Sydney Nerf
Master Guidelines and Rules
Simplified Rules can be found here
If there are any changes suggested for this document, please include as a comment and the admins will evaluate and adjust as needed.
BEFORE ASKING QUESTIONS IN THE FACEBOOK GROUP, MESSAGING ADMINS OR ADDING COMMENTS TO THIS DOCUMENT, PLEASE CHECK THE DOCUMENT THOROUGHLY AS YOUR QUESTION MAY BE ANSWERED ELSEWHERE.
www.facebook.com/groups/SydNerf
Email: sydneynerfwars@gmail.com
11-25/05/2026 - Massively overdue update to the entire ruleset (but most importantly the renewed focus on blaster appearances and public visibility)
Facebook Group Buy/Sell/Trade (BST) Guidelines
What you will need at an event
Equipment / Gear / Blaster Restrictions
Specific Rule for these Grenades
Aimb
Older Gamemodes Not in Rotation
By reading this, you agree to follow Sydney Nerf Member / Player Code of Conduct
Every breach of this Code of Conduct is to be reviewed on a case-by-case basis.
Did you know if you pay via Paypal Goods and Services, you are covered by Paypals’ “Buyer Protection Policy”? The Seller is surcharged from the total, so the buyer should be paying the additional fee if they choose to make use of it.
PayPals’ surcharges are 2.60% of total + 30c. Examples are below:
This fee is a small price to pay for peace of mind if anything goes wrong as well as “Refunded Returns” for a rebate if you need to return an item.
Here’s a calculator to help you work the maths out-
https://www.onlinefeecalculator.com/index-Australia.php
As with anything, read the fine print and terms of service for accurate information.
Sydney Nerf does not condone “poor behaviour” and ripping other members of the community off falls under this.
We will help where possible but please note, members of the community HAVE been banned in the past for these actions.
Event Rules
The top priority of Sydney Nerf is to run safe, enjoyable events for all those who are involved. This requires a set of rules and regulations which, while stringent and often quite strict, are necessary for this goal to be achieved. Below is a standardised set of rules for the events that will be hosted by this group. Read them, and remember them. They’re here so that events can be as safe and fun as possible.
Rule 0: Respect everyone. Keep all racism, missogyny, misandry, political snipes, snobbery, and general toxicity to yourself.
Disclaimer: If something is not explicitly called out in the rules but would be reasonably considered against the spirit of the rules, consider it against the rules.
Admins are first-aid trained and have access to a First Aid Kit. Should you require any First Aid, please approach an admin.
If an injury occurs during gameplay, a STOP will be called until First Aid is administered.
If injuries are more serious, 000 will be called for your assistance.
Sydney Nerf takes no responsibility for the supervision of minors. You must be present and watching at events.
If your child is under 11, please contact an admin. We occasionally allow under 11s to play under certain circumstances. We will welcome you (the parent/legal guardian) to attend an event, to have a feel for what Sydney Nerf events are like, what it feels to be tagged by a dart from a modified blaster and how an event runs. At the end of this, if you deem the event suitable for you and your child, you're welcome to attend future events. This only takes place at the discretion of the Admin Team, for the safety and wellbeing of both your child and the group.
Please check your area before leaving to ensure no rubbish has been left behind. Leave the area better than you’ve found it and “Leave no trace”. Sydney Nerf does not collect/dispose of communal rubbish but if you need a garbage bag, admins can provide you with one. Just remember that if you were capable of bringing anything along with you, you are just as capable (and responsible for) taking it with you when you leave.
Dart sweeps are a necessary part of Nerf. It is compulsory for participants to help gather all darts whenever there is a dart sweep, the only exception to this is if you are using your own personal darts; as you will be returning to your supply of darts as soon as each game has ended to reload magazines and be ready for the next game asap. Mandatory dart sweeps are before lunch and after the last game of the day. Whether you shoot 0 or 1000 darts OR use your own personal darts; you are to participate in these mandatory dart sweeps. You are to pick up ALL the darts you find, not just your own (and yes, that includes broken darts or parts thereof). There will be separately labelled buckets for unloading these collected darts at the Admin Area; DO NOT UNLOAD COLLECTED DARTS INTO THE DART HIRE BOX.
Failure to participate in dart sweeps after repeated reminders will reward you with a single-event ban and if the unsatisfactory behaviour continues, your continued attendance at SN events will be up for discussion. Reviews of this type of behaviour will be on a case-by-case basis.
