Rules and Regulations 2006

 A. The Player’s Code of HonorThe
Player’s Code of Honor is strictly in effect, and prohibits the following actions during a game:

1. Running Players may not run, jog, or otherwise move at a speed which, in the opinion of the Marshal, is unsafe.

2. Climbing Players may not climb on any wall or other part of the maze, and may not place either of their feet on a wall.

3. Jumping Players may not jump on to or off any structure in the maze.

4. Sitting Players may not sit or have any part of their body, other than their feet, on the floor. Players may not sit on or against walls. Players may not hold a squatting or crouching position.

5. Kneeling Players may not kneel or have either of their knees on the ground, and may not hold a position whereby their knees are bent more than 90 degrees.

6. Lying Down Players may not lie down either on their stomachs or on their backs.

7. Language No offensive language including Trash talking.

8. Covering Targets

  • Players may not use any part of their body, their hair, clothing, equipment, or any other objects, to cover their own targets, or the targets of other players.
  • Players may not hold or remain in any position whereby any part of their body obstructs a sensor. This includes bending at the waist, leaning and positioning arms in front of the chest pack or shoulder targets. Temporary obstruction of targets is inevitable and, therefore, permissible so long as the obstruction lasts only a moment. Actions such as ‘dodging’ or ‘dancing’ are permitted so long as targets do not remain obstructed.
  • No part of a player’s hands or arms may be placed either on or directly in front of, or to the front and side of the laser beyond the rubber ring. Hands may butt up against the ring, but not onto any part of it.
  • Players may not place any part of their equipment against a wall, in order to protect the equipment. The front of a player’s laser must be at least four (4) inches back from any wall or other object which would obstruct any part of the front of the laser.
  • Players with hair long enough to cover a shoulder target must secure their hair so as to not obstruct any targets.
  • Players may not wear loose clothing, which can obstruct a sensor.
  • Wearing gloves during game play in any NAC event is not allowed.  The only exceptions would be where gloves are required for a medical reason.  In such cases, a doctor's note must be supplied to the HeadMarshal or General Manager to justify the use of the glove(s).   If a player is granted permission to wear gloves, it will be allowed only on the player's laser (trigger) hand and the glove must be white.

9. Physical Contact

  • Players may not make any physical contact with other players or their equipment. While incidents of coincidental contact are possible, Marshals will determine what, if any action is to be taken if players do not maintain an area of separation between themselves.
  • Players may not position themselves so as to block or impede another player’s progress.

B. Equipment
Players may not tamper with any Laser Quest property. Such tampering will result in the immediate disqualification of the entire team. Tampering with equipment includes, but is not limited to:

  1. Damaging, removing or modifying any part of the equipment;
  2. Placing any item or substance on around the equipment which obstructs or blocks sensors, obstructs the laser beam or the infrared beam;
  3. Resetting a pack or laser; (or repeatedly attempting to tag a player’s own pack or that of a teammate)
  4. Interfering with game play in any way through the use of any mechanical or electronic device.
C. Penalties
Penalties issued by Marshals can be divided into four categories:
  1. Caution: a verbal notice; no action is taken against the offending player
  2. Warning: a verbal notice; the player’s membership card is requested by, and must be surrendered to the Marshal and a discipline message will be transmitted to the pack from LQX.
  3. Single-Game Ejection: the offending player is removed from the game.
  4. Ejection: the offending player is removed from the tournament, either during or following a game.
  5. Disqualification: an entire team is removed from the tournament. Given the severity of this situation, the offending player(s) are not able to try out for the NAC team for the following year’s tournaments.
D. Player/Team Violations

1. Cautions

  • Minor or unintentional violations of the Player’s Code may, at the discretion of a Marshal, result in a caution. No action will be taken.

2. Warnings

  • Where warnings are issued, the offending player shall surrender his membership card to the Marshal. Membership cards may be retrieved at Mission Control following the game.

3. Single-Game Ejection/Ejection

  • Serious or intentional violations of the Player’s Code, failure to follow the directions of the Marshal, being asked to surrender one’s membership card a second time, arguing with or verbally abusing a Marshal, or directing physical aggression toward a Marshal shall result in an immediate single-game ejection from that game. The first time a player is ejected, 20% of the total team score shall be deducted from that player’s team score and they may not receive any tournament points.
  • Being ejected for a second time in the same tournament shall result in an immediate ejection from the remainder of the event.
  • A player who is ejected from any game, including tune-up, skill, and tournament games, must leave the game immediately.
  • Ejection will be reported immediately to both the Head Marshal and Mission Control.
  • Only team Captains may request clarification of an ejection. Such requests must be made to the Head Marshal in a timely fashion.
  • The first time a player is ejected, 20% of the total team score shall be deducted from that player’s team score for the game from which he was ejected. A second ejection will result in the player sitting out the remainder of the tournament, including playoff games. In addition, that player’s team will receive a 20% deduction from their total team score in each game, for the remainder of the tournament.

