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Proto Paintball

NatWest Southern Paintball League

Paintball Warehouse On-Line Store

• KotH Format

The King of the Hill format and rules have been kept as simple as possible so they are easily understood by new players. Format refers to the type of paintball played at KotH events, whilst the rules govern the actual games and procedures.


• 2012 Format
  • Five man teams.
  • Double-Flag format.
  • 5-10 minute time limit.
  • Rookie and Novice Divisions.
  • £175 entrance fee per team. £240 and £290 Inc Paint Packages Available.
  • Proto Markers and Kit Can be Supplied Upon Request
  • Sup'Air playing fields.
  • Limited paint format: One Loader Plus Two Pots.
  • Standardised, minimum-fuss rules.
  • 10.5bps Rate of Fire cap.
  • 280fps velocity limit.

• Guaranteed Facilities
  • Air (minimum of 3,000psi)included in game fee.
  • Adequate toilets.
  • Adequate undercover worksurfaces.
  • Adequate parking.
  • Safe playing fields.
  • Hot and cold food and drink.
  • Trade Stand at Every Event.
  • Competent Head-Field Judges.
  • Minimum of five judges per field.
  • Off-field and on-field Chronographs.
  • Trophies are awarded to 1st, 2nd, 3rd, and 4th in each division.
  • Prizes are awarded to 1st place in each division.
  • End of season promotions and prizes.

• Divisions Explanation

The Proto KotH 2012 series has one division for you to choose from.

Novice - This division is for teams that are a little more experienced but are not ready to enter the more serious NatWest Southern Paintball League quite yet. Teams entering this division are expected to have their own equipment, but may loan the Proto gear if the Rookie teams have not already bagged it. The winner of this division at the end of the season earns the title of “King of the Hill” and wins promotion to the NatWest Southern Paintball League´s lowest division and half-price entry to that division for the whole of 2013!

If you are ensure which division you should enter, feel free to contact a member of our staff to discuss this in more detail. We are always happy to help. Call 01626 833 200 or send an email to info@nspl.co.uk.

Novice Division Guests - Each Novice team may have up to two NSPL Div 3 players as a guest for each event they play OR one NSPL Div 2 Player OR a combination of one NSPL Div 3 player and one NSPL Div 2 Player. NSPL Division 1 players are not allowed to compete in the KotH.


• 2012 Rules

These rules have been divided into several sections. You can quickly jump to a section that interests you, by clicking on the link below.

  • Safety
  • Equipment
    • Markers; Goggles; Clothing; Accessories;
    • Power Source; Inspection; Rulings
  • Game Arenas
    • Arena Sizes; Flag Stations; Boundaries;
    • Dead Zones; Marshals
  • Game Play / Rules
    • Start of Game; Elimination;
    • Procedures for Eliminated Players;
    • Player conduct; Mutual Eliminations;
    • Paint Checks; Flag Rulings; End Game Signals;
    • Chronographing.
  • Penalties
    • One-for-One; Two-for-One;
    • Unsportsmans-like Behaviour;
    • Rate of Fire; Chronograph
  • Scores
    • Scoring
    • Series Points

Where a rule is violated, a penalty is given. In these rules, only the name of the penalty is stated. A description of each type of penalty is then provided at the end of these rules.


• Safety

Safety is of paramount importance to all of us and the image of our sport. All aspects of safety are covered in these rules, but we are repeating and highlighting them here because they are so important. There are no excuses for safety violations, but event organisers and marshals can't be everywhere at once (and may unwittingly violate rules themselves). Please, it is up to everyone to police safety at tournament events. Be responsible for your own actions and the actions of others - if you see someone acting unsafe, tell them or a marshal.

Here is a break down of the major safety issues at KotH events (memorise them!):

  • A full first-aid kit and eye-wash kit is always available.
  • A minimum of two first aid qualified individuals will be present at each event.
  • Barrel "condoms" must be used at all times when not on the playing fields.
  • Goggles must be kept on in all areas outside Safe Zones.
  • Only dry-fire a marker in a Safe Zone with the Hopper removed, barrel condom securely in place and point the marker towards the ground.
  • All bottles must be within date, i.e. within 3 years of the date last tested for fibre and composite, and within 5 years for steel and aluminum.
  • Chronograph and Fire-Rate levels must be adhered to.
  • Overall, consider your safety and the safety of those around you at all times. If someone complains about what you are doing, stop immediately and seek advice from an ultimate.

In addition, on Sup'Air Ball playing arenas, no bunker-barging of overaggressive muggings will be tolerated. Overaggressive is defined as running, sliding or jumping into a bunker which is then torn up from its fixings or is ripped. This is a danger to both the offending player and any players in contact with the bunker. The penalty is immediate elimination and nullification of any eliminations made during a mugging attempt.

