Post by kirk07 on Oct 13, 2008 19:02:08 GMT 8
BASIC AIRSOFT RULES
Safety Rules
I. Gun Rules
1.1 Treat the guns as if these are real.
1.2 Consider every gun to be loaded, as such point these down to the ground or up at the ceiling.
1.3 Never point the gun at anyone/anything you do not intend to shoot.
1.4 Keep your fingers off the trigger until you are going to fire.
1.5 Be careful about what is beside or behind your target.
II. Basic Safety
2.1 No Real Steel Firearms or Weapons allowed.
2.2 Wear your safety goggles at all times when in the playing zone. No goggles, No play.
2.3 No one is allowed play under the influence of alcohol or drugs.
2.4 Avoid shooting anyone within 10 feet. (See surrender below.).
2.5 Avoid head shots whenever possible.
2.6 Put your weapons on safety and remove the magazine when outside the playing area.
2.7 If a player is seriously injured during play, call a “cease-fire” or ask a marshal to call “cease-fire”.
2.8 Test fire your weapons only in the designated testing area.
2.9 Stop shooting immediately when the player acknowledges the hit.
2.10 Avoid hitting “dead men” as they exit the playing field.
2.11 Stop shooting when “GAME OVER” or a “CEASE-FIRE” is called.
2.12 No shooting in the presence of civilians (See civilians below).
2.13 No throwing of rocks or debris. You may injure someone inadvertently.
2.14 No climbing outside the playing area. You may injure yourself (fatally).
2.15 No pyrotechnics during ACM games. (The use of pyrotechnics to simulate flashbangs, grenades, or smoke screens.).
*****Always observe AAA mag-out rule.www.accsairsoft.proboards.com/index.cgi?board=game&action=display&thread=38
Conduct of Play
III. Game Control
3.1 The organizer and the duly designated marshals control the game play. They decide the type of game, the play area, when the game starts, and when the game ends.
3.2 Marshals shall, from time to time, rule players as “hit” or “out of bounds”.
3.3 If a marshal makes a ruling, it is final. That includes the determination of the adequacy of your safety equipment.
3.4 All newbies must attend the Safety Rules and Conduct of Play Briefing before being allowed to play.
3.5 The organizer reserves the right to refuse players into games from violation of any of the rules of Safety or Conduct.
IV. One Hit Elimination
4.1 One hit eliminates a player from the game.
4.2 A direct hit on any part of the body, including clothing being worn, combat vests, backpacks, canteens or any other gear directly connected to your body is considered a valid hit.
4.3 Direct hits on headgear being worn or directly held by the player also warrants elimination. Exception is if a prop or some other device is supporting the headgear.
4.4 Gun hits do not count.
4.5 Shots that go through or penetrate cover is also considered a direct hit.
4.6 Shots that ricochet or bounce off other objects/players are not considered hits.
4.7 Knife kills count as hits (See knife kills below).
4.8 Friendly Fire counts as hits.
V. No hit calling.
5.1 A shooter cannot declare another player as hit.
5.2 A hit player must acknowledge the hit by calling out “HIT”, “DEAD” or “OUT” at least three times.
5.3 After acknowledging the hit, you must raise your gun over your head and proceed immediately to the Neutral Zone.
5.4 When trying to exit during a firefight, the “hit” player must continue holding his/her weapon above her head and shout “DEAD MAN COMING OUT!”.
VI. No Hostages
6.1 A player cannot hide behind a “dead” player, a marshal, or other non-combatants.
6.2 No engagements near delicate or valuable property.
VII. No holding or grappling
7.1 No rough physical contact between players.
7.2 No holding on to your opponent or opponent’s gun.
VIII. Surrender
8.1 When the target is within 10 feet and obviously without cover, ask them to surrender.
8.2 If they do not immediately announce “surrender” or they move suddenly, as if to evade or fight back, you may open fire.
IX. Knife Kill
9.1 Is a way of eliminating your opponent when in close proximity. Its advantage over calling for surrender is that it is silent.
9.2 A knife kill occurs when a player “taps” the opponent on any part of his body. When that happens the opponent is considered “dead”.
9.3 A “knife killed” opponent does not announce that he/she is “hit”, but raises his/her weapon over his/her head and proceeds out of the play area like any “hit” player.
X. No time outs
10.1 You cannot call time out or cease-fire if your weapon is malfunctioning or the player is reloading.
10.2 Such malfunctions must be overcome in the field. If a player opts to go to the neutral zone to correct the malfunction, that player is considered “dead’ and is out of play.
XI. Dead men tell no tales.
11.1 If you are already hit, you are not allowed to speak to other players still playing.
11.2 You can cheer from the sidelines, but no coaching is allowed.
XII. Civilians
12.1 Civilians are all people not involved in the airsoft game.
12.2 If a civilian enters the play area, you are responsible to call for a cease-fire and inform all other players in the area that a civilian is passing through.
