top of page

RULES AND FORMAT

  • Official Rules and Regulations are updated frequently. Please ensure you are up to date with current rules.

Colosseum Cup

 

Objective.

 

This game format requires teams of 5 to capture the flag from the center of the field and take it through to the opposing breakout without being hit.

 

The Breakdown

 

Each team can register up to 7 players per competition round with only 5 being on the field at any one time.

A game consists of 3 x 3-minute games where ALL 3 games will ultimately make up your score for that round.

Points are allocated for the following, flag grab 50pts, flag hang 50pts, elimination 10pts, kahunas 50pts, no hit call –50pts pls note uncalled headshots will be an automatic DQ for the rest of the day. Early break –50pts.

Unsportsmanlike conduct 1st offense -50pts 2nd offense round no pts accrued 3rd DQ, refs decision is final. No video evidence will be accepted or taken into consideration. Pls note, the final decision of the head ref on the day in regards to this situation ie may be serious enough to end your day without notice or warning.

 

Gameplay Each team will line up at their starting point with the breakout, each player must have a foot and the tip of the barrel on the allocated breakout, once the buzzer goes you will need to work your way through clearing out the opposition whilst working towards grabbing the flag and pushing it through to the opposite breakout wall.

 

All competitors must be minimum of 16 years old, anyone under this age may approach Chris at Colosseum as special consideration may be given.

Australian Gel Strike

Objective.

Each team is given a flag to start. Push your team's flag through to one of the 4 activation stations in the middle of the field that the head ref will allocate on the field. Claim the center flag and hang it on the opposite wall to win.

The Breakdown 

Teams will have 1min to activate the station (1st points) failure to do so will result in the game ending (failure to activate teams can only gain points from player kills) If your team can get to the central allocated station in the middle of the field with your teams flag, your team will unlock the ability to gain control of the main field flag and keep the game clock ticking for a further 2min (your team must use the activation station no matter what happens before being able to play for the main field flag) Once your team has gained control of the main field flag you must push it through to your opponent's breakout wall.

Once hung on the wall the game will end.

 

Points system Player kill = 1pt First activation = 10pts (1st team only) Main field flag grab = 20pts Main field flag hang = 20pts Kahanus bonus = 10pts Penalties system Yellow card = -25pts ie no hit call/ early break Red card= no points gained for that game Yellow card is first infringement, there is no second warning Un called Headshots is an instant red card penalty (do-rag) blatant uncalled headshot (mask or skin) will be an instant DQ for the day for the individual involved.

bottom of page