Post by bigdaddy on Jan 30, 2008 22:26:41 GMT 4
Tournament Rules & Standard Procedures
1. MASKS
a. All masks must be approved / tested for airsoft. It should withstand at least 450fps pointblank.
b. All masks will be marked with a green sticker by the safety committee.
c. The safety committee will be in a designated area in the staging area.
1. CLOTHING
a. Clothing must cover the entire body including arms and legs.
b. No ghillie type covering allowed.
c. No clothing with the same color of the marshals vests.
d. Marshal’s vests will be bright orange or luminous green color.
1. ACCESSORIES
a. Radios, communication, signaling, or listening devices will be allowed during the tournament but limited within the tournament area only.
b. Team members using radio in the staging area is strictly prohibited.
c. Team members who will be caught coaching co-members during the game will automatically be disqualified.
1. RULINGS ON EQUIPMENT
a. All rules are subject to modification by the ultimate marshal and the tournament promoters on the grounds of safety or fair play.
1. CHRONOGRAPHING
a. The speed limit is 400 fps
b. Players are responsible for pre game chronography
c. All markers are subject to chronography during, and after the game.
GENERAL RULES
1. TEAMS
a. All team members will be listed on the team roster and each player must have a signed waiver. No player shall be on more than one team roster.
b. All players must have photo identification.
2. Rosters
a. A ten player team may have up to fifteen (15) players on its roster, but can field a maximum of 10players in any one game.
b. No player may appear on more than one three-player team roster.
c. Tem rosters will be accepted only after entry fee has been paid in full.
3. Field Set Up
a. All boundaries and flag stations will be clearly marked
4. Marshals
a. Decisions by marshals are final, and arguing with a marshal or any objection or misconduct by the players against the marshal will result in a penalty or DISQUALIFICATION of the whole team.
5. Appeals
a. At the end of the game any complaint should be brought to the attention of the head marshals on the field by the TEAM LEADER only.
b. Any complaint by players while in the game will not be entertained by the marshals.
6. Game Play
a. Start of Game
b. Once both teams have been placed at their flag stations, the marshal will simultaneously issue a sign to start the game.
c. Should any team not receive the signal a false start will be declared and the game restarted.
d. Should any player start prior to the signal that player will be eliminated.
e. Games will not be delayed for late players or equipment malfunctions.
7. Eliminations
A player is eliminated from the game for :
* Receiving a direct hit or accumulation of hits
* Violating a boundary
* Blind Firing
* Signifies they are eliminated either verbally or visually, whether hit or not.
* If they are ordered off field by the marshal
It is a player’s responsibility to notify a marshal and received their acknowledgement if they are hit other than by a shot such as a ricochet,
If a player falls to notify a marshal of an accidental hit/ricochet, they are subject to elimination by any marshal who later sees a hit.
8. Procedures for eliminated players
a. Immediately upon determining they are hit an eliminated player must signify their elimination by shouting “I’M HIT” or “I’M OUT” and raising one hand above their head.
b. Player who continues to play even with an obvious hit will be receive a 1 for penalty.
c. Once a player signals their elimination whether hot or not they are eliminated.
d. Eliminated players may not pass equipment or supplies to a teammate.
e. Eliminated players must proceed immediately behind their flag station.
Mutual Eliminations
> If 2 or more players are hit close at the same time. The marshal will determine which players were hit in which order and eliminate them accordingly.
9. Flag Carrier
a. The flag carrier must carry the flag at all times in plain view. They can not use the flag as a shield or intentionally discard the flag.
b. If a flag carrier is eliminated, they must place the flag in plain view.
c. If there is no place to hang the flag in close proximity to where they were eliminated, then the player is required to hold the flag at arm length until relieved by a marshal.
10. Flag Pull
a. The flag hang will be awarded to the first team to pull the flag from the opposing team’s flag station.
11. Flag Hang
a. The flag hang will be awarded to the first team to touch the flag to the opposing team’s flag station.
