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Beyblade Tournaments Australia

Version: 1.5.0

Scoring System

To win a match, a Blader must score at least 7 points.
You score points when:

  • The opposing Beyblade stops spinning inside the play area. (1 Point)
  • The opposing Beyblade bursts. (2 Points)
  • The opposing Beyblade is knocked out. (2 to 3 Points)
    • If it is knocked out into an Over Zone and fails to return to the play area, or up through the hole in the shroud, you score 2 Points.
    • If it is knocked out into an Xtreme Zone, you score 3 Points.

Beyblade Selection (3 on 3 Format)

Our tournaments use the “3 on 3” match type, requiring you to select 3 Beyblades (or a “deck”) with no repeating parts. This means that if one of your beyblades uses a particular part (blade, ratchet or bit) then none of your other beyblades may use this part as well. If you lack the parts to create a full deck, you might have to borrow.

Example of an invalid deck:
Blade Ratchet Bit
Shinobi Shadow 1-60 Gear Flat
Soar Phoenix 1-60 Point
Shinobi Shadow 3-60 Gear Flat
Example of a valid deck:
Blade Ratchet Bit
Shinobi Shadow 1-60 Gear Flat
Soar Phoenix 1-80 Point
Knife Shinobi 3-60 Gear Point

Playing Your Match

Setting Up

When it’s time for you to play, a judge or organiser will call your name, introduce you to your opponent and direct you to a tournament setup.

Both players reveal their decks and launchers to each other and the judge. The judge then assesses the legality of each player’s equipment. This signals the start of the match. After a match has started, players can no longer make any changes to their Beyblades. Players are free to make changes to their Beyblade deck after the match concludes.

Once both players have had a chance to view each other’s decks, each player orders their Beyblades in secret from left to right.

Playing the 3 on 3 Format

Players then play out the battles in a 3 round sequence determined by their deck box or left-to right-order. Player 1’s first Beyblade will battle against Player 2’s first Beyblade, then second vs second and third vs third. After each point scored, the stadium will be flipped 180 degrees. If neither player has scored 7 points after the 3rd battle, players may reorder their decks again in secret and repeat this process until the target score is reached. Any battle resulting in a draw will be replayed. After a Beyblade is used in a battle, players should place it to the side rather than back into the deck box/Beyblade lineup to prevent any confusion.

Things to Remember During Your Match

Players may not touch or adjust the stadium while a battle is underway. Players must also refrain from retrieving their Beyblade from the stadium until a judge has made a ruling. Judges will make every attempt to reduce unnecessary post-battle contact between Beyblades to minimise wear to players parts. Players are encouraged to check that their Beyblades are properly assembled between battles, as battling may bring Beyblades close to the bursting threshold.

SEQ Tournament Format

Our tournaments follow a two stage system that ensures everyone gets a chance to play plenty of matches and only the very best competitors come out on top. The two stages are:

Group Stage (Round Robin)

The first stage of the tournament which everyone gets to participate in. Players are divided into one or more groups depending on entrant numbers.
13 or less: One group
14-19: Two groups
20-23: Three groups
24+: Four groups

Each player will get the chance to play against every other member of their group. At the end of the group stages, a select number of top players with the best W/L record will proceed to the final stage. In the case of ties between players with the same W/L record, placing will be determined based on who has earned the most points out of all matches, including losses. In the case of tied points, the winner of the match between the two tied players will take preference.

Final Stage (Double Elimination Bracket)

Players that proceed to the final stage will face off against each other in a double elimination bracket. The number of players who proceed depends on the total number of entrants.
15 or less: Top 4 proceed, all start on winners side
16-23: Top 6 proceed, all start of winners side
24+: Top 8 proceed, starting on either side depending on group stage

There are two sides to a double elimination bracket: winner’s side and loser’s side. When a player loses a match on the winner’s side, they proceed to the loser’s side where they will be matched against the loser of another match. Players who lose a match on the loser’s side will be eliminated from the tournament. After all matches on the winner’s side have been played leaving only one player, that player proceeds to the winner’s side of the grand finals. After all matches on the loser’s side have been played leaving only one player, that player proceeds to the loser's side of the grand finals. The player who loses the last match on the loser's side takes 3rd place. The grand finals match will then begin. Grand finalists will play a First to 2 set of matches to decide 1st and 2nd place.

