Rule book
Everything you need to follow the strategy behind the fights, whether you’re in the stands, on stream, or calling the action from the booth. Two captain’s flags are live in every game: the lime and the black.
Lime
Bonus flag
Black
Captain’s duel
How scoring works
Three ways to put points on the board, every round.
Punches
1 point. Winner takes all for the round. Land more than they do, or walk away with nothing.
Score zone
1 point per team, independent. Both teams can score, or just one, or neither. Activates 45 seconds into each round.
Knockout · 2 points
Ends that round immediately, the match continues, remaining rounds still happen. A KO voids that round’s punch count, but any Zone hit already struck before it still counts.
Resolution order: Zone results are determined first, then punch count. Round 3: kicks unlock in Round 3 of every fight.
Worked example · one fight, round by round
| Round | Punches | Red zone | Blue zone | Red pts | Blue pts |
|---|---|---|---|---|---|
| 1 | Red | Hit | Miss | 2 | 0 |
| 2 | Blue | Hit | Hit | 1 | 2 |
| 3 | Tie | Hit | Miss | 1 | 0 |
| Total | 4 | 2 | |||
Blue lost the punch exchange twice but still banked points by defending and winning their own score zone. A fight can stay close even when one team is landing more hits.
K1 race · halftime
Winner takes all, up to 6 points. Lose 1 point for every time your K1 falls over. Loser scores 0, regardless of falls.
The flags
Every captain wears three flags on their waistband. When they toss one, that’s the call. Watch for the colour as much as the moment.
Bonus flag
Lime green flag
2X
Once per game, per team
Doubles a match’s points, for both teams.
Blind: before Round 1, doubles all 3 rounds.
Informed:after Round 1, doubles Rounds 2–3 only.
Captain’s duel
Black flag
+2 / −2
Once per game, per team
Calls out the rival captain for a fast, corner-to-corner duel.
Only between scheduled fights. Win it, +2. Lose it, you’re down 2.
Two mechanics don’t need a flag
Final roundMatch 8, Rd 3
Round 3 of Match 8 always scores double. Automatic, no flag, no call.
TiebreakerSudden death
If the game is tied after Match 8, whoever scored last picks the overtime format. Automatic, earned by the last point on the board.
Bonus flag
The gamble flag. Double the match, double the stakes.
Bonus flag · flag: lime green
- What it is
- Doubles a match’s points, for both teams. Two ways to call it.
- Blind
- Thrown before Round 1 begins. Doubles all 3 rounds. Highest ceiling, zero information.
- Informed
- Thrown after Round 1 ends. Doubles only Rounds 2 and 3. Smaller ceiling, safer bet.
- Frequency
- Once per game, per team. Blind or informed, not both.
- Not eligible
- Match 8. The final match already carries fixed stakes (see Final Round Double).
- Trigger
- Captain tosses the lime green flag from their waistband. MC calls out blind or informed to the crowd.
The blind bet
Thrown before a single punch lands. You’re doubling a match you know nothing about. Highest ceiling in the game, and it can just as easily double your opponent’s night.
The informed bet
Wait out Round 1, read the fight, then throw. You give up Round 1’s double, but you’re betting on something you’ve already seen. Smaller ceiling, steadier odds.
Captain’s duel
The callout. Corner to corner, captain to captain.
Captain’s duel · flag: black
- What it is
- Captain calls out the opposing captain for a fast 1v1 round.
- Who / when
- Team captainOnce per game
- Placement
- Hard rule: only between scheduled fights. Never mid-fight-block.
- Format
- Captain versus captain. Both bots start in their corners, score zone active. First to the score zone wins.
- Scoring
- Win: +2 for the team. Lose: −2 for the team.
- Not eligible
- The Bonus Flag cannot be applied to a Duel. It’s a personal gamble, not a shared-match bet.
- Trigger
- Captain tosses the black flag from their waistband, during the gap between scheduled fights.
Final round double · match 8, round 3
- What it is
- Round 3 of the final match automatically scores double. No captain call needed.
- Scoring
- All points in that round, punches, zone, KO, are doubled automatically.
- Bonus flag
- Not eligible on Match 8. The final match already carries fixed stakes.
Tiebreaker
When the game is tied after Match 8.
- What it is
- If the score is tied after Match 8, the team that scored the most recent point in regulation chooses the tiebreaker format.
- Who chooses
- Whichever team scored last, including Match 8 Round 3. No coin flip, it’s earned by the last point on the board.
- Resolution order
- Zone results are determined first, then punch count. So punch count is normally what decides who scored last if the game ends tied.
- Format options
- The choosing captain picks one: K1 Race (winner takes all), Zone Duel (first to the score zone), or Punch Round (most punches landed).
- Scoring
- Sudden death. Whoever wins the chosen format wins the game outright. No points are added.
Every mechanic, at a glance
Lime · Bonus flag
Once per game, per team. Blind: 2x all 3 rounds. Informed: 2x Rounds 2–3. Not in Match 8.
Black · Captain's duel
Once per game, per team. Captain vs captain, between fights only. Win +2, lose −2.
Automatic
Match 8, Round 3: always 2x. Tie after Match 8: sudden death, last scorer picks the format.

