Rules
The revised rules for the 2010-2011 HRL Season.
OFFICIATING
1.0 GENERAL INFORMATION
1.01. Flag Stations will be pre-determined at the start of the game.
1.02. Judges will not provide information to teams regarding the location of flag stations, game time or progress of a game, either prior to, during or after the game has ended, except with respect to safety concerns.
1.03. 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.
1.1 GAME CONTROLS
1.11. The ultimate judge on the field will begin a game by giving a five-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…five 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
1.12. A game will end only by the ultimate judge on the field announcing, “Game over.”
1.13. In the event of an emergency situation, the judge discovering the emergency will request that all judges stay off the radios. Other judges on the field will immediately cause all action to stop. Game Time will also be halted for the duration of the emergency
GAME STRUCTURE
2.0 SCORING
2.01. Scoring for the game will be conducted on a 100 point system and will be awarded as follows.
(1) 7 points for every player on the opposing team eliminated.
(2) 3 points for every player on such team not eliminated.
(3) 40 points if it pulls the center flag first.
(4) 30 points when the flag is hung in its opponents flag station.
2.02. Points are awarded at the conclusion of the game by the ultimate judge.
2.03. Eliminations 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, any elimination for penalties assessed against a teammate, including the one-for-one penalties, for placing any part of his body or anything he is wearing or carrying out of bounds, unsportsman-like conduct, 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 empty hoppers used to carry paint, being more than five feet from the flag station at the start of the game, or delaying taking the field after being told to do so by the ultimate judge or a field judge.
2.04. A first flag pull occurs when a player not eliminated physically grabs and gains possession the center flag. Only one team in a game may earn first flag pull points.
2.05. Flag hang points are awarded when a player breaks the plane of a flag station with the flag. Flag hangs may be awarded in conjunction with or independently of first flag pulls. Flag hangs are only awarded when a flag is hung in the flag station that such flag was not placed in at game start. 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 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 lane of the flag station.
2.1 TIME AND START
2.11 A three 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) 5 minutes after the start of the game.
2.12. Each team is expected to report to the chrono station for the applicable game field at least 10 minutes prior to the scheduled start of the game or when called by tournament officials.
2.13. Players who have passed the chronograph will be stationed in a controlled area adjacent to the chronograph area. Players who have passed the chronograph may not leave this area, except to enter the field with a judge. Players in this area may not be handed markers or tools.
2.14. 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.
2.15. 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.
2.16. Each player will be given an armband in a distinctive team color and will wear the same on his left arm.
2.17. Players must have both feet parallel with the starting gate and their markers roughly facing away from their opponents. Any player not doing so at the start of the game will be eliminated.
2.2 PRE GAME CHRONOGRAPHING
2.21. All games will be preceded by a pre-game chronographing session, pursuant to which each player on each team will be chronographed.
2.22. The chronograph judge may 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 of 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.
2.23. Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.
2.24. Players whose markers pass such inspection will step to the chronograph, and the chronograph judge (or player as designated) shall chronograph the marker as it would or could be fired effectively on the game field at its maximum velocity. The chronograph judge or player will fire three shots over the chronograph.
2.25. Markers will pass inspection if the average of the three shots is less than 295 feet per second and no one shot is greater than 300 feet per second.
2.26. Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.
2.27. All players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.
2.3 NUMBER OF GAMES
2.31. Three player teams will play six preliminary round games. Such games will be played against teams within the defined division of such team.
2.32. All teams will play three games in each round above the preliminary round in four team divisions. Such games will be played against all the teams within the defined division of such team.
2.33. Teams will qualify for the semi final round in the following manner:
(1) If there are less than 9 teams in the tournament, there will be no semi final round and the top four teams in aggregate points will qualify and play in the final round.
(2) If there are 9 or more teams, the top team in each division shall qualify for the semi final round together with that number of wild card teams, based on total points accumulated in the preliminary round so that the number of teams qualifying in such classification for the semi final round is at least 8 and is divisible by 4.
2.34. The top team in each semi final round division shall qualify for the final round together with that number of wild card teams, based on total points accumulated in the semi final round so that the number of teams qualifying for the final round is 4.
2.35. Team positions at the end of a round of play are determined by total points earned by the teams in such round, subject to the tie breaking positions contained in Section 3.56 hereof.
