So, I have been hosting Burst Standard tournaments for about a year or so and I have seen so many different scenarios and questions pop up about how things are ruled or judged. After having to go through the rules multiple times and seeing a lot of people post some concerns about different rules or thing within the rulebook that might contradict itself.
Well, I took some time throughout this past week to really read the rules and see what I felt could be changes for the better of the game's health. So if you click here you will be taken to a google doc. All the highlighted parts are what I have changed. I will also show what I have changed here and give my opinion as to why I changed it to what I did in case you don't want to read the full document.
1st Change:
Battle: The act that determines whether a Beyblade wins, loses, or draws with an opposing Beyblade.
Set: The entirety of battles before a reshuffle would occur.
Match: The entirety of battles or until a winner is decided.
So, I added a little dictionary here for a few words just so players could understand the difference between a battle and the full match. While to some people it might be as clear as day, but for some it can be confusing.
2nd Change:
How to Win
To win a match, a blader must score 3 points. You score point(s) when:
This is just letting you know that a KO might be worth more points in some formats.
3rd Change:
Deck Format
Deck Format is a special set of rules used in the final stages of WBO Beyblade tournaments. It allows players to strategically switch between Beyblade combinations during the match.
Scoring
This is where the last change come to light. I changed Knock-Outs to being worth 2 points in the WBO Deck Format in order to boost up the drive to use attack type beys. It's known that right now attack is lacking in the burst standard tournaments. every other format allows KOs to be worth 2 points so wy not in standard as well? I know during GT with Zwei and Judgement, attack styles might have felt really overpowered. However, now they are lacking compared to all the Defense-Stamina Hybrids that you see all though tournaments and the Winning Combo thread.
4th Change:
Legal Equipment
With Beys getting bigger and bigger over the years the size of the standard stadium has come to feel rather small. Takara Tomy has come out with the DB Standard Stadium and has even implemented it as the new standard stadium for their tournament use. While we are not Takara Tomy, I do feel that with the regular Standard Stadium being out of production and being harder and harder to get, it might be time to start allowing organizers to choose the DB standard stadium for their tournaments. This stadium is designed for the larger beys and is much cheaper and easier to obtain over the older Standard stadiums. I do know some people have an issue with how some types of beys/drivers preform in this stadium. However, this could be a good reason to start trying out different drivers and being a little more innovative with the game. Soon Takara Tomy will stop making Beyblade Burst products entirely and we will need to find ways to make the game stay "fresh". If we always use the same stadium, we might never get to find cool uses for drivers that are "not as good" as the standard meta drivers.
5th Change:
All Dual Spin Parts
Let’s face it, EVERYONE at some point or another wants to be able to utilize the spin direction gimmick of the Spriggan or Diabolos Beys. While as this gimmick is super overpowered for most of the formats, we use here in the WBO, I feel like it is a fine thing to have in the 3v3 format. (If we ever adapt the 5G format from WBBA It would be fine there as well.) 3v3 each time your layer rotation changing bey battles it’s against a new bey. Sure, it can seem overpowered that you could almost always guarantee yourself a point with it. But, that one point doesn't matter when you must still use 2 other beys that can't change their rotation to win. So here I think it would be healthy and fun for everyone when playing 3v3.
6th Change:
Gameplay Appendix
Spinning
A Beyblade is still considered to be spinning as long as it is visibly in motion to any degree along the axis running directly through the center of the Beyblade.
A complete full rotation around this axis is not needed to be considered spinning. However, it must still be moving in the direction it was launched.
Some Beyblades have parts that allow the upper half to continue rotating after the bottom half has stopped; these are still considered to be spinning. If a Beyblade starts spinning again after it has stopped, the battle does not resume.
Knocked-Out
A Beyblade is considered knocked-out when it exits the Play Area. Beyblades stuck on an element of a stadium are still considered in-play.
