mwl rulebook 1.1 feb2012

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 OFFICIAL RULEBOOK January 2012 Version 1.0 

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OFFICIAL RULEBOOK

January 2012Version 1.0 

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Table of Contents

GENERAL

1.0  FORMAT DESCRIPTION ...........................................................................................................................3 

2.0  TOURNAMENT ADMINISTRATION ..........................................................................................................4 

3.0  SCHEDULING/TOURNAMENT ROUNDS OF PLAY .....................................................................................5 

4.0  THE FIELD ................................................................................................................................................6 

5.0  UNIFORM ............................................................................................................................................. 10 

6.0  PROTECTIVE GEAR ................................................................................................................................ 11 

7.0  MARKERS .............................................................................................................................................. 11 

8.0  OTHER EQUIPMENT .............................................................................................................................. 13 

9.0  PAINTBALLS .......................................................................................................................................... 14 

10.0  PROHIBITED EQUIPMENT ..................................................................................................................... 14 

11.0  REFEREES .............................................................................................................................................. 15 

12.0  PRE-GAME PROCEDURES .................................................................................................................... 17 

13.  GAME START ........................................................................................................................................ 18 

14.  GAME STOPPAGES ................................................................................................................................ 19 

15.  GAME END ............................................................................................................................................ 19 

16.  BUZZER ................................................................................................................................................. 20 

17. PROVOCATION ..................................................................................................................................... 20 

18.  FORFEITURE .......................................................................................................................................... 20 

19.  MARKED WITH PAINT ........................................................................................................................... 22 

20.  ILLEGAL ACTIVITIES ............................................................................................................................... 23 

21.  ASSESSMENT OF PENALTIES.................................................................................................................. 26 

22.  SUSPENSIONS, DISQUALIFICATIONS, FINES ........................................................................................... 29 

23.  SCORING ............................................................................................................................................... 31 

24.0  RANKING .............................................................................................................................................. 33 

APPENDIX I .................................................................................................................................................... 34 

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GENERAL

1.0 Format Description

This is a game of paintball using a playing format called the:MALAYSIA WOODSBALL LEAGUE (MWL)

which is played by teams with ten (10) active players per team per game inthe v7.3 format. 

1.1 Game PlayGame start with seven (7) players at the Starting Gate  and additional three(3) “Reinforcement” players standing-by behind the Starting Gate, which willonly be inserted into the game 30 seconds after game starts, hence the v7.3format

1.1.1 Each team to capture and hold the center buzzer for the longestperiod of time, and to capture the opponent‟s base buzzer.

1.1.2 Winner will be decided who holds the center buzzer (CBT) thelongest or the team that captures the opponents base buzzer. In thesituation where no team captures the base buzzer, the team with themost points wins.

1.2 The “Reinforcement” Players (Reinforcements)

1.2.1  „Reinforcement‟ are considered LIVE players when game starts 

1.2.2 Reinforcements are allowed to coach while inside the Stand-By Areawhen game starts.

1.2.3 Reinforcement Players (Reinforcement) would only be inserted intothe game when the horn sounds and will be considered as eliminatedif not out of the Box within one (1) minute after the insertion signalOR they get shot while still inside the Stand-By Area. 

1.2.4  „Reinforcements‟ are not allowed to engage while inside the Stand-By

Area. (Both or one foot inside the Stand-By Area) 

1.2.5 Once out (Both feet outside the Stand-By Area) the Reinforcement‟are not allowed to enter back into the Stand-By Area. 

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2.0 Tournament Administration

2.1 OrganizerThe organizer is responsible for:

Formulating the official playing rules for the games. The organizerwould also review the Rules from time to time whenever necessary.

Determining what paintball equipment will or will not be permitted to beused by players.

Setting committee for disciplinary action

2.2 Entry Fees (Registration Fees)Entry fees must be paid to the organizer before the tournament. Teamrosters will be accepted only after all administrative or penalty fees havebeen paid.

2.3 Player‟s Identification Card (ID Cards/Tags)

Players must have a valid ID cards issued by the organizer to participate atournament, and players must be able to produce their ID at any time whileon the premise. Players will not be allowed to enter the field without a validID Card.

2.4 ID Purchase and FeesPlayers may apply for the IDs at the organizer office or at any organizersanctioned tournament. Organizer is to decide the fee for new orreplacement IDs.

2.5 Captain‟s Meeting A Captain‟s Meeting will be held a day before the beginning of each of thetournament. The purpose of this meeting is to provide information to theplayers concerning any administrative changes to the Rules and otherregulations governing teams‟ participation. 

2.6 RefereesThe Referees are responsible for fair calls and strict enforcement of theseRules promulgated by the organizer.

2.7 Media Personnel

2.7.1 Only approved individuals will be allowed in any camera tower, media

tower or to enter any field to film, photograph, tape or record gamesand must possess a current pass for each round from the organizer.

2.7.2 Media personnel will follow the directions of the Referees. If aphotographer‟s position impedes or influences the game thephotographer will be asked to leave the field.

2.7.3 At no time is a coach, player or support person from a team allowed onthe field or in a media tower during the game.

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2.8 The DivisionsThe League can have several divisions to suit the playing level ofparticipating teams.

v7.3 - Malaysia Woodsball League (Open) v7.3T - Malaysia Woodsball League (Tactical)

3.0 Scheduling/Tournament Rounds of Play

3.1 Preliminary RoundsAll teams will be scheduled to play a minimum of six (6) games in thepreliminary round. All games will be played against teams from the samedivision.

If two (2) sister teams are scheduled to play each other in the

preliminary round, then these games will be moved to the beginningof the schedule for that schedule

3.2 Quarter-Final RoundTeams will qualify for the Quarter-Final rounds in the following manner:

3.2.1 If there are less than 8 teams in the division there will be no Quarter-Final round and the top four teams will qualify directly for the Semi-Final round.

3.2.2 If the Division has 12 teams or more than the top 8 Teams will qualifyfor the Quarter Final round.

3.3 Semi-Finals RoundThe Final 4 will move onto the Semi-Final round.

3.4 Final RoundAfter the Semi-Finals, the winner from each match will play for 1 st and 2nd place whilst losing teams will play for 3rd and 4th place. Best-of-Three gameformat.

