---------------------------------------- ZONE 3 LASER GAMES COMPETITION RULES AND INFORMATION Compiled and written by B Barns, I Northey and M Harding April 1994 - Edition 02 ---------------------------------------- RULES The following rules have been compiled after discussion and consultation with numerous Zone 3 players and staff. All have been fully game-tested and used in various competitions. Some modifications have been made since the first edition of this booklet (March 1992) and these are outlined in the Appendix. The booklet assumes the reader has some knowledge of Zone 3 Laser Games. 1. REFEREES The referee's decision is final. Arguing with a referee is not permitted. All competition games should have one or more referees and all players must abide by the decisions and interpretation of the rules made by them. If there is any question about a decision, a player should lodge an appeal at the completion of the game (see the section on "APPEALS"). 2. CONTACT Players are not permitted to intentionally strike other players with their gun or body; however, unintentional contact such as that occurring during normal game play is unfortunately sometimes unavoidable. 3. FOLLOWING BEFORE GAME POWER-UP Neither players nor teams are permitted to follow or chase an opponent or opposition team in the first seconds of the game, ie. before initial power-up. 4. CHASING DEAD PLAYERS Players are NOT permitted to chase or tag players that are dead. 5. COVERING SENSORS Players are not permitted to cover ANY sensors with any part of the body or with any other item, including clothing they are wearing. However, players are permitted to shield pack sensors, gun sensors and shoulder sensors behind walls, partitions or any other feature or fixture within the playing area. At Zone 3 sites where sentinels and/or base-stations and/or other such devices are in use, players are not permitted to intentionally shield the sensors of those devices. 6. FEATURES AND FIXTURES Players must not climb on or through, or jump over any railings that may exist in the playing area; climb on or over any fixtures that may exist in the playing area; climb into the roof of the playing area; fire their gun over the top of any wall, partition or fixture that is not designed to be fired over; or move any features in the playing area. 7. CROUCHING Crouching includes squatting or kneeling. It also includes leaning or bending at an angle of more than 45' in any direction while standing, moving, squatting or kneeling. For safety when crouching, kneeling on one knee is permitted, but kneeling on two knees is not. Squatting or kneeling within the playing area is permitted but players should be made aware they do so at their own risk. Leaning or bending at an angle of more than 45' while standing, moving, squatting or kneeling is not permitted. Sitting or lying down during game play is not permitted at any Zone 3 site. 8. NON STANDARD GUNS Players are not permitted to use any enhanced, modified, or "home-made" gun or any form of "super-gun" unless permitted by the referees. 9. HOLDING THE GUN This is a special rule because it is optional. Before the competition commences, a decision is to be made by competition organisers whether the gun should be held with one hand or with two hands. The organisers may also decide to make holding the gun with one or with two hands optional, that is, players can choose to hold the gun with one or with two hands during game play. The decision, once made, remains in force for the entire competition. Some Zone 3 sites have sensors in their guns forcing them to be held with two hands. The decision to enforce holding the gun with one hand may still be made, but will obviously not apply at those Zone 3 sites. When making the decision, competition organisers are reminded that holding the gun with two hands is considered safer. If the decision is made for holding the gun with two hands, players may still fire with one hand on the gun, but ONLY when they are stationary. When holding the gun with two hands, players must move through the playing area with their arms held so as not to cover any sensors (shoulder sensors, gun sensors or sensors on the front or sides of the pack). Covering sensors will cause an infringement of the "COVERING SENSORS" rule (rule 5). When moving through the playing area, players are not permitted to hold their gun outstretched dangerously ahead of their bodies; they should instead hold their gun close to themselves. 10. RUNNING Players are not permitted to run at high speed. Referees should use discretion where high speed running is concerned, especially if players are chasing other players or are being chased (remember that chasing or tagging players that are dead is not permitted [refer rule 4]). 11. MOVEMENT Neither players nor teams are permitted to intentionally restrict or block the movement of other players or teams during game play. 12. DEAD PLAYERS A dead player is not to be used as a shield or cover. A player who is dead is not permitted to intentionally shield or cover another player. Referees should show common sense when enforcing this rule, as it would be unfair, for example, to penalise players on a team storming an area and the lead players get shot, unintentionally forming a shield for the team members following behind. 