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Eu NXL Rules 2022

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NXL EUROPE RULES

2022
1.0
CONTENT
1 REGULATIONS ......................................................................................................................................5
1.1 INFORMATION ..............................................................................................................................5
1.2 FIELD SIZE AND REQUIREMENTS .............................................................................................5

2 NXL FIRING MODE ................................................................................................................................5


2.1 FIRE MODE REQUIREMENTS AND INFRACTIONS: .................................................................5

3 THE REFEREES ....................................................................................................................................6


3.1 REFEREE TEAM ...........................................................................................................................6
3.2 OFFICIATING ................................................................................................................................6
3.3 REFEREE HAND SIGNALS AND FLAGS ....................................................................................6

4 TEAMS ....................................................................................................................................................7
4.1 TEAM MEMBERS ..........................................................................................................................7
4.2 ROSTERS ......................................................................................................................................7
4.3 ROSTER SIZE LIMITS: SEMI-PRO, D2, D3, D4 ..........................................................................7
4.4 ROSTER SIZE LIMITS: PROFESSIONAL DIVISION...................................................................7
4.5 IDENTIFICATION CARDS.............................................................................................................7
4.6 DETERMINING CLASSIFICATION RATING ................................................................................8
4.7 DETERMINING PLAYER CLASS .................................................................................................8
4.8 ROSTER CLASSIFICATION LIMITS ............................................................................................9

5 TOURNAMENT STRUCTURE ............................................................................................................ 10


5.1 PRELIMINARY ROUND SEEDING SEMI-PRO, D2, D3, D4 .................................................... 10
5.2 ADVANCING FROM THE PRELIMINARY ROUND .................................................................. 10
5.3 PLAYOFF SEEDING .................................................................................................................. 10
5.4 PLAYOFF BRACKET SCHEDULE............................................................................................. 10
5.5 PLAYOFF STRUCTURE ............................................................................................................ 10
5.6 PRELIMINARY ROUND SEEDING (PROFESSIONAL) ............................................................ 11
5.7 ADVANCING FROM THE PRELIMINARY ROUND (20 TEAM - PROFESSIONAL DIVISION)11
5.8 PLAYOFF STRUCTURE (20 TEAM – PROFESSIONAL DIVISION) ........................................ 11
5.9 SEASON RANKING.................................................................................................................... 11
5.10 PROFESSIONAL PROMOTION AND RELEGATION ............................................................... 12
5.11 FILLING A VOID PROFESSIONAL DIVISION SPOT................................................................ 12
5.12 CHAMPIONS CUP...................................................................................................................... 12

6 EQUIPMENT ........................................................................................................................................ 12
6.1 GENERAL REQUIREMENTS .................................................................................................... 12
2
6.2 GOGGLE ..................................................................................................................................... 12
6.3 BARREL SOCK........................................................................................................................... 13
6.4 CLOTHING.................................................................................................................................. 13
6.5 PROTECTIVE GEAR .................................................................................................................. 13
6.6 PAINTBALLS .............................................................................................................................. 14
6.7 OTHER EQUIPMENT ................................................................................................................. 14
6.8 PROHIBITED EQUIPMENT ....................................................................................................... 14

7 PAINTBALL MARKER........................................................................................................................ 15
7.1 AIR SYSTEM .............................................................................................................................. 15
7.2 MARKER ..................................................................................................................................... 15
7.3 BARREL ...................................................................................................................................... 15
7.4 LOADER (HOPPER)................................................................................................................... 16

8 MATCH STRUCTURE......................................................................................................................... 16
8.1 GAME FORMATS ....................................................................................................................... 16
8.2 NXL GAME TIMES AND MERCY LIMITS.................................................................................. 16
8.3 SPLIT DECK SYSTEM ............................................................................................................... 16
8.4 SCORE SHEETS ........................................................................................................................ 17

9 THE GAME .......................................................................................................................................... 17


9.1 PIT-AREA.................................................................................................................................... 17
9.2 PRE-GAME MARKER INSPECTION ......................................................................................... 17
9.3 GAME START ............................................................................................................................. 18
9.4 START PROCEDURE ................................................................................................................ 18
9.5 ON FIELD CHRONOGRAPHING ............................................................................................... 19
9.6 PAINT CHECKS.......................................................................................................................... 19
9.7 TIMEOUT .................................................................................................................................... 19
9.8 GAME INTERRUPTION ............................................................................................................. 20
9.9 BUZZER PUSH ........................................................................................................................... 20
9.10 TOWEL THROWING .................................................................................................................. 20
9.11 LAST 60 SECONDS RULE ........................................................................................................ 20
9.12 OVERTIME ................................................................................................................................. 21
9.13 GAME END ................................................................................................................................. 21
9.14 REPLAY (PROFESSIONAL DIVISION) ..................................................................................... 21

10 HITS AND ELIMINATIONS ................................................................................................................. 22


10.1 DEFINITION OF A HIT ............................................................................................................... 22
10.2 PLAYERS AND HITS .................................................................................................................. 22
3
10.3 ELIMINATIONS ........................................................................................................................... 23

11 SCORING ............................................................................................................................................ 23
11.1 POINTS ....................................................................................................................................... 23
11.2 FORFEITS .................................................................................................................................. 24
11.3 ROUND SCORE ......................................................................................................................... 24
11.4 TIE BREAKERS .......................................................................................................................... 24
11.5 TOURNAMENT RANKING ......................................................................................................... 25

12 PENALTIES ......................................................................................................................................... 25
12.1 ASSESSMENT OF PENALTIES ................................................................................................ 25
12.2 NOT ENOUGH PLAYERS RULE............................................................................................... 26
12.3 COLLUSION ............................................................................................................................... 27

13 SUSPENSIONS, EJECTIONS, DISQUALIFICATIONS AND FINES DUE TO SEVERE


UNSPORTSMANLIKE CONDUCT ..................................................................................................... 27
13.1 ASSESSMENT OF SUSPENSIONS, EJECTIONS, DISQUALIFICATIONS AND FINES DUE TO
SEVERE UNSPORTSMANLIKE CONDUCT ............................................................................. 27
13.2 CONFLICT IN THE RULES ........................................................................................................ 28

14 MISCELLANEOUS .............................................................................................................................. 28
14.1 MAINTENANCE AND CLEANUP ............................................................................................... 28
14.2 UNFORSEEN CIRCUMSTANSES ............................................................................................. 28
14.3 APPEALS .................................................................................................................................... 29

15 APPENDIX A FIELD SIZE AND GRID ............................................................................................... 30

16 APPENDIX B PRELIM BRACKET STRUCTURE .............................................................................. 31

17 APPENDIX C PROFESSIONAL DIVISION DRAW ............................................................................ 32

18 APPENDIX D PROFESSIONAL ELIMINATION ROUNDS ............................................................... 33

4
1 REGULATIONS
1.1 INFORMATION
1.1.1. It is the responsibility of the players and staff of any and all participating teams to know and understand the
rules governing any NXL events.
1.1.2. If the meaning of any portion of this rulebook is unclear, the simplest interpretation and the one most
consistent with the body of the rules is most likely the correct one. Omissions are not loopholes. When
examples are provided they are not intended to be the sum of all possibilities, but simply representative
examples.

1.2 FIELD SIZE AND REQUIREMENTS


1.2.1. The NXL EUROPE standard field size is 45x36 meters with a grid of 3x3 meters (Appendix A).
1.2.2. A start base must be 2x1.2 meters wide and placed in the middle of the back boundary of the field.
1.2.3. The playing-field boundary shall be marked clearly and placed a minimum of 1.5 meters off the netting.
1.2.4. Obstacles should be placed a minimum of 1.5 meters off the boundary. The order of the obstacles on the
field should meet the official event layout.
1.2.5. Each field must be provided with 2 pit-areas for the teams on each side of the field and a referee's tent
between the pit-areas.
1.2.6. To meet the X-Ball format requirements, field should be provided with electronic scoreboards, base buzzers,
operating console, and loud sound signals.
1.2.6.1. The official game time and score is kept with the scorekeeper.
1.2.6.2. Field scoreboards and pit scoreboards and meant to enhance the experience for the fans and players.
In the case of a malfunctioning scoreboard or pit scoreboard the scorekeepers gametime and score will
be the official time and score.
1.2.7. No player or team member is allowed to change the playing field at any time. Altering the field layout during the
game on purpose will lead to elimination of that player. Any player altering the field at any other time before or
during the tournament will be suspended for that on-going tournament.

2 NXL FIRING MODE


2.1 FIRE MODE REQUIREMENTS AND INFRACTIONS:
2.1.1. Markers may enter ramping on the fourth trigger pull following three semi automatic trigger pulls, as long as
the time between each trigger pull does not exceed 200 milliseconds (5 trigger pulls per second).
2.1.1.1. Markers may then remain in ramping until the time between any two consecutive trigger pulls exceeds
200 milliseconds.
2.1.2. If at anytime the trigger is not pulled within 200 milliseconds of the previous trigger pull, the following three
shots (minimum) must be in semi automatic.
2.1.3. Markers shall fire no more than one paintball within a 95 millisecond (10.5 bps) period of time.
2.1.4. A player on the field of play whose marker fires two shots at 10.6 to 10.8 bps will be assessed a major penalty.
2.1.5. A player on the field of play whose marker fires two shots at 10.9 to 12.4 bps will be assessed a major penalty
(assessed on the next point) and the point in which the infraction occurred would automatically go to the
opposing team.
2.1.6. A player on the field of play whose marker fires two shots above 12.5 bps and above will be assessed a major
penalty (assessed on the next point) and the point in which the infraction occurred will automatically go to the
opposing team. The player who receives the penalty will be suspended for the remainder of the tournament.
2.1.7. Any illegal marker (illegal mode and/or settings) is not allowed on the field of play. Players carrying an illegal
marker on the field of play will be assessed a major penalty. A player bringing an illegal marker onto the field
of play after being informed by a referee that the marker is illegal will be assessed a gross major penalty.

5
Millisecond Range Shots Per Second Range

95ms 0 bps 10.5 bps Legal


94.3ms 92.5ms 10.6bps 10.8 bps Major Penalty
91.7ms 80.6ms 10.9bps 12.4 bps Major Penalty and Point for other team

80.0ms 12.5bps Major Penalty, Point for other team and Player Suspension

3 THE REFEREES
3.1 REFEREE TEAM
3.1.1. The suggested Referee Team consists of:
(a) Head referee on each field.
(b) Field referees.
(c) Scorekeeper.
3.1.2. Each field is recommended to be staffed with a minimum of:
(a) 7 Field Referees, plus one Head Referee for 5-Man format.
(b) 9 Field Referees, plus one Head Referee for the X-Ball format.
3.1.3. All Field Referees and Head Referees are under direct control of the Ultimate Referee.

