ACES 2008 5 Man Rulebook

 

ACES5 TOURNAMENT FORMAT

The Alabama Challenger Event Series 5 Man (ACES5) is a 5 man format, center flag, 5 minute unlimited paint event format. Open divisions only. All teams will play 5 preliminary games, for a maximum possible score of 500 points. The top eight scoring teams will advance to a semi-final round. There will be a graduated scale in  for the number of teams that will go to the Semi Finals. If there are 8 or fewer teams, 4 teams will go to the Semis and play a round Robin for the winners. (No Finals). If there are 9 to 12 teams, 6 teams will go to the Semis and play an odd/even division semis.  If there are 13 or more teams in the Division, 8 teams will go to the Semis and play an odd/even division semis.

Winners of the semifinal round will play off for the top 4 places, 1st place in the odd and even Divisions play for 1st and 2nd in the event, 2nd place winners in the odd and even divisions play for 3rd and 4th in the event.

 

 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 tournament producer is the final authority regarding these rules. The producer may designate an overall director of judging. The judging staff (“referees” or “marshals”) also may include one or more ultimate referees, head field referees, field referees, chronograph referees, 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 tournament producer may modify these rules as necessary. Questions regarding modifications should be directed to the tournament producer or his designated representative before the tournament begins.

 

1.0 EQUIPMENT & SUPPLIES

1.1 Paintguns & Power Systems:

A. Paintguns must meet manufacturer and insurance safety guidelines regarding triggering mechanisms, the trigger guard, and safety devices such as a barrel plug.

B. Each player may carry and use only one paintgun and barrel per game.

C. No external velocity adjusting devices, which would allow a player to adjust the velocity of his paintgun without the use of tools or disassembly, are permitted. All velocity-affecting pressure regulators, which can be adjusted without the use of tools or by disassembly, must have locking rings or tournament caps.

D. Only pump or semi-automatic paintguns are allowed. It is each player’s responsibility to consult with the tournament producer prior to the event regarding definitions and limitations of this rule

E. Paintgun Power Sources: All paintguns must use either CO2 (carbon dioxide) or compressed air/nitrogen as the power source unless the producer specifically approves other sources. All components (fittings, hoses, valves, cylinders, etc.) of the high-pressure system must meet the manufacturer’s safety standards.

F. At tournaments that do not restrict the type(s) or number of gas power sources/cylinders, a player may carry multiple systems onto the field as long as they are configured in such a way as to allow the paintgun’s velocity to be stabilized at 300 fps or lower.

G. Paintguns must use gravity or force feed for transferring paintballs from the loading magazine. The paintballs must transfer from the loading magazine to the paintgun in single file. Only one loading magazine and transfer path may be employed.

H. Paintguns may shoot any number of paintballs, provided that no more than one burst of gas and one paintball (excluding accidental double feeding) is delivered down the barrel as each trigger pull cycle occurs. Paintguns intentionally configured to hold more than one paintball in the breech are prohibited.

I. All paintguns are subject to staff inspection at any time during the event.

J. The definition of a trigger is a movable lever that comes in contact with the finger. The contacts of a switch will not be considered to be a trigger. The definition of a trigger pull cycle is the exertion of force by the finger on the trigger, and a release of that force from the trigger by the same finger.

 1.2 Goggle Systems:

A. It is mandatory for every person (referees, players and spectators) to wear an approved goggle system when they are directly exposed to fields while games are in progress, or when they are directly exposed to any authorized shooting area while paintguns are being discharged.

B. Each goggle system must include an approved full facemask and ear protection made specifically for that model of goggle. The goggle system components shall not be altered from their original factory condition. All goggle systems are subject to safety inspection and approval.

C. An active player who deliberately removes his goggles (sufficient to expose the eyes) during a game, other than with the approval and under the direct supervision of a referee shall be eliminated from the game.

1.3 Clothing & Gear:

A. A player may wear only one layer of underclothing beneath exterior pants and top consistent with the weather of the day for all but unseasonably cold weather. This shall consist of, at minimum, one pair of under shorts and one short or long sleeve T-shirt. Each player may wear only one pair of full-length pants and only a long-sleeved jacket or shirt, either button or pullover style. The player’s clothing may not resemble or be of a similar color to that of the referees, and it may not be of a color/pattern similar to that of the flag(s) or armbands being used at the event. A player may not wear or carry any multi-colored or patterned clothing and equipment that makes distinguishing a paint mark difficult for the referees.

