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Tournament Rules based on Carolina Field Owners Association (CFOA)

CAROLINA
FIELD OWNERS ASSOCIATION
2005
Official CFOA Rules
1 FIELDS
1.0 FIELD
STANDARDS
1.01 All game
fields shall be free from anything that would pose an unnecessary risk to
players, including cliffs, areas with jagged rock. etc.
1.02 Both
players and judges should be able to move freely on game fields, and game
fields should not contain significant wet or swamp areas, dense
undergrowth and the like to impede free movement thereon.
1.03 All
field borders will be free of doglegs, and no section of border will be
constructed in such a manner that allows players to shoot over a boundary
and back onto the playing field.
1.04 Five and
three player fields will consist of three flag stations, two team flag
stations and a center flag station. The center flag will be placed at mid
field, in such a manner as to assure that players equally fast can reach
the center flag station from either team flag station in the same amount
of time.
1.05 Taking
into account terrain, cover, ability to move, fire lanes and topography,
game fields shall be balanced so that the better and more talented of two
teams will usually win starting the game from either team flag station.
1.06 There
shall be a minimum of no less than FOUR playing fields per tournament.
1.07 Game
fields shall be a minimum of 79ft wide by 164 ft long (standard 5 man
sup'air dimensions) OR 12,000 sq ft. of in play area.
1.08 All 5
man fields shall consist of a minimum of 19 bunkers per field (standard 5
man sup'air field).
1.09 A BUNKER
is defined by the following minimum standards: 3ft X 4ft OR 12 square
feet, whichever is applicable. All Bunkers shall be free from holes or
voids through which a player can shoot or be shot. All bunkers shall be
adequately secured in a stationary position so as to withstand a
reasonable amount of force and remain in place. A bunker shall be arranged
on the playing field in such a manner to be playable from both the
left-hand and right-hand sides.
1.1 FIELD
STAFFING
1.10 Each
five player game field shall be staffed by a minimum of 5 field judges
(preferably 6, including the ultimate judge).
1.11 There
shall be a minimum of one chrono judge for each 5 player game field.
1.12 In a 5
player game, among the 5 judges per field (minimum) there must be at least
3 Amateur level players. The other 2 judges may be Novice level players.
No Rookie level players will be permitted to judge any CFOA event.
2.0
OFFICIATING STANDARDS
2.01 All
judges shall be thoroughly familiar with the rules and regulations
contained herein and shall put forth their best efforts in discharging
their duties as judges.
2.02 All
judges shall perform their obligations and shall make decisions in a
totally unbiased manner. If any judge is found to have been bias in his
judging activities for or against any team, such person shall be dropped
from the judging team for the remainder of the tournament. That incident
will also be sent to the CFOA Executive Committee.
2.03 Radios
may be used by the judging staff for communication with each other.
2.04 Judges
will wear shirts and pants of bright colors that will distinguish the
judges from the players. Ultimate judges will wear shirts that indicate
their status on the game field.
2.05 Clerical
or mathematical errors may be corrected at any time prior to the start of
the finals.
2.06 Hosting
Fields shall submit to the CFOA Executive Committee a list of teams and
its members chosen referee their event for approval of eligibility no less
than 60 days prior to the event.
2.1
INFORMATION
2.07 Flag
stations for all rounds will be determined by coin toss prior to the start
of the game.
2.08 Judges
will not provide information to teams regarding the location of flag
stations, terrain, boundaries, game time, or progress of a game during the
game except with respect to safety concerns.
2.09 Judges
will not, through action or inaction, deliberately reveal or conceal the
locations or actions of players during the course of a game. Judges will
not impede the progress of the game.
2.2 GAME
CONTROLS
2.10 Starting
procedures will be standardized at every hosting site. Players will place
their gun barrels on some portion of the starting station. Players may
turn their bodies including their faces in any direction that the player
chooses. All forms of starting stations shall be in bounds and in play.
2.11 The
ultimate judge on the field will begin a game by giving a ten second
warning so that each team may hear clearly such warning. The ultimate
judge will give such warning with a countdown of "Three, two, one, ten
seconds." Thereafter, the game will start by the ultimate judge shouting
so that each team may hear, by radio or otherwise, either, "Game on." or
"Go, go, go."
2.12 A game
will end only by the head judge on the field announcing, "Game over."
2.13 In the
event of an emergency situation, the judge discovering the emergency will
request that all judges immediately cause all action to stop. Game time
will also be halted for the duration of the emergency.
GAME
STRUCTURE
3.0 SCORING
3.01 Scoring
for five-player games will be conducted on a 60 point system and will be
awarded as follows:
(i) a team will be awarded 2 points for every player on the opposing team
eliminated;
(ii) a team will be awarded 1 point for every player on such team not
eliminated:
(iii) a team will be awarded 10 points if it pulls the center flag first;
and
(iv) a team will be awarded 35 points when the flag is hung in its
opponent's flag station.
3.02 Points
are awarded at the conclusion of the game by the ultimate Judge.
