HAWAII 3 MAN OPEN PAINTBALL LEAGUE’S RULES AND REGULATIONS

(Revised 4/26)

The object of H3O shall be to provide opportunities for the membership to compete in quality tournaments; to prepare teams for national level caliber play; to emphasize Sportsmanship; to provide Standardized Rules for Game Play; to help lower the cost of participation in a quality paintball tournament; to emphasize Fun; and to promote the Game of Paintball.

H30 rules are adapted From  published rules. H3O rules are consistent with the type of paintball we wish to promote).

General Guidelines

1.0 EQUIPMENT

4.3 Elimination

1.1 Markers (Paintball Guns)

4.4 Penalties

1.2 Goggles

4.5 Paint checks

1.3 Clothing

4.6 Procedures for Eliminated Players

1.4 Prohibited equipment

4.7 Mutual Elimination

1.5 Paintballs

4.8 Stacking Points

1.6 Marker Power Source

 

1.7 Bulk Air Tanks

 

1.8 Inspection

 

1.9 Rulings on Equipment & Procedures for Appeals

5.0 Game over

2.0 Tournament Day

5.1 Appeals

2.1 Check-in & Captain Meeting

5.2 Emergencies

2.2 Waivers & Novice Certification

6.0 MISCELLANEOUS RULES

2.3 Chronograph

7.0 Scoring

3.0 GENERAL

3.1 The Player

3.2 The Team

7.3 Official score sheet

3.3 Player Division

8.0 PENALTY POINTS

3.4 Tournament Requirements

3.5 The Field

8.2 Ultimate J

3.6 Team Classification

8.3 Determination of Penalty Points

3.7 Referees & Judges

8.4 No Show/Forfeiture

3.8 Referee Signals

8.5 Replaying a Game

4.0 Pre-game

8.6 Scoring Documentation

4.1 Game start

4.2 Boundaries

Tournament points earned toward final standings

 

The H3O playing rules are founded upon the principle that fair play and good sportsmanship are more important than winning at all costs.

HAWAII 3 MAN OPEN PAINTBALL LEAGUE TOURNAMENT RULES

1.0 EQUIPMENT

1.1. MARKERS (Paintball Guns):

a. Each player may carry and use only one marker, barrel, and CO2/N2 bottle per game. Prior to each game, players are subject to equipment inspections. Markers must meet specific standards.

b. A Marker in any public area must have its barrel securely attached, and said barrel properly blocked with a barrel plug or cover that can in no way be blown loose or allow ball passage. A referee may check barrel plugs, including firing the marker, at any time. Markers must meet manufacturer and insurance safety guidelines regarding triggering mechanisms, trigger guard, and safety devices. All Markers must have a trigger guard.

c. It must be impossible for a player to be able to adjust his marker velocity while on the field.

d. No automatic markers are allowed. Only one ball may be fired per "trigger pull," defined as a force by the finger on the trigger and a release of force by the finger on the trigger during every firing cycle.

e. Markers must use gravity feed for transferring paintballs from a single loading magazine, via a single path into the marker. Powered feeds are allowed. (Ex: Warp feeds)

1.2 GOGGLES:

Defined: A complete eye, face and ear protection system designed specifically for the sport of paintball (ANSI approved or equivalent), in excellent condition and without any modifications.

Required: Must be worn by any person who is on or directly exposed to any area where markers might be discharged, or in any area posted as a goggle required area.

Inspection: A referee may inspect any goggle for approval at any time.

Exceptions: On a field of play when expressly permitted by refereeing staff.

A referee may inspect a goggle or order someone to wear goggles at any time.

1.3 CLOTHING:

a. A Player must wear pants, shirt and shoes. (Long legs and sleeves recommended.) One layer of underclothing is allowed, unless the Ultimate Judge rules differently due to the weather

b. The player's clothing may not resemble or be of a similar color to that of the referees, flag, or arm bands.

c. A player may not wear clothing, or carry equipment that makes distinguishing a paint mark difficult for the judges.

d. Clothing must be sized to fit the player. A player may not wear oversized, draping and/or excessively baggy clothing. Clothing may not be overly absorbent, highly padded, or water repellant. Ghillie-type material, which makes paint marks difficult to identify is forbidden.

e. Knee, shin, and elbow pads offering joint protection may be worn on the inside or outside of the player's clothing, subject to opposing captain's challenge and referee's inspection and approval. All auxiliary gear must be worn on the outside of all clothing. Tops must be tucked in pants.

f. A team's captain may challenge any item before a game, which will be immediately ruled upon by the Head Referee. If successfully challenged, a team will be given a few minutes by the Head Referee to effect the necessary changes, before starting the game.

