1st Annual Airsoft Tournament
Rules And Format
Team Composition and Substitutions:
Each team is limited to 3 players per match.
Substitutions are permitted before or after each match but are not allowed during the match or between rounds.
Injury Substitutions: If a player is injured during a match, a substitution is allowed. The injured player cannot return for subsequent matches in the same event.
Ringer Substitutions: A ringer (a non-team member or a member of a different team) may be substituted for the event. The ringer can only play for one team during the event.
Match Structure:
A match consists of either 3 or 4 rounds, depending on the event’s format and time constraints.
Championship matches are played over 5 rounds.
A coin toss before each match determines which team chooses the side of the map for the first round.
Each round has a maximum duration of 3 minutes.
Match Outcomes:
3-Round Matches: The first team to win 2 rounds wins the match. If a team wins the first two rounds, the third round is not played.
4-Round Matches: The first team to win 3 rounds wins the match. If the teams are tied after four rounds, the total points determine the winner. If a team wins the first three rounds, the fourth round is not played.
Scoring:
Each round offers a maximum of 100 points, with a potential bonus of 15 points, making the maximum score per round 115 points.
25 points for the first flag possession.
50 points for hanging the flag, which also ends the round.
5 points per player eliminated, up to a maximum of 25 points.
15 bonus points are awarded if the flag is hung while at least one opposing player remains uneliminated.
Time Management:
Teams receive a ready warning from the referee, who provides both verbal and visual confirmation.
Rounds start with a horn or whistle blow from the referee, without a countdown.
The round ends after 3 minutes with a horn or whistle, and points are then calculated.
Flag Rules:
First Possession: Securing the flag first earns 25 points.
Flag Visibility: The flag must be visible to referees at all times and cannot be concealed.
Flag Handling: The flag can be dropped or passed to teammates but cannot be thrown.
Flag Hang: Hanging the flag on the opposing team’s spawn point earns 50 points and ends the round.
Flag Drop Penalty: If the flag bearer is hit, the flag must be dropped within 5 feet of the hit location. Failure to do so results in a 25-point penalty.
Starting Breakout:
Teams start from a designated wall/bunker at their spawn point.
Each spawn point is 8 feet wide, and players must have one foot touching the wall/bunker within this area before the round starts.
All guns must remain in contact with the spawn wall/bunker until the round begins.
A false start (early breakout) results in a 50-point penalty.
Weapon Regulations:
All guns must be semi-automatic, with one shot per trigger pull.
Trigger guards are mandatory, and double/extended triggers are prohibited.
Magazine Limits:
Rifles: Mid caps only, maximum 200 rounds per magazine.
Pistols: Extended magazines and M4 mag adapters are allowed, with a maximum of 200 rounds.
Shotguns: Shell-fed or AR mag, with a maximum of 200 rounds.
There is no limit on the total number of magazines or shells.
Weapons with stocks must be shouldered when firing.
FPS/Joules Limit: 360 fps using 0.25g BBs or 1.13 Joules. Field policies may adjust these limits.
Chrono Checks: Players may be spot-checked after each set. Exceeding FPS/Joules limits results in removal from the event, and the team plays short for the remainder.
Engagement Rules:
No minimum engagement distance.
Surrender rules and “bang-bang” kills are not recognized.
Knife kills are valid.
Referee Authority:
Referees manage the start and end of games and have the final say on all decisions and disputes.
They are responsible for calling hits and removing players from the game.
Hit Rules:
Any BB contact with a player’s body or gear counts as a hit.
Simultaneous hits result in both players being out.
Dry fires and ricochets do not count as hits.
Fouls and Penalties:
Fouls: Not calling a hit, whether intentional or accidental.
1st Offense: Team loses the round and all points for that round.
2nd Offense: Team loses the round and all points; the offending player is removed for the rest of the match, and the team plays short.
3rd Offense: Team loses the round and all points; the offending player is removed for the rest of the event, and the team plays short.
4th Offense: Team loses the match and is eliminated from the tournament.
False Starts: 50-point penalty.
Late Flag Drop: 25-point penalty.
Chrono Violation: Player removed from the event, and the team plays short.
Tournament Format:
Official tournaments use a double-elimination format. A team must lose twice to be eliminated.
Championship matches are best of 5 rounds.
Non-tournament events may use single elimination or round-robin formats.