
|

CLICK TO DOWNLOAD
MR Series Paintball Events Rules Amendments
2008 Version 2009 Version Coming SOON!!
NEW PLAYOFF FORMAT RULES
Final 4 playoff teams will play a best of 3 head to head for both the semi-finals and the finals.
The first round will see the 1st Place qualifier face the 4th place team, and the 2nd place team face the third place team.
The winners of these matches will then play for 1st and 2nd, the losers will play for 3rd and 4th.
The only way a team can be awarded a "WIN" in any round is if a team pulls their opponents flag. They do not need to hang. Eliminations do not count as points toward winning a round.
If two teams DRAW game one, then split the remaining games, a shootout will be required to determine the winner of the round. Both team must choose 3 shooters. These 3 players will return to the field, and play to break the tie. The player will play a series of 1 on 1, best of 3. A 2 minute time limit will be used.
NEW FORMAT FOR QUARTER FINALS ROUND.
TEAMS WILL NOW PLAY HEAD TO HEAD BEST OUT OF 3. WINNERS MOVE TO THE SEMI-FINALS, LOSERS ARE KNOCKED OUT OF THE RUNNING. 5-8TH WILL BE DECIDED BY PRIOR RANKING.
If 16 Teams qualify
1st round
1 vs. 16 (best of 3)
2 vs. 15 (best of 3)
3 vs. 14 (best of 3)
4 vs. 13 (best of 3)
5 vs. 12 (best of 3)
6 vs. 11 (best of 3)
7 vs. 10 (best of 3)
8 vs. 9 (best of 3) |
Quarter Finals
1 vs. 8 (best of 3)
2 vs. 7 (best of 3)
3 vs. 6 (best of 3)
4 vs. 8 (best of 3) |
Semi-Finals
1 vs. 4 (best of 3)
2 vs. 3 (best of 3) |
Finals
1 vs. 2 (best of 3)
3 vs. 4 (best of 3) |
If 8 teams qualify
1 vs. 8 (best of 3)
2 vs. 7 (best of 3)
3 vs. 6 (best of 3)
4 vs. 5 (best of 3) |
Semi-Finals
1 vs. 4 (best of 3)
2 vs. 3 (best of 3) |
|
Finals
1 vs. 2 (best of 3)
3 vs. 4 (best of 3) |
If 6 teams qualify
1 ADVANCE TO SEMIS
2 ADVANCE TO SEMIS
3 vs. 6 (best of 3)
4 vs. 5 (best of 3) |
Semi-Finals
1 vs. 4 (best of 3)
2 vs. 3 (best of 3) Finals
1 vs. 2 (best of 3)
3 vs. 4 (best of 3) |
Semi-Finals
The highest seed winner will play the lowest seed winner (best of 3)
The 2nd highest winner will play the 3rd highest winner
(best of 3) |
Finals
The winners play for 1st and 2nd
The losers play for 3rd and 4th |
3 FOR 1 PENALTY
Will now be used to enforce the following infractions:
Playing on with an obvious hit, with intent to eliminate your opponent.
ex. You in attempting to bunker another player are hit in an obvious location
(front portion of your body, any spot that you can check yourself).
The offending player in addition to 3 teammates will be eliminated as a penalty. Previously this was a 2 for 1 penalty. A 2 for 1 penalty will be called if you are hit in an unobvious location, and continue to play.
Wiping
The deliberate removal of a valid or non-valid hit or "Wiping" will now be punished with a 3 for 1 penalty. Wiping is not limited to the use of a players hand, it could also include the use of a bunker, or playing surface. This would see the removal of the offending player in addition to 3 more players on this players team.
DELIBERATE ELIMINATION OF TEAMMATES
The elimination of your own teammates with the intent to manipulate scores will result in the suspension of your team captain for 3 games. The team will not be allowed to substitute other player.
Sister Teams
Due to the many close relationships that MR Series teams have, teams that share the same affiliation through sponsorship, or actual team name will no longer be required to play each other early in any round, playoffs or prelims. The schedules are generated randomly, we will play the games as they are set.
Swearing
Any swearing on the field will be punished by removal of the offending player, or in extreme circumstances a game suspension. Swearing from the elimination area (dead box) will result in the removal of a player on the field. If no players remain, the offending player will be suspended for 1 game, more in extreme circumstances. The maximum game a player can miss due to swearing is 3 games. This rule also extends to the staging area, if you need to swear you had better find a place that you can do so with out embarrassing me our yourself.
