Jericho has many and varied rules, many of which are explained on a daily basis, some of which are game specific, and they make the games more interesting. Here, we outline the basic rules of Jericho. These are the basics you'll need to know before you arrive, in order that you can play without any immediate complications.
Basic Facility Rules
The basic facility rules, are rules that are to be followed at ALL TIMES. Some of our other rules are game specific, these rules are not, they are mandatory. It is useful to know these rules before arriving on site:-
BARREL SOCKS ARE MANDATORY FOR ALL AIRSOFT GUNS
ADULTS OVER 18: Fully sealed approved goggle systems must be used in areas of play or chronograph areas. You may use paintball masks, or approved Airsoft goggles that meet or exceed ASTM standards. The ENTIRE FACE AND EARS must be covered by a mask system. A 'Mask System' comprises of goggles, combined with a face cover, steel mesh, plastic lower face mask, neoprene face cover, recon wrap, shemagh, balaclava or bandana.
MINORS, PLAYERS UNDER 18: If players are to use a half-mask goggle system, it must be either plastic, or steel mesh. UNDER 18 SOFT FACE COVERS ARE NOT ALLOWED, ie no bandanas, shemaghs, balaclavas, etc.
SHOOTING GLASSES ARE NOT ALLOWED.
Limitations and Regulations
FPS Limit: The FPS limit for any standard gun (other than sniper rifles) including pistols, is an average of 400fps (any gun firing over this limit, will not be able to be used at Jericho, or re-chronoed that day, unless changes have been made to the internals of the gun, ie a spring downgrade).
ROF Limit: All airsoft guns must shoot a rate of fire lower than 30 rounds per second. All Polarstar rifles will be chrono'd for ROF and locked at Chrono.
Sniper FPS Limit: Snipers are allowed to have a muzzle velocity of up to 550FPS, and have a mimimum engagement limit of 100ft. They MUST HAVE a sidearm, or have a 'spotter' with them. AEG's can only be desginated as a sniper rifle, if they do not have full-auto capability (the auto capability must have been completely disabled on the gun, or it must be a rifle like an SR-25 that has no automatic capability).
BB Weight Limits: Assault rifles, Sidearms, Pistols and all regular guns may ONLY SHOOT BB WEIGHTS UP TO .28G. Sniper Rifles can shoot any weight, but have a 100ft engagement limit.
When playing at Jericho, the following Magazine restrictions are in place:-
BEGINNERS GROUPS MAGAZINE RESTRICTIONS
Hi-Cap Magazines: If you prefer to use only Hi-Cap magazines, you are allowed to carry 2 Hi-Capacity magazines only (you may carry additional ammunition upon your person to reload them during gameplay).
Combo Play: You may combine the use of both Hi-Cap and Mid-Cap magazines. You are only able to carry one Hi-Cap, and as many Mid-Caps as you can carry (you may also carry additional speedloaders, and extra ammo during gameplay).
Mid-Cap/Standards: There are no limitations on the use of Mid-Caps or Standard magazines. You can use as many mids/standards as you can carry, and as many speedloaders and bbs as you can physically carry during gameplay.
Ultra Hi-Cap/Box/Drum/C-Mags: During regular gameplay, super Hi-Caps , Box Magazines, Drum Magazines, C-Magazines, etc, are NOT ALLOWED (unless you have a SAW-type weapon, ie M249, M60, Shrike, etc). Box magazines etc, are only allowed during games where a designated squad gunner is required, and there are not enough SAW's to fulfil SAW positions available (SAW's will always take presidence over box/drum/c-mags, etc).
ADVANCED PLAYERS MAGAZINE RESTRICTIONS
· Hi-Cap Magazines: If you prefer to use only Hi-Cap magazines, you are allowed to 1 Hi-Cap magazine only (you may carry additional ammunition upon your person to reload them during gameplay).
· Combo Play: You may combine the use of both Hi-Cap and Mid-Cap magazines. You are only able to carry one Hi-Cap, and as many Mid-Caps as you can carry (you may also carry additional speedloaders, and extra ammo during gameplay).
· Mid-Cap/Standards: There are no limitations on the use of Mid-Caps or Standard magazines. You can use as many mids/standards as you can carry, and as many speedloaders and bbs as you can physically carry during gameplay.
