next re-spawn.
9.7) Armbands: Must be worn on the right arm between the shoulder and elbow. Once the players' armband is no longer in place they are deemed "eliminated" regardless of reason or method of removal.
9.Cool Barrel Tagging: Is not an accepted method of elimination in the SPPL.
10.0) Surrender: If a team chooses to surrender to another team then the team that is being offered the surrender has the option of accepting or declining. If a team accepts another team's surrender then all remaining live capture objectives are considered "dead" and not eligible to be found. All flag stations will be considered raised to the team accepting the surrender from the opposing team for the time left in the thirty minute game. The surrender of a team can only offered to the other team by a commander via any referee. The game schedule will not be altered and the extra time gained will be used for team prep and referee recovery unless otherwise stated by the head referee on the field.
11.0) Team Commander: Each team shall designate one team member as "Team Commander" immediately prior to the beginning of the game. The Team Commander, and the Team Commander alone, will be responsible to relay the team's wishes to the field officials. When a Team Commander is eliminated, his elimination shall result in a 5-point deduction (negative five (-5) point penalty) against his team. Team Commanders cannot be changed during a game and the Team Commander cannot communicate while he is eliminated – either to his team or to the field officials. Therefore, Advantages may not be used while the Team Commander is eliminated. A field official will always accompany each Team Commander. A Team Commander must wear an armband of his team's color, clearly visible, on the band of his facemask.
12.0) Re-supplying: Eliminated players may restock only while in the Elimination Zone. Players may take as much paint, extra Co2/HPA tanks, and water onto the field as they choose however, players may not take refill stations, such as scuba tanks or bulk Co2 tanks, onto the field.
13.0 Attire: Players may wear a variety of clothes and gear with the exception of any gear that the field official determines is overly padded for the purpose of causing a paintball to bounce. Field "armor" will not be allowed. Loose fitting clothing shall be allowed within reason at the sole discretion of the field official. Standard burlap or radar-disbursing net "ghillie" suits shall be allowed. However, a player wearing a full or partial ghillie suit shall be held to the ghillie suit elimination requirements as stated in Section 14.0. "Goggleflage" type headgear shall not be considered a ghillie suit. Teams are encouraged, but not required, to wear matching camouflage.
14.0) Ghillie Suits: Any player wearing a full or partial ghillie suite (including ghillie that is attached to load bearing equipment) made of burlap or radar-disbursing vinyl mesh is required to call any direct hit as an elimination regardless of whether the paintball broke or not. Field referees shall be particularly thorough with ghillie-suited players and will typically perform a detailed paint check any time a ghillie-suited player is in a firefight.
15.0) Illegal Practices: The following are considered illegal practices:
15.1) Playing On: "Playing On" shall be defined as a player moving more than one yard, firing a paintball gun or other weapon, or remaining in the game more than three seconds after the player has been hit with a paintball in an obvious location (at the sole discretion of the referee), with the paintball leaving a spot of paint that, when covered with a dime, will show paint on all sides of the dime. A referee will NOT call a player "out" until three seconds after the player has been hit (unless the player calls a paint check on himself.) If a referee must call a player out, that player is Playing On and a penalty will be assessed to that player's team. Playing On and Wiping penalties are severe penalties and will be strictly enforced. There will be no warnings issued, and the referee's initial determination is conclusive and thereby not open to discussion.
15.2) Wiping: "Wiping" shall be defined as Playing On after making an effort to obscure or otherwise remove the paint left by a hit as described in section 9.0 of the SPPL rules.
15.3) Leaving the Field of Play: "Leaving the Field of Play" shall be defined as any time a player sets foot across the boundaries of the field.
15.4) Field Adjustment of Marker Velocity: "Field Adjustment of Marker Velocity" shall be defined as any time a player takes a mechanical action, the result of which is to raise the velocity of his or another player's paintball gun (or other paintball "weapon").
15.5) Hot Gun: "Hot Gun" shall be defined as any paintball gun or "exotic marking device" fires consistently more than five (5) feet per second over the stated field limit. Field officials may check marker velocity any time during a game at the field official's discretion.
15.6) Illegal Talking: "Illegal Talking" shall be defined as any time a player speaks, motions, radios or otherwise communicates with his team members after that player is eliminated. Players may identify themselves over their radio as being eliminated (i.e., "Player 'John Doe' Out") within no more than five seconds after the elimination. Any communication after five seconds after a player is eliminated is deemed "Illegal Talking" and subject to penalty.
15.7) Dishonor of Referee: "Dishonor of Referee" shall be defined as any time a referee or other field official, in his own discretion after having been confirmed by the Primary Field Official, that a player has disregarded instructions or has otherwise behaved aggressively toward a referee.
15.Cool Unsportsmanlike Conduct: "Unsportsmanlike Conduct" shall be defined as any time a player, in the discretion of a field official or referee after having been confirmed by the Primary Field Official, swears at another player or otherwise behaves in an overtly aggressive way toward another player or field official.