Safety
Barrel bags are absolutely MANDATORY AT ALL TIMES. Players without them will be warned once, 2nd warning will be a 1 game suspension. Evidence of a safety violation, (injury) will result in the suspension of the owner of the marker that was found to be in violation. Your gun must have a barrel bag, even if it has no loader fixed to the gun.
Head Gear
Players will be allowed 2 layers on their heads. Any two, but only two
Loaders
Players may use any color of loader. Players are cautioned that using a clear loader with the same color of paint on the INSIDE as may end up on the OUTSIDE is a distraction to an official and may cause more than normal interference from that official.
Stickers
Players may have 3 stickers on their loader. Permitted are one on both sides and one on the top. Players may have stickers on their markers, one on each side.
Ramping Guns
NO. There will be no ramp or excessive bounce allowed. If you are caught on the field or coming off the field with a gun that has a ramp mode, you will be fined $500 and suspended for 6 games. If you refuse to pay the fine, your team will be disqualified. Any fines collected will be donated to the KIDS HELP PHONE. If you have excessive bounce in your gun it will not be permitted on the field. There is no fine for excessive bounce. If you have your gun pulled before a game for excessive bounce, you will be allowed to use a different gun. This gun must be present at the time of check in. If you are caught ON the field with a gun that has excessive bounce, no penalty will be assessed. A warning will be issued. If this gun is found to be bouncing again, it will be pulled for the remainder of the event
One for One
This penalty will be pulled for un-obvious hits. This is different to what you may have encountered before.
We have been using this modified rule for years.
Player Qualification
Lot's of questions on this one. Please read the criteria carefully. If you have ANY questions please do not leave it until the last minute. Players that do not qualify WILL NOT be permitted to play. If you wish to have your status changed, you must apply to MR Series Events directly.
Division 4
This division includes all 1st year MR Series tournament players. Any player that made the finals at NATS as a D4 player must play the series as a D3 player.
Division 3
This division includes all players and teams that did not place in the top 2 spots in 2007 in D3. Starting this year, including nationals, any player that wins a D3 event or places in the top 4 series points will be promoted to D2 for 2008.
Division 2
this division would include all players that do not meet the Div 3 status. Also in this bracket would be Div 2 players from the 2007 season that did not place in the top 2 spots overall. One Div 1 PLAYER MAY PLAY Div 2. Any D1 players placing in the bottom 2 spots with a minimum of 3 events played may elect to drop to D2.
Division 1
This division would include all other players. 1 PRO player may play in this division. A PRO player is any player that has been on the roster of a NXL team or an NPPL PRO team more then once in the 2006 or 2007 season.
This player must have played at least one game for his/her team.
2008 Official MR Series Rules
2.0. Clerical or mathematical errors may be corrected at any time prior to the start of the next round of play.
2.1. Only clerical and mathematical errors may be corrected after the score has been posted on the score board.
2.1 INFORMATION
2.11. Flag stations on fields or play for all rounds will be pre- determined by the schedule
2.12. 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.
2.13. 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
2.21. 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, 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".
2.22. A game will end only by the ultimate judge on the field announcing, "Game over."
2.23. 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
3.0 SCORING
3.01. Scoring for seven player games will be conducted on a 100 point system and will be awarded as follows:
(i) a team will be awarded 3 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 22 points if it pulls its opponents' flag first; and
(iv) a team will be awarded 50 points when the opposition flag is hung in the flag station of the team awarded the points.
3.02. Scoring for five-player game will be conducted on a 100 point system and will be awarded as follows:
(i) a team will be awarded 5 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 25 points if it pulls the center flag first; and
(iv) a team will be awarded 50 points when the flag is hung in its opponents flag station.
3.03. Points are awarded at the conclusion of the game by the Ultimate Judge.
3.04. Elimination points will be awarded to the opposing team for every opponent removed from the field during play of 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 type penalties, for placing any part of his body or anything he is wearing or carrying out of bounds, unsportsmanlike 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 pods used to carry paint and 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.
3.05. A first flag pull occurs when a player not eliminated physically grabs the center flag, in a five player game, or his opponents flag, in a seven-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.
3.06. 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 player game when a flag is hung in the opponents' flag station and in a seven player game when a flag is hung in the flag station that it 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 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
3.11. A seven 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. 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. 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.
3.12. 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 judge or other tournament official. 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 guns or tools.
3.13. Players are responsible for removing old hits or bringing the same to the attention of a field judge so that they may be dealt with in a manner that would not result in the elimination of the players.
3.14. 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 players and/or teams.