4. Disqualification

  • If a total of two players from the same team have been ejected, that team shall be disqualified, and will not be permitted to participate in the remainder of the tournament.
  • The Head Marshal may disqualify a player or a team, or take any lesser remedial action, for any unacceptable behavior at any time during the course of the tournament. Unacceptable behavior includes, but is not limited to fighting, being under the influence of alcohol or illegal drugs, destruction of property, and verbal abuse of Laser Quest personnel or any tournament participant.
  • If a team is disqualified at the discretion of the Head Marshal and the disqualification relates to actions which occurred in a game, (or if a team is disqualified because a second player from the same team was ejected from a game) that team will receive no score for that game. All points or rankings for that game will be calculated as if the disqualified team had not played.
  • If a team is disqualified during the course of the Tournament, their remaining games will be played by a randomly selected group of alternates. This is to ensure all games are played in the three-team format. If the disqualified team has more than one game remaining, the alternate team will be re-drawn for each game. These alternates will be selected from those teams not playing in the game in question. The alternate team cannot advance into the play-offs.

5. Forfeiture

  • If a team fails to follow the required pre-game procedures, listed below, prior to any game, the Head Marshal may forfeit the team for that particular game and that team will receive no points.
  • This game will be re-scheduled with a team of alternates.
  • The forfeited team may still compete in subsequent games, if any, so long as they comply with the pre-game procedures for those games.
  • If two teams are forfeited, the remaining team will win by default.
E. Pre-Game Procedures
  1. A single representative from each team must be prepared to present the team’s tournament keys to Mission control 15 minutes prior to the start of a game. When called by Mission Control, the team representative shall present the tournament keys for all players from his team who will be competing in the game.
  2. Players may not enter the briefing room or airlock until directed to do so.
  3. All players must be present when the mission is called into the briefing room or Forfeiture of the game will be enforced.
  4. Players will be assigned packs for each game, and may only use packs to which they have been assigned.
  5. Upon entering the airlock, team members will proceed to their assigned packs, put them on properly, and key in. Teams shall participate in the reading of the Player’s Code of Honor, and shall not be disruptive.
  6. Players will enter the arena in the following manner: 1-red player, 1-green player and 1- mixed player at a time, so that 3 total players are entering at once allowing all 3 teams to enter the arena at the same pace.
F. Post-Game Procedures
  1. Following each game, all players from that game must remain in the center until the scores have been checked and the final score declared official.
  2. If a game is to be replayed, and a team cannot field 9 players, 20% for each missing player will be deducted from the team’s score (e.g., a team fielding only 6 players would have 60% of their score deducted).
  3. No extra sets of scorecards are to be given to any players at any time, other than those given to the team Captains after each game is declared official.
G. Team Rosters
  1. A maximum of nine players from each team may participate in a game.
  2. The alternate player may be substituted for any player on the roster, for any game with notification of the substitution to Mission Control.
  3. If a team is unable to field the full number of players, a 20% penalty per non-roster substitute will be issued for each and every game. It is recommended that a mutually agreed upon substitute is used in the game, to maintain the integrity of the number of players in all games.
  4. Codenames used by each player must be their usual, unique codename, and must be the same for both NAC Regionals & Finals in any single year. The practice of creating very similar codenames for all players on a given team in an effort to confuse their competition during games will not be allowed.  An example would be naming players 1001001001, 1000101001, etc.
  5. IF YOU NEED TO REPLACE A PLAYER ON YOUR NAC TEAM AFTER TRYOUTS:   In this event, first sequentially go through the tryout list of qualifiers for the next eligible person(s).  If there are no takers, then post a notice in the center on the Members board looking for Members in good standing who are interested.  Call local Members you think may be interested.  Once you find a local Member in good standing, they can be automatically added to your team.  If there is more than one person interested in the spot, then there will need to be a shortened tryout process (at least 3 games) to determine who earns the spot.  If you replace a player, the Registration Form will need to be re-done and faxed to LQ Home Office ASAP.  This includes a Photo Release/Waiver signed by the replacement player. 
H. Equipment Problems
  1. If, during a game, a player experiences equipment problems, he must notify a Marshal immediately.
  2. If an equipment problem cannot be remedied in the maze, or is recurrent, the Marshal shall key the player into a new pack. The problem pack which is replaced, shall be repaired and kept offline until needed again.
  3. A game will not be replayed because of such an equipment problem.
  4. In the event that a player experiences an “Error Reading Key” problem in the airlock before game activation, the game will be stopped and then re-energized to allow all players to start together.
I. Missing/Erroneous Scores
  1. If a player does not receive a score, or receives an obviously improper score, the Head Marshal shall review the matter.
  2. If, in the opinion of the Head Marshal, the outcome of the game might have been different had the score registered properly, the Head Marshal may direct that the game be replayed.
J. Player Assigned to Wrong Team
  1. If a player is accidentally keyed onto the wrong team, the Head Marshal should be notified immediately, the game stopped, the correction made, and the game restarted.
K. Rule and Procedural Interpretations by the Head Marshal
  1. Requests for interpretations of the Player’s Code of Honor must be made to the Head Marshal.
  2. Conversely, the Head Marshal may issue an interpretation of any rule relating to the Player’s Code of Honor, pre-game procedures, and other matters relating to the execution of tournament games.
  3. Such interpretations will be announced to all other Marshals and to the team Captains.
L. Captain’s Responsibilities
  1. The team Captain must attend the Captains’ meeting to be held on the Saturday morning preceding the tournament.
  2. In the event the team Captain is unable to attend or to perform any other function related to the tournament, an alternate team representative may be substituted.
  3. It is the responsibility of the team Captain to communicate all information regarding game scheduling, rules, and decisions of the Head Marshal to his teammates.
  4. All Captain’s will also participate in the pack seeding session to be held during the Captain’s meeting to ascertain, and agree upon, the fairest pack sets for the event. These seedings will remain for the entire tournament, and will not be altered again.

