Print out your waiver(s) and bring in the completed form(s) when you arrive to play. Mandatory before coming to Tac City® Airsoft.

  • ALL airsoft guns must be concealed in a gun case, bag, or original box until inside Tac City® facility
  • Ages 10+ strictly enforced

In non-playing areas (rooms, hall, lobby)

  • Guns must be pointed downward at all times.
  • Magazines must not be in guns until on the field.
  • Fingers are off the trigger at all times.
  • Firing guns in non-playing areas for any reason will result in ejection from Tac City® WITHOUT refund.
  • Keep your load area neat- You are responsible for YOUR equipment.

Field Rules

  • Eye protection is on at ALL times when on the field.
  • All eye protection must be sealed around eyes and approved by staff ( full face protection mandatory for all minors).
  • Test firing guns without permission from field ref is not allowed.
  • BB grenades and BB grenade launchers (attached to guns) are allowed.
  • Sound or stun grenades are allowed and must be rolled underhand.
  • All guns must be chronographed and tagged each visit to Tac City®.
  • All guns must shoot five .20 BB’s in a row, all under the max of 350 FPS and 30RPS (average does not count).
  • All players may be randomly spot checked for FPS RPS violations. Failed spot checks will result in dismissal without refund (May not use alternate airsoft gun after violation)
  • .23 and .25 BB’s cannot be used to pass the chronograph.
  • Before exiting field, remove mag from gun and fire two shots on semi into orange buckets.

Game Rules

  • Shooting players within 10 FT. is not allowed. Must surrender opposing players when within 10 FT.
  • If you violate this rule, call yourself out and apologize to other player.
  • When surrendering another player, you must point your gun at player before he points his at you- if both point simultaneously , both are out.
  • Full-auto guns only require shouting “surrender” once for one or more players. Semi-auto guns or pistols require player to shout “surrender” for EACH player before one player points at you.
  • Friendly fire and surrenders do count.
  • Ricochets and gun hits do not count.
  • One hit and you are out!! Raise your hand and shout “dead” or “out” and head to dead area or dead box.
  • Remember to CALL YOUR HITS. Refs carry guns and will frequently “test” players. Failing a test will result in missing games/ejection from Tac City®.

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A. Field Conduct

  1. Airsoft is a game of honor, and as players one must take faith in the fact that other players will play honestly and call themselves out when hit. As such, it is each player’s responsibility to maintain a proper attitude toward all other players. Any player guilty of un-sportsmanlike conduct, including yelling, obscene behavior, cursing, or disrupting play can be suspended from play.
  2. If another player is seen getting hit and they did not feel or hear it, do not yell at them. Just indicate to them the specific area that he or she is seen hit by a BB. If the hit player is not responsive to the indication and a second player also saw the hit, that player should respond with “I second that hit.” Upon hearing this, the indicated hit player must call himself out immediately. If said player is still not responsive, “parley” must be called and followed.
  3. If a teammate gets hit, and he or she did not feel it, inform them of the hit so that he or she can call himself or herself out.
  4. Any form of physical altercation (i.e. fighting) will not be tolerated. If a player is ever involved in a fight, he will be suspended from SOCAL play for a minimum of two (2) months. If that same player is ever involved with a second fighting occurrence, that member will be banned from all future SOCAL games.
  5. Do not walk into a game that is already in progress. If not ready by the time a game starts, wait for the next one.
  6. Do not shoot at the players in the field from the sideline.
  7. Do not intentionally block or provide cover for teammates after being hit.
  8. Eliminated players are forbidden to communicate with those still playing. This includes giving supplies (gas, BB’s, etc.) to those that are still playing.

B. Hits

  1. Any hit to any part of the body counts as a kill (including camel baks, etc).
  2. Hits to the gun do not count as a kill for most cases. However for some scenarios, it is. So make sure about what the players had agreed upon before starting a game.
  3. Friendly fire counts! If hit by a fellow teammate, then this is considered a KILL.
  4. When two players engage each other in combat (whether at a distance or in close quarters), and both players get hit, both players are out regardless of who said “hit” first.
  5. Rubber knife hits count as a kill (this includes being hit by a thrown rubber knife).
  6. Ricochets do not count.

C. Once a Player Is Hit

  1. Immediately yell “hit” as loud as all the players can hear while raising both hands/gun in the air and RUN off the playing field. It is highly recommended to have a red rag that a killed player can place on his or her head as he/she leaves the field to indicate a kill.
  2. Do not shoot after being hit, while leaving the field, or as a spectator.
  3. In some cases other behaviors (i.e. playing dead, standing in place, etc.) will be agreed upon before a game starts. In these cases, observe the appropriate conduct diligently.

D. Surrender

  1. Asking for a surrender and surrendering is optional, but it is highly encouraged to ask for a surrender when a player is within 5-10 feet of the other player and his or her back is to the surrendering player, or under similar situations. Please treat others with respect.
  2. If a different surrender rule is declared prior to a game then it must be followed.