2.36. In case of a tie score among teams, such tie will be broken by the following critiera:
(1) Head-to-head competition in current round of play, the winner of such contest advancing.
(2) If the tie among teams remains after such tie breaking determination, the tie shall be broken by points scored by opponents in the current round, the team with the lowest points scored against advancing.
(3) If the tie among teams remains after such tie breaking determination, the tie shall be broken by the previous round scores, the team with the greatest score in the previous round advancing.
(4) If the tie among teams remains after such tie breaking determination, the tie shall be broken by the next previous round scores, the team with the greatest score in such next previous round advancing.
(5) If the tie among teams remains after such tie breaking determination, the tie shall be broken by HRL ranking.
2.4 RANKINGS AND SEEDING
2.41. Three player team ranking points are earned as follows: (1) 50 points for first place; (2) 46 points for second place; (3) 43 points for third place; (4) 40 points for fourth place; Semi-finals teams receive 24 points plus 1 point for every 15 game points scored in the semi-final round. Teams not qualifying for the semi-finals will receive 1 point for every 15 game points scored in the preliminaries, in the case of negative points, the team will receive 1 seed point for attending the event. In any event which there are insufficient teams to have a semi-final, teams not qualifying for the final round, yet finishing in positions 5th thru 8th, will receive 18 points plus 1 point for every 15 game points scored in the preliminary round of play.
2.42. In the case teams have no ranking points during the previous season, teams will be seeded in alphabetical order, not taking into account city, state, country or other jurisdiction forming a part of the name and. or the words “the” and “team”.
2.43. Teams shall receive ranking points equal to the aggregate of the points earned at those tournaments in which such teams participated.
2.44 Teams moved from the Beginner division to an upper level division will NOT carry over tournament seed points.
2.45 Any team that changes its status from Rookie to Regional (either by choice or by the placement rule for the Rookie class) for the will keep a percentage of their points based on which tournament of the year that they move up.
• After the first tournament: 100%
• After the second tournament: 90%
• After the third tournament: 80%
• After the fourth tournament: 70%
• After the fifth tournament: 60%
EQUIPMENT
3.0 CLOTHING
3.01. Each player may only wear one layer of underclothing consistent with the weather of the day for all but unseasonably cold weather. This shall consist of, at minimum, one pair of under shorts and one short or long sleeve t-shirt.
3.02. Each player may only wear one pair of full length pants and one long-sleeved jersey or shirt, either button or pullover style, as long as the colors on the outer garments are not the same as any armbands, flags or judges apparel chosen for use at the event.
3.03. Players must wear pants, shirts and jerseys that fit well. Players may not wear oversized clothing. If a judge deems that a player’s clothing is oversized, the judge may require new attire or make temporary adjustments using tape, pins, etc.
3.04. Players may not wear clothing which are made out of a 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.
3.05. Players may wear a single pair of gloves, with or without full fingers. Gloves may be padded.
3.06. Players may wear neck protection of a single layer. Players’ head and neck protection may not tend beyond one inch below the collarbone in the front and below the shoulders, in the back.
3.07. Players may wear no more than two pieces of head protection.
3.1 PROTECTIVE GEAR
3.11. 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. Goggles not certified meeting the ASTM standards and or modified from the manufacturers original form will not be allowed.
3.12. Players must wear full-face protection as it comes from the manufacturer in its original form.
3.13. Players must wear ear protection that is part of the goggle system that was made by the manufacturer for that goggle system.
3.14. Players may wear 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.
3.15. Players may wear 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 and may be counted percentage wise where applicable in rule 5.02.2 hereof.
3.16. Male players may wear groin protection and female players may wear breast protection.
3.2 MARKERS
3.21 Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel, a single trigger and gravity 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.
3.22 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 cannot be adjusted without a tool with the marker gassed or degassed.
3.23 The definition of a trigger is the movable lever or button that comes in contact with the finger. The contacts of a switch will not be considered to be a trigger. A trigger pull requires an exertion of force by the finger on the trigger and a release of force by the finger on the trigger during every firing cycle.
The following mode rules apply:
Beginner and Rookie: All markers must shoot semi automatic mode only. That is, only one blast of air down the barrel per cycle of the trigger. May fire no more than one paintball within 95 milliseconds (12.5 bps).
