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Due to the Alberta Woodsball League's turn towards a more competitive nature some have raised concerns that they miss the more "Fun" days of Woodsball. For this reason we will be having 2 separate levels of play.
Division II will be for those players and teams that wish a more relaxed recreational style of event to participate in with titles and prizes, as well as earn opportunities to advance to Division I.
Division II Requirements
Any team that wishes to participate in A.W.L Division II must meet the following:
- A roster with a minimum of 5 players, maximum 8, with no more than 3 Division I players on it
- The ability to attend all 6 normally scheduled Alberta Woodsball League events.
Division II Registration cost.
It costs $480.00 to register a Division II Team for the Season. Each team may have a maximum of 8 Players on its Roster for the year. There are 6 Game days in Regular Season, with each team having up to 6 matches in a Game Day.
We have managed to keep the Division II entrance fee @ $60.00 ($10.00 per Game Day) per player*
$10.00 per game day x 6 Game days = $ 60.00
$60.00 X 8 = $480.00
*(Cost based on a full Team roster and does not include paintballs or gas fills.)
DIVISION II Game Day Matches
FIELD 1 FIELD 2 Division II game fields are 75 Meters wide x 150 Meters deep
10:00 am 4 vs 5 1 vs 2 Team 3 & 6, on 1 hour break
11:00 am 1 vs 3 4 vs 6 Team 2 & 5 on 1 hour break
12:00 pm 2 vs 5 3 vs 6 Team 4 on 1 hour break Team 1 on 2.5 hr break
1:00 pm 2 vs 6 3 vs 4 Team 5 & 1 *1.5 hr break
2:00-2:30 30 min BREAK FOR OFFICIALS AND PLAYERS
2:30 pm 1 vs 4 3 vs 5 Team 2 on 1 hour break, Team 6 on 2 hr break
3:30 pm 2 vs 3 1 vs 5 Team4 & 6 on 1 hour break
4:30 pm 1 vs 6 2 vs 4 Team 5 on 1 hour break * Team 3 Done for day
5:30 pm 5 vs 6 Team 1, 2, & 4 Done for day
2009 DIVISION II Teams
Team 1:
Team 2:
Team 3:
Team 4:
Team 5:
Team 6:

2009 Division II
Alberta Woodsball League Rules

V 2.0
CONTENTS
1.0 Teams Pg 1
2.0 General Safety Pg 1
3.0 Chronograph Rules Pg 4
4.0 Game Types Pg 7
4.4 "Capture The Flag" pg 7
4.5 "Team Elimination" pg 8
5.0 General Rules Pg 12
6.0 Penalties Pg 10
7.0 Disputes Pg 18
8.0 Miscellaneous Pg 18
9.0 Maintenance / Clean up Pg 19
1.0 TEAMS
-Light Infantry
-Medium Infantry
-Heavy Infantry
-Sniper/Crawler
-Special Operations
-Commanding Officers
2.0 GENERAL SAFETY :
Some Basic Paintball Rules
As in any other sport, Paintball has a set of rules .These rules are in place to help govern fair play and to ensure Player safety .This information package is to help Players understand some of the basic rules involved with the sport of Paintball. Rules may vary from one paintball field to the next, so be sure to check with a ref, field staff or other official if you have any questions BEFORE playing. Lets go over some of the general rules regarding Player safety:
3.0 CHRONOGRAPH RULES:
ALL MARKERS WILL BE CHRONO'D AT THE BEGINING AND END OF EACH PAINTBALL MATCH. WE RECOMEND THAT MARKERS BE CHRONOGRAPHED @
For compressed air 280 Fps. 260 fps for Co2.
THIS IS TO ENSURE THAT NO MARKER WILL BE FIRING OVER 300 FPS.
3.10 TIME AND START
(1) A Match will end at the earliest of (i) successfully completing that game types objective, or (ii) 40 minutes after the start of the game. Each team is expected to report to the chronograph station for the applicable game field at least 10 minutes prior to the scheduled start of the game.
(2) 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 any items.
(3) Players are responsible for removing old hits or bringing the same to the attention of a field judge so that they may be dealt with in a manner that would not result in the elimination of the players.
