Rules and Regulations for Tuesday ONLY

Ultimate Speedbrawl

5 vs 5 Tournament

Rules and Regulations

Table of Contents:

  1. Disclaimer ............................................................... 2

  2. Registrations .......................................................... 2

  3. Equipment .............................................................. 2

  4. Dead/Live Field ...................................................... 4

  5. Game Format .......................................................... 4

  6. Breakout .................................................................. 5

  7. Timers/Announcements ........................................ 5

  8. Engagement and Hits ............................................. 6

  9. Dead Box/ Penalty Box ........................................... 6

  10. Button Press/Points ................................................ 7

  11. Penalties ................................................................... 8

    1. Minor .................................................................... 8

    2. Major .................................................................... 8

    3. Extreme ............................................................... 8

12. Referees ................................................................... 9 13. Appeals .................................................................... 10 14. Players ..................................................................... 10 15. Teams ....................................................................... 10 16. Support People ....................................................... 11 17. Code of Conduct ....................................................... 11 18 Miscellaneous ........................................................... 11 19 Definitions ................................................................. 12

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RULES AND REGULATIONS

1. DISCLAIMER

Gelsoft Australia (GSA) reserves the right to make changes and amendments to the rules. GSA will strive to enable visibility of any substantial rule changes that may affect players up to event day. All rules are subject to the Head Judge’s discretion and all decisions are final.

2. REGISTRATIONS
• Each team will consist of 5 mandatory players, as well as 3 optional

substitute players.

• Players must be 12 years or older to participate (unless approved by GSA).

•All participants must be fully registered and have a current Indemnity Waiver (Online Indemnity Waivers available on the GSA Website).

•Registrationpaymentsmustbemadepriortoyourteamtakingthefield. Forfeits are non-refundable

  • If a team is unable to take the field with 5 players, they may use another REGISTERED player from another team. Approval from the opposing team and the Head Ref is required prior to the start of the game.

  • Each Organisation can submit a maximum of 3 teams. This is done in the interest of creating interesting and engaging gameplay for everyone. GSA reserves the right to refuse a team registration if an organisation is deliberately seen to be breaking this regulation.

  • All players have a responsibility to know and understand the Rules and Regulations.

    3. EQUIPMENT

    •All gel blasters MUST be transported in a lockable bag or blaster case when transporting to and from a vehicle.

  • All players must be equipped with a full-face mask within specifications for use in Gelsoft. Hire masks are available from GSA. Safety glasses are only permitted for referees and judges.

  • Any type of gel blasters are allowed for use in the tournament, including electric driven and high-pressure air devices. A gel blaster must shoot gel balls ONLY. Anything deemed not under this classification is disqualified from the tournament.

  • Drum mags or mag couplers are NOT permitted in this tournament.

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•All gel blasters must be equipped with a suitable trigger guard. Extended or double trigger setups are NOT permitted.

  • No magazines in blasters and no ‘dry firing’ is allowed in the safe zone at GSA. A firing range is available to test fire gel blasters.

  • Ultimate Speedbrawl tournament does not contain an ‘FPS’ (feet per second) limit for its blasters.

  • Before exiting the field, remove magazines, clear unfired gels from the blaster and disconnect high-pressure air lines.

  • HPA tanks (this includes stored purchased, self-produced) must be hydro-tagged, in date, and certified to meet Australian Standards. Modified tanks must be in date, re-certified and re-hydro tested AFTER ANY MODIFICATIONS. This is for the safety of ALL players. Untagged or out of-date tanks WILL NOT be filled and CANNOT be used on the field. Tanks with visible stress cracking and or leaks of any kind are NOT permitted.

  • Regulators must have product insurance and must sold at major Gel ball / Airsoft stores (EXAMPLE: Polarstar, Wolverine and Amped Airsoft). No small business HPA products are permitted (exclusions apply EXAMPLE: acid customs m4 adapter), there is no product liability otherwise.

