Wednesday, January 20, 2010

Samsung Corby Carnival Experience

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Time : 9.30am till 3.00pm
Date : 16 January 2010 (Saturday)
Venue : Sunway Lagoon ( Extreme Park)

Items gained from this event

1) Networking

2) Experience Teamwork

3) Experience new sports

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1st Stop! Registration!

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^There are total of 100 people that are invited where it is segmented to 75 Nuffnang’s Blogggers and 25 of Samsung Fan Club members respectively.

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Total of 100 people are divided into 4 groups according to colors based on the Samsung Corby colors which is,

i) Yellow

ii) Pink

iii) White

iv) Orange

Merchandise received

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1)Pen

2)Tattoo

3) Topless Cap

4)Samsung Corby Tee-Shirt

5) Water Proof Name Tag

6)Breakfast Coupon

7) Discount Voucher (Save RM 100 when purchase a Samsung Corby)

All is in this paper bag as below,

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imagine the possibilities with Samsung Mobile…

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First stop,

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Samsung Malaysia Electronics (SME) Sdn. Bhd.'s Marketing Manager,Mr. Sam Chen and Liang AkA The MC of the day.

Both welcoming the participants and giving out speeches.

There are four games that are played throughout the whole event.

1) Stomp the Yard –Stomp on Balloons!

2)Water Tug of war

3) Rock Climbing

4) Paintball

Before the games start,We are treated with Breakfast!

^F&N Seasons Soya Bean (Protein) !

and Egg Sandwich.

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After the light Breakfast,commencement of the first competition.

First game,STOMP the Yard (Balloons are attached at our ankle)

Each color,10 people are selected to participate.

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^Preparation.

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^Waiting

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^This is how the match looks like.

Starting,The rules is easy,Burst your opponent Balloons.

Rules CHANGED in the middle of the competition where hand could be use which earlier just legs.

Overall,the game is fun and learn one new Strategy! ^^,

Winner Sequence as follow : Orange, Pink, Yellow, White

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Next stop,WATER Tug of war!

The second match of the day

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^Our Zone ( Yellow territory)

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^Orange Against Yellow

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^Yellow Against White

Water Tug of war Rules is easy,The well prepared and strongest team that pull the rope across a certain distance win!

Marking is on the floor in between both teams.

One thing about this game is,the ratio of weight and size is imbalance .

But at the end of the day,at least we tried our best! ^^,

Winners Sequence as follow : Orange, Pink, White, Yellow

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3rd stop!,Rock Climbing!

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^Balloons for each team to grab.

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^Watching Patiently

Rules are ,take turns to climb the wall and grab the balloon one at a time.

The most balloons win!

BUT it is consider UNFAIR when certain section of the wall is easier to climb and some are not.

Rules CHANGED which is best for all,Climb anywhere and grab the top of the wall and SHOUT “CORBY”.

Proudly to mention that the MVP for this match is,

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MvP

Michael representing the YELLOW team!

Winners Sequence as follow : Yellow, White, Orange, Pink

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Final competition,PAINTBALL!

(The one competition that everyone is waiting for)

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Before the commencement of the match,we are given to practice with 10 bullets each before the actual match.

Each color group are divided into teams.Team 1 and Team 2.

Total teams that are going to compete are 8 teams .

2Yellow,2White,2Pink and 2 Orange.

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^Practice zone (to get some practice before the actual match)

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^While waiting for the chance to practice,allocation of teams and also strategy is being discussed.

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^The actual arena! ( Expect it to be the actual field)

At least better then nothing.

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^Rules are being explained by the marshal

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^Fully equipped and ready for war

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Pallets that are used for the match.

Claim to be (Paint + Vegetable Oil)

Equipments

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^Face Mask

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^Paintball Marker,Vest and Face mask

The final competition rules are,

1) Mask must be worn at all times until the marshal give orders to remove. (Breaking this rule,immediate disqualification of the team)

2)Barrel Covers need to be attached till orders are given to remove.

3)Safety lock button must be switch to off and own with the instruction by the marshal.

4) If you are being hit,go back to base and start all the way from the back.This also applies for the flag taker where the flag needed to be dropped upon being shot.

5) The first team to get the flag all the way back to their base ,wins!

Overall,the game is interesting and i will always remember the part where Yellow Team Supports not their own Color but Pink Team during the paintball game,This is what we call sportsmanship! ^^,

Winners Sequence as follow : Orange, Yellow, Pink, White

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Next STOP!,

Lunch is SERVED!

