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Title: Old School Challenge
Description: Coming to the Midwest!


Jubes - February 13, 2007 07:11 PM (GMT)
OSC Heads to Xtreme Paintball Park

The OSC (Old School Challenge) is off on another road trip to Xtreme Paintball Park in Millstadt Illinois
(Just across the way from St Louis). If you are a pump player anywhere in this area this is your year.
Come out an experience the Old School Challenge. Great prizes and great competition will await all those
that make this great experience. The field is top notch and the staff there is awesome.
So we have the perfect place to showcase the OSC.
www.xtremepaintballpark.com

Registration is now open for 3player and 5player.

September (Sat) 15, 2007- St Louis 3PLAYER –
**ONLY $150 per TEAM - PAINT | Co2 or HPA included**

September (Sun) 16, 2007- St Louis 5PLAYER –
**ONLY $300 per TEAM - PAINT | Co2 or HPA included**

Pay only $400 total for both events for the first 5 teams that prepay for both and save $50!

REGISTER YOUR TEAM ON-LINE: http://www.oscseries.com/payitXtreme.htm

So what are you waiting for? You can bring your own paint to this event OR,
Total Greif's wonderful sponsor, PMI, is providing PMI PREMIUM paintballs FREE
to every player in either the 3 man or the 5 man tournament!!

Prizes will be Pump markers, medals, trophies, harnesses, t-shirts, Chipley items and more to be announced.

Shives - February 13, 2007 08:02 PM (GMT)
Sounds like fun. Also, thanks to Jubes, it is enough notice that I can lock down the date. Anyone need a fat, slow, old guy w/ stock guns that mostly work most of the time?

Shives

ILstickfeed - February 13, 2007 09:39 PM (GMT)
QUOTE (Shives @ Feb 13 2007, 03:02 PM)
Sounds like fun. Also, thanks to Jubes, it is enough notice that I can lock down the date. Anyone need a fat, slow, old guy w/ stock guns that mostly work most of the time?

Shives

I hope so! It sounds like your antics would make for some great video.

Ph4n7oM 3 - February 14, 2007 02:38 PM (GMT)
Looking to either join a team thats getting put together or start one...........3 or 5 or both would be nice. i just need it to be a for sure thing because it seems i always get left sitting in the dust the past few times ive tried to get something going or join up.

just let me know.

Sheazer - February 21, 2007 06:29 AM (GMT)
How many teams have registered for this event alreayd? Or is it still too early for teams to commit?

Jubes - February 21, 2007 03:18 PM (GMT)
QUOTE (Sheazer @ Feb 21 2007, 01:29 AM)
Or is it still too early for teams to commit?

Absolutely not! And for good reason. In addition, the first 5 teams to register for both the 3 man AND the 5 man pays only $400.00 for BOTH events!

Sheazer - February 21, 2007 06:55 PM (GMT)
Nice, just trying to gauge the turnout of this to determine whether I'll book a flight or not.

Jubes - February 21, 2007 07:18 PM (GMT)
QUOTE (Sheazer @ Feb 21 2007, 01:29 AM)
How many teams have registered for this event alreayd?

This is the link to the contact info. Hope that helps!

http://xtremepaintballpark.homestead.com/contact.html

dr_dan - February 21, 2007 09:35 PM (GMT)
I'm not too big on competition. I may sit it out, but I'll come nonetheless--probably to shoot massive amounts of pics.

Gogged_Gurl - February 22, 2007 08:06 PM (GMT)
Deviants will most likely be putting in a 5man for this event.

medic49675 - February 22, 2007 09:23 PM (GMT)
Cool. I'm not sure which event 3 or 5 I will be playing but I'll be playing one day and paintwench the other. That leaves one to take lots of pics on the other day. Will be playing with Pump Effect.

QAZ123 - February 22, 2007 09:58 PM (GMT)
Bang Gang will be there for both I believe.

JB.

