1 Field Standards and Staffing
2 Judging Standards and Brackets
3 Scoring, Start, Velocity and Game Equipment
4 Clothing
5 Equipment
6 Game Times, Stoppage and Completion
7 Checkout Procedures
8 Game Forfeits
9 Paint Checks and Neutrality
10 Eliminations
11 Flag Carriers
12 Penalties
13 Disputing Calls
14 Decorum and Cleanup
15 Ejections and Suspensions
1.0 Field Standards
1.0.1 All Game fields shall be free from anything that would pose an unnecessary
risk to players, including cliffs, areas with jagged rocks, etc.
1.0.2 Both players and judges should be able to move freely on game fields
and game fields should not contain significant wet or swamp areas, dense
undergrowth or other obstacles that impede free movement.
1.0.3 No section of the field's boundary will be constructed in such a manner that allows players to shoot over
a boundary and back onto the playing field.
1.0.4 Fields will consist of three flag stations, two team flag stations
at either end of the field and a center flag station at midfield. The center
flag will be placed in such a manner as to assure that equally fast players
can reach the center flag station from either team's flag station in the
same amount of time as well as have equal ability to pull the flag or to
be eliminated.
1.0.5 Taking into account terrain, cover, ability to move, fire lanes and
topography, game fields shall be balanced so that the better and more talented
of two teams will usually win starting the game from either team flag station.
1.0.6 Fields shall be approximately 100 to 240 feet wide and 150 to 450 feet
long and contain suitable bunkers for 5 man play.
1.1 Field staffing
1.1.1 Each game field shall be staffed by a minimum of 6 field judges (including
the head field judge). Judges shall be spread evenly over the whole field.
An ultimate judge shall have jurisdiction over all fields and grounds;
a head judge will have jurisdiction over his field only and will be subject
to the ultimate judge's ruling.
1.1.2 Only judges authorized by the head judge of a field may actually
make calls on that field.
1.1.3 One timekeeper shall be designated by the head judge. The timekeeper
will have sole authority to start the game, the countdown or to call the
end of the game on account of time.
1.1.4 The ultimate judge may act as a judge on the field or in any other capacity he deems appropriate and shall have final authority over all calls rulings and interpretations.
2.0 Judging Standards
2.0.1 All judges shall be thoroughly familiar with the rules and regulations and shall put forth their best efforts in discharging their duties as judges.
2.0.2 All judges shall perform their obligations and shall make decisions
in a totally unbiased manner. If any judge is found to have been bias in
his judging activities for or against any team that judge will be dropped
from the judging team for the remainder of the tournament.
2.0.3 Judges will wear clothing of bright colors that will distinguish
the judges from the players. Head and ultimate judges may wear additional
markings that readily indicate their status on the game field.
2.0.4 Judges will not provide information to teams regarding the location
of flag stations, terrain, boundaries, game time or progress of a game
during the game, except with respect to safety concerns.
2.0.5 Judges will not, through action or inaction, deliberately reveal
or conceal the locations or actions of players during the course of a game.
Judges will not impede the progress of the game, nor will the judge take
any unnecessary action to reveal or hinder a player in determining that
player's status.
*NOTE: Bracket rules are not yet finalized and may change.
2.1 Brackets
2.1.1 Brackets will be used when enough teams participate for teams in each bracket to play the minimum number of games.
2.1.2 The number of teams in any bracket may not be more than one fewer or one greater than the number of teams in any other bracket in that round.
2.1.3 Teams from the same school will not be placed into the same bracket, but if the same school has more teams than brackets, prior to brackets being drawn, they may select exactly two of their teams to be placed in different brackets.
2.2 Number of games
2.2.1 Teams will play a minimum of 5 preliminary round games. Such games will be played against teams within the defined division of such team.
2.3 Finals
2.3.1 The teams receiving the top two scores in each bracket advance to finals.
2.3.2 Varsity and Junior Varsity teams will have separate finals.
3.0 Scoring
3.0.1 Scoring for the game will be conducted on a 100 point system and
teams will be awarded as follows:
3.0.1.1 50 points if the flag is hung in the opposing team's flag station during the game.
