Official SpeedQB® Rules and format:

Game rules are indispensable for a competition to be carried out in a fair and sportsmanlike manner. When these rules are known and followed by all players, each game will be played & judged equally and fairly, resulting in more excitement and fun for all.

The SpeedQB® playing field layout is mirrored. The floor surface is artificial turf. The center flag is hung up above the centre cross. When entering the field, you’ll need to walk from the safe zone to the ‘death tunnel’. Upon leaving the safe zone, wearing special safety glasses or a mask is mandatory. The safety glasses or mask must comply with the CE EN166-F, STANAG 2920 v50 or the 40296 standard. Anyone seen outside the safe zone while not wearing glasses or a mask will be removed from the event and is barred from playing.
Inside the safe zone it is not allowed to have a magazine in your airsoft replica. Your airsoft replica has to be on safe and no HPA tanks/lines can be plugged in. In case your HPA tank is attached to your replica, a special bag to cover the muzzle (battle sock) is required in the safe zone. No dry firing allowed in the safe zone. The player getting caught not complying with these rules will receive a first warning. A second violation will mean the player will be barred from play for the remainder of the event. So before entering the safe zone make sure there is no magazine in your replica, your barrel is empty by dry firing and unplug your HPA tank line.

TEAMS

SpeedQB® is played with two teams that consist of 5 players each. They battle for the most points. Points can be obtained by eliminating the opposing team’s players, capturing the flag and bringing the flag to the opposing side. A SpeedQB® team may consist of seven active playing team members per event. So you can only register 7 players per event. In addition, a team may attend an event with a maximum of 10 people. The players from the team must all have a visible player number and their teams’ name on their shirts. Players are able to choose their own gear. Objects that can cause injuries (like jewelry) are to be removed before the match.

A personal color will be assigned to each player, which will be made visible to the referees by a wristband and two matching colour straps on their mask. The straps will be checked before each match by the referees.

Substitutions

  • Substitutions are allowed before or after each match and in between rounds. It is not allowed to make substitutions when a player is disqualified or just got a penalty
  • Injury substitutions: if a player is injured during a match, a substitution is allowed after the round has ended. The injured player is not allowed to return to participate in the remainder of the day/tournament if an 8th player is deployed
  • Ringer substitutions (a non team member and/or a member of a different team) are allowed for that event only. Ringers cannot compete on behalf of multiple teams during the same event. Only one ringer maximum per team.

Team Captain

One of the players in a SpeedQB® team acts as team captain. The team captain is responsible for:

  • The behaviour on and off the field of all team members
  • Representing the team at the team captains briefing
  • Signing the competition forms after each match with the head referee
  • Consulting with the head referee concerning referee decisions (other team members are not allowed to do this)
  • Being the contact person for the team

Audience

All audience members, including non-playing team members, are not allowed to speak to, give directions to or encourage teams playing, in order to prevent players, teams and referees from being influenced or distracted. There are stands for the audience. The ‘death tunnel’ is not a designated location from where to watch a game.

REFEREES / OFFICIALS

There are two head referees, having the final call in every matter concerning the game. The head referees keep track of the points scored. They are supported by a team of 6 referees having their own position on the playing field and 3 referees off the field. Players are to follow all referees’ calls. A referee may call a player out at all times. Discussions about or refusals towards the referees will result in a penalty and can even cause disqualification.

  • An official conducts the Team Ready Warning and controls game start & end.
  • Officials have full power to call hits upon players and pull players
  • Officials have the final call on any disagreement or decision on field

Each team captain is required to be a referee for a number of matches. This is requested so that there are extra eyes on the field besides the existing referee team and also to build the sport as a community. Only the head referee is allowed to call penalties.
Everything a referee sees is a referee call. These decisions are not up for debate, with the exception of a call concerning first flag grab. A camera will be placed specifically to capture and record flag grab moments. Each team gets a maximum of 3 challenges per weekend that will be checked on the recording. Challenges can be requested with the head referee. If the challenge proves false upon review, your team gets a penalty of -25pts. In case the challenge proves to be justified AND the wrong team was appointed as the winner as a result, a rematch will be called by the head referee. A rematch will not be called when the challenged call only influenced the points (which will be corrected).

HOW TO WIN

The team with the most points after one match, consisting of 3 rounds, wins the game.

POINTS

Points can be obtained for the following actions:

  • 5 points per kill
  • 25 points for first flag grab
  • additionally, the team that has both the first flag grab and flag touch at the enemy breakout gets a 25 points bonus
  • 25 points for touching the enemy breakout wall with the flag
  • 25 points bonus for touching the enemy breakout wall with the flag while at least one enemy player is still alive. Doing so will also grant points for all kills possible (25 points).
  • A maximum of 125 points can be obtained per round (incl. bonus)
FORMAT

During tournaments, Each weekend will consist of 7 rounds containing 105 games. 60 games will be played on saturday and 45 games on sunday. Except for the last tournament weekend.

A game consists of 3 rounds. All 3 rounds must be played and the 2 rounds with the highest scores will be counted. At the end of the season there will be a final ranking of the accumulated points.

