Planet Eclipse


Virtue Paintball
 


  ALL NEW '09 INFO IS HIGHLIGHTED IN YELLOW  

3-MAN RULES

(1) INFORMATION

A Captains meeting will be held on the morning of each event at 8:30 A.M. 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 tournament.

Teams may examine the fields or conduct any activity to prepare for tournament play the morning of each event. No team or member thereof shall in any way alter any playing field.

In order to determine pairings, the Chitown 3 -man series will rank teams in order of previous series points. For the season opener, all teams will be ranked alphabetically.

(2) FEES
The entrance fee for each event will be $150. Entrance fees will include air refills.

(3) TEAM - ROSTERS
A Three play teams may have up to 5 players on their roster, but may field a maximum of 3 in any one game. No player may appear on more than one team roster at any event. All teams must submit complete rosters prior to play.

To qualify as the same team, a team must have no less than two of its original roster members from its first date of play in the 2007 3 - man series. All players must be sixteen years of age or younger to compete.

(4) FIELD STAFFING & OFFICIATING STANDARDS
Each three player game will be staffed by a minimum of 3 judges. Teams will be chronographed before entering play and randomly while the games are in progress.

(5) OFF FIELD PRE GAME STRUCTURE
Players are responsible for removing old hits or bringing the same to the attention of a field judge so that it may be dealt with in a manner that would not result in the elimination of a player.

Players are not allowed to bring tools or other prohibited equipment onto the game field. Presence of such equipment may result in a penalty and disciplinary proceedings against the offending player and or team.

Each player will be given an armband in a distinctive team color and will wear the same on his left arm above the elbow.

(6) GAME STRUCTURE
A game will end at the earliest of a successful flag hang or 5 minutes after the start of the game. Flag stations for all preliminary, semi-final and final rounds will be determined by the flip of a coin.

The head judges on the field will begin each game with a ten second warning and then yelling, “go, go, go,”

A first flag pull occurs when a player not eliminated grabs the center flag before a player from the other team manages to do so. Only one team in a game may earn the first flag pull points.

Flag hang points are awarded when a player breaks the plane of a flag station with the flag without being marked. The flag and the station it is hung in determine the points regardless of which team put it there.      

If a player is found to be marked and a judge cannot determine at which location he was marked the flag will be rehung in the center. A game will end only by the head judge on the field announcing “ Game over”.

Players that are eliminated, immediately upon elimination, must exit the field by the most direct route to the dead box or as directed by a judge.

All alive players at the end of a game must present themselves to a field judge before exiting the field to earn points for being alive. If any hits are found the head judge will be notified and proper penalties will be assessed..

Game stoppages will only occur in case of an emergency or dangerous weather.

(7) SCORING OF GAMES
Scoring for three player games will be conducted on a 60 point system and will be awarded as follows:

            4 points for every player on the opposing team eliminated:

            1 point for every player on their own team not eliminated:

            10 points for the first flag pull

            35 points for hanging the flag

(8) FORFEITS
Any team, which is scheduled to oppose a team that has forfeited a game, will receive 48 points or an average of all their games in that round, which ever is higher. The team that forfeited will receive zero points. If both teams forfeit both will receive zero.

(9) SEMI-FINAL BRACKETS
If 20 or more teams participate the top 8 scores over all will advance into a semi-final round as follows and play a round robin format in their respective divisions.

  Division A
  Division B
  1
  2
  4
  3
  5
  6
  8
  7

Four teams will advance to the final round, the top two scoring teams from each division.

If 19 or less teams participate there will be no semi-final round and the top four scoring teams will go right into the final round.

(10) FINALS ROUND
The four teams advancing to the final round will play a round robin format. The scores atthe end of this round will determine first thru fourth overall for the event.

If two sister teams both make the final round they will play each other the very first game of the finals round.

(11) TIE BREAKERS
In case of a tie score among teams the tie will be broken as follows:

            - the first tiebreaker is head to head competition in the current round.

            - the second tiebreaker is head to head competition from the previous round.

