Hardcore Speedball ZONES

 


GAME
FORMAT

·       One team Attacks, and the other team Defends.

·       Each Match (Team A vs Team B) has a maximum duration of 10 minutes.

·       The Attacking Team attempts to score Points, over three consecutive Games (rotating on/off the field with the other rostered Teams of that Round.)

·       The Defending Team tries to prevent the Attacking Team from scoring, but doesn’t score any Points themselves.

·       After three Games, the Defending Team then plays their three Attacking Games.

·       The objective of each Match is to obtain the most Points.

·       The Attacking Team earns Points by moving Players up the field, past marked areas known as Zones: Zone 1, Zone 2, Zone 3.

·       When the last Defending Player is killed, that last Player (and only that Player) must sound the Buzzer/Horn as they enter the Dead Box.

·       The Attacking Team earns maximum Points by having as many live Players within Zone 3, touching the Breakout Wall.

·       When Attacking Players hear the Buzzer/Horn, they have three (3) seconds to get as many of their live Players touching the Breakout Wall in Zone 3.

·       Bonus: If all five Attacking Players touch the Breakout Wall, Bonus Points apply.

·       Bonus: If a Defending Team has five Players alive and kills all Players of the Attacking Team, they end all Games for the Attacking Team, ceasing any further opportunity for the opposing Team to earn Points. The Defending Team then becomes the Attacking Team.

 

SEASONS

Hardcore Speedball ZONES is held over three Seasons per annum, with each Season lasting one day.

  • Season 1 – Saturday 15th February
  • Season 2 – Saturday 28th June
  • Season 3 – Saturday 22nd November

 

 

TEAM REGISTRATION

  •        A maximum of 8 Teams can register per Season
  •        $350 Registration per Team per Season
  •        Each Team allows six Players: five on field, plus one substitute Player
  •        All Players must be over the age of 13 to participate, and at least two Players on the Team must be over the age of 18.
  •        A Player can only compete with one Team per Season

 

SEASON WINNER PRIZE

§  Team Trophy

§  Season Winner Jerseys

§  Team engraved on the Hardcore Speedball Plaque

 

MANDATORY ATTIRE

  • Full face mask
  • Closed shoes
  • Team attire (of matching style/colours)

 

STRUCTURE

  • Each year consists of 3 Seasons
  • Each Season has a Winning Team
  • Each Season is made up of 8 Teams
  • Each Team is made up of 6 Players (5 + 1 Sub)
  • Each Season consists of x 7 Rounds
  • Each Round consists of 4 Matches
  • Each Match ends at or before 10 minutes.
  • Each Match allows each Team 3 Games to Attack (dependent on time) 

 

POINTS

  • Each live Attacking Player earns Points based on their position on the field when the Game ends.
  • Zone 1 = 1 Point 
  • Zone 2 = 2 Points
  • Zone 3 = 3 Points
  • Breakout Wall = 4 Points
  • Bonus = 5 Points (all five Players on Breakout Wall)

 

TEAMS

  • Each Team is allowed 5 Players on the field and 1 Substitute Player who is to remain off the field
  • Team Players are required to be in matching Team attire or have made a clear attempt to match e.g. yellow Team jerseys, and a Players is wearing a yellow shirt, this includes a Substitute.
  • Substitutes must be registered as a member of the Team before 9:40am
  • Substitutions during Game play are allowed before/after each Match, but not during, unless in the case of an injury
  • If an injured player utilises a Substitute Player, then the injured Player is not allowed to return to participate that day.

 

GEL BLASTERS

  • Only one Gel Blaster per Player is allowed on the field
  • No sharing of equipment on the field
  • All types of water-grown gels available for sale in Australia, are acceptable
  • No FPS limit
  • Semi auto only i.e. one trigger pull = one shot (feathering OK – no walking the trigger)
  • Tapped gas e.g. a line running to a tank (of anything other than air) is prohibited
  • One air tank per person on field
  • Air tanks must be Australian stamped
  • No DIY, once-off, or prototype HPA products – see Staff for further clarification
  • If a blaster is supposed to have a stock (or it is not a pistol) then it must be shouldered – grip style air tanks (i.e. Eurotactics) can be shouldered in place of stock
  • No torches or lasers
  • All blasters must have trigger guard
  • Double/extended triggers are not allowed – no walking trigger
  • No drum mags
  • No mag couplers
  • No modified magazines
  • Rifles = stock magazine capacity only (excludes drum magazines)
  • Pistols = extended pistol mag allowable (including adapted M4 magazine) but no DIY
  • No limit on total number of mags, but they must be on your person – no refills/top-ups during a Match, no sharing mags on the field, and if a mag is on the ground it is no longer “on your person” and you will be penalised for picking it up
  • If your blaster fails or isn’t operational, the Game(s) and Match plays on
  • You may place your Blaster on the ground, and pick it back up – anything else will be confiscated for that Match.