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4.0 The Field

4.1 Field DimensionLength: 200ft – 300ft.Width: 150ft – 200ft.

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4.2 Buzzer Position – Center Buzzer (CBT)The playing field shall have one (1) Center Buzzer (CBT), positioned alongthe middle of the field (50s) and must be a minimum of ten (10) feet to a

maximum of thirty (30) feet from the field border. Teams must press the corresponding Buzzer to start the timer; it will

also ignite the corresponding siren (light).o If the opposing team presses the Buzzer the timer will stop

and the opposing team‟s timer will start and their siren willflash.

o Center Buzzer can change hands multiple times; the score willbe based on the total time on the team‟s timer.

o If a player who deliberately plays on and presses the buzzer,time will be reset to zero (0) for that team and the player willbe called out.

If a player is shot while pressing the buzzer but before the siren begins toflash, timer will be reset if it is the first press or control will be given back tothe opposing team

4.2.1 Base Buzzer: When the opposing Base Buzzer is pressed game is over.If the team is in control of the center buzzer when they press the opposingBase Buzzer they will receive additional points for the center buzzer for thetime remaining.

4.3 Boundary Line (Out Of Bounds)

Boundary Lines are marked in either yellow, red or white material or a paintline. Stepping on the boundary lines or any ground space outsideconstitutes out of bounds in which the player will be eliminated.

Reinforcement Players (Reinforcements) that engage shots outsideboundary lines will be eliminated (and be subjected to penalties)

Reinforcement Players (Reinforcements) can only engage shotswhen BOTH feet are in contact with the boundary line or inside theplaying field.

4.4 Starting Base (Starting Gate)

Starting Base is setup from tents and it‟s not physically positioned onto theplaying field. It is aligned to the corner of the field, balanced.

4.4.1 Starting Gate DimensionTent with a maximum width of 3 meters / 10ft (max) and length of 3meters / 10ft or more.

4.5 DeadboxPositioned right behind the Stand-By Area, separated by netting from top tobottom. (Half the size of the tents are used as deadbox)Width: 3 meters / 10ft (max)

Length: 3 meters / 10ft or higher

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4.6 Stand-By AreaA minimum gap of 2ft opening for Reinforcement Players (Reinforcements)to view and coach, with nettings installed while the lower part are fullycovered (with banners, etc.)

4.6.1 Reinforcement Players (Reinforcements) can exit into the Playing Fieldon either sides of the tent (Stand-By Area)

4.6.2 Reinforcement Players (Reinforcements) will be eliminated if caughtreleasing shot/s before the Boundary Line.

4.6.3 Coaching are allowed ONLY by the Reinforcement Players. No SideCoaching by all.

4.6.4 A Single-Buzz (Insertion Signal) will be sounded 30 seconds after the

game starts.

4.6.5 A Double-Buzz to indicate end of insertion period. It will be sounded 60seconds after the „Single-Buzz‟. Reinforcement Players who are stillinside the Stand-By Area, will be eliminated.

4.6.6 Engaging the GameReinforcement Players are allowed to engage shots while both feet areinside the Playing Area (field). Both feet stepping on the Boundary Lineare allowed too.

4.6.7 Reinforcement Players (Reinforcements) are not allowed to return tothe Stand-By Area once they‟re out from the tent. Doing so will result inelimination.

4.6.8 Reinforcement Players (Reinforcements) are „live‟ when the gamestarts. Same procedure on elimination stands.

4.7 Safety NettingThe playing field, Starting Gate, marshal walkway, Out-Of-Boundary areaand the Deadboxes will be surrounded in safety netting (dotted lines).Netting must comply with the organizer‟s Technical Standard. A minimum

height of 18ft nettings are recommended.4.8 Secured Area (Spectator Safety Zone)

Secured Area for every playing field will be partitioned by warning labels/ ropes/barriers with a minimum distance of 1.5 meter from any side of thefield netting. This is a restricted area for all players and spectators.Adjoining fields are exempted but all sides which are still accessible toplayers and spectators has to implement this step.Proper signage (Labels/Tags/Banners/etc.) with bright colors shall be placedat every corner of the field, at least a minimum distance of 10 meters from

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each other to warn players and spectators the danger of direct paintballhit/splash.

4.9 Field Orientation Any team competing in the tournament may examine any and all

playing fields on the day prior to the first day of the tournament, butmay not in any way alter any playing field.

No team or player may play any field prior to any tournament, unlesssuch play is for promotional purposes and the team or player hasbeen authorized by the representative of organizer

4.10 Roster

- Tournament Roster will be limited to a maximum of thirteen (13)players, three (3) of which are reserve players. Seasonal Roster willbe limited to a maximum of twenty (20) players.

4.11 Pit CrewsAll pit crews are required to register at each event. Each crew must fill out awaiver and receive paddocks credentials. An administration fee will berequired. Passes are valid for one season.

4.12 Age RequirementsPlayers must be eighteen (18) years of age or older. Players that are ten(10) through seventeen (17) years of age may play with written consent froma parent or legal guardian.

4.13 Team Name  Team‟s name shall not be provocative, negative, vulgar and contains

name of the country, states, race and religion.  Team‟s name shall not have any similarity to other teams

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EQUIPMENT

5.0 Uniform

5.1 Protected AttirePlayers‟ uniforms may not include Malaysian Military Camouflage except formembers of the Malaysian Military.

5.2 Jerseys (Open Division Only)Team players are encouraged to wear jerseys consisting of the same colorand style. Based on referees‟ discretion, armbands may be used if bothopposing teams wearing jerseys of the same color. Jerseys may not haveblack and white stripes or be designed to cause confusion with theReferees.

5.2.1 Jerseys approved for Tactical Division- Angel (Arabis)- BT (Combat and Professional Jersey)- Dye Cam- Planet Eclipse (HDE Jersey)- Spec Ops- Tippmann- Valken

5.3 Padding in Jerseys

Padding in jersey‟s is not limited to specific areas provided that thethickness does not exceed 5mm. Padding material is limited to an open cellfoam and must not be modified from the manufacturer‟s original form.

5.4 PatchesVelcro badges are allowed.

5.5 Layers and PaddingPlayers must wear only one (1) pair of full-length pants and only a long-sleeved jersey. Players may wear only one (1) layer of underclothingconsisting of, at maximum, one (1) pair of under-shorts and one (1) short orlong sleeve t-shirt, provided it contains no padding. Players may not wear

sweatshirts or clothing made out of highly absorbent material, such as felt orfleece. Any other soft padding in garments is prohibited. Uniforms shall alsonot be made of slick nature, such as nylon or rubber. Fatigue with (full)camouflage are encouraged.

