2026 XBALL Rules

APL 2.0 RULES – NXL Version

CONTENTS

1. REGULATIONS  

2. NXL FIRING MODE  

3. THE REFEREES  

4. TEAMS  

5. TOURNAMENT STRUCTURE  

6. EQUIPMENT  

7. PAINTBALL MARKER  

8. MATCH STRUCTURE  

9. THE GAME  

10. HITS AND ELIMINATIONS  

11. SCORING  

12. PENALTIES  

13. SUSPENSIONS, EJECTIONS, DISQUALIFICATIONS AND FINES DUE TO SEVERE UNSPORTSMANLIKE CONDUCT  

14. MISCELLANEOUS  

### 1. REGULATIONS

#### 1.1 Information

1.1.1. It is the responsibility of all players and staff of participating teams to read and understand the rules governing any APL events

1.1.2. If the meaning of any portion of this rulebook is unclear, the simplest interpretation that is most consistent with the body of the rules is the correct one. Omissions are not loopholes. Examples are representative and not intended to cover all possibilities.

#### 1.2 Field Size and Requirements

1.2.1. The playing field boundary shall be marked clearly and placed a minimum of 5 feet off the netting.

1.2.2. Obstacles should be placed a minimum of 5 feet off the boundary. The arrangement of obstacles on the field must meet the official event layout.

1.2.3. Each field must have two pit areas (one for each team) on opposite sides of the field and a referee’s tent between the pit areas.

1.2.4. To meet X-Ball format requirements, the field must be equipped with electronic scoreboards, base buzzers, an operating console, and loud sound signals.  

1.2.4.1. The official game time and score are kept by the scorekeeper.  

1.2.4.2. Field and pit scoreboards are for fan and player experience only. In case of malfunction, the scorekeeper’s time and score are official.

1.2.5. No player or team member may alter the playing field at any time. Purposeful alteration during a game will result in the immediate elimination of that player. Any player who alters the field before or during the tournament will be suspended for the remainder of the event.

### 2. NXL FIRING MODE

ALL GUNS MUST BE IN THE NXL RAMP 2020 - 10.5 CAP 
IF NXL MODE IS NOT POSSIBLE - GUN MUST BE IN  SEMI-AUTO 10.5 CAP

#### 2.1 Firing Mode Requirements and Infractions

2.1.1. Markers may enter ramping on the fourth trigger pull following three semi-automatic trigger pulls, provided the time between each trigger pull does not exceed 200 milliseconds (5 trigger pulls per second).  

2.1.1.1. Markers may remain in ramping until the time between any two consecutive trigger pulls exceeds 200 milliseconds.  

2.1.2. If at any time the trigger is not pulled within 200 milliseconds of the previous trigger pull, the following three shots (minimum) must be semi-automatic.

2.1.3. Markers shall fire no more than one paintball within a 95-millisecond (10.5 bps) period.

2.1.4. A player on the field whose marker fires two shots at 10.6–10.8 bps will be assessed a major penalty.  

2.1.5. A player on the field whose marker fires two shots at 10.9–12.4 bps will be assessed a major penalty (assessed on the next point), and the point in which the infraction occurred will automatically be awarded to the opposing team.  

2.1.6. A player on the field whose marker fires two shots at 12.5 bps or faster will be assessed a major penalty (assessed on the next point), and the point will automatically be awarded to the opposing team. The offending player will be suspended for the remainder of the match.

2.1.7. Any illegal marker (illegal mode or settings) is prohibited on the field of play. Players carrying an illegal marker will be assessed a major penalty. A player who brings an illegal marker onto the field after being informed by a referee that it is illegal will be assessed a gross major penalty.

Rate of Fire Penalty Table

|95 ms            | 10.5 bps                    | Legal                            
|92.5–94.3 ms     | 10.6–10.8 bps       | Major Penalty                               
|80.6–91.7 ms    | 10.9–12.4 bps         | Major Penalty + Point to opponent       
| ≤ 80.0 ms        | ≥ 12.5 bps             | Major Penalty + Point to opponent Player Suspension |

Velocity Penalty Table

| 0–300 fps            | Legal                       
| 301–314 fps        | Minor Penalty                
| 315–329 fps         | Major Penalty
| ≥ 330 fps           | Gross Major Penalty + Suspension |

### 3. THE REFEREES

#### 3.1 Referee Team

3.1.1. The suggested referee team consists of:  

(a) One Head Referee per field.  

(b) Field referees.  

(c) Scorekeepers.

