Tournament Rules
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 judges, head
field judges, field judges, chronograph judges, and other designated members of
the judging staff.
3. Modifications to these rules may be required by particular situations,
including but not limited to insurance requirements, laws, or regulations; in
such instances, the 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:
The barrel and loader must be removed from a paintgun before dry firing in a
goggles off area.
A. Paintguns must meet manufacturer and insurance safety guidelines regarding
triggering mechanisms, the trigger guard, and safety devices such as a barrel
plug or condom (a squeegee is not 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 semiautomatic 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.
JCP Amendment: Semi-auto only no more than one shot per trigger cycle (pull and
release). POINTS PENALTY of -50
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.
JCP Amendment: Excluding 12-gram cartridges, more than one cylinder per player
is prohibited.
1.2 Goggle Systems:
A. It is mandatory for every person (judges, players and spectators) to wear
an approved goggle system when they are directly exposed to fields, or when they
are directly exposed to any authorized shooting area.
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. A player whose goggles are accidentally dislodged (sufficient to expose the
eyes) during a game shall be eliminated from the game; if, when this occurs, the
player whose goggles accidentally dislodged has already been eliminated, the
judge shall not eliminate an active player.
D. 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 judge shall be eliminated from the game.
1.3 Clothing & Gear:
A. Players must wear full-length pants and a long-sleeve top (e.g., shirt,
jacket or pullover). Pants and shirtsleeves must be fully extended during game
play to the ankles and wrists respectively. A player may wear only one layer of
clothing underneath his exterior pants and top. The players clothing may not
resemble or be of a similar color to that of the judges, 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 judges.
B. Unless specifically allowed by the tournament producer, knee, shin, and elbow
pads, and neck protectors must be worn on the outside of the players clothing.
Harnesses, vests, pouches or similar gear must be worn on the outside of all
clothing. Tops must be tucked into the pants.
JCP Amendment: Protective gear, such as knee, shin and elbow pads, may be worn
under or over clothing. However, wearing protective gear shall not be accepted
as an excuse for failure to sense an obvious hit.
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 repellent 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 players equipment or goggles.
JCP Amendment: Protective covers are allowed on cylinders, but they are
prohibited on paintgun loaders.
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 Paintguns
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 manufacturers specifications.
No "blood-red" colored fill is allowed.
JCP Amendment: Paintball fills with additives designed to make them
staining or "hard to wipe" are prohibited.
2.0 SITE & FIELD SET UP
2.1 There shall be only two flag stations on a field for dual flag games,
and only one flag station for single-flag ("center flag") games.
JCP Amendment: The 3-player games will be center flag
games 3 minutes long, the 5-player games are duel flag, 5 minutes long, and the
10-player games are 10 minutes long; all with a 10-second silent countdown.
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.
Waivers and roster sheets must be turned in before the first game the team
plays. Turning in waivers and roster late will result in zero points for prior
games played.
4.0 CHRONOGRAPHING & CHRONOGRAPH PENALTIES
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: Before each game every player must report to the
fields designated chronograph. An equal number of players from each team will be
chronographed. The velocity check shall consist of three (3) consecutive shots
over the chronograph. A set of three (3) shots must be taken with each power
source/cylinder a player takes onto the game field. No single shot may exceed
the event limit. Any paintgun shooting over the event limit 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.
4.4 Between chronographing on before a game and chronographing off after a game,
without the express permission and supervision of a judge, a player commits an
infraction if he adjusts, disassembles or otherwise alters or tampers with the
velocity regulating components of his paintgun. If the player is active, the
judge will eliminate him; if the player has already been eliminated, the judge
will assess a POINTS PENALTY of -10 (10 points are subtracted from the teams
score).
4.5 An eliminated player, or an active player after the game ends, commits an
infraction if he discharges his paintgun, bleeds off gas, removes the cylinder,
or turns off the valve before completing the post-game chrono check; the judge
will assess a POINTS PENALTY of -10 (10 points are subtracted from the teams
score).
4.6 During a game, a player must allow a judge to chronograph his paintgun upon
request. The judge will call the player neutral, and the player must cease all
play-related actions and follow the judges instructions. If the player refuses
to follow the judges chrono check directions, the judge will eliminate him; in
addition, the judge will assess a POINTS PENALTY of -50 (50 points are
subtracted from the teams total). The game check shall consist of one (1) shot
over the chronograph without any clearing shots. This shot may not exceed the
event limit. If this shot exceeds the event limit, the judge will eliminate the
offending player. The player must submit to a post-game chronograph check where
a further Points Penalty may be assessed according to post-game chrono check
rules. JCP Amendment: Game officials at anytime may take possession on the
players marker to check for illegal settings or fire rates pertinent to the
rules.