3.0.1.2 20 points for possessing the flag before the other team.
3.0.1.3 4 points for each live player less than five that the opposing team has at the end of he game.
3.0.1.4 2 points for each live player a team has at the end of the game.
3.0.2 A team is considered to be in possession of the flag when the flag is no longer in the flag station, at least one player from that team is in physical contact with the flag, and that player is not eliminated. A team may not receive points for flag possession until a judge has verified that the player in contact with the flag has not been eliminated.
3.0.3 A flag is hung when a live player breaks the plane of or touches the flag to a flag station.
3.0.4 If the last player on a team is eliminated by a penalty, the opposing team will be awarded points as if that team had hung the flag as long as their last player was not also eliminated by penalty. If no team has been in possession of the flag during that game, the opposing team will also be awarded points as if they had gained possession of the flag before the other team as long as their last player was not also eliminated by penalty.
3.0.5 In case of a tie score among teams, such tie will be broken:
3.0.5.1 First, by any head to head game in the current round, with the highest scoring team of such contest
advancing.
3.0.5.2 Second, the tie shall be broken by the previous round scores, the team with the greatest
score in the previous round advancing.
3.0.5.3 Third, the tie shall be broken by live players remaining at the end of games in the current round, with the team having the highest total of live players remaining at the end of their games advancing.
3.0.5.4 Fourth, the tie shall be broken by the team having the fewest penalty points in the current round.
3.0.5.5 Fifth, the tie shall be broken by the average age of the players on the roster, the team with the highest average advancing.
3.1 Time and start
3.1.1 Each team must report to the game field at least 10 minutes prior to the scheduled start of the game.
3.1.2 Starting flag stations for each game will be determined by coin toss, or any other process agreeable to both teams prior to the start of the game.
3.1.3 Players must be standing with one foot within or touching their team's flag station at the start of the game with their barrels either pointed in the opposite direction of the opposing team or in physical contact with the flag station.
3.1.4 The timekeeping Judge on the field will begin a game by giving a 10 second warning so that each team may hear clearly the warning. The timekeeping judge will give such warning with a countdown of "three, two, one, 10 seconds". The game will start by the timekeeper judge shouting "Go, go, go," so that each team may hear it. A whistle or horn may be substituted for a verbal start.
3.2 Velocity
3.2.1 Only radar chronographs will be used for official game chronographs.
3.2.2 Multiple chronographs may be designated for each playing field.
3.2.3 All markers must be rendered so that their shot velocity can not be adjusted without the use of tools on the field. Judges may inspect a marker to determine if its velocity is adjustable without tools at any time. Any player with such a marker will not be permitted on the field, and any live player with such a marker will be eliminated. Any player attempting to adjust their marker's velocity on the field will be ejected from the event.
3.2.4 No marker may fire paintballs in excess of 300 fps, or any lower limit set by the event location, promoter or Ultimate Judge for the duration of the event. A judge may check the velocity of a player's marker at any time. Any player firing in excess of the event limit on the field will be eliminated and their marker will be held by the judge for any post-game chronographing.
3.2.5 Markers may be chronographed before and/or after games, but if any team's players' marker are chronographed before or after a game, an equal number of the opposing teams players' markers must also be chronographed, or all of their players' markers must be chronographed if the opposing team has fewer players. A judge chronographing a marker or a player chronographing a marker under the direction of a judge will take one clearing shot and then take a velocity reading on the next three shots. Any marker which shoots a paintball over the limit in pre-game chronographing will not be allowed on the field until its velocity has been adjusted below the limit. If a marker shoots a paintball over the limit in post-game chronographing, the fps in excess of the limit of each of the three shots will be totaled and divided by three, discarding any remainder. The result shall be assessed as a one-point-per-fps penalty against the team of the player with the marker. No team may incur more than 50 points of penalties for post-game chronographing in excess of the limit for any particular game.