#### 3.2 Officiating

3.2.1. Each field’s Head Referee is the highest authority on that field.  

3.2.2. The Ultimate Referee is the highest authority at the event regarding on-field play or disputes.  

3.2.3. Any decision of the Ultimate Referee is final.

#### 3.3 Referee Hand Signals and Flags

3.3.1. ELIMINATED — Referees signal a player’s elimination by placing one hand on their own head and pointing with the other hand (stretched and flat) at the player. The referee cannot reinstate a player after using this signal. At the same time, the referee loudly and clearly shouts “HIT”.

3.3.2. CLEAN — A referee signals that a player is clean by crossing both arms in front of the body (signaling “SAFE”).

3.3.3. PENALTY SIGNALS

Referees signal penalties by throwing an orange flag into the air. Penalty signals must remain consistent among all referees during a match.

3.3.4. MINOR (ONE-FOR-ONE) PENALTY SIGNAL

Referees first signal the elimination of the offending player, then toss an orange penalty flag into the air. The referee holds one arm in the air until the penalty is assessed and shouts “PENALTY”.

3.3.5. MAJOR (TWO-FOR-ONE) OR GROSS MAJOR (THREE-FOR-ONE) PENALTY SIGNAL

Referees first signal the elimination of the offending player, then toss an orange penalty flag into the air while verbally calling the penalty. The referee holds two arms in the air, dropping one arm for each penalty assessed, and shouts “PENALTY”.

3.3.6. 60 SECONDS REMAINING — All referees raise their hands and repeatedly hit one fisted hand against the other flat, stretched hand.

3.3.7. TIME — One or more referees raise their arms and place one hand on the opposite wrist.

### 4. TEAMS

#### 4.1 Team Members

Team Representative, Coach, Captain

(a) The representative, as team leader, is responsible for the organization, supervision, and discipline of team members.  

(b) The team representative is the only person authorized to discuss rule questions with the Head Referee or tournament officials.  

(c) The representative must attend captains’ or technical meetings if held.  

(d) One person may serve as both Team Representative and Coach at the same time.

Players

(a) Only players who comply with tournament regulations may participate.  

(b) Players must abide by all tournament rules.  

(c) Players may not interfere with referees’ work.  

(d) Any spare player from the tournament roster may replace a starting or suspended player at any time.

Pit Crew

(a) Pit crew members are part of the team and assist players between points and games.  

(b) Pit crew may not play unless registered as players.  

(c) Pit crew may enter the field only with referee permission.

#### 4.2 Rosters

4.2.1. All players participating in the event must be listed on the team’s roster.  

4.2.2. Only players listed on the roster may play.  

4.2.3. No player may appear on more than one team roster per format (X-Ball or 5v5).  

4.2.4. Teams must submit complete rosters at registration. Players may not be removed after the tournament starts. Rosters are accepted only after all fees are paid in full.

#### 4.3 Roster Size Limits

4.3.1. Teams may have a maximum of 8 players and 1 staff member.

### 5. TOURNAMENT STRUCTURE

#### 5.1 Preliminary Round Seeding

5.1.1. Teams in each division are seeded according to their current rank in that division.

#### 5.2 Advancing from the Preliminary Round

5.2.1. The same number of teams from each bracket will advance.  

5.2.2. If the number of advancing teams is not evenly divisible by the number of brackets, the necessary number of wildcard teams will also advance.  

5.2.3. Teams are first selected on a per-bracket basis based on round score within the bracket. Wildcard teams are then selected based on score among all remaining teams across brackets.

#### 5.3 Playoff Seeding

5.3.1. Teams advancing from head-to-head matchups retain the seed of the higher-seeded team in that matchup.  

5.3.2. Teams advancing from non-head-to-head brackets are seeded based on performance relative to all other advancing teams from the same round.  

5.3.3. Teams with byes are seeded higher than teams that played the preceding round.  

5.3.4. If four teams advance from two brackets, the top seed from one bracket plays the second seed from the other.

#### 5.4 Playoff Bracket Schedule

5.4.1. Teams in a head-to-head matchup play one match; the winner advances.

#### 5.5 Playoff Structure

5.5.1. The Top 2 teams in each pool advance to the “Final Four”

5.5.2  The Top team in each pool will play the 2nd place team in the opposite pool.

5.5.3  The winners will play for 1st place - the losers play for 3rd place

#### 5.6 Season Ranking

5.6.1. Teams are ranked by the sum of their event scores across the season.

### 6. EQUIPMENT

#### 6.1 General Requirements

6.1.1. The APL may publish a list of allowed or banned equipment. Players are strongly encouraged to use approved equipment to avoid suspension.  

6.1.2. Two live players may exchange equipment during a game.

#### 6.2 Goggles

6.2.1. Goggle systems must be manufactured for paintball use, in good repair, with undamaged lenses, and must meet or exceed ASTM standards.  

