Eu NXL Rules 2022
Eu NXL Rules 2022
Eu NXL Rules 2022
2022
1.0
CONTENT
1 REGULATIONS ......................................................................................................................................5
1.1 INFORMATION ..............................................................................................................................5
1.2 FIELD SIZE AND REQUIREMENTS .............................................................................................5
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
6 EQUIPMENT ........................................................................................................................................ 12
6.1 GENERAL REQUIREMENTS .................................................................................................... 12
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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
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
14 MISCELLANEOUS .............................................................................................................................. 28
14.1 MAINTENANCE AND CLEANUP ............................................................................................... 28
14.2 UNFORSEEN CIRCUMSTANSES ............................................................................................. 28
14.3 APPEALS .................................................................................................................................... 29
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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.
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Millisecond Range Shots Per Second Range
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.
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.
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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:
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• 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.
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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.
5.7 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.
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.
6.4 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.
6.6 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.
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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.
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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.
9.7 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.
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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.
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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.
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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.
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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.
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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.
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.
14.3 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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