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BCPA Rules
NEW PLAYOFF FORMAT RULES FOR 2011:
Top 4 teams from each division will play a best of 3 head to head for both the semi-finals and the finals.
The first round will see the 1st Place qualifier face the 4th place team, and the 2nd place team face the third place team. The winners of these matches will then play for 1st and 2nd, the losers will play for 3rd and 4th.
The only way a team can be awarded a "WIN" in any round is if a team pulls the flag. They do not need to hang. Only eliminations, flag pulls and hangs count towards points and a flag pull in the playoffs is worth 25 points, not 20 as in prelims. Live players do not count as points toward winning a round.
If two teams DRAW game one, then draw or split the remaining games, a shootout will be required to determine the winner of the round. Both team must choose 3 shooters. These 3 players will return to the field, and play to break the tie. The player will play a series of 1 on 1, best of 3. A 2 minute time limit will be used.
Printable copy: http://paintballevents.ca/BCPArule2011-2.pdf
(copy reprinted below)
OFFICAL BCPA RULES:
1. PENALTIES
3 for 1
Wiping – This penalty will be pulled for the deliberate removal of a valid or non-valid hit or "Wiping" will now be punished with a 3 for 1 penalty. Wiping is not limited to the use of a players hand, it could also include the use of a bunker, or playing surface. This would see the removal of the offending player in addition to 3 more players on this players team.
2 for 1
Playing on with an obvious hit - This penalty will be pulled for playing on with an obvious hit , such as the face mask area, chest area, or any where you can feel or see by checking yourself
1 for 1
Playing on with an un-obvious hit - This penalty will be pulled for un-obvious hits, such as the middle of the pack, or front of the loader if the ref feels you didn’t see or feel the hit. This is different to what you may have encountered before.
Elimination
Swearing - Any swearing on the field will be punished by a warning from the head ref, and upon a second infraction, removal of the offending player. In extreme circumstances, a game suspension may be given. Swearing from the elimination area (dead box) will result in the removal of a single player on the field. If no players remain, the offending player will be suspended for 1 game. Swearing either to yourself or at an opposing player will be penalized the same. Swearing at a ref or event staff will result in your ejection. This rule also extends to the staging area. Any physical contact will result in a min 3 game suspension, the team will play those penalized games shorthanded.
Safety
Barrel bags are absolutely MANDATORY AT ALL TIMES. Players without them will be penalized with a 1 game suspension. Evidence of a safety violation, (injury) will result in the suspension . Your gun must have a barrel bag, even if it has no loader fixed to the gun. Masks that are ASTM approved must be worn at all times on the field.
Loaders - Players may use any color of loader. Players are cautioned that using a clear loader with the same color of paint on the INSIDE as may end up on the OUTSIDE is a distraction to an official and may cause more than normal interference from that official.
Stickers - Players may have 3 stickers on their loader. Permitted are one on both sides and one on the top. Players may have stickers on their markers, one on each side.
NO ramping guns There will be semi auto mode allowed only. If you are caught on the field or coming off the field with a gun that has any other mode , you will be penalized with 100 point penalty and 2nd offence you will be suspended for 3 games
Clerical or mathematical errors may be corrected at any time prior to the start of the next round of play.
2. INFORMATION
2.01. Flag stations on fields will be pre- determined
2.02. Refs will not provide information to teams regarding the location of flag stations, terrain, boundaries, game time, or progress of a game during the game, except with respect to safety concerns.
2.03. Refs will not, through action or inaction, deliberately reveal or conceal the locations or actions of players during the course of a game. Refs will not impede the progress of the game.
3 GAME CONTROLS
3.01. The Head Ref on the field will begin a game by giving a five-second warning so that each team may hear clearly such warning. The Head Ref will give such warning with a countdown of "Three, two, one, one five-seconds." Thereafter, the game will start by the Head Ref shouting so that each team may hear, by radio or otherwise, either, "Game on", or "Go, go, go".
