How to Win
To win a Match, a Blader must score enough points (3-5) to meet the victory requirement of the Match Type being used.
You score point(s) when:
- The opposing Beyblade stops spinning. (Recommended: 1 Point)
- The opposing Beyblade exits the BeyStadium. (Recommended: 1 Point)
- The opposing Beyblade separates*. (Recommended: 1 Point)
* Knocking the Bit Chip off a Plastics Beyblade does not constitute separation
Consult the Win Condition Point Values section of the Match Types Guide for more details on the points given for each Win Condition.
Beyblade Selection
Bladers will be stationed across from each other on the Left and Right sides of the BeyStadium. Which side each Blader assumes must be decided by fair means (ex. Judge’s coin flip/dice roll, or rock-paper-scissors), with the winner getting to pick their preferred side. This positioning lasts for the duration of the Match.
Once across from each other at the BeyStadium, the Match begins and each blader is to turn their backs and select their Beyblade(s) in secret within 3 minutes. The amount of Beyblades to be selected depends on the Match Type in use.
Bladers may receive help (coaching, gameplay advice, or equipment) during this phase. At any time, players may ask their opponent if they are receiving or have received help from others while at the stadium. If asked, the questioned player must identify to their opponent who helped or is helping them at the stadium. Once informed, the blader who initiated the inquiry may request a time extension to the Beyblade Selection phase.
Once a blader selects their Beyblade(s), they must announce that they are “set” and present their launcher and Beyblade to the judge for inspection. This ends the Beyblade Selection Phase and bladers are no longer allowed to receive help from anyone.
Beyblades should preferably be unassembled for inspection, or the judge will do it themselves.
Once a blader is set, they may not change their Beyblade(s) or launcher(s) for the duration of the Match. Bladers must clearly announce the spin direction of their Beyblade(s) to their opponent and the judge. Beyblades must be launched in the direction that is fully compatible with the launcher being used. Once both bladers are set, the Match begins.
During Beyblade selection, bladers are forbidden from: - getting up and/or leaving the BeyStadium
- turning around before both bladers are set
- attempting to spy on or gain information about the opposing blader’s selection
- attempting to switch their equipment after announcing they are set
During Beyblade selection, people offering help to a player are forbidden from: - attempting to spy on or gain information about the opposing blader’s selection
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Launching
A Battle is prompted with the call of “3–2–1 Go Shoot!” and begins when both Beyblades have made contact with the Launch Area of the Stadium at least once.
Both bladers must simultaneously launch their Beyblades as the word “shoot” is called.
- A legal launch must have the Beyblade enter the Stadium within the Launch Area, with the Beyblade released from the launcher less than 20cm above the Stadium floor.
- Keep your Launcher held within your KO half of the BeyStadium. Never attempt to obstruct your opponent’s launch.
- Bladers cannot shoot their Beyblade onto the opponent's Beyblade mid-air.
- Do not touch the BeyStadium at any time. If you think the BeyStadium should be adjusted, ask a judge.
- If a winder-based launcher is being used, a legal launch consists of the winder being pulled out of the launcher, rather than pushed in.
Relaunching
If your launch is obstructed or noticeably underpowered due to an event beyond your control you can request a relaunch which will immediately void and end the current Battle.
Alternatively, if video review is available for your Match you may request a review call, which will not void/end the current Battle, but result in the Judge reviewing relevant video captured at the end of the Battle to determine if a change in outcome or reMatch is required.
The primary reasons you’d want to request a relaunch are:
- Your launcher malfunctions in a way that causes your launch to be underpowered
- You are accidentally hit or shoved by the opposing player or a spectator
The primary reasons you'd want to request a review call are:
- Contact was made before both Beyblades touched the stadium floor once, and the video footage may show that
- You believe outside interference or an improper launch occurred, and the video footage may show that
Bladers are entitled to a single relaunch or review call per Battle, though judges may freely invoke relaunches/reviews for Bladers outside of their allocation if they have a valid concern.
Bladers must request a relaunch or review call during the countdown or immediately afterwards. The judge may also deny the request if they feel it is invalid.
