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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).
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.
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