            - the third tiebreaker is most players alive in current round.

            - the fourth tiebreaker is most max wins ( 60 to 0 ).

            - the fifth tiebreaker is a coin toss.

(12) EQUIPMENT - CLOTHING
Players must wear clothing that fits well. Oversized clothing will not be allowed and a player may be asked to remove certain items at a judge’s discretion. Players must have long sleeve shirts or jersey on and long pants as well.

Players may wear one layer and only one layer of clothing under their uniform. Excessive amounts of clothing in order to create padding will not be allowed. Players may wear nylon neck protection of a single layer. Any decisions regarding clothing issues not covered in this section are left to the discretion of the ultimate judge.

(13) PROTECTION GEAR
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.

Players must wear full face protection as it comes from the manufacturer in its original form. Players may wear elbow and knee protection as long as it is not modified in its original form. Such protection may be worn over or under clothing. Male players may wear groin protection and female players may wear breast protection. 

(14) MARKERS
Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel and a single trigger.

A marker covered in whole or in part by a material of an absorbent or padded nature is illegal.

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. All regulators require tournament caps such that they cannot be adjusted without a tool with a gun gassed or degassed.

The maximum rate of fire is 10.5
The maximum velocity allowed is 300 f.p.s.
No full autos are allowed.

Players may not use cloth, neoprene, or other material to cover the paint loader on their marker. Cloth and neoprene tanks covers will be allowed on nitrogen and HPA tanks.

Barrel condoms or barrel blocking devices are required at all times on the field or the target range. Squeegees or old-fashioned barrel plugs do not qualify as a barrel-blocking device.

(15) OTHER EQUIPMENT
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.

Players who are eliminated must exit the field with all the equipment they were carrying when they were eliminated.

(16) ELIMINATIONS
A player is eliminated if a paintball shot by a live member of the opposing team or his own team strikes that player and leaves any amount of paint. A paintball must break to eliminate a player, if it bounces the player is still alive. An elimination shot must be a direct hit as well. If the paintball bounces off of a barricade or the ground AND a judge witnesses it the player is not eliminated.

When a player is eliminated they must signal so immediately. All eliminated players must place a barrel condom on their markers. They may also yell, “I’m out” or “I’m hit” once. They should also raise an arm in the air with or without their marker to visually signal their elimination. Then the player should immediately proceed to the dead box via the fast route or by a judge’s direction.

Players who are hit in an obvious location 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.

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.

(17) ELIMINATIONS – UNOBVIOUS HITS
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 hit cannot feel them or have knowledge of them.

Players with un-obvious hits will be eliminated but will not be penalized.

Should a player with an un-obvious hit become aware, through his own actions or through information provided by teammates, that he has been validly marked, such hit at such time shall then be deemed to constitute and shall be an obvious hit.

(18) PAINTCHECKS
Judges may, but are under no obligation to, make a paintcheck after a player has requested one.

Judges will make every effort to perform a paintcheck without calling a player neutral. However, a judge, at his discretion, may declare a player neutral.

No flag carrier will ever be stopped and declared neutral for the purposes of performing a paintcheck.

Players not declared neutral may be eliminated while being checked.


(19) FLAGS – FLAG CARRIERS
Players carrying flags must carry them in full view.  Players cannot attempts to hide or disguise the flag in any way.

Flags may be passed from live players to live players.

(20) PENALTIES – PLAYING ON
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 the judge, talking, signaling or otherwise communicating, either to a judge opposing players or teammates, except that a player may say, “I’m hit.” Or “Out.” Or something to that effect once, impeding the progress of opposition players or a judge, hampering a judge in making a paintcheck or a call, discharging or degassing the marker or providing teammates with paintballs or equipment.  The penalty for playing on is the removal of a teammate in a one-for-one call, unless, in the judges 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.

(21) WIPING
Wiping is defined as the active and deliberate removal of paint by a player in order to avoid elimination or avoid a judge’s call.

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.

(22) INTERFERENCE
Spectators may be allowed to observe games and the activities on a field but may not do any of the following. No issuing instructions to players on the field of play or altering the game in any way. Spectators are not allowed to have guns in their possession or interfere with any officials. 