Sydney Nerf is a community of passionate hobbyists; being a part of this community means you contribute. Free Entry is often awarded to exceptional members who go above and beyond during dart sweeps at our events.
You are welcome to bring your own darts but please note you will lose some throughout the event. By using the Sydney Nerf communal darts, you won't lose your own! Dart Hire is included in your entry. Sydney Nerf provides both Full-Length and Half-Length WORKER darts. Sydney Nerf does not provide N-series, Ultra, Rival, Mega or MegaXL darts.
If you’ve brought your own darts, please use any downtime during the event (and 30mins after the final dart sweep) to sort through the collected dart buckets and reclaim your own. Only Sydney Nerf’s communal darts will be removed from these mixed buckets; any remaining darts will go into a Mixed Dart Box and be auctioned off or disposed of every 3 months.
If you have any missing items after an event, please comment on the posted Event Summary in the Facebook group or make your own post about the missing item/s. You can also contact an admin directly.
Public Fields | Private Fields | |
Full BDU/Milsim outfits and/or dark clothing | ❌ | ✅ |
Ghillie suits, facemasks, helmets etc. allowed | ❌ | ✅ |
Dark blasters allowed | ❌ | ❌ |
Outdoor | Indoor | |
<350 FPS w/ <180 FPS inside MED* | ✅ | ❌ |
180 FPS w/ no MED | ✅ | ✅ |
Minimum Engagement Distance (MED) is >10 meters | ||
>10m | <10m | |
DART WEIGHTS | 5.69 joules | 1.50 joules |
1.0g | 350fps | 180fps |
1.1g | 330fps | 170fps |
1.2g | 315fps | 160fps |
1.3g | 305fps | 155fps |
1.4g | 295fps | 150fps |
The best way to approach your clothing choices for public events is to treat it as ‘fancy dress’ or a ‘best costume competition’. Bright/silly/entertaining visuals are the best method for making our events public-friendly and to avoid causing any concern in potential spectators or passers by. Full Battle Dress Uniforms (BDU) are not allowed (this includes ghillie suits). Wear clothes you'll be comfortable running around in, without overheating. Long pants are preferable for outdoor venues due to the bush environment and kneepads are generally recommended for all our events (but not strictly necessary).
REMINDER: Do not travel to/from SN events wearing tactical gear or milsim clothing and under no circumstances should you leave the field/play area at an indoor venue wearing anything other than your clothing.
Masks are not allowed at Outdoor events besides at JBE Field and select indoor venues upon admins advice. This includes:
Helmets may be worn for the mounting of cameras only besides at JBE Field.
**All foam-dart blasters must be quickly & easily identifiable as toys (and not firearms) from any angle and at any distance**
This is generally achieved via the use of highly-visible orange tips and "vibrant/fun" colour combinations that strictly mandate <5% black. A GIF/video is attached below, providing only a split-second glimpse at a wide variety of event photos, showcasing the effectiveness of this "quick & easy toy identification".
https://youtube.com/shorts/vfXjEqMItys?si=abXpdd8QM1Gp5jIn
TIP: If you are not 100% confident in your blaster sufficiently representing a colourful toy and/or being bright enough to be easily identified as one at a distance, then you can safely assume that you have not yet done enough.
The easiest way to approach this process is to recognise early on that there is "no such thing as overkill" and that any 'borderline' compliance efforts will be frowned upon and require rectification anyway.
1. There is to be absolutely minimal black on your blaster (~5% maximum), this includes any black components or attachments that are included with and/or part of your stock blaster. Every single black item (foregrip, optic, buttstock, picatinny rail etc) needs to have colour added to it. Visible black/metallic picatinny rails need to be minimal, especially if you're not mounting anything to it. Colourful rail covers can be purchased online or printed to add colour and many popular blasters have free files available online to reprint picatinny rails in your brighter colours.
2. Blasters need to be bright & colourful. White, transparent & translucent colours, as well as light shades of colours (ie. faint purple/pink) are not considered sufficient as is, but can still be approved with a significant addition of coloured highlights and/or attachments; in particular, any darker internals of transparent blasters must also be covered with brighter colours. Some colours can appear sufficient in broad daylight but shaded areas or low-level indoor lighting can reduce their visibility, negatively impacting the appearance of your blaster; this is why *bright* is a key requirement also, as often *colourful* on its own isn't always enough; it's for this same reason that earth tones or camo colours (browns, forest greens, tan) aren't permitted. Keep this in mind when choosing your blaster colours and attachments.
