attention all players and team leaders, please read:
1st M. LHUILLIER AIRSOFT TOURNAMENT
MLHUILLIER – BOA GAME RULES
DBA “OPERATION OVERLORD”
I. TEAM COMPOSITION & CYCLE OF COMPETITION
There shall be fourteen (14) teams that will vie for the Champion, First Runner-up and Second Runner-up position thru a single round-robin system. Each team shall be made up of twenty five (25) members.
II. RESULT OF GAME REPORTING
The organizer will be posting result per completed set and the report will show the points and the ranking of each teams.
The results will be posted at the end of every set.
At the end of every game, the scoring committee will distribute the scores of each team and the teams are given the right to question the scoring by filing a complaint/protest before the Scoring Committee.
The Grievance Committee who will check on the scoring cards submitted by the Game Master. They will review any protest made to the scoring. The ruling of the Game Master in consultation with the team leaders of the Umpires is the final and correct scoring.
III. GAME SCENARIO
The object of each team to disable the artillery capability of the other team by detonating the same using the detonation device located at the center and bottom portion of the bunker and carry the same to the second floor of the bunker and connect the same to the detonating mechanism. The team who can achieve this objective gets 70 points.
The team can also garnered 10 points for successfully breaching the tunnels found at the left and right most side of their respective areas. The tunnels can only be breached and used as entrance into the area of the bunker by detonating the same using the detonating device provided. To be able to secure the points, the team must successfully raise their flag on the said tunnels.
The teams can also garnered 10 points each for successfully lowering the bridge found at the center of their respective territories.
IV. RULES OF ENGAGEMENT
1. The call of the Umpire shall be final and non-appealable.
2. The game shall start at exactly 8:00 in the morning of July 10, 2010 and shall end at exactly 5:30 of the same day and will commence under the same timeline of the following day.
3. All participants are instructed to strictly follow the rule of no wearing of Battle Dress Uniform except inside the designated area of gearing up. All Airsoft equipment must be properly bagged and are to be retrieved only at the designated gearing up area (Team tents).
4. All participants are required to secure a Permit to transport from the PNP-FESSAGS.
5. Testing of Airsoft equipment shall be done at the designated testing/firing range area. Violation of this agreement shall result to a YELLOW CARD.
6. One time Chrono shall be followed. Units already tested shall be marked with the prescribed sticker that should not be removed or tampered all through out the game. Only units tested and passing the regulated FPS of not more than 450 FPS with a BB weight of 0 .20 g shall be allowed in the game. Any unit/s that fails the test, the user is allowed to replace it with another unit. The maximum BB weight allowed is .20 g. Any violation of this rule shall give rise to a YELLOW CARD.
7. All players and umpire are mandated not to enter the skirmish area unless they are properly attired for the game. Each player is required to have the following gears emplace on their person before entering the staging area:
a. Head Gear or at least a bonnet.
b. Vest or any body protection that could reduce possible injuries from the BBs.
c. Facemasks that are manufactured specifically for Airsoft games should be used and must cover the whole face of the player. Players are also encouraged to wear ear protection.
d. Hand gloves to protect not only the hands but also the fingers.
e. Long combat pants.
f. Rubber Shoes but spike shoes are not prohibited but are not encourage.
g. Players are not allowed to wear any shade of green as their upper uniform.
8. Each engagement shall run for a period of eight (
9. Standby Team shall be at the staging area at least 5 minutes before the start of their game. Any team, who fails to complete their twenty five (25) man team at the staging area, after the lapse of the mandated five (5) minutes limit, shall compete as a handicapped team.
10. Only players and non-players previously listed by the team as part of their entourage shall be allowed access to the players’ area.
11. Spectators are advised to stay at the designated guess area and are directed to wear eye gears to prevent eye injuries.
12. Players and other parties are strictly warned from bringing firearms and deadly weapons into the site. For the said reason, the organizers reserve the right to search everyone and eject anyone for the possession of the said items.