M. Player's Eligibility

  1. Each team entered into an NAC tournament must be truly representative of its center. (i.e.) All players on a particular team must hold valid LQ memberships. They must also participate in the Players’ Club program and play regularly at the center for which they are trying out or playing).
  2. If a player tried out for and/or competed on a given center's NAC team last year, they are not able to switch centers for the current NAC season unless they can provide substantial proof that something material and significant has changed to justify the move. Such situations include, but are not limited to, moving homes closer to another center.

    * If a player living within a metropolitan area with multiple centers participated in (tried out and/or played) in the previous year's NAC season, and now wants to move to another center, they can do so only if they signed up at their former center which ended up not having enough to field a team (minimum of 9 players).  In that instance, those affected members may go to the next nearest center (based on driving distance) to Their home center that also does not have enough players signed up to constitute tryouts, until either they find a center that needs them or all centers in the metropolitan area have been approached. If all other centers in this area already have at least 10 players signed up for tryouts, then the player in question has no further alternatives and may not participate this season. If a player chooses to not participate under those circumstances, or all centers approached already have 10 players signed up for tryouts, they will have to sit out the current NAC season. In the following NAC season, they will be eligible to tryout at the center of their choice within that metropolitan area.  If in question, home address must be confirmed by showing a valid driver's license, utility bill or other document containing that information, to the satisfaction of the NAC Chairperson."   NOTE:  the deadline date for signing up for NAC tryouts is the date that will be used to determine if a center has enough players to constitute running the tryouts.

     EXAMPLE: A member played for Downers Grove in the 2004 NAC season. In 2005 he/she wants to change centers and play for Hoffman Estates. This player must sign up for tryouts in Downers Grove initially.  If Downers has enough for tryouts they must tryout there.  If Downers Grove ends up not having at least 9 players for tryouts at the sign up deadline, the player can then move to the next nearest center to their home center to try and get on the team there.  If the player in question chooses not to follow this protocol under any, they will have to sit out the 2005 season. In 2006, they can sign up at the center of their choice in that metropolitan area
  3. Employees may try out for the team at the center where they work, although only one employee may play on their center’s team(s) regardless of how many NAC teams a center produces. Employee status is established on the date that tryouts begin and continues for the balance of that year. LQ General Managers and Managers are not eligible to compete.
  4. When a team has qualified for the NAC Finals and then declines entry, the next team in line from the Consolation Round at their Regionals will be invited. If that team also declines entry, then we ask the next team and so forth. We will go no further than any team(s) that did not at least qualify for the playoffs at their respective Regionals.
  5. All teams are subject to NAC Committee verification.

N. Team Responsibilities

  1. If a team is cited for damages at the hotel, that team will not be allowed to move on to the North America Challenge Finals (if qualified to advance) and they will also not be able to participate in the Regional Tournament the following year. Damaging property reflects on Laser Quest and we consider this a very serious occurrence. As a result, the penalty is severe.