Rules
AMP is basing its rules of of the General Scenario rules listed at http://www.scenariopaintball.com. Below is list of rules specific to the leage as well as specific GAME RULES, so please read through everything carefully.
This section consists of GENERAL RULES and GAME RULES so be certain that you scroll down and read everything.
GENERAL RULES
TEAMS
Teams will be a minimum of seven (7) players and a maximum of ten (10) players. One can register as in individual and we will assign you to a team that is looking for players or one can register as a team. See the registration section for the pricing.
PAINT – General
Paint will be supplied and distributed by AMP. ANYONE CAUGHT BRINGING THIER OWN PAINT AND USING IT DURING ANY EVENTS WILL RESULT IN A DISQUALIFICATION OF THE ENTIRE TEAM FOR THE SESSION. NO REFUNDS; NO EXCEPTIONS. AMP will supply all necessary pods for use during the games. Players are NOT allowed to use personal pods. Two (2) 140 round pods filled with paint will be supplied for each game. Players will not be distributed more than 280 rounds for each game, nor will players be allowed more than 280 rounds for each game.
PAINT – Specifics
Prior to the start of each game that a team plays, the following protocol will be followed:
- Before each game, players will have thier hopper inspected to ensure there is no paint in the hopper.
- Players will be allowed 2 full pods (280 rounds ) of paint for each game which will be inspected.
- At this time players will be allowed to fill thier hopper and carry the remaining paint with them on the field. Thus if thier hopper only holds 100 rounds, then the player will be allowed to carry 180 rounds. Thus only 280 rounds of paint will be allowed, as previously specified.
- At the end of each game, players should empty thier hoppers of any unused paint, back into thier paint supply.
- Steps 1-4 will be repeated for each game.
- Players are responsible for the pods issued to them and will be required to reimburse AMP for lost or broken pods.
ELIMINATIONS
All games are single shot eliminations with no reinsertions. Anything that you are carrying on your body that gets hit will count as an elimination. To provide some clarity, marker hits count; hopper hits count; remote air lines hits count, hits on your packs count; a rock that you picked up off the ground and decided to carry will count if it gets hit. There are no exceptions to this rule.
Paint spray does not count. For example, if you are behind a bunker and the paint spray is getting through the cracks, it does not count; if you are in a thick bush however, it may count, as eventually something may get through but that will be up to the referee’s discretion.
A general rule of thumb is that if there is a “quarter (US)” size mark on you or your gear, then you are eliminated. Disputing of eliminations will be decided by the field referees and cannot be questioned.
Players can NOT be eliminated by a surrender or a barrel tag.
MARKERS
- Muzzel velocity shall be chronographed at 280 fps (feet per second).
- Semi-Automatic markers only; the Tippman R/T (Response Trigger) will be allowed.
- NO fully automatic, ramping, bursts, or any other mode other than what is in item #2 above will be allowed.
- CO2, HPA, and Propane (For Tippmann C-3 only) will be allowed for use as a propellant but all tanks must have the proper inspection dates on them.
GRENADES / SMOKE BOMBS / LAW ROCKETS / TANKS
Other than paintballs and paintball markers, there will be NO other ways to eliminate a player. No grenades, smoke bombs, mortors, rockets, tanks, etc will be allowed for use during leage games. Experience in use of these items will be obtained through the league sponsored scenario events posted on the schedule.
GEAR
YOU are responsible for your gear at all times; incuding that which is provided to you by AMP. If you leave your gear lying around haphazardly, then expect it to be damaged in some way. Always find a place that is out of the flow of traffic to keep your gear, or have get yourself a nice hard case to put your supplies in. Accidents will happen and AMP will not be liable for any gear that is in your posession and control. This applies even if you ask an AMP staff member to watch something for you. Unfortunatlely have have not the means to police every player in this fashion.
EQUIPMENT
Players will be required to have at least full face ASTM approved goggles and a barrel blocking device, such as a barrel bag, for thier marker. Barrel plugs are NOT allowed. It is reccommended, but not required, that players have hard soled shoes, long sleeve shirts, pants, neck and head protection. Players should also make certain that they have water or other forms of hydration, food, espectially carbohydrates, and any other things to eat/drink that will keep up thier energy levels.
NO TOOLS OF ANY KIND WILL BE ALOWED ON THE FIELDS!! If you need to fix your marker wait until between games. You will disqualify your team if you are caught with any tools in your posession during the games.
REFEREES
Players will respect the referees at all times. There will be no arguing with a referee on any issue, regardelss if the referree is right or wrong. A player may dispute a decision, RESPECTFULLY, but if the referee has made a final determination, the discussion is over. The referees will be trying to maintain a fun environment while trying to keep things moving, thus we must thank them for thier time every chance we get.
CONDUCT
Players will be expected to treat each other, staff, and all others with respect. No cursing, yelling, pushing, shoving, arguing, or any other non-productive/negative behaviour will be tolerated. The AMP staff will tell you if you are behaving poorly or not. Do not argue with them. Experienced players will be held to a higher standard and be expected to set good examples for new players, as our goal is to attract new players to the sport of paintball.
GAME RULES
Game 1: Woodsball
1 x 15 Minute Game Two flags, one at each team’s starting area. Capture enemy flag and bring back to your starting location. Single hit elimination, no respawn.
Points
1 – Each eliminated opponent
1 – Each surviving teammate
2 – Pulling the Opponents Flag
2 – Hanging the Opponents Flag at your starting location
Game 2 – Take and Hold
2 x 15 minute games; use of a fort or other structure for an attack/defend type scenairo
Objective: Team in the fort/structure are defenders and need to keep people from reaching the flag stations, 3 in total, near thier fort and taking their flags; Team outside the fort needs to reach each flag station and pull up the flags. If all 3 flags are pulled up, the fort is taken.
Points:
1 – Each eliminated opponent
1 – Each Surviving team mate
2 – removing the flags
3 – removing all 3 flags
Game 3 – Prop Hunting
1 x 20 minute game
Objective: Find 5 props hidden in the field and bring them back to your base; if a player is eliminated while carrying a prop, they MUST drop the prop where they found it; the bases can be raided.
Points:
1 – Each eliminated opponent
1 – Each surviving opponent
2 – each prop at base at the end of the game
Wild Card Game – GAME OF CHOICE
This game is ONLY for the last place team to be able to obtain more points. The last place team will be able to challenge the second to last place team, however the second to last place team will choose the game. Depending on the scores, AMP will decide if it appropriate to allow the wild card game.
Special Game – Combo Course
This is just a “bragging rights” game and does not add any additional points for the overall score. If there is interest in the game we may use this as kind of a separate competition just for fun.
Setup: 3 stations with a ref at each station; 1 station is 5 ice fishing flags, second station has 2 props, 3 station is the one on one
Objective: Players have to make it though all three stations in under 2 minutes. Each player on the team runs the course. The one on one at the end consists of one player that is running the course and another player from an opposing team; The player running the course needs to make it to the other side without getting shot out. They can eliminate the opponent waiting for them at the end of the course or run thier hearts out!
Points:
1 – for each flag shot down
1 – for each prop found, picked up, and turned over to the ref at that station
1 – for making it through to the finish line
1 – for eliminating the opponent at the end of the course
1 – FOR THE OPPOSITION if they take the player running the course out before they make it to the other side
