1. GOGGLES AND HEADGEAR MUST BE WORN AT ALL TIMES ON THE FIELD AND TARGET RANGE. At no time during the game will players be allowed to lift or remove their goggles from around their eyes. Only goggles or other eyewear that meet the following requirements will be allowed:
• The impact standard for goggles is ANSI z.87.1.
• They must fully encompass the eyes, with no gaps.
• They must be fitted with a head strap to keep them from falling off during a game.
• The lens or mesh frame must be sturdy enough to keep the lens in place during play.

In addition, all players are required to wear some form of period hat, cap, helmet, or other headgear while actively in play. Headgear is only to be removed during gameplay to indicate elimination. It is also highly recommended (but not required) that a player’s ears, nose and mouth must be covered / blocked with something preventing penetration of BBs, such as a paintball mask, balaclava, bandana, shemagh etc.

2. BARREL BLOCKING DEVICES ARE REQUIRED OFF-FIELD. Barrel blocking devices such as leather or webbing barrel caps, mock-bayonet barrel blockers, or holsters for sidearms are required to be secured over all players’ gun barrels at all times. The only exceptions are on firing line of the target range; or on a playing field after the game starts.

3. ALL GUNS MUST BE MAGAZINE FREE OFF-FIELD. All handheld or slung guns must be loading magazine free (“Mag Free”) in the staging and parking lot areas. Sidearms are not required to be mag free as long as they are holstered. Before leaving the field, a player must remove the magazine from his gun, fire 2-3 clearing shots in a safe direction, and cap his or her gun barrel with a barrel blocking device before proceeding to the staging area. Guns with fixed magazines must have their safeties on or power sources disconnected, with barrel blocking devices in place; and if slung, must be slung muzzle-down when carried off-field.

4. ALL GUNS MUST BE SAFELY TRANSPORTED. All players must transport their guns in a safe manner. Specifically, all guns must be carried in soft or hard shell cases suitable for real firearms until they are in the staging area. All guns must have a solid and sturdy trigger guard.

5. FPS LIMITS WILL BE STRICTLY ENFORCED. All guns must be chronographed prior to game time. Players may also be chosen at random for handheld chronograph spot-checks.

FPS Limits are:
AEGs & GBBs: 400 FPS w/ .20 gram BBs.
Single-Shot or Bolt-Action Rifles: 500 FPS with .20 gram BBs.

All guns will be chronographed prior to the beginning of the game using .20 gram BBs. You will be given 2 attempts, consisting of no more than 3 shots each, in which to chronograph at the appropriate FPS. If your gun is unable to chronograph legal after 2 attempts, you will not be able to use that weapon in the game. Any gun may be subject to additional chronograph tests at any time, as deemed necessary by the Event Organizer. Any modifications made to your gun after being chronographed found to increase your FPS will result in your immediate and permanent removal from the game.

6. BB MASS LIMIT. Once your gun has been chronographed, you may choose to fire a heavier BB during the game; however, 6mm or 8mm BBs heavier than .35 grams are not allowed.

7. SHOOTING SAFETY. Players may only discharge their weapons at the target range or on the playing field. No shooting into or out of the staging area, parking lot, or reinsertion waiting areas. NO BLIND SHOOTING - players must be able to see their target. Weapons firing at 400 fps or less have a minimum engagement distance of 10 feet. Rifles shooting over 400 fps have a minimum engagement distance of 20 feet. If an opponent is closer than a weapon’s minimum engagement distance, a player should shout "BANG!" in order to notify the opponent he/she has been eliminated at extreme close range. You must have an open line of sight to perform a “bang” kill - a "bang" kill may not be performed through a barrier, an armored vehicle vision slit or gunport, or through netting. While headshots count, players are asked not to intentionally target another player’s face, especially if that face is unprotected.

8. TRENCHES, MINEFIELDS & FOXHOLES. Players should beware of unmarked field hazards such as fences, ruts, and vines. Players should report any hazard to the field owner. Players may construct foxholes, minefields, and/or defensive sandbag works IN FIELD-OWNER-DESIGNATED AREAS ONLY. Players are not allowed to construct any sort of booby traps, roadblocks, barricades or bunkers in any roadway or outside of the designated areas. Players may not alter man-made features in the playing area without the field owner’s permission. Players may never climb trees or tree stands, enter or exit a structure through a window, or climb onto or under any prop vehicles.

