Colorado Paintball Club Rules of
Play --------------------------------------------------------------------------------
Version 2.01- August, 2002
INDEX Section 1.0- Application Section 2.0-
Terms and Definitions Section 3.0- Safety Section 4.0-
Paintgun Limitations Section 5.0- Paintgun/Power Source
Classes Section 6.0- Eliminations Section 7.0- Game
Rules Section 8.0- General Conduct, Sportsmanship, and
Etiquette Section 9.0- Discipline Section 10.0- Availability
of Rules, the Charter, and Other Guidelines
1.0 APPLICATION a. Due to the fact that members
of the Colorado Paintball Club may frequent many fields, Rules of
Play must be standardized to avoid confusion amongst players and
help promote fun and safe play. b. These Rules of Play apply to
Members and their Guests on Colorado Paintball Club days. c.
Many of the Rules of Play have been established to promote fun, fair
play and sportsmanlike conduct. d. When playing as a walk-on,
Members are to follow the local rules, and abide by the guidelines
of The Colorado Paintball Club Charter. e. Any local field rule
that is of a higher standard than any rule established herein, the
field rule shall override the applicable Colorado Paintball Club
Rule of Play. Example: if a field rule states that players are not
permitted to bring their paintguns into the Designated Safe Area,
this rule overrides the Rules regarding the handling and use of
paintguns and barrel plugs in the Designated Safe Area. f. Any
local field rule that is of a lower standard than any rule
established herein, the Colorado Paintball Club Rules of Play will
override the applicable field rule. For instance, if a field rule
only requires players to chronograph once a day, and field rentals
do not have to be chronographed, the rules involving chronographing
will take priority over the field rule. g. Where Item 1.e. is
impractical (Example: a Member participating as a walk-on), the
Member shall abide by the Club Charter and all applicable Club Rules
(especially Section 3.0- Safety).
2.0 TERMS AND DEFINITIONS a. Designated Safe
Areas The area where players can remove their goggles and where
BARREL PLUGS MUST BE INSERTED and where NO SHOOTING IS ALLOWED. The
location and boundaries of these areas will be exactly defined by
the field staff. b. Designated Shooting Area The area where
GOGGLES MUST BE WORN and where it is permitted to remove barrel
plugs and discharge paintguns. This includes (and is not limited to)
the playing areas (fields), the range, and the chronographing
station. The location and boundaries of these areas will be exactly
defined by the field staff. c. Dead Zone The area where
players proceed after they have been eliminated from a game. i. A
Dead Zone is generally within the Designated Shooting Area.
Therefore, BARREL PLUGS MUST BE INSERTED and GOGGLES MUST BE WORN in
the Dead Zone. ii. The boundaries/locations of the Dead Zone(s)
will be exactly defined by the field staff before each game. d.
Walk-on Play When any Colorado Paintball Club Member is playing
as guest of another group, where the Members are the minority. (This
pertains only to Members of the Colorado Paintball Club, and is not
the general definition of a walk-on player.) e. Colorado
Paintball Club Club Day Any event that is exclusively for
Colorado Paintball Club Members and their invited Guests. f.
Field Staff (or Referee, or Ref) Any person who is working at a
paintball field in an official capacity. g. Member Any person
holding a Colorado Paintball Club membership card is considered a
Member of the Contingent. h. Guest Any person playing
paintball at a Colorado Paintball Club Play Day is considered a
Guest of the Contingent.
3.0 SAFETY a. Field Staff - Field staff
instructions will be obeyed at all times. b. Goggles i. The
only goggles which are permitted to be used are those specifically
designed for paintball. ii. The goggles must have face
protection (a mask), and the mask must at least cover the front of
the face. iii. The goggles should have ear protection. If the
goggles do not, players are advised that they should have some
protection against paintballs entering the ear canal (such as a hat
or bandana). iv. Goggles are to be worn in the Designated
Shooting Areas. Goggles are to be put on BEFORE players enter this
area. v. Goggles may only be removed in the Designated Shooting
Area under the direction of Field Staff. The procedure for this will
be described by the Field Staff should the need occur.
c. Barrel plugs i.
Barrel plugs will be inserted into the muzzle of the paintgun in any
Designated Safe Area. Barrel plugs will be inserted BEFORE the
player enters this area. ii. Squeegees or socks are not
acceptable substitutes for barrel plugs. iii. Paintguns will NOT
BE DISCHARGED FOR ANY REASON while in the Designated Safe Area.
d. Chronographing i. ALL paintguns, including field rentals,
will be chronographed. ii. Paintguns will be set at no higher
than 300 feet per second for outdoor play and 250 feet per second
for indoor play (unless the field requires lower velocities).
iii. More experienced players are to aid those less experienced
at chronographing. iv. Paintguns will be chronographed:
§ Before play begins
at the first of the day;
§ Before play begins
after lunch; § After
disassembly, and subsequent reassembly, of a paintgun;
§ After changing
barrels; § When
requested by a member of the Field Staff; and
§ When requested by
another player. v.