Battle Results
- After each Battle, bladers cannot touch their Beyblade until the judge has announced the winner.
- Both bladers and all spectators must also refrain from influencing the judge’s decision by announcing their own opinion before the judge has rendered theirs.
Optional Rules
Optional Rules are a set of optional rulings and banlist variations approved by the World Beyblade Organization for Ranked Play, as an acknowledgement of the ability of the range of valid ways to play Beyblade, and to empower Organizers to make informed choices to suit their own communities.
Optional Rules, if used, vary from event to event. If any Optional Rules will be used for an event they will be listed on the event page.
For information on Optional Rules, as well a list of available rules, please see the Optional Rules Guide.
For Plastics and HMS Format, take particular note of the Alternative Deck Construction Rule when considering running Multiple Beyblade Match Types.
Legal Equipment
Official Plastic Generation (Plastics Format) and Heavy Metal System (HMS Format) Beyblade products produced by Hasbro, Takara, and Sonokong are recommended for ranked Matches.
In addition, Takara Tomy MFB Light Launcher 1 Winders, Hasbro MFB Winders, and Hasbro MFB Electronic Tops launchers may be used in the Plastics Generations (Plastics Format).
- Foreign Substances: Beyblade and launcher parts cannot be painted or coated in any way that affects their performance except in the methods explicitly outlined in the green section below. Bladers who intentionally modify the performance illegally of their equipment will be disqualified and potentially banned from future Events.
- Physical Modification: Unless explicitly stated otherwise by another rule, Beyblade and launcher parts can only only be physically modified through:
- Battle with other Beyblades of the same series.
- Launching a Beyblade into a Beyblade stadium.
- Assembling a Beyblade or launcher with parts that fit and are intended to be used together based on the part composition of the series in question.
- Displacement of part components that have give to them by hand.
Minor physical modifications caused by other means (such as accidentally dropping a Beyblade onto the floor)may be permitted with judge approval. Please ask a judge if you are unsure if your part is legal.
- Broken Parts: Beyblade parts that are broken in any way are considered illegal and may not be used in WBO events unless explicitly outlined in this rulebook. See “Breakage During Play” in the Gameplay Appendix for detail on how to proceed if your part breaks during a Match.
- Part Stress: Combinations must not be put together in a way which does not fit correctly or significantly deforms parts to the point of causing permanent deformation. An example of this would be forcing Wolborg 2' SG (Bearing Version 2) tip into Burning Kerberous' Customize Bearing Base which causes irreversible damage to the tip, or using White Gabriel G's version of Twin Horn with Zeus’ Screw Zeus (as opposed to using Gaia Dragoon V’s Dragon Breaker).
- Integrity: Combinations must not pose significant risk of disassembly in their use - such as balls which can fly out of the Blade Base during the course of normal play, or parts only held on by force outside of normal design.
- Intended Tips: The primary contact point of a Beyblade with the stadium floor must be with a part of the Beyblade originally intended to be used as a tip. The circular flat tip section of Seaborg's Defense Grip Base Tip is considered an intended tip as well as the sharp rubber point, as are both sides of Dragoon S’ Storm Grip Base, Gabriel/Cyber Dragoon Battle Spec.'s SG Wing Base and Gaia Dragoon's G Special Base.
- Sticker Placement: You must respect the legal sticker positioning as outlined by the instructions included in each product or additional special sticker sheets. Stickers cannot be placed anywhere where two parts of the Beyblade come into contact with each other (i.e. around the edge of a Weight Disk or a Spin Gear to tighten it) unless this is within the legal sticker placement per the instructions of the product.
- Product Restrictions: All Bearing Gyros Parts (Excluding the Gyro Defense Attack Ring), Electronic Beyblades, RC Beyblade Blade Bases, parts of the figures from the Bakutenryu/Hidden Spirits Beyblades (aside from the Tip used by Hayate Base), The Kelloggs Promotional Beyblade Base Spinner Part and any Beyblade sideline/promotional product that is not compatible with the mainline Beyblade series of tops are illegal.