(While waiting for the award ceremony)

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^Bihun,meatballs,sandwich and more!

Ais Kacang

^Ais Kacang!,coke and 100 Plus!

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The Finale,Award Giving Ceremony!

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^Samsung Malaysia Electronics (SME) Sdn. Bhd.'s Marketing Manager,Mr. Sam Chen,Liang AkA The MC of the day, and all 100 Nuffnangers+Samsung Fun Club members!

award

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1st Runner up,Yellow Team!

Win a total of RM 2,500 Cash which will separated equally to all 25 members of the color.

orange

Winner,Win each a Samsung Corby phone!

In addition to all of that,Would like to Thank Pink and White Team for the support and also their competitiveness!

Without you all,there won’t be a competition!

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Would like to thank Samsung and Team Nuffnang for this wonderful event.Without you all,there wont be a wonderful event like this!

THANKS!

Imagine the possibilities .

Overall,gained the experience that never can forget and also met wonderful people through this event!

What matters more than that?

Hope to participate and met you all again in another event in the FUTURE!

Monday, January 18, 2010

STANDARD RULE BOOK FOR TOURNAMENT PAINTBALL


GENERAL GUIDELINES
1. The spirit and intent of these rules and the duty of the enforcing officials is to ensure safe play; to promote fair,
unbiased competition; and to sustain the level of organization and good sportsmanship necessary to keep
tournament-level paintball a positive activity.
2. The tournament producer is the final authority regarding these rules. The producer may designate an overall
director of judging. The judging staff ("referees" or "marshals") also may include one or more ultimate judges, head
field judges, field judges, chronograph judges, and other designated members of the judging staff.
3. Modifications to these rules may be required by particular situations, including but not limited to insurance
requirements, laws, or regulations; in such instances, the tournament producer may modify these rules as
necessary. Questions regarding modifications should be directed to the tournament producer or his designated
representative before the tournament begins.
1.0 EQUIPMENT & SUPPLIES
1.1 Paint Markers & Power Systems: Markers must meet the following specifications to be allowed in competition:
A. 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). Markers must have a barrel
blocking device (plug) inserted in barrel at all times, except while on the playing field or in the shooting/chronograph
range. PENALTY: 3 POINTS.
B. Each player may carry and use only one marker and barrel per game. Prior to each game, players are subject to
equipment inspections. PENALTY: ELIMINATION +50 points.
C. No external velocity adjusting devices, which would allow a player to adjust the velocity of his 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. Beaver tails are required for all
Auto Cocker markers. PENALTY: ELIMINATION +50 points.
D. Only pump or semi-automatic markers are allowed. No fully automatic markers are allowed, that is, markers
which continue to cycle and fire as long as the trigger is held back. This rule does not prohibit pump marker autotriggers
or multi-barreled markers as long as multi-barrels can be accurately chronographed one barrel at a time.
AUTO-RESPONSE triggers are not permitted. It is each player’s responsibility to consult with the tournament
producer prior to the event regarding definitions and limitations of this rule. PENALTY: PLAYER
DISQUALIFICATION.
E. Marker Power Sources: All markers must use either CO2 (carbon dioxide) or compressed air/nitrogen as the
power source. Bottles with dip tubes (siphon or anti-siphon) must be marked to indicate dip tube position. All
components (fittings, hoses, valves, cylinders, etc.) of the high-pressure system must meet the manufacturer’s
safety standards. PENALTY: MARKER DISQUALIFICATION.
F. There is no restriction on the type(s) or number of power sources a player may carry onto the field as long as they
are configured in such a way as to allow the marker’s velocity to be stabilized at 300 fps or lower. Multiple bottle
systems will be chronographed individually. PENALTY: MARKER DISQUALIFICATION.
1.2 Goggle Systems:
A. It is mandatory for every person (judges, players and spectators) to wear goggles that meet or exceed ASTM
standards when they are directly exposed to fields while games are in progress, or when they are directly exposed
to any authorized shooting area while 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. PENALTY: PLAYER ELIMINATED.
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.
D. GOGGLES MUST BE PROPERLY WORN IN "GOGGLES-ON" AREAS! 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. Failure to wear approved eye protection or removal,
including lifting above or below the eyes, or away from the face (i.e. so as to wipe moisture); other than with the
approval and under the direct supervision of a referee, shall result in the following penalty. PENALTY: PLAYER
ELIMINATED (if during game). If Penalty is incurred outside of a game, 6 penalty points will be assessed in the
following game (if possible), or in the total team score for the current round of play (if necessary).
1.3 Clothing & Gear: It is the player's responsibility, and in his best interest, to wear clean unmarked clothing to the
first game, and to verify in advance that his clothing is legal.
A. Players must wear full-length pants and a long-sleeve top (e.g., shirt, jacket or pullover). Arms and legs must be
fully covered during play. 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. PENALTY:
ELIMINATION.
B. Knee, shin, and elbow pads, and neck protectors must be worn on the outside of the player’s clothing.