15.9) Illegal Device: "Illegal Device" shall be defined as the possession or use of any device that has been deemed "illegal" by these rules or the field. At minimum, Illegal Devices shall include prohibited marker/hopper combinations, shields, unbreakable trip wires, air horns, knives, firearms, whistles, hot-burning smoke, pyrotechnics, laser sights, crossbows, sling shots, blow guns, or tools outside of the elimination zone that would permit the user to adjust the velocity of the marker on the field of play
16.0) Penalties: The following Illegal Practice penalties shall be levied against the teams:
Playing On – 40 points
Wiping – 40 points and a one-for-one penalty for the rest of the game
Leaving the Field of Play – 10 points per player
Field Adjustment of Marker Velocity – 40 points
Hot Gun – 10 points
Illegal Talking – 20 points
Dishonor of Referee – 10 points
Unsportsmanlike Conduct – 10 points
Illegal Device – 20 points
17.0) Special Weapons: A variety of Special Weapons shall be allowed in the game. The following is a list of allowable Special Weapons and the rules related to those Weapons. If the host field prohibits any one or more of these Special Weapons, then that or those Special Weapons shall be an Illegal Device for the game. It is the sole responsibility of the team to determine which Special Weapons will be allowable for the game.
17.1) Grenades: (Unlimited quantity is allowed on the field.) Any non-pyrotechnic, hand-thrown grenade shall be allowed. A player is considered eliminated if one speck of paint from a grenade or more is found on his person or equipment.
17.2) Grenade Launchers: (Unlimited quantity allowed on field.) If allowed by the host field, Scepter brand or equivalent-sized paintball grenade launchers shall be permitted. A player is considered eliminated if one speck of paint from a grenade or more is found on his person or equipment. Grenade Launchers must only be used at an angle of forty-five (45) degrees or more. If a Grenade Launcher is employed at an angle of less than forty-five (45) degrees, then it shall be considered an Illegal Device. All Grenade Launchers must have a device for plugging the barrel.
17.3) Rocket Launchers: (Limit: one (1) launching device per team and 10 rockets projectiles used per 1 hour game.) All rockets must chronograph under the speed of 230 feet per second. Every rocket must be approved by the host field prior to the game. All rockets must have a device for plugging the barrel and must use ONLY two-inch Nerf rounds.
Rockets may only be fired at the obstruction (man made or natural) used as "cover" by the opposing team or player. The point at which the rocket first impacts is the center of the elimination area. ALL players within a 5-yard (15-foot) radius of the impact point will be eliminated. The point of impact of a rocket is where the rocket first struck an object or the ground, not where the rocket came to lie. A rocket that is thrown by hand will have no effect. Once a rocket is shot it is no longer in play and will be considered "Spent".
It is prohibited to fire a rocket directly at an "open" opponent. If a rocket is shot directly at a player who has no cover and strikes a spot or structure within five (5) paces of the player, the team shooting the rocket will assessed an "Illegal Device" penalty, and the player who shot the rocket will be eliminated until next re-insertion.
NOTE: Players using rocket launchers must inform a referee prior to the shot. A referee MUST witness the shot. A designated rocket launcher player may request a referee to follow him for a short time prior to engaging a target. A referee will remain near the rocket only if it is actively engaging targets. There will be no penalties for a paint check that results in no eliminations when a rocket is involved.
Each rocket must have the owning team's name written on it. Properly identified rounds are the only rockets the team is authorized to fire. Carrying rockets without a team marking or a different team's marking will result in an "Illegal Device" penalty. (Proper identification assists the officials in properly tracking who shot the rocket and ensures that the "Spent" rockets are given back to the appropriate team after the game.)
NOTE: Rockets without any identification are considered void and therefore "invalid" during the course of a game. If an unidentified (unmarked) rocket is used during the contest, the impact will not result in any eliminations and the rocket will be considered "Spent".
17.4) Paintball Mines: Any type of paintball mine may be used, providing:
It does not utilize a pyrotechnic charge
The trip wire is breakable by a pedestrian
17.5) When a paintball mine is triggered, if a player receives one speck of paint or more on his person or equipment, that player is eliminated. It is recommended that any time a paintball mine is triggered, the mine layer or teammate call a paint check. There will be no penalty for a paint check that results in no eliminations when a Paintball Mine is involved.
17.6) Perimeter Warning Devices (PWD): Any PWD may be used, providing:
It does not utilize a pyrotechnic charge
The tripwire is breakable by a pedestrian
17.7) Full Auto: If the host field permits full-auto mode for paintball markers, then the game shall likewise permit full-auto mode. Colorsplash paintball does allow full-auto mode, although it must still be under 15bps.
17.Cool Paint Checks: There are two types of Paint Checks. Any time any one of these paint checks is called, all play must stop within a 20-yard radius of the person who is being checked. No player may fire or move during the course of a Paint Check. Players may clean guns, replace paint, communicate or do any activity that does not require that they discharge their paintball gun or change position. Any person hit by a paintball during a paint check must call a Paint Check on himself and have the referee verify that the "hit" is invalid.
