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.
The entrance fee for each event will be $150. Entrance fees will include air refills.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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 13.333.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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