
Contents
1.Organization
- 1.1. Information
- 1.2. Prizes
- 1.3. Judges
2.The Game
- 2.1. Staging Area and Coaching
- 2.2. Field of Play
- 2.3. Point Start
- 2.4. Player Status
- 2.5. Occupation, Possession and Exchange
- 2.6. Flags and Flag Carriers
- 2.7. Eliminated Players
- 2.8. Hits
- 2.9. Point Stoppages
- 2.10. Point Completion
- 2.11. Timeout Extensions
- 2.12. Penalties
- 2.13. Minor Suspensions
3.Match Structure
- 3.1. RaceTo-2 – Not applicable.
- 3.2. Match Structure
4.Scoring
- 4.1. Point Score
- 4.2. Forfeits
- 4.3. Round Score
- 4.4. Score Sheets
5.Roster, Ranking and Seeding
- 5.1. Roster
- 5.2. Player Ranking
- 5.3. Season Ranking
6.Tournament Structure
- 6.1. Preliminary Round Seeding
- 6.2. Advancing from the Preliminary Round
- 6.3. Semi-Final and Final Seeding
7. Interference, Sportsmanship, Suspensions and Ejections
- 7.1. Interference and Sportsmanship
- 7.2. Suspensions
- 7.3. Ejections
- 7.4. Fines
8.Equipment
- 8.1. Clothing
- 8.2. Protective Gear
- 8.3. Markers
- 8.4. Velocity
- 8.5. Paintballs
- 8.6. Other Equipment
- 8.7. Prohibited Equipment
9.Miscellaneous
- 9.1. Maintenance and Cleanup
- 9.2. Appeals
- 9.3. Rules Modifications
10. Decorum
- 10.1. Code of Conduct
- 10.2. Media Comments and Public Attacks
- 10.3. Offensive images
- 10.4. Decorum violation
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1.Organization
1.1. Information
1.1.1. A team and its players are responsible for learning and understanding these rules, as well as for staying abreast of changes to these rules.
1.2. Prizes
1.2.1. Each CSP tournament will offer the following prizes:
1.2.2. Open Division = Trophy +
1.2.2.1. Champion: US$ 2,000.00 cash
1.2.2.2. Vice-Champion: US$ 1,500.00 cash
1.2.2.3. 3rd. Place: US$ 1,000.00 cash
1.2.3. Amateur Division:
1.2.3.1. Champion: US$ 1,200.00 cash
1.2.3.2. Vice-Champion: US$ 1,000.00 cash
1.2.3.3. 3rd. Place: US$ 800.00 cash
1.3. Judges
1.3.1. Each field’s head judge is the highest authority on that field.
1.3.1.1. Any call made by the head judge on their field is final
1.3.1.2. Ultimate Judge (or organizer) will not overturn any on-field calls by the field head.
1.3.2. The General Organizer is the highest authority at an event. – If the General Organizer is not present at the event, the local promoter will be the responsible for that event.
1.3.2.1. Any decision of the General Organizer is final.
2.The Game
2.1. Staging Area and Coaching
2.1.1. Each team will be provided with a staging area adjacent to the field of play. All team players and staff must remain in the team’s designated staging area during any points on the field of play, except:
2.1.1.1. Players and staff may be on the field of play for a point in which their team is scheduled, or during the timeout period directly before or after such point, or
2.1.1.2. To travel directly to and from a place where paintballs may be purchased, or
2.1.1.3. To travel directly to and from the nearest place where air tanks may be filled, if fills are not currently available in the team’s designated staging area, or
2.1.1.4. Up to one person designated as the team’s coach, who:
2.1.1.4.1. Must be on the team’s roster
2.1.1.4.2. Must be outside the field of play
2.1.1.4.3. Must be the coach of a team currently playing a point
2.1.1.4.4. Must be within 10 feet of the field of play on the half and side of the field the team is pitting out of.1
2.1.1.4.5. With permission of the Head judge.
2.1.2. No person appearing on the roster of a team may employ an electronic or mechanical device to communicate with any other person during any of their team’s points or matches.
2.1.2.1. The team of any person violating this rule will forfeit the match during which the infraction occurred.
2.2. Field of Play
2.2.1. The field of play will consist of a level rectangular area called the “in-bounds” area, and any area between the in-bounds area and the netting surrounding the in-bounds area – the distance between Net and bunker should be 3.28 ft.
2.2.2. The field of play will be free of any undue obstacle or hazard to participants or officials.
2.2.3. The edge of the in-bounds area will measure 147 ft x 115 ft and be marked by a boundary tape or line. The boundary tape or line and any object or ground outside of the boundary tape or line is out-of-bounds.
2.2.4. The in-bounds area will include at least 44 obstacles arranged symmetrically across the midpoint or the midline of the in-bounds area.
2.2.5. Bunkers will be at least 1 meter away from any boundary tape or line.
2.2.6. The field of play will include a starting station with supports measuring 2m x 2m to hold the CSP banners in the center of and parallel to the boundary tape or line at each end of the in-bounds area consisting of
2.2.6.1. A netted penalty box 2 meters wide and at least 2 meters high.
2.2.7. The starting station and penalty box netting is in-bounds.
2.2.8. Each team may field up to 5 players for each point. Any team that has more than 5 people on the field of play during a point will be assessed a minor penalty.
2.2.9. Teams will be permitted to examine the field of play during field-walking times designated by the promoter.
2.2.10. Any person who intentionally alters the field of play will be assessed a minor suspension.
2.2.11. Any team whose player, staff or affiliated member alters the field of play will be ejected from the event.
2.2.12. Any person on the field of play outside of field-walking times designated by the promoter or immediately before, during or after a point in which the person is listed as a player or staff member of a competing team without the permission of a judge or authorized event staff will be assessed a major penalty.2
2.3. Point Start
2.3.1. Points will be preceded by a timeout period. The point starts when the timeout period ends. The point start will be signaled by the scoreboard buzzer or other sound device.
2.4. Player Status3
2.4.1. An “active” player is any player in the in-bounds area at the start of the current point who has touched their barrel to the starting station during the final 30 seconds of the preceding timeout period and has not subsequently become inactive or eliminated.