  • Extended magazines for pistols, as well as M4 magazine adapters, are permitted. ‘DIY’ or self-produced adapters and blasters are NOT permitted (example: 3D printed receivers, mag adapters and accessories). If said accessories are sold by two or more major stores, the item may be used. If said item is not sold in at least 2 major stores, it is not permitted for use.

  • Each player on a team may only use one blaster on the field at a time. Additional blasters must remain in the team’s designated box until needed.

  • All gel blasters in the tournament must operate in semi-auto fire ONLY.
    •All types of gels for sale in Australia are available for use. Players must supply

    their own gel balls.
    • Radio communication between players is NOT permitted •
    Feathering of a trigger is NOT permitted.

  • Blind firing is NOT permitted. All blasters must be fired ‘line of sight’, for example, looking down the picatinny rail or barrel. It cannot be above your eye line, otherwise it will be classed as a blaster violation.

  • The STOCK of a blaster or the AIR TANK should be touching the shoulder area. It must NOT be sitting on top of your shoulder. This will cause blind firing and you will be penalised.

  • Players must enter a round with enough magazines and or shells on their person. They are not permitted to refill or top-up magazines during a round. Re-fills can be done at the end of the round.

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• Magazines may be passed between players during rounds. Dropped magazines can be picked up during a round.

• If a player's gel blaster or pistol fails or isn’t operational during a round, the round & match will continue.

4. DEAD/LIVE FIELD

• The field is ALWAYS LIVE. Do not enter the field without eye protection.

• The field is only ‘DEAD’ if the head judge has announced a ‘DEAD FIELD'. During this time mags must be out of the blasters/pistols and all gels cleared. Firing of any gel blaster when the field is DEAD may result in a minor penalty. The head referee will make the decision around this penalty. The field becomes LIVE again when the head judge announces, ‘LIVE FIELD.’

5. GAME FORMAT

• Speedbrawl is a 5 v 5 Gelsoft match.

•The match is 40mins in total, consisting of 2 x 20min halves, with unlimited 3 minute rounds.

• A 3 minute break is allocated at half time.

• A 5 minute change over time is allocated at the end of the match.

•Each team begins at opposite ends of the field at the breakout box. When the signal to start the game is sounded, both teams break from the wall.

• The objective is to eliminate the opposing team and collect points by pressing the centre button light and the end button light during each round.

•The middle button lights are both red (north facing) and blue (south facing). Teams are allocated a coloured light, which is dependent on the orientation they are playing for that round only.

• The end button light is yellow, and when pressed, signals the end of the round.

•Teams will immediately swap sides and swap coloured button lights after each round.

• Teams will be given approximately 30seconds after each round to refill mags and swap sides. Substitute players may be used after each round, but this is not essential.

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• The team with the highest points after the match, is deemed the winner.

Please note:

• No points for live players.
• Live players do not come to the middle to be counted. • No points for changing of the middle button light.

6. BREAKOUT

  • Each team begins at the break-out box. Each player’s foot and their blaster barrel must be touching the break-out box.

  • Teams can only leave the break-out box when the starting sound is signalled. This commences the start of the round. Failure to correctly connect to the break-out box will result in a penalty.

  • Any player who demonstrates an early break-out before the starting signal, will be given a penalty.

    •Players who ‘fail to reach/touch’ the breakout box before the last beep of the starting signal is considered a LATE TOUCH. Said player must immediately leave the field and wait for the next round.

    7. TIMERS/ ANNOUNCEMENTS

    •At the end of the round, the head judge will announce, “GAME’ and the points allocated for that round, eg “Game, 1 point to team A, 3 points to Team B.”

    • After this announcement the head judge will announce, “SWAP SIDES”.

    • Only then can players leave their dead boxes, collect their mags, swap mags and move to the opposite break-out wall, ready for the next round.

    •Players will have approximately 30 seconds from the last announcement before the start of the next round.