3.15. Each player will be given a armband in a distinctive team color and will wear the same on his left arm.
3.16. 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.
3.17. When the teams are assembled at their respective flag stations, the Ultimate Judge will give a five-second warning countdown, as in, "Three, two, one, five-seconds." Such countdown will be heard by both teams. Five-seconds later the Ultimate Judge will announce the start of the game, heard by both teams, by shouting, "Game On", or "Go, go, go." The game will begin on that signal.
3.2 PRE GAME CHRONOGRAPHING
3.21. All games will be preceded by a pregame chronographing session, pursuant to which each player on each team will be chronographed.
3.23. The chrono judge 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.
3.24. Players whose markers do not pass such inspection will be informed and will be given an opportunity to remedy the situation, time permitting.
3.25. Players whose markers pass such inspection will step to the chronograph, and the chronograph judge shall chronograph the marker as it would or could be fired effectively on the game field at its maximum velocity. The chrono judge will fire three shots over the chronograph.
3.26. 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.
3.27. Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.
3.28. All players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.
3.3 ARMBANDS
3.31. 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.
3.32. The sets of armbands will be of contrasting colors so as to be easily distinguishable.
3.33. Armbands shall be worn on the left arm.
3.4 FLAGS
3.41. Flags will be a minimum of 18 inches wide and a minimum of 30 inches long.
3.42. Seven player flag colors will correspond to the armband colors.
3.5 NUMBER OF GAMES
3.51. Five player and Seven player teams will play A MINIMUM OF eight preliminary round games. Such games will be played against teams within the defined division of such team.
3.53. Teams will qualify for the semi final round in the following manner:
(1) If there are less then 5 teams in the classification then the top3 teams will qualify.
Top placing team will advance to the finals, 2nd and 3rd will playoff for the right to face team 1.
(1a)If there are less than 7 teams in the classification (7-Man - Div 2 - Div 3) the top 4 placing teams will qualify for the finals.
(2) If there are between 8 and 10 teams, inclusive, in the classification, the top 6 teams therein will qualify and play in the semi final round.
(3) If there are more than 10 teams in the classification, the top 8 teams will qualify and play in the quarter finals.
(4) If there are 24 teams or more in the classification, the top 12 teams will qualify and play in the quarter finals.
(5) If there are more then 20 teams in the classification, the top 16 teams will qualify and play in the quarter finals.
3.54. The top two teams in each division of a two division semi final round will qualify and play in the final round. The top team in each division plus the highest scoring 2nd place team will qualify for the finals in three division semi-final. The top one team in each division of a four division semi final round will qualify and play in the final round.
3.55. 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 provisions contained in Section 3.56 hereof.
3.56. 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 the previous round scores, the team with the greatest score in the previous round advancing. 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. 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 round, the team with the least eliminations in such round 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 previous round, the team with least eliminations in such round 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 next previous round, the team with the least eliminations 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 RANKING AND SEEDING For events 1-2-3
3.61. Team ranking for the beginning of the 2007 tournament season is set forth on Schedule 2 hereto.
3.62. X-DIV, Five and Seven 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;
(5) 24 points plus 1 point for every 25 game points earned in the semi final round for all semi finalists not in the final four; and
(6) 1 point for every 40 game points earned in the rounds preceding the semi finals for all teams not making the semi finals.
3.6a RANKING AND SEEDING For Event #4
3.61a. Team ranking for the beginning of the 2007 tournament season is set forth on Schedule 2 hereto.
3.62a. X-DIV, Five and Seven player team-ranking points are earned as follows:
(1) 100 points for first place;
(2) 92 points for second place;
(3) 86 points for third place;
(4) 40 points for fourth place;
(5) 24 points plus 2 points for every 25 game points earned in the semi final round for all semi finalists not in the final four; and
(6) 2 points for every 40 game points earned in the rounds preceding the semi finals for all teams not making the semi finals.
3.65. Any team that elects to change its status from Div 3 to Div 2 or to OPEN. They will keep a percentage of their points based on which tournament of the year that they move up. BCPPL D2 teams will Transfer 75% of all points earned in the BCPPL towards the MR 7Man Open Series Championship.
After the first tournament: 80%
After the second tournament: 60%
After the third tournament: 40%
After the fourth tournament: 20%
INFORMATION
4.01. The promoter 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 MR Series rules, to any team having entered the competition in need of the same.
4.02. A rules meeting will be held on the day 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 day 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 day prior to 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. Not withstanding anything to the contrary contained in this Section 4.06, no team or member thereof shall in any way alter any playing field. A player modifying a field 3 days or less prior to the start of play or during the tournament will be suspended from that tournament.
