Rules

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Located on Rt. 19
Volant, PA

2005 Crazy Cup Rules

1.0 FIELD STAFFING
1.01 Each field will be staffed with a minimum of (4) field judges including (1) head judge.

1.02 There shall be a minimum of (2) time judges per field.

2.0 OFFICIATING

2.01 All judges shall be thoroughly familiar with the rules and regulations contained herein and shall make decisions in a totally unbiased manner.

2.02 Judges will wear bright colored shirts that will distinguish the judges from players.

2.03 Clerical or mathematical errors may be corrected at any time prior to the start of the next round of play. This will be done with both team captains present at such time corrections are made.

2.04 Only clerical and mathematical errors may be corrected after the score has been posted on the scoreboard.

2.05 Flag stations on fields of play for all rounds will be determined by coin toss prior start of the game.

2.06 Judges will not, through action or disaction, deliberately reveal or conceal the locations or actions of players during the course of a game. Judges will not impeed the progress of the game.

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

3.0 GAME CONTROLS

3.01 The head judge will begin a game by giving a ten second warning from center of field so that both teams may hear clearly. The head judge will give said warning with a countdown of “Three, two, one, ten seconds”. Thereafter the game will begin by the head judge shouting, so that each team may hear, “Game on”, or “Go go go”.

3.02 A game will end only when either the 5 minute time limit has expired, or the flag has been hung, by the head judge on the field announcing “Game over”.

4.0 GAME STRUCTURE

4.10 SCORING

(1) A team will be awarded a win when flag is hung in their opponents start station.

(2) A team will be given a loss when flag is hung in their own start station.

(3) If time expires before flag is hung, game is considered a stalemate with both teams receiving a tie.

(4) Eliminations of opponents will be recorded and will be referred to in event of a tie.

4.11 Eliminations will be awarded to the opposing team for every opponent removed from the field of play during play of the game. A player may be removed from the field for any valid hit, obvious or not obvious to the player eliminated, for penalties assessed against a teamate, including one for one penalties, any unsportsmanlike conduct, acting in any manner indicating an elimination, abandonment of equipment (5 feet rule) except pods used to carry paint, or not touching the flag station at start of game.

4.12 A win shall be awarded to team when a live player breaks the plane of the opponents starting station with the flag. Time judge will call time, at which time playing field will become neutral, the hanging player will be checked for valid hang. If hang is valid time judge shall call “Game over”. If player is found to be eliminated the flag is hung in its original position, then time judge shall start time again by announcing, “Game on” and players shall continue play until time expires or another hang occurs.

4.2 TIME AND START

4.21 A game will end when time has expired or the flag has been hung by a live player. The playing time will be 5 minutes.

4.22 Each team shall report to the field no less than one game prior to the teams scheduled game.

4.23 Players reporting to the field will be required to pass chronograph before entering field of play.

4.24 Players with any remaining marks from prior games will be responsible themselves for removal of such marks prior to entering the field to play next game.

4.25 Players will not be permitted to carry tools or prohibited equipment onto the playing field. Any players found with such items shall be penalized by removal from game as an eliminated player. Depending on the item and its use the team may receive additional penalties or removal from tournament without being reimbursed any or all fees.

4.26 Players must touch starting station with marker prior to the sounding of the start of the game. Any player failing to do so will be eliminated immediately at the start of the game.

4.3 CHRONOGRAPHING

4.31 All games will be preceded with a pre game chronographing session, pursuant to which each player of each team will be chronographed.

4.32 Only radar chronographs will be used as official chronos.

4.33 All players whose markers do not pass chrono may elect to enter field with no marker or be counted as eliminated. It is the players responsibility to have his/her gun under chrono limit before reporting to field of play.

4.34 Markers will pass inspection if shot is 290 f.p.s. or less.

4.4 FLAGS

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

4.5 NUMBER OF GAMES

4.51 A minimum of 6 preliminary games will be played.

4.52 Team placement at the end of a round of play are determined by the number of wins and losses of the teams in such round, subject to the tiebreaking provision contained in section 4.53 herein.