SEQ Competitive Rules

We run our tournaments with a number of changes to the official ruleset. Our ruleset is guided by these 3 aims:
Reward skillful and intentional play.
Enable player choice and creativity.
Remain true to the spirit of Beyblading.

7 Point Win Condition

In our tournaments, matches require players to score a minimum of 7 points to win. This differs from the official ruleset (which requires 4 points) and Melbourne’s ruleset (which requires 5 points). The 7 point cap ensures a match cannot be settled in less than 3 battles, greatly reducing the volatility of the game.

Full Points for Self-KO

Contrary to the official rules, full points are awarded to all Over Finish and Xtreme Finish win conditions, regardless of if there’s any contact between opposing players Beyblades. Players who are dissatisfied with the result of their launches are encouraged to try adjusting their launch power, angle and positioning to achieve their desired result

Stadium Flipping

In Beyblade X, launching on the left side of the stadium has been statistically proven to result in a higher win percentage. To keep the playing field fair, we flip the stadium orientation after every point scored by either player. The stadium is not flipped when a battle is not conclusive and requires a relaunch.

Dual Spin Hells Hammer

As Hells Hammer can be launched using both the left and right spin launchers, players are free to use either. Players can swap between using the left and right spin launchers for Hells Hammer at any time during the match up until the point of launching, even after players have presented their beys to use for the round.

Lightning L-Drago Mode Change

Both types of the Lightning L-Drago X-Over remake are considered the same part, so can't both be used in a deck. However, during the deck shuffle phase of a match you may swap between upper attack and barrage attack versions of the blade. This keeps true to the original Lightning L-Drago's mode change ability.

Instant Contact

In official Beyblade X rules, Beyblades making contact after launch midair before they touch the stadium invalidates the battle and results in a reshoot. In SEQ we take this one step further. Any immediate Beyblade contact that occurs before the Beyblades have a chance to spin independently on the stadium surface may invalidate the battle and result in a reshoot. This includes circumstances when this contact results in an immediate burst or KO, or the contact is otherwise deemed severe enough to skew the match result. This rule is affectionately referred to by some of our players as the “instant noodles” rule.

Win Condition Priority

Knock-Outs (both Over Finishes and Xtreme Finishes) take priority over Spin Finishes. If a collision between two Beyblades results in one being knocked-out and the other no longer spinning at the same time, the no-longer-spinning Beyblade is the winner (as it lands the deciding blow before being out-spun). Bursts take priority over all other win conditions, meaning if a player's Beyblade bursts at the same time as another player's is knocked out, the player who was knocked out receives points for the burst finish. If a player’s beyblade bursts after they achieve another win condition, burst priority does not take effect. When a Beyblade is knocked into a pocket, it is considered knocked-out from the moment that it enters the Over Zone provided it does not escape on its own and continue to spin in the play area. Even if the remaining Beyblade stops spinning or leaves the play area after this point, it is still considered the winner so long as the knocked-out Beyblade remains in the pocket. In order to be eligible for a spin-finish condition, a pocket escaping Beyblade needs to be upright and spinning in its original direction.

Relaunches

A relaunch may be called by the judge/requested by players due to any of the following reasons:

Draw
A draw occurs when both Beyblades exit the stadium, burst, or cease spinning simultaneously. Draws are determined by the judges.

Launching fault
This occurs when a player launches their Beyblade directly into a pocket, their Beyblade makes contact with the stadium shroud on the way in, or their Beyblade fails to enter the stadium at all. To benefit our younger and more enthusiastic players, launching faults are not penalised.

