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VENUE |
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Tickets |
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Rentals |
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Food Services |
Age Restrictions |
10+ older to play (Strickly Enforced)
Game Responsibilities |
Field Conduct
Hits
Once a Player Is Hit
Surrender
Parley
Basic Rules |
In non-playing areas ( rooms, hall, lobby)
Field Rules
Game Rules
Rules of Play |
(These rules vary depending on where you play airsoft, these may or may not apply to Tac City. To see Tac City specific rules)
Other Rules of Play |
Safe Zones
Having an area where players can retreat to if they are not playing is very important. It allows them to safely remove their eye protection, have a break, a drink, and of course, reload. Naturally, safe zones MUST be protected from playing zones by either solid or mesh fencing that BBs cannot get through. The best material to use is debris netting, as used on building sites. This can be a bit pricey, but is BB-proof, see through and will not get caught by strong winds.
Entrances should be a simple double turn so there is easy access, but still no risk of BBs entering. If playing in a large area, it is important to remember that players would prefer NOT to walk 200 miles to the nearest safe zone. With two teams in a playing area where they meet in the middle, it would obviously help if each had a safe zone near their respective bases.
If planning to play into darkness, it is also important to remember to light the safe zones. If a mains powered floodlight is not available, a battery operated strobe can light up a large area with great effect and can provide a valuable beacon to guide players.
A number of games with breaks in between
The most common option amongst skirmish sites, it allows tighter control over how games are run. There is plenty of time between scenarios for players to rest and reload. Scores between teams are easier to keep and scenarios are easier to control. Fewer marshals are required as once a game ends, players are no longer still in the playing area. This option allows marshals to leave the safe zone.
Medic Rules
When players get shot, they stay where they are, and call for 'Medic'. A ‘Medic’ is a player who can revive the player who gets hit. There are two variants of this rule. One is either any other player can be a ‘Medic’, and the other is that there can be only one nominated ‘Medic’ in each team.
Out of game for a certain time
A timer that resets automatically or needs to be started by people entering the Safe Zones is needed. This allows for an unregulated Safe Zone and longer, more intense scenarios (of 30 minutes or more) in a small area.
“One hit and you're out of the scenario”
This allows players a longer break when they are hit at the beginning of the game which has its advantages. However, if he or she does not want to stay out of the game for a long time, this can be a disadvantage as well, especially during longer games.
This rule also allows improvement of the players’ skills since they will try harder to stay in the game longer.
Continuous play with scenarios injected
Continuous play throughout a day out is very tiring, both for players and organizers. It does not allow everyone to get together to discuss team tactics and play is often too fragmented to control. Having run such an event, it is not recommend using this style of play because of the logistics. Marshals and players must carry a lot more equipment with them as well in the playing area. This is a good option for realism though, and if interested in recreating historic scenarios, then this is definitely a good option to choose. With very large events, where not all players take part in every scenario, this is a good idea. Different scenarios can involve different groups of players on different areas of the playing site and can run independently (or not) of each other.
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