Laser Storm Leagues

Fees:

  • A $10.00 registration fee is required to be eligible to participate in any league games and specials.
  • A league match consists of two back-to-back games, at $4.50 per game. Open games and each tie breaker game will only be $3.00 per game.
  • The week after the championship game, a four-hour League Banquet" will be held. The party includes pizza and is free to all registered players.

Information:

  • Standard teams will consist of 5- 6 player rosters.
  • To be eligible, a player must be registered on a team but cannot be on more than one roster.
  • In a season each team will play every other teams in two series with different game scenarios.
  • All teams will make the playoffs.
  • In the playoffs, in the event of a match split decision, a single game tie-breaker will occur. A coin toss will determine which side of the arena the teams will play. If a second tie occurs teams will switch sides and replay the game. If a second tie occurs teams will switch sides and play again. This process will continue until the tie is broken.

Rules & Guidelines:

  • All equipment will be randomly determined for each player. A player may choose to change to another random pack during the game. All players will switch packs with the other team between games.
  • All league players will be required to shake hands with all players of the opponent team before the first game and after the second game. A player refusing to shake at the beginning of a game will play with a 1-minute penalty. A player refusing to shake at the end of the second game could be suspended from play for the next regular scheduled match (2 games). The league Chairman will make the final determination.
  • Either captain may, before game play begins, request that a referee be substituted for another. The Tournament Manager will determine if the request will be granted.
  • All players begin in the arena at an energizer station. A referee will confirm that both teams are ready and the game will begin.
  • The game configuration (# of phaser shots, base station delay & value, shields, etc.) will vary in each series.
  • At any time a referee feels absolutely certain that a player’s equipment is not working properly, the referee will bring a new player unit to the player in the arena.
  • Teams must always have one player in the offensive zone. Players will have a buffer of 10 seconds from the time they leave the offensive zone to energize and return to the offensive zone. Once in the offensive zone the player cannot leave unless they are deactivated or another player on their team has entered the offensive zone.
  • A team whose offensive player voluntarily leaves the game to switch packs will need to replace that player on offense. If a referee requests the offensive player to switch their player unit, then the team will not be required to have a player in the offensive zone.
  • NO tampering with the arena or your equipment at any time (moving barriers, barrels, removing headsets, unplugging headset/phaser, etc.)
  • Headset must be worn vertically (straight up and down) at all times.
  • At no time may a player intentionally cover their sensors with their hands to avoid being deactivated (fingers over their phaser or headset). Covering the headset with a body part during the firing of the phaser is permitted.
  • Any hair that may block headset sensors must be pulled back.
  • Brimmed hats are not permitted. Hoods and masks are permitted only if they are form-fitted.
  • Running is not allowed. Jumping and crawling is permitted, but a player may not lie down. Equipment cannot come in contact with the floor.
  • At no time may a player’s body or equipment cross over into the opponent’s zone (crossing 3’ wall, etc.) A player cannot reach beyond the mid-point of a barrel.
  • NO separating barriers to fire through them.
  • NO taunting or abusive language. Repeatedly calling out a person’s name can result in taunting.
  • NO stalling or human shields. Once a player has been deactivated they must immediately return to an energizer station.
  • At any time a player is in position to tag an opponent’s base their headset must clearly be the highest point of their body. A player in the "base area" can be as high as jumping and as low as one foot flat on the ground.
  • Anytime a player is out of control enough to cause a barrier to leave its position by more than 6" is barrier movement.
  • When switching a player’s pack, referees must attempt to have a fresh, randomly chosen pack ready for that player in order to decrease down time from the game.
  • Referees must attempt to energize any switched packs at the end of the game.
  • The team captain, at the end of the game, may inquire about calls made during the game to all referees.

Warnings and Penalties:

  • Infractions must be called out and then echoed by all referees.
  • When calling an infraction, call out the severity, team, and the infraction, "warning green team barrier movement" or "penalty red team blocking headset".
  • Points scored during any infraction must be deducted from the final score.
  • The first infraction is merely a warning (points are still lost). If the warning occurs in the base area, the player must leave the base area and re-enter before base points can be scored.
  • If a penalty occurs while a player is entering the base area, the player must leave the base area and re-enter before base points can be scored.
  • The next and each subsequent infraction is a penalty and will force a player to sit out for 1 minute of the game.
  • In the event of a team penalty the captain will serve the 1-minute.
  • If a player is deactivated while on a penalty that point will be deducted.
  • If a penalty occurs with less than 1 minute left in the game, it will be carried over into the second game. If a penalty occurs with less than 1 minute left in the second game that player will be out for the remainder of the game and may incur point deduction depending on the severity and type of the infraction.