13. ALLIANCES Neither players nor teams are permitted to form alliances and "gang up" on opposition players or teams. For example, in a competition game where there are teams of each colour (red, green and yellow) players on red and green team are not permitted to join forces and attack only players on yellow team. 14. GAPS IN WALLS OR PARTITIONS Players are permitted to fire at other players through holes and gaps in walls and partitions. However, for safety, players must neither poke their guns through those holes or gaps nor poke their guns through any railings that may exist in the playing area. 15. HOLDING UP AN AREA Neither players nor teams are permitted to remain in any one area for a period of time predetermined by the referees (usually one minute). This rule includes two players of one team swapping positions whilst remaining in an area. Players must move a minimum distance (determined by the referees, but usually 10 metres) from their playing position before the period of time elapses. Players "pinned down" must move the minimum distance before the period of time elapses by attempting to escape. Notwithstanding the above, players or teams can remain within their own or opposition base-stations indefinitely, whether defending or attacking, and are not considered to be holding up an area. 16. "STAND OFFS" A "stand off" is when a dead player stands next to a live player. The dead player hopes to power-up and shoot the live player before the live player shoots. In a "stand off" situation, players must be a minimum of one metre from each other. The one metre will be calculated as the distance between each player's gun. 17. FIRING AROUND CORNERS For safety, players must be looking around a corner at the same time they are firing around it. 18. RELOAD-STATIONS At Zone 3 sites with reload-stations, players are permitted to stop and stand within reload-stations only if they are attempting to reload. Players must exit a reload-station immediately after their pack has reloaded. Players whose packs do not require reloading are permitted to "pass through" the reload-station, but are not permitted to stop and stand. The design and location of reload-stations will obviously be different at each Zone 3 site and referees should therefore use common sense when enforcing this rule. A player within a reload-station may be fired at and, having just reloaded or still having remaining shots, may also fire back in defence. 19. HANDLING EQUIPMENT No player is permitted to handle the pack or gun of another player. The only exception to this rule would occur if the gun cables of two players became entangled. Unless permitted by the referees, players are not to remove their pack during game play. 20. DANGEROUS PLAY Any play deemed by the referees as being dangerous is not permitted. 21. NEUTRAL PLAYERS Any player talking to a referee during game play is considered neutral and must not be fired at. Nor must that player fire at any other player. Players talking to referees should have a valid reason to do so. Remember, an appeal against a referee's decision is to be lodged at the completion of the game. Adjustments should be made to player's scores if hits are incurred whilst a player is talking to a referee. 22. "IN-HOUSE" RULES Some Zone 3 sites may have their own "in-house" rules which they apply for safety reasons. An example may be a rule regarding an individual obstacle which is placed in an awkward position within a corridor of the playing area. These "in-house" rules may be applied by that Zone 3 site in addition to the standard rules above and shall therefore be enforced by referees during game play. Some "in-house" rules may force alterations to one or more of the standard rules above and shall override them. However, "in-house" rules should only apply to individual obstacles, events or situations and every effort must be made to apply the standard rules above to every other obstacle, event or situation where possible. All players MUST be made aware of any applicable "in-house" rules prior to commencement of game play. ---------------------------------------- A player deemed by the referees as infringing any of the above rules should be "terminated". The first termination results in the loss of 1000 points from the player's score. The second termination results in the loss of all points and expulsion from the game. ---------------------------------------- REFEREES o All competition games should have one or more referees controlling game play. Referees interpret the rules as they see fit and cannot play in the game they are refereeing. Preferably, they should not participate in the playing of any games in the competition. By not participating, the referees remain unbiased. o It is desirable that the referees are the same for every game of the competition from the first to the last day of play. o It is desirable that the number of referees controlling a given competition game be determined by the number of players in that game: one referee to four players is preferable. o Referees must have a comprehensive knowledge of the rules and preferably have played competition games. o It is the responsibility of the referees to ensure all players in a game know the rules before a competition game begins. Before the start of a game the referees should also explain any "in-house" rules or variation to the rules that will be applying during the game. o During a competition game it is advisable referees never give warnings for rule infringements. The only exceptions would be when players are new to competition play or when it is the very first day of competition. Giving warnings on the very first day of competition gives the players