FAQ

Do ricochets count as a tag?

No.
A dart that hits an object (such as an obstacle or another player) and then bounces off is called a ricochet. If a ricocheted dart hits you, it does not count as a tag. A valid tag only occurs when a dart directly hits you or your gear.


What is “blind firing”?

Blind fire refers to shooting without having a clear line of sight to your target – for example, firing from behind cover without seeing where you’re aiming. This action is strictly prohibited in the sport of SpeedDart.


What do I do if there is a trade?

A trade occurs when two opposing players fire at each other simultaneously, and both darts hit. In this case, both players are eliminated.

However, if one player fires first and their dart hits the opponent before the opponent fires, the hit counts – the first player remains in the game, and the opponent is eliminated.

What clothing should I wear?

You can wear any comfortable clothes and shoes for running around in. No flip-flops please, those things are hazardous. No “armour” is allowed except for the smaller kids.

Where do I hit the buzzer?

Buzzers only count as a ‘hit’ when pressed from the top. The side and base do not count.

Where do I go once tagged?

Tagged players will raise their hand calling ‘hit’ or ‘out’, and then walk to their starting side corner. Tagged players will remain there until the round concludes and the regrouping/reloading interval starts.

Does it hurt?

A relatively close to point-blank shot will more than likely hurt a bit and you can expect bruises and welts. In the heat of the battle you will probably forget about it relatively quickly but tomorrow you will remember.


Rules

1. Gameplay Overview

1.1 Match Format

  • SpeedDart is played in a 5v5 format.
  • Each round is single elimination — once tagged, a player is out for that round.
  • Matches consist of multiple rounds, with the winning team being the first to reach the designated number of round victories.

1.2 Field Layout

  • The field is approximately the size of a basketball court.
  • Between 20–25 obstacles or bunkers are placed strategically to encourage movement and tactical play.
  • Boundaries are clearly marked; stepping outside results in an automatic elimination.

1.3 Game Duration

  • Each round typically lasts 2–3 minutes or until one team is fully eliminated.
  • If the time limit expires and both teams have active players, the round is declared a draw unless otherwise specified by tournament rules.

2. Equipment Regulations

2.1 Blaster Limitations

  • All blasters must fire at 250 FPS or below.
  • Blasters are subject to chronograph testing before matches.
  • Players found using blasters exceeding the FPS limit will receive a penalty or disqualification.

2.2 Ammunition

  • Only foam darts approved by SpeedDart organizers are allowed.
  • Modified or damaged darts are prohibited.
  • Darts must be standard size and weight; no weighted tips or altered foam are permitted.

2.3 Gear and Attachments

  • Players may wear tactical gear, belts, pouches, holsters, and slings.
  • Recording equipment is permitted if it does not obstruct play.
  • All gear counts as part of the player when determining tags.

3. Tagging Rules

3.1 Valid Tags

  • Any dart fired from a blaster that makes contact with a player or any part of their gear or equipment is considered a tag.
  • This includes hits to blasters, scopes, attachments, tactical vests, slings, holsters, or recording equipment.

3.2 Invalid Tags

  • Darts thrown by hand or launched by any non-blaster method do not count.
  • If a dart hits another player or object before striking an active player, it is considered a ricochet and does not count as a tag.
  • If there is uncertainty whether a dart was a ricochet or a direct hit, the player should call themselves out. It’s always better to accept an elimination than risk a penalty for unsportsmanlike conduct.

3.3 Melee Tagging

  • Attempting to physically tag an opponent with a blaster, body part, or handheld object is called melee tagging.
  • Melee tagging is strictly prohibited and will result in an immediate penalty or elimination.
  • Such contact does not count as a valid tag.

4. Engagement Rules

4.1 Blind Fire

  • Blind fire refers to shooting without a clear line of sight — such as firing over or around cover without seeing where you are aiming.
  • Blind fire is strictly prohibited in SpeedDart.
  • Players engaging in blind fire may receive an immediate penalty.

4.2 Trades

  • A trade occurs when two opposing players hit each other simultaneously with darts.
  • In a trade, both players are eliminated.
  • If one player fires first and the dart hits before the opponent fires, it is not a trade — the first shooter remains active, and the other player is eliminated.

4.3 Ricochets

  • A dart that bounces off an obstacle, surface, or another player before hitting someone is a ricochet.
  • Ricochet hits do not count as tags.
  • If a ricochet tag is mistakenly called, referees will review the play if possible, but players should always prioritize honesty.

5. Conduct and Sportsmanship

5.1 Fair Play

  • Players must call their own eliminations immediately when tagged.
  • Arguing or intentionally ignoring a tag is considered cheating and can result in removal from the match or event.

5.2 Unsportsmanlike Conduct

  • The following are considered unsportsmanlike:
    • Arguing with referees or opponents
    • Deliberately blocking shots with hands, blasters, or gear after elimination
    • Excessive taunting, profanity, or aggressive behavior
  • Repeated offenses can result in suspension or disqualification.