1.4 PROHIBITED EQUIPMENT:

Players may carry whatever personal items they wish into the staging area. However, many items are restricted. Possession of these items during a game is a sportsmanship violation and will be penalized. Prohibited equipment includes any item which might reasonably be mistaken for a flag; any communications, listening, or surveillance device; any incendiary or smoke producing device; any paint grenade; and any item that may affect a marker's velocity.

1.5 PAINTBALLS:

a. Paintballs, must be  purchased from (808) PAINTBALL HAWAII or PAINTBALL HAWAII

1.6 MARKER POWER SOURCE:

a. All markers must be powered by carbon dioxide (CO2), nitrogen or compressed air, and are subject to inspection by the staff and/or referees.  Power sources must meet accepted industry safety guidelines.

1.7 BULK AIR TANKS:

Any personal bulk air or CO2 tanks are expressly forbidden. (Violation: Team Disqualification)

1.8 INSPECTION:

a. Each player must submit to an equipment inspection at any time while within the staging area on the field, and at such other times as may be requested by a referee.

b. A player failing an inspection prior to entering the field may try to correct said violations, although a game will not be delayed in order to wait for that player.

1.9 RULINGS ON EQUIPMENT & PROCEDURE FOR APPEAL:

a. All rules set forth in this section are subject to modification by the Association on the grounds that a piece of equipment is detrimental to safety or to fair play.

b. A player affected by an equipment ruling may appeal it to the Ultimate Judge, except at which time it may delay a game, in which case the equipment is barred from use until the Ultimate's ruling.

c. In any instances where safety is not clearly the reason for disallowing use of a piece of equipment, the Ultimate Judge should seek an advisory vote from three non-affected team captains or three non-affected players before rendering a final decision.

2.0 TOURNAMENT DAY

a. First game starts at 9:00 a.m., unless specifically published otherwise.

2.1 CHECK-IN AND CAPTAINS MEETINGS:

a. At meeting, captains will be briefed on information deemed pertinent to participants by the leaders of the tournament. Team registration must be handed in by the close of the meeting, unless stated differently by the field operator.

c. Each team must have one representative in attendance. Any questions regarding tournament rules and format should be made at this time.

d. If a tournament procedure or rule is in non-compliance with the rules book, it may be protested and brought to a vote. (One vote per team.) A three-fourths majority must approve of the change.

e. Rule changes due to legal or safety consideration are not subject to protest.

f. Each player is presumed to be familiar with the tournament format and rules of play. The team captain or designated representative is responsible for passing information he received at the captains meeting to his teammates. Pleading ignorant of a rule or procedure is a waste of time.

2.2 WAIVERS and NOVICE CERTIFICATION:

a. Every tournament participant must completely and legibly fill out and sign a Paintball Park registration form.

2.3 CHRONOGRAPH:

a. All markers shall be set to fire no more than 300 feet per second (fps) for all currently manufactured paintballs, regardless of caliber. The producer may set a lower maximum velocity. Shooting over the specified velocity is a Chronograph violation.

b. Markers are subject to a chronograph check before being allowed into a game, at the option of the field head referee, or a team captain.

c. A referee can check markers at any time during a game. (Violation: elimination)

d. Chrono test: Clearing shot, followed by one shot over the chrono. If over 300 fps, two more shots over the chrono. If total speed of three shots exceeds 900, player is in chronograph violation. For example: 1st shot=310, 2nd=320, 3hd=290. Add them up. Total=920

Note: (Chrono test for some Automags, such as the RT. Maintain pull on trigger after first shot; release and immediately fire, purposefully holding the trigger back once again. Continue until properly checked.)

e. If the marker fails the chronograph test, the player may adjust its velocity or exchange markers. He must then pass the chronograph test before entering the field. The game will not be delayed on this account. A player may choose to go onto the field without a marker.