2.4.2. An “inactive” player is a previously active player who has not been eliminated and
2.4.2.1. Has pointed their marker downfield after becoming active but prior to touching their barrel to their team’s starting station, or
2.4.2.2. Has touched any ground, area or object that is out-of-bounds4, or
2.4.2.3. Has an unobvious hit, or
2.4.2.4. Has lost possession of equipment other than pods, squeegees, or paintballs or a point flag passed to an active player or a judge, or
2.4.2.5. Has passed between two bunkers that were in physical contact with each other.
2.4.3. An inactive player will be eliminated by a judge.
2.4.4. An “eliminated” 5 player is any player
2.4.4.1. With an obvious hit; or
2.4.4.2. Who was not on the field of play at the start of the point; or
2.4.4.3. Who has signaled their elimination by
2.4.4.3.1. Removing or losing their goggles, or
2.4.4.3.2. Saying “hit” or “out”, or
2.4.4.3.3. Raising their marker or an open hand above their head, or
2.4.4.3.4. Placing their barrel sock on their barrel; or
2.4.4.4. Who has been eliminated by a judge.
2.4.5. Under no circumstances may an eliminated player be made inactive or active or may an inactive player me made active.
2.4.6. A player being approached by an official may not advance. Players who advance to avoid an official will be assessed a minor penalty.6
2.5. Occupation, Possession and Exchange
2.5.1. Equipment in the physical control7 of a player or that was in the physical control of a player at the start of the point is possessed by the player, except for squeegees, pods, and paintballs that leave the physical control of the player, any other equipment that is separated by more than five feet from the player and except equipment which is in the physical control of another player or a judge.8
2.5.2. Players may not possess any equipment during a point that was not in their or their teammate’s possession at the start of the point9, except that players may take possession of the flag. Players who take possession of any other equipment will be assessed a minor penalty.
2.5.3. Players on the field of play who lose possession of any equipment other than pods, squeegees, paintballs and flags will be assessed a minor penalty,10 except that a judge may take equipment from a player and an eliminated player may discard equipment out-of-bounds.
2.5.4. A player who loses possession of the point flag will be eliminated unless the point flag is possessed by another live player or a judge.
2.5.5. Players who lose physical control of any equipment that has a valid hit, except equipment taken by a judge, will be assessed a gross penalty.
2.6. Flags and Flag Carriers
2.6.1. Each point will start with a single point flag placed at a flag station located equidistant from the two starting stations in the in-bounds area of the field.
2.6.1.1. A player in possession of the point flag who hides or attempts to hide the point flag from plain view will be assessed a minor penalty.
2.6.1.2. If a player is eliminated while possessing the point flag, the player will drop the point flag at the point of elimination. A judge may hang the point flag on a nearby bunker.
2.6.2. RaceTo-4/5/7 points will start with a single white surrender flag placed in front of the score table.
2.7. Eliminated Players
2.7.1. An eliminated player must immediately and swiftly raise their marker or an open hand above their head and proceed out-of-bounds by the most direct route or as directed by a judge.
2.7.1.1. An eliminated player who fails to follow the procedure, except as provided in 2.8.6, will be assessed a minor penalty.
2.7.2. An eliminated player who fires or otherwise operates or adjusts their marker or air system prior to exiting the field of play will be assessed a minor penalty.
2.7.3. An eliminated player who intentionally re-enters the in-bounds area during the point will be assessed a gross penalty.
2.7.4. An eliminated player who shoots an opposing player from in-bounds will be assessed a major penalty.11 and additionally will lose one team mate for each opponent he has shot at.
2.7.5. An eliminated player who shoots a player from out-of-bounds will be assessed a gross penalty.
2.8. Hits
2.8.1. A paintball is live from the time it is shot from a paintball gun in the possession of an active player until the paintball comes to rest.
2.8.2. Any live paintball striking and breaking on a player or any equipment in a player’s possession, or any mark indicating such a strike occurred, is a hit.
2.8.3. An invalid hit is any hit that a judge observes is not from a live paintball striking and breaking on a player. Only judges will remove invalid hits, except that a player may remove an invalid hit on the lens of their goggle system with the permission of a judge.
2.8.4. A valid hit is any hit that is not an invalid hit. If a valid hit is removed from an in-bounds player by any means other than by a judge, or a player attempts to remove a valid hit, that player will be assessed a gross penalty.12
2.8.5. An obvious hit is any valid hit that leaves a mark and that the receiving player should have seen, heard or felt, including any valid hit anywhere on the player’s body.13 A player with an obvious hit is eliminated.14
2.8.6. A player with an obvious hit that is in a location that the player cannot verify may ask a judge or teammate to verify the hit before proceeding as otherwise required by 2.7.1, but may take no other action.15
2.8.7. Players who are in motion when they receive an obvious hit in a location they cannot verify themselves may proceed to the nearest cover while waiting for a judge or teammate to verify the hit as in 2.8.6.
2.8.8. A player who asks a teammate or judge to verify a hit that the player could have verified unassisted will be assessed a major penalty.16
2.8.9. Unobvious hits are any valid hit that is not obvious. A non-eliminated player will be assessed a minor penalty.17
2.8.10. A player who becomes aware of an unobvious hit on themselves or equipment in their possession is eliminated.
2.9. Point Stoppages
2.9.1. If a point must be stopped due to injury, a point stoppage will be signaled by the buzzer and judges will instruct players to remain in their current positions.
2.9.1.1. Once the cause of the point stoppage has been resolved, a 10-second timeout will be placed on the scoreboard and the point will be restarted.
2.9.1.2. A player who fails to touch their barrel to the ground after the buzzer restarting the point sounds but prior to pointing their gun downfield or at any opponent will be eliminated.
2.9.2. If a point is stopped due to any other reason,
2.9.2.1. The point stoppage will be signaled by the buzzer, and
2.9.2.2. Any outstanding penalties will be assessed, and
2.9.2.3. Live players will return to the start box, and
2.9.2.4. A 10-second timeout will be placed on the scoreboard and the point will be restarted as normal except only players who were live when the point was stopped may restart the point.
2.9.3. Players must put barrel socks on their markers when a point is stopped and keep their goggles on, unless given permission to remove them by a judge.
2.10. Point Completion
2.10.1. A point will end at the earliest of:
2.10.1.1. A judge signaling a flag hang, or
2.10.1.2. The elimination of all players, or
2.10.1.3. A team throwing the white surrender flag,18 or
2.10.1.4. The end of the 7 minute match time.
2.10.2. If a RaceTo-4/5/7 point ends and the match is not completed, there will be a two-minute timeout prior to the start of the next point.
2.11. Timeout Extensions
2.11.1. There will not be timeout extentions .19
2.12. Penalties
2.12.1. Any judge may issue a penalty on the field of play. Any authorized event staff may issue penalties outside of the field of play.