3.02. A game will end only by the Head Ref on the field announcing, "Game over." 2.23. In the event of an emergency situation, the ref discovering the emergency will request that all refs halt players in their bunkers. Other refs on the field will immediately cause all action to stop and determine what the injury is. Game time will also be halted for the duration of the emergency.
4.0 GAME STRUCTURE
4.01. Scoring for 5-player game will be conducted on a 100 point system and will be awarded as follows: (i) a team will be awarded 5 points for every player on the opposing team eliminated; (ii) a team will be awarded 1 points for every player on their own team not eliminated: (iii) a team will be awarded 20 points if it pulls the flag first; and (iv) a team will be awarded 50 points when the flag is hung in its opponents flag station.
4.02. Points are awarded at the conclusion of the game by the Head Ref, and each captain must sign off on the score sheet before leaving the field
4.03. Elimination - a player may be removed from the field for any valid hit, obvious or not obvious to the player eliminated, the surrender or voluntary exit from the field pursuant to which the player acknowledges that he has a hit by indicating his elimination, any erroneous elimination by an official, even though it may later be determined that the call was not valid, any elimination for penalties assessed against a teammate, including the one-for-one type penalties, for placing any part of his body or anything he is wearing or carrying out of bounds, unsportsmanlike conduct, or acting in any other manner indicating elimination, abandonment of equipment (moving at least five feet away from such equipment), except pods used to carry paint and squeegees, being outside the flag station at the start of the game, or delaying taking the field after being told to do so by the Ultimate Judg
4.04. A first flag pull occurs when a player not eliminated physically grabs the flag from the center cone in a 5 player game, or his opponents flag, in a seven-player game, before a player from the other team manages to do the same. Only one team in a game may earn first flag pull points.
4.05. Flag hang points are awarded when a player breaks the plane of a flag station with a flag. Flag hangs may be awarded in conjunction with, or independently of, first flag pulls. Flag hangs are only awarded in a seven player game when a flag is hung in the flag station that it was not placed in at game start. Flag hangs may be awarded to the team that is not in possession of the flag when it is hung, since it is the flag and the station that it is hung in that determines the points awarded and to whom. Flag hangs will not be immediately awarded upon the flag breaking the boundary plane of a flag station. The status of the flag carrying player will first be verified and before a flag hang is considered to be official. The time that the flag carrier breaks the plane of the flag station with the flag will be recorded by the flag field ref, and should that player be determined to be live after being checked by the field flag ref, the hang will be announced and the game will have ended as of the time that such player broke the plane of the flag station.
4.06. The game will end at the earliest of (i) a successful flag hang, (ii) the elimination of all players on the game field, or (iii) 5 minutes after the start of the game.
4.07. Players who have passed the chronograph will be stationed in a controlled area adjacent to the chronograph area. This area will be supervised by a ref or other tournament official. Players who have passed the chronograph may not leave this area, except to enter the field with a ref. Players in this area may not be handed guns or tools.
4.08. Players are responsible for removing old hits or bringing the same to the attention of a field ref so that they may be dealt with in a manner that would not result in the elimination of the players.
4.09. 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 players and/or teams.
4.10. Each player will be given a armband in a distinctive team color and will wear the same on his left arm.
4.11. Players must have one foot in their flag station prior to the start of the game and their gun pointed at their start box. Any player not conforming to this pattern at the start of the game will be eliminated.
4.12. When the teams are assembled at their respective flag stations, the Head Ref will give a five-second warning countdown, as in, "Three, two, one, five-seconds." Such countdown will be heard by both teams. Five-seconds later the Head Ref will announce the start of the game, heard by both teams, by shouting, "Game On", or "Go, go, go." The game will begin on that signal.
