WMB RANKED RULE BOOK
Basic Rules of Play The following is a simple guide for the basic rules of play for Beyblade X. Step 1 - Build your beyblade. In Beyblade X you will need 3 to 5 parts in order to build your beyblade(s) Blade - The Blade is the top section of a beyblade that is made from metal and plastic; the blade is the part of the beyblade that is used to attack your opponents beyblade. Most blades you will find are a single part that is fixed together; however, with the release of the CX line of Beyblade X, blades have become slightly more complex and may also be made using 3 parts known as the Lock Chip, Main/Primary Blade and Assist/Auxiliary Blade. Ratchet - The Ratchet is the middle part of a beyblade that attaches to the underside of the blade and holds the Bit in place; the ratchet’s main purpose is to dictate the height of a beyblade (noted by the last 2 numbers in the ratchets name) and act as the trigger for the burst mechanic. Most ratchets are made of 2 main pieces that are attached together to house an internal mechanism to hold the bit in place and lock into the blade; however some ratchets, like 3-85, are made of a single piece of plastic. Bit - The Bit is the bottom section of a beyblade and is used to control the way a beyblade moves in the stadium. Despite being the smallest part of a beyblade the bit is arguably the most important part of a beyblade due to the role it plays in dictating how a beyblade moves and how much stamina the beyblade can hold on to as the game goes on. Step 2 - Launching your beyblade. There are currently 2 kinds of launcher to use in Beyblade X, the winder launcher and the string launcher. The winder launcher has 2 parts, the launcher and the winder/rip cord, and is typically used to get more power from your launch at the cost of some level of control. The string launcher is a single part launcher that is powered by a self retracting string, favoured by players looking to have better control over their launches at the cost of some power. A lot of players choose their launcher based on their beyblades “type” with attack type users favouring winder launchers while defence and stamina type users tend to favour the string launcher, however there is some level of personal preference too with most beginners favouring the string launcher for its ease of use. Be sure to use a launcher that is appropriate for your beyblade’s spin direction, depending on the blade you chose to use the beyblade can either spin left or right and you will need to use a launcher that matches the spin direction of your beyblade. Most beyblade launchers are right spin launchers and will not have any markings denoting their spin direction printed on them but left spin launchers will have the letter L printed on top as part of the launchers name, if the launcher you are using has had the printing on top of the launcher worn off you can also tell the difference by the way the launcher is designed, for example the “arms” of a launcher will point in different directions depending on its spin direction and not allow a beyblade that spins in the opposite direction to stay on the launcher or the top of the launcher will look different with left spin launchers usually having a more angular design. Attach your beyblade onto the launcher and get in position. In order to launch your beyblade properly you need to be positioned with your beyblade and launcher inside the hole in the stadium cover no higher than 20cm above the floor of the stadium. When launching try to be sure to avoid interfering with your opponents launch or hitting anyone or anything that may be in the immediate area. Step 3 - Scoring points In order to win a beyblade battle you have to be the first player to earn 4 points. You earn points by out spinning your opponents beyblade, bursting your opponents beyblade or knocking their beyblade out of the stadiums play area. Spin Finish, 1 point - Your beyblade is still spinning when your opponent’s beyblade comes to a complete stop. Burst Finish, 2 points - Your beyblade is still spinning after your opponents beyblade bursts Over Finish, 2 points - Your beyblade is still spinning in the play area after knocking your opponents beyblade into the over zone Extreme Finish, 3 points - Your beyblade is still spinning in the play area after knocking your opponents beyblade into the extreme zone
Additional Rules The following rules are put in place by WMB in order to better judge the outcome of matches as well as giving players an understanding of the expected behaviour of the people attending WMB events Relaunch Triggers 1. Requested relaunch If a player feels their launch was obstructed or under powered or they suffer an equipment fault the player can ask for a relaunch, each player is entitled to 1 relaunch per battle and depending on the circumstances they may be allowed a second relaunch at the judges discretion. 