2.12.2. Penalties are assessed to people. Action is taken against the penalized person and/or or the penalized person’s team. A person’s team is the team that has that person listed as a player or staff on its roster, or the team on whose behalf the player is acting if the person is not listed as a player or staff on any roster.
2.12.3. No more than one penalty may be assessed for a particular action by a player or team. In the event that a given action qualifies for more than one penalty, the most severe penalty will be assessed.
2.12.4. Race to 2 Penalties – Eliminated from these rules.
2.12.5. RaceTo-4/5 Penalties
2.12.5.1. A judge will eliminate an active player for each minor penalty received by a team.
2.12.5.2. A judge will eliminate two active players for each major or gross penalty received by a team.
2.12.5.2.1. A player receiving a gross penalty may not play the next match.21
2.12.5.3. If a penalty is assessed against an active player, the player committing the penalty must be one of the players eliminated.
2.12.5.4. If there are insufficient active players remaining on the field of play to satisfy the penalty, the team will be assessed a penalty strike for each player unable to be eliminated.22
2.12.5.4.1. A team starts a point up to two players short for each penalty strike a team has at the start of the point.
2.12.5.4.2. Up to two penalty strikes are removed at the start of each point.
2.12.5.4.3. If at any time a team has five or more penalty strikes, three penalty strikes are removed and the opposing team scores one point.
2.12.5.5. If a penalty is assessed before a match or during a timeout, the team will have a penalty strike assessed in lieu of each player that would otherwise have been eliminated.
2.13. Minor Suspensions
2.13.1. A player in a RaceTo-4/5/7 match who receives a minor suspension may not play for the remainder of the match in which the suspension is received and the duration of the next match, including matches in the next round of play or the next tournament.
3.Match Structure
3.1. RaceTo-2 – Eliminated from these rules.
3.2. Match Points
3.2.1. Each match will consist of a series of points played over a single 7 minute period.
3.2.2. Each team starts the first point at the starting station on the opposite side of the field from the team pit
3.2.3. Teams switch starting stations after every odd point scored.33.
3.2.4. The match ends if:
3.2.4.1. Point time expires, or
3.2.4.2. There is less than 10 seconds remaining on the point clock at the end of a point,
3.2.4.3. or A team forfeits, or
3.2.4.4. A team has no penalty strikes and has scored 4 points.
3.2.5. The team with the most game points at the conclusion of match time wins the match.
3.2.6. If regulation time in a match ends in a tie, the match will be extended into overtime.
3.2.6.1. There will be a two-minute timeout followed by an overtime point.
3.2.6.2. The first team to score a point in overtime wins the match.
3.2.6.3. In the preliminary round, the overtime point is 3 minutes long.34 and teams do not switch sides.
3.2.6.3.1. If the overtime period ends with no point scored, the match ends in a tie.
3.2.6.3.2. In a playoff round, the overtime point is untimed.
3.2.6.3.3. If the overtime point ends with no point scored, another untimed overtime point will be played after a two-minute timeout.
4.Scoring
4.1. Point Score
4.1.1. A team scores one point each time
4.1.1.1. Any active player touches the point flag to the opposing team’s starting station, or
4.1.1.2. The opposing team throws the white surrender flag, or
4.1.1.3. The last player on the opposing team is also the last active player on the field of play and is eliminated by a major or gross penalty.
4.2. Forfeits
4.2.1. A team that forfeits a match will receive 0 points for the match.
4.2.2. If their opponent does not also forfeit the match,
4.2.2.1. The team receives 2 match points, and
4.2.2.1.1. Margin points equal to the average of the margin of the team’s other matches in the current round 36, and
4.2.2.1.2. Total points scored equal to the average of total points scored by the team against opponents in other matches in the current round, if the average margin of matches against the team’s opponents is taken.
4.3. Round Score
4.3.1. A team scores 2 match points for each match won.
4.3.2. A team scores 1 match point for each match ending in a tie.
4.3.3. A team scores 1 match point for each match lost in overtime.
4.3.4. A team scores 0 match points for all other matches.
4.3.5. In the event two teams have the same total of match points, the tie will be broken by
4.3.5.1. Number of matches won, followed by
4.3.5.2. Head-to-head competition37, followed by
4.3.5.3. Margin of victory38 in RaceTo-4/5/7 matches, followed by
4.3.5.4. Number of game points scored, followed by
4.3.5.5. Round scores from preceding rounds, most recent round first, followed by
4.3.5.6. Seed into the preliminary round.
4.4. Score Sheets
4.4.1. Any judge or designated official may complete a score sheet. The head judge will show the score sheet to captain of each team.
4.4.2. Any correction made to the score sheet must be initialed by a head judge,39 unless the correction corrects an obvious mathematical error,40 the correction may also be initialed by a scorekeeper .
4.4.3. In the event that one or both team captains do not agree with the contents of a score sheet and thus will not sign the score sheet, the head judge may decide whether the score sheet must be amended and/or validate the score sheet himself.
4.4.3.1. A head judge or a scoreboard official may correct clerical or mathematical errors on the scoreboard at any time prior to the start of the next round of play.41
5.Roster, Ranking and Seeding
5.1. Roster
5.1.1. Each team can have up to 7 players listed in its roster
5.1.1.1. The coach is part of this roster.
5.1.1.2. The coach will stay in his area and will not carry any markers, barrels, air systems or paintballs.
5.1.1.3. The coach that carries any markers, barrels, air systems or paintballs during the point will be assessed a minor penalty.
5.1.1.4. The coach that leaves his area during the point will be assessed a minor penalty.
5.1.1.5. The coach that shoots during the point will be assessed a major penalty plus a minor suspension.
5.1.1.6. The coach can change places with the players of his team in each timeout in the match.
5.1.2. One player can be part of the roster of only one team.
5.1.3. No modification on the roster can be made after the tournament has started.
5.1.4. A team that adds to its roster a player who was not part of this team’s roster in the beginning of the tournament will be ejected from the event and will lose all points and will lose any points made in the current event.
5.1.5. A player that is part of a team’s roster that enters the pit as part of another team will receive a major suspension.
5.2. Player’s Ranking
5.2.1. CSP has two official divisions: Amateur and Open.
5.2.2. Will be considered as Amateur the player that:
5.2.2.1. Were champions in no more than two events in previous CSP seasons.
5.2.2.2. That has been playing at CSP tournaments for no more than 3 years.
5.2.2.2.1. That has never played in any other divisions other than Amateur, Novice or Rookie in any other tournaments.
5.2.3. A team playing in the Amateur division can have up to one player ranked as Open.
5.2.3.1. An Amateur team that has more than one Open player in its roster will be ejected from the event and will lose any points that had made in the current event.