5.6 HeadgearPlayers may wear headgear to protect the head. Players‟ headgear may notextend more than 2.5cm below the shoulder blades. Players may not wearbandanas and / or handkerchief anywhere other than on the head or neck.

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5.7 GlovesPlayers may wear a single pair of gloves, with or without full fingers. Glovesmay be padded.

5.8 Shoes

Players are to wear suitable shoes during the game. Bare-footed or sandalsare not allowed.

6.0 Protective Gear

6.1 Facemask / GogglesPlayers, Officials and any other individuals present in a goggle-safe area

must wear goggles with full-face protection manufactured for use in paintballgames in its original form. Goggles must have adequate ear protection. Theface or ear protection of goggle systems will not be allowed to be turned ortwisted upward or in any way modified from their original form at any time orplace where goggles are required. Goggles must meet or exceed ASTMstandards for eye protection and lenses be in serviceable condition.

6.2 Protective Padding Separate from ClothingPlayers may wear one (1) layer of protection, over or under clothing,protecting the below body parts, provided that the padding has not beenmodified from the manufacturer‟s original form. The following protectivepadding has been approved for use:

Neoprene Neck Protection;

Forearm and Elbow Protection;

Shin and Knee Protection;

Groin Protection

Chest Protection/Body Armor (female players only)

Paintball Vest that allow a player to carry pods are allowed, as long

as the vests and pouches may not be constructed in such a manner

that they constitute padding.

Vests from non-paintball manufacturers may be subject to inspectionby organizer or marshals prior to games

6.3 Neck ProtectionPlayers may wear neck protection consisting of single layer of neoprenetype material or handkerchief. Neck protectors must cover the neck only andmay extend a maximum of 2.5cm passed the collarbone.

7.0 Markers

7.1 Marker Specifications.Players may use a single, 0.68” caliber, mechanical or electronic paintball

marker, which consists of a single barrel and single trigger. Double-action

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triggers are prohibited. All Paintball Markers shall only operate in theallowable shooting mode for that division during league play.

7.2 Marker Restrictions

Markers with electronic boards have to be capped to thirteen (13) Balls PerSecond (BPS).

7.2.1 MWL Open Division:

Teams have no restrictions on the type of marker used.

7 players are limited to semi-auto, regardless of marker type.

3 Jokers are allowed semi, 3-shot burst, PSP burst or Millennium.Strictly no full auto mode is allowed.

7.2.2 MWL Tactical Division:

Teams are restricted to use Woodsball Markers only. 7 players are limited to semi-auto, regardless of marker type.

3 Jokers are allowed to use Tactical Markers.

3 Jokers are allowed semi, 3-shot burst, PSP burst or Millennium.Strictly no full auto mode is allowed.

7.2 TriggerA “trigger” is the moveable lever or button that comes in contact with thefinger. The contacts of a switch are not a trigger. A trigger pull requires anexertion of force by the finger on the trigger and a release of force by thefinger on the trigger during every shooting cycle. Markers may shoot any

number of paintballs, provided that it shoots in the allowable shooting modefor that division.

7.3 External Adjusters.Markers with electronic firing systems must be locked in a tournamentallowable mode. The player must NOT be able to adjust dwell, debounce,shooting mode etc. while on the playing field. Markers with any form ofexternal velocity adjusters must be modified in such a way that the velocityadjuster is not readily accessible during the course of the game. Dependingupon make or model of the markers, some may require locking tournamentcaps or may require multiple locking tournament caps. All regulators require

locking tournament caps such that they cannot be adjusted without a toolwith the marker gassed or degassed. Locking Tournament caps are devicesused to lock down or prevent on-field adjustments.

7.4 Inspection.Markers are subject to inspection at any time during a tournament. Theteam of any player found to be using a marker in violation of Rules 7.1through 7.3 shall be penalized.

7.5 Surrender of Marker.Players must surrender their marker immediately upon the request of anyReferee or organizer representative at any time. Players may not alter, pull

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the trigger, turn on or off, push any buttons or make any other movementthat might cause a firing mode to change. 

7.6 Marker Velocity.Markers may not exceed a maximum velocity of three hundred (300) feet

per second. All markers must be chronographed at a chrono station prior tostart of each game. Players are also subjected to random inspection frommarshals on field during the game.

7.7 Suppressors.Marker barrels may be equipped with porting, slots and / or rifling, but maynot have a sound suppressor attached or any other attachments or integralto the construction of the barrel.

7.8 Barrels.Players may only bring one (1) barrel on the playing field. The barrel mustbe attached to the marker.

7.9 Ball Detection Systems.Players may turn on or off the ball detection system (e.g., eye, etc.), if theplayer‟s marker has such functionality. 

7.10 Barrel Blocking Devices. (Barrel Socks)Markers must have a blocking device over or in their barrel at all times.(when the marker is in any un-goggled area.) 

7.11 Stickers.Stickers on markers and barrels are limited to one (1) 5cm by 10cm stickeron each side of marker. Stickers on loader lids are allowed. Protected

Colored stickers are not allowed.

7.12 Exposed Markers.Players may not have any exposed markers, tanks or barrels outside of thePlayers Paddocks. All markers taken outside the player paddocks must beconcealed.

8.0 Other Equipment

8.1 Paint Loaders.

Loaders color and design may not resemble a hit or paintball mark,profanity, racist and political insignia. Stickers on loaders or other feeddevices are prohibited, except for one (1) 5cm x 10cm sticker on each sideof the loaders or other feeding devices in any color, except the ProtectedColor. Clear loaders are not permitted. Clear lids on hoppers are permitted.Players may not use cloth or neoprene loader covers.

8.2 Air TanksAll compressed air (or other) tanks must be within the current test datespecified as per the manufacturers recommendations. Further to this alltanks must be free from dents or other defects and are subject to a visualinspection.

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8.3 Pouches, Pods or Tubes.Players may carry any number of pods for carrying paintball. Pods may notbe constructed in such a fashion that they constitute padding.

8.4 Squeegees.

Players may carry multiple squeegees and / or swabs.

8.5 Radios / Walkie Talkies Teams are permitted use of radios during the game. 

Once a player is out, radios must be switched off.

  If communication is found between “dead players” or outsiders and the team,

a 3 for 1 penalty will be implemented. 

8.6 Smoke Grenandes

Cold burning smoke grenades can be used. They must be purchased from the

organizer, no outside grenades are allowed.