9. NO UNAUTHORIZED EQUIPMENT. Players are not allowed to bring onto the playing field any equipment deemed unsafe or non-period by the Event Organizer. Players on the field are allowed to carry bayonets and entrenching tools as part of their impression, provided that each bladed implement is “peace-bound” (i.e., securely tied down) in its scabbard such that it cannot be withdrawn. Other sharp-bladed implements of any kind are allowed within on-field campsites, but these must be stowed with other camping gear during gameplay. Players are not allowed to bring onto the field any explosive or other pyrotechnic devices, real firearms, or other non-Airsoft related items of weaponry.

10. NO VERBAL ABUSE OR PHYSICAL CONTACT. While players are allowed to speak in character as part of their impression; heated and sincere profanity directed at another player, or any other slurs against anyone’s character, race, color, national origin, family members, teams or equipment will not be tolerated. A player may not touch another player or their equipment at any time without their express permission.

11. EVENT ORGANIZER'S DECISIONS ARE FINAL. Any decision the Event Organizer makes to resolve any game-related issue on the field is final and will not be discussed on the playing field. The Event Organizer will discuss any calls in a calm manner off-field after the game or scenario is over. Players who are found to have willfully violated any of the rules listed here will be asked by the Event Organizer to leave the game.

12. AGE REQUIREMENT. All players must be thirteen years old or older to participate. Players under eighteen years old are required to have a Parental Waiver signed and dated by their parent or legal guardian. NO EXCEPTIONS.

13. GRENADE THROWING. Currently, two types of grenades are allowed for use: lightweight hard plastic or rubber dummy grenades, and soft foam dummy grenades. Metal dummy grenades, full-weight dummy grenades, or pyrotechnic devices of any kind are NOT ALLOWED for use by individual players. Non-pyrotechnic BB-throwing mines or grenades, and/or smoke bombs must be individually approved by the Event Organizer before use in the game. Hard plastic and rubber grenades may only be thrown side-arm or underhand; soft foam grenades may be thrown overhand. Vehicles, props, buildings, or terrain features are not damaged by grenades. A grenade MAY NOT be used to eliminate players in a MOVING vehicle. It is expressly forbidden to throw a grenade at, into, or out of any moving vehicle, or vehicle with its engine running. The occupants of a vehicle that is parked with its engine off, however, may be eliminated by grenade. A player may throw a grenade into the OPEN hatch or turret of a parked armored vehicle with its engine off to eliminate all occupants.

14. ELIMINATION. A player is eliminated from play if a BB strikes any part of his/her body, from the top of the head to the tips of the fingers to the bottoms of the feet, including any of equipment or gear worn. When a player is eliminated he will call out loudly “I’M OUT” or “I’M HIT”. He or she will immediately remove their hat or helmet, place a barrel blocking device on their gun and proceed to the team respawn point as quickly as possible. ANY player who removes his or her headgear or places a barrel blocking device on their gun while outside of the team respawn area is considered to be eliminated. An eliminated player must exit to the team’s respawn area or the staging area. Live players are not allowed to shoot at eliminated players. Eliminated players are considered dead and MUST NOT talk or communicate in any way with their teammates until they have returned to the respawn area. Eliminated players are not allowed to give any equipment or supplies to any other player, but may quietly leave equipment lying where they were eliminated. Hits to a player’s gun do not eliminate a player; they do, however, eliminate that weapon. The gun is unusable until it has been returned to the team respawn area. An eliminated player must immediately drop any game props he or she is carrying. Any player who is physically struck by a thrown grenade is immediately eliminated. Any player who touches or picks up a thrown grenade is immediately eliminated, even if he or she owns or threw that grenade. Grenades MAY NOT be retrieved for reuse in the same scenario, but may only be recovered for reuse after that scenario ends. Players who have been eliminated by grenade are asked to retrieve the grenades which eliminated them and deposit them at their team respawn areas, for return to their owners after the scenario ends. All players on any team who are anywhere inside a room of a building, or inside a PARKED armored vehicle with its engine OFF, or any other walled and roofed confined space when a thrown grenade lands inside that space are immediately eliminated. All players on any team who are inside a trench, foxhole, machinegun nest, boulder niche, log berm, narrow alleyway, or other open-topped walled position when a thrown grenade lands within the position are immediately eliminated. All players on any team who are in an open space or under partial cover in a wooded, brushy or built-up area have one second to move out of the six-foot blast radius of a thrown grenade that comes to rest near them; any player who fails to move more than six feet away from the resting point of that thrown grenade is immediately eliminated. A vehicle’s designated driver may verbally eliminate any player that comes within 10 feet of the moving vehicle – that player is considered “run over.”

