Pinball rules. Rules of the Russian Federation of paintball

To master the basics of paintball, you need to learn the "key" formation. Put on your mask first (to make it more realistic). You can use a small laser pointer strapped to the barrel so you can see where you're hitting a friend while playing paintball. Now, with a pointer and a mask, get into position to shoot. Learn this position. If you can, lower the barrel laser pointer down and try to figure out where the shot will go before you raise the laser pointer. Quickly raise the pointer to the position from which you will shoot. Practice this movement for a bit and then practice without a laser pointer. Do not let the enemy see the light or otherwise reveal you, otherwise he will shoot you or light up your position for other players, which will be too much. And you will be under the gun even before you yourself understand what happened.

Even expensive paintball guns can have poor firing rates (you can fix this). Take your middle and index fingers and cross them like scissors. Place your thumb straight, twist your little finger and ring finger into a ring as if you were holding a gun. Place your middle and index fingers on the trigger. Start pulling the trigger slowly and pull it back forward, then do it faster and faster. This is called "walking the trigger". On the trigger of a real gun, you will need to push harder. Try practicing this move with different guns and find the gun that you can fire the fastest with. On sale there are triggers for pointing on most guns. (This will only work on "double-trigger" pointers. This is a trigger that has room for two fingers.) This technique is also called "push and spray" because you don't usually think too much about accuracy; just quickly shoot a large amount of paint.

Shooting on the run: there is not much to say here; it's a must in paintball. Put the gun with the laser sight in position to fire. Then point the laser pointer at the inside wall of the house. Try to keep the pointer steady while walking, running, and running. With practice, you will be more comfortable shooting on the run.

Improve your ability to hide in the bunker. When you are in a 3v3 duel, hide in the bunker! When you see a target, start shooting at it. After you shoot him, make sure he was the only one who shot you. Keep your sights on him or let him run out of range, then shoot him a few times and make sure you hit him. You can try to fire him when he least expects it or when your teammates have him pinned down. In this case, attack from an ambush.

Learn how to shoot instantly (that's when you lean out of cover in a firefight only to fire a few shots and then hide). Watch your position. A good way to practice fast shots is to practice in front of a mirror. In front of the mirror, stand behind some kind of object, the so-called shelter, and train to shoot accurately from cover.

Get ready to reload in a firefight. Make sure you have paintballs in your harness. Convey information to a partner (shout "reloading, COVER ME!"); "Cover me" is the key phrase to shout out loud, otherwise, if you shout it at the top of your lungs, experienced opponents will hear the echo and will attack at the moment when you are vulnerable. And then pray. Keep your finger on the trigger, remove the cap from the top and pour the paintballs into the gun. Throw the package from the balls on the ground (don't worry, pick it up later), close the container for the balls and start shooting. You don't have to yell "reloading" because the other team will hear it and try to attack you. Practice reloading and you won't have to ask your teammates to cover you.

In speed paintball, players will have you put your gun in the dead zone (where you go when you get shot), then players at normal or very fast speed will count to three for you to return to your position. Now start shooting.

  • Position information. There are three main positions in speed paintball: front, middle and rear.

    • The player in the front position transmits information about what is happening in the center field and sees what windows or passages are in order to attack or draw out the opponent.
    • The player in the middle position relays this information from the front back to the rear. They shoot a lot, so they must be good at hiding and shooting from cover.
    • The player in the rear shoots a lot of paintballs and tries to smoke the opponent out into the open under fire from the player in the front position.
  • In paintball, beginners are often the first to go out of the game. In order for a novice player to stay in the game for as long as possible, it is necessary to avoid the mistakes typical of amateurs. It is useful to take into account the advice given by players and athletes with extensive experience. Connoisseurs give a lot of interesting recommendations and share paintball tricks acquired in practice.

    Grown-up males involved in paintball battles have an easier time on the playground, as many of them received field training during their military service. And for the younger generation, for teenagers who want to play paintball and win in this game, in order to master all the subtleties of military sports tactics and strategy, they need tips from experienced players, mentors and instructors.

    Preparing for the game

    The first thing to do in advance for a person who has decided to play paintball is to carefully study the rules of the game.

    The second important point of preliminary preparation is the selection of the right clothes. In your choice, you need to be guided by the fact that on the field, all areas of the player's skin should be covered with clothing so that the hits of the paintball ball are not painful. Ideally, if the clothing is two-layer. It is important to consider that in most competitions only two layers of clothing are allowed, otherwise the ball will bounce off the target without opening.

    Another fundamental requirement for clothing and footwear is that they should be comfortable, light, not restricting or impeding movement. Be sure to prepare a headgear that can be worn under a mask that will absorb sweat, and the glass worn over the mask will not fog up, in addition, it will soften the force of the ball when it hits the head. It is worth believing how the mask is fixed on the head, whether it will fall off at the wrong moment during the game.

    After issuing weapons in the club, it is necessary to inspect and prepare it. The resulting marker must be brought to a combat-ready state. You also need to make sure that the balloon is more than half filled with air. This resource is enough for the duration of the game. As charges, you need to take at least 800 paintballs, about 1-2 tubes. You should not take 4-6 tubes on the field at once - this is ballast, which will expend extra strength during the game. It does not hurt to take a ramrod with you to clean the marker and wipes for the mask.