- System Incompatibility: Parts from one system cannot be used with a system they were not designed to be compatible with, e.g. using HMS parts with Plastics parts, using an HMS Launcher with a Plastics Customize Grip. Note that it is legal to use the Plastics prongs of the HMS Double Shooter with that launcher for Plastics, as is using a Plastics Attack Ring with Magical Ape MS’ Gyro Mode.
- Playing Surface Stadium Cracks: Cracks within the playing surface of Stadiums are not acceptable and Stadiums with such damage are illegal for WBO play.
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- Outer Wall Stadium Cracks: Cracks on the walls or outside of the play area are acceptable if they are repaired with tape attached to the underside of the Stadium.
- Painting/Clear-coating: Painting or clear-coating parts for aesthetic reasons is permitted. The coat must be light, non-textured and not affect the Beyblade’s performance. Bladers who intentionally modify the performance of their equipment will be disqualified and potentially banned from future Events.
- Marking Parts: Parts may be marked in order to differentiate parts from your opponent’s in the event that your Beyblade(s) separate, or to maintain the orientation of your combination’s parts should it separate and need to be re-assembled. You may apply minor markings (single lines or dots) to them with a pen or marker. Other methods of marking not explicitly outlined here are addressed under the guidelines for Foreign Substances and Painting/Clear Coating as defined above.
- Custom Launchers/Grips/Accessories: Painted, decorated, modified, or entirely custom-made Grips and Accessories may be used, as well as painted or decorated Launchers. The mechanical operation and performance of the Launcher may not be directly affected in any way, and your equipment should not obstruct your opponent’s ability to launch properly in any way. If a judge determines your customized launcher, grip, or accessory alters the performance of the Launcher itself, obstructs your opponent, or poses a safety hazard, they may tell you to remove or replace the offending equipment.
- Swapping Launcher Components: Components of a launcher that have been worn down over use may be replaced with an identical substitute from another launcher.
- Launcher Shims: The rear wall at the entry of a Launcher may have a thin piece of material attached to it (a “shim”) to prevent or remedy skipping due to wear. This must not improve performance of the launcher above stock configuration. If a judge determines your launcher has been modified to the point of illegality due to such modifications, they may tell you to switch to a new version of that same part.
- Lubricating Launchers: A small amount of lubricant (non-petroleum based to avoid damage) may be used on gears and internal contact surfaces of launchers to improve longevity. This must not improve launch strength of the launcher above stock configuration. If a judge determines your launcher has been modified to the point of illegality due to such modifications, they may tell you to switch to a new version of that same part.
- Dual Shooter Prong Tightening: Many Dual Shooters have a manufacturing fault which prevents them from grasping the Bit Protector firmly. To rectify this, you are allowed to use the following modification: Unscrew the assembly on the bottom of the launcher to get the black prongs. Warm the plastic with hot water to soften it, then it can be adjusted (i.e. pinched). To make it permanent, run it under cold water, which will set the plastic again.
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Launcher Rulings
Launcher Power
Launchers should approximately match the listed rotations per launch, within 0.5 rotations.
Launcher | Legal Number of Rotations |
Dual Shooter | 5.5 |
Double Shooter | TBD |
String Shooter | TBD |
EZ Shooter (Left & Right) - Short Winder | 4-4.5 |
EZ Shooter (Left & Right) - (Neo-)Dragon Winder | 6.5 |
EZ Shooter Power Custom - Short Winder | TBD |
EZ Shooter Power Custom - (Neo-)Dragon Winder | TBD |
Duotron Launcher - Short Winder | 4.5 |
Duotron Launcher - (Neo-)Dragon Winder | 6.5 |
RC Shooter - Short Winder | TBD |
Dual Shooter (HMS)
- Spin direction may be changed between Battles.
- Spin direction may not be changed again once a Beyblade has been attached to the Dual Shooter.
- If the judge determines both players are stalling to see what spin direction their opponent chooses, both players are to turn around and make their spin direction selection in secret immediately.
Double Shooter (Plastics and HMS)
- You must use the appropriate prongs for the format being played.
- You may use either set of prongs.
- You may only launch one Beyblade as part of a Battle.
Duotron Launcher (Plastics)
- You may use either set of prongs.
- You may only launch one Beyblade as part of a Battle.
