2005 nlpl rules - updated 3.21.05

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GENERAL GUIDELINES

  1. The spirit and intent of these rules and the duty of the enforcing officials is to ensure safe play; to promote fair, unbiased competition; and to sustain the level of organization and good sportsmanship necessary to keep tournament-level paintball a positive activity.
  2. The NLPL tournament producer is the final authority regarding these rules. The NLPL producer may designate an overall director of judging. The judging staff ("referees" or "marshals") also may include one or more ultimate judges, head field judges, field judges, chronograph judges, and other designated members of the judging staff.
  3. Modifications to these rules may be required by particular situations, including but not limited to insurance requirements, laws, or regulations; in such instances, the NLPL tournament producer may modify these rules as necessary. Questions regarding modifications should be directed to the NLPL tournament producer and or the NLPL designated representative before the tournament begins.

1.0 INFORMATION

1.01. The event promoter will supply tournament information, including information concerning entry fee, an itinerary and schedule of events including time and place for the rules meeting and the captains meeting, hotel information, a waiver and roster form and the NLPL rules, to any team having entered the competition in need of the same.

1.02. A rules meeting will be held in conjunction with the captains meeting of each competition. The purpose of this meeting is for the judging staff to answer questions concerning these rules.

1.03. A captains meeting will be held on the morning of the competition. The purpose of this meeting is to provide information to the captains of the teams attending concerning the organization, administration and non-field rules and regulations governing the tournaments.

1.04. A complete schedule for preliminary round play, consisting of each teams opponents, the fields it will play on, and its scheduled game times will be distributed during each team's check-in prior to the competition and, thereafter, posted on the scoreboard. If you wish to review a copy of your teams schedule prior to arriving at the event. You may view it on the APPA website as soon as the divisions and schedules are posted.

1.05. All playing fields will be available for review by any team competing in the event for at least one daylight hour the first day of play.

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

1.07 Registration, Early Registration for all NLPL events will be cut-off 1 week and 1 day before each event. Any entries that are received later than early deadline date, a $50 late charge will be added to the entry. All registration fees must be received when signing up your team. Final registration deadline will be the Thursday prior to the start of the event. Registration for all teams will include team name, playing status, a completed roster and full payment via use of the APPA online registration service. Teams registered without a paid status by close of final registration will be removed from the teams list and will be considered ineligible for event competition. Waivers may be turned in at the event check-in prior to the start of the event.

1.08 For the 2005 season the NLPL will continue with 5-man inter-divisional play for Novice and Amateur teams. Novice and Amateur teams will play each other in the preliminary rounds. Rookie teams will only play other Rookie teams. 3-man will consist of all inter-divisional play in the preliminary rounds.

1.09 In order to determine pairings, the NLPL will rank teams in the Amateur and Novice divisions based on the team's previous performance. For the season opener, all rankings will be based off of the 2004 final standings. Any team that is unranked will be added to the end of the list and ranked randomly by the APPA.

1.1 FEES

1.11. 5-MAN AMATEUR DIVISION - Entrance fees for the 2005 Season are set at $325.00. Entry fee breakdown: $325.00 early entry fee, $375.00 late entry fee, $50.00 per team all day air for each AMATEUR team.

1.12. 5-MAN NOVICE DIVISION - Entrance fees for the 2005 Season are set at $275.00. Entry fee breakdown: $275.00 early entry fee, $325.00 late entry fee, $50.00 per team all day air for each NOVICE team.

1.13. 5-MAN ROOKIE DIVISION - Entrance fees for the 2005 Season are set at $125.00. Entry fee breakdown: $125.00 early entry fee, $175.00 late entry fee, $50.00 per team all day air for each ROOKIE team.

1.14. 3-MAN All Divisions - Entrance for the 2005 season are set at $150.00. Entry fee breakdown: $150.00 early entry fee, $200.00 late entry fee, $10.00 per player from teams announced event roster.

1.2 TEAMS - ROSTERS

1.21. A five player teams may have up to 8 players on their roster, but may field a maximum of 5 in any one game. A three player team may have up to 5 players on their roster, but may field a maximum of 3 in any one game.

1.22. No player may appear on more than one five player or three player team roster per tournament.

1.23. Team rosters for the up coming tournament will only be accepted after all fees have been paid in full.

1.24. All teams must submit complete rosters prior to play using the APPA online registration system by 10:00pm the Thursday the week of the event.

1.25. To qualify as the same 5-man team, a team must have no less than two of its original roster members from its first date of play in the NLPL 2005 season. To qualify as the same 3-man team, a team must have no less than one of its original roster members from its first date of play in the NLPL 2005 season.

1.26. Any team that keeps its lineup in tact but chooses to change names in mid-season will carry seed points from the old name to the new name, provided the team submits in writing, notification of the name change to the league.

1.27. Amateur 5-man or 3-man teams may roster one (1) professional player and any combination of Amateur, Novice and Rookie players on an AMATEUR roster.