3.2.6 Players shall not discharge, disassemble, or power-toggle their markers, except to clean broken paint from the hopper, feed tube, breech or barrel, during the game or after the game prior to any post-game chronographing.
3.2.7 Each team will be assessed a 50 point penalty for each player refusing to have their marker chronographed.
3.3 Armbands
3.3.1 Armbands must be at least 2 inches in width and long enough to fit
around the upper arm and constructed so that they are adjustable in length
and can be firmly affixed to the arm.
3.3.2 The sets of arm bands will be of contrasting colors as to be easily
distinguishable and distinct from other official colors.
3.3.3 Armbands shall be worn on the left arm uncovered and unconcealed.
3.4 Flag
3.4.1 The flag will be a minimum of 12 inches wide and 18 inches long and
of a distinctive color.
4.0 Clothing
4.0.1 Each player may only wear one layer of underclothing consistent with
the weather of the day for all but unreasonably cold weather. This shall
consist of, at a maximum, one pair of under shorts and one short or long
sleeve T-shirt.
4.0.2 Each player may only wear one pair of full-length pants and a shirt. Players must not wear
orange or pink clothing or clothing patterned to make it difficult to detect hits.
4.0.3 Players must wear clothing that fits well. If a judge deems that
a players clothing is oversized, the judge may require new attire or make
temporary adjustments using tape, pins, etc.
4.0.4 Players may not wear jackets, shirts and or pants which are made
out of highly absorbent material, such as felt or fleece, or a highly padded
or slick nature, such as rubber or plastic.
4.0.5 Players may wear a single pair of gloves, with or without full fingers.
Gloves may be padded.
4.0.6 Players may wear nylon neck protection of a single layer.
4.0.7 The Ultimate Judge will have ultimate discretion on what clothing is appropriate for the event and may demand changes to attire as necessary.
5.0 Protective gear
5.0.0 All persons must wear goggles when in a field or chronographing area.
5.0.1 Players must wear full face protection. Players must use masks in
their factory-released form, except manufacturer approved accessories designed
to increase safety and fan accessories which do not interfere with mask
function.
5.0.2 Players must wear ear protection integrated with the mask. Goggle
straps are not considered ear protection.
5.0.3 Players may wear forearm and elbow protection, provided that the
padding on such has not been modified from the manufactures original form.
Such protection must be worn over clothing.
5.0.4 Payers may wear shin and knee protection, provided that the padding
has not been modified from the manufactures original form. Such protection
must be worn over clothing.
5.0.5 Male players may wear groin protection and female players may wear
breast protection.
5.0.6 Any live player whose goggles become dislodged is eliminated. A player who shoots at any person who is not protected by goggles will be ejected from the event.
5.1 Markers
5.1.1 Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel, a single trigger or other device which, when activated, causes the marker to fire.
5.1.2 Every marker must be rendered so that it will not fire more than one paintball per press and release of the trigger without the use of tools.
5.1.3 Any player whose marker fires more than one paintball per press and release of the trigger, except in the case of accidental multiple feeding of paintballs into the breech or barrel will be eliminated.
5.1.4 All markers must have a trigger guard firmly mounted to the marker.
5.1.5 Gun barrels may be equipped with porting, slots, rifling, but may not have sound suppresser attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.
5.1.6 Players may wear a remote tank hook up. The remote line may be worn over or under clothing.
5.1.7 Player may not use cloth, neoprene, or other material to cover the paint loader on the marker or the marker. Neoprene covers for air source tanks are allowed.
5.1.8 Barrel plugs or barrel condoms that are properly fitted and in good
working order are required at all times except at a chronograph station, target range, or on the field after permission to remove them has been given by a judge or the time keeper has started the 10 second countdown. Squeegees and other objects may not be substituted for barrel plugs. Barrel plugs must fit snugly so that multiple shots will not dislodge the plug.