4.53 In case of a tie score among teams, such tie will be broken, first by head to head competition the winner advancing. If the tie remains the tie shall be broken by eliminations scored by each team in the round, the team with the most eliminations advancing. Any further ties will be decided by a playoff game or round.

4.6 RANKING AND SEEDING

4.61 Teams will be ranked according to winning percentage throughout entire season.

4.62 Ties at seasons end will be broken by the tiebreaking provision in section 4.53 above.

Top 4 teams in each division, (Rookie, Novice, Amateur), at seasons end will advance to playoffs.

4.63 Teams must play a minimum of 4 events to qualify for the playoffs.

4.64 Any team or player may move up in ranking at any time, however this team or player will remain at this ranking for the remainder of the season.

5.0 INFORMATION

5.01 The promoter will supply tournament information, including information concerning entry fee, an itinerary and schedule of events, a waiver and roster form, to any team having entered the competition.

5.02 A captains meeting will be held on the morning of the tournament. The purpose of this meeting is to provide information to the captains of the teams attending, or to notify of any changes in the tournament.

5.03 A complete schedule for preliminary round play, consisting of each teams opponents, the field the games will be played on, and its scheduled game times will be distributed at the captains meeting.

5.04 All the game fields will be available for review by any team in the competition for at least 2 hours prior to the start of the event.

5.05 Only qualified individuals will be permitted to film, photograph, tape or record games. Qualified thereof will be determined on an individual basis by tournament promoter.

6.0 EQUIPMENT

6.1 CLOTHING

6.11 Each player shall wear only 2 layers of clothing consistent with the weather of the day. Under shorts and a T-shirt may also be worn. Clothing may not hang loose and must be tucked in if judge deems shirt is too loose in such manner worn.

6.12 The colors shall not be the same or similar to flags or judges apparel chosen for use at the tournament.

6.13 Players must wear clothes that fit well, players may not wear oversized clothing. The judge may require new attire or may make temporary adjustments.

6.14 Players shall not wear clothing made of highly absorbent material, such as felt or fleece, or of highly padded or slick nature, such as nylon or rubber. If a player is found to be wearing such material then he or she will be required to obtain and wear suitable replacement clothing.

6.15 Players shall not wear clothing that resembles the color of the tournament paint. Any clothing that has more than 1/4 resembling the tournament paint color will not be allowed. Any clothing having multiple colors in which color spots matching paint colors bigger than a quarter will not be allowed. Any team with questionable clothing shall present such clothing to field director prior to start of event. If clothing is not allowed such player/s must obtain proper clothing before entering the field of play.

6.16 Players may wear a single pair of gloves with or without fingers. Gloves may or may not be padded.

6.17 Players may wear headgear that does not extend beyond 1 inch below the collar bone or below the shoulder blades.

6.18 Players must wear long sleeves to the wrist and long pants to the ankles.

6.2 PROTECTIVE GEAR

6.21 Players must wear goggles manufactured for use in paintball games, in good shape with lenses that are not damaged. These goggles must meet or exceed ASTM standards.

6.22 Players must wear full face protection as it comes from the manufacturer in its original form.

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

6.24 Players may wear forearm, elbow, knee, and shin protection, provided the padding has not been modified from the manufacturers original form. Such protection may be worn under clothing. All protective gear will be subject to inspection by judges at any time.

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

6.3 MARKERS

6.31 Players may use a single, .68 caliber, pump or semi automatic marker, which consists of a single barrel, a single trigger, and a gravity feed magazine. Double action triggers are prohibited. A paintball marker firing in full auto mode shall be rendered incapable of firing in such mode and in such a manner that a player may not readily change the marker back to full auto mode during the game and such that the modification is readily visible to judges.

6.32 All markers with any form of external velocity adjustment must be modified in a way that the velocity adjustor is not readily accessible during the course of the game. Depending on the make and the model of the markers, some may require beaver tails and/or tournament caps. All regulators require tournament caps such that they cannot be adjusted without a tool with the gun gassed or degassed.

6.33 The definition of a trigger is the movable lever or button that comes in contact with the finger. A trigger pull requires an exertion of force by the finger on the trigger and a release of force by the finger on the trigger during every firing cycle. Markers may fire at any rate of fire, and may shoot any number of paintballs, providing that no more than one ball is delivered as each pull of the trigger occurs.