1.28. Novice 5-man teams may roster one (1) amateur player and any combination of Novice and Rookie players on a NOVICE roster.

1.29. Rookie 5-man teams may roster one (1) novice player and any combination of Rookie players on a Rookie roster.

1.30. Rookie/Novice Mixed 3-man teams may roster any combination of Novice and Rookie players on their roster. No Amateurs will be allowed on a Rookie/Novice Mixed 3-man roster.

1.4 PLAYER CLASSIFICATION - Professional

1.41. A player will be considered PROFESSIONAL if they meet any of the following criteria:
a) If the player has been rostered on an NXL team roster in the past 24 months, or
b) If the player has been rostered on a PSP Professional team roster in the past 24 months, or
c) If the player has been rostered on a PSP Open team roster in the past 24 months, or
d) If the player has been rostered on an NPPL Professional team rosterin the past 24 months, or
e) If the player has been rostered on an NPPL Semi-Pro team roster in the past 24 months.

1.42. A player will be considered PROFESSIONAL if they are currently rostered on any of the following types of teams:
a) NXL Franchises
b) PSP Professional
c) PSP Open
d) NPPL Professional
e) NPPL Semi-Pro

1.5 PLAYER CLASSIFICATION - Amateur

1.51. A player will be considered AMATEUR if they meet any of the following criteria:
a) If the player has been rostered on a PSP Division 1 (one) X-Ball team in the past 12 months, or
b) If the player has been rostered on a PSP Division 2 (two) X-Ball team in the past 12 months, or
c) If the player has been rostered on a NPPL Division 1 (one) team in the past 12 months, or
d) If the player has been rostered on a NPPL Division 2 (two) team in the past 12 months, or
e) If the player who has been recognized by the PSP or NPPL as a D1 or D2 player in the past
12 months, or

1.52. Definition of AMATER - a player with more than three seasons of tournament experience, who has not played as a Pro during the previous 12 months. In addition, any player that had played Novice/Division 2 or higher at a National Tournament is considered amateur.

1.6 Player Classification - Novice

1.61. A player will be considered NOVICE if they meet any of the following criteria:
a) If the player has been rostered on a PSP Division 3 X-Ball team in the past 12 months, or
b) If the player has been rostered on a NPPL Division 3 team in the past 12 months, or
c) If the player has been recognized by PSP or NPPL as a Division 3 player, or
d) If the player has been rostered on a local Amateur team in the past 24 months.

1.62. Definition of NOVICE - a player with less than three seasons of tournament experience, who has not played as a Pro during the previous 12 months. In addition, any player that had played Rookie/Division 3 at a National Tournament is considered novice.

1.7 Player Classification - Rookie

1.71. A player will be considered ROOKIE if they meet any of the following criteria:
a) If the player has not been rostered on a PSP Divisional X-Ball roster, or
b) If the player has not been rostered on an NPPL Divisional 7-Man roster, or

1.72. Definition of ROOKIE - a player with less than one season of tournament experience, who has not played as a Pro or Amateur during the previous 12 months.

1.73. The NLPL reserves the right to review and correct the playing status of any player and or team at any time.

2.0 FIELD STANDARDS

2.10. All game fields shall be free from anything that would pose an unnecessary risk to players, including stumps, holes, areas with jagged rock. etc.

2.11. Both players and judges should be able to move freely on game fields, and game fields should not contain significant wet or swampy areas, dense undergrowth and the like to impede free movement thereon.

2.12. Fields will consist of three flag stations, two team flag stations and a center flag station. The center flag will be placed at mid field, in such a manner as to assure that players equally fast can reach the center flag station from either team flag station in the same amount of time.

2.13. Game fields shall be balanced so that the better and more talented of two teams will usually win starting the game from either team flag station.

2.14. There shall be a minimum of no less than one playing field per indoor tournament and two playing fields per outdoor tournament.

2.15. Game fields shall be a minimum of 90ft wide by 180 ft long OR 12,000 sq ft. of in play area for all 5-man tournaments.

2.16. All 5 man fields shall consist of a minimum of 19 bunkers per field (standard 5 man sup'air field).

2.17. All bunkers shall be adequately secured in a stationary position so as to withstand a reasonable amount of force and remain in place. A bunker shall be arranged on the playing field in such a manner to be playable from at least the lefthand and/or righthand sides.

2.18. Flags are to be hung so that the lowest reachable point on the flag is within the grasp of the smallest players on the field. Minimum reach being around 5 foot from its hanging place.

2.19. Game flags shall be secured in such a manner as to prevent the game flag from being shot down.

2.2 FIELD STAFFING & OFFICIATING STANDARDS

2.21. Each five player game field shall be staffed by a minimum of 5 field judges. Each three player game field shall be staffed by a minimum of 4 field judges.

2.22. There shall be a minimum of one chrono judge for each 5 player and 3 player game field.

2.23. All judges shall perform their obligations and shall make decisions in a totally unbiased manner. If any judge is found to have been bias in his judging activities for or against any team, such person shall be dropped from the judging team for the remainder of the tournament.