Shives - April 30, 2007 05:02 PM (GMT)
OK, now that we have SPE out of the way, time to get this ball rolling. I don't have a team, but would love to ba part of one. Who do we have from the St. Louis area going? I vote we split up the gang that got "randomly" put together as team 7 for SPE :lol: I guess I need to work on getting into a bit better shape, and hopefully play a few times between now and then.

Shives

BonzaI 187 - May 1, 2007 09:52 PM (GMT)
woa! :o dude my team will definately be looking into this. awesome!

Jubes - May 3, 2007 05:55 PM (GMT)
QUOTE (Shives @ Apr 30 2007, 12:02 PM)
OK, now that we have SPE out of the way, time to get this ball rolling. I don't have a team, but would love to ba part of one. Who do we have from the St. Louis area going? I vote we split up the gang that got "randomly" put together as team 7 for SPE :lol: I guess I need to work on getting into a bit better shape, and hopefully play a few times between now and then.

Shives

Kent wanted to get a team together. I may be interested, but practice would be a must!

Ph4n7oM 3 - May 3, 2007 07:00 PM (GMT)
Im "kind of" paired up with 2 guys from around the STL area but I dont see or talk to either of them like at all. One is off/on (more off) at the field and the other I dont know period, let alone ever see or talk to. Im kinda having mixed feelings about being with them now and would like to present myself as an "open" player. If any of you guys need a man just let me know. Im from the STL area.

Thanks

Devin

JOESPUD27 - May 3, 2007 08:13 PM (GMT)
My Brother and I would like to play. We can practice @ Xtreme.

Jay

Shives - May 3, 2007 09:26 PM (GMT)
Obviously, it is pump, so practicing isn't going to be very expensive. I could do practices if I just absolutely lock the day in on the calendar. It would make it easier still if it was just going to be for a couple of hours or so. When I run into trouble is commiting whole days. Sunday mornings are mostly church, although I can get out of that if need be.

That's where I can commit if anyone needs me.

Shives

BonzaI 187 - May 11, 2007 09:59 AM (GMT)
Dark Covenant will be there in full force for the 3 man.

asassin8 - May 24, 2007 03:17 PM (GMT)
and the 5 man, oh and i cant wait to play Team Deviants!
im so excited i could pee!!!
asassin8

asassin8 - May 24, 2007 03:57 PM (GMT)
so what are the rules and regs?
asassin8

croutonsdad - May 25, 2007 01:47 AM (GMT)
Hey I need a coupld of guys for the 5man. I have enough for a 3 man. I need a couple extra for the 5 man.

QAZ123 - June 16, 2007 03:54 PM (GMT)
Can somebody post the rules. I can't get the OSC website to come up.

How do they count your 40 rounds? Do you just have tubes that you toss in right before the game or something?

Yeah if somebody could copy/past the rules for the 3 and 5 man that would be great.

JB.

the underdog - June 17, 2007 06:13 PM (GMT)
i want to say for the 3man format it's 40 rounds that must be in a x4 ten round tubes. you either dump those into your hopper or show them you putting them in a harness.

for the 5man i think it is 60 rounds per player or 300 per team, but can you split up the 300 amongst your team? who knows