f. From the time a player performs his pre-game chronograph check and enters the field he may not tamper with or adjust any part of his marker except under the supervision of a referee.

h. Any player, active or eliminated, who prior to the after-game chrono check, does anything to his marker except activate the "safety," automatically receives the 25 point chrono violation penalty.

i. During a game, if a player suspects that his marker is shooting over the chrono limit, he may inform a referee and call himself out, thus avoiding a chronograph penalty. This does not apply if a player has waited until late in the game, or immediately after shooting someone, or just prior to a field chrono check, or for any reason which causes a referee to feel that the player is stretching the rule.

j. There is no "second" chronograph chance.

3.0 GENERAL

3.1 THE PLAYER:

All applicable laws, such as legal age requirements, must be followed. Special requirements for minors are at the Park's discretion. (Inquire in advance). All of the risks entailed while playing H3O paintball are borne entirely by the individual player.

3.2 THE TEAM:

a. A team may have four (4) players on its roster. Every player must provide I.D. as requested and must sign any documents required by these rules before playing. (More alternates may be listed for a fee, determined by the field operator.)

b. Players may not be listed on more than one roster at a tournament.

3.3 PLAYER DIVISIONS

a. The H30 tournament shall have ONE (1) player division (OPEN Division) The scoring and rules for participation shall be consistent with each other.

b. OPEN DIVISION: Open division is open to all comers.

3.4 TOURNAMENT REQUIREMENTS

1. H3O Events will use H3O Standardized Rules from one event to the other.

3.5 THE FIELD:

b. Safety
Fields should be free of trash, broken bottles, wire, tree stubs, and other safety hazards.

c. Playability
Fields should be laid out with care given to playability. Sides should be even, with no advantage given to either team due to terrain, cover, constructions, or any other reason. The center flag station should be equally accessible from each starting station, considering terrain, obstacles, and other relevant factors. In short, there are to be no "coin toss" fields.

3.7 REFEREES AND JUDGES:

a. Referees will escort teams to their start stations prior to games, will start and stop games (possibly in conjunction with a time keeper), call eliminations and penalties, perform paint checks, keep time, and perform all other tasks necessary for fair and safe play, including those set forth in these rules.

Note: It is a sportsmanship violation, and totally useless, to argue a referee's call, since even the referee cannot change it.

3.8 REFEREE SIGNALS:

The official referee signals for the H3O shall be as follows: Elimination: The referee shall place his hand atop his head, point at the eliminated player, and shout "Player Eliminated!"

Penalty Elimination: As above, plus: "Player Eliminated, Penalty!" or "Player Eliminated, Plus One." (In other words, the referee needs to let the player know why he's being eliminated.)

Player Neutral: The referee shall place one hand upon the neutral player while holding the other hand up towards the players on the field, and shout, "Player Neutral!"

Player Clean, the referee shall back away from the checked player while cross waving his hands over his head, and shout, "Player Clean".

4.0 PRE-GAME

Teams are expected to be signed in and ready to play at least one hour prior to the posted tournament starting time. A team should be ready to assemble prior to game time and to have no chronograph violations upon entering the field. Each team will be escorted to its starting station, and then be ready to play within a couple of minutes.

4.1 GAME START:

a. Prior to the actual game start the Field Judge will call out a 10 seconds warning. For example: "Countdown to 10 seconds 3 - 2 - 1 - 10 seconds!"
After 10 seconds a "GO, GO, GO" shall be sounded.

b. Any player leaving the start station early is eliminated.

c. Under some unusual or special circumstance, the Head referee may call for a restart of the game. Players should have themselves carefully checked if they suspect having been marked during the first start.

d. Deliberately creating a "false start" is a violation. (Penalty: One elimination) Games will not be delayed for late players or equipment malfunctions. Players not within their starting position area at the starting signal will be counted as eliminated and must leave the field immediately.

4.2 BOUNDARIES:

a. Should any part of a player s body, marker, or attached equipment obviously touch the fields outside boundary plane, he is immediately eliminated and must so signal and leave the game.

b. Referees may warn players that they are in danger of going out of bounds.

c. A player may not alter a boundary marker.  

d. If players from one single team are eliminated, the boundary plane is not in effect.

