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NexusFly

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How It Works

Played inside a custom-built Nexus Fly arena, two teams face off in a fast-paced aerial competition. Each team consists of six players who work together to pass and transfer the Nexus signal between teammates with the goal of scoring on an active score pad, resulting in Fusion obtained.

The opposing team can attempt to steal the Nexus signal at any time, pursuing the same objective of achieving Fusion obtained. The first team to reach 20 Nexus obtained wins the match.

Players are not allowed to physically hold or grab opponents, but they may block flight paths and apply pressure through positioning. The Nexus signal is transferred by placing a hand on the active chest plate of the signal-carrying player. Once contact is made, the signal immediately transfers, and the new player’s helmet illuminates to indicate they are now signal active.

All players are equipped with in-helmet communications for team coordination, along with a 3D display showing the live positions of all players in the arena and the location of the currently active scoring goal pad.

The Rules

Dangerous flying or tackling is prohibited at all times. Any such conduct will result in the player being fouled out of the game or banned from the series. If an active signal player is fouled, they will receive either a yellow caution or a red penalty and must leave the arena for a designated period of time.

Out of bounds (OOB) applies to a one-metre zone from the arena wall, except in the scoring pad area.

Matches are played in four 20-minute sessions, for a total game time of 80 minutes. Teams may substitute players by removing a currently active player only during an official time-out, which must be called before the restart of play.

An active player may travel a maximum of 10 metres in any direction from their Nexus signal activation point. This rule enforces teamwork, requiring players to pass the signal between teammates in order to reach the scoring pad and achieve Fusion obtained.

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