Team members and associates of the competing teams who interfere 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.


(23) ASSESSMENT OF PENALTIES
Judges will eliminate players for the following infractions:

(1) Unsportsmanlike conduct.

(2) Intentionally shooting at refs.

(3) The use of inappropriate language.

(4) A player going out of bounds or moving the boundary tape.

(5) A player hit in an unobvious location.

(6) A player having tools on the field.

(7) Player fails to tag up with the starting station after a false start.

(8) Failure to wear goggles.

Assessment of the one-for-one rule (the removal of the player committing the infraction, and a teammate) will take place for the following infractions:

(1) A player having tools on the field

(2) Continuing to play, hit in an obvious locations.

(3) Reentering the field after elimination.

(4) Interference during the course of a game by a person affiliated with the team, not playing in the game.

(5) Playing on after being eliminated.  Altering the course of the game.

(6) Engaging in physical contact with another person on the field in a hostile manner.

(7) First offence for marker violations.

Assessment of the two-for-one rule (the removal of the player committing the infraction and two teammates) will take place for the following infractions:

            (1) Continuing to play, hit in an obvious location, which results in an alteration of the course of the game.

Use of a marker, firing in a prohibited mode.

Assessments of one-for-one, two-for-one and three-for-one penalties when no players are alive will result in the following penalty points being assessed against the offending team:

12-point penalty in lieu of a one-for-one penalty

24-point penalty in lieu of a two-for-one penalty

36-point penalty in lieu of a three-for-one penalty

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 the rest of the event and the next event in the series.

Any player who intentionally slams/spikes a marker will be disqualified for the remainder of the event and will be assessed a 25-point penalty. The offending player’s team will finish that event playing short-handed with only 4 players on the field, regardless of the number of players on their team roster.

(24) MISCELLANEOUS DECORUM
All teams shall police and dispose of all trash generated by them within the parking and or staging areas. Any team that fails to adhere to the rules and regulations specified in this section shall be prohibited from competing in the next series event.

(25)SERIES POINTS
Series points will be awarded as follows. Teams will take there preliminary round score and divide it by a factor of 5. They will then take their final round points and divide it by a factor of 6. The sum of all points awarded for however many rounds played in will be the total series points awarded for that event. Fraction of points will be rounded as follows, .5 or less rounded down and .6 and above rounded up.

Example:  Preliminary round score = 270 / 10   =  27 or 27
Final round score = 70  / 6  =  11.6 or 12

Total event score: 39


2009 CHI-TOWN EVENT YOUNG GUNS PRIZE PACKAGES
All prizes are issued as certificates and come with an expiration date. They are valid 30 days from the date you receive them.

YOUNG GUNS PRIZE PACKAGES
1st Place
3 - Guerrilla Air .48/3000
3 - Cases of Badlandz
3 - Badlandz Team Pactice Passes
1 - Trophy
2nd Place
3 - Piranha EVO's
3 - Cases of Badlandz
3 - Badlandz Team Pactice Passes
1 - Trophy
3rd Place
3 - Cases of Badlandz
3 - Badlandz Team Pactice Passes
1 - Trophy
4th Place
$50 off your next entry
1 - Trophy


We reserve the right to substitute all prizes for other prizes of equal or greater value with no advance notice.



CHI-TOWN SERIES 5-MAN D2L & D3L RULES

A captions meeting will be held on the morning of each event at 8:30A.M. 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.
Teams may examine the fields and or conduct any activity to prepare for tournament play the morning of each event. No team or member thereof shall in any way alter any playing field.
In order to determine pairings, the Chitown series will rank teams in the D3 division based on the team’s previous performance. For the season opener, all teams will be ranked alphabetically

(2) FEES
The entrance fee for each event will be $300. Entrance fees will include air refills.