12.3 After the civilian has passed your position, call “civilian clear”.
12.4 When all the players in your area have called “civilian clear”, you may mutually resume game play.
12.5 If a marshal is around, the marshal shall be the one to declare the restart of game play.
XIII. Observe proper decorum
13.1 Be courteous.
13.2 No swearing.
Conduct outside the game site
XIV. Do not display your airsoft gun in public.
14.1 Your gun may be a toy, but it looks real. Because of this, care must be taken in handling it in public.
XV. Have Fun
Safety Rules
I. Gun Rules
1.1 Treat the guns as if these are real.
1.2 Consider every gun to be loaded, as such point these down to the ground or up at the ceiling.
1.3 Never point the gun at anyone/anything you do not intend to shoot.
1.4 Keep your fingers off the trigger until you are going to fire.
1.5 Be careful about what is beside or behind your target.
II. Basic Safety
2.1 No Real Steel Firearms or Weapons allowed.
2.2 Wear your safety goggles at all times when in the playing zone. No goggles, No play.
2.3 No one is allowed play under the influence of alcohol or drugs.
2.4 Avoid shooting anyone within 10 feet. (See surrender below.).
2.5 Avoid head shots whenever possible.
2.6 Put your weapons on safety and remove the magazine when outside the playing area.
2.7 If a player is seriously injured during play, call a “cease-fire” or ask a marshal to call “cease-fire”.
2.8 Test fire your weapons only in the designated testing area.
2.9 Stop shooting immediately when the player acknowledges the hit.
2.10 Avoid hitting “dead men” as they exit the playing field.
2.11 Stop shooting when “GAME OVER” or a “CEASE-FIRE” is called.
2.12 No shooting in the presence of civilians (See civilians below).
2.13 No throwing of rocks or debris. You may injure someone inadvertently.
2.14 No climbing outside the playing area. You may injure yourself (fatally).
2.15 No pyrotechnics during ACM games. (The use of pyrotechnics to simulate flashbangs, grenades, or smoke screens.).
*****Always observe AAA mag-out rule.www.accsairsoft.proboards.com/index.cgi?board=game&action=display&thread=38
Conduct of Play
III. Game Control
3.1 The organizer and the duly designated marshals control the game play. They decide the type of game, the play area, when the game starts, and when the game ends.
3.2 Marshals shall, from time to time, rule players as “hit” or “out of bounds”.
3.3 If a marshal makes a ruling, it is final. That includes the determination of the adequacy of your safety equipment.
3.4 All newbies must attend the Safety Rules and Conduct of Play Briefing before being allowed to play.
3.5 The organizer reserves the right to refuse players into games from violation of any of the rules of Safety or Conduct.
IV. One Hit Elimination
4.1 One hit eliminates a player from the game.
4.2 A direct hit on any part of the body, including clothing being worn, combat vests, backpacks, canteens or any other gear directly connected to your body is considered a valid hit.
4.3 Direct hits on headgear being worn or directly held by the player also warrants elimination. Exception is if a prop or some other device is supporting the headgear.
4.4 Gun hits do not count.
4.5 Shots that go through or penetrate cover is also considered a direct hit.
4.6 Shots that ricochet or bounce off other objects/players are not considered hits.
4.7 Knife kills count as hits (See knife kills below).
4.8 Friendly Fire counts as hits.
V. No hit calling.
5.1 A shooter cannot declare another player as hit.
5.2 A hit player must acknowledge the hit by calling out “HIT”, “DEAD” or “OUT” at least three times.
5.3 After acknowledging the hit, you must raise your gun over your head and proceed immediately to the Neutral Zone.
5.4 When trying to exit during a firefight, the “hit” player must continue holding his/her weapon above her head and shout “DEAD MAN COMING OUT!”.
VI. No Hostages
6.1 A player cannot hide behind a “dead” player, a marshal, or other non-combatants.
6.2 No engagements near delicate or valuable property.
VII. No holding or grappling
7.1 No rough physical contact between players.
7.2 No holding on to your opponent or opponent’s gun.
VIII. Surrender
8.1 When the target is within 10 feet and obviously without cover, ask them to surrender.
8.2 If they do not immediately announce “surrender” or they move suddenly, as if to evade or fight back, you may open fire.
IX. Knife Kill
9.1 Is a way of eliminating your opponent when in close proximity. Its advantage over calling for surrender is that it is silent.
9.2 A knife kill occurs when a player “taps” the opponent on any part of his body. When that happens the opponent is considered “dead”.
9.3 A “knife killed” opponent does not announce that he/she is “hit”, but raises his/her weapon over his/her head and proceeds out of the play area like any “hit” player.
X. No time outs
10.1 You cannot call time out or cease-fire if your weapon is malfunctioning or the player is reloading.
10.2 Such malfunctions must be overcome in the field. If a player opts to go to the neutral zone to correct the malfunction, that player is considered “dead’ and is out of play.
XI. Dead men tell no tales.
11.1 If you are already hit, you are not allowed to speak to other players still playing.
11.2 You can cheer from the sidelines, but no coaching is allowed.
XII. Civilians
12.1 Civilians are all people not involved in the airsoft game.
12.2 If a civilian enters the play area, you are responsible to call for a cease-fire and inform all other players in the area that a civilian is passing through.
12.3 After the civilian has passed your position, call “civilian clear”.
12.4 When all the players in your area have called “civilian clear”, you may mutually resume game play.
12.5 If a marshal is around, the marshal shall be the one to declare the restart of game play.
XIII. Observe proper decorum
13.1 Be courteous.
13.2 No swearing.
Conduct outside the game site
XIV. Do not display your airsoft gun in public.
14.1 Your gun may be a toy, but it looks real. Because of this, care must be taken in handling it in public.
XV. Have Fun