6.2.2. Goggles must be worn at all times in areas where markers may be discharged.  

6.2.3. First violation: official warning to the team captain. Second violation: the offending person is excluded from the tournament (or ejected if not affiliated with a team).  

6.2.4. Full-face protection must be worn as manufactured. No modification or twisting is allowed.  

6.2.5. Goggle fans and non-padded, non-absorbent decorative additions are permitted.

#### 6.3 Barrel Sock

6.3.1. Barrel socks must be properly attached to all markers with an air system attached anywhere at or near the tournament site (including parking lots).  

6.3.2. Exceptions: velocity checks, test shooting in designated areas, on the field prior to game start, and while cleaning markers.  

6.3.3. Violations follow the same warning/exclusion process as goggles.

#### 6.4 Clothing

6.4.1. Players may wear a maximum of two layers of clothing unless the temperature is officially below 10°C, in which case three layers are allowed.  

6.4.2. Players must wear full pants and a long-sleeve jersey as the outer layer.  

6.4.3. Uniforms may not contain prohibited yellow except as small trim (no more than 0.25 cm from another color and no more than 10% of any 5 cm × 5 cm square). White uniforms must be reasonably clean.  

6.4.4. Clothing must fit properly, be free of rips/tears, and may not be oversized or made of highly absorbent or slick material.  

6.4.5. Quilting counts as two layers in the quilted area.  

6.4.6. Shoes with metal, ceramic, or sharp cleats/spikes are prohibited.  

6.4.7. Jerseys must be fully tucked into pants or harness.  

6.4.8. Players may wear one pair of padded gloves and up to two head items (headgear must not extend more than 2 cm below shoulders).

#### 6.5 Protective Gear

Players may wear one unmodified layer each of forearm/elbow, shin/knee, and chest protection (chest protector ≤ 2 cm thick). Sliding pants, groin protection, close-fitting neoprene neck protection (≤ 2 cm), and head protection (≤ 1 cm) are permitted.

#### 6.6 Paintballs

Players may carry any number of paintballs that comply with ASTM standards and APL non-staining/environmental criteria. Paintballs must be completely water-soluble.

#### 6.7 Other Equipment

Players may carry any number of non-padded pods and squeegees, one pod pack, one timekeeping device, and medically necessary items (must be declared to referees).

#### 6.8 Prohibited Equipment

Listening devices, communication devices, incendiary or smoke devices, non-biodegradable/toxic paintballs, expired propellant cylinders, and any other items not expressly permitted are prohibited. Players found with prohibited items will be eliminated. Teams using prohibited paintballs face suspension and/or fines.

### 7. PAINTBALL MARKER

#### 7.1 Air System

Only compressed air is permitted. Maximum pressure is 4500 psi or local legal limit. Bottles must have valid certification. Only one bottle per player, connected to the marker. Throwing bottles is strictly forbidden.

#### 7.2 Marker

7.2.1. Players may use a single .68 caliber paintball marker with one barrel and one trigger system. Double-action triggers are prohibited.  

Markers with electronic firing systems must be locked in tournament mode and cannot be adjusted on the field without tools. All velocity adjusters must be capped.

#### 7.3 Barrel

Only one barrel per player is allowed. Porting, slots, and rifling are permitted, but sound suppressors and ball-curve control systems are prohibited. No coverings or stickers on barrels.

#### 7.4 Loader (Hopper)

Loaders cannot be clear (solid color preferred). No coverings except one 5×10 cm sticker per side. Transparent lids are permitted. Only one loader per player.

### 8. MATCH STRUCTURE

#### 8.1 Game Formats

X-Ball format consists of a series of points with limited game time and a mercy rule.

#### 8.2 APL Game Times and Mercy Limits

Game time is 12 minutes. Mercy limit is 5 points. The match ends when time expires, a team forfeits, or a mercy is reached.

#### 8.3 Split Deck System

Teams A/B and C/D alternate points with designated break periods. If one match ends, the remaining match continues with standard break periods.

#### 8.4 Score Sheets

Any referee or designated official may complete score sheets. Corrections require Head Referee initials (except obvious mathematical errors). Captains should sign the score sheet. The Head Referee may validate if disputed.

### 9. THE GAME

#### 9.1 Pit Area

No electronic or voice-enhancing devices may be used to communicate with players on the field during points. No communication (verbal or non-verbal) is allowed from the pit to the active field. Rostered players and staff must not loiter in the opposing team’s pit area. Only the designated coach may call timeouts or speak to the Head Referee.