At the Judge’s discretion: If a Beyblade hits the back pocket wall of the BeyStadium Standard Type or the back pocket wall of the Dynamite Battle BeyStadium Standard Type after coming into contact with the opposing Beyblade, anytime during the battle and bounces back in, it will be considered to have left the Play Area resulting in a knock-out. (See Diagram below for Play Area reference.)
Here I changed probably the 2 biggest things that people debate about and give judges the worst headaches imaginable. This one I know is still going to have debates. But I wanted to show everyone what I think the rulings with them should be.
For Spinning I decided to reword it to fit more like the WBBA's logic. Basically, we would no longer have to worry about if a bey is "Rolling", "Turning", "Falling", Etc... Any kind of movement at the end if it isn't going the opposite direction that it was launched in will be considered spinning. There are so many times where a draw happens, but you have to look at a video so much because one bey still does some sort of motion, yet you need to determine if it was still spinning or not. This can really drag out a tournament and cause it to run a lot later than it really needed to.
Now as for Knock-Outs this was a little more complicated. I have some, not so perfect, diagrams in the google doc that you can see. But they should get the point across. (I won't post them here for space purpose as this is already going to be a long thread.) One of the biggest things in the WBO with Knock-Outs when it comes to burst is the "Play Area". With Burst stadiums having covers and walls around the pockets it makes the idea of what exactly is considered the "Play Area". Here I have taken the concept of the "Wall Bounce rule" and worded it in a way that I feel makes the most sense. Ideally only if a bey touches the very back wall of the pocket would it be considered to have left the play area and therefore be classified as a Knock-Out. So, every other part of the stadium is considered the Play Area. I went back and forth between weather or not I felt as if this should be the rule or if we should just go with WBBA's rule of "Unless it touches something that isn’t a part of the stadium it is considered in play". However, I feel like with the size of the Beys now the standard stadium is just too small for that to be the ruling. This is also probably why WBBA has moved to the DB Standard Stadium. (I have yet to see a Beyblade go into one of those pockets and come back into play.) I also decided on this because I felt that without it once again Attack beys become severely hindered and I want people to be able to play they style they want to play. Also, every previous generation of BeyStadiums never had walls or a cap like Burst, and if they would have kept that trend if a bey went in the area where the pockets are now there wouldn't of been a wall to stop them from exiting the play area.
7th Change:
Draws (WBO Deck Draw Procedures)
When 2 Beyblade combos enter a battle and the first result is declared a draw, Judges are encouraged to start performing the WBO Deck Draw Procedures. Below are the steps that should be taken in order to handle the future battles between the 2 Beyblade combos:
After the decision by both Judges has been made a blader may not contest the result. If they, do it could result in an additional point being granted to their opponent.
Any further contest would need to be submitted to the OP team AFTER the event.
So this change came to me after "THE CIRCUIT" event in Virginia as well as my own event "You Can Only Choose1!" in Maryland last month. During the Finals we had plenty of matches that were opposite spin Drift combos or Drift vs Bearing and the time was just taking FOREVER. So, we were always having to revert to the "Video Review Protocol". This was indeed the best way to handle it, however it felt like waiting for those 3 initial matches to happen as well as waiting for judges to get a decision that was the same still took forever. We also would have players wanting to contest the decisions made and so it would cause judges to rethink what they had initially thought. I want the decisions of the judges to be made and be final. I get people don't want to lose and they want a draw to go in favor for them, but sometimes it just doesn’t, and we can't have players starting a fuss over it. So that is why I also added ion the penalty.
Granted this rule might not be needed if the Spinning definition is changed, because a lot of those "Draws" would no longer be considered as a draw.