2.24. Radios may be used by the judging staff for communication with each other.

2.25. Judges will wear shirts of bright colors that will distinguish the judges from the players.

2.26. Clerical or mathematical errors may be corrected at any time prior to the start of the next round.

2.27. Judges will not provide information to teams regarding the game time, or progress of a game during the game except with respect to safety concerns. Judges will not, through action or inaction, deliberately reveal or conceal the locations or actions of players during the course of a game. Judges will not impede the progress of the game.

2.3 OFF-FIELD PRE-GAME STRUCTURE

2.31. Each team is expected to report to the game field at least 10 minutes prior to the scheduled start of their game.

2.32. All teams will be afforded the opportunity to chronograph their equipment before going to the field to play. It is each team's responsibility to ensure that its players are under 300 fps. There may be a mandatory pregame chronographing of each team. Players will be chronied prior to the game. Any player found to be shooting over 300 fps will not be allowed on the game field until their marker has been adjusted down to an acceptable muzzle speed, or the offending marker has been replaced by a marker that doesn't exceed the maximum chronograph speed.

2.33. The chrono judge may inspect a marker for the following:
(1) the presence of foreign matter in the barrel, feed port or loader;
(2) tightness of screws, barrel, tank and other working parts which can increase or decrease velocity;
(3) presence of valves or expansion chambers which can be turned on or off; all valves will be placed in the fully open position;
(4) presence of external velocity adjusters which are not covered or fixed in place; and
(5) any other device, part or item which would enable a player to increase the muzzle velocity of
the marker on the game field without resorting to the use of tools.

2.34. Players are responsible for removing old hits or bringing the same to the attention of a field judge so that it may be dealt with in a manner that would not result in it resulting in an elimination of a player.

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

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

2.4 GAME STRUCTURE

2.41. A game will end at the earliest of:
(i) a successful flag hang,
(ii) the elimination of all players on the game field, or
(iii) 5 minutes after the start of the game.

2.42. Start stations for all rounds will be determined by coin toss prior to the start of the game.

2.43. Starting procedures will be standardized at every hosting site. Players will place their gun barrels on some portion of the starting station. Players may turn their bodies including their faces in any direction that the player chooses. Any player that doesn't have his/her barrel touching the starting station at the start of the game is subject to be eliminated. Unless the player touches back up with the starting station with his barrel prior to pulling the trigger on his gun. All forms of starting stations shall be in bounds and in play except the backside. Players will not be allowed to start in such a fashion that the barrel of their gun is pointed towards the playing field allowing the player to shoot towards the opposing team without having to remove their gun from the start station.

2.44. The head judge on the field will begin a game by giving an announcement of "Live Field" followed by "Get ready for the twenty seconds in, three, two, one, twenty seconds." All players and staff must ensure their goggles are on at this time. The head time judge will then announce "Ten Seconds" warning. The ten second warning signifies that players can at that point remove their barrel condoms and test fire their guns for five seconds prior to the start of the game. Thereafter, the game will start by the head judge shouting so that each team may hear, by radio or otherwise, either, "Game on." or "Go, go, go."

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

2.46. Flag hang points are awarded when a player breaks the plane of a flag station with a flag. Flag hangs may be awarded in conjunction with or independently of first flag pulls. Flag hangs are only awarded when a flag is hung in the opponent's flag station. Flag hangs may be awarded to the team that is not in possession of the flag when it is hung, since it is the flag and the station that it is hung in that determines the points awarded and to whom. Flag hangs will not be Immediately awarded upon the flag breaking the boundary plane of a flag station, the status of the flag carrying player will first be verified and before a flag hang is considered to be official. The time that the flag carrier breaks the plane of the flag station with the flag will be recorded by the flag field judge, and should that player be determined to be live after being checked by the field flag judge, the hang will be announced and the game will have ended as of the time that such player broke the plane of the flag station.

2.47. A game will end only by the head judge on the field announcing, "Game over."

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

2.49. All live players at the end of a game must present themselves to a field judge at the exit point for inspection. At this time a field judge will inspect the player for hits and if any are found, the head judge will be notified and proper penalties will be assessed.

2.50. Players may not re-enter the playing field without the, permission of a field judge.

2.51. In the event of an emergency situation, the judge discovering the emergency will request that all judges immediately cause all action to stop. Game time will also be halted for the duration of the emergency.

2.52. Official game time will be kept by the head time judge or a field judge appointed thereby. In the event that a game is to be, interrupted, because of a medical emergency, or otherwise, he will mark the time or cause the field judge appointed thereby to keep the official game time to mark the time. Once the condition causing the game stoppage has abated or been resolved all the live players and flags are placed in proper positions by the field judges, the head judge will restart the game and the time will begin by a ten second warning followed by the game on signal. Time will begin to run upon such restart.

2.53. 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.