edit- here are the rules for the 07 format

www.OSCSeries.com
8/21/2006
Old School Challenge Rules and Tournament Conduct
0.0 THE FORMAT
• 3-Player teams | 5-Player Teams
• Center flag / Football Style
• Pump guns ONLY
• Limited rounds
1.0 EQUIPMENT & SUPPLIES
1.1 Markers and power supplies
A. Paintball markers must meet manufacturer and insurance safety guidelines regarding triggering
mechanisms, the trigger guard, and safety devices such as a barrel plug (a squeegee is not a barrel plug).
B. Each player may carry and use only one paintball marker and barrel per game.
C. No external velocity adjusting devices, which would allow a player to adjust the velocity of his paintball
marker without the use of tools or disassembly, are permitted. All velocity-affecting pressure regulators,
which can be adjusted without the use of tools or by disassembly, must have locking rings or tournament
caps.
D. Only pump markers/ paintball markers are allowed. Stock, pump or modified pump guns will be
allowed. The ultimate judge will determine any questionable PUMP MARKERS. It is each player’s
responsibility to consult with the tournament producer prior to the event regarding definitions and
limitations of this rule.
E. Paintball marker Power Sources: All paintball markers must use either CO2 (carbon dioxide) or
compressed air/nitrogen as the power source unless the producer specifically approves other sources. All
components (fittings, hoses, valves, cylinders, etc.) of the high-pressure system must meet the
manufacturer’s safety standards.
F. At tournaments that do not restrict the type(s) or number of gas power sources/cylinders, a player may
carry multiple systems onto the field as long as they are configured in such a way as to allow the paintball
marker’s velocity to be stabilized at 300 fps or lower.
G. Excluding 12-gram cartridges, more than one cylinder per player is prohibited.
1.2 Goggle Systems:
A. It is mandatory for every person (judges, players and spectators) to wear an approved goggle system
when they are directly exposed to fields while games are in progress, or when they are directly exposed to
any authorized shooting area while paintball markers are being discharged.
B. Each goggle system must include an approved full facemask and ear protection made specifically for
that model of goggle. The goggle system components shall not be altered from their original factory
condition. All goggle systems are subject to safety inspection and approval.
C. A player whose goggles are accidentally dislodged (sufficient to expose the eyes) during a game shall be
eliminated from the game; if, when this occurs, the player whose goggles accidentally dislodged has
already been eliminated, the judge shall not eliminate an active player.
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8/21/2006
D. An active player who deliberately removes his goggles (sufficient to expose the eyes) during a game,
other than with the approval and under the direct supervision of a judge shall be eliminated from the game.
1.3 Clothing & Gear:
A. Players must wear full-length pants and a shirt. The Producer may alter clothing requirements base on
weather conditions. Pants and shirtsleeves must be fully extended during game play to the ankles and wrists
respectively. A player may wear only one layer of clothing underneath his exterior pants and top. The
player’s clothing may not resemble or be of a similar color to that of the judges, and it may not be of a
color/pattern similar to that of the flag(s) or armbands being used at the event. A player may not wear or
carry any multi-colored or patterned clothing and equipment that makes distinguishing a paint mark
difficult for the judges.
B. Harnesses, vests, pouches or similar gear must be worn on the outside of all clothing. Tops must be
tucked into the pants. Wearing protective gear shall not be accepted as an excuse for failure to sense an
obvious hit.
C. Clothing must be sized to fit the player. A player may not wear oversized, draping and/or excessively
baggy clothing. Clothing may not be made of overly absorbent cloth or highly padded cloth, nor of water
repellant cloth/material that allows a paint mark to be wiped away quickly and cleanly. Ghillie-type
material, which makes paint marks difficult to locate and identify quickly, may not be worn or attached to
the player’s equipment or goggles.
D. Protective covers are allowed on cylinders, but they are prohibited on paintball marker loaders.
E. Prohibited Devices. Players shall not use and/or carry onto the playing field: artificial sounding devices
(e.g., whistles, clickers, horns); shielding devices; artificial light sources; heat generators (e.g., matches,
lighters, heat packs); weapons, flares, paint grenades, paint mines, or any form of pyrotechnic devices;
tools and spare parts capable of affecting a paintball marker’s velocity; silencers or sound suppressers;
