Memphis Paintball League's Rules and Regulations
(Revised 2/05)
The object of MPL shall be to provide opportunities for the membership to compete in quality tournaments; to prepare teams for national level caliber play; to emphasize Sportsmanship; to provide Standardized Rules for Game Play; to help lower the cost of participation in a quality paintball tournament; to emphasize Fun; and to promote the Game of Paintball. (MPL rules are adapted From MSPA's published rules. MSPA rules are consistent with the type of paintball we wish to promote).
The MPL playing rules are founded upon the principle that fair play and good sportsmanship are more important than winning at all costs. MEMPHIS PAINTBALL LEAGUE TOURNAMENT RULES 1.0
1.1. MARKERS
(Paintball Guns): a.
Each player may carry and use only one marker, barrel, and CO2/N2 bottle
per game. Prior to each game, players are subject to equipment
inspections. Markers must meet specific standards. b.
A Marker in any public area must have its barrel securely attached, and
said barrel properly blocked with a barrel plug or cover that can in no
way be blown loose or allow ball passage. A referee may check barrel
plugs, including firing the marker, at any time. Markers must meet
manufacturer and insurance safety guidelines regarding triggering
mechanisms, trigger guard, and safety devices. All Markers must have a
trigger guard. c.
It must be impossible for a player to be able to adjust his marker
velocity while on the field. d.
No automatic markers are allowed. Only one ball may be fired per
"trigger pull," defined as a force by the finger on the trigger
and a release of force by the finger on the trigger during every firing
cycle. e.
Markers must use gravity feed for transferring paintballs from a single
loading magazine, via a single path into the marker. Powered feeds are
allowed. (Ex: Warp feeds) 1.2 GOGGLES: Defined: A complete
eye, face and ear protection system designed specifically for the sport of
paintball (ANSI approved or equivalent), in excellent condition and
without any modifications. Required: Must be
worn by any person who is on or directly exposed to any area where markers
might be discharged, or in any area posted as a goggle required area. Inspection: A
referee may inspect any goggle for approval at any time. Exceptions: On a
field of play when expressly permitted by refereeing staff. A referee may
inspect a goggle or order someone to wear goggles at any time. 1.3 CLOTHING: a.
A Player must wear pants, shirt and shoes. (Long legs and sleeves
recommended.) One layer of underclothing is allowed, unless the Ultimate
Judge rules differently due to the weather b.
The player's clothing may not resemble or be of a similar color to that of
the referees, flag, or arm bands. c.
A player may not wear clothing, or carry equipment that makes
distinguishing a paint mark difficult for the judges. d.
Clothing must be sized to fit the player. A player may not wear oversized,
draping and/or excessively baggy clothing. Clothing may not be overly
absorbent, highly padded, or water repellant. Ghillie-type material, which
makes paint marks difficult to identify is forbidden. e.
Knee, shin, and elbow pads offering joint protection may be worn on the
inside or outside of the player's clothing, subject to opposing captain's
challenge and referee's inspection and approval. All auxiliary gear must
be worn on the outside of all clothing. Tops must be tucked in pants. f.
A team's captain may challenge any item before a game, which will be
immediately ruled upon by the Head Referee. If successfully challenged, a
team will be given a few minutes by the Head Referee to effect the
necessary changes, before starting the game. 1.4 PROHIBITED
EQUIPMENT: Players may carry
whatever personal items they wish into the staging area. However, many
items are restricted. Possession of these items during a game is a
sportsmanship violation and will be penalized. Prohibited equipment
includes any item which might reasonably be mistaken for a flag; any
communications, listening, or surveillance device; any incendiary or smoke
producing device; any paint grenade; and any item that may affect a marker's
velocity. 1.5 PAINTBALLS: a.
