Beyblade Beatdown

Get a grip, let it rip! Are you bad enough for the Beyblade Beatdown? Then enter our Beyblade Burst tournament. Not bad enough? You can still watch the beatdowns, as we’ll be projecting the matches onto the big screen. Entry fee is $5 with 70% of the pot going to 1st place and 30% going to 2nd. Regulations below.

“Only one star in the sky can shine the brightest.” – Delta Zakuro


INTRODUCTION:
Beyblade is a competitive spinning top game where two players — known as Bladers — shoot
their Beyblade into a small arena — known as a BeyStadium — in a competition referred to as a BeyBattle. The last Beyblade spinning inside of the BeyStadium wins! Beyblades are spinning tops that can be customized to give them different attributes. In this case, we are only allowing Beyblade burst series. All Beyblades must be plastic to be legal.

There are three basic types of Beyblades: Attack, Defense and Stamina.

  • Attack-type Beyblades are designed to move quickly and aggressively in order to knock the opposing Beyblade out of the Bey Stadium. The tradeoff for this aggressiveness is that the Beyblade can only spin for a very short amount of time. If it doesn’t win early in the BeyBattle, it will generally lose.
  • Defense-type Beyblades are designed to take powerful hits without being knocked out of the Bey Stadium. They are best used to fight Attack types. If the Attack-type cannot knock the Defense type away quickly, it will lose.
  • Stamina-type Beyblades are designed to take constant hits and remain spinning. Unlike Defense types, Stamina Beyblades are designed to keep spinning through consistent damage but do not deal well with single, heavy hits. Due to their parts, they are generally lightweight.

Beyblade Rules
BeyBattles are divided into rounds: To win a BeyBattle, the Blader must win three individual rounds.

Conditions for winning a single round:

  • Out-spinning the opposing Beyblade.
  • The opposing Beyblade exiting BeyStadium.
  • The opposing Beyblade breaking or separating ends the BeyBattle and affords you an automatic win for the BeyBattle. (Knocking the Bit Chip off of a Plastic Beyblade does not constitute separation.)

Penalty Conditions:

  • If a Blader touches either Beyblade or the BeyStadium during an active round, the round immediately ends and the opposing Blader wins the round.
  • If a Blader shoots too early or too late, the round immediately ends and the opposing Blader wins the round.

In the case of a draw, neither Blader is awarded a victory for that round.

Selection of Beyblade and Launcher:

  • The Blader’s Beyblade selection is to be considered undecided until the Beyblade is attached to the Shooter. Once the Beyblade is attached to the Launcher, that Beyblade must be used for the duration of the BeyBattle.
  • The Blader is free to select a different Shooter or, in the case of a Dual Shooter, Spin Direction, unless they have already attached the Beyblade or inserted a Winder. Once either of these actions have been performed, the Shooter cannot be changed. In the case of the Dual Shooter, the spin direction can be changed between rounds.

Rules of Shooting

  • If BeyStadium is placed on a table, both Bladers are to stand adjacent to each other.
  • The point at which the Beyblade leaves the shooter must be no further than 30 cm away from the BeyStadium.
  • The Bladers countdown, “3! 2! 1! Go Shoot!” For a launch to be legal, the Beyblade must be launched as the word “shoot” is called. 

GENERAL RULES:

Beyblades will be inspected prior to the tournament beginning to ensure that they comply with all burst universal rulings, part rulings, and legal modifications. For more detailed information please follow the link below to see the rules from the World Bey Organization.

When is a Beyblade considered no longer spinning?

  • A Beyblade is considered to still be spinning as long as the Beyblade is still able to complete a full revolution.
  • Once a Beyblade stops spinning, that Beyblade is out of play, and the BeyBattle ends.

When is a Beyblade considered knocked-out?

  • A Beyblade is considered out of play once it exits the play area, not when it touches the floor/ground outside of the BeyStadium. The moment a Beyblade exits the play area it is considered out of play.
  • A Beyblade exits the play area but is still sitting on the edge of the BeyStadium.

Some BeyStadiums have design features outside of the playing area that Beyblades can become trapped in. If a Beyblade is knocked past the edge where it can feasibly return to the playing area of the BeyStadium, it is considered out of play and the round ends. However, if it continues to spin in an area where it can still re-enter the playing area, it is in-play.

One Beyblade stops spinning at the same time another Beyblade is knocked out.

  • If it is indiscernible which Beyblade lost first, the round is a draw.

A Beyblade starts spinning again after it has stopped.

  • The moment a Beyblade stops spinning, the round ends. Once a Beyblade is considered out of play, it cannot become “in-play” again.

A Beyblade starts spinning again after it has stopped.

  • A Beyblade returns to the BeyStadium after being knocked out of play.

Re-Shoot Clause:
If there is an issue shooting a Beyblade that is clearly caused by a technical issue (e.g. a Beyblade falls apart immediately after shooting, a Beyblade is launched weakly due to it “slipping” off the Launch), the Blader may invoke what is known as the Reshoot Clause.

  • The Reshoot Clause must be invoked immediately after the Beyblade is released from the Launcher.
  • At this point, the Blader is free to examine both his Beyblade and Shooter and replace any parts as long as they are the exact same model of part.
    • if there is a significant mold variation in the part, the replacement must be of the same mold. Color variations are negligible. Once the proper adjustments are made, the Blader is free to test it solo in the BeyStadium.
  • The Blader may only invoke the Reshoot Clause once per Bey BeyBattle, and a
    maximum of twice during an event.

Legal Modification
While almost all modifications are considered illegal, there are some modifications you may use that are considered legal.

  • Painting or clear-coating parts for aesthetic reasons.
    • The coat must be light, non-textured and not affect the Beyblade’s performance.
  • Many Dual Shooters have a manufacturing fault which prevents them from grasping the Bit Protector firmly.
    • To rectify this, you are allowed to use the following modification: Unscrew the assembly on the bottom of the launcher to get the black prongs. Warm the plastic with hot water, to soften it, then it can be adjusted i.e. pinched. To make it permanent, run under cold water, which will set the plastic again.
  • Coating the inside of a Launcher with a lubricant.
  • Straightening Winders.
  • You may exchange the parts between launchers as long as you do not modify the original technical design of the launcher.