FRIDAY, AUGUST 11TH - 10PM - 1’S, 2’S & ROUND ROBIN
SATURDAY, AUGUST 12TH - 10PM - ROUND ROBIN
SUNDAY, AUGUST 13TH - 10PM - TOURNAMENT
5 PERSON TEAMS
1 OPTIONAL ALTERNATE
TOURNAMENT FEE- $62.00 PER PERSON
1’S FEE - $10.00 PER PLAYER
2’S FEE - $10.00 PER PLAYER
1'S WINNER - MEDAL AND HALF OF MONEY POT
2'S WINNERS - MEDALS AND HALF OF MONEY POT
1ST PLACE - MEDALS AND TROPHY
2ND PLACE - MEDALS AND TROPHY
3RD PLACE - MEDALS AND TROPHY
the heart of a champion”
~ Rudy Tomjanovich ~
The World Q-ZAR Championships
Official Team Guide to the Competition
- The game that will be played is supercharge. 5 lives. 1 shot p/s. 1 sec. HQ delay. w/ Tournament Packs
- Double Elimination tournament. - Games are 16 minutes each (two 8 minute halves/switching colors) - 5 person teams with 1 alternate (alternates can be made in between halves or games as long as notice is given prior to game – extraneous circumstances will be cause for an exception which is at the organizer’s sole discretion).
AT GAME START:
All teams must be ready to enter the briefing room at, or before, the 5 minute mark of when the current game ends. Before the game starts, all players must report to the “clipboard marshal” and provide names, colors, and numbers. At this point, players and marshals should do a quick once over inspection of their packs in a good faith effort to report, or remedy, any issues or malfunction. After which, all players must energize and go to their respective HQ’s and ready themselves for game start.
IN GAME DETAILS:
If a player has an extreme* issue with their personal pack during game play, they should report it to the nearest marshal to be switched out with another pack of better working condition. If a player has an extreme issue with an opponent’s pack, the initiating player must ask the opponent to swap the pack out at which time BOTH players leave for equal duration. If the opponent player refuses to switch his or her pack out, then the initiating player must contact a marshal who will then inspect the pack. If the marshal agrees that the pack is of extreme issue, that player must accompany the marshal to switch out his or her pack. Game play for those individual players will then commence. This guideline is not to be exploited in any fashion. If it is deemed as such, the playing manipulating and exploiting will be disqualified from participating in the tournament.
*ALL RULES DIRECTLY IMPACT EACH OTHER*
Side Straps - The pack straps may be worn reasonably snug or reasonably loose to the players liking provided the straps, or pack, do not obstruct the sensors in any way deemed abnormal (Ie.fat packing, skinny packing, floppy packing).
Gun neck strap - May or may not be worn. If the gun strap is not worn, it must be properly situated (A Euro tie) and not dragging. As well, the gun must be in complete control the entire time.
Under Chin Strap - This may be loosed and unbuckled, but it is strongly discouraged as it may allow for unnecessary wear and tear of packs.
Pack adjustments - The above mentioned are the ONLY things allowed. You may not egregiously contort or alter the pack in game play as has happened in the past. If you are deemed as doing such, you will be disqualified from the tournament. This includes fat packing, skinny packing, clipping, floppy packing, or any other adjustments made in an advantageous way. It’s all about the intention. DO NOT DO IT! We will know, and you will be kicked.
Out of lives - When a player has lost all of his or her lives, the player must quickly return to the nearest energizer. This means that when a player needs to reenergize, he or she should take the quickest and shortest path to the nearest energizer. If a path is blocked do to a duel, then an alternate, possibly longer, path may be taken. If you are waiting to pass and stop, you may not provide a bounce whatsoever. However, if you are at a constant pace to the energizer and pass near, you may inadvertently create a bounce as you will be deemed a moving obstacle. This is not to be exploited and will be watched for. Remember: Live players always have the right of way.
Sets/Mirrors - Allowed…granted they do not encroach or impede a player’s movement in any way. If the player providing the set connects (hits or runs into) with a player, that player is not in control. This will be grounds for a violation. As well, a deadest is not allowed. However, if a player is taking the quickest path possible and inadvertently creates a set by nature of a moving obstacle, this is acceptable and fair. The passing player MUST call out “deadest”.
Obstacles - No climbing on or over any obstacles. No jumping or or over any obstacles. No vaulting on or off any obstacles. There will be no spectators allowed on any obstacle in the arena, but there may be spectators on either briefing room door ramp…pending approval from competition organizer.