3.2 OFFICIATING
3.2.1. Each field’s Head Referee is the highest authority on that field.
3.2.2. Any call made by the head referee on their field is final.
3.2.3. The Ultimate Referee will not overturn any on field calls by a Head Referee.
3.2.4. The Ultimate Referee is the highest authority at an event in regards to play-of-the-game or on field disputes.
3.2.5. Any decision of the Ultimate Referee is final.

3.3 REFEREE HAND SIGNALS AND FLAGS


3.3.1. Eliminated – Referees will signal when a player is eliminated by putting one hand on his head and pointing with
the other hand stretched and flat at the eliminated player. The referee cannot put a player back in after calling
them eliminated with a hand signal. At the same time the referee shouts loud and clearly “OUT”.
3.3.2. Clean – A referee will signal that a player is clean of any valid hits and has not been eliminated, by lifting a finger
or a towel in the air and moving it in a circular motion.
3.3.3. Penalty signals
3.3.3.1. Referees signal penalties by throwing either a yellow flag (minor penalty) or red flag (major or gross
major penalty) into the air.
3.3.3.2. The type of penalty signals used by referees must remain consistent among all the referees during a
match.
3.3.4. Minor (One-for-one) penalty signal
3.3.4.1. Referees will first signal the elimination of the player who committed the infraction. Then he will signal
the penalty by tossing a yellow penalty flag into the air. The referee will also verbally call the penalty.
The referee will hold one arm in the air until the penalty is assessed. The referee will shout “OUT” to
each of the eliminated players.
3.3.5. Major (two-for-one) or Gross Major (three-for-one) penalty signal
3.3.5.1. Referees will first signal the elimination of the player who committed the infraction. Then he will signal
the penalty by tossing a red penalty flag into the air. The referee will also verbally call the penalty. The
referee will hold two arms in the air, dropping them as penalties are assessed. The referee will shout
“OUT” to each of the eliminated players.
3.3.6. 60 seconds remaining in the match – All referees will lift their hands, hitting with one fisted hand repeatedly
against the other flat stretched hand.
3.3.7. 10 seconds before the start of a point – All referees will raise both hands with flat stretched hands facing
the field at the 10- sec on d buzzer sign. The Head Ref may shout “10 seconds”. All referees shall lower
their arms immediately after the buzzer starts.
3.3.8. Time – One or more referees raise their hands forming a “T” above their heads with both flat stretched hands.
6
4 TEAMS
4.1 TEAM MEMBERS
4.1.1. Team Representative, Coach, Captain
(a) Representative, as team leader, is responsible for the organization, supervising and discipline of the
team members.
(b) The team representative is the only person authorized to discuss questions with the Head Referee or
Tournament officials.
(c) The representative must be present at the captains or technical meetings, if held.
(d) One person can fulfill the obligations of Team Representative and Coach at the same time.
4.1.2. Players
(a) Only players in compliance with the tournament regulations can participate in the tournament.
(b) Players must abide by the tournament rules and regulations.
(c) Players may not interfere in the referees work.
(d) Any spare player from the tournament roster can replace a basic or suspended player at any time
during the tournament.
4.1.3. Pit crew
(a) The pit crew is part of the team, and responsible for assisting players between the points and games.
(b) Pit crew members are not allowed to play for the team, unless they are registered as players.
(c) The pit crew can enter the field only if referees allow it.

4.2 ROSTERS
4.2.1. All the team’s players taking part in the event should be included in that team`s roster.
4.2.2. Only people included in the team's roster as players have a right to play in NXL events.
4.2.3. No player may appear on more than one team roster per format (Xball, 5man, 10man…).
4.2.4. All teams must submit complete rosters at the registration. A player may not be removed from a team’s
roster after the start of the tournament. Team rosters will be accepted only after all applying fees have been
completely paid.
4.2.5. A player that plays in the same tournament for 2 different teams in the same format (Xball, 5man, 7man,
10man…) will get immediately suspended from the tournament and all the games he has played will be declared
as a loss.
4.2.6. EU Professional division rosters will lock 4 weeks prior to the third EU event. Rosters will remain locked for
the rest of the season including through the completion of the Paris Event.
4.2.7. Professional teams will be allowed to add players to their rosters after the lock except if the player was on
another pro roster after the roster lock was in place.

4.3 ROSTER SIZE LIMITS: SEMI-PRO, D2, D3, D4


4.3.1. There may be no more than 17 people on a roster.
4.3.2. There may be no more than 12 players on a roster.
4.3.3. There may be no more than 12 staff members on a roster.

4.4 ROSTER SIZE LIMITS: PROFESSIONAL DIVISION


4.4.1. There may be no more than 20 people on a roster.
4.4.2. There may be no more than 12 players on a roster.
4.4.3. There may be no more than 15 staff members on a roster.

4.5 IDENTIFICATION CARDS


4.5.1. Every participant in the tournament must have a valid NXL EUROPE PBLI Identification Card (I.D.) to
participate in a NXL sanctioned event. Players must be able to produce their I.D. card at all times on the
tournament grounds when asked by any member of the organization staff.
4.5.2. Only valid I.D. cards and proper credentials will be allowed to enter the “Athlete Restricted Area”.

7
4.6 DETERMINING CLASSIFICATION RATING
4.6.1 Players will be assigned a class based on a classification rating computed from previous tournament
participation history and performance data.
4.6.2 Each player earns an event score for each roster upon which they are listed as a player.
4.6.3 The event score earned is determined by the formula:

4.6.4 If no data is available, the event will be scored as a 55.


4.6.5 If data is available for the round where the team was eliminated from the event, then the team will receive a
score based on their final place in the event. (If only prelim scores are available, and a team was eliminated
in the prelims, then the team will receive a score based on their final place in the prelims.)
4.6.6 If data is not available for the round where the team was eliminated from the event, then the team will receive
the average score for all places for teams eliminated in that round. (If only the prelim scores are available
and 8 teams advanced from the prelims, and a team advanced but their final place is not known, the player
will be awarded the average of the 1 through 8 place scores.)
4.6.7 Each event score is multiplied by a division multiplier based on the division the player competed in.
• Professional event scores are multiplied by 32.
• Semi-pro event scores are multiplied by 16.
• Division 2 event scores are multiplied by 8.
• Division 3 event scores are multiplied by 4.
• Division 4 event scores are multiplied by 2.
• Division 5 event scores are multiplied by 1.
• Division 6 event scores are multiplied by one half.
4.6.8 If a team plays in a division with fewer than 10 teams, the player ranking score will be multiplied by:
• An event score where nine teams participated in the division will be multiplied by 95%.
• An event score where eight teams participated in the division will be multiplied by 90%.
• An event score where seven teams participated in the division will be multiplied by 85%.
• An event score where six teams participated in the division will be multiplied by 80%.
• An event score where five teams participated in the division will be multiplied by 75%.
• An event score where four teams participated in the division will be multiplied by 70%.
• An event score where three teams participated in the division will be multiplied by 65%.
• An event score where two teams participated in the division will be multiplied by 60%.
4.6.9 If a player is 41 years of age, the value of the scores at least three seasons old will be multiplied by:
• If the player is 41 years of age, the event score will be multiplied by 95%.
• If the player is 42 years of age, the event score will be multiplied by 90%.
• If the player is 43 years of age, the event score will be multiplied by 85%.
• If the player is 44 years of age, the event score will be multiplied by 80%.
• If the player is 45 years of age, the event score will be multiplied by 75%.
• If the player is 46 years of age, the event score will be multiplied by 70%.
• If the player is 47 years of age, the event score will be multiplied by 65%.
• If the player is 48 years of age, the event score will be multiplied by 60%.
• If the player is 49 years of age, the event score will be multiplied by 55%.
• If the player is 50 years of age or older, the event score will be multiplied by 50%.

4.7 DETERMINING PLAYER CLASS


4.7.1. A player’s class is determined by their classification rating.
4.7.2. A player’s classification rating is the sum of the second, third, and fourth highest scores.
4.7.3. For players with only one score, the player’s rating is 50% of that score.
4.7.4. For players with two or three scores, the top Division 3 or lower score is dropped and the rating is the sum of
all the remaining scores.
4.7.5. A player starts the season in the highest class in which their classification rating exceeds the point threshold
for that class.

8
• A player who had a classification rating higher than 3936 at the end of the previous season is at least
a Semi-Pro player.
• A player who had a classification rating higher than 1968 at the end of the previous season is at least
a Division 1 player.
• A player who had a classification rating higher than 984 at the end of the previous season is at least a
Division 2 player.
• A player who had a classification rating higher than 492 at the end of the previous season is at least a
Division 3 player.
• A player who had a classification rating higher than 100 at the end of the previous season is at least a
Division 4 player.
• A player who had a classification rating higher than 20 at the end of the previous season is at least a
Division 5 player.

4.8 ROSTER CLASSIFICATION LIMITS


4.8.1. Players of any division are eligible to appear on a Professional division roster.
4.8.1.1. Professional division rosters are limited to one player that appears on a 2022 NXL US Pro roster.
4.8.2. Any number of Semi-Pro or lower players and up to two Pro players may appear on a Semi-pro roster.
4.8.2.1. Semi-Pro rosters are limited to one player that appears on a 2022 NXL US Pro roster.
4.8.3. Any number of Division 2 or lower players may appear on a Division 2 roster, plus
• Up to two Semi-Pro players, or
• Up to one Semi-Pro player and up to one Pro player with a classification rating no higher than 5904,
provided the sum of the classification ratings of the top two players on the roster is no higher than
7872. If a player ranks up during the season to be above the allowed point sum for the two highest
players on a team. The player(s) will be allowed to play the remainder of the current NXL Europe
season as long as the points that directly rank the player(s) up were earned playing with their current
team during the current NXL Europe season.
• Semi-Professional rosters are limited to one player that appears on a 2022 NXL US Pro roster.
4.8.4. Any number of Division 3 or lower players may appear on a Division 3 roster, plus
• Up to two Division 2 players, or
• Up to one Division 2 player and up to one Semi-Pro player with a classification rating no higher than
2952, provided the sum of the classification ratings of the top two players on the roster is no higher
than 3936. If a player ranks up during the season to be above the allowed point sum for the two highest
players on a team. The player(s) will be allowed to play the remainder of the current NXL Europe
season as long as the points that directly rank the player(s) up were earned playing with their current
team during the current NXL Europe season.
4.8.5. Any number of Division 4 or lower players may appear on a Division 4 roster, plus
• Up to two Division 3 players, or
• Up to one Division 3 player and up to one Division 2 player with a classification rating no higher than
1476, provided the sum of the classification ratings of the top two players on the roster is no higher
than 1968. If a player ranks up during the season to be above the allowed point sum for the two
highest players on a team. The player(s) will be allowed to play the remainder of the current NXL
Europe season as long as the points that directly rank the player(s) up were earned playing with their
current team during the current NXL Europe season.
4.8.6. Any number of Division 5 or lower players may appear on a Division 5 roster, plus
• Up to two Division 4 players, or
• Up to one Division 4 player and up to one Division 3 player with a classification rating no higher than
884, provided the sum of the classification ratings of the top two players on the roster is no higher than
984. If a player ranks up during the season to be above the allowed point sum for the two highest
players on a team. The player(s) will be allowed to play the remainder of the current NXL Europe
season as long as the points that directly rank the player(s) up were earned playing with their current
team during the current NXL Europe season.