a chance to ask relevant questions and become accustomed to the rules. Continually giving warnings throughout the competition encourages players who break the rules to continually do so knowing they will get away with a warning only. o During a competition game the referees have absolute control of that game and its players. Any player or players deemed by a referee to have breached any of the rules should be "terminated" immediately by that referee. The player should be told the reason for the termination, and play then allowed to continue. If it is the player's second termination, the player should exit the game immediately after being given the reason for the termination. If the exiting player is part of a team, the rest of the players in the team should continue the game until it concludes or until they too are "terminated" out of the game. o During a competition game the referees do have the authority to disqualify any player, players or team for such reason as they see fit. o During a competition game the referees should avoid interfering with play as much as possible. o During a competition game the referees should not inform players or teams of the whereabouts of other players or teams. o At the completion of a competition game, referees should hear any appeal against decisions made during the game. The section on "APPEALS" explains the procedures to be followed for an appeal. It is also the responsibility of the referees to adjust a player's score if that player was hit whilst talking to a referee during game play (refer rule 21). ---------------------------------------- APPEALS o Appeals against decisions made by referees during a competition game can only be lodged at the completion of that game. o An appeal against a decision can only be lodged with the referee that made the decision during the game. That referee may then, if appropriate, consult other referees and/or players before making a decision on the appeal. o Players must not argue with the referees but should present their case calmly and logically. Players must then abide by the decision made by the referees on the appeal and the matter shall then be deemed closed. Remember, "The referee's decision is final". o Scores will be adjusted at the discretion of the referees if an appeal is upheld. ---------------------------------------- TEAMS o A competition team may consist of one, two, three or four players (known as singles, doubles, triples and quads respectively). Any more than four players is not recommended. In a competition game, opposing teams should have the same number of players. o The size of the playing area will determine the ideal number of teams in any competition game. o As teams often use attack and defence players, it is suggested that teams should not play undermanned as a reduction in team members can dramatically affect the scoring due to the lack of "targets" for opposition teams or players. o If a team does not have a full complement of players, substitute players (preferably from other non-playing teams) may be used. The decision to allow substitute players is at the discretion of the referees. o To be eligible for finals play, a team must have played at least three quarters of the total competition games. This will prevent good teams from appearing on finals nights and winning the competition. ---------------------------------------- SCORING Determining an individual player's score is as easy as looking at the scores printed by the computer at the completion of the game. Each player's score would have been added together by the computer which also prints the team score. The player or team with the highest score is the game winner. In the event of a drawn game, referees have the option of excluding individual players' highest scores; organising either an elimination game or a re-match; or allocating points equally. ---------------------------------------- HANDICAPPING Handicapping MAY be used by referees to balance a competition. Handicaps may affect a player's score or a teams' score, whichever the referees deem appropriate. Handicaps and/or the method of handicapping should be decided BEFORE the competition commences. The handicaps applied may also be adjusted, if necessary, as the competition progresses. ---------------------------------------- LADDERS If a competition has been designed to continue for a certain period of time (3 or more weeks for example) then it may be appropriate to use a competition ladder showing the progress of the various teams. The actual method used to determine positions on the ladder is up to the competition organisers and/or referees. As a suggestion, the number of games played, player and team handicaps (if applicable) and team percentages should be included on the ladder. ---------------------------------------- GAME STRATEGIES There are a number of varying strategies that may be used by individual players or teams whilst playing a competition game. These strategies will depend on the type of competition being played, the number of players in the team, the number of teams in the game, the equipment version being used, the layout of the playing area, and the features and fixtures within the playing area. While it is not possible to turn every player into a winner overnight (only practice can do that) players may find it helpful to peruse the suggested general strategies which follow. They are taken from experience gained in previous competition and non-competition games played at various Zone 3 