    •An announcement will be heard at 20 seconds left, 10 seconds left, 5,4,3,2,1, BEEP, BEEP BEEP START.

    • 5 minutes has been allocated at the end of the match giving both teams enough time to shake hands before exiting the field.

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Please note:

•The 5 second countdown will still play as an indication of time remaining, however it will not determine a LATE TOUCH.

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8. ENGAGEMENT AND HITS

• All players on the field are ALIVE.

• There is no surrender or ‘bang bang’ rulings.

Friendly fire is considered a hit.

• Hits against a blaster device do NOT count as legal hits.

DEAD players are those who have been HIT during game play.

• Dead players must signal a hit by raising their hand. They must immediately exit the field, as quickly as possible, and in a safe manner.

• Dead players must wait in the designated Dead Box areas until the completion of the current round.

Ricochets do NOT count as a hit

  • A hit through, or underneath a bunker, is not counted as a hit.

  • A dry fire from any blasters do NOT count as a hit.

  • A player that has been ‘hit’ cannot communicate in any way (verbal/non-verbal) with alive players during the round. Repeated violations of this rule will receive the appropriate penalty. See penalties

    Traded kills - if a trade cannot be decided by both players, the referee’s decision will be final.

    9. DEAD BOX / PENALTY BOX

    These are zones designated for penalties or players leaving the field of play. There is one dead box on each corner of the field and one in the middle at the entrance to the field. The penalty boxes are situated either side of the tower. Two of the dead boxes are allocated for the competing teams to set up their equipment

    • Talking in the dead box is to be kept at a minimum at all times. If the ref can hear you, they will penalise you.

    • No firing or dry firing of blasters in the dead box/ penalty box during the round.

    •Hit players and players with minor penalties can use any designated Dead Box during the round.

    • Players receiving a major/extreme penalty must wait in the penalty area for the allocated time until released by the referee.

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10. BUTTON PRESS / POINTS

•Any player from either team can press the middle button light. The player who presses the middle button light first will receive 1 point for their team. The middle button light is considered an activation light. This means that either team is now allowed to press their opponents end light at any time. See example 10.1 & 10.2

  • The middle button light an only be pressed once and does not need to be changed by the opposing team.

  • The player who presses the end light at the opposing end will receive 3 points for their team.

    •The end light should only be pressed once the middle light has been activated. Failure to press the middle light before pressing the end light will result in a loss of points. See example 10.3

• A Kahonus is awarded 1 point when the middle light is activated by either team, the end light is pressed, AND there are players from both teams alive on the field. See example 10.4

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Middle button press = 1 point End button press = 3 points Kahonus = 1 point

Example 10.1

Team A presses the middle button light = 1 point Team A presses the end button light = 3 points

Team A = 4 points for that round Team B (all players eliminated) = 0

Example 10.2

Team A presses the middle button light = 1 point Team B presses the end button light = 3 points

Team A (all players eliminated) = 1 point Team B = 3 points

Example 10.3

Middle button light is NOT activated = -1point Team A presses the end button light = 3 points

Team A receives 2 points for that round (3- -1) Team B (all players eliminated) = 0

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Example 10.4

Team B presses the middle button light = 1 point Team A presses the end button light = 3 points

Team B (has 2 ALIVE players) but still get 1 point for middle button light.
Team A = End Button light press + 1 kahonus point = 4 points

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11. PENALTIES

• A penalty is a loss of field time NOT points.

• When a penalty is applied, it is applied to a player and not the team.

•Penalties apply to the round (minor penalties), and subsequent rounds (major/ extreme penalties) and do NOT carry over to other matches.

• A penalty will be determined by the impact the violation has on the game.

• When a player is removed for a penalty, a substitute player CANNOT take their place. The team must play with reduced players for the allocated rounds.