Regional Division: May fire no more than one paintball within 95 milliseconds (12.5 bps). Markers 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. Markers may fire no more than one shot per press and release of the trigger unless the trigger has been pressed and released four times, and the trigger has been pressed and released at least once per second since the first of the four trigger pulls.
3.24. Enhanced trigger markers are markers that deliver over 1 and up to 1.5 shots per pull of the trigger using techniques such as but not limited to switch bounce. These markers are NOT allowed in the HRL. Any enhancing trigger device must be made inoperable prior to competition. It is the player’s responsibility to make the enhanced markers compliant to HRL rules.
3.25. All markers are subject to inspection at any time during HRL Tournament, provided that the markers are taken for inspection prior to such tournament’s completion.
3.26. Marker 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.
3.27. 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.
3.28. Players may wear a remote tank hook-up. The remote line may not be worn underneath clothing.
3.29. Players may not use cloth, neoprene, or other material to cover the paint loaders on the marker. One Cloth or neoprene tank cover will be allowed per player as long as the construction of the cover is not overly baggy or constitute padding. The determination of over-padding will be made by the Tournament Director.
3.30. Barrel Blocking Devices (bag type blocking devices) are required at all times except on the field or the target range.
3.31. Loaders may not be made of a transparent material. Translucent materials are acceptable as long as, in the Tournament Director’s opinion, a hit can be readily distinguished as being on the inside or outside the loader.
3.32. Loads may be decorated as long as, in the Tournament Director’s opinion, it is not decorated in a manner as to conceal a hit.
3.4 OTHER EQUIPMENT
3.41. Cloth and neoprene tanks covers will be allowed.
3.42. Players may carry any number of pouches, clips or loaders.
3.43. Vests and pouches may not be constructed in such a fashion that they constitute padding. Belt systems may incorporate neoprene but not the pouches. Vests, pouches and belt systems must be worn on the outside of clothing.
3.44. Players may carry a single hand towel or wash cloth, provided that it is not of the same color as armbands, flags, or judges apparel. Players may carry multiple squeegees and or swabs. Players may carry anti-fog cloths or spray.
3.5 PROHIBITED EQUIPMENT
3.51. Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices and paint which has had shell, fill or both altered or augmented in any way.
3.52. Non event, (outside) paint is strictly prohibited. Teams found to be shooting non event paint will be ejected from the event.
3.53. Players may not wear metal cleats.
3.54. Anything not specified in Sections 5.01 through 5.34, inclusive as permitted shall be prohibited unless allowed by the ultimate judge.
3.55. Wearing only Short sleeve shirts and/or short pants are prohibited unless the weather conditions require them. The determination will be made by the Tournament Director. Upon approval of the Tournament Director, an in the event of unseasonably hot weather (typically 92°+) players may wear short sleeve shirts, providing sleeves are at least 5 inches in length and shorts providing that the length of the shorts is at least two inches past the knee and at least 80% of the leg is covered.
3.56. Hand-held packs or “footballs”, that is carrying devises designed to carry two or more pods or two or more pods that have been attached together are prohibited.
3.6 POSSESSION AND EXCHANGE
3.61. Two live players may exchange equipment.
4.62. Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated. Any equipment carried onto the field by said person will be considered “dead equipment” unless it was exchanged with other players while both players were live. Any dead equipment acquired and used by live players will cause the elimination of those players.
3.63. Players must carry all paint and air to be used during the course of the game on their person.
TEAMS
4.0 CLASSIFICATIONS
4.01. All players in the HRL must conform the following classification qualifications.
Beginner Class
1) Players cannot have been on a team’s roster for any event where the said team was classified as Professional, Amateur, Novice or Rookie or have played in any National level event.
2) Players can only be classified as “Beginner” for two HRL events total. After the two events, they are automatically classified as “Rookie” as long as they meet the requirements of that division.
Rookie Class
1) Players cannot have been on a team’s roster for any event where the said team was classified as Professional, Amateur, Novice or have played in any National level event.
Regional Class
(1) Players cannot have been on a team’s roster for any event where the said team was classified as Professional, Semi-Pro, Amateur, Novice, NPPL Division 1, NPPL Division 2.
