Version 2.4 - 11 March 2002
Section 1.0 - Application
Section 2.0 - Terms and Definitions
Section 3.0 - Safety
Section 4.0 - Paint gun Limitations
Section 5.0 - Paint gun/Power Source Classes
Section 6.0 - Eliminations
Section 7.0 - Game Rules
Section 8.0 - General Conduct, Sportsmanship, and Etiquette
Section 9.0 - Discipline
Section 10.0 - Availability of Rules, the Charter, and Other Guidelines
a. Due to the fact that members of Team Skitzo frequent many fields, Rules of Play must be standardized to avoid confusion amongst players and help promote fun and safe play.
b. Many of the Rules of Play have been established to promote fun, fair play and sportsmanlike conduct.
c. When playing as a walk-on, Members are to follow the local rules, and abide by the guidelines of The Skitzo Charter
d. Any local field rule that is of a higher standard than any rule established herein, the field rule shall override the applicable Team Skitzo Rule of Play. Example: if a field rule states that players are not permitted to bring their paint guns into the Designated Safe Area, this rule overrides the Rules regarding the handling and use of paint guns and barrel plugs in the Designated Safe Area.
e. Any local field rule that is of a lower standard than any rule established herein, the Team Skitzo Rules of Play will override the applicable field rule. For instance, if a field rule only requires players to chronograph once a day, and field rentals do not have to be chronographed, the rules involving chronographing will take priority over the field rule.
f. Where Item 1.e. is impractical (Example: a Member participating as a walk-on), the Member shall abide by the Club Charter and all applicable Club Rules (especially Section 3.0 - Safety).
2.0 TERMS AND DEFINITIONS
a. Designated Safe Areas :The area where players can remove their goggles and where BARREL PLUGS MUST BE INSERTED and where NO SHOOTING IS ALLOWED. The field staff will exactly define the location and boundaries of these areas.
b. Designated Shooting Area :The area where GOGGLES MUST BE WORN, and where it is permitted to remove barrel plugs, and discharge paint guns. This includes (and is not limited to) the playing areas (fields), the range, and the chronographing station. The field staff will exactly define the location and boundaries of these areas.
c. Dead Zone :The area where players proceed after, they have been eliminated from a game.
i. A Dead Zone is generally within the Designated Shooting Area. Therefore, BARREL PLUGS MUST BE INSERTED and GOGGLES MUST BE WORN in the Dead Zone.
ii. The field staff before each game will exactly define the boundaries/locations of the Dead Zone(s).
d. Walk-on Play : When any Team Skitzo Member is playing as guest of another group, where the Members are the minority. (This pertains only to Members of the Team Skitzo, and is not the general definition of a walk-on player.)
e. Team Skitzo Club Day : Any event that is exclusively for Team Skitzo Members, and their invited Guests.
f. Field Staff (or Referee, or Ref) : Any person who is working at a paintball field in an official capacity.
g. Member : Any person holding a Team Skitzo membership card is considered a Member of the Team.
h. Guest : Any person playing paintball at a Team Skitzo Play Day is considered a Guest of the Contingent.
a. Field Staff - Field staff instructions will be obeyed at all times.
i. The only goggles, which are permitted to be used, are those specifically designed for paintball.
ii. The goggles must have face protection (a mask), and the mask must at least cover the front of the face.
iii. The goggles should have ear protection. If the goggles do not, players are advised that they should have some protection against paintballs entering the ear canal (such as a hat or bandana).
iv. Goggles are to be worn in the Designated Shooting Areas. Goggles are to be put on BEFORE players enter this area.
v. Goggles may only be removed in the Designated Shooting Area under the direction of Field Staff. The procedure for this will be described by the Field Staff should the need occur.
c. Barrel plugs
i. Barrel plugs will be inserted into the muzzle of the paint gun in any Designated Safe Area. Barrel plugs will be inserted BEFORE the player enters this area.
ii. Squeegees or socks are not acceptable substitutes for barrel plugs.
iii. Paint guns will NOT BE DISCHARGED FOR ANY REASON while in the Designated Safe Area.
i. ALL paint guns, including field rentals, will be chronographed.
ii. Paint guns will be set at no higher than 300 feet per second for outdoor play and 250 feet per second for indoor play (unless the field requires lower velocities).
iii. More experienced players are to aid those less experienced at chronographing.
