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.

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