4.13. All games will be preceded by a pregame chronographing session, pursuant to which each player on each team will be chronographed under 300fps by the chrono ref. The ref will take a marker from a player and inspect it for the following: (1) the presence of foreign matter in the barrel, feed port or loader; (2) tightness of screws, barrel, tank and other working parts which can increase or decrease velocity; (3) presence of valves or expansion chambers which can be turned on or off; all valves will be placed in the fully open position; (4) Presence of external velocity adjusters which are not covered or fixed in place; and (5) any other device, part or item which would enable a player to increase the muzzle velocity of the marker on the game field without resorting to the use of tools.
4.14. Players whose markers do not pass such inspection will be informed and will be given an opportunity to remedy the situation, time permitting. The event shall not be delayed for players who cannot get their guns working properly.
4.15. Players whose markers pass such inspection will step to the chronograph, and the chronograph ref shall chronograph the marker as it would or could be fired effectively on the game field at its maximum velocity. The chrono ref will fire three shots over the chronograph. Markers will pass inspection if the average of the three shots is less than 300 feet per second and no one shot is greater than 305 feet per second.
4.16. Chronographing on the field may be done at any time at the discretion of any field ref to determine if a marker's muzzle velocity has risen above legal limits. Refs will seek to perform on field chronographing in a manner which least interferes with play. Players with markers chronoed on the field during a game at 300 feet per second or less (one two or three shots at the discretion of the field ref) will continue to play without elimination or penalty. Players with markers which are shooting over 300 feet per second but less than or equal to 310 feet per second will be eliminated from play. Players with markers, which are shooting over 310 feet per second, will be eliminated from play and given a one-for-one penalty. 4.17. Players who are observed working on their markers during the course of a game, with the exception of cleaning paint out of barrels, loaders or feed ports will be immediately removed from play.
4.18. All players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.
5.0 EQUIPMENT
5.01. Each player may wear only one layer of underclothing consistent with the weather of the day for all but unseasonably cold weather. This shall consist of, at minimum, one pair of undershorts and one short or long sleeve T-shirt.
5.02. Each player must wear only one pair of full-length pants and only a long-sleeved jacket or shirt, either button or pullover style, as long as the colors on the outer garments are not the same as any armbands, flags or refs apparel chosen for use at the event.
5.03. Players must wear pants or shirts or jackets that fit well. Players may not wear oversized clothing. If a ref deems that a player's clothing is oversized, the ref may require new attire or make temporary adjustments using tape, pins, etc.
5.04. Players may not wear jackets and or pants which are made out of highly absorbent material, such as felt or fleece, or of a highly padded or slick nature, such as nylon or rubber. If a player is found to be wearing such material, he will be required to obtain and wear suitable replacement clothing.
5.05. Players may wear a single pair of gloves, with or without full fingers. Gloves may be padded.
5.06. Players may wear nylon neck protection of a single layer.
5.07. Players may wear headgear that does not extend beyond 1 inch below the collarbone or below the shoulder blades.
5.08. Players may not wear metal cleats.
5.09. Players' uniforms may not contain more than 30% white, which are reserved as protected paint colorings and ref uniforms.
5.10. 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.
5.11. Players must wear full-face protection as it comes from the manufacturer in its original form.
5.13. Players must wear ear protection that is part of the goggle system that was made by the manufacturer for that goggle system.
5.14. Players may wear forearm and elbow protection, provided that the padding on such protection has not been modified from the manufacturer's original form. Such protection may be worn over or under clothing. 5.15. Players may wear shin and knee protection, provided that the padding has not been modified from the manufacturer's original form. Such protection may be worn over or under clothing.
5.16. Male players may wear groin protection, and female players may wear breast protection.
5.17. The definition of a trigger is the moveable lever or button that comes in contact with the finger. The contacts of a switch are not a trigger. A trigger pull requires an exertion of force by the finger on the trigger and a release of force by the finger on the trigger during every firing cycle.
5.18. Gun barrels may be equipped with porting, slots and/or rifling, but may not have a sound suppressor attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.