Paintballs, 1.6 MARKER POWER SOURCE: a. All markers must be powered by carbon dioxide (CO2), nitrogen or compressed air, and are subject to inspection by the staff and/or referees. Power sources must meet accepted industry safety guidelines. 1.7 BULK AIR TANKS: Any personal bulk air or CO2 tanks are expressly forbidden. (Violation: Team Disqualification) 1.8 INSPECTION: a. Each player must submit to an equipment inspection at any time while within the staging area on the field, and at such other times as may be requested by a referee. b. A player failing an inspection prior to entering the field may try to correct said violations, although a game will not be delayed in order to wait for that player. 1.9 RULINGS ON EQUIPMENT & PROCEDURE FOR APPEAL: a. All rules set forth in this section are subject to modification by the Association on the grounds that a piece of equipment is detrimental to safety or to fair play. b. A player affected by an equipment ruling may appeal it to the Ultimate Judge, except at which time it may delay a game, in which case the equipment is barred from use until the Ultimate's ruling. c. In any instances where safety is not clearly the reason for disallowing use of a piece of equipment, the Ultimate Judge should seek an advisory vote from threee non-affected team captains or three non-affected players before rendering a final decision. 2.0 TOURNAMENT DAY a. First game starts at 10:00 a.m., unless specifically published otherwise. 2.1 CHECK-IN AND CAPTAINS MEETINGS: a. At meeting, captains will be briefed on information deemed pertinent to participants by the leaders of the tournament. Team registration must be handed in by the close of the meeting, unless stated differently by the field operator. c. Each team must have one representative in attendance. Any questions regarding tournament rules and format should be made at this time. d. If a tournament procedure or rule is in non-compliance with the rules book, it may be protested and brought to a vote. (One vote per team.) A three-fourths majority must approve of the change. e. Rule changes due to legal or safety consideration are not subject to protest. f. Each player is presumed to be familiar with the tournament format and rules of play. The team captain or designated representative is responsible for passing information he received at the captains meeting to his teammates. Pleading ignorant of a rule or procedure is a waste of time. 2.2 WAIVERS and NOVICE CERTIFICATION: a. Every tournament participant must completely and legibly fill out and sign a Paintball Park registration form. b. All non-member Novice players must sign a "Certification of Novice Status" document, before participating in the tournament. 2.3 CHRONOGRAPH: a. All markers shall be set to fire no more than 300 feet per second (fps) for all currently manufactured paintballs, regardless of caliber. The producer may set a lower maximum velocity. Shooting over the specified velocity is a Chronograph violation. b. Markers are subject to a chronograph check before being allowed into a game, at the option of the field head referee, or a team captain. c. A referee can check markers at any time during a game. (Violation: elimination) d. Chrono test: Clearing shot, followed by one shot over the chrono. If over 300 fps, two more shots over the chrono. If total speed of three shots exceeds 900, player is in chronograph violation. For example: 1st shot=310, 2nd=320, 3hd=290. Add them up. Total=920 Note: (Chrono test for some Automags, such as the RT. Maintain pull on trigger after first shot; release and immediately fire, purposefully holding the trigger back once again. Continue until properly checked.) e. If the marker fails the chronograph test, the player may adjust its velocity or exchange markers. He must then pass the chronograph test before entering the field. The game will not be delayed on this account. A player may choose to go onto the field without a marker. f. From the time a player performs his pre-game chronograph check and enters the field he may not tamper with or adjust any part of his marker except under the supervision of a referee. g. All players on a team will be required to chrono test after a game, using only the power source used in the game. If in violation, a three shot total of 901 to 930 receives a 10-point penalty (no swing). 931 and up receives a 25-pt penalty (no swing). h. Any player, active or eliminated, who prior to the after-game chrono check, does anything to his marker except activate the "safety," automatically receives the 25 point chrono violation penalty. i. During a game, if a player suspects that his marker is shooting over the chrono limit, he may inform a referee and call himself out, thus avoiding a chronograph penalty. This does not apply if a player has waited until late in the game, or immediately after shooting someone, or just prior to a field chrono check, or for any reason which causes a referee to feel that the player is stretching the rule. j. There is no "second" chronograph chance. 