<%@LANGUAGE="JAVASCRIPT" CODEPAGE="1252"%> Untitled Document Official RMPS Series 2007 Rule Book

Field Size Requirements
1.01 Not at this time.
2. 2006 Entry Fees
Rookie Division $300.00
2.02 Entry fees are to be paid to the RMPS

3. Rosters & Classifications

3.02 Teams may roster 7 players.

4. Overall Team-ranking points are earned as follows:
(1) 50 points for first place;
(2) 48 points for second place;
(3) 46 points for third place;
(4) 44 points for fourth place;
(5) 42
(6) 40
(7) 38
(8)All other teams will receive 35 points for attending the tournament.


5. Number of Games
5.01 Teams will play minimum of eight preliminary round games.

5.02 The RMPS reserves the right to run the tournament as a round robin.

5.03 Teams will qualify for the semi final round in the following manner:
If there are less than 8 teams in the classification there will be no semifinal
If there are 8 to 30 teams in the classification, the top 4 teams of the two divisional brackets will qualify and play in the semifinal round.
The top 4 scoring teams in the semifinal round will qualify and play in the final round.
If there are over 30 teams in the classification, the top 4 teams of the three divisional brackets will qualify and play in the quarter final round.
The top 3 scoring teams in the two divisional brackets of the quarter final round will qualify and play in the semi final round.
The top 4 scoring teams in the one bracketed semifinal round will qualify and play in the final round. Team positions at the end of a round of play are determined by total points earned by the teams in such round.
5.04 After the preliminarily rounds the quarter, semifinal, and final rounds will be based and ranked off the points acquired by such team.
5.05 If the tournament ends after prelims. Highest prelim scores wins.
If the tournaments ends after semis.. Highest semi seed wins.

6. Officiating
6.01 Each field will be staffed with a minimum of five field referees including one head official. All field referees and head referees are under direct control of the
Ultimate referee.
6.02 Only referees authorized by the ultimate referee and assigned to each field may make calls on that assigned field.
6.03 All referees shall perform their duties and shall make decisions in an unbiased manner. If any referee is found to have been bias in his/her refereeing activities, for or against any team, such person shall be dropped from the referee staff for the remainder of the tournament.
6.04 Referees will not provide information to teams during the game, except with respect to safety concerns, warnings, neutrality, and eliminations.
6.05 Referees will not, through action or inaction, deliberately reveal or conceal the locations or actions of players during the course of a game. Referees will not impede the progress of the game.

7. Referees hand signals
7.01 Eliminating Referee will signal when a player is eliminated by holding right hand on top of head and left arm pointing at player who is eliminated. Then pull armband. The referee cannot put a player back in after calling player eliminated with
a hand signal.
7.02 Safe Referee will signal safe by waving both hands in front of body. This safe signal indicates that a player is considered clean of a hit and is still an active part of the game.
7.03 Neutral Referee will signal a player neutral by waving a white towel over head. Referee will then check player and make a safe or eliminated call. Neutral calls are at the discretion of the referees, and will only be made in extreme cases where it is difficult to check the player for hits.
7.04 One for One Referee will call a player eliminated for a One for One using eliminated signal first followed be a double fist up and down movement by both arms in front of body. The referee then pulls armband and signals one for one again.

II. Equipment

8. Clothing
8.01 Each player may wear only one layer of underclothing consistent with the weather of the day for all but unseasonably cold weather. This shall consist of, at maximum, one pair of under-shorts and one short or long sleeve T-shirt.
8.02 Each player must wear only one pair of full-length pant s and only a longsleeved jersey. Players clothing including pants and jersey must be free from tears and rips. If clothing is torn or ripped during the course of a game the player must change any torn or ripped clothing prior to starting of next game.
8.03 Players must wear pants or shirts or jackets that fit well. Jerseys or tops must be tucked into players pants or harness. Players may not wear oversized clothing or sweatshirts. If a judge deems that a players clothing is oversized, the judge may require new attire or make temporary adjustments using tape, pins, etc.
8.04 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, they will be pulled during the game.
8.05 Players may wear a single pair of gloves, with or without full fingers. Gloves may be padded.
8.06 Players may wear headgear that does not extend beyond 1 inch below the collarbone or below the shoulder blades.
8.07 Players may not wear metal cleats.
8.08 Players uniforms may not contain orange or pink coloring, which are reserved as protected paint colorings.

