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 aceptions.
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 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 (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.
Respawn & Medics
Respawn points must be fully reached before re-entering play.
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.
Barrel bags, dead rags, and appropiriate eye and face protection are available on game days at the Apra Airsoft store. Cash only
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.
Very Important Person (VIP)
The game VIP has two teams, these two teams consist of a defending team, and a VIP team. In most cases the VIP team outnumbers the defending team 3 to 1. The defending team will have a few minutes to hide along the main road known as the highway or in the flats. The goal of the game is for the VIP and his team to safely escort an ammo can to the end of the highway or flats. The defending teams goal is to eliminate all players, however the defending team can also win by capturing the ammo can before it reaches the end of the Highway. If the player carring the ammo can is killed the ammo can stays where the player was killed for another player to pick up and continue on with.
Rules:
Every player has one life, after being killed players may chose to lay dead or return to home base.
The VIP team and defenders must stay within the smaller boundaries' set before the game
The VIP must stay with the rest of the VIP team at all times.
Full auto is allowed, however blind fire and overshooting will not be tolerated.
This is a fast paced game, if the game continues too long, rules may change to push players along.
Team Death Match
Team Death Match is a battle to the death by two even teams. Teams start on either side of the map and utilize team tactics in able to eliminate enemy players. When a player is eliminated, they return to their spawn point and wait 30 seconds before joining back in the fight. The game ends when the referee calls game over after specific time amount. There is no clear victorious team, however, modifications with one life and medics have been used in the past. This is a slower maneuver based game, respawn times may change to push players along in case of uneven teams. Team Death match may also be separated into more smaller teams, such as more teams of two or three.
Capture the Hill
Capture the Hill requires two teams, A larger invading team and a much smaller defending team. The defending team sets up positions at the top of a hill (hills may change). The defending teams goal is to defend the hill by killing the entirety of the enemy team. the invading team has the privilege of starting at the bottom of the hill. Their mission is to charge the long often flat distance and eliminate all defending players. Which ever team is left standing is considered the winner. Please note that this game mode is for fun and is often not the most fair game mode. All participants are allowed to use full auto within an acceptable range. This is an extremely fast paced game, the invading team must always be moving not staying still for more then a minute. Game boundaries, and team size will be communicated at the game debrief.
Point Capture
Point capture games utilize two even teams. These two teams battle to capture and hold 3 predetermined points on the field. points are captured by raising the team colors over the captured point. Players that have been hit can respawn at team respawns allowing them to keep playing. The game will run for a set time, whoever holds the most points at the end of the time wins the game.
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
Photos To Come