6.34 Enhanced trigger guns are guns that deliver over 1 per pull of the trigger using techniques such as, but not limted to, switch bounce. These guns using this type of system may NOT be used.

6.35 All markers are subject to inspection at any time during the tournament and the player of any team found to be using a marker in violation of rule 6.33 shall have all points up to the point of discovery removed and such team will no longer be allowed to continue to participate in the tournament.

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

6.37 Players may wear remote tank hook up. The remote line may not be worn under clothing.

6.38 Players may not use anything to cover the paint loaders on the gun. Cloth or neoprane tank covers will be allowed.

6.39 Barrel plugs or condoms will be required at all times exept on the field or the target range.

6.4 OTHER EQUIPMENT

6.41 Players may carry any number of pods, clips, or loaders.

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

6.43 Players may carry multiple squeegies and swabs.

6.5 PROHIBITED EQUIPMENT

6.51 Prohibited equipment includes listening devices and any form of electronic surveilance device, incendiary devices, smoke producing devices, and paint which is not tournament paint purchased at Crazy Dave’s.

6.6 POSSESSION AND EXCHANGE

6.61 Two live players may exchange equipment.

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

6.63 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.

7.0 ROSTERS

7.1 Teams may have up to 7 players on their roster, but may field a maximum of 5 players in any 1 game.

7.2 No player may appear on more than one roster in a single tournament.

7.3 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 a signed waiver from a parent or legal guardian.

7.4 Team rosters will only be accepted after all fees have been paid in full.

7.5 No amateur team may have more than one pro player.

7.6 No novice team may have more than one amateur player.

7.7 No rookie team may have more than one novice player.

7.8 A player shall be deemed to be and shall be amateur or novice only if he/she participates in any Crazy Cup event as such. Players may move up in classification, but they will remain at this division the remainder of the season, and rankings will not qualify any longer.

7.9 All teams must submit a complete roster prior to play.

7.10 Teams must play under the same name for the entire season and may not transfer points or rankings, if the teams name is changed, even if the roster is the same.

8.0 GAME PROCEDURES

8.1 CHECKOUT PROCEDURES

8.11 Players that are eliminated, immediately upon elimination, must exit the field by the most direct route or as directed by the field judge. Players that take routes that are not the most direct and are meant to conceal from the other team such a players’ elimination, or players that refuse to follow a judges direction on leaving the field, constitutes playing on.

8.12 All live players at the end of the game must present themselves to the field judge at the center of the field for inspection. At this time a judge will inspect the player for hits. Failure to report to center of the field will result in being automatically eliminated.

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

8.2 GAME ENDING PROCEDURES

8.21 Games will end pursuant to the provisions of section 3.02 hereof, upon a successful flag hang or elapse of time.

8.3 FORFEITS

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

8.32 Any team which is scheduled to oppose a team that has forfeited will receive a win and the forfeiting team will receive a loss for that game, unless the opposing team also forfeited that game, in which both teams will receive a loss for that game.

8.33 Once a forfeit is declared, the forfeited game will not be rescheduled and will stand, except if the reason for having missed the game was completely beyond the control of the team declared to have forfeited that game, such as travel and weather related delays.

8.4 GAME STOPPAGES

8.41 Game stoppages will only occur in the case of an emergency, dangerous weather conditions, other “acts of God” or a physical altercation on the game field.

8.42 Only the ultimate judge may declare the game stopped.

8.43 All judges will note the location of all players at the time the game has been stopped. Once the game has been stopped, the judges will insure that the players remain in those locations, judges will check all players and remove all players who were eliminated before stopping of the game. Judges will confer to review the sequence of events prior to the game stoppage. If penalties need to be assesed, they will be assesed at this time. Players with hits may be reinstated into the game if field judges determine, in their discretion that a player was eliminated as a direct result of illegal actions which led directly to the game stoppage. Once the condition has been resolved all live players and flags are placed in proper position by field judges, the head judge will restart the game in accordance with the procedures specified in section 3.01 hereof.

8.44 If players are forced to leave the field of play due to extreme weather etc., the game will be restarted and all that has transpired before stoppage will be disregarded.