B. Unless specifically allowed by the tournament producer, knee, shin, and elbow pads, and neck protectors must be worn on the outside of the player’s clothing. Harnesses, vests, pouches or similar gear must be worn on the outside of all clothing.

C. Clothing must be sized to fit the player. A player may not wear oversized, draping and/or excessively baggy clothing. Clothing may not be made of overly absorbent cloth or highly padded cloth, nor of water repellant cloth/material that allows a paint mark to be wiped away quickly and cleanly. Ghillie-type material, which makes paint marks difficult to locate and identify quickly, may not be worn or attached to the player’s equipment or goggles.

D. Prohibited Devices. Players shall not use and/or carry onto the playing field: artificial sounding devices (e.g., whistles, clickers, horns); shielding devices; artificial light sources; heat generators (e.g., matches, lighters, heat packs); weapons, flares, paint grenades, paint mines, or any form of pyrotechnic devices; tools and spare parts capable of affecting a paintgun’s velocity; silencers or sound suppressers; slingshots, blowguns or any device capable of propelling a paintball other than the single approved paintgun per player; radios and similar communication, signaling or listening devices; or items that might be mistaken for a flag.

1.4 Paintballs: A player only may use paintballs that remain in fresh, unaltered, untreated factory condition as per the manufacturer’s specifications. No “blood-red” colored fill is allowed

 

2.0 SITE & FIELD SET UP

2.1 Only one flag station for single flag (“center flag”) games.

2.2 Field boundaries must be clearly marked.

 

3.0 ELIGIBILITY

3.1 Players must meet event eligibility requirements.

3.2 Rosters: Players may not be listed on more than one team roster per event, and a player may not change teams during an event.

 

4.0 CHRONOGRAPHING

4.1 Maximum Paintball Velocity: The maximum allowable velocity for any event is 300 feet per second (fps). Event rules may reduce the velocity limit.

4.2 All paintguns are subject to a chronograph check before, during and after a game.

4.3. Pre-Game Chrono Check. All teams will chrono on before each game. Speed limit on all fields is 300 fps. No single shot may exceed the event limit. If a player’s airgun exceeds the safe limit that paintgun shall not be allowed in the game. Players may attempt to re-qualify paintguns, providing games are not delayed. A player may go into a game without a paintgun. All players that have chronoed for a game may not leave the Chrono Judges area.

4.5 On-Field chronos may be used at the judge’s discretion to determine if a paintgun is shooting above the safe limit. The referee will call the player neutral and then chrono the gun. Any gun found to be shooting above the limit will be disqualified from further play in that game.

4.6 Post-Game Chrono Check. A post-game chrono check may be requested by a Referee, Event Owner or Team Captain. In which case, all players in that game will be chronoed. The velocity check shall consist of one (1) clearing shot NOT over the chronograph. Then one (1) shot over the chronograph. If the single chronograph shot exceeds the event limit, two (2) additional chrono shots are required. If the average of the three (3) shots is over the specified velocity, penalty points will be deducted from the team’s score.  Averages of >300 to <310 fps will be a 10 point penalty, average’s of >310 fps and above will be a 25 point penalty.  Example, 1st shot is 315 fps, 2nd shot is 305 fps, 3rd shot is 295 fps the average is 5 fps over 300 fps which means 10 penalty points must be assessed.

 

5.7 START OF GAME

5.1 All games will be 5 minutes in length. A team representative must be at the assigned staging/chrono area 5 minutes prior to your projected start time for the coin toss. If no such representative is present at the five minute mark the team who is there will choose its flag station without a coin toss.  Teams will then be escorted to their start stations. Head Referees will start the games on the fields. All teams must be touching or be able to touch the Base Station rope or suspension point prior to the start signal. Games are started with a Referee Player Warning. “PLAYERS BE READY”, then a COUNTDOWN TO 10 second warning, “13-12-11 10 SECONDS” then a GO-GO-GO. The countdown and “game-on” signals will be issued to both teams simultaneously.