slingshots, blowguns or any device capable of propelling a paintball other than the single approved
paintball marker per player; radios and similar communication, signaling or listening devices; or items that
might be mistaken for a flag.
1.4 Paintballs: OSC 3-Player is limited to 40 rounds per player per game. OSC 5-Player is limited to 60
rounds per player per game. LIVE Player’s may share paint. A player only may use paintballs that remain
in fresh, unaltered, untreated factory condition as per the manufacturer’s specifications. No “blood-red”
colored fill is allowed. Paintball fills with additives designed to make them staining or “hard to wipe” are
prohibited.
2.0 SITE & FIELD SET UP
2.1 There shall be only one flag station for single-flag (“center flag”) games. The 3-player games are center
flag, 5 minutes long minimal, with a 10-second silent countdown.
2.2 Field boundaries must be clearly marked.
3.0 ELIGIBILITY
3.1 Players must meet event eligibility requirements.
3.2 Rosters: Players may not be listed on more than one team roster per event, and a player may not change
teams during an event. Waivers and roster sheets must be turned in before the first game the team plays.
Turning in waivers and roster late will result in zero points for prior games played. Eligible players may be
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8/21/2006
added to a team’s roster any time during an event, providing they report to the scoring table and are added
to the roster before they play in a game.
4.0 CHRONOGRAPHING & CHRONOGRAPH PENALTIES
4.1 Maximum Paintball Velocity: The maximum allowable velocity for any event is 280 feet per second
(fps) for all non-12 gram cartridge markers and 285 feet per second (fps). Event rules may reduce the
velocity limit.
4.2 All paintball markers are subject to a chronograph check before, during and after a game.
4.3. Pre-game Chrono Check: Before each game every player must report to the field’s designated
chronograph. An equal number of players from each team will be chronographed. The velocity check shall
consist of at least one (1) shot but typically (2) consecutive shots over the chronograph. A set of two (2)
shots must be taken with each power source/cylinder a player takes onto the game field. No single shot may
exceed the event limit. Any paintball marker shooting over the event limit shall not be allowed in the game.
Players may attempt to re-qualify paintball markers, providing games are not delayed. A player may go into
a game without a paintball marker.
4.4 Between chronographing on before a game and chronographing off after a game, without the express
permission and supervision of a judge, a player commits an infraction if he adjusts, disassembles or
otherwise alters or tampers with the velocity regulating components of his paintball marker. If the player is
active, the judge will eliminate him; if the player has already been eliminated, the judge will assess a
POINTS PENALTY of -10 (10 points are subtracted from the team’s score).
4.5 An eliminated player, or an active player after the game ends, commits an infraction if he discharges his
paintball marker, bleeds off gas, removes the cylinder, or turns off the valve before completing the postgame
chrono check; the judge will assess a POINTS PENALTY of -10 (10 points are subtracted from the
team’s score).
4.6 During a game, a player must allow a judge to chronograph his paintball marker upon request. The
judge will call the player neutral, and the player must cease all play-related actions and follow the judge’s
instructions. If the player refuses to follow the judge’s chrono check directions, the judge will eliminate
him; in addition, the judge will assess a POINTS PENALTY of -50 (50 points are subtracted from the
team’s total). The game check shall consist of one (1) shot over the chronograph without any clearing shots.
This shot may not exceed the event limit. If this shot exceeds the event limit, the judge will eliminate the
offending player. The player must submit to a post-game chronograph check where a further Points Penalty
may be assessed according to post-game chrono check rules.
4.7 Post-game Chrono Check: Any player may be requested to report to the field’s designated chronograph
immediately after the game ends. If this request is made an equal number of players per team will be
chronographed. The velocity check shall consist of no more than three (3) clearing shots immediately
followed by one (1) shot over the chronograph. If the single chronograph shot exceeds the event limit, two
(2) additional chrono shots are required; those three chrono shots will be totaled and the judge will assess a
POINTS PENALTY of -1 point for each fps over three times the event speed limit (1 point for each fps will
be subtracted from the team’s total score, up to a maximum of 50 penalty points per player per game).