5.19. Players may wear a remote tank hook-up. The remote line may not be worn underneath clothing.
5.20. Players may not use cloth, neoprene, or other material to cover the paint loaders on the marker. Cloth and neoprene tanks covers will be allowed.
5.21. Guns must have a barrel sock over their barrel at all times the gun is in a goggle safe area.
5.22. Loaders must be made of a solid color
5.23. Players may carry any number of pouches, clips or loaders.
5.24. Vests and pouches may not be constructed in such a fashion that they constitute padding.
5.25. Players may carry a single hand towel or washcloth, provided that it is not of the same color as armbands, flags, or refs apparel. Players may carry multiple squeegees and or swabs. Players may carry anti-fog cloths or spray.
5.26. Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, non field paint, and anything not specified in Sections 5.01 through 5.26 inclusive, as determined by the Head Ref
6.0 POSSESSION/EXCHANGE
6.01. Two live players may exchange equipment.
6.02. Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated.
6.03. 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.
7.0 ROSTERS
7.01. 5 player teams may have up to 7 players on their roster, but may field only a maximum of 5
in any one game.
7.02. All players must be 17 years of age or older, except that players 12 through 17 years of age will be permitted to play with permission from a parent or legal guardian.
8.0 GAME PROCEDURES
8.01. When the game time has expired or a flag ref declares a flag hanger clean and the hang completed, the Head Ref will communicate to all refs the "Game over" call.
8.02. Official game time will be kept by the Head Ref or a field ref appointed thereby, but in no event shall the official game time be kept by a flag ref. In the event that a game is to be interrupted because of a medical emergency, or otherwise, he will mark the time or cause the field ref appointed thereby to keep the official game time to mark the time. The Head Ref will restart the game, and the time will begin by a five second warning followed by the game on signal. Time will begin to run upon such restart.
8.03. Players that are eliminated, immediately upon elimination, must exit the field by the most direct route or as directed by a field ref. Players that take routes that are not the most direct route or as directed by a field ref or who refuse to follow a ref's direction on leaving the field, constitute playing on and appropriate penalties will be assessed.
8.04. All live players at the end of a game must present themselves to a field ref at the exit point for inspection. At this time, a field ref will inspect the player for hits, and if any are found, the Head Ref will be notified, and proper penalties will be assessed.
8.05. Players may not re-enter the playing field without the permission of a field ref.
8.06. A game will be declared a forfeit in which a team fails to report in a timely fashion for its pregame chronographing, or for any game in which a team refuses to take the field. In the event that both teams fail to show for a game or both teams are unwilling to take the field, both teams will have forfeited that game. 8.07. Any team which is scheduled to oppose a team that has forfeited a game will receive points or the average of all their games in that round, which ever is higher and the forfeited team will receive zero points for that game.
8.08. Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand, except if the reason for having missed the game was completely beyond the control of the team declared to have forfeited that game, such as travel or weather related delays.
8.09. Game stoppages will only occur in case of an emergency, dangerous weather conditions, other "acts of God" or a physical altercation on the game field.
8.10. Only the Head Ref may declare the game stopped.
8.11. All field refs will note the locations of the players at the time that the game is stopped. Once the game has been stopped, the field refs will insure that players remain in those locations. Refs will check all players and will remove any players who are eliminated prior to the game being stopped. Refs will confer to review the sequence of events prior to the game stoppage. If penalties need be assessed, they will be so assessed at such time. Players with hits may be reinstated into the game if the field refs determine, in their discretion, that a player was eliminated as a direct result of illegal actions, which led directly to the game stoppage. Once the condition causing the game stoppage has abated or been resolved, all the live players and flags are placed in proper positions by the field refs, the Head Ref will restart the game.
