All players must read, understand, and agree to follow these rules before participating.
A signed Waiver of Liability is required prior to play—no exceptions.
Failure to follow these rules may result in immediate removal from the field.
Attendance & General Conduct
Players must be on site by 9:00 AM for the mandatory safety briefing
No profanity, threats, physical contact, or aggressive behavior toward players or referees.
Referee decisions are final.
Be respectful of the land: no alterations, no littering, and respect other park goers
Watch for natural hazards (animals, poison ivy, holes, sharp branches).
No climbing trees
Keep mobile phone use to a minimum during games.
Stay hydrated—bring water and drink often.
Eye & Face Protection (MANDATORY)
All players and non-combatants must wear eye protection during games, even if eliminated.
Approved protection must meet ASTM safety standards and be designed for Airsoft/Paintball.
Ages 13–17: Full face protection required (sealed goggles + lower face protection).
Ages 18+: Sealed goggles required; full face protection strongly recommended.
Masks and goggles may not be modified from their original manufactured form.
Weapon & Safe Zone Rules
Treat all Airsoft replicas as real firearms at all times.
In safe/staging zones, remove magazines, safety on, and install barrel bags.
No firing into or out of safe zones, parking areas, or neutral areas.
No blind firing—replicas must be shouldered or clearly aimed.
All replicas must be taken directly to vehicles after game play. No replicas should be used or in site outside of the playing area.
Biodegradable BBs are required, no acceptations.
Barrel bags and dead rags are required.
Chronograph & Fire Modes
All replicas must pass a chronograph before play and receive a chrono tag. Modifying a replica after chronographing is strictly prohibited.
Replicas with a higher FPS than 420 with 0.20g BBs or 400 FPS with 0.25g BBs must be semi auto only with a minimum engagement distance of 50 feet. Full auto support weapons are permitted with a 50 foot minimum engagement distance.
Full auto is not permitted unless stated by the head referee before the game.
Prohibited Items & Behavior
The following are not allowed on the property: Firearms or live ammunition, Knives or blades over 4 inches, Pepper spray, mace, or non-lethal weapons, Pyrotechnics or improvised grenades, Alcohol, drugs, cigarettes, or e-cigarettes, Climbing trees, vehicles, or structures over 4 feet
Hit Calling, Respawn & Medics
Hit Calling (Honor System)
Any hit to body or gear counts. Ricochets, friendly fire, and gun hits do not count. If in doubt, call yourself out. When hit yell "HIT" raise your dead rag, and assume a non-threatening position. Eliminated players may not communicate with active players.
Safety kills do not eliminate enemy players
Trade kills should be honored
Grenades must eject BBs to eliminate players. Call your hit if a grenade lands at your feet or close by.
Smoker grenades, Thunder Bs and other sound grenades are not permitted.
Respawn & Medics
Respawn points must be fully reached and tapped before re-entering play. Respawn points equal an immediate respawn upon touching the point.
Players walking back to respawn may not be healed by a medic.
Medics may revive players by maintaining contact for 60 seconds. If a medic has to shoot or move when healing, the healing process must start over.
Any team member can move a dead teammate by maintaining contact while moving.
During our standard monthly airsoft meetings, we usually play a verity of game modes such as VIP, point capture, Capture the Hill, and standard Team Death Match. These modes all have specific rules to keep the games fair and moving smoothly. Before each game, the teams will be briefed on game rules to avoid any possible misunderstanding.
TDM (team deathmatch)
Teams: 2
Respawns: Yes
Medics: No (TBD)
Time: ~30 minutes
Rules:
Two teams fight each other.
Players respawn instantly at their team’s flagpole.
Juggernaut Rush
Teams: 2
Respawns: No
Medics: No
Time: 2–10 minutes
Rules:
One smaller team hides along the highway. Usually 3 or 4 out of 10 participants.
The other team starts at one end with a Juggernaut.
Attackers must stay on the Highway unless pursuing the enemy
The Juggernaut:
Moves slowly at a constant pace
Cannot stop
Objective:
The attacking team must get at least one player to the end of the highway.
Staff Note:
Alternative version: The Juggernaut must reach the end.
Single Point Capture
Teams: 2
Respawns: Yes
Medics: Yes (60 sec)
Time: ~30 minutes
Rules:
Teams fight over one flagpole.
Objective:
The team controlling the flag at the end wins.
Multi point capture
Teams: 2
Respawns: Yes
Medics: Yes (60 sec)
Time: 30–40 minutes
Rules:
Teams fight over multiple flagpoles.
Objective:
The team with the most flags at the end wins
Bucket Game
Teams: 2
Respawns: No
Medics: Yes
Time: 2–15 minutes
Rules:
Each team has a bucket at their spawn.
Objective:
Knock over the enemy team’s bucket to win.
Infection
Teams: 2
Respawns: No
Medics: Everyone
Time: 30 Minutes
Rules:
At the start of the game, one team will wear armbands while the other team will keep their armbands in their pockets. Eliminated players may be converted to the opposing team. To convert an enemy player, remove their armband or place an armband on them, depending on which team they are joining. Once converted, the player immediately joins their new team and may return to play.
All players act as medics. Any player may revive an eliminated teammate who is already on their team by maintaining physical contact for 10 seconds.
Objective:
Convert enemy players to your team and grow your numbers. The game ends when one team has converted all opposing players or when the 30-minute time limit expires. The team with the most active players remaining at the end of the game wins.
All airsoft replicas intended for use on the field must pass the chronograph test before gameplay. Any weapon that has not been properly chronographed and approved by staff may not be used during games. Altering airsoft weapons after chronograph is strictly prohibited.
Pistols / Shotguns: (GREEN TAPE)
Must be under 400 FPS w.20s or 1.49j
(0 ft MED on semi / 50 ft MED on Full)
For Pistol Carbines, see Regulations for SMGs/Rifles.
SMGs / Rifles / LMGs: (GREEN TAPE)
Must be under 420 FPS w/.20s or 1.64j
( 0 ft MED on semi / 50 ft MED on Full)
Qualifying DMRs(semi locked): (BLUE TAPE)
Must be under 475 FPS w/ .20s or 2.09j
(50ft MED)
Qualifying MMGs: (RED TAPE)
Must be under 475 FPS w/.20s or 2.09j
(100ft MED)
Bolt Action Sniper Rifles: (RED TAPE)
Must be under 388 FPS w/.40s or 2.81j
(100ft MED)
Full-Auto Rules:
Full-auto fire is not permitted unless specifically authorized by referees before the game begins. When full-auto is allowed, all rifles must maintain a minimum engagement distance (MED) of 50 feet.
Support weapons using full-auto must also follow the same 50-foot MED requirement.
Apra Airsoft Playing Field
Download or print off the field map using the link below.