2026 5PLAYER Rules
2026 APL / 5vs5 Penalty System
Minor penalties
-Button push is clean, a minor penalty is assessed to a teammate, and the team has enough players to absorb the penalty leaving the clean player who pressed the button alive, the team will still get the win but will not be awarded the time remaining on the clock.
-Button push is clean, a minor penalty is assessed to a teammate, and the team does not have enough players to absorb the penalty and the player who pressed the button is eliminated, the game will be called a tie. No time will be acquired by either team.
-Button is pushed and the player who hit the button is assessed a minor penalty. The opposing team will be awarded the win regardless of the remaining players. No time will be acquired by the team awarded the win.
Major penalties
-Button push is clean, a major penalty is assessed to a teammate and the team has enough players to absorb the penalty, leaving the clean player who pressed the button alive, the game will be called a tie. No time will be acquired by either team.
-Button push is clean, a major penalty is assessed to a teammate and the team does not have enough players to absorb the penalty and the player who pressed the button is eliminated, the game will be called a win for the opposing team. No time is acquired.
-Button is pushed and the player who hit the button is assessed a major penalty. The opposing team will be awarded the win regardless of the remaining players. The time will be acquired by the team awarded the win.
Gross penalties
-Button is pushed and a gross penalty is assessed on any player, the opposing team will be awarded the win and will acquire the time.
Tie breakers (in order)
-Head to Head
-Time acquired
-Fastest win
-Slowest loss, second slowest loss, third slowest loss until no more losses are available
-second fastest win, third fastest win until no more wins are available
-If still tied teams will play one vs. one
Scoring
- Win is worth 2 points
- Tie is worth 1 point
- Loss is worth 0 points
-When a team hits the buzzer the time will stop, if the team has a clean button hang and no penalties are assessed they will receive the win and acquire the remaining time that is left on the clock to be used for tie breakers and seeding.
OVERTIME (5vs5)
In the unlikely event that two teams tie in a playoff round. Meaning the teams played 3 games with no buttons pushed. Players will play a duel 1vs1 - 2min time - players can not leave the field before the overtime begins. Players play 1vs1 until there is a winner.
2026 Official Rules
2.0. Clerical or mathematical errors may be corrected at any time prior to the start of the next round of play.
2.1. Only clerical and mathematical errors may be corrected after the score has been posted on the score board.
Unless agreed by all parties involved (STAFF AND BOTH TEAMS)
2.1 INFORMATION
2.11. Flag stations on fields or play for all rounds will be pre- determined by the schedule
2.12. Judges will not provide information to teams regarding the location of flag stations, terrain, boundaries, game time, or progress of a game during the game, except with respect to safety concerns.
2.13. Judges will not, through action or inaction, deliberately reveal or conceal the locations or actions of players during the course of a game. Judges will not impede the progress of the game.
2.2 GAME CONTROLS
2.21. The ultimate judge on the field will begin a game by giving a five-second warning so that each team may hear clearly such warning. The ultimate judge will give such warning with a countdown of "Three, two, one, one five-seconds." Thereafter, the game will start by the ultimate judge shouting so that each team may hear, by radio or otherwise, either, "Game on", or "Go, go, go".
2.22. A game will end only by the ultimate judge on the field announcing, "Game over."
2.23. In the event of an emergency situation, the judge discovering the emergency will request that all judges stay off the radios. Other judges on the field will immediately cause all action to stop. Game time will also be halted for the duration of the emergency.
GAME STRUCTURE
3.0 SCORING
Flags will no longer be used for scoring in the 5vs5 format. Each team will have a buzzer at their start base /station. To end the game a team must push the buzzer at the opposite end.
When a team hits the buzzer the time will stop. If the team has a clean button push and no penalties are assessed they will receive the win and acquire the remaining time that is left on the clock to be used for tie breakers and seeding.
A Win is worth 2 points - A Tie is worth 1 point - Loss is worth 0 points
3.1 TIME AND START
3.11. A five player game will end at the earliest of
a successful button push,
the elimination of all players on the game field,
5 minutes after the start of the game.
Each team is expected to report to the chrono station for the applicable game field at least 10 minutes prior to the scheduled start of the game.
3.12. Players who have passed the chronograph will be stationed in a controlled area adjacent to the chronograph area. This area will be supervised by a judge or other tournament official. Players who have passed the chronograph may not leave this area, except to enter the field with a judge. Players in this area may not be handed guns or tools.