(4) 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.
(5) Players must have one foot in their STARTING AREA prior to the start of the game. Any player without one foot in the STARTING AREA at the start of the game will be eliminated.
(6) When the teams are assembled at their respective STARTING AREA, the Ultimate Judge will give a 10 second warning countdown with the game starting after “Three, two, one,.” Such countdown will be heard by both teams. The Field refs 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.
3.2 PRE GAME CHRONOGRAPHING
All games will be preceded by a pre-game chronograph session, pursuant to which, each player on each team will be chronographed. IT IS THE PLAYERS responsibility to make sure that the marker is ready to play !!!!! If your marker has an issue listed below (1 – 5 ) found on the marker,the marker fails pre-chrono
The Referee may take a marker from a player and inspect it for any of 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;
(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.
(6) Players whose markers do not pass such inspection will be informed and will be given an opportunity to remedy the situation, time permitting. Another rostered Player may be used instead if necessary.
(7) Players whose markers pass such inspection will step to the chronograph, and the chronograph official shall chronograph the marker as it would or could be fired effectively on the game field at its maximum velocity. The Player will fire three shots over the chronograph.
(8) Markers will pass inspection if the average of the three shots is less than 290 feet per second and no one shot is greater than 295 feet per second.
(9) Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.
(10) All players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated. Another rostered Player may be used instead if necessary as long as their marker passes the Chronograph requirements.
MARKERS MUST BE RECHRONOGRAPHED AFTER:
1- Changing Barrels
2- ANY field strip
3- Changing between gas types ( CO2 to Compressed Air or vice versa).
3.3 Eliminated Player Protocol:
Please see section 4.3 for definitions of Player Elimination.
4.0 Game Types
There are 2 types of games in the Alberta Woodsball League Division II, Capture the Flag, and Team Elimination,
4.1 GAME CONTROLS
(1)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) Refs will not, through action or inaction, deliberately reveal or conceal the locations or actions of players during the course of a game. Officials will not impede the progress of the game.
(3) The referee on the field will begin a game by giving a ten-second warning so that each team may hear clearly such warning. The ultimate judge will give such warning with a countdown of “ ten-seconds, followed by Three, two, one,.” Thereafter, the game will start by the referee shouting so that each team may hear, by radio or otherwise, either, “Game on”, or “Go, go, go”.
(4) A game will end only by the referee on the field announcing, “Game over.”
(5) In the event of an emergency situation, the referee discovering the emergency will request that all judges stay off the radios. Other Refs on the field will immediately cause all action to stop. Game time will also be halted for the duration of the emergency.
4.2 "Capture the Flag"
Your objective: Get to your opponents "Flag Station" and steal their Flag before they steal yours. Once their Flag is in your possession, you win the game by successfully bringing it back to your home base. The game ends when a team is able to bring an opponents flag back to its home base.
4.2b Scoring
Killing an Enemy 5 Points Per Member killed
FOR EVERY PLAYER ELIMINATED BY "MERCY" 5 Points
(A 5 POINT BONUS WILL BE AWARDED TO YOUR TEAM FOR EVERY
ENEMY ELIMINATED THIS WAY !!!!!!!!!!)
(1) Elimination points will be awarded to the opposing team for every opponent removed from the field during play of the game. 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/she has a hit by indicating his/her 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/her body or anything he/she is wearing or carrying out of bounds, unsportsmanlike conduct, concealment of team Flag, 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 starting area at the start of the game, or delaying taking the field after being told to do so by the Ultimate Judge.
(2) A first flag pull occurs when a player not eliminated physically grabs the ENEMY flag, before a player from the other team manages to do the same. Only one team in a game may earn first flag pull points. A team does not have to be in control of their own Flag in order to try to grab the enemy Flag. A team may choose to ignore the return of its own Flag , HOWEVER if a team touches its own Flag, while it is on the field and in play , that Player MUST return his/her teams Flag to his/her station.
(3) Flag hang points are awarded when a player touches his flag station with an enemy flag. Flag hangs are only awarded when an enemy flag is hung in the flag station. Flag hangs will not be immediately awarded upon the player touching his station with the enemy flag The status of the flag carrying player will first be verified and before a flag hang is considered to be official.
