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 BeyStadium. 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 BeyStadium. 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
BEYBATTLE BeyBattles are divided into rounds: To win a BeyBattle, the Blader must win three
individual rounds.
Conditions for winning a single round:
o Out-spinning the opposing Beyblade.
o The opposing Beyblade exiting BeyStadium.
o 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:
o If a Blader touches either Beyblade or the BeyStadium during an active round,
the round immediately ends and the opposing Blader wins the round.
o 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:
o 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.

o 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
o If BeyStadium is placed on a table, both Bladers are to stand adjacent to each
other.
o The point at which the Beyblade leaves the shooter must be no further than 30
cm away from the BeyStadium.
o 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:
In-Play and Out of Play Clarifications
 When is a Beyblade considered no longer spinning?
o A Beyblade is considered to still be spinning as long as the Beyblade is still able
to complete a full revolution.
o Once a Beyblade stops spinning, that Beyblade is out of play, and the BeyBattle
ends.

 When is a Beyblade considered knocked-out?
o 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.
o 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.
o 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.
o 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.
o A Beyblade returns to the BeyStadium after being knocked out of play.

 Once a Beyblade is knocked out of play, the round ends. Once a
Beyblade is considered out of play, it cannot become “in-play” again. 

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.

o 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.

UNIVERSAL RESTRICTIONS:
This section contains activities that are illegal in all WBO play, regardless of which format the
BeyBattle is played under. ONLY OFFICIAL TAKARA/TAKARA-TOMY, HASBRO, AND
SONOKONG BEYBLADES ARE LEGAL FOR WBO PLAY.

 Most official Beyblade tops are declared legal by the WBO. However, there are several
special parts that are not allowed in sanctioned WBO BeyBattles. •
o Gyros Weight Disk (included with Beyblade Bearing Gyros packages) • Hidden
Spirits Beyblades (any parts)
o Electronic Beyblades
o Remote Control Beyblades
o Burger King and Kellogg’s Promotional Beyblades (these are considered
unofficial)
o Any Beyblade sideline/promotional product that is not compatible with the
mainline Beyblade series of tops. Parts from one system cannot be used with a
system they were not designed to be compatible with, e.g. using HMS parts with
Plastic parts, using an MFB Launcher with a Plastic Customize Grip. Illegal
Modification The following practices are considered illegal modification by the
WBO.

 If a Beyblade part has been subjected to any of the following treatments, it may not be
used in WBO sanctioned BeyBattles.
o The addition, application, insertion, etc. of any foreign substance that affects the
performance of a Beyblade in any way is illegal unless otherwise stated. •
o The wearing down of parts in any way that is not natural wear (that is, through
regular BeyBattle practices). The wearing down of parts, even through natural
wear, significantly alters the shape or performance of the part.
o The tuning/seasoning of NSK shield bearings. Tuning is a process in which NSK
shield bearings are stripped of their lubricant using paint thinner or other
chemicals to increase Stamina capacity. Seasoning is connecting the tip of a
shaft connected to NSK shield bearings to a motor and making it spin in order to
reduce the friction.
o Applying stickers on locations of the Beyblade that are not designated for
stickers, e.g. around the edge of a Weight Disk or on an Spin Gear to tighten it.
o Any modification of the Launcher or Launcher Grip that affects it in any way that
is not explicitly approved in the “Legal Modification” section of this guide.

PART RULINGS
Golden Rule about Absence of Parts = The golden rule is that if there is room for type of part on
your Beyblade, aside from the Bit Chip, it is necessary.
 Bit Chip (Plastic)
o If a Bit Chip is knocked off of a Beyblade during a BeyBattle, you are not to
remove it from the BeyStadium. Leave it and allow the BeyBattle to proceed as
normal.
o You are not obligated to use a Bit Chip.

 Attack Rings with Sub-Attack Rings (Plastic)
o You may not use an Attack Ring that has a slot for a Sub-AR without using a
Sub-AR.
o You may use the Sub-AR from one AR with a different AR. • Blade Bases with
Support Part Slots (Plastic)
o You may not use a Blade Base that has slots for Support Parts without Support
Parts.
o You may use a different Support Part in each slot.
 Interchanging Blade Base Tips (Plastic) ‣ You may not interchange tips from Blade
Bases in which the tip is considered to be the same part as the BB. Two examples of
this are Driger S’s SG Metal Change and Dragoon S’s SG Storm Grip. ‣ You may
interchange tips when they are considered to be part of the Spin Gear. •
 Weight Disks (Plastic, Heavy Metal System) ‣ You may not use more than one Weight
Disk.
 Bit Protector (Heavy Metal System)
o You must use a proper Bit Protector, not a special Bit Protector that was
designed to serve another function, e.g. holding the RC of Shining God MS
together.

 Customize Weight Disks (Heavy Metal System)
o You may not use Customize Weight Disks without a plastic part. Beyblade/Part-
Specific Rulings
 Magical Ape MS (Gyro Mode)
o You may not change the metal bearing to an NSK shield bearing.
o You may change the HMS AR.
o You may change the Plastic AR.
o You may not use the three interchangeable Gimmick tips.
o You must place the Beyblade at the Tornado Ridge of the BeyStadium. If the
BeyStadium does not have a Tornado Ridge, you must place it approximately 3
cm from the edge of the BeyStadium wall.
o Because Magical Ape MS (Gyro Mode) is not shot, but placed, you must be sure
to release the Beyblade from your hand onto the BeyStadium floor during the
word “shoot”.

 Rubber Weight Core (Round Shell MS)
o Rubber Weight Core may not be used in Gimmick Mode.
 Battle Change Core (Samurai Changer MS)
o Battle Change Core may not be used without the plastic CWD part.
 Bunshin Core (Phantom Fox MS)
o If one part of a Beyblade using Bunshin Core stops spinning but the other
continues to, the stopped piece must be left alone. The standard rules for
touching the BeyStadium or a Beyblade during a BeyBattle still apply.

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.
o 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.

o 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.