(3) TEAMS – ROSTERS
A five-player team may have up to 8 players on their roster, but may field a maximum of 5 in any one game.
No player may appear on more than one team roster at any event.
All teams must submit complete rosters prior to play.
Whoever is listed as the team captain/owner will be entitled to retain the team series points. This person does not have to be player and may change the entire roster event to event.
Any player who rosters for a D2L team will be a D2L player from that event forward for at least the remainder of the season unless reclassified.

ILLEGAL ROSTERS:  If you have EVER PLAYED and or competed on any Semi-pro or professional team anywhere you are not eligible to play on any D2L or D3L roster in the Chi Town series. It doesn't matter if it is a current league or a previous one that existed. If you are still unsure of your playing status you are to contact the Tournament coordinator for further clarification BEFORE the day of the event. Any team found having an illegal roster (too many over classified players) will be penalized 50 points per game regardless of which players actually played in any game. The offending team will also play with four players for the remainder of the event. It is solely the responsibility of the team captain to know the background of his players and the rules of the event. Any questions or issues must be resolved prior to the day of the event. The team that waits to see if another team points something out at the event will probably not like the out come!

(4) PLAYER CLASSIFICATION AND ROSTER LIMITS SPECIFIC TO D2L
Your team is responsible for each players individual classification. Penalty's will be accessed for roster violations.

Roster Classification Limits
D-2L is a local player classification and correlates directly to a national D-3 X-ball. The intention of playing in this division is to give your team a way to compete locally while having a seamless transition to a national level D-3 X-ball ranking.


D2L Roster Requirements:
Each D2 roster may contain one single player that has been ranked D1 X-Ball or D1 USPL and any combination of players ranked lower.

Or

5 D2 X-Ball or USPL player

Or

Any combination of 5 players ranked lower than D2 X-Ball or D2 USPL.

You also will be classified as a D-2L player if you played in two or more events the previous year as a D-2L player in the Chi-Town series.

You cannot compete if you are or have ever been ranked or competed in the NXL or USPL pro or USPL semi-pro.

Roster Size Limits
There may be no more than 8 people listed on a roster. Rosters may not
be changed after an event has started.

You cannot compete in D2L if you are or ever have been ranked in the; NXL or PSP Semi Pro or USPL Pro or USPL Semi Pro.

PLAYER CLASSIFICATION SPECIFIC TO D3L
D3L is a local player classification and correlates directly to a national D4 5-man ranking. The intention of this ranking is to give you a complete format to play while maintaining the 5-man, center flag criteria. The two differences you’ll notice are no coach & no round robin format.

You are a D3L level player if you compete nationally in, or are ranked by the A.P.P.A. to play in:
P.S.P. D-3 5-man

D3L Roster Requirements:
Each D3L roster may contain one single player that has been ranked D2 X-Ball or D3 X-Ball or D3 USPL.

Or

Up to five players ranked D3 5-Man or lower

You cannot compete in the D3L division if you are or ever have been ranked:
NXL
Open X-Ball (D1)
USPL pro
USPL semi-pro
USPL D1

PLAYER CLASSIFICATION SPECIFIC TO D3L
Players may be reclassified back to D3 if they only played in one event as a D2 player in the current season. All reclassifications must be done through the tournament coordinator BEFORE the day of the event. If you wait to the day of, you are out of luck!

(5) FIELD STAFFING & OFFICIATING STANDARDS
Each five-player game will be staffed by a minimum of 4 judges.
Teams will be chronographed before entering play and randomly while the games are in progress.

(6) OFF – FIELD PRE GAME STRUCTURE
Players are responsible for removing old hits or bringing the same to the attention of a field judge so that it may be dealt with in a manner that would not result in the elimination of a player.
Players are not allowed to bring tools or other prohibited equipment onto the game field. Presence of such equipment may result in a penalty and disciplinary proceedings against the offending player and or team.
Each player will be given an armband in a distinctive team color and will wear the same on his left arm above the elbow.


  (7) GAME STRUCTURE-SPECIFIC TO D2L

Match Structure
Each match consists of a series of games.
Each game has a time limit of 5 minutes.
A match ends at the earliest of:
The end of the third game or the end of any game where one team has scored at least 170 game points total during the match.

