Teams designate a Striker before each set using lights and/or flags.
Teams can place a backup drone in the staging area for emergencies.
Teams without ready drones after a warning can choose to fly short-handed or forfeit the set.
Only active players are allowed in the pilot area during gameplay.
No substitutions are allowed during a set, but unlimited substitutions can be made between sets.
Players cannot swap radio controllers during gameplay.
Two attempts can be made to connect the drone before using a spare.
Drones are not armed until commanded by the referee. When ready, the referee will instruct pilots to “Arm Your Drones!” and then signal the start of play.
Players, coaches, and spectators must behave respectfully. Officials can remove participants from the match or tournament for misconduct.
Drones must be flown under control. Reckless flight causing intentional damage may result in penalties or removal from the game. Disabled drones should be immediately disarmed.
Only referees can physically interact with drones inside the arena. No other participants may touch drones through the netting.
Players must arm but remain grounded until the start signal.
After scoring, all players must retreat to the centerline before attacking again. Points will not be awarded until all active teammates have cleared the attack zone. Disabled drones do not count.
Strikers cannot score by flying through the opponent’s goal from the back. Defenders cannot hover within or fly through the goal in reverse. Drones entering the goal must fly out and around to re-enter play.
Aggressively flown drones may get damaged. A damaged drone must be immediately disarmed, and the team will fly short-handed for the rest of the set.
If a striker is disabled, the referee will pause the game, land all drones, swap flags to a backup striker, and resume play from current positions.