9
5 TOURNAMENT STRUCTURE
5.1 PRELIMINARY ROUND SEEDING SEMI-PRO, D2, D3, D4
5.1.1. Teams in each division in the preliminary round will be seeded according to their rank in the division they will
be playing.
5.1.2. Teams will be seeded into preliminary round brackets according the structure found in APPENDIX B.
5.1.3. In preliminary brackets of five teams, each team will play each other team in the bracket once.
5.1.4. In preliminary brackets of six teams, each team will play each other team in the bracket once, except the top-
seeded team will not play the 6th-seeded team, the 2nd-seeded team will not play the 5th-seeded team, and
the 3rd-seeded team will not play the 4th-seeded team.

5.2 ADVANCING FROM THE PRELIMINARY ROUND


5.2.1. The same number of teams from each bracket will advance, except
5.2.2. If the number of teams advancing is not evenly divisible by the number of brackets, the number of wildcard
teams necessary to meet the number of advancing teams will also advance.
5.2.3. Teams will first be selected on a per-bracket basis (Same number of teams from each bracket) based on
round score amongst teams in the same bracket, and then any wildcard teams will be selected based on
score amongst remaining teams in all brackets.

5.3 PLAYOFF SEEDING


5.3.1. Teams advancing from a head-to-head matchup will be seeded based on the seed into the previous head-
to-head round of the highest seeded team in the matchup. (If 12 teams are advancing from the prelims, the
top four teams will advance to the quarterfinals, leaving the 5 through 12 seeded teams to play off for the
remaining four spots, with 5 playing 12, 6 playing 11, etc. According to this rule, the winner of the 5 vs 12
match-up gets the 5 seed, regardless of the margin of victory in the other playoff brackets. Basically, the top-
seeded team in each match-up is ‘defending’ their seed from the lower-seeded team, and if the lower-seeded
team wins, they get that seed – the teams are NOT reseeded after the head-to-head match-ups are played
out.)
5.3.2. Teams advancing from non-head-to-head brackets will be seeded based on performance compared to all
other teams advancing from the same round.
5.3.3. Teams that did not play the immediately preceding round will always be seeded higher than teams that did
play the immediately preceding round (Teams with byes are seeded higher than teams without byes.)
5.3.4. If four teams advance from two brackets, the top seeded team from one bracket plays the second seeded
team from the other bracket.

5.4 PLAYOFF BRACKET SCHEDULE


5.4.1. Teams playing a head-to-head match-up will play one match with the winner of the match advancing.

5.5 PLAYOFF STRUCTURE


5.5.1. In divisions of two teams, no playoffs will be played.
5.5.2. In divisions of three teams, the top two teams advance directly to finals.
5.5.3. In divisions of six or less teams.
• The top team will advance directly to the finals, and
• The second and third seeded teams will advance to the semifinals, where the winner will advance to
play the top team in the finals.
5.5.4. In divisions of seven to 10 teams,
• The top four teams will advance to semifinals, where
• If two teams are advancing from two brackets, the first place team from one bracket will play the
second place team from the other bracket, otherwise
• The top-seeded team will play the fourth seeded team, and the second seeded team will play the
third seeded team, and
• The winners of each semi-final match will play for first and second place, and the losers of each
semi-final match will play for third and fourth place.
5.5.5. In divisions of more than 10 teams, teams will advance into a single-elimination head-to-head seeded bracket
leading to the four-team semifinals.
10
• In divisions of 11 to 15 teams, the top six teams will advance.
• In divisions of 16 to 20 teams, the top eight teams will advance.
• In divisions of 21 to 30 teams, the top 12 teams will advance.
• In divisions of 31 to 35 teams, the top 14 teams will advance.
• In divisions of 36 to 40 teams, the top 16 teams will advance
• In divisions of 41 to 50 teams, the top 20 teams will advance.
• In divisions of 51 to 80 teams, the top 24 teams will advance.

5.6 PRELIMINARY ROUND SEEDING (PROFESSIONAL)


5.6.1. Each event teams will be seeded according to their current season ranking.
5.6.2. Teams will be seeded in the first event of the NXL season based on their placing in the previous seasons
standings.
5.6.3. See Appendix C for the Professional Division prelim bracket structure.

5.7 ADVANCING FROM THE PRELIMINARY ROUND (20 TEAM - PROFESSIONAL DIVISION)
5.7.1. Ten teams will advance from the preliminary round to the playoff rounds.
5.7.2. The top ranked team from each group (bracket) will advance directly to the quarterfinals.
5.7.3. The second ranked team from each group will advance to the playoff rounds.
5.7.3.1. The higher 2 ranked teams of the four 2nd place teams will advance directly to the quarterfinals.
5.7.3.2. The lower 2 ranked teams of the four 2nd place teams will advance to the wild card round.
5.7.4. The top 2 ranked teams of the teams that did not take first or second in their bracket will advance to the wild
card round.

5.8 PLAYOFF STRUCTURE (20 TEAM – PROFESSIONAL DIVISION)


5.8.1. Teams will be drawn into a bracket and play one head-to-head match-up with the winner of the match
advancing to the next round. See APPENDIX D.
5.8.2. The top seed from each group will stay in their group (A, B, C, D) heading into the playoff rounds.
5.8.3. The top seed teams will then draw to see which of the second seed teams they will play in the quarterfinals.
5.8.3.1. If a top seed team draws one of the 2 higher ranked teams of the four 2nd place teams, they will
automatically match up against that team in the quarterfinal round.
5.8.3.2. If a top seed team draws one of the 2 lower ranked teams of the four 2 nd place teams they will play
the winner of that teams’ wild card game.
5.8.4. The 2 lower ranked teams of the 4 second place teams will draw to see which of the wild card teams they will
play in the wild card round.

5.9 SEASON RANKING


5.9.1. Each team will be ranked in the last division played.
5.9.2. Teams will be ranked by the sum of their event scores, except
• Scores earned in a higher division than the last division played will be reduced by 50% for each division
higher than the last division played, and
• Scores earned in a 5man division are reduced by 50% when counted towards an Xball ranking.
5.9.3. A team that plays in a division other than the division they last played in will be seeded into the next event
based on their ranking in the division they will be playing.
5.9.4. A team will only include scores from multiple events in their ranking if a minimum number of players are the
same from one event to the next. (The minimum number of the same player requirement only applies from
event to event, not for the whole season. For example, a team may change eight of 12 players from the 1st
to 2nd event, and another eight of 12 players from the 2 nd to 3rd event and count all three events even though
there may be no players in common between the 1st and 3rd events.)
5.9.5. At least three players must remain the same from one event to the next.
5.9.6. If there is a tie in the number of ranking points,
1) In the event multiple teams are tied with the same ranking points, the team with the most recent score
earned in the same division is ranked higher.
2) If teams' most recent scores are from the same date, the team with the highest score from the most
recent event is ranked higher.
3) If teams' most recent scores are the same, discard those scores and restart the tiebreakers at 1).
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5.10 PROFESSIONAL PROMOTION AND RELEGATION
5.10.1. At the end of the NXL Europe season, the professional team that finishes last place overall will be relegated
to semi-pro for the following season.
5.10.1.1. If a team becomes relegated to the semi-professional division, all the players that appear on the
relegated teams European Championship roster will be reclassified as semi-professional.
5.10.2. At the end of the NXL Europe season, the Semi-Professional team that finishes first place overall will be
promoted to the Professional division.

5.11 FILLING A VOID PROFESSIONAL DIVISION SPOT


5.11.1. If a professional division spot becomes available during the middle of the season, the current first place
semiprofessional team is required to fill that spot.
5.11.1.1. If a semiprofessional team is forced up to the professional division during the middle of the season
to fill a void professional spot, there will be no relegation/promotion at the end of that season.
5.11.2. If a professional division spot becomes available during the off season, the spot will be offered in this order.
1) European Pro team that is in relegation
2) 1st place US Professional team
3) 2nd place EU Semiprofessional team (assuming the 1st place team has already been promoted)
4) 2nd place US Professional team
5) 3rd place EU Semiprofessional team
6) 3rd place US Professional team…
5.11.2.1. Teams will have 5 calendar days to decide if they will accept the professional division spot before
the spot will be offered to the next team in the order.

5.12 CHAMPIONS CUP


5.12.1. A total of 1 EU Professional Division teams will qualify for the Champions Cup.
5.12.1.1. The winner of the EU Championship will qualify for the Champions Cup quarterfinals.
5.12.2. The two best series ranked teams that did not win the EU Championship will qualify to compete in
the World Cup Pro division.

6 EQUIPMENT
6.1 GENERAL REQUIREMENTS
6.1.1. The NXL is authorized to publish a specific list of allowed or banned equipment from its tournaments. It is
strongly recommended for players to use equipment allowed by the NXL to avoid potential suspension of
tournaments.
6.1.2. Two live players may exchange equipment during the game.

6.2 GOGGLE
6.2.1. The goggle systems used by players and all others must be manufactured for paintball use, in good repair and
with undamaged lenses. These goggles must meet or exceed ASTM Standards. Goggle manufacturers must
submit independent laboratory test results to the league at least 10 days prior to the start of a tournament
demonstrating that the goggle system meets or exceeds ASTM standards for any goggle system such
manufacturer wishes to be allowed for use during that tournament.
6.2.2. Goggles must be worn at all times in areas where markers are allowed to be discharged, including but not
limited to:
• Playing fields
• Chronograph stations
• Shooting ranges
6.2.3. Violation of the rules in this section will result in an official warning given to the captain of the player’s team for
the first offence. For the second offence, the offending team member will be excluded from playing the
tournament. If the person can't be associated with any team, the person should be ejected from the site.