Harnesses, vests, pouches or similar gear must be worn on the outside of all clothing. Tops must be tucked into the
pants. PENALTY: ELIMINATION.
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.
PENALTY: ELIMINATION.
D. 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 marker’s velocity; silencers or sound suppressers; slingshots, blowguns or any device
capable of propelling a paintball other than the single approved marker per player; radios and similar
communication, signaling or listening devices; or items that might be mistaken for a flag. PENALTY: ELIMINATION.
1.4 Paintballs: 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. All paintballs used at the tournament must
be purchased from the APL. No carry-on paintballs allowed. PENALTY: TEAM DISQUALIFICATION.
Paintballs may not be coated with powders, sprays or any substances such as graphite, silicon, etc. Frozen or
hardened treated paintballs are prohibited. PENALTY: ELIMINATION.
1.5 MARKER POWER SOURCES: CO2 and compressed air must be purchased at the tournament. No carry-on
CO2 or other propellant gas is allowed. PENALTY: TEAM DISQUALIFICATION.
1.6 INSPECTION: Each player must be available and must submit themselves and their equipment to an inspection
at any time while within the staging area or on the field, and at such other times as may be deemed appropriate by
the Ultimate Referee. Players failing an inspection prior to entering the field shall be allowed to correct any violation,
provided that no game shall be delayed to wait for a player who has not yet passed inspection. Players failing an
inspection after entering the field to play a scheduled game shall be assessed penalties as set forth in these rules.
1.7 RULINGS ON EQUIPMENT: All rules set forth in this section are subject to modification by the ultimate referee
on the grounds that a piece of equipment is detrimental to safety or fair play.
2.0 SITE & FIELD SET UP
2.1 There shall be only two flag stations on a field for dual flag games, and only one flag station for single flag
("center flag") games.
2.2 Field boundaries must be clearly and continuously marked.
2.3 CHECK-IN AND CAPTAINS MEETING:
A. At the meeting, captains will receive any final instructions and written notice (if practical) of any "last minute
changes" in tournament format or rules.
B. Each team must have at least one but not more than two representatives in attendance. Any questions regarding
tournament rules and format should be made at this time.
C. Every player must, and is assumed to, have full knowledge of the rules and format for the times and places they
will be playing. The team captain or designated representative is responsible for passing this information on to his
teammates. The APL will post the information at least one centrally located, readily accessible area. Ignorance of
the rules or tournament format shall not affect the assessment of penalties.
2.4 WAIVERS: Every person listed on the team rosters shall sign an APL waiver (sent out to registered teams in the
tournament packet). Waivers must be turned in to the APL at the captains' meeting.
A team will be DISQUALIFIED FROM THE TOURNAMENT if any player enters or attempts to enter a playing field
for a game without having signed a waiver.
3.0 ELIGIBILITY/GENERAL:
3.1 PLAYER CLASSIFICATION: Players must be 10 years of age or older. Players 10-17 years of age must have
an APL Underage Waiver Form with parent or guardian's signature. Players with health problems are to consult
their physician before participating.
The APL classifies individual players according to the number of seasons they have competed in tournament
paintball. Recreational playing time is not included. After a player participates in his/her first tournament, their
classification as a “Rookie” is established and continues through December 31st of that year.
Paintball seasons run from January 1st to December 31st of each year. Rookie players cannot have played in any
tournaments prior to this season (before January 1st of the current year). Rookie, Novice and Amateur players
cannot stay at or move back to a lower division by not playing for one or more seasons (example: play ’97, play ’98,
skip ’99, then try to stay a Novice player for the ’00 season). Pro players may move back to a lower division by not
playing as a Pro for 12 consecutive months. With the exception of Pro level, you may play at higher levels without
losing your status. Example: A Rookie could play on Novice and/or Amateur teams during a season without losing
his Rookie classification. But as soon as he plays on a Pro team, his classification changes to Pro for a minimum of
12 months. The classification levels are:
A. Pro-Anyone who has played in a tourney on a Pro team during the previous 12 months.
B. Amateur-A player with three or more seasons of tournament experience, who has not played as a Pro during the
previous 12 months.
C. Novice-A player with fewer than three seasons of tournament experience, who has not played as a Pro or
Amateur during the previous 12 months.
D. Rookie-A player with less than one season of tournament experience, who has never played as a Pro, Amateur,
or Novice.
APL PLAYER ID CARDS ARE OPTIONAL FOR ALL PARTICIPATING PLAYERS.
3.2 TEAM CLASSIFICATION: Players must provide adequate I.D. if requested, and must sign a waiver pursuant to
these rules. A team may be DISQUALIFIED FROM THE TOURNAMENT for violating eligibility requirements.
3.3 PRO TEAMS: - a team in which any member has competed in a tournament registered in any "Pro" division.
3.4 AMATEUR TEAMS:
A. Amateur teams may field one pro player.
B. Amateur teams are limited to a seven-person roster. Players must provide adequate I.D. if requested, and must
sign a waiver pursuant to these rules.
C. A maximum of only 5 players may be on the field during a game. During game play, teams may not make any