3.1 THE PLAYER: All applicable laws, such as legal age requirements, must be followed. Special requirements for minors are at the Park's discretion. (Inquire in advance). All of the risks entailed while playing MPL paintball are borne entirely by the individual player. 3.2 THE TEAM: a. A team may have seven players on its roster, although the entry and air fees are charged against any five. Every player must provide I.D. as requested and must sign any documents required by these rules before playing. (More alternates may be listed for a fee, determined by the field operator.) b. Players may not be listed on more than one roster at a tournament. 3.3 PLAYER DIVISIONS a. The MPL tournament shall have separate player divisions consisting of a MPL Division (closed to League teams), Novice Division and an Open Division. The scoring and rules for participation shall be consistent with each other, although novice players must meet strict qualifying guidelines. (See 3.3 c.) b. OPEN DIVISION: Open division is open to all comers. c. NOVICE DIVISION: Read carefully Novice Classification: Any player who wishes to participate in the Novice Division of the MPL must read and verify, by personal signature, the following information Certification of Novice Status Upon signing as a Novice Player, I verify ALL of the following to be true statements by me: · I have never been a member of any Amateur, Open, NPPL, or pro team. · I have never been on a Novice or Rookie team that placed in the top two of any tournament series / OR that has regularly scored in the top two places at tournaments within a series. · I have less than two years experience playing tournament paintball outside the MPL. · I declare that I am a relatively new or inexperienced paintball player, by any measure. Sign and date_____________________________________________ _____________
A Novice Team may elect to upgrade to the Open Division during the season but will lose all accumulated points acquired in the Novice Division. The players from the top four scoring Novice Division teams, after the end of the respective season, must upgrade to Open Division, as well as the players from any Novice Team that has averaged top two placements in tournaments in which they have competed. (For ex: Team only plays 3 tournaments. Scores 2nd, 3rd, and 5th. Average is 3.3. Its player are "Open" next season.) d. CHALLENGE
TO NOVICE CLASSIFICATION A team captain may instigate such a challenge, but must present more than mere speculation or opinion. Note: Such challenge must be made before said Captain's team's final preliminary game. (Suggestion: Be certain your challenge can be verified.) In a tournament, teams may play against some teams from other divisions, but scores will only be tallied for comparative purposes against teams in the same division. In other words, all of your scores are only figured against teams in your division. 3.4 TOURNAMENT REQUIREMENTS 1. MPL Events will use MPL Standardized Rules from one event to the other. 3.5 THE FIELD: a. Flag stations and starting stations must be in areas sufficiently clear of cover to offer an unobstructed view to referees. There must be one clearly marked flag station to which a flag can be affixed in open view, and two clearly marked starting stations with more or less equal access to the center flag station. Any structures that might cause confusion as to the designated flag and start stations must be disassembled or corrected prior to the first game. b.
Safety c.
Playability 3.6 TEAM CLASSIFICATIONS: For competition, the MPL classifies teams into the following two levels: OPEN A team in which any member may be a Novice, Amateur or Pro. NOVICE A team completely composed of Novice players (see 3.3 c). 3.7 REFEREES AND JUDGES: a. Referees will escort teams to their flag stations prior to games, will start and stop games (possibly in conjunction with a time keeper), call eliminations and penalties, perform paint checks, keep time, and perform all other tasks necessary for fair and safe play, including those set forth in these rules. Note: It is a sportsmanship violation, and totally useless, to argue a referee's call, since even the referee cannot change it. 3.8 REFEREE SIGNALS: The official referee signals for the MPL shall be as follows: Elimination: The referee shall place his hand atop his head, point at the eliminated player, and shout "Player Eliminated!" Penalty Elimination: As above, plus: "Player Eliminated, Penalty!" or "Player Eliminated, Plus One." (In other words, the referee needs to let the player know why he's being eliminated.) Player Neutral: The referee shall place one hand upon the neutral player while holding the other hand up towards the players on the field, and shout, "Player Neutral!" Player Clean, the referee shall back away from the checked player while cross waving his hands over his head, and shout, "Player Clean". 4.0 PRE-GAME Teams are expected to be signed in and ready to play at least one hour prior to the posted tournament starting time. A team should be ready to assemble prior to game time and to have no chronograph violations upon entering the field. Each team will be escorted to its starting station, and then be ready to play within a couple of minutes. 4.1 GAME START: a.
