Kinetic Champions LeagueRules and Gameplay
Main Rules
- Each season will consist of 6 uniquely identifiable teams
- Five on five, 10 players on the court at once. There is a minimum of two replacement players on the
bench.
- Must have at least two members of the opposite sex on the floor as identified by the individual.
- Two-minute rounds, 10 rounds, 60-minute game. Multiple breaks between rounds.
- Each round will allow for a 1 minute time out that can only be initiated by the gamemaster or
team
coach.
- In instances of injury, disputes, or otherwise forced stop in gameplay, a team will be allotted up
to 5 minutes to settle the dispute. The gamemaster will issue the final decision if the resolution
is not reached.
- The team with the most points wins. The teams score when the Tachball goes to the goal.
Bracket Play
- Season 1 will be divided into a winners and losers bracket
- Each team will compete a minimum of 2 times before elimination
- If a team can battle back, they may compete up to 5 times before securing the championship.
Arena
- The court is divided into five boxes of equal size, 50' X 20'.
- One 12-foot tall rotating goal at center court in red zone.
- Tachballs are stored in the goal when scored.
- Two cores, one in each black zone. Cores reset Shutdown suits and provide Tachballs.
- Six barriers, three in each gray zone.
- Telemetry devices will be used to help determine player posting during gameplay.
- The field will be synthetic turf, allowing the rubber balls to be compressed.
Scoring
- By zones (three points red, two points gray, one point black).
- Only one ball can be taken out per team, and there are no stockpiling balls.
- Seven balls per round per team. Each ball comes out after 10 seconds.
- If one side misses a shot and the opposing side recovers the ball and subsequently scores, the
points are doubled for that shot (six, four, and two).
- Once seven balls are scored by either team, the round ends. The remaining seconds are added as bonus
points.
Safety
- The Game Master will be responsible for safety; their word is final.
- Before each round, the players' Arm Canon will be tested and certified.
- The players' Shutdown suits will also be tested and certified. A player failing certification will
be rendered unfit to play that round.
Rosters and Team Composition
- (1) Striker. Their job is to score by throwing the Tachball into the goal.
- Only slingers are permitted in the red zone, and incidental contact is only permitted between
Slingers in the red zone.
- If contact is deemed extreme and detrimental to gameplay, the Game Commander can stop the round and
order the Slinger replaced. They do not have any shields or blasters.
- (2) Gaurdian. Protects the Slinger. Equipment: shield and blaster with 25 blasts per round.
- (2) Forward Attackers. Prevent the opposing Slinger from scoring—equipment: blaster with 100 blasts
per round.
Blasters
- Forearm blasters will use compressed air and push the half-inch rubber ball at speeds less than 200
feet per second. The blasters will have a container holding in a limited number of balls.
- A blast will initiate by squeezing the player's fist. This expresses the compressed air and propels
the balls forward towards the opposing player.
Uniform
- Players will wear padding under their jerseys to protect them from blasters.
- Each Shutdown suit will have five energy power bars. A power bar is lost when an opponent's blast
strikes a player.
- Once five energy units are lost, magnetic resistance in the player's elbows slows their movement.
- To reset the device, a player will return to the core and touch it for 10 seconds, and then they can
go back into the action.
- Ankle braces, knee braces, and cleated boots must be worn at all times on the field of play.
- The shutdown suit is AR/VR enabled, and telemetry data is captured.