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Violations

Break out box - feet, weapons, early breakout Blaster violation - full auto, blind fire, feathering No hit call / no trade call
Boundary Line - stepping on, firing over Jumping barricades
Sideline coaching
Get Out

Penalties

Minor

Major

Extreme

Impacts

No impact on the game, opposing team, points or results

Impacts on the game, opposing team, points or results

Significant impacts on the game, opposing team, points or results

Example impact

No kills made

1 kill made after the violation

2 or more kills made after the violation

Penalty Duration

Player immediately removed from the current round

Player immediately removed from the current round

Player immediately removed from the current round

Current round only

Current round +1 round

Current round + 3 rounds

Card

Yellow card

Red Card

Blue card

Penalty Location

Dead Box

Penalty box

Penalty box

Sideline coaching - no impact - warning given to the coach

Sideline coaching - Both Coach and the player receiving the coaching are removed for the rest of the round and sent to the penalty box for the following round.

Sideline coaching - significantly altering the game play - both Coach and the player receiving the coaching are removed from the field for the rest of the round and the following 3 rounds.

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Please note:
The following penalties have been removed:

  • No talking in the dead box

  • Slow exits

  • Shouldering details

In the event of major or extreme penalties which result in the round ending prematurely, the impacted team will not be given an option to re-run the round. The major/extreme penalty will be applied, the impacted team will receive the end light button points (3) and the next round will begin. See example 11.1

12. REFEREES

•To keep the cost of games at an affordable price, GSA relies heavily on teams to supply one or two refs each week.

  • A referee roster is emailed to team captains at least one week prior to games.

  • GSA is providing all referees a REF LOYALTY CARD which offers a free HPA tank re-fill or a bag of gels (if the player runs an AEG), after the 5th game is reffed. The head ref is responsible for initialing Ref Loyalty Cards after each match. It is the refs’ responsibility to pursue the signing of their own loyalty card. Loyalty cards will be kept on the premises.

  • Due to the nature of the referee situation, penalties have been simplified to allow for continuity of games. See penalties.

    •All decisions and rulings given by judges and referees are FINAL. Any harassment or violence towards judges or referees will result in disqualification from the match, and any future participation will be jeopardised.

  • Referees and head judges have the authority to remove players from the field at any stage if they feel it necessary to do so, in order to maintain player safety and integrity of the game.

  • Referees will be available before and after the event to answer general questions.

Example 11.1
Team A player shoots Team B player. Team B player does not call the hit and shoots Team A player. Team A has no live players left on the field to continue the round. Team B player is given a major and sent to the penalty box. The round ends. Team A is awarded 3 points, due to the last player being shot out and not able to finish the round.

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•Head referee will be available at half time for questions/queries/disputes. Only team captains may make contact with the head ref during this time.

•In the event of a dispute during play, the referees will endeavour to resolve the issue without impacting the game. If this cannot be achieved, the Head ref will call TIME, the clock will be stopped, team captains will be required to adjudication and discussion of said dispute. The referee and head judge will have the final decision if team captains cannot resolve the issue.

13.APPEALS

• There are no appeals. Players cannot appeal a referee’s decision. Refs rulings are final (see Referees).

• Go Pro and video recordings are for content purposes only. Such footage cannot be used as evidence after the fact.

14. PLAYERS

• Players are not permitted to engage with a referee during a round or at half time.

•Players aren’t permitted to leave the arena during the round. They must wait until the round in finished and the Head Judge announces to swap sides. Alternatively players cannot enter the arena in the same way. They must wait until the round is finished.

• All players must attend the safety briefing before the game begins and must have a current indemnity waiver. On-line Indemnity Waivers can be accessed using the QR code at the front counter or via the GSA website.

15. TEAMS

  • Teams must be ready to take the field at the start of round one. A team who is not ready to play will forfeit the required number of rounds until they are ready, and the opposing team will be awarded 4 points for each round that they are waiting. In the case where both teams are not ready, neither team will receive points, and both teams will play the remaining time left of the first half.