5.0 ELIMINATIONS & MARKINGS
5.1 A player is eliminated from the game when he is ordered off the field or eliminated by a judge, or when
a player signifies his elimination whether marked or not.
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8/21/2006
5.2 Out of bounds: A player whose body or equipment accidentally or deliberately extends beyond the
vertical plane of the boundary shall be eliminated. A player will not be eliminated for touching a suspended
tape boundary. However, pushing out the tape or extending any part of his body and/or equipment more
than two feet beyond the original position of the tape boundary constitutes going out of bounds and the
player shall be eliminated.
5.3 A player who deliberately shoots at another player across a boundary or from out of bounds commits an
infraction. When witnessed by a judge, a player marked by a paintball from across a boundary will be
returned to active status.
5.4 A player who climbs on a tree, a bunker, a structure or a prop will be eliminated.
5.5 A player who deliberately alters terrain or structures, or tampers with a bunker, will be eliminated.
5.6 A player who deliberately uses a non-participant or a movable object as a shield will be eliminated.
5.7 Start of Game. The countdown and “game-on” signals will be issued to both teams simultaneously. No
more than the prescribed number of players may be on the playing field when the game-on signal is given
or at any time during the game. A team may start the game with fewer than the prescribed number of
players. Games will not be delayed for late players or for equipment malfunctions. A referee will eliminate
any player who is not within his team’s starting area when the game-on signal is given or who leaves the
starting area before the “game-on” signal.
5.8 Each player must maintain possession of any equipment or clothing (including his armband) that he
carried onto the field except for the following disposable items: paint pods/loading tubes, squeegees, paper
towels, and spent 12-gram cartridges. Intentionally discarding equipment is an infraction. Unintentionally
losing possession of non-disposable equipment for more than five seconds also is an infraction. Any
equipment more than 3 feet away from the player is considered discarded equipment.
5.9 A player is eliminated from the game when he is marked anywhere on his body, clothing or equipment
with a quarter-sized or larger splat caused by a direct hit from a single paintball. The size of the paint mark
is cumulative. If two splat marks (e.g., one on the loader and one on the goggle) are from the same paintball
break and are larger than a quarter when combined, then the player is eliminated.
5.10 A player is eliminated from the game when he is marked anywhere on his body, clothing or equipment
with a quarter-sized or larger splat caused by an indirect (when a paintball breaks against a secondary
object and splatters/sprays the player) hit from a single paintball, except when the indirect splatter was
witnessed by a judge.
5.11 If two or more players are marked simultaneously, both shall be eliminated. A judge will decide which
player(s) is eliminated when the players involved do not agree on the order in which they were marked. If
the judge cannot determine which player was marked first both players will be eliminated.
5.12 It is the player’s responsibility to notify a judge and receive the judge’s acknowledgment when he is
marked other than by a shot (e.g., by kneeling on a paintball, from cleaning his paintball marker, from
leaning against a paint-stained object, etc.). If the judge determines the mark was not from a hit, the judge
will wipe off the mark.
5.13 It is each player’s responsibility to check himself and call himself out when he has been marked from
an obvious hit. An “obvious” hit is a direct impact that leaves a quarter-sized or larger splat and that, in the
judge’s determination, the player should physically sense.
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8/21/2006
5.14 When a player receives an “obvious” hit that the player can visually verify, he must signify his
elimination immediately. A player may seek reasonable cover in the immediate area if he is unable to
visually verify an obvious hit and if remaining in his current position while waiting to be paintchecked will
leave the player exposed.
5.15 Blatantly shooting a player after he has signified his elimination is an infraction.
5.16 A player who fails to continuously call for a paint check after an obvious hit which the player cannot
visually verify commits an infraction. +1
5.17 A player who receives an obvious hit and continues aggressive play (shooting, advancing,
communicating with teammates, handing off supplies, etc.) commits an infraction. +1
5.18 A “questionable” hit is a mark that, in the determination of a judge, the player probably did not