9. Protective Gear
9.01 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.
9.02 Players, officials and all on field must wear full-face protection as it comes from the manufacturer in its original form.
9.03 Players, officials and all on field must wear ear protection that is part of the goggle system that was made by the manufacturer for that goggle system.
9.04 Players may wear one layer of forearm and elbow protection, provided that the padding on such protection has not been modified from the manufacturers original form. Such protection may be worn over or under clothing. 9.05 Players may wear one layer of shin and knee protection, provided that the padding has not been modified from the manufacturers original form. Such protection may be worn over or under clothing.
9.06 Male players may wear groin protection, and female players may wear chest protection.
9.07 Players may wear nylon neck protection of a single layer.
9.08 Padding in garments will be limited to elbow, forearm, knee, shin, & hips, provided that the padding has not been modified from the manufacturers original form. Any other soft padding in garments is prohibited.

10.Markers

10.1. Players may carry a single, .68 caliber, pump or semi automatic paintball marker that
includes a single barrel and a single trigger.
10.2. A marker covered in whole or in part by a material of an absorbent or padded nature is
illegal.
10.3. A trigger is a movable lever that causes a marker to fire when force is applied directly to the
trigger with a vector parallel to the vertical plane of the marker.51 A marker that can be
caused to fire by any other means is illegal.
10.4. A trigger guard that is unaltered from the manufacturer’s52 original form must protect the
trigger of the marker.
10.5. A marker may fire at a maximum rate of fifteen balls per second.53
10.5.1. A player on the field of play during a game whose marker shoots more than one
paintball within 60 milliseconds54 will receive a gross penalty.
10.5.2. A player on the field of play during a game whose marker shoots more than one
paintball within 65 milliseconds55 will be assessed a minor penalty.
10.5.3. A player who carries a marker onto the field of play that can shoot more than one
paintball within 60 milliseconds without adjustment requiring tools will receive a gross
penalty and a minor suspension.56
10.6. A marker may fire no more than three shots per press and release of the trigger, and no
more than three shots between presses of the trigger.57 A player who carries a marker onto
the field of play that fires more than three shots per press and release of the trigger, or more
than three shots between two presses of the trigger, will receive a gross penalty and a minor
suspension.
10.7. A marker that has not been fired within the previous second may fire no more than one shot
per press and release of the trigger until after the marker has been fired three times.58 A
player who caries a marker onto the field of play that will fire more than one shot per press
and release of the trigger before the marker is fired at least three times after not having been
fired for at least one second will receive a gross penalty and a minor suspension.
10.8. A marker with settings, whether mechanical, pneumatic, or electronic, that may be adjusted
without the use of tools to allow the marker to operate in an illegal manner is illegal.59 A
player who operates buttons, switches, valves or other adjustable device on a marker on the
field of play without the permission of a judge will be assessed a minor penalty. A player who
operates buttons, switches, valves or other adjustable device on a marker on the field of play
after being instructed to provide the marker to an official, or prior to being instructed to do so,
will receive a gross penalty and that player will receive a minor suspension.
10.9. Marker barrels may be equipped with porting, but may not have a sound suppressor
attached or integral to the construction of the barrel.
10.10. A marker with any valve, expansion chamber, or other item or device except a barrel or
screw-in air source60 that may be adjusted on the field of play to increase or decrease velocity
without the use of tools is illegal.
10.11. Any person possessing a marker that is attached to an air source, does not have a barrel
sock properly installed over the end of the barrel, is not at a designated chronograph station
being chronographed and is not on the field of play during, in the 10 seconds prior to, or the
10 seconds immediately after a game,61 will be assessed a minor penalty.
10.12. Any illegal marker is not allowed on the field of play. Players carrying an illegal marker on
the field of play will be assessed a gross penalty. A player bringing an illegal marker onto the
field of play after being informed by a judge that the marker is illegal will be assessed a gross
penalty and a minor suspension.
10.13. Any player whose marker has been modified from the manufacturer’s original form to
disguise its mode of operation or to allow the player to change the mode of operation on the
field without the use of tools will receive a major suspension.
10.14. A marker may be confiscated for inspection at any time, and may be kept for up to three
days following the conclusion of the event.

11. Other Equipment
11.01 Loaders must be made of a solid color, and stickers on loaders or other feed devices will not be allowed except for one 2 by 4 sticker on each side of the loaders or other feeding devices in any color.
11.02 Players may carry any number of pouches, pods, or tubes.
11.03 Two live players may exchange equipment.
11.04 Vests and pouches may not be constructed in such a fashion that they constitute padding.
11.05 Players may carry a single hand towel or washcloth. Players may carry multiple squeegees and or swabs. Players may carry anti-fog cloths or spray.