5.2 No more than the prescribed number of players may be on the playing field when the game-on signal is given or at any time during the game. A team may start the game with fewer than the prescribed number of players. Games will not be delayed for late players or for equipment malfunctions.

 

6.0 ELIMINATIONS

6.1 A referee will eliminate any player who is not within his team’s starting area when the game-on signal is given or who leaves the starting area before the “game-on” signal.

6.2 A player is eliminated from the game when he is ordered off the field or eliminated by a referee, or when a player signifies his elimination whether marked or not. Note: A player is signaling his ELIMINATION if he has his gun “up”, hand on head, barrel plug in, armband off, or if he says HIT OR OUT.  Any ONE of these signals is an “ELIMINATION SIGNAL” and that player is OUT.

6.3 Out of bounds: A player whose body or equipment accidentally or deliberately extends beyond the vertical plane of the boundary shall be eliminated.

6.4 A player who climbs on a tree, a bunker, a structure or a prop will be eliminated.

6.5 A player who deliberately alters terrain or structures, or tampers with a bunker, will be eliminated.

6.6 A player who deliberately uses a non-participant or a movable object as a shield will be eliminated.

6.7 Intentionally discarding equipment will result in elimination. Each player must maintain possession of any equipment or clothing (including his armband) that he carried onto the field except for the following disposable items: paint pods/loading tubes (with or without paintballs) and spent 12-gram cartridges. Unintentionally losing possession of non-disposable equipment for more than five seconds will result in elimination.  Any equipment more than 3 feet away from the player is considered discarded equipment. If a player recovers an item discarded un-intentionally, and the item is marked then the player is eliminated.

6.8 A player receiving a direct hit that leaves at least a quarter-size or larger splat of paint or equivalent amount of paint on any part of his body or attached equipment is eliminated.  However, if a referee witnesses a direct hit on a player and the ball breaks and leaves a mark smaller than a quarter - the player is eliminated.

6.9 A player receiving at least a quarter-size or larger splat of paint or equivalent amount of paint as the result of splatter or spray is eliminated, unless the player who has received such a mark is able to have a referee verify (by calling for a paintcheck) that the mark was a result of splatter or spray, and not from a direct hit. Based on his personal observations, the referee involved will determine whether or not the player is to remain in the game, or is eliminated

6.10 If two or more players are marked simultaneously, both shall be eliminated. A referee will decide which player(s) is eliminated when the players involved do not agree on the order in which they were marked.

 6.11. A player engaging in confrontational arguing or severe, abusive cursing or name‑calling, and/or threatening physical harm to another person, referee, spectator or player will be eliminated.

6.12 A Player ordered off the field by a referee for other Safety, Rules, Chronograph or Unsportsmanlike Conduct violation is eliminated.

6.13 A player that disassembles his paintgun on the playing field without the express permission and supervision of a referee will be eliminated.
6.14 A player that intentionally removes his goggles without permission and supervision by a referee is eliminated.
6.15 Players engaging in physical contact will be eliminated.
6.16 During game play, a player marked by a paintball shot by himself or by his own teammate is eliminated.

7.0  PENALTIES:

 