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6.2.4. Anyone on the field must wear full-face protection as it comes from the manufacturer in its original form. The
face or ear protection of goggle systems will not be allowed to be turned or twisted upward or in any way
modified from their original form at any time or place where goggles are required.
6.2.5. Goggle fans and decorative additions that are not padded or absorbent are acceptable.

6.3 BARREL SOCK


6.3.1. Barrel socks must be properly attached at all times to all markers with an air system attached at the tournament
site, anywhere in the vicinity of the tournament site including, but not limited to, parking lots/car parks and at
hotels used in connection with the tournament. Removing the barrel or part of the barrel, or inserting a squeegee,
swab or barrel plug will not suffice to fulfill the requirements of this rule.
6.3.2. The only exceptions to this requirement are:
(a) During velocity check at chronograph stations
(b) During test shooting in locations set up for such purposes
(c) On the field prior to the start of a game
(d) While cleaning markers
6.3.3. Violation of deploying barrel socks will result in an official warning given to the captain of the player's team for
the first offence, for the second offence, the offending team member being excluded from playing the
tournament. If the person can't be associated with any team, the person should be ejected from the site.

6.4 CLOTHING
6.4.1. Each player may only wear two layers of clothing (Each layer consists of a standard cotton T-Shirt garment
with approximately 150g/m), unless the temperature has been officially announced to be below 10°C (50°F)
in which case three layers will be allowed. This clothing shall consist of one pair of underpants (or, additionally,
a pair of long underpants with the lower temperature) and one (or two with the lower temperature) short-
sleeve or long-sleeve undershirt(s).
6.4.2. Players must wear full pants, and long sleeve jerseys as their outer layer.
6.4.3. Player uniforms may not contain the prohibited color yellow, except that a player's jersey, pants, gloves or
shoes may have yellow, so long as no part of the yellow coloring is more than 0.25 cm from some other color,
and no more than 10% of any 5cm by 5cm square on clothing or item is yellow. Player uniforms containing
white must be reasonable clean, if there is too much staining, a referee can demand a player change this part
of the uniform.
6.4.4. Players clothing including pants and jersey must be free from rips and tares, must fit well and cannot be
oversized. Players may not wear pants or jerseys that are made out of highly absorbent material, such as felt
or fleece, or of a highly padded or slick in nature material, such as nylon or rubber.
6.4.5. Quilting is defined as two layers of clothing stitched over each other. Quilting counts as two layers of clothing
in the area that is quilted.
6.4.6. Players may not wear shoes with metal/ceramic cleats, sharp-pointed cleats or spikes.
6.4.7. Jerseys or tops must be fully tucked into the player's pants or harness.
6.4.8. Players may wear a single pair of padded gloves.
6.4.9. Players may wear up to, but not exceeding, two items on their head.
6.4.9.1. Players may wear headgear that does not extend beyond 2cm below the shoulders.
6.4.9.2. Sweatbands are only allowed as headbands as long as they don't exceed 5cm width and 1 cm
thickness.
6.4.10. If a player is found to be wearing illegal clothing during the game he will be eliminated.
6.4.11. Stickers are not allowed on clothing.
6.4.12. Vests and pouches may not be constructed in such a fashion that they constitute padding.

6.5 PROTECTIVE GEAR


6.5.1. A Player’s protective gear cannot be modified from the manufacturer’s original form and must meet the
international standards. Other protection is prohibited.
6.5.2. Players may wear one layer of forearm and elbow protection, provided that the padding on such protection
has not been modified from the manufacturer’s original form. Such protection may be worn over or under
clothing.
6.5.3. Players may wear one layer of shin and knee protection, provided that the padding has not been modified
from the manufacturer’s original form. Such protection may be worn over or under clothing.
6.5.4. Players may wear one layer of chest protection manufactured for the use in paintball, provided that the
padding has not been modified from the manufacturer's original form. Chest protectors total layers thickness
must not exceed 2cm. A chest protector will count as one layer of the two allowed layers clothing.
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6.5.5. Players may wear sliding pants, provided that the padding has not been modified from the manufacturer's
original form.
6.5.6. Players may wear groin protection.
6.5.7. Players are encouraged to wear neck protection consisting of close fitting neoprene around the whole neck,
with a total layers thickness not exceeding 2cm. Scarves and similar clothing are forbidden.
6.5.8. Players are encouraged to wear head protection for the purpose of protecting the cranial area with a maximum
thickness of 1 cm.

6.6 PAINTBALLS
6.6.1. Players playing Xball may start each point with up to 4 pods and one loader of paintballs.
6.6.1.1. Loaders (hoppers) must not excide a capacity of 280 paintballs or 1500ml.
6.6.1.2. Pods must not excide a capacity of 140 paintballs or 800ml.
6.6.1.3. Once the point starts players may switch pods between each other, i.e. load some players with more,
some with less or some with no pods.
6.6.1.4. Eliminated players will not be allowed to intentionally drop pods that contain any paintball on the field
of play.
6.6.2. Paintballs used at any NXL events must comply with ASTM standards and meet the league´s non-staining &
environmental criteria.
6.6.3. Paintballs must be completely water-soluble.
6.6.4. Paintballs with RED, ORANGE, and PINK fill are prohibited.
6.6.5. Only authorized paintball manufacturers paint shall be shot at NXL events.

6.7 OTHER EQUIPMENT


6.7.1. Players playing Xball may carry any number of squeegees, but are limited to entering the field with a
maximum of 4 pods that are not padded or absorbent in nature.
6.7.2. Players may wear up to, but not exceeding one pack, designed to carry pods.
6.7.3. Players may carry up to, but not exceeding one time keeping device.
6.7.4. Players may carry or wear items that are made necessary by a medical condition or to protect an existing
injury, as long as such objects are not unnecessarily padded or absorbent. It is the player’s responsibility to
bring the use of such items to the attention of the refereeing crew prior to play beginning in order to assure
no calls are made by mistake.

6.8 PROHIBITED EQUIPMENT


6.8.1. Prohibited equipment includes:
• Yellow (or any color similar to Pantone color 101, 102, 107, 108, 109, 116, 3945, 3955, 3965, and 803)
color equipment (hopper, marker, jersey, pants etc.);
• Listening devices, communication devices or any form of electronic surveillance device;
• Incendiary devices or smoke-producing devices;
• Paintballs with red fill, paintballs which are toxic or not biodegradable or indelible, or paintballs which
have a shell, fill or both altered or augmented in anyway;
• Propellant cylinders with expired certification dates, without valid certification seals, which are not in a
good working order and / or have had safety warnings removed or covered.
6.8.2. Players with prohibited colored equipment, devices or cylinders will not be allowed on the field. If found during
the game, such player will be eliminated.
6.8.3. Teams found using prohibited paintballs or carry-prohibited paintballs in their pods or loaders (hoppers) or with
an open box of such paintballs will be subject to suspension and or fine.
6.8.4. Any other clothing or equipment not expressly permitted by the rules is prohibited unless permitted by the
Ultimate Referee. Players possessing prohibited clothing or equipment on the field of play will be assessed
a minor penalty.

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7 PAINTBALL MARKER
7.1 AIR SYSTEM
7.1.1. Only air and CO² are permitted as gas propellants. The filling stations must meet the requirements of the
specific type of gas filling. Must have fitted the relevant manufacturer’s safety devices that are not to be
modified in any manner. The maximum pressure permitted for air systems is 4500 psi or any local legal
requirements if lower. All date stamps must be in date for the entirety of an event.
7.1.2. Bottles must be originally manufactured to meet the international safety standards. Using of the bottles with an
expired certification date is forbidden. Violation of this will cause suspension of player from the event.
7.1.3. High-pressure bottles can be covered by neoprene for safety reasons.
7.1.4. A player may enter the field with only one bottle, and it must be connected to the marker.
7.1.5. It is strictly forbidden to throw the bottle to the ground (especially if connected to the marker body) for any
reasons. Violation of this will cause suspension of player from the event.

7.2 MARKER
7.2.1. Players may use a single paintball marker of .68 caliber, which consists of a single barrel and a single trigger
system. Double-action triggers are prohibited.
7.2.2. The definition of a trigger is the moveable lever or button that comes in contact with the finger. The cycling of a
trigger requires an exertion of force by the finger on the trigger and a release of force by the finger on the
trigger for each trigger cycle.
7.2.3. The marker must have a trigger guard that is unaltered from the manufacturer’s original grip frame. The
trigger guard must protect the trigger of the marker.
7.2.4. Markers with electronic firing systems must be locked in a tournament mode. The player may not be able to
adjust dwell, de-bounce or shooting mode while on field. A paintball marker capable of firing in other than
tournament legal mode shall be rendered incapable of firing in such mode in such a manner that requires the
use of external tools or substantial disassembly of the marker.
7.2.5. 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.
7.2.6. Players may not use cloth, neoprene or other material to cover the paint loaders, barrels or markers.
7.2.7. Stickers on markers are limited to one 5x10 cm (2x4 inches) sticker on each side of marker. Sticker colors
may not contain yellow.
7.2.8. A marker with no electronic components
7.2.8.1. Shall not fire more than one shot per press and release of the trigger.
7.2.8.2. Shall only fire a shot when the trigger is pressed.
7.2.8.3. Shall not increase or decrease the force required to pull or hold the trigger to or at any position without
the use of tools (“reactive trigger”, “pneumatic trigger assists”).
7.2.8.4. “Beaver tails” must be in place on any ‘Autococker’ based markers that use a cocking rod.
7.2.9. A pump marker may only be manually re-cocked between each shot, thus allowing for the hammer to reset.
7.2.9.1. This pump action must consist of one complete backward (pull) and return forward (push) cycle of the
pump mechanism.
7.2.10. The trigger may consist of one of two types:
(a) A standard trigger that requires a pull and release for each pump cycle.
(b) An auto-trigger, which consists of a trigger that can be held in the ‘pull’ position while cycling the pump
mechanism.

7.3 BARREL
7.3.1. Barrels may be equipped with porting, slots and/or rifling and inserts, but may not have a sound suppressor
attached or integral to the construction of the barrel.
7.3.2. Only one barrel per player will be allowed on the field.
7.3.3. Barrels with a control system modifying the ball curve are prohibited.
7.3.4. Barrels may not be covered with any kind of materials. Stickers are not allowed on the barrel.