3.03
Elimination points will be awarded to the opposing team for every opponent
removed from the field during play for the game. A player may be removed
from the field for any valid hit, obvious or not obvious to the player
eliminated, the surrender or voluntary exit from the field pursuant to
which the player acknowledges that he has a hit by indicating his
elimination, any erroneous elimination by an official, even though it may
later be determined that the call was not valid, for placing any part of
his body or anything he is wearing or carrying out of bounds, concealment
of an armband or acting in any other manner indicating elimination,
abandonment of equipment (moving at least five feet away from such
equipment), except pods used to carry paint, or squeegees, being outside
the flag station at the start of the game, or delaying taking the field
after being told to do so by the ultimate judge.
3.04 A first
flag pull occurs when a player not eliminated physically grabs the center
flag, in a five player game, before a player from the other team manages
to do the same. Only one team in a game may earn first flag pull points.
3.05 Flag
hang points are awarded when a player breaks the plane of a flag station
with a flag. Flag hangs may be awarded in conjunction with or
independently of first flag pulls. Flag hangs are only awarded in a five
man game when a flag is hung in the opponents_ flag station. Flag hangs
may be awarded to the team that is not in possession of the flag when it
is hung, since it is the flag and the station that it is hung in that
determines the points awarded and to whom. Flag hangs will not be
immediately awarded upon the flag breaking the boundary plane of a flag
station, The status of the flag carrying player will first be verified and
before a flag hang is considered to be official. The time that the flag
carrier breaks the plane of the flag station with the flag will be
recorded by the flag field judge, and should that player be determined to
be live after being checked by the field flag judge, the hang will be
announced and the game will have ended as of the time that such player
broke the plane of the flag station.
3.1 TIME AND
START
3.06 A five
player game will end at the earliest of:
(i) a successful flag hang,
(ii) the elimination of all players on the game field, or
(iii) 7 minutes after the start of the game.
3.07 Each
team is expected to report to the game field at least 10 minutes prior to
the scheduled start of the game.
3.08 Players
are responsible for removing old hits or bringing the same to the
attention of a field judge so that it may be dealt with in a manner that
would not result in it resulting in an elimination of a player.
3.09 Players
are not allowed to bring tools or other prohibited equipment onto the game
field. Presence of such equipment may result in a penalty and disciplinary
proceedings against the offending player and/or team.
3.11 Each
player will be given an armband in a distinctive team color and will wear
the same on his left arm.
3.12 Players
must have their gun barrel touching the starting station in their flag
station prior to the start of the game. Any player that doesn't have
his/her barrel touching the starting station at the start of the game is
subject to be eliminated.
3.13 When the
teams are assembled at their respective flag stations, the ultimate judge
will give a ten second warning countdown, as in, "Three, two, one, ten
seconds." Such countdown will be heard by both teams. Ten seconds later
the ultimate judge will announce the start of the game, heard by both
teams, by shouting, "Go, go, go." The game will begin on that signal.
3.2 PRE GAME
CHRONOGRAPHING
3.21 All
teams will be afforded the opportunity to chronograph their equipment
before going on the field to play. It is each team's responsibility to
ensure that it's players are under 300 fps. There will not be a mandatory
pre-game chronographing of each team. Players will be chronied during the
game. Any player found to be shooting over 300 fps but not over 305 fps
will be afforded a second chance and will be re-chronied. If that player
is still shooting over 300 fps on the re-chrony, he/she will be eliminated
from play. Any player found to be shooting 306 fps or more will be
eliminated without any second chances.
3.22 Only
Radar chronographs will be used for an official game chronograph. Multiple
chronographs may be designated for each playing field so that in the event
that a chronograph is not working, one which was available to the teams
can be substituted. Players should be afforded every opportunity to chrony
on and off the field using the same Radar Chronograph.
3.23 The
chrono judge may inspect a marker for the following:
(1) the presence of foreign matter in the barrel, feed port or loader;
(2) tightness of screws, barrel, tank and other working parts which can
increase or decrease velocity;
(3) presence of valves or expansion chambers which can be turned on or
off; all valves will be placed in the fully open position;
(4) presence of external velocity adjusters which are not covered or fixed
in place; and
(5) any other device, part or item which would enable a player to increase
the muzzle velocity of the marker on the game field without resorting to
the use of tools.
3.3 ARMBANDS
3.31 Armbands
shall be worn on the left arm.
3.4 FLAGS
3.41 Flags
are to be hung so that the lowest reachable point on the flag is within
the grasp of the smallest players on the field. Minimum reach being around
5 foot from its hanging place.
3.42 Game
flags shall be secured in such a manner as to prevent the game flag from
being shot down.
3.5 NUMBER OF
GAMES
3.51 Five
player amateur, novice and rookie teams will play six preliminary round
games. Such games will be played against teams within the defined grouping
of such team.
3.52 Teams
will qualify for the semifinals by finishing the preliminaries with one of
the top 8 scores for that division.