Prior to the actual game start the Field Judge will call out a 10 seconds
warning. For example: "Countdown to 10 seconds 3 - 2 - 1 - 10
seconds!" b. Any player leaving the start station early is eliminated. c. Under some unusual or special circumstance, the Head referee may call for a restart of the game. Players should have themselves carefully checked if they suspect having been marked during the first start. d. Deliberately creating a "false start" is a violation. (Penalty: One elimination) Games will not be delayed for late players or equipment malfunctions. Players not within their starting position area at the starting signal will be counted as eliminated and must leave the field immediately. 4.2 BOUNDARIES: a. Should any part of a player s body, marker, or attached equipment obviously break the fields outside boundary plane, he is immediately eliminated and must so signal and leave the game. Merely brushing against a boundary line is not considered an intentional alteration of the boundary. b. Referees may warn players that they are in danger of going out of bounds. c. A player may not alter a boundary marker. 4.3 ELIMINATIONS: a. A player receiving a hit that leaves at least a quarter-size or larger splat of paint or equivalent amount of paint on any part of his body or attached equipment is eliminated. However, if referee should witness a direct hit on a player and the ball breaks and leaves a mark smaller than a quarter, the player is eliminated. (A piece of narrow equipment, such as a hose, is by common sense, an exception to the "quarter size" hit standard.) b. A player with accumulated splatter or paint from any source that leaves what appears to be a hit, will be eliminated, unless the referee is aware of its source by observation, or unless the player in question has kept the referee aware of the situation. (Suggestion: Keep the referee informed.) c. A player going out of bounds is eliminated d. A player signifying his elimination either verbally or visually, whether marked or not, is eliminated. A player doing any one of the following is eliminated : Saying, "I'm Hit!" or "I'm Out!" Placing a hand on the head, installing a barrel blocking device, or removing one's armband. e. A player not within the flag station boundary at the game start is eliminated. f. A player that intentionally removes his goggles without permission from and supervision by a referee is eliminated. g. A player ordered off the field by a referee for any reason is eliminated. h. A player marked by a paintball shot by himself or by his own teammate is eliminated. i. Players engaging in physical contact will be eliminated. j. A player who climbs on a tree, a bunker, a structure or a prop will be eliminated. k. A player who deliberately alters terrain or structures, or tampers with a bunker so as to change the shape of a bunker, will be eliminated. l. A player who deliberately uses a non-participant or a movable object as a shield will be eliminated. m. If the flag is "hit" while being carried, the carrier is eliminated. n. Intentionally discarding, or unintentionally loosing possession of, equipment or clothing will result in elimination, except for paint pods/loading tubes and spent 12-gram cartridges. An item that has been separated from the player for five seconds at more than three feet, or that has been hit, is so considered. (For example, a player who looses his shoe and runs off without it is eliminated.) o. If two or more players are marked almost simultaneously, both shall be eliminated, unless decided otherwise by a referee. p. A player blatantly shooting a player who is properly signifying his elimination will be eliminated. q. A player that disassembles his marker on the playing field without the express permission and supervision of a referee will be eliminated. r. A player who tampers with his marker's velocity or has tools on the field will be eliminated. s. A player who does not promptly follow a referee's instruction is eliminated. (For example: After a referee has ordered a player to return to a position due to a "paint check" violation. t. A player engaging in confrontational arguing or abusive cursing or name-calling, and/or threatening physical harm to any referee, player or spectator will be eliminated (and penalized.) u. A player using non-field paintballs or carrying them on his person onto the playing field will be eliminated from the tournament. 4.4 PENALTIES: The MPL penalty rules are built around the assumption that paintball players are capable of refereeing themselves most of the time. The "playing on" penalties are designed to help achieve consistency in refereeing by freeing the referee from the highly controversial task of having to determine "if" the player knew he was hit; "meant" to be playing on; or "should have" known. Thus, these rules follow the lead of all major sports: "Make the call, forget the motive." This method of refereeing is called "Motive Neutral." All infractions occurring from "game on" to "game over" involve the elimination of a player or players. For example, a "One plus One." Penalties other than live play involve penalty points, which are usually added to ("swung") an opponent's score. a."Playing on" (Also called "Playing with a hit.") except running for the nearest cover while calling for a paint check is the continuation of aggressive play or continuing to fire one's marker after having been hit. It is always penalized, according to the location of the