2.54. Only the ultimate judge may declare the event stopped.

2.55. In the event of an emergency, dangerous weather conditions, other "acts of God" that would cause a NLPL Tournament to be stopped before the completion of the event, the final results for each division will be taken from last completed round..... i.e. event stops in the middle of the 3rd round of the semi-finals, final scores would be taken from the last completed round (2nd round of the Semis). Should an event end during, but without completing the semi-finals, when the last completed round is determined, the top 2 scores from each bracket will be advanced as if going to the finals. From this point, final standings will be determined by ranking the teams by the total earned points in the preliminary round of the tournament.

3.0 GAME STRUCTURE - # of GAMES & SCORING

3.10. Amateur, Novice, and Rookie teams will play a minimum of 6 preliminary round games. Such games will be played against teams within the defined grouping of such team.

3.11. Teams will qualify for the semi-finals by finishing the preliminaries with one of the top (2 or 16 depending on divisional attendance) scores for that division.

3.12. Scoring for five and three player games will be conducted on a 100 point system and will be awarded as follows:

5 man
Active players at game end Opponents Eliminated First flag pull Flag hang Total points
2 pts/each 4 pts/each 20 pts 50 pts 100 pts
3 man
3 pts/each 7 pts/each 20 pts 50 pts 100 pts

3.13. Points are awarded at the conclusion of the game by the Head Judge.

3.2 FORFEITS

3.21. A forfeit will be declared for each game that a team fails to report in a timely fashion for its pregame chronographing, or for any game in which a team refuses to take the field, as long as its opponent is willing to and/or does take the field. In the event that both teams fail to show for a game or both teams are unwilling to take the field, both teams will have forfeited that game.

3.22. Any team which is scheduled to oppose a team that has forfeited a game will receive 100 points and the forfeited team will receive zero points for that game, unless the opposing team also forfeited that game, in which case both teams will receive zero points for that game.

3.23. Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand.

3.24. At the conclusion of each match. A representative from each will be required to sign the score sheet filled out by the judges. If a team refuses to sign or leaves the field without signing the score sheet, the referee will note the fact of the matter on the bottom of the score sheet. Once the score sheet is signed by both teams and or submitted with the annotations made by the referee to the scoring booth. The scores recorded on the score sheet will stand and will not be changed.

3.3 SEMI-FINAL BRACKETS

3.31. When the attendance within a division reaches or exceeds 40 teams, that division's semi-finals will be expanded to the top 16 teams as defined by final preliminary scores within that division. When the attendance within a division reaches 30 teams, but doesn't exceed 40 teams, that division's semi-finals will be expanded to the top 12 teams as defined by final preliminary scores within that division.

3.4 8 TEAM SEMIS

3.41. All Divisions including Amateur, Novice, Rookie and Rookie/Novice Mixed divisions will hold round robin semifinals. Teams will be seeded based on their final totals in the preliminaries. After the seeding of all semi-finalists, game brackets for team semis may be set as follows:

Bracket 1: Seeds #1, #8, #4, and #5.
Bracket 2: Seeds #2, #7, #3, and #6.

In an 8 team semi-finals, the top 2 scoring teams in each bracket will advance to the finals. Cumulative semi-final scores will determine the finishing order for the 4 teams not advancing to the finals.

3.42. 12 TEAM SEMIS

After the seeding of all semi-finalists, game brackets for a 12 team semis may be set as follows:

Bracket 1: Seeds #1, #6, #9, and #12.
Bracket 2: Seeds #2, #5, #8, and #11.
Bracket 3: Seeds #3, #4, #7, and #10.

In a 12 team semi-finals, the top scoring team in each bracket will advance to the finals, plus the next highest score from the semi-final round. Cumulative semi-final scores will determine the finishing order for the 8 teams not advancing to the finals.

3.43 16 TEAM SEMIS

After the seeding of all semi-finalists, game brackets for a 16 team semis may be set as follows:

Bracket 1: Seeds #1, #8, #9, and #16.
Bracket 2: Seeds #2, #7, #10, and #15.
Bracket 3: Seeds #3, #6, #11, and #14.
Bracket 4: Seeds #4, #5, #12, and #13.

In a 16 team semi-finals, only the top scoring team in each bracket will advance to the finals. Cumulative semi-final scores will determine the finishing order for the 12 teams not advancing to the finals.

3.44. If there are less than eight teams in a classification (Amateur, Novice, Rookie, Rookie/Novice Mixed), the Simi Finals will consist of the top fifty percent of the teams with the highest scored points in the prelims (always rounded off to an even number of teams) playing a full round robin in the Semi Finals.

3.45. All Divisions including Amateur, Novice, Rookie and Rookie/Novice Mixed divisions will hold round robin finals. Cumulative scores will determine the finishing order for finals.

3.46. Team positions at the end of a days play are determined by total points earned by the teams that day in the finals.