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7.4 LOADER (HOPPER)
7.4.1. Loaders cannot be clear.
7.4.2. A solid color loader is suggested but not required, solely to not impede with the referees judgment. A head
referee does have the right to ban a player’s hopper if he feels that the colors do impede with the referees
judgment.
7.4.3. Loaders cannot be covered with any kind of materials.
7.4.4. Stickers on loaders will not be allowed except for one 5 x 10 cm (2x4 inches) sticker on each side of the loader.
Sticker colors may not contain yellow.
7.4.5. Transparent lids on loaders are permitted.
7.4.6. Only one loader per player will be allowed on the field.
7.4.7. Loaders in limited paint formats can have up to maximum capacity of 280 paintballs or 1500ml.

8 MATCH STRUCTURE
8.1 GAME FORMATS
8.1.1. Xball Format:
Professional, Semi-Pro, D2, D3, D4.
• Each match will consist of a series of points.
• Each match will start with a limited amount of game time.
• Match times may vary between divisions.
• Matches will have a point differential mercy rule.
• Match mercy point differential may vary between divisions.

8.2 NXL GAME TIMES AND MERCY LIMITS

Division Game Time Mercy Limit


Professional 15 Minutes 5 point lead
Semi-Pro 12 Minutes 4 point lead
Division 2 10 Minutes 4 point lead
Division 3 10 Minutes 4 point lead
Division 4 8 Minutes 2 point lead

8.2.1. The match ends if,


• The game time has expired and one team has scored more points than the other team, or
• A team forfeits, or
• A team has scored
• 5 more points than the opposing team in Professional Division.
• Four more points than the opposing team in Semi-Pro, D2 and D3.
• Two more points than the opposing team in D4.

8.3 SPLIT DECK SYSTEM


8.3.1. Events that use the split deck system will follow the normal Xball format structure with the additions outlined
below.
8.3.2. Teams A and B play a point followed by a break period. During the break period of teams A and B, teams C
and D will play a point.
8.3.3. A break period for a match (A and B) will be at least two minutes long.
8.3.4. The break time between the points of the two games being played in a split deck format is 30 seconds.
8.3.5. In the event that either match (A and B) or (C and D) ends, the remaining match will continue with the standard
2-miniute-break period.

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8.4 SCORE SHEETS
8.4.1. Any referee or designated official may complete a score sheet. The scorekeeper may show the score sheet to
the captain of each team.
8.4.2. Any correction that is made to the score sheet must be initialed by a head referee, unless the correction
corrects an obvious mathematical error, the correction may also be initialed by a scorekeeper.
8.4.3. In the event that one or both team captains do not agree with the contents of a score sheet and thus will not
sign the score sheet, the head referee may decide whether the score sheet must be amended and/or validate
the score sheet themselves.
8.4.4. A head referee or a scoreboard official may correct clerical or mathematical errors on the scoreboard at any
time.

9 THE GAME
9.1 PIT-AREA
9.1.1. Each team will be provided with a staging area adjacent to the field of play.
9.1.2. No person appearing on the roster of a team may employ an electronic or mechanical device or voice
enhancing device like a megaphone to communicate with any other person during any of the team’s points.
9.1.3. No communication is allowed by anyone from the designated staging area to the active field of 
play during
any team points. “Communication” at the referee’s discretion may be determined to be non-verbal as in
sounds, signals, physical gestures, etc.
9.1.3.1. Any such communication may result in a simple warning or up to a major penalty.
9.1.3.2. With the penalty to be assessed at the time of the infraction, the referee making the call will impose
the penalty on the nearest active players of the team penalized.
9.1.4. Should a pattern of illegal communication be determined the team committing the infraction(s) is subject to
fine and/or match forfeiture.
9.1.5. Rostered players and staff must not loiter in opposing teams pit-area during the match.
9.1.5.1. Any such loitering may result in a simple warning or up to a major penalty.
9.1.5.2. Rostered players and staff will be allowed to quickly pass though the opposing teams pits if necessary
during the match time.
9.1.6. Only authorized, rostered, and checked in persons will be permitted in the staging area.
9.1.7. Only rostered and checked in players are permitted to wear team jerseys in the pit-area.
9.1.8. All players, staff, and authorized personnel must possess and display upon request their EU NXL PBLI ID
Card. Failure to do so will result in access to staging area being denied, no exceptions.
9.1.9. Circumventing paddock and/or staging area security may result in ejection from the event and even future
events at the discretion of the event organizer.
9.1.10. Coach.
9.1.10.1. Each team must have a designated coach. The designated coach must stay in the pit area all the time.
If the designated coach is a player, he can function as coach only from the pit area. Only the designated
coach may throw the towel, ask for a timeout or may ask for an explanation of a call (only to the Head
Referee, only if Head Referee is off the field and only during breaks).
9.1.11. Choosing side
9.1.11.1. The starting bases should be the same as written in the games schedule.

9.2 PRE-GAME MARKER INSPECTION


9.2.1. All games will be preceded by a pre-game marker inspection, pursuant to which each player’s marker will be
chronographed and checked for compliance to the marker rules. Pre-game marker inspection will be
performed on the field before the scheduled games.
9.2.2. The referees may take a player's marker and inspect it for the following:
(a) Presence of foreign matter in the barrel, feed port or loader (hopper);
(b) Any device, part, item, adjustment or lack thereof which would enable a player to increase either
the velocity of the marker or change the shooting mode on the game field without resorting to the
use of tools.
9.2.3. After a marker passes the above inspection, such marker may then be checked for bounce, runaway, velocity,
rate of fire and illegal modes.
9.2.4. Marker Checking Procedure:
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(a) “Runaway Guns” test - All markers will be checked for “runaway” triggers. The marker will be fired
rapidly. The testing judge, while rapidly firing the marker will suddenly cease to pull the trigger. Any
marker that fires more than 1 additional shot after the final trigger activation, with a maximum delay of
100 ms, will be deemed to be a “Runaway Gun” and will not be allowed on the field.
(b) Marker Velocity and rate of fire test - All markers will be chronographed prior to going onto the
field. The maximum velocity allowed will be 300 feet per second. Markers rate of fire will be
tested prior but not limited to the start of the match. The maximum rate of fire allowed will be 10.5
balls per second.
9.2.5. Players whose markers do not pass such inspection will be informed and will be given an opportunity to
remedy the situation if the time permits.
9.2.6. Players who are unable to bring their markers into compliance with the rules on a timely basis, which allows the
game to start according to schedule, may choose to enter the playing field without their markers and play the
game or stay in the pit area.
9.2.7. All markers are subject to a more rigorous inspection in anytime of the game at the discretion of the Head
Referee to check for compliance with the marker rules.

9.3 GAME START


9.3.1. Team may start the point with a short squad.
9.3.2. Players start the point inside the playing field boundaries with the muzzle (tip) of their barrels (or touching with
the hand if they play without marker) touching the front of the base.
9.3.3. Any player false starting by removing the tip of the barrel of the gun (or hand) from the start gate before the
start signal is given, will NOT be automatically pulled from the point, as long as they immediately return it to the
gate (touch back).
9.3.4. Even if the signal goes before they have returned it, they may still return their barrel to the gate (touch back)
and then can continue. If they fail to return the barrel to the gate (touch back) either before or after the start
signal is given, they will be eliminated.
9.3.5. However, if a player posts their marker or fires it before or after the start signal regardless as to whether they
later touch back, they will be eliminated in the normal manner.
9.3.6. Players must carry all equipment to be used during the course of the game on their person at the start of the
game.
9.3.7. Players may remove their barrel socks after entering the field.
9.3.8. The game time will begin to countdown at the start of the first point of the match.
9.3.9. Each team starts the first point of the match at the starting station on the same side of the field as the teams
own pit area.
9.3.10. Switch ends
• Teams will switch which side of the field that they start on after every point scored.
• If a point is started but ends in a no-point (neither team scores), the teams do not switch sides in the
following point.
• Each team will play the first point of the game on the side of the field where their pit is located. When
the score of the both team adds up to an odd number, the teams will start on the far side of the field
(1-0, 2-1, 3-0, etc.). When the score of the game adds up to and even number, the teams will start
on the close (pit side) side (0-0, 2-0, 4-2, etc.).
• Teams will start overtime on their pit side of the field.

9.3.11. Break period (Pit-stop)


• A break period follows the conclusion of each point.
• The game time stops counting down for the duration of the break period.
• A standard break period is a minimum of two minutes.
• A break period may exceed two minutes in a split-deck format.
• Semi-Pro, D2, D3, D4 - The minimum break time between the points of the two games being
played in a split deck format is 30 seconds.
• Professional Division - The minimum break time between the points of the two games being played
in a split deck format is 30 seconds.
9.3.12. The Scorekeeper will keep the official game time with the countdown timer on the electronic scoreboard.

9.4 START PROCEDURE


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9.4.1. Point start.
• A clearly heard and recognizable signal (different from other sounds) should be given for the start of
each point. When there is no electrical system in use, the start must be given by a whistle or any other
similar device.
• All the infield referees lower their hands to confirm the point start.

9.5 ON FIELD CHRONOGRAPHING


9.5.1. Chronographing on the field may be done at any time, at the discretion of any Field Referee to determine if a
marker's velocity has risen above legal limits or the Rate of Fire Cap is being exceeded. Referees will seek to
perform on field chronographing in a manner which least interferes with play.
9.5.2. Players with markers chronographed during a game at 300 feet per second or less and shoots less or equal
than one ball in 95 ms (10.5 bps) will continue to play without elimination or penalty.
9.5.3. Players with markers which velocity is over 300 feet per second but less than or equal to 314 feet per second
will be eliminated from play and given a Minor penalty.
9.5.4. Players with markers which velocity is over 314 feet per second, but less than or equal to 329 feet per second
will be eliminated from play and given a Major penalty.
9.5.5. Players with markers which velocity is 330 feet per second or above will be eliminated from play and given a
Gross Major Penalty.
9.5.6. A player on the field of play whose marker fires two shots at 10.6 to 10.8 bps will be assessed a major penalty.
9.5.7. A player on the field of play whose marker fires two shots at 10.9 to 12.4 bps will be assessed a major penalty
(assessed on the next point) and the point in which the infraction occurred would automatically go to the
opposing team.
9.5.8. A player on the field of play whose marker fires two shots above 12.5 bps will be assessed a major penalty
(assessed on the next point) and the point in which the infraction occurred would automatically go to the
opposing team. The player who receives the penalty will be suspended for the rest of the tournament.
9.5.9. In all instances of on-field chronographing that results in a penalty, the referee will show the chronograph
result to the player who was chronographed.