2. If a relaunch is triggered due to an equipment fault a judge may inspect the faulty equipment and perform a test launch in order to check for faults and decide if the equipment needs to be replaced 3. If a player wishes to trigger a relaunch they must do so immediately after or within 3 seconds of launching in order for their request to be valid. In the event that a player isn’t heard due to excess noise the judge may permit a relaunch request made later in the battle Automatic relaunch triggers 1. Mid-air contact - If there is contact between the 2 beys being used in play before they both hit the stadium floor the battle is voided and replayed with the same beys 2. Mistimed launch - If a player launches early (before the judge says the word rip or shoot in the countdown) or late (a purposeful and significant delay after the countdown has finished and/or after the other player has launched and their bey hit the stadium floor) a relaunch is triggered and the battle is replayed with the same beys. If the same player causes an automatic relaunch this way twice in a row their opponent is awarded a point and the match moves on to the next battle. 3. No Contact Finish - If there is no contact between the 2 beys in play before a win condition is met it is considered a no contact finish and a relaunch is triggered, the battle is played again with the same beys. If 2 no contact finishes occur in a row both players move on to the next bey with no points awarded. 4. If a player is believed to be repeatedly and maliciously triggering relaunch conditions a second judge or witness may be asked to watch their matches to confirm or deny malicious intent If a player is confirmed to be repeatedly and maliciously triggering relaunch conditions they will be disqualified from the tournament and may be banned from future tournaments held by WMB for a set amount of time or blacklisted from WMB events completely Spin Finishes 1. For a bey to be considered to be spinning in a way that would make it eligible for a spin finish it needs to continue rotating in its designated spin direction with the “Bit” part being the primary contact point with the stadium when the opponents bey is stopped completely. If a bey is rocking, rotating with the blade contacting the stadium or somehow spinning in the opposite direction after stopping then it is not eligible for a spin finish win condition to be met. 2. If a bey stops spinning completely but is able to regain momentum through equalisation of momentum (AKA Spin stealing) it is considered “back in play” until a clear win condition is met Over Finishes 1. If both beys are knocked into the over zone(s) simultaneously the battle is voided and replayed with the same beys. 2. If both beys are knocked into the over zone(s) and one enters the over zone(s) before the other then the last bey to enter the over zone is declared the winner. 3. If a bey is knocked into the over zone, returns to the play area and continues spinning it is considered “back in play” and play continues until a clear win condition is met. 4. If a bey stops spinning before being knocked into an over zone it is counted as a spin finish. Burst Finishes 1. If both beys burst simultaneously the battle is voided and replayed with the same beys 2. If a bey bursts simultaneously as the opponents bey is knocked into the over zone/extreme zone then the bey that burst would be considered the loser of the battle due to the fact that the impact that caused one bey to be knocked into the over/extreme zone would also be the impact that triggered a burst finish. 3. If a bey does not burst completely (for example if the blade or bit is separated from the rest of the parts) and the remaining parts continue spinning then that bey would still be declared the loser of the battle by burst finish. 4. If a bey bursts after being knocked into the over zone/extreme zone it would still be considered a over/extreme finish Extreme finishes 1. If a bey is knocked into the extreme zone and returns to the play area by bouncing off the stadium shroud it is considered “back in play” and play continues until a clear win condition is met Equipment 1. If a stadium is damaged in a way that affects the performance of any beyblade the stadium should be repaired or replaced so that play can continue 2. If any equipment used by a player (blade/blade components, ratchet, bit, launcher, grip, ripcord/winder) becomes broken at any point they should find a replacement part before the next set/match 3. If any bey parts used by a player (blade/blade components, ratchet, bit) becomes broken during play the set is voided and the player will be given adequate time to find a replacement part before the set is replayed with the same beys 4. If at any point a player's equipment is found to be against the restrictions and unfairly affecting the outcome of sets/matches they will be asked to find replacement parts to use. If the player cannot find replacements or continues to knowingly use parts that have been deemed illegal by the judges they will be disqualified from the tournament, given a black mark and all their matches (both played and unplayed) will be considered losses. 5. If a player repeatedly uses illegal equipment across multiple tournaments they will be given a temporary ban from WMB events, if after the temporary ban the player continues using illegal equipment they will be permanently blacklisted from all future WMB events. 