hit, as follows: One Plus One: Hit on footgear, shin, knee, any loading gear, anywhere on the marker, anywhere on the face mask, except for a goggle shot. It is called an "unobvious hit." One Plus Two: Anywhere else, except for goggle shot or bare skin. Called an "obvious hit." One Plus Three: Goggle shot or bare skin. "Blatantly obvious hit." One Plus Four: Wiping or hiding a shot from a referee. (A major sportsmanship violation.) b. Failure to call for a paint check after being hit. Penalty: "Playing on." (Hit location determines) c. Deliberately shooting at the unprotected head, neck, or groin areas at close range. Penalty: 1 plus 1 (Sportsmanship violation.) d. Use of elimination signals as a deceptive tactic is a violation. (For example: verbally signifying your elimination and then returning to live play). Penalty: 1 plus 1 e. Eliminated players may not talk, signal or pass equipment or supplies to a teammate or spectator. Penalty: Elimination of an active teammate. (Is called a "Plus 1.) f. An eliminated player must report immediately to a designated area or as instructed by a referee-- and remain there on quiet until instructed to the chrono station after the game. Penalty: Plus 1. g. An eliminated player tries to communicate with someone during a game. Penalty: Plus 1. h. Any person directly associated with a team playing in an event (coach, sponsor, player on roster, or spectator, etc.), who communicates game information to the field shall incur a penalty against the team with whom that person is associated. If said team is playing on the field where the violation occurs, the Penalty is: Plus 1. If the violation occurs elsewhere, penalty points shall immediately be assessed against said person's associated team. Penalty: Minus 25. i. The flag carrier must carry the flag in plain view of referees and other players on the field, and may not intentionally discard the flag. Penalty: 1 plus 1 j. A player eliminated while in possession of the flag must then hang the flag at above waist height on the nearest tree or bunker, or hand it to a referee. Failure to do so, or any attempt to hide an active flag is penalized. Penalty: active player eliminated. (Also known as a "Plus 1.") k. A flag may not be handed off or relayed from an eliminated player to an active player. (Penalty: Plus 1. l. A person may not argue with a referee, interfere with a referee's performance, or ignore a referee's warning. Active player's penalty: 1 plus 1. Eliminated player's penalty: Plus 1. m. Engaging in confrontational arguing or severe cursing or name-calling: Live player: 1 plus 1; Eliminated player: Plus 1; After a game: Minus 50. n. Any remark or action that implies a physical threat, as well as any behavior of an assaulting nature is strictly forbidden. Penalty is "Game Over," Opposing team's score becomes 100, guilty team's score is Minus 100 from its score. (If both teams are guilty, then each is penalized minus 100. Additionally, guilty player, or players are ejected from the tournament and banned from the MPL. o. A "hit" player, who is observed waiting until near or at the end of a game to eliminate himself will be penalized with an "after game" penalty: Minus 50 (swung). p. Any "Game Fixing" is a serious sportsmanship violation. Both teams will receive a score of zero. q. A player may not call "Game Over." Penalty: Active player, 1 plus 1; Eliminated player, Plus 1. r. A player shall not discharge his marker after the game-end signal has been given. (-25) A player may not alter or change his marker's air source until exiting the Post Game Chrono Check. (-50) s. Discarding any paint-marked item of clothing or equipment to avoid being eliminated is a violation. Penalty: 1 plus 1. t. A player, who fires his marker after he has called for a paint check, and is then discovered to have been hit. Penalty: "Playing with a hit." u. Attempting to improve one's position on a "Neutral" opponent. Penalty: Elimination. v. Being discovered with a hit after a game is over: Penalty: Minus 50, fully "swung." (-50/+50) 4.5 PAINT CHECKS: a. A player should call for a "Paint Check" if he suspects that he has received a hit. b. A referee may call a player "neutral" in the interest of clarity or fair play. He will place one hand on the player, extend the other hand upward, and yell, "Player is neutral." From that moment, no opposing player may improve his position on said player, until which time the referee signals his decision. (See 4.4 u.) c. If the referee determines that the player is marked, he will eliminate that player. If the player is not marked, the referee will call "This player is Clean, Game On!" and at that time the game will resume. The time clock shall not stop for paint checks. 4.6 PROCEDURES FOR ELIMINATED PLAYERS: a. Immediately upon determining that he has been marked, a player must shout, "I'm Hit" or "I'm Out," then signify his elimination by placing his hand on the top of his head while exiting the field by the most direct route that does not interfere with play, (or according to a referee's instructions.) If called out by a referee, a player may immediately shout, "I'm Hit" or I'm Out!" b. Eliminated players must leave the field without communicating in any way with anyone, nor passing equipment or supplies to a teammate. c. Each eliminated player must report to a specified area and remain there, without communicating, until instructed to go to the chronograph station by a referee. 