Post by marlooney on Sept 20, 2011 7:30:01 GMT 8
MAYOR RYANH M. DOLOR SPEEDBALL TOURNEY 2011
GAME RULE AND REGULATIONS
1. In this type of game, there shall be two (2) ways to accumulate points and which ever team has the higher points at the end of the regulation period wins the game:
1.1 Eliminating the players on the other team by shooting them with bbs; and/or
1.2 Retrieving an assigned flag from the center of the game area;
2. Each Team shall be composed of 10 players and shall play against each other in a 7-minute game play from two opposite positions on the field, the winner of a match is determined by a point system wherein all players are issued a number card that corresponds to a point except for one which shall be given to a pre-designated commanding officer or leader and has a value of 2 points. The flag is worth 5 points. A team with depleted manpower brought about by prior disqualifications (FPS and safe zone rules violations) may still play in the event if they wish to;
3. Each Team shall start from their respective Safe Zones without magazine inserted to their weapons. All magazines to be initially used by the players shall be placed on tables (armory). Each team has a designated armory at their side of the field. (Please see field diagram)
4. Each time a player is hit, he/she shall immediately proceed to his/her team’s starting point (Safe Zone) and surrender his/her card to the marshal designated thereat for recording purposes;
5. A captured flag must be protected for the duration of the game. Since it also has a point value (5 points), the retriever must protect it until the end of the game to collect the points. At any instance that the player who captured the flag gets hit, the flag shall be left at the place where the hit player was last positioned. Any other teammate still alive may retrieve the flag. To earn the points for it, the flag must be held by a surviving player at the end of the game;
6. Each player must have an airsoft gun with a standard muzzle velocity of 450 FPS, maximum tolerable limit is pegged at 470 FPS. Beyond said limit, a player shall not be allowed to play;
7. There are no restrictions as to what to wear inside the playing course as long as the player is convenient in wearing them, however, eye protection such as goggles, masks, shooting glasses or safety glasses must be worn at all times while on the battlefield. Regular prescription glasses are NOT acceptable as safety eyewear;
8. A Game Marshal shall act as the moderator and has the final approval for all field decisions, the calling of games, resolutions on all conflicts and issues, and responsible for all safety related items and events that occur on the field. If a conflict or discrepancy arises that cannot be solved between groups, the game is stopped and the game marshal makes the final decision regarding the conflict or discrepancy. Arguing with the game marshal will result in an immediate ejection from the game event.
9. In the event of a tied score, the winner shall be determined by means of toss coin;
10. There shall be a designated “Safe Zone” and this is the area on the playing field where no weapons will be fired at any time. Failure or non compliance with this shall result in an immediate ejection of the guilty player from that day’s game event and his/her team shall still be allowed to play minus the ejected player;
11. Players cannot move any of the obstacles that are on the field and must stay within the bounds of the course, non-compliance or violation thereof shall result to the violator getting ejected from the game;
12. A player shall be allowed to carry the following magazines for ammunition:
12.1 Three (3) standard M4 Magazines (330 rd), MP5 mags and M16 shorty mags;
12.2 Two (2) for each: long M4 mags (470 rd), banana-type AK47 mags, G36 long mags, M14 mags and SR25;
12.3 Only one player in the team may be allowed to use a single box or c-mag (manual or automatic feeding). A dual-mag automatic feeder shall be considered as a two magazine of its kind;
13. No player/s shall be allowed to leave the course to restock or fix his gun. If a player runs out of ammunition or his gun jams, he is allowed to continue playing as a decoy;
14. A 10-Foot (3 meters) safety kill range will be observed for all weapons. No players shall be allowed to get close to each other within the said range to avoid point-blank firing. In the event that two opposing players get to a same barricade with their backs against each other, both player shall be called for draw fire and both shall quickly leave the premises and proceed to the safe zone;
15. The definition of being “Hit” is when the airsoft BB hits any part of the players clothing and body. A hit on the weapon shall not count as a kill. Once a player is “Hit”, he or she will raise their weapon over their head and shout hit. After the fact is established, and the opposing player knows the situation the player will quickly walk out of the battle area and return to the safe zone with their weapon over their head. All eliminated players will keep their eye protection on until back in the “Safe Zone”;
16. All integrity violations and non calling of “hits” will be dealt with swiftly and severely. Failure to or non compliance with calling hits will result in an immediate ejection from that day’s game event by the Game Marshal;
17. The term “Blind man” will be used for any real world injury. Once “Blind man” is heard all players will holster all weapons, put them on safe and remain in place unless otherwise directed by the Game Marshal;
18. All borders and boundaries set down will be followed. Violations of this will result in the player becoming KIA and being sent back to the safe zone;
19. Blind firing shall not be permitted and violations thereof shall result in immediate expulsion from the field;
20. Pyrotechnics of any kind (smoke bomb, flash bomb, improvised or actual BB grenade) shall not be allowed Likewise, the use of an M203 or grenade launcher (BB shower) shall also be prohibited.