6. While most equipment used in a match cannot be changed a reasonable window of 30 to 60 seconds is given for a player to make any adjustments to their bey before revealing it to their opponent at the beginning of a battle. Adjustments include changing the configuration of a blade, position of a ratchet or bit or making any alterations that are required in order to trigger a “mode change” gimmick. 7.Any alterations made to a beyblade are to be considered “locked in” once the bey has been revealed and the beyblade must be played in that configuration until it is returned to the deck after a battle has concluded 8. Any alterations made after revealing the beyblade will result in the player who did the alterations automatically forfeiting the match with repeat offences resulting in penalties and/or disqualification. Photography and Video Recording Anyone wishing to take photographs and/or record videos at WMB events must seek permission from any and all persons involved. While WMB events may take place in public spaces we ask that WMB event attendees refrain from taking pictures or recording videos that focus on or heavily feature members of the public. Age restrictions While the WMB team gladly welcomes players of all ages, tournament entry is restricted to players over the age of 6. We also ask that anyone under 14 or any other vulnerable persons in attendance at a WMB event be accompanied by a parent, legal guardian or carer at all times. Code of Conduct West Midlands Beyblade organise tournaments and other events that are intended to be a safe space for all people who enjoy the game of Beyblade and as such we ask that all people in attendance at our events act in a way that is kind, compassionate and respectful towards all people regardless of their age, race, gender, sexuality or any other defining factors. Anyone found to be harassing another person at WMB events will be asked to leave the event venue and blacklisted from future WMB events for life. Depending on the severity of the situation and if it is deemed necessary by event staff local law enforcement will be alerted and asked to remove any individuals breaking the code of conduct. West Midlands Beyblade staff and event attendees will be asked to provide statements to west midlands police if necessary. If anyone in attendance feels they or someone else has been targeted and treated poorly by someone else in attendance at a WMB event or has witnessed another person acting in a way that is believed to be against the code of conduct we ask that they report the issue to a trusted person connected to the event or e-mail any and all available details of the issue to WestMidlandsBeyblade@gmail.com with the subject titled “Code of Conduct issue” followed by the date of the event. In the interest of safeguarding any complaints received by WMB will be handled confidentially with any persons involved being asked for permission before sharing any details with relevant parties and/or law enforcement agencies.
Format The following is an overview of the format used for all WMB Ranked Tournaments B4P3 (Build 4, Play 3), Swiss Each player makes a deck of 4 beys with no repeating parts for their match. Once a match begins each player must use the parts they selected in the configurations they are in when presented to the judge for inspection, however between matches players are permitted to change any number of parts in their deck. The only alterations to a bey that can be made during an ongoing match are “mode changes” but these changes must be made before the players bey is revealed to their opponent. At the beginning of each set the players turn away from each other to set their deck order. The beys must be played in the order they are in at the start of the set. Once their deck order is set each player hands their 4th bey to the judge to prevent either player from switching out a bey during the match. At the start of each battle each player will reveal the bey they are using for that battle to the other player before entering the launch phase. After a win condition is met each player moves on to using the next bey in their deck order. The first player to accumulate 4 or more points through either a spin finish, over finish or extreme finish is declared the winner of that set. If neither player manages to accumulate 4 points after 3 battles have been played then both players will be asked to once again turn away from each other and either shuffle their deck order or stick with their initial deck order. If after 6 battles the scores are still tied then that triggers the “sudden death” battle, in this battle the players are restricted to only using the 4th bey they built and handed to the judge at the start of the match. Matches played in the preliminary stage and tie break stage are single set matches with the winner of the set/match being the first player to accumulate 4 or more points. Matches in the semi-final and final rounds are best of 3 sets matches, up to 3 sets played to 4 or more points with the winner of the match being the first player to win 2 sets.