physically sense. A player who receives a questionable hit will be eliminated from the game but has not
committed an infraction. If, however, a judge determines that the player became aware of a questionable hit
and then continued to play, the player has committed an infraction by continuing aggressive play after an
obvious hit. +1
5.19 A player who has been eliminated and/or signals himself eliminated, and who then shoots at an
opponent from on or off the field, commits an infraction. + 2
5.20 A player who deliberately attempts to hide, remove, or conceal a paint mark commits an infraction. +2
(3Player format) +3 (5player format)
5.21 If the last Player on a team is found to have been playing on with an Obvious hit or wiping then the
opposing team will receive the PULL and HANG.
6.0 PROCEDURES FOR ELIMINATED PLAYERS
6.1 An eliminated player is allowed to verbally signify his elimination once only, simultaneously with his
visual elimination signal. +1
6.2 A player must immediately signify his elimination by fully extending his paintball marker above his
head and keeping it raised until he has crossed the field boundary; failure to do so is an infraction. A player
shall allow a judge to take his armband off, but if a judge is not available to do so, the player shall remove
his own armband and give it to a judge. +1
6.3 An eliminated player must exit the field as quickly and directly as possible, following the directions of
the judges. A player should insert a barrel plug into his paintball marker’s barrel when he crosses the field
boundary. An eliminated player commits an infraction if he fails to proceed promptly and directly to the
field’s holding station. +1
6.4 An eliminated player who communicates, verbally or visually, with his teammates, commits an
infraction. +1
6.5 An eliminated player who discards or passes off equipment or supplies commits an infraction. +1
6.6 A player who fails to call for a paintcheck and waits until after the game ends to signify his elimination,
and/or who has an obvious hit but attempts to report as “live” (active) after a game, commits an infraction.
The offending player shall be counted as an elimination; additionally, the judge will assess a POINTS
PENALTY of -20 points (20 points will be deducted from the team’s score).
www.OSCSeries.com
8/21/2006
7.0 PAINTCHECKS
7.1 Paintchecks may be requested by any active player any time during a game, but judges are not required
to respond to superfluous and/or distracting requests. Nor will judges answer questions regarding game
situations (e.g., time remaining, location of flags, disposition of active players, etc.). The time clock is not
stopped for paintchecks.
7.2 Judges may visually check a player without performing a “neutral” paintcheck (without “calling him
neutral”). During these non-neutral paintchecks, play continues across the field without restrictions to
shooting and movement.
7.3 Neutral paintchecks: A judge will perform a “neutral” paintcheck if, in the performance of the check, he
will expose the player to hits or interfere with normal game activity. A player becomes neutral only when a
judge gets close enough to touch the player, tells the player he is neutral, and signals the player’s neutrality
to the rest of the field. A player who calls for a paintcheck on himself remains in play unless and until a
judge performs a “neutral” paintcheck on him.
7.4 When a judge performs a “neutral” paintcheck, he must signal the player’s neutrality to the rest of the
field by 1) raising a neutral flag high above the player’s head or 2) raising one arm/hand high above the
player’s head.
7.5 A judge may signal a player “eliminated” by outstretching one arm/hand to point at the player and
putting his other hand on his head. A judge may signal a player “clean” by outstretching one arm out to
each side.
7.6 An active player shall not shoot or advance directly toward a neutral player, and shall not enter a
25-foot (25') radius around the neutral player.
7.7 A neutral player becomes active when the judge tells him he is clean/may resume play, and signals to
the rest of the field that the player is now active.
7.8 Judges, not the player, will wipe off indirect spatter and wrongful hits, such as when players are hit
after being called neutral.
7.9 A player who attempts to remove paint splatter and/or spray off his clothing or equipment commits an
infraction. However, the exception is a player’s goggle lens; a player may wipe off his lens only after
receiving direct permission from a judge.
8.0 SPECTATORS
8.1 Unless spectator coaching/cheering is allowed by the event producer, spectators shall not point at nor
communicate with active players, nor shall they distract judges and/or interfere with the game.
8.2 Spectators must follow the directions of the judges. Non-playing spectators must have in their