9.0 Paintballs

9.1 Specifications.In accordance with marker requirements, paintballs must be of 0.68”

calibers. Paintballs used at any organizer sanctioned tournaments must bepurchased in the Players Paddocks from a paintball vendor that has beenappointed by the organizer and certified compliance with organizerstandards and meets organizer non-staining criteria. Players may not bringany paintballs onto the site which are not supplied from within the PlayersPaddocks.

10.0 Prohibited Equipment

10.1 Specifically Prohibited Items.Players shall not wear or display clothing or any other items with obscene oroffensive pictures, words or logos anywhere on-site at the league. Subject toDisqualification Rule 22.8

10.2 Generally Prohibited Items.Players shall not bring any item not specified permitted for use in theorganizer sanctioned tournaments in Rules 5 through 10 onto the playingfield, unless approved by the organizer Scrutinizer prior to the game start.Examples : Goggle Cameras, Ipod, etc.

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11.0 Referees

11.1 „Refs.‟ 

The League shall be officiated by Refs (“Referees”). The term “Referee” willinclude: “Ultimate Ref”; “Head Refs”; “Chrono-Refs”; “CBT Refs” “BaseRefs” and “Field Refs”. Each playing field will be staffed with a minimum of six (6) Field Refs including one (1) Head Ref.

11.2 Authorization.All Referees are under direct control of the Ultimate Ref. Only Refereesapproved, authorized and assigned to a playing field or Chrono-Station bythe Ultimate Referee may make calls on that respective playing field orChrono-Station.

11.3 Pre-game Equipment Inspection.The Head Ref may require a player to change clothing and / or modify orsubstitute equipment prior to the start of a game in order to comply withRules 5 through 10. Players that cannot comply with any Refereerequirement before game start will not be permitted on the playing field.

11.4 On Field Chronographing.Chronographing will be done on the field before the start of a game, andmay also be done at any time at the discretion of any Field Referee todetermine if a marker‟s muzzle velocity has risen above legal limits.Referees will also perform on-field chronographing during a game in amanner which least interferes with play. Players may be required to

surrender their marker for inspection, if necessary.

11.5 Paint ChecksPaint checks are performed by Referees for the purpose of determining if apaintball has broken on and marked a player. Paint checks are performedby a Referee when the Referee has observed a player taking shots, or whenshots are directed into an area occupied by a player that the Referee cannotdirectly observe, when the physical location that a paintball may havebroken on is not visible to the Referee, or when the Referee is directed to doso by another Referee.

11.5.1 Player Requested Paint Checks.Referees may, but are not obligated to, perform a paint check after aplayer has requested one.

11.5.2 Not Easily Verifiable.Players, who are hit in obvious locations, which are not easilyverifiable, by such players may call for a paint check. See Rule 19.3

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11.6 Referee hand signals will be as follows:

11.6.1 Ten (10) seconds to Game Start. The Head Ref will signal (ten) 10seconds to Game Start by raising his right hand.

11.6.2 Game Start. The Head Ref will signal the game start by dropping hisright hand.

11.6.3 Insertion A (Single) buzzer/horn will be sounded to signalReinforcement Players (Reinforcements) insertion into the game.

11.6.4 Eliminated. Referee will signal when a player is eliminated byholding one hand on top of his head and pointing his other arm atthe player who is eliminated. The Referee cannot put a player backin after calling a player eliminated with a hand signal.

11.6.5 Safe. Referee will signal safe by waving both hands in front of hisbody. This “safe” signal indicates that a player is considered clean of a hit and is still an active part of the game.

11.6.6 One-for-One. Referee will call a player eliminated for a One-for-Oneusing the eliminated signal first followed by a double fist up anddown movement both arms in front of his body. The double fist upand down movement may be repeated as necessary for Two-for-One and Three-for-One eliminations.

11.6.8 Game End and Stoppages.The Head Ref will signal the game end.

11.7 Emergencies.In the event of an emergency situation, the Referee discovering theemergency will request that all Referees stay off the radios. Other Refereeson the field will immediately cause all action to stop. Game time will also behalted for the duration of the emergency.

11.8 Referee Communications.Referees may only engage in rules related communications during games.Referees shall not: (1) through action or inaction, deliberately reveal or

conceal the locations or actions of players during the course of a game or(2) impede the progress of any competition.

11.9 Bias.Referees shall perform their duties and shall make decisions in an unbiasedmanner. A Referee showing bias in a call, for or against any team, shall beremoved as a Referee and can be subject to penalty.

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GAME

12.0 Pre-Game PROCEDURES

12.1 Inspection Procedure.Each team must report to the field at least five (5) minutes before the gameis scheduled to begin. Each player‟s clothing will be inspected and markerswill be chronographed by a Chrono-Ref in the field prior to each game.

12.2 Marker Inspection.Players will surrender their markers to the Chrono-Ref who will inspect it forthe following:

12.2.1 Mechanical Parts Locked.Screws, barrel, tank and other working parts which could increase or

decrease velocity are adequately tightened. Any external velocityadjusters are covered or fixed in place. No device, component or itemwhich could enable a player to increase the muzzle velocity of themarker on the game field without resorting to the use of tools ispresent on the marker.

12.2.2 Electronic Parts Locked.Shooting modes of electronic markers may not be adjusted on fieldas to allow dwell, debounce, trigger bounce, or ramping.

12.2.3 Valves.

Valves must be placed in the fully open position and no valves orexpansion chambers can be turned on or off.

12.2.4 Foreign Matter.No foreign matter may be in the barrel, feed port or loader.

12.3 Chronographing.The Chrono-Ref shall chronograph each marker as it would be shoteffectively on the game field at its maximum velocity. The Chrono-Ref willshoot a minimum of three (3) shots over the chronograph. Markers will passinspection if no one shot is greater than three hundred (300) feet per

second.12.4 Remedial Measures.

Players whose markers do not pass inspection or chronographing will be soinformed and will be given an opportunity to remedy the situation, timepermitting. Players whose markers have not passed the chronograph mayelect to enter the field without a marker or be counted as eliminated.

*Players are responsible to ensure their equipment is within the allowable limit.

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12.5 Choice of Base Station.The team that wins a coin-toss shall choose which base Station it will start,the subsequent sets will be alternated between the base stations. 

12.6 Equipment

Teams must carry all paintball, gas or air and equipment to be used duringthe course of the game on their person at the start of the game.