Paintguns should be chronographed:
§ After changing
constant air tanks; §
After turning off, and subsequently turning on, constant air tanks;
and § After
decoupling, and subsequently recoupling, remote systems. vi.
Chronographing of a paintgun shall be witnessed by another Member,
or a member of the Field Staff. e. Strongly recommended personal
safety equipment i. For men, athletic support with a hard
plastic cup. ii. For women, additional shielding or padding for
the chest. iii. Neck protection - ideally, a neck protector
designed for ice hockey, however, a turtleneck shirt, or a bandana
tied around the neck will suffice. f. Recommended personal
safety equipment i. Gloves. Fingerless gloves (such as cycling
gloves, or those made specifically for paintball) are best as they
provide hand protection while permitting fine manipulation of the
paintball gun and equipment. ii. Shin pads. These protect the
shins against injury caused by falling or otherwise striking roots,
low-hanging branches and rocks, as well as painful paintball hits to
the shins. iii. Knee pads. These protect the knees against
injury caused by falling, as well as increase comfort and stamina
when crawling, hiding and/or shooting from a kneeling position.
iv. Elbow pads. These protect the elbows against injury caused
by falling, as well as increase comfort and stamina when crawling,
hiding and/or shooting from a prone position. v. Hat/head
covering. These reduce the pain of paintball hits to the head, as
well as keeping the hair paint-free. In summer, a hat can reduce sun
burn and sunstroke. In winter, a hat helps the player retain heat.
g. Miscellaneous i. No tools or weapons of any kind shall be
carried onto a playing field. ii. Incendiary, explosive or smoke
generating device are not permitted. iii. Aggressive physical
contact between players is not permitted. iv. The use of any
intoxicant is not permitted before arriving at the field and while
at the field.
4.0 PAINTGUN LIMITATIONS a. Access to any
velocity adjustment device must involve partial or complete
disassembly of the paintgun or components thereof and/or require the
use of tools to do so. b. Paintguns may fire at any rate of
fire, and may shoot any number of paintballs, provided that no more
than ONE burst of gas is expelled for every pull AND release of the
trigger, AND providing they fit the Paintgun and Power Source Levels
of the Class of play applicable for that day. c. Autotriggers on
pump action paintguns are permitted, providing they fit the Paintgun
and Power Source Levels of the Class of play applicable for that
day. d. Paintguns capable of select fire (both semi- and
full-auto) are to be modified in such a way that the capability to
select full-auto is not readily available during the course of play.
(Providing they fit the Paintgun and Power Source Levels of the
class of play applicable for that day). Access to the selector
switch must involve partial or complete disassembly of the paintgun
or components thereof and require the use of tools to do so. e.
The paintgun may be fed by any means, providing it fits the Paintgun
and Power Source Levels of the Class of play applicable for that
day. f. Nitrogen and high-pressure air (HPA) power sources are
acceptable, providing they have been purchased pre-assembled from a
reputable dealer. A list of reputable dealers may be obtained from
the Club President upon request. g. Personal fill stations of
any type (CO2, nitrogen, or HPA) will not be permitted, unless the
owner can prove they have been properly trained in its operation.
h. Players are not permitted to mix two different gases (known
as "cocktailing"), as this poses a significant safety
hazard
5.0 PAINTGUN/POWER SOURCE CLASSES The following
classes will be used to ensure that all players have the opportunity
to play on as equal a technological level as is realistically
possible. These classes apply to CPC Club days only. The Club
has no control of player-carried technology in any other event or
walk-on play day. a. Semi Class Paintgun Level: Any
operating system that does not conflict with Section 4.0. Power
Source Level: Any type of CO2 powered system.
b. Pump Class Paintgun Level: Any operating
system that requires the paintgun to be manually manipulated to load
a paintball and/or @#%$ the action and does not conflict with
Section 4.0. This class also includes semi-automatic markers whose
capacity is restricted to ten paintballs, either by the marker's
original design, or by the addition of a stick feeder. Power
Source Level: Any type of CO2 powered system.
c. Twelve Gram Class Paintgun level: Any
operating system that does not conflict with Section 4.0. Power
source level: 12 gram CO2 "powerlette" only. Quick changers may be
of any design, so long as the paintgun is only capable of being
powered by one twelve gram. Back check valves are
permitted.