12. Game End
a. The game will end when : The flag is successfully hung, or time runs out as signaled by the marshals.
b. All firing will cease immediately when the game end signal is sounded.
c. All players must switch their AEG’s to safe and “MAGS OFF” prior to leaving the playing Field or HOT ZONE.
Miscellaneous Rules
1. No physical contact
2. Holding the opponent’s Gun or AEG is strictly prohibited.
3. Players may not deliberately use a marshal or moveable object as a shield.
4. AEG’s may only be discharged on the fields or designated areas.
Rule Violations
1. All rule violations are subject to penalties and will be reported by marshal’s to the head marshal after each game.
2. The head marshal will then decide the severity of the infraction and the amount of penalties to be assessed
3. In addition to assessing penalties, 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 infractions. NO REGISTRATION FEE REFUNDS WILL BE GIVEN.
4. A player or team may be penalized for violations not specified in these rules where it is determined by the ultimate judge that such penalty is warranted.
Game Points
1. 50 points – for a flag hang
2. 20 points – for a flag pull
3. 2 points - per player eliminated
4. 1 point - for each live player
No show, Forfeiture and Replays
1. Should a team fail to show to the flag station in time for their scheduled game, this absence constitutes forfeiture.
2. Reasonable attempts will be made by the marshal’s and staff to locate the team and allowances may be made for tardiness at the Ultimate Judges sole discretion.
3. Teams will be allowed to start a game short on players in order not to forfeit the game.
4. A team whose opponent forfeits a game must be at the field ready to play at the designated time and will receive 100 points.
5. If a scheduled team drops out of the tournament the Ultimate Judge may, at his discretion award points to the opposing teams or alter the schedule to accommodate the loss of the team,
Tie Breakers
1. Divisional score ties shall be broken by making the following calculations, in descending order. Individual games that end in a tie will not be broken.
2. Head to head game scores.
3. Most wins based on final point total.
4. Least points given up to opponents.
5. Least team members eliminated,
6. Should teams remain tied after all tie breaking calculations, a tie-breaking game will be played.
1st UAE Airsoft Tournament
08 February 2008 : Sharjah Golf and Shooting Club : Sharjah, UAE
1. MASKS
a. All masks must be approved / tested for airsoft. It should withstand at least 450fps pointblank.
b. All masks will be marked with a green sticker by the safety committee.
c. The safety committee will be in a designated area in the staging area.
1. CLOTHING
a. Clothing must cover the entire body including arms and legs.
b. No ghillie type covering allowed.
c. No clothing with the same color of the marshals vests.
d. Marshal’s vests will be bright orange or luminous green color.
1. ACCESSORIES
a. Radios, communication, signaling, or listening devices will be allowed during the tournament but limited within the tournament area only.
b. Team members using radio in the staging area is strictly prohibited.
c. Team members who will be caught coaching co-members during the game will automatically be disqualified.
1. RULINGS ON EQUIPMENT
a. All rules are subject to modification by the ultimate marshal and the tournament promoters on the grounds of safety or fair play.
1. CHRONOGRAPHING
a. The speed limit is 400 fps
b. Players are responsible for pre game chronography
c. All markers are subject to chronography during, and after the game.
GENERAL RULES
1. TEAMS
a. All team members will be listed on the team roster and each player must have a signed waiver. No player shall be on more than one team roster.
b. All players must have photo identification.
2. Rosters
a. A ten player team may have up to fifteen (15) players on its roster, but can field a maximum of 10players in any one game.
b. No player may appear on more than one three-player team roster.
c. Tem rosters will be accepted only after entry fee has been paid in full.
3. Field Set Up
a. All boundaries and flag stations will be clearly marked
4. Marshals
a. Decisions by marshals are final, and arguing with a marshal or any objection or misconduct by the players against the marshal will result in a penalty or DISQUALIFICATION of the whole team.
5. Appeals
a. At the end of the game any complaint should be brought to the attention of the head marshals on the field by the TEAM LEADER only.
b. Any complaint by players while in the game will not be entertained by the marshals.