(A). Scoring
A Team scores game points for:
50 points for successfully hanging the flag
20 points for being the first team to pull the flag
4 points per opposing player eliminated
2 points per alive player at the end of the game
Tiebreakers
In the event of a tie, ties will be broken by:
Head to head competition, followed by
Fewest games played, followed by
Most opponents eliminated, followed by
Fewest players eliminated, followed by

A teams total match point will be equal to the sum of the team’s highest two game scores in the match.

(B). Tournament Structure – Preliminary round
Teams will be seeded into preliminary round brackets of up to 5 teams, but no less than 4 teams.
Each team will play a match against each other team in their bracket.
Each team will play each of their games in a round robin format, playing their first game against each opponent in their bracket first. Followed by their second game against each opponent in the same order and then a third game against each opponent if necessary.

(C). Semi-finals round
If 16 or less teams enter the event there will be no semi-finals and the top four highest average match scores will advance to the finals.
If 17 to 32 teams enter the event the top eight highest average
match scores will go into a semi-final bracket as follows to play
a round robin:

  Bracket A
  Bracket B
  1
  2
  4
  3
  5
  6
  8
  7

The top two scores from each bracket will advance to the finals.

If 33 teams or more enter the event the top 16 highest average match scores will go into a semi-final bracket as follows to play a round robin:

  Bracket A
  Bracket B
  Bracket C
  Bracket D
  1
  2
  3
  4
  8
  7
  6
  5
  9
  10
  11
  12
  16
  15
  14
  13

The team with highest score from each bracket will advance to the finals.

(D). Final round
Four teams will advance to the final round. They will be ranked one through four according to their semi-final scores and proceed to play a round robin format determining first through fourth overall for the event.

If two sister teams both make the finals they will play each other their first game of the finals.

(E). Forfeits
A team that forfeits a game forfeits the match.
A team that forfeits a match will receive 0 points for the match
If the forfeiting teams opponent does not forfeit also, they will receive the highest of:
The average number of match points they scored in their other
matches in the current round.
The average number of match points scored by other teams against
the forfeiting team in the current round.

(F). Penalties
A player playing on after being eliminated will be a one for one.
A player playing on in a game-changing situation (judges discretion)
will be a two for one.
A player caught removing hits will be a three for one.
All intentional physical contact is forbidden and will result in a six game
suspension starting immediately and the offending team will NOT be able to
replace that player on the field and they will play short-handed for the remainder
of the event.
. Unsportsmanlike actions on or off the field of play will result in a penalty
of minus ten points in the round of play it occurred for every action deemed
unsportsmanlike. There are too many actions to list for this, if you have to ask
you probably shouldn’t be doing it!

(G). Coaching
There will be a designated coaching box and each team will be allowed
one coach in the box during any game. Coaching is not allowed from any other
place. Coaching should only be directed at your own team and vulgar language is
not allowed. Spectators are watching!

  (8) GAME STRUCTURE-SPECIFIC TO D3L

A game will end at the earliest of a successful flag hang or 5 minutes after the start of the game.
Flag stations for all preliminary, semi-final and final rounds will be determined by the flip of a coin.
The head judge on the field will begin each game with a ten second warning and then yelling, “go, go, go”.
A first flag pull occurs when a player not eliminated grabs the center flag before a player from the other team manages to do so. Only one team in a game may earn first flag pull points.
Flag hang points are awarded when a player breaks the plane of a flag station with the flag without being marked. The flag and the station it is hung in determine the points regardless of which team put it there.
Flag hangs will not be immediately awarded upon the flag breaking the boundary plane of a flag station. The status of the flag-carrying player will first be verified before a flag is considered to be officially hung.
If a player is found to be marked and a judge cannot determine at which location he was marked the flag will be rehung in the center.
A game will end only by the head judge on the field announcing “ Game over”.
Players that are eliminated, immediately upon elimination, must exit the field by the most direct route to the dead box or as a directed by a judge.
All alive players at the end of a game must present themselves to a field judge before exiting the field to earn points for being alive. If any hits are found the head judge will be notified and proper penalties will be assessed.
Game stoppages will only occur in case of an emergency or dangerous weather.

