NPPL Rules


1.0 FIELD STANDARDS

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

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

1.03. All field borders will be free of doglegs, and no section of border will be constructed in such a manner that allows players to shoot over a boundary and back onto the playing field.

1.04. Ten player field flag stations will be located such that neither flag station is visible from the other.

1.05. Five player fields will consist of three flag stations, two team flag stations and a center flag station. The center flag will be placed at midfield, 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.

1.06. Flag stations will be positioned equidistant from both side tapes, based on the field terrain. Team flag stations shall be at least 15 feet from the game field tape line.

1.07. Taking into account terrain, cover, ability to move, fire lanes and topography, 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.

1.08. Ten player fields shall be between 200 to 350 feet wide and 300 to 450 feet long. Five player fields shall be between 150 to 240 feet wide and 200 to 350 feet long.

1.09. There shall be at least one playing field in a class (5 player or 10 player) for every twelve teams registered in the tournament with respect to that class.

1.1 FIELD STAFFING

1.11. Each five player game field shall be staffed by a minimum of 4 field judges (including the ultimate judge), and each ten player game field shall be staffed by a minimum of six field judges (including the ultimate judge).

1.12. Onlyjudges assigned to a field may actually make calls on that field.

1.13. There shall be a minimum of one chrono judge for each ten player game fields and each pair of 5 player game fields.

OFFICIATING

2.0 STANDARDS

2.01. Judges for the 1997 tournaments shall be as specified on Schedule 1 hereto.

2.02. Each judging team is required to supply at least 10 judges from among its first line players for each day of the applicable tournament. Any team that fails or refuses to discharge its duties as specified in this Section 2.02 shall be penalized as specified in Schedule I hereto.

2.03. All judges shall be thoroughly familiar with the rules and regulations contained herein and shall put forth their best efforts in discharging their duties as judges.

2.04. 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 prohibited from competing in any NPPL event for a period of two years from the date of such infraction.

2.05. Radios, will be used by the judging staff for communication with each other.

2.06. Judges will wear shirts and pants of bright colors that will distinguish the judges from the players. Ultimate judges will wear shirts that indicate their status on the game field.

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

2.1 INFORMATION

2.11. Flag Stations will be determined by coin toss prior to the start of the game.

2.12. Judges will not provide information to teams regarding the location of flag stations, terrain, boundaries, game time or progress of a game, either prior to, during or after the game has ended, except with respect to safety concerns.

2.13. 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.

2.2 GAME CONTROLS

2.21. The ultimate judge on the field will begin a game by giving a one minute warning so that each team may hear clearly such warning. The ultimate judge will give such warning with a countdown of, "Three, two, one, one minute." Thereafter, the game will start by the ultimate judge shouting so that each team may hear, by radio or otherwise, either, "Game on." or "Go, 90,90.11

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

2.23. In the event of an emergency situation, the judge discovering the emergency will request that all judges stay off the radios. Other judges on the field will immediately cause all action to stop. Game Time will also be halted for the duration of the emergency

GAME STRUCTURE

3.0 SCORING

3.01. Scoring for ten player games will be conducted on a 100 point system and will be awarded as follows:

(i) a team will be awarded 2 points for every player on the opposing team eliminated;

(ii) a team will be awarded 1 point for every player on such team not eliminated;

(iii) a team will be awarded 20 points if it pulls its opponents' flag first; and

(iv) a team will be awarded 50 points if it hangs its opponents' flag in its flag station.

3.02. Scoring for five player games will be conducted on a 60 point system and will be awarded as follows:

(i) a team will be awarded 2 points for every player on the opposing team eliminated;

(i i) a team will be awarded 1 point for every player on such team not eliminated;

(iii) a team will be awarded 10 points if it pulls the center flag first; and

(iv) a team will be awarded 35 points if it hangs the flag in its opponents' flag station.