8th Change:
Parts with Multiple Modes
Unless specified otherwise under Beyblade/Part-Specific Rulings above, the following applies for all parts with multiple modes:
Let's face it. Burst beys have gained so many cool and unique gimmicks since the start of Burst. Now every single bey just about has a cool gimmick that requires you to disassemble the Beyblade to do it. So why should we be restricted to only being able to change it once? After all we are paying a lot of money for these beys from Takara Tomy and when we don't get to use all their gimmicks it’s like only getting half of what we paid for. Things like High and Low mode are so very strategic and can really show the skill of a blader. It would also be cool to allow bladers to change up things throughout their match to see if they can score a point using their bey in a different way than they thought. The WBBA allows bladers to use all the gimmicks of their beys as well as removing parts like the Z and X chip because it is a form of mode change to the driver. No real difference than the mode changes on Zeta, Quattro, or Xtend+. So, this was just something I thought would be a good and healthy change to the game.
Okay so those are all of the changes. Please please please give me feedback on all your thoughts and concerns. I would just really like to help make the game healthy and more fun for the community to enjoy. With Beyblade Burst most likely coming to an end next year we really need to investigate different ways to play the game to spice it up and keep in interesting so we can keep this community alive! Thank you all for your time and I hope you enjoy this proposal.
Well, I took some time throughout this past week to really read the rules and see what I felt could be changes for the better of the game's health. So if you click here you will be taken to a google doc. All the highlighted parts are what I have changed. I will also show what I have changed here and give my opinion as to why I changed it to what I did in case you don't want to read the full document.
Battle: The act that determines whether a Beyblade wins, loses, or draws with an opposing Beyblade.
Set: The entirety of battles before a reshuffle would occur.
Match: The entirety of battles or until a winner is decided.
So, I added a little dictionary here for a few words just so players could understand the difference between a battle and the full match. While to some people it might be as clear as day, but for some it can be confusing.
How to Win
To win a match, a blader must score 3 points. You score point(s) when:
- The opposing Beyblade stops spinning (1 Point)
- The opposing Beyblade exits the BeyStadium play area (1-2 Points depending on format)
- The opposing Beyblade bursts 2 Points, OR 1 Point if Frame, God Chip, or Driver Chip comes off
This is just letting you know that a KO might be worth more points in some formats.
Deck Format
Deck Format is a special set of rules used in the final stages of WBO Beyblade tournaments. It allows players to strategically switch between Beyblade combinations during the match.
Scoring
- Matches are to 5 points.
- Out-spins: 1 point
- Knock-outs: 2 points
- Burst Finish: 2 points.
- Non-contact knock-out or burst: 1 point
- If a Beyblade exits the stadium or bursts without making contact with the opposing Beyblade, they’ll receive 1 point.
- If a Beyblade exits the stadium or bursts without making contact with the opposing Beyblade, they’ll receive 1 point.
- Frame, God Chip, Driver Chip falling off: 1 point.
This is where the last change come to light. I changed Knock-Outs to being worth 2 points in the WBO Deck Format in order to boost up the drive to use attack type beys. It's known that right now attack is lacking in the burst standard tournaments. every other format allows KOs to be worth 2 points so wy not in standard as well? I know during GT with Zwei and Judgement, attack styles might have felt really overpowered. However, now they are lacking compared to all the Defense-Stamina Hybrids that you see all though tournaments and the Winning Combo thread.
Legal Equipment
Only official Beyblade Burst products produced by Hasbro and Takara-Tomy can be used.
All ranked matches must take place in the Takara-Tomy BeyStadium Standard Type or the Dynamite Battle BeyStadium Standard Type.
Unranked matches may take place in any official stadium.
With Beys getting bigger and bigger over the years the size of the standard stadium has come to feel rather small. Takara Tomy has come out with the DB Standard Stadium and has even implemented it as the new standard stadium for their tournament use. While we are not Takara Tomy, I do feel that with the regular Standard Stadium being out of production and being harder and harder to get, it might be time to start allowing organizers to choose the DB standard stadium for their tournaments. This stadium is designed for the larger beys and is much cheaper and easier to obtain over the older Standard stadiums. I do know some people have an issue with how some types of beys/drivers preform in this stadium. However, this could be a good reason to start trying out different drivers and being a little more innovative with the game. Soon Takara Tomy will stop making Beyblade Burst products entirely and we will need to find ways to make the game stay "fresh". If we always use the same stadium, we might never get to find cool uses for drivers that are "not as good" as the standard meta drivers.