6. Game Play
a. Start of Game
b. Once both teams have been placed at their flag stations, the marshal will simultaneously issue a sign to start the game.
c. Should any team not receive the signal a false start will be declared and the game restarted.
d. Should any player start prior to the signal that player will be eliminated.
e. Games will not be delayed for late players or equipment malfunctions.
7. Eliminations
A player is eliminated from the game for :
* Receiving a direct hit or accumulation of hits
* Violating a boundary
* Blind Firing
* Signifies they are eliminated either verbally or visually, whether hit or not.
* If they are ordered off field by the marshal
It is a player’s responsibility to notify a marshal and received their acknowledgement if they are hit other than by a shot such as a ricochet,
If a player falls to notify a marshal of an accidental hit/ricochet, they are subject to elimination by any marshal who later sees a hit.
8. Procedures for eliminated players
a. Immediately upon determining they are hit an eliminated player must signify their elimination by shouting “I’M HIT” or “I’M OUT” and raising one hand above their head.
b. Player who continues to play even with an obvious hit will be receive a 1 for penalty.
c. Once a player signals their elimination whether hot or not they are eliminated.
d. Eliminated players may not pass equipment or supplies to a teammate.
e. Eliminated players must proceed immediately behind their flag station.
Mutual Eliminations
> If 2 or more players are hit close at the same time. The marshal will determine which players were hit in which order and eliminate them accordingly.
9. Flag Carrier
a. The flag carrier must carry the flag at all times in plain view. They can not use the flag as a shield or intentionally discard the flag.
b. If a flag carrier is eliminated, they must place the flag in plain view.
c. If there is no place to hang the flag in close proximity to where they were eliminated, then the player is required to hold the flag at arm length until relieved by a marshal.
10. Flag Pull
a. The flag hang will be awarded to the first team to pull the flag from the opposing team’s flag station.
11. Flag Hang
a. The flag hang will be awarded to the first team to touch the flag to the opposing team’s flag station.
12. Game End
a. The game will end when : The flag is successfully hung, or time runs out as signaled by the marshals.
b. All firing will cease immediately when the game end signal is sounded.
c. All players must switch their AEG’s to safe and “MAGS OFF” prior to leaving the playing Field or HOT ZONE.
Miscellaneous Rules
1. No physical contact
2. Holding the opponent’s Gun or AEG is strictly prohibited.
3. Players may not deliberately use a marshal or moveable object as a shield.
4. AEG’s may only be discharged on the fields or designated areas.
Rule Violations
1. All rule violations are subject to penalties and will be reported by marshal’s to the head marshal after each game.
2. The head marshal will then decide the severity of the infraction and the amount of penalties to be assessed
3. In addition to assessing penalties, 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 infractions. NO REGISTRATION FEE REFUNDS WILL BE GIVEN.
4. A player or team may be penalized for violations not specified in these rules where it is determined by the ultimate judge that such penalty is warranted.
Game Points
1. 50 points – for a flag hang
2. 20 points – for a flag pull
3. 2 points - per player eliminated
4. 1 point - for each live player
No show, Forfeiture and Replays
1. Should a team fail to show to the flag station in time for their scheduled game, this absence constitutes forfeiture.
2. Reasonable attempts will be made by the marshal’s and staff to locate the team and allowances may be made for tardiness at the Ultimate Judges sole discretion.
3. Teams will be allowed to start a game short on players in order not to forfeit the game.
4. A team whose opponent forfeits a game must be at the field ready to play at the designated time and will receive 100 points.
5. If a scheduled team drops out of the tournament the Ultimate Judge may, at his discretion award points to the opposing teams or alter the schedule to accommodate the loss of the team,
Tie Breakers
1. Divisional score ties shall be broken by making the following calculations, in descending order. Individual games that end in a tie will not be broken.
2. Head to head game scores.
3. Most wins based on final point total.
4. Least points given up to opponents.
5. Least team members eliminated,
6. Should teams remain tied after all tie breaking calculations, a tie-breaking game will be played.
1st UAE Airsoft Tournament
08 February 2008 : Sharjah Golf and Shooting Club : Sharjah, UAE