13. Players and other parties are strictly prohibited from bringing liquors, beers and other intoxicating beverages into the game area. Prohibited/Regulated drugs are also not allowed in the game area or in its close vicinity.
14. The specific rules of conduct and penalties shall be governed by the rules listed below.
Man on the Bunker
1. Each team will be allowed two members to be stationed at the bunker facing directly the holding area of the opposing team. Before the signal of the start of the game is given, the said member shall be facing the direction of the opposing team with his magazine unloaded. Upon signal of the start of the game, the said member may at his discretion engage the opposing team.
2. The opposing team’s member assigned inside the bunker can only be eliminated by hand-grenade, direct fire or by direct attack made inside the bunker.
Point of Ingress
1. The assaulting teams can only cross the dike/canal by either crossing the dike or crossing the center bridge or crawling through the tunnels situated at the left and right most portion of their area of operation. Crossing the dike or ditch shall be done by going into the dike and not jumping across it. Any team who member will cross the dike or ditch by jumping over the same shall be imposed a team penalty of YELLOW CARD.
2. Parties deciding to cross the dike/canal by way of the bridge must lower the bridge through their engineer. Successful lowering of the bridge to the ground shall give rise to 10 points to the team.
3. Parties deciding to cross the dike/canal by way of the tunnels shall first install the bunglers before it can successfully access the tunnel. The entrance of the tunnel is a padlock that needs to be open as well. Each tunnels successfully breached shall result to 10 points per tunnel to the team.
4. All of the above action on the bridge and tunnels shall be proven as accomplished by the successful completion of the actions required above and the planting of the team’s flags at the designated area of the bridge and tunnels.
1. The objective of the game is for the teams to disable the artillery capability of the opposing team by eliminating the opposing team’s gunner assigned at the bunker and the activation of the system to disable the artillery capability of the other team.
2. Successful disabling of the artillery shall entitle the prevailing team a total of 60 points.
1. All players are to enter the staging area at least five (5) minutes before the start of the game. No player shall be allowed to enter the staging area unless they are properly attired and equipped.
2. Only upon instruction of the umpire supervising the staging area will the players proceed to the landing craft. Umpires are instructed that no movement of players to the landing craft is made unless instructed by the Command and Control Group.
3. Upon receiving the instruction from the Command and Control Group, the Staging Area Umpire shall then instruct the players to “Mask-Down”. Once the order is complied and checked, the players are no longer allowed to remove their mask until they are safely out of the skirmish area. Violation of this rule shall give rise to a YELLOW CARD to the player concern.
4. All 23 members of the team shall be placed inside the landing craft and two members of the team placed inside the bunker. All Airsoft equipment shall be loaded but put on safety mode. Release of safety is only to be done upon disembarkation from the landing craft.
5. Once inside the Land Craft, the players are no longer allowed to get out unless with the express approval of the supervising umpire of the Land Craft. Any such unnecessary pulling out of the player from the landing craft shall be imposed a penalty of YELLOW CARD to the Team for delaying the game.
6. Once the game is set, the players inside the Landing Craft will be given control of the release knob that will allow the opening of the landing craft’s door. The landing craft’s door is only to be opened by the players upon hearing the signal given by the Command and Control. Opening of the landing craft prior to the buzzer shall mean YELLOW CARD to the team. As a consequence, the game is to be reset.
7. No player shall leave the landing craft until after the landing craft door is fully landed on the ground. Any violation of this condition shall give rise to a YELLOW CARD to the team.
8. Only upon exiting the landing craft will the players be allowed to release the safety of their airsoft units and engage in skirmish.
9. Hit players are to remove their magazine immediately when they are called hit and shall raise their Airsoft equipment for everyone to see. Any player already told to remove their magazine and already warned for violating this rule shall give rise to a YELLOW CARD to the team.
Rule on Skirmish
10. A “Hit” will result to the elimination/removal and technical casualty of a player. The player is therefore no longer allowed to continue in the engagement or skirmish of the specific game.