player substitutions for any reason.
3.5 NOVICE TEAMS:
A. Novice teams may field one amateur player.
B. Novice teams are limited to a seven-person roster. Players must provide adequate I.D. if requested, and must
sign a waiver pursuant to these rules.
C. A maximum of only 5 players may be on the field during a game. During game play, teams may not make any
player substitutions for any reason.
3.6 ROOKIE TEAMS:
A. Rookie teams may field one novice player.
B. Rookie teams are limited to a five-person roster. Players must provide adequate I.D. if requested, and must sign
a waiver pursuant to these rules.
C. A maximum of only 3 players may be on the field during a game. During game play, teams may not make any
player substitutions for any reason.
3.7 ROSTERS: A player may not be on more than one roster per event, and a player cannot change rosters during
an event. Reserve players should be left off rosters until they are needed. Players may be added to a team’s roster
at any time during an event as long as the added player(s) reports to the APL staff at the scoring table before
participating in a game.
Rosters and waivers must be filled out (legibly and completely) and handed in to APL staff at the scoring table
before playing your first game. Failure to turn in or update your roster and waivers will result in zero points for all
games played before the roster and waivers are corrected or turned in to APL staff.
APL PLAYER ID CARDS ARE OPTIONAL FOR ALL PARTICIPATING PLAYERS.
3.8 FIELD ASSIGNMENTS: Computer generated schedules will be given out at the Captain's meeting. Field
assignments, colors, and field ends for the first round are pre-assigned in a totally fair way. There are no coin flips
for goals. Teams must stage in the exact holding area for their field and color.
3.9 TIME SCHEDULE: The schedule will be strictly adhered to. There will be a master clock at the scoreboard.
Although the tournament staff will attempt to announce times and schedules, it is the responsibility of the teams to
be aware of the schedule. Even if there is no announcement or reminder, if a team arrives at the staging area after it
is closed, the team will forfeit their game.
3.10 REFEREES AND JUDGES: Decisions by referees and judges are final and unarguable. If arbitration is
required, the team captain must sign the scorecard under protest, and the Ultimate Judge will consider the appeal
before the score is posted. Appeals resulting from referee judgment calls will not be considered unless there is a
history of referee bias (two previous complaints during the tournament), or there is another eyewitness referee who
disputes the call.
4.0 CHRONOGRAPHING & CHRONOGRAPH PENALTIES:
4.1 The maximum allowable velocity is 300 FPS at all times. All markers will be chronographed after every game.
4.2 The "official" chronographs will be open only to teams coming off from games. The practice chrono near the
staging area will be open at all times for marker adjustments between games.
4.3 All markers are subject to chronographing after a game. The player will fire a single shot over a RADAR
chronograph. If that shot does not exceed 300 FPS, the player will be passed through. However, if the test shot
exceeds 300 FPS, the marker will be taken by the chrono official, and the official will fire three more shots across
the RADAR. The initial test shot will not be recorded, and will serve as a clearing shot. The three shots taken by the
chrono official will be recorded, and if the average exceeds 300 FPS, a penalty will be assessed. Example: 1st shot
is 334 FPS, 2nd shot is 307 FPS, and 3rd shot is 295 FPS The total of these three shots is 936. The total allowable
sum is 900, and a HOT MARKER PENALTY of one point for every FPS over the 900 total maximum would result in
a 36 point penalty being assessed. If a ball breaks or a ball does not feed during the initial test shot, the official will
take the marker and fire three shots as outlined above. No additional clearing shots will be permitted.
4.4 Specific procedures may be established for testing specific marker designs, if the head chrono official deems it
necessary. Liquid operating systems will be rapid-fired prior to the initial test shot, in order to guarantee liquid CO2
status.
4.5 Players may not adjust, disassemble, or otherwise alter or tamper with their marker's velocity regulating system
or power source until their team has completed the post-game chronograph check. Tampering includes, but is not
limited to: twisting anti-siphon bottles, adjusting back-bottle systems, or any purposeful system adjustment which
results in changing the liquid/gas status of the CO2. PENALTY: ELIMINATION +50 PTS.
4.6 NO CLEARING SHOTS ARE PERMITTED AFTER A PLAYER IS ELIMINATED OR AFTER A GAME IS OVER.
PENALTY: 6 POINTS PER CLEARING SHOT. This is to guarantee that the initial shot is fired over the official
chrono.
4.7 During a game, if a player suspects his marker is shooting over the chronograph limit, he may call himself out by
reporting to a referee on the field and stating the reason he is calling himself out. A player who invokes this rule will
not be assessed penalty points for having a marker operating over the velocity limit unless the player waits to
eliminate himself after: (A) a critical situation in the game ("critical" being determined by a referee), (B) a referee has
requested a chronograph check, (C) the game is over, (D) he has been eliminated, or (E) under any such similar
circumstances.
4.8 Players are subject to on-field chronograph and metal detector inspections. If a player is chronographed on-field,
he will not be required to chronograph his marker again after that game. The same penalty points will be assessed
for the on-field chrono as for the post-game chrono test. A single clearing shot will be fired and, if that shot exceeds
300 FPS, three subsequent shots will totaled. If the sum of those three shots exceeds 900, PENALTY: SUM OVER