  • Teams are to arrive on site 30-60 minutes before their game starts.

  • A maximum of 8 players can take the field during a match. A team can have ONE person to ‘SUPPORT’, however this person is included in the count. See examples 15.1

    15.1

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5 players + 3 subs + 0 support

5 player + 1 sub + 1 support

5 Players + 2 subs + 1 support

5 players + 1 support

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16. SUPPORT PEOPLE

  • Support people are non-playing and must follow all rules and regulations. Failure to do this will result in being removed from the field.

  • They do not have to be registered with a team.

  • Their role is to fill mags during games and be a positive support during the match.

  • Support people are to remain in the team box at all times and can only enter the field to collect mags AT THE END OF THE ROUND.

    •A support person is not allowed to fill player mags on the field during the 30 second transition or at the break-out box as this interferes with the player count. They must fill mags in the team box only.

    17. CODE OF CONDUCT

    All people (including spectators) on GSA property have a responsibility to behave in a manner that is RESPECTFUL, RESPONSIBLE and SAFE. Behaviour including (but not limited to) violence, harassment, property damage, threats, directed abuse (of any type), theft and bullying are considered breaches of the Code of Conduct and will have consequences determined by the Head Ref, the Head Judge and Gelsoft Australia.

    Consequences include but are NOT limited to:
    * Aggravator / team is disqualified from playing for the remainder of the match. *Aggravator / team is disqualified from playing for the remainder of the

    tournament.
    * Aggravator / team is banned from Gelsoft Australia tournaments.

    **Gelsoft Australia welcomes solutions. Solutions are considered ways to improve. Please share these with the appropriate people so any problems can be resolved or changes made to current situations.

    18. MISCELLANEOUS

  • Please respect our neighbours. Please do not park in driveways. Please park in a reasonable spot in the Tactical Edge/Gelsoft Australia car parks or roadside curbs where you will not be blocking any exits, entryways or roads.

  • Seating is provided for teams and spectators.

  • If a team does not turn up for their game slot, the opposing team will receive 52 points which is 13 rounds x 4 points (based on the average of 20 rounds per match)

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19. DEFINITIONS

Team - a group of registered people playing together with a common interest. Substitute - optional players who can swap in-between rounds
Organisation - a team who play under an organised group in tournaments, for example, Ghosts, Midnight Kendo.

Safe Zone - this is the designated viewing area for spectators, and the area designated for the players to prepare their equipment.
Dead Field - magazines removed from blasters/pistols. Clears gels from blaster. Live Field - everyone on the field must be wearing eye protection.

Start Signal - Super Mario beeps
Round - a maximum of 3 minutes of game play.
Match - 40 mins of unlimited rounds, consisting of 2x 20min halves.
Semi-Auto - one trigger pull equalling one shot.
Feathering - when a player does not have at least two fingers wrapped around the grip whilst shooting.
Blind Firing - a shot that is fired and the player is not looking down the barrel of the blaster.
Alive Players - not hit by a gel ball
Dead Players - players who have been hit by a gel ball
Hit - Any bodily contact with a gel ball, including a player’s gear that they are wearing - tanks, dump pouch, camera, backpack , arm pads, head wear etc. Must be received directly from any blaster
Friendly Fire - a team mate who accidentally hits you
Kahonus - the middle light is activated by either team, the end light is pressed, AND there are players from both teams alive on the field.
Dead Box - a designated area for players who have been hit during a round, to wait in.
Ricochets - a gel ball that bounces off a nearby object/wall before hitting a player. Dry Fire - no gel balls have been fired from the blaster.
Traded kills: Both players shoot barrel to barrel (within 2 meters of each other ) is considered a traded kill. All trade scenarios are at the referee’s discretion and all decisions are final.

Minor penalty - immediately removed from the round
Major penalty - immediately removed from the round and the following round

Extreme penalty - immediately removed from the round and the following 3 rounds.

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