5.2 Other equipment
5.2.1 Players may carry any number of pouches, clips or loaders.
5.2.2 Vests and pouches may not be constructed in such a fashion that they constitute padding.
5.2.3 Players may carry a single hand towel or washcloth, provided that it is not of the same color as armbands, flags or judges apparel. Players may carry multiple squeegees and/or swabs.
5.2.4 Players may carry extra air tanks.
5.3 Prohibited equipment
5.3.1 Prohibited equipment includes artificial sounding devices (e.g., whistles, clickers, horns); shielding devices; artificial light sources; heat generators (e.g., matches, lighters, heat packs); weapons, flares, listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, red paint, paint which is toxic or not biodegradable and paint which has a shell, fill or both altered or augmented in any way from factory form. Players may not possess any paint not purchased at the event on the field at any field-paint-only event. Players may not have any tools or other objects which can be used to change the velocity or firing mode of a marker.
5.3.2 Anything not specifically permitted by the rules is prohibited unless allowed by the ultimate judge.
5.3.3 Any player in possession of prohibited equipment on the field will be eliminated and depending on the nature of the equipment may be ejected from the tournament at the discretion of the Ultimate Judge.
5.4 Possession and exchange
5.4.1 Two live players may exchange equipment.
5.4.2 Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated.
5.4.3 Players must have all paint, gas, and equipment to be used during the course of the game on their person at the start of the game.
5.4.4 the flag may be transferred to another player freely, so long as both players are live. If the flag carrier is eliminated, he may pass the flag only by holding it at arms length.
6.0 Game Times, Stoppage and Completion
6.0.1 A game is completed when the time keeper declares that time has expired or a judge declares that the flag has been hung or the head judge ends the game due to an emergency situation.
6.0.2 In the event of an emergency situation, judges on the field will immediately stop all play. The game will be halted for the duration of the emergency.
6.0.3 In the event of game stoppage, the timekeeper will note the time of the stoppage. Once players have been returned to their positions at the time of stoppage, the timekeeper will restart the game with a 10-second countdown and the game will then end after the amount of time remaining when the game was stopped.
6.0.4 Game time will be 5 minutes.
6.0.5 If the game finals cannot be completed for reasons of darkness, weather, etc., then the tournament team standings as they were at the end of the semi-finals will stand and no play-off points can be used. If the semi-finals cannot be completed for reasons of darkness, weather, etc., or no semi-finals are conducted as part of the event, then the tournament team standings from the preliminary play will stand and no semi-final points can be used.
7.0 Checkout procedures
7.0.1 All live players at the end of the game must present themselves to a field judge at the exit point for inspection. At this time a field judge will inspect the player for hits. Any player checking in with an obvious hit will be assessed a penalty for playing on.
7.0.2 Players may not re-enter the playing field without permission of a field judge.
8.0 Game forfeits
8.0.1 A forfeit will be declared for each game that a team failed to report in a timely fashion or for any game in which a team refused to take the field as long as its opponent is willing to do so or does take the field. In the event that both teams fail to show for a game or both teams are unwilling to take the field, both teams will have forfeited that game.
8.0.2 Any team which is scheduled to oppose a team that has forfeited a game will receive the average of the scores received by teams other games played against the forfeiting team in the current round (both before and after the current game), or the average score of all the games the non-forfeiting team has played in that round, whichever is higher. Any forfeiting team will receive zero points.
8.0.3 The ultimate judge may reschedule a forfeited game if it is determined that the forfeit was caused by circumstances beyond the forfeiting team's control.
9.0 Paint Checks
9.0.1 Paint checks are performed by judges to verify whether a player has received a hit.
9.0.2 Judges may make a paint check after a player has requested one.
9.0.3 A player with an obvious and self-verifiable hit who requests a paint check will be assessed a one-for-one penalty.
9.1 Neutrality
9.1.1 A ref may call a player neutral to perform a paint check if performing the check would necessitate exposing the player to hits.