3.5 TIE BREAKERS

3.51. In case of a tie score among teams:
1) such tie will be broken first by head to head competition, winner of such contest advancing.
2) if the tie cannot be broken by head-to-head competition in the current round, the tie will then be broken by head-to-head competition in the previous round, if any, with the tie going to the winner of such contest.
3) if the tie cannot be broken by head-to-head competition in any round, the tie shall be broken by the total score in the preceding round, the tie would go to the team with the greatest score in the preceding round.
4) if the tie cannot be broken by scores in the preceding round, the tie shall be broken by the eliminations scored against each team in the current round, with the tie going to the team with the least eliminations scored against them in the current round.
5) if the tie cannot be broken by eliminations scored against each team in the current round, then the tie shall be broken by the eliminations scored against each team in the preceding round, with the tie going to the team with the fewest eliminations scored against them in the preceding round.
6) if the tie cannot be broken by eliminations scored against each team in the preceding round, then the tie shall be broken by the eliminations scored against each team in the next preceding round, with the tie going to the team with the fewest eliminations scored against them in the next preceding round.
7) if the tie cannot be broken by eliminations scored against each team in the next preceding round, then the tie shall be broken by rankings in the current season, entering the current event, with the tie going to the team with the highest ranking.
8) if the tie cannot be broken by highest ranking, then the tie shall be broken by additional games between the tied teams, with the tie going to the team with the highest score in the first game that does not end in a tie score.

3.6 SEEDING & SEED POINT DISTRIBUTION

3.61. Five and Three player team seed points are earned as follows:
1) 100 points for first place;
2) 96 points for second place;
3) 92 points for third place;
4) 88 points for fourth place;
5) 84 points for fifth place;
6) 80 points for sixth place;
7) 76 points for seventh;
8) 72 points for eighth;
9) 68 points for ninth;
10) 64 points for tenth;
11) 50 points for eleventh and lower;

Amateur, Novice and Rookie divisions will carry their own seed point standings.

3.62. Any team that elects to change their status by moving up a division will be allowed to keep a percentage of the seed points earned up to that point. The percentage of points kept will be determined by when the team elects to move up.

(1) After the first event: 85%
(2) After the second event: 70%
(3) After the third event: 55%
(4) After the fourth event: 40%
(5) After the fifth event: 25%
(6) After the sixth event: 10%

3.63. Amateur teams may not drop down to the novice, rookie or mixed division at any time and Novice teams may not drop to the rookie division at any time.

3.64. Teams will be awarded seed points for judging NLPL tournaments. These points will be issued at the end of the listed event, provided that such team fulfills its obligations as a judging team. All reffing teams that fulfill their obligations will receive the maximum amount of seed points (100) for the event they referee. In order for reffing teams to fulfill their obligations they must;

1) have a minimum of 5 refs from their 5-man team or 3 refs from their 3-man team,
2) ref until the event is completed.
3) reffing teams must field the same roster (or very close to the same roster) as they would if they were playing the event instead of reffing. The NLPL will not allow for a team to sign up to ref, and then field a reffing squad that has only 3 rostered members of that team's roster while the remaining team members sign up to play as a "spoiler team". This has been practiced by teams in other leagues and will not be allowed. Any reffing team that has 4 refs for a 5-man team or 2 refs for a 3-man team, may only receive a maximum of 80 seed points. Less than 4 refs from a 5-man team or 2 refs from a 3-man team reffing will cause a forfeiture of reffing seed points for that event. If a team referees a second event for the season, they will receive an average of all events held, minus their reffing seed points for the first event judged.

3.65. To maintain 5-man seed points, a team must have no less than two players off of its original NLPL series roster. Less than 2 of the team's original roster members constitutes a different team, which in turn will carry separate seed points. To maintain 3-man seed points, a team must have no less than one players off of its original NLPL series roster. Less than 1 of the team's original roster members constitutes a different team, which in turn will carry separate seed points.

3.66. Any team that decides to change names in the middle of the series will be allowed to keep and carry over the seed points from the original name to the new name provided that the team notifies the league in writing of the change of names.

3.67. In the event of a tie between teams after final seed points are awarded for the season. If this tie conflicts with any End of Season prizes or awards from the NLPL, there will be a one game playoff between the teams to immediately dissolve the tie. The one game playoff will be played prior to The End of Season Awards Ceremony. In the event that one of the two teams that are in a tie is absent from the last event, making a tie breaking game impossible. The tie will be awarded to the team in participation. In the event that both teams in a tie are absent from the last event. A coin will be tossed.

3.68. Seed points from six events will be added together in order to achieve the final total score. Teams electing to play all six NLPL events will have their lowest score dropped. Teams playing six events or less will stand on all posted scores. In addition only teams playing four events or more will be considered in contention for end of season prizes.

4.0 EQUIPMENT - CLOTHING

4.01. Players may wear any suitable apparrel except sleeveless or tank-top style shirts. Short sleeves and shorts are acceptable provided pads are worn on the elbows and knees.