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• Equipment

Markers
Each player may only carry one, 68 calibre semi-automatic paintball marker, which consists of a single barrel, a single trigger and gravity feed style hopper. A paintball marker capable of firing in full automatic mode, burst fire mode, or turbo mode shall be rendered incapable of firing in such a manner. Before leaving the staging area to enter the game field, each player is subject to having his marker inspected. Markers must meet the following specifications to be allowed in competition.

  • Markers must have a barrel condom in place at all times except on game fields and chronographing areas.
  • All markers with any form of external velocity adjuster must be modified in such a way that the velocity adjuster is not readily accessible during the course of the game.
  • Markers must have a Rate of Fire cap of 10.5bps or be otherwise limited to this rate of fire. Semi-Auto and Millennium Ramp fire options are both permitted.
  • At any time during a game, the Ultimate of the arena may remove a marker from a player to check the marker is legal. The Ultimate will only remove the players marker when he / she determines that such an act would not disrupt play. Any player with a marker found to violate the rules for markers would be subject to the rate of fire penalty.

Goggles
All players, judges and anyone else must wear EC approved paintball goggles incorporating full face and ear protection in any designated goggle area. During a game, failure to wear approved eye and ear protection or removal of eye and ear protection constitutes a major safety violation, which will result in an assessment of penalty points and elimination of the player. The tournament organisers reserve the right to ban any type of goggle should it not meet adequate safety standards at any point during the tournament. Any goggles that doesn't include FULL ear, eye and face protection is now banned.

Hopper
Players may use any hopper they choose, but the KotH reserves the right to judge that a particular model of loader is not suitable for use. Neoprene hopper covers are NOT allowed at any KotH event.

Clothing.
It is the players responsibility, and in his / her best interests, to wear clean, unmarked clothing to the first game of each day's play. Players will not be checked for marks before the start of the first game of any day. The Ultimate judges can ask any player to remove any clothing he / she believes is designed to hinder the breaking of paintballs when that player is struck.

Accessories
Players may carry whatever personal items they wish to the game field. However, they may not carry any tools and parts that may effect the velocity of their markers; items that can interfere with other players or judges on the game arena; communications devises. The Ultimate judges can ask that any player remove items that are not considered necessary to play the game.

Power Source
Markers powered by CO2 must meet accepted industry safety guidelines.

Markers powered by compressed air must comply with all UK laws and regulations. These are as follows:

  • Steel containers with a capacity of 1.0 litre and above must conform to BS5045 part 1.
  • Alloy containers with a capacity of 1.0 litre and above must conform to BS5045 part 3.
  • Alloy containers with a capacity of less than 1.0 litre must conform to BS5045 part 6.
  • All valves must conform to BS341.
  • All bottles must be certified.
  • All fibre wrapped or composite bottles must be stamped with HSE approval for U.K residents.
  • Non U.K residents must have bottles that are either stamped with HSE or DOT approval.
  • All bottles must be within date, i.e. within 3 years of date manufacturer for fibre and composite, and within 5 years for steel and aluminum.

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 game arena. If he fails any part of this inspection, he / she will have to produce an acceptable replacement immediately or go onto the arena without the offending item. Providing that no game shall be delayed to wait for a player who has not passed inspection and only if this does not relate to safety equipment.

Rulings on Equipment
All rules set forth in this section are subject to modification by the tournament organiser on the grounds that a piece of equipment is detrimental to safety or fair play.

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• Game Arenas

Arena Sizes
The league organisers will determine arena sizes.

Flag Stations
Flag stations will be made clearly visible to all players and will be at opposite ends of a game arena. Each flag station will contain a coloured flag, clearly visible, the same colour as the team's armbands at the start of each game. Any one flag station will not have any obvious advantage over another.

Boundaries
Arena boundaries will be clearly marked for all players to see.

Shooting at another player across a boundary is not permitted and the offending player shall receive a single warning from a marshal, if he / she continues to fire then he / she shall be eliminated. Any players stuck by an offending player will remain in the game. It is within the marshal's discretion to return the player to the game in accordance with the paint check rules.

Marshals may warn players that they are in danger of going out of bounds. Should any part of a players body, marker or attached equipment break the arena's outside boundaries, he / she is immediately eliminated and must exit the arena.

Dead Zones
Each Arena will have one or two pre-designated dead zones. Eliminated players are to make there way to dead zone by the most direct route, once they have exited the game arena. All eliminated players must remain in the dead zone until the conclusion of the game and the Ultimate of the arena dismisses them.

Marshals
Each arena will have at least five marshals per game. One Ultimate marshal, two flag station marshals, and a further two arena marshals. Additional marshals may be added to an arena that is particularly difficult to judge.

Marshals will; notify players of the start and stop of the game, when players are eliminated, perform paint checks, keep time and perform rulings and penalties necessary for fair, safe play.