9.0 PAINTCHECKS
9.01. Paintchecks are performed by refs for the purpose of determining if a paintball has broken on and marked a player.
9.02. Paintchecks are performed by a ref when the ref has observed a player taking fire, when fire is directed into an area occupied by a player that the ref cannot directly observe, when the physical location that a paintball may have broken on is not visible to the ref, or when the ref is directed to do so by another ref.
9.03. Refs may, but are under no obligation to, make a paintcheck after a player has requested one.
9.04. When a player carrying a flag breaks the plane of the flag station boundary, the flag ref will signal "time" and the player carrying the flag is immediately declared neutral.
9.05. The flag carrier will be subjected to a paintcheck immediately upon being declared neutral.
9.06. If the flag carrier is clean, the flag ref will declare "Game over" to the Head Ref who will then announce the completion of the game
10.0 ELIMINATIONS
10.01. Obvious hits are those which impact and break on easily observable places on the body or equipment being carried or those that have been felt by the player. A ref will determine whether a player felt a hit by where that paintball impacted his body and whether he reacted upon being hit.
10.02. Players who are hit in an obvious location are expected to immediately signal their elimination by announcing "HIT" or "OUT" at the time of such elimination.
10.03. Such players must then remove their armbands, barrel sock and hold the markers in the air above their heads and exit the field immediately by the most direct routes or upon the instructions of a field ref,
if given.
10.04. Players who are hit in obvious locations, 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.
10.05. 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.
10.06. 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 same give no indication or knowledge of them having occurred.
10.07. Players with un-obvious hits will be eliminated and may be penalized with a one for one depending on the situation
10.08. Should a player with an un-obvious hit become aware, through his actions or through information provided by teammates that he has been validly marked, such hit at such time shall then be deemed to be an obvious hit and the player will be penalized accordingly.
10.09 A player is eliminated if a paintball shot by a live member of the opposing team or such player's team strikes that player or anything he is wearing or carrying and such paintball breaks upon the object struck. If the paintball strikes the player or anything he is wearing or carrying but does not break and leave a mark, such player is not eliminated. If a player is hit and marked by a paintball shot by an eliminated member of the opposing team or such player's team, such player is not eliminated. If a paintball strikes another object first and breaks upon that object before marking a player or anything he is wearing or carrying, such player is not eliminated. If a ref does not see a paintball shot by a live member of the opposing team or a player's team strike that player or another object, but that player has paint on himself or anything he is wearing or carrying that resembles a hit, such player will be eliminated by such ref. Generally, if the paint marking is reasonably solid and at least the size of a quarter, it will be considered a valid hit. If two opposing players are hit and marked or if the refs cannot determine which player was hit and marked first, both players will be eliminated. Refs will wipe splatter or non-valid hits off a player at the time they are inspected. No player will be allowed to continue play with paint that is considered non-valid until it is wiped clean by a ref. 10.10. Players will be eliminated if any part of their bodies or anything that they are wearing or carrying touches the ground outside the playing boundary. If the playing boundary also uses tape or fencing as a line, such boundary marking cannot be pushed out.
10.11. Players that separate from any piece of equipment or clothing that they brought onto the game field by more than 5 feet, except squeegees, rags or pods used in holding paintballs will be immediately eliminated.
10.12. Players that engage in unsportsmanlike conduct, including, but not limited to, failure to obey a ref's directions with respect to moving on a neutral player, deliberate avoidance of a ref in a manner to prevent a ref from chronographing a marker on the field or prevent him from making a call, shooting at refs, excessive shooting at an eliminated player after being warned by a ref to cease such activity, the requesting of paintchecks to distract refs from checking themselves or teammates or to use refs to locate opposition players or verbal abuse of opposition players or refs will be eliminated and may be ejected from the event.
10.13. Players that take action which would cause members of the opposing team to reasonably believe that such players have been eliminated, including, but not limited to, calling themselves out or hit, hiding their armbands, holding the markers in positions above the shoulders, placing objects in the barrels of the markers and carrying them in view of members of the opposing teams or walking in groups of eliminated players, will be eliminated.
