Post by TIPIAC on Aug 23, 2006 23:13:44 GMT -5
AGL RULEBOOK
Section I - FIELD PROTOCOL
1. REGISTER ALL PLAYERS with the Attendance Monitor upon arrival in the playing venue, or as soon as an Attendance Check has been announced. Except for AGL regular players, all new and/or visiting players must register in person. Team or group check-in through a representative is possible, but first-timers must still present themselves for personal identification.
2. LEARN THE RULES as may be lectured by a Briefing Officer, or handed out in printed form. Remember these rules and abide by them. If there are unclear points then approach the Briefing Officer, or any Arbiter for clarification. Do not make any calls or personal judgments on matters covered by these rules (unless specifically asked to) because they will not be entertained. Players wishing to play under different rules or conditions are advised to seek other fields and games that will accommodate them.
3. ACCEPT TEAM ASSIGNMENT as determined by the Dispatch Desk/Officer. AGL reserves the rights to disband any team-up of players in order to effectively balance distribution of firepower and playing experience. The individual player is expected to do his best to counter members of the opposing team. The act of ignoring, or not shooting an opponent, because of affiliation or prediscussed arrangements is considered a betrayal of the individual’s teammates. Said practice is not tolerated in AGL play fields.
4. MAKE READY EQUIPMENT uniforms and all other logistics necessary for use at the soonest possible time. Rental equipment availability is subject to advance reservation or first-come-first-served basis. The field supply of gas and ammunition may sometimes be limited and necessarily first-come-first-served basis also. Whereas the game may not start until quite some time later, players should be able to mobilize within ten minutes after the "Stand By" call is given.
5. MOVE OUT ON TIME as a whole group, or team, particularly when in turn to be Defender. The start of the game period can be irritatingly delayed because defending players trickle in into the play field while the Aggressor team waits for them to get into position. The game horn will sound off in five minutes after Defender team enters the play field, late players may be barred from entering the play field upon the discretion of the Dispatch Desk or Arbiter(s) once the game has started.
6. MAKE READY TO PLAY AGAIN as soon as a player is eliminated, or the game period is over, whichever comes first. The desired "turn-around" time between games is fifteen (15) minutes. If this were achieved, with a forty-five (45) minute game period, then it would be possible to play one game every hour on the hour.
7. BE RESPONSIBLE FOR INJURY OR DAMAGE CAUSEDto other players, local people and property during the course of playing. Despite the saying that accidents do happen, it is expected of every player to at least offer an apology, and/or compensate partly, or fully, the cost of damage/repair/replacement.
8. REPORT ALL LOSSES of equipment and/or personal belongings during the game day. Include full description and characteristic markings of lost item(s). If and when the items are found, respective owners will be informed. The claimants are expected to shoulder the reward/incentive costs to the finder. Unclaimed or unmatched items will be held for six months, after which will be forfeited in favor of AGL, put up for bidding and the proceeds added to club funds.
9. DO NOT BUY EQUIPMENT FROM LOCALS as these might belong to other players who lost them in the field while playing. Sometimes, these are outright stolen items. The existence of a ready market for goods makes for a very big temptation to steal. Items bought from locals but eventually positively identified to belong to someone else will be confiscated and returned to the proper owners.
10. NO RECRUITMENT RAIDS The AGL activities are normally open to everybody, especially to new and unaffiliated players, including other teams and their members. Whereas said other teams are welcome to participate, it is nonetheless considered unethical if they come in with the prime purpose of recruiting new members from the ranks of AGL players, initiates and visitors within AGL activity and venue. AGL reserves the right to ban from the field any player, or team, caught or proven to violate this protocol.
Section II - BASIC RULES OF PLAY - 1995 Revision
1. SAFETY FIRST!
1a. Real guns and firearms are prohibited in the field during game day. These are simply too dangerous to have around, have no place or purpose in the play field, and more so at the staging area where they could get mistaken for their airsoft counterparts. Even with the proper papers and permits for carrying, and the need to have them, players and other individuals are advised to keep these out-of-sight and out-of-reach for very obvious considerations.
1b. NO GOGGLES NO PLAY!