3.13. Players are responsible for removing old hits or bringing the same to the attention of a field judge so that they may be dealt with in a manner that would not result in the elimination of the players.
3.14. Players are not allowed to bring tools or other prohibited equipment onto the game field. Presence of such equipment may result in a penalty and disciplinary proceedings against the offending players and/or teams.
3.16. Players must have their gun barrel touching the start station at the time of the horn. If they leave early and begin play, you will be eliminated. A player may “tag up” if they have not made any attempt to play.
3.17. All games will be started by the electronic system.
A beeping count down followed by a start horn.
3.2 PRE GAME CHRONOGRAPHING
3.21. All games will be preceded by a pregame chronographing session, pursuant to which each player on each team will be chronographed.
3.23. The chrono judge will take a marker from a player and inspect it for the following:
(1) the presence of foreign matter in the barrel, feed port or loader;
(2) tightness of screws, barrel, tank and other working parts which can increase or decrease velocity;
(3) presence of valves or expansion chambers which can be turned on or off; all valves will be placed in the fully open position;
(4) Presence of external velocity adjusters which are not covered or fixed in place; and
(5) any other device, part or item which would enable a player to increase the muzzle velocity of the marker on the game field without resorting to the use of tools.
3.24. Players whose markers do not pass such inspection will be informed and will be given an opportunity to remedy the situation, time permitting.
3.25. Players whose markers pass such inspection will step to the chronograph, and the chronograph judge shall chronograph the marker as it would or could be fired effectively on the game field at its maximum velocity. The chrono judge will fire three shots over the chronograph.
3.26. Markers will pass inspection if the average of the three shots is less than 300 feet per second and no one shot is greater than 300 feet per second.
3.27. Players whose markers do not pass such inspection will be so informed and will be given an opportunity to remedy the situation, time permitting.
3.28. All players whose markers have not passed the chronograph may elect to enter the field without a marker or be counted as eliminated.
3.5 NUMBER OF GAMES
3.51. 5vs5 teams will play A MINIMUM OF eight preliminary round games.
3.52 PLAYOFFS
3.53. Teams will qualify for the semi final round in the following manner:
(1) If there are less than 5 teams in the classification the top 3 teams will qualify.
Top placing team will advance to the finals
2nd and 3rd will play off for the right to face team 1 in the final.
(1a)
If there are less than 7 teams in the classification the top 4 placing teams will qualify for the finals.
(2) If there are between 8 and 10 teams, inclusive, in the classification, the top 6 teams therein will qualify and play in the semi final round.
(3) If there are more than 10 teams in the classification, the top 8 teams will qualify and play in the quarter finals.
(4) If there are 20 teams or more in the classification, the top 16 teams will qualify and play in the quarter finals.
3.56. In case of a tie score among teams, such tie will be broken, first, by
Tie breakers (in order)
Head to Head
Time acquired
Fastest win
Slowest loss, second slowest loss, third slowest loss until no more losses are available
Second fastest win, third fastest win until no more wins are available
If still tied teams will play one vs. one (2min time limit)
3.56a In case of a series points tie, such tie will be broken as follows
1. Most event wins
2. Most 2nd place finishes
3. Most 3rd place finishes
INFORMATION
4.01. The promoter will supply tournament information, including information concerning entry fee, an itinerary and schedule of events, including time and place for the rules meeting and the captains' meeting, a waiver and roster form and the rules, to any team having entered the competition in need of the same.
4.02. A rules (CAPTAINS) meeting will be held on the day of each competition. The purpose of this meeting is for the judging staff to answer questions concerning these rules. The purpose of this meeting is also to provide information to the captains of the teams attending concerning the organization, administration and non-field rules and regulations governing the tournaments.
4.04. A complete schedule for preliminary round play consisting of each teams' opponents, the fields it will play on, and its scheduled game times will be distributed during the day prior to the beginning of the competition and, thereafter, posted on the scoreboard.
4.05. All playing fields will be available for review by any team competing in the event for at least two daylight hours prior to the first day of play thereon.
4.08. Only qualified individuals will be allowed to film, photograph, tape, or record games. Qualifications thereof will be determined on an individual basis by the promoter.
EQUIPMENT
5.0 CLOTHING
5.01
Players may wear a base layer according to the weather.