iv. Paint guns will be chronographed:
§ Before play begins at the first of the day;
§ Before play begins after lunch;
§ After disassembly, and subsequent reassembly, of a paint gun;
§ After changing barrels;
§ When requested by a member of the Field Staff; and
§ When requested by another player.
v. Paint guns should be chronographed:
§ After changing constant air tanks;
§ After turning off, and subsequently turning on, constant air tanks; and
§ After decoupling, and subsequently recoupling, remote systems.
vi. Another Member, or a member of the Field Staff shall witness Chronographing of a paint gun.
e. Strongly recommended personal safety equipment
i. For men, athletic support with a hard plastic cup.
ii. For women, additional shielding or padding for the chest.
iii. Neck protection - ideally, a neck protector designed for ice hockey, however, a turtleneck shirt, or a bandana tied around the neck will suffice.
f. Recommended personal safety equipment
i. Gloves. Fingerless gloves (such as cycling gloves, or those made specifically for paintball) are best as they provide hand protection while permitting fine manipulation of the paintball gun and equipment.
ii. Shin pads. These protect the shins against injury caused by falling or otherwise striking roots, low-hanging branches and rocks, as well as painful paintball hits to the shins.
iii. Knee pads. These protect the knees against injury caused by falling, as well as increase comfort and stamina when crawling, hiding and/or shooting from a kneeling position.
iv. Elbow pads. These protect the elbows against injury caused by falling, as well as increase comfort and stamina when crawling, hiding and/or shooting from a prone position.
v. Hat/head covering. These reduce the pain of paintball hits to the head, as well as keeping the hair paint-free. In summer, a hat can reduce sunburn and sunstroke. In winter, a hat helps the player retain heat.
i. No tools or weapons of any kind shall be carried onto a playing field.
ii. Incendiary, explosive or smoke generating device are not permitted.
iii. Aggressive physical contact between players is not permitted.
iv.The use of any intoxicant is not permitted before arriving at the field and while at the field.
4.0 PAINTGUN LIMITATIONS
a. Access to any velocity adjustment device must involve partial or complete disassembly of the paint gun or components thereof and/or require the use of tools to do so.
b. Paint guns may fire at any rate of fire, and may shoot any number of paintballs, provided that no more than ONE burst of gas is expelled for every pull AND release of the trigger, AND providing they fit the Paint gun and Power Source Levels of the Class of play applicable for that day.
c. Autotriggers on pump action paint guns are permitted, providing they fit the Paint gun and Power Source Levels of the Class of play applicable for that day.
d. Paint guns capable of select fire (both semi- and full-auto) are to be modified in such a way that the capability to select full-auto is not readily available during the course of play. (Providing they fit the Paint gun and Power Source Levels of the class of play applicable for that day). Access to the selector switch must involve partial or complete disassembly of the paint gun or components thereof and require the use of tools to do so.
e. The paint gun may be fed by any means, providing it fits the Paint gun and Power Source Levels of the Class of play applicable for that day.
f. Nitrogen and high-pressure air (HPA) power sources are acceptable, providing they have been purchased pre-assembled from a reputable dealer. A list of reputable dealers may be obtained from the Club President upon request.
g. Personal fill stations of any type (CO2, nitrogen, or HPA) will not be permitted, unless the owner can prove they have been properly trained in its operation.
h. Players are not permitted to mix two different gases (known as "cocktailing"), as this poses a significant safety hazard
5.0 PAINTGUN/POWER SOURCE CLASSES
The following classes will be used to ensure that all players have the opportunity to play on as equal a technological level as is realistically possible.
These classes apply to Cancun Club days only. The Club has no control of player-carried technology in any other event or walk-on play day.
a. Semi Class Paint gun Level: Any operating system that does not conflict with Section 4.0.
Power Source Level: Any type of CO2 powered system.
b. Pump Class Paint gun Level: Any operating system that requires the paint gun to be manually manipulated to load a paintball and/or cock the action and does not conflict with Section 4.0. This class also includes semi-automatic markers whose capacity is restricted to ten paintballs, either by the marker's original design, or by the addition of a stick feeder.
Power Source Level: Any type of CO2 powered system.
c. Twelve Gram Class Paint gun level: Any operating system that does not conflict with Section 4.0.
Power source level: 12 gram CO2 "powerless" only. Quick changers may be of any design, so long as the paint gun is only capable of being powered by one twelve gram. Back check valves are permitted.
d. Stock Class Paint gun level: In accordance with Canadian Stock gun Player's Association guidelines.
