rule book

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

the basics · every fight, every round

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

Points scored round by round in one example fight between Red and Blue.
RoundPunchesRed zoneBlue zoneRed ptsBlue pts
1RedHitMiss20
2BlueHitHit12
3TieHitMiss10
Total42

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.

how captains make their calls

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.

captain’s calls

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 calls

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.
sudden death overtime

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.

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