(4) The time that the flag carrier touches his flag station with the enemy flag will be recorded by the Ref, and should that player be determined to be live after being checked by the Ref, the hang will be announced and the game will have ended as of the time that such player touches his flag station with the enemy flag.
5) Eliminated Players will head back to their starting location and wait for the signal from the ref for reinsertion.
6) Reinsertions take place as soon as a player has finished with "Hit player protocol". There are UNLIMITED reinsertions provided enough time is left in the game.
4.3 Team Elimination
Your objective: Hunt down and eliminate all of your Opponents before time runs out, while minimizing your teams casualties.
A player is considered “Eliminated” if:
1 A Player has been hit by a paintball, ON THE PLAYERS BODY, where the ammunition has broken leaving a paint mark. A players marker ( Paintball gun) hopper, gas cylinder, etc ,do NOT count
2 A Player has either accepted a “Mercy” or been the recipient of a “Forced Mercy”.
3 Any part of a Player, or their gear, has left the Playing field boundaries for any reason.
4 A Player has been eliminated by a referee or other official.
5 A Player calls themselves out (due to lack of gas or ammo, etc.)
4.3b SCORING
Points for Team Elimination will be awarded as follows:
__________
350Pts
( A 5 POINT BONUS WILL BE AWARDED TO YOUR TEAM FOR EVERY ENEMY
ELIMINATED BY "MERCY" !!!!!!!!!!)
(1) Elimination points will be awarded to the opposing team for every opponent removed from the field during play of the game. 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/she 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/her body or anything he/she 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 squeegees, being outside the starting point at the start of the game, or delaying taking the field after being told to do so by the Ultimate Judge.
5.0 GENERAL RULES:
6.0 PENALTIES:
PENALTIES CAN BE ISSUED FOR SEVERAL REASONS, SOME OF THEM INCLUDE, BUT ARE NOT LIMITED TO
6.1 PLAYING ON
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 judge, talking, signaling or otherwise communicating, either to a judge, opposing players or teammates, except that a player may say, “Hit” or, “Out” or something to that effect no more than three (3) times, impeding the progress of opposition players, referees or a judge, hampering a referee in making a paint check or a call, discharging or degassing the marker or providing teammates with paintballs or equipment.
The penalty for playing on is the INSTANT removal of that player from the game as well as a possible1 year BAN from ANY and ALL C.W.C. Events !! A Captains meeting will be held to determine if there will be other penalties as well !!
6.2 WIPING
Wiping is defined as the active and deliberate removal of paint by a player in order to avoid an elimination or avoid a judge’s or ref 's call.
Wiping is penalized by the immediate removal of the player AND his ENTIRE team from that game (Looses the game being played, scoring 0 points , Opposing team receives a perfect match regardless of game type).
Offending Player is BANNED from any and all Alberta Woodsball League (A.W.L.). events for a period of not less than 1 year.(Team is allowed to remove the offending Player and roster another qualified Player as seen fit).
Any other players involved in the incident ( Teammates proven not reporting wiping) will face a possible1 year BAN from ANY and ALL Alberta Woodsball League (A.W.L.). Events.
6.3 FREIGHT TRAINING/STACKING/SHIELDING
"Freight training", or "Stacking" 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.
Referees will allow a freight train to continue, but will remove one player for each instance of continuing to play (forward movement) by any of the freight-training players. When the freight train stops, the players who took multiple hits will also be removed from play.
Shielding is when two or more players are bunkered in together and when one player gets hit they deliberately takes their time getting out of the way of the firefight, acting as a human shield for his Teammate. Referees will call "Shielding" on the offending Player. The teammates(s) that were being shielded will be eliminated.
6.4 INTERFERENCE
(1) 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.
(2) 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 and possibly other penalties as well.
(3) Not promptly exit the Game Field after being eliminated is another way to get an Interference call. Walking off the field to allow teammates to retreat, or providing shielding to Players after being eliminated for example. All eliminated players MUST PROMPLTLY exit the game field once eliminated.
Judges will assess the penalty proscribed for playing on, wiping, or interference.