4.02. The tournament promoter reserves the right to make the final decision on the classification and/or eligibility of players.
4.1 ROSTERS
4.11. Three player teams may have up to 5 players on their roster, but may field a maximum of 3 in any one game.
4.12. No player may appear on more than one three player team roster.
4.13. Beginner rosters can only contain Beginner players, Rookie rosters can only contain Rookie players and Regional rosters can only contain regional.
4.14. Team rosters for the up coming tournament will only be accepted after all fees have been paid in full.
4.15. All teams must submit complete rosters prior to play.
4.16. All underage players must have permission from a parent or legal guardian to participate in the HRL.
4.2 TEAM NAMES
4.21. Teams entering a HRL event will maintain the team name used upon entry of the first HRL event attended by that team for the remainder of the HRL season and will receive seeding and ranking points under this name, unless said team wishes to change the teams name and can meet the criteria as set in section 6.22 hereto in this schedule.
4.22. Teams requesting a team name change must submit the request in writing to the HRL for review and meet the following criteria;
(i) Team captain or rightful owner (d.b.a. holder) of said team must make the request and have at least 80% of the roster intact.
(ii) In the event of two teams claiming d.b.a. ownership, the d.b.a. with the older date shall supercede all others. Final approval will rest with the governing authority within the HRL.
4.23. Teams that have disbanded where new teams have formed will not carry over and/or transfer seed points unless in compliance with the rules set hereto in section 6.22 of this schedule.
GAME PROCEDURES
5.0 GAME TIMES & COMPLETION
5.01. 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 in accordance with the provisions of Section 5.22 hereof, and this will repeated to all live players.
5.02. Official game time will be kept by the ultimate judge or a field judge appointed thereby, but in no event shall the official game time be kept by a flag judge. 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 5 second warning followed by the game on signal as specified in Section 2.21 hereof. Time will begin to run upon such restart.
5.1 CHECKOUT PROCEDURES
5.11. Players that are eliminated, immediately upon elimination, must exit the field by the most direct route or as directed by a field judge. Players that take routes that are not the most direct and are meant to conceal from the other team such player’s elimination (ie; front player exiting the back tape) or players that refuse to follow a judge’s direction on leaving the field constitute playing on and appropriate penalties may be assessed.
5.12. Eliminated players will go to a pre-defined point, referred to as the “deadbox”. All eliminated players must stay within the deadbox until further instructed by the referees.
5.13. 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.
5.14. Players may not re-enter the playing field without the, permission of a field judge.
5.2 GAME ENDING PROCEDURES
5.21. Games will end pursuant to the provisions of Section 2.22 hereof, upon a successful flag hang, the elimination of all players on the field or the elapse of time.
5.22. At least one field judge will be assigned to inspect live players exiting the field at the assigned exit point at game’s end.
5.3 FORFEITS
5.31. 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.
5.32. 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, unless the opposing team also forfeited that game, in which case both teams will receive zero points for that game.
5.33. Teams having paid at least partial or in full and are bracketed and seeded for an event, and do not attend the event, will remain bracketed and receive 0 points for every game not played. Opponents of said team will continue with their schedule until all other games are completed. At the conclusion of said teams games, the team will receive an average of their aggregate score where seventy-five percent of a possible 100 point maximum score will placed in the unplayed game slot, their six games averaged and the average score placed in the unplayed game spot.
5.34. 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.
5.4. GAME STOPPAGES
5.41. 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.
5.42. Only the ultimate judge may declare the game stopped.
5.43. 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 in accordance with the procedures specified in Section 2.21 hereof.
PAINTCHECKS
6.0 WHEN PERFORMED
6.01. Paintchecks are performed by judges for the purpose of determining if a paintball has broken on and marked a player.
6.02. 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.
6.03. Judges may, but is under no obligation to, make a paintcheck after a player has requested one.
6.1 NEUTRALITY
6.11. 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.
6.12. No flag carrier will ever be stopped and declared neutral for the purposes of performing a paintcheck.
6.13. a judge calling a player neutral will indicate the same to all players on the field by standing over the player, shouting, “Neutral.” and holding his arms above his head or waiving them.
6.14. 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.