    Paintball guns must be equipped with a chronograph that records the rate of fire. If the speed is too high, then there is a danger of injuring other players, which is strictly unacceptable.

    You need to check the availability and serviceability of all equipment, make sure everything is securely fastened, and also do not forget to take a small bottle or flask with drinking water. There is no need to take absolutely all the ammunition, only the things necessary on the battlefield. Anything more will only complicate the game.

    It does not hurt to inspect the field before the game, if possible, in order to determine more convenient and advantageous positions, to think over the route of movement.

    It will not be superfluous to do a good physical warm-up before the game, warm up the muscles with a simple set of exercises.

    It is also important to turn off the phone and other signals in advance, which at the wrong time on the field will help to reveal the position.

    If the test is completed, the team is assembled and everything is ready - then forward towards victories!

    You need to play with iron nerves and with a cool head, leave all emotions at home. It is important to be vigilant and foresight.
    . It is important to be in touch with teammates, coordinated actions of all players are needed.
    . The ability to be invisible, to merge with the environment, to move silently gives advantages in order to surprise an opponent.
    . You can not sit in ambush for a long time, if this is not dictated by the chosen team tactics. In paintball, it is important to move, actively move and change positions so that it is more difficult for the enemy to neutralize you.
    . Standing with your back to your opponent increases the chance of getting shot in the back, so it's important to learn to move backwards, giving yourself as much visibility as possible while looking over your shoulder to avoid being attacked from behind.
    . You should not concentrate on one target in order to hit it, in this state it is easier to eliminate any enemy.
    . You can not stay in the same place for a long time, this speeds up the detection and elimination by the enemy. It is necessary to move from cover to cover in dashes, choosing a more advantageous position, without violating the tactics chosen by the commander.
    . No need to stick your head out from behind cover from the same position twice in a row. It is important to remember that in paintball the first ball is often the sighter.
    . Before you make a move across the field, you need to shoot in the direction of the enemy in order to force him to hide. It helps to buy time.
    . You do not need to shoot at the enemy if he is the target of another player on your team, so as not to waste ammunition. It would be more justified in such a situation to cover a comrade from a possible attack from the back.
    . During the battle, it is more rational to bypass the enemy from the side, and not go in the forehead. This will allow you to stay longer on the site.
    . You can't shoot in response just to the sound of a shot, you must first see the target. Otherwise, it is easy to hit your comrades or the judges.
    . You can't be overconfident and arrogant on the playground. It must be remembered that paintball - team game, personal initiative can harm, so you need to act in concert, in the interests of the team and strictly follow the orders of the commander.
    . You have to know how to lose. No need to despair, get annoyed and fall into melancholy after the first defeat. Experience comes with time. It is more useful to analyze and analyze the mistakes made.

    So, you have your first game of paintball. How it goes will determine your entire subsequent paintball experience: will it become your favorite game, or will it be the last time on the court. Beginners will definitely be instructed on how to play paintball correctly in a paintball club, but it is better to prepare yourself mentally and physically in advance.

    You can prepare in advance on your own, there are a lot of videos on how to play, about tactics and rules of conduct on the field. Do not be lazy to watch a couple before the game.

    Well if your first the game will pass in the company of people you know who have approximately the same knowledge and skill level in the game of paintball.

    You will feel more comfortable and relaxed among like-minded people. There are other situations when you first get to open game where players with different paintball experience gather. In such a situation, there is nothing to worry about! You should immediately warn that this is the first game for you to properly distribute forces in the team when choosing tactics.

    Beginners are given advice on how to play paintball, they are loyal and always ready to help. Nevertheless, we recommend that you familiarize yourself with the general rules in advance in order to feel more confident.

    First of all, it is worth remembering that paintball is a team game, so before starting, you need to agree with the rest of the participants who will attack and who will cover the rear. The main mistake of novice players is the wrong choice of strategy or its complete absence.

    Major tactical mistakes

    Some beginners choose the largest cover and sit in it for too long without being able to watch the game and help other team members.

    Others, on the contrary, immediately rush to the attack, not having time to assess the situation, and, as a rule, quickly fall under fire. We advise you, if possible, to inspect the court before the game, outline a position and cover that will allow you to be protected and have a good overview.

    • Between the two main tactics - attack and defense, choose something in between, alternating your actions. The situation on the field is changing very quickly, and sticking to one tactic all the time and at the same time feeling all the delights of the game will not work.
    • The most effective behavior on the field is short runs between covers and short bursts into the enemy.
    • Inspect the court in advance and mark the first shelter so as not to get confused immediately after the start of the game.
    • The hit player in short ways, trying not to fall under the line of fire, goes out of the area. A raised weapon is a sign of a killed player who can no longer be shot at.
    • Inspection from a occupied position should be carried out carefully, not looking out from behind the shelter more than twice in a row.
    • If you are not found, do not rush to shoot, let the enemy get closer so as not to overestimate the aiming range and not find your cover in vain.
    • Don't stay in hiding for too long. You will remain intact, but miss the entire game.

    Consider the choice of clothing - it should be comfortable, not hinder movement, cover the entire surface of the body and it should not be a pity to spoil it. Even though balloon paint washes well, in paintball you will have many other opportunities to get dirty.

    The most important thing is to carefully listen to the instructions and safety precautions. One of the main paintball rules for all participants is to never take off the mask, even if the paint has fallen into it.

