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.
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.
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)