Ion Rush Rules

Ion Rush

Ruleset v.1.4.0

(REVISED 11.13.2018)

DISCLAIMER: Ion Rush was created within the Atomic Dart League using concepts, experiences and input from several elements and contributors within the Nerf Community, as such it is free to use within the community for non-commercial uses. The Atomic Dart League reserves the right to host or coordinate payed events for the community at any time using the game Ion Rush. Any questions regarding use of the game can be directed to the individuals listed in section 12.1

  1. TEAMS:
    1. Teams are between 3 and 5 players.
    2. In the event two teams of different sizes play, the larger team must bench enough players to match the smaller team in size.
    3. Active players may not be substituted once the match starts.

1.3.1 Teams may substitute a player between rounds if an active player is removed from play due to injury.

    1. (Atomic Variant) Benched players receive the same match EXP as their active team mates.
  1. GEAR:
    1. Blaster FPS is limited to 250fps or less.
    2. Approved Ammo Types: Full Length darts, 3rd party short darts, Boomco, Mega, Rival, Vortex, and Sock Bombs.
    3. Ammo may not contain any exposed metal. Ammo that is not provided by the league must be inspected by a league manager before use and is subject to approval or rejection at their discretion.
    4. A team can have any mix of Springer, Flywheel or Air Blaster so long as it does not violate local laws or exceed 250fps.
    5. No melee or shields in Ion Rush.
    6. There is no restriction to the number of blasters a player may carry onto the field.
    7. Eye protection must be worn by all active players and inactive players and viewers if they are within 50ft (15m) of the field.
    8. Medical Prosthetic devices may be removed between rounds.
    9. Blasters, mags and gear can be dropped on the field or given to other active players so long as the player dropping or moving the gear is also active.
  1. AMMO:
    1. Teams are capped at 50 rounds of ammo per player per match.
    2. Ammo may be shared in the starting area before or between rounds.
    3. Ammo may be shared during rounds by active players. Inactive active players cannot share ammo with active players.
    4. Inactive players may not share ammo with other inactive players during a round.
    5. Eliminated players may not drop their ammo on the field once tagged.
    6. Ammo MAY NOT be picked up off the ground once a match starts. NO SCAVENGING
  1. FIELD LAYOUT:
    1. Ion Rush is played on a 140x70ft or 180x80ft field. It should be played on a field no shorter then 120ft and no longer then 180ft. Field width should not exceed 90ft.
    2. The field boundaries must be clearly marked.
    3. A starting “box” is at each end of the field, centered along each of the two shorter sides of the field, and should not exceed 10ft in width. Each end of the “box” should be clearly marked, creating both a denoted start area and goal.
    4. A “flag” is placed in the middle of the field.

4.4.1 The “flag” is an object that can be carried in one hand and is brightly colored (Balled bandanna, flag, baseball hat, rubber chicken)

4.5 Field barricades should be of a standardized and consistent design.

4.6 More than one type of barricade may be used on the field so long as it is mirrored appropriately on both sides or aligned to the center of the field

4.7 Field barricade layout must be mirrored or matched so that both teams have the same firing lines and relative barricade position based off of the center of the field and the respective starting boxes.

4.8 Each side of the field should have no more than 6 pieces of cover, and there should not be more than 12 pieces of cover total on the field.

4.9 Barricades may not be moved by players during play.

  1. MATCHES AND ROUNDS:
    1. An Ion Rush match is best 2 out of 3 rounds.
    2. If a team wins the first 2 rounds consecutively, they are declared the match winner and the 3rd round is not played.
    3. In the event of a tied score after 3 rounds the match will be declared a draw. (See section 11 on scoring)
    4. Rounds are 2 minutes long.
    5. Teams can win a round by eliminating all opposing players or by scoring a flag run.
    6. If a round goes to time without a flag run or team elimination then the round is declared a draw.
    7. If the game is played outdoors, teams swap sides after each round.
    8. A round may be halted by Referee if there is an injury on the field.

5.8.1 If a round is halted for injury, the round will be restarted. If necessary, an injury substitution may be done before the round restarts.