Power source level: In accordance with Canadian Stock gun Player's Association guidelines.
e. Players can play at a lower class, should they so desire. For instance, if the Playing Class for the day is established as Pump Class, it is permissible to play Stock Class.
f. When players elect to play at a lower class, the paint gun and power source levels cannot conflict with the levels set in the Class for the day. For instance, if the Playing Class for the day is established as Pump Class, it is permissible to play Twelve Gram Class, as long as the paint gun requires to be manually manipulated to load a paintball and/or cock the action and does not conflict with Section 4.0.
g. Paint Limits Per Game. While not a paint gun class, it can be added to any class. Players will be restricted to shooting a fixed number of paintballs (generally 30 or 50) per game. This may be applied to a full day of play or applied per game on an ad hoc basis.
h. The Class and Paint Limits Per Game will publicized along with the game date and field location. Example: 29 Feb, Tripp and Falls Paintball Paradise, 12 Gram Class, No Paint Limits Per Game.
a. An elimination occurs under four circumstances:
i. Any time a paintball HITS and BREAKS anywhere on the player, their equipment or paint gun, that player is eliminated from play. "A splat's a splat, no matter where it's at."
ii. Any time that a player indicates by WORD ("OUT!" (Preferred), "HIT!" or "DEAD!") Or GESTURE (Raising one or both (preferred) hands above the head) that they have been eliminated, that player is eliminated from play;
iii. Any time a player surrenders voluntarily; and
iv.As dictated by specific rules: the "Three Shot" rule, the "Surrender" rules, and "Bunker buzzing" rules.
b. If the paintball HITS but DOES NOT break, that player is still in the game, UNLESS THAT PLAYER INDICATES BY WORD OR BY GESTURE THAT THEY HAVE BEEN ELIMINATED FROM PLAY. As a courtesy to his/her opponent, the player shall announce "BOUNCE" or "NO BREAK" (preferred).
c. When eliminated, the player MUST indicate by saying "OUT!" (Preferred), "HIT!" or "DEAD!" in a loud voice and raise one or both (preferred) hands above the head. The player then proceeds to the Dead Zone.
d. Eliminated players
i. Eliminated players are not permitted to communicate with other non-eliminated players in any way.
ii. Eliminated players are not permitted to purposely interfere with the course of the game.
iii. Eliminated players are expected to act in such a way that other players know that they have been eliminated from play (by WORD and GESTURE), until they are off the field of play.
iv.Eliminated players must keep in mind that they may be hit, after being eliminated, if they are not displaying behaviour as outlined in Rule 6.d.iii. It is the eliminated player's responsibility to exit the field in a rapid, interference-free and "pain-free" manner, not the players still actively playing.
7.0 GAME RULES
a. Players will be briefed on the format (one flag, two flags, straight elimination, etc.), the time limit, the elimination rules (one hit/out, reincarnation, etc.), and any special rules/restrictions by the Field Staff before each game or series of games begin.
b. Winning the game.
i. Standard Capture the Flag. The team, who first captures the opposing team's flag AND hangs it in their own flag station, before the time limit expires, will be declared the winner of the game.
ii. For any other game, the objective will be clearly stated by the Field Staff before the game begins.
c. During any Capture the Flag game, if the player carrying the flag is hit, the player must drop the flag immediately.
d. During any Capture the Flag game, the flag must be carried so that is fully exposed and cannot be rolled up and/or hidden under clothing.
8.0 GENERAL CONDUCT, SPORTSMANSHIP AND ETIQUETTE
Certain actions, while not technically illegal in paintball, are incompatible with the spirit of recreational play and thus will not be tolerated or practised by Members participating in Team Skitzo Club Play Days or as walk-ons. In general, Members are expected to adhere to the tenants of common sense and the Team Skitzo Charter. This section clarifies the conduct expected of a Member in some common paintball circumstances:
a. The Three Shot Rule. If a single player marks another player with three or more shots in rapid secession, the player who was shooting is also out of the game.
b. Efficient and Courteous Paint Checks. Often in recreational play, Field Staff are not readily available to conduct paint checks on players upon request. Therefore, when a player believes he has marked an opponent, and the opponent does not indicate the elimination by word or gesture, the player may request the opponent to "CHECK YOURSELF", providing the general location of the mark ("ON YOUR RIGHT LEG", or "ON YOUR LOADER"). While an opponent is checking the location, the player shall not continue to fire at or move on that particular opponent. Note that players who are checking themselves without prompting from an opponent are not included in this rule. This is because checking yourself is an integral part of the game. Players requested to check themselves are given the courtesy to be allowed to do so. This also prevents the use of "CHECK YOURSELF" to be an intentional distraction to gain an unfair advantage.