9.6 PAINT CHECKS


9.6.1. Paint checks are performed by referees for the purpose of determining if a paintball has broken on and marked
a player.
9.6.2. Paint checks are performed by a referee when the referee has observed a player taking shots, or when shots
are directed into an area occupied by a player that the referee cannot directly observe, when the physical
location that a paintball may have broken on is not visible to the referee, or when the referee is directed to do
so by another referee.
9.6.3. Referees may, but don't have to, make a paint check after a player has requested one.

9.7 TIMEOUT
9.7.1. Game timeout
(a) Each team is entitled to ask for one timeout of 1 minute per match.
(b) Designated Coaches should be the ones to call timeouts, made by informing either the Head Referee, the
Scoreboard Operator, or by an electronic system.
(c) Timeout cannot be taken in the last 10 seconds before the start of a point.
(d) Teams may use their timeouts within the same break period.
(e) A Timeout, if available can be used before the overtime period.
9.7.2. Technical timeout
(a) Technical timeouts may be applied by maintenance staff or can be assigned by the Head referee for
technical reasons.
(b) Technical timeout lasts as long as necessary for maintenance staff to solve technical problem on
the field.
(c) If technical timeout must be taken during 10 seconds, after technical issue is fixed, time counting
automatically starts from 10 seconds.

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9.8 GAME INTERRUPTION
9.8.1. In a situation where a false start happens due to a Referee mistake or miscommunication the Head Referee
will stop the game and restart as if the game had never started.
9.8.2. Game stoppages will only occur in case of an emergency, dangerous weather conditions, other “Acts of God”
or a physical altercation on the game field.
9.8.3. All Field Referees will note the locations of the players at the time that the game is stopped. Once the game
has been stopped, the Field Referees will ensure that players remain in those locations. Once the condition
causing the game stoppage has been resolved, all the live players are placed in the proper positions by the
Field Referees, the Head Referee will restart the game in accordance with the procedures specified in game
start section.
9.8.4. The referees calling “Time” will indicate game stoppages. Each player has to remain in the position he was in
when the time call was made.
9.8.5. In the event that a game has to be interrupted because of an emergency, or otherwise, the Head Referee will
stop the countdown timer. When the game is restarted the “Start” procedure of these rules will be used. Time will
begin to run upon such restart.
9.8.6. In the event that a game has to be interrupted because of an emergency, the Head Referee may instruct all
player to place their markers on the ground until he deems that field of play is once again safe.

9.9 BUZZER PUSH


9.9.1. There are buzzers installed on the bases.
9.9.2. Any live player can push the buzzer on the base.
9.9.3. When a player pushes the buzzer on the opposite team’s base, the time on the electronic scoreboard stops.
If there is no scoreboard, then referees make a call “Time!” and the time is stopped. The game will automatically
freeze and no player is allowed to leave his position. The player who pushes the buzzer will be paint checked.
9.9.4. If the player that presses the buzzer is declared clean by the referee, a point will be awarded for that team.
9.9.5. If the player that presses the buzzer is found to have a hit on them, penalties will be assessed.
9.9.6. A team cannot win a point if their player who hits the buzzer is found to have a hit on them.
9.9.7. The player who pushes the buzzer will be checked for paint hits in any case, even if this player marks himself
as eliminated after the buzzer push, accidentally or on purpose.
9.9.8. If the player that presses the buzzer receives a penalty and there are more than enough active players to
fulfill the penalty and the opposing team has no active players, it will be ruled a no point.
9.9.9. If the player that presses the buzzer receives a penalty and there are not enough players to pull, the result
will be an automatic point for the opposing team. The team who was assessed the penalty will also have to
start the following point minus the amount of players that will fulfill the penalty.
9.9.10. If the player that presses the buzzer receives a Minor Penalty and the team has the exact number of active
players to fulfill the penalty, leaving no active players on the field, it will result in a “no point” and no point will
be awarded to any team.
9.9.11. If the player that presses the buzzer receives a Major or Gross Major Penalty and the team has the exact
number of active players to fulfill the penalty, leaving no active players on the field, the point will automatically
be awarded to the opposing team.
9.9.12. If the player that presses the buzzer receives a penalty and the opposing team has any number of active
players. The point will automatically be awarded to the opposing team, regardless of the number of active
bodies on the team that pressed the buzzer.

9.10 TOWEL THROWING


9.10.1. At any time during the point, a team may decide to finish the point by throwing the towel and giving a point to
the opposing team.
9.10.2. If a designated coach decides to throw the towel, he should loudly call “Towel” to the Head referee or
Scoreboard operator.
9.10.3. After the “Towel” call the point will be finished automatically and a point awarded to the opposing team.
Head referee announces the “Towel” call loudly so everyone is aware.
9.10.4. Fields may be equipped with an electronic system that can be used to “throw the towel”.

9.11 LAST 60 SECONDS RULE


9.11.1. The 60 seconds rule is about the last sixty seconds of the match time and overtime.

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9.11.2. During this period any penalty of Major or Gross Major stops the game time, and automatically gives
point to the opposing team.
9.11.3. The team that receives the penalty must start down one player in the following point, unless the penalty is
assessed on the teams last active player, then the team must start the following point down two players.
9.11.4. If in the last 60 seconds of regulation time a penalty is given, while the game has been stopped, a point will
not be awarded due to this penalty, but other effects will apply.

9.12 OVERTIME
9.12.1. Overtime is only played in playoff matches except for the professional division.
9.12.2. Should any playoff match be tied at the end of regulation, overtime will determine the match winner.
9.12.3. Should any Professional division match be tied at the end of regulation, overtime will determine the match
winner
9.12.4. Teams will start the overtime period on their pit side of the field.

Overtime (Elimination Rounds: Quarterfinals, Semifinals, Finals, etc.) (NXL PRO PRELIMS)
9.12.5. If two teams are tied at the end of a match regulation time, a 5-minute 5-on-5 overtime is played.
9.12.6. The overtime period is sudden death; first team to score wins.
9.12.7. The “60 seconds rule” applies in the last sixty seconds of overtime.
9.12.8. If the 5-minute overtime results in a stalemate (expiration of game time or neither team having any active
players), the two teams will each select a player to compete in a One-on-One.
9.12.9. The One-on-One will be 2-minutes and is sudden death; the first player to eliminate the opposing player
or hit the buzzer at the opponent’s base will win the match.
9.12.10. If in case of a stalemate (expiration of game time or neither team having any active players) in the One-
on-One there will be a break time of one minute and the teams must choose a different player to compete
in a second One-on-One.
9.12.11. This will be repeated until a team wins a One-on-One.
9.12.12. No player may compete in more than One-on-One.

9.13 GAME END


9.13.1. A game will officially be considered over when the Head Referee announces the result after the occurrence
of any of the game-ending situations. However, players and their equipment can still be inspected until they
exit the field.
9.13.2. Point-ending situations are any one of the following:
(a) A buzzer is pushed by a player;
(b) “Towel thrown” by opposite coach;
(c) A penalty (two-for-one or more) in the last 60 seconds of regular time or in last 60 seconds of
overtime;
(d) If team starts to play with a bigger number of players than set by rules or by Head referee;
(e) If the last player gets penalized Minor, Major or Gross Major. In that case the point goes to the opposite
team.
(f) If a player gets penalized Minor, Major or Gross Major, and the team does not have enough players
to pull. In that case the point goes to the opposite team.
(g) If a player gets penalized a Major or Gross Major, and the penalty removes all that teams remaining
players.
(h) If regulation game time comes to an end.
9.13.3. Players may not re-enter the playing field without the permission of a Field Referee.

9.14 REPLAY (PROFESSIONAL DIVISION)


9.14.1. Any point in a match is subject to a review.
9.14.2. A review will not result in a restart or continuation of a point that is reviewed.
9.14.3. A call made on the field will only be overturned if the video evidence is indisputable.
9.14.4. Plays that will be reviewed.
• If a player touched a buzzer before or after time expires (regardless of the buzzer being activated).
• To determine if a player that presses the buzzer was shot immediately before or immediately after they
touched the buzzer.
(a) If it is determined that the player was not shot until after they touched the buzzer, the players team
will be awarded the point.

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(b) If it is determined that the player was shot before they touched the buzzer, the point will result in a
dirty hang and the standard penalties will apply.
• Penalties that result in a swing point. (No new penalty will result from a reviewing a swing point
penalty, only an adjustment of the reviewed penalty)
(a) If the penalty that resulted in a swing point is overturned after a review, the point will stand and the
team that received the reviewed penalty will start with five players in the following point. Unless the
following. (b, c, or d)
(b) If the team that is awarded the swing point has no active players at the time the penalty occurs, and
the team that received the overturned penalty has at least one active player (including the players
pulled for the penalty). The team that was given the overturned penalty will be awarded the point
and will start the next point with five players.
(c) If the team that is awarded the swing point has no active players at the time the penalty occurs, and
the team that received the overturned penalty has no active players. The point will be declared a no
point and both teams will start with 5 players.
(d) If the team that received the overturned penalty has equal to or more active players at the time the
penalty occurs. The point will be declared a no point and both teams will start with 5 players.

10 HITS AND ELIMINATIONS


10.1 DEFINITION OF A HIT
10.1.1. A player is eliminated if a paintball fired from a paintball marker by a live player strikes that player or anything
he is wearing or carrying and such paintball breaks.
• If the paintball strikes the player or anything he is wearing or carrying but does not break and leave a mark,
such player is not eliminated.
• If a paintball strikes another object first and breaks upon that object before marking a player or
anything he is wearing or carrying, such player is not eliminated.
10.1.2. If the referee did not see the source of a paint marking a player has on him that resembles a hit, such player
will be declared eliminated (penalties may apply). Generally, if the paint marking is reasonably solid, appears
to be a direct hit - rather than smear, splatter, spray, paint from kneeled-on or sat-on paintballs, it will be
considered a valid hit.
10.1.3. In the event two opposing players are hit and marked simultaneously, or if the referee cannot determine
which player was hit and marked first, both players will be eliminated.
10.1.4. Referees will make every effort to wipe smear, splatter, spray, or paint from kneeled-on or sat-on paintballs
off a player at the time they are inspected. If a player continues to play with such paint such player does so
at the risk of being eliminated for wearing paint that resembles a valid hit.
10.1.5. Only referees will remove invalid hits, except that a player may remove an invalid hit on the lens of their
goggle system with the permission of a referee.

