Rules & Regulations
Frequently Asked Questions - Rules and Regulations
Do Dart Ricochets count as a tag?
No.
A dart that hits something else (e.g. An obstacle or another player) and bounces off is called a 'ricochet'.
If the dart ricochet's and hits you, this does not count. A tag is only by a dart hitting you, or your gear.
What is Blind Firing?
Blind fire is a term commonly used in dart sports. It means when a player is behind cover and fires upon another without seeing where they aiming, it is considered 'blind fire'. This is prohibited in the sport of SpeedDart.
What do I do if there is a trade?
A trade is when two opposing players fire a dart simultaneously at each other and they hit. Both players are then eliminated.
However, if a player fires a dart first, and a player gets hit, then proceeds to fire a dart, this is not a trade, and the first player remains alive, whilst the other player is eliminated.
Can I wear black or camo clothing?
SpeedDart Sport NT is a fun and vibrant sport, and as such our clothing needs to reflect that. Blasters can only have a maximum of 10% black colouring on them. Clothing cannot be black or military camouflage, this includes balaclavas. Urban Camouflage is allowed so long as there is minimal black, grey or green on it.
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?
Once tagged, players will raise their hand calling 'hit', and then walk to their starting side corner, closest to the back wall. Eliminated players will remain there until the official instructs players to move.
Rules and Regulations
1. DEFINITION OF TAG
Any bodily contact with a dart launched from a blaster is considered a tag. This includes any part of the gear or equipment (e.g. Blaster, Scopes, tactical gears, scopes, attachments, belts, holsters, slings, recording equipment, etc.) on an individual,
- Ricochets do not count as a tag.
- Friendly fire counts as a tag.
- If opposing active players tag each other in a round at the same time, both players are eliminated, this is known as a ‘Trade’.
- There is no minimum engagement distance, point blank tagging will happen!
- When tagged, Players must verbally call hits/tags (i.e. “HIT!”), raise their hand and evacuate the playing field as fast as possible (by walking quickly or jogging), dawdling will constitute a penalty.
- No melee tags (touching another player with a blaster, body part or handheld device).
- Throwing darts at another player by hand, or any other method that is not using a blaster does not constitute a tag.
2. TAGGING
When a tagged (hit by a foam dart) player is eliminated they must raise their hand in the air to signify being tagged, remaining in the air until they have vacated the playing field. Henceforth, awaiting the start of the next round to rejoin the game.
Players MUST verbally announce that they have been tagged. Once eliminated players cannot provide vocal call outs, advice, or verbal assistance to their team, doing so will result in a penalty.
After being tagged players MUST carry all blasters, accessories and equipment off the field. Any darts, blasters, Gear and Magazines being carried at the time the player is tagged, cannot be passed to another player or dropped after the player is tagged, equipment must leave with the eliminated player.
Any dart fired after tagged player is out is not counted, but if the dart was fired BEFORE the player was eliminated it is counted as a tag (if unsure, call it as a hit, and evacuate the field expediently).
There are no respawns in the Sport of SpeedDart.
3. FIELD LOGISTICS
The recommended field is the size of a standard basketball court (28m x 15m) as per the FIBA regulations. Field sizes may vary between countries/regions, the minimum size a court can be is 12m x 17m and a field may not exceed 56m x 30m, the optimal for SpeedDart is the universal size basketball court.
If a playing field is less than 300m2 than the FPS limit is reduced to 200, but on a field of over 1000m2 the FPS cap will remain at 250FPS. *
The playing field will have approximately 12 to 20 obstacles.
*This is subject to the independent governing body for each country/region.
4. MATCHES
Competing teams within a match attain points by ‘player tags’ and pressing the opposing teams buzzer. If the opponent’s buzzer is not pressed within the time frame, it results in a draw, any points achieved from tags will be added to the final score.
Each match consists of up to 3 rounds - first team to achieve 2 round victories wins the match.
- Rounds end when 3 minutes elapse, or by pressing the oppositions buzzer.
- Teams have between 30 seconds and 2 minutes to prepare between rounds, to be determined by the organiser/s of the event.
- Players are allowed to swap equipment, mags, reload, substitute player/s, etc. during the break period.