    Move, shoot, participate in the game and enjoy it. If you get "shot", congratulate yourself on having passed the baptism of fire!

    Main rules of the game

    Among others, there are three main rules in paintball that every player needs to remember:

    • The player on the field must always wear a mask.
    • You cannot point the marker at a person if you are out of bounds or if the player suddenly found himself without a mask.
    • Outside the site, the marker should be kept on safety.

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    An exciting platform for non-standard scenarios.

    You can become the best shooter in a duel, win the flag or the championship in the tournament.

    Games are offered: "Checkpoint", "Time of Grandmasters", etc.

    Ready game packages

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    7000 rubles / 1 hour

    (Company up to 10 people: 700 rubles per person, each subsequent player 500 rubles per person)

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    GENERAL INFORMATION.

    These rules are developed in accordance with international rules and are mandatory for any paintball competition in the Russian Federation.
    Paintball is a team sport: two teams play on an artificially equipped flat area, strictly limited in size, using special equipment in the form of pneumatic action markers that release round gelatin capsules with mineral dye.
    Objective of the game: teams starting from their bases aim to capture the flag, which is either in the center of the field or at the opponent's base (depending on the type of competition). In this case, the players strive to tarnish (hit) as many members of the opposing team as possible.
    For capturing and capturing the flag, as well as for each defeated player of the opponent, the team receives a certain number of bonus points.
    Depending on the type of competition, the number of players in a team should be: three, five, seven or ten people.

    Section I Types of competitions.

    1.1. Paintball competitions are held in four types: - a game with 3 players in a team - a game with 5 players in a team - a game with 7 players in a team - a game with 10 players in a team

    Section 2. Location, configuration and equipment playing field.

    Rule 1. Playing field.

    1.1. Size, shape and coverage of the playing field
    1.1.1. The playing field must be level.
    1.1.2. The surface of the playing field can be grass, cinder, clay-sand and not have traumatic formations: potholes, mounds, objects sticking out of the ground (twigs, plant roots, reinforcement, etc.).
    1.1.3. The playing field must be rectangular.
    1.1.4. The dimensions of the playing field are determined by the types of competitions: - 3x3: not less than 20 m.x45 m. - 5x5: not less than 24 m.x50 m. - 7x7: not less than 30 m.x70 m. .

    1.2. Field boundary.
    1.2.1. The boundaries and equipment of the playing field are established in accordance with Section 1 of the Uniform Regulatory Requirements for Paintball Events.

    1.3. Bases
    1.3.1. The base-place with a size of at least 0.5x1.5 m is limited in an arbitrary way. Bases on the same playing field must be marked in the same way.
    1.3.2. The bases must be located on a straight line passing through the intended center of the field as accurately as possible.
    1.3.3. The bases must be equidistant from the side boundaries of the playing field.
    1.3.4. Bases can be located outside the playing field, but must have a common border with it.

    1.4. Zone of affected players.
    1.4.1. It is fenced in a place convenient for entering and leaving the field and does not have common borders with the playing field.
    1.4.2. The size of the zone must be at least 3x2m.

    1.5. Field delimitation.
    1.5.1. The distance between the fields is regulated by clause 1.3.6. Uniform regulatory requirements for paintball events.

    Rule 2. Equipment of the field.

    2.1. Flag.
    2.1.1. Each field must have one game flag for 3x3 and 5x5 competitions, located in the center of the field.
    2.1.2. Each field must have two game flags for 7x7 and 10x10 competitions located at the opponent's bases.
    2.1.3. The size of the flag must be at least 0.4x0.6 m.
    2.1.4. The flag must be placed before the start of each game at a height of 0.7 m to 1.8 m and clearly visible from any point on the circle within a radius of at least 2 m

    2.2. Team bandages.
    2.2.1. There must be two sets of headbands on each field, sufficient for the game to be played.
    2.2.2. Bandages should be of two colors.
    2.2.3. Bandages must be at least 5 cm wide.
    2.2.4. Each headband must display a number from 1 to the number of players on the team.
    2.2.5. The bandage must be attached to the arm using a Velcro fastener.

    2.3. Additional shelters.
    2.3.1. Artificial shelters are equipped and installed in accordance with paragraphs. 1.4 -1.4.8. Uniform regulatory requirements for paintball events.

    Rule 3. Chronograph Zone.

    3.1. Location and dimensions.
    3.1.1. The timing zone must be located in close proximity to the field. The playing field can be used as a timing zone.
    3.1.2. There shall be one chronograph zone per playing field.
    3.1.3. The chronograph zone must be located so that the shooting is carried out along the boundary of the field.
    3.1.4. The chronograph zone must be at least 2x3 m in size.

    3.2. Chronography zone equipment.
    3.2.1. The chronograph zone must be equipped with at least one radar chronograph.
    3.2.2. The chronograph should be securely set at a height of 0.6 - 1.5 m from the ground.

    Section II Rights and obligations of participants.

    Rule 6 Teams

    6.1. Composition of teams and registration of participants.
    6.1.1. Each team must have a set number of players.
    6.1.2. It is allowed to include two substitutes in the general application.
    6.1.3. Only players included in the general application can take part in the game.
    6.1.4. The number of players in a team depends on the type of competition and can be: 3, 5, 7 or 10 people.