All Dual Spin Parts
- When playing any of the following formats, the mode of any dual-spin Layer or Layer Base must be selected during the Beyblade Selection phase before submitting it to the judge for inspection.
- Standard Single Bey Format
- Pick 3, Choose 1 Format
- WBO Deck Format
- Standard Single Bey Format
- After a combination has been submitted for inspection, the mode of a dual-spin part cannot be changed for the duration of the match.
- When playing any of these following formats, a Blader is allowed only 1 dual-spin Layer or Layer Base, and the spin direction may be changed after the Beyblade Selection phase.
- 3 vs 3 Format
- 3 vs 3 Format
Let’s face it, EVERYONE at some point or another wants to be able to utilize the spin direction gimmick of the Spriggan or Diabolos Beys. While as this gimmick is super overpowered for most of the formats, we use here in the WBO, I feel like it is a fine thing to have in the 3v3 format. (If we ever adapt the 5G format from WBBA It would be fine there as well.) 3v3 each time your layer rotation changing bey battles it’s against a new bey. Sure, it can seem overpowered that you could almost always guarantee yourself a point with it. But, that one point doesn't matter when you must still use 2 other beys that can't change their rotation to win. So here I think it would be healthy and fun for everyone when playing 3v3.
Gameplay Appendix
Spinning
A Beyblade is still considered to be spinning as long as it is visibly in motion to any degree along the axis running directly through the center of the Beyblade.
A complete full rotation around this axis is not needed to be considered spinning. However, it must still be moving in the direction it was launched.
Some Beyblades have parts that allow the upper half to continue rotating after the bottom half has stopped; these are still considered to be spinning. If a Beyblade starts spinning again after it has stopped, the battle does not resume.
Knocked-Out
A Beyblade is considered knocked-out when it exits the Play Area. Beyblades stuck on an element of a stadium are still considered in-play.
At the Judge’s discretion: If a Beyblade hits the back pocket wall of the BeyStadium Standard Type or the back pocket wall of the Dynamite Battle BeyStadium Standard Type after coming into contact with the opposing Beyblade, anytime during the battle and bounces back in, it will be considered to have left the Play Area resulting in a knock-out. (See Diagram below for Play Area reference.)
Here I changed probably the 2 biggest things that people debate about and give judges the worst headaches imaginable. This one I know is still going to have debates. But I wanted to show everyone what I think the rulings with them should be.
For Spinning I decided to reword it to fit more like the WBBA's logic. Basically, we would no longer have to worry about if a bey is "Rolling", "Turning", "Falling", Etc... Any kind of movement at the end if it isn't going the opposite direction that it was launched in will be considered spinning. There are so many times where a draw happens, but you have to look at a video so much because one bey still does some sort of motion, yet you need to determine if it was still spinning or not. This can really drag out a tournament and cause it to run a lot later than it really needed to.
Now as for Knock-Outs this was a little more complicated. I have some, not so perfect, diagrams in the google doc that you can see. But they should get the point across. (I won't post them here for space purpose as this is already going to be a long thread.) One of the biggest things in the WBO with Knock-Outs when it comes to burst is the "Play Area". With Burst stadiums having covers and walls around the pockets it makes the idea of what exactly is considered the "Play Area". Here I have taken the concept of the "Wall Bounce rule" and worded it in a way that I feel makes the most sense. Ideally only if a bey touches the very back wall of the pocket would it be considered to have left the play area and therefore be classified as a Knock-Out. So, every other part of the stadium is considered the Play Area. I went back and forth between weather or not I felt as if this should be the rule or if we should just go with WBBA's rule of "Unless it touches something that isn’t a part of the stadium it is considered in play". However, I feel like with the size of the Beys now the standard stadium is just too small for that to be the ruling. This is also probably why WBBA has moved to the DB Standard Stadium. (I have yet to see a Beyblade go into one of those pockets and come back into play.) I also decided on this because I felt that without it once again Attack beys become severely hindered and I want people to be able to play they style they want to play. Also, every previous generation of BeyStadiums never had walls or a cap like Burst, and if they would have kept that trend if a bey went in the area where the pockets are now there wouldn't of been a wall to stop them from exiting the play area.
