| HAWAII
AMATEUR PAINTBALL LEAGUE AND HAWAII 3-MAN OPEN PUMP SERIES
RULES AND REGULATIONS.
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
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. Depending on which tournament a team is participating in, such team may have
the maximum amount of players allowed 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.
See head referee for more clarifications
3.3 PLAYER DIVISIONS
a. The HAPL and H30 tournaments 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 players. H3O Series
is Pump Markers ONLY.
3.4 TOURNAMENT REQUIREMENTS
1. HAPL and 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 HAPL and 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 plus 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 Plus One:: Anywhere else, except for goggle shot or bare skin.
Called an "obvious hit."
One Plus One:: Goggle shot or bare skin. "Blatantly obvious
hit."
One Plus One:: Wiping or hiding a shot from a referee. (A major
sportsmanship violation.)
b. Failure to call for a paint check after being hit. Penalty:
"Playing on." 1 plus 1
c. Deliberately shooting at the unprotected head, neck, or groin areas
at close range. Penalty: 1 plus 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 plus 1
e. Eliminated players may not talk, signal or pass equipment or supplies
to a teammate or spectator. Penalty: Elimination of an active teammate.
(1 plus 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: Plus 1.
g. An eliminated player tries to communicate with someone during a game.
Penalty: 1 plus 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 plus 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: Plus 1.
m. Engaging in confrontational arguing or severe cursing or
name-calling: Live player: 1 plus 1; Eliminated player: Plus 1
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 100, guilty team's
score is 0. (If both teams are guilty, then each
is penalized minus 100. Additionally, guilty player, or players are
ejected from the tournament and banned from the HAPL and 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: Plus 1
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 plus 1; Eliminated player, Plus 1.
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 plus 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.
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.
HAPL and 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.
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:
7-man format - Flag Pull 32pts, Flag Hang 40pts, Live
Players 1pts, Eliminated Players 3pts
3-man format - Live Players
5pts, Eliminated Players 10pts
7.3 OFFICIAL SCORE SHEET:
The designated Official HAPL and H3O Score Sheet will be used for scoring
all 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 HAPL and 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
Home
| Register | Scores
| Rules|Regs
| Support
| Contacts
| Webmaster
Copyright © 808 Paintball Hawaii |