900 AND PLAYER ELIMINATED.
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. A player's first priority when fired upon should be to check himself to
determine if he has been marked before continuing aggressive action.
5.2 Out of bounds: Should any part of a player's body, marker or attached equipment accidentally or deliberately
extend beyond the vertical plane of the boundary, he is immediately eliminated and must so signal and leave the
game. PENALTY: PLAYER ELIMINATED. Referees MAY (no obligation) warn players that they are in danger of
going out of bounds.
Should a player intentionally push out or pull in a boundary line, he will be immediately eliminated. Merely brushing
against a boundary line is not considered an intentional alteration of the boundary. PENALTY: ELIMINATION.
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. PENALTY: ELIMINATION
5.4 A player who climbs on a tree, a bunker, a structure or a prop will be eliminated. PENALTY: ELIMINATION
5.5 A player who deliberately alters terrain or structures, or tampers with a bunker, will be eliminated. PENALTY:
ELIMINATION
5.6 A player who deliberately uses a non-participant or a movable object as a shield will be eliminated. PENALTY:
ELIMINATION
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.
PENALTY: ELIMINATION
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 nondisposable
equipment for more than five seconds also is an infraction. Any equipment more than 3 feet away from
the player is considered discarded equipment. PENALTY: ELIMINATION
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. PENALTY: ELIMINATION
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.
PENALTY: ELIMINATION
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.
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 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.
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. PENALTY: ELIMINATION
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. PENALTY: 1+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. PENALTY: 1+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. PENALTY: 1+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. PENALTY: 1+2
5.20 A player who deliberately hides, removes, or conceals a paint mark commits an infraction. PENALTY: 1+2
5.21 Any arguments, abusive, or obscene language with players, referees, or judges on or off the field. PENALTY:
1+1.
5.22 Aggressive physical contact with an opponent including grabbing markers. PENALTY: 1+1 and as determined
by Ultimate Judge.
5.23 Deliberately shooting at a referee, judge, spectator or eliminated player. PENALTY: 1+1.
5.24 Shooting another player at pointblank range and deliberate shooting at the unprotected head, neck or groin
areas. This penalty would not apply if it occurs under regular game conditions where a close range shot is required
to eliminate a player. PENALTY: ELIMINATION + OPPONENT STAYS IN.
5.25 Caught adjusting a marker's velocity regulating system. PENALTY: ELIMINATION +50 PTS.
5.26 During game play, a player marked by a paintball shot by himself or by his own teammate is eliminated.
5.27 Hand marking is not permitted. PENALTY: 1+1.
6.0 PROCEDURES FOR ELIMINATED PLAYERS
6.1 Immediately upon determining that he has been marked, an eliminated player must remove his armband, raise
his marker over his head, and exit the field immediately and in such a way that he does not interfere with live play. In
addition, IF THE PLAYER ELIMINATES HIMSELF from the game, he may announce a single time that he is
eliminated. The player is only permitted to announce that he is hit if he calls HIMSELF out of the game. The player
must make no vocal sound or unnecessary noise if a referee eliminates him. PENALTY: 1+1.
6.2 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 marker’s barrel when he crosses the field boundary. An eliminated
player who fails to proceed promptly and directly to the field’s holding station, without stopping to spectate, commits
an infraction. PENALTY: 1+1.
6.3 An eliminated player who communicates with his teammates, verbally or visually, commits an infraction. With
the exception of a single audible announcement when a player calls himself out, eliminated players must leave the
field without signaling, verbally or otherwise, to teammates, opposing players, eliminated players, or spectators.
PENALTY: 1+1.
6.4 An eliminated player who discards or passes off equipment or supplies commits an infraction. PENALTY: 1+1.
6.5 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).
6.6 Continuing to play after the accidental loss of an armband during a game will result in a penalty. PENALTY: 1+1.
6.7 Use of elimination signals as a deceptive tactic is a violation. (For example: verbally signifying your elimination
OR purposely removing your armband, and then returning to live play.) PENALTY: 1+1.
6.8 Eliminated players may not pass equipment or supplies to a teammate. Any player who receives passed
equipment will also receive a penalty. PENALTY: ELIMINATION.
6.9 Once a player signifies he is eliminated through use of any audible or visual elimination signal, whether the
player is marked or not, the player is eliminated.
6.10 Each eliminated player must report promptly to officials at the "official chrono" as soon as he leaves the field.
Failure to report in a prompt manner will result in assessment of penalty points. PENALTY: 20 POINTS. This means
that chronograph no-shows after a game are 20 points each! If an entire team misses chrono after a game, the total
penalty would be 100 points.
6.11 Spectating by an eliminated player is not permitted. PENALTY: 10 POINTS.
6.12 Any person directly associated with a team playing in an event (coach, sponsor, reserve player, player on
roster, etc.) who deliberately speaks, gestures or otherwise signals such that would communicate any pertinent