(A) SCORING OF GAMES
Scoring for five player games will be conducted on a 60-point system and will be awarded as follows:
a) a team will be awarded 4 points for every player on the opposing team eliminated;
b) a team will be awarded 1 point for every player on their own team not eliminated;
c) a team will be awarded 10 points if it pulls the center flag first;
d) a team will be awarded 25 points when the flag is hung in the opponents flag station.

(B) FORFEITS
Any team, which is scheduled to oppose a team that has forfeited a game, will receive 48 points or an average of all their games in that round, which ever is higher. The team that forfeited will receive zero points. If both teams forfeit both will receive zero.

(C) SEMI-FINAL BRACKETS
In the event that 40 or less teams participate the top eight scores over all will advance into a semi-final round as follows and play a round robin format in their respective divisions

  Division A
  Division B
  1
  2
  4
  3
  5
  6
  8
  7

In any event with 41 or more teams participating, the top 16 scores over all will advance to the semi-finals round as follows and play a round robin format in the respective divisions.

  Division A
  Division B
  Division C
  Division D
  1
  2
  3
  4
  8
  7
  6
  5
  9
  10
  11
  12
  16
  15
  14
  13

Four teams will advance to the finals round, the top scoring team from each division will go on.

(D) FINALS ROUND
The four teams advancing to the finals will play a round robin format. The scores at the end of this round will determine first thru fourth overall for the event.
If two sister teams both make the final round they will play each other the very first game of the final round.

(E) TIE BREAKERS
In case of a tie score among teams the tie will be broken as follows:
First tiebreaker is head to head competition in the current round.
Second tiebreaker is head to head competition from a previous round.
Third tiebreaker is whoever had the most players alive in current round.
Fourth tiebreaker is most maximum wins (60 to 0) in current round.
Fifth tiebreaker is highest seed coming into current event.

GENERAL RULES (both divisions)

(9) EQUIPMENT – COLTHING
Players must wear clothing that fits well. Oversized clothing will not be allowed and a player may be asked to remove certain items at a judge’s discretion.
Players must have long sleeve shirts or jersey on and long pants as well.
Players may wear one layer and only one layer of clothing under their uniform. Excessive amounts of clothing in order to create padding will not be allowed. Example, hooded sweatshirts are not allowed under jerseys.
Players may wear nylon neck protection of a single layer.
Any decisions regarding clothing issues not covered in this section are left
to the discretion of the ultimate judge.

(10) PROTECTIVE GEAR
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.
Players must wear full-face protection as it comes from the manufacturer in its original form.
Players may wear elbow and knee protection as long as it is not modified from the manufacturer’s original form. Such protection may be worn over or under clothing.
Male players may wear groin protection and female players may wear breast protection.

(11) MARKERS
Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel and a single trigger.
A marker covered in whole or in part by a material of an absorbent or padded nature is illegal.
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. All regulators require tournament caps such that they cannot be adjusted without a tool with a gun gassed or degassed.
No full autos are allowed.
Players may not use cloth, neoprene, or other material to cover the paint loader on their marker. Cloth and neoprene tanks covers will be allowed on nitrogen and HPA tanks.
Barrel condoms or barrel blocking devices are required at all times on the field or the target range. Squeegees or old-fashioned barrel plugs do not qualify as a barrel-blocking device.

(12) OTHER EQUIPMENT
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.
Players who are eliminated must exit the field with all the equipment they were carrying when they were eliminated.

(13) ELIMINATIONS
A player is eliminated if a paintball shot by a live member of the opposing team or his own team strikes that player and leaves any amount of paint. A paintball must break to eliminate a player, if it bounces the player is still alive. An elimination shot must be a direct hit as well. If the paintball bounces off of a barricade or the ground AND a judge witnesses it the player is not eliminated.
When a player is eliminated they must signal so immediately. All eliminated players must place a barrel condom on their markers. They may also yell, “I’m out” or “I’m hit” once. They should also raise an arm in the air with or without their marker to visually signal their elimination. Then the player should immediately proceed to the dead box via the fast route or by a judge’s direction.
Players who are hit in an obvious location 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.
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.