3. All blasters must have a highly-visible bright orange tip. Orange tips must meet the requirements outlined below to ensure maximum visibility:
- Minimum 60mm x 35mm (bigger is better), if your muzzle device isn't large enough then a shroud will need to be installed over it
- Orange tip must be >75% orange (front profile included), other colours can be present if they don't reduce the visibility of the orange from afar
- Faded, dark, anodised or translucent oranges are not permitted for use as an orange tip. Aim for as close-to-fluro-orange as you can get
- The simplest solution is to use one of the many open-source 3D-printable suppressor-styled shrouds found online, as they usually mount to the barrel, can fit over most muzzle devices and can be printed with bright orange filament
- If a suitable orange tip cannot be installed or will not suit your blaster, the entire front 10% of the whole blaster must be orange (including the front profile). This 10% can be worked out by measuring the following:
Rifle: front of handguard to rear of receiver
Bullpup: front of blaster to rear of buttstock
Pistol: front of barrel to rear of top frame
PLEASE REMEMBER: Your blaster appearances and your decisions regarding their transport and use outside of events (yes, even in your yard or elsewhere).. can have serious legal consequences now. Even where you store/display them in your own home can matter, as blasters and/or equipment visible through a window or open garage door, could result in a concerned neighbour/member of the public making a phone call to police. Unfortunately there have already been a few cases of people being charged in 2026 (but not convicted.. so far), despite the obvious nature of these toys upon further investigation.
We strongly recommend that your blaster attachments serve a practical purpose, and while that isn't currently an enforced requirement, the colour of said attachments needs to be taken into consideration when assessing the overall appearance of your blaster. ie. Having a fluro-coloured blaster would not be sufficient to satisfy the B.A.R. if you've installed a multitude of ‘milsim’ coloured attachments. All ‘tactical’ attachments (ie. optics, dummy lasers/torches/magnifiers/ironsights) will need significant colour added to them to negate their potentially-threatening appearance in the eyes of NSW Police and concerned (albeit ignorant) members of the public.
You can achieve this by painting, taping, vinyl wrapping, sticker-bombing or 3D-printing the exterior of most optics and attachments in brighter colours. Picatinny rail protectors and often entire picatinny rail replacements can be 3d printed (or painted) as well. Note: Real lasers of any kind are banned at all Sydney Nerf events due to the risk of causing permanent eye damage.
GRIP EXEMPTION: Only your primary blaster grip (ie. trigger hand) is included in this allowance, due to the high likelihood of paint wearing off and the fact that your hand will be covering it majority of the time. Granted, these can be easily covered with sports tape/tennis wrap or colourful aftermarket rubber grips.
_______________________
END NOTE: The SN Admin Team do not enjoy these rules and detest having to enforce them, but the risk to our community group and hobby as a whole is unquestionably real. We emplore you.. please don't be the reason we lose this fantastic hobby. At this point, just one ignorant/careless mistake could result in government legislators banning our foam-dart hobby for good, just like they already have with gel blasters.
Stay safe & have fun,
Sydney Nerf Admin Team.
180FPS = no minimum engagement distance required
180 FPS limit. No minimum engagement distance required.
Anyone caught adjusting to a PSI setting which exceeds the FPS limit will be told to leave on the spot as this is a safety risk to other community members. You may be banned from further events at the Admins discretion.
Please engage with the Sydney Nerf Admin Team if you have any concerns about bringing equipment/blasters to Sydney Nerf events, preferably in advance to avoid disappointment. You may be asked to put your equipment/blaster away if it is deemed unsuitable and/or unsafe. If something is deemed to be unsafe by the Admin Team, the Admin Team reserves the right to ban the blaster (or other item) on the spot. All decisions regarding bans are final unless specifically stated otherwise.
ALL Shields:
Full-Size Shields:
Half Shields:
For Blaster Shields, refer to Additional Rules
For use with a Full-Size Shield, pistol requirements are as follows:
If you are not sure whether your blaster would be considered a pistol, contact an admin.
Current Venues
We generally play at outdoor fields. Please be aware of Environmental Hazards that may be around such as, but not limited to:
Safety is everyone's responsibility. If you see any safety concerns, please let an admin know so we can mark it, remove it and/or inform everyone in attendance.
