Tournament Ruleset v.1.1
(REVISED 06.05.2019)
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 11.2
TEAMS:
1.1 Teams will consist of 5 active players with up to two (2) alternates.
1.2 Alternates must be registered on the team roster at the start of the event.
1.3 Active players may only be substituted for alternates between rounds once the match starts.
1.3.1 Teams may only substitute a player during a round if an active player is removed from play due to injury.
GEAR:
2.1 Blaster FPS is limited to 250fps or less.
2.2 Approved Ammo Types: Full Length darts, 3rd party short darts, cut down full length darts, Boomco, Mega, Rival, or vortex.
2.2.1 Throwables like sock bombs are not allowed.
2.2.2 Large ammo like Zing arrows, demo/titan rockets or any other rockets are not allowed.
2.2.3 Homemade ammo is not allowed.
2.2.3.1 Cut down full length darts and dart heads that have been reglued to their original foam (with no exposed glue or addition of any other objects) are allowed.
2.2.4 No melee or shields in Ion Rush
2.3 A team can have any mix of Springer, Flywheel or Air Blaster so long as it does not violate local laws or exceed 250fps. LPA and HPA are prohibited by Georgia Southern.
2.4 Each player may only check and bring 3 blasters to the field per match.
2.4.1 All blasters and ammo must be checked by event staff before play.
2.4.2 Only blasters that have been checked and are brought into the starting area at the start of the match may be used once the match has begun.
2.5 Eye protection must be worn by all active players and inactive players and viewers if they are within 50ft (15m) of the field.
2.6 Medical Prosthetic devices may be removed during or between rounds.
2.7 Blasters, mags and gear can be traded amongst active players during rounds and at the starting area.
2.8 Any blaster or blowgun with a metal barrel must have some sort of cap on the end to prevent accidental injury to players or damage to barricades or field.
2.9 Blowguns must have a mouthpiece or guard.
2.10 The use of radio or digital communication devices to communicate gameplay information is prohibited.*
AMMO:
3.1 Teams are capped at 250 rounds of ammo per match.
3.1.1 The team’s ammo can be divided amongst the active players however the team sees fit, however the 250 round limit is shared between all active and alternate players.
3.2 Ammo may be shared by all team members in the starting area before or between rounds.
3.3 Ammo may be shared during rounds only by active players. Inactive active players cannot share ammo with active players.
3.4 Inactive players may not share ammo with other inactive players during a round. They may only share ammo in the starting area between the next rounds.
3.5 Eliminated players may not drop their ammo on the field once tagged.
3.6 Loose ammo MAY NOT be picked up off the ground once a match starts. NO SCAVENGING
FIELD LAYOUT:
4.1 Ion Rush is played on a roughly 180x80ft field.
4.2 The field boundaries will be clearly marked.
4.3 A starting “box” is at each end of the field, centered along each of the two shorter sides of the field. Each end of the “box” will be clearly marked, creating both a denoted start area and goal.
4.4 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 will 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 will have no more than 6 pieces of cover.
4.9 Barricades may not be intentionally moved by players during play.*
MATCHES AND ROUNDS:
5.1 An Ion Rush match uses a “First to 3 or best of 3” scoring system.
5.2 Teams can win a round by eliminating all opposing players for 1 point,or by scoring a flag run for 2 points.
5.3 The team with the higher score at the end of the 3rd round wins.
5.3.1 If a team scores 3 or more points in the first 2 rounds via combination of at least 1 flag run, they will be declared the winners and a 3rd round will not be played.
If a team scores 3 points in the first 2 rounds, the other team has no ability to score enough points in the 3rd round to tie the game, so the 3rd round does not need to be played.
5.4 In the event of a tied score after 3 rounds the match will enter a Tie-breaker round.
5.5 Rounds are 2 minutes long.
5.6 Teams can win a round by eliminating all opposing players for 1 point,or by scoring a flag run for 2 points.
5.7 If a round goes to time without a flag run or team elimination then the round is declared a draw.
5.8 If the game is played outdoors, teams swap sides after each round. Any gear left in the starting area will need to be collected and moved.
5.9 A round may be halted by Referee with a quick double whistle if there is an injury on the field.
5.9.1 If a round is halted for injury all players must immediately freeze and stop firing. Any moves or tags made after the whistle will be rolled back. If necessary, an injury substitution may be done.