9.1.2 A neutral player may not fire or advance nor be fired or advanced upon. Hits a player receives while neutral will be removed by the judge, and players advancing on neutral players will be returned to their original position if not eliminated.
9.1.3 No player may be declared neutral while in motion.
10.0 Elimination - Obvious Hit
10.0.1 Obvious hits are any mark from a paintball fired by a live player which strikes a player in a manner that the receiving player should see or feel, or any mark resembling such a hit. A judge shall assume a hit is from a paintball fired by a live player unless he has specific reason to believe otherwise. A judge shall remove any marks that are not from valid hits.
10.0.2 Players with an obvious hit are eliminated.
10.0.3 Players who are hit in self-verifiable places may not call for a paint check, and players who do so will be assessed a one-for-one penalty. Players may attempt to verify a hit they cannot see by touching it, but must immediately declare themselves eliminated if they do so.
10.0.4 Any player with an obvious hit who continues to play, either by shooting, advancing on other players, communicating with teammates or officials, or otherwise continuing to do anything other than remove their armbands, give them to the nearest judge, install their barrel blocking device and proceed by the most direct route or under direction of a judge to the dead box will be assessed a one-for-one penalty for playing on.
10.1 Elimination - Unobvious hit
10.1.1 Unobvious hits are any mark on a player from a paintball fired by a live player, or any mark resembling such a hit, which is not an obvious hit. A judge shall assume a hit is from a paintball fired by a live player unless he has specific reason to believe otherwise. A judge shall remove any marks that are not from valid hits.
10.1.2 Players with unobvious hits are eliminated.
10.1.3 Any unobvious hit which a player or his teammates become aware of will then be considered an obvious hit.
10.1.4 Players will not be penalized for continuing to play with an unobvious hit.
10.2 Eliminations
10.2.1 A player is eliminated when they have an obvious or unobvious hit.
10.2.2 A player is eliminated if they or any equipment they are carrying touches the ground on the outside of a boundary or tape marker, or if the player pushes out any boundary or tape marker.
10.2.3 Players will be eliminated if they are not wearing arm bands issued prior to the start of the games fully exposed on their left arms.
10.2.4 Players are eliminated if the game starts and they are not in the appropriate starting position.
10.2.5 Players that separate from any piece of equipment or clothing that they brought on to the game field by more than 5 feet, except squeegees, rags, or paint pods used in holding extra paintballs are eliminated.
10.2.6 Players that take action which would cause members of the opposing team to reasonably believe that they are eliminated, including but not limited to calling themselves hit, hiding the armbands, holding the markers in positions above their head, installing barrel blocking devices, or holding their hand on top of their head are eliminated.
10.2.7 Players are eliminated when so informed by a judge, whether due to penalty, hit, judge's error, or any other reason.
10.2.8 Players that are eliminated must remove their arm band, give it to the closest judge, and immediately go to the area designated as the dead box by the most direct route possible, unless otherwise directed by a judge. Players that take routes that are not the most direct absent such direction by a judge or players that refuse to follow a judge's direction for leaving the field will be assessed a one-for-one penalty for playing on.
11.0 Flag carriers
11.0.1 Players carrying flags must carry them openly.
11.0.2 A player eliminated while in possession of a flag will remain on
the field of play, holding the flag at arms length and at eye level, until
that flag is recovered by another player from either team. Flags must be
surrendered by the eliminated flag holder to any player touching it. If
the flag carrier is within arms reach of a suitable object when eliminated,
he may place the flag on that object and remove himself from the field
of play.
11.0.3 A player who carries a flag through the plane of the flag station or touches the flag station with the
flag is immediately neutral.
12.0 Penalties
12.0.1 A one-for-one penalty will result in the elimination of the offending player and the elimination of the teammate nearest the offending player.
12.0.2 A two-for-one penalty will result in the elimination of the offending player and the elimination of the two teammates nearest the offending player.
12.0.3 A three-for-one penalty will result in the elimination of the offending player and the elimination of the three teammates nearest the offending player.