5.2.4. All players that do not fit in the Amateur division will be ranked as Open.
5.2.5. The organization will provide 2 colors of identification bracelets for both divisions. Those bracelets must be used by the players at all times during the whole event.
5.3. Season Ranking
5.3.1. A team must maintain at least 3 of the original players in its roster for the whole season. In the tournaments where those 4 original players are not playing the team will not be allowed to sum this tournament points to the points in the season ranking
5.3.2. Each team will receive (100 – ((Place of Team – 1) * 90 / (# of Teams –1))) season ranking points per event played.42
5.3.3. In the event of a tie, all teams tied with each other will receive the average score of their places.43
5.3.4. If there is a tie in the number of ranking points, the team with the highest number of ranking points earned in events in which the team appeared in the finals of events in that division in the current season will be ranked higher.
5.3.5. If the first tiebreaker fails to break the tie, the team with the highest number of ranking points earned in events in which the team appeared in the semifinals of events in that division in the current season will be ranked higher.
5.3.6. If the third tiebreaker fails to break the tie, the team with the highest margin of victory in matches in the finals of events in that division in the current season will be ranked higher.
5.3.7. If the fifth tiebreaker fails to break the tie, the team whose name is first in alphabetical order will be seeded higher, spelling out any numerals in word form and ignoring any non- alphanumeric characters and any instances of the words “the” or “team” in English, Portuguese or Spanish.
6.Tournament Structure
6.1. Preliminary Round Seeding
6.1.1. Teams in each division in the preliminary round will be separated according to their divisions and then sorted in brackets seeded in alphabetical order will be seeded higher, spelling out any numerals in word form and ignoring any non- alphanumeric characters and any instances of the words “the” or “team” in English, Portuguese or Spanish.
6.1.2. In preliminary brackets of 5 teams, each team will play each other once in the bracket.
6.1.3. In preliminary brackets of 6 teams, each team will play each other team in the bracket once, except the top-seeded team will not play the 6th-seeded team, the 2nd-seeded team will not play the 5th-seeded team, and the 3rd-seeded team will not play the 4th-seeded team.
6.1.4. Similar formula described in 6.1.3. will be used when one or more brackets have different number of teams, so that all brackets play the same number of games.
6.2. Advancing from the Preliminary Round
6.2.1. The same number of teams from each bracket will advance, except
6.2.2. If the number of teams advancing is not evenly divisible by the number of brackets, the number of wildcard teams necessary to meet the number of advancing teams will also advance, based on their score compared to all other teams in the preliminary round.
6.2.3. Teams will first be selected on a per-bracket basis44 based on round score amongst teams in the same bracket, and then any wildcard teams will be selected based on score amongst remaining teams in all brackets.
6.3. Semi-Final and Final Seeding
6.3.1. In divisions of 6 or less teams,
6.3.1.1. The top team will advance directly to the finals, and
6.3.1.2. The 2nd and 3rd seeded teams will advance to the semifinals, where the winner will advance to play the top team in the finals.
6.3.2. In divisions of 7 to 15 teams,
6.3.2.1. The top four teams will advance to semifinals, where
6.3.2.2. The top team will play the 4th team, and the 2nd team will play the 3rd team, and
6.3.2.3. The winners of each semi-final match will play for 1st and 2nd place, and the losers of each semi-final match will play for 3rd and 4th place.
6.3.3. In divisions of 16 to 25 teams,
6.3.3.1 The top six teams will advance, where
6.3.3.2. The top two teams will advance directly to the finals to dispute 1st. and 2nd. places,
6.3.3.3. The 3rd team will play the 6th team, and the 4th team will play the 5th team and
6.3.3.3.1. The winners will play to decide 3rd. and 4th. places
6.3.3.3.2. The other two teams will play for the 5th. and 6th. places.
7.Interference, Sportsmanship, Suspensions and Ejections
7.1. Interference and Sportsmanship
7.1.1. Any person who shoots towards the spectator sideline or opponent’s end line during a timeout period will be assessed a minor penalty.
7.1.2. Any person who engages in aggressive or insulting behavior towards another person, except a judge, will be assessed at least a minor penalty.
7.1.3. Any person who engages in aggressive or insulting behavior towards a judge will be assessed at least a gross penalty.
7.1.4. Any person who engages in hostile physical contact with another person, including shooting another person who is not participating in a point or shooting from outside the field of play will be assessed a major suspension.
7.1.5. Any person who engages in intentional physical contact with an official will be assessed a major suspension.
7.1.6. Any person who throws an air source will be ejected from the tournament and will serve a suspension banning them from the next scheduled event.
7.1.7. Any person who throws any equipment on the field of play other than an air source, disposable equipment, or a flag will be assessed a gross penalty.
7.1.8. Any person who intentionally shoots in the direction of another person who is not wearing a paintball goggle system will be assessed a major suspension.
7.1.9. Any person who engages in other minor acts of unsportsmanlike behavior may be assessed a minor or a major penalty applied by the organization (when outside the field) or a head judge (when inside the field).
7.1.10. Any person who engages in other major or severe acts of unsportsmanlike behavior may be assessed a minor or major suspension by a head judge (when inside the field) or by the general organization (when outside the field).
7.1.11. Every player on any team that intentionally gives up points to an opponent or plots to set scores with opponents will be assessed a major suspension.
7.2. Suspensions
7.2.1. Any head judge may issue a suspension on the field of play. Any authorized event staff may refer a person outside the field of play to the General Organization for suspension.
7.2.2. A person who receives a major suspension may be assessed a fine of up to $1000. A person may not play any further events until such fine is paid.
7.2.3. A person who receives a major suspension will be ejected from the tournament and prohibited from playing any further events as determined by the General Organization.
7.2.4. A rostered player who is serving a minor suspension must be present for all points and matches played by their team, and must silently remain within an area designated by the head judge for the duration of the match.49
7.2.5. The team of any person who receives a major suspension will have their prize package for the event reduced by one fifth per player suspended.
7.2.6. Any team who has three or more players suspended in any event will be ejected from that event.
7.3. Ejections
7.3.1. Only the Ultimate Judge may eject a team from an event.
7.3.2. A team that is ejected from an event will forfeit any entry fee paid and any prizes or points earned at the event.