GAME DURATION

A game consists of 3 rounds with a maximum duration of 3 minutes each. In between the rounds another game is played, so there is time to refill or discuss strategies. To clarify: Team A and B play round 1 against each other, after which Team C and D play round 1 against each other. Team A and B then return to play round 2 against each other and team C and D then play round 2 against each other. After a signal given by the head referee, killed players will be able to join the field again for the next round or match. This is done so that the referees can count how many players are left from each team. When players are not on the field when the round starts, the late players will not be allowed to participate in that round.

PENALTIES

If a player commits a foul, penalties can be given by the head referee. These penalties are categorized in two degrees: a 1st degree penalty (MAJOR) and a 2nd degree penalty (MINOR). 1st degree penalties are considered intentional fouls. 2nd degree penalties are considered unintentional fouls or mistakes.

1st degree penalties have greater consequences than 2nd degree penalties. 2nd degree will only cost the team points, whilst 1st degree penalties can result in player disqualification or team disqualification. Multiple penalties can be given to a team per round.

The possible (MAJOR) 1st degree penalties:

  • No-call -25 points
    (when a player does not call his or her hit intentionally, determined by referees)
  • Late-call -25 points
    (when a player calls his hit after finishing his or her move)
  • Off-field instruction -25 points
    (players giving hints or instructions when not in the game)
  • Dead player communication -25 point
    (Any communication by dead players, including when hit)
  • Equipment violation -25 points
    (When a player uses forbidden equipment, shoots over joule limit, direct DQ)
  • Violating rules -25 points
    (e.g. using two finger trigger, climbing or jumping over obstacles or significantly moving
    obstacles)
  • Blind fire -25 points
    (Firing without aiming)
  • Unsportsmanlike behavior -25 points
    (When a player shows unsportsmanlike behavior e.g. swearing or aggressive attitude)
  • Referee influencing -25 points
    (Players suggesting referees to an opponent foul)

The possible 2nd degree penalties:

  • Flag drop -25 points
    (player carrying the flag drops it accidently when still alive)
  • Late flag drop -25 points
    (When the flag carrier is hit, the flag must be dropped within 1m of player hit. When further than 1m, penalty is given)
  • False start -25 points
    (If a player moves before the horn blows, or feet/replica did not touch the breakout wall)
  • Slow field exit -25 points
    (when a player does not leave the field immediately or on purpose takes a detour to the death-tunnel)
  • Referee distraction -25 points
    (When players talk to a referee when the game is being played, including after being
    eliminated or being pulled from the game.)
  • Mag grab -25 points
    (Picking up mags, when game is not finished yet)
  • Ricochets on purpose -25 point
    (Try to hit people with ricochets even though it doesn’t count as a hit just to distract players).
  • Immediate DQ
  • When you get HIT on your head (Mask, beanie, GoPro…) and not call your HIT will result in an immediate DQ.
MAJOR (1st Degree) PENALTY ENFORCEMENT

All players on schedule will be assigned a colored band applied to the wrist and mask. These colored bands cannot be removed, transferred, tampered with, etc until the end of the event.

THREE STRIKE LIMIT

  • 1st Major penalty
    When given a 1st degree penalty, the player committing the foul gets noted. Team now has one 1st degree penalty: -25 points.
  • 2nd Major penalty
    When the second 1st degree penalty is given, the player committing the foul gets pulled for the remainder of the match (both rounds) and gets a penalty of -25 points. Team now has two 1st degree penalties.
    When an individual player gets their second 1st degree penalty, they are disqualified and their team has to play with one player short for the remainder of the event (player DQ*).
  • 3rd Major penalty
    When the third 1st degree penalty among a team’s players is given, the team loses all points from that game and the player who committed the foul gets pulled for the remainder of the match. Team has now three 1st degree penalties.
    When an individual player gets their second 1st degree penalty, they are disqualified and their team has to play with one player short for the remainder of the event (player DQ*).
  • 4th Major penalty
    When the fourth 1st degree penalty among a team’s players is given, the team will be disqualified for the remainder of the event and loses all points from that day (team DQ*).
    1st degree penalties will be noted and taken into consideration for further tournaments.

* Disqualification (DQ). A disqualification is an action that follows after non-compliance with the rules of a sport or game. The act means that the practitioner or the team is excluded from further participation in the game or tournament.

OUT CALLS

When a referee pulls a player out of the game, the player has to go out immediately. This is not necessarily a 1st degree penalty, as penalties will be determined after the round has ended. If the referee sees an unintentional “no-call” (eg. a hit on backpack, pouch, shoe, belt, hit that cannot reasonably be felt etc.), this will have no further consequences to the extent of a penalty being given, but it will be noted as a -25 point foul. However, if it happens too often with the same player, this will be taken into consideration.