V-Force Arcade Challenge 5-in-1 Main Unit (Plastics)
- You may replace the ridged plate on the Launcher section with spin-direction appropriate prongs to use the Main Unit as a regular BeyUltimate Launcher.
Part-Type Rulings
Bit Chip (Plastics)
- If a Bit Chip is knocked off of a Beyblade during a Battle, you are not to remove it from the BeyStadium. Leave it and allow the Battle to proceed as normal.
- If this occurs, or if the Bit Chip is dislodged but remains on the Beyblade, the Bit Chip may be taken off for the remainder of the Match, or placed onto the Beyblade correctly.
- You are not obligated to use a Bit Chip.
Attack Rings and Blade Bases with Sub-Attack Rings (Plastics)
- You may not use an Attack Ring or Blade Base which has a slot for a Sub-AR without using a Sub-AR.
- You may use the Sub-AR from one AR or BB with a different AR or BB.
- You may invert the Sub-AR, as long as doing so does not cause undue stress on any part of the Beyblade.
- The Sub-Ring Parts of Dual Dragon (Dragoon F), Bound Attack Ring (Bound Attacker), Bound Defense Ring (Bound Defenser) and Spark Attack Ring (Sparkling Attacker) are considered to be parts of the main Attack Ring, and are not interchangeable or removable.
- As an exemption to the above, the Core piece of Bound Defense Ring and Bound Attack Ring is considered the same part, and as such the Sub-Ring of each may be interchanged with each other.
- The Sub-Rings of Bound Attack Ring and Bound Defense Ring may be oriented either way up and in any of the rotated positions available, as long as doing so is in line with the ruling on Part Stress.
Spin Gears (Plastics)
You must fill all slots on a Spin Gear, with the exception of the optional use of a Metal Weight Ring with Regular SG Shells.
It is legal to change Cores and Casings between Spin Gears as long as they fit correctly.
- For Spin Gears with bearings, a suitable ABS, POM, Metal or MR52ZZ Shielded Steel Ball Bearing must be used in each available slot. Bearings may be interchanged as long as they fit securely.
Engine Gears (Plastics)
Engine Gears may be launched unwound, or wound to any degree.
- You may opt to wind, not wind, or discharge an Engine Gear prior to the start of each Battle.
Base Clips (Plastics)
- You may interchange Base Clips between Blade Bases.
- You may interchange Engine Gear Blade Base Clips between Engine Gear Blade Bases.
Blade Bases with Support Part Slots (Plastics)
You may not use a Blade Base that has slots for Support Parts without Support Parts.
- Support parts may be oriented either way up as long as they comply with Part Stress and Integrity rules.
- For two-part SP (eg Cross Attack, Reverse Attack), you may use a different SP in each slot of a compatible Blade Base if desired.
Interchanging Blade Base Tips (Plastics)
- You may not interchange tips from Blade Bases in which the tip is considered to be the same part as the BB. Two examples of this are Driger S’s SG Metal Change Base and Voltaic Ape’s Customize Metal Sharp Base.
- You may interchange tips and shafts when they are considered to be part of the Spin Gear, or an independent part, such as the tips of Dragoon V2's Customize Grip Base, Dragoon V's Magne Flat Base, Uriel 2's SG Grip Change Base and Wolborg 03 (Uriel)'s SG Grip Base, in line with the Integrity ruling.
- In the case of SG Grip Change Base, the tip may be inserted into the Casings of Wolborg 2's SG (Bearing Version 2) to be used as a tip.
- In the case of SG Grip Base, the tip may be inserted into a Magnecore SG using Dranzer V's Volcano Change Base.
- The tips of Hasbro’s Jumping Base may be used in place of the lower tip part of Burning Kerberous' Neo SG (Double Bearing Version) Shaft and vice versa.
- The tip section of SG (MG Spring Version) may be used in the casing section of SG (Spring Version).
Weight Disk (Plastics, Heavy Metal System)
- You may not use more than one Weight Disk.
- Plastics Weight Disks may be used in either upward or downward orientation.
Bit Protector (Heavy Metal System)
- You must use a standard Bit Protector, not a special Bit Protector that was designed to serve another function (e.g. holding the RC of Shining God MS together).
