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Hello and welcome to the Great Lakes Series (GLS) !
 
 This series is designed for the player as we try to keep everything as low cost and simple as possible. The first year saw 33 teams compete in the series on two different fields "tc ohio and colors", but things do change and we do listen to players. This new year we will be adding a third field, but also bringing everything into michigan as the teams pretty much all requested. We will still compete at the tc ohio events that they personally throw as they are a pretty good time, but the GLS is an open class series that needs above average refs and this is the reson for the seperation and nothing more. The players need to come first and that is why we will have the series running between colors, elitest and no limits for the 2009 season and we do hope that everyone enjoys any events that they may play.
 The GLS will again be an open class event with a 20 team cap per event for both 3 and 5 man events as we want to make sure that every team gets as many games as possible for a great day of play. The teams should count on 8 games min. with 9 games planned, but the GLS does want to consider time travel in everyone's plans and that is why we promise 8 games min. and any extra will be a bonus as we won't start any later rounds after 4:30 p.m. This year we will be running the series as individual payouts like last year but the only difference will be that the top 3 teams from each 3 and 5 man teams will also be competing for individual event team pics in the action pursuit magazine unlike last year were the top 6 overall teams got there pics in the magazine for the whole world to see. The overall series winners will recieve large ass individual trophies and a spot on the colors home front webpage till 2010 !! 
 

This year we will be cutting back on the shoot as fast as you want to with semi or ramp to just 15 bps per semi or ramp !!  Some players thought that it made teams shoot more paint and that they needed to shoot fast to compete, but as the first place team in every event proved that it is not how fast you shoot but how you shoot, as they only shot 5 cases per event except one where they shot 6 cases as they had a playoff game. This year the GLS has had a special ball made for them and it's called "GLS PAINT" (what else) and it will be available at every event for the low price of $35 a case, now also remember that this is a byop series so if you plan on shooting GLS paint then you should order your paint ahead of time from the field that is hosting the event as they will put there orders in to me for the paint and if they run out then you may end up paying a higher price for there paint as they are not under any obligation to sell any paint for $35 except the GLS paint. We are trying to keep this a very low cost yet very competetive series and the first year proved to be a very successful one and we are tweeking some minor things to make sure that this series keeps getting bigger.

 

A few reasons why the GLS is a great series !
 
1- byop
2- you know what the payout is ahead of time with said amount of teams
3- 3 fields hosting events
4- you will get a good amount of games
5- only place to get a real shot at your team in a national magazine
6- very tough competition
7- no sandbaggers
8- only series to host two events in one weekend where you can play both.
9- very low cost events !!
10- well worth playing
11- random draw schedule
12- field paint at a great price for teams that don't have the luxury of a paint sponsor.
13- you don't need to take a week off work

 

 

GLS SERIES RULES

This is a random draw open class series with a minimum of 8 games to be played per team but hopefully 9 games per event with the highest score declared the winner.                                                                                                                                                                                                                                     NEW RULE (6-10-08) 1st place & 2nd place will play each other if they did not meet in the regular rnd. but only if 100 pts. or less (80 pts. 3-man) seperate them !!!

POINTS

1- 5 pts. per eliminated player
2- 5 pts. per live player
3- 15 pts. first pull
4- 25 pts. clean hang
5- 10 pts. bonus (perfect game)
6- forfeits will result in an average of your other games (teams that don't forfeit)
7- teams that forfeit will receive zero points for that game.

 8- -100 pts (5-man) -80 pts (3-man) for markers over 15 bps
 9- markers with a 300 + velocity will have a 15 pt. penalty

 

GUNS

1- markers that are checked for high velocity will need to be under 300 fps
2- 285 fps or below to get on the field



ON THE FIELD

1- Once on the field, please keep your barrels covered until the one minute sounds. Then you can lower your masks and uncover your barrels.
2- 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 in the judge’s determination, the player should physically sense. Obvious hits consists of the marker, tank, loader, head, back, chest and legs. (loose pants = bad news)
3- flag hang ends the game (unless see rule #4)
4- if player that hung the flag has a hit on him, then there will be no hang and said player will be eliminated. Other team will get the hang if they have a live player left and hanging team has no one left. 

4A- flag does not need to be hung if over 30 seconds left in a game and other team is all gone and other team knows it. if less than 30 seconds then flag must be hung.                                                                                                                                                                                                                                          4B-head ref will only let you know if you NEED NOT hang it !!!!!!                                                                                                                                             

5- playing on will result in a 2 for 1 plus 1 for every player that you shoot while obviously hit !!
6- make sure all old hits are removed before your next game.
7- all markers will b capped at 15 bps (semi or ramping) 
8- players false starting must return to start box before firing marker or they will be eliminated !!
9- 5 second warning
10- 5 minute games                                                                                                                                                                          

10A- 4 min. for 3-man 
11- no swearing (caught swearing and you will be eliminated)
12- continue swearing after you are out will results in a team mate joining you in the dead box
13- no coaching
14- unsportsman like behavior will result in you being eliminated !!
14A- intentionally overshooting a player with malice intent !! (refs discretion)
15- players that bunker another player and breaks 5+ distinguished marks on said player will have a 5 pt. penalty applied at the games end. (control your trigger finger)