Draws (WBO Deck Draw Procedures)
When 2 Beyblade combos enter a battle and the first result is declared a draw, Judges are encouraged to start performing the WBO Deck Draw Procedures. Below are the steps that should be taken in order to handle the future battles between the 2 Beyblade combos:
- A judge calls a draw between 2 Beyblade combos.
- Starting from the 2nd battle, video is recorded and reviewed by both the original judge of the match, and by a 2nd judge who is available. (The 2nd judge should have no prior knowledge of who owns which bey or what the current score is.)
- If it is able to be determined right away from the footage that both Beyblades stopped at the exact same time with no other motion the result is a draw and a new battle between the 2 Beyblade combos may take place.
- If there is still any motion. Each judge decides in secret which player the victory goes to. (They must choose a winner)
- The judges reveal to each other the winner of the battle simultaneously. A draw only occurs when both judges declare a different player as the winner.
After the decision by both Judges has been made a blader may not contest the result. If they, do it could result in an additional point being granted to their opponent.
Any further contest would need to be submitted to the OP team AFTER the event.
So this change came to me after "THE CIRCUIT" event in Virginia as well as my own event "You Can Only Choose1!" in Maryland last month. During the Finals we had plenty of matches that were opposite spin Drift combos or Drift vs Bearing and the time was just taking FOREVER. So, we were always having to revert to the "Video Review Protocol". This was indeed the best way to handle it, however it felt like waiting for those 3 initial matches to happen as well as waiting for judges to get a decision that was the same still took forever. We also would have players wanting to contest the decisions made and so it would cause judges to rethink what they had initially thought. I want the decisions of the judges to be made and be final. I get people don't want to lose and they want a draw to go in favor for them, but sometimes it just doesn’t, and we can't have players starting a fuss over it. So that is why I also added ion the penalty.
Granted this rule might not be needed if the Spinning definition is changed, because a lot of those "Draws" would no longer be considered as a draw.
Parts with Multiple Modes
Unless specified otherwise under Beyblade/Part-Specific Rulings above, the following applies for all parts with multiple modes:
- Modes may be changed at any point during the match before it begins or between battles.
- It is possible to switch parts that can change modes and attach / detach the frame / level chip / driver chip for each battle. In addition, please do these actions that involve the separation of the Beyblade within an acceptable time frame given by the judge.
- If two players wish to change modes at the same time, they must turn around and do so in secret before continuing the match.
- Parts with gimmicks/mode changes that may activate or change–whether intentionally or not–post-launch must be reset after each battle. These are not considered mode changes.
Let's face it. Burst beys have gained so many cool and unique gimmicks since the start of Burst. Now every single bey just about has a cool gimmick that requires you to disassemble the Beyblade to do it. So why should we be restricted to only being able to change it once? After all we are paying a lot of money for these beys from Takara Tomy and when we don't get to use all their gimmicks it’s like only getting half of what we paid for. Things like High and Low mode are so very strategic and can really show the skill of a blader. It would also be cool to allow bladers to change up things throughout their match to see if they can score a point using their bey in a different way than they thought. The WBBA allows bladers to use all the gimmicks of their beys as well as removing parts like the Z and X chip because it is a form of mode change to the driver. No real difference than the mode changes on Zeta, Quattro, or Xtend+. So, this was just something I thought would be a good and healthy change to the game.
Okay so those are all of the changes. Please please please give me feedback on all your thoughts and concerns. I would just really like to help make the game healthy and more fun for the community to enjoy. With Beyblade Burst most likely coming to an end next year we really need to investigate different ways to play the game to spice it up and keep in interesting so we can keep this community alive! Thank you all for your time and I hope you enjoy this proposal.