Customize Weight Disk (Heavy Metal System)
- You may not use Customize Weight Disks without a plastic CWD part.
Parts with Removable Metal Balls (Plastics)
- You may not insert metal balls into parts not designed to hold them. This includes the center of a Heavy Metal Core.
- It is strongly recommended, but not required, to use an even distribution of balls when configuring a combination as to prevent premature damage to launchers and parts.
- For those parts which are designed to hold them, the following rulings apply:
- Metal Ball Base (Draciel Metal Ball Defenser): You may use up to four 1/4" Steel Balls in the pockets, as well as an optional addition of up to two 1/4" Steel Balls in the holes on the underside of the Base.
- SG Metal Ball Base (Draciel S): You may use up to four 1/4" Steel Balls in the pockets only. No additional Balls are permitted.
- Fortress Base (Draciel F): You may use up to two 1/4" Steel Balls in the pockets only, no additional Balls are permitted.
- G Special Base (Gaia Dragoon): You may use up to four 3/16" Steel Balls in the pockets. If not using SG (G Ball Version), you may only use Metal Balls in the two pockets protected by the SG Shell protrusions.
- SG (G Ball Version): You may use zero or one 3/16" Steel Balls in the holder underneath the SG Core Part.
- SG (Grease Ball Version): You must use one 1/4" Steel Ball in the cartridge part of the SG Core. You may optionally use the supplied Silicone-Based Grease, this must not be replaced with another type or consistency of grease.
Beyblade/Part-Specific Rulings
Gyro Mode (Magical Ape MS)
- A Beyblade using Gyro Mode is considered to be spinning when the outer gyro shell is visibly moving the same spin direction it was launched in. If the gyro starts spinning again after it has stopped, the Battle does not resume as the Battle has already concluded.
- You may not change the lower metal bearing to another type of bearing.
- You may change the HMS AR or the Plastics AR.
- You may not use the three interchangeable Gimmick tips.
- You must place the Beyblade at the Tornado Ridge of the BeyStadium. If the BeyStadium does not have a Tornado Ridge, you must place it approximately 3cm from the edge of the BeyStadium wall. In this case, you must be sure to release the Beyblade from your hand onto the BeyStadium floor during the word “shoot!” with the bottom tip of the Beyblade making first contact with the floor of the BeyStadium.
- Because Magical Ape MS (Gyro Mode) is not shot, but placed, you must be sure to release the Beyblade from your hand onto the BeyStadium floor during the word “shoot!”.
Gyro Engine Gear (Flame Pegasus, Thunder Pegasus, Capricorn Strike G)
- A Beyblade using Gyro Engine Gear is considered to be spinning as long as the metal Gyro part is visibly moving the same spin direction it was launched in, regardless of whether the top half of the Beyblade has stopped or not. If a Beyblade starts spinning again after it has stopped, the Battle does not resume as the Battle has already concluded.
- A Beyblade using Gyro Engine Gear is not considered Spinning if it is fully inverted (spinning upside-down).
- You may change either or both bearings to another type of bearing.
- You may change spin directions used by the Gyro Mode between Battles.
- Gyro Engine Gear combinations are considered to have stopped spinning when the bulk of the Beyblade, that is, the Engine Gear, stops spinning.
- Gyro Engine Gear may be legally launched in one of three ways:
- If using only a launcher, the Beyblade is to be launched in line with standard launch protocol, and may only be launched in Right Spin.
- If only using the Engine Gear to launch without a launcher, you must place the Beyblade at the Tornado Ridge of the BeyStadium. If the BeyStadium does not have a Tornado Ridge, you must place it approximately 3cm from the edge of the BeyStadium wall. In this case, you must be sure to release the Beyblade from your hand onto the BeyStadium floor during the word “shoot! with the tip of the CEW making first contact with the floor of the BeyStadium.
- If using both the Engine Gear and a launcher, the Engine Gear must be spun during the countdown, and the Beyblade launched from the launcher (which must be a Right Spin Launcher) during the word "shoot!" as normal.