9.0 PAINTCHECKS

9.1 WHEN PERFORMED

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

9.12 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.

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

9.2 NEUTRALITY

9.21 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.

9.22 No flag carrier will ever be stopped or declared neutral for the purpose of performing a paintcheck.

9.23 A judge declaring a player neutral will indicate to all players, by standing over the player and shouting, NEUTRAL, and waiving his hands above his head.

9.24 A player declared neutral cannot be eliminated from the game or be moved on, either by opposing players, or by teammates, while neutral.

9.25 A judge may move a neutral players’ equipment and/or request that such player expose additional areas for examination.

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

9.3 FLAG CARRIERS

9.31 When a player carrying the flag breaks the plane of the flag station, the time judge will signal “time”and the player carrying the flag is immediately declared neutral.

9.32 The flag carrier will be subjected to a paintcheck immediately.

9.33 If the flag carrier is clean the judge will declare “game over” to the head judge who will then announce the completion of the game in accordance with the provisions specified in section 3.02 hereof.

10.0 OBVIOUS HITS

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

10.02 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.

10.03 Such players must then barrel plug their marker and hold it above their head and exit the field immediately by the most direct route or upon instruction of a field judge, failure to do so will constitute playing on.

10.04 Players who are in motion, when hit in obvious locations, which are easily verified, will immediately turn their motion away from the opposition and stop.

10.05 Players with obvious hits in places which are not easily verifiable, such as the back, may continue to play, but must immediately call upon a judge who can easily verify whether the paintball broke to indicate whether or not such player is eliminated.

10.1 UN-OBVIOUS HITS

10.11 Un-obvious hits are those which impact and break on players or their equipment in those areas defined as being not easily observable and those which players give no indication that they have occured.

10.12 Should a player with an un-obvious hit become aware that they have been validly marked, such shall constitue an obvious hit.

10.2 ELIMINATIONS

10.21 A player is eliminated if a paintball shot by a live player strikes that player or any of his equipment he is carrying and such paintball breaks leaving a mark. If the paintball does not break the player is not eliminated. If a player is marked by a player that has already been eliminated, such player is not eliminated. If a paintball strikes another object first and breaks upon that object, before marking a player or equipment, such player is not eliminted. If a judge does not see the paintball strike the other object, but the player has paint on himself or the equipment he is carrying and the paint resembles a hit, this player may be eliminated. If two opposing players are hit and marked simultaneously, or if the judge can not determine which player was hit and marked first, both players are eliminated.

10.22 Players that are found with tools or other prohibited equipment or clothing on the field, or those working on their marker will be eliminated immediately.

10.23 Players that seperate from any piece of their equipment or clothing that they brought onto the game field by more than 5 feet, except squeegies, hoppers, or pods used to carry paintball, will immediately be eliminated.

10.24 Players that engage in unsportsmanlike conduct, failing to obey a judges directions with respect to moving on neutral players, preventing a judge from making a call, shooting at judges, excessive shooting of an eliminated players, requesting of paintchecks to distract judges from checking them or their teammates or to locate opposing players, or verbal abuse of opposing players or judges will be eliminated.

10.25 Players that take action that cause members of an opposing team to reasonably believe that such player has been eliminated, including but not limited to, holding marker in a position above the shoulders, placing an object in the barrel of a marker, or walking in groups of eliminated players, will be eliminated.

10.26 Players may be eliminated as a penalty called by a judge for infractions commited by teammates.

10.27 Eliminated players will exit the field immediately or upon judges direction.

FLAGS

11.0 FLAG CARRIERS

11.01 Once a flag is hung in its starting station, prior to the start of a game, the flag may not be touched by teams.

11.02 Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag. Penalty for doing so is elimination of that player.

11.03 Flags may be passed from live player to live player.

11.04 A player eliminated while carrying the flag will drop the flag immediately, a judge will hang it back in its original starting position.

11.1 FLAG HANGS

11.11 When a player breaks the plane of a teams flag station with the flag, the judge will call time. Time of the call will be recorded.

11.12 If the flag carrier breaking the plane of the flag station is found to have a hit on him/her the judge will rehang the flag and game and time will be restarted.