5.3 Eliminated Players

  • Once eliminated, players must raise their blaster above their head and exit the field immediately.
  • Eliminated players must not communicate tactical information to teammates still in play.
  • Interfering with active play after elimination is subject to penalty.

6. Referees and Officiating

6.1 Authority

  • Referees have the final authority on all in-game decisions.
  • Players must respect and comply with referee instructions at all times.

6.2 Disputes

  • Players may request clarification after a match.
  • Any disputes or appeals must be made through the team captain and not directly during gameplay.
  • Harassment or aggressive behavior toward referees will not be tolerated.

6.3 Penalties

  • Referees may issue the following:
    • Warning – for minor infractions
    • Penalty – player removed from the round
    • Match Disqualification – for severe or repeated offenses
  • Decisions made by the head referee are final.

7. Game Flow and Boundaries

7.1 Starting the Round

  • Players begin at designated start zones.
  • The match begins when the referee signals with “Game On!
  • Firing before the start signal may result in a warning or elimination.

7.2 Movement and Boundaries

  • Players must remain within the field boundaries at all times.
  • Leaving the field or intentionally stepping out of bounds results in automatic elimination.

7.3 Obstacles and Cover

  • Players may use obstacles for cover but must not move or alter field elements.
  • Damaging or displacing cover will result in penalties or fines in tournament play.

7.4 End of Round

  • A round ends when all players on one team are eliminated or the time expires.
  • The referee will call “Game Over”, and all firing must cease immediately.

8. Safety Rules

8.1 Eye Protection

  • Eye protection is mandatory for all players, referees, and spectators within the field area.
  • Approved eye protection includes ANSI-rated goggles or masks designed for foam dart sports.
  • Failure to wear eye protection will result in removal from the game area.

8.2 Physical Contact

  • No physical contact is allowed between players.
  • Pushing, shoving, or aggressive movement will result in immediate disqualification.

8.3 Safe Zones

  • Designated safe zones are for resting, reloading, or referee review only.
  • No firing or tagging is allowed within safe zones.

9. Penalties and Enforcement

9.1 Minor Offenses (Warnings)
Examples include:

  • Firing early before the start signal
  • Brief accidental boundary crossing
  • Minor equipment malfunctions causing delay

Referees may issue verbal warnings for first-time offenses.

9.2 Major Offenses (Round Penalties)
Examples include:

  • Blind fire
  • Failure to call a clear hit
  • Disrespect toward referees or players
  • Repeated boundary violations

A player receiving a major penalty is eliminated for that round and may face match review.

9.3 Severe Offenses (Disqualification)
Examples include:

  • Intentional cheating or falsifying hits
  • Physical aggression
  • Tampering with FPS limits or blasters
  • Continued misconduct after penalties

These result in immediate disqualification and potential suspension from events.


10. Equipment Testing and Compliance

10.1 FPS Testing

  • All blasters are subject to FPS testing before each match or event.
  • Players exceeding the 250 FPS limit must adjust or replace their blaster before play.

10.2 Random Checks

  • Referees may conduct random checks during or after matches.
  • Non-compliance results in immediate round forfeiture or disqualification.

10.3 Approved Modifications

  • Cosmetic or ergonomic modifications (grips, sights, paint, etc.) are permitted.
  • Internal or performance modifications must not exceed FPS or safety standards.

11. Communication Rules

11.1 Active Players

  • Players may freely communicate during rounds using voice or team signals.
  • Electronic communication devices (e.g., radios) are prohibited unless approved by referees.

11.2 Eliminated Players

  • Once tagged out, players must remain silent regarding tactical information.
  • Coaching or calling out opponents after elimination is considered unsportsmanlike.

12. Tournament and Scoring Guidelines

12.1 Match Wins

  • Matches are played in a best-of-rounds format (e.g., first to 5 wins).
  • Drawn rounds may be replayed or omitted depending on event rules.

12.2 Scoring Points

  • Teams earn 1 point per round win.
  • A flawless victory (all team members survive) may award bonus points in tournaments.

12.3 Tiebreakers

  • In the event of a tie, an overtime round is played with reduced time or player count.
  • Tournament organizers define tie-breaking formats before the event.

13. Code of Conduct

13.1 Respect

  • All players, referees, and spectators must be treated with respect.
  • Harassment or discrimination of any kind is strictly forbidden.

13.2 Integrity

  • Honesty in calling hits is central to SpeedDart’s spirit of fair play.
  • Cheating, deception, or exploiting rules undermines the sport and will be disciplined.

13.3 Community

  • Players are encouraged to help newer participants understand the rules and promote a safe, inclusive environment.

14. Final Notes

14.1 Rule Updates

  • These rules may be updated periodically to improve gameplay balance, safety, or fairness.
  • The latest version will always be available on the official SpeedDart website.

14.2 Spirit of the Game

Always play with honor, respect, and sportsmanship — the true mark of a SpeedDart player.

The goal of SpeedDart is to promote fast, fair, and fun competition.