cswl 2010 rules
DESCRIPTION
The Official Canadian Scenario Woodsball League 2010 RulesTRANSCRIPT
Canadian Scenario Woodsball League
Official Rule Book
Version 1.3
2010
1.0 Objective of game: Score as many points as possible during the course of
the game.
2.0 Duration of game: Two 25-minute halves for a total of 50 minutes of game
play time and a 10-minute half time (1 hour of total game time). Teams will
switch starting bases at half time, thereby equalizing the field
advantages/disadvantages.
3.0 Team size: Teams may register a maximum of 15 players for any event. A
maximum of 10 players per team on field. A maximum of 5 players can be
substituted at reinsertion times and start of game or 2nd half.
4.0 Team Positions
4.1 Team Commander (mandatory): One member of each team will be
the assigned team commander and will be made to wear two
armbands (one on each arm) to identify him. Team Commanders will
be responsible for ensuring a representative of their team is in
attendance for the event orientation. Any team failing to provide a
representative to attend the orientation may be disqualified from the
event without refund.
4.2 Scout/Sniper (optional): One member of each team may be assigned
as scout/sniper. This member will be given the advantage of
deploying 2 minutes before the rest of the team at the beginning of the
game and the 2nd half. The scout/sniper is the only player allowed to
make use of a ghillie suit. This player cannot capture ANY objectives
for his team at any time during the game and is restricted to
Scout/Sniper marker conditions (see 11.2 - marker restrictions)
4.3 Heavy Gunner (optional): One member of each team may be
assigned as the heavy gunner. This member will be given the
advantage of the Heavy Gunner marker conditions (see 11.3 - marker
restrictions).
5.0 Playing field: The field will be organized with 3 flag stations in an equilateral
triangle. Each station will have a device for registering control by either a red
or yellow team. A rectangle shape around the triangle will denote the
boundary of the field and will be visibly posted. See Appendix A for further
details.
6.0 Scoring points: Scoring points in the game can be done one of two ways
6.1 Capturing a flag station: A flag station is considered captured when
the color of a team is visible on the flag station depending on design of
the station. One minute of control is worth one point.
6.2 Finding a capture objective: Game officials place three objectives on
the field. Each one is worth 7 points when returned to a referee by the
team commander. Only the team commander may return an objective.
Each objective will be visible from two directions at a distance of 2
meters. The objectives must be colorful and no less than .5m in length
regardless of shape (cylinder, briefcase, etc.) Objectives will be on
display for players during the event orientation.
6.3 Mobile Flag Station: A case or box will be placed on the field midway
between the two home bases, opposite of the swing base. For further
location information see Appendix A. This flag station will count as one
point per minute for a team whose player is touching the box. If at any
time there is no player touching the box, no points will be awarded to
either team for that time. The Mobile Flag Station can be moved but
must weigh from 80-100lbs. A ref will accompany the Mobile Flag
Station to track points.
7.0 Special Weapon: A rocket launcher is placed midfield with 3 foam rockets.
This weapon is available to any team but each rocket may only be fired once.
Obtaining the rocket launcher has no point value and is not considered a
capture objective. However, each rocket, when fired, eliminates ALL players
within a 6 pace radius of its initial landing point. Any player eliminated while
holding the rocket launcher will remain suspended until it and any unused
rockets are captured by another player at which point he may return to his
team‟s elimination area. The rocket launcher is replaced with the three
rockets at half time.
8.0 Capture Objectives: Three Capture Objectives are placed on the field. The
placement of the objectives will be done in a balanced fashion so that each
team has near equal opportunity to retrieve the objectives but the ultimate
location resides with the officials. Each objective is worth 7 points to be
awarded when the team commander returns the objective to a game official.
In addition each objective has a specific function giving an advantage to that
team. Capture objectives are reset at the half time and again available to be
found by either team, being placed by the officials in new locations. The
objective may be passed to another player but cannot be set down or
hidden/concealed in ANY WAY. Any player attempting to conceal an
objective may be subject to a Concealing an Objective penalty. Any player
eliminated while holding a capture objective must stay in a suspended state
with the objective visible until another player takes the objective from him/her.
Players using an objective are responsible for locating a ref prior to its use to
ensure that its effects are properly implemented.
8.1 Dirty Bomb: ANY player coming within 4 paces of the planted bomb is
eliminated. There is a 5 second leeway for the player planting the
bomb to escape. The dirty bomb CANNOT be thrown and must be
placed on the ground. A thrown DB will result in the DB‟s affects being
negated and a possible penalty against the team. The dirty bomb
stays in effect until the next respawn.
8.2 Instant Reinsertion: Up to 5 players can be released from the dead
box at the commander‟s discretion. The players to be reinserted must
be in the dead box at the time that the Instant Reinsertion objective is
used. Delayed reinsertions are not allowed. The commander may use
the Instant Reinsertion objective while he/she is in the dead box.
8.3 High Explosive Grenade: This will be represented by a small foam
football. To be used a player can throw the „grenade‟ at a target. ALL
players within 4 paces of the final resting point will be eliminated.
9.0 Eliminations: An elimination is defined as any paintball hitting a player and
subsequently breaking ANYWHERE on their person or equipment resulting in
a paint mark larger than a dime including splatter from obstacles. Players
can also be eliminated by a game official verbally. The official must make the
elimination obvious by pointing at a player at close range and declaring
„you‟re out!‟ Bounced paintballs DO NOT result in elimination but good
sportsmanship is encouraged by a player declaring „bounce!‟ when struck.
Bounced paintballs DO eliminate a player in a ghillie suit. Any player who
raises their gun barrel above their head or declares „hit!‟ is eliminated
regardless. An eliminated player cannot communicate with live players by
any means and must proceed directly to the elimination area or off field
immediately.