3.53 All
Divisions including Amateur, Novice and Rookie divisions will hold round
robin semifinals. Teams will be seeded 1 through 8 based on their final
totals in the preliminaries. After the seeding of all semi-finalists, game
brackets shall be set as follows: Bracket 1: Seeds #1, #8, #4, and #5.
Bracket 2: Seeds #2, #7, #3, and #6. Cumulative scores will determine the
finishing order for finals.
3.54 If there
are less than eight teams in a classification (Amateur, Novice, Rookie),
there will be no semifinal round and the top four teams will qualify and
play in the final round.
3.55 Teams
will qualify for the finals by finishing the semifinals with one of the
two highest scores for that bracket within that division.
3.56 All
Divisions including Amateur, Novice and Rookie divisions will hold round
robin finals. Cumulative scores will determine the finishing order for
finals.
3.57 Team
positions at the end of a days play are determined by total points earned
by the teams that day.
3.58 In case
of a tie score among teams such tie will be broken first by head to head
competition, winner of such contest advancing. If the tie remains after
such tie breaking determination, the tie shall be broken by the
preliminary round scores, the team with the greatest score in the
preliminary round advancing. If the tie remains after such tie breaking
determination, the tie shall be broken by the eliminations scored for the
teams in the preliminaries, the team with the most eliminations against
all preliminary opponents advancing. If the tie among teams remains after
such tie breaking determination, the tie shall be broken by the
eliminations scored against the teams in the preliminaries, the team with
fewest eliminations against (team that lost the fewest players overall
against all preliminary opponents) in such round advancing. If the tie
among teams remains after such tie breaking determination, the tie shall
be broken by a one game
playoff.
3.6 SEEDING &
SEED POINT DISTRIBUTION
3.61 Five
player team seed points are earned as follows:
(1) 100 points for first place;
(2) 97 points for second place;
(3) 94 points for third place;
(4) 91 points for fourth place;
(5) 88 points for fifth place;
(6) 85 points for sixth place;
there will be a 3 point decline in points per place of finish as in this
example. Minimum points awarded will be 10. Amateur, Novice and Rookie
divisions will carry their own seed point standings.
3.62 Any team
that elects to change their status from novice to amateur will be allowed
to keep a percentage of the seed points earned up to that point. The
percentage of points kept will be determined by when the team elects to
move up.
(1) After the first event: 85%
(2) After the second event: 70%
(3) After the third event: 55%
(4) After the fourth event: 40%
(5) After the fifth event: 25%
(6) After the sixth event: 10%
3.63 Amateur
teams may not drop down to the novice division at any time.
3.64 Teams
will be awarded seed points for judging CFOA tournaments. These points
will be issued at the end of the listed event, provided that such team
fulfills its obligations as a judging team. All referring teams that
fulfill their obligations will receive the maximum amount of seed points
(100) for the event they referee. In order for referring teams to fulfill
their obligations they must; 1) have a minimum of 5 refs from their team,
2) ref until the event is completed. Any referring team that has 4 refs,
may only receive a maximum of 80 seed points. Less than 4 refs from any
referring team will cause a forfeiture of referring seed points for that
event. If a team referees a second event for the season, they will receive
an average of all events held, minus their referring seed points for the
first event judged.
3.65 To
maintain seed points, a team must have no less than three players off of
its original CFOA series roster. Less than 3 of the teams original roster
members constitutes a different team, which in turn will carry separate
seed points.
3.66 Any team
that decides to change names in the middle of the series will not be
allowed to keep and carry over the seed points from the original name to
the new name.
3.67 In the
event of a tie between teams after final seed points are awarded for the
season. If this tie conflicts with any End of Season prizes or awards from
the CFOA, there will be a one game playoff between the teams to
immediately dissolve the tie. The one game playoff will be played prior to
The End of Season Awards Ceremony.
3.68 Seed
points from seven events will be added together in order to achieve the
final total score. Teams electing to play all eight CFOA events will have
their lowest score dropped. Teams playing seven events or less will stand
on all posted scores.
INFORMATION
4.01 The
tournament host will supply tournament information, including information
concerning entry fee, an itinerary and schedule of events including time
and place for the rules meeting and the captains meeting, hotel
information, a waiver and roster form and the CFOA rules, to any team
having entered the competition in need of the same.
4.02 A rules
meeting will be held in conjunction with the captains meeting of each
competition. The purpose of this meeting is for the judging staff to
answer questions concerning these rules.
4.03 A
captains meeting will be held on the morning of the competition. The
purpose of this meeting is to provide information to the captains of the
teams attending concerning the organization, administration and non-field
rules and regulations governing the tournaments.
4.04 A
complete schedule for preliminary round play, consisting of each teams
opponents, the fields it will play on, and its scheduled game times will
be distributed during the morning of the beginning of the competition and,
thereafter, posted on the scoreboard.
4.05 All
playing fields will be available for review by any team competing in the
event for at least four daylight hours prior to the first day of play
thereon.
4.06 Teams
may examine the fields and or conduct any activity to prepare for
tournament play. No team or member thereof shall in any way alter any
playing field.