Decisions made by all marshals are final and unarguable.

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• Game Play / Rules

Players
All players are presumed to have full knowledge of the rules and format for the tournament. Ignorance of the rules and format is not grounds for arbitration.

Start of Game

  • Teams must ensure that they are ready to go onto the game arena when they are called to play their next game. Both teams will then be escorted to their flag stations and must be ready to play within one minute of arrival at their flag stations.
  • Teams will receive a ten second warning from the Ultimate in the centre of the arena. The game will start on a "game on" shout from all judges on the arena. A whistle maybe be used to indicate the start of a game in some situations.
  • Games will not be delayed for late players nor equipment malfunctions. Players not within their flag station areas at the starting signal will be counted as eliminated and must exit the arena.
  • Should any team fail to arrive at there arena once called, the absence constitutes a forfeiture. In exceptional circumstances, allowances for tardiness may be made at the Ultimate's discretion. A team whose opponent does not show will receive the full 100 points for that game.

Eliminations
A player is eliminated from the game for the following:

  • Receiving a direct hit from a paintball that breaks, from any player on the arena leaving any amount of paint on any part of his / her body or attached equipment.
  • If a player discards any equipment on the arena, with the exception of paint pots and bottles.
  • If he / she violates the boundary of the arena.
  • If he / she signifies the he / she is eliminated either verbally or visually, whether marked or not.
  • If a marshal eliminates the player for other player(s) being subject to the one-for-one or two-for-one rule.
  • If a player is not within the flag station at the start of the game.
  • If a player removes his / her goggles during play.
  • If the Ultimate finds a marker that is illegal for play.

A players first priority when fired upon should be to check him / herself or call a marshal check to determine if he / she has been marked before continuing to return fire. Any player who is marked and continues to play will be subject to the one-for-one rule. Before he checks him / herself or call for a marshal, he / she may seek reasonable cover in the immediate area. As long as this is done promptly and the player ceases all aggressive action he will not be penalised for failure to call him / herself out. Any player attempting to hide, remove or otherwise conceal a paint mark will be subject to the two-for-one rule.

It is the player responsibility to notify a marshal if he / she has a mark on him / herself that has been picked up from the arena, and could be mistaken for a direct hit. Such as; kneeling on a paintball, cleaning a marker, leaning against a paint stained barricade. The marshal will take note of the mark. Should a player fail to notify a marshal of an accidental marking that player is subject for elimination and penalties may incur.

Procedures for Eliminated Players

  • Immediately upon determining he / she has been marked, an eliminated player must signify his elimination by extending an arm above his / her head. He / she must remove his / her armband and submit it to the nearest marshal and exit the game arena by the most direct route that does not interfere with play.
  • If a marshal is not readily available then the player must still remove his / her armband, exit the arena and locate a marshal as soon as is reasonably possible.
  • All eliminated players must move directly to the designated dead zone immediately, and must remain there until the conclusion of the game.
  • Eliminated players, whilst exiting the arena must have a hand placed on his / her head. Failure to do so will signify that the player is not eliminated and may be fired upon.
  • Eliminated players may not return to the game once they have signified themselves as eliminated.
  • Eliminated players may not communicate with live players within the arena once they have signified their elimination. Any players found signaling, verbally, visually or otherwise will incur the one-for-one rule upon they player(s) he / she communicates with.
  • Eliminated players may not communicate with spectators or marshals whilst the game is still in play.

Player Conduct
Aggressive arguing or abuse directed at another player, marshal or spectator will be considered as unsportsman-like behaviour. Marshals will give one warning and then will defer to the Ultimate of the arena to enforce penalties.

Deliberately firing upon a marshal will be considered to be unsportsman-like behaviour and penalties may incur.

Failure to obey any marshals rulings will be considered unsportsman-like behaviour and penalties may incur.

Mutual Elimination's
If two or more players mark each other simultaneously, all must be eliminated. If a marshal is able to determine that any player was stuck first that he / she shall be eliminated. The remaining player(s) shall be placed where the marshal considers they were prior to the incident, wiped clean, and called to continue play.

Paint Checks
Should any players wish to determine whether an opponent is marked, he / she may call for a marshal to perform a paint check. If it is possible for the marshal to check the player without stopping play, they will do. During such checks, play continues. If a marshal must stop play to make a check, the marshal will first call the player "neutral". All firing and movement by all opposing players upon the player being checked must cease until the marshal calls the player either "eliminated" or "clean".

Marshals will call a player neutral both visually, by raising an arm, and verbally, by saying "player neutral". If any players fail to cease firing upon the "neutral" player, or make an advance toward that player, they are subject to elimination at the marshal discretion.

If a marshal feels that you are calling unnecessary paint check or trying to use the marshal for spotting players, you will be given a verbal warning. If it continues, you will be eliminated.

Marshals are under no obligation to check a player.