12.0.4 If there are insufficient teammates remaining to fulfill the penalty, the team will be assessed a 6 point penalty for each player that should have been eliminated beyond the number of live players remaining on the team.
12.1 Playing On
12.1.1 Playing on entails continuing to act as a player in the game after receiving an obvious hit, declaring oneself eliminated, or being eliminated by a judge. Playing on includes, but is not limited to, continuing to fire or otherwise engage the opposition; continuing to move except with respect to exiting the field by the most direct route or at the direction of a judge; talking, signaling or otherwise communicating, either to a judge, opposing players or teammates, except that a player may say "I'm hit" or, "out", or something to that effect once; impeding the progress of opposition players or a judge; hampering a judge in making a paint check or a call; discharging or degassing the marker or providing teammates with paintballs or equipment.
12.2 Wiping
12.2.1 Wiping is defined as the active and deliberate removal of paint by a player in order to avoid elimination.
12.2.2 All calls for wiping shall be reported to the ultimate judge.
12.3 Spectator Interference
12.3.1 Spectators may be allowed to observe games at the discretion of the ultimate judge.
12.3.2 Teams whose associates interfere with a game will be assessed a one-for-one penalty for each act of interference.
12.4 Assessment of penalties
12.4.1 Only head judges or the ultimate judge may remove points for penalties.
12.4.2 Judges will issue verbal warnings for the following infractions:
12.4.2.1 First offense failure to observe a neutral call.
12.4.2.2 Failure to use a barrel plug.
12.4.2.3 First offense abuse of calling for paint checks
12.4.2.4 First offense on the use of inappropriate language.
12.4.3 Judges will assess an elimination penalty for the following infractions:
12.4.3.1 Second offense failure to observe a neutral call.
12.4.3.2 Second offense abuse of calling for paint checks.
12.4.3.3 Second offense on the use of inappropriate language.
12.4.3.4 Using a marker which is firing in excess of the event limit.
12.4.3.5 Failure to wear goggles.
12.4.3.6 Unsportsmanlike conduct.
12.4.5 A judge will assess a one-for-one penalty for the following infractions:
12.4.4.1 A player having tools on the field<./li>
12.4.4.2 Continuing to play with an obvious hit.
12.4.4.3 Re-entering the field after elimination.
12.4.4.4 Interference during the course of the game by a person affiliated with the team not playing in the game.
12.4.4.5 Playing on.
12.4.4.6 Using a marker which is firing more than 20 fps in excess of the event limit.
12.4.5 A judge will assess a two-for-one penalty for the following infractions:
12.4.5.1 Using a marker firing in excess of 50 fps of the event limit.
12.4.6 A judge will assess a three-for-one penalty for the following infractions:
12.4.6.1 Wiping
12.4.6.2 Engaging in hostile physical contact with another person on the field.
12.4.6.3 Verbally abusing a judge, other participant, or spectator
12.4.6.4 Throwing a marker, tank or mask.
12.4.6.5 Deliberately making contact with a bunker with the objective of bouncing an opposing player out of the bunker.
12.4.6.6 Using a marker in a mode capable of firing more than one paintball per trigger pull.
12.4.7 Assessment of point penalties on the field (other than hot gun penalties) will take place for the following infractions:
12.4.7.1 Checking in as a live player at the end of the game with a hit in an obvious location is a -20 point penalty.
12.4.8 Penalty points will be assessed for the following on or off the field:
12.4.9.0 Failure to use a barrel plug or sock while in a "safe" area - 5 pts
12.4.9.1 Failure to properly wear a mask in a goggles-on area - 10 pts
12.4.9.2 Dry firing a marker in a prohibited area - 5 pts
12.5 Sportsmanship Penalties
12.5.1 Sportsmanship penalties are assessed in addition to any on-field penalties:
12.5.1.1 Each time a player fails to obey a judges instructions is a 10 point penalty.
12.5.1.2 A player throwing a marker or tank will receive a 100 point penalty and be ejected from the event.
12.5.1.3 Players who use profanity within audible range of spectators will receive a 10 point penalty per infraction.
12.5.1.4 Teams who incur a second wiping penalty will receive an additional 100 point penalty. Teams who incur
a third wiping penalty will be ejected from the tournament.