game information to active players on any field, shall incur a penalty against the team with which the person is
associated. If the person's team is playing on the field where the violation occurs, penalty points shall be assessed
against the team in that game. If the violation occurs elsewhere, penalty points shall immediately be assessed
against the person's team. PENALTY: 10 POINTS.
6.13 MUTUAL ELIMINATION: If two or more players mark each other simultaneously, all must be eliminated. A
referee will decide who is to be eliminated when two or more players are marked, and when the players involved do
not agree on the order in which they were marked. Players who are observed to obviously shoot or advance after
being "mutually eliminated" will be assessed a penalty. The APL does not tolerate “Takin’ one with ya” play.
PENALTY: 1+1
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, calls out "This Player is Neutral", and signals the player’s neutrality to the rest of
the field. However, until the referee has called the player being checked "neutral", play continues. Failure to cease
firing and/or movement toward a neutral player constitutes a violation. PENALTY: ELIMINATION
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)
calling out "This Player is Neutral" 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. PENALTY: ELIMINATION
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. A
quarter-sized or larger hit to the flag while it is in a player’s possession must be witnessed by a judge to be deemed
an elimination of the flag carrier.
9.3 The flag may be handed off between active players. A flag may not be handed off or relayed from an eliminated
player to an active player. PENALTY: BOTH PLAYERS ELIMINATED AND FLAG RETURNED.
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 A flag carrier must carry the flag in plain view of referees and other players on the field. He may carry the flag
openly in his hand or around his neck, but must not use the flag as a shield, nor may he intentionally discard or hide
the flag. PENALTY: PLAYER ELIMINATED AND FLAG RETURNED TO CENTER STATION.
9.6 FLAG HANG: The game will end when the flag carrier TOUCHES THE OPPONENT'S GOAL WITH THE FLAG
and the player is found to be clean (unmarked). The flag carrier must have physical possession of the flag, and be
free of elimination marks for any flag hang to be valid. The flag may not be thrown. The carrier will be checked by
the referee after any hang or capture.
9.7 A flag carrier automatically becomes neutral when he breaks the plane of the station or touches the opponent’s
goal. 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 opponent’s goal and game time did not expire during the check, the judge
will eliminate the carrier and move the flag out of the station approximately 25 feet (in the direction it came from)
and the game continues.
9.8 An eliminated flag carrier must immediately drop the flag, call himself out, remove his armband, and raise his
marker and arms above his head to signify his elimination and immediately leave the field. PENALTY: FLAG
RETURNED AND 1+1.
10.0 GAME END, ARBITRATION & EMERGENCIES
10.1 GAME END SIGNAL: A game-end signal will be sounded if:
A. The flag is hung. ONE WHISTLE BLAST FOR FIELD ONE, TWO BLASTS FOR FIELD TWO, three for three,
ETC.
B. The time period for the game expires. A horn will sound simultaneously for all fields.
All shooting must cease at the game end signal, and players on the field should install barrel plugs. A player shall
not discharge his marker after the game-end signal has been given until he shoots over the official post-game
chronograph. PENALTY: 6 POINTS PER SHOT.
10.2 A player who signals the end of a game commits an infraction.
10.3 APPEALS: If a player has a dispute concerning the rules, the behavior of another player, or a referee's call, he
must wait until after the game has ended to seek out a referee for an explanation. Failure to abide by the referee's
decision after one warning constitutes an argument and will result in penalty points being assessed.
After the game, team captains should verify the game scores at the splat table where they will be announced by the
head field judge within four minutes of the scheduled completion of the game. Signatures are not required if the
captain agrees with the outcome. If a captain disagrees with the score or penalty assessments, he MUST SIGN
THE SCORE CARD UNDER PROTEST! Failure to sign a scorecard will result in team acceptance of the score with
no appeal permitted. The captain must proceed directly to his next scheduled game after protesting the score. The
Ultimate Judge will schedule an appointment with the captain at a later time, when the captain's team is not
scheduled to play. One additional team representative will be permitted when the Ultimate Judge hears the appeal.
Protested scores will not be posted until after the Ultimate Judge has resolved them.
10.5 EMERGENCIES: In the event a player is injured or becomes ill during a game, any referee may signal play to
stop. Play in the area of the injured player will cease and all players affected must stop firing and hold their position
while the injured player receives assistance. PENALTY: 25 POINTS.
A referee, at his discretion, may stop play on the entire field for an injury, illness, or an emergency (such as
lightning). Unless otherwise directed by a referee, if a game is stopped for any emergency, all players must hold
position until the head field judge writes down their exact locations. The head field judge must also record the exact
time that the play was disrupted. The time clock cannot be stopped for an injury or illness, but at the Ultimate
Referee's discretion, the game may be restarted or replayed at a later time.
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. PENALTY: 1+1
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.). PENALTY: 1+1