6.15. A judge may move a neutral player’s equipment and or request that such player expose additional areas for examination.
6.16. Players not declared neutral may be eliminated while being checked.
6.2. FLAG CARRIERS
6.21. 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.
6.22. The flag carrier will be subjected to a paintcheck immediately upon being declared neutral.
6.23. 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 in accordance with the provisions specified in Section 2.22 hereof.
ELIMINATIONS
7.0 OBVIOUS HITS
7.01. 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.
7.02. Players who are hit in an obvious location are expected to immediately signal their elimination may announcing “HIT” or “OUT” at the time of such elimination’s.
7.03. 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.
7.04. 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.
7.05. 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.
7.06. 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.
7.1 UNOBVIOUS HITS
7.11. 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.
7.12. Players with un-obvious hits will be eliminated but will not be penalized.
7.13. 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.
7.21. 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 will 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 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 judge.
7.22. Players will be eliminated if any part of their bodies or anything that they are wearing or carrying, except empty pods as defined in rule 10.25, touches field netting, including the field “dead boxes”.
7.23. Players will be eliminated if they are not wearing armbands issued thereto prior to the start of the games, fully exposed on their left arms.
7.24. 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.
7.25. 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, empty pods used in holding paintballs will be immediately eliminated. An empty pod is defined as a pod that has had the majority of paintballs removed and its lid left open. If the lid has been closed on a pod still containing paintballs, it will be considered active equipment and subject to the 5 foot separation rule.
7.26. Players that use “dead equipment” as specified in Section 5.52 will be immediately eliminated.
7.27. Players that engage in unsportsmanlike conduct, including, but not limited to, failure to obey a judge’s directions with respect to moving on a neutral player, deliberate avoidance of a judge in a manner to prevent a judge from chronographing a marker on the field or prevent him from making a call, shooting at judges, excessive shooting at an eliminated player after being warned by a judge to cease such activity, the requesting of paintchecks to distract judges from checking themselves or teammates or to use judges to locate opposition players or verbal abuse of opposition players or judges will be eliminated.
7.28. 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.
7.29. 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.
7.30. Players may be eliminated as a Penalty called by a judge for infractions committed by teammates pursuant the provisions contained herein.
7.31. Eliminated players will surrender their armbands to the closest judge and exit the field immediately or at a judge’s direction.
7.32. Players are prohibited from placing the majority of their weight on field obstacles. This includes climbing, laying or landing on obstacles. Players may brush a obstacle in an attempt to jump said obstacle as long as the majority of their body weight is not placed onto the obstacle.
FLAGS
8.0 FLAG CARRIERS
8.01. Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag in any way.
8.02. Flags may be passed from live players to live players.
8.03. 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 ether team. Flags must be surrendered by the eliminated flag holder to any player touching it.
8.1 FLAG HANGS
8.11. When a player breaks the plane of a flag station with the flag, the flag judge immediately calls time and the time of the call is recorded. The flag judge then paintchecks the flag carrier.
8.12. If a flag carrier breaks the plane of either flag station with the flag and is found to have a hit on him, the player is eliminated. If the eliminating mark is an obvious hit then the referee will pull a one for one on the offending team. If the eliminating mark is an unobvious hit then there will be no further penalties taken. The eliminated player must then take action as according to article 11.03.
8.13. If a flag carrier breaks the plane of either 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. The points will be awarded to the opposing team.
PENALTIES
9.0 PLAYING ON
9.01. 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 or 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.
9.02. The penalty for playing on is the removal of a teammate in a one for one call, unless in the judge’s opinion such playing on has materially influences 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.
9.1 WIPING
9.11. Wiping is defined as the active and deliberate removal of paint by a player in order to avoid elimination or avoid a judge’s call.
9.12. 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.
9.3 INTERFERENCE
9.31. 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) otherwise interfere with play in any manner whatsoever.
9.32. 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 the field and will result in the removal of one or more players from the associated team.
9.4 ASSESSMENT OF PENALTIES
9.41. Judges must assess the penalty proscribed for playing on or wiping.
9.44. 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.
9.45. 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.
(5) Aggressive movement during a neutral call within 60 feet of neutral player.
(6) A player going out of bounds.
(7) A player hit in an unobvious location.
(8) A player having tools on the field.