12. Prohibited Equipment

12.01 Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, (FPS is a event paint only event) non even paintballs, paintballs which are toxic or not biodegradable or indelible or paintballs which has a shell, fill or both altered or augmented in any way. Teams found using fforbidden paintballs or carryforbidden paintballs in their pods or hoppers or with an open box of such paintballs will also be ejected from the tournament and all points taken away from that round of play.
12.02 Anything not specified in Sections 8 through 13, inclusive, as permitted shall be prohibited unless allowed by the RMPS Series.

13. Paintballs
13.01 Paintballs must be purchased on site from the FPS Series. The FPS Series is a event paint only event. Teams will recieve one warning for using non-event paint. Second offense will result in a 20 point score reduction. This rule may be waived at the descretion of the Promotor.

III. The Game

14. Game Start
14.01 Team flag stations on field of play for preliminary rounds and quarterfinals will be determined by a coin toss prior to the start of the game. Team flag stations in the semi final and final rounds best of three will be determined by a coin toss for the first game; the second game teams will switch sides. The flag stations for the third game will be determined by a coin toss.
14.02 Players must have one foot in their flag station prior to the start of the game.
Any player without one foot in the flag station at the start of the game will be eliminated.
14.03 Players may not shoot over the break out boards. Players markers must be in the down position prior to start of game.
14.04 Players may not shoot their markers at poles, bunkers and netting prior to the start of the game. Players may not shoot their markers after the game has ended.
14.05 Players must carry all paintball, gas or air and equipment to be used during the course of the game on their person at the start of the game.
14.06 The head referee on the field will begin game by giving a ten-second warning so that each team may hear clearly such warning. The Head Referee will give such warning with a countdown of Three, two, one, ten-seconds. Thereafter, the game will start by the Head Referee shouting so that each team may hear, by radio or otherwise, either, Game on, or Go, go, go.
14.07 In the event of an emergency situation, the referee discovering the emergency will request that all referees stay off the radios. Other referees on the field will immediately cause all action to stop. Game time will also be halted for the duration of the emergency.

15. Game Stoppages
15.01 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.
15.02 In a situation where a false start happens due to a Referee mistake or misscommunication the Head Referee will stop the game and restart as if the game had never started.
15.03 Only the Head Referee may declare the game stopped.
15.04 All field referees will note the locations of the players at the time that the game is stopped. Once the game has been stopped, the field referees will insure that players remain in those locations. Referees will check all players and will remove any players who are eliminated prior to the game being stopped. Referees 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 referees 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 referees, the Head referee will restart the game in accordance with the procedures specified in game start section.

16. Checkout Procedures
16.01 Players that are eliminated, immediately upon elimination, must exit the field by the most direct route or as directed by a field referee. Players that take routes that are not the most direct and are meant to conceal from the other team such players eliminations or players that refuse to follow a referees direction on leaving the field constitute playing on and appropriate penalties may be assessed.
16.02 All live players at the end of a game must present themselves to a field referee for inspection. At this time, a field referee will inspect the player for hits, and if any are found, the Head Referee will be notified, and proper penalties will be assessed.
16.03 Players may not re-enter the playing field without the permission of a field referee.

17. Game End
17.01 A game will end only by the head referee on the field announcing, Gameover.
17.02 A game will end by (i) a successful flag hang, (ii) the elimination of all players on the game field, or (iii) 5 minutes after the start of the game.
17.03 When the game time has expired or a flag referee declares a flag carrier clean and the hang completed, the head referee will communicate to all referees Gameover
17.04 Official game time will be kept by the Head Referee or a field referee appointed thereby, but in no event shall the official game time be kept by a flag referee. In the event that a game is to be interrupted because of a medical emergency, or otherwise, the Head Referee will mark the time or cause the field referee appointed thereby to keep the official game time to mark the time. The Head Referee will restart the game, and the time will begin by a ten second warning followed by the game on signal as specified in Section game start hereof. Time will begin to run upon such restart.
17.05 The flag referee will be assigned to inspect live players at the flag station after the game is over.

18. Pre Game Chronographing
18.01 All games will be preceded by a pre-game chronographing session, pursuant to which each player on each team will be chronographed. Each team is expected to report to the chrono station for the applicable game field at least 10 minutes prior to
t he scheduled start of the game.