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 him; if the offending
player has been eliminated, the PENALTY is 1+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. PENALTY –100 POINTS
12.0 SCORING
12.1 The point system consists of three parts: game points, penalty points, and tiebreakers. Game points are
earned by teams according to their performance. They are also used to rank contestants throughout the league.
Event 3 player 5 player 7 player 10 player
Active players at game end 3 each 2 each 1 each 1 each
Opponents eliminated 7 each 4 each 3 each 2 each
First flag pull 20 points 20 points 22 points 20 points
Flag hang 50 points 50 points 50 points 50 points
TOTAL 100 points 100 points 100 points 100 points
12.2 A team can play short-handed, but points are automatically given to the opposing team as though they had
eliminated the player(s) that were not playing.
12.3 The team with the highest point score at the end of the game, after penalty points are assessed, will be
declared the winner whether or not the flag has been captured. In the event of a tie, both teams will be scored as a
tie.
12.4 NO-SHOW/FORFEITURE: Should a team fail to report the staging area, chronograph check, or goal station in
time for their scheduled game(s), the absence shall constitute a forfeiture at the discretion of the Ultimate Judge. A
team whose opponent forfeits a game will not go onto the field for that game. Instead, they will be awarded a win for
that game and will receive a score equal to the average of all the game points they earn in the entire round being
played, or the average points scored against the forfeiting team in the entire round being played, or 80% of the
maximum allowable points for a single session... whichever is greater.
12.5 TIE-BREAKER CALCULATIONS: Score ties shall be broken by the following considerations, in the listed order.
Individual games that end in a tie remain a draw and will not be broken. Except for fewest total accumulated
penalties (the number 1 tiebreaker), criteria used to break ties do not carry forward from one round to another.
1. Fewest total accumulated penalties from all previous games for entire
tournament.
2. Most total wins in round being played based on final point totals.
3. Head-to-head game scores in round being played.
4. Fewest points given up to opponents in round being played.
5. Most flag hangs in round being played.
6. Highest rank from previous round of games.
Should teams remain in a tie after all tie-breaking calculations have been made, head-to-head matches shall be
played until a clear winner is determined.
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 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.
13.7 A "1+1" signifies that the judge will eliminate one active teammate of the offending player. A "1+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+1" or a "1+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 If a team captain disagrees with the ruling of a Head Field Judge, he may sign the scorecard "under protest,"
and the Ultimate Judge will later schedule an appointment with the team captain(s) involved to consider the disputed
score. One additional team representative may be present during the review.
13.12 In addition to assessing penalty points pursuant to these rules, the Ultimate Judge may eliminate a player or
players, forfeit a game, disqualify a player or team from a game, or suspend a player or team from all APL
tournaments for severe or multiple violations. Suspension of an entire team from all APL Tournaments requires the
concurrence of the Ultimate Judge and the director of the APL.
13.13 REPLAYING A GAME: The Ultimate Judge has the discretion to call a game for darkness, weather
conditions, injury or illness, protracted player infractions or any other circumstances which dictate the game should
be stopped. Any replay may be reconstructed or may be in full with teams taking the same flag stations. If it is
impossible to replay the game, the score including penalty points assessed at the time the game was called, shall
constitute the final score of the game.
To the fullest extent possible, a team representative will be provided the unofficial game scores for all games
played.
13.14 DEFINITIONS
1. PENALTY: All penalties are per incident.
2. ELIMINATED: Ejected from game by referee.
3. TEAM DISQUALIFIED: Team can no longer participate in tournament.
4. ELIMINATION = The elimination of the player committing the infraction.
1+1 = The elimination of the player plus one more player.
1+2 = The elimination of the player plus two more players.
1+3 = The elimination of the player plus three more players.
An ultimate judge may assess additional one-for-one penalties during the game or successive 10
point penalties off the field for the following infractions:
(1) Each time a player fails to obey a judge’s instructions.
(2) Fighting or other hostile physical contact.
(3) Un-sportsman like conduct
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
Assessments of one-for-one, two-for-one and three-for-one penalties when no live players are left
will result in the following penalty points being assessed against the offending team:
(1) 12 penalty points in lieu of a one-for-one penalty.
(2) 18 penalty points in lieu of a two-for-one penalty.
(3) 24 penalty points in lieu of a three-for-one penalty.
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.
14.3 Where ID cards are required by the tournament producer, a person who refuses to show his ID card to a judge
will be expelled from the tournament. If his teammates refuse to identify the player, every person on the team’s
roster will be expelled from the tournament.
15.0 PRODUCER FORMATTING: Tournament and event producers may have specific formatting (e.g., game time
limit, size of playing field, limited paint, pump markers only, Rookies only, etc.).