    6.2. Team captain.
    6.2.1. In each team, one of the number of entered players must be elected captain.
    6.2.2. If the captain for some reason cannot enter the game, he must name the player who will replace him.

    6.3. Responsibilities of the Competitors.
    6.3.1. Participants must know and strictly follow the rules of the competition.
    6.3.2. Participants must take the decisions and comments of the judges in a sporting manner.
    6.3.3. Participants must avoid actions (or behavior) that can influence the decision of the judges, or hide the mistakes of their team.
    6.3.4. Refrain from giving any instructions to the players while out of the game.
    6.3.5. Participants may not debate, protest or demand clarification from the referees regarding their decisions during the game.

    6.4. Rights and obligations of the team captain
    6.4.1. The team captain introduces the team at the technical meeting.
    6.4.2. The team captain represents his team at the draw.
    6.4.3. Only the team captain has the right to: - sign the game protocol; - ask for clarifications on the correct interpretation and application of the rules by the judges; - submit a written protest to the chief judge.
    6.4.4. The team captain is responsible for the conduct and discipline of all the players on his team.

    Law 7 Equipment of players.
    Players' equipment must comply with the Uniform Regulatory Requirements for paintball events.

    7.1. Marker.
    7.1.1. While on the playing field, each player must have no more than one .68 caliber marker.
    7.1.2. The marker must have one stem.
    7.1.3. The marker must be adjusted to an initial departure speed not exceeding that allowed for the competition.
    7.1.4. The marker must be adjusted to a speed not exceeding 300 fps.
    7.1.5. If there are external speed control devices in the marker design, the marker must be equipped with a device blocking their operation.
    7.1.6. The marker must be provided with a cap.
    7.1.7. The marker must use only carbon dioxide or compressed air or nitrogen as the working gas. 7.1.8. Only semi-automatic action markers are allowed. Semi-automatic marker - a marker in which, when the trigger is pressed and released, no more than one ball is ejected, while the marker mechanism is functioning in accordance with its technical characteristics.

    7.2. Protective mask.
    7.2.1. All players must wear officially authorized masks at all times while they are on the playing field, in the "killed zone", in the "chronograph zone" and in the "shooting zone".
    7.2.2. It is forbidden to wear: - masks with visible cracks in the glasses; - masks with loose lenses
    7.2.3. The mask must provide full face and ear protection.

    7.3. Cloth.
    7.3.1. Clothing must differ in color from the colors of the judges uniform and flags.
    7.3.2. Clothing should not have bright spots that could be mistaken for paint stains.
    7.3.3. Clothing should completely cover the arms and legs.
    7.3.4. The use of head scarves, hard knee and elbow pads, gloves is allowed.
    7.3.5. It is forbidden: - to use clothes that are too wide and dangling; - wearing padded knee and elbow pads. - water-repellent fabric

    7.4. Balls.
    7.4.1. Competition organizers may set restrictions on the type, brand and color of balls.
    7.4.2. The player can take an unlimited number of balls with him.
    7.4.3. The balls must be carried by the player.
    7.4.4. The balls must be .68 caliber (17.27 mm).
    7.4.5. It is forbidden to: - use balls filled with powder, mastics containing loose and poisonous substances; - use of balls made of plastic, rubber, foam rubber, etc.; - the use of balls coated with a layer of powder, greasy or liquid materials, etc.

    7.5. Additional wearable equipment.
    7.5.1. The player can take a harness with an unlimited number of tubes to the field.
    7.5.2. The player can take 1 ramrod regardless of its design. The player may take one rag and glass cleaning spray with him to the field. Any other items are FORBIDDEN.

    Section III Preparation for the game and the course of the game.

    Law 8 Pre-Game Preparation

    8.1. Inspection of the fields
    8.1.1. The playing fields must be closed for any kind of games at least 48 hours before the start of the first game of the competition.
    8.1.2. Not earlier than 36 hours before the start of the first games, the competitors have the right to inspect all fields. Players have the right to inspect the fields between games.

    8.2 Technical meeting.
    8.2.1. No later than 2 hours before the start of the first game of the competition, a technical meeting (with representatives of the participants in the competition) must be held.
    8.2.2. Each team must have no more than two representatives, including the captain.
    8.2.3. At the technical meeting, the following issues are considered: - the latest additions and changes to the rules of these competitions; - issuance of the schedule of competition games by divisions, indicating the official time of arrival of the teams to the competition site; - information about the work of additional services (technical department, buffet, etc.); - answers on questions; - registration of applications.

    Rule 9. Chronographing.

    9.1. The team must arrive at the chronograph zone at least 15 minutes before the start of the next game specified in the game schedule.
    9.2. Each player must go through a chronograph and equipment inspection process.
    9.3. Each player is entitled to three non-timed shots.
    9.4. Each player must fire three timed shots.
    9.5. A player cannot enter the field with a marker if the average speed exceeds the official speed limit for the competition.
    9.6. The player cannot adjust the marker during the official chronograph procedure.

    Rule 10 Inspection of equipment.

    10.1. The player is obliged to provide his equipment for inspection at the first request of the referee.
    10.2. If a player has equipment not specified in clauses 7.1 - 7.5., he may not be allowed to play after the first warning.
    10.3. If a player is allowed to take part in the game, he must go to the affected players' area, but not enter it.
    10.4. If a player has speed control devices, he may not be allowed to play.

