MAG Safety Video and Rules
MAG Airsoft Rules
as of 09.01.2026
SECTION 1: General Rules
1.1 Respect all players and referees.
1.2 Only call your own hits, do not call other players out.
1.3 Airsoft games only work if players obey the spirit of the game in addition to the letter of the rules. Finding loopholes, exploiting rules and generally bending the rules is prohibited and may result in your ejection from MAG officiated events.
1.4 MAG expects all attendees to follow all applicable local and state laws. Theft, violence, and other crimes will be reported to local law enforcement and the offender may receive a lifetime ban from the community.
1.5 Red clothing, especially headgear, is prohibited.
1.6 MAG prohibits the carry or concealment of firearms or knives with blades in excess of 2.5 inches on the field or in the staging areas at events. In compliance with local and state laws, firearms and blades in excess of 2.5 inches are to be kept in vehicles. Brandishing, showing or any other form of making others aware of firearms at an event may result in a lifetime ban.
1.7 Consumption of alcohol or use of any mind-altering substance is strictly prohibited at MAG events. Attendees exhibiting signs of intoxication will be removed from the event and could be removed from all events moving forward.
1.8 Shields are forbidden.
1.9 NO BLIND FIRING. You must be able to see with your own eyes where your gun is pointed (no using mirrors or devices to shoot around obstacles).
Section 2: Cease Fire and Emergencies
2.1 When an “EMERGENCY”, “CEASE FIRE”, or “BLIND MAN” is called, echo it across the field so all players can hear it. Place weapons on safe, remove magazines, and assume a non-aggressive posture.
2.2 When there is a game-stopping injury during play or any other 911 level of emergency yell “EMERGENCY”. Do not move, shoot, or continue to play.
2.3 During an “EMERGENCY”, no one other than Game Control and EMS certified personnel are allowed to move. An “EMERGENCY” is not an opportunity to move to gain advantage on the opponents, relocate to a better position or take an objective. All participants are to stay in position for the duration of the Cease fire.
2.4 Blind man: If your eye protection fails or is fogged up to the point it is no longer safe, yell “BLIND MAN”. Immediately cover your eyes to prevent any injury.
2.5 Non-participant on the field: In the event of a civilian walking onto the field who is clearly not in the game, yell “CEASE FIRE”.
2.6 Once the game-pausing event has been solved, Game Control will resume play.
SECTION 3: Eye Protection
3.1 Eye protection must be worn at all times while in a playing area, any player seen without eye protection on the field will be asked to leave the game. There are no exceptions.
3.2 Eye protection must be form fitting or have a rubber/foam/soft material seal that closely conforms to your facial features.
3.3 Eye protection should be ANSI Z87.1 compliant or better. This standard is usually posted either on the packaging or on the manufacturer’s website.
3.4 Mesh/stamped metal goggles are not allowed.
3.5 When purchasing safety glasses/masks, Place your pinky inside the outer edge of the glasses if you can fit your finger between the rim and eye they are a no go.
SECTION 4: Chrono & Velocity
4.1 All Replicas must be chronographed prior to each game.
4.2 Any replica that exceeds the chrono limits is barred from MAG events. Use of a barred replica will result in being banned from any MAG Events.
4.3 Velocity limits are determined in Joules(J) of the weapon
4.4 Rate of Fire (ROF) will not exceed 30 Rounds per Second (RPS) on any airsoft replica
4.5 Replica Limits:
CQB – 1.2 Joules and below are allowed inside 20 ft but any engagement inside 20ft must be Semi-Automatic only.
Rifleman – Up to 1.6 Joules with 20ft minimum engagement distance.
LMG-HMG – Up to 1.9 Joules with 50ft minimum engagement distance. Must be a faithful replica of an LMG/MMG platform. They cannot be a rifle with a drum mag.
Designated Marksman Rifle – Up to 2.3 Joules with 50ft minimum engagement distance. A Designated Marksmen Rifle must resemble real world DMR’s and/or use .308 style magazines. Drum magazines are prohibited. DMR’s MUST be Semi-Automatic only.
Sniper – Up to 2.8 Joules with a 100 ft minimum engagementdistance. Must be bolt or lever action only. Drum mags are prohibited.
SECTION 5: Game Control
5.1 Game control is defined as those personnel directly responsible for planning and operation of a game event. These personnel are the sole authority for game-related conflict, rule interpretation, and any clarification related to the event. MAG council members who are not directly responsible for the event should be consulted for general rule questions but should not intervene in or attempt to solve issues that are specific to the event or scenario. In the event of a rule interpretation conflict, the game control personnel will have the final say.
5.2 MAG Council Members and Game Controllers will be identified at the beginning of each game. If an issue arises in game, you will report to one of them as soon as possible.
5.3 Game control is permitted to play as a “Player Admin” but MUST have a high vis vest in their gear to donn if administrative duties arise.
5.4 For the removal of persons violating MAG rules Council Members must be the one to enact the removal/kick for the day.
5.5 There must be at least one game control (Not a player admin) on the field at all times.
SECTION 6: Age Limits
MAG: Age Restrictions
6.1 Player Age: 12 years and younger: Any player under the age of 12 must always be accompanied by a parent or adult guardian while in the game. The Guardian must be 18 or older (Preferably a parent or legal guardian) and the pair must act as one. This means if one is hit, then both must return to respawn and respawn back into the game as a pair. Any player under the age of 12 must have full face protection. This requirement is non-negotiable. Any player under 12 without full face protection will be dismissed from the event.