possession some type of picture ID, and they must show it to a judge upon request.
9.0 FLAGS & FLAG CARRIERS
9.1 A flag is designated as “pulled” or “secured” when it is removed from its station and held in the
possession of an active player.
9.2 A player shall not be eliminated for taking possession of a flag with quarter-sized or larger paint marks
on it.
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8/21/2006
9.3 A flag carrier must hold the flag in the hand and must keep the flag visible at all times. The flag may be
handed off between active players.
9.4 Any active player may pick up a dropped or discarded flag, but in a dual flag game, players may not
intentionally touch, move, shoot or disguise their team’s own flag. A player is presumed to know which
flag is his own team’s flag.
9.5 If a flag is abandoned for more than five (5) seconds, a judge shall pick it up and return it to the
appropriate flag station as quickly as possible. Resetting the flag in its station nullifies the abandoning
team’s pull.
9.6 In single-flag (center flag) games, a flag “hang” is awarded when an active player touches the
suspension point of his opponent’s starting station with the flag. In dual-flag games, a flag hang is awarded
to the first active flag carrier from either team to touch the suspension point or break the plane of his team’s
flag station with the opponent’s flag.
9.7 A flag carrier automatically becomes neutral when touches the suspension point. A judge will check
him for paint marks. If the flag carrier is clean, the game ends. Should game time expire during the check
of the flag carrier, the flag hang will be awarded if the carrier is clean. If the flag carrier was marked prior
to breaking the plane or touching the suspension point and game time did not expire during the check, the
judge will back the neutral flag carrier out of the station approximately 25 feet (in the direction he came
from). Play continues at the judge’s signal to the rest of the field.
9.8 If the flag carrier is eliminated he shall stand holding the flag at shoulder height, with the majority of
the flag or flag cloth clearly hanging exposed, until an active player takes it from him or the game ends.
The eliminated flag carrier commits an infraction if he hampers a flag pull by an opposing player. +1
9.9 An eliminated flag carrier also must keep his paintball marker raised above his head unless a ref places
his paintball marker on the ground.
10.0 GAME END
10.1 The head judge will give the game-end signal when a flag is hung, the time period for the game
expires, or the last player on a team is eliminated via a penalty. All shooting must cease at the game end
signal, and players on the field should install barrel plugs.
10.2 A player who signals the end of a game commits an infraction.
10.3 The head judge of a field may “freeze” the field, signaling all play to stop, because of an emergency,
injury, safety hazard or other serious game problem. The judges will instruct the players as to the actions
required. The head judge will resume play with a 10-second countdown after notifying the field how much
time remains in the game.
11.0 UNSPORTSMANLIKE CONDUCT
11.1 A person may not argue with a judge, hinder/interfere with a judge’s performance, and/or disregard a
judge’s warning during a game.
11.2 A person may not engage in loud arguing, cursing or insulting name-calling regardless of where or to
whom it is directed (toward a judge, player, spectator, self, etc.).
11.3 Engaging in confrontational arguing or severe, abusive cursing or name-calling, and/or threatening
physical harm to another person, is an infraction. If the offending player is active, the judge will eliminate
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him; if the offending player has been eliminated, the PENALTY is +1. In either case, the judge also will
assess a POINTS PENALTY of -50 (50 points are subtracted from the team’s score).
11.4 Making belligerent physical contact with another person by deliberate bumping, pushing, shoving, use
of an object, etc., is an infraction. When this occurs, the judge will END THE GAME and the offending
player’s team shall forfeit the game. Additionally, the judge will assess a POINTS PENALTY of -100 (100
points are subtracted from the team’s score). If a player from each team commits this infraction, both teams
shall forfeit and the POINTS PENALTY of -100 shall be deducted from each team’s score.
12.0 SCORING
12.1 Game Points: Game points are earned by teams according to their performance. Accumulated points
will be used to rank contestants throughout the event for seeding positions and to determine which teams
advance to the next round.
12.2 Standard Game Points System:
3-Player Format
7 point per elimination
3 point per live players
20 points for First Pull
50 Points for Flag Hang
5-Player Format
4 point per elimination
2 point per live players
