Send Zone Rules

1. Players and referees/hosts/spectators should conduct themselves professionally, and treat others with respect, violations constitute ejection from the event.  This may force a team to forfeit their matches.

2. A “Match” consists of a series of timed games between two teams of equal players, usually three or five, until a team reaches 2 points scored via Elimination or Gate Capture.  Elimination occurs when all players on a team are “hit/tagged” awarding the remaining team 1 point and ending the round.  A Gate Capture occurs when a live player makes physical contact with the opposing end goal. Successful Gate Capture awards 1 point and ends the round. A “clock-out” occurs when the game clock hits zero, ending the round (with whistle/horn as a signal) awarding no points.

3. Play begins at the end of a 3 count and the start of a signal (whistle/horn) and lasts for three minutes. All players must have their blaster in contact with their respective starting line, clearly identified by the TO and/or referees, and may not move until the count is finished and the signal sent. A referee/host/TO may request a restart to any round in which this is violated. Repeated violations, at the discretion of a ref/host/TO, will award a point to the non-offending team.

4. Ammo for each player is capped at 10 times the number of opponents in a given match and is all the ammo that may be used for the entirety of the match barring a draw. No scavenging is allowed but ammo may be shared between team members between rounds.

5. If the match somehow ends in a draw, each team must elect three players issued 10 pieces of ammo each to play a series of three 1v1 matches with a 1 minute timer or any other method the host or Tournament Organizer deems appropriate to advance the event or tournament.

6. A “Tag” is any ammo that contacts a player including that player’s gear/blaster without interference after being propelled from a blaster OR a player steps or dances out of bounds.  Examples of interference include: Hitting cover, a wall, the ground, bystanders, trees, etc..  Note: ammo mid-flight hitting other ammo mid-flight is NOT considered interference.

7. Tagged players should announce they are hit and walk with their blaster pointed upward to the nearest edge of play.  Tagged players will return to play in the following round.  Tagged players may speak to their teammates but must stay out of the play area until the end of the current round.

8. Teams should swap sides between rounds.

9. Eye protection is required for all players and bystanders within 50 feet of the play area.

10. If playing in a setting that requires registration, two alternates may be included on a roster which may be substituted between rounds.  Ammo count must be maintained and thus alternates inherit the ammo remaining of the player they subbed in for.

11. The field requires two starting lines, measured and marked in parallel to each other at the “short” end of the play area. The field should be twice as long as it is wise, 100’ by 50’ for example.  The field boundaries must also be clearly marked and communicated to players.

12. Cover is not required for a game but if available it should be placed by the referees/host/TO.  Cover pieces should be of identical construction and not placed within 30 feet of a starting line.

13. Blasters of any sufficient quality and deemed safe by the Host/TO, and within the following parameters, may be used:

Manually-powered FPS cap of 250 FPS. (Traditional Springer Setups)
Assist-powered FPS cap of 200 FPS. (Battery Powered Blasters such as AEGs and “Flywheel” Blasters)
Melee, shields, and “throwables” are prohibited.
Flashlights/laser pointers are prohibited.
“Home-made” ammo is prohibited.

14. Any disputed tags or plays should be brought to the referees attention and then played through. A dispute may be taken to review after a game is completed for the review of the refs and TO using recorded footage and/or deliberation. A team may raise a single dispute with referees over the course of the Tournament. Disputes that result in a corrective action do not count towards one allotted to a team. A team that is subject to repeated corrective actions may be subject to disqualification at the TO’s discretion. There will be a station available to handle intake and viewing of community footage only on MicroSD or SD cards; relevant footage provided to the station within 2 minutes of the time the dispute is raised will be shown to the referees before they reach a final decision.