7.1 “One plus one” and “one plus two” penalties are penalties usually assessed during the game. “One plus one” signifies that the judge will eliminate one active teammate of the offending player. “One plus two” signifies that the judge will eliminate two active teammates of the offending player. Points penalties are assessed according to severity and circumstances and may be assessed in conjunction with “on field penalties”. The Unsportsmanlike conduct penalties are 25 points for minor infractions and 50 or more for major infractions. The Ultimate Judge shall have the authority to increase, decrease, award a flag hang, assess unsportsmanlike conduct penalties or replay a game as determined by what is "fair for the game" as determined by the circumstances. Failure to abide by the rules of the tournament can result in either an on-field penalty or a points penalty assessment of –25 or –50 points penalty or both at the referee’s discretion. A Player’s first priority when fired upon should be to check himself  to determine if he has been marked before continuing aggressive action.  Any player who is marked and continues aggressive play will be penalized.
7.2 It is each player’s responsibility to check himself and call himself out when he has been marked from an obvious hit. An “obvious” hit is a direct impact that leaves a quarter-sized or larger splat and that, in the referee’s determination, the player should physically sense. When a player receives an “obvious” hit that the player can visually verify, he must signify his elimination immediately. Failure to do so will be penalized 1 plus 2
7.3 An unobvious hit is a hit that a player will not physically sense. Unobvious hits are; shoe or boot, loaders or loading belt and apparatus; anywhere on gun. A player found playing with an unobvious hit will be eliminated and penalized 1 plus 1.
7.4 A player may seek reasonable cover in the immediate area if he is unable to visually verify an obvious hit and if remaining in his current position while waiting to be paintchecked will leave the player exposed. A player must continuously call for a paintcheck. Failure to do so will be penalized 1 plus 1
7.5 Attempting to avoid being checked by a referee or attempting to hide, remove, or otherwise conceal a paint mark will be penalized 1 plus 2
7.6 Over shooting another player and deliberate shooting at the unprotected head, neck, or groin areas will be penalized 1 plus 1
7.7 Use of elimination signals as a deceptive tactic is a violation.  (For example:  verbally signifying your elimination and then returning to live play). Penalty 1 plus 1
7.8 Eliminated players may not talk, signal or pass equipment or supplies to a teammate or spectator.  Penalty 1 plus 1
7.9 Each eliminated player must report to officials at the specified area or designated zone promptly as soon as he leaves the field and remain there until called for.  Penalty 1 plus 1
7.10 An eliminated player who checks in at the specified area must not speak, gesture or otherwise signal such that would communicate any information to active players in the game from which he was eliminated.  Such action constitutes a violation.  Penalty 1 plus 1
7.11 Any person directly associated with a team playing in an event (coach, sponsor, reserve player on roster, etc.) who deliberately speaks, gestures or otherwise signals such that would communicate any pertinent game information to active players on any field, shall incur a penalty against the team with which the person is associated.  If the person’s team is playing on the field where the violation occurs, the team in question will be penalized 1 plus 1.  If the violation occurs elsewhere, penalty points shall immediately be assessed against the person’s team. Penalty points Minor 25 points, Major 50 Points
7.12 The flag carrier must carry the flag in plain view of referees and other players on the field.  He shall not use the flag as a shield, nor may he intentionally discard the flag.  Penalty 1 plus 1
7.13 A player marked while in possession of the flag must then hang the flag at shoulder height on the nearest tree or bunker.  Failure to do so or any attempt to hide or otherwise camouflage an inactive flag shall be penalized 1 plus 1
7.14 A flag may not be handed off or relayed from an eliminated player to an active player.  Penalty 1 plus 1.

7.15 A person may not argue with a judge, hinder/interfere with a judge’s performance, and/or disregard a judge’s warning during a game. Such conduct will be penalized 1 plus 1. Continued interference will be penalized 1 plus 2.

7.16 Engaging in confrontational arguing or severe, abusive cursing or name calling, and/or threatening physical harm to another person, is an infraction. If the offending player is active, the referee will eliminate him; if the offending player has been eliminated, the PENALTY is +1. In either case, the referee also will assess a POINTS PENALTY of -50 (50 points are subtracted from the team’s score).

7.17 Making belligerent physical contact with another person by deliberate bumping, pushing, shoving, use of an object, etc., is an infraction. When this occurs, the referee will END THE GAME and the offending player’s team shall forfeit the game. Additionally, the referee will assess a POINTS PENALTY of -100 (100 points are subtracted from the team’s score). If a player from each team commits this infraction, both teams shall forfeit and the POINTS PENALTY of -100 shall be deducted from each team’s score.

7.18 A player who waits until after all opponents are eliminated but before the flag is hung to signify his elimination, or is found to have a mark shall be counted as an elimination. Penalty: An unobvious hit will be penalized 1+1 and a 25 point penalty will be assessed. If the player has an obvious hit a 1+2 will be called and a –50 point penalty will be assessed. The Penalty Points are swung to the opposing team.