 

PRE-MATCH START

  • Teams will be provided with a Program, and expected to be ready to enter the Field accordingly

 

STARTING BREAKOUT

  • Teams Break from a starting Breakout
  • One foot and the blaster muzzle must be touching the starting wall until the Referee commences the Game
  • Players to Break on Buzzer/Horn
  • An Early Break is defined by a blaster muzzle and/or Player’s foot breaking contact from the Breakout Wall once the countdown has started, but before the Buzzer/Horn.
  • An Early Break will incur a Penalty deduction of 4 points per Player, and a Yellow Card, per Player.

  

HITS

  • Hit = a gel that has exited the blaster of a Live Player, and made a direct hit with a Player
  • Any direct bodily contact with a gel is considered a Hit, and this extends to include anything attached to a Player, including the blaster
  • Blaster Hits count
  • Ricochets/bouncing gels do not classify as a direct Hit
  • Hits are signalled by Players by raising their hand or blaster and/or ceasing fire and  moving directly (and remaining entirely) within the dead zone – a Yellow/Red Card applies to Players not calling their Hit and/or not moving quickly behind and/or remaining within the dead zone 
  • Hit Players cannot communicate (by any means) with other Players
  • If opposing Players shoot each other at the same time (Trade) both Players are out
  • If a Player is Hit and attempts to “force a trade” by shooting their opponent after they’ve been Hit, the Player will receive a Yellow/Red
  • If a Player is Hit and attempts to continue to Hit other Players, the Player will receive a Yellow/Red
  • No “surrenders” or “bang-bangs” or shoulder taps
  • No melee kills or throwing gels – see what defines a “Hit” as above
  • No blind firing

 

CONDUCT 

  • All Players are to assume that there is live audio and video footage being recorded at all times, both by the competition, by other Players, and by Spectators
  • Any Player who behaves inappropriately - on and off the field - may be Penalised by way of Warning or Game Penalty and/or removed from the competition

 

GAME PENALTIES

  • A Penalty is applied to the Team, not the Player – except some cases of Misconduct
  • Penalties apply to the Game in play, and do not carry over to other Games or Matches – except some cases of Misconduct
  • In all cases, a Red Card ends the Game in play. Sometimes the Red Card is used to stop the Game due to Time. If the Red Card is thrown by way of Penalty, the opposing Team Wins that Game
  • A Red Card voids any accrued Points from that Game, and instead will be replaced with a total of -25.

 

  • Yellow Card = first Penalty
  • Red Card = Second Penalty (or misconduct)
  • Not calling a Hit, intentional or otherwise
    • Yellow Card (and 4 Point deduction)
    • Red Card
  • Blaster violation e.g. not running semi, not shouldering, mag violation etc.
    • Yellow Card
    • Red Card
  • Failure to move quickly and/or remain in the dead zone
    • Yellow Card
    • Red Card
  • Early Break
    • Yellow Card (and 4 Point deduction)
  • Misconduct
    • Yellow/Red Card
    • Red Card
  • Serious Misconduct
    • Removal of Player/Team from Game/Match/Round/Season

 

 REFEREES

  • Do not engage with a Referee during a Match – this is deemed as Misconduct
  • Captains are to engage with the Head Ref on the field immediately following their Match – this is an opportunity for the Head Red to advise of any particular concerns and/or for the Captain to address their concerns
  • Do not engage with a Referee privately after the event to discuss particulars of the Game/Match/Round/Season – instead contact Hardcore Speedball
  • Hardcore Speedball can be contacted:
    phone: +61 7 3505 5960
    email: tangokilooperations@outlook.com
    facebook message: facebook.com/hardcorespeedball
    Instagram message: Instagram.com/hardcorespeedball

 

VENUE RULES
https://hardcoreblasters.com.au/pages/rules-field-information

  

Hardcore Speedball can be contacted:
phone: +61 7 3505 5960
email: tangokilooperations@outlook.com
facebook message: facebook.com/hardcorespeedball
Instagram message: Instagram.com/hardcorespeedball