There are no toilets at our outdoor venues but they are available a short drive away (a few minutes max). If you need access to a toilet and/or need a lift, please inform an admin and we’ll take you there straight away (even if in the middle of a game). Sydney Nerf Admins cannot transport minors, however; they are the sole responsibility of the parent/guardian present with them at the event.
Where possible, refrain from aiming at the head or neck.
Do not blind fire. If you can’t see where you’re aiming, do not fire.
Tip: Tag anyone who does not have their hands/blaster up (tag first, ask later)
Refer to this section
Start = 9am for sign in and to load up
Prepare for briefing and team allocation
Lunch = 12.30pm - 1pm (For 1hr)
End = 4pm
Pack up = 4pm - 5pm
NOTE - Times may change depending on what happens during the event (eg. weather)
Sydney Nerf welcomes all feedback, both positive and negative.
To leave your feedback, go to bit.ly/SN2021FEEDBACK
REMEMBER WE ARE (MOSTLY) ADULTS PLAYING WITH KIDS’ TOYS.
HAVE FUN – DON’T TAKE THINGS TOO SERIOUSLY!!!!!
Team Deathmatch (TDM) is a very special part of SN’s history. It was the first game type we played as a community, and it’s one that’s still very much an integral part of our events today. The simplicity of the game type is what makes it so easy to pick up as a beginner and so enjoyable to play regardless of how experienced a player is with Nerf. Due to this, it is used to great effect as a way of warming up attendees for the upcoming games over the rest of the day.
TDM is as simple as it gets: eliminate the opposing team before they can eliminate your team. Games of TDM tend to be longer, which can lead to intense long ranged fire fights and high pressure situations as the game progresses. It is advised to carry a decent complement of darts for each game.
TDM is split up into two sections: Respawn Time and Sudden Death. There are some subtle differences between these two sections as outlined below:
Respawn Time: This section usually lasts two to five minutes and is used by teams to get a feel for the game and get into the zone. When you are Tagged, you must return to your designated Base to Respawn.
Sudden Death: After Respawn Time is over, two whistles will sound. This signifies the beginning of Sudden Death, where there are no longer respawns and Bases no longer provide invulnerability. Once you are Tagged, you are eliminated from the game and must leave the field of play. The last team standing wins.
If you have been hit before the beginning of sudden death you may respawn as long as your team has at least one other member alive.
Every effort must be made to return to your respawn point as soon as possible and as directly as possible. Lingering around active players will no longer be tolerated and may lead to the player being eliminated from the game by a Ref.
Q: If I’m hit before the whistle sounds for Sudden Death, but haven’t respawned yet, am I still in the game?
A: Yes, you’re still very much in the game. Respawn as quickly as possible so you can help your teammates out in the field. You will only be eliminated if you were tagged AFTER the whistle blows. Be warned though, if you don’t respawn before the rest of your team was eliminated, your team will lose and you’ll miss your chance to participate!
Q: What if I see someone who was tagged in Sudden Death, but has respawned anyway?
A: Tell them that they were Tagged before. If they ignore you, alert a Ref and the situation will be organised.
Time = 3 minutes till Sudden Death
Capture the Flag (CTF) is a fast, high pressure game with a heavy focus on team strategy and opportunism. Each team holds a flag which they must protect, while at the same time seeking to secure the opposing team’s flag. This game type is typified by players covering large distances to support a push for the enemy flag, or to defend an incoming attack on their own. The length of games are variable, being very much dependent on the aggressiveness of both teams.
To win, a team must be in possession of both flags in their flag holder. Once this occurs, the game is over.
Q: What happens if a player drops the flag and I Tag the flag before it hits the ground? Are they Tagged?
A: No, once the flag is dropped, it is no longer in their possession. However, if they are purposely dropping the flag to deflect darts from hitting them, it will constitute “throwing” the flag, which is not allowed. Inform a Ref and the issue will be dealt with.
Q: If I Tag the flag holder while someone’s trying to take the flag, does it count as a Tag to them?
A: No, the flag holder isn’t part of the flag or the player. You would only score a tag if you hit them while they’re in possession of the flag.
Q: What if I see someone who was Tagged in when holding the flag, but doesn’t drop it and keeps running?
A: Call out to them and stand on the spot on which they were tagged. If they ignore your calls, alert the Ref and the issue will be dealt with fairly.