(14) ELIMINATIONS – UNOBVIOUS HITS
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 hit cannot feel them or have knowledge of them.
Players with un-obvious hits will be eliminated but will not be penalized.
Should a player with an un-obvious hit become aware, through his own actions or through information provided by teammates, that he has been validly marked, such hit at such time shall then be deemed to constitute and shall be an obvious hit.

(15) PAINT CHECKS
Judges may, but are under no obligation to, make a paintcheck after a player has requested one.
Judges will make every effort to perform a paintcheck without calling a player neutral. However, a judge, at his discretion, may declare a player neutral.
No flag carrier will ever be stopped and declared neutral for the purposes of performing a paintcheck.
Players not declared neutral may be eliminated while being checked.

(16) FLAGS – FLAG CARRIERS
Players carrying flags must carry them in full view. Players cannot attempts to hide or disguise the flag in any way.
Flags may be passed from live players to live players.

(17) PENALTIES – PLAYING ON
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 the judge, talking, signaling or otherwise communicating, either to a judge opposing players or teammates, except that a player may say, “I’m hit.” Or “Out.” Or something to that effect once, impeding the progress of opposition players or a judge, hampering a judge in making a paintcheck or a call, discharging or degassing the marker or providing teammates with paintballs or equipment. The penalty for playing on is the removal of a teammate in a one-for-one call, unless, in the judges 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.

(18) WIPING
Wiping is defined as the active and deliberate removal of paint by a player in order to avoid elimination or avoid a judge’s call.
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.

(19) INTERFERENCE
Spectators may be allowed to observe games and the activities on a field but may not do any of the following. No issuing instructions to players on the field of play or altering the game in any way. Spectators are not allowed to have guns in their possession or interfere with any officials.

Team members and associates of the competing teams who interfere 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.

(20) ASSESSMENT OF PENALTIES
Judges will eliminate players for the following infractions:
(1) Unsportsmanlike conduct.
(2) Intentionally shooting at refs.
(3) The use of inappropriate language.
(4) A player going out of bounds or moving the boundary tape.
(5) A player hit in an unobvious location.
(6) A player having tools on the field.
(7) Player fails to tag up with the starting station after a false start.
(8) Failure to wear goggles.

Assessment of the one-for-one rule (the removal of the player committing the infraction, and a teammate) will take place for the following infractions:
(1) A player having tools on the field
(2) Continuing to play, hit in an obvious locations.
(3) Reentering the field after elimination.
(4) Interference during the course of a game by a person affiliated with the team, not playing in the game.
(5) Playing on after being eliminated. Altering the course of the game.
(6) Engaging in physical contact with another person on the field in a hostile manner.
(7) First offence for marker violations.
Assessment of the two-for-one rule (the removal of the player committing the infraction and two teammates) will take place for the following infractions:
(1) Continuing to play, hit in an obvious location, which results in an alteration of the course of the game.
(2) Use of a marker, firing in a prohibited mode.

Assessments of one-for-one, two-for-one and three-for-one penalties when no players are alive will result in the following penalty points being assessed against the offending team:
12-point penalty in lieu of a one-for-one penalty
24-point penalty in lieu of a two-for-one penalty
36-point penalty in lieu of a three-for-one penalty

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 the rest of the event and the next event in the series.
Any player who intentionally slams/spikes a marker will be disqualified for the remainder of the event and will be assessed a 25-point penalty. The offending player’s team will finish that event playing short-handed with only 4 players on the field, regardless of the number of players on their team roster.

(21) MISCELLANEOUS DECORUM
All teams shall police and dispose of all trash generated by them within the parking and or staging areas. Any team that fails to adhere to the rules and regulations specified in this section shall be prohibited from competing in the next series event.