4.7 Post-game Chrono Check: Every player must report to the fields designated
chronograph immediately after the game ends. After each game an equal number of
players per team will be chronographed. The velocity check shall consist of one
(1) clearing shot immediately followed by one (1) shot over the chronograph. If
the single chronograph shot exceeds the event limit, two (2) additional chrono
shots are required; those three chrono shots will be totaled and the judge will
assess a POINTS PENALTY of -1 point for each fps over the event speed limit (1
point for each fps will be subtracted from the teams total score, up to a
maximum of 50 penalty points per player per game).
5.0 ELIMINATIONS & MARKINGS
5.1 A player is eliminated from the game when he is ordered off the field or
eliminated by a judge, or when a player signifies his elimination whether marked
or not.
5.2 Out of bounds: A player whose body or equipment accidentally or deliberately
extends beyond the vertical plane of the boundary shall be eliminated.
JCP Amendment: A player will not be eliminated for touching a suspended tape
boundary. However, pushing out the tape or extending any part of his body and/or
equipment more than two feet beyond the original position of the tape boundary
constitutes going out of bounds and the player shall be eliminated.
5.3 A player who deliberately shoots at another player across a boundary or from
out of bounds commits an infraction. When witnessed by a judge, a player marked
by a paintball from across a boundary will be returned to active status.
5.4 A player who climbs on a tree, a bunker, a structure or a prop will be
eliminated.
5.5 A player who deliberately alters terrain or structures, or tampers with a
bunker, will be eliminated.
5.6 A player who deliberately uses a non-participant or a movable object as a
shield will be eliminated.
5.7 Start of Game. The countdown and "game-on" signals will be issued to both
teams simultaneously. 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. A referee will eliminate any player who is not within his teams
starting area when the game-on signal is given or who leaves the starting area
before the "game-on" signal.
5.8 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, squeegees, paper towels, and spent 12-gram
cartridges. Intentionally discarding equipment is an infraction. Unintentionally
losing possession of non-disposable equipment for more than five seconds also is
an infraction. Any equipment more than 3 feet away from the player is considered
discarded equipment.
5.9 A player is eliminated from the game when he is marked anywhere on his body,
clothing or equipment with a quarter-sized or larger splat caused by a direct
hit from a single paintball. The size of the paint mark is cumulative. If two
splat marks (e.g., one on the loader and one on the goggle) are from the same
paintball break and are larger than a quarter when combined, then the player is
eliminated.
5.10 A player is eliminated from the game when he is marked anywhere on his
body, clothing or equipment with a quarter-sized or larger splat caused by an
indirect (when a paintball breaks against a secondary object and
splatters/sprays the player) hit from a single paintball, except when the
indirect splatter was witnessed by a judge.
5.11 If two or more players are marked simultaneously, both shall be eliminated.
A judge will decide which player(s) is eliminated when the players involved do
not agree on the order in which they were marked.
5.12 It is the players responsibility to notify a judge and receive the judges
acknowledgment when he is marked other than by a shot (e.g., by kneeling on a
paintball, from cleaning his paintgun, from leaning against a paint-stained
object, etc.). If the judge determines the mark was not from a hit, the judge
will wipe off the mark.
5.13 It is each players 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 judges
determination, the player should physically sense. JCP Amendment any hit in
front of the hip bones is considered an obvious hit. Hits on a players pack may
be considered in-obvious in the judges determination.
5.14 When a player receives an "obvious" hit that the player can visually
verify, he must signify his elimination immediately. 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.
5.15 Blatantly shooting a player after he has signified his elimination is an
infraction.
5.16 A player who fails to continuously call for a paint check after an obvious
hit which the player cannot visually verify commits an infraction. +1
5.17 A player who receives an obvious hit and continues aggressive play
(shooting, advancing, communicating with teammates, handing off supplies, etc.)
commits an infraction. +1
5.18 A "questionable" hit is a mark that, in the determination of a judge, the
player probably did not physically sense. A player who receives a questionable
hit will be eliminated from the game but has not committed an infraction. If,
however, a judge determines that the player became aware of a questionable hit
and then continued to play, the player has committed an infraction by continuing
aggressive play after an obvious hit. +1
5.19 A player who has been eliminated and/or signals himself eliminated, and who
then shoots at an opponent from on or off the field, commits an infraction. + 2
JCP Amendment: If a referee witnesses him or her hitting another player that
player is not eliminated.