17.9) Referee Checks: A referee may call a paint check at his/her discretion.
17.10) Self-Checks: A person may call a paint check on himself at any time, without penalty. If a player calls a Paint Check on himself and he is hit while a referee is checking him, the "hit" will not count. If a player is unsure about a "hit", but does not call a Self-Check within three seconds after impact (in the exclusive judgment of the referee), then that player is considered as "Playing On" (providing he did receive an eliminating hit).
17.11) Opponent Checks: No longer an option
18.0) Safety: All safety rules of the host field shall be honored. Host field rules shall be made available to the teams at least one week in advance of game via forums, the scenariochallenge.com website, or phone number to the host field. The host field will brief the players on the field safety rules prior to the start of the event. Host field maximum paintball marker velocity shall be honored. At a minimum, all players are required to bring and wear ASTM approved face and eye goggles and mask. All players must report at game time with their paintball guns chronographed under field limits, and properly inspected by SPPL staff if necessary.
19.0) Misrepresenting Team Affiliation: During the course of a game, players are permitted to misrepresent their team affiliation verbally, so long as the player continues wearing his team color armband. Removing or changing a player's team color armband constitutes a sportsmanship penalty. Inadvertent loss of a team armband, in the sole discretion of the referee, may not be subject to a sportsmanship penalty.
20.0) Equipment Trading: When a player is eliminated, he may not leave or trade equipment that is held or attached to his person with another player. Any equipment that is left or traded by an eliminated player will be considered an Illegal Device. If a player leaves equipment prior to being eliminated, that equipment is NOT considered illegal.
21.0) Limited Paintball Markers: Generally speaking, any single paintball marker that is adjusted to fire more than fifteen (15) balls per second will be placed on the Prohibited Paintball Marker list.
21.1) All blow-back, electronically-assisted blow-back/blow-forward and mechanical markers will be allowed, unless they have been modified to fire more than 15 paintballs per second, or unless they are deemed prohibited by the SPPL. These classes of markers are permitted to use any hopper they see fit to feed paintballs into their marker.
21.2) Electro Pneumatic markers that use a pneumatic solenoid: (Angels, Matrix and all variants, Shocker, Ion, Nerve, Electronic Autothingyers, ICD Bushmasters, Freestyles etc…) shall not be able to use a force feed hopper or any other agitated hopper that has an advertised feed rate above 15 balls per second, with the exception of a Qloader.
22.0) Inspection of Paintball Markers: All markers, equipment, and launching devices will be made available for a general inspection by SPPL staff prior to game play, including but not limited to safety status, Chronographing, and possible rate-of-fire tests. Any equipment that a player or team feels may be penalized during game play should be brought to the attention of the SPPL staff well in advance of game time. Upon request of any SPPL referee or authorized league representative, a player must immediately make available his/her marker for inspection at any time during an event. The player must not alter fire, pull the trigger, adjust, turn on or off, or operate any switch or button until the marker is inspected by SPPL staff. A marker that is in play and found to violate any rule of the SPPL shall receive an Illegal Device penalty and will be excluded from play for the duration of the event.
23.0) Qualified Team Players: A team may consist of ten (10) qualified players. The composition of a team may change freely between matches in any SPPL season. The following are non-qualified players:
Any player who is under the age limit set by the host field
Any player who has been disqualified from play by the SPPL for reasons of extreme poor sportsmanship.
Any player who is serving as an SPPL referee during the event at the host field during the time of the event.
Any player that was not on the roster at the beginning of the tournament
24.0) Exceptional Sportsmanship: Since the SPPL™ format relies heavily on player integrity and sportsmanship, a great deal of focus will be placed on good sportsmanship.
25.0) Bounces and Field Courtesy: Players are encouraged to call bounces by shouting "Bounce!" any time a hit does not break. Since many bounces look like eliminating hits, shouting "bounce" may avert unsportsmanlike conduct and assure other participants that the player is not playing on or wiping while acknowledging the opposing players good shot.
26-28.0) Section Deleted
Prohibited Paintball Marker List
Any marker not normally allowed at the host field
Grenade or rocket launchers firing multiple projectiles (shotgun rounds)
Any marker designed to fire larger than .68 caliber style paintball pellets
Any marker designed to fire smaller than .62 caliber paintball pellets (i.e. RAP 4)
Any paintball marker that has more than two barrels
Any paintball marker that has been adjusted to fire or known to be firing more than 15 rounds per second
Any marker that appears to be in an unsafe operational mode or condition
Any marker that the SPPL feels is unsafe or may violate one or more of the above conditions
Any electro pneumatic marker that is used in conjunction with ANY force feed loader or with an advertised feed rate above 15 balls per second (Qloaders excepted).
Important Note: Owners of purely mechanical markers may use any loader they choose.