Restrictions the following is an overview of parts and equipment restrictions in WMB ranked tournaments All officially licenced Takara Tomy, Young Toys and Hasbro Beyblade X products are allowed to be used with the following exceptions being prohibited from use Bit: MN, banned for being known to cause damage to stadiums through improper/repeated use Any Part that has a restricted or limited release thus not making it accessible for most players, such as TT Beyblade X App “Rare Bey Get Battle” prize beys that have not had a general release (Cobalt Drake and Aero Pegasus). This does not include recoloured and metal coat versions of parts that have seen general release. In order to maintain consistency across all WMB events the stadiums used in ranked tournament matches must be the Takara Tomy BX-10 Extreme Stadium. This includes BX-10 style stadiums released under other product codes such as the “UX-04 Battle Entry Set U” stadium and the “CX-04 Battle Entry Set C” stadium Beyblade products made by companies other than Takara Tomy and any officially recognised licence holders and any products made by individuals are subject to more restrictions detailed below 3rd Party Beyblade products such as “fakes” or reproduction Beyblade X products are banned from all WMB tournaments, this includes any fake or reproduction blades, ratchet, bits, launchers and ripcords. Any 3rd party kits or add ons that alter the performance of beyblade x blades, ratchets, bits or launchers are banned. 3rd party launcher grips or other accessories that alter the performance of the launcher in a way that gives the player an unfair advantage are banned. 3rd party launcher grips and accessories that do not alter the performance of the launcher (such as custom launcher grips, string launcher handle slip grips and ripcord/winder handle grips etc.) are permitted but need to be presented for inspection before the tournament begins “Customised” parts and equipment are allowed in WMB events however the customisation must adhere to the following restrictions 1. Must be purely aesthetic (e.g. painting blades, swapping pieces of the ratchet, adding stickers to gear/lock chips) 2.Must not alter the performance of the parts or equipment 3.Must not be creating new parts tat have not been officially released (e.g. combining the 0 ring from 0-80 with the 70 core from 9-70 to create 0-70) 4.If possible must use officially licenced parts or 1:1 recreations that meet the other restrictions
Leaderboard Point System the following is an overview of the Leaderboard point system Players at WMB Ranked Tournaments earn points through certain actions that feed into the WMB Leaderboard. The leaderboard runs on a seasonal basis with the placements being reset at the end of each season, even with the seasonal reset there will be a secondary “all-time” leaderboard that tracks performance across the seasons. For every match played a player earns one point but the winner of the match earns an additional point. So for example if a player plays 5 matches during the preliminary stage of a tournament they earn 5 points and if said player wins 3 of those 5 matches they earn an additional 3 points for 8 points total for that preliminary stage. Additionally players that move on to the finals earn additional points, each player in the finals earns 1 point each for reaching the finals and then earns additional points depending on their placement in the finals with 1st place earning 4 points, 2nd place earning 3 points, 3rd place earning 2 points and 4th earning 1 point . However, unlike preliminary rounds, finals round matches don’t earn players points for matches played. So if the player from the previous example moved on to the finals round they would earn an additional point for reaching the finals, giving them a total of 9 points before playing any matches, and then if said player were to place 2nd they would earn another 3 points leaving them with a grand total of 12 points earned by the end of the tournament. In the event of a tournament having an uneven number of players any players that are subject to a bye round will earn 2 points by default as we believe a player that is in attendance but has no opponent to play should not be penalised for not being able to play a match that they would have had a chance to win. With this system in place a player at a 24 player cap tournament, with 5 preliminary rounds and 4 finals matches, that does not receive a penalty can earn a minimum of 5 points and a maximum of 15 points. If a player is caught cheating, creating issues or otherwise generally behaving in a way that is not in line with the expected code of conduct between players at WMB events they will be subject to a penalty. Depending on the severity of the issue the penalty incurred could range from 1 to 10 points with repeat offenders being given a black mark which prevents them from earning any points for that tournament or a subsequent tournament in that season. If a player is given 3 black marks they will be disqualified from entering tournaments for a set period of time or may be blacklisted from joining WMB tournaments altogether.