STANDARD RULE BOOK FOR TOURNAMENT PAINTBALL Copyright 1999; all rights reserved.
Rev. 01/23/2003

Friday, January 8, 2010

Nuffnang.com.my Server Error

NuffNang_2.0-full

Nuffnang server error @ Friday January 8,2010.

Its rare but hope everything is fine.

If URL is being entered,you will see as shown below,

nuffnang down

Everyone also have the same issue,lets just wait and hope for the best!

Ads also is out!

While worrying about it,

Enjoy this video.

Hope this will cheer you up!

Thursday, January 7, 2010

MALAYSIA 1ST CHOCOLATE FAIR

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Love chocolate?

Craving for the best chocolate in the world?

Now its your chance to see how it is being made,get free chocolate sampling and more!

You will find chocolates from Russia , Switzerland , Australia , Germany , Austria , Iran , Belgium , US and of course, Malaysia .

Activities includes chocolate making demonstrations by renowned French chef, quizzes, chocolate appreciation open to ALL VISITORS. (See more in the Agenda below)

The best part of all,there are chocolates TO BE WON!

*ADMISSION IS FREE !!!!!

*Time stated in the website (http://www.chocolatefair.com.my) is at 11.00am to 9.oopm.

THE VENUE

Mid Valley Exhibition Centre (MVEC) is the only facility of its kind in Malaysia : an exhibition centre within the country’s largest shopping mall. MVEC has 3 exhibition halls which can combined into a 48,300square foot venue. MVEC shares the same roof with the Mid Valley Megamall, which attract 1.8 million visitors per month and offers an abundance of ancillary services necessary to both exhibitors and visitors .

MVEC

The agenda for all three days!

Agenda

More details: http://www.chocolatefair.com.my