7.4. Fines
7.4.1. A person who has been assessed a fine will forfeit their ID card and event pass until such fine is paid.
7.4.2. No person with an outstanding fine may appear on or be added to any roster for any future event.
8.Equipment
8.1. Clothing
8.1.1. Players must wear only one pair of full-length pants and only a long-sleeved jersey. Players may wear only one layer of underclothing consisting of, at maximum, one pair of under-shorts and one short or long sleeve t-shirt, provided that it contains no padding. Any other soft padding in garments is prohibited.
8.1.2. Prohibited colors – any player/team found to be wearing clothing that may impede the judge’s ability to make a proper call, may be asked to remove such clothing.
8.1.3. No part of a player may be covered by more than two layers of clothing.
8.1.4. Padding in jerseys is not limited to specific areas; provided that the thickness does not exceed 5mm (0.197”) Padding material is limited to an open cell foam and must not be modified from the manufacture’s original form.
8.1.5. No short sleeve or “sleeveless” vest type jerseys can be worn as the outer most layer.
8.1.6. Any layer of clothing that is thicker than a standard 100% cotton T-shirt is padding. Players may not wear extremely oversized clothing. Clothing is oversized if, when tightly gathered about the body or limb with excess clothing pinched together and away from the body, the excess clothing extends more than 4 inches from the body or limb.50
8.1.7. Players may not wear clothing that is made out of highly absorbent or slick material, such as felt, fleece, nylon or rubber.
8.1.8. Players may wear up to, but not in excess of three items on their head. As an example, one sandanna, one headband, and one beanie. Hats, caps and headbands may not be modified from the manufacturer’s original form, and may not extend more than one inch below the collarbone or below the shoulder blades, and headbands may be no wider than 2”.51
8.1.9. Players may wear one pair of socks. Socks may not extend higher than below the knee, and must not be of a quilted or padded nature, and count as one layer of clothing.
8.1.10. Players may wear one pair of footwear.
8.1.10.1. Footwear must not be modified from the manufacturer’s original form, and
8.1.10.2. Must not include metal cleats or spikes, and
8.1.10.3. Must not be more than 10% yellow or orange.
8.1.11. A player who continues to play with illegal clothing will be assessed a gross penalty.
8.1.12. Any head judge may prohibit a particular item of clothing.
8.2. Protective Gear
8.2.1. Players must wear a complete goggle system that meets ASTM standards52 and is in good repair and not otherwise damaged in a manner that affects their ability to protect the player53. A person who fails to wear an acceptable goggle system in a designated goggles-on area, including the field of play, will be assessed a minor penalty.54
8.2.2. No material may be removed from the manufacturer’s original form. Items not of a padded or absorbent nature55 may be added to the goggle system provided they do not adversely impact the ability of the goggle system to protect the player.
8.2.3. Players must wear the full-face protection provided with the goggle system as it is designed and sold by the manufacturer.
8.2.4. Players must wear the ear protection provided with the goggle system as designed and sold by the manufacturer.
8.2.5. Players may wear one layer of padding and/or other protection on the elbow, forearm, knee or shin, provided that padding and/or protection has not been modified from the manufacturer’s original form.56
8.2.6. Players may wear a single pair of gloves. Gloves may not have material in addition to the manufacturer’s original form.
8.2.7. Players may wear neoprene neck protection of a single layer not to exceed 0.5 cm in thickness.
8.2.8. Male players may wear groin protection and female players may wear breast protection.
8.3. Markers
8.3.1. Players may carry a single, .68 caliber, pump or semi automatic paintball marker that includes a single barrel and a single trigger.
8.3.2. Prohibited colors – any player found to be using a marker whose color may impede the judge’s ability to make a proper call, may be asked to discontinue the use of that marker.
8.3.3. A marker covered in whole or in part by a material of an absorbent or padded nature is illegal.
8.3.4. A trigger is a movable lever that causes a marker to fire when force is applied directly to the trigger with a vector parallel and opposite to the vector the marker fires paintballs.57 A marker that can be caused to fire by any other means is illegal.
8.3.5. A trigger guard that is unaltered from the grip frame manufacturer’s original form must protect the trigger of the marker.
8.3.6. A marker with any electronic components58
8.3.6.1. May fire no more than one paintball within 80 milliseconds (12.5 bps)
8.3.6.1.1. A player on the field of play whose marker fires two shots within 15 milliseconds less than the minimum shot interval will be assessed a minor suspension.
8.3.6.1.2. A player on the field of play whose marker fires two shots within 10 milliseconds less than the minimum shot interval will be assessed a gross penalty.
8.3.6.1.3. A player on the field of play whose marker fires two shots within 5 milliseconds less than the minimum shot interval will be assessed a major penalty.
8.3.6.1.4. A player on the field of play whose marker fires two shots within the minimum shot interval 59 will be assessed a minor penalty.
8.3.6.2. May fire no more than three shots per press and release of the trigger, and no more than three shots between presses of the trigger.60 A player who carries a marker onto the field of play that fires more than three shots per press and release of the trigger, or more than three shots between two presses of the trigger, will receive a gross penalty and a minor suspension.
8.3.6.3. May fire no more than one shot per press and release of the trigger unless
8.3.6.3.1. The trigger has been pressed and released four times,61 and
8.3.6.3.2. The trigger has been pressed and released at least once per second since the first of the four trigger pulls.
8.3.6.4. Any person who carries a marker onto the field of play that will fire more than one shot per press and release of the trigger before the trigger has been pressed and released at least four times after not having been fired for at least one second will receive a gross penalty and a minor suspension.
8.3.7. A marker with no electronic components
8.3.7.1. May not fire more than one shot per press and release of the trigger,62 and May only fire a shot when the trigger is pressed, and May not increase or decrease the force required to pull or hold the trigger to or at any position without the use of tools.63
8.3.8. A marker with settings, whether mechanical, pneumatic, or electronic, that may be adjusted without the use of tools to allow the marker to operate in an illegal manner is illegal.64 A player who operates buttons, switches, valves or other adjustable device on a marker on the field of play without the permission of a judge will be assessed a minor penalty. A player who operates buttons, switches, valves or other adjustable device on a marker on the field of play after being instructed to provide the marker to an official, or prior to being instructed to do so, will receive a gross penalty and that player will receive a minor suspension.
8.3.9. Marker barrels may be equipped with porting, but may not have a sound suppressor attached or integral to the construction of the barrel.
8.3.10. A marker with any valve, expansion chamber, or other item or device except a barrel or screw-in air source65 that may be adjusted on the field of play to increase or decrease velocity without the use of tools is illegal.