5.8.2 An injury substitute will only be allowed ammo equal to the remaining amount of the player they are substituting.

  1. ROUND START:
    1. All players must be within the starting box until the round starts. A minimum of one foot must be on the starting line.
    2. Round starts after a verbal confirmation of readiness followed a 3-5 second countdown followed by “GO” or similar verbage.
    3. Blaster barrels must be aimed straight up or straight down at the ground during countdown, countdown will be halted and restarted if a player fails to orient their blasters correctly. Repeated issues may result in a penalty.*
  1. TAGS:
    1. Players must be tagged directly by a dart to be a legal tag.
    2. A tagged player is now considered inactive.
    3. Ricochets off of barricades, ground or walls before hitting a person do not count as tags.
    4. Tags to clothing, gear or blasters count as a legal tag.
    5. Accidental hits by friendly players do not count as tags.
    6. A dart already in motion after being fired from a player’s blaster at the time of being tagged are still in play. Darts fired after being tagged do not count.
    7. Once tagged, a player must raise their hands or blaster, loudly call “Hit” and move to the nearest boundary.
    8. Players should not walk through active fire lanes to exit the field.
    9. Inactive players MAY verbally interact with their active team mates from the boundaries.
  1. FLAG RUNS:
    1. The flag may only be picked up by an active player, who may still use their blaster
    2. The flag can be worn or held, but cannot be put into a pocket or inside of gear.
    3. If a player holding the flag is tagged, they must drop the flag where they were tagged.
    4. The flag may be passed to other active team mates.
    5. The flag must be run by an active player into the opposing team’s starting box while an opponent is still active to count as a flag run. The player and the flag must both cross the goal line before the end of the 2 minute timer.
    6. If all of the opposing players have been eliminated before the flag is scored, the round is over via elimination and the flag run cannot be completed.
    7. If only one player remains on a team, they may not forfeit in order to prevent a run. If they do forfeit, the opposing team has until the end of the round timer to score.
    8. If the flag goes out of bounds at any time it is now “dead” and cannot be run.
  1. BLASTER JAMS
    1. If a player’s blaster jams during a round they may try to clear the issue on field. If they cannot, they may walk off the field as inactive and are out of the round.
    2. Each team may only replace one jammed or broken blaster per match, and the replaced blaster must not have any ammo loaded.
    3. Each team may call for (1) 15 second additional time allotment between rounds to replace a blaster per match.
    4. If the ammo of a swapped blaster is different from the original, it may also be swapped out so long as it is done within the 15 second time constraints.
  1. PENALTIES
    1. If a player moves outside the field boundaries during play they are out for the round. Exception: Players may cross the boundary line inside an opposing team’s goal.
    2. If a player picks up ammo off of the field during play they are out for the round.
    3. If a player improperly carries a flag they are out (for the round) and the flag is dropped.
    4. If a player intentionally moves a barricade they are out for the round.
    5. If a player is seen intentionally not calling a hit they are out for the rest of the match and cannot be substituted. If it is a third round, the opposing team wins.
    6. If a player intentionally misidentifies as inactive during a round they are out for the rest of the match and cannot be substituted. If it is a third round, the opposing team wins.
    7. Players who repeatedly fail to properly orient their blasters at round start may be called “OUT” once the round starts and cannot be substituted.
    8. Appointed Referee has final say in rules or dispute arbitration.
  1. SCORING RULES:
    1. Win via Elimination = 1pt.
    2. Win via Flag Run = 2pts

(Note: This scoring can lead to ties. Game coordinators may choose to have Tie-breaker rounds if they wish, or accept the match as a draw.

    1. (Atomic Variant) One EXP point will be awarded to each team’s score at the end of each match.
  1. CREDITS
    1. Ion Rush was created by Jesse Kovarovics, Jackie Kovarovics, Stephen Cook and Drac Thalassa.
    2. Ion Rush was created within the Atomic Dart League using concepts, experiences and input from several elements and contributors within the Nerf Community, as such it is free to use within the community for non-commercial uses. The Atomic Dart League reserves the right to host or coordinate payed events for the community at any time using Ion Rush. Any questions regarding use of the game can be directed to the individuals listed in section 12.1
    3. Special thanks to Louis Mineo, aka Min2, the creator of QuikFlag, who’s game was a large part of the Ion Rush source material.
    4. Special thanks to all Year One Atomic players for testing and improving the variants and changes leading up to publication.