12.7 Old Hits.Players are responsible for removing old hits or bringing the same to theattention of a Field Ref prior to game time, so that they may be dealt with ina manner that would not result in the elimination of the players.

13. Game Start

13.1 Ten Second Warning.The Head Ref on the field will begin game by saying “Remove your barrelprotection and get ready for the ten (10) second warning!”. The Head Ref will then say “Ten (10) second warning in 3, 2, 1, 10 second!” warning sothat each team may hear clearly such warning.

13.2 Markers.Players must have the barrels of their markers touching the Flag Station.Players must start in front of the break out board (Flag Station / StartingGate) with markers touching the Flag station.

13.3 Game Start.

The Head Ref will give such warning with a countdown of “Get ready for 10second” warning then ten (10) seconds in “Three, two, one, ten -seconds.”Thereafter, the game will start at the sound of a starting buzzer (Single-Buzz) or by the Head Ref shouting so that each team may hear, “Game on”,or “Go, go, go”. 

13.3.1 Reinforcement Players (Reinforcement) would have 1 minute to beinserted into the game 30 seconds after the game starts. (AnotherSingle-Buzz to indicate the Insertion Time)

13.4 Time.

Official game time will be kept by the Head Ref or a Field Ref appointedthereby, but in no event shall the official game time be kept by a Base Ref.In the event that a game is to be interrupted because of a medicalemergency, or otherwise, the Head Ref will mark the time or cause the FieldRef appointed thereby to keep the official game time to mark the time.

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14. Game Stoppages

14.1 False Start.In a situation where a false start happens due to a Referee mistake or

miscommunication, the Head Ref will stop the game and restart as if thegame had never started.

14.2 Reasons for Game Stoppage.Only the Head Ref may declare the game stopped. Game stoppages willonly occur in case of an emergency, dangerous weather conditions, other“acts of God” or a physical altercation on the game field.

14.3 Procedure.Field Refs will note the locations of the players at the time that the game isstopped. Once the game has been stopped, the Field Refs will insure thatplayers remain in those locations. Referees will check all players and will

remove any players who were eliminated prior to the game being stopped.Players may not reload or refill air during this time. Referees will confer toreview the sequence of events prior to the game stoppage. If penalties needto be assessed, they will be so assessed at such time. Players with hits maybe reinstated into the game if the field Referees determine, at theirdiscretion, that a player was eliminated after the game was declaredstopped or as a direct result of illegal actions, which led directly to the gamestoppage.

14.4 Restart.Once the condition causing the game stoppage has abated or been

resolved, all the live players and flags are placed in proper positions by theField Refs, the Head Ref will restart the game in accordance with theprocedures specified in Rule 12. Time will begin to run upon such restart.

15. Game End

15.1 Game End.A game will end only by the Head Ref on the field announcing,“Game over.”

15.2 Cease Shooting.Players may not fire their markers following:

An instruction from a Field Ref to cease fire;

A successful flag hang;

End time of the game.

15.3 Inspection.All live players at the end of a game must present themselves to a Field Reffor inspection. At this time, a Field Ref will inspect the player for hits, and ifany are found, the Head Ref will be notified, and proper penalties will beassessed.

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16. Buzzer

16.1.1 Base Buzzer: When the opposing Base Buzzer is pressedgame is over.

o If the team is in control of the center buzzer when they pressthe opposing Base Buzzer they will receive additional pointsfor the center buzzer for the time remaining.

16.1.2  Center Buzzer (CBT): Teams must press the correspondingBuzzer to start the timer, it will also ignite the correspondingsiren (light).

o If the opposing team presses the Buzzer the timer will stopand the opposing team‟s timer will start and their siren will

flash.o Center Buzzer (CBT) can change hands multiple times, the

score will be based on the total time on the team‟s timer.

o If a player who deliberately plays on and presses the buzzer,time will be reset to zero (0) for that team and the player willbe called out.

o If a player is shot while pressing the buzzer but before thesiren begins to flash, timer will be reset if it is the first press orcontrol will be given back to the opposing team.

16.2 Game End.If a player presses the opposing team‟s base buzzer  is found clean fromhits, then the press will be successful and the game will be declared over asof the time the player touches the opposing team‟s base buzzer.

17. Provocation

17.1 Provocation 

Players are allowed provoke their opponents. If players choose to provoke

their opponents they have to follow strict guidelines. 1. Players cannot make statements that mention race, religion or family. 2. Players cannot use any vulgar language. 

Players will be subject to penalties, if they are found to breaking these rules.

18. Forfeiture

18.1 A forfeit will be declared for each game that

18.1.1 A team fails to report in a timely fashion for the game.

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18.1.2 A team has been disqualified from the event

18.1.3 For any game in which a team refuses to take the field

18.1.4 In the event that both teams fail to show for a game or are unwillingto take the field, both teams have forfeited the game.

18.1.5 A minimum of 6 players to avoid (walkover)

18.1.6 Any team which is scheduled to oppose a team that has forfeited agame will be granted a win of the said game.

18.2 FinalityOnce a forfeit has been declared, the forfeited game will not be rescheduledand the score will stand, except if the reason for having missed game was

due to the schedule.

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19. Marked With Paint

19.1 Marked with Paint.A player will be eliminated if such player is marked with paint. Eliminated

players will put one hand on the head and exit the field via the nearestborder and proceed directly to the dead box or team station (for Best-Ofmatch). Eliminated players shall exit the field with all equipment that theywere carrying at the time of elimination.

19.1.1 A player is marked with paint if a paintball shot out of a paintballmarker by any live player, including members of the opposing teamor a player‟s own team strikes that player or anything he or she iswearing or carrying and the paintball breaks upon the object struckand leaves a paint mark.

19.1.2 If a Referee does not see a paintball shot by a live member of theopposing team or the player‟s own team strike that player or anythinghe or she is wearing or carrying, but that player or that player‟sequipment is marked with paint, then such player will be eliminated.Generally, if the paint marking is reasonably solid and the size of afifty cents coin, it will be considered a valid hit. If a referee witnessesthe ball hit and break and leaves paint less than a quarter size it willbe considered a valid hit.

19.1.3 Conversely, a player will not be eliminated if a player is hit andmarked by a paintball shot by an eliminated member of the opposing

team or if a paintball strikes the player or anything he is wearing orcarrying but does not break or if a paintball strikes another object firstand breaks upon that object before marking a player or anythinghe/she is wearing or carrying.