King of the Hill (KOTH) is a game of strategy, positioning, and composure. Much like CTF, there are strong elements of teamwork involved in seizing the Hill, and holding it until the timer runs down. This game type is a classic battle of attrition, where both teams attempt to wrestle control of the Hill from each other with force!
The aim of KOTH is to hold the Hill for a set aggregate time before the opposition can do so. In a typical game of KOTH, players will find themselves under constant fire as they approach the Hill. This gives rise to a gametype with a heavy emphasis on composure under pressure.
This section is aimed at answering some of the most common questions about KOTH:
Q: When does the timer start for when a team is taking the Hill? When does it stop?
A: The timer will start when the first player from the team has touched the hill marker (usually an upside down bucket)
Q: What if I see someone who was tagged in when on the Hill, but doesn’t return to respawn or keeps firing on me?
A: Call out to them and inform them that they were tagged. If they ignore your calls, alert the ref and the issue will be dealt with fairly.
Medic Team Deathmatch (MTDM) focuses heavily on a team’s co-ordination and positioning while also placing key players under pressure. MTDM encourages players to assess the situations put before them and make split second decisions as to what the best course of action should be.
The aim of the game is to eliminate the enemy team. However, the enemy Medics will do their best to sustain their teammates.
MTDM is currently considered our objective based variant of Team Deathmatch.
Q: Can Medics use tagged teammates as cover when Reviving them?
A: Yes. This is considered a valid strategy since Reviving a player under fire is generally a very risky prospect.
Q: Can a Medic hide for the entire round?
A: Yes, but they’d be quite bored and won’t be able to fulfill one of their critical roles – reviving tagged teammates during Sudden Death.
Q: Can a Medic who has been tagged in Sudden Death, respawn as a normal player?
A: Yes, they absolutely can. They will no longer be running with their high visibility vests though, so watch out for them.
VIP assassination is a PEW game type that plays similarly to traditional first person shooter game types of escort/VIP.
The core game is essentially Team Deathmatch, where two teams play to eliminate the other through regulation time and sudden death. However, there is an added win objective. A nominated VIP by each team can be tagged during the game by the opposition for victory. Due to the size of the areas we mainly play at there are no designated zones where the VIP must be escorted to.
VIP is split up into two sections: Respawn Time and Sudden Death. There are some subtle differences between these two sections as outlined below:
If the VIP is tagged in any of those sections, the opposition wins.
This section is aimed at answering some of the most common questions about TDM:
Meat Grinder is two teams pitted against each other and at the end of “X” amount of time to have the least amount of respawns to win.
Rules
FAQ
Q: What if I see someone who was tagged at the end of the game, but hasn’t gone to be counted?
A: Tell them that they were Tagged before. If they ignore you, alert a Ref and the situation will be organised.
Flagbearer is played similarly to an Assassination gametype, but with an added objective. Similarly to Capture the Flag, each team has a flag to deposit into the opposition’s flag holder, however this flag is carried by a nominated flag bearer who is the only one able to transport the flag.
Flagbearer plays similarly to CTF with half the effort.
This section is aimed at answering some of the most common questions about Flagbearer:
Q: Can the Flagbearer be changed?
A: The Flagbearer cannot be changed during rounds. A new flag bear may be nominated between rounds.
Q: What if the Flagbearer drops or loses the flag?
A: Only the Flagbearer is able to handle the flag. The flag needs to be found and picked up by the Flagbearer. Opposition may use this opportunity to hold the dropped flag’s position inhibiting your team from achieving a win objective.
Spark Wars is a variant of Capture the Flag that sees two players on each team elevated to “Titan” status – meaning they receive the ability to use the Spark. The Spark gives the Titan a bigger, more lasting impact on the game, making them the perfect weapon for breaking down lines and seizing objectives.
Spark Wars is about rallying a push behind your Titans. It is a game of action packed aggression and clashes in the middle of the field. Team dynamic is crucial for victory.
The aim of the game is to cover your Titans as they swoop in to steal the enemy team’s flag and protect them as they run it back to your flag stand.
This section is aimed at answering some of the most common questions about Spark Wars:
Q: Can Titans use an alternative to a sweatband such as a glove or a hat?
A: No. To make this game as easy to follow as possible for other players and Referees, we must keep equipment standard. As such, a sweatband around the wrist or hand is the only thing we recognise as a Spark.
Q: Can Titans reload while they’re down, waiting to use their Spark?