18.02 A chronograph will be used for as 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.
18.03 The chrono referee will take a marker from a player and inspect it 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;
and
(6) to make sure electronic markers are locked so that dwell, debounce and
shooting modes etc... may not be adjusted on field.
18.04 Players whose markers do not pass such inspection will be informed and will be given an opportunity to remedy the situation, time permitting.
18.05 Players whose markers pass such inspection will step to the chronograph, and the chronograph referee shall chronograph the marker as it would or could be shot effectively on the game field at its maximum velocity. The chrono referee will shoot three shots over the chronograph.
18.06 Markers will pass inspection if no one shot is greater than 300 feet per second.
18.07 Players whose markers do not pass such inspection will be so informed and will
be given an opportunity to remedy the situation, time permitting.
18.08 All players whose markers have not passed the chronograph may elect to enter
the field without a marker or be counted as eliminated.
18.09 Players who have passed the chronograph will be stationed in a controlled area
adjacent to the chronograph area. This area will be supervised by a referee or other
tournament official. Players who have passed the chronograph may not leave this
area, except to enter the field with a referee. Players in this area may not be handed
markers or tools.
18.10 Players are responsible for removing old hits or bringing the same to the
attention of a field referee prior to game time, so that they may be dealt with in a
manner that would not result in the elimination of the players.

19. On Field Chronographing
19.01 Chronographing on the field may be done at any time at the discretion of any
field referee to determine if a markers muzzle velocity has risen above legal limits.
Referees will seek to perform on field chronographing in a manner which least
interferes with play. Players will not be subject to chronographing after checkout.
(See checkout procedures)
19.02 Players with markers chronoed on the field during a game at 300 feet per
second or less (one two or three shots at the discretion of the field referee) will continue to play without elimination or penalty.
19.03 Players with markers that are shooting over 300 feet per second but less
than or equal to 310 feet per second will be eliminated from play.
19.04 Players with markers, which are shooting over 310 feet per second, will be
eliminated from play and given a one-for-one penalty.
19.05 Players who are observed working on their markers during the course of a
game, with the exception of cleaning paint out of barrels, loaders or feed ports will be immediately removed from play.

20. Armbands
20.01 Armbands must be at least 2 inches in width and long enough to fit around the upper arm and constructed so that they are adjustable in length and can be firmly affixed to the arm.
20.02 Each player will be given an armband in a distinctive team color. Players are responsible for putting their own arm bands on.
20.03 The sets of armbands will be of contrasting colors so as to be easily distinguishable.
20.04 Armbands shall be worn on the left arm.

21. Flags
21.01 Flags will be a minimum of 12 inches wide and a minimum of 24 inches long.

22. Flag Carriers
22.01 Once a team flag is hung in its flag station prior to the start of a game, it is not to be touched by its own team.
22.02 Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag in any way.
22.03 Flags may be passed from live players to live players.
22.04 A player eliminated while in possession of a flag will remain on the field of play, holding the flag at arms length and at eye level, until that flag is recovered by another player, from players team.

23. Flag Hangs
23.01 When a player breaks the plane of a teams flag station, the flag referee immediately calls time and the time of the call is recorded. The flag referee then paint checks the flag carrier.
23.02 If the flag carrier breaking the plane of a flag station hereof is found to have a hit on he/she, the flag referee will radio his counterpart to re-hang the flag. The replacement flag will be immediately hung in the flag station.
23.03 If the flag carrier breaking the plane of his flag station with his opponents flag is found not to have a hit on he /she, then the hang will be successful and the game will be declared over as of the time the flag carrier broke the plane.