4.3 ELIMINATIONS:

a. A player receiving a hit that leaves at least a quarter-size or larger splat of paint or equivalent amount of paint on any part of his body or attached equipment is eliminated. However, if referee should witness a direct hit on a player and the ball breaks and leaves a mark smaller than a quarter, the player is eliminated. (A piece of narrow equipment, such as a hose, is by common sense, an exception to the "quarter size" hit standard.)

b. A player with accumulated splatter or paint from any source that leaves what appears to be a hit, will be eliminated, unless the referee is aware of its source by observation, or unless the player in question has kept the referee aware of the situation. (Suggestion: Keep the referee informed.)

c. A player going out of bounds is eliminated

d. A player signifying his elimination either verbally or visually, whether marked or not, is eliminated. A player doing any one of the following is eliminated : Saying, "I'm Hit!" or "I'm Out!" Placing a hand on the head, installing a barrel blocking device, or removing one's armband.

e. A player not within the flag station boundary at the game start is eliminated.

f. A player that intentionally removes his goggles without permission from and supervision by a referee is eliminated.

g. A player ordered off the field by a referee for any reason is eliminated.

h. A player marked by a paintball shot by himself or by his own teammate is eliminated.

i. Players engaging in physical contact will be eliminated.

j. A player who climbs on a tree, a bunker, a structure or a prop will be eliminated.

k. A player who deliberately alters terrain or structures, or tampers with a bunker so as to change the shape of a bunker, will be eliminated.

l. A player who deliberately uses a non-participant or a movable object as a shield will be eliminated.

m. Intentionally discarding, or unintentionally loosing possession of, equipment or clothing will result in elimination, except for paint pods/loading tubes and spent 12-gram cartridges. An item that has been separated from the player for five seconds at more than three feet, or that has been hit, is so considered. (For example, a player who looses his shoe and runs off without it is eliminated.)

o. If two or more players are marked almost simultaneously, both shall be eliminated, unless decided otherwise by a referee.

p. A player blatantly shooting a player who is properly signifying his elimination will be eliminated.

q. A player that disassembles his marker on the playing field without the express permission and supervision of a referee will be eliminated.

r. A player who tampers with his marker's velocity or has tools on the field will be eliminated.

s. A player who does not promptly follow a referee's instruction is eliminated. (For example: After a referee has ordered a player to return to a position due to a "paint check" violation.

t. A player engaging in confrontational arguing or abusive cursing or name-calling, and/or threatening physical harm to any referee, player or spectator will be eliminated (and penalized.)

u. A player using non-field paintballs or carrying them on his person onto the playing field will be eliminated from the tournament.

4.4 PENALTIES:

The H3O penalty rules are built around the assumption that paintball players are capable of refereeing themselves most of the time. The "playing on" penalties are designed to help achieve consistency in refereeing by freeing the referee from the highly controversial task of having to determine "if" the player knew he was hit; "meant" to be playing on; or "should have" known. Thus, these rules follow the lead of all major sports: "Make the call, forget the motive." This method of refereeing is called "Motive Neutral."

All infractions occurring from "game on" to "game over" involve the elimination of a player or players.

For example, a "One for One." Penalties other than live play involve penalty points, which are usually added to ("swung") an opponent's score.

a."Playing on" (Also called "Playing with a hit.") except running for the nearest cover while calling for a paint check is the continuation of aggressive play or continuing to fire one's marker after having been hit. It is always penalized, according to the location of the hit, as follows:

One Plus One: Hit on footgear, shin, knee, any loading gear, anywhere on the marker, anywhere on the face mask, except for a goggle shot. It is called an "unobvious hit."

One for One:: Anywhere else, except for goggle shot or bare skin. Called an "obvious hit."

One for Two:: Goggle shot or bare skin. "Blatantly obvious hit."