d. Stock Class
Paintgun level: In accordance with (Not Applicable
At This Time) . Power source level: In accordance with (Not
Applicable At This Time) .
e. Players can play at a lower class, should they so
desire. For instance, if the Playing Class for the day is
established as Pump Class, it is permissible to play Stock Class.
f. When players elect to play at a lower class, the paintgun and
power source levels cannot conflict with the levels set in the Class
for the day. For instance, if the Playing Class for the day is
established as Pump Class, it is permissible to play Twelve Gram
Class, as long as the paintgun requires to be manually manipulated
to load a paintball and/or @#%$ the action and does not conflict
with Section 4.0. g. Paint Limits Per Game. While not a paintgun
class, it can be added to any class. Players will be restricted to
shooting a fixed number of paintballs (generally 30 or 50) per game.
This may be applied to a full day of play or applied per game on an
ad hoc basis. h. The Class and Paint Limits Per Game will
publicized along with the game date and field location. Example: 29
Feb, High Plains Paintball field, 12 Gram Class, No Paint Limits Per
Game.
6.0 ELIMINATIONS a. An elimination occurs under
four circumstances: i. Any time a paintball HITS and BREAKS
anywhere on the player, their equipment or paintgun, that player is
eliminated from play. "A splat's a splat, no matter where it's at.";
ii. Any time that a player indicates by WORD ("OUT!"
(preferred), "HIT!", or "DEAD!") or GESTURE (Raising one or both
(preferred) hands above the head) that they have been eliminated,
that player is eliminated from play; iii. Any time a player
surrenders voluntarily; and iv. As dictated by specific rules:
the “Three Shot” rule, the “Surrender” rules, and “Bunker Buzzing”
rules. b. If the paintball HITS but DOES NOT break, that player
is still in the game, UNLESS THAT PLAYER INDICATES BY WORD OR BY
GESTURE THAT THEY HAVE BEEN ELIMINATED FROM PLAY. As a courtesy to
his/her opponent, the player shall announce "BOUNCE" or "NO BREAK"
(preferred). c. When eliminated, the player MUST indicate by
saying "OUT!" (preferred), "HIT!", or "DEAD!" in a loud voice and
raise one or both (preferred) hands above the head. The player then
proceeds to the Dead Zone. d. Eliminated players i.
Eliminated players are not permitted to communicate with other
non-eliminated players in any way. ii. Eliminated players are
not permitted to purposely interfere with the course of the game.
iii. Eliminated players are expected to act in such a way that
other players know that they have been eliminated from play (by WORD
and GESTURE), until they are off the field of play. iv.
Eliminated players must keep in mind that they may be hit, after
being eliminated, if they are not displaying behavior as outlined in
Rule 6.d.iii. It is the eliminated player's responsibility to exit
the field in a rapid, interference-free and "pain-free" manner, not
the players still actively playing.
7.0 GAME RULES a. Players will be briefed on the
format (one flag, two flags, straight elimination, etc.), the time
limit, the elimination rules (one hit/out, reincarnation, etc.), and
any special rules/restrictions by the Field Staff before each game
or series of games begin. b. Winning the game. i. Standard
Capture the Flag. The team who first captures the opposing team's
flag AND hangs it in their own flag station, before the time limit
expires, will be declared the winner of the game. ii. For any
other game, the objective will be clearly stated by the Field Staff
before the game begins. c. During any Capture the Flag game, if
the player carrying the flag is hit, the player must drop the flag
immediately. d. During any Capture the Flag game, the flag must
be carried so that is fully exposed and cannot be rolled up and/or
hidden under clothing.
8.0 GENERAL CONDUCT, SPORTSMANSHIP AND ETIQUETTE
Certain actions, while not technically illegal in paintball, are
incompatible with the spirit of recreational play and thus will not
be tolerated or practiced by Members participating in Colorado
Paintball Club Play Days or as walk-ons. In general, Members are
expected to adhere to the tenants of common sense and the Colorado
Paintball Club Charter. This section clarifies the conduct expected
of a Member in some common paintball circumstances: a. The Three
Shot Rule. If a single player marks another player with three or
more shots in rapid secession, the player who was shooting is also
out of the game. b. Efficient and Courteous Paint Checks. Often
in recreational play, Field Staff are not readily available to
conduct paint checks on players upon request. Therefore, when a
player believes he has marked an opponent, and the opponent does not
indicate the elimination by word or gesture, the player may request
the opponent to "CHECK YOURSELF", providing the general location of
the mark ("ON YOUR RIGHT LEG", or "ON YOUR LOADER"). While an
opponent is checking the location, the player shall not continue to
fire at or move on that particular opponent. Note that players who
are checking themselves without prompting from an opponent are not
included in this rule. This is because checking yourself is an
integral part of the game. Players requested to check themselves are
given the courtesy to be allowed to do so. This also prevents the
use of "CHECK YOURSELF" to be an intentional distraction to gain an
unfair advantage. c. Surrender Rules. Players are not to be
marked at ranges of ten feet or less. Opponents that are unware of a
players presence (i.e. approached stealthily from behind) must be
offered quarter (a surrender) at dangerous "point-blank" ranges.