8.3.11. Any person possessing a marker that is attached to an air source, does not have a barrel sock properly installed over the end of the barrel, is not at a designated chronograph station being chronographed and is not on the field of play during, in the 10 seconds prior to, or the 10 seconds immediately after a point,66 will be assessed a minor penalty.
8.3.12. Any illegal marker is not allowed on the field of play. Players carrying an illegal marker on the field of play will be assessed a gross penalty. A player bringing an illegal marker onto the field of play after being informed by a judge that the marker is illegal will be assessed a gross penalty and a minor suspension.
8.3.13. Any player whose marker has been modified from the manufacturer’s original form to disguise its mode of operation or to allow the player to change the mode of operation on the field without the use of tools will receive a major suspension.
8.3.14. A marker may be confiscated for inspection at any time, and may be kept for up to three days following the conclusion of the event.
8.4. Velocity
8.4.1. A judge may chronograph a marker on the field of play at any time, including before, after, or between points.
8.4.2. Any player whose marker fires a shot in excess of 300 feet per second will be assessed a penalty as follows:
| FPS | PENALTY |
| 301-310 | Minor Penalty |
| 311-325 | Major Penalty |
| 326+ | Gross Penalty |
-
-
-
8.4.3. A player may only be assessed one velocity penalty per point.
8.5. Paintballs67
8.5.1. Players may carry any number of paintballs.
8.5.2. Paintballs must be completely water-soluble.
8.5.3. Paintballs may NOT contain PINK or RED fill.
8.5.4. Paintballs must not stain.68
8.6. Other Equipment
8.6.1. Players may carry one constant air or CO2 tank, including any tank attached to the player’s marker, or any number of disposable CO2 cartridges.
8.6.1.1. Constant air or CO2 tanks may have a neoprene or plastic protective cover, provided no material has been added to the protective cover’s original form
8.6.1.2. Constant air and CO2 tanks may not have any stickers not present on the tank at the time of original sale.
8.6.1.3. All constant air and CO2 tanks must have a DOT stamp, and must be within the DOT-certified hydro-testing certification date. Players using uncertified or out-of-date tanks will be fined $100 and receive a major penalty.
8.6.2. Players may carry any number of pods and squeegees, but no pods that are padded or absorbent in nature.
8.6.3. Players may carry one hopper.
8.6.3.1. Hoppers may not be covered by any absorbent or padded material.
8.6.3.2. Hoppers may not be yellow, orange or clear.69
8.6.3.3. Hoppers are allowed to have one (1) 2 inch by 6 inch sticker on each side only. The sticker may contain the colors Red, White, Blue, and Black.
8.6.4. Players may carry any number of batteries.
8.6.5. Players may wear one pack, designed to carry pods and/or an air source.
8.6.6. Players may carry one remote line that connects their air source to their marker.
8.6.7. Players must carry a barrel sock.
8.6.8. Players may carry one time keeping device.
8.6.9. Stickers may be affixed to equipment other than an air source. A judge may require that stickers be removed if the judge believes the stickers interfere with their ability to officiate.
8.6.10. Players may carry or wear items that are made necessary by a medical condition or to protect an existing injury, as long as such objects are not unnecessarily padded or absorbent.
8.7. Prohibited Equipment
8.7.1. Shoes with rigid, pointed spikes of any material or edged metal spikes70 are prohibited.
8.7.2. Any clothing or equipment not expressly permitted by the rules is prohibited unless permitted by the Ultimate Judge. Players possessing prohibited clothing or equipment on the field of play will be assessed a gross penalty.
9.Miscellaneous
9.1. Maintenance and Cleanup
9.1.1. All persons shall adhere to the administrative rules and regulations promulgated by the promoter with respect to maintenance and cleanup of the event facility.
9.1.2. All persons will dispose of all trash they generate in designated trash receptacles.
9.1.3. Teams will remove paint boxes from enclosed team pit areas.
9.1.4. Any person that fails to adhere to rules and regulations contained in section 9.1 or promulgated by the promoter may be fined up to $250 by authorized personnel.
9.2. Appeals
9.2.1. Calls made on the field of play may be appealed to the head judge of the field.
9.2.2. No judge may overturn eliminations.
9.2.3. The decision of the head judge of a field is final, except for suspensions and ejections.
9.3. Rules Modifications
9.3.1. Judges have the authority to interpret, extend and apply the rules to situations not already covered by the rules.
9.3.2. Under exceptional circumstances, the promoter may modify one or more rules for the duration of the event. Teams must be informed of any modifications during the captains’ meeting or at the field of competition prior to the start of the team’s next match.
9.3.3. Should any reasons for a modification arise during the tournament, the Ultimate Judge may issue a modification to the rules, upon which time a captains’ meeting will be called to inform the teams of the change or teams will be informed of the change at the field of competition prior to their next match.
- 10. DECORUM
10.1. Code of Conduct
10.1.1. Participants in CSP events shall observe this code of conduct and all applicable rules for the duration of the event(s) in which they participate. Participants shall, at all times, conduct themselves in a manner becoming of athletes that will not reflect unfavorably on CSP, its employees, officers, representatives tournaments, or sponsors.
10.1.2. To this end, participants shall use their best efforts to demonstrate professionalism and integrity in support of the sport of paintball. Any participant who violates this code may be subject to suspensions from competition, permanent ban from CSP competitions, or any combination thereof deemed appropriate by CSP.
10.1.3. This code of conduct extends beyond the physical property of the events. Hotels, restaurants, airports, etc which are considered by CSP to have a distinct association with the event will be considered, in cases of misconduct, in the same sense as the playing facility.
10.1.4. Any player that eother on purpose of by negligence in the care of his equipment causes any damage to the hotel or any other private or public property will be banned from CSP. The banniment can be converted into full payment of all the damages plus the payment of a fine of US$ 1,000.00 to be paid to the General Organization.
10.1.5. Any player found carrying fire weapons in the tournament facilitty will be immediately ejected from the event and will receive a major suspension.
10.1.6. Any player found consuming drugs or alcohol in the event facilities will will be immediately ejected from the event and will receive a major suspension.
10.1.7. Any player in debt with the organization for payment of any fines referring to the current year or previous years Will be forbidden to participate until such situation is taken care of.
10.2. Media Comments and Public Attacks
10.2.1. The favorable public reputation of CSP as organizations within paintball, the integrity of its officials, and the reputation of its media properties are valuable assets and tangible benefits for CSP. Accordingly, it is an obligation of competitors to refrain from comments to the news media that unreasonably attack or disparage the integrity of tournaments, tournament officials, sponsors, or other participants.
