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Camo CQB Rules

Read and understand all rules before entering the game zone. Marshals have final say on all decisions.

Skirmish Rules

Safe Zone

  • No mags in guns.
  • No dry firing.
  • HPA lines disconnected from gun/adapter.
  • Eye pro not required.

Fire / Medical

  • Report any fires to a marshal — assembly point is the car park.
  • Any medical conditions that may affect your play, let marshals know before the game starts due to things like lasers, strobes and smoke used in the arena.
  • Keep any medication you may need in a left pocket so marshals can locate it if necessary.

Entering / Exiting Game Zone

  • Eye pro must be worn at all times in the game zone.
  • Once past the mesh wall, mags in guns.
  • No full auto at any time in the arena.
  • Marshal will be on door to check every gun is clear. Electric — mag out, shoot empty. Gas — mag out, show empty mag well and let marshal know it's gas.
  • HPA — disconnect air line or remove mag adapter.
  • Eye pro stays on until back in the safe zone.

Shooting / Hits

  • If you get shot, call HIT loudly and raise at least an arm if possible so people know.
  • No suppressing fire.
  • No pre-firing.
  • Only shoot what you can see.
  • Dead players don't speak other than to say "dead player".

Silent Kills

  • Soft plastic or rubber training knives with flexible blade only.
  • Tap to upper torso only.
  • Let the player move away before calling HIT.

Pyro — General

  • Mark 4 disposables or .209 primers in reusables only.
  • Mark 45 allowed over barricades and through windows.
  • Thrown head height allowed.
  • Don't handle or kick lit pyros.

Pyro — Reusables

  • Not allowed through windows or over barricades.
  • Thrown underarm at waist height only.
  • You throw it, you collect it. Don't touch someone else's pyro.
  • 2 bangs per player per game unless otherwise specified.
  • No pyro over top of game zone walls.
  • If you're in line of sight or not fully behind hard cover when it goes bang, you're dead.

Respawn Points

  • Respawn doors are outlined in black and yellow hazard tape.
  • No entering the other team's respawn point.
  • No shooting in or out of respawn points.
  • No spawn camping a single doorway — once you shoot someone at one door, move elsewhere.

Game Start / End

  • Watch for coloured lights down the centre of the ceiling.
  • Red/blue flashing slowly — game is about to start.
  • Green light — game start.
  • Red/blue continuous strobe — game over.

General

Do Not:

  • Shoot ceiling tiles, lights, fans, or duct work.
  • Intentionally shoot or move props.
  • Climb props, windows, or barricades.

TacSim Rules

Standard CAMO Skirmish rules apply with the following additions and changes:

Equipment

  • No hire equipment available.
  • No sliding.
  • No high cap mags.
  • No drum mags.
  • HPA engine allowed.
  • HPA tapped mags allowed.

Engagement

  • Pre-fire allowed.
  • Suppressing fire allowed.
  • Max 30 BBs per mag.
  • Max total 4 mags per game (tri-shot shotguns: 1 mag = 2 shells → max 8 shells).
  • Tri-shot automatic shotguns — max 45 BBs per mag.
  • Single shot automatic shotgun — max 3 rounds.
  • No sharing magazines or grenades.
  • 1 grenade use per player per game.

Game Format

  • New games with limited lives and medic rules.
  • 60 second bleed out rule or instant death.
  • Age 13+.

Young Guns

Session Info

  • Full face mask, airsoft rifle and unlimited ammo all supplied.
  • 2 hour session available for all players aged 10–17.
  • No group party bookings.
  • All players are split between 2 balanced teams.
  • All players must wear a full face mask.
  • Have fun!