i. A surrender is accomplished by maneuvering (unseen) within 10
feet of an opponent and asking the opponent to "SURRENDER!" in an
authoritative voice. ii. When a player is asked to surrender,
and that player decides to surrender, that player MUST indicate
their surrender IMMEDIATELY by saying "OUT!" (preferred), "HIT!", or
"DEAD!" and raising at least one arm in the air. The surrendering
player then leaves the field of play to the area designated for that
game. iii. ANY OTHER ACTION other than the player saying "OUT!"
(preferred), "HIT!", or "DEAD!" and raising at least one hand above
the head will be interpreted as non-compliance and result in that
player being shot by the player who offered quarter (surrender). In
this case, the player who offered quarter must make every attempt to
mark the other layer in an area where it will not cause injury or
undue pain (for example, boot or buttock). iv. Notwithstanding
Rule 8.c.iii, surrenders will always be given and taken on CPC Club
Days. Players will have no other choice but to surrender when asked
to. v. In the application of the Surrender Rules, common sense
will always prevail. For example, demanding the surrender of an
opponent halfway across a field will be considered a taunt at best,
ludicrous at worst. d. Bunker Buzzing. The high-risk tactic of
"buzzing a bunker" (also known as "buzzing", "bunkering",
"stabbing", and "rushing") - rapidly and stealthily approaching a
bunker in order to surrender an opponent - is permitted, with the
following caveats: i. This tactic is best performed by and on
experienced players. New and newer players will have the tendency to
"shoot first, ask for (or accept) surrenders later". ii. The
player attacking the bunker bears most of the responsibility to
ensure the risk to him/herself and the defending player is
minimized. This can be accomplished by:
§ not "buzzing" the
bunker at all; § being
reasonably sure that the defender is unaware of the attacker's
presence; §
approaching the bunker very rapidly;
§ deeking to the side
(as opposed to over the top) of the bunker; and
§ asking for the
surrender in a loud and authoritative manner.
iii. The player
defending the bunker bears some of the responsibility to ensure the
risk to him/herself and the attacking player is minimized. This can
be accomplished by: §
being aware of his tactical situation at all times;
§ suppressing (or
eliminating) charging players as early in the charge as possible;
and § reacting
correctly to a surrender request (see Rule 8.c.). e. Dean Man's
Walk. The so-called "Dead Man's Walk" is not permitted. This is a
technique wherein a player pretends to have been eliminated by
walking casually on the field in a non-aggressive manner. When said
player has reached an advantageous point on the field (i.e. behind
his opponent(s)), he/she immediately engages in play. While this is
not cheating in the strictest sense, it is unsportsmanlike to take
advantage of another player's trust in this way.
9.0 DISCIPLINE a. Disciplinary actions will be
taken against players for: i. Flagrant disregard for safety;
ii. Repeated safety infractions; iii. Any form of cheating;
iv. Arguing with field staff; v. Abusive behavior; and
vi. Conduct unbecoming a Member of the Colorado Paintball Club.
b. Disciplinary actions i. Minor infractions. Offending
players will not be permitted to play one or two games; and ii.
Repeated minor infractions, and major infractions. Offending players
will be told to leave for the remainder of the day c. Players
who are told to leave for the day will no longer be considered
Members of the Colorado Paintball Club. They will be asked to return
their membership card and hockey jersey, and will be refunded the
full amount they paid for them. d. Disciplinary actions will be
decide upon by at least three Members of the Colorado Paintball
Club, who will be selected by the President. e. Incidents
involving Members who play as walk-ons and are disciplined by local
Field Staff will be investigated by the Club to decide if
disciplinary action is warranted.
10.0 AVAILABILITY OF RULES, THE CHARTER, AND OTHER
GUIDELINES a. The following are available to all Members and
Guests of the Colorado Paintball Club: i. Colorado Paintball
Club Rules of Play (this document); ii. Colorado Paintball Club
Charter b. Hard copies of the aforementioned are retained by:
i. Club President ii. Club Vice-President iii. Club Field
Officer, as designated
The Colorado Paintball Club offers it’s sincere appreciation
to the Canadian Contingent Paintball Club for the original
development of this document and their subsequent willingness in
sharing it.
Source: Canadian Contingent Paintball Club.
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