HITS
  • Any bodily contact with a BB is considered a hit. This includes any part of bodily gear (like backpacks, trousers, hoodies, beanie, t-shirts, belts and HPA tanks,Go Pro et cetera)
  • Replica hits do not count
  • Hit on your mounted GoPro on the replica is a HIT
  • If opposing players shoot each other at the same time, both players are out
  • Dry fires do not count as a hit
  • Ricochets do not count as a hit
  • A Team kill is considered a hit
  • Hits are signaled by players raising/waving their hand and immediately exiting the field to the nearest deadbox (it is not allowed to call a HIT verbally)
NO MINIMUM ENGAGEMENT DISTANCE
  • No “surrenders” / No “bang-bang” kills
  • Knife kills count
STARTING BREAK OUT
  • Teams “break out” from a starting wall/bunker located at the center of team spawn point.
  • Each team’s spawn point is marked 2 m wide, along the break out wall.
    One foot per player must be touching the break out wall within the 2m spawn point before the round begins.
  • All replicas must be physically touching the break out wall within the border of the breakout until round begins.
  • There is a 25 pts team penalty for false starts. False starts = early breakout, replicas and/or feet breaking contact from the break out wall before the starting horn/whistle.
CAMERAS

Filming is not allowed. Action cameras are not allowed to be worn by players. The audience/spectators are not allowed to film the game or any team players or referees. This is because we want to protect the integrity of the sport, its players and referees. Some people will not handle the obtained video material in a responsible manner by enabling toxic behavior within and outside the SpeedQB® community. Video material commonly feeds this behavior, hence it is expressly prohibited. Filming is only allowed in consent with the Officials. These agreements are to be made before a tournament, not during.

EQUIPMENT
  • All types of replicas are allowed
  • Tracers / Illuminated BB’s mandatory, they will be checked at the start of each match by the referees. In case the tracer is not working, the player is not allowed to play the match. The team has to play this match one player short
  • 0.25g bio tracers are the only BB’s that are allowed
  • Auto-Strobe lights are not allowed
  • No ramping, binary or any advantageous programming of FCU
  • Gorilla FCU’s are obligated (for Europe only) and will be set to single-shot and on a tournament lock. Any and all means of circumventing the settings or tournament lock will result in an immediate DQ.
  • Semi auto only. One trigger pull = One shot (feathering is OK with one finger)
  • Double-finger shooting is not allowed.
  • All replicas must have a trigger guard.
  • Double/extended triggers are not allowed
  • Rifles = Mid Caps Only (200 rd max per mag)
  • Pistols = Extended Mags and M4 Mag Adapters OK, no DIY mag adapters (200 rd max mid caps only)
  • Shotguns = Shell Fed or AR Mag (200 rd max mid caps only)
  • No limit on total number of magazines/shells
  • Blind fire (firing without looking where you’re aiming) is not allowed. You have to be able to see your opponent while firing.
  • FPS/Joules = max 1.1 Joules using 0.25 gram BB’s. Actual limit may be determined by field based on field’s policies.
SPECIAL SITUATIONS
  • If a team starts with less than 5 players for whatever reason, the opposing team automatically receives the killpoints (+ 5 points per player) for the player(s) that is/are not participating.
  • When a team does not show up, the other team receives 200 points and automatically wins the game.
  • Rematch: in certain situations, the head referee and game officials may call for a rematch. This can be the case if the game outcome is unclear or some calamity occurs for which a rematch is deemed appropriate by the head referee.
  • It is not allowed to shoot through gaps, this includes gaps that are a result of damage
  • It is not allowed to climb over objects, to move them intentionally or push them out of the way.
  • If a calamity occurs, the game can and will be suspended. Head referee and game officials determine if a rematch is necessary.
  • It is not allowed to play whilst wearing soccer shoes or spikes on the SpeedQB® field due an increased risk of causing injury to other players. Soccer shoes, also called cleats or football boots, are shoes developed for grass pitches with studs on the outsole to add grip. Spikes are sporting shoes with metal spikes attached on the outsole. These metal spikes ensure improved power transmission and also better grip, comparable to the studs under football boots).
  • When a player gets hit while exposing to reach for the flag and continues to grab the flag there are no first flag grabs points awarded. The flag is hung back so both teams get an equal chance to do a first flag grab.
NO EXCEPTIONS
  • In the case of verbal or physical violence by any player, this player is immediately disqualified for the entire season.
  • When seen not wearing glasses in the playing area, the player is immediately disqualified for the event.
  • Dry firing in the safe zone results in one warning for the player. A 2nd time will result in disqualification for the remainder of the event. Make sure your barrel is empty by removing the magazine in the playing area and firing at least three times in a safe direction.
  • Players can and will be randomly chrono spot-checked (also called Feet Per Second or FPS test) per referee discretion. Shooting ‘hot’ (over allowed FPS limit) will result in the disqualification of the player from the event, no exceptions. The player’s team will have to play with one player short for the remainder of the event.

RIGHTS & USAGE OF MARKS

SpeedQB® is a protected trademark and is dedicated to curate and maintain quality of this original format of gameplay.

For info about upcoming SpeedQB events please check the Events page.

If your field is interested in hosting licensed SpeedQB® Format games/events, please contact us via email: marketing@speedqb.com

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