Rubber Weight Core (Round Shell MS)
- Rubber Weight Core may not be used in Gimmick Mode.
Battle Change Core (Samurai Changer MS)
- Battle Change Core may not be used without the plastic CWD part.
Bunshin Core (Phantom Fox MS)
- If one part of the Beyblade using Bunshin Core stops spinning but the other continues to, the stopped piece must be left alone. The standard rules for touching the BeyStadium or a Beyblade during a Battle still apply.
- A Beyblade using Bunshin Core is considered to be spinning as long as either half of the Beyblade is visibly moving the same spin direction it was launched in. If any part of the Beyblade starts spinning again after both halves have stopped, the Battle does not resume as the Battle has already concluded.
Spin Gear (Bearing Version 2) Casings (Wolborg 2)
- You may insert the rubber tip from Uriel 2’s SG Grip Change Base into the Spin Gear Casings of Wolborg 2, as long as it fits securely in line with the Integrity ruling.
Defense Grip Base (Seaborg)
- You may invert the rubber tip from Seaborg’s Defense Grip Base in order to use the circular flat rubber surface as the tip, as long as it fits securely in line with the Integrity ruling.
Storm Grip Base (Dragoon S)
- You may invert the rubber tip from Dragoon S’ Storm Grip Base in order to use the wider flat rubber surface as the tip, as long as it fits securely in line with the Integrity ruling.
SG Wing Base (Gabriel, Cyber Dragoon Battle Spec.)
You may invert the plastic tip from Gabriel and Cyber Dragoon Battle Spec.’s SG Wing Base in order to use the wider flat plastic surface as the tip, as long as it fits securely in line with the Integrity ruling.
G Special Base (Gaia Dragoon)
You may invert the plastic tip from Gaia Dragoon’s G Special Base in order to use the wider flat plastic surface as the tip, as long as it fits securely in line with the Integrity ruling.
Bit Chip Figure/Power Spirits Bit Chip
The rubber and metal Bit Chip from Takara’s Bit Chip Figure and Hasbro’s Power Spirits line may be used with either a Regular SG Core Part or Heavy Metal Core, and may only be used with the pole section facing into the Beyblade.
- The Bit Chip Figure/Power Spirits Bit Chip may not be used without the metal piece.
Magne Weight Disk
- Magne Weight Disk may be used without its plastic shells should they have detached through the course of normal use.
- Should the shells of a Magne Weight Disk detach during a Battle, you are not to remove it from the BeyStadium. Leave them and allow the Battle to proceed as normal. This is not counted as disassembly.
- If this occurs, the shells must be left off for the remainder of the Match.
- It is legal to use a small amount of adhesive to re-affix the plastic shells of Magne Weight Disk as long as performance is not altered in any way.
Hayate Base and Weight Ring (Bakutenryu Hayate et al.)
- The Weight Ring and Blade Base of Bakutenryu Hayate and its various alternate versions may only be used with each other.
Event Code of Conduct
Events posted on the WBO are run by volunteers so that bladers of all ages can play in competitive Beyblade tournaments that are fair and fun.
It’s expected that all bladers attending Events follow the rules, display good sportsmanship, and act with integrity.
ALWAYS:
- Be honest with Event judges
- Ask a judge before doing something you think could be against the rules
- Be kind and respectful to judges and other bladers
- Welcome new bladers and help them learn the rules of the game
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NEVER:
- Taunt or “boo” other bladers
- Throw a Match – if you want to stop playing, tell a judge
- Disrupt an in-progress Match, be it yours or another blader’s
- Touch or take the equipment of other bladers without permission
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Bladers who break or attempt to circumvent any of these rules can be disqualified by the event host, and potentially banned from future Events.
If you disagree with a judge’s decision ...
You’re entitled to dispute the decision, but must accept the judge’s final call.
If you still disagree, document the incident to the best of your ability using the Tournament Incident Report Form and email any photo or video evidence to events@worldbeyblade.org. We take all incident reports seriously.
If the dispute is related to a particular Match result, it must be submitted within 7 days of the tournament in question.
Gameplay Appendix
Play Area
- The Play Area is considered to be the entire Stadium.