4.07
Registration for all CFOA events will end at 6pm on the evening preceding
the event.. There will be no late fees charged to any team. Only teams
registered by 6pm on Saturday evening will be playing ball on Sunday
morning. Registration for all teams will include team name, playing
status, and full payment. Waivers may be turned in on Sunday morning prior
to the start of the event.
4.08 For the
2003 season the CFOA will return to inter-divisional play, Novice and
Amateur teams will play each other in the preliminary rounds. Rookie teams
will only play other Rookie teams.
4.09 In order
to determine pairings, the CFOA will rank teams in the Amateur and Novice
divisions based on the teams previous performance. For the season opener,
all rankings will be based off of the 2002 final standings. Any team that
is unranked will be ranked alphabetically.
EQUIPMENT
5.0 CLOTHING
5.01 Players
may wear any suitable apparel except sleeveless or tank-top style shirts.
Short sleeves and shorts are acceptable.
5.02 Players
may not wear excessive amounts of clothing in order to create padding.
5.03 Players
must wear pants or shirts or jackets that fit well. Players may not wear
oversized clothing.
5.04 Players
may not wear jackets 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. If a player is found to be wearing such material
then he will be required to obtain and wear suitable replacement clothing.
5.05 Players
may wear a single pair of gloves, with or without full fingers. Gloves may
be padded.
5.06 Players
may wear nylon neck protection of a single layer.
5.07 Any
decisions regarding clothing issues not covered in this section, are left
to the discretion of the Ultimate Referee.
5.1
PROTECTIVE GEAR
5.11 Players
must wear goggles manufactured for use in paintball games in good repair
and with lenses that are not damaged. These goggles must meet or exceed
ASTM Standards.
5.12 Players
must wear full-face protection as it comes from the manufacturer in it's
original form.
5.13 Players
must wear ear protection that is part of the goggle system that was made
by the manufacturer for that goggle system.
5.14 Players
may wear forearm and elbow protection, provided that the padding on such
protection has not been modified from the manufactures original form. Such
protection may be worn over or under clothing.
5.15 Players
may wear shin and knee protection, provided that the padding has not been
modified for the manufactures original form. Such protection may be worn
over or under clothing.
5.16 Male
players may wear groin protection and female players may wear breast
protection.
5.2 MARKERS
5.21 Players
may use a single, 68 caliber, pump or semi automatic paintball marker,
which consists of a single barrel, a single trigger, gravity feed style
magazine or a force feed style magazine. Double action triggers are
prohibited. A paintball marker capable of firing in full auto mode shall
be rendered incapable of firing in such mode in such a manner that a
player may not readily change the marker back to full auto mode during a
game and such that the modification is readily visible to the judges.
5.22 All
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 beaver tails and / or tournament caps or may require multiple
tournament caps. All regulators require tournament caps such that they can
not be adjusted without a tool with the gun gassed or degassed.
5.23 Markers
may fire at any rate of fire, and may shoot any number of paintballs,
provided that no more than one burst of gas is delivered down the barrel
as each pull of the trigger occurs. Turbo modes of fire will not be
allowed. Full autos and zip or burst modes of fire are not allowed.
5.23.1 All
markers are subject to inspection at any time during a CFOA Tournament,
provided that the markers are taken for inspection prior to such
tournament's completion, and the team of any player found to be using a
marker in violation of this Rule 5.2 shall have all points amassed up to
the point of such discovery removed and such player will no longer be
allowed to continue to participate in the Tournament.
5.24 Gun
barrels may be equipped with porting, slots, rifling, but may not have a
sound suppressor attached or integral to the construction of the barrel.
Only one barrel will be allowed on the field.
5.25
Magazines may use gravity feed, or force feed style loaders/feed systems.
5.26 Players
may wear a remote tank hook-up. The remote line may not be worn underneath
clothing.
5.27 Players
may not use cloth, neoprene, or other material to cover the paint loaders
on the marker. Cloth and neoprene tanks covers will be allowed on nitrogen
and HPA tanks.
5.28 Barrel
condoms OR barrel blocking devices are required at all times except on the
field or the target range. Squeegees do not qualify as a barrel blocking
device.
5.3 OTHER
EQUIPMENT
5.31 Players
may carry any number of pouches, clips or loaders.
5.32 Vests
and pouches may not be constructed in such a fashion that they constitute
padding.
5.33 Players
may carry multiple squeegees and or swabs. Players may carry anti-fog
cloths or spray.
5.34 Players
may carry extra constant air tanks.
5.4
PROHIBITED EQUIPMENT
5.41
Prohibited equipment includes listening devices, communication devices and
any form of electronic surveillance device, incendiary devices, smoke
producing devices, paint which is toxic and not biodegradable and paint
which has a shell, fill or both altered or augmented in any way.
5.42 Anything
not specified in Sections 5.01 through 5.34, inclusive as permitted shall
be prohibited unless allowed by the ultimate judge.
5.5
POSSESSION AND EXCHANGE
5.51 Two live
players may exchange equipment.
5.52 Players
who are eliminated must exit the field with all equipment they were
carrying when they were eliminated.