All players, arbiters or marshals, and observers are required to wear eye protection while within the active playing area or field.
1c. All players will be subject to the following:
Personal Safety Equipment Check
Eye protection required (see specifications); Facemasks, ear covers and body armor or pads are optional.
Magazine and Ammunition Check
Maximum allowable BB weight is 0.30g.
Air Pressure Setting Check
Maximum allowable pressure setting is 120psi.
Muzzle Velocity (Chrono) Check
Chronometer reading must not exceed
450 ft./sec. - 2000 rev 350 fps for Close-Quarters-Battle (CQB) environment - Last Castle 2005 rev
550 ft./sec. - 2000 rev 480 fps for Assualt Role in Mixed-Open Terrain and MOUT environment - Last Castle 2005 rev
650 ft./sec. for semi-auto or bolt-action Sniper rifle using 0.20g weight BB at any set pressure under, and up to, 120psi. Any gun shooting over fps limit must be de-tuned to meet this requirement before being allowed for use in the playing field, or be subject to playing prescriptions or restrictions as may be imposed by the game organizer and marshals - Last Castle 2005 rev.
1d. Players are not supposed to shoot at opponents not wearing proper eye protection, but instead issue a warning to the delinquent opponent and report the incident to the game organizers.
1e. Knives and other edged/pointed instruments should only be used for utilitarian purposes and/or as accessory to the uniform worn by players. 1f. Those caught not following the prescribed safety measures are subject to warnings by arbiters or by other players. Multiple warnings may be grounds for outright elimination, getting thrown out of the game, and/or disqualification from further playing.
2. ONE HIT ON ANY PART OF THE BODY IS AN ELIMINATION!
2a. A direct hit on any part of the player’s body constitutes a "kill" or elimination. This includes hits on the person’s clothing, headgear, and equipment attached to his/her body that would be in the direct path or trajectory of the BB to the target’s body. The only exceptions to be taken will be hits on the person’s gun, or pieces of bulky equipment (such as headgear, backpacks, canteens, etc.) protruding from otherwise good bodily cover.
2b. Ricochets will not be considered direct hits, intentional or otherwise.
2c. Penetrating shots are those passing through grass, bush, leaves or thin material used for cover. They are not considered ricochets even if their trajectories may be somewhat deflected. Instead, they are to be considered as direct hits if they make contact with the targets on the other side.
2d. A hit from a player’s own teammate, or "Friendly Fire", also counts as an elimination. Hit players are to confirm their elimination by shouting aloud the word(s) HIT, DEAD, or OUT.
2e. A "Knife kill" is any player physically tapped or tagged on any part of the body by an opponent. Elimination is automatic, without the need to be acknowledged, and eliminated player(s) required to stay quiet and still for a period of time as may be required by scenario rules, before walking out of the game.
2f. Under normal circumstances, a player who surrenders in the face of uneven or insurmounable odds, equipment problem or running out of ammunition is also automatically eliminated, unless scenario rules allow capturing prisoners. A prisoner is an active player who has to be taken along or transported to a "holding area", and may be shot if he tries to escape, fight his way free, or manages to be "rescued."
2g. Furthermore, all eliminated players should immediately wear, or at least, wave like a flag, the brightly colored "Dead Man’s Vest" to prevent being mistaken for an active player and being shot again on their way out of the playing field. In special cases where scenario realism requires, some special elimination rules may be adopted, i.e.:
2h. "Wounded Man" Rule - a player is only "crippled" with a single hit and eliminated with two or more hits to the body, or single hit to the head.
2i. "Grenade" Rule - a "grenade" thrown into the confines of said space could kill any player within an enclosed space.
3. NO HIT CALLS! Airsoft guns are most effective only at less than 20 meters and have marginal accuracy further on, when shooting through bushes and leaves, or using lightweight BBs. Targets may no longer be in the same position by the time the BBs cover the shooting distance. It is very irritating of a player to be too insistent on scoring a hit under less than very favorable conditions, or without witness.
4. NO HOSTAGES!
4a. Deliberately taking cover behind, or mixing with, "Non-combatants" (see definitions) in order not to get shot at, constitutes hostage taking. Such action exposes the unconcerned and innocent individuals to the unwarranted risk of injury or harm, and is therefore not allowed.