10C or above players will be permitted 2 layers MAX. Under garments (underwear or bra) do not count as a layer. Clothing must be consistent of the weather.
10C or below player may add an extra layer
NO hoods are permitted at all under any circumstance.
5.02. As an outer layer each player must wear only one pair of full-length pants and only one long-sleeved top / Jersey. No jackets, button ups, or zippers permitted.
5.03. Players must wear pants or shirts or jackets that fit well. Players may not wear oversized clothing. If a judge deems that a player's clothing is oversized, the judge may require new attire.
5.04. Players may not wear jackets and or pants which are made out of highly absorbent material, such as felt or fleece, or of a highly padded or slick nature, such as nylon or rubber. If a player is found to be wearing such material, he will be required to obtain and wear suitable replacement clothing.
5.05. Players may wear a single pair of gloves, with or without full fingers. Gloves may be padded.
5.06. Players may wear nylon neck protection of a single layer.
5.07. Players may wear headgear that does not extend beyond 1 inch below the collarbone or below the shoulder blades. No clothing longer than 5inch’s may hang from any body part or equipment.
5.08. Players may not wear metal cleats.
5.1 PROTECTIVE GEAR
5.11. Players must wear goggles manufactured for use in paintball games in good repair and with lenses that are not damaged. These goggles must meet or exceed ASTM Standards. Goggle manufacturers must submit independent laboratory test results to the APL at least 10 days prior to the start of a tournament demonstrating that the goggle system meets or exceeds ASTM standards for any system such manufacturer wishes to be allowed for use during that tournament.
5.12. Players must wear full-face protection as it comes from the manufacturer in its original form with chin straps attached.
5.13. Players must wear ear protection that is part of the goggle system that was made by the manufacturer for that goggle system.
5.14. Players may wear forearm and elbow protection, provided that the padding on such protection has not been modified from the manufacturer's original form. Such protection may be worn over or under clothing.
5.15. Players may wear shin and knee protection, provided that the padding has not been modified from the manufacturer's original form. Such protection may be worn over or under clothing.
5.16. Male players may wear groin protection, and female players may wear breast protection.
5.2 MARKERS
5.21. Firing Mode
Mandatory NXL capped at 10.5 BPS
If can not use NXL mode, you must play in SEMI-AUTO capped at 10.5
NO OTHER MODE ARE PERMITTED FOR PLAY.
5.23. All markers with any form of external velocity adjusters must be modified in such a way that the velocity adjuster is not readily accessible during the course of the game. Depending upon make or model of the markers, some may require beaver tails and/or tournament caps or may require multiple tournament caps. All regulators require tournament caps such that they cannot be adjusted without a tool with the gun gassed or degassed.
5.25. Gun barrels may be equipped with porting, slots and/or rifling, but may not have a sound suppressor attached or integral to the construction of the barrel. Only one barrel will be allowed on the field.
5.26. Players may wear a remote tank hook-up. The remote line may not be worn underneath clothing.
5.27. Players may not use cloth, neoprene, or other material to cover the paint loaders on the marker. Cloth and neoprene tanks covers will be allowed.
5.28. Guns must have a barrel sock over their barrel at all times the gun is in a goggle safe area.
5.29. Loaders must be made of a solid color, and stickers on loaders or other feed devices will not be allowed except for one 2" by 4" sticker on each side of the loaders or other feeding devices colored only in black, white and/or red. The red color must be equivalent to the pantone red 032CVC. Faded or off color stickers may be disallowed on the field
5.3 OTHER EQUIPMENT
5.31. Players may carry any number of pouches, clips or loaders.
5.32. Vests and pouches may not be constructed in such a fashion that they constitute padding.
5.33. Players may carry a single hand towel or washcloth, Players may carry multiple squeegees and or swabs. Players may carry anti-fog cloths.
5.4 PROHIBITED EQUIPMENT
5.41. Prohibited equipment includes listening devices, communication devices and any form of electronic surveillance device, incendiary devices, smoke producing devices, red paint, paint which is toxic and not biodegradable and paint which has a shell, fill or both altered or augmented in any way.
5.42. Anything not specified in Sections 5.01 through 5.34, inclusive, as permitted shall be prohibited unless allowed by the Ultimate Judge.