One for Two:: Wiping or hiding a shot from a referee. (A major sportsmanship violation.)

b. Failure to call for a paint check after being hit. Penalty: 1 for 1

c. Deliberately shooting at the unprotected head, neck, or groin areas at close range. Penalty: 1 for 1 (Sportsmanship violation.)

d. Use of elimination signals as a deceptive tactic is a violation. (For example: verbally signifying your elimination and then returning to live play). Penalty: 1 for 1

e. Eliminated players may not talk, signal or pass equipment or supplies to a teammate or spectator. Penalty: 1 for 1

f. An eliminated player must report immediately to a designated area or as instructed by a referee -- and remain there on quiet until instructed to the chrono station after the game. Penalty: Elimination

g. An eliminated player tries to communicate with someone during a game. Penalty: 1 for 1

h. Any person directly associated with a team playing in an event (coach, sponsor, player on roster, or spectator, etc.), who communicates game information to the field shall incur a penalty against the team with whom that person is associated. If said team is playing on the field where the violation occurs, the Penalty is: Plus 1. If the violation occurs elsewhere, penalty points shall immediately be assessed against said person's associated team. Penalty: 1 plus 1 and warning (Second Violation) - 1 for 2

l. A person may not argue with a referee, interfere with a referee's performance, or ignore a referee's warning. Active player's penalty: 1 plus 1. Eliminated player's penalty: Elimination

m. Engaging in confrontational arguing or severe cursing or name-calling: Live player: 1 for 1; Eliminated player: Elimination

n. Any remark or action that implies a physical threat, as well as any behavior of an assaulting nature is strictly forbidden. Penalty is "Game Over," Opposing team's score becomes 45, guilty team's score is Minus 45 from its score. (If both teams are guilty, then each is penalized minus 45. Additionally, guilty player, or players are ejected from the tournament and banned from the H3O.

o. A "hit" player, who is observed waiting until near or at the end of a game to eliminate himself will be penalized with an "after game" penalty: Elimination

p. Any "Game Fixing" is a serious sportsmanship violation. Both teams will receive a score of zero.

q. A player may not call "Game Over." Penalty: Active player, 1 for 1; Eliminated player, Elimination

r. A player shall not discharge his marker after the game-end signal has been given. (-10) A player may not alter or change his marker's air source until exiting the Post Game Chrono Check. (-10)

s. Discarding any paint-marked item of clothing or equipment to avoid being eliminated is a violation. Penalty: 1 for 1

t. A player, who fires his marker after he has called for a paint check, and is then discovered to have been hit. Penalty: "Elimination."

u. Attempting to improve one's position on a "Neutral" opponent. Penalty: Elimination.

v. Being discovered with a hit after a game is over: Penalty: Elimination

4.5 PAINT CHECKS:

a. A player should call for a "Paint Check" if he suspects that he has received a hit.

b. A referee may call a player "neutral" in the interest of clarity or fair play. He will place one hand on the player, extend the other hand upward, and yell, "Player is neutral." From that moment, no opposing player may improve his position on said player, until which time the referee signals his decision. (See 4.4 u.)

c. If the referee determines that the player is marked, he will eliminate that player. If the player is not marked, the referee will call "This player is Clean, Game On!" and at that time the game will resume. The time clock shall not stop for paint checks.

4.6 PROCEDURES FOR ELIMINATED PLAYERS:

a. Immediately upon determining that he has been marked, a player must shout, "I'm Hit" or "I'm Out," then signify his elimination by placing his hand on the top of his head while exiting the field by the most direct route that does not interfere with play, (or according to a referee's instructions.) If called out by a referee, a player may immediately shout, "I'm Hit" or I'm Out!"

b. Eliminated players must leave the field without communicating in any way with anyone, nor passing equipment or supplies to a teammate.

c. Each eliminated player must report to a specified area and remain there, without communicating, until instructed to go to the chronograph station by a referee.

4.7 MUTUAL ELIMINATIONS:

If two or more players mark each other simultaneously, all must be eliminated. A referee will decide who is to be eliminated when two or more players are marked, and the players involved do not agree on the order in which they were marked. If no conclusion can be made, referee will eliminate both and continue with the game.  

4.8 STACKING POINTS:  

Any team or teams caught "stacking points" to favor one and/or the other teams points will not be tolerated and the team or teams in violation of this new rule will be disqualified and will receive a total of (0pts) for that event.

Stacking or Juicing Points are ultimately determined by the Head or Ultimate Referee. However, the Head or Ultimate Referee may call upon all of the field referees officiating such game in particular to be levied as a majority decision. In that case, the majority decision will overrule the head or ultimate referees decision. (exampe) if both teams playing each other are caught in violation of this rule then both teams will be disqualified and will receive (0pts) for that event.