4.07. The tournament promoter will provide to the Secretary of the MR Series within two weeks after completion of the event, copies of all game sheets and scoring summaries, a complete listing of attending teams, their final standings, and any prizes or awards received thereby and a complete list of all event sponsors.
4.08. Only qualified individuals will be allowed to film, photograph, tape, or record games. Qualifications thereof will be determined on an individual basis by the promoter.
EQUIPMENT
5.0 CLOTHING
5.01. 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 minimum, one pair of undershorts and one short or long sleeve T-shirt.
5.02. Each player must wear only one pair of full-length pants and only a long-sleeved jacket 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.
5.03. Players must wear pants or shirts or jackets 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.
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, 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. Players may wear headgear that does not extend beyond 1 inch below the collarbone or below the shoulder blades.
5.08. Players may not wear metal cleats.
5.09. Players' uniforms may not contain orange or pink coloring, which are reserved as protected paint colorings.
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. Goggle manufacturers must submit independent laboratory test results to the MR Series at least 10 days prior to the start of a tournament demonstrating that the goggle system meets or exceeds ASTM standards for any system such manufacturer wishes to be allowed for use during that tournament.
5.12. Players must wear full-face protection as it comes from the manufacturer in its 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 manufacturer's 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 from the manufacturer's 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. The definition of a trigger is the moveable lever or button that comes in contact with the finger. The contacts of a switch are not a trigger. A trigger pull requires an exertion of force by the finger on the trigger and a release of force by the finger on the trigger during every firing cycle. Markers may fire at any rate of fire, and may shoot any number of paintballs, provided that it fires in semi auto or pump mode only, which means that no more than one paintball is discharged during each firing cycle.
5.22. Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel, a single trigger. Double action triggers and paintball markers capable of firing in other than semi auto or pump mode are prohibited.
5.23. 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 gun gassed or degassed.
5.24. All markers are subject to inspection at any time during and within three days after an MR Series 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 Section 5.2 shall have all points amassed up to the point of such discovery removed, and such team will no longer be allowed to continue to participate in the tournament.
5.25. Gun barrels may be equipped with porting, slots and/or rifling, but may not have a sound suppressor attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.
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.
5.28. Guns must have a barrel sock over their barrel at all times the gun is in a goggle safe area.
5.29. 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 colored only in black, white and/or red. The red color must be equivalent to the pantone red 032CVC. Faded or off color stickers may be disallowed on the field.
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 a single hand towel or washcloth, 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.
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, red paint, 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/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 6 players on their roster, but may field only a maximum of 5 in any one game. Seven player teams may have up to 8 players on their roster, but may field a maximum of 7 in any one game.
6.02. No player may appear on more than one five player team roster and one seven player team roster.
6.03. All players must be 18 years of age or older, except that players 12 through 17 years of age will be permitted to play with permission from a parent or legal guardian.
6.04. Team rosters for an MR Series Tournament will be accepted only after all fees have been paid in full.
6.09 All teams must submit complete rosters prior to play
6.10 There will be no refunds for any reason. Do not register if you do not intend to play the event.
On field 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 field chronographing in a manner which least interferes with play.
7.02. 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 judge) will continue to play without elimination or penalty.
7.03. Players with markers which are shooting over 300 feet per second but less than or equal to 310 feet per second will be eliminated from play.
7.04. Players with markers, which are shooting over 310 feet per second, will be eliminated from play and given a one-for-one penalty.
7.05. 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.
GAME PROCEDURES
8.0 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 in accordance with the provisions of Section 2.22 hereof, and this will be repeated to all live players.
8.02. 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 five second warning followed by the game on signal as specified in Section 2.21 hereof. Time will begin to run upon such restart.
8.1 CHECKOUT
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. Players that take routes that are not 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 players' eliminations or players that refuse to follow a judge's direction on leaving the field, constitute playing on and appropriate penalties may be assessed.
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 ENDINGS
8.21. 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.
8.22. At least one field judge will be assigned to inspect live players exiting the field at the assigned exit point at games 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 pregame 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.
8.32. 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.
8.33. 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.
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 in accordance with the procedures specified in Section 2.21 hereof.
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.
9.2. 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 in accordance with the provisions specified in Section 2.22 hereof.
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 elimination.
10.03. Such players must then remove their armbands, barrel sock and hold the markers in the air above their heads and exit the field immediately by the most direct routes 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.
