< Equipment Rules
Rules Overview >
Rules - Gameplay
a. Hit Calling
When a player receives a valid BB strike to their person or gear, that player is responsible for visual AND audible confirmation of being hit. This is typically performed as placing a red rag on their head (or producing a red chem light at night), raising their hands, waving a red rag above their head, and yelling LOUDLY "Hit! Hit! Hit!" That player then follows the casualty rules of the day as described by the event rules. Wounded players will only be allowed to talk to other dead players, field staff, and live players who are currently attempting to bandage them. Wounded players may not use the radio (unless for emergency purposes), possess or retain game items, or otherwise participate in the game except to call for a medic. A BB hit to the player's gun does NOT count as a hit.
b. Wounded Rule
- Once a player is hit and has put on their dead rag, the bleed-out timer begins.
- The bleed-out timer is 5 minutes (300 seconds) unless otherwise noted. As long as the dead rag is on, the dead player must remain stationary (unless they are being dragged) and may not speak except to call for a medic.
- The player may be "dragged" by any teammate during the bleed-out period. To drag a player, both players must maintain physical contact and move together as one player. Players that are dragging may still engage, however, if the wounded player is hit while being dragged, the dragging player is then considered hit also.
- Healing a player requires a 30 second hold where physical contact must be maintained. The 30 seconds may NOT be counted while the player is being dragged.
- Once the bleed-out timer has expired and the player has not been brought back into the game by a medic, the hit player may move to a respawn point and be brought back into the game.
c. Surrender / BANG / Safety Kill / Parlay Rules
There are is no such thing as BANG/Safety Kills. When engaging players at close distances, you have the option to offer your target to SURRENDER. They will either call themselves out, or they will attempt to continue playing. If they do not call themselves out, you must engage them at center mass while shooting in the semi-automatic firing mode.
d. Grenade Rules
In order to cause a casualty, a grenade MUST shoot a projectile that strikes a player. There are not official blast radius rules. Thus a tornado or pea grenade operates as it is designed: to cause casualties through projectile strikes. However, if the tornado or pea grenade is thrown into a structure that has a clearly-defined perimeter, all players within the perimeter are considered to be casualties. A banger device does not count as a frag and does not produce casualties unless it is thrown into a structure that has a clearly-defined perimeter; in which case, all players within the perimeter are considered to be casualties.
All disputes between players are to be resolved in a fair, honorable, sportsman-like, and non-violent manner. Any player that cannot maintain their composure may be asked to leave the event. Under no circumstances are players to resort to violence or intimidation. There will be no exceptions to this rule. If players cannot easily resolve a dispute, both players should remove themselves from the game and return to the respawn point or staging area for resolution or mediation. If mediation is requested or required to resolve a dispute, seek out event staff. A mediator's verdict is to be considered final and without appeal.
f. Time Outs and Game Stoppages
There are to be no "time outs" for any reason, except in the case of an actual emergency. In the event of an emergency that requires a game stoppage, an announcement will be made on channel 1 of the Family Radio Service (FRS) radios stating emergency. An air horn or whistle will also blast five times, pause, then blast five more times. If any player is involved in an emergency situation, the first person or persons to respond will need to communicate to game officials on channel 1 of the FRS radios, indicate the type of emergency, and then wait for further orders.
Upon hearing the emergency signal, all players are to stop immediately and safe their weapons until the all-clear signal is given. The only persons allowed to move during an emergency are those involved in the emergency or those giving emergency assistance. After the emergency is resolved, the all-clear signal will be announced on channel 1 of the FRS radio, and an air horn or whistle will blast three very long blasts. Once the all-clear signal is given, play will resume normally.
At Mid-Missouri Airsoft events, FRS channel 1 is also used as the global game announcement and field staff channel so that most players will already be tuned into it and able to quickly learn about any "time out" or emergency.