10.15. Players may be eliminated as the result of a penalty called by a ref for infractions committed by teammates pursuant the provisions contained herein.
10.16. Eliminated players will surrender their armbands to the closest ref and exit the field immediately or at a ref's direction.
11.0 FLAGS 11.0
11.01. Once a flag is hung in its flag station prior to the start of a game, it is not to be touched by its team unless such touching constitutes a recapture.
11.02. Players carrying flags must carry them in full view. Players cannot attempt to hide or disguise the flag in any way.
11.03. Flags may be passed from live players to live players.
11.04. A player eliminated while in possession of a flag will remain on the field of play, holding the flag at arms length and at eye level, until that flag is recovered by another player, from ether team. Flags must be surrendered by the eliminated flag holder to any player touching it.
11.05. Flags recaptured must be brought back to its flag station by the most direct route and in the most expeditious manner that does not involve the carrier in a confrontation with opposing players. It must be hung in substantially the same place as prior to the start of the game.
11.06. When a player breaks the plane of a team's flag station, the flag ref immediately calls time and the time of the call is recorded. The flag ref then paintchecks the flag carrier.
12.0 PENALTIES
12.01. Playing on entails continuing to act as a player in the game after being eliminated. Playing on includes, but is not limited to, continuing to fire or otherwise engage the opposition, continuing to move, except with respect to exiting the field by the most direct route or at the direction of a ref, talking, signaling or otherwise communicating, either to a ref, opposing players or teammates, except that a player may say, "Hit" or, "Out" or something to that effect once, impeding the progress of opposition players or a ref, hampering a ref in making a paintcheck or a call, discharging or degassing the marker or providing teammates with paintballs or equipment.
12.02. The penalty for playing on is the removal of a teammate in a one-for-one call, unless in the ref's opinion such playing on has materially influenced the course of the game giving the offending player's team an advantage, in which case the penalty for playing on is the removal of two teammates in a two-for-one call.
12.03. Wiping is defined as the active and deliberate removal of paint by a player in order to avoid an elimination or avoid a ref's call. Wiping is penalized by the immediate removal of the player from the game and the simultaneous removal of three additional players from the same team.
12.04. Freight training is the act of utilizing multiple players who move and act in such a manner so that the lead players after being marked and eliminated impede or prevent the timely elimination of other players in the train.
12.05. Refs will allow a freight train to continue, but will remove one player for each instance of continuing to play by any of the freight-training players. When the freight train stops, the players who took multiple hits will also be removed from play.
12.06. Spectators may be allowed to observe games and the activities on a field but may not (i) issue instructions to players on the field, (ii) make comments about play which are likely to be heard by players on the field, (iii) have guns in their possession, or (iv) otherwise interfere with play in any manner whatsoever.
12.07. Team members and associates of the competing teams who interfere or communicate with the play of that game will immediately receive a penalty as if a player "played on" on the field and will result in the removal of one or more players from the associated team.
12.08. Refs must assess the penalty perscribed for all offences warranting them. Refs will issue verbal warnings for the following infractions: (1) first offense failure to observe a neutral call; (2) failure to use a barrel sock; (3) first offense abuse of calling for paintchecks; (4) first offense on the use of inappropriate language; and (5) first offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station.
12.09. Refs will eliminate players for the following infractions: (1) second offense failure to observe a neutral call; (2) second offense abuse of calling for paintchecks; (3) second offense on the use of inappropriate language; (4) second offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station; (5) aggressive movement during a neutral call within 60 feet of neutral player; (6) a player going out of bounds or moving the boundary tape; (7) a player hit in an unobvious location; (8) not having one foot inside the flag station area at the start of the game; (9) failure to wear goggles; and (10) checking in as a live player at the end of a game with an un-obvious hit.