5.53 Players
must carry all paint, gas and equipment to be used during the course of
the game on their person at the start of the game.
TEAMS
6.0 ROSTERS
6.01 Five
player teams may have up to 8 players on their roster, but may field a
maximum of 5 in any one game.
6.02 No
player may appear on more than one five player team roster per tournament.
6.03 Team
rosters for the up coming tournament will only be accepted after all fees
have been paid in full. Hosting fields can refuse entry to any team that
has an unsettled balance.
6.04 All
teams must submit complete rosters prior to play.
6.05 To
qualify as the same team, a team must have no less than three of its
original roster members from its first date of play in the CFOA 2003
season.
6.06 Any team
that keeps its lineup in tact but chooses to change names in mid-season
will not carry seed points from the old name to the new name.
6.07 Novice
teams may roster one (1) amateur player on a novice roster.
6.08 Amateur
teams may roster one (1) professional player on an amateur roster.
6.09 Rookie
Division teams may not have any member(s) with more than four tournaments
as a novice player(s).
6.1 FEES
6.11 AMATEUR
DIVISION - Entrance fees for the 2003 Season are set at $275.00. Entry fee
breakdown: $175.00 entry fee + $50.00 per team all day air + $50.00 for
the end of season cash purse for each AMATEUR team.
6.12 NOVICE
DIVISION - Entrance fees for the 2003 Season are set at $225.00. Entry fee
breakdown: $175.00 entry fee + $50.00 per team all day air for each NOVICE
team.
6.13 ROOKIE
DIVISION - Entrance fees for the 2003 Season are set at $175.00. Entry fee
breakdown: $125.00 entry fee + $50.00 per team all day air for each ROOKIE
team.
6.14 Amateur
teams will be paying an extra $50.00 on top of their entry and air fees.
This $50.00 will be put into a cash purse to be split using the following
percentages; 1st - 50%, 2nd - 35%, 3rd - 15%. This cash purse will be
awarded at the conclusion of 2003 CFOA season finale during the awards
ceremony.
CHRONOGRAPHING
7.0 GAME
CHRONOGRAPHING
7.01
Chronographing on the field may be done at any time at the discretion of
any field judge to determine if a marker's muzzle velocity has risen above
legal limits. Judges will seek to perform on the field chronographing in a
manner which least interferes with play.
7.02 Players
with markers chronoed on the field during a game at 301 to 305 feet per
second will receive a second chance and be re-chronied. If that player is
still over 300 fps on the second attempt then he/she will be eliminated
from play.
7.03 Markers
which are shooting over 305 feet per second during in-game chronographing
will be eliminated from play.
7.04 Players
who are observed adjusting on their marker during the course of a game,
with the exception of cleaning paint out of barrels, loaders or feed
ports, changing constant air tanks can be immediately removed from play.
GAME
PROCEDURES
8.0 GAME
TIMES & COMPLETION
8.01 When the
game time has expired or a flag judge declares a flag hanger clean and the
hang completed, the ultimate judge will communicate to all judges the
"Game over" call.
8.02 Official
game time will be kept by the ultimate judge or a field judge appointed
thereby. In the event that a game is to be, interrupted, because of a
medical emergency, or otherwise, he will mark the time or cause the field
judge appointed thereby to keep the official game time to mark the time.
The ultimate judge will restart the game and the time will begin by a ten
second warning followed by the game on signal. Time will begin to run upon
such restart.
8.1 CHECKOUT
PROCEDURES
8.11 Players
that are eliminated, immediately upon elimination, must exit the field by
the most direct route or as directed by a field judge.
8.12 All live
players at the end of a game must present themselves to a field judge at
the exit point for inspection. At this time a field judge will inspect the
player for hits and if any are found, the ultimate judge will be notified
and proper penalties will be assessed.
8.13 Players
may not re-enter the playing field without the, permission of a field
judge.
8.2 GAME
ENDING PROCEDURES
8.21 Games
will end upon a successful flag hang, the elimination of all players on
the field or the elapse of time.
8.22 At least
one field judge will be assigned to inspect live players exiting the field
at the assigned exit point at game's end.
8.3 FORFEITS
8.31 A
forfeit will be declared for each game that a team fails to report in a
timely fashion for its pre-game chronographing, or for any game in which a
team refuses to take the field, as long as its opponent is willing to
and/or does take the field. In the event that both teams fail to show for
a game or both teams are unwilling to take the field, both teams will have
forfeited that game.
8.32 Any team
which is scheduled to oppose a team that has forfeited a game will receive
48 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,
unless the opposing team also forfeited that game, in which case both
teams will receive zero points for that game.
8.33 Once a
forfeit has been declared, the forfeited game will not be rescheduled and
the score will stand.
8.4. GAME
STOPPAGES
8.41 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.
8.42 Only the
ultimate judge may declare the game stopped.
