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.