Scarborough Airsoft Club

Games Played

Plateau/Bunker Assault

River Patrol

Bridge Assault

Map Reader

Banger Battle

Pairs Tournament

Paper Chase

Players Rules

24 Hour Rules

Flag and Team Organisation

Scoring


Skirmish Rules continued...


Games Played


Plateau/Bunker Assault

Team A is numerically stronger than Team B. Team A must attack the Plateau/Bunker and light a pyrotechnic to win. 90 minutes time limit.


River Patrol

Team A is equal to Team B. Both teams must patrol along opposite banks of a wooded river. This is a good dusk game (use night rules after a marshal blows a whistle). 60 minutes time limit.


Bridge Assault

Team A is numerically stronger than Team B. Team B defends the bridge from Team A. The bridge has 3 pyrotechnics attached to it (1 at each end and one in the middle). If all 3 are set off, Team A wins. If only 2, then it's a draw, and only 1 means a victory for Team B. This is an excellent night game. 60 minutes time limit.


Map Reader

Team A have a 4 foot pole with a pyrotechnic attached. At the beginning of the event Team A select a grid square on the map and place the pole there. Team B must locate the pole after being told 2 grid co-ordinates at the game start (one grid is a red herring). Team A start 10 minutes before Team B. 120 minutes time limit.


Banger Battle

This is a firefight type game. Simply tie 2 bangers to trees 150m apart. Both teams start at a banger. To win they must light their opponent's banger. 30 minutes time limit.


Pairs Tournament

Play as a knockout tournament. Tape off a good area only 40m x 80m. Each round starts with a pair at each end of the arena. Each player is allowed only one standard (non clockwork) magazine. If the magazine runs out, the player is tagged! No flags are used, it's one hit and out. Time limit 10 minutes. To determine winner of games out of time simply flip a coin! Have 4 marshals in the game, one per player.


Paper Chase

Team A have 10 small flags. They set off 10 minutes before Team B. They must leave 1 flag within LOS (Line of Sight) of the start line. Every flag must be left within LOS of the last. Team A must deploy all 10 flags. Team B have 60 minutes time limit to recover all 10 flags and return them to the start line.

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Players Rules


1.

During a game, all players must wear eye protection at all times. A player spotted without protection is automatically hit by shouting "GOGGLES OFF!"


2.


All players are in the game all the time, no matter if their gun breaks, battery dies or they run out of ammo. The only exception is if a player is injured.


3.


If any shot (including ricochets) hits any part of a player, his clothing or equipment, it is a legitimate tag. Indicate this by shouting "HIT!". This includes any kit currently worn or carried (webbing, Bergen, assault vest or gun).


4.


If any shot hits a players head or exposed neck, it is not a legitimate tag. Indicate this by shouting "FACE!"


5.


To clarify further, if a player is hit by a burst of fire and pellets strike both his gun and head, he has received a legitimate hit and would shout "HIT!"


6.


When a player receives a legitimate hit, he should stand upright and produce his "Red Tag". The tag should be placed visibly on top of the head, to warn other players as to this players status.


7.


The player is fully out of the game when wearing his Red Tag. He may not shoot, or communicate with other players while out of the game.


8.


The only way to remove a red tag is to locate a friendly flag with lives on it. Then simply remove a life and stow the tag. Then the player becomes active in the game once more.


9.


If a player is inside a bunker, foxhole or trench, when a pyrotechnic detonates inside the area, he is legitimately hit.


10.


Under no circumstances, can any player handle a pyrotechnic once it has been thrown.

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24 Hour Rules


1.

Before the game commences, all players should be aware of the times when play swaps from day rules to night rules.


2.


When day gaming, rules are as normal.


3.


When night gaming, the following rules come into play;


a.


No full automatic fire is allowed at night (this is for the players safety).

b.

Any shot to the exposed neck or head is a legitimate tag.


4.


If a player is in a sleeping/bivy bag and is hit, this counts as a legitimate hit.


5.


Each player is issued a Kit Tag, which must be attached to the largest piece of load bearing equipment, the player has. This Tag can be stolen, as long as the owner is not wearing the kit.


6.


Players may only enter or leave the land at an indicated entrance.

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Flag and Team Organisation


1.

Each individual player has a handicap, as rated by themselves. Listed below are the handicaps and guidelines.


3 -


First ever game, Spring gun only.

2 -

Inexperienced gamer, Inferior Airsoft gun (non hop AEG/ no clockwork).

1 -

Average gamer, hop-up AEG.

0 -

Experienced gamer, good all round kit.


2.


Each team adds up all of its players handicaps. This is the number of lives, a team has to spread between its "mobile flags." Simply divide the lives by 8 to find the number of flags. All the flags will have 8 lives on them, except one, which has any remainder on it. e.g. Handicap total is 19, the team would have 3 mobile flags (2 flags with 8 on each and 1 flag with 3 lives only).


3.


Mobile flags are actually just sticks (cane is best), 2ft long. The lives are represented by strips of tape on the stick. Each flag should use a distinct type/colour tape.


4.


The mobile flags are allowed to be positioned anywhere within the gaming boundaries. They may be hidden or concealed on a players person. However, a tagged player may not move a mobile flag. The opposing team may never touch any flag except their own. They may not move it or take any lives off it. All they can do is sit and wait for players to come back to a flag and shoot them once they have removed a life.


5.


When a player is tagged, he may simply remove a life from a mobile flag and then remove his red tag before resuming with the game. If there are no lives left on a mobile flag, it cannot be used, until it has been recharged.


6.


To recharge a mobile flag, a player must move the flag, adjacent to the teams Base flag. Then, simply place a piece of the appropriate tape on the Base flag, before recharging the mobile flag with the correct number of lives.


7.


The Base flag cannot be moved by its own team, unless recovering it from capture. However the opposition can capture it and are awarded points for its successful transfer to their own base.


8.


A base flag must be 4 feet tall with a banner on it. It must always be stood upright and cannot be concealed.

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Scoring


1.


At the end of the game, a final score is determined to find who won.


2.


Add up the number of times a flag was recharged, multiply this by the number of lives allowed on the mobile flag. Add the number of lives also missing from the mobile flag. e.g. An 8 life flag recharged twice and ending the game with only 5 lives on it, would mean 2x8=16+3=19 points.


3.


Do this for all mobile flags a team possesses. This is the opposition teams score.


4.


A team adds 15 points if it ends the game with both base flags at its own base.


5.


The team adds 1 point for each kit marker it has captured.


6.


Compare the two teams scores, the highest is the winner, unless they are within 10 points of each other, in which case a draw is the result.


7.


Remember other activities on the event, may also award points. Often 10 points for each objective accomplished.

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