Points are tallied at the end of each round, contributing to the teams overall score at tournaments.
5. ROUNDS
To begin, players must start in the designated breakout/home base, with a foot touching the base, all players within an elbows reach and all blaster barrels pointing away from the playing field.
Players must remain inside the designated boundaries of the field until they are either tagged out, they press the oppositions buzzer, or time runs out.
If a player leaves their breakout positions (as listed above) before the designated time frame, the player is eliminated. (This includes issues such as blaster jams and empty magazines.)
Shots fired whilst tagged or out of bounds are not counted.
Equipment (such as magazines, darts, blasters, and gear, ect.) may be shared during rounds amongst ACTIVE team members on the field.
The lead official will provide a pre-game ready alert to both teams, and will start the round by pressing the countdown buzzer (or if the buzzer is inactive a vocal call-out is acceptable.) The countdown buzzer will begin to sound and will consist of 5 short beeps followed by 1 long beep.Players engage the round at the start of the long beep.
6. TOURNAMENTS
6.1 Tournament Format
Tournaments are an opportunity for teams of any skill and experience to participate with others of varying experience in a competition event. A tournament may be held in the following formats: double elimination or round robin depending on the number of teams and time available. Multiple game formats may also be used in a tournament.
6.2 Double Elimination
The Double Elimination Tournament is a format in which teams ceases to be eligible to win the championship upon having lost two matches, or host’s can opt to use this format if they are not looking to have an overall winner at the tournament. It as great format for a fun and competitive event without a leaderboard system.
Matches for the Double Elimination Tournament will be won by most points achieved in 3 rounds, and points do not carry over from match to match.
6.3 Round Robin
The Round Robin Tournament is where teams play against each other, an equal number of times, accumulating points.
Matches for the Round Robin Tournament will consist of 3 rounds
Teams’ placing will be determined by the number of points achieved throughout the event.
The organiser may announce a Playoff between the top scoring teams at the beginning of the tournament.
6.4 Best of Playoff
Points accumulated during the Round Robin is discarded for the Playoff.
The Playoff is a single elimination format where the 3rd and 4th placed teams will compete for third place, and the 1st and 2nd place teams will compete for the championship
A Playoff is not a requirement for the Round Robin Tournament, and it is at the discretion of the organiser.
6.5 International Tournament
Any teams from around the world may pay the fee and enter the International Tournament. This allows for a diverse range of players, there are no qualifiers. It can follow either the round robin or the double elimination format, which is specified to competing teams in advance.
7. Championships
7.1 National Championship
Each country must hold qualifiers for their national championship, to be advertised at least a month in advance, and be open to all residents of that country to have the opportunity to compete in the qualifying event. The qualifiers will be run in a round robin format, with the accumulated points tallied in a leader board system. The playoff format is not included in the qualifiers. Once a specific number of teams has qualified (to be determined by the country’s representative body) the top teams will compete in the championship. The National Championship is conducted in a round robin format with a playoff at the end, to determine the best team in their country and has the rights to that title until the next annual championship.
7.2 International Championship
International Championship is recognition for the quality of the players.
Each country must hold a qualifier (a National Championship), only the placed (top 3) teams are eligible to compete in the International Championship. Each country may register up to 3 teams per championship, to be decided at each country's discretion. The International Championship will run in a Round Robin format with a Playoff of the top 4 teams. The winner of the championship is claimed as the world’s best SpeedDart team and will hold that title until the next International Championship.
8. DARTS
Players are allowed to start each round with a maximum of 60 darts. Once the round begins, players can carry more than 60 darts.
- Players can scavenge the field for darts.
- Players can also carry a teammate's magazines once the round has begun (but each player must start with a maximum of 60 each).
- Any dart fired BEFORE an active player is tagged remains in play.
- Only half and full length darts with soft tips are allowed. (Championship organisers will supply darts for participating teams)
- Darts with hard tips are strictly prohibited. (This includes darts with 3D printed dart tips and self modified dart tips.)
- Bodies of darts must be made from a foam material. Any other materials are prohibited.
Commercially available glow-in-the-dark darts are allowed.
