Airsoft War Rules
Airsoft Wars are incredibly fun, but it can definitely get out of hand if you don’t have a set of rules for players to follow. Every airsoft field or group has their own set of rules, but I think a lot of newer teams could benefit by at least having a base set of basic rules to start out with. Then, you can customize these rules to fit your personal taste.
You can download a free set of my airsoft rules here. Keep in mind that these are only suggested rules and you will need to customize them for your own needs. I made the download a word document instead of a PDF so that you can change them however you want.
These rules are free for anyone to download and use. If you put these rules up on the website or blog for your team, if you’d link back to ImproveAirsoft.com.
DISCLAIMER: While I put significant effort into preparing these rules, I do not in anyway guarantee your safety or the safety of others when playing airsoft if you abide by these rules. This is merely a template of what you may choose to put in your rules. This is not a legal contract or waiver. You are encouraged to tailor these rules to what you deem safe.
Here is a copy of the rules that are available in the word document above….
AIRSOFT WAR RULES AND REGULATIONS
Section 1: GENERAL TERMS
1.1 By participating in an airsoft game, all players consent to pain or personal injury that may result from airsoft play. Airsoft can be a dangerous game and by participating in any airsoft game, players agree to hold all other players and any organization or company involved harmless for any personal injury that may occur while playing airsoft in the game. If you get hurt, go to a doctor and not a lawyer.
1.2 All players are wholly responsible for their own safety. Players who are concerned with becoming injured should wear adequate protection, proceed cautiously, or perhaps even avoid playing airsoft as some injury is inevitable when playing airsoft.
While all players must abide by these rules, it is common for mistakes or violations of these rules to occur. These situations do not give rise to personal injury claims upon offending players. For example, if a player uses an airsoft gun that is 25fps faster than the limit for the game, and the gun causes personal injury to another player, the offending player is not liable for personal injury of the injured player. Or, for example, if a player in the heat of the game shoots another player from closer than 20 feet and another player is injured, the offending player is not liable for the personal injury of the injured player.
1.3 Never, under any circumstance, is any player allowed to bring any real firearm, knife, or explosive to any airsoft game. Such items should not be in a player’s vehicle or anywhere near the field. For obvious reasons, these items may be confused with the airsoft guns and accidentally used in play. Any player who violates this important rule should be banned from the game.
1.4 Alcohol, drugs, and tobacco are not allowed at any airsoft event. Mind-altering substances such as alcohol and drugs are not permitted at airsoft games because it can increase agitation of players. Also, youth are sometimes present at airsoft events. Tobacco is similarly not allowed because many players are joined together in a space where second hand smoke can annoy or harm other players.
Section 2: RULES OF ENGAGEMENT
2.1 Do not call other’s hits. Nothing ruins a game of airsoft as quickly as players who insist on whining about other players failing to call themselves out after being hit. The person being shot at is in the best position to tell if they have been hit. If you feel another player is not playing by the rule to call hits, the best course of action is to simply tag them enough to remove all doubt. When complaints are made to game control about other people not calling their hits, game control should merely remind the complaining player that they are violating rule 1.6.
2.2 Call your hits. Airsoft relies on a certain amount of honor in game play. Players who fail to call their hits generally do so to survive in the game in an effort to be perceived as a better player; however, failing to call your hits is the most certain way to be considered a poor airsoft player.
2.3 All players must have and utilize a dead rag. A dead rag is traditionally a red hankerchief that players immediately place on their heads after being hit to signal to other players that they are not an active player in the game. Dead rags should be concealed in a pocket while the player is active, and no player should wear red or flame orange except for the utilization of a dead rag.
2.4 Inactive players may not communicate with any other player. Whereas airsoft is often enjoyed as a simulation of military situations, players who have been hit and become inactive in the game are not permitted to speak to their team members. This provision prevents players who have been shot from revealing the position or other intel about the opposing team(s).