    Rule 11 Draw and Team Colour.

    11.1. The draw is carried out by one of the referees of the field in the presence of the captains of both teams at least 5 minutes before the start of the game.
    11.2. After determining the base, players receive armbands.
    11.3. Each player has his own number for the entire duration of the competition.

    Rule 12. Start.

    12.1. In the starting position, the player has two feet on the territory of the base.
    12.2. One minute before the start of the game, a one-minute readiness is announced.
    12.3. 10 seconds before the start of the game, a 10 second readiness is announced.
    12.4. The start of the game is given by a sound signal that is clearly distinguishable for both teams.
    12.5. The player can only start shooting while on the playing field with both feet.
    12.6. The player must leave the base within 5 seconds from the start.

    Law 13. "Hitted" player.

    13.1. The definition of a "hit" player.
    13.1.1. The decision on the defeat is made by the judges of the field or independently by the player.
    13.1.2. The duty of the player is to timely test himself "for defeat".
    13.1.3. A player who considers himself "beaten" is obliged to leave the game.
    13.1.4. A player is defined as "hit" if: - the player is hit, direct or indirect, by a ball that leaves a significant amount of paint on his equipment. The amount of paint will be sufficiently judged by the judge - its scope, position, size. The referee makes a decision in the interests of the sport. - the player violated the boundary of the field; - the player declared himself hit by word or action, regardless of whether there is a stain on him or not; - the player removed the protective mask during the game without the permission or under the supervision of the referee; - the player is sent off for violating other safety rules or unsportsmanlike conduct; - the player at the time of the start is not within the boundaries of the base; - the player is recognized as "hit" as a punishment in accordance with paragraphs 22.1.1. - 22.1.3.; - - the player left a marker, harness or game flag on the field.
    13.1.5. A player is not defined as "hit" if the referee finds that: - the player leaned against a painted surface or crushed a lying ball with a piece of equipment.

    13.2. Actions of the "affected player".
    13.2.1. The “hit” player must lift the marker up and place the other hand on the head.
    13.2.2. The “hit” player must run the shortest way from the field to the “zone of hit players”
    13.2.3. The "hit" player must run out of the field silently, without giving any signals and actions in relation to the players, referees and spectators.
    13.2.4. The “hit” player must remain in the “hit zone” until the referee gives permission.

    13.3. "Obvious" and "non-obvious" defeat.
    13.3.1. An "obvious" lesion is a lesion in which the marking ball breaks when it hits the head, hands, feeder on the side, front of the thighs.
    13.3.2. All other hits are considered "non-obvious".

    Rule 14. Test for defeat.

    14.1. The referee may check for a loss during the game on any player.
    14.2. The decision on the results of the check is given by the referee by voice: - "PLAYER IS LOCKED", "OUT" - "PLAYER IN THE GAME" or by special gestures.

    Law 15. "Neutral Player"

    15.1. "Neutral Player"
    15.1.1. Only the referee has the right to declare a player "neutral".
    15.1.2. The referee declares a player "neutral" by the following actions: - placing one hand on the player's shoulder, raising the other hand up and loudly saying "NEUTRAL PLAYER" 15.1.3. The neutral player may be raised from his position for easy inspection.

    15.2. Actions of the "neutral player".
    15.2.1. The "neutral player" is prohibited from any participation in the game until the decision of the referee.

    Law 16 Flag Player.

    16.1. The player with the flag must carry the flag in his hand in full view of the referees and other players.
    16.2. In any position of the player, the flag must be clearly visible.
    16.3. If the player with the flag is “hit”, he must act in accordance with paragraph 13.2.1 of these rules. The “hit” player with the flag must immediately surrender the flag to the referee.
    16.4. A player with a flag who crosses the border of his base or the opponent's base becomes "neutral".

    Rule 17 Taking and capturing the flag.

    17.1. The capture of the flag is the moment of the game when the undefeated player takes the flag.
    17.2. Capture the flag is the moment of the game when a player with a flag, who has no defeats, crosses the border of the opponent's base, for types of competitions 3x3 and 5x5, or the border of his own base, for types of competitions 7x7 and 10x10.

    Law 18. Rights and obligations of players during the game.

    18.1. During the game, the player has the right to: - “hit” the players of the opposing team by shooting from a marker; - capture and capture the flag; - use spare balls for further shooting; - pass tubes with spare balls to non-hit and non-neutral players of his team; - convey information to the players of his team by voice or gestures; - recognize himself as a “hit player”; - clean the barrel, using a ramrod if desired; - exchange markers and harness with the players of your team.
    18.2. During the game, the player is obliged to: - strictly follow the rules for determining the "affected player"; - is in the "zone of affected players" silently and without giving any signals and actions in relation to the players, referees and spectators; - leave the “zone of affected players” only after the permission of the referee; - refrain from moving in relation to “neutral” players; - implicitly obey the requirements of the judges; - immediately recognize himself as "stricken" in accordance with paragraphs 13.1.1. - 13.1.5.
    18.3. During the game, the player is prohibited from: - shooting at referees, spectators, "struck" and "neutral" players; - take off the protective mask; - engage in aggressive physical contact with referees and players; - wash the paint yourself from yourself or other players; - use of abuse and threats against players, referees and spectators; - to use "affected" players, as well as referees as cover; - to manipulate the marker in order to change the speed of the ball.