5.5 POSSESSION/EXCHANGE
5.51. Two live players may exchange equipment.
5.52. Players who are eliminated must exit the field with all equipment they were carrying when they were eliminated.
5.53. Players must carry all paint, gas and equipment to be used during the course of the game on their person at the start of the game.
TEAMS
6.0 ROSTERS
6.01. Five player teams may have up to 6 players on their roster, but may field only a maximum of 5 in any one game. Team rosters only have 6 spots.
Teams may use 1 staff members, as off field assistance.
6.02. A player may only appear on one five player team roster
6.03. All players must be 18 years of age or older, except that players 12 through 17 years of age will be permitted to play with permission from a parent or legal guardian.
6.04. Team rosters for a Tournament will be accepted only after all fees have been paid in full.
6.09 All teams must submit complete rosters prior to play. No roster changes will be permitted once play has begun, unless a team has an OPEN slot, and they can add a player that is not on another roster.
6.10 There will be no refunds for any reason. Do not register if you do not intend to play the event.
6.11 Once a player is on a roster, that player may not play on another team.
On field CHRONOGRAPHING
7.01. Chronographing on the field may be done at any time at the discretion of any field judge to determine if a marker's muzzle velocity has risen above legal limits. Judges will seek to perform on field chronographing in a manner which least interferes with play.
7.02. Players with markers chronoed on the field during a game at 300 feet per second or less (one two or three shots at the discretion of the field judge) will continue to play without elimination or penalty.
7.03. Players with markers which are shooting over 300 feet per second but less than or equal to 310 feet per second will be eliminated from play.
7.04. Players with markers, which are shooting over 310 feet per second, will be eliminated from play and given a major.
GAME PROCEDURES
8.0 TIMES/COMPLETION
8.1 CHECKOUT
8.11. Players that are eliminated, immediately upon elimination, must proceed to the deadbox. By the most direct route.
Players that take routes that are not the most direct and are meant to conceal or confuse the other team constitute playing on and appropriate penalties may be assessed.
8.12. All live players at the end of a game must present themselves to a field judge at the exit point for inspection. At this time, a field judge will inspect the player for hits, and if any are found, the Ultimate Judge will be notified, and proper penalties will be assessed.
8.12b If the last player on a team is eliminated due to a foul, or if the last player on a team commits a foul, the flag hang will be awarded to the opposing team. (See 12.52)
8.13. Players may not re-enter the playing field without the permission of a field judge.
8.3 FORFEITS
8.31. A forfeit will be declared for each game that a team fails to report in a timely fashion for its pregame chronographing, or for any game in which a team refuses to take the field. In the event that both teams fail to show for a game or both teams are unwilling to take the field, both teams will have forfeited that game.
8.32. Any team which is scheduled to oppose a team that has forfeited a game will receive 2 points, and no time bonus
8.33. Once a forfeit has been declared, the forfeited game will not be rescheduled and the score will stand, except if the reason for having missed the game was completely beyond the control of the team declared to have forfeited that game, such as travel or weather related delays.
8.4 GAME STOPPAGES
8.41. Game stoppages will only occur in case of an emergency, dangerous weather conditions, other "acts of God" or a physical altercation on the game field.
8.42. Only the Ultimate Judge may declare the game stopped.
PAINTCHECKS
9.0 WHEN PERFORMED
9.01. Paintchecks are performed by judges for the purpose of determining if a paintball has broken on and marked a player.
9.02. Paintchecks will be performed by a judge when the judge has observed a player taking fire, when fire is directed into an area occupied by a player that the judge cannot directly observe, when the physical location that a paintball may have broken on is not visible to the judge, or when the judge is directed to do so by another judge.
9.03. Judges will inform players they are hit as soon as possible. They will attempt to make a paintcheck after a player has requested one.
ELIMINATIONS
10.0. OBVIOUS HITS
10.01. Obvious hits are those which impact and break on easily observable places on the body or equipment being carried or those that have been felt by the player. A judge will determine whether a player felt a hit by where that paintball impacted his body and whether he reacted upon being hit.
10.02. Players who are hit in an obvious location are expected to immediately signal their elimination by announcing "HIT" or "OUT" at the time of such elimination.
10.03. Such players must use their barrel sock and hold the markers in the air above their heads and exit the field immediately by the most direct routes or upon the instructions of a field judge, if given.