6.5 ASSESSMENT OF PENALTIES
(1) First offense failure to observe a neutral call
(2) Failure to use a barrel sock
(3) First offense on the use of inappropriate language
(4) First offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station
(5) Accidental shooting of a referee or other Official
(6) Playing on after a “Cease Fire” has been called
6.5 B Referees will eliminate players for the following infractions:
(1) second offense failure to observe a neutral call
(2) second offense on the use of inappropriate language
(3) second offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station
( 4) aggressive movement during a neutral call within 30 feet of neutral player
(5) a player going out of bounds or moving the boundary tape
(6) a player hit in an unobvious location
(7) not having one foot inside the starting area area at the start of the game
(8) failure to wear goggles
(9)checking in as a live player at the end of a game with an unobvious hit
(10)Second, or intentional shooting of a referee or other Official
(11)Second playing on after a “Cease Fire” has been called
6.5 C Assessment of a point removal penalty (the removal of the player committing the infraction, as well as taking points from the Team that the Player is rostered on) 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) Re-entering the field after elimination
(5) Interference during the course of the game by a person affiliated with or a guest of a team, not playing in game
(6) Playing on
(7) Engaging in physical contact with another person on the field in a hostile manner
(8) Checking in as a live player at the end of a game with an obvious hit
(1) Wiping; (the active and deliberate removal of paint by a player in order to avoid an elimination or avoid a referee or judge’s call).
(2) Shooting after acknowledging your elimination (Playing on)
(3) Intentionally increasing the velocity of a marker for League play after after passing through Chronograph.
6.6 ADDITIONAL PENALTIES
An Ultimate Judge may assess additional one-for-one penalties for the following infractions:
(A) each time a player fails to obey a judge’s instructions; and
(B) fighting or other hostile physical contact.
(1) If a penalty is called that results in the removal of the last player from a team, the other team will be awarded a perfect game automatically. If the last player on a team commits a foul or is eliminated due to a foul, the other team will be awarded the perfect game automatically
(2) 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.
(3) 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 that the player has played on as an illegal player.
(4) 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 may be suspended for life from playing in any sanctioned A.W.L. event.
(5) 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 may be suspended for life from playing in any sanctioned A.W.L. event.
(6) Referee’s calls during a game will stand and cannot be changed after a game except in extreme situations with the overall Ultimate Judge’s approval.
6.7 MARKER SHOOTING HOT:
In a game where it is possible to have opponents sneak up and literally TOUCH you and eliminate you it stands to reason that there is a good possibility of EXTREME close quarters combat.. PLEASE understand that most markers fire BEST around or UNDER 280fps. These penalties are designed to help players be able to compete SAFELY. However we do understand the need to be reasonable to mechanical failure, environmental affects on co2 and just plain old bad luck.
Any chrono over 308 will result in a gear check for tools. Player may not leave chrono until cleared.
FIRST OFFENCE :
01-07 FPS OVER
- Players marker will be noted and removed from play for the day unless proven to be in working
order.
-ANY further malfunction of the marker is the responsibility of THE PLAYER.
-Player will receive official warning and be noted in the penalty book, but may continue game day
with another marker if original marker has not been made Field Legal
08-14 FPS OVER: -If shooting 8-15 feet past 300 FPS
- 100 point deduction from the offending team
15- 20 FPS OVER
- 150 point deduction from offending team
- Marker is to be noted and BANNED from the Playing Field until PROVEN to be in SAFE working order
21-30 FPS OVER:
- 200 point deduction from offending team
-Marker is to be noted and BANNED from the Playing Field until PROVEN to be in SAFE
working order
331FPS+
If marker is shooting 31 feet or more past 300 FPS then- same penalties as 21-30 fps over as well as the Player may be eliminated for the REST OF THE SEASON, A Captains meeting may be held with the Ultimate Judge to determine if there will be other possible penalties or fines as seen fit.