4.02. Players may not wear excessive amounts of clothing in order to create padding. Only one under shirt is allowed under the player's jersey. Hooded sweatshirts are not allowed.

4.03. Players must wear pants or shirts or jackets that fit well. Players may not wear oversized clothing.

4.04. Players may not wear jackets and or pants, which are made out of highly absorbent material, such as felt or fleece, or of a highly padded or slick nature, such as nylon or rubber. If a player is found to be wearing such material then he will be required to obtain and wear suitable replacement clothing.

4.05. Players may wear a single pair of gloves, with or without full fingers. Gloves may be padded.

4.06. Players may wear nylon neck protection of a single layer. If any other item is being worn around the neck it must be tucked into the player's jersey.

4.07. Any decisions regarding clothing issues not covered in this section are left to the discretion of the Ultimate Referee.

4.1 PROTECTIVE GEAR

4.11. Players must wear goggles manufactured for use in paintball games in good repair and with lenses that are not damaged. These goggles must meet or exceed ASTM Standards.

4.12. Players must wear full-face protection as it comes from the manufacturer in its original form. Goggles altered from their original form will not be allowed for wear.

4.13. Players must wear ear protection that is part of the goggle system that was made by the manufacturer for that goggle system.

4.14. Players may wear forearm and elbow protection(1 per arm), 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.

4.15. Players may wear shin and knee protection, provided that the padding has not been modified for the manufactures original form. Such protection may be worn over or under clothing.

4.16. Male players may wear groin protection and female players may wear breast protection.

4.2 MARKERS

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

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

4.23. 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. Depending upon make or model of the markers, some may require beaver tails and / or tournament caps or may require multiple tournament caps. All regulators require tournament caps such that they can not be adjusted without a tool with the gun gassed or degassed.

4.24. Full autos are not allowed. (Holding down the trigger while the gun continues to fire)

a) if a team is found in possession of a marker either during or after the game to be using a fully automatic (NXL) mode, break out mode or any other variation of a fully automatic function the penalty will be a 100 point penalty, plus the offending player will be will be banned from playing NLPL events and tournament for the period of 12 months. The offending team will play a man down (4 players) for the remainder of the event in which the infraction took place.

4.25. Due to the number of different ways that markers can be made to be illegal and the safety issues these illegal guns create, the NLPL will move to a capped rate of fire. All markers are subject to inspection prior to each game at all NLPL events at all NLPL Tournaments. A marker will be deemed legal once it passes the following criteria:

4.26. The team of any player found to be using a marker in violation of this rule shall receive the following penalty (penalties): 4.27. Gun barrels may be equipped with porting, slots, rifling, but may not have a sound suppresser attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.

4.28. Magazines may use gravity feed, or force feed style loaders/feed systems.

4.29. Players may wear a remote tank hook-up. The remote line may not be worn underneath clothing.

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

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

4.4 OTHER EQUIPMENT

4.42. Players may carry any number of pouches, clips or loaders.

4.43. Vests and pouches may not be constructed in such a fashion that they constitute padding.

4.44. Players may carry multiple squeegees and or swabs.

4.45. Two live players may exchange equipment.

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

4.47. Players must carry all paint, gas and equipment to be used during the course of the game on their person at the start of the game.

4.5 PROHIBITED EQUIPMENT

4.51. Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, paint which is toxic and not biodegradable and paint which has a shell, fill or both altered or augmented in any way.

4.52. Anything not specified in Sections 4.0 through 4.42, inclusive as permitted shall be prohibited unless allowed by the ultimate judge.

5.0 ELIMINATIONS

5.01. A player is eliminated if a paintball shot by a live member of the opposing team or such player's team strikes that player or anything he is wearing or carrying and such paintball breaks upon the object struck. 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 player is hit and marked by a paintball shot by an eliminated member of the opposing team or such player's team, 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. If a judge does not see a paintball shot by a live member of the opposing team or a player's team strike that player or another object, but that player has paint on himself or anything he is wearing or carrying that resembles A hit, such player may be eliminated by such judge. Generally, if the paint marking is reasonably solid and at least the size of a quarter, it will be considered a valid hit. If two opposing players are hit and marked, as provided in this Section :5.01, simultaneously, or if the judges cannot determine which player was hit and marked first, both players will be eliminated. Judges may wipe splatter or non valid hits off a player at the time they are inspected. If a judge observes a direct hit that marks a player, such player will be eliminated regardless of the size of the paint splat.

5.02. Players will be eliminated if any part of their bodies or anything that they are wearing or carrying breaks the plane separating the field from the out-of-bounds area. Such elimination will take place immediately upon the breaking of such plane. Judges, in their discretion, may warn players, once and only once, if they are getting too close to the boundary line of the field.

5.03. Players that are found with tools or other prohibited equipment on the field or those working on their markers in violation of the provisions specified in Section 7.04 hereof will be immediately eliminated.

5.04. Players that separate from any piece of equipment or clothing that they brought onto the game field by more than 5 feet, except squeegees, rags, or pods used in holding paintballs will be immediately eliminated.

