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

1.1. Teams are 5 vs 5.

1.2. There are no respawns in rounds, once tagged you are out for that round and will come back for the next.

1.3. Players may not be subbed in during a round.

1.4. Teams or Organizations may field as many separate 5 man teams as they wish.

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

2.1. Each match consists of 3 rounds.

2.2. All 3 rounds must be played.

2.3. A round lasts either 2 minutes or until a team brings the opposing flag back to their starting bench.

2.3.1. If a team returns the opposing flag to their bench, they win the round.

2.3.2. If time expires before this happens, the round is a draw and no team scores a point.

2.3.3. Tagging out all opposing players does not end the round.

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.

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.

2.5. When a player is tagged they must immediately shout “hit”, raise their blaster in the air, and head back to their bench.

2.5.1. A tag is any rival round shot that impacts a player or their blaster.

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.

2.5.2. Tagged players may not interfere with the game in any way.

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.

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

3.1. Blasters and rounds will be provided by the league organizer.

3.2. Each team will use 4 Rival Artemis blasters and 1 Rival Nemesis blaster.

3.2.1. Blasters will not be modified in any way.

3.3. Teams decides among themselves who runs which blaster.

3.4. Blasters will be fully loaded at the beginning of the match.

3.4.1. Players may not carry additional rounds.

3.4.2. Players may reload their blasters with rounds from the floor during the match.

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.

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