9.1 Mercy: There is no mercy in the CSWL! If a player has a chance to
eliminate another by marking him at close range they can ask the
other player if they want mercy but that does not automatically
eliminate the player. Practice good sportsmanship by marking the
player once or twice in a piece of equipment if possible (i.e. tank or
podpack).
9.2 Hot Reinsertion: If 80-100% of a team is eliminated from the field the
opposing team will be pushed back to the half way or „50‟ at the one
minute warning before reinsertion in an effort to give the eliminated
team an opportunity to regroup. All fighting during this one minute will
cease and remaining players of the eliminated team will be free to
travel inside their half of the field. In the event that they are in „enemy
territory‟ i.e. the opposing team‟s side of the 50, they are to remain in
their position and not move.
10.0 Elimination Area: Elimination areas must be clearly marked with tape,
paint, lathe, etc. The elimination area is NOT a mask-off area and all
markers must have a barrel-blocking device in use. It is also recommended
that electronic markers be turned off and mechanical markers use a safety
switch. Paint, air tanks, water and snacks may be brought into the EA but
must be taken out again. PACK IT IN, PACK IT OUT. Fill stations will not be
allowed in the EA. A player MUST be inside the boundary of the EA to be
reinserted no exceptions. All items must be removed from a team‟s first half
EA and transported to the other EA before the start of the second half. Any
items left behind may result in a penalty being assessed at the discretion of
the refs.
11.0 Marker Restrictions: Game officials will use a calibrated device to test
velocity and rate of fire to enforce restrictions. ALL markers must consistently
fire at a speed below that which is required by the hosting facility, This speed
will be provided to the players during the event orientation..
11.1 Standard Player/Infantryman: Markers will be programmed or set
to 12 balls per second firing rate. All electroneumatic markers with a
double trigger will be set to semi automatic. Any marker/hopper
combination is allowed as long as it adheres to these specifications.
11.2 Scout/Sniper: Markers and loaders for the scout/sniper will be
restricted to clip fed pistols/rifles and pump fed markers. All
scout/sniper markers must NOT be equipped with an
electronic/response triggers. Examples are a phantom pump with a
gravity fed hopper or a Tiberius clip fed rifle. A Scout/Sniper may carry
multiple markers but all markers must comply with the Scout/Sniper
marker restriction. The Scout/Sniper role may not be reassigned to an
alternate player once the game begins.
11.3 Heavy Gunner: There are absolutely no marker/loader restrictions
for the heavy gunner role except the heavy gunner can only carry ONE
marker. For example a heavy gunner could run an Ego 08 with a
Reloader B loader on an uncapped rate of fire, but could NOT also
carry a Tippmann TPX. If the heavy gunner‟s marker malfunctions
during game play, a teammate‟s marker CANNOT be modified to meet
these restrictions. The Heavy Gunner role may not be reassigned to
an alternate player once the game begins.
12.0 Minor Penalties: All minor penalties will result in a 10-point penalty to the
offending team and may also result in an Unsportsmanlike Conduct major
penalty.
12.1 Leaving the field of play: Any player leaving the playing field will be
eliminated. This is the only minor penalty that doesn‟t result in a 10-
point penalty, just the elimination. An intentional leaving of play could
result in a further Unsportsmanlike Conduct penalty.
12.2 Illegal talking: DEAD MEN TELL NO TALES! An eliminated player
cannot communicate with any „live‟ players, regardless of team other
than to indicate that they have been eliminated by yelling, “hit!” or
“out!” Short compliments like “nice shot!” will NOT be assessed a
penalty as long as an official doesn‟t judge them to be an intentional
distraction. Anyone using this to distract a player may also get a
Playing On major penalty.
12.3 Foul Language: Expletives directed towards another player or
official will not be tolerated.
12.4 Radio Interference: Interfering with the opposition‟s radios will not
be tolerated. Monitoring the opposition‟s radio is allowed. Radio
communication is limited to live players on the field of play. Any team
found to be using radio communication from the dead box or with
spectators will be assessed a penalty or disqualification.
12.5 Bonus Balling: Intentionally firing on an obviously eliminated player
will not be tolerated.
12.6 Concealing a Capture Objective: Capture Objective must be held in
open view and may not be placed inside jackets or jerseys or set down
anywhere on the field. Accidentally dropping may occur but must be
picked up again immediately without taking any further actions. If a
player is subject to this penalty the objective is now „eliminated‟ and
removed from play. For example, player A finds and picks up a
capture objective. He then passes it to player B to run back to the
team commander. Player B accidentally drops the objective while
under fire. Player B must pick up the objective before returning fire or
taking cover or will be subject to a minor penalty (-10 points) and the
objective would be removed from play.
13.0 Major Penalties: The following penalties could result in a 20-point penalty
against the offending team to the team or player being disqualified from the
game. The severity is at the will of the official.
13.1 Wiping: Concealing or removing an obvious eliminating hit.
13.2 Playing On: After a player has been eliminated he/she continues to
play the game. This will not always be as obvious but if in doubt ASK
FOR A PAINT CHECK from an official
13.3 Hot Gun: Any player on the field with a marker that shoots over
300 feet per second can be assessed this penalty and may also be
assessed an Unsportsmanlike Conduct penalty.
13.4 Unsportsmanlike Conduct: The definition of this penalty is broad.
Any conduct of a player that an official sees as Unsportsmanlike could
be assessed this penalty. This could include but is not limited to:
A player acting in an overly aggressive manner
Willful disregard of an official‟s instructions
Arguing with an official or other player
Excessive use of foul language or obscene gestures
An eliminated player using him or herself as cover for a
teammate.
Appendix A