10.05. Players who are in motion while hit in obvious locations, which are easily verifiable, will immediately turn their motion away from the opposition, and stop.
10.1 UNOBVIOUS HITS
10.11. Un-obvious hits are those which impact and break on players or equipment in those areas defined as being not easily observable and those which players receiving the same give no indication or knowledge of them having occurred.
10.12. Players with un-obvious hits will be eliminated and will be penalized with a one for one.
10.13. Should a player with an un-obvious hit become aware, through his actions or through information provided by teammates that he has been validly marked, such hit at such time shall then be deemed to be an obvious hit and the player will be penalized accordingly.
10.2. ELIMINATIONS
10.21. A player is eliminated if a paintball shot by a live member of the opposing team or such player's team strikes that player or anything he is wearing or carrying and such paintball breaks upon the object struck. If the paintball strikes the player or anything he is wearing or carrying but does not break and leave a mark, such player is not eliminated. If a player is hit and marked by a paintball shot by an eliminated member of the opposing team or such player's team, such player is not eliminated.
If a paintball strikes another object first and breaks upon that object before marking a player or anything he is wearing or carrying, such player is not eliminated. If a judge does not see a paintball shot by a live member of the opposing team or a player's team strike that player or another object, but that player has paint on himself or anything he is wearing or carrying that resembles a hit, such player will be eliminated by such judge.
Generally, if the paint marking is reasonably solid and at least the size of a quarter, it will be considered a valid hit. If two opposing players are hit and marked, as provided in this Section 10.21, simultaneously, or if the judges cannot determine which player was hit and marked first, both players will be eliminated.
10.22. Players will be eliminated if any part of their bodies or anything that they are wearing or carrying touches the ground outside the playing boundary. If the playing boundary also uses tape or fencing netting as a line such boundary marking cannot be pushed out.
10.24. Players that are found with tools or other prohibited equipment on the field or those working on their markers in violation of the provisions specified in Section 7.04 hereof will be immediately eliminated.
10.25. Players that separate from any piece of equipment or clothing that they brought onto the game field by more than 5 feet, except squeegees, rags or pods used in holding paintballs will be immediately eliminated. Any NON-disposable item that is seperated from a player, may not be concealed from view. A player may not be more than 5 feet from any item not disposable
10.26. Players that engage in unsportsmanlike conduct, including, but not limited to, failure to obey a judge's directions with respect to moving on a neutral player, deliberate avoidance of a judge in a manner to prevent a judge from chronographing a marker on the field or prevent him from making a call, shooting at judges, excessive shooting at an eliminated player after being warned by a judge to cease such activity, the requesting of paint checks to distract judges from checking themselves or teammates or to use judges to locate opposition players or verbal abuse of opposition players or judges will be eliminated.
10.27. Players that take action which would cause members of the opposing team to reasonably believe that such players have been eliminated, including, but not limited to, calling themselves out or hit, holding the markers in positions above the shoulders, placing objects in the barrels of the markers and carrying them in view of members of the opposing teams or walking in groups of eliminated players, will be eliminated.
10.29. Players may be eliminated as the result of a penalty called by a judge for infractions committed by teammates pursuant the provisions contained herein.
PENALTIES
12.0 PLAYING ON
12.01. Playing on entails continuing to act as a player in the game after being eliminated. Playing on includes, but is not limited to, continuing to fire or otherwise engage the opposition, continuing to move, except with respect to exiting the field by the most direct route or at the direction of a judge, talking, signaling or otherwise communicating, either to a judge, opposing players or teammates, except that a player may say, "Hit" or, "Out" or something to that effect once, impeding the progress of opposition players or a judge, hampering a judge in making a paintcheck or a call, discharging or degassing the marker or providing teammates with paintballs or equipment.
12.02. The penalty for playing on is the removal of a teammate in a one-for-one call, unless in the judge's opinion such playing on has materially influenced the course of the game giving the offending player's team an advantage, in which case the penalty for playing on is the removal of two teammates in a two-for-one call.
12.1 WIPING
12.11. Wiping is defined as the active and deliberate removal of paint by a player in order to avoid an elimination or avoid a judge's call.
12.12. Wiping is penalized by the immediate removal of the player from the game and the simultaneous removal of three additional players from the same team.