4.7 MUTUAL ELIMINATIONS: If two or more players mark each other simultaneously, all must be eliminated. A referee will decide who is to be eliminated when two or more players are marked, and the players involved do not agree on the order in which they were marked. If no conclusion can be made, referee will eliminate both and continue with the game. 4.8 FLAG CARRIER: a. A flag carrier must carry the flag in plain view of everyone, open and unconcealed, never hiding or discarding it. (If a ball breaks on a flag being carrier, said carrier is eliminated.) b. An eliminated flag carrier must immediately hang the flag at above waist height on the nearest tree or bunker, or hand it to a referee, who will hang it high. c. A flag may be handed off only between active players. 4.9 FLAG PULL: A flag pull is awarded when a non-hit player removes the flag from its original suspension point. 4.10 FLAG HANG: a. The flag carrier must touch the suspension point, or either side of the suspension point, at the opposing team's starting station, at which time he becomes "neutral" and is paint checked by a referee. If pronounced clean, the head referee declares the game over and awards the flag hang. b. If flag carrier is discovered to be hit, a "1 plus" penalty is levied (determined by hit location), and a referee hangs the flag 20 or so feet in front of the station and declares "game on." c. Should game time expire during the check of the flag carrier, the flag hang will be awarded if the carrier is clean. If, though, the carrier is discovered with a hit, his team receives a minus 50, fully swung (+50) to the opposing team. d. If penalties cause a team to loose all of its players before game time runs out, the flag hang is given to its opposing team. The flag pull is also awarded if there has been no first pull. e. If a player hangs a flag in his own flag station, an opposing player may touch it and receive the hang. Referees are not to announce a wrong station hang and should stand silently until the clock runs out, or until all players have left the field. 4.11 LOSING POSSESSION OF A FLAG: a. If a carrier should lose possession of the flag, it remains active where it is. The flag may be picked up by any player, who then becomes the carrier; or a referee may pick it up and hang it high close by. b. A player may not intentionally discard the flag. (Penalty: 1 + 1) 5.0 GAME OVER: a. The head referee will sound the game-end signal if the flag is successfully hung, or all players are eliminated, or game time expires. b. When "game over" is called, players must stop firing, and immediately report to the center station, where each will receive a "paint check" from a referee. (Attempting to avoid check: -50/+50) 5.1 APPEALS: a. If, during a game, a player has a dispute concerning a referee's call or any issue, he must wait until after the game to inform his team captain of the problem. After the game, the player's team captain may appeal to the Head Referee. If the complaint involves a referee, the player should be allowed to briefly inform the referee of the problem. The referee should listen carefully, and then briefly explain why he made the call in question. There is often no satisfactory resolution of an issue, as even a "bad" call cannot be reversed. But everyone will benefit from an open and civil discussion, be it ever so brief. The head referee then makes a formal ruling. MPL sportsmanship rules require that civility be maintained at all times. Ultimate Judge's ruling is final. 5.2 EMERGENCIES: a. In the event a player is injured or becomes ill during a game, a referee will do whatever he deems necessary to insure the player's well being, even if it means stopping the game (and the clock). Once the player is no longer a factor, the head referee will restart the game in a way that he deems fair to both sides. (Said player cannot be replaced.) b. WEATHER: A game or a tournament may be stopped, delayed, or postponed due to weather deemed dangerous or conditions deemed unplayable by the staff. A postponed tournament is to be replayed, if possible, two weeks later on the same site. 6.0 MISCELLANEOUS RULES a. Markers must not be discharged other than at designated areas and on the playing fields during a game. Penalty points may be assessed immediately. b. Armbands are to be worn above the elbow on the Left Arm. c. No smoking is allowed on the fields. d. Absolutely NO ALCOHOL may be used by anyone involved with the tournament. Further, no one under the legal age of 21 may have anything to do with alcoholic drinks of any kind. Illegal drug use will not be tolerated. 7.0 SCORING At the end of a game, a referee will tally each team's score on a Score Sheet by adding up points received from game play; then adding any "swing points" received; then deducting any penalty points incurred, which he will write as the team's "Total Score." (Only 100 possible, although downside can be negative.) In the top right corner the referee must indicate the number of players, if any, that the team had eliminated due to playing penalties. (Important for "tie breaking" and records keeping.) Captains then sign, and the winning captain will deliver the sheet to the Scoring Station. Scoring system is as follows: Opposing players eliminated 4 points each possible: 20 pt. First Flag Pull 20 pt possible: 20 pt. Live Players at game end 2 pt. each possible: 10 pt. Flag Hang 50 pt. possible: 50 pt. Total Playing Points 100 pt. (Add swing, deduct penalties, and calculate score.) 