10.2 PLAYERS AND HITS


10.2.1. Players are responsible for becoming aware of hits.
10.2.2. If being hit a player has to immediately cease play and signal his elimination. Failing to do so constitutes
playing on.
10.2.3. If a player gets shot at and he cannot check for a hit by himself at certain locations (for example visor, throat,
back, harness) he has to immediately cease play and call a referee for a paint check. Failing to do so
constitutes playing on.
10.2.4. Players who are in motion and get shot at may continue to the nearest cover whenever there is such cover
between them and the nearest opponent. Otherwise they must immediately turn their motion away from
the opposition and stop. Upon arrival at such cover the player must immediately check himself for hits.
Shooting, posting, communicating, failing to immediately check for a hit and failing to immediately signal
his elimination, if indeed hit, will constitute playing on.
10.2.5. Players who are hit in locations that can be self-checked, may not call for a paint check. Calling for a paint
check under such circumstances constitutes playing on.

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10.2.6. Players who get shot in non-abandoned equipment to which they are separated less than 2 meters (except
squeegees and pods) are considered hit.

10.3 ELIMINATIONS
10.3.1. Players will be eliminated if any part of their bodies or anything that they are wearing or carrying touches
the ground outside the playing field boundary.
10.3.2. Players will be eliminated if they push out any tape or fencing used as a boundary line. The boundary
markings will be considered to be in-bounds.
10.3.3. Players will be eliminated if they lose their goggles.
10.3.4. Players will be eliminated if their goggles chinstrap becomes unfasten during gameplay.
10.3.5. Players that are found with prohibited equipment on the field or those working on their markers in violation of
the provisions specified in marker section will be immediately eliminated.
10.3.6. Players that separate themselves from any piece of equipment or clothing that they brought onto the game
field by more than 2 meters, except squeegees, pods, harnesses and loaders will be immediately
eliminated.
10.3.7. Players who pick up any equipment (also abandoned), which has a hit on it are considered eliminated.
10.3.8. Players that engage in unsportsmanlike conduct will be eliminated. Unsportsmanlike conduct includes, but
is not limited to:
(a) Failure to obey a referee's call.
(b) Deliberate avoidance of a referee in a manner that prevents a referee from chronographing a marker
on the field or prevents him from making a call.
(c) Shooting at referees.
(d) Shooting a clearly eliminated player with malicious intent to injure or intimidate.
(e) Excessive shooting which is defined as shooting a player more than is reasonably enough to effect
elimination.
(f) Requesting paint checks to distract referees from checking themselves or teammates or to use
referees to locate opposition players.
10.3.9. Players are responsible for removing old hits or bringing the same to the attention of a referee prior to game
time, so that they may be dealt with in a manner that would not result in the elimination of the players.
10.3.10. Players that get eliminated, shall do following immediately after:
(a) Stop playing.
(b) Signal their elimination by putting one hand on their head.
(c) Leave the playing field with all equipment they were carrying at the time of their elimination by
the most direct route off-field or any other route directed by a referee. Players that take routes that are
not the most direct and that are meant to conceal from the other team such players' eliminations or
players that refuse to follow a referee's direction on leaving the field will be considered to be “playing
on”.

11 SCORING
11.1 POINTS
11.1.1. Points are awarded for:
(a) Pressing buzzer of opposing base as active player;
(b) “Throwing the towel” by opposing coach;
(c) A penalty Major or Gross Major, the last 60 seconds of regular time or in last 60 seconds of overtime;
(d) Opposing team starts with more players than set by the Rules (regular 5 players) or by the Head
referee (start with less number of players).
(e) If at any time in a game the opposing team receives a Major or Gross Major penalty and the penalty
removes all the remaining players on the opposing team.
(f) If at any time in a game the opposing team receives a penalty Minor, Major or Gross Major, and
doesn’t have enough players to pull.
(g) The last player of opposing team gets a penalty Minor, Major, Gross Major.
(h) Opposing team has used a marker that is firing above 10.8bps.

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(i) If opposing team player who presses the buzzer is found to have been eliminated, and the team that
did not hit the buzzer has any number of active players
11.1.2. A point scored is awarded at the conclusion of the point played, by the Head Referee.

11.2 FORFEITS
11.2.1. A forfeit will be declared for each game that a team fails to report in a timely fashion for its pre-game
chronographing or for any game in which a team refuses to take the field. In the event that both teams fail
to show for its pre-game chronographing or both teams are unwilling to take the field, both teams will have
forfeited that game.
11.2.2. Any team that is scheduled to oppose a team that has forfeited a game will receive a game win and the
average margin of their other games, or the opposite of the average margin of the games played by the
forfeiting team, whichever is greater. The lowest margin a team can receive from a forfeited game is +1
(1-0 game score).
11.2.3. Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand, except
if the reason for having missed the game was a fault from the organization staff and the relevant round is not
over yet.

11.3 ROUND SCORE


11.3.1. Teams in rounds are ranked by the number of match points scored in that round.
• A team scores five match points for each match won.
• A team scores one match point for each match tied.
• A team scores 0 match points for all other matches.

11.4 TIE BREAKERS


11.4.1. In any
group of two or more tied teams, tiebreakers are successively applied until one or more teams
wins, or no team wins and one or more teams lose the tiebreaker.
11.4.2. If one or more teams win a tiebreaker, those teams are removed from the group and are ranked higher
than all other teams in the group.
11.4.3. If no team wins and one or more teams lose a tiebreaker, those teams are removed from the group and
are ranked lower than all other teams remaining in the group.
11.4.4. In the case that one or more teams are removed from the group leaving only two teams still tied, tie breaking
the remaining two teams in the group will be determined by their head-to-head game.
11.4.5. In groups of more than two tied teams where two of the tied teams have played each other but have not
played any other of tied teams. The winner of those two teams head-to-head game will be ranked higher,
only if they are ranked sequentially after applying the point margin tiebreaker.
11.4.6. In the event of a tie in a non-head-to-head round, ties will be broken, in order, by:
• Head-to-head competition amongst the tied teams (A team wins if they won every head-to-head
match played among tied teams and are better in remaining tiebreakers against a tied team they did
not play. If no team wins, a team loses if they lost every head-to-head match played among tied
teams and are worse in remaining tiebreakers against any tied team they did not play).
• Point Margin in all games played amongst tied teams (only applies if tied teams have all played each
other).
• Point Margin in all games played.
• Least points scored against in games played among tied teams (only applies if all tied teams played
each other).
• Least Points Scored against in all games played.
• Greatest time remaining in games won among tied teams (only applies if all tied teams played each
other).
• Greatest time remaining in all games won.
• Least time remaining in games lost among tied teams (only applies if all tied teams played each other).
• Least time remaining in all games lost.
• Seed into the tournament.

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11.5 TOURNAMENT RANKING
11.5.1. Ranks 1-4 decided by final games. Unless a third and fourth place game is not played, in that case the
rankings for third and fourth place will be determined by the following,
11.5.2. Team eliminated in the same head-to-head round will continue to be ranked according to their place in the
most recent non-head-to-head round.
11.5.3. Prelims are ranked by:
• Head-to-head competition amongst the tied teams (A team wins if they won every head-to-head match
played among tied teams and are better in remaining tiebreakers against a tied team they did not
play. If no team wins, a team loses if they lost every head-to-head match played among tied teams
and are worse in remaining tiebreakers against any tied team they did not play).
• Point Margin in all games played amongst tied teams (only applies if tied teams have all played each
other).
• Point Margin in all games played.
• Least points scored against in games played among tied teams (only applies if all tied teams played
each other).
• Least Points Scored against in all games played.
• Greatest time remaining in games won among tied teams (only applies if all tied teams played each
other).
• Greatest time remaining in all games won.
• Least time remaining in games lost among tied teams (only applies if all tied teams played each other).
• Least time remaining in all games lost.
• Seed into the tournament.

12 PENALTIES
12.1 ASSESSMENT OF PENALTIES
12.1.1. Penalty Enforcement
12.1.1.1. Any penalties assessed before the referee confirms the player that has hit the buzzer is clean and
the point is confirmed will be assessed in the current point.
12.1.1.2. Any penalties assessed after the referee confirms the player that has hit the buzzer is clean and the
point is confirmed will be assessed in the following point.
12.1.1.3. Any penalties assessed after a point is conceded will be assessed in the following point.
12.1.2. Verbal warnings
Referees will issue verbal warnings for the following infractions (not only limited to):
(a) First offence of failure to obey a referee's instructions.
(b) First offence to put their hand on their head after being eliminated.
12.1.3. Elimination
Referees will eliminate players on the field for the following infractions (not only limited to):
(a) Abusive calls for paint checks.
(b) Subsequent failure to obey a referee's instructions.
(c) Going out of bounds or moving the boundary tape.
(d) Marked with a valid hit.
(e) Failure to make a touch back while not having the barrel tip touching the front of the base at the start
signal.
(f) Posting of the marker or firing it after the start signal regardless as to whether they later touch back.
(g) Failure to wear goggles inside the field during the game period.
(h) Failure to wear or fasten goggles chinstrap during the game period.
(i) Interference or communication during the game in the pit-area by a person affiliated with the team.
(j) Excessive shooting (shooting a player more than is reasonably enough to effect elimination).
(k) Altering the playing field in game on purpose.
(l) A player forcing themselves between two bunkers that have been positioned together to create
one bunker.
12.1.4. Minor penalty (removal of the player who committed the infraction and a teammate). Assessment of the
one-for-one penalty to players on the field will take place for the following infractions (not only limited to):

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(a) Continuing to play with a hit on any part of a body or equipment (e.g.: shooting, posting, talking,
moving forward).
(b) Checking in as a live player at the end of a game with a hit.
(c) Using a marker that is chronographed on the field at 301-314 feet per second.
(d) Communicating to anyone after being signaled eliminated by a referee.
(e) Possessing prohibited clothing or equipment on the field of play.
(f) Any person who shoots towards the spectator sideline or opponent’s end line during a break
period.
(g) Any person who engages in aggressive or insulting behavior towards another person, except a
referee.
(h) Any eliminated player intentionally placing a pod containing paintballs on the field of play in
limited paint divisions.
12.1.5. Major Penalty (removal of the player who committed the infraction and two teammates). Assessment of
the two-for-one rule to players on the field will take place for the following infractions (but not only limited
to):
(a) Playing on that materially influences the course of the game giving the offending player's team a
significant advantage.
(b) First offense of a player carrying an illegal marker on the field of play.
(c) Using a marker that is chronographed on the field at 315-329 feet per second.
12.1.6. Gross Major Penalty (removal of the player who committed the infraction and three teammates).
Assessment of the three-for-one rule to players on the field will take place for the following infractions
(not only limited to):
(a) Wiping. Wiping means that a player is actively and deliberately removing or attempting to
remove paint markings in order to avoid being eliminated or avoid a referee's call.
(b) Players who are observed discarding squeegees, rags or pods on which there is a hit or paint marks
that resemble a hit in order to avoid elimination or avoid a referee's call shall be penalized for
wiping.
12.1.7. Minor Suspension (removal of the player who committed the infraction and three teammates, also the
player who committed the infraction will receive a minor suspension (suspended for the remainder of the
event, but not limited to)). Assessment of the Minor Suspension rule to players on the field will take place
for the following infractions (not only limited to):
(a) An eliminated player who shoots at a player from out-of-bounds 

(b) Re-entering the field after elimination in order to interfere in the on-going game without being asked
by a referee.
(c) Second offense of a player carrying an illegal marker on the field of play.
(d) Tampering with ones marker during the game of play. Using any tool or adjusting setting during
the game is forbidden, including from the time the point starts until the time the player exits the
field and re-enters the pit area. Excluding a player turning the marker on and off, and turning the
vision system of the marker on and off.
(e) Any person who engages in aggressive or insulting behavior towards a referee 

(f) Any person, who throws any equipment on the field of play other than an air source or disposable
equipment 

(g) Using a marker that is chronographed on the field at 330 feet per second or above.