    Section IV. The end of the game and the signing of the protocol of the game.

    Law 19. End of the game.

    19.1. The signal about the end of the game is given only in two cases: - there was a capture of the flag; - the time allotted for the game has expired.
    19.2. After signaling the end of the game, all players are obliged to immediately stop the game and go to the "zone of affected players".
    19.3. All players must turn in their armbands to the referee.

    Rule 20. Signing of the protocol.

    20.1. The team captain must sign the game sheet.

    20.2. After the permission of the chief referee, the teams must proceed to the “chronograph zone”.

    20.3. controversial situations.
    20.3.1. All disputable situations are resolved by the senior referee of the field only with the team captains.
    20.3.2. To restore a situation declared as "controversial", the team captain may, with the permission of the chief referee, invite the player who declares this situation.
    20.3.3. The chief judge is obliged to invite for consultation a judge who was in close proximity to the place where this situation arose.
    20.3.4. In case of refusal to sign the protocol, the captain must substantiate his refusal weightily and briefly.
    20.3.5. The captain's refusal to sign the protocol is not a reason for the chief judge not to approve the protocol.
    20.3.6. In some cases, for the final decision, the chief referee is obliged to invite the chief referee.

    Rule 21: Post-game chronograph.

    21.1. The post-game chronograph procedure takes place in accordance with paragraphs. 9.3. - 9.4. selectively from 3 players of each team.
    21.2. If the speed limit is exceeded, the team will be given penalty points.

    Rule 22. Penalties.

    22.1 The referees give a verbal warning for the following violations: - Ignoring the announcement of a player "neutral" - the first violation - Failure to comply with the requirement to "cover the barrel with a plug" - Use of inappropriate language - the first warning - Playing too long - the first warning
    22.2. The removal of an unbeaten player from the game occurs when: - Ignoring the announcement of the player "neutral" - the second violation - Violating the boundaries of the field or touching the restrictive tape - The player has any tool on the field - Leaving the base before the start signal - The player is not wearing a protective mask - Use of inappropriate language - second warning - Manipulating the marker on the field to change the speed of the ball - Playing too long - second warning
    22.3. Removal "one for one" (the player who violated the rule and one additional player of his team leaves) occurs when: - The player has any instrument on the field - The game continues when he receives an "obvious" defeat - Re-enters the field after the player is declared defeated - Interfering with the game by teammates not in the game - Attempting to make contact with players after being eliminated from the game - Physical contact
    22.4. Removal "two for one" (the player who violated the rules is eliminated, and additionally two players of his team) occurs when: - Using an illegal marker on the field.
    22.5. Removal "three for one" (the player who violated the rules and three more players of his team leaves) occurs when: - Erasing the trace from the marking ball.
    22.6. Penalty points: - Exceeding the speed of the ball in the range from 300.1 to 310 fps - 20 points - The speed of the ball flying over 310 fps - 50 points - Refusal to perform chronograph - 50 points
    22.7. Additional Penalties The performance of a player for two teams is punished by the annulment of the results of the games, with the award of the maximum number of points to the opposing team. The second team, for which the specified player played, may field one less player for the remaining games.

    22.8. Disqualification
    22.8.1. The decision to disqualify a team is made by the senior judge of the field in the presence of the chief judge.
    22.8.2. The decision to disqualify must be approved by the Chief Referee.
    22.8.3. A request for disqualification may be submitted by any field judge.
    22.8.4. Team disqualification occurs in the following cases: - aggressive physical contact; - disobedience to the requirements of the judge; - provoking aggressive physical contact; - Swearing and threats against referees or players or spectators. - agreements between opponents on the result of the game

    Law 23. Result of the game.

    23.1. The result of the game is the accrual of bonus points to each team.
    23.2. Prize points are awarded as follows: Type of competition 3x3 - defeat of a player from the opposing team - 5 points for each player - undefeated player of his team - 3 points for each player - first capture of the flag - 16 points - capture of the flag - 20 points Type of competition 5x5 - defeat of a player opposing team - 4 points for each player - unbeaten player of own team - 2 points for each player - first capture of the flag - 20 points - capture of the flag - 50 points teams - 1 point for each player - the first capture of the flag - 32 points - the capture of the flag - 40 points 20 points - capturing the flag - 50 points If the teams score an equal number of points in the competition, the result of a personal meeting is taken into account to advance to the next round;
    23.3. If the teams have the same number of points and as a result of a personal meeting, the advantage is the team with the least number of penalty points.

    Rule 24 Absence.

    24.1. In case of non-appearance of the team for the game, the opposing team is awarded the maximum number of bonus points.

    Section V. Judges and judging procedure.

    Rule 25

    25.1 Composition of the referee team.
    25.1.1. To conduct competitions, a referee team is created in the following composition (for each field): senior referee of the field, judges in the field (at least 4 - 8 on each field), chronograph judge.

    Rule 26. Chief referee of the field.

    26.1. Powers of the chief referee of the field.
    26.1.1. The chief referee of the field directs all games on his field. All judges of the refereeing team and members of both teams are subordinate to him.
    26.1.2. Only the chief referee has the right to make decisions on all issues that arise during the game, signing the protocol.
    26.1.3. Only the chief referee decides on the arrangement of other referees of the field during the games.