5.20 A player who deliberately attempts to hide, remove, or conceal a paint mark
commits an infraction. +2
6.0 PROCEDURES FOR ELIMINATED PLAYERS
6.1 An eliminated player is allowed to verbally signify his elimination once
only, simultaneously with his visual elimination signal. +1
6.2 A player must immediately signify his elimination by fully extending his arm
above his head and keeping it raised until he has crossed the field boundary;
failure to do so is an infraction. A player shall allow a judge to take his
armband off, but if a judge is not available to do so, the player shall remove
his own armband and give it to a judge. +1
6.3 An eliminated player must exit the field as quickly and directly as
possible, following the directions of the judges. A player should insert a
barrel plug or condom onto his paintgunís barrel when he crosses the field
boundary. An eliminated player commits an infraction if he fails to proceed
promptly and directly to the fields holding station. +1
6.4 An eliminated player who communicates, verbally or visually, with his
teammates, commits an infraction. +1
6.5 An eliminated player who discards or passes off equipment or supplies
commits an infraction. +1
6.6 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, commits an infraction. The offending
player shall be counted as an elimination; additionally, the judge will assess a
POINTS PENALTY of -20 points (20 points will be deducted from the teams score).
7.0 PAINTCHECKS
7.1 Paintchecks may be requested by any active player any time during a game,
but judges are not required to respond to superfluous and/or distracting
requests. Nor will judges 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.
7.2 Judges 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.
7.3 Neutral paintchecks: A judge 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 judge gets close
enough to touch the player, tells the player he is neutral, and signals the
players neutrality to the rest of the field. A player who calls for a paintcheck
on himself remains in play unless and until a judge performs a "neutral"
paintcheck on him.
7.4 When a judge performs a "neutral" paintcheck, he must signal the players
neutrality to the rest of the field by raising one arm/hand high above the
players head.
7.5 A judge may signal a player "eliminated" by outstretching one arm/hand to
point at the player and putting his other hand on his head. A judge may signal a
player "clean" by waiving their arms across each other in front of their bodies.
JCP Amendment: Since players are required to signal their elimination, judges
shall pull armbands instead of pausing to point and pat their head. Judges shall
not signal the active status and location of players, other than when necessary
to begin and end neutral checks.
7.6 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.
7.7 A neutral player becomes active when the judge tells him he is clean/may
resume play, and signals to the rest of the field that the player is now active
by lowering the raised arm.
7.8 Judges, not the player, will wipe off indirect spatter and wrongful hits,
such as when players are hit after being called neutral.
7.9 A player who attempts to remove paint splatter and/or spray off his clothing
or equipment commits an infraction. However, the exception is a players goggle
lens; a player may wipe off his lens only after receiving direct permission from
a judge.
8.0 SPECTATORS
8.1 Unless spectator coaching/cheering is allowed by the event producer,
spectators shall not point at nor communicate with active players, nor shall
they distract judges and/or interfere with the game. Spectators and eliminated
players must remain in the designated viewing areas and shall not
signal/communicate with active players or refs.
8.2 Spectators must follow the directions of the judges.
9.0 FLAGS & FLAG CARRIERS
9.1 A flag is designated as "pulled" or "secured" when it is removed from its
station and held in the possession of an active player.
9.2 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 players possession must be witnessed by a judge to be
deemed an elimination of the flag carrier.
9.3 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.
9.4 Any active player may pick up a dropped or discarded flag, but in a dual
flag game, players may not intentionally touch, move, shoot or disguise their
teams own flag. A player is presumed to know which flag is his own teams flag.
9.5 If a flag is abandoned for more than five (5) seconds, a judge shall pick it
up and return it to the appropriate flag station as quickly as possible.
Resetting the flag in its station nullifies the abandoning teams pull.
9.6 In single-flag (center flag) games, a flag "hang" is awarded when an active
player touches the suspension point or breaks the plane of his opponents
starting station with the flag. In dual-flag games, a flag hang is awarded to
the first active flag carrier from either team to touch the suspension point or
break the plane of his teams flag station with the opponents flag.