sites. o Communicate with team-mates - perhaps use a "password" during game play. o Work in pairs wherever possible and keep moving. o If working in pairs or trios, alternate the lead when moving within the playing area. o Avoid taking up position near any mirror, reflective object or reflective paint. o Listen. Opposition players may give away their location or that of rival teams. o Assign "names" to various parts of the playing area. Refer to these "names" when communicating with team-mates. o "Double-back" on dead opponents and try to catch them as they power-up. o Try to predict the location of opponents. o Use walls, partitions and other fixtures to shield packs and prevent excessive hits. o Move randomly through the playing area and don't use patterns. o Allocate attack and defence players at Zone 3 sites with base-stations. o If playing a competition game using limited shots, keep track of the number of shots you fire. In this way you will know when to start heading for the reload station. o Be aware of what is going on around you. If you are near a sentinel for example, you will need to watch out for it to activate. ---------------------------------------- The authors have played and refereed many competition games. The information contained in this booklet is drawn from their knowledge and experience. The authors would like to thank Katie and Patrick Holmes, players and staff of Zone 3 Laser Games for their suggestions and time. The information contained in this booklet is intended as a guide only. Competition organisers and/or referees should feel free to adjust, discard or add any rule or point of information they consider appropriate. However, in doing so, they should consider player safety, and bear in mind that the rules in this booklet were conceived from that point of view. The rules and information contained in this booklet are correct at the date of print. Any changes necessitated by advancements in technology or software improvements will be covered in later editions. Copies of the first edition (March 1992) can be obtained from the authors (refer P&C Micro's). ---------------------------------------- APPENDIX This Appendix outlines modifications made since the first edition. o Most rules and notes have had minor wording changes or have been reworded completely for better clarification and/or to remove ambiguity. o This edition relates only to equipment versions 3 and above. The first edition included rules for equipment versions 1 and 2 as well. o This edition contains rules and information relating to Zone 3 sites with sentinels, reload-stations and other such devices. o The "REFEREES" rule has been modified. The rule now states that arguing with a referee is not permitted. o The "FOLLOWING BEFORE GAME POWER-UP" rule has been modified. Previously it mentioned that during game play, players were permitted to follow or chase players that were dead. This is no longer permitted and has been withdrawn. o A new rule, "CHASING DEAD PLAYERS", has been added. o The "COVERING SENSORS" rule has been modified. The rule now includes provisions relevant to ALL sensors and mentions sensors contained within sentinels and other such devices. o The "CROUCHING" rule has been modified. The definition of crouching now states that kneeling is to be on one knee only. This was not stated in the first edition. The rule now also warns players that crouching is done at their own risk. o The "HOLDING THE GUN" rule has been modified. Competition organisers must now make a decision whether the gun should be held with one or two hands. Organisers may also decide to make holding the gun with one or two hands optional. The rule also mentions covering sensors (shoulder sensors, gun sensors or sensors on the front or sides of the pack). o The "RUNNING" rule has been modified. Reference is made to the new rule "CHASING DEAD PLAYERS" reminding that chasing or tagging dead players is not permitted. o A new rule, "MOVEMENT", has been added. o The "HOLDING UP AN AREA" rule has been modified. The rule now allows referees to determine the period of time during which players are allowed to remain in any one area. Previously the time was fixed at one minute. The rule now explains more simply that players or teams can remain in their own or opposition base-stations indefinitely. This is not new, but readers of the first edition often required clarification. o A new rule, "STAND OFFS", has been added. o A new rule, "RELOAD-STATIONS", has been added. o The "HANDLING EQUIPMENT" rule has been modified. The rule now states that players are not to remove their pack during game play. o A new rule, "DANGEROUS PLAY", has been added. o The "NEUTRAL PLAYERS" rule has been modified. The rule now states that players talking to referees must not fire at other players. o A new rule, "IN-HOUSE RULES", has been added. o In the section headed "REFEREES", new text has been added advising referees against giving warnings for rule infringements. o The provision for adjusting a score for an absent team member of "two times the average score for the playing members of the team" (which appeared in the section headed "TEAMS" in the first edition) has been withdrawn. o In the section headed "TEAMS", the requirement for eligibility for finals play has been altered from playing at least one quarter of the total competition games to at least three quarters of the total competition games. o Some additional game strategies have been added. ----------------------------------------