20 points for First Pull
50 Points for Flag Hang
13.0 PENALTIES
13.1 This Tournament Rules Book is not an exhaustive reference regarding rules, infractions and penalties.
Penalties may be increased, decreased, or declined by the director of judging or an ultimate judge, at his
discretion, in particular circumstances.
13.2 It is each player’s responsibility to consult with the tournament producer prior to the event regarding
definitions and limitations of the rules.
13.3 A violation of these specific rules, as well as a violation of the spirit and intent of these rules, is an
infraction.
13.4 Each player must immediately submit his equipment, his paint, and himself for an inspection
whenever requested by a judge.
13.5 Players must follow all of the directions of the judges. Since the instructions of the judges supercede
these rules, a player shall not be penalized for following the directions of a judge.
13.6 Appeals. All decisions by the judges are final. Questions or appeals may be addressed by the team
captain(s) to the head judge of the field immediately after the players have chronographed off after the
game.
www.OSCSeries.com
8/21/2006
13.7 A “+1" signifies that the judge will eliminate one active teammate of the offending player. A “+2"
signifies that the judge will eliminate two active teammates of the offending player.
13.8 Successive or continuing infractions are grounds for successive penalties. Example: the offending
player is an active player and commits the infraction of arguing with a judge; the judge eliminates him from
the game. He continues to argue with a judge; the judge eliminates an active player from his team. If he
continues to argue, the judge eliminates another active player from his team.
13.9 Certain infractions result in Penalty Points. Successive or continuing infractions are grounds for
successive penalties.
13.10 When a “+1" or a “+2" penalty eliminates the last player from a team, the other team will be awarded
the flag hang automatically. First pull also will be awarded if one has not occurred earlier in the game.
13.11 Any team that is caught with more than the game limit (OSC 3-Player is limited to 40 rounds per
player per game. OSC 5-Player is limited to 60 rounds per player per game. LIVE Player’s may share
paint). If the Producer and Head Judge determine that this infraction was done with intent the entire team
will be disqualified from the event and face suspension. will be forfeit the game in which the infraction
occurred. If the Producer and Head Judge determine that this infraction was done with intent the entire
team will be disqualified from the event and face suspension.
14.0 SUSPENSIONS & EXPULSIONS
14.1 The producer or his designated representative is the only person authorized to penalize a player with
probation, suspension, and/or expelling a person from a tournament.
14.2 A person expelled or suspended from a tournament must leave the premises and not return.
15.0 PRODUCER FORMATTING: Tournament and event producers may have specific formatting.
Addendum:
FORMAL TEAM | PLAYER COMPLAINT PROCESS: In the event that a team or player has
continued to show disregard for the OSC rules and/or is abusive either on or off the field to teammates,
spectators, OSC Staff or OSC Players, all OSC team captains are encouraged to file a formal complaint.
The team captain must have the support of 2 other OSC team captains and/or OSC staff members. This
formal complaint should be written and contain the name of the offending player and the offenses (This is
the first escalation). Once a team or player has a complaint lodged against them the offending team is
notified. Often a team captain can correct the offending players (And this is encouraged) behavior and as
long as the behavior is showing improvement that is satisfactory to the OSC promoter no further action is
taken it. The Offending team will be under scrutiny and further review from the OSC Staff. The OSC Staff
will monitor this player(s) activity on and off the field. If the behavior continues the OSC Staff will escalate
(This is the second escalation) the complaint again to the Offending Captain. The Captain can remove the
player or team to correct the problem or may continue to work with the behavior. If there is a third
escalation the team or players is suspended for no less than 1 season.
The OSC recognizes that each player and team is different it is our goal to work will all teams and players
to avoid this process. This formal complaint process is used in extreme situations. The goal of this process
is to increase fairplay among the OSC Teams and Player. The OSC will not tolerate abuse of this process.

medic49675 - June 18, 2007 05:48 PM (GMT)
Thank you. Now I have to drop anemail to Sal, to clarify a rule.

the underdog - June 21, 2007 09:31 PM (GMT)
which rule?




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