- This area is divided into the Battle Zone and the Over Zones.
- The Battle Zone is the area of stadium floor and space above it, bounded by stadium walls and exits (gaps in these walls through which Beyblades can pass into a pocket or out of the stadium entirely).
- Over Zones are considered to be exits of stadiums (including areas under a cover where there is no stadium floor underneath) or Pocket structures built into a stadium.

Fig. 1: The Burst Stadium Standard Type with Zones marked.

Fig. 2: The Hasbro Pro Series Elite Champions Stadium with Zones marked.
Launch Area
- Beyblades must be launched into the Launch Area.
- The Launch Area is the area of stadium floor bounded by the stadium walls, or in the case of stadiums with shroud components the stadium floor directly below and bounded by the shroud’s top opening.
- In stadiums with entry ramp structures which slope towards the central Play Area (such as the Beystadium Triple Battle Type), these are also considered Launch Areas.
Knocked-Out
- A Beyblade is knocked-out when it exits the BeyStadium’s Battle Zone and cannot return, or makes contact with a foreign object in any area aside from the floor directly below an Over Zone. Beyblades stuck on an element of a BeyStadium’s Battle Zone are still considered in-play.
- If a Beyblade exits the BeyStadium through the Launch Area of a stadium with a cover or shroud, the Beyblade will be considered knocked-out if it lands outside of the Play Area, or makes contact with a foreign object.
Spinning
- A Beyblade is still considered to be spinning so long as the top half of it is visibly moving the same spin direction it was launched in. If a Beyblade starts spinning again after it has stopped, the Battle does not resume as the Battle has already concluded.
Breakage During Play
- If a Beyblade part or launcher breaks during Battle or while launching, the Battle is voided and the owner must produce an identical replacement to continue the Match. If this is not possible due to lack of available parts, the selection phase begins again for both Bladers with the Match continuing from the current score.
- If both players’ Beyblades break at the same time and they both cannot produce identical replacements to continue the Match, the selection phase begins again for both Bladers with the Match continuing from the current score.
- "Identical" is defined as a same named component, regardless of color or the product it originated from. (i.e: An EZShooter, regardless of coloring, can be replaced with another EZShooter, or an Upper Claw AR, regardless of color or release, can be replaced by another Upper Claw AR)
Parts with Multiple Modes
Unless specified otherwise under Beyblade/Part-Specific Rulings above, the following applies for all parts with multiple modes:
- If using a Beyblade that has multiple modes, it is illegal to change the mode of the part(s) if you have to separate or disassemble the Beyblade in any way to do so.
- Modes may be changed at any point during the Match before it begins or between Battles.
- If two players wish to change modes at the same time, they must turn around and do so in secret before continuing the Match.
- Parts with gimmicks/mode changes that may activate or change – whether intentionally or not– post-launch may be reset after each Battle. These are not considered mode changes and do not require players to turn around to change them, and may be done even if disassembly is required to do so (such as in the case of Wolborg 4’s Circle Survivor with a Final Clutch Base).
Multiple Beyblade Match Type Advanced Rulings
The following rulings apply to all Match Types that require the selection of multiple Beyblades (P3C1, 3on3, 5G and Deck Match Types):
- Launchers and accessories must be chosen during the deck building phase.
Photography Policy
By attending any Event posted on the WBO Platform, you agree as either an organizer, participant, or spectator to potentially be photographed or included by video shot by staff members, organizers, or other participants/spectators.
If you would prefer to not be included in any photographs or videos, please notify the host of the event and they can make an effort to notify the person taking photos and video to minimize your appearance in them as much as possible. However, guarantees of complete exclusion cannot be made given the nature of shooting photos and video at our events (you may still appear in the background depending on the circumstances, for example). We thank you for your understanding in this matter.
If you are attending an event and plan on taking photographs or video, please ensure to do so respectfully and if you are asked to refrain from shooting someone, please make every effort to do so.
© 2021 Fighting Spirits Inc. (World Beyblade Organization). The World Beyblade Organization is not affiliated with Takara-Tomy, d-rights, Hasbro, or any other official Beyblade license-holder. Visit worldbeyblade.org for more information.