6.2 Player Age: 13 – 16: Must have an adult guardian on site or nearby at all times during an event. It IS NOT necessary for the guardian to be involved or playing in the event. The guardian must be easily reached in case of emergency.
6.3 Player Age: 17 and under: ALL players under the age of 18 must ALWAYS have full face protection while on the field. Teeth are expensive, Masks are not.
6.4 Players Age: 18 and over: While players over the age of 18 are not required to wear full face protection it’s STRONGLY suggested. Modern airsoft weapons can cause injury to the face and can even knock out teeth. Therefore it is HIGHLY Recommended that all players employ some form of facial protection.
SECTION 7: Hit Rules
7.1 All BB hits to any part of your body and any gear/equipment secured to your person count as a hit. Ricochet hits do count.
7.2 Weapon hits disable your replica until your next respawn. Yell “WEAPON HIT” and swap to a side arm or melee weapon.
7.3 Every player MUST have and use a red rag to signify they are dead and out of play.
7.4 When hit, raise your hand over your head and yell hit. Wave your red rag above your head. Assume a non-combative posture and quickly remove yourself from the area.
7.5 When wounded call “HIT” take a knee, and pull your red rag, call for a medic. Wounded cannot move or shoot or say anything other than “Medic”/”Help”. If the participant has bled out or no medic is available, return to spawn. A wounded player cannot call out enemy positions, objectives, or use their radio. (Bleedout rules are up to game host)
7.6 Keep in mind most players cannot hear you. Your raised arm, and red rag is the first and the most important sign of being hit. Getting hit while dead is going to happen. Do not overreact. Simply wave your arm or red rag and proceed to respawn. Do not yell, cuss, or disrupt game play. Continued outbursts will not be tolerated and players are subject to removal at Game Control discretion
7.7 A dead player is out of play and cannot talk, using the radio or giving away enemy positions.
7.8 Players shall not use wounded players as cover.
SECTION 8: Medic Rules
8.1 Unless dictated by the game host and game scenario, all players are capable of reviving another player.
8.2 A wounded player cannot move by themselves. You may move a wounded player by keeping at least one hand on the downed player and move together as one. You may not start the process of reviving a wounded player until stationary.
8.3 If you are wounded and end up in the line of fire or are in the way of an objective, You may move out of the way for the sake of safety only.
8.4 A wounded player cannot under any circumstances be used as cover.
8.5 Players can only be healed once per life. Once the player has returned to spawn they can be revived again. (Game host has discretion on revive limits and bleedout times.)
SECTION 9: Close Combat
9.1 Melee weapons may only be made of rubber, plastic or foam. They may not be metal or carry an edge. You may not throw a melee weapon. It must be a replica of a real world bladed weapon.
9.2 Stabbing motions are forbidden, you may only tap the player. Any motions towards the face,throat, or groin of other players is forbidden.
9.3 All melee kills are lethal. You can not be revived and must return to respawn.
9.4 Melee kills are silent. Do NOT yell hit.
SECTION 10: Grenades and Explosives
10.1 No metal grenades, pyro grenades, paintball grenades, or hard objects may be used. Only rubber, plastic, or foam style grenades will be permitted. Any printed or hand made grenade must be approved by council members. (Metal airsoft specific grenades are exempt. IE Gas sound grenades.)
10.2 Grenades must either have an action Examples of these Thunder B, Tornado or any other grenade that makes sound or throws BBs. Repurposed pipes, Bottles, used Thunder B shells without a core are NOT permitted! The ONLY exception to this rule are foam projectiles fired from a launcher.
10.3 There are no limits to the amount of explosive that may be carried.
10.4 Only hard cover protects you from explosive areas of effect. Hard cover includes a stone wall, a bunker, a building wall or similarly completely obscuring terrain. Trees, bushes, shallow ditches, and other players are NOT hard cover.
10.5 Hand grenades, explosives and rockets are considered Area of Effect weapons. Anyone caught within the blast radius of 15ft is killed. If a bb is launched from an explosive and it hits you outside of the 15ft kill radius, you are hit.
10.6 Mines and Booby traps: Spring loaded, gas powered, trip wires, or motion sensor traps/mines are allowed. If a player is hit by a BB from such a device, it is considered a lethal hit.
10.7 Any other kind of booby trap MUST be approved by members of the MAG council or Game Control prior to use at any MAG event.
10.8 The blast radius of explosives is judged from where it lands. (Including rockets)
10.9 Airsoft Claymore Mines are classified directional weapons (NOT Area of Effect), and their BBs must strike the target to count.
10.10 Any explosive that detonates inside of a room, kills everyone inside, despite the 15ft blast radius.
Section 11: Night Games
11.1 All players must have a white light in order to play.
11.2 Identifying a red rag at night is difficult. It is HIGHLY recommended to use a red light of any sort to signify you are hit. If you do not have one, place your red rag over your white light. It is very likely you will be shot again without a red light.
11.3 In order to use a weapon class that fires higher than 1.6 Joules, you must have equipment that allows you to see out to your MED (Night Vision/Thermal Scope or similar). NO EXCEPTIONS Shooting someone within your MED at night games will lead to you being removed from the game.