9.7 A flag carrier automatically becomes neutral when he breaks the plane of the
station or touches the suspension point. A judge 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 breaking the plane or touching
the suspension point and game time did not expire during the check, the judge
will back the neutral flag carrier out of the station approximately 25 feet (in
the direction he came from). Play continues at the judges signal to the rest of
the field.
9.8 If the flag carrier is eliminated he shall stand holding the flag at
shoulder height, with the majority of the flag or flag cloth clearly hanging
exposed, until an active player takes it from him or the game ends. The
eliminated flag carrier commits an infraction if he hampers a flag pull by an
opposing player. +1
JCP Amendment: An eliminated flag carrier also must keep his paintgun raised
above his head unless a ref places his paintgun on the ground.
10.0 GAME END
10.1 The head judge 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 or condom.
10.2 A player who signals the end of a game commits an infraction.
10.3 The head judge of a field may "freeze" the field, signaling all play to
stop, because of an emergency, injury, safety hazard or other serious game
problem. The judges will instruct the players as to the actions required. The
head judge will resume play with a 10-second countdown after notifying the field
how much time remains in the game.
11.0 UNSPORTSMANLIKE CONDUCT
11.1 A person may not argue with a judge, hinder/interfere with a judge's
performance, and/or disregard a judges warning during a game.
11.2 A person may not engage in loud arguing, cursing or insulting name-calling
regardless of where or to whom it is directed (toward a judge, player,
spectator, self, etc.).
11.3 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 judge will eliminate him; if
the offending player has been eliminated, the PENALTY is +1. In either case, the
judge also will assess a POINTS PENALTY of -50 (50 points are subtracted from
the teams score).
11.4 Making belligerent physical contact with another person by deliberate
bumping, pushing, shoving, use of an object, etc., is an infraction. When this
occurs, the judge will END THE GAME and the offending players team shall forfeit
the game. Additionally, the judge will assess a POINTS PENALTY of -100 (100
points are subtracted from the teams 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 teams score. A team may be disqualified for behavior
deemed by the head ref or promoter as being outrageous, dangerous or totally
disruptive to the tournaments goals or purpose, and they shall be removed from
the tournament and property without recourse.
12.0 SCORING
12.1 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.
12.2 Standard Game Points System:

13.0 PENALTIES
13.1 This Tournament Rules Book is not an exhaustive reference regarding rules,
infractions and penalties. Penalties may be increased, decreased, or declined by
the director of judging or an ultimate judge, at his discretion, in particular
circumstances.
13.2 It is each players responsibility to consult with the tournament producer
prior to the event regarding definitions and limitations of the rules.
13.3 A violation of these specific rules, as well as a violation of the spirit
and intent of these rules, is an infraction.
13.4 Each player must immediately submit his equipment, his paint, and himself
for an inspection whenever requested by a judge.
13.5 Players must follow all of the directions of the judges. Since the
instructions of the judges supercede these rules, a player shall not be
penalized for following the directions of a judge.
13.6 Appeals. All decisions by the judges are final. Questions or appeals may be
addressed by the team captain(s) to the head judge of the field immediately
after the players have chronographed off after the game.
13.7 A ě+1" signifies that the judge will eliminate one active teammate of the
offending player. A ě+2" signifies that the judge will eliminate two active
teammates of the offending player.
13.8 Successive or continuing infractions are grounds for successive penalties.
Example: the offending player is an active player and commits the infraction of
arguing with a judge; the judge eliminates him from the game. He continues to
argue with a judge; the judge eliminates an active player from his team. If he
continues to argue, the judge eliminates another active player from his team.
13.9 Certain infractions result in Penalty Points. Successive or continuing
infractions are grounds for successive penalties.
13.10 When a ě+1" or a ě+2" penalty eliminates the last player from a team, the
other team will be awarded the flag hang automatically. First pull also will be
awarded if one has not occurred earlier in the game.
14.0 EXPULSIONS
14.1 The producer or his designated representative is the only person authorized
to penalize a player with probation, suspension, and/or expelling a person from
a tournament.
Anyone who litters, vandalizes or behaves in an unsafe manner will be expelled
from the tournament. Anyone who engages in belligerent behavior and/or threatens
physical violence will be expelled from the tournament. Anyone who physically
assaults another person will be expelled from the tourney.
14.2 A person expelled from a tournament must leave the premises and not return.
14.3 Where ID cards are required by the tournament producer, a person who
refuses to show his ID card to a judge will be expelled from the tournament. If
his teammates refuse to identify the player, every person on the teams roster
will be expelled from the tournament.