8.43 All
field judges will note the locations of the players at the time that the
game is stopped. Once the game has been stopped, the field judges will
insure that players remain in those locations. Judges will check all
players and will remove any players who are eliminated prior to the game
being stopped. Judges will confer to review the sequence of events prior
to the game stoppage. If penalties need be assessed, they will be so
assessed at such time. Players with hits may be reinstated into the game
if the field judges determine, in their discretion that a player was
eliminated as a direct result of illegal actions which led directly to the
game stoppage. 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 judges, the ultimate judge will restart the game.
8.44 In the
event of an emergency, dangerous weather conditions, other "acts of God"
that would cause a CFOA Tournament to be stopped before the completion of
the event, the final results for each division will be taken from last
completed round... i.e. event stops in the middle of the 3rd round of the
semi-finals, final scores would be taken from the last completed round
(2nd round of the Semis). Should an event end during, but without
completing the semi-finals, when the last completed round is determined,
the top 2 scores from each bracket will be advanced as if going to the
finals. From this point, final standings will be determined.
PAINTCHECKS
9.0 WHEN
PERFORMED
9.01
Paintchecks are performed by judges for the purpose of determining if a
paintball has broken on and marked a player.
9.02
Paintchecks are performed by a judge when the judge has observed a player
taking fire, when fire is directed into an area occupied by a player that
the judge cannot directly observe, when the physical location that a
paintball may have broken on is not visible to the judge, or when the
judge is directed to do so by another judge.
9.03 Judges
may, but are under no obligation to, make a paintcheck after a player has
requested one.
9.1.
NEUTRALITY
9.11 Judges
will make every effort to perform a paintcheck without calling a player
neutral. However, a judge, at his discretion, may declare a player
neutral.
9.12 No flag
carrier will ever be stopped and declared neutral for the purposes of
performing a paintcheck.
9.13 A judge
calling a player neutral will indicate the same to all players on the
field by standing over the player, shouing, "Neutral." and holding his
arms above his head or waiving them.
9.14 A player
declared neutral cannot be eliminated from the game or moved on, either by
opposing team members or his own teammates, while in the state of
neutrality.
9.15 A judge
may move a neutral player's equipment and or request that such player
expose additional areas for examination.
9.16 Players
not declared neutral may be eliminated while being checked.
9.2 FLAG
CARRIERS
9.21 When a
player carrying a flag breaks the plane of the flag station boundary, the
flag judge will signal "time" and the player carrying the flag is
immediately declared neutral.
9.22 The flag
carrier will be subjected to a paintcheck immediately upon being declared
neutral.
9.23 If the
flag carrier is clean, the flag judge will declare "Game over" to the
ultimate judge who will then announce the completion of the game. If the
flag carrier is found to be eliminated after hanging the flag, then the
flag will be returned to the point at which that player pulled it. Then
the official time will be restarted in a similar manner to game starting
procedure and the game will resume until time elapses or all players are
eliminated.
ELIMINATIONS
10.0 OBVIOUS
HITS
10.01 Obvious
hits are those which impact and break on easily observable places on the
body or equipment being carried or those that have been felt by the
player. A judge will determine whether a player felt a hit by where that
paintball impacted his body and whether he reacted upon being hit.
10.02 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
eliminations.
10.03 Such
players must then remove their armbands, barrel plug and hold the marker
in the air above the head and exit the field immediately by the most
direct route or upon the instructions of a field judge, if given.
10.04 Players
who are hit in obvious locations which are easily verifiable by such
players may not call for a paintcheck. Calling for a paintcheck under such
circumstances constitutes continuing to play on.
10.05 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.
10.06 Players
with obvious hits in areas which are not easily verifiable, such as the
back, may continue to play, but must immediately call on a teammate who
can easily verify whether or not the paintball broke to indicate whether
or not such player was eliminated. The teammate must respond immediately,
and if the hit player was eliminated, he must cease play, signal his
elimination and exit the field pursuant to the provisions of this Section
:10.0. 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 may
continue to play, but must immediately call for a paintcheck by a field
judge. Failure to call for such a paintcheck immediately will constitute
playing on by such player.
10.1
UNOBVIOUS HITS
10.11
Un-obvious hits are those which impact and break on players or equipment
in those areas defined as being not easily observable and those which
players receiving the same give no indication of knowledge of them having
occurred.
10.12 Players
with un-obvious hits will be eliminated but will not be penalized.
10.13 Should
a player with an un-obvious hit become aware, through his own actions or
through information provided by teammates, that he has been validly
marked, such hit at such time shall then be deemed to constitute and shall
constitute an obvious hit.
10.2
ELIMINATIONS
10.21 A
player is eliminated if a paintball shot by a live member of the opposing
team or such player's team strikes that player or anything he is wearing
or carrying and such paintball breaks upon the object struck. If the
paintball strikes the player or anything he is wearing or carrying but
does not break and leave a mark, such player is not eliminated. If a
player is hit and marked by a paintball shot by an eliminated member of
the opposing team or such player's team, such player is not eliminated. If
a paintball strikes another object first and breaks upon that object
before marking a player or anything he is wearing or carrying, such player
is not eliminated. If a judge does not see a paintball shot by a live
member of the opposing team or a player's team strike that player or
another object, but that player has paint on himself or anything he is
wearing or carrying that resembles A hit, such player may be eliminated by
such judge. Generally, if the paint marking is reasonably solid and at
least the size of a quarter, it will be considered a valid hit. If two
opposing players are hit and marked, as provided in this Section :10.21,
simultaneously, or if the judges cannot determine which player was hit and
marked first, both players will be eliminated. Judges may wipe splatter or
non valid hits off a player at the time they are inspected. If a judge
observes a direct hit that marks a player, such player will be eliminated
regardless of the size of the paint splat.