E. Parley

  1. If there is ever a dispute during play, call “Parley.” Once this is called, both parties must immediately exit the field to reach an amicable resolution.


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.


Elimination Rules:

This scenario is as simple as it sounds. Each player in a team will try to eliminate every single player on the other team without getting hit.

Capture the Flag:

  • Flag Placement: Each team’s flag must be placed at the home base, and be easily visible from 360 degrees. The flag may not be tied tightly or otherwise secured.
  • Stealing a Flag: A player may ‘steal’ the enemy’s flag by removing it from their base.
  • Carrying a Flag: While carrying a flag, at least half the flag must remain visible (a player cannot hide it in his/her pocket.) If the player is shot while carrying a flag, drop the flag on the ground where he/she was shot. The player may also choose to drop the flag at any time of your own free will (although you may not throw the flag to another player, simply lay it on the ground).
  • Dropped Flags: A dropped flag may be picked up by either team. If it is picked up by a member of its owning team, the flag must be returned towards the base.
  • To Capture a Flag: To capture the enemy’s flag, the opposing player must deliver it to his/her own base and place it alongside his/her own team’s flag. If the flag is not currently at his/her own base, the game is still not over.
  • Death: When a player is shot, he/she must raise both hands above the head and walk back to the base, where he/she may re-enter play.

Pistol Only:

  • CQB games that allow only pistols to use as a weapon excluding the use of rifles, bayonets and other firearms during the game.

Variation of “Pistol Only”:

  • All Players are only allowed 8 BBs in his/her pistol clip. (All Players are limited to have a total of 8 Shots in his/her clip. He/She can not have any more, or any less in his/her clip. All players are limited to only Pistols.
  • If any player fires his/her 6th shot, he/she is considered a Rogue.(Once the 6th shot is fired, he/she must remove his/her Team Tag. Once the Team Tag is removed; he/she is now considered a Rogue. Rogues belong to no Team. They can be killed by any Team or by any other Rogue. Note: Once the 6th shot is fired, he/she is now a Rogue and has 2 shots left.)
  • Knife kills are permitted. If a player is touched by a person from the opposite team, that player is considered “killed by knife”, and all rules apply as if they were shotrules.
  • All Players are only allowed 8 BBs in his/her pistol clip. (All Players are limited to have a total of 8 Shots in his/her clip. He/She cannot have any more, or any less in his/her clip. All players are limited to Pistols only.
  • If any player fires his/her 6th shot, he/she is considered a Rogue.(Once the 6th shot is fired, he/she must remove his/her Team Tag. Once the Team Tag is removed; he/she is now considered a Rogue. Rogues belong to no Team. They can be killed by any Team or by any other Rogue. Note: Once the 6th shot is fired, he/she is now a Rogue and has 2 shots left.)

VIP / Assassination / Body Guards:

Team A: Has their team start on one end of the field, and wait there. They choose a specific player, give him no weapon, or arm him lightly. He must stick out from the rest of the group in some way, and the other team must be told before hand who it is going to be.

They must transport this person from one end of the field to another, without him getting killed. Everyone can get killed except for him, but he has to make it to the pre-determined point.

Optional: If there is a some kind of road/path on the playing field that goes pretty far, a rule can be agreed upon so that Team A can only stay on the determined path. This makes it so the other team has an idea of where they will be which is quite common in real life situations. If someone was trying to be assassinated like in this scenario, the opposing force usually knows where the guy will be.

Also, it can be made so they have a couple of different paths to choose from making it more difficult for the opposing force.

Team B: must set up somewhere between Team A’s starting point, and objective point (place where specified person needs to get to). They will hide, camp, ambush, and do what ever they like when the enemy comes; they just need to take down the one guy. Everyone else they kill does not matter to the scenario; they can not win unless the one VIP gets hit.

Hostage Rescue:

  • Extraction Point: Prior to the start of the game, an extraction point must be agreed upon by both teams, a fair distance from the terrorist base (preferably out of line-of-sight.)
  • Hostages: The four hostages are to be represented by helium-filled balloons on strings, with weights attached to the bottoms. A hostage is considered dead if the balloon is shot. Prior to the start of the game, the Terrorist team may hide the four hostages anywhere in their base (either all together or split up.)
  • Rescuing a Hostage: To rescue a Hostage, a SWAT member must carry the balloon to the Extraction Point. Hostages must be carried in a SWAT member’s hand(s) (the weight may not be placed in a pocket, or attach the string to the rescuer’s body.) Each SWAT member may only carry at most two Hostages at a time. Once a Hostage has been delivered to the Extraction Point, the Hostage is considered rescued and cannot be killed.
  • Draw Games: If two Hostages have been rescued, and the other two remain alive and captive at the end of the time limit, the game is considered a draw.