4b. Firing (or engaging) from directly behind, mixed with, and/or any other position that will result in probable harm, injury or damage to non-combatants in the process (or during "return fire") is also not allowed.
4c. In a possible hostage situation, either or both parties involved must call for "Check Fire" until such time as the non-combatants has moved out of the way, or call for a disengagement if the shooting obstacle cannot be moved out. Engagement may then resume once the field-of-fire is clear.
5. NO HOLDING or GRAPPLING!
Holding on to an opponent, his/her gun, or equipment (Grappling) is not allowed. Exception, however, would be light taps on any part of the opponent’s body, gun and/or equipment. Such action will be considered as silent elimination or "Knife Kill" (see definition) of particular opponent.
6. AVOID INFLICTING UNNECESSARY PAIN!
6a. Point-blank shooting is discouraged, but is still considered inevitable. Players faced with no choice but shoot point-blank at opponents are advised to aim at the latter’s lower extremities (preferably, the legs) or better-protected body parts. Players should immediately stop shooting at opponents that have signified elimination or surrender. As described in Rule 2 Item 2e , eliminated players should make sure their elimination is made clearly obvious to avoid getting shot further, or repeatedly.
6b. Deliberately shooting at observers and individuals wearing the "Dead Man’s" or Arbiter vests is a clear violation of Rule 4 Item 3; Rule 6 Item 2; and of proper conduct in the field. There will be no excuses accepted, and the involved player is subject to ejection from the game. Pyrotechnics (fireworks) intended for use should only produce passive effects (smoke flares and sound), and be necessarily non-injurious at whatever range, and must be given approval by game organizers before actual use in any game, or playing field.
7. DEAD MEN TELL NO TALES!
7a. Eliminated players should refrain from giving hints, clues or instructions to other players, still active in an on-going game, which may affect the outcome of an engagement or a game particularly during a tournament or competition.
7b. Arbiters and observers should likewise refrain from passing information, unless the game in progress is being run as a training or learning exercise.
8. NO TIME OUT!
8a. Once the starting horn has sounded, no call for a time out will be entertained except in cases of extreme emergency such as serious injury requiring more than first aid medical attention.
8b. Players who cannot continue in the game for one reason or another must necessarily eliminate himself or herself from the game, wear the "Dead Man’s" vest and walk back to the staging area. Those who suffer from equipment breakdown, shortage of ammunition and/or air supply, but desire to remain in the game, must necessarily remedy their situation without calling for time out. To exit from the field in order to repair or re-supply, and then return back in, is allowable as long as the player makes it out and back as an active player without getting shot by opponents.
9. ARBITER’S DECISION IS FINAL!
Rightly or wrongly, the arbiter’s call is final. His/her responsibility is to oversee the general conduct and safety of the game, player adherence to the rules and smooth flow of game action unhampered by time wasting arguments. Officially assigned arbiters will be wearing vests of the proper color (light blue in AGL games), anybody else making field calls without the vest will be considered a casual observer. Observer calls may be given due consideration at the discretion of the arbiter(s) present.
10. OBSERVE PROPER DECORUM AT ALL TIMES!
10a. Women and girls are to be treated as equal to men and boys. And as such, are entitled to all the courtesies and signs of respect due any other player in or out of the field. Any player who cannot, or will not, abide by this rule of conduct will be subject to expulsion from AGL activities.
10b. Avoid the use of foul language, display of condescending attitudes and excessively rough behavior. These can cause problems in player-to-player relations, and may force the game organizers to eject the offensive individual out of the game in order to maintain relative harmony.
10c. Respect and follow the rules, as outlined. These have been set down to give the best possible considerations for safety, realism, playability and fairness. Anyone wishing to play in any AGL game, or field, must accept (or at least, go by) these rules. Otherwise, they should have the grace and decency enough not to participate.
Section III - RULES OF ENGAGEMENT
1. OBSERVE BOUNDARIES
1a. Where there are; no restrictions or right-of-way (pass-thru), no security risks (meaning undue alarm to local residents and authorities) and no probable harm to private property, no boundaries need be observed.