7.19 During the Post Game Player check, a Player found to have to have an in-obvious hit will be counted as an elimination. Additionally the referee will assess a POINTS PENALTY of -25 points (25 points will be deducted from the team’s score) and +25 swing points will be awarded to the opposing team. A player who fails to call for a paintcheck and waits until after the game ends to signify his elimination, and/or who has an obvious hit but attempts to report as “live” (active) after a game, shall be counted as an elimination; additionally, the referee will assess a POINTS PENALTY of -50 points (50 points will be deducted from the team’s score) and +50 swing points will be awarded to the opposing team.

7.20 Any “GameFixing” of any magnitude for any purpose will be penalized. All points for that game will be zeroed for both teams.

7.21 A player may not call “Game Over” for any reason. Penalty 1 plus 1

7.22 Discarding any paint-marked item of clothing or equipment to avoid being eliminated is a violation.  Penalty 1 plus 1.

7.23 A player who deliberately shoots at another player across a boundary or from out of bounds commits an infraction. When witnessed by a referee, a player marked by a paintball from across a boundary will be returned to active status. Penalty 1 plus 2

8.0 PROCEDURES FOR ELIMINATED PLAYERS
8.1 Immediately upon determining that he has been marked, an eliminated player must verbally signify his elimination by shouting “I’m Hit” or “I’m Out” once only immediately after being marked and simultaneously with his visual elimination signal. The visual elimination signal will be the free hand on the head and paintgun raised above head level. A player shall allow a referee to take his armband off. If a referee is not available to do so, the player shall remove his own armband and give it to a referee..  He then must exit the field by the most direct route that does not interfere with play. The barrel plug should be inserted once the player crosses the field boundary. If the referee gives the eliminated player specific instructions, the player is to follow those instructions. 
8.2 Each eliminated player must report to officials at the specified area or designated zone promptly and remain there until called for. Spectating by an eliminated player is not permitted from anywhere other than at the specified area and then only if the tournament host allows. 

 

9.0 PAINTCHECKS

9.1 Paintchecks may be requested by any active player any time during a game, but referees are not required to respond to superfluous and/or distracting requests. Nor will referees answer questions regarding game situations (e.g., time remaining, location of flags, disposition of active players, etc.). The time clock is not stopped for paintchecks.

9.2 Referees may visually check a player without performing a “neutral” paintcheck (without “calling him neutral”). During these non-neutral paintchecks, play continues across the field without restrictions to shooting and movement.

9.3 Neutral Paintchecks: A referee will perform a “neutral” paintcheck if, in the performance of the check, he will expose the player to hits or interfere with normal game activity. A player becomes neutral only when a referee gets close enough to touch the player, tells the player he is neutral, and signals the player’s neutrality to the rest of the field. A player who calls for a paintcheck on himself remains in play unless and until a referee performs a “neutral” paintcheck on him.

9.4 When a referee performs a “neutral” paintcheck, he must signal the player’s neutrality to the rest of the field by raising one arm/hand high above and over the player’s head

9.5 A referee may signal a player “eliminated” by outstretching one arm/hand to point at the player and putting his other hand on his head. A referee may signal a player “clean” by outstretching both arms out to each side in a “wave-off” motion.

9.6 An active player shall not shoot or advance directly toward a neutral player, and shall not enter a 25 foot (25') radius around the neutral player nor improve field position in any way.

9.7 A neutral player becomes active when the referee tells him he is clean/may resume play, and signals to the rest of the field that the player is now active.

9.8 Referees, not the player, will wipe off indirect spatter and wrongful hits, such as when players are hit after being called neutral.

9.9 A player who attempts to remove paint splatter and/or spray off his clothing or equipment commits an infraction. However, the exception is a player’s goggle lens; a player may wipe off his lens only after receiving direct permission from a referee.

 

10.0 SPECTATORS

10.1 Sideline spectators are allowed at the discretion of field judges, with heavy consideration given to the wishes of the involved teams. Spectators may not talk about, nor in any way gesture, to indicate the number or location of any player(s) on the field, or the involved spectator or supported team will be penalized. 

10.2 There will be no “on-field” spectating of any kind. 

10.3 Video recording by on-field photographers is permitted if both captains agree to unlimited filming.  The camera operator will not be blamed for “giving away” any player’s position since he will be present by permission only.