    26.2. Duties of the Chief Judge.
    26.2.1. Before the start of the game day, the chief referee must make sure that the field is suitable for playing.
    26.2.2. Before the start of the game day, the chief referee must make sure that there are a sufficient number of game flags, sets of armbands, score sheets, pens, whistles, etc.
    26.2.3. Before the start of the game day, the referee must check the readiness of the “chronograph zone”
    26.2.4. Organize the work of judges in the field, taking into account the features of the terrain and shelters.
    26.2.5. Follow the work of the referees in the field, and if necessary, contact the chief referee for additional referees.
    26.2.6. During the game, the chief referee performs the same functions as the field referee. 26.2.7. When signing the protocol: - fill in the protocol in a timely manner and propose to the captains for signature; - allow the captain to substantiate his refusal to sign in writing.

    Rule 27 Judges on the field.

    27.1. Powers of judges in the field.
    27.1.1. Monitor the implementation of the rules of the game by the players.
    27.1.2. Decide whether to declare a “neutral player” and a “neutral zone”.
    27.1.3. They have the right to apply penalties in relation to the players.
    27.1.4. They remove the bandages from the “affected players”.
    27.1.5. Give the starting signal.
    27.1.6. They have the right to inspect players' equipment at any time.
    27.1.7. Issue warnings to players.
    27.1.8. They make a decision to declare the player "defeated", while in the event of the presence of paint, they are obliged to indicate to the player in one way or another that the defeat has occurred.

    Rule 28. The referee is the chronographer.

    28.1. Powers of the Judge-Chronographer.
    28.1.1. The chronograph judge has the right to: - Inspect the equipment. - in case of speeding on the post-game chronograph, makes a proposal for penalty points to the team.
    28.1.2. Responsibilities. The chronograph referee is obliged to: - monitor the availability of a working chronograph - conduct pre- and post-game chronographs - timely inform the senior referee of the field about penalty points

    Rule 29 Secretariat

    29.1. To process the results of the games, a secretariat is created consisting of: Judge-secretary and secretaries in the amount of at least 1 secretary for two fields. Members of the secretariat are official personnel and their orders and requirements are binding on all players, unless they contradict these rules.

    Rule 30. Referee - secretary.

    301. Powers of the secretary judge.
    301.1. Only the referee-secretary has the right to keep game protocols.
    30.1.2. Only the secretary judge can fill in and make changes to the final table.
    30.1.3. Only the judge-secretary monitors the correctness of filling in the applications.
    30.1.4. Only the secretary judge can organize and give additional assignments to the secretaries.

    30.2. Duties of the umpire.
    30.2.1. The referee-secretary is obliged to: - monitor the safety of game protocols; - timely collect applications, monitoring the correctness of their completion; - timely fill in and make changes to the final table; - organize the work of secretaries.

    Rule 31 Secretaries.

    31.1. Powers.
    31.1.1. Only the secretaries can take the final protocols of the games from the senior referee of the field.

    31.2. Responsibilities.
    31.2.1. Secretaries are obliged to timely deliver the final protocols to the table official.

    Rule 32 Security.

    Any referee or secretary who notices a violation of the general safety rules in any place in the immediate vicinity of the competition venue is obliged to report these violations to the chief referee.

    Rule 33

    33.1. Composition of the Jury.
    33.1.1. The composition of the panel of judges includes: the chief judge, deputies of the chief judge, secretary judge, senior field judges, informant judge, competition doctor (as deputy chief judge).

    Rule 34 Chief Referee

    34.1. Responsibility.
    34.1.1. The chief referee is responsible for holding the competition in full compliance with the rules and Regulations.

    34.2. Responsibilities.
    34.2.1. The chief referee is obliged to: - supervise the preparation of competition sites; - manage the work of the judiciary and resolve all issues related to the course of the competition; - distribute duties between referees and approve the game schedule; - provide participants, spectators and media representatives with data on the course of the competition and their results; - approve the results of competitions and evaluate the work of judges; - in cases when he sees that the judges during the meeting made a clearly erroneous decision to propose through the chief judge to reconsider it.

    34.3. Rights.
    34.3.1. The chief referee has the right: - during the competition to remove from refereeing judges who have not coped with their duties; - cancel or postpone the competition due to unpreparedness of the venues; - make changes to the competition program, the schedule of meetings and the appointment of judges (if necessary).

    34.4. Orders.
    34.4.1. The orders of the chief referee are obligatory for all participants in the competition.

    Rule 35. Deputy chief referees.

    Deputy chief judges are responsible for holding competitions in the areas assigned to them. During the absence of the chief judge, one of the deputies performs his duties, using all the rights of the chief judge.

    Rule 36

    The duties of the referee-informer include: informing the players and spectators about the course of the competition and about the main provisions of the competition; familiarization of spectators with teams, participants and judges, etc. He must help the refereeing board in conducting games, explain to the audience one or another decision of the referee or a player's mistake.

    Rule 37 Competition Doctor

    37.1. Rights. The doctor of the competition is a member of the panel of judges as a deputy chief referee for the medical part.
    37.2. Responsibilities. The doctor of the competition must: - monitor the observance of sanitary and hygienic requirements during the competition; - provide medical assistance to participants in case of injury, as well as give an opinion on the possibility of such athletes to continue the competition.

