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 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.
Respawn & Medics
Respawn points must be fully reached and tapped before re-entering play. Respwan points equal an imediate respawn apon 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
Barrel Game
Teams: 2
Respawns: No
Medics: Yes
Time: 2–15 minutes
Rules:
Each team has a barrel at their spawn.
Objective:
Knock over the enemy team’s barrel to win.
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.