#### 9.2 Pre-Game Marker Inspection

All markers will be inspected and chronographed before each game (maximum 300 fps and 10.5 bps). Non-compliant markers will not be allowed on the field.

#### 9.3 Game Start

Players must start with the muzzle or hand touching the base. Teams switch sides after every scored point. Extra players and staff must remain behind the out-of-bounds line.

#### 9.4 Start Procedure

A clear audible signal starts each point. All infield referees lower their hands to confirm the start.

#### 9.5 On-Field Chronographing

Referees may chronograph markers at any time. Penalties apply for velocity or rate-of-fire violations (see Section 2.1).

#### 9.6 Paint Checks

Referees perform paint checks to determine valid hits.

#### 9.7 Timeout

Each team is entitled to one 1-minute timeout per match, called by the designated coach. Technical timeouts may be called by the Head Referee.

#### 9.8 Game Interruption

In case of emergency or referee error, the Head Referee will stop and restart the game appropriately.

#### 9.9 Buzzer Push

Any live player may push the opposing base buzzer. The player will be checked for hits immediately. Penalties and point outcomes are determined based on the situation and number of active players.

#### 9.10 Towel Throwing

A team may concede a point by throwing in the towel. The designated coach must use the pit towel system to call the point

#### 9.11 Last 60 Seconds Rule

In the last 60 seconds of regulation or overtime, a Major or Gross Major penalty automatically stops the clock and awards the point to the opposing team.

#### 9.12 Overtime

If tied after regulation, a 5-minute sudden-death 5v5 overtime is played. If still tied, the match proceeds to repeated 2-minute 1v1 sudden-death rounds until a winner is determined.

#### 9.13 Game End

The game ends when the Head Referee announces the result. Players may not re-enter the field without referee permission.


### 10. HITS AND ELIMINATIONS

#### 10.1 Definition of a Hit

A valid hit occurs when a paintball fired by a live player breaks on a player or their equipment. Splatter, smear, or indirect hits generally do not count.

#### 10.2 Players and Hits

Players are responsible for checking themselves for hits and immediately signaling elimination or requesting a paint check when necessary. Continuing to play while hit constitutes “playing on”.

#### 10.3 Eliminations

Referees will eliminate players for valid hits, rule violations, excessive shooting, field alteration, prohibited equipment, and unsportsmanlike conduct.

### 11. SCORING

#### 11.1 Points

Points are awarded for buzzer pushes by clean players, towel throws, certain penalties (especially in the last 60 seconds), insufficient players, and illegal rate of fire.

#### 11.2 Forfeits

A team that fails to appear or refuses to play forfeits the game. The opposing team receives a win with a minimum margin of +1.

#### 11.3 Round Score

- Mercy win = 4 match points  

- Regulation win = 3 match points  

- Overtime win = 2 match points  

- Overtime loss = 1 match point  

- Loss = 0 match points

#### 11.4 Tie Breakers

Tiebreakers (in order): head-to-head, most mercy wins, most total wins, most points scored, least points allowed, then 1v1 if needed.

#### 11.5 Tournament Ranking

Ranks 1–4 are decided by final games. Other placements are based on previous rounds and tiebreakers.

### 12. PENALTIES

#### 12.1 Assessment of Penalties

Penalties are categorized as:  

- Verbal Warning  

- Elimination  

- Minor Penalty (1-for-1)  

- Major Penalty (2-for-1)  

- Gross Major Penalty (3-for-1)  

- Minor Suspension / Major Suspension  

Specific infractions for each level are listed in the full rulebook.

#### 12.2 Not Enough Players Rule

When a team cannot fully serve a penalty, the point is awarded to the opposing team and the penalized team starts the next point short-handed as required.

#### 12.3 Collusion

Any team found colluding to manipulate scores will be disqualified and all roster members suspended.

### 13. SUSPENSIONS, EJECTIONS, DISQUALIFICATIONS AND FINES DUE TO SEVERE UNSPORTSMANLIKE CONDUCT

13.1. Teams are responsible for the conduct of all rostered members, pit crew, and supporters.  

13.2. Players may receive Minor or Major Suspensions for serious unsportsmanlike behavior.  

13.3. Ejections occur for intentional physical contact, abusive language, shooting referees, or refusing to surrender a marker.  

13.4. Appeals for suspensions and ejections go to the Ultimate Referee.

### 14. MISCELLANEOUS

#### 14.1 Maintenance and Cleanup

Teams must properly dispose of trash and remove paint boxes from pit areas. Violations may result in fines up to $250.

#### 14.2 Unforeseen Circumstances

The APL reserves the right to adjust schedules, game times, mercy limits, and advancing rules as needed. No refunds will be issued after the first game of the event has started.