5.05. Players that take action which would cause members of the opposing team too reasonably believe that such players have been eliminated, including but not limited to calling himself out or hit, hiding the armbands, holding the markers or open hand in positions above the shoulders, placing objects in the barrels of the markers and carrying them in view of members of the opposing teams or walking in groups of eliminated players, will be eliminated.

5.06. Players whose markers shoot on the field in excess of 300 feet per second will be eliminated in accordance with the provisions of the rules.

5.07. Eliminated players will surrender their armbands to the closest judge and exit the field immediately or at a judge's direction.

5.08. Players may be eliminated for false starts or leaving the starting station before the signal to "GO" or start only if they shoot their gun prior to tagging back up with the start station. If a player false starts and moves more then ten feet from the start station the player will not be allowed to tag up and they will be eliminated.

5.1 ELIMINATIONS - OBVIOUS HITS

5.11. Obvious hits are those which impact and break on easily observable places on the body or equipment being carried or those that have been felt by the player. A judge will determine whether a player felt a hit by where that paintball impacted his body and whether he reacted upon being hit.

5.12. Players who are hit in an obvious location are expected to immediately signal their elimination by announcing "HIT" or "OUT" at the time of such elimination's.

5.13. Such players must then remove their armbands, barrel plug and hold the marker in the air above the head and exit the field immediately by the most direct route or upon the instructions of a field judge, if given.

5.14. Players who are hit in obvious locations which are easily verifiable by such players may not call for a paintcheck. Calling for a paintcheck under such circumstances constitutes continuing to play on.

5.15. Players who are in motion while hit in obvious locations which are easily verifiable will immediately turn their motion away from the opposition, and stop.

5.16. Players with obvious hits in areas which are not easily verifiable, such as the back, may continue to play, but must immediately call on a teammate who can easily verify whether or not the paintball broke to indicate whether or not such player was eliminated. The teammate must respond immediately, and if the hit player was eliminated, he must cease play, signal his elimination and exit the field pursuant to the provisions of the rules. Failure to call on such teammate for verification or failure of such teammate to respond immediately constitutes playing on by the hit player. If no such teammate is available for verification, such player may continue to play, but must immediately call for a paintcheck by a field judge. Failure to call for such a paintcheck immediately will constitute playing on by such player.

5.2 ELIMINATIONS - UNOBVIOUS HITS

5.21. Un-obvious hits are those which impact and break on players or equipment in those areas defined as being not easily observable and those which players receiving the same give no indication of knowledge of them having occurred.

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

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

6.0 PAINTCHECKS

6.01. Paintchecks are performed by judges for the purpose of determining if a paintball has broken on and marked a player.

6.02. Paintchecks are performed by a judge when the judge has observed a player taking fire, when fire is directed into an area occupied by a player that the judge cannot directly observe, when the physical location that a paintball may have broken on is not visible to the judge, or when the judge is directed to do so by another judge.

6.03. Judges may, but are under no obligation to, make a paintcheck after a player has requested one.

6.1 NEUTRALITY

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

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

6.13. A judge calling a player neutral will indicate the same to all players on the field by standing over the player, shouting, "Neutral." and holding his arms above his head or waiving them.

6.14. A player declared neutral cannot be eliminated from the game or moved on, either by opposing team members or his own teammates, while in the state of neutrality.

6.15. A judge may move a neutral player's equipment and or request that such player expose additional areas for examination.

6.16. Players not declared neutral may be eliminated while being checked.

7.0 FLAGS - FLAG CARRIERS

7.01. Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag in any way.

7.02. Flags may be passed from live players to live players.

7.03. A player eliminated while in possession of the flag will hang the flag on the nearest bunker in the area in which he was eliminated and then proceed to the deadbox.

7.04 If the flag carrier makes the mistake of hanging the game flag at his own starting station, flag hang points will be awarded to that games opponent.

8.0 PENALTIES - PLAYING ON

8.01. Playing on entails continuing to act as a player in the game after being eliminated. Playing on includes, but is not limited to, Continuing to fire or otherwise engage the Opposition, continuing to move, except with respect to exiting the field by the most direct route or at the direction of a judge, talking, signaling or otherwise communicating, either to a judge opposing players or teammates, except that a player may say, "I'm hit." or, "Out." or something to that effect once, impeding the progress of opposition players or a judge, hampering a judge in making a paintcheck or a call, discharging or degassing the marker or providing teammates with paintballs or equipment. The penalty for playing on is the removal of a teammate in a one-for-one call, unless, in the judges opinion, such playing on has materially influenced the course of the game, giving the offending player's team an advantage, in which case the penalty for playing on is the removal of two teammates in a two-for-one call.

8.1 WIPING

8.11. Wiping is defined as the active and deliberate removal of paint by a player in order to avoid an elimination or avoid a judge's call.

8.12. Wiping is penalized by the immediate removal of the player from the game and the simultaneous removal of three additional players from the same team.

