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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 10point 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


CSWL 2010 Rules