(22) SERIES POINTS
(D3L only)
Series points will be awarded as follows. Teams will take there preliminary round score and divide it by a factor of 10. They will take their semi-final round points and divide it by a factor of 12. They will then take their final round points and divide it by a factor of 12. The sum of all points awarded for however many rounds played in will be the total series points awarded for that event. Fraction of points will be rounded as follows, .5 or less rounded down and .6 and above rounded up.

Example: Preliminary round score 270 / 10 = 27 or 27
Semi-final round score 170 / 12 = 14.16 or 14
Final round score 70 / 12 = 5.83 or 6

Total event score 47

SERIES POINT
(D2L only)
Series points will be awarded as follows. Teams will take their average match score from the preliminary round and that will be the number of series points awarded for the preliminary round. Then they will take their point total for the finals round and divide by three to get their series points for the finals. The sum of the two will be the total series points for the event.

Example:
Average match score (preliminary round) 190 = 190pts
Finals round total score 205/3 = 68.33 68 pts

Total series point 258 pts


CLASSIFICATIONS

As in year's past we have chosen to break down the series into D2L and D3L divisions. This is done in an effort to help teams progress and allow growth without fear of being over classified.

D3L is a novice class, while D2L is an amature class. We threw the "L" on the end to stand for "Local" so teams stepping up to the more competitive D2L Division would not be over classified and be forced into playing D2 at any national event. As teams get too dominent and become true national touring participants we ask them to step aside and ref. or stay home and rake leaves.

If it gets outta' hand we can bust out the lap top, force everyone to get I.D.'s and crack down, but for the most part it seems to be working. If this poses significant problems please let us know, we will adjust where we can.

2009 CHI-TOWN SERIES EVENT D2L PACKAGES

All prizes are issued as certificates and come with an expiration date. They are valid 30 days from the date you receive them.


  Because almost all companies have cut back their promotional budget the prizes where looking a little weak. So until we can gather up a prize package we're all happy with were going to keep it all cash for D2. We didn't think you'd mind so here's how it breaks down:

Example 1: 20 Teams Enter x $300 = $6000.00
50% goes to the prize purse or $3,000

  1st Place = $1,600
  2nd Place = $900
  3rd Place = $500
  4th Place = $100 off your next entry


Example 2: 12 Teams Enter x $300.00 = $3,600.00
50% goes to the prize purse or $1,800 cash.

  1st Place = $1,000
  2nd Place = $500
  3rd Place = $300
  4th Place = $100 off your next entry


Example 3: 10 Teams Enter x $300 = $3,000 = $1,500
  1st Place = $800
  2nd Place = $400
  3rd Place = $150
  4th Place = $100 off your next entry


Less than 4 teams (we'll talk)

We reserve the right to substitute all prizes for other prizes of equal or greater value with no advance notice.

All prize certificates bear an expiration date, they are strictly adhered to by the company(s) furnishing the prizes. If you let the certificate expire there is little or nothing we can do about it...pay attention.

The D2 cash prize will be in part or entirely substituted once we receive an appropriate amount of product to replace it with.

Do not blame the sponsors if you misplace or mishandle your certificates without their generosity the Chi-Town Series would not exist. It is your responsibility to conduct yourself in a professional manner, before, during and after the event.


2009 CHI-TOWN EVENT D3L PACKAGES
All prizes are issued as certificates and come with an expiration date. They are valid 30 days from the date you receive them.



D3 PRIZE PACKAGES
1st Place
5 - $100 Planet Eclipse Gift      Certificates
1 - Virtue Gift Certificates
10 - Cases of ProCaps Bronze
5 - Halo Hoppers
5 - Cases of Badlandz
1 - Trophy
2nd Place
5 - $100 Planet Eclipse Gift      Certificates
5 - Invert Jerseys
5 - Invert Pants
5 - Evil Gloves
5 - Cases of RPS Premium
1 - Trophy
3rd Place
5 - Cases of Badlandz
5 - Evil Harnesses
5 - Badlandz Team Pactice Passes
1 - Trophy
4th Place
$150 off your next entry
1 - Trophy



 
 

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