5.9.2 An injury substitute will only be allowed ammo equal to the remaining amount of the player they are substituting.
ROUND START:
6.1 All players must have one foot on the starting line when the match starts.
6.2 Round starts after a verbal confirmation of readiness followed a 3-5 second countdown followed by “GO” or similar verbage or a whistle/horn.
6.3 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.*
TAGS:
7.1 Players must be tagged directly by a dart to be a legal tag.
7.1.1 Tags by a partial projectile (dart heads) are legal tags
7.2 A tagged player is now considered inactive.
7.3 Ricochets off of the ground or walls before hitting a player do not count as tags.
7.3.1 Ricochets off of barricades before hitting a player are considered legal tags.
7.4 Tags to clothing, gear or blasters count as a legal tag.
7.5 Accidental hits by friendly players do not count as tags.
7.6 Darts thrown by hand do not count as tags.
7.7 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.
7.8 Once tagged, a player must raise their hands or blaster, loudly call “Hit” and move to the nearest boundary.
7.8.1 Referees will also call tags, ref calls may not be contested during gameplay.
7.9 Players should not walk through active fire lanes to exit the field.
7.10 Inactive players MAY verbally interact with and coach their active team mates from the boundaries. Inactive players also include inactive alternates.
7.10.1 Inactive players coaching from the sideline may do so from either sideline, but may not pass the centerfield mark onto what is considered the opposing team’s side.
FLAG RUNS:
8.1 The flag may only be picked up by an active player. The flag carrier may use their blasters as normal.
8.2 The flag can be worn or held, but cannot be put into a pocket or inside of gear.
8.3 If a player holding the flag is tagged, they must drop the flag where they were tagged.
8.4 The flag may be passed to other active team mates.
8.5 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 flag and part of the player must both cross the goal line before the end of the 2 minute timer.
8.6 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.
8.7 If only one player remains on a team, they may not forfeit, “self tag” or break a rule to receive an elimination penalty in order to prevent a flag run. If they do forfeit, the opposing team has until the end of the round timer to score.
8.8 If the flag goes out of bounds at any time it is now “dead” and cannot be run.
8.8.1 The flag may not be intentionally thrown out of bounds to prevent capture.
8.8.2 If the flag is thrown into a goal area, it is still in play, and defending players may enter their own goal to retrieve it.
BLASTER JAMS
9.1 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.
9.1.1 Blasters may be left in the starting area at the start of the match, active players with a malfunction are able to to go to go back to their starting area to swap out blasters. They are still active during this time. (See 2.4.2)
9.2 Each team may call for (1) 15 second additional time allotment between rounds to repair or replace a blaster with another blaster in the starting area per match.
PENALTIES
10.1 If a player moves outside the field boundaries during play they are eliminated and out for the remainder of the round. Exception: Players may cross the boundary line inside an opposing team’s goal.
10.2 If a player picks up loose ammo off of the field during play they are eliminated and out for the remainder of the round.
10.3 If a player improperly carries a flag (stows in gear) the flag is dropped and they are eliminated and out for the remainder of the round.
10.4 If a player intentionally moves a barricade they are out for the round.
10.5 If a player intentionally misidentifies as inactive during a round they are out for the rest of the match and cannot be substituted.
10.6 Players who repeatedly fail to properly orient their blasters at round start may be called “OUT” once the round starts and cannot be substituted.
10.7 Players who leave the starting line before the game beings will receive a “Start Warning” and the round will be reset. A second instance in a match will result in the offending player being called “out”
10.8 Teams caught using digital or radio communications during play are subject to disqualification from the match. Severe enough misuse could result in tournament disqualification.
10.9 Appointed Referee has final say in rules or dispute arbitration.
10.10 Line referees will call player hits, but players are also expected to show good sportsmanship and call their own hits as well.
10.10.1 If a player is seen intentionally not calling their hits, the line ref will call their hit, and they will be issued a “Call Warning” that will be in effect for the remainder of the tournament.
10.10.2 If they are seen not calling their hits again they will be out for the remainder of the match without substitution, and incur an additional 1 match suspension.
10.10.3 Teams may substitute the suspended player with a registered alternate in the next match.
CREDITS
11.1 Ion Rush was created by Jesse Kovarovics, Jackie Kovarovics, Stephen Cook and Drac Thalassa.
11.2 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
11.3 Special thanks to Louis Mineo, aka Min2, the creator of QuikFlag, who’s game was a large part of the Ion Rush source material.
11.4 Another special thanks to all Year One Atomic, Detroit Dart League, and Bay Area players for testing and improving the variants and changes leading up to publication.