5.0 GAME OVER:

a. The head referee will sound the game-end signal if all players are eliminated, or game time expires.

b. When "game over" is called, players must stop firing, and immediately report to the center station, where each will receive a "paint check" from a referee. (Attempting to avoid check: -50/+50)

5.1 APPEALS:

a. If, during a game, a player has a dispute concerning a referee's call or any issue, he must wait until after the game to inform his team captain of the problem.

After the game, the player's team captain may appeal to the Head Referee. If the complaint involves a referee, the player should be allowed to briefly inform the referee of the problem. The referee should listen carefully, and then briefly explain why he made the call in question. There is often no satisfactory resolution of an issue, as even a "bad" call cannot be reversed. But everyone will benefit from an open and civil discussion, be it ever so brief. The head referee then makes a formal ruling.

H3O sportsmanship rules require that civility be maintained at all times.

Ultimate Judge's ruling is final.

5.2 EMERGENCIES:

a. In the event a player is injured or becomes ill during a game, a referee will do whatever he deems necessary to insure the player's well being, even if it means stopping the game (and the clock). Once the player is no longer a factor, the head referee will restart the game in a way that he deems fair to both sides. (Said player cannot be replaced.)

b. WEATHER: A game or a tournament may be stopped, delayed, or postponed due to weather deemed dangerous or conditions deemed unplayable by the staff. A postponed tournament is to be replayed, if possible, two weeks later on the same site.

6.0 MISCELLANEOUS RULES

a. Markers must not be discharged other than at designated areas and on the playing fields during a game. Penalty points may be assessed immediately.

b. Armbands are to be worn above the elbow on the Left Arm.

c. No smoking is allowed on the fields.

d. Absolutely NO ALCOHOL may be used by anyone involved with the tournament. Further, no one under the legal age of 21 may have anything to do with alcoholic drinks of any kind. Illegal drug use will not be tolerated.

7.0 SCORING

At the end of a game, a referee will tally each team's score on a Score Sheet by adding up points received from game play.  (Only 45 possible, although downside can be negative.)

In the top right corner the referee must indicate the number of players, if any, that the team had eliminated due to playing penalties.

Captains then sign, and the winning captain will deliver the sheet to the Scoring Station.

Scoring system is as follows:

Opposing players eliminated 10 points each possible: 30pt.

Live Players at game end 5 pt. each possible: 15pt.  

7.3 OFFICIAL SCORE SHEET:

The designated Official H3O Score Sheet will be used for scoring H3O tournaments.

8.2 ULTIMATE JUDGE S RULING:

a. The Ultimate Judge may swing penalties for a rule's violation not specifically covered by rules if he feels that a team's chances of winning were significantly affected by its opponent's violation.

b. In addition to assessing penalty points pursuant to these rules, the Ultimate Judge may disqualify a player or players, forfeit a game, or disqualify a team from a game or the tournament for severe or multiple violations. Disqualification of an entire team from a tournament requires the concurrence of the Ultimate Judge.

c. Under extenuating circumstances, the Ultimate Judge may, at his discretion, determine that a penalty or other consequence is warranted toward a player, visitor, or team, due to unacceptable behavior not covered in the rules book.

8.3 DETERMINATION OF PENALTY POINTS:

If the H3O rules specifically call for a penalty to be levied, the referee must enforce the penalty. (No referee is at liberty to bend or ignore the rules for any player.)

8.4 NO SHOW/FORFEITURE:

a. Should a team fail to report to the tournament or fail to report to its staging area, chronograph check or flag/starting station in time for its scheduled game(s), the absence constitutes forfeiture.

b. Reasonable attempts will be made by referees and tournament staff to locate a "no show" team, and allowances may be made for tardiness at the discretion of the Head Referee. The Head Referee, though, has the authority to forfeit a game if warranted.

c. A team whose opponent forfeits a game will be awarded a win, receiving a score max score or 45pts.

8.5 REPLAYING A GAME:

The Head Referee has the discretion to call a game, either before or during it, for darkness or any other reason for which he deems it necessary. If a "called game" is replayed, it starts from scratch, full teams, same field (if possible), and same team flag stations.