10.22 Players
will be eliminated if any part of their bodies or anything that they are
wearing or carrying breaks the plane separating the field from the
out-of-bounds area. Such elimination will take place immediately upon the
breaking of such plane. Judges, in their discretion, may warn players,
once and only once, if they are getting too close to the boundary line of
the field.
10.23 Players
that are found with tools or other prohibited equipment on the field or
those working on their markers in violation of the provisions specified in
Section 7.04 hereof will be immediately eliminated.
10.24 Players
that separate from any piece of equipment or clothing that they brought
onto the game field by more than 5 feet, except squeegies, rags, or pods
used in holding paintballs will be immediately eliminated.
10.25 Players
that take action which would cause members of the opposing team to
reasonably believe that such players have been eliminated, including but
not limited to calling himself out or hit, hiding the armbands, holding
the markers in positions above the shoulders, placing objects in the
barrels of the markers and carrying them in view of members of the
opposing teams or walking in groups of eliminated players, will be
eliminated.
10.26 Players
whose markers shoot on the field in excess of 300 feet per second will be
eliminated in accordance with the provisions of Section 7.02 & 7.03
hereof.
10.27
Eliminated players will surrender their armbands to the closest judge and
exit the field immediately or at a judge's direction.
10.28 Players
may be eliminated for false starts or leaving the starting station before
the signal to "GO" or start.
FLAGS
11.0 FLAG
CARRIERS
11.01 Players
carrying flags must carry them in full view. Players cannot attempt to
hide or disguise the flag in any way.
11.02 Flags
may be passed from live players to live players.
11.03 A
player eliminated while in possession of a flag will hang the flag on the
nearest obstacle in plain sight and immediately leave the field.
11.1 FLAG
HANGS
11.11 When a
player breaks the plane of a teams flag station with the flag in a five
player game, the flag judge immediately calls time and the time of the
call is recorded. The flag judge then paintchecks the flag carrier.
11.12 If the
flag carrier breaking the plane of a flag station as specified in Section
11.11 hereof is found to have a hit on him, the flag judge will radio his
counterpart at the opposition flag station to re-hang the flag. The
replacement flag will be immediately hung in the center flag station and
the game will be restarted.
11.13 If the
flag carrier breaking the plane of his opponents flag station with the
flag is found not to have a hit on him, then the hang will be successful
and the game will be declared over as of the time the flag carrier broke
the plane.
11.14 If the
flag carrier makes the mistake of hanging the game flag at his own
starting station, flag hang points will be awarded to that games opponent.
PENALTIES
12.0 PLAYING
ON
12.01 Playing
on entails continuing to act as a player in the game after being
eliminated. Playing on includes, but is not limited to, Continuing to fire
or otherwise engage the Opposition, continuing to move, except with
respect to exiting the field by the most direct route or at the direction
of a judge, talking, signaling or otherwise communicating. either to a
judge. opposing players or teammates, except that a player may say, "I'm
hit." or, "Out." or something to that effect once, impeding the progress
of opposition players or a judge, hampering a judge in making a paintcheck
or a call, discharging or degassing the marker or providing teammates with
paintballs or equipment. The penalty for playing on is the removal of a
teammate in a one-for-one call, unless, in the judges opinion, such
playing on has materially influenced the course of the game, giving the
offending player's team an advantage, in which case the penalty for
playing on is the removal of two teammates in a two-for-one call.
12.1 WIPING
12.11 Wiping
is defined as the active and deliberate removal of paint by a player in
order to avoid an elimination or avoid a judge's call.
12.12 Wiping
is penalized by the immediate removal of the player from the game and the
simultaneous removal
of three additional players from the same team.
12.2 FREIGHT
TRAINING
12.21 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.
12.22 Judges
will allow a freight train to continue, but will remove one player for
each instance of continuing to play by any of the freight-training
players. When the freight train stops, the players who took multiple hits
will also be removed from play.
12.3
INTERFERENCE
12.31
Spectators may be allowed to observe games and the activities on a field
but may not (i) issue instructions to players on the field. (ii) make
comments about play which are likely to be heard by players on the field,
(iii) have guns in their possession, or (iv) otherwise interfere with play
in any manner whatsoever.
12.32 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" on the field and will result in the removal of one or
more players from the associated team.
12.4
ASSESSMENT OF PENALTIES
12.41 Judges
must assess the penalty proscribed for playing on or wiping.
12.42 Only
ultimate judges may assess penalties that remove points earned on the
field.