1b. Where property rights may be an issue, the property line of the arranged venue (as may be defined by walls, fences, markers or land features) will be observed.
1c. Where local residents, authorities, and passers-by may be falsely alarmed by the activity, the bounds may be further reduced to points where the game is not visible to outsiders.
2. OBSERVE "NO FIRE" ZONES
2a. Players may not engage from, into, and/or across a designated "No Fire" zone. Engagements may only take place if both parties involved are outside the designated area.
2b. It is allowable for players to pass through these designated areas in order to get to points, or places, on the other side.
2c. Using the "No Fire" zone as an observation or lurking position by active players is not allowed.
3. AVOID COLLATERAL DAMAGE The preceding rules were meant to minimize the chances of inflicting harm, injury or even inconvenience to other people who are otherwise not involved and therefore have every right to bear grievance if adversely affected by the game. The same effort must be taken with regards to their property, crops and animals. The existence of an accessible play field is highly dependent on the goodwill, not only of the property owner, but also that of the local community. It is therefore necessary to take care of them, so they will take care of the players in return.
4. VEHICLE USE IS ALLOWABLE AT OWNERS' RISK
4a. Players may use vehicles to transport themselves, reinforcements and supplies to any point within the playing area in order to save time, or gain strategic/tactical advantage.
4b. The general rule is not to shoot at the transport vehicle. The shots can damage the painted surfaces, the body itself, and installed accessories. If the vehicle is of the enclosed type (with a roof and closable windows,) then shooting at it becomes useless and futile anyway. If the occupants of the transport vehicle decide to engage from the inside of the vehicle, they are deemed to have waived the general rule and the vehicle automatically becomes a free target, and its immediate vicinity consequently becomes a "Free Fire" zone.
5. USE OF COMMUNICATION EQUIPMENT IS ALLOWABLE
5a. There will be no imposed restrictions on the use of radio/electronic communications equipment during the game.
5b. Only active players in a game will be allowed to communicate with each other . Anybody found to be relaying strategic and tactical information to players inside the play field will be considered a combatant and may be shot or eliminated. Observer spies will not be tolerated.
Section I - FIELD PROTOCOL
1. REGISTER ALL PLAYERS with the Attendance Monitor upon arrival in the playing venue, or as soon as an Attendance Check has been announced. Except for AGL regular players, all new and/or visiting players must register in person. Team or group check-in through a representative is possible, but first-timers must still present themselves for personal identification.
2. LEARN THE RULES as may be lectured by a Briefing Officer, or handed out in printed form. Remember these rules and abide by them. If there are unclear points then approach the Briefing Officer, or any Arbiter for clarification. Do not make any calls or personal judgments on matters covered by these rules (unless specifically asked to) because they will not be entertained. Players wishing to play under different rules or conditions are advised to seek other fields and games that will accommodate them.
3. ACCEPT TEAM ASSIGNMENT as determined by the Dispatch Desk/Officer. AGL reserves the rights to disband any team-up of players in order to effectively balance distribution of firepower and playing experience. The individual player is expected to do his best to counter members of the opposing team. The act of ignoring, or not shooting an opponent, because of affiliation or prediscussed arrangements is considered a betrayal of the individual’s teammates. Said practice is not tolerated in AGL play fields.
4. MAKE READY EQUIPMENT uniforms and all other logistics necessary for use at the soonest possible time. Rental equipment availability is subject to advance reservation or first-come-first-served basis. The field supply of gas and ammunition may sometimes be limited and necessarily first-come-first-served basis also. Whereas the game may not start until quite some time later, players should be able to mobilize within ten minutes after the "Stand By" call is given.
5. MOVE OUT ON TIME as a whole group, or team, particularly when in turn to be Defender. The start of the game period can be irritatingly delayed because defending players trickle in into the play field while the Aggressor team waits for them to get into position. The game horn will sound off in five minutes after Defender team enters the play field, late players may be barred from entering the play field upon the discretion of the Dispatch Desk or Arbiter(s) once the game has started.