24. Eliminations
24.01 A player is eliminated if a paintball shot out of a paintball marker 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 referee does not see a paintball shot by a live member of the opposing team or a players team strike that player or another object, but that player has paint on he/she or anything he/she is wearing or carrying that resembles a hit, such player will be eliminated by referee. 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 simultaneously, or if the referee cannot determine which player was hit and marked first, both players will be eliminated. Referees will wipe splatter or non-valid hits off a player at the time they are inspected. No player will be allowed to continue play with paint that is considered non-valid until it is wiped clean by a referee.
24.02 Players will be eliminated if any part of their bodies or anything that they are wearing or carrying touches the ground outside the playing boundary. If the playing boundary also uses tape or fencing as a line, succh boundary marking cannot be pushed out.
24.03 Players will be eliminated if they are not wearing armbands issued thereto prior to the start of the game, fully exposed on their left arms.
24.04 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 marker section will be immediately eliminated.
24.05 Players that separate from any piece of equipment or clothing that they brought onto the game field by more than 5 feet, except squeegees, rags or pods used in holding paintballs will be immediately eliminated. A player hit on a pod and then disposing the pod will be eliminated.
24.06 Players that engage in un-sportsman like conduct, including, but not limited to, failure to obey a referees directions with respect to moving on a neutral player, deliberate avoidance of a referee in a manner to prevent a referee from
chronographing a marker on the field or prevent him froom making a call, shooting atreferees, excessive shooting with intent to injure an eliminated player, the requesting of paint checks to distract referees from checking themselves or teammates or to use referees to locate opposition players or verbal abuse of
24.07 Players that take action which would cause members of the opposing team to reasonably believe that such players have been eliminated, including calling themselves out or hit, hiding their 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.
24.08 Players whose markers shoot on the field in excess of 300 feet per second will be eliminated in accordance with the provisions of marker section.
24.09 Players may be eliminated as the result of a penalty called by a referee for infractions committed by teammates pursuant the provisions contained herein.
24.10 Eliminated players will surrender their armbands to the closest referee and proceed directly to the elimination box. The players are to remain in the box until directed to leave by a referee.
24.11 Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated.

25. Paint Checks
25.01 Paint checks are performed by referees for the purpose of determining if a paintball has broken on and marked a player.
25.02 Paint checks are performed by a referee when the referee has observed a player taking shots, or when shots are directed into an area occupied by a player that the referee cannot directly observe, when the physical location that a paintball may have broken on is not visible to the referee, or when the referee is directed to do so by another referee.
25.03 Referees may, but are under no obligation to, make a paint check after a player has requested one.

26. Neutral Checks
26.01 Referees will make every effort to perform a paint check without calling a player neutral. However, a referee, at his/her discretion, may declare a player neutral.
26.02 No flag carrier will ever be stopped and declared neutral for the purposes of performing a paint check.
26.03 A referee calling a player neutral will indicate the same to all players on the field by standing over the player, shouting, Neutral, and holding his/her arm above his/her head and waving towel overhead and shouting neutral.
26.04 A player declared neutral cannot be eliminated from the game or moved on, either by opposing team members or his/her own teammates, while in the state of neutrality.
26.05 A referee may move a neutral players equipment and or request that such player expose additional areas for examination.
26.06 Players not declared neutral may be eliminated while being checked.

27. Obvious Hits
27.01 Obvious hits are those which impact and break on 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.
27.02 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 elimination.
27.03 Such players must then remove their armbands, install barrel sock and go straight to elimination box by the most direct routes or upon the instructions of a field referee, if given.
27.04 Players, who are hit in obvious locations, which are easily verifiable, by such players may not call for a paint check. Calling for a paint check under such circumstances constitutes continuing to play on.
27.05 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.
27.06 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 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 paint check by a field judge. Failure to call for such a paint check immediately will constitute playing on by such player.

28. Unobvious Hits
28.01 Un-obvious hits are those which impact and break on players harnesses & tubes located on players back. Any part of the harness located in front players hips are considered obvious.
28.02 Players with un-obvious hits will be eliminated but will not be penalized.
28.03 Should a player with an un-obvious hit become aware, through his/her 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.

IV. Scoring
29. Points
29.01 Scoring for games will be conducted on a 100 point system and will be awarded as follows:

III 5Man
A team will be awarded 4 points for every player on the opposing team eliminated.
A team will be awarded 1 point for every player on such team not eliminated
A team will be awarded 35 points if it pulls its opponents flag. A team is not required to pull its opponents flag first. Only one pull per team will be awarded during and game.
A team will be awarded 40 points when the opposition flag is hung in the flag station of the team awarded the points
IV 7Man
A team will be awarded 3 points for every player on the opposing team eliminated.
A team will be awarded 1 point for every player on such team not eliminated
A team will be awarded 32 points if it pulls its opponents flag. A team is not required to pull its opponents flag first. Only one pull per team will be awarded during and game.
A team will be awarded 40 points when the opposition flag is hung in the flag station of the team awarded the points