10.2.2. Competitors are encouraged to express themselves and they have the right to question the rules officials. Responsible expressions of legitimate disagreement with CSP policies are encouraged as opposed to attacks upon the rules or officials. However, public comments that a participant knows, or should reasonably know, will harm the reputation of CSP, CSP officials, CSP sponsors, or principles shall be considered unacceptable conduct and will result in disciplinary action at the sole discretion of PSP. This disciplinary action may include fines, suspensions, banning from future participation, or any other action deemed necessary by CSP.
10.3. Persons attending an event will refrain from wearing or otherwise displaying offensive pictures, words, logos or other materials at the event. Persons displaying such offensive materials may be instructed to remedy the situation and/or be assessed a minor penalty.
10.4. A head judge or other authorized official may assign a minor or major suspension to any person who violates decorum.
1 Between the 50 and the corner of the field on the pit side and on the half where the team’s pit is. 2 This effectively establishes a major penalty for entering the field of play at any time without a judge’s approval or checking in. 3 During a point, a player is always either active, inactive, or eliminated. Inactive is when a player is out of the point and his shots should not count, but the player would not be expected to know he is out of the point (i.e. the player’s foot touches tapeline, then the player bunkers two people – the player should be eliminated with no penalty and the two people bunkered should be left in). Eliminated is when a player should know they should not still be playing, either because a judge has told them they are eliminated, or because they have an obvious hit, or because they were never on the field at the start of the point to begin with. Thus, when assessing appropriate penalties, a judge must only determine whether the player was active, inactive, or eliminated when the infraction was committed. 4 Players are thus inactive if they are touching any out-of-bounds area at the start of the point 5 Note that in these rules, the phrases “is inactive” and “is eliminated” means the player’s status is IMMEDIATELY and AUTOMATICALLY changed to inactive or eliminated, respectively, without any action by a judge. The phrase “eliminated by a judge” means the player maintains their current status until a judge informs them that they are eliminated, either verbally or by signal. 6 The minor penalty is in addition to any eliminations/playing on penalties. If the player is not hit and avoided the official, that player is eliminated. If the player is inactive and avoided, they are eliminated (for being inactive) and a teammate is eliminated (for the minor penalty). If the player has an obvious hit, they are eliminated, a teammate is eliminated (playing on) and another teammate is eliminated (official avoidance). 7 Merely touching equipment does not establish physical control. Generally, any equipment that will advance with the player if the player advances can be considered to be in the physical control of the player. This includes bunkers – so if you move a bunker because you accidentally run into it, you’re ok, but if you intentionally move the bunker, you’re eliminated. 8 If you start the point with it or pick it up, you possess it until you either drop it (pods, squeegees, paintballs and flags) or until you get more than five feet away from it (anything else) unless a judge or another player takes it from you. 9 Anything that your team didn’t start with (other than pods, squeegees, paint and flags) you can’t take/pick up. 10 Once you lose possession of any of your equipment (other than pods, squeegees, paint and flags), you’re eliminated. If you’re eliminated on the field of play and you lose possession of any of your equipment prior to exiting the field of play one of your teammates will be pulled. This also means you can’t exchange anything other than squeegees, paintballs, pods, or the flag. 11 This means that in addition to getting a one-for-one for playing on, an additional player should be pulled for any opponent the playing-on player manages to shoot, whether the opponent is erroneously eliminated by a judge or not. 12 The chances of a player receiving a hit, not feeling, seeing or hearing the hit, and accidentally removing the hit are so small that it is preferable to rarely assess a gross penalty in such a case to prevent players from removing hits on a frequent basis via slides, rubbing bunkers, etc. 13 If it hits the hopper and sprays on your goggles, it’s obvious. If it smacks into your earflap, it’s obvious. If it hits your facemask and sprays paint on your face, it’s obvious. If it hits your elbow pad that is 2” thick and you didn’t feel it, it’s still obvious – players should not wear padding so thick that they cannot feel hits. If it grazes off the side of your hopper where you can’t see the hit or it’s in your pack then it may not be obvious if the judge does not have any reason to believe you should know a paintball hit you there. 14 It is much better if players have to rarely stop playing for a few seconds to get hits checked than it is to have players regularly playing on because “The hit might have bounced” and they can keep playing until a ref drags them off the field, so players are eliminated when an obvious hit is received without any action from a judge being required. A player who is shot in the back and continues to shoot will receive a major penalty. A player making a bunker move who is shot and runs another 5 feet to complete the move will be assessed a major penalty and an additional minor penalty for shooting a player while eliminated. 15 If you’re not sure if a hit broke, and you can’t check it yourself, you can ask a ref or teammate to check it without penalty before exiting the field of play, so long as you take no other action. You may choose to continue to play, HOWEVER, if it turns out that the hit was valid, you will be assessed a major penalty plus a minor penalty for any opponents you shoot because you were playing with an obvious hit, so you should consider carefully whether the risk of the penalty is worth continuing to play prior to getting the hit checked. 16 It is the player’s responsibility to call themselves out when they have an obvious hit. It is the ref’s job to penalize players who continue to play with an obvious hit, so if you call a ref over to check a hit you could have checked yourself, expect a penalty too. 17 Note that players with unobvious hits are inactive, not eliminated, so are not playing on. The minor penalty will cause the player to be eliminated in 5-man (no additional players pulled) and eliminated with a teammate serving a 1-minute penalty in X-Ball. 18 RaceTo-4/5/7 only 19 Due to the lack of time, there will be no timeout extensions. 20 Next three points regardless of opponent. The team does not play short if an alternate is available. 21 The player serves the penalty during the subsequent match. 22 Note that there are no active players between points, so any penalties assessed after the end of the point become strikes for the next point. This includes specifically penalties for a player who hangs the flag dirty – the team starts down players the next point, even if they had bodies remaining this point. 23 Not counting the player being penalized; if there are two or more other live players left from the team on the field, this rule doesn’t apply. 24 If a team receives multiple penalties under 2.12.6.1.2 in the same point, the opposing team still only gets one point. (The point is for the point ending, not the penalties themselves.) 25 The “end of point” happens immediately. This stops the point clock (to discourage players from playing on to burn point time, or playing on to stay alive long enough for a teammate to come out of the box). Because the point is over when the penalty is called and the player is not in the box, this also prevents the player from having his penalty dropped when the opposing team scores – which would be no penalty at all. However, if there is another player already serving a minor penalty in the box, their minor penalty does end as normal when an opposing team scores. 