10.1 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 or knowledge of them having occurred.
10.12. Players with un-obvious hits will be eliminated and will be penalized with a one for one.
10.13. Should a player with an un-obvious hit become aware, through his actions or through information provided by teammates that he has been validly marked, such hit at such time shall then be deemed to be an obvious hit and the player will be penalized accordingly.
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 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.
10.22. 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,
such boundary marking cannot be pushed out.
10.23. 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.
10.24. 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.
10.25. 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.
10.26. 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.
10.27. 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 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.
10.28. Players whose markers shoot on the field in excess of 300 feet per second will be eliminated in accordance with the provisions of Section 7.03 hereof.
10.29. Players may be eliminated as the result of a penalty called by a judge for infractions committed by teammates pursuant the provisions contained herein.
10.30. Eliminated players will surrender their armbands to the closest judge and exit the field immediately or at a judge's direction.
FLAGS
11.0 FLAG CARRIERS
11.01. Once a flag is hung in its flag station prior to the start of a game, it is not to be touched by its team unless such touching constitutes a recapture.
11.02. Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag in any way.
11.03. Flags may be passed from live players to live players.
11.04. 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 ether team. Flags must be surrendered by the eliminated flag holder to any player touching it.
11.05. Flags recaptured must be brought back to its flag station by the most direct route and in the most expeditious manner that does not involve the carrier in a confrontation with opposing players. It must be hung in substantially the same place as prior to the start of the game.
11.1 FLAG HANGS
11.11. When a player breaks the plane of a team's flag station, 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 to rehang the flag. The replacement flag will be immediately hung in the center flag station in a five man game and the appropriate flag station in a five man game.
11.13. If the flag carrier breaking the plane of his flag station with his opponents 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.
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, "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.
12.02. 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 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. Judges 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 paintchecks;
(4) first offense on the use of inappropriate language; and
(5) first offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station.
12.43. 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) second offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station;
(5) aggressive movement during a neutral call within 60 feet of neutral player;
(6) a player going out of bounds or moving the boundary tape;
(7) a player hit in an unobvious location;
(8) not having one foot inside the flag station area at the start of the game;
(9) failure to wear goggles; and
(10) checking in as a live player at the end of a game with an un-obvious hit.
12.44. 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 or unobvious 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 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.
12.45. 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, or playing with an unobvious hit which results in an alteration of the course of the game
(2) use of a marker in violation of the provisions of Section 5.2 hereof.
12.46. 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 or from the dead box.
12.5 ADDITIONAL PENALTIES
12.51. An Ultimate Judge may assess additional one-for-one penalties for the following infractions:
(1) each time a player fails to obey a judge's instructions; and
(2) fighting or other hostile physical 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. If the last play on a team commits a foul or is eliminated due to a foul, 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 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.
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. A player prohibited from playing in a tournament, because of his relationship with a judging team, or otherwise, will cause the forfeiture of all the games of the team for whom he is playing.
12.56. 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 MR Series event.
12.57. 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 MR Series event.
12.58. Referee's calls during a game will stand and cannot be changed after a game.
12.59. The penalty for a player modifying a field in violation of Section.4.06 hereof will be suspension from that tournament.
12.60. When game suspensions are issued to a player, the team for which that player plays will have to play short as though that player was eliminated from all games played by that team in the tournament in which the suspension was authorized during the term of such suspension, unless the offending player is removed from that team's roster and he is not allow to play for that team for a minimum of one year. Player suspensions will carry over from tournament to tournament, but the offending player's team will not have to play short in future events.
MISCELLANEOUS
13.0 DECORUM
13.01. Teams and players thereon attending an MR Series 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 MR Series sanctioned tournament shall refrain from engaging in any conduct that would bring the MR Series, 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 in physical altercations, except in defense of one's person against an unprovoked aggressor, or the commission of a criminal act.
13.03. 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 an MR Series sanctioned event for a period of one year from the date of the infraction.
13.0 MAINTENANCE/ CLEANUP
13.11. All teams shall adhere to the administrative rules and regulations promulgated by the promoter of the tournament with respect thereto.
13.12. All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound.
13.13. Any team that fails to adhere to the rules and regulations contained in this Section 13.1 shall be subject to and pay a $500.00 fine to the promoter, and such team will be prohibited from competing in any future MR Series event until such fine has been fully paid.
|


WWW.MRPAINTBALL.CA

WWW.BCPPL.COM

www.keeactionsports.com

www.dyepaintball.com

www.supairball.com
|