7.1 SEMI FINALS 7.2 FINALS FORMAT: a. Top 4 teams advance to Round Robin Finals. 7.3 OFFICIAL SCORE SHEET: The designated Official MPL Score Sheet will be used for scoring MPL tournaments. 8.0 PENALTY POINTS A record of each team's penalty points is maintained throughout the season. For the record, "Plus elimination" playing penalties are converted to numbers as follows: On-Field Penalty Points Equivalents: One plus one = -25 points One plus two = -50 points One plus three=-75 points One plus four =-100 points Note: In some instances, there is a "stand alone" elimination, labeled as a "Plus one." It also carries an equivalent of "minus 25." The maximum game pt. that a team may score is 100. There is no limit on the downside effect of penalty. Thus, a team may get a negative score. 8.1 SWING POINTS: A team guilty of a Rules Violation may have points deducted from it score. Its opposing team will often be awarded the same points. These are called "swing points." Chronograph points penalties are not swung. The effect of swing points ends at a maximum score of 100. 8.2 ULTIMATE JUDGE S RULING: a. The Ultimate Judge may swing penalties for a rule's violation not specifically covered by rules if he feels that a team's chances of winning were significantly affected by its opponent's violation. b. In addition to assessing penalty points pursuant to these rules, the Ultimate Judge may disqualify a player or players, forfeit a game, or disqualify a team from a game or the tournament for severe or multiple violations. Disqualification of an entire team from a tournament requires the concurrence of the Ultimate Judge. c. Under extenuating circumstances, the Ultimate Judge may, at his discretion, determine that a penalty or other consequence is warranted toward a player, visitor, or team, due to unacceptable behavior not covered in the rules book. 8.3 DETERMINATION OF PENALTY POINTS: If the MPL rules specifically call for a penalty to be levied, the referee must enforce the penalty. (No referee is at liberty to bend or ignore the rules for any player.) 8.4 NO SHOW/FORFEITURE: a. Should a team fail to report to the tournament or fail to report to its staging area, chronograph check or flag/starting station in time for its scheduled game(s), the absence constitutes forfeiture. b. Reasonable attempts will be made by referees and tournament staff to locate a "no show" team, and allowances may be made for tardiness at the discretion of the Head Referee. The Head Referee, though, has the authority to forfeit a game if warranted. c. A team whose opponent forfeits a game will be awarded a win, receiving a score equal to the average of all the game points they had received to that point or 80 points, whichever is higher. 8.5 REPLAYING A GAME: The Head Referee has the discretion to call a game, either before or during it, for darkness or any other reason for which he deems it necessary. If a "called game" is replayed, it starts from scratch, full teams, same field (if possible), and same team flag stations. If it is impossible to replay the game, the teams scores, including penalty points, will be calculated as of the moment the game was called. (Head Referee should record data immediately upon calling a game in progress.) 8.6 SCORING DOCUMENTATION: After all the points are tallied, penalties included, and final scores posted, the Head Referee will present the score sheet to each team's representative. Official scores will not later be changed except for mathematical errors in calculation. To the fullest extent possible, a team representative must have access to the game scores for all games played in his round of play. 8.7 PROBATION Every rare now and then, a team will join the league, that proves by its actions, it has no intention of playing according to the "spirit" of the MPL charter. Because of them, the MPL reserves the right to place said teams on probationary status, with the purpose of encouraging them to play according to minimum MPL standards. MPL also reserves the right to evict them from the League. 9.0 TIEBREAKER CALCULATIONS: The following tests will determine the ranking of teams that have tied scores at the end of a round. 1st test: Fewest accumulated penalty points from all previous games. Example: B has a "plus 1" (25 pt equivalent), and a "-50." Total=75. C has two "plus 1's." Total=50. C gets the higher rank. Important note: Numbers 2 through 9 are determined from data derived from the round in question only. 2nd: Highest points scored during wins of the present round. For example: In semi finals, B beat C and D, getting 180 points; E also beats C and D, getting 160; then E beats D 40 to 20. Now, both E and D are tied at 200 points. Who, though, got highest "win points?" B, with 180, gets higher rank. 3rd: Head to head results. For example: At end of prelims A and B are tied for 8th, and tests 1 and 2 were the same. In game 3, team B beat team A. B gets 8TH and goes to semi finals. 4th: Least points given up to opponents. 5th: Highest MPL ranking: Who had highest series ranking coming into the present tournament. 6th: Most flag hangs in the present round. 7th: Most first flag pulls in the present round. 8th: Highest score from previous heat. Example: A and B tied final game, but A got 240 points in its semi final, while B got 235 points. A wins the tournament. 9th: All tiebreakers have been exhausted. Play each other again until someone wins. |
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