ACES + survive

 

Survival - BattleBXTM -Spawn

 

A BattleBXTM -Spawn will be positioned at each Team’s reSpawn Area,
including a SpawnClock which shall display the time remaining in the Match.

Interference with or moving of the BattleBXTM -Spawn will constitute Foul Play.

 

The BattleBXTM -Spawn  shall contain, timers, countdowns, counter, displays
and other such technology as is approved and introduced by SAL.

 

Players Hit during play MUST return to the reSpawn Point/Base and have their reSpawn
recorded by Marshall, BattleBXTM -Spawn and/or such technology approved and introduced by SAL.

 

Each reSpawn will take five (5) seconds before the Player is released to return to Play.

 

ObjectiveCardDEKTM

 

Each Player will be issued with 4 (four) Aces from the CardDEKTM, which must be carried during the entire game.
Each Team Captain will be issued with 2 (two) Jokers, to allocate as they wish.

 

The Aces & Jokers shall contain identification chips, numbering or other such technology as
is approved and introduced by The League.

 

Players Hit during play MUST stand in position with hand raised for a slow countdown from 10 (ten).

 

The Player who scored the Hit (or any teammates) must touch the Hit Player within the countdown –
at which point the Hit player will surrender one of their Aces. Hit Player MUST then return to the 
reSpawn Point/Base and have their respawn recorded under normal Survive Rules.

 

If the Hit Player is NOT reached within the countdown (or is NOT Medic’d back-in by a Teammate)  they return to have their respawn recorded WITHOUT losing one of their CardDEKTM Aces.

 

If the Hit Player plays a Joker, this is a booby-trap, and that player collects 2 (two) Aces from the shooter
(who collects the Joker) – then BOTH Players return to respective reSpawn Point/Bases.

 

Any Player who surrenders their Fourth and Final Ace, MUST return to the reSpawn Point/Base and have
their respawn recorded, and are then ELIMINATED from the game, and MUST return to the DMZ/Safe Zone.

 

The CardDEKTM Aces will be tallied by League Admin by hand, via a BattleBXTM -Aces device, or by
such technology as approved by The League, to determine the results.

 

Scoring

 

The Team who has the most enemy Aces AT THE END OF THE MATCH will be designated the winner and
will score three (3) League Points.

 

If the Team has collected ALL enemy Aces and ELIMINATED all Players from the opposing team will have  
a ‘Wipeout’, and will score one (1) Wipeout League Point.

 

The team with the lowest number of reSpawns will score one (1) Survive League Point.

 

NB Objectives will always score higher than Survival.