12.3 INTERFERENCE
12.31. Spectators may be allowed to observe games and the activities on a field but may not (i) issue instructions to players on the field, (ii) make comments about play which are likely to be heard by players on the field, (iii) have guns in their possession, or (iv) otherwise interfere with play in any manner whatsoever. Â
12.32. Team members and associates of the competing teams who interfere or communicate with the play of that game will immediately receive a penalty as if a player "played on" on the field and will result in the removal of one or more players from the associated team.
12.4 ASSESSMENT OF PENALTIES
12.41. Judges must assess the penalty proscribed for playing on or wiping.
12.42. Judges will issue verbal warnings for the following infractions:
(1) first offense failure to observe a neutral call;
(2) failure to use a barrel sock;
(3) first offense abuse of calling for paintchecks;
(4) first offense on the use of inappropriate language; and
(5) first offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station.
12.43. Judges will eliminate players for the following infractions:
(1) second offense failure to observe a neutral call;
(2) second offense abuse of calling for paintchecks;
(3) second offense on the use of inappropriate language;
(4) second offense of a flag carrier failing to return a recaptured flag as quickly as possible to his flag station;
(7) a player hit in an unobvious location;
(9) failure to wear goggles; and
(10) checking in as a live player at the end of a game with an un-obvious hit.
12.44. Assessment of the one-for-one penalty (the removal of the player committing the infraction and a teammate) will take place for the following infractions:
(1) a player having tools on the field;
(2) freight training, applied for each infraction;
(3) continuing to play with a hit in an obvious or unobvious location;
(4) reentering the field after elimination;
(5) interference during the course of the game by a person affiliated with the team not playing in game;
(6) playing on;
(7) engaging in physical contact with another person on the field in a hostile manner; and
(8) checking in as a live player at the end of a game with an obvious or unobvious hit.
12.45. Assessment of the two-for-one rule (the removal of the player committing the infraction and two teammates) will take place for the following infractions:
(1) continuing to play, hit in an obvious location, or playing with an unobvious hit which results in an alteration of the course of the game
(2) use of a marker in violation of the provisions of Section 5.2 hereof.
12.46. Assessment of the three for-one rule (the removal of the player committing the infraction and three teammates) will take place for the following infractions:
(1) wiping; and
(2) shooting after acknowledging your elimination or from the dead box.
12.5 ADDITIONAL PENALTIES
12.51. An Ultimate Judge may assess additional one-for-one penalties for the following infractions:
(1) each time a player fails to obey a judge's instructions; and
(2) fighting or other hostile physical contact.
12.52. If the last player on a team commits a foul or is eliminated due to a foul, the other team will be awarded the buzzer - but no time bonus. The game will be considered over from the point when the REF made the penalty call.
12.54. A player prohibited from playing on a team, because his name appears on another team's roster, or otherwise, will cause the forfeiture of all the games of such team.
12.58. Referee's calls during a game will stand and cannot be changed after a game.
12.59. The penalty for a player modifying a field in violation of Section.4.06 hereof will be suspension from that tournament.
12.60. When game suspensions are issued to a player, the team for which that player plays will have to play short as though that player was eliminated from all games played by that team in the tournament in which the suspension was authorized during the term of such suspension, unless the offending player is removed from that team's roster and he is not allow to play for that team for a minimum of one year. Player suspensions will carry over from tournament to tournament, but the offending player's team will not have to play short in future events.
MISCELLANEOUS
13.0 DECORUM
13.01. Teams and players thereon attending a APL sanctioned tournament shall refrain from wearing or otherwise displaying offensive pictures, words or logos at the site where the tournament is taking place.
13.02. Teams and players thereon attending an APL sanctioned tournament shall refrain from engaging in any conduct that would bring the tournament, the promoter or any sponsor into disrepute, including, but not limited to, the trashing of hotel rooms, the discharge of loaded markers in un-goggled trafficked areas, the willful destruction of private property, engaging in physical altercations, except in defense of one's person against an unprovoked aggressor, or the commission of a criminal act.
13.03. Any person or team that fails to adhere to the rules and regulations specified in this Section 13.0 shall be prohibited from competing in a APL sanctioned event for a period of one year from the date of the infraction.
13.0 MAINTENANCE/ CLEANUP
13.11. All teams shall adhere to the administrative rules and regulations promulgated by the promoter of the tournament with respect thereto.
13.12. All teams shall police and dispose of all trash generated thereby within the parking area, the staging area and/or the compound.