26 Note that if the point was already ended due to 2.12.6.1.2 and one of the penalties is a minor one, that penalty is ended and we have room for the new player. If all the players in the box were serving gross or major or double minor penalties, then we have to end the shortest penalty and award the opposing team an ADDITIONAL point to compensate them for letting someone out of the box early. Note that unlike with 2.12.6.1.2, the point is due to the penalty, not the end of the point, so the opposing team gets one point for each penalty. 27 If by some calamity there are 3 players already in the box and the remaining two players get penalties at the same time, two of the 5 penalties would get discarded and the opposing team would score two points. 28 If each team would get a point, they both get no points. If one team would get 3 points and the other would get one point, the one team gets 2 points, or the difference. 29 “enters” is when the player first touches the box, so long as they proceed to go all the way in it. This means they also may not leave the box once they’ve touched it without incurring a penalty for leaving the box early. 30 Note that players serving a double minor really have 2 one-minute penalties. So if one player has 0:27 left on their minor penalty, and another has 1:13 left on their double-minor penalty, the player with the double-minor has their penalty reduced to 1:00 (the first penalty is ended, leaving 1 minute of the second penalty) and BOTH players stay in the box. 31 Because a team may only have 5 players on the field of play during the point, and because the penalty box is on the field of play, players in the box, even though eliminated and out-of-bounds, count against the total number of players a team may have (5). 33 The sum of both teams’ scores is odd, i.e. 1-0, 4-3, 2-5, etc. Note that if no point is scored, teams do not switch sides. 34 Teams do not switch sides for overtime periods. Any penalties from regulation time carry over to the overtime period. 35 RaceTo-4/5/7 only 36 A team that has played no matches in the current round has NO average margin scored, NOT zero, and thus a negative margin can not be replaced by a 0 if the forfeiting team has not played any other matches. 37 This tiebreaker is applied recursively, i.e. if three teams have the same number of match points and wins, but only two of them have played head-to-head, margin of victory is used to break the tie. But once margin of victory has been applied, if the two teams who did play head-to-head are separated by only one place (i.e. one 7th and one 8th) then the team that won the head-to-head matchup will be 7th, even if their margin of victory is lower. Note also that only head-to-head matches played in the current round are considered when determining place in that round. Previous head-to-head matchups in the same event are only considered when determining seed out of those previous rounds. 38 Total point points scored minus total point points given up. 44 Same number of teams from each bracket. 45 If 16 teams are advancing from the prelims, the top 8 teams will advance to the quarterfinals, leaving the 9th through 16th seeded teams to play off for the remaining four spots, with 9th playing 16th, 10th playing 15th, etc. According to this rule, the winner of the 9th vs 16th matchup gets the 9th seed, regardless of the margin of victory in the other playoff brackets. Basically, the top-seeded team in each matchup is ‘defending’ their seed from the lower-seeded team, and if the lower-seeded team wins, they get that seed – the teams are NOT reseeded after the head-to-head matchups are played out. 46 If 8 teams advance from prelims, the top two teams get byes, and then the 3rd, 6th and 7th teams play off in one bracket, while the 4th, 5th and 8th teams play in another bracket. The team that wins each bracket advances, but if the 4th place team has a better score in the quarterfinals than the 3rd place team (points, wins, margin, etc), that team gets the 3rd seed in the semifinals. 47 Teams with byes are seeded higher than teams without byes. 48 Normal wildcard rules apply. If there are 12 teams advancing from 8 brackets, the top team per bracket advances, plus the remaining 4 teams out of all brackets with the best scores in that round. 49 The area will be near the scoring table. This is to prevent suspended players from becoming sideline coaches. 50 The article of clothing should be grabbed at a single point and pulled away from the body or limb. Once this has been done, the clothing should be pinched on opposite sides of this point so that these two points are brought together next to the body or limb. The clothing will then be tight around the body or limb, with any extra clothing pulled through the pinch and held at the original grab point. 51 “Turtle” caps and headbands can be worn as the ONLY layer on the head. Players will be asked to remove any excess layers. 52 Goggle manufacturers must submit independent laboratory test results to the promoter at least 10 days prior to the start of a tournament demonstrating that the goggle system meets or exceeds ASTM standards for any system such manufacturer wishes to be allowed for use during that tournament. 53 Cracks in the lens, however slight, affect the ability of the goggles to protect the player. 54 A player may not ever remove their goggles once they enter the field of play. Note that if an active player removes their goggles intentionally, they are automatically eliminated and a teammate must be eliminated to satisfy the minor penalty. Because an elimination is NOT a penalty, the player eliminating themselves does not count as a penalty being assessed. 55 Ex. Goggle Fans, but decorative additions that are not padded or absorbent are acceptable. 56 Hits on padding are obvious. Players should not wear so much padding that they cannot feel hits. 57 They may operate if and only if the trigger is pulled, and may not fire if it is hit, dropped, or sneezed on. 58 Batteries, circuit boards, chips, wires, etc. 59 A measurement of 95.0 milliseconds or higher is acceptable. A measurement of 94.9 milliseconds or lower will be penalized. (80 ms and 79.9 ms for RaceTo-7) 60 Shots may not be buffered past trigger pulls – if you pull the trigger, the marker fires, and you pull the trigger again, the marker may only fire three more times, not five. 61 If the trigger is pulled one, two or three times, the marker may fire no more than the number of times the trigger is pulled. The marker may fire up to three balls per pull after that. If the marker is not fired for a second, the trigger must again be pulled three times before the marker may fire more than one shot per pull. 62 Once the marker is fired, the player must reduce the force applied to the trigger and allow the trigger to travel forward past the firing point and then reapply the force on the trigger and bring the trigger back past the firing point before the marker may fire again, i.e., no bounce. 63 No reactive triggers. The trigger force may change as the position of the trigger changes, but the force exerted against the trigger finger at any given trigger position should not change, for example, as a result of the marker firing. 64 Essentially, anything that can adjust velocity, shot mode, de-bounce, etc, must be locked-down so it can’t be changed on the field. 65 This exception only applies to screwing in or unscrewing the air source – any settings on the air tank itself must not be adjustable without the use of tools. 66 Players will be given a reasonable amount of time (10-15 seconds) to install barrel condoms after a point ends. 67 Only “authorized” paintball manufacturers paint may be shot at PSP events. Participating vendors will be identified at each events captains meetings. 68 See Appendix A for tests used to determine if specific paint stains. 69 Smoke or tinted is not clear. 70 Similar “spikes” often found on baseball cleats.