SECOND OFFENCE :
01-07 FPS OVER
- Player misses ONE FULL game day but Team may use another Player from their roster. (May
still play with 7 members on the field *)
- Offending team looses 100 points
- Opposing team scores 100 bonus points
08-14 FPS OVER:
-The Player is DISQUALIFIED
-Team may use another Player from their roster. (May still play with 10 members on the field *)
- Offending team looses 150 points
- Opposing team scores 150 bonus points
15- 20 FPS OVER
-The Player is DISQUALIFIED
-Team may use another Player from their roster. (May still play with 10 members on the field *)
- Offending team looses 200 points
- Opposing team scores 200 bonus points
- Marker is to be noted and BANNED from the Playing Field until PROVEN to be in SAFE working order
21-30 FPS OVER:
-The Player is DISQUALIFIED
-Team may use another Player from their roster. (May still play with 10 members on the field *)
- Offending team looses 250 points
- Opposing team scores 250 bonus points
- Marker is to be noted and BANNED from the Playing Field until PROVEN to be in SAFE working order
331FPS+
If marker is shooting 31 feet or more past 300 FPS then- same penalties as 21-30 fps over as well as the Player may be eliminated for the REST OF THE SEASON, A Captains meeting will be held with the Ultimate Judge to determine if there will be other possible penalties or fines as seen fit
THIRD OFFENCE :
-The player is DISQUALIFIED
- A Captains meeting will be held with the Ultimate Judge to determine if there will be other possible penalties or fines as seen fit.
***Penalties are "Player Specific". No Player that has been issued a fine or penalty may be removed from the offending Teams roster until after the penalty has expired.***
* May only use 10 players if all members entering field are legal Players
IF THERE ARE MEMBERS FROM BOTH TEAMS WITH HOT MARKERS;
-IF BOTH MARKERS ARE IN THE SAME TIER OF OFFENCE =BOTH TEAM SUFFER EQUAL PENALTIES
A)- IF ONE MARKER IS IN A HIGHER TIER OF OFFENCE, WHICHEVER TEAM HAS THE LOWER TIER OFFENCE WINS THE MATCH AND ALL PENALTIES WILL BE GIVEN, ACCORDING TO THE RULES LISTED ABOVE, TO BOTH TEAMS. It is therefore possible for BOTH teams to receive ZERO points for a completed event
B)- If there are an odd number of markers ( 1 on team A and 2 on Team B) penalties will be assessed for EACH marker above maximum legal limit with the winner and score to be determined by the officials
6.8 IF A PLAYER ASKS FOR A SELF CHRONOGRAPH:
ANY PLAYER MAY ASK TO HAVE A REF CHRONO THIER OWN MARKER ONFIELD IF THEY BELIEVE THEIR MARKER IS FIRING HOT.
THIS REQUEST MUST BE DONE BEFORE THE PLAYER HAS BEEN ELIMINATED
IF IT IS FOUND TO BE FIRING HOT:
THE PLAYER WILL BE ELLIMINATED FOR ONLY THAT GAME
*** IF THE REFS BELIEVE THAT THIS SELF CHECK IS BEING USED TO DELAY THE GAME THEY MAY REMOVE THE PLAYER FROM THE FIELD,AND THE OFFENDING PLAYER WILL BE SERVED PENALTIES AS DECIDED UPON BY THE ULTIMATE JUDGE.
6.9 PROHIBITED ONFIELD MATERIALS :
(1)**TOOLS OF ANY SORT ARE BANNED FROM THE FIELD!!!!! Any player caught with ANY TYPE OF TOOLS ON the Field will receive:
Player done for the REST OF THE DAY, Team player was on LOOSES 50 POINTS FROM THEIR ACCUMULATED TOTAL. Opposing team scores 100 points.( Electrical, Duct tape or Hockey tape is permitted. If in doubt check with an Ultimate Judge)
(2) GRENADES LANDMINES, ROCKETS, SMOKE GRENADES OR GRENADE LAUNCHERS ARE NOT ALLOWED ON FIELD FOR ANY NORMALLY SHCEDUALED LEAGUE MATCH. IF CAUGHT WITH SUCH DEVICE, Player done for the REST OF THE DAY, Team player was on LOOSES 50 POINTS FROM THEIR ACCUMULATED TOTAL.
