(These rules vary depending on where you play and may or may not apply at TRS. For specific TRS rules, see TRS General Airsoft and Field Rules.)

  1. All participants use ONLY airsoft guns in their games. These guns must conform to the FPS (feet per second) limit that a group/country has decided on. Usually, this means an indoor limit of 300-350 fps and an outdoor limit of 350-450 fps. Some countries have legal limits on the power/fps of airsoft guns.
  2. All participants MUST wear eye protection! Ideally, all airsoft players should have full face masks, long sleeve shirts, full pants, and gloves whenever they play. If playing at any professional paintball/airsoft locations, a full-face mask is necessary. This is for legal/insurance reasons and cannot be avoided. It is strongly recommended that anyone who continues to be a problem in terms of wearing eye protection during games be banned from playing with the group. Nobody wants to be responsible for shooting someone’s eye out. If the mask is fogging or needs to be cleaned during a game, crouch or lay on the ground with your face as close to the floor as possible and quickly clean your goggles.
  3. If struck by an airsoft BB, the player is hit and, for purposes of the game, is considered “killed.” This means the player is out of the current game unless special rules are being followed (see below for scenarios). Most times when “killed” in a game, there is a safe-zone where the killed player waits for the next game to begin. Hits to the weapon are not considered a kill in some scenarios, so make sure that the rules are clearly agreed upon before starting a game. While playing, if uncertain about whether you’re hit or not, the player should count himself or herself KILLED to eliminate silly arguments during a game. Whenever a player is hit, he or she must call out “HIT!” and walk to the designated safe-zone with the weapon held high over the head with both hands. This leaves no question that the killed player is out of the game. A player repeatedly causing problems with calling himself out should not be allowed to play any further.

How to Play

Learning how to play airsoft in CQBs is a fun experience. However, there are a few things a player needs to know to play the game correctly.



 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. It is each player’s responsibility to maintain a proper attitude toward other players. Any player guilty of unsportsmanlike 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 the specific area where he/she was hit by a BB. If the hit player is not responsive 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 immediately call himself out. If said player is still not responsive, “par-ley” must be called and followed.
  3. If a teammate gets hit and he/she did not feel it, inform them of the hit so that he/she can call himself 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 TRS play for a minimum of two (2) months. If that same player is ever involved in a second fight at TRS, that member will be banned from all future TRS games.
  5. Do not walk into a game already in progress. If you’re not ready when the 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 still playing.



  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 in most cases. However, for some scenarios, it does count as a kill so agree upon the rules before starting a game.
  3. Friendly fire counts! If hit by a fellow teammate, 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.


Once a Player Is Hit

  1. Immediately yell “HIT!” so that all players can hear while raising both hands/gun in the air. RUN off the playing field. It is highly recommended to have a red rag that a killed player can place on his/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.



  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.



  1. If there is ever a dispute during a play, call “Par-ley.” 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 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 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.

f planning to play into darkness, it is also important to remember to light the safe zones. If a powered floodlight is not available, a battery-operated strobe can light a large area and can provide a valuable beacon to guide players.

Series of Games with Breaks In-Between

 This is the most common option among skirmish sites because 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 since once a game ends, players are no longer 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 a “Medic.” A “Medic” is a player who can revive a player who gets hit. There are two variants of this rule. One is that 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 & You’re Out

This gives players a longer break when they’re hit at the beginning of a game, which has its advantages. However, if a player doesn’t want to stay out of the game for long, this can be a disadvantage especially during longer games.

This rule also encourages the 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 is very tiring for both players and organizers. It doesn’t allow players to get together to discuss team tactics and play is often too fragmented to control. This style of play is not recommended simply because of the logistics. Marshals and players must carry a lot more equipment with them in the playing area.

If you’re interested in realism or recreating historic scenarios, this is a great option. With 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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