 

11.0 FLAGS & FLAG CARRIERS

11.1 A flag is designated as “pulled” or “secured” when it is removed from its station and held in the possession of an active player.

11.2 A player shall not be eliminated for taking possession of a flag with quarter-sized or larger paint marks on it. A quarter-sized or larger hit to the flag while it is in a player’s possession must be witnessed by a referee to be deemed an elimination of the flag carrier.

11.3 A flag carrier must hold the flag in the hand and must keep the flag visible at all times. The flag may be handed off between active players.

11.4 Any active player may pick up a dropped or discarded flag.

11.5 If a flag is abandoned for more than five (5) seconds, a referee shall pick it up and hang it on the nearest tree or bunker.

11.6 In single-flag (center flag) games, a flag “hang” is awarded when an active player touches the suspension point or rope of the flag station.

11.7 A flag carrier automatically becomes neutral when the flag touches the suspension point or rope of the flag station. A referee will check him for paint marks. If the flag carrier is clean, the game ends. Should game time expire during the check of the flag carrier, the flag hang will be awarded if the carrier is clean. If the flag carrier was marked prior to hanging the flag and game time did not expire during the check, the referee will eliminate the player and back the flag out of the station to the point of elimination of the flag carrier. If the referee doesn’t know where the flag carrier was eliminated, he will back the flag out of the station approximately 25 feet (in the direction from which the flag carrier came). While the flag is being repositioned, it is neutral and the game clock continues. The flag becomes active once repositioned and play continues at the referee’s signal to the rest of the field.

11.8 If the flag carrier is eliminated he shall either hand the flag to the nearest referee or hang it on the nearest tree or bunker.

 

12.0 GAME END

 The head referee will give the game-end signal when a flag is hung, the time period for the game expires, or the last player on a team is eliminated via a penalty. All shooting must cease at the game end signal, and players on the field should install barrel plugs.

 

13.0 CEASE FIRE

The head referee of a field may “freeze” the field, signaling all play to stop, by using a “Cease Fire” call. A ”CEASE FIRE” call immediately stops all play on the involved field, indicating a medical emergency or potential safety risk for an involved player. The referees will instruct the players as to the actions required. The head referee will resume play with a 10-second countdown. Should an extended or untimely delay occur, the head judge on that field will reset the game clock, announce the remaining time to all players, and resume the game with a 10 second countdown.

 

14.0 UNSPORTSMANLIKE CONDUCT

14.1 A person may not argue with a referee, hinder/interfere with a referee’s performance, and/or disregard a referee’s warning during a game.

14.2 A person may not engage in loud arguing, cursing or insulting name-calling regardless of where or to whom it is directed (toward a referee, player, spectator, self, etc.).

14.5 Any “GameFixing” of any magnitude for any purpose will be penalized. 100 points will be assessed to each of the teams involved for each infraction. If the infraction is discovered after the event closes, all year-end points for that event will be zeroed, the teams below the teams involved in the infraction will be moved up in the ranking and awards and trophies will returned.

 

15.0 SCORING

15.1 Game Points: Game points are earned by teams according to their performance. Accumulated points will be used to rank contestants throughout the event for seeding positions and to determine which teams advance to the next round.

 

The ACES5 Point System is as follows:                     Eliminations                    4 pts. Ea

                                                                               “Alive” Players                  2 pts. Ea.

                                                                               First Flag Pull                  20 pts.

                                                                               Flag Hang                      50 pts.

                                                                               Maximum Points            100 pts.


16.0 EXPULSIONS

16.1 The producer or his designated representative is the only person authorized to penalize a player with expelling a person from a tournament.

16.2 A person expelled from a tournament must leave the premises and not return.

 

17.0 TIEBREAKERS

17.1 Penalties acquired during the event will be used as the tiebreaker mechanism. This includes but is not limited to on-field penalties and may include sportsmanship penalties acquired.

17.2 The following test will be applied to determine ranking of Tied Teams  TeamB has a “+1” (25 pt equivalent), and a “-50.” Total=75. TeamC has two “+1’s.” Total=50. TeamC gets the higher rank. 

17.3 If neither team has Penalties, there will be a Head to Head Matchup to resolve the Tie