11. The game shall be governed by the Honor System. Umpires are expected to make calls only if the players innocently failed to notice that they were hit. As such, players who flagrantly refused to acknowledge hit even when he/she is called “hit” by the umpire, his/her team shall suffer/be imposed a YELLOW CARD and the player concern will get a personal YELLOW CARD.
12. A player is considered hit when the same is directly hit by the BBs from the opposing team or from a teammate. However, the following are not hits:
a. BBs hitting the player by way of ricochet
b. BBs hitting the Airsoft equipment (pistol and rifle)
c. Blind fire hits
d. BBs hitting a player coming from an opposing player already previously called hit. However, this rule will not apply if the hit is a draw. “Draw” exists when the Umpire cannot reasonably determine who among the directly skirmishing players (and in close range) got hit first.
13. A player is considered hit when the same is within the perimeter designated a zero zone when a hand grenade falls inside the said perimeter while the player is inside it or portion of his body is inside the said perimeter.
14. “Blind fire” is the firing of the weapon without proper aiming using the aiming optical sights or metal sights of the Airsoft equipment. In a close range skirmishes or blind corner engagements, a blind fire is the firing of the Airsoft equipment without visibly seeing/ looking/identifying the target. Any team whose member violates this rule shall be issued a TEAM YELLOW CARD.
15. Excessive or Abusive Fire is the use of unnecessary force in hitting element or elements of the opposing team. Any act of any player who will still continue to fire on the opposing team after the umpire already called the hit or the draw is Excessive or Abusive Fire. Any act of any player who attacks an unknowing opposition and make continued burst is considered Excessive or Abusive Fire to be determine solely by the umpire and the decision of the umpire is final. Any act of Excessive or Abusive Fire shall get the team a RED CARD.
16. Disarming of the opposing element is expressly prohibited. Any holding or touching of the Airsoft Equipment or any part of the Body of the opposing element is prohibited. Anyone violating this rule shall be imposed a BLACK CARD to the player who will be ejected from the game and will no longer be allowed to participate in subsequent skirmishes of his/her team, and the team where he belong will get a RED CARD.
17. “Spawning/Zombie” is expressly prohibited. Zombie/Spawning is the committed when a hit player, after being declared as hit and is supposed to leave the skirmish area, still remain in the area and will continue to engage the opposing team. The same is also committed when a person is directed to leave the skirmish area but due to confusion and commotion, the hit player will continue to participate in the skirmish. Any player found to be guilty of the said violation shall be issued a BLACK CARD and the team will get a RED CARD.
18. Any player who will intentionally fire on any umpire or any members of the organizers shall be automatically issued a BLACK CARD and will be ejected from the tournament. The team will also get a RED CARD.
19. The following actions and actuations during the game whether during skirmish or while off the skirmish area shall be issued a YELLOW CARD:
a. Engage in trash talk
b. Unsportmanship conduct
c. Coaching of teammate/s by anyone who is not among the twenty five (25) man team engaged in the skirmish or by a hit member.
d. Using of radio and other communication device during the actual skirmish, regardless of whether the person using the radio is one of the twenty five (25) man team involved in the skirmish.
20. Anyone who intentionally destroys any obstacles and properties of the organizer or the properties rented by the organizers or any other parties involved in the activity either as guest or a service provider shall result to the issuance of a BLACK CARD to the player. The team will suffer a corresponding RED CARD.
The organizer recognizes the right of each team to seek redress of their grievance against any of calls of the umpire. As such, a committed on grievance is set up.
Any complaints regarding the call of any umpire maybe subject to appeal to the grievance committee, except for those calls that are stated in the above rules as final or unappellable calls.
Any grievance filed will be resolved by the committee before the posting of the standing of the teams at the end of every set.
The decision of the Committee shall become final.
Individual Yellow Card = Deduction of 15 points to team score
Team Yellow Card = Deduction of 30 points to team score
Individual Red Card = Deduction of 30 points to the team score
= Player/s who committed the violation could not
play on the team’s next game, team man down.
Individual Black Card = Ejection from the game and game site.
Deduction of 60 points will be impose to the team