2.5 Engagement distances. No player may shoot at any other player when closer than 12 feet (3.66 meters) when using an AEG. Players using a dedicated SNIPER RIFLE may not engage another player closer than 60 feet (18 meters). There is no engagement limit for PISTOLS provided that the pistol shoots slower than 330fps, otherwise its limit is the same as an AEG.
2.6 No player may blind fire at any time. Blind firing means shooting a weapon around a barrier without presenting one’s head around the barrier to properly mount the gun.
Section 3: EQUIPMENT RESTRICTIONS AND RULES
3.1 All players must wear eye protection at all stages of the event where any player is authorized to shoot a gun, including while testing guns before the game begins. Eye wear must be ANSI Z87.1 compliant or have a higher compliance rating. Valid eye protection may not have any significant gaps between the eye wear and the face.
3.2 All AEGs must comport with specific regulations. No AEG may shoot faster than 380fps. Players who utilize AEGs which shoot faster than 380fps must use heavier BBs until the fps is brought down to under 380.
3.3 All SNIPER RIFLES must comport with specific regulations. No sniper rifle may be equipped with the ability to shoot in automatic or burst fire mode. SNIPER RIFLES are limited to 550fps and may not engage another player closer than the limit established in Rule 2.5. Snipers whose guns shoot faster than 550fps may utilize heavier BBs to bring the fps down to a legal limit.
3.4 All CLOSE RANGE GUNS must comport with specific regulations. Close range weapons have no engagement limit provided that the gun does not shoot faster than 320fps. A close range weapon shooting faster than 320fps must either use heavier BBs which bring the gun to under 320fps, or else the close range weapon is an AEG which is subject to all conditions in Rule 3.3.
3.5 Hand-thrown or propelled grenades must comport with specific regulations. No grenade may weigh more than .75 pounds (.34 kilos) to prevent the grenade from injuring another player. No grenade may be made of metal as a significant portion of its makeup. No grenade may emit any sound louder than 120 decibels. No grenade which utilizes heat or spark may be used at any time as it may pose a significant risk of fire.
3.6 Use of hand-to-hand combat replica weapons must comport with specific regulations. No knife, axe, or other hand-to-hand combat weapons may be thrust at another player. Players who wish to tag another player with this type of weapon must only lightly tap the target player in the body area other than the groin, head, or face.
Section 4: Other Rules
4.1 “Bang Bang.” When a player wishes to engage another player in less distance than the stated engagement distance for the shooting player’s gun, the shooting player may call “Bang bang” to tag the opposing player. ”Bang bang” may only be used in situations where the opposing player is closer than 12 feet (3.66 meters). The player calling “Bang bang” must extend his arm and point directly at the player he wishes to tag with “Bang bang.” The tagging player may not call “Bang bang” on more than one player at a time, but may call “Bang bang” in rapid succession on players in a group until he is tagged by a member of that group.
4.2 Simultaneous taggings. When opposing players shoot one another in such a close timeframe that it is arguable which player was tagged first, both players are tagged.
4.3 The blast radius of a grenade is 15 feet (3.66 meters) whether a player is hit by shrapnel BBs or not. The radius of the grenade is determined where the grenade rests and not where it first contacts the ground.
4.4 No player may be a pain in the neck. Seriously, it’s a game. Have fun, play by the rules, and remember the Alamo.
AEG – Any airsoft rifle other than a dedicated SNIPER RIFLE which has a portion of the gun designed to rest against the shooter’s shoulder.
SNIPER RIFLE – An airsoft gun shooting faster than 380fps.
PISTOL – An airsoft gun designed to be held in one or two hands that does not have a stock which is designed to touch the player’s shoulder.
Hit – A player is “tagged” or “hit” when a fired BB is fired by a gun and comes in contact with that player. BBs which bounce off any hard object (to include walls or trees, but not objects such as grasses or sticks) and then contacts a player is not a valid hit. Players should not assume that a BB has come into contact with a hard object and must call themselves tagged unless they specifically saw the BB bounce off a hard object. A hit includes any portion of the player’s body, clothing, or gear except for the player’s gun.