19.1.4 Referees will wipe splatter or non-valid hits off a player at the timethey are inspected. Players playing with paint that is considered non-valid will do so at their own risk, until it is wiped clean by a Referee.

19.1.5 Players who are in motion while hit in obvious locations, which areeasily verifiable, will immediately turn their motion away from theopposition, and stop. If two (2) opposing players are hit and marked,as provided in this Rule simultaneously, or if the Referee cannotdetermine which player was hit and marked first, both players will beeliminated.

19.2 Obvious Hits.Obvious hits are those which impact and break on observable places on thebody or equipment. Players who are hit in an obvious location are expectedto immediately go straight to elimination box.

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19.3 Obvious, but not Easily Verifiable while wearing goggles.Players with obvious hits in areas which are not easily verifiable, such as theback must immediately call on a teammate who can easily verify whether ornot the paintball broke to indicate whether or not such player waseliminated. The teammate must respond immediately, and if the hit playerwas eliminated, he must cease play, signal his elimination and exit the field.Failure to call on such teammate for verification or failure of such teammateto respond immediately constitutes playing on by the hit player. If no suchteammate is available for verification, such player must immediately call fora paint check by a Field Ref. Failure to call for such a paint checkimmediately will constitute playing on by such player.

19.4 Unobvious Hits.Unobvious hits are those which impact and break on player‟s harnesses &tubes located on players back. Players with un-obvious hits will beeliminated but will not be penalized. Should a player with an un-obvious hit

become aware, through his/her own actions or through information providedby teammates that he/she has been validly marked, such hit at such timeshall then be deemed to constitute an obvious hit. Any part of the harnesslocated in front of a player‟s hips are considered obvious.

20. Illegal Activities

20.1 Playing-On.A player that continues to play after being marked, in an obvious location,with paint is Playing-On. Playing-On includes, but is not limited to:

20.1.1 Continuing to shoot or otherwise engage the opposition,

20.1.2 Continuing to move, except with respect to exiting the field by themost direct route or at the direction of a Referee,

20.1.3 Talking, signaling or otherwise communicating, either to a Referee,opposing players or teammates.

20.1.4 Impeding the progress of opposition players or a Referee,

20.1.5 Hampering a Referee in making a paint check or a call,

20.1.6 Discharging or degassing the marker or providing teammates withpaintballs or equipment.

20.1.7 Remaining in the game while making no effort to leave the field.

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20.2 Freight Training.Freight training is the act of utilizing multiple players who move and act insuch a manner so that the lead players after being marked and eliminated

impede or prevent the timely elimination of other players in the train.Referees will allow a freight train to continue, but will assess penalties forPlaying-On.

20.3 Wiping.Wiping is defined as the active and deliberate removal of paint or concealingan obvious valid hit by a player in order to avoid elimination or avoid aReferee‟s call.

20.4 Modification of Markers.Players may not modify markers during the course of a game, with theexception of cleaning paint out of barrels, loaders or feed ports.

20.5 Spectator Interference.Spectators may be allowed to observe games and the activities on a fieldbut may not:

Issue instructions to players on the field,

Make comments about play which are likely to be heard by players onthe field,

Have markers in their possession, otherwise interfere with play in anymanner whatsoever.

20.5.5 Team members and associates of the competing teams who interfereor communicate with the play of that game will immediately receive apenalty as if a player Played-On.

20.6 Unsportsmanlike Conduct.Players will be eliminated if they engage in unsportsmanlike conduct and willbe subject to further penalties. Unsportsmanlike conduct may include, but isnot limited to:

20.6.1 Deliberately shooting at Referees.

20.6.2 Excessively shooting an eliminated player with intent to injure.

20.6.3 Requesting of paint checks to distract Referees from checkingthemselves or teammates.

20.6.4 Verbally abusing any players, spectators or Referees.

20.6.5 Throwing equipment.

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20.7 Embarrassing, Dangerous or Destructive Behaviors.Teams and players participating in the organizer sanctioned tournamentshall not engage in conduct that would bring the organizer, the promoter orany sponsor into disrepute. During any tournament weekend, players mustnot: discharge loaded markers in any un-goggled areas; harass or intimidateany individuals (including event staff and spectators); provoke a physicalaltercation or otherwise incite violence, wear or displaying offensivepictures, words or logos; intentionally damage or destroy private property(including hotels), or engage in any other criminal, destructive, dangerousactivity that would cast the sport of paintball in a negative light. Any playercaught violating this rule will be ejected for a full season.

20.8 Act Paintball Responsible.The organizer encourages all player members while attending the league tobe paintball responsible. This includes, keeping paintball markers safe andconcealed when not in the private players paddocks or on the playing field.

Players should not shoot markers outside the venue or in hotels or publicplaces. Players when speaking to public should speak of Paintball in arespectful clean positive way. Players need to obey and respect all locallaws. Players who do not act paintball responsible will be subject topenalties and may have Player I.D. Tags revoked indefinitely.

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PENALTIES

21. Assessment of Penalties

21.1 Verbal Warnings.Referees may issue verbal warnings on the field for the following reasons:

21.1.1 First Offenses.First offenses for wrongfully calling for a paint check, or use ofinappropriate language.

21.1.2 Verbal Warning may be given for not having a barrel blocking deviceon in goggle safe area or having an unbagged marker outside ofplayer‟s paddocks.

21.1.3 Player leaving the dead box during a game.

21.2 Eliminations.Referees will eliminate players for the following reasons:

21.2.1 Hit. Player is marked with paint.

21.2.2 Out-of-Bounds. Player, any part of player‟s body touches the line or goes out-of-bounds (irrespective of whether the boundary tape, ifany, is moved).

21.2.3 Second Offenses. Second offenses for wrongfully calling for a paintcheck, or use of inappropriate language.

21.2.4 Surrender. Player without being hit raises marker above head, orshouts “hit” or ”out”, is not wearing armband, walks with eliminatedplayer(s) or otherwise creates the appearance of having been hit.

