QuikFlag Rules

  1. Game Type: Quikflag

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 be subbed in between rounds.

1.4. Players start with 60 darts/ammo per round .

1.5. Field size is 20 meters long and 15 meters wide.

1.6.  Match has 3 rounds, the team that wins the most rounds is the winner.

1.6.1. Each round lasts 2 minutes.

1.6.2. Teams will swap sides after each round.

1.6.3. The round ends when a flag has been hung or the round time reaches 2 minutes.

1.6.4.. The round is not over when an entire team is tagged out, the flag must still be hung.

1.6.5. The round is counted as a draw if the flag isn’t hung by the 2 minute mark.

1.7. If the score is tied after 3 rounds, (Draw – 1 – 1) or (Draw – Draw – Draw), the winner is decided in a 1 vs 1 match.

1.7.1. Both teams select 5 players from their rosters.

1.7.2. Both teams then inform a referee of the order their players will play.

1.7.2.1. This order can not be changed after submitting it to the referee.

1.7.3. 1v1 matches then commence.

1.7.3.1. Teams send players out in the order submitted.

1.7.3.2. After each round the winning player stays on the field and may not leave. The losing player exits and is replaced by the next on their team.

1.7.3.3. Once one team has all 5 players eliminated, they have lost, and the team with players remaining has won the match.

  1. Round Start/End

2.1. Players start at their respective starting wall/gate/table.

2.1.1. Blaster muzzles must be within physical contact with the wall/gate/table until the round starts.

2.1.2. Players are only allowed to move or to fire their blasters after the whistle has been blown.

2.1.3. Players who do not have their blasters in contact with the starting wall/gate/table will be subjected to a Breakout Penalty.

2.2. A referee will give a 5 second warning before the round starts, ” Game Round 1 starts in 5…. <Mental 5 second countdown begins>.

2.3. The round starts with a whistle or horn blow that starts the 2 minute timer.

2.4. The red objective flag will be placed at the center of the field before each round.

2.5. When picked up by a player, the flag must stay in the players hand, may not be put in a dump pouch or other gear.

2.5.3. Players found having to have the flag on attached to blaster, gear or anywhere else other than their hand will be subjected to a Flag Penalty.

2.6. Players may still use their blaster while carrying the flag.

2.7. A flag hang happens by placing the flag against the opposing teams starting wall.

2.7.1. A flag hang ends the round in victory for the team that hangs the flag.

2.7.2. If the flag is mistakenly hung on own team ‘s starting wall/gate/table, the round ends in a victory for the opponent’s team.

2.8. Flag-hangs are only counted if player’s blaster is still within physical possession at the time of hanging. Failure to do so, players can either:

2.8.1. Pass the flag to another “LIVE” player to hang or;

2.8.2. Hang the flag after retrieving the blaster, given that the flag is hung within the 2 minutes.

  1. Hits

3.1. A dart landing on any part of the players’ body or gear, including their belt and anything else attached onto it, the same goes for all other forms of gear, regardless if it is from an opposing player or teammate.

3.2. If opposing players shoot each other at the same time, both players are considered hit.

3.2. The following circumstance does not count as a HIT:

3.3.1 Dry fires.

3.3.2 Blaster Hits.

3.3.3 Ricocheted darts.

3.4. Once a player has been hit, he/she must acknowledge being “HIT” and is required to walk out of play area immediately.

3.4.1. This may be a quick verbal call, a physical act of acknowledgement, or both.

3.5. “DEAD” players must refrain from communicating with his/her “LIVE” teammates from the sidelines.

3.5.1. Failure to do so will subject the player to a Talking While Dead Penalty.

3.6. Referees will not call out or pull players out unless darts hit onto gear (exclusive of vests) such as belts, belt-mounted accessories pouches, shoes and loose clothing or any area where may not be obvious to the player.

3.7. Failure to call obvious hits will result in a Minor Penalty.

3.8. Playing on despite being hit and taking out more than 1 opposing player even after the failure to call obvious hits will result in a Major Penalty.

3.9. Players can ask the nearest referee if they are hit, whilst still in the game. By doing so and walking out (if hit), does not amount to any penalties.

3.10. There is no minimum engagement distance.

3.11. There are no surrender or “bang bang” calls.

  1. Elimination of Players

4.1. Players can be eliminated from a “LIVE” to “DEAD” status by:

4.1.1. Getting tagged out by an opposing player or teammate.

4.1.2. Stepping out of the playing area’s boundaries.

4.1.3. Pulled out by the referee.

  1. Blaster jams / Malfunctions

5.1. In the event of a player’s blaster jamming/malfunction, the player can either:

5.1.1.1. Solve the jam whilst in-game or;

5.1.2.2. Walk off the field as a “DEAD” player.

5.2. Players cannot leave their blasters in the playing field.

  1. Penalties

6.1. Breakout

Infraction: Players either started too early before the whistle was blown or players’ blasters were not within physical contact with the table.

