QuikFlag is a competitive 5 versus 5 game-format made by Louis Mineo, aka Min2 of team Hack.Exe, inspired by the SpeedBall format in competitive paintball and SpeedQB from Airsoft.
A young and youthful foam flinging team yearning for epic battles and non-stop fun. Embracing adrenaline-pumping action with like-minded enthusiasts. Unleashing foam. Striving to conquer the field together!
This crew knows how to mix fun with competition! Whether it's a laid-back game or a tournament, they're all about good vibes and giving it their all. With their easygoing spirit and passion for the game, every match is a chance to laugh, bond, and showcase their talents
TIME TO DOMINATE!
Team Vs Team
– Players gather in teams of 5, only 5 can play in a single round.
– Substitutions are allowed in between rounds.
MATCH:
– 1 Match has 3 rounds, winner is chosen in the best of 3 rounds.
– Each round lasts for a max of 2 minutes.
– Teams will swap sides after each round.
– Round ends when a flag has been hung or the round reaches 2 minutes.
– Round does not end when entire opponent’s team has been wiped out, flag must still be hung.
– Round is counted as a draw if flag isn’t hung by 2 minutes.
– If there still exists a draw after 3 rounds, (Draw – 1 – 1) or (Draw – Draw – Draw), the winner is then decided in a 1 vs 1 match.
1 vs 1:
– Sudden-Death is only played when both teams still tie after 3 rounds.
– Both teams send out their best 5 players from their teams.
– Teams must tell referee/umpire/officiator of the order of players.
– Order of players cannot be changed after confirming with the referee/umpire.
– Players who won the round for the 1 v 1 match shall stay and wait for the next opponent (according to their order). They cannot leave the playing field unless they have lost the round.
– Overall winner is decided after their opponent has exhausted all 5 players of the opposing team.
TIME:
– 5 Second Countdown (Verbal Warning before countdown begins).
– Round begins by Horn / Whistle blow.
– Each Round is 2:00 min max time.
STARTING BREAKOUT:
– Players start at their respective walls with at least 1 foot touching the wall.
– Blasters must be pointed at the floor or towards the wall.
– Penalties are given for premature breakouts.
CENTER FLAG:
– A red flag will be placed at the centre of the playing field.
– Each flag hung at the opponent’s starting wall will count as a win for the round.
– The flag must not be placed in a dump pouch or anywhere else other than the players’ hand during play.
– Flag-hangs are only counted if player’s blaster is still within physical possession at the time of hanging.
HITS:
– A dart landing on any part of the players’ body or gear, inclusive of belt and anything else attached onto it and also plate carriers/vests.
– If opposing players shoot each other same time, both players are out.
– Dry fires do not count as a hit.
– Blaster Hits do not count.
– Once a player has been hit, he/she must acknowledge being “HIT” and is required to walk out of play area immediately.
– “DEAD” players must refrain from communicating with his/her “LIVE” teammates from the sidelines.
NO MINIMUM ENGAGEMENT DISTANCE:
– No Surrenders / Bang-Bang.
BLASTER RESTRICTIONS:
– No Air-tanks / HPA
– Manual and Battery operated blasters allowed
- NO FULLY BLACK blasters
– No Melee.
OTHER RESTRICTIONS:
– No using of flashlights or laser pointers in game.
– No Shields are allowed(including blaster mounted shields).
– Sharp tipped darts or metal tipped darts a.k.a “Death Darts” are strictly not allowed.
- Solid plastic Hard Tips are strictly not allowed.
FOULS:
– FOULS = Not calling your hits.
– 1st offense: Team loses that round automatically. Player is marked on a white wristband per offense.
– 2nd offense: Team loses that round automatically. Player is marked on yellow wristband and pulled from the rest of the Set. The affected team plays one man short, no substitutions.
– 3rd offense: Team loses that round automatically. Player is marked on red wristband and pulled from rest of the day. The affected team plays on with one man short for that round. They can substitute for the next sets if applicable.
– FOULS = Not capturing the flag properly
– Round ends in a draw, referee/umpire will not call out the foul until round has ended.
– FOULS = Premature breakouts
– 1st Offence: Round is restarted.
– 2nd Offence onwards: The win for the round automatically goes to the opposite team.
REFEREE / OFFICIAL
– Officiator controls Countdown and Game Start/End.
– Officiators have full power to call hits upon players and pull players.
– Officiators have final call to any disagreement.
CREDITS
– QuikFlag is a game-format made by Louis Mineo, aka Min2 of team Hack.Exe, inspired by the SpeedBall format in competitive paintball and the SpeedQB game format in Airsoft.
DISCLAIMER:
– The game officiators, referees, event organisers and venue organisers will not be responsible for any injuries, death, damages or loss incurred during the event.
– This is not the finalised version of the game format, it is still subject to future changes.
Quikflag is a new way to play Nerf Hosted and created by Min2: @hack.min2.21 A fast paced game similar to speedball which pitches teams vs teams
Check out my new Instagram: @hack.hat.23
Do you have questions or comments about the quikflag?
Join our games whatsapp group at :
https://chat.whatsapp.com/HSRbWg16J7iKEH79TYHLqk
Copyright © 2024 QuikFlag Championship - All Rights Reserved.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.