21.2.5 Players cannot shoot from behind the starting gate; they must enterthe playing area before engaging.

21.2.6 Abandoned Equipment or Uniform. Player abandons equipment(other than squeegees, the game flag, full or empty pods), on thefield by more than 1.5 meter

21.2.7 Rearrangement of Bunkers. Players cannot make any modificationsor movements to the bunkers.

21.2.8 Faulty Check-Out - Live player checks-out at game end with anunobvious hit.

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21.2.9 Dead Man Walks are prohibited: as defined herein: Players that takesuch action that would cause members of the opposing team or fieldreferees to reasonably believe that such players have beeneliminated, including but not limited to, calling themselves hit or out,hiding their armbands, holding the markers above the shoulders,placing objects in the barrel, walking with eliminated player(s), turningaway from oncoming aggressive player(s) will be eliminated. Playerswho have been marked by a player doing a dead man walk will bereinstated in the game by a referee unless their armband has alreadybeen removed then the player is eliminated.

21.2.10 Reinforcements still remaining in the Reinforcement player box1minute after insertion signal

21.2.11 Player is hit in an obvious location.

21.2.12 Fail to wear goggles.

21.2.13 Velocity Violation. Shooting 301 feet per second (FPS) to 310 FPS.

21.2.14 Players who are observed working on their markers during the courseof the game, with the exception of cleaning paint out of barrels,loaders or feed ports will be immediately removed from play unless aref has been informed prior to any work has been done.

21.3 One-for-One.Assessment of the one-for-one penalty (the removal of the playercommitting the infraction and a teammate) may take place for the followinginfractions:

21.3.1 Playing-On - A player that continues to play after an obvious hit isPlaying-On, but does not materially influenced the course of thegame.

21.3.2 Disobedience - Player fails to obey a direct instruction of a Referee(discretionary).

21.3.3 Physical Aggression - Player attempts physical contact with anotherperson on the field in a hostile manner.

21.3.4 Affiliated Spectator Interference - Spectator that is known to beaffiliated with team or player on team provides strategic advice.21.3.5 Tools - Player possess, but does not use tools on playing field.21.3.6 Velocity Violation - Shooting between 310 FPS and 319 FPS

(inclusive)21.3.7 Faulty Check-Out - Live player checks-out at game end with an

obvious hit, not easily verifiable hit.21.3.8 Distraction Tactics. Requesting a paint check to distract a Referee

from a hit on player or a player‟s teammate. 21.3.9 Freight training, applied for each infraction

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21.4 Two-for-One.Assessment of the two-for-one rule (the removal of the player committingthe infraction and two teammates) may take place for the followinginfractions:

21.4.1 Playing-On - Player continues to play after an obvious hit andmaterially alters of the course of the game.

21.4.2 Faulty Check-out - Live player checks-out at game end with anobvious hit.

21.5 Three-for-One.Assessment of the three-for-one rule (the removal of the player committingthe infraction and three teammates) may take place for the followinginfractions:

21.5.1 Playing-On - Player fires marker after acknowledging elimination.

Also subject to suspension21.5.2 Wiping - Player deliberately removes or concealing paint in order to

avoid elimination.

21.6 Elimination of Last PlayerAssessment of the 1, 2 or 3-for-1 penalties where there are not enough liveplayers left on the field, the opposing team will receive points for everyplayer that cannot be pulled out from the opposing team and will receive alive player back on the score sheet, up to a maximum of 10 live players.

21.7 Finality of CallsReferee‟s calls during a game will stand and cannot be changed after agame except in extreme circumstances when the Ultimate Ref becomesinvolved

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22. Suspensions, Disqualifications, Fines

22.1 Team Responsibility.Teams are responsible for the conduct of everyone on their roster which

includes both players and supporters. During the event, the following willapply to fines, suspensions and ejections In addition to these penalties,teams and players may liable for damages and injuries caused under thecivil law and may be subjected to prosecution under the criminal law of thelocal jurisdiction

22.2 Suspensions.Players may be issued three-game to six-game suspensions. Suspensionsmust be served immediately. Suspensions are issued to the player and tothe team. The team for which that player plays will have to play short asthough that player was eliminated from all games played by that team during

the term of such suspension up to a maximum of six (6) games.Suspensions will carry over from tournament to tournament until thesuspension is fulfilled. Suspensions stay with the team, if the suspendedplayer leaves the team. The team must still serve the suspension and theplayer may not play for other team until the suspension is fulfilled. See Rule22.7

22.3 One Game SuspensionThe Head Referee may hand out one-game suspension when he deems theinfraction does not deserve a more severe penalty (e.g. 3, 6 etc.)

22.4 Three-Game Suspension.

Players may be suspended, causing the team to play short for three (3)games for the following infractions:

22.4.1 Outbursts - Throwing smaller equipment (e.g., goggles, harness) inan unsportsmanlike like manner.

22.4.2 Physical contact during or after play that does not result in injury(e.g., spit, shove, grab, shoulder-bump).

22.4.3 Verbal Abuse - Verbally abusing any individual during or after play.

22.4.4 Shooting at a velocity of three hundred twenty (320) fps or higher.

22.4.5 Not having a Barrel Blocking Device on maker in ungoggled area.

22.4.6 Not having the marker bagged outside Players Paddocks.

22.4.7 Illegal Entry - Player leaves the dead box and reenters the field butdoes not shoot any paintball

22.5 Six-Game Suspension.Players will be ejected and the team will play short for six (6) games for thefollowing:

22.5.1 Outbursts - Throwing marker or air system.

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22.5.2 Physical contact during or after play that results in injury (e.g., punchor kick).

22.5.3 Over Shooting - Over shooting any other player with intent to injure.

22.5.4 Deliberately shooting Referees.

22.5.5 Shooting from the Dead Box.

22.6 One-Year Suspension.Any player or team that violates Rule 20.7 shall be prohibited fromcompeting in any of the organizer sanctioned tournaments for a period of upto one (1) year from the date of the infraction. Examples of rules violationslikely to lead to civil or criminal exposure include, but are not limited, to theuse of Prohibited Paint, velocity violations, and verbal or physical abuse.

22.7 Illegal MarkerOffending player is ejected from the event and the following event, offendingteam will receive 0 points for the game, and a minus 100 points and serve a6 games suspension. The team will retain seed points. Opposing team willreceive 95 points or better, depending on the outcome of the game or theiraverage points from the current round.

22.8 Disqualification Plus Forfeiture.A team will be disqualified from the organizer sanctioned tournaments andwill forfeit all points from the tournament to respective opposing teams forthe following Rules violations:

22.8.1 Prohibited Player - Playing with a prohibited player (due to the playernot appearing on the roster, appearance on another team‟s roster,suspension or other ineligibility).