(3) ANY AND ALL MARKERS MUST HAVE TOURNEMENT LOCKS , OR ANOTHER DEVICE TO GARANTEE MARKER VELOCITY CANNOT BE ADJUSTED ONFIELD!! ANY MARKER THAT CANNOT BE PROVEN TO MEET THIS STANDARD WILL NOT BE ALLOWED ON THE FIELD.
(4) ANY PLAYER ALTERING OR ADJUSTING LOCKS OR GAURDS ONFIELD WILL BE AUTOMATICALY REMOVED FROM PLAY, AND PLAYER WILL BE SUBJECT TO ANY PENALTIES SEEN FIT BY A CAPTAINS MEETING.
(5) PENALTIES WILL BE ISSUED FOR EVERY PROHIBITED ITEM FOUND ON A PLAYER! THAT MEANS IF FOUND WITH AN ALLAN KEY AND A SMOKE GRENADE, A PLAYER WOULD BE BANNED FOR THE REST OF THE DAY , AS WELL COST HIS TEAM 100 POINTS (50 x 2).
7.0 DISSPUTES:
ANY and ALL disputes are to be brought to the attention of officials by THE CAPTAIN, OR ACTING CAPTAIN ONLY !!!! ALL players are to bring any concerns to their Team Captain. The Team Captain will then see if the matter warrants further perusal, and of which type.
7.1 REMATCHES:
Any Team Captain may ask for a rematch of a game that they have just concluded. This may happen if a team captain feels that the general rules of the event were not adhered to , or that an event happened during the match that DIRECTLY affected the outcome of the game. The request is to be brought before the REFS and the situation explained to them RIGHT AFTER the match in question. The REFS and Captain with the complaint will take the matter to the Ultimate Judges to decide whether the issue warrants a rematch or not. The Refs for the match in question MUST be present and will be allowed to vote on the matter, Captains in question will also vote, for a total of 5 available votes. If only 1 Ref was on the field the Ultimate Judge vote now counts as 2 votes.
2 CAPTAINS + 2 OFFICIALS + 1 ULTIMATE JUDGE = 5 VOTES
7.2 ANY AND ALL DISSPUTES OR ISSUES with a specific Player, Team, or Official.
WILL BE BROUGHT BEFORE A CAPTAINS MEETING, WITH THE CONCERNED PARTY(IES) PRESENT. IF THE PERSON(S) IN QUESTION CANNOT ATTEND OR PARTICIPATE , DUE TO ANY REASON ,THE MEETING WILL BE DOCUMENTED AND THE INFORMATION PRESENTED TO THE CONCERNED INDIVIDUAL(S).
8.0 MISCELLANEOUS
(1) Teams and players thereon attending a Alberta Woodsball League (A.W.L.) sanctioned event shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place.
(2) Teams and players thereon attending a Alberta Woodsball League (A.W.L.) Sanctioned Event, shall refrain from engaging in any conduct that would bring Alberta Woodsball League (A.W.L.) , or the Host fields, the Promoter or any sponsor into disrepute, including, but not limited to, the trashing of hotel rooms, the discharge of loaded markers in ungoggled public 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.
(3) Any person or team that fails to adhere to the rules and regulations specified in this Section may be prohibited from competing in any Alberta Woodsball League (A.W.L.) sanctioned event for a period of one year from the date of the infraction.
9.0 MAINTINANCE/ CLEANUP
(1) All teams shall adhere to the administrative rules and regulations promulgated by the promoter of the Alberta Woodsball League (A.W.L.) event with respect thereto.
(2) All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound.
(3) Any team that fails to adhere to the rules and regulations contained in the Sections Labeled 8.0 or 9.0 shall be subject to, and pay a $100.00 fine to the Alberta Woodsball League (A.W.L.) and $100.00 to ANY REGISTERED Charity or non profit organization( such as the Rocky Boys and Girls Club, The Wild Rose Womens Shelter, etc. ), and such team will be prohibited from competing in any future A.W.L. event until such fines have been fully paid.
**RULES ARE SUBJECT TO AMENDMENT, OR POSSIBLY ADDITIONS**
In the event there is a Change in the Rules or Regulations ALL teams will receive a new UPDATED Version BEFORE the next Scheduled League Game Day and have the new rules reviewed.