30. Score Sheets
30.01 Score Sheet Procedures:
i. The score sheet will be filled out by the head referee of the field and shown to both team captains.
ii. Nothing on the score sheet must be crossed out nor written over
iii. It is the responsibility of each team captain to check the score sheet. Ifa team captain finds mistake on the score sheet, a new one will be filled out.
iv. When both team captains agree on the score sheet, they will sign it and the score sheet will not be modified even if mistakes are discovered afterwards with the exception of mathematical errors.
v. If a team captain refuses to sign the sheet because of a disagreement on the information it bears, an Ultimate Referee will be called. The Ultimate Referee will talk whether the score sheet must be amended, and if the team captain still refuses to sign the sheet, the ultimate referee will validate the score sheet himself.
vi. Score sheets will be filled out in duplicate. The duplicate copy will go to the scores table via runner and the original copy will stay with the head referee. No player or captain will ever take a score sheet from the field.
30.02 Clerical or mathematical errors may be corrected at any time prior to the start of the next round of play. 30.03 Only clerical and mathematical errors may be corrected after the score has been posted on the scoreboard.


31. Forfeits
31.01 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. 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.
31.02 Any team which is scheduled to oppose a team that has forfeited a game will receive 95 points or the average of all their games in that round, which ever is higher and the forfeited team will receive zero points for that game.
31.03 Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand, except if the reason for having missed the game was completely beyond the control of the team declared to have forfeited that game, such as travel or weather related delays.

32. Tie Breakers
32.01 In case of a tie score among teams, such tie will be broken, first, by head to head competition, the winner of such contest advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by one on one match. Teams will chose one player, with the winners team advancing.

V. Penalties
33. Playing On
33.01 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 shoot 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 referee, talking, signaling or otherwise communicating, either to a referee, opposing players or teammates, except that a player may say, Hit or, Out or something to that effect once, impeding the progress of opposition players or a referee, hampering a referee in
33.02 The penalty for playing on is the removal of a teammate in a one-for-one call, unless in the referees opinion such playing on has materially influenced the course
of the game giving the offending players team an advantage, in which case the penalty for playing on is the removal of two teammates in a two-for-one call.

34. Wiping
34.01 Wiping is defined as the active and deliberate removal of paint by a player in order to avoid elimination or avoid a referees call.
34.02 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.

35. Freight Training
35.01 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.
35.02 Referees 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.

36. Interference
36.01 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 markers in their possession, or (iv) otherwise interfere with play in any manner whatsoever.
36.02 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.

37. Assessment of Penalties
37.01 Referees must assess the penalty proscribed for playing on or wiping.
37.02 Referees will issue verbal warnings for the following infractions:
(1) first offense failure to observe a neutral call;
(2) failure to use a barrel sock;
(3) first offense abuse of calling for paint checks;
(4) first offense on the use of inappropriate language; and
37.03 Referees will eliminate players for the following infractions:
(1) second offense failure to observe a neutral call;
(2) second offense abuse of calling for paint checks;
(3) second offense on the use of inappropriate language;
(4) aggressive movement during a neutral call
(5) a player going out of bounds or moving the boundary tape;
(6) a player hit in an unobvious location;
(7) not having one foot inside the flag station area at the start of the game;
(8) failure to wear goggles; and
(9) checking in as a live player at the end of a game with an un-obvious hit.
37.04 Assessment of the one-for-one penalty (the removal of the player committing
the infraction
and a teammate) will take place for the following infractions:
(1) a player having tools on the field;
(2) freight training, applied for each infraction;
(3) continuing to play with a hit in an obvious location;
(4) reentering the field after elimination;
(5) interference during the course of the 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; and
(8) checking in as a live player at the end of a game with an obvious hit.
37.05 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; and
(2) use of a marker in violation of the provisions of marker section hereof.
37.06 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; and
(2) shooting after acknowledging your elimination.

38. Additional Penalties
38.01 Afield referee may assess additional one-for-one penalties for the following infractions:
(1) each time a player fails to obey a referees instructions; and
(2) fighting or other hostile physical contact.
38.02 If a penalty is called that results in the removal of the last player from a team, the other will be awarded the flag pull and hang automatically.
38.03 Assessments of one-for-one, two-for-one and three-for-one penalties when no live players are left will result in the opposing team being credited with that number would be another teams roster, or otherwise, a team playing with an ineligible player according to the roster section here within will cause the forfeiture of all the games of such team
38.05 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 eliminated from the remainder of event and surrender all seed points in that event.
38.06 Referees calls during a game will stand and cannot be changed after a game except in extreme situations with the overall Head Referees approval.