The Capital Edge Paintball League will be using a center flag format, allowing ramping markers set to maximum rate of fire at 12.5 balls per second. All markers must be able to chronograph at 285 FPS or lower. We will be using PSP rules modified to the fit the 5-Man Division 5 RaceTo2 format. The amount of games each team will play, will be based upon the amount of teams competing in their respective divisions, there will be a six game minimum in the preliminary round. From the preliminary round, the top teams will advance to the quarterfinals. The number of teams advancing, will be proportionate to the number of teams in the prelims. Refer to the PSP rule book, section 6.5 for the playoff structure.

To view the PSP rules in their entirety, please check out the PSP rule book, click here
A team's points will be recorded and carried over during the year to determine their position for the season's overall standings.

Team seed points are earned as follows:

Event #1
1. 100 points for first place
2. 98 points for second place
3. 95 points for third place
4. 91 points for fourth place
5. 86 points for fifth place
6. 82 points for sixth place
7. 80 points for seventh
8-.continue to decrease by two points

Event #2
1. 105 points for first place
2. 102 points for second place
3. 98 points for third place
4. 93 points for fourth place
5. 87 points for fifth place
6. 82 points for sixth place
7. 80 points for seventh
8-.continue to decrease by two points

Event #3
1. 110 points for first place
2. 106 points for second place
3. 101 points for third place
4. 95 points for fourth place
5. 88 points for fifth place
6. 82 points for sixth place
7. 80 points for seventh
8-.continue to decrease by two points

Event #4
1. 115 points for first place
2. 110 points for second place
3. 104 points for third place
4. 97 points for fourth place
5. 89 points for fifth place
6. 82 points for sixth place
7. 80 points for seventh
8-.continue to decrease by two points

Event #5
1. 120 points for first place
2. 114 points for second place
3. 107 points for third place
4. 99 points for fourth place
5. 90 points for fifth place
6. 82 points for sixth place
7. 80 points for seventh
8-.continue to decrease by two points

The CEPL will be using a progressive point system that will award more points to players as the season progresses. In addition, the point spread between places is progressive as well. This system rewards teams who consistently improve their game as the season progresses. Teams will be forced to bring their A-game to the entire series to win the season. Minimum points awarded will be 10.

(1) INFORMATION
A captains meeting will be held on the morning of each event at 7:45 A.M. The purpose of this meeting is to provide information to the captains of the teams attending concerning the organization, administration and non-field rules and regulations governing the tournament.

Teams may examine the fields or conduct any activity to prepare for tournament play the morning of each event. No team or member thereof shall in any way alter any playing field.

(2) TEAM - ROSTERS
A Five Man team may have up to 7 players plus a coach on their roster, but may field a maximum of 5 in any one game. No player may appear on more than one team roster in a division, classification restrictions apply. No Roster changes day of the event. All teams must submit complete rosters prior to play.

(3) FIELD STAFFING & OFFICIATING STANDARDS
Each game will be staffed by a minimum of 3 judges. Teams will be chronographed before entering play and randomly on and off the field.

(4) OFF FIELD PRE GAME STRUCTURE
Players are responsible for removing old hits or bringing the same to the attention of a field judge so that it may be dealt with in a manner that would not result in the elimination of a player.

Players are not allowed to bring tools or other prohibited equipment onto the game field. Presence of such equipment may result in a penalty and disciplinary proceedings against the offending player and or team.
Each player will be given an armband in a distinctive team color and will wear the same on his left arm above the elbow.

(5) GAME STRUCTURE
A game will end at the earliest of a successful flag hang or once the time limit is up. Flag stations for all preliminary, semi-final and final rounds will be determined by the flip of a coin.

The head judges on the field will begin each game with a ten second warning and then yelling, “go, go, go,”
A first flag pull occurs when a player not eliminated grabs the center flag before a player from the other team manages to do so.

The flag and the station it is hung in determine the win regardless of which team put it there.
If a player is found to be marked and a judge cannot determine at which location he was marked the flag will be re-hung in the center. A game will end only by the head judge on the field announcing “ Game over”.
Players that are eliminated, immediately upon elimination, must exit the field by the most direct route to the dead box or as directed by a judge.

All alive players at the end of a game must present themselves to a field judge before exiting the field. If any hits are found the head judge will be notified and proper penalties will be assessed.

Game stoppages will only occur in case of an emergency or dangerous weather.

(6) SCORING OF GAMES
Please refer to the PSP rule book, section 3.1 for scoring.

(7) FORFEITS
Any team, which is scheduled to oppose a team that has forfeited a game, will receive a "win" for that game. The team that forfeited will receive a "loss". If both teams forfeit, both will receive a "loss".