(9) Not having both feet parallel to the starting box.
(10) Failure to wear goggles.
(11) Players that use “dead equipment”.
(12) Wearing or using prohibited equipment.
(13) Checking in as a live player at the end of a game with an un-obvious hit.
(14) 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.
(15) Players climbing on field obstructions.
(16) Physical contact between two live players on the same team.
(17) If their markers are chronographed on the field shooting over 300 fps but less than or equal to 310fps.
9.46. 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:
(1) A player having tools on the field.
(2) Continuing to play hit in an obvious location.
(3) Reentering field after elimination.
(4) Interference during the course of the game by a person affiliated with the team not playing in game.
(5) Playing on.
(6) Engaging in physical contact with another person on the field in a hostile manner, to be assessed in conjunction with penalties set hereto in section 10.6.
(7) Checking in as a live player at the end of a game with an obvious hit.
(8) If their markers are chronographed on the field shooting 311fps and over.
9.47. 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) Players found on the field to be using markers that don’t meet the requirements of rules contained within section 3.2 (Markers).
9.48. 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.
Since there are only 3 players per team, the three-for-one will be enforced as a two-for-one and the opposing team receiving back a live player on the score sheet, up to the maximum team limit.
9.5 ADDITIONAL PENALTIES
9.51. An ultimate judge may assess additional one-for-one penalties during the game or successive 10 point penalties off the field for the following infractions:
(1) Each time a player fails to obey a judge’s instructions.
(2) Fighting or other hostile physical contact will result in a 50 point penalty in conjunction with the assessment of additional penalties set forth hereto in sections 10.61, 10.62, 10.63.
9.52. If a penalty is called that results in the removal of the last player from a team, the opposing team will be awarded the flag hang automatically.
9.53. 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 of live players that would have been eliminated from the offending team had there been players available for such enforcement, until such opposing team would be credited to full strength.
9.54. A player prohibited from 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.
9.55. 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 HRL event.
9.57. 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 HRL event.
9.6 EJECTION, DISQUALIFICATION AND SUSPENSION
9.61 Teams whose players are involved in physical altercations on the site of a HRL event either prior to, during or upon completion of a HRL event, be it initiatory or retaliatory in nature, will be ejected from the tournament and assessed a -50 point unsportsmanlike conduct penalty.
9.62 Players guilty of initiating such physical contact by review of the judging staff in witness to the altercation and a review by the HRL staff may be declared and thus will be suspended from all HRL events for a period of 6 months on the first offense. Players committing a second offense will be banned for life from participating in any HRL sanctioned event. Any team whose player has engaged in a second offense of physical contact will receive a 60 day suspension from participating in any HRL event.
9.63 Players engaged in retaliatory physical contact, will along with that players team, be ejected from said event that physical contact took place. If determined by the HRL staff that retaliatory action at any point in time became aggressive (initiatory) in nature, said player will be held accountable as stated under section 10.62 hereof.
9.64 Teams and/or players who are found to be shooting paintballs other than that made available by the will be immediately disqualified from the tournament and lose all current points and standings for that event on the first offense. On the second offense of shooting non-tournament paint the team will be suspended from all HRL events for a period of one year from the date of the infraction.
9.65 Players who mishandle equipment in an unsafe and irresponsible manner (i.e. throwing markers and air systems) will be immediately suspended for 6 games for the first occurrence and banned for life for the second occurrence.
9.66. Any player found using a marker that does not meet the qualifications of rule 5.23 and 5.23.1 in a game will be immediately ejected for the remainder of the event. In addition, the team of such the player will receive a score of 0 and their opponents will receive a score of 100 for that game. If the rule infraction occurs during the Finals round, the player will be ejected for the remainder of the event and the following HRL event.
MISCELLANEOUS
11.0 DECORUM
10.01. Teams and players thereon attending a HRL sanctioned tournament shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place.
10.02. Teams and players thereon attending a HRL sanctioned tournament shall refrain from engaging in any conduct that would bring the HRL, 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 ungoggled trafficked areas, the willful destruction of private property, engaging n physical altercations, except in defense of one’s person against an unprovoked aggressor, or the commission of a criminal act.
10.03. 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 a HRL sanctioned event for a period of one year from the date of the infraction.