    A) General rules

    1. Each game must have at least one referee. The referee starts the game, stops it to check for hits, resolves conflicts that may arise, and ends the game. The referee must have a whistle to signal the start and end of the game. As in any other game, the decisions of the referee cannot be resisted, their decisions are final and not subject to appeal.

    2. A player is out of the game if a paintball hits him and shatters, leaving a stain of paint on his clothing, marker or any other equipment. Regardless of who shot: the enemy or your player. When a player is hit, he must immediately declare himself OUT or OUT. He or she must raise the marker above their head, and continue to repeat "OUT" or "OUT" to leave the field in the shortest and safest way.

    3. A player is not considered out of the game if the ball hits him and does not break. A player is not considered to be out if he is hit by paint from a ball that has broken on a foreign object such as a tree, bush, stone, etc., which is close to the player. If a player declares himself to be out because he thinks he has been hit by a ball, he is out of the game and must leave the field immediately by the shortest and safest route. Even if a player discovers that there was no hit, after he declares himself out, he must leave the field immediately.

    4. If two or more players hit each other at the same time, they are all out. The referee determines who leaves the field when the paint is on two or more players.

    5. If the player is not sure that there is a stain of paint left on him, the referee must be called to check. At the time of the check, the game stops, and all players remain in their places until the referee decides the issue and resumes the game. Please note that during the check, all players must remain in place, and in case of movement, if the referee saw it, or another player informed him about it, the player is out of the game.

    6. The duration of the game is limited. Most games last 30-60 minutes, with an average of 45 minutes. The referee keeps track of the time. By setting time limits you make the game more aggressive. If it was not possible to identify the winner - it's not scary, go to next game and try some new strategy. Rest between games. Determine the length of the rest in advance so that the referee keeps track of the time. During the break, players can have a snack, discuss the game, charge loaders and tanks, clean or repair equipment.

    7. If you are playing Capture the Flag, only one player is allowed to defend the flag on the station. If the defender of the flag is out of the game, he leaves the flag in the place where it was knocked out.

    8. Players are not allowed to move cover

    9. Permission or prohibition of the walking dead is determined by the teams themselves. The Walking Dead are players who, when not sent off, behave as if they were hit and leave the field. Such cunning gives them the opportunity to move behind a new cover or get closer to opponents.

    10. Knocked out players, leaving the field, should not talk to other players. The eliminated player must leave the field and immediately call the referee for a check.

    11. Only balls purchased from the referee may be used in the tournament. The use of balls brought with you is not allowed. At the time of buying balls, the game does not stop. The referee leaves the balls to the player and leaves. The player is at risk of being knocked out while buying balls.

    12. Purchased balloons are non-refundable.

    13. Each team has a captain. At the meeting, the captain receives instructions and a written set of rules. After the game, the captains of both teams are present at the scoring, which is made by the referee.

    14. The team captains must give the signal to the referee to start the game. The referee blows his whistle and the game officially begins.

    15. It is necessary to establish the boundaries of the playing field. Make sure all players and referees know where the boundaries are. According to the rules during the game, any player who goes out of bounds is out of the game and must immediately leave the playing area. All shots fired from outside the field will not count. During the game, it is not allowed to leave the field and return to it. When you go out of bounds, you are out of the game. Only the players and the referee may be on the field during the game. If someone else enters the field, the game stops immediately until the trespasser leaves the field. Set the boundaries of the field in such a way that the balls that fly out of them do not fall into anyone's property, such as a house, car, etc.

    16. A team will be disqualified if any player enters or attempts to enter the field without signing a liability agreement.

    B) Safety rules

    1. It is not allowed to play in a T-shirt and shorts. All players must wear long sleeves and pants. Arms and legs must be completely covered during play.

    2. During the game, all those on the field must wear masks and do not take them off under any circumstances.

    3. any physical interactions between players during the game are prohibited.

    4. It is forbidden to shoot from a distance of less than 5 meters. The ball flies out of the barrel at an average speed of 80-100 meters per second, which can cause damage. If the distance between two players from different teams is less than five meters, they must move to a safe distance or the referee will stop the game.

    5. If a player is holding a marker with his arms extended upwards, he is not allowed to shoot at him. This signal is used only if the player is eliminated or in an emergency.

    6. The knocked out player cannot shoot while he leaves the field, nor can he/she be shot at.

    7. Under no circumstances should you shoot at the referee.

    8. It is strictly forbidden to consume alcohol before, during or after the game.

    C) Precautions

    1. Out of bounds, markers must always have barrel caps. In case your marker leaks CO2, avoid contact with the gas. CO2 freezes at -76 C° and this can lead to local frostbite on the skin. If your marker is leaking CO2, put it down and call the referee.

    2. Always be prepared for problems with your marker. Take spare parts and tools with you. The most necessary tools are pliers, a set of hex keys, screwdrivers and a small wrench.

    3. When carrying the marker, do not hold it by the CO2 supply hose, this may cause leakage and malfunction of the marker.

    4. The most important thing in paintball is to clean your gear after every game. It is necessary that all equipment from the mask to the marker work at the highest level. After each in-game day, the marker should be taken apart, thoroughly cleaned and lubricated before being put away for storage. Then next time he will be ready to play.

    5. Never leave equipment unattended between games.

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