12.2 NOT ENOUGH PLAYERS RULE


12.2.1. Assessments of Minor, Major and Gross Major penalties when not enough live players are left:
• The point is stopped and the point is awarded to the opposing team,
• The opposing team does not need to have any active players to be awarded the point.
• Next point the team that was penalized starts with fewer players in order to completely fulfill the
assessed penalty.
12.2.2. If the last player of a team gets a Minor, Major or Gross Major penalty , point automatically goes to
the opposite team.
12.2.3. Assessments of Minor Major penalty when the exact number of live players are left to fulfill the penalty, and
the opposing team does not have any active players. The point will end and no point will be awarded to
any team.

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12.2.4. Assessments of Major or Gross Major penalty when the exact number of live players are left to fulfill the
penalty, the point will be awarded to the opposing team. The opposing team does not need to have any
active players to be awarded the point.

12.3 COLLUSION
12.3.1. Any team that plots with opponents to set scores will be disqualified from the tournament and all members
of the team being on their roster will be (but not limited to) suspended from the remainder of the event and
surrender all seed points in that event.

13 SUSPENSIONS, EJECTIONS, DISQUALIFICATIONS AND


FINES DUE TO SEVERE UNSPORTSMANLIKE CONDUCT
13.1 ASSESSMENT OF SUSPENSIONS, EJECTIONS, DISQUALIFICATIONS AND FINES DUE TO
SEVERE UNSPORTSMANLIKE CONDUCT
13.1.1. Responsibility of team members.
Teams are responsible for the conduct of everyone on their roster, which includes players, pit-crew and
supporters. During the event the following may apply to fines, suspensions and ejections.
When game suspensions are issued to a player, the team must play short if they do not have a substitute
player on their roster.
13.1.2. Responsibility of spectators.
Any spectator engaging in unsportsmanlike conduct to any other event participant will be forced to
leave the site.
Spectators are forbidden to communicate, signal, or interfere at any time with the game of play. If a
spectator does communicate, signal or interfere with the game of play they might be subject from a
warning to an ejection from the site. The exact way the interference of a spectator is enforced and
penalized is upon the specific league or tournament officials.
13.1.3. Player’s suspension.
Any head referee may issue a suspension on the field of play. Any authorized event staff may refer a
person outside the field of play to the Ultimate Referee for suspension.
Any person who engages in any minor acts of unsportsmanlike behavior may be assessed a minor or a
major penalty 

Any person who engages in other major or severe acts of unsportsmanlike behavior may be assessed a
minor or major suspension by a head referee. 

13.1.4. Player’s ejection
Players will be ejected from the tournament grounds for the following infractions:
(a) Intentional physical contact (contact using a marker, chest bump, grabbing, pushing, spitting or
similar).
(b) Failure to surrender a marker upon request to a referee or activation of a switch, button or trigger
when requested to surrender marker.
(c) Any applicable maker infraction in section “Markers”.
(d) Abusive language directed at any player, referee or spectator.
(e) Deliberately shooting from outside the field or boundary.
(f) Deliberately shooting referees.
(g) Re-entering the field after elimination in order to interfere in the on-going game without being asked
by a referee.
13.1.5. Minor Suspension
A player who receives a Minor suspension:

(a) Shall not play for the remainder of the match and the next match, even if the next match is in the
next round or tournament.
(b) Must be present for all points and matches played by their team and must silently remain in an
area designated by the head referee for the duration of the match.
13.1.6. Major Suspension
A person who receives a major suspension will be ejected from the event and,
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(a) May not be on-site at any event for the duration of the suspension.
(b) May be suspended up to a year by the Ultimate Referee.
(c) May be assessed a fine of up to €1000. A person may not play any further events until such fine
is paid.
13.1.7. Players who have been suspended must surrender their ID card to the head referee who assesses the
penalty.
13.1.8. If a player refuses to hand out his ID card the team will forfeit the next game automatically. The ID card will be
returned to the player when the penalty time is over.
13.1.9. Major suspensions include but are not limited to:
• Any person who engages in hostile physical contact with another person, including shooting another
person who is not participating in a point or shooting from outside the field. 

• Any person who engages in intentional physical contact with an official. 

• Any person who throws an air source, whether attached to a marker or not. 

• Any person who intentionally shoots in the direction of another person who is not wearing a paintball
goggle system. 

13.1.10. Team ejections
• Only the Ultimate Referee may eject a team from an event. 

• A team that is ejected from an event will forfeit any entry fee paid and any prizes or points earned
at the event. 

• Teams ejected for having an illegal roster or playing with ineligible players will forfeit all 
matches
in that event. Teams will otherwise forfeit all remaining matches. 

13.1.11. Player’s ejection, Player fines, and Player’s suspension from several NXL events
• All league and tournament suspensions are subject to any NXL affiliate league suspensions; all
suspensions if deemed serious enough will be reviewed by the NXL Commissioner to determine if
further actions need to be applied.

13.2 CONFLICT IN THE RULES


13.2.1. In case of a situation not covered by this Rulebook or any conflict between two sections of this Rulebook,
the authorized officials will make its decision based on the laws and common sense.
13.2.2. Decisions taken by the responsible person(s) in a situation within the bounds of this section cannot be
revised.
13.2.3. Any situation within the bounds of this section shall be passed to the NXL Commissioner as soon as
possible. The NXL Commissioner has a right to modify or amend these rules even if this amendment would
go against the decision originally taken.

14 MISCELLANEOUS
14.1 MAINTENANCE AND CLEANUP
14.1.1. All persons shall adhere to the administrative rules and regulations promulgated by the promoter
with respect to maintenance and cleanup of the event facility.
14.1.2. All persons will dispose of all trash they generate in designated trash receptacles.
14.1.3. Teams will remove paint boxes from enclosed team pit areas.
14.1.4. Any person that fails to adhere to rules and regulations contained in section 14.1 or
promulgated by the promoter may be fined up to €250 by authorized personnel.

14.2 UNFORSEEN CIRCUMSTANSES


14.2.1. In case of any unforeseen circumstances. The National Xball league reserves the right to
make any adjustments to the event.
14.2.2. Upon the start of the first game of the event, the event has considered to have happened
and no refunds will be issued.
14.2.3. In the case of any unforeseen circumstances these adjustments may be made at any time
but are not limited to
14.2.3.1. Game times.
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14.2.3.2. Mercy rule limit.
14.2.3.3. Amount of games played.
14.2.3.4. Number of teams that advance to the next round.
14.2.3.5. Adjusting the schedule.
14.2.4. If the remainder of the tournament becomes canceled for any reason, event standings will be
determined by the games that have already been played.
14.2.4.1. If any points are scored in a cancelled game the game will end with the current score.
If the game is a head-to-head playoff game and the score is tied, the team with the highest
seed in the prelim round will win the match.
14.2.4.2. If some teams have played more matches than other teams, teams who have played
fewer matches will receive a tie-score for the number of matches necessary to have the
same number of matches played as the team with the greatest number of matches played.
14.2.4.3. If further rounds of playoffs are scheduled after the last fully or partially completed
round, teams will be advanced to the next round based on the results of the last fully or
partially completed round, with results of further rounds determined by teams’ placement
at the end of the preliminary round.
14.2.4.3.1. Xball Match ties will score as 1-1.
14.2.4.3.2. 3-man, 5-man and 10-man scores will be scored as a tie with zero seconds
remaining.
14.2.5. The Professional and Semi Professional divisions will be rescheduled to the Thursday prior
to the following event.

14.3 APPEALS
14.3.1. Calls made on the field of play may be appealed to the head referee of the field.
14.3.2. No referee shall overturn eliminations.
14.3.3. The decision of the head referee of a field is final, except for suspensions and ejections.
14.3.4. Any player or team subject to a suspension may appeal the imposition of that suspension to the Ultimate
Referee immediately.
14.3.5. A team may file a written grievance with the Ultimate Referee regarding the decision of
authorized personnel, a scoring official, a referee, or a head referee.

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15 APPENDIX A FIELD SIZE AND GRID
16 APPENDIX B PRELIM BRACKET STRUCTURE
17 APPENDIX C PROFESSIONAL DIVISION DRAW

The Tier 1 teams will be predetermined based on their current season ranking in the division.
• Group A Tier 1 = 1st Place team based on their current season ranking in the division.
• Group B Tier 1 = 2nd Place team based on their current season ranking in the division.
• Group C Tier 1 = 3rd Place team based on their current season ranking in the division.
• Group D Tier 1 = 4th Place team based on their current season ranking in the division.

The Tier 2 teams will be drawn randomly to determine what pool they will compete in,
and will include the 5th-8th place teams based on their current season ranking in the division.

The Tier 3 teams will be drawn randomly to determine what pool they will compete in,
and will include the 9th-12th place teams based on their current season ranking in the division.

The Tier 4 teams will be drawn randomly to determine what pool they will compete in,
and will include the 13th-16th place teams based on their current season ranking in the division.

The Tier 5 teams will be drawn randomly to determine what pool they will compete in,
and will include the 17th-20th place teams based on their current season ranking in the division.
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18 APPENDIX D PROFESSIONAL ELIMINATION ROUNDS

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