12.10. Assessment of the one-for-one penalty (the removal of the player committing the infraction and a teammate) will take place for the following infractions: (1) a player having tools on the field; (2) freight training, applied for each infraction; (3) continuing to play with a hit in an obvious or unobvious location; (4) reentering the field after elimination; (5) interference during the course of the game by a person affiliated with the team not playing in game; (6) playing on; (7) engaging in physical contact with another person on the field in a hostile manner; and (8) checking in as a live player at the end of a game with an obvious hit. 12.45.
12.11. Assessment of the two-for-one rule (the removal of the player committing the infraction and two teammates) will take place for the following infractions: (1) continuing to play, hit in an obvious location, or playing with an unobvious hit which results in an alteration of the course of the game (2) use of a marker in violation of the provisions of Section 5.2 hereof. 12.46.
12.12. Assessment of the three for-one rule (the removal of the player committing the infraction and three teammates) will take place for the following infractions: (1) wiping; and (2) shooting after acknowledging your elimination or from the dead box.
12.13. The Head Ref may assess additional penalties or ejections for the following infractions: (1) each time a player fails to obey a ref's instructions; and (2) fighting or other hostile physical contact.
12.14. If a penalty is called that results in the removal of the last player from a team, the other team will be awarded the flag hang automatically. If the last play on a team commits a foul or is eliminated due to a foul, the other team will be awarded the flag hang automatically
12.15. Assessments of one-for-one, two-for-one and three-for-one penalties when no live players are left will result in the opposing team being credited with that number of live players that would have been eliminated from the offending team had there been players available for such enforcement, until such opposing team would be credited to full strength.
12.16. A player prohibited from a playing on a team, because his name appears on another team's roster, or otherwise, will cause the forfeiture of all the games of such team.
12.17. A player prohibited from playing in a tournament, because of his relationship with a judging team, or otherwise, will cause the forfeiture of all the games of the team for whom he is playing.
12.18. Any team that intentionally gives up points to its opponent will be disqualified from the tournament and all members of the team playing at the time of the infraction shall be suspended for life from playing in any sanctioned BCPA event.
12.19. Any team that plots with opponents to set scores will be disqualified from the tournament and all members of the team playing at the time of the infraction shall be suspended for life from playing in any sanctioned BCPA Series event.
12.20. Referee's calls during a game will stand and cannot be changed after a game except by the event promoter in consultation with the Head Ref, and only under exceptional circumstances.
12.21. When game suspensions are issued to a player, the team for which that player plays will have to play short as though that player was eliminated from all games played by that team in the tournament in which the suspension was authorized during the term of such suspension, unless the offending player is removed from that team's roster and he is not allow to play for that team for a minimum of one year. Player suspensions will carry over from tournament to tournament, but the offending player's team will not have to play short in future events.
13.0 MISCELLANEOUS 13.0
13.01. Teams and players thereon attending a BCPA sanctioned tournament shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place. 13.02. Teams and players thereon attending a BCPA sanctioned tournament shall refrain from engaging in any conduct that would bring the BCPA Series, the tournament, the promoter or any sponsor into disrepute, including, but not limited to, the trashing of hotel rooms, the discharge of loaded markers safe areas, the willful destruction of private property, engaging in physical altercations, except in defense of one's person against an unprovoked aggressor, or the commission of a criminal act.
13.03. Any person or team that fails to adhere to the rules and regulations specified in this section shall be prohibited from competing in the BCPA Series sanctioned event for a period of one year from the date of the infraction.
13.04. All teams shall adhere to the administrative rules and regulations promulgated by the promoter of the tournament with respect thereto.
13.05. All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound.
13.06. Any team that fails to adhere to the rules and regulations contained in this section shall be subject to and pay a fine to the promoter, and such team will be prohibited from competing in any future BCPA Series event until such fine has been fully paid.
For the safety of our patrons and staff, and due to unforeseen safety or administrative issues, any BCPA rule may and can be altered by the promoter before, after and/or during a sanctioned event , with or without notice.