Flag Rulings
A flag carrier must carry the flag in clear view of any observer. If a flag carrier is eliminated then he must drop the flag at the point of elimination. A marshal may then remove the dropped flag and reposition it at its flag station.

Once any player has returned to his / her flag station with the oppositions flag they will be called neutral by a marshal and thoroughly checked for any marks. If the flag carrier is unmarked then a single whistle will be blown and/or a "game over" call made to signify the game's conclusion. If a flag carrier is marked then the flag will be returned to its flag station, and the flag carrier will be eliminated and subject to the one-for-one rule at the discretion of the marshal.

Points are awarded for both the first Flag Grab and the Flag Hang. In the case of a centre-flag format, this means that teams can try to secure points early in the game by grabbing the centre flag. A "grab" is defined as physically grasping the flag in hand and moving it at least twelve inches from its starting position. In the case of a double-flag format, the Flag Grab and Flag Hang points will usually be earned by one team by picking up the oppositions flag and returning it to their own flag station, but occasionally one team may grab the oppositions flag and then be shot out. In this instance, both teams can potentially earn Flag Grab points.

If a flag station is positioned close to the back boundary of an arena, care must be taken not to run out of the arena when returning with the opposition flag. If the flag is hung and then the player leaves the arena, the flag hang counts. However, if the player holds onto the flag and carries it out of bounds after hanging it, the flag is dead and the player eliminated - no points will be awarded for the Flag Hang, but Flag Grab points are NOT deducted.

End Game Signals
The end game signal will be a single whistle blown by the timekeeper and/or a "game over" shout from all marshals. The game will end if a flag is successfully hung, or the game reaches its duration.

All remaining players must stay in the arena until a marshal checks them. Any player who leaves the arena boundaries before being checked will be considered eliminated.

Once all players have been checked, only the team captains are permitted to remain on the arena while the Ultimate calculates the points to be awarded to each team. All other players must make their way to the dead zone of the arena.

Once the Ultimate has recorded the scores, he will allow players to leave the Dead Zones and collect any discarded pots or bottles.

In the event of any injury the game will be stopped by the Ultimate. All remaining players must remain in their position whilst the marshals assess the situation. The Ultimate may then call the game restarted from the player's positions or restart the players from the flag stations and conclude the game with the time remaining.

Chronographing.
A marker's velocity must be set at or below a maximum of 280 fps (feet-per-second) unless otherwise specified.

A marker's Rate of Fire must not exceed 10.5bps. Semi-Auto and Millennium Ramping fire options are authorised.

Before each game, an equal number of players on both teams will be required to fire three "clear" shots over the chronograph before receiving their armbands. Any player in violation of the chronograph limit will not be allowed to take his/her marker on to the arena.

Additional chronograph checks may be made during or after a game at the discretion of the marshals and ultimate. If a marker fires ONE shot over the limit whilst it is checked during a game, that player will be eliminated.

Players may clean barrels before markers are to be tested. Any player who refuses to allow his / her marker tested will incur fifty penalty points to his / her team.

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• Penalties

One-for-One
If any player commits any violation of the rules and the penalty for that offence is the one-for-one rule, then another member of his / her team will be eliminated from the game. If there are no further players remaining from his / her team, no further penalties will be awarded.

Two-for-One
If any player commit any violation of the rules and the penalty for that offence is the two-for-one rule, then two members of his / her team will be eliminated from the game. If there are no further players remaining from his / her team, no further penalties will be awarded.

Unsportsman-like Behaviour
Unsportman-like behaviour from any player carries a fifty-point penalty to his / her team and a one-for-one penalty. In the case of severe incidents, the event organiser may then take further action which could result in a total ban from all KotH National Series events.

Rate of fire
The marker's rate of fire must not exceed 10.5 bps. Any player found to be using a marker that violates these rules will be eliminated from the game, and further penalties may incur after the games conclusion.

Chronograph
If a marker is chronographed after a game and the average of any three consecutive shots is over the limit velocity, - the sum is always rounded-up to the nearest whole number - two penalty points will be deducted from the teams score for each fps point over the limit, to a maximum of fifty points.

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• Scores

Scoring

Opponents Eliminated8 points
Team Members Not Eliminated2 points
Flag Grab20 points
Flag Hang30 points
Maximum Score100 points

Penalty points will be deducted after a team's points have been calculated.

Series Points

At each Proto KotH event in 2009, there are 1st, 2nd, 3rd and 4th place trophies up for grabs in each division. For each event that you play, your team earns points towards this year´s season rankings. The winning Novice team at the end of the season earns the title of ´King of the Hill´ and wins promotion to the NatWest Southern Paintball League’s division four and half-price entry to that division for the whole of 2010!

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© Copyright: Southwest Paintball Ltd.
Contact us: 01626 833 200 or info@nspl.co.uk.