Launcher malfunction
Sometimes ripcord and string launchers will malfunction, resulting in a noticeably weaker launch. If a judge notices this, they will call a relaunch on your behalf. If you notice your launcher has malfunctioned, you should notify the judge immediately as outlined in the process below.

Unsuccessful launches
Player’s launches that are interrupted partway by due to the Beyblade slipping from the launcher or the launcher’s string slipping from their hand may be noticeably underpowered or fail to spin at all. If a judge notices this, they will call a relaunch on your behalf. It is recommended that players also announce such mislaunches immediately as outlined in the process below.

Bey exits under a wall
In the rare occurrence that a beyblade is knocked out of a stadium through the gap between the shroud and the wall (except when via the xtreme and over zones), the battle is replayed. This is because unlike KOs out of the top, it can be affected by factors that are not applied equally, such as how close the stadium is to a shroud wall, or the wear and tear on the stadium.

Instant contact
See “instant contact” rule described on the previous page.

If you believe your launch was affected by one of these issues, you must notify the judge immediately by announcing a mislaunch. To be considered, this must occur immediately after the launch. It is up to judge jurisdiction whether a relaunch is granted.

Legal Beyblade Equipment

We understand and appreciate that not everyone can afford official Beyblade products. However, to assure player safety and an even playing field certain parts must be of authentic Takara Tomy or Hasbro origin. These parts include:

Launchers, Ripcord, Blades, Ratchets, and Bits.

If you don’t have such equipment, please ask one of our organisers for loaner equipment which you may use for the duration of the tournament.

To be considered legal, Bits must not be worn to the point that their performance differs significantly from what can be obtained off-the-shelf.

For the sake of protecting our stadiums, the bit “Metal Needle” (MN) is banned for use during our events.

Unofficial Launcher Accessories

Any and all unofficial/custom/offbrand/bootleg launcher accessories or attachments are permitted for tournament use provided that they do not impact performance potential, obstruct your opponent’s launch, or the judge’s observation of the match.

Beyblade and Launcher Modification

To allow our players to express themselves creatively and flaunt their own sense of style, SEQ has adopted a fairly lax modification policy. Competitors are permitted to use aesthetically modified Beyblade equipment in our tournaments provided the modifications could not reasonably make an impact on performance.

Examples of legal modifications:
  • Blades coated with a thin, even layer of paint.
  • Unofficial cosmetic stickers placed on the top, non contact area of a blade up to a maximum of 1.
  • Ratchets which have had parts exchanged with other ratchets to form a ratchet functioning as an officially released part.
  • Launchers or launcher accessories that have been painted or adorned with stickers.
  • Launchers which have had parts exchanged with identically functioning parts from other launchers.
  • String launchers where the string has been replaced by a string no longer than that which can be found in off-the-shelf launchers.
Examples of illegal modifications:
  • Blades coated with a thick, uneven layer of paint.
  • Blades with more than 1 layer of stickers, or stickers that are clearly present for non-cosmetic purposes.
  • Any modification that requires the destruction and replacement of the rivets holding a blade together.
  • Ratchets which have had parts exchanged with other ratchets to form a part which has not been officially released (e.g. 9-70).
  • Any modification to ratchets or bits that requires more than disassembly and reassembly, including painting.
  • Any modification (paint or otherwise) that allows a ratchet to stay connected to a blade without locking it.
  • Any parts that have had their shape modified through means other than regular gameplay.
  • String launchers that have had their string replaced by longer string than can be found in off-the-shelf launchers.
  • Launchers that have had their gears lubricated in any way.

Tournament organisers will make the final ruling on any parts where the legality is in question.