3.03. Points are awarded at the conclusion of the game by the ultimate judge.

3.04. Eliminations points will be awarded to the opposing team for every opponent removed from the field during play for the game. A player may be removed from the field for any valid hit, obvious or not obvious to the player eliminated, the surrender or voluntary exit from the field pursuant to which the player acknowledges that he has a hit by indicating his elimination, any erroneous elimination by an official, even though it may later be determined that the call was not valid, any elimination for penalties assessed against a teammate, including the one-for-one penalties, for placing any part of his body or anything he is wearing or carrying out of bounds, unsportsmanlike conduct, concealment of an armband or acting in any other manner indicating elimination, abandonment of equipment (moving at least five feet away from such equipment), except hoppers used to carry paint, being more than five feet from the flag station at the start of the game, or delaying taking the field after being told to do so by the ultimate judge or a field judge.

3.05. A first flag pull occurs when a player not eliminated physically grabs the center flag, in a five player game, of his opponents' flag, in a ten player game, before a player from the other team manages to do the same. Only one team in a game may earn first flag pull points.

3.06. 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 flag station that such flag was not placed in at game start. 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 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.

3.1 TIME AND START

3.11. A ten player game will end at the earliest of (i) a successful flag hang, (ii) the elimination of all players on the game field, or (iii) 25 minutes after the start of the game. A five player game will end at the earliest of (i) a successful flag hang, (ii) the elimination of all players on the game field, or (iii) 15 minutes after the start of the game.

3.12. Each team is expected to report to the chrono station for the applicable game field at least 10 minutes prior to the scheduled start of the game.

3.13. Players who have passed the chronograph will be stationed in a controlled area adjacent to the chronograph area. This area will be supervised by a judge or other tournament official. Players who have passed the chronograph may not leave this area, except to enter the field with a judge. Players in this area may not be handed guns or tools.

3.14. 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.

3.15. 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.

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

3.17. Players must remain within 5 feet of their flag station prior to the start of the game. Any player more than 5 feet away from his flag station at the start of the game will be eliminated from play.

3.18. When the teams are assembled at their respective flag stations, the ultimate judge will give a one minute warning countdown, as in, "Three, two, one, one minute." Such countdown will be heard by both teams. One minute later the ultimate judge will announce the start of the game, heard by both teams, by shouting, "Go, go, go." The game will begin on that signal.

3.19. Games will be scheduled so that there is a minimum of 60 minutes between start of any team's games.

3.2 PRE GAME CHRONOGRAPHING

3.21. All games will be preceded by a pregame chronographing session, pursuant to which each player on each team will be chronographed.

3.22. Only Radar chronographs will be used for an official game chronograph.

3.23. Multiple chronographs may be designated for each playing field so that in the event that a chronograph Is not working, one which was available to the teams can be substituted.

3.24. The chrono judge will take a marker from a player and inspect It 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 of 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.

3.25. Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.

3.26. Players whose markers pass such inspection will step to the chronograph, and the chronograph judge shall chronograph the marker as it would or could be fired effectively on the game field at its maximum velocity. The chrono judge will fire three shots over the chronograph.

3.27. Markers will pass inspection if the average of the three shots is less than 300 feet per second and no one shot is greater than 310 feet per second.

3.28. Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.

3.29. If the player is taking more than one tank onto the game field, the chrono judge may elect to chronograph the marker with both tanks.

3.30. All players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.

3.3 ARMBANDS

3.31. Armbands must be at least 2 inches in width and long enough to fit around the upper arm and constructed so that they are adjustable in length and can be firmly affixed to the arm.

3.32 The sets of armbands will be of contrasting colors so as to be easily distinguishable.

3.33. Each set of armbands will be numbered from 1 through 5 or 10, for five player or ten player play, respectively.

3.34. Armbands shall be worn on the left arm.

3.4 FLAGS

3.41. Flags will be a minimum of 18 inches wide and a minimum of 30 inches long

3.42. Ten player flag colors will correspond to the armband colors.

3.5 NUMBER OF GAMES

3.51. Ten player and five player novice teams will play six preliminary round games, and five player teams at the World Cup will play eight preliminary round games. Such games will be played against teams within the defined division of such team.

3.52. All teams will play three games in each round above the preliminary round in four team divisions. Such games will be played against all the teams within the defined division of such team.

3.53. Teams will qualify for the semi final round in the following manner:

(1) If there are less than 8 teams in the classification (pro, amateur or novice), there will be no semi final round and the top four teams in aggregate points will qualify and play in the final round.