A: In the past they could, but not anymore. While they are crouched, they are technically tagged and should not be interacting with the game in anyway. This includes reloading. They can, however, switch blasters to another they were carrying and use that instead if they’ve expended their primary blaster.
Towering Inferno is an escort mission that takes elements from both King of the Hill and Flagbearer. The indomitable Warden is tasked with guiding the devastating Nuker to multiple objectives around the map and give them the cover they need to destroy them.
Towering Inferno will have a huge emphasis on mobility around the field and skirmishing for position so that the Wardens may be effectively flanked around their Shields. It encourages players to think more about how their actions and positioning will affect the outcome of the game.
1.1. Teams are 5 vs 5
1.2. There are no respawns in rounds, once tagged you are out for that round and will come back for the next.
1.3. Players may be subbed in between rounds.
1.4. Players start with 60 darts/ammo per round .
1.6. Match has 3 rounds, the team that wins the most rounds is the winner.
1.6.1. Each round lasts 2 minutes.
1.6.2. Teams will swap sides after each round.
1.6.3. The round ends when a flag has been hung or the round time reaches 2 minutes.
1.6.4.. The round is not over when an entire team is tagged out, the flag must still be hung.
1.6.5. The round is counted as a draw if the flag isn’t hung by the 2 minute mark.
1.7. If the score is tied after 3 rounds, (Draw – 1 – 1) or (Draw – Draw – Draw), the winner is decided in extra rounds until golden point.
1.7.1. Both teams select 5 players from their rosters.
1.7.2. Both teams then inform a referee of the order their players will play.
1.7.2.1. This order can not be changed after submitting it to the referee.
1.7.3. 1v1 matches then commence.
1.7.3.1. Teams send players out in the order submitted.
1.7.3.2. After each round the winning player stays on the field and may not leave. The losing player exits and is replaced by the next on their team.
1.7.3.3. Once one team has all 5 players eliminated, they have lost, and the team with players remaining has won the match.
Round Start/End
2.1. Players start at their respective starting wall/gate/table.
2.1.1. Blaster muzzles must be within physical contact with the base bollard until the round starts.
2.1.2. Players are only allowed to move or to fire their blasters after the whistle has been blown.
2.1.3. Players who do not have their blasters in contact with the starting wall/gate/table will be subjected to a Breakout Penalty.
2.2. A referee will give a 5 second warning before the round starts, ” Game Round 1 starts in 5,4,3,2,1
2.3. The round starts with a whistle that starts the 2 minute timer.
2.4. The red objective flag will be placed at the center of the field before each round.
2.5. When picked up by a player, the flag must stay in the players’ hand, and may not be put in a dump pouch or other gear.
2.5.3. Players found having to have the flag attached to blaster, gear or anywhere else other than their hand will be subjected to a Flag Penalty.
2.6. Players may still use their blaster while carrying the flag.
2.7. A flag hang happens by placing the flag against the opposing teams starting wall.
2.7.1. A flag hang ends the round in victory for the team that hangs the flag.
2.7.2. If the flag is mistakenly hung on their own teams’ starting wall/gate/table, the round ends in a victory for the opponent’s team.
2.8. Flag-hangs are only counted if the players’ blaster is still within physical possession at the time of hanging. Failure to do so, players can either:
2.8.1. Pass the flag to another “LIVE” player to hang or;
2.8.2. Hang the flag after retrieving the blaster, given that the flag is hung within 2 minutes.
Hits
3.1. A dart landing on any part of the players’ body or gear, including their belt and anything else attached onto it, the same goes for all other forms of gear, regardless if it is from an opposing player or teammate.
3.2. If opposing players shoot each other at the same time, both players are considered hit.
3.2. The following circumstance does not count as a HIT:
3.2.1 Ricocheted darts.
3.4. Once a player has been hit, he/she must acknowledge being “HIT” and is required to walk out of play area immediately.
3.4.1. This may be a quick verbal call, a physical act of acknowledgement, or both.
3.5. “DEAD” players must refrain from communicating with his/her “LIVE” teammates from the sidelines. DEAD MEN DON'T TALK!
3.5.1. Failure to do so will subject the player to a Talking While Dead Penalty.
3.7. Failure to call obvious hits will result in a Minor Penalty.
3.8. Playing on despite being hit and taking out more than 1 opposing player even after the failure to call obvious hits will result in a Major Penalty.