Championship Title

  1. Every 3 months (or at the discretion of the organisers) a championship tournament is held alongside a regular event.
  2. The tournament is a four person event that consists of (from the players available at the time):
    1. 2.1 The top two players in the rankings other than the champion.
    2. 2.2 Two wild card challengers decided at random.
    3. 2.3 Or at the discretion of the organisers.
  3. It is a single elimination tournament, using the standard ruleset.
  4. The victor of the tournament challenges the champion in a title match. If they win, they replace the champion and become the new champion.
  5. Title matches will be best of 3.
  6. The champion will be given a two month period in which to provide their availability for a championship tournament. If they are unavailable for any dates their title is forfeit and the victor of the next championship tournament becomes champion.
  7. The title given to the champion is The Eternal Dragon.

Frequently Asked Questions (FAQ)

Do I have to use the same deck for the entire tournament?
No, players are free to change up their deck between matches. Players can swap out parts or even entire Beyblades. The only time you can't make any changes to your deck is in the middle of a match that’s already begun.

Can I reassemble my Beyblade mid match?
Players are able and encouraged to ensure their Beyblades are tightly fitted before each battle, even if reassembly is required to do so. Players must reassemble their Beyblades using the same parts they used prior to disassembly.

Can I reconfigure my Beyblade mid match?
Players may reconfigure the orientation of the parts of their bey, including ratchet and bit orientation, even after the beys for a battle have been revealed. This is in line with official rules and gives players more opportunity to counter their opponent. Reconfigurations you may wish to make include changing ratchet orientation to affect balance, or bit orientation for mode change bits such as Trans Point. You cannot swap out parts of your beys for other parts mid match, the combos must remain the same.

Can I change the types of launchers I’m using mid match?
Yes, players may freely switch between string and winder launchers mid match.

Can I change the position of my grip or remove launcher accessories mid match?
Yes, players are free to change the configuration of their launcher accessories mid match.

What happens if I have to leave a tournament before playing all my matches?
If you are unable to complete all of your round robin pool matches, the results of all previously completed rounds will be void and counted as losses. This is to ensure fair scores against both players that did and did not have a chance to play against you.

(Frequently Updated) Update Log

  • 1.0.0 - 29/06/2024
  • Initial release.

  • 1.1.0 - 03/07/2024
  • Added clarification around deck swapping between tournament matches.
  • Adjusted content in anticipation of left-spin release.
  • Added FAQ section.

  • 1.2.0 - 17/07/2024
  • Added clarification surrounding the illegality of painted ratchets and bits.
  • Added information on players ability to reassemble their Beyblades mid-match.
  • Added information regarding when spin direction and other mode changes can occur during a match (in response to dual-spin Hells Hammer and anticipation of future “mode change” functionality).

  • 1.3.0 - 23/07/2024
  • Rules changed to allow players to freely switch between string and ripcord launcher types mid-match.

  • 1.4.0 - 24/07/2024
  • References to yet-to-be-released mode change functionality removed, replaced by a clause specifying the legality of left spin Hells Hammer.
  • Added clarification surrounding the ability to call for a relaunch on unsuccessful launches.
  • Added information surrounding tournament format including round robin and double elimination stages.
  • Added information surrounding the legality of the Metal Needle bit (it’s banned lol).

  • 1.4.1 - 28/08/2024
  • Confirmation about burst priority added to the Win Condition Priority section and requirements for Beyblades escaping from pockets to qualify for spin finishes.

  • 1.5.0 - 16/09/2024
  • Clause added to allow Lightning L-Drago to “change modes” during the deck shuffle phase.
  • Updated the Tournament Format section, defining the amount of groups and number of players who will proceed past the group stage based on tournament size. Included the return of FT2 grand finals with no bracket reset required.
  • Added clarification surrounding burst priority in the Win Condition Priority section.
  • Updated the introduction of the SEQ Competitive Rules section to list the 3 aims which form the basis of our rules.

  • 1.6.0 - 8/12/24
  • Added "bey exits under a wall" relaunch condition.
  • Added bey reconfiguration section to F.A.Q.
  • Added Championship Title section
  • Edited other sections to reduce redundancy.

Tags:Rulebook