6. MAKE READY TO PLAY AGAIN as soon as a player is eliminated, or the game period is over, whichever comes first. The desired "turn-around" time between games is fifteen (15) minutes. If this were achieved, with a forty-five (45) minute game period, then it would be possible to play one game every hour on the hour.
7. BE RESPONSIBLE FOR INJURY OR DAMAGE CAUSEDto other players, local people and property during the course of playing. Despite the saying that accidents do happen, it is expected of every player to at least offer an apology, and/or compensate partly, or fully, the cost of damage/repair/replacement.
8. REPORT ALL LOSSES of equipment and/or personal belongings during the game day. Include full description and characteristic markings of lost item(s). If and when the items are found, respective owners will be informed. The claimants are expected to shoulder the reward/incentive costs to the finder. Unclaimed or unmatched items will be held for six months, after which will be forfeited in favor of AGL, put up for bidding and the proceeds added to club funds.
9. DO NOT BUY EQUIPMENT FROM LOCALS as these might belong to other players who lost them in the field while playing. Sometimes, these are outright stolen items. The existence of a ready market for goods makes for a very big temptation to steal. Items bought from locals but eventually positively identified to belong to someone else will be confiscated and returned to the proper owners.
10. NO RECRUITMENT RAIDS The AGL activities are normally open to everybody, especially to new and unaffiliated players, including other teams and their members. Whereas said other teams are welcome to participate, it is nonetheless considered unethical if they come in with the prime purpose of recruiting new members from the ranks of AGL players, initiates and visitors within AGL activity and venue. AGL reserves the right to ban from the field any player, or team, caught or proven to violate this protocol.
Section II - BASIC RULES OF PLAY - 1995 Revision
1. SAFETY FIRST!
1a. Real guns and firearms are prohibited in the field during game day. These are simply too dangerous to have around, have no place or purpose in the play field, and more so at the staging area where they could get mistaken for their airsoft counterparts. Even with the proper papers and permits for carrying, and the need to have them, players and other individuals are advised to keep these out-of-sight and out-of-reach for very obvious considerations.
1b. NO GOGGLES NO PLAY!
All players, arbiters or marshals, and observers are required to wear eye protection while within the active playing area or field.
1c. All players will be subject to the following:
Personal Safety Equipment Check
Eye protection required (see specifications); Facemasks, ear covers and body armor or pads are optional.
Magazine and Ammunition Check
Maximum allowable BB weight is 0.30g.
Air Pressure Setting Check
Maximum allowable pressure setting is 120psi.
Muzzle Velocity (Chrono) Check
Chronometer reading must not exceed
450 ft./sec. - 2000 rev 350 fps for Close-Quarters-Battle (CQB) environment - Last Castle 2005 rev
550 ft./sec. - 2000 rev 480 fps for Assualt Role in Mixed-Open Terrain and MOUT environment - Last Castle 2005 rev
650 ft./sec. for semi-auto or bolt-action Sniper rifle using 0.20g weight BB at any set pressure under, and up to, 120psi. Any gun shooting over fps limit must be de-tuned to meet this requirement before being allowed for use in the playing field, or be subject to playing prescriptions or restrictions as may be imposed by the game organizer and marshals - Last Castle 2005 rev.
1d. Players are not supposed to shoot at opponents not wearing proper eye protection, but instead issue a warning to the delinquent opponent and report the incident to the game organizers.
1e. Knives and other edged/pointed instruments should only be used for utilitarian purposes and/or as accessory to the uniform worn by players. 1f. Those caught not following the prescribed safety measures are subject to warnings by arbiters or by other players. Multiple warnings may be grounds for outright elimination, getting thrown out of the game, and/or disqualification from further playing.
2. ONE HIT ON ANY PART OF THE BODY IS AN ELIMINATION!
2a. A direct hit on any part of the player’s body constitutes a "kill" or elimination. This includes hits on the person’s clothing, headgear, and equipment attached to his/her body that would be in the direct path or trajectory of the BB to the target’s body. The only exceptions to be taken will be hits on the person’s gun, or pieces of bulky equipment (such as headgear, backpacks, canteens, etc.) protruding from otherwise good bodily cover.
2b. Ricochets will not be considered direct hits, intentional or otherwise.