3.9. Players can ask the nearest referee if they are hit, whilst still in the game. By doing so and walking out (if hit), does not amount to any penalties.
3.10. Normal P.E.W. Minimum engagement rules apply
Elimination of Players
4.1. Players can be eliminated from a “LIVE” to “DEAD” status by:
4.1.1. Getting tagged out by an opposing player or teammate.
4.1.2. Stepping out of the playing area’s boundaries.
4.1.3. Pulled out by the referee.
Blaster jams / Malfunctions
5.1. In the event of a player’s blaster jamming/malfunction, the player can either:
5.1.1.1. Solve the jam whilst in-game or;
5.1.2.2. Walk off the field as a “DEAD” player.
5.2. Players cannot leave their blasters in the playing field.
Penalties
6.1. Breakout
Infraction: Players either started too early before the whistle was blown or players’ blasters were not within physical contact with the table.
Penalty:
1st Infraction: Rounds are stopped, players are to be returned to their pre-breakout positions and round is restarted.
2st Infraction onwards: The opposing team is the winner for that round.
6.2. Flag
Infraction: While in physical possession of the flag, the flag was in the dump pouch or attached to the belt, instead of the flag being held within the player’s hands.
Penalty:
If the winner of the round is the infracting team, the round is a draw instead. Else, the win is awarded to the opposing team.
6.3. Minor
Infraction: Player continues to play on despite being hit and/or takes out 1 player of the opposing team.
Penalty:
For the 1st & 2nd Rounds: The opposing team of the infracting team is the winner of that round.
For the 3rd round: The round results as null, and the match is restarted. If a subsequent infraction occurs from the same team, the opposing team wins the 3rd round.
6.4. Major
Infraction: Player continues to play on despite being hit AND takes out more than 1 player of the opposing team.
Penalty:
For the 1st & 2nd Rounds: The opposing team of the infracting team is the winner of that round and the infracting team plays with 4 players instead of 5 for the next round.
For the 3rd round: The round results as null, and the match is restarted. If a subsequent infraction occurs from the same team, the opposing team wins the
6.5. Safety
Infraction: Player jumps over an obstacle/bunker OR Player performs a reckless action that may leave the infracting player or other players injured.
Penalty:
1st Infraction: Match is halted and teams go back to their starting positions after reloading to 60 darts/balls per player.
2st Infraction onwards: Infracting team loses the entire match (3 rounds).
6.6. Miscellaneous
Infraction: Player verbally or physically abuses an opposing player or teammate.
Penalty:
Infracting team will be banned from playing for the rest of the day. The opposing team can also be banned from playing for the rest of the day, on a case-by-case basis.
6.7. Talking While Dead
Infraction: “DEAD” Player communicates verbally/non-verbally with “LIVE” teammates.
Penalty:
1st Infraction: A verbal warning is given.
2st Infraction onwards: The infracting team loses the round and a win is awarded to the opposing team.
7.1. Blasters may not exceed 350FPS.
7.2. Each team may only use 2 flywheel blasters per round.
7.3. No melee
7.4. No shields.
7.6. No grenades or “throwables”.
Safety
8.1. Any player seen exhibiting unsportsmanlike behaviour will be subject to the Miscellaneous Penalty
8.2. Disputes with referees can only be raised up straight after the match is over (where the game-end “3 whistle” is blown).
Behaviour
9.1. ALL PLAYERS MUST HAVE WEAR SAFETY EYEWEAR WHEN PLAYING AT ALL TIMES
9.2. No jumping or stepping over obstacles.
9.3. No moving of obstacles.
9.4. Infraction of the latter 2 rules will result in a Safety Penalty.
Referees/Officials
10.1. Referees control countdown and game start and end.
10.2. Referees have the final say in any disagreement on the field.
10.3. Referees can only pull players out if the darts land on the player’s gear where it is not obvious to the player.
Credits
11.1. QuikFlag is a game-format made by Louis Mineo, aka Min2 of team Hack.Exe, inspired by the SpeedBall format in competitive paintball and SpeedQB from Airsoft.
Disclaimer
12.1. Players must sign a waiver before playing (up to organiser’s discretion).
12.2. The game officiators, referees, event organisers and venue organisers will not be responsible for any injuries, death, damages or loss incurred during the event.
12.3. This is not the finalised version of the game format, it is still subject to future changes.
**Sydney Nerf have changed rules to adapt to Sydney Nerf play style**