FDT Speedball Rules of Play

Here are the rules for FDT Speedball:

Eye protection is MANDATORY. Anyone not wearing/removing eye pro will be asked to leave.

1. GENERAL

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1.1. Teams are 5 vs 5.
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1.2. There are no respawns in rounds, once tagged you are out for that round and will come back for the next.
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1.3. Players may not be subbed in during a round.
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1.4. Teams or Organizations may field as many separate 5 man teams as they wish.
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1.4.1. In tournaments these multi team organizations must choose one 5 man team to be their primary team. This team is the only 5 man team that scores points for the organization and advances through the tournament.

2. MATCH RULES

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2.1. Each match consists of 3 rounds.
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2.2. All 3 rounds must be played.
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2.3. A round lasts either 2 minutes or until a team brings the opposing flag back to their starting bench.
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2.3.1. If a team returns the opposing flag to their bench, they win the round.
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2.3.2. If time expires before this happens, the round is a draw and no team scores a point.
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2.3.3. Tagging out all opposing players does not end the round.
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2.4. Teams start each round at their home bench, with at least one part of their body or blaster touching the bench until the round starts.
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2.4.1. The bench may be an actual bench, a wall, or other similar object that a full team may sit on or stand against.
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2.5. When a player is tagged they must immediately shout “hit”, raise their blaster in the air, and head back to their bench.
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2.5.1. A tag is any rival round shot that impacts a player or their blaster.
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2.5.1.1. Any round that bounces off of the ground or other object will not count as a tag if it impacts a player.
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2.5.2. Tagged players may not interfere with the game in any way.
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2.5.3 Tagged players may refill blasters back at base. Live players may return to base and exchange an empty blaster for a refilled one. Tagged players may now leave to the base to perform the exchange.
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2.6 Players may ask a referee how long is left in a round – they can do this by simply shouting “TIME!” and time remaining will be provided to all players.

3. BLASTERS

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3.1. Blasters and rounds will be provided by the league organizer.
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3.2. Each team will use 4 Rival Artemis blasters and 1 Rival Nemesis blaster.
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3.2.1. Blasters will not be modified in any way.
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3.3. Teams decides among themselves who runs which blaster.
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3.4. Blasters will be fully loaded at the beginning of the match.
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3.4.1. Players may not carry additional rounds.
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3.4.2. Players may reload their blasters with rounds from the floor during the match.
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3.4.3 If a blaster jams a referee may call “TIME OUT” to address the jam. During this time all blasters must be pointed in the air – no firing. The referee will then count play back in with a countdown of “3,2,1” and a whistle.