(2) If there are 8 or more teams, inclusive, in the classification, the top team in each classification in each division shall qualify for the semi final round together with that number of wild card teams, based on total points accumulated in the preliminary round so that the number of teams qualifying in such classification for the semi final round is at least 8 and is divisible by 4.

3.54. The top team in each classification in each semi final round division shall qualify for the final round together with that number of wild card teams, based on total points accumulated in the semi final round so that the number of teams qualifying for the final round is 4.

3.55. Team positions at the end of a round of play are determined by total points earned by the teams in such round, subject to the tie breaking positions contained in Section 3.56 hereof.

3.56. In case of a tie score among teams, such tie will be broken, first, by head to head competition, the winner of such contest advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the previous round scores, the team with the greatest score in the previous round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the next previous round scores, the team with the greatest score in such next previous round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the eliminations scored against the teams in the round, the team with the fewest eliminations in such round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the eliminations scored against the teams in the previous round, the team with the fewest eliminations in such round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the eliminations scored against the teams in the next previous round, the team with the fewest eliminations in such round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by NPPL ranking.be broken by the eliminations scored against the teams in the round, the team with the fewest eliminations in such round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the eliminations scored against the teams in the previous round, the team with the fewest eliminations in such round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by the eliminations scored against the teams in the next previous round, the team with the fewest eliminations in such round advancing. If the tie among teams remains after such tie breaking determination, the tie shall be broken by NPPL ranking.

3.6 RANKINGS AND SEEDING

3.61. Team Rankings for the beginning of the 1998 tournament season are set forth on Schedule 2 hereto.

3.62. Ten player team ranking points are earned as follows:

(1) 50 points for first place;

(2) 46 points for second place;

(3) 43 points for third place;

(4) 40 points for fourth place;

(5) 24 points plus 1 point for every 25 game points earned in the semi final round for all semi finalists not in the final four; and

(6) 1 point for every 25 game points earned in the rounds preceding the semi finals for all teams not making the semi finals.

3.63. Five player team ranking points are earned as follows:

(1) 50 points for first place;

(2) 46 points for second place;

(3) 43 points for third place;

(4) 40 points for fourth place;

(5) 24 points plus 1 point for every 15 game points earned in the semi final round for all semi finalists not in the final four; and

(6) 1 point for every 15 game points earned in the rounds preceding the semi finals for all teams not making the semi finals.

3.64. Pro teams will be seeded before amateur teams, and amateur teams will be seeded before novice teams. Teams will be seeded in accordance with ranking points earned during the 1997 season. In case of a tie, the team with the higher ranking in 1996 will be seeded first. In the case teams have no ranking points during 1997 and were not ranked in 1996, teams will be seeded in alphabetical order, not taking into account city, state, country or other jurisdiction forming a part of the name and. or the words "the" and "team".

3.65. Any team that elects to change their status from novice to amateur or pro or amateur to pro will keep only the points earned as an amateur or pro, as the case may be.

3.66. Teams will be awarded ranking points for judging NPPL tournaments. These points will be issued at the end of the listed event, provided that such team fulfills its obligations as a judging team. Subject to the provisions contained in Schedule 1 hereto, those teams judging the a tournament shall receive 50 ranking points as of immediately succeeding tournament. Subject to the provisions contained in Schedule 1 hereto, those teams judging the World Cup shall receive 50 ranking points as of the date immediately following the last day of the World Cup Tournament.

3.66. Teams shall receive ranking points in 1998 equal to the aggregate of the points earned at those tournaments in which such teams participated.

3.67. Scheduling for preliminary and other rounds of play shall be as specified on Schedule 3 hereto.

INFORMATION

4.01. The 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 NPPL Rules, to any team having entered the competition in need of the same.

4.02. A rules meeting will be held on the eve of each competition. The purpose of this meeting is for the judging staff to answer questions concerning these rules.

4.03. A captains' meeting will be held on the eve 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.

4.04. A complete schedule for the preliminary round play, consisting of each team's opponents, the fields it will play on, and its scheduled game times will be distributed during the day prior to the beginning of the competition and, thereafter, posted on the score board.

4.05. All playing fields will be available for review by any team competing in the event for at least four daylight hours prior to the first day of play thereon.