c. Surrender Rules. Players are not to be marked at ranges of ten feet or less. Opponents that are unwire of a players presence (i.e. approached stealthily from behind) must be offered quarter (a surrender) at dangerous "point-blank" ranges.
i. A surrender is accomplished by manoeuvring (unseen) within 10 feet of an opponent, and asking the opponent to "SURRENDER!" in an authoritative voice.
ii. When a player is asked to surrender, and that player decides to surrender, that player MUST indicate their surrender IMMEDIATELY by saying "OUT!" (Preferred), "HIT!" or "DEAD!" and raising at least one arm in the air. The surrendering player then leaves the field of play to the area designated for that game.
iii. ANY OTHER ACTION other than the player saying "OUT!" (Preferred), "HIT!" or "DEAD!" and raising at least one hand above the head will be interpreted as non-compliance and result in that player being shot by the player who offered quarter (surrender). In this case, the player who offered quarter must make every attempt to mark the other layer in an area where it will not cause injury or undue pain (for example, boot or buttock).
iv. Notwithstanding Rule 8.c.iii, surrenders will always be given and taken on Cancun Club Days. Players will have no other choice but to surrender when asked to.
v. In the application of the Surrender Rules, common sense will always prevail. For example, demanding the surrender of an opponent halfway across a field will be considered a taunt at best, ludicrous at worst.
d. Bunker Buzzing. The high-risk tactic of "buzzing a bunker" (also known as "buzzing", "bunkering", "stabbing", and "rushing") - rapidly and stealthily approaching a bunker in order to surrender an opponent - is permitted, with the following caveats:
i. This tactic is best performed by and on experienced players. New and newer players will have the tendency to "shoot first, ask for (or accept) surrenders later".
ii. The player attacking the bunker bears most of the responsibility to ensure the risk to him/herself and the defending player is minimized. This can be accomplished by:
§ Not "buzzing" the bunker at all;
§ Being reasonably sure that the defender is unaware of the attacker's presence;
§ Approaching the bunker very rapidly;
§ Deeking to the side (as opposed to over the top) of the bunker; and
§ Asking for the surrender in a loud and authoritative manner.
iii. The player defending the bunker bears some of the responsibility to ensure the risk to him/herself and the attacking player is minimized. This can be accomplished by:
§ Being aware of his tactical situation at all times;
§ Suppressing (or eliminating) charging players as early in the charge as possible; and
§ Reacting correctly to a surrender request (see Rule 8.c.).
e. Dean Man's Walk. The so-called "Dead Man's Walk" is not permitted. This is a technique wherein a player pretends to have been eliminated by walking casually on the field in a non-aggressive manner. When said player has reached an advantageous point on the field (i.e. behind his opponent(s)), he/she immediately engages in play. While this is not cheating in the strictest sense, it is un-sportsmanlike to take advantage of another player's trust in this way.
a. Disciplinary actions will be taken against players for:
i. Flagrant disregard for safety;
ii.Repeated safety infractions;
iii.Any form of cheating;
iv.Arguing with field staff;
v.Abusive behaviour; and
vi.Conduct unbecoming a Member of the Team Skitzo Paintball Club.
b. Disciplinary actions
i.Minor infractions. Offending players will not be permitted to play one or two games; and
ii.Repeated minor infractions, and major infractions. Offending players will be told to leave for the remainder of the day
c. Players who are told to leave for the day will no longer be considered Members of the Team Skitzo Paintball Club. They will be asked to return their membership card and hockey jersey, and will be refunded the full amount they paid for them.
d. Disciplinary actions will be decide upon by at least three Members of the Team Skitzo Paintball Club, who will be selected by the President.
e. Incidents involving Members who play as walk-ons and are disciplined by local Field Staff will be investigated by the Club to decide if disciplinary action is warranted.
10.0 AVAILABILITY OF RULES, THE CHARTER, AND OTHER GUIDELINES
a. The following are available to all Members and Guests of the Team Skitzo Paintball Club:
i. Team Skitzo Rules of Play (this document);
ii. Team Skitzo Charter;
iii. Canadian Stock gun Player's Association guidelines;