2c. Penetrating shots are those passing through grass, bush, leaves or thin material used for cover. They are not considered ricochets even if their trajectories may be somewhat deflected. Instead, they are to be considered as direct hits if they make contact with the targets on the other side.
2d. A hit from a player’s own teammate, or "Friendly Fire", also counts as an elimination. Hit players are to confirm their elimination by shouting aloud the word(s) HIT, DEAD, or OUT.
2e. A "Knife kill" is any player physically tapped or tagged on any part of the body by an opponent. Elimination is automatic, without the need to be acknowledged, and eliminated player(s) required to stay quiet and still for a period of time as may be required by scenario rules, before walking out of the game.
2f. Under normal circumstances, a player who surrenders in the face of uneven or insurmounable odds, equipment problem or running out of ammunition is also automatically eliminated, unless scenario rules allow capturing prisoners. A prisoner is an active player who has to be taken along or transported to a "holding area", and may be shot if he tries to escape, fight his way free, or manages to be "rescued."
2g. Furthermore, all eliminated players should immediately wear, or at least, wave like a flag, the brightly colored "Dead Man’s Vest" to prevent being mistaken for an active player and being shot again on their way out of the playing field. In special cases where scenario realism requires, some special elimination rules may be adopted, i.e.:
2h. "Wounded Man" Rule - a player is only "crippled" with a single hit and eliminated with two or more hits to the body, or single hit to the head.
2i. "Grenade" Rule - a "grenade" thrown into the confines of said space could kill any player within an enclosed space.
3. NO HIT CALLS! Airsoft guns are most effective only at less than 20 meters and have marginal accuracy further on, when shooting through bushes and leaves, or using lightweight BBs. Targets may no longer be in the same position by the time the BBs cover the shooting distance. It is very irritating of a player to be too insistent on scoring a hit under less than very favorable conditions, or without witness.
4. NO HOSTAGES!
4a. Deliberately taking cover behind, or mixing with, "Non-combatants" (see definitions) in order not to get shot at, constitutes hostage taking. Such action exposes the unconcerned and innocent individuals to the unwarranted risk of injury or harm, and is therefore not allowed.
4b. Firing (or engaging) from directly behind, mixed with, and/or any other position that will result in probable harm, injury or damage to non-combatants in the process (or during "return fire") is also not allowed.
4c. In a possible hostage situation, either or both parties involved must call for "Check Fire" until such time as the non-combatants has moved out of the way, or call for a disengagement if the shooting obstacle cannot be moved out. Engagement may then resume once the field-of-fire is clear.
5. NO HOLDING or GRAPPLING!
Holding on to an opponent, his/her gun, or equipment (Grappling) is not allowed. Exception, however, would be light taps on any part of the opponent’s body, gun and/or equipment. Such action will be considered as silent elimination or "Knife Kill" (see definition) of particular opponent.
6. AVOID INFLICTING UNNECESSARY PAIN!
6a. Point-blank shooting is discouraged, but is still considered inevitable. Players faced with no choice but shoot point-blank at opponents are advised to aim at the latter’s lower extremities (preferably, the legs) or better-protected body parts. Players should immediately stop shooting at opponents that have signified elimination or surrender. As described in Rule 2 Item 2e , eliminated players should make sure their elimination is made clearly obvious to avoid getting shot further, or repeatedly.
6b. Deliberately shooting at observers and individuals wearing the "Dead Man’s" or Arbiter vests is a clear violation of Rule 4 Item 3; Rule 6 Item 2; and of proper conduct in the field. There will be no excuses accepted, and the involved player is subject to ejection from the game. Pyrotechnics (fireworks) intended for use should only produce passive effects (smoke flares and sound), and be necessarily non-injurious at whatever range, and must be given approval by game organizers before actual use in any game, or playing field.
7. DEAD MEN TELL NO TALES!
7a. Eliminated players should refrain from giving hints, clues or instructions to other players, still active in an on-going game, which may affect the outcome of an engagement or a game particularly during a tournament or competition.
7b. Arbiters and observers should likewise refrain from passing information, unless the game in progress is being run as a training or learning exercise.