(8) EQUIPMENT - CLOTHING
Players must wear clothing that fits well. Oversized clothing will not be allowed and a player may be asked to remove certain items at a judge’s discretion. Players must have long sleeve shirts or jersey on and long pants as well.

Players may wear one layer and only one layer of clothing under their uniform. Excessive amounts of clothing in order to create padding will not be allowed. Players may wear nylon neck protection of a single layer. Any decisions regarding clothing issues not covered in this section are left to the discretion of the ultimate judge.

(9) PROTECTION GEAR
Players must wear goggles manufactured for use in paintball games in good repair and with lenses that are not damaged. These goggles must meet or exceed ASTM standards.

Players must wear full face protection as it comes from the manufacturer in its original form. Players may wear elbow and knee protection as long as it is not modified in its original form. Such protection may be worn over or under clothing. Male players may wear groin protection and female players may wear chest protection.

(10) MARKERS
Players may use a single, 68 caliber, pump or semi automatic paintball marker, which consists of a single barrel and a single trigger.

A marker covered in whole or in part by a material of an absorbent or padded nature is illegal.
All markers with any form of external velocity adjusters must be modified in such a way that the velocity adjuster is not readily accessible during the course of the game. All regulators require tournament caps such that they cannot be adjusted without a tool with a gun gassed or degassed.

Ramping: maximum rate of fire capped at 12.5 bps
The maximum velocity allowed is 285 fps

No rebounding
No full autos are allowed.

Players may not use cloth, neoprene, or other material to cover the paint loader on their marker. Cloth and neoprene tanks covers will be allowed on nitrogen and HPA tanks.

Barrel covers or barrel blocking devices are required at all times on the field or the target range. Squeegees or old-fashioned barrel plugs do not qualify as a barrel-blocking device.

(11) OTHER EQUIPMENT
Players must carry all paint, gas and equipment to be used during the course of the game on their person at the start of the game.

Players who are eliminated must exit the field with all the equipment they were carrying when they were eliminated.

(12) ELIMINATIONS
A player is eliminated if a paintball shot by a live member of the opposing team or his own team strikes that player and leaves any amount of paint. A paintball must break to eliminate a player, if it bounces the player is still alive. An elimination shot must be a direct hit as well. If the paintball bounces off of a barricade or the ground AND a judge witnesses it the player is not eliminated.

When a player is eliminated they must signal so immediately. All eliminated players must place a barrel sock on their markers. They may also yell, “I’m out” or “I’m hit” once. They should also raise an arm in the air with or without their marker to visually signal their elimination. Then the player should immediately proceed to the dead box via the fast route or by a judge’s direction.

Players who are hit in an obvious location which are easily verifiable by such players may not call for a paintcheck. Calling for a paintcheck under such circumstances constitutes continuing to play on.

Players who are in motion while hit in obvious locations which are easily verifiable will immediately turn their motion away from the opposition, and stop.

(13) ELIMINATIONS – UNOBVIOUS HITS
Un-obvious hits are those which impact and break on players or equipment in those areas defined as being not easily observable and those which players receiving the hit cannot feel them or have knowledge of them.

Players with un-obvious hits will be eliminated but will not be penalized.

Should a player with an un-obvious hit become aware, through his own actions or through information provided by teammates, that he has been validly marked, such hit at such time shall then be deemed to constitute and shall be an obvious hit.

(14) PAINTCHECKS
Judges may, but are under no obligation to, make a paintcheck after a player has requested one.

Judges will make every effort to perform a paintcheck without calling a player neutral. However, a judge, at his discretion, may declare a player neutral.

No flag carrier will ever be stopped and declared neutral for the purposes of performing a paintcheck.
Players not declared neutral may be eliminated while being checked.

(15) FLAGS – FLAG CARRIERS
Players carrying flags must carry them in full view. Players cannot attempts to hide or disguise the flag in any way.

Flags may be passed from live players to live players.

(16) MISCELLANEOUS DECORUM
All teams shall police and dispose of all trash generated by them within the parking and or staging areas. Any team that fails to adhere to the rules and regulations specified in this section shall be prohibited from competing in the next series event.

(17) PAINTBALLS
Paintballs with Pink or Red fill are NOT allowed. Monster brand, Impact, Reaction and Stryker paintballs are also NOT allowed. Anyone found to be breaking these rules will forfeit the game and or tournament.

(18) COACHING
For rules on coaching, refer to the PSP rule book, section 2.1

(19) REFUNDS
There will be no refunds once event registration has been paid. Any team found to be in violation of any rule and is disqualified either before, during or after the event will receive No refund.

View the PSP rule book for the rules and regulations in their entirety.

 

Capital Edge Paintball Park - 9391 Florin Road - Sacramento - CA - 916-842-1777