Penalty:

1st Infraction: Rounds is stopped, players are to be returned to their pre-breakout positions and round is restarted.

2st Infraction onwards: The opposing team is the winner for that round.

6.2. Flag

Infraction: While in physical possession of the flag, the flag was in the dump pouch or attached to the belt, instead of the flag being held within the player’s hands.

Penalty:

If the winner of the round is the infracting team, the round is a draw instead. Else, the win is awarded to the opposing team.

6.3. Minor

Infraction: Player continues to play on despite being hit and/or takes out 1 player of the opposing team.

Penalty:

For the 1st & 2nd Rounds: The opposing team of the infracting team is the winner of that round.

For the 3rd round: The round results as null, and match is restarted. If a subsequent infraction occurs from the same team, the opposing team wins the 3rd round.

6.4. Major

Infraction: Player continues to play on despite being hit AND takes out more than 1 player of the opposing team.

Penalty:

For the 1st & 2nd Rounds: The opposing team of the infracting team is the winner of that round and the infracting team plays with 4 players instead of 5 for the next round.

For the 3rd round: The round results as null, and match is restarted. If a subsequent infraction occurs from the same team, the opposing team wins the

6.5. Safety

Infraction: Player jumps over an obstacle/bunker OR Player performs a reckless action that may leave the infracting player or other players injured.

Penalty:

1st Infraction: Match is halted and teams go back to their starting positions after reloading to 60 darts/balls per player.

2st Infraction onwards: Infracting team loses the entire match (3 rounds).

6.6. Miscellaneous

Infraction: Player verbally or physically abuses an opposing player or teammate.

Penalty:

Infracting team will be banned from playing for the rest of the day. The opposing team can also be banned from playing for the rest of the day, on a case-by-case basis.

6.7. Talking While Dead

Infraction: “DEAD” Player communicates verbally/non-verbally with “LIVE” teammates.

Penalty:

1st Infraction: A verbal warning is given.

2st Infraction onwards: The infracting team loses the round and win is awarded to the opposing team.

  1. Restrictions(Singapore)

7.1. No air powered blasters.

7.2. No homemade blasters.

7.2.1. “Homemade” blasters are defined as blasters that do not have a toy like appearance, must be within a blaster shell/licensed blaster shell.

7.3. Blaster may not exceed 250FPS.

7.4. Each team may only use 2 flywheel blasters per round.

7.5. No melee

7.6. No shields.

7.7. No flashlights or laser pointers.

7.8. No grenades or “throwables”.

7.9. Sharp tip, metal tip, or otherwise dangerous darts are not allowed.

7.10. Brightly coloured darts/ammo are encouraged.

 

  1. Restrictions(International)

7.1. Blasters may exceed 250FPS.

7.2. Each team may only use 2 flywheel blasters per round.

7.3. No melee

7.4. No shields.

7.5. No flashlights or laser pointers.

7.6. No grenades or “throwables”.

7.7. Sharp tip, metal tip, or otherwise dangerous darts are not allowed.

 

  1. Safety

8.1. Any player seen exhibiting un-sportsmanlike behaviour will be subject to the Miscellaneous Penalty

8.2. Dispute with referees can only be raised up straight after the match is over (where the game-end “3 whistle” is blown).

 

  1. Behaviour

9.1. ALL PLAYERS MUST HAVE WEAR SAFETY EYEWEAR WHEN PLAYING AT ALL TIMES, (full-face protection recommended)

9.2. No jumping or stepping over of obstacles.

9.3. No moving of obstacles.

9.4. Infraction of the latter 2 rules will result in a Safety Penalty.

 

  1. Referees/Officials

10.1. Referees control countdown and game start and end.

10.2. Referees have the final say in any disagreement on the field.

10.3. Referees can only pull players out if the darts land on the player’s gear where it is not obvious to the player.

 

  1. Credits

11.1. QuikFlag is a game-format made by Louis Mineo, aka Min2 of team Hack.Exe, inspired by the SpeedBall format in competitive paintball and SpeedQB from Airsoft.

 

  1. Disclaimer

12.1. Players must sign a waiver before playing (up to organiser’s dicretion).

12.2. The game officiators, referees, event organisers and venue organisers will not be responsible for any injuries, death, damages or loss incurred during the event.

12.3. This is not the finalised version of the game format, it is still subject to future changes.