8. NO TIME OUT!
8a. Once the starting horn has sounded, no call for a time out will be entertained except in cases of extreme emergency such as serious injury requiring more than first aid medical attention.
8b. Players who cannot continue in the game for one reason or another must necessarily eliminate himself or herself from the game, wear the "Dead Man’s" vest and walk back to the staging area. Those who suffer from equipment breakdown, shortage of ammunition and/or air supply, but desire to remain in the game, must necessarily remedy their situation without calling for time out. To exit from the field in order to repair or re-supply, and then return back in, is allowable as long as the player makes it out and back as an active player without getting shot by opponents.
9. ARBITER’S DECISION IS FINAL!
Rightly or wrongly, the arbiter’s call is final. His/her responsibility is to oversee the general conduct and safety of the game, player adherence to the rules and smooth flow of game action unhampered by time wasting arguments. Officially assigned arbiters will be wearing vests of the proper color (light blue in AGL games), anybody else making field calls without the vest will be considered a casual observer. Observer calls may be given due consideration at the discretion of the arbiter(s) present.
10. OBSERVE PROPER DECORUM AT ALL TIMES!
10a. Women and girls are to be treated as equal to men and boys. And as such, are entitled to all the courtesies and signs of respect due any other player in or out of the field. Any player who cannot, or will not, abide by this rule of conduct will be subject to expulsion from AGL activities.
10b. Avoid the use of foul language, display of condescending attitudes and excessively rough behavior. These can cause problems in player-to-player relations, and may force the game organizers to eject the offensive individual out of the game in order to maintain relative harmony.
10c. Respect and follow the rules, as outlined. These have been set down to give the best possible considerations for safety, realism, playability and fairness. Anyone wishing to play in any AGL game, or field, must accept (or at least, go by) these rules. Otherwise, they should have the grace and decency enough not to participate.
Section III - RULES OF ENGAGEMENT
1. OBSERVE BOUNDARIES
1a. Where there are; no restrictions or right-of-way (pass-thru), no security risks (meaning undue alarm to local residents and authorities) and no probable harm to private property, no boundaries need be observed.
1b. Where property rights may be an issue, the property line of the arranged venue (as may be defined by walls, fences, markers or land features) will be observed.
1c. Where local residents, authorities, and passers-by may be falsely alarmed by the activity, the bounds may be further reduced to points where the game is not visible to outsiders.
2. OBSERVE "NO FIRE" ZONES
2a. Players may not engage from, into, and/or across a designated "No Fire" zone. Engagements may only take place if both parties involved are outside the designated area.
2b. It is allowable for players to pass through these designated areas in order to get to points, or places, on the other side.
2c. Using the "No Fire" zone as an observation or lurking position by active players is not allowed.
3. AVOID COLLATERAL DAMAGE The preceding rules were meant to minimize the chances of inflicting harm, injury or even inconvenience to other people who are otherwise not involved and therefore have every right to bear grievance if adversely affected by the game. The same effort must be taken with regards to their property, crops and animals. The existence of an accessible play field is highly dependent on the goodwill, not only of the property owner, but also that of the local community. It is therefore necessary to take care of them, so they will take care of the players in return.
4. VEHICLE USE IS ALLOWABLE AT OWNERS' RISK
4a. Players may use vehicles to transport themselves, reinforcements and supplies to any point within the playing area in order to save time, or gain strategic/tactical advantage.
4b. The general rule is not to shoot at the transport vehicle. The shots can damage the painted surfaces, the body itself, and installed accessories. If the vehicle is of the enclosed type (with a roof and closable windows,) then shooting at it becomes useless and futile anyway. If the occupants of the transport vehicle decide to engage from the inside of the vehicle, they are deemed to have waived the general rule and the vehicle automatically becomes a free target, and its immediate vicinity consequently becomes a "Free Fire" zone.
5. USE OF COMMUNICATION EQUIPMENT IS ALLOWABLE
5a. There will be no imposed restrictions on the use of radio/electronic communications equipment during the game.
5b. Only active players in a game will be allowed to communicate with each other . Anybody found to be relaying strategic and tactical information to players inside the play field will be considered a combatant and may be shot or eliminated. Observer spies will not be tolerated.