12.43 Judges
will issue verbal warnings for the following infractions:
(1) First offense failure to observe a neutral call.
(2) Failure to use a barrel blocking device.
(3) First offense abuse of calling for paintchecks.
(4) First offense on the use of inappropriate language.
(5) First offense on false or early starts.
12.44 Judges
will eliminate players for the following infractions:
(1) Second offense failure to observe a neutral call.
(2) Second offense abuse of calling for paintchecks.
(3) Second offense on the use of inappropriate language.
(4) Aggressive movement during a neutral call within 60 feet of neutral
player.
(5) A player going out of bounds or moving the boundary tape.
(6) A player hit in an unobvious location.
(7) A player having tools on the field.
(8) Being more than 5 feet from the flag station at the start of the game.
(9) Failure to wear goggles.
(10) Using a marker with muzzle velocity above 300fps and below 305
12.45
Assessment of the one-for-one rule (the removal of the player committing
the infraction, and a teammate) will take place for the following
infractions:
(2) Freight training, applied for each infraction.
(3) Continuing to play, hit in an obvious location.
(4) Reentering field after elimination.
(5) Interference during the course of a game by a person affiliated with
the team, not playing in the game.
(6) Playing on.
(7) Engaging in physical contact with another person on the field in a
hostile manner.
(8) Using a marker with muzzle velocity above 305fps.
12.46
Assessment of the two-for-one rule (the removal of the player committing
the infraction and two teammates) will take place for the following
infractions:
(1) Continuing to play, hit in an obvious location, which results in an
alteration of the course of the game.
(2) Use of a marker, firing in a prohibited mode.
12.47
Assessment of the three-for-one rule (the removal of the player committing
the infraction and three teammates) will take place for the following
infractions:
(1) Wiping
(2) Shooting after acknowledging your elimination or from the dead box.
12.48
Assessment of point penalties will take place for the following
infractions:
(1) Checking in as a live player at the end of a game with a hit in an
unobvious location is a 10 point penalty.
(2) Checking in as a live player at the end of a game with a hit in an
obvious location is a 50 point penalty.
12.5
ADDITIONAL PENALTIES
12.51 An
Ultimate judge may assess additional one-for-one penalties during the game
or successive 10 point penalties off of the field for the following
infractions:
(1) Each time a player fails to obey a judge's instructions.
(2) Fighting or other hostile contact.
12.52 If a
penalty is called that results in the removal of the last player from a
team, the other team will be
awarded the flag hang automatically.
12.53
Assessments of one-for-one, two-for-one, and three-for-one penalties when
no live players are left will result in the following penalty points being
assessed against the offending team:
(1) 12 point penalty in lieu of a one-for-one penalty.
(2) 18 point penalty in lieu of a two-for-one penalty.
(3) 24 point penalty in lieu of a three-for-one penalty.
12.54 A
player prohibited from a playing on a team, because his name appears on
another team's roster, or otherwise will cause the forfeiture of all the
games of such team.
12.55 Any
team that intentionally gives up points to its opponent will be
disqualified from the tournament and all members of the team playing at
the time of the infraction shall be suspended for life from playing in any
sanctioned CFOA event.
12.56 Any
team that plots with opponents to set scores will be disqualified from the
tournament and all members of the team playing at the time of the
infraction shall be suspended for life from playing in any sanctioned CFOA
event.
12.57
Referee's calls during a game will stand and cannot be changed after a
game except in extreme situations with the overall Ultimate Judge's
approval.
12.58 The
penalty for a player modifying a field starting three days prior to the
start of play or during the tournament days will be suspension from that
tournament.
12.59 Any
player who intentionally slams/spikes a marker will be disqualified for
the remainder of the event and will be accessed a 50 point penalty. The
offending player's team will finish that event playing short-handed with
only 4 players on the field, regardless of the number of players on their
team roster. Any player who commits a second offense of slamming/spiking a
marker will be disqualified for the remainder of the season.
MISCELLANEOUS
13.0 DECORUM
13.01 Teams
and players thereon attending an CFOA sanctioned tournament shall refrain
from wearing or otherwise displaying offensive pictures, words or logos at
the site where the tournament is taking place.
13.02 Teams
and players thereon attending an CFOA sanctioned tournament shall refrain
from engaging in any conduct that would bring the CFOA, the tournament,
the promoter or any sponsor into disrepute, including, but not limited to,
the trashing of hotel rooms, the discharge of loaded markers in un-goggled
trafficked areas, the willful destruction of private property, engaging in
physical altercations, except in defense of one's person against an
unprovoked aggressor, or the commission of a criminal act.
13.03 All
teams shall adhere to the administrative rules and regulations promulgated
by the promoter of the tournament with respect thereto.
13.04 All
teams shall police and dispose of all trash generated thereby within the
parking area, the staging area and/or the compound.
13.05 Any
person or team that fails to adhere to the rules and regulations specified
in this Section 13.0 shall be prohibited from competing in an CFOA
sanctioned event for a period of one year from the date of the infraction.

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