11.13 If the flag carrier breaks the plane of the flag station is found to have no hit on him/her the game will be declared over.

12.0 PLAYING ON

12.01 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 opposition, continuing to move, (except to exit the field by the most direct route, or by direction of a judge), talking, signaling, or otherwise communicating, either to a judge, opposing players, or teammates, (except that a player may say “Hit” or “Out”). Impeding the progress of an opposing player or of a judge, discharging or degassing the marker, or providing teammates with equipment or paintballs.

12.02 The penalty for playing on is the removal of that player and a teammate in a one for one call, unless in judges opinion such playing has influenced the course of the game, giving the offending team and advantage, in which case the penalty for playing on is the removal of two teammates in a two for one call.

12.1 WIPING

12.11 Wiping is defined as the active and deliberate removal of paint by a player in attempt to avoid elimination.

12.12 Wiping is penalized by the immediate removal of the player from the game and the simultaneous removal of 3 additional players of the same team.

12.2 FREIGHT TRAINING

12.21 Freight trainging 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.

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

12.3 INTERFERENCE

12.31 Spectactors may be allowed to observe games and the activities of the field but may not:

(1) Issue instruction to players on the field.

(2) Make comments to or about players on the field.

(3) Have guns in their possession.

(4) Or otherwise interfere with play in any manner whatsoever.

12.32 Team members and associates of the competing team who interfere or communicate with players on the field will immediately receive a penalty for the team on the field and one or more players of such team may be removed from play.

12.4 ASSESSMENT OF PENALTIES

12.41 Judges must assess the penalty prescribed for playing on and wiping.

12.42 Judges may assess any penalty, if no live players remain on offending team, by accordingly removing eliminations scored by offending team in that game. If no eliminations were scored, eliminations scored previously will be taken away.

12.43 Judges will issue a verbal warning for the following infractions:

(1) First offense faiure to observe a neutral call.

(2) First offense failure to use a barrel plug/condom.

(3) First offense abuse of paintcheck call.

(4) First offense use of inappropriate language.

12.44 Judges will eliminate players for the following infractions:

(1) Second offense failure to observe a neutral call.

(2) Second offense failure to use barrel plug/condom.

(3) Second offense abuse of paintcheck call.

(4) Second offense use of inappropriate language.

(5) Aggressive movement during a neutral call.

(6) Not touching the flag station at start of the game.

12.45 Assessment of the one for one rule, the removal of the player commiting the infraction and a teammate, will take place for the following infractions:

(1) Freight training applied for each infraction.

(2) Continuing to play with a hit in an obvious location.

(3) Playing on.

(4) Interfering during the course of a game by a person affiliated with a team but not playing in the game.

(5) Engaging in physical contact with another player on the field in a hostile manner. Possible 3 for 1.

12.46 Assessment of the two for one rule, the removal of the player commiting the infraction and the removal of two teammates, will take place for the following infractions:

(1) Continuing to play with an obvious hit that results in the alteration of the outcome of the game.

(2) Use of an illegal marker.

12.47 Assessment of the three for one rule, the removal of the player commiting the infraction and the removal of three teammates, will take place for wiping or physical contact.

12.5 ADDITIONAL PENALTIES

12.51 A head judge may assess additional one for one penalties during the game for the following infractions:

(1) Each time a player fails to obey a judges instructions.

(2) Fighting or other hostile physical contact.

12.52 Judges calls during a game will stand and cannot be changed after a game except in extreme situations with the ultimate judge and the tournament promoters approval.

12.53 Voice/talking timers must be turned off after eliminated players exit the field and enter the dead box, failure to do so is elimination of one team member.

13.0 EXTREME UNSPORTSMANLIKE CONDUCT

13.0 A player will be eliminated from play and subject to possible suspension of play for a period, no less than one game and no more than one year. The Ultimeate Judge will assign suspensions for extreme unsportsmanlike cases listed herein:

(1) Overshooting another player with malicious intent.

(2) Physical contact.

(3) Firing onto the playing field from outside of the boudaries or from the deadbox.

(4) Abusive language and physical threats directed at an opponent or at a judge.