If it is impossible to replay the game, the teams scores, including penalty points, will be calculated as of the moment the game was called. (Head Referee should record data immediately upon calling a game in progress.)

8.6 SCORING DOCUMENTATION:

After all the points are tallied, penalties included, and final scores posted, the Head Referee will present the score sheet to each team's representative. Official scores will not later be changed except for mathematical errors in calculation.

To the fullest extent possible, a team representative must have access to the game scores for all games played in his round of play.

If there any questions about any of the rules and regulations please bring it to our attention at the captains meeting.

 

   

Copyright © 2005-2006 808PaintballHawaii

For example, a "One for One." Penalties other than live play involve penalty points, which are usually added to ("swung") an opponent's score.

a."Playing on" (Also called "Playing with a hit.") except running for the nearest cover while calling for a paint check is the continuation of aggressive play or continuing to fire one's marker after having been hit. It is always penalized, according to the location of the hit, as follows:

One Plus One: Hit on footgear, shin, knee, any loading gear, anywhere on the marker, anywhere on the face mask, except for a goggle shot. It is called an "unobvious hit."

One for One:: Anywhere else, except for goggle shot or bare skin. Called an "obvious hit."

One for Two:: Goggle shot or bare skin. "Blatantly obvious hit."

One for Two:: Wiping or hiding a shot from a referee. (A major sportsmanship violation.)

b. Failure to call for a paint check after being hit. Penalty: 1 for 1

c. Deliberately shooting at the unprotected head, neck, or groin areas at close range. Penalty: 1 for 1 (Sportsmanship violation.)

d. Use of elimination signals as a deceptive tactic is a violation. (For example: verbally signifying your elimination and then returning to live play). Penalty: 1 for 1

e. Eliminated players may not talk, signal or pass equipment or supplies to a teammate or spectator. Penalty: 1 for 1

f. An eliminated player must report immediately to a designated area or as instructed by a referee -- and remain there on quiet until instructed to the chrono station after the game. Penalty: Elimination

g. An eliminated player tries to communicate with someone during a game. Penalty: 1 for 1

h. Any person directly associated with a team playing in an event (coach, sponsor, player on roster, or spectator, etc.), who communicates game information to the field shall incur a penalty against the team with whom that person is associated. If said team is playing on the field where the violation occurs, the Penalty is: Plus 1. If the violation occurs elsewhere, penalty points shall immediately be assessed against said person's associated team. Penalty: 1 plus 1 and warning (Second Violation) - 1 for 2

l. A person may not argue with a referee, interfere with a referee's performance, or ignore a referee's warning. Active player's penalty: 1 plus 1. Eliminated player's penalty: Elimination

m. Engaging in confrontational arguing or severe cursing or name-calling: Live player: 1 for 1; Eliminated player: Elimination

n. Any remark or action that implies a physical threat, as well as any behavior of an assaulting nature is strictly forbidden. Penalty is "Game Over," Opposing team's score becomes 45, guilty team's score is Minus 45 from its score. (If both teams are guilty, then each is penalized minus 45. Additionally, guilty player, or players are ejected from the tournament and banned from the H3O.

o. A "hit" player, who is observed waiting until near or at the end of a game to eliminate himself will be penalized with an "after game" penalty: Elimination

p. Any "Game Fixing" is a serious sportsmanship violation. Both teams will receive a score of zero.

q. A player may not call "Game Over." Penalty: Active player, 1 for 1; Eliminated player, Elimination

r. A player shall not discharge his marker after the game-end signal has been given. (-10) A player may not alter or change his marker's air source until exiting the Post Game Chrono Check. (-10)

s. Discarding any paint-marked item of clothing or equipment to avoid being eliminated is a violation. Penalty: 1 for 1

t. A player, who fires his marker after he has called for a paint check, and is then discovered to have been hit. Penalty: "Elimination."

u. Attempting to improve one's position on a "Neutral" opponent. Penalty: Elimination.

v. Being discovered with a hit after a game is over: Penalty: Elimination

 

it. Penalty: "Elimination."

u. Attempting to improve one's position on a "Neutral" opponent. Penalty: Elimination.

v. Being discovered with a hit after a game is over: Penalty: Elimination