15. RESPAWNS & COMMANDERS. To “respawn” is to re-enter play after having been eliminated. The number of respawns an individual player may use depends on the assigned class of that player - each player will be told the number of respawns he or she may use during a scenario by the team Commander before that scenario begins. Disabled vehicles respawn in place after 15 minutes, at the Event Organizer's discretion. The Event Organizer will assign a designated player respawn area to each team before play begins. Under normal circumstances, a player will immediately proceed to the team respawn area after being eliminated, being careful to move around any combat areas to avoid interrupting play. As long as a player has one or more respawns left, AND the team Commander is still alive, he or she may re-enter play immediately after reaching the team respawn area by donning headgear and removing the barrel blocker. Each team selects one Commander, who has two “field dressings” that can be used to respawn any eliminated player, at any time, anywhere on the field. The Commander must reach an eliminated player without being eliminated him/herself, and secure the field dressing on that player to respawn him or her. Being respawned by the Commander with a field dressing does NOT use up any of a player’s normal respawns. ELIMINATION OF THE COMMANDER ENDS ALL RESPAWNS FOR THE ENTIRE TEAM.

16. SPECIAL WEAPONS. Antitank weapons, howitzers, cloud cannons, flamethrowers, mortars, or other specialized ordnance must be personally approved by the Event Organizer before they can be used on the field. Only players authorized by the Event Organizer may fire such weapons. The Event Organizer may ban the use of any weapons for specific scenarios at his discretion.

17. VEHICLES & ARMOR. Only period motorized vehicles are allowed on the field during gameplay. The in-game vehicle speed limit is 5 miles per hour. Each vehicle must be equipped with a removable white flag. Only designated drivers authorized by the Event Organizer will be allowed to operate motorized vehicles in play. Vehicles are confined to roadways. A vehicle may be approached when parked, but when it is moving all non-crew players must stay at least 10 feet away from it. A vehicle’s designated driver may verbally eliminate any player that comes within 10 feet of the vehicle when it is moving. Drivers and other occupants of soft-skinned motor vehicles (Jeeps, Kubelwagons, motorcycles, etc.) may be eliminated with small arms fire in the ordinary manner. If the designated driver of a vehicle is eliminated, that vehicle must cease movement where it is and display a WHITE FLAG to indicate that it is disabled. A disabled vehicle remains inoperative for a 15-minute elimination period. Parked and/or disabled vehicles may be captured. A vehicle is considered under the control of whichever team’s active player sits in the front passenger seat. The designated driver of an armored vehicle is considered to be invulnerable to small arms fire while the driver’s hatch is closed. An armored vehicle requires a hit from a heavy weapon round in order to be disabled. IT IS EXPRESSLY FORBIDDEN to climb onto or jump off of a moving armored vehicle, to charge an armored vehicle and thrust a weapon into a vision slit or gun port, or to hurl a grenade or any other piece of equipment at or into a moving armored vehicle - while period, all of these activities are dangerous for both vehicle driver and player, and will not be tolerated. Always remember that armored vehicles have severely limited visibility, are difficult to maneuver, and are much Much MUCH heavier than the average player. Occupants and/or crew of a moving armored vehicle may be eliminated by small arms fire IF the occupant is exposed on the outside of the vehicle, sticking up out of the turret, or can be targeted through an OPEN hatch. Occupants and/or crew, including the driver, of a parked armored vehicle with its engine off may be eliminated THROUGH AN OPEN HATCH OR TURRET by small arms fire, close-range bang kill, or thrown grenade. An eliminated driver does not leave his or her vehicle, but simply marks it as disabled and begins the 15-minute vehicle respawn countdown. NEVER FIRE INTO THE VISION SLITS OR GUN PORTS OF AN ARMORED VEHICLE!