22.8.2 Game Fixing - Two (2) opposing teams conspiring to fix the outcomeof any game.

22.8.3 Using specifically prohibited items. See Rule 10.1

22.9 ForfeitureA team will forfeit points from any game that they are found to be in violationof the following rules

22.9.1 Prohibited Paint - Any player is found using Prohibited Paint.

22.10 Fines.Players may be required to pay a minimum fine of RM250.00 (RinggitMalaysia Two Hundred Fifty Only) and maximum fine of RM5,000.00

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(Ringgit Malaysia Five Thousand Only) per occurrence for actions resultingin penalties. The team of a player assessed with a penalty will be prohibitedfrom competing in any future organizer sanctioned tournaments until suchfine has been fully paid.

SCORING & RANKING

23. Scoring

23.1 Game Scoring.

23.1.1 PrelimsIn prelims round, teams will play one game. A team must eithersuccessfully press the opponent‟s buzzer, or at the end of the game

have the highest points.

23.1.2 Best of ThreeIn the final rounds, teams will play in a best-of-three format. . A teammust either successfully press the opponent‟s buzzer, or at the end ofthe game have the highest points to be considered a win. If a teamhas two (2) wins after the second game, the third game will not beplayed.

23.1.2 Match point.Total Match Points = One Hundred(100) Points

  Base Buzzer  – Thirty (30) Points   Center Buzzer – Five (5) Points per minute or more than Thirty (30)

seconds. 

  Players Alive  – Two (2) Points per player alive at the end of thegame will be awarded.

23.2 Score Sheet Procedures.

23.2.1 The score sheets will be filled out by the Head Referee of the field andshown to both team captains.

23.2.2 Nothing on the score sheet must be crossed out nor written over.

23.2.3 It is the responsibility of each team captain to check the score sheet.If a team captain finds a mistake on the score sheet, a new one will befilled out.

23.2.4 When both team captains agree on the score sheet, they will sign itand the score sheet will not be modified even if mistakes arediscovered afterwards with the exception of mathematical errors.

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23.2.5 If a team captain refuses to sign the sheet because of adisagreement, an Ultimate Referee may be called. The UltimateReferee will talk with the Head Referee of the field and both teamcaptains. The Ultimate Ref will decide whether the score sheet mustbe amended, and if the team captain still refuses to sign the sheet, theUltimate Referee will validate the score.

23.2.6 Mathematical errors may be corrected at any time prior to the start ofthe next round of play. Mathematical error is defined by the additionon the score sheet and not counting live players at the end of thegame.

23.2.7 Only mathematical errors may be corrected after the score has beenposted on the scoreboard.

23.4 Session Scoring

During the preliminary rounds, teams will be ranked by their win-loss record inthat round.

23.5 Tie Score.In case of a tie score among teams in Preliminary rounds, such tie will bebroken due to the following criteria:

23.5.1 . Win Loss Record

23.5.2 Head to head competition

23.5.3 Points

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24.0 Ranking

24.1 Seeding.Teams will be seeded in accordance to ranking points awarded for the

current season. For the first event of the season, teams will be seeded inaccordance with the ranking points earned during the previous season. Ifteams have no ranking points, then they will be seeded in alphabeticalorder, not taking into account city, state, country or other jurisdiction forminga part of the name and/or the words “the” and “team”.

24. 2 Re-Seeding After Preliminary Rounds.Team positions at the end of the preliminary round are determined by thetotal points earned by the teams in all of their preliminary games subject tothe tie breaking criteria outlined in Rule 2.5. After the preliminary round,teams will be re-seeded.

24.3 Divisional Ranking Points.A Series Cup will be awarded to each Divisional Series winner. Teams donot have to attend all events to be ranked. The Overall Title of the league foreach division are based on points accumulated only from the best five (5)legs of the whole series.

Team-ranking points are earned as follows:

Points = [(1-R) x 200] + 8

where   R = (position of the team : number of teams)

24.4 Ranking Tie BreakerIn case of a tie score between teams in the rankings, the tie will be brokenas follows:

24.4.1 Head to head competition. Most recent game first, then previous, ofthe current season.

24.4.2 Previous round/leg placing

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Appendix I

Marker Classification

Manufacturer Model MWLClassification

Alien Independence, Invasion SpeedballAngel Paintball

SportsA1, A1 FLY, SB Speedball

Angel PaintballSports

A:RK * Tactical

Azodin ATS, Blitz, Kaos, Kaos Deluxe, Zenith SpeedballBob Long Intimidator, Marq, Closer,Victory, G6R SpeedballBob Long M-Tac TacticalCockers Woodsball

Dangerous Power G3, Fusion, Threshold SpeedballDLX Technologies Luxe Speedball

DYE Dye Matrix (DM), NT Speedball

Empire Mini, Axe Speedball

Empire: BTBT-4, Delta, Delta Elite, Omega, TM7,

TM15, SA-17Woodsball

Goblin MicroLauncher

Goblin Solo Woodsball

GOG Envy, Extcy SpeedballGOG G-1 Tactical

JT ER3, ER2, Outkast, Raider, Stealth,Tactical, Cybrid

Speedball

Kingman Training Chaser, Eraser WoodsballMacDev Cyborg, Droid, Clone SpeedballMacDev Tactical Drone* Tactical

Planet Eclipse EGO, ETeK, GEO, SpeedballPlanet Eclipse Etha (with tactical attachments)* Tactical

Proto Rail PMR, Reflex Rail Speedball

Smart PartsEOS, Epiphany, Impulse, Ion, Nerve,

Shocker, VibeSpeedball

Smart Parts SP-1, SP-8 TacticalSpyder Fenix, Victor, Xtra, Sonix, RS, VS SpeedballSpyder MR-100, MR-1, MR-2, MR-3, MR-4 WoodsballRAP4 T68 Woodsball

Tiberius Arms T8.1, T4, T9.1 WoodsballTippmann Sports X7, A5, 98, Phenom, SL-68 II Woodsball

Vanguard Creed, Demon Speedball

*Tactical Markers must be used with shrouds and/or stock attached.

Markers not listed must be approved by Ruling Committee before tournament.

Page 36: Mwl Rulebook 1.1 Feb2012

8/3/2019 Mwl Rulebook 1.1 Feb2012

http://slidepdf.com/reader/full/mwl-rulebook-11-feb2012 36/36

 

Founding Fathers

Roslim Bin Abu of Delta Paintball

Luke Ahmad of Delta Paintball

Shane Lee of Delta Paintball

Mie Amir Of Tpaint

Affendi Mohd. Zain of ECSOCOM