4.06. Teams may examine the fields and/or conduct any other activity to prepare for tournament play. Notwithstanding anything to the contrary contained in this Section 4.06, no team or member thereof shall in any way alter any playing field. If a team is found to have altered or marked a field, such team will be ejected from the tournament and will not be allowed to play another sanctioned NPPL event for six months.

4.07. Only qualified individuals will be allowed to film, photograph, tape or record games. Qualifications thereof will be determined on an individual basis by the promoter.

EQUIPMENT

5.0 CLOTHING

5.01. Each player may only wear one layer of underclothing consistent with the weather of the day for all but unseasonably cold weather. This shall consist of, at minimum, one pair of undershorts and one short or long sleeve t-shirt.

5.02. Each player may only wear one pair of full length pants and one long-sleeved jacket or shirt, either button or pullover style, as long as the colors on the outer garments are not the same as any armbands, flags or judges apparel chosen for use at the event.

5.03. Players must wear pants or shirts or jackets that fit well. Players may not wear oversized clothing. If a judge deems that a player's clothing is oversized, the judge may require new attire or make temporary adjustments using tape, pins, etc.

5.04. Players may not wear jackets and or pants which are made out of a 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.

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

5.06. Players may wear nylon neck protection of a single layer. Players' head and neck protection may not tend beyond one inch below the collarbone in the front and below the shoulders, in the back.

5.1 PROTECTIVE GEAR

5.11. Players must wear goggles manufactured for use in paintball games in good repair and with lenses that are not damaged. Judges, in their sole discretion, may test any pair of Goggles by test firing at them.

5.12. Players must wear ear protection.

5.13. Players may wear forearm and elbow protection, provided that the padding on such protection has not been modified from the manufacturers original form. Such protection may be worn over or under clothing.

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

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

5.2 MARKERS

5.21. Players may use a single, 68 caliber, pump or semiautomatic paintball marker, which consists of a single barrel, a single trigger and a gravity feed style magazine. Double action triggers are prohibited.

5.22. All markers with any form of external velocity adjusters must be modified in such a way such 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.

5.23. Markers may fire at any rate of fire, and may shoot any number of paintballs, provided that no more than one burst of gas is delivered down the barrel for each pull of the trigger.

5.24. Gun barrels may be equipped with porting, slots, rifling, but may not have a sound suppressor attached or integral to the construction of the barrel. Only one barrel will be allowed on field.

5.25. Magazines may use gravity feed or mechanical feed systems.

5.26. A paintball marker capable of firing in full auto mode shall be rendered incapable of firing in such mode in such a manner that a player may not readily change the marker back to full auto mode during a game and such that the modification is readily visible to the judges.

5.27. Players may wear a remote tank hook-up. The remote line may be worn over or underneath clothing.

5.28. Players may not use cloth, neoprene, or other material to cover the paint loaders on the marker.

5.3 OTHER EQUIPMENT

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

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

5.33. Players may carry a single hand towel or wash cloth, provided that it is not of the same color asarmbands, flags, or judges apparel. Players may carry multiple squeegees and or swabs. Players may carry anti-fog cloths or spray.

5.34. Players may carry extra constant air tanks.

5.4 PROHIBITED EQUIPMENT

5.41. Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices and paint which has had shell, fill or both altered or augmented in any way.

5.42. Anything not specified in Sections 5.01 through 5.34, inclusive as permitted shall be prohibited unless allowed by the ultimate judge.

5.5 POSSESSION AND EXCHANGE

5.51. Two live players may exchange equipment.

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

5.53. Players must carry all paint and gas to be used during the course of the game on their person.

TEAMS

6.0 ROSTERS

6.01. Ten player teams may have up to 15 players on their roster, but may field only a maximum of 10 in any one game. Five player teams may have up to 8 players on their roster, but may field a maximum of 5 n any one game.

6.02. No player may appear on more than one ten player team roster and one five player team roster.

6.03. All players must be 18 years of age or older, except that players 12 through :17 years of age will be permitted to play with notarized permission from a parent or legal guardian.

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

6.05. No 5 man novice team can have a pro player or more than I amateur player.

6.06. No 5 man amateur team can have more than I pro player.

6.07. No ten player novice team may have a pro player or more than 3 amateur players on its roster.