Players can RELOAD/SWAP magazines in between rounds, during the 30 seconds to 2 minutes Swap-Over period (swap sides).
9. PENALTIES
If penalised the player is eliminated for the round, the point is awarded to the opposing team and a sub is not allowed to replenish the numbers.
Player/s will be penalised for cheating, these include:
Using shields or melee props.
“Blind fire” (shoots without an unobstructed line of sight).
Not acknowledging a hit if you know you have been tagged.
Vocal call-outs, verbal assistance or advice during active rounds once eliminated.
Purposefully moving the obstacles for their advantage.
Players jumping over or onto the obstacles during an active round.
Breaking out from the starting positions prior to the round starting.
Leaving a magazine or blaster on the playing field during an active round.
Foot/feet crosses the boundary to the playing field during an active round.
Carrying more than 60 darts at the start of the round.
Penalties that result in disqualification from the day, these include:
Modifications to increase the FPS after the initial chronograph.
Player/s caught using different darts to those they chronographed.
Being overly aggressive towards others.
Excessive Cheating (as discussed with other referees).
Using hard tip darts.
After a collaborative discussion between officials and a decision is reached to disqualify player/s for misconduct, they must vacate the facility immediately. Teams with a disqualified player can use a substitute to replenish their numbers, ONLY if they have been disqualified from the event and not during a round. Keep in mind that a disqualification will cost the team 16 points off the final score.






10. REFEREES
Referees have a final say.
Players should not intervene with referee discussions.
Players should not wait for referees to make calls regarding tags. If a player is tagged, they should call themselves out and leave the playing field immediately.
Referee’s will each carry a blaster with an FPS ranging between 250 to 300. If a referee sees you get shot but don’t call it, they will shoot you until you call yourself out. This allows referees to remain on the sidelines and not interfere with the active rounds.
If a player is Intentionally not acknowledging tags, cheating or waiting for a referee to make a call, the referee will give the aforementioned player a red card (after tagging them to signify they have been eliminated). The red represents a penalty, and will follow the procedure of a penalisation.
Any action, at the discretion of the referees, deemed to be unsafe, endangering, or harassing others will result in the player/s being removed from the event and their team forfeiting their current match, or their next match if they are not currently playing.
11. BLASTERS
In events (these include, League Games, Tournaments, Competitions and Championships) each player is allowed to register up to 3 blasters, but may only carry 2 on their person per round.
The registered blasters can be used by any member of their team.
Players are allowed to place spare blasters or magazines in their designated home base/ designated area near the playing field, but they are NOT allowed to be retrieved during an active round. Blasters and magazines to be used within the round must always remain on the players, they are not allowed to be put down/hidden on the field.
11.1 Blasters may be of 3 varieties:
- A spring-loaded blaster may be manually actuated, or battery powered.
- A blaster may also be a motorised flywheel.
- HPA, this category of blaster used compressed air and is allowed in accordance with individual country/regional regulations.
The FPS cap (maximum) is 250FPS, this will be subject to the court size and country/region.
11.2 Chronographing
All blasters will be chronographed before the start of the event. If a blaster does not meet the requirements it will not be allowed to participate in the tournament. Keep in mind, Randomised checks on blaster FPS may be done anytime during the tournament. Any modifications of blasters to increase FPS after the initial chronograph, may result in disqualification of the player/s from the event and severe points reduction for their corresponding team.
When chronographing, player/s must use the darts that they intend on using when playing in the rounds, if player/s are caught using different darts to those they chronographed with this is considered cheating.
11.3 Drop it, Lose it
When playing an active round, players must maintain hold of their blasters (both primary and secondary) - if any blaster is left unattended (not held or secured to a player) both blaster and player are eliminated. This is a safety precaution, and referees will be very strict on this rule.
12. ACCESSORIES / OTHER EQUIPMENT
Assisted RDS, Scopes, etc. are allowed and must be always mounted on the blaster.
SCAR, BCAR, and other similar projectile assisted devices are allowed and must remain mounted on the blaster throughout the event.
Equipment such as, Holster, Slings, mag pouch, tactical gear, helmets and headgears are allowed.