12.5.1.5 20 point penalties may be assessed for other minor miscellaneous acts of unsportsmanlike conduct.
12.5.1.6 50 point penalties may be assessed for other major acts of unsportsmanlike conduct.
13.0 Disputing Calls
13.0.1 Only a team captain may dispute a call and may only do so after the end of the game with the head field ref. If the team captains and the head ref can not come to an satisfactory conclusion, a team captain may take the mater to the Ultimate Judge whose decision is final.
14.0 Decorum
14.0.1 Teams and players attending NCPA events shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place.
14.0.2 Teams and players attending NCPA events shall refrain from engaging in any conduct that would bring the NCPA, the tournament, the promoter, or any sponsor into disrepute, including, but not limited to, the trashing of hotel rooms, the discharge of loaded markers in ungoggled trafficked areas, the willful destruction of private property, engaging in physical altercations, except in defense of ones person against an unprovoked aggressor, or the commission of a criminal act.
14.0.3 Players and teams who fail to adhere to the requirements of decorum may be suspended from further participation in NCPA events by the NCPA President.
14.1 Rules and procedures for maintenance and cleanup
14.1.1 All teams shall have equal access to the parking and staging areas, staging tents, tables and chairs provided for the players. All teams shall adhere to the administrative rules and promulgated by the NCPA and owner of the facilities with respect thereto.
14.1.2 All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound.
15.0 Player Ejections
15.0.1 Players will be immediately ejected from a tournament for the following behaviors or at the direction of the ultimate judge:
15.0.1.0 Throwing paintball markers or tanks
15.0.1.1 Any hostile physical contact with another player, referee or spectator
15.0.1.2 Second wiping offense
15.0.1.3 Gross Unsportsmanlike Conduct
15.0.1.4 Second verbal abuse of a referee, player or spectator offense
15.0.1.5 Using a marker in a mode that fires more than one paintball per trigger pull
15.0.1.6 Not being eligible for the event or division they are competing in
15.0.1.7 Intentionally giving up points to opponents or plotting to set scores of the event
15.0.2 A team from which a player is ejected will play short a player for the remainder of the event.
15.0.3 Teams will be immediately ejected from a tournament for the following behaviors or at the direction of the ultimate judge:
15.0.3.1 Third team wiping offense
15.0.3.2 Ejection of a third player from the event
15.0.3.3 Willfully playing with an ineligible player
15.0.3.4 Intentionally giving up points to opponents or plotting to set scores of the event
15.0.4 Teams ejected from a tournament will forfeit all remaining games and any event points.
15.0.5 The Ultimate Judge shall report, in writing, to the NCPA President any players or teams ejected from a tournament and the reason for their ejection.
15.1 Suspensions
15.1.1 The NCPA President may issue player suspensions to players ejected from NCPA-sanctioned events. The President will always issue the suspensions indicated for the following acts:
15.1.1.1 Fighting with another player, referee, or spectator: Lifetime suspension from all NCPA sanctioned events
15.1.1.2 Throwing paintball markers or tanks: One calendar year suspension from NCPA sanctioned events
15.1.1.3 Wiping: Suspension from the next NCPA sanctioned event attended by that player's school
15.1.2 The NCPA President will suspend any college who has three or more players suspended in a season from further participating in any NCPA sanctioned events for the remainder of that season. A team so suspended will forfeit any series or ranking points earned that season.
15.1.3 A player or team suspended by action of the NCPA President may file a written appeal to the Chairman of the NCPA Board of Directors. The Board of Directors will consider and act on the appeal. The Board may take any of the following actions:
15.1.3.1 Uphold the suspension as issued by the NCPA President
15.1.3.2 Overturn the suspension
15.1.3.3 Reduce the length of the suspension
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