3v3 Speed Tournament
Basic Rules
- No feather, bumping or walking the trigger
- No unnecessary over shooting
- No shrugging/ bouncing bb’s
- No tap shoot (smack the gun and it fires)
- Full face protection required (1 Part Full Face, i.e. DYE Masks, HK Army Skull Mask)
- No grenade or grenade launcher variants
- No tac-lights
- No moving barriers even when sliding in
- No dead player communication
- Must exit the field swiftly if shot
- No blind firing
- No double triggers/ binary fire/ ramping systems
- No riot shields
- No melee weapons
- No drum mags or improvised drum mags
- Trigger guard required
- Fully enclosed shoes are required
Gameplay
Both teams start with a flag. The goal is to get your flag to the other team's start gate.
Round Breakdown:
All rounds will follow this format
-01:00 Last round ends switch sides, get to walls
-00:30 Challenge Flags are withheld only players in the round are allowed on the field
-00:15 All competing players must be within 5 feet of start gates
-00:05 All Players must assume ready position
+00:00 Round start
+01:30 Round end
All times will be announced so there is no confusion
Teams and Replica Restrictions
-Teams are made up of at least three people. Teams can have substitutions.
-FPS is limited to 365 w/ .20g BB for any replica
-Each team must have at least 1 pistol/shotgun player per team
Players are limited to the following magazine restrictions that they can carry on their person:
-Rifle-Up to 4 Mags, Maximum of 800 bbs
-Shotgun-Unlimited Shells or 1 M4 Mag (Adapter), Maximum 250 bbs
-Pistol-9 Green Gas Mags or 1 M4 Mag (Adapter), Maximum 250 bbs
Replica Definitions and Limitations
Rifle
-Can be electric/gbb/hpa
Pistol
-Must be a commercially available model that uses either co2 and/or green gas.
-Must have a blowback feature.
-Must accept mags via the shooting hand grip.
-Has a maximum inner barrel length of 130mm
-Blowback action must be caused by a Rocket Valve
-Must have a hammer on/in the gun
Shotgun-
-Pump Action
-Fires at most 6 bbs per shot
-Must be spring, gas, or hpa powered
Challenges
All teams are given 1 offensive challenge and 2 defensive challenges. All challenges must be done through the team's captain. If another player outside of the captain challenges, the challenge automatically fails and the team loses a challenge. Extra challenges may be given on the lead refs discretion.
Offensive Challenge
- You believe another player caused a penalty and they were not reprimanded.
- You believe the infraction given to a team does not meet an assumed punishment. I.E. they did not receive enough points for what they did.
Defensive Challenge
- You believe a penalty was given by mistake and would like the refs to review it.
- You believe the punishment is too harsh for the infraction that was caused.
To challenge, the captain of the team must toss the challenge flag at a minimum of 30 seconds prior to the start of the next round. If the captain fails to throw it before the 30 second mark, that team loses a challenge. During a challenge, the game clock is paused. If a flag is thrown incidentally, that team will receive an infraction.
All challenges as well as major infraction calls will be discussed with the entire referee staff. They will all vote on both the ruling of the challenge/infraction as well as the points received for the infraction. Once a vote has taken place, there is no challenging allowed on that same issue (Double Jeopardy)
Penalties and Infractions
All penalties are subject to the refs interpretation on the field. Some penalties may not be given infraction points based on the severity of the penalty. The infraction points listed per penalty act as more of a base for how many can be given on a certain issue. All penalties can receive more or less points based on how the refs interpret the issue.
Penalty Points are deductions to a teams in game score while Infraction Points are a tally of penalties caused. Penalty points value cannot be changed in game, the full amount must be given unless a challenge is given.
If a team acquires 7 infraction points they will forfeit their current match and the points they earned during said match. If a team acquires 9 infraction points they will be disqualified from the tournament. Once DQ’d, any following tournament that team will receive 5 infraction points at the start.
Infraction points go to players as well. If a player gets 4 points throughout the tournament they will not be allowed to play in 2 rounds. There is a chart showing the individual punishments on page 8. The amount of rounds is carried between games.
Infraction |
Penalty Points |
Infraction Points |
Player Pulled? |
Unintentional Fumble Unintentionally dropping the flag during the game. |
1 |
0 |
No |
Intentional Fumble Intentionally dropping/throwing or moving the flag from your person. |
2 |
2 |
Yes |
Flag Walk Off Taking the flag off of the field during a match. This also results in that team's flag being dead and any points it can gain being null. |
0 |
0 |
No |
Touching other Teams Flag Any manipulation of the opposing team's flag. |
2 |
2 |
Yes |
False Start Leaving the start gate or shooting too early. |
2 |
1 |
1 Let |
Out of Bounds When any part of a player's person crosses the boundary line. |
2 |
1 |
Yes |
Hiding the Flag Any time a player is carrying the flag in anything other than their hand. |
3 |
1 |
Yes |
Dead Player Communication When an eliminated player talks, signals, or does anything that is deemed to alter the game. |
4 |
4 |
No |
Gear Shrug Any bb strike to a player's outlying gear. I.E. a mag pouch, dump pouch, backpacks, or anything that sticks off of a player. Depending on the exact point of impact, this can be increased to a torso shrug. |
1 |
1 |
Yes |
Limb Shrug Any bb strike to a player's limb. |
2 |
2 |
Yes |
Torso Shrug Any bb strike to a player's torso. This includes plate carriers, chest rigs, belts or any body hugging gear. |
3 |
3 |
Yes |
Head Shrug Any bb strike to a player's head, mask, or things attached to the mask. This includes cameras/camera mounts |
5 |
5 |
Yes |
Intentional Suicide Removing oneself from the field without being hit. |
2 |
2 |
Yes |
Referee Communication |
1 |
2 |
No |
Moving Barriers Anytime a barrier is moved by a player |
1 |
1 |
Yes |
Illegal Trigger Manipulation Bumping, feathering, walking, or any other method of firing the gun that is not allowed. |
1 |
1 |
Yes |
Blind Fire Firing the gun while not looking at what you are shooting at. |
2 |
2 |
Yes |
Penalty and Infraction points can be given at anytime, even after the game has finished
Infraction Point Punishments
Individual
Infraction Points |
Punishment |
---|---|
4 |
2 Round Timeout |
6 |
4 Round Timeout |
8 |
Personal DQ from Tournament |
Team
Infraction Points |
Punishment |
---|---|
7 |
Forfeit Match |
10 |
Disqualification from Tournament |
Score Keeping
Teams will gain points based on the following…
-Player Eliminated: +2pt
Any player eliminated from play via another player
-Flag Carrier Eliminated: +1pt
Any player eliminated carrying their teams flag gains an additional point added to the two they get from an elimination
-Flag Passed Half Field First: +1pt
The first team to bring their flag across the centerline gains a point
-Flag Hang: +5pt, +3pt for Every Enemy Player Still Alive
The first team to get their flag to the enemy gate ends the game, gains five points and an additional three for every player still on the field and removed by ref
The maximum points a team can earn in one round is 15.
Score is kept by one ref. This ref cannot be interacted with by any player unless called upon.
Extra Information
-A player is considered out of play if they are deemed to be walking off by the refs.
-Players will have 2 minutes after being called from staging to get to their start gates. If not all players are at the gate, they will forfeit the round.