Recording equipment is allowed, so long as it’s hands-free and remains so throughout the rounds.
Tracer units are allowed, under the conditions that strobes/ing and flashlights are prohibited.
12.1 Drop it, Lose it
When playing an active round, players must secure their equipment to their person (this includes, magazines, belts, slings, etc. - darts do not count) - if any equipment is left unattended (not held or secured to the player) both equipment and player are eliminated. This is a safety precaution, and referees will be very strict on this rule.
13. PLAYERS + SUBSTITUTES
Players must be 14+ to compete in tournaments and championships. (Any exceptions to the rule must be approved by the governing body.)
Teams are to be made up of 5 players with a maximum of 2 additional substitute players. Teams elect 1 player as their team captain.
Substitutions of players are allowed between each round, in the 1 minute change-over period.
Substitutes must be registered for the events and on the team active roster.
It is not allowed to make substitutions for a player that has been disqualified during a match. Substitutions due to disqualification can only be made after all rounds in the match are played.
Substitutions due to injury are only allowed after the round has ended during the preparation time in between rounds.
Captains are allowed to use a substitute player to replenish numbers, only when a team member has been expelled from the remainder of the game (day) for misconduct.
Note: If a member is required to leave the team prior to the completion of the package, refunds will be discussed with the member by corporate staff. If the Team Captain wishes to replace the member, the new member is to sign and acknowledge the registration package and pay for the full season.
13.1 MEMBERSHIPS
Memberships correspond with the annual season, where players will decide on their packages based off Social or Competitive Teams. The annual season runs for 9 months, finalising in November of each year, signified by the Annual Championship.
Following the annual season, there will be three months for off-season that members can participate in social events. This will see players only paying the standard entry and hire fees, and participate in social fun prior to the conduct of the following season,
14. SPECTATORS IN TOURNAMENTS AND GAMES
All spectators, team members, coaches, managers, are not allowed to speak to, prompt or give instructions/direction to the teams actively playing. Although, they are allowed to cheer and encourage teams.
All non-competing players and spectators must stay in the designated areas.
There will be a designated player area, set away from spectators’ area. Only team members, coaches/managers are allowed in the participating team area.
15. CLOTHING
All qualifying team members MUST wear the same uniform (theme/colour/jerseys) to be easily recognisable to the referees and spectators. These jerseys are to be coordinated with SpeedDart’s country organiser, to ensure no colour/design duplication.
Jerseys may have sponsorship advertisement on them, so long as they adhere to the layout of SpeedDart governing body’s regulations in your region/country.
Protective gear: guards (elbow, knees, etc.) and helmets are allowed/encouraged.
16. EYE PROTECTION
Eye protection, with a suitable impact rating, must be always worn by players/referees/other staff in the game area throughout the round duration.
It is strongly advised for players to wear full frontal face protection, like a goggle system or face mask manufactured for airsoft or paintball.
Eye protection/goggle/face mask must be always worn near and on the playing area, chronograph range area, and test firing area.
Self-printed or self-made masks are NOT allowed.
17. SCORING
Tournaments and Championships will all be played in a point scoring system, following the format below.
When a buzzer is pressed it ends the round and awards the corresponding team 3 points. The team that has 2 buzzer presses wins the match, but the event winner is determined by the overall points collected, not the quantity of buzzers pressed.
Any discrepancies or point disputes are decided by the referees. If the referees are uncertain, the referees may discuss with other referees and/or pause the round to refer to the recorded footage of the last round.


18. Country/Regional Specific Rules
(In addition to the international rules detailed above)
18.1 Australia
Clothing CANNOT be black or military camouflage print. (This excludes gear accessories.)
These are only required for formal games and tournaments, during practices we recommend bright active clothing, avoiding military camouflage prints and solid black.
Vests, Chest Rigs, plate carriers, Battle Bras, fast helmets, and tactical helmets are prohibited. Only battle belts will be allowed for magazines.
Pants/bottoms are recommended to match team members but may be any colour (excluding military camo and black) and shape (although must be and appropriate).
NO HPA blasters.
In Australia, under 14 year olds may only participate with a relative over 14 years of age. Parents/guardians must be responsible for the minor whilst they are participating.