Gun Control - Players must hold the gun with both hands at all times. No exceptions.
Covers - complete covers are not permitted. This includes a 2G, Crab, Christmas Tree, or any other cover which covers both sides of the gun as well as the front of the pack at the same time. The Cobb (Kenny cover) is allowed at this time.
Clothing - Wear something that will whisk sweat away and that is comfortable. Remember, this is a HIIT sport. High Intensity Interval Training. As well, you should only have a Q-ZAR labeled T-shirt. You may not wear anything that has long sleeves or that will allow for advantageous behavior. If you are concerned about a particular garment, please present it to the competition organizer for insight and approval.
Tubby - A black tubby is allowed on the arm in question as this item is used to protect from scrapes and cuts of screws or sharp edges in game play.
Personal space / Player Encroachment -You may not invade personal space. This means that if you get close enough to hamper the movement of another player or there gun, you are too close. A guideline for this would be to keep within arms-length of your opponent. After you tag a player you can not move towards them.
Rising Knee: - This ability has been exploited and an issue in the past. You may raise your knee in a controlled manner to where your upper leg (thigh) is parallel to the ground and your lower leg (calve) is “relatively”, if not precisely, perpendicular to the ground. You may NOT lift your knee in an aggressive of gainful manner. This will be grounds for an immediate warning. However, If two people connect, both parties may be at fault. There is a high risk factor of creating a violation with this topic. Be mindful.
Physical contact - There is no physical contact, period. This means that a player cannot intentionally hit, push, lean on, or otherwise support themselves with another player. You are playing at the professional level of our sport and must conduct yourself as such. Be mindful of your surroundings. You will be immediately disqualified and the authorities will be notified upon a determination of assault. Understand this rule.
Break in between games - If a team ends up playing back to back, they have the option of no more then a 10 minute break in between each games.
Player Hazards - This means that a player cannot lie down in or on any part of the arena…cannot trip a player…or otherwise maneuver themselves in such a fashion as to cause a hazard.
Arena/equipment - You must at all times show respect for the arena structure and equipment. If you are tampering or damaging any part of the arena or equipment, you will be disqualified and the authorities will be notified.
Obstructing a shot - No player may intentionally obstruct another players shot. This means that you cannot intentionally block, using your hang or gun or head or body, a player from taking a shot, lighting up the base, a bong…etc.
Player encroachment - A player must make every reasonable effort to allow the player they are dueling to move past or around them. A player must never intentionally block another from entering a headquarters, or a cubby, or a corridor…etc. However, a player may reach a destination quicker than another which may be cause for close quarter contact…but must not violate any other rules. This may be open to interpretation and judged by the competition organizer.
Leaving arena - No player is allowed to leave the arena once they are in. This includes spectators unless approved by the competition organizer. Players are never allowed to leave the arena at any time…unless it is for a pack exchange under a marshal’s supervision…or an alternation of players that was pre-approved.
Key plugs or universal remotes - These are not allowed in the center whatsoever. If you have one of these or something similar, you must check it in with the competition organizer. As well, the only person to hold a plug is a marshal who will sign out for it. If there is any suspected foul play using a device or the like, that TEAM will be disqualified and possibly banned from ever playing again.
Running - We now have international rules in effect within the United States of America. This means that moving at greater speeds is allowed…but within the context of all rules. However, there is an upper limit to quick movement that will be deemed “dangerous” and out of control. Be mindful of your balance and agility and speed. Do not full out run. Sprinting may be allowed…but might be deemed dangerous by the competition organizer. You should avoid great speed as best as possible.
Sportsmanship - You must command a professional level demeanor in and around the center. You must be mindful of regular patrons and not use vulgarities or vulgar behavior. Conversely, you must not verbally abuse or threaten or otherwise degrade or denigrate a marshal, the competition organizer, or players in and out of the arena.
Composure: - Be responsible. No alcohol, drugs, weapons, grenades or bombs on the premise:)
MARSHAL COMPLIANCE STATEMENT:
The marshal’s decision must be complied with by all. The competition organizer’s decision is final. If a player thinks a marshal is being unfair, they are allowed to bring it before the competition organizer for review…at which the decision is final. If you have a problem with the choices of marshals for any of your matches, you must get your captain to approach the competition organizer before the match commences.
Violation System: (this is a non-progressive system)
2. A walk
3. Removed from the game
4. Disqualified from the tournament
4b.Expulsion from game center and any future events.
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