8.2 FREIGHT TRAINING

8.21. Freight training is the act of utilizing multiple players who move and act in such a manner so that the lead players after being marked and eliminated impede or prevent the timely elimination of other players in the train.

8.22. Judges will allow a freight train to continue, but will remove one player for each instance of continuing to play by any of the freight-training players. When the freight train stops, the players who took multiple hits will also be removed from play.

8.3 INTERFERENCE

8.31. Spectators may be allowed to observe games and the activities on a field but may not:

(i) issue instructions to players on the field.
(ii) make comments about play which are likely to be heard by players on the field,
(iii) have guns in their possession, or
(iv) otherwise interfere with play in any manner whatsoever.

8.32. Team members and associates of the competing teams who interfere with the play of that game will immediately receive a penalty as if a player "played on" on the field and will result in the removal of one or more players from the associated team.

8.4 ASSESSMENT OF PENALTIES

8.41. Judges must assess the penalty prescribed for playing on or wiping.

8.42. Only Head judges may assess penalties that remove points earned on the field.

8.43. Judges will eliminate players for the following infractions:

(1) Unsportsmanlike conduct.
(2) Intentionally shooting at refs.
(3) The use of inappropriate language.
(5) A player going out of bounds or moving the boundary tape.
(6) A player hit in an unobvious location.
(7) A player having tools on the field.
(8) Player fails to tag up with the starting station after a false start.
(9) Failure to wear goggles.

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

(1) A player having tools on the field
(2) Freight training, applied for each infraction.
(3) Continuing to play, hit in an obvious location.
(4) Reentering the field after elimination.
(5) Interference during the course of a game by a person affiliated with the team, not playing in the game.
(6) Playing on after being eliminated. Altering the course of the game.
(7) Engaging in physical contact with another person on the field in a hostile manner.
(8) First Offence for marker violations.

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

(1) Continuing to play, hit in an obvious location, which results in an alteration of the course of the game.
(2) Use of a marker, firing in a prohibited mode.

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

(1) Wiping
(2) Shooting after acknowledging your elimination or from the dead box.
(3) Second Offence of marker violations.

8.5 ADDITIONAL PENALTIES

8.51. A Head judge may assess additional 10 to 50 point penalties on and off of the field for the following infractions:

(1) Each time a player fails to obey a judge's instructions.
(2) Fighting or other hostile contact.
(3) Any action deemed unsportsmanlike conduct by the referee.

8.52. If a penalty is called that results in the removal of the last player from a team, the other team will be awarded the flag hang automatically.

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

(1) 15 point penalty in lieu of a one-for-one penalty.
(2) 30 point penalty in lieu of a two-for-one penalty.
(3) 50 point penalty in lieu of a three-for-one penalty.

8.54. A player prohibited from playing on a team, because his name appears on another team's roster, or otherwise will cause the forfeiture of all the games of such team.

8.55. Any team that intentionally gives up points to its opponent will be disqualified from the tournament and all members of the team playing at the time of the infraction shall be suspended for life from playing in any sanctioned NLPL event.

8.56. Any team that plots with opponents to set scores will be disqualified from the tournament and all members of the team playing at the time of the infraction shall be suspended for life from playing in any sanctioned NLPL event.

8.57. Referee's calls during a game will stand and cannot be changed after a game except in extreme situations with the Ultimate Judge's approval.

8.58. Any player who intentionally slams/spikes a marker will be disqualified for the remainder of the event and will be accessed a 50 point penalty. The offending player's team will finish that event playing short-handed with only 4 players on the field, regardless of the number of players on their team roster. Any player who commits a second offense of slamming/spiking a marker will be disqualified for the remainder of the season.

4.26. Any player who commits their third offence for marker violations will cause his team to have all points amassed up to the point of such discovery removed and such player will no longer be allowed to continue to participate in the Tournament and will be suspended for life from playing in any sanctioned NLPL event. The team of any player who commits his third offence for marker violations will only play with 4 bodies for any remaining games they may have, regardless of the number of players on the team's roster.

9.0 MISCELLANEOUS - DECORUM

9.01. Teams and players thereon attending an NLPL sanctioned tournament shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place.

9.02. Teams and players thereon attending an NLPL sanctioned tournament shall refrain from engaging in any conduct that would bring the NLPL, the tournament, the promoter or any sponsor into disrepute, including, but not limited to, the trashing of hotel rooms, the discharge of loaded markers in ungoggled trafficked areas, the willful destruction of private property, engaging in physical altercations, except in defense of one's person against an unprovoked aggressor, or the commission of a criminal act.

9.03. All teams shall adhere to the administrative rules and regulations promulgated by the promoter of the tournament with respect thereto.

9.04. All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound.

9.05. Any person or team that fails to adhere to the rules and regulations specified in this Section 9.0 shall be prohibited from competing in an NLPL sanctioned event for a period of one year from the date of the infraction.