Supergame Magfed Official Rules

RULES AND EVENTS WILL VARY. MAKE SURE TO BE AT THE MANDORY PLAYES MEETING

***All participants of Supergame will follow the rules of the fields. You will be asked to leave if your in any violation of safety, cheating, abusive language, and poor sportsmanship. The producers of Supergame will require each player to fill out the field and event waiver and will enforce its rules and regulations based on each event. All players must sign and submit a field waiver at check in by Friday*

Markers, Loadouts and Gameplay: GENERAL RULES, LOADOUTS MagFed Only. Conventional industry, detachable magazines allowed. No limit on ammo or rate of fire. Stock class, tube-fed not allowed. Hoppers & Tac Caps not allowed. Internal mag-fed allowed in only specific cases (Dukie DSG, Longbow mags). Under-mount launchers (e.g.-M203) may be used to shoot paintballs or first strike rounds. Launching nerf grenades/rockets is prohibited. . You will be issued a wrist band , and you will need it on you at all times to insure proper access to the field. Replacements are not free. Players will have red or blue tape issued to them that they will have to wear at all times on BOTH arms. Not just on their plate carrier, no exceptions.

Players must have air tanks that are within active hydro tested dates. Expired air tanks are dangerous and not allowed (2” diameter tanks or less do not apply) Box/Drum Magazines allowed (Rap4 Box Mag, Dye Box Rotor, MILSIG Tempest Drum) Pods will be allowed on the field, box mag users may load another box mag or regular mag.

Players may carry multiple box mags. Chronograph: Field limit: 280 FPS All players must chronograph in the morning once you have checked in. You will also have to chronograph your marker in the afternoon to adjust for change in temperature. All players must chrono any marker (primary or secondary) when they enter the field prior to morning, afternoon and any night sessions of play.

Staff members will verify your FPS provide chrono tag to indicate you have been inspected. It is your responsibility to adjust to marker to be in range before you get inspected. *Players caught shooting above the field limit will be issued infractions and suspension from play and may be subject for ejection without refund if caught at exceedingly dangerous settings.Two chrono infractions will result in removal from the game without refund.

* First Strike Rounds allowed. If you are using First Strike Rounds, you must chrono with FSR. No bunkering allowed with FSRs; minimum engagement of 30 feet (10 yards). All FSR must be purchased from event.

Riot shields will be allowed, with a maximum of 2 shields per team on the field. Blind-firing while using shields is not permitted; players must peek out from shield when shooting and may not use the shield as a visible barrier to blind-fire from (e.g. only exposing their marker outside the side of the shield). Players may drop the shields to the ground when eliminated or return to spawn with them. Riot shield users must be armed with a pistol and no other primary weapon.

Masks must be ATSM approved; no mesh masks and goggle combos are allowed on this field. Players must wear visible, team-specific colored tape on BOTH ARMS. Marker Hits: Marker hits do not count. If a marker is holstered or slung and not in primary operation then a gun hit will eliminate that player. (e.g. if shot in the holstered pistol, player is eliminated).

Blind Fire: No blind firing is allowed. You must always place the marker at your line of sight when engaging a target. (e.g. you may not raise your marker over a cover position and fire over it).

Mouse-holing: You may not in any circumstance place your barrel through a hole and fire on a target. You may stand behind the hole and fire toward it, with the tip of your barrel no closer than 1’ from the hole. If mouse-holed or blind fired upon, the ref may take any of the 3 actions: -One player is eliminated -Both players are eliminated -Ref will order a 10 second parlay. This is where both players have 10 seconds to turn around and move to a cover position before turning around and re-engaging. Surrender Rule: You may offer a courtesy surrender call when within 10 feet of a player. This is recommended when approaching a player from behind. If facing an opposing player, they will likely not to surrender. Dead-man walks will not be allowed. Players must not pretend to be eliminated while walking through the field.

Contact: Soft contact is allowed to “tap” a player out. That includes a pat on the body of the opposing player, or a soft barrel or rubber prop tap. Hard taps with barrels, or any other hard object will earn you an infraction. If tapped by a player, you must surrender and walk off the field. If you turn around and shoot that player, you will be marked with an infraction. INFRACTIONS: Two infractions will sit you out for the day and you will not get a refund for your ticket.

***Physical contact, fighting and aggressive interpersonal behavior will not be tolerated. The game producers will reserve the right to eject players for detrimental conduct and those ejected will not be entitled to a refund.***

WIPING AND PLAYING ON WITHOUT RESPAWNING IS PROHIBITED AND WILL RESULT IN REMOVAL OF THE EVENT!!! Shooting over safety netting will result immediate ejection without refund. Shooting directly into Command Posts will result in immediate ejection without refund. Players may take off their masks inside Command Posts and must leave their markers outside.

MEDIA PERSONNEL: Approved media personnel will be wearing safety vests and bright colors. PLEASE DO NOT SHOOT THEM. If a photographer or videographer is blocking your line of sight/firing lane, please ask them to move in a polite fashion. Blatant shooting of media personnel will be constituted as unsportsmanlike abuse and result in an infraction and possible ejection without refund, subject to producers.

PAINT: Field Paint: will be required to play on the fields. Supergame will have a designated vendor to purchase paint from. Grenade Policy Players MAY NOT pick up, throw or move any smoke grenades deployed by game staff. Sound grenades are not allowed by players; may only be used by refs and game producers. Non-pyro, elastic-bodied paint grenades are allowed. You must get a ref’s attention prior to launching the grenade and the personnel inside of a 6 feet radius (not behind cover) will be eliminated. Personnel inside of building or bunker will not be eliminated in the grenade lands in front of the building or cover, even within the given kill radius.

“Dummy Grenades” are prohibited and will not count if deployed by a player. RESPAWNS: There will be dedicated respawn areas, with respawns available at each team’s respective Command Posts, in addition to in-game respawn points. When eliminated, players must RAISE THEIR HANDS/MARKERS and walk towards their dedicated spawn points. Players must wipe old hits off when respawning.

PROPS: Key props will be designated for the teams’ respective missions. These props are not to be touched or stolen by the opposing team (e.g.: A UEC/Blue prop will have blue tape tied upon it. This prop is not touchable by Red personnel). Penalties for stealing opposing props will be at the discretion of Game Control. Neutral props will not be designated by color for either team.

Players may not tamper with props or remove any labels or contents. Players that are eliminated while in possession of game-specific props, they must drop it where they stand when eliminated. Players may not take props back to the base or hand to another player in the act of elimination.

CHEATING: ANY form of cheating will be subject to infractions. In terms of prop collection, water and chemical collection, any blatant cheating will result in massive penalties for the team of the offending party, at the discretion of Game Control. USE OF DRONES Players are prohibited from using drone devices; Only pre-approved media and staff personnel will be licensed to use drones during the event, at the expressed consent of the producers.