· Ultra Hi-Cap/Box/Drum/C-Mags: During regular gameplay, super Hi-Caps , Box Magazines, Drum Magazines, C-Magazines, etc, are NOT ALLOWED (unless you have a SAW-type weapon, ie M249, M60, Shrike, etc). Box magazines etc, are only allowed during games where a designated squad gunner is required, and there are not enough SAW's to fulfil SAW positions available (SAW's will always take presidence over box/drum/c-mags, etc).
· NO HOODIES OR SWEATSHIRTS ALLOWED: Players are not allowed to wear hoodies or sweatshirts, while playing airsoft at Jericho. It is not possible for a player to feel all hits when wearing them, and a safety risk during hot weather. Military uniform jackets (BDU, DCU, ACU, MCCUU) are required, but long sleaved t-shirts/shirts are acceptable. Airsoft is a military simulation game. Teams are split by camo, or color of shirt, therefore if 2 people show up wearing opposite colors (dark and light colors) they may be put onto different teams. PLEASE SEE UNIFORM/DRESS CODE REQUIREMENTS
· UNIFORM/DRESS CODE: Military uniforms are required to play airsoft. If you do not have a military uniform, a minimum of a jacket/top is required. You can rent a military style jacket from Jericho for $5.00 for the day. This helps greatly with team identification.
In Airsoft, it is believed that you should not wear what you did not earn, therefore no military insignia should be worn on a uniform, ie ranks, branch tapes, squad patches, or skill tabs may be worn by Airsoft players, that they did not get in service. This is out of respect for those that serve, or have served in the military. Airsoft teams and players will usually use team names where branch tapes are worn, and many different Airsoft team, Airsoft store, or motivational patches in other places on their uniforms. Uniforms fro. Surplus stores may come with branch and name tapes still attached. Jericho Airsoft staff reserve the right to inform you of such insignia, and ask you to remove it from your uniform where necessary.
BARREL SOCKS ARE MANDATORY FOR ALL AIRSOFT GUNS
'3 Rules of Jericho'
1. SAFE AREAS:-
Face Protection: The designated safe areas are the only places within Jericho where you are clear and safe to remove face protection. Face protection must be kept on at all times when outside of these areas, and remain on until you are COMPLETELY INSIDE of one of these areas, even when there are no games being played. When a game is over, you must wear the face protection until you are completely inside one of the safe areas.
BARREL SOCKS ARE MANDATORY FOR ALL AIRSOFT GUNS & MUST BE ON THE GUN AT ALL TIMES OUTSIDE OF THE PLAYING AREAS
Gun Safety: Whilst the safe areas, you must have your MAGAZINE REMOVED, the CHAMBER CLEAR, the SAFETY ON, and your GUN DOWN on a table, on ri na gun rack provided for you. Treat your rifle as if it is loaded AT ALL TIMES! Do not pick up your rifle in the safe area, except when entering or leaving.When moving from a safe area into a playing area, you must carry your rifle pointing down towards the ground. DO NOT PLACE YOUR FINGER ON THE TRIGGER AT ANY TIME. Do not pick up or fire your gun at any time, for any reason within the safe areas. Do not test fire your rifle at any time, even if you think it is completely capable of firing, and especially not if it's jammed.
2. DO NOT MOVE OR DESTROY ANYTHING:-
Cover: When playing/training within Jericho, please do not move anything. Jericho is constantly being re-arranged. Sometimes doorways, windows, hallways, rooms, or even complete streets, are blocked up by barricades, barrels, pallets, etc. We painstakingly move everything around in Jericho every week to make it more interesting and different to play in. Sometimes this may be something as simple as a barrel half blocking a doorway, or a pallet placed across a doorway. Do not move these obstacles out of the way. You can use them as cover, but not pick them up and move them around to better benefit yourself. You may uncover other dangers, such as snakes, nails, etc.
3. NO BLIND FIRE:-
You must look down the sights of your gun at all times when firing. You must be able to make visual contact with your target. Do not fire around corners without looking, fire over the top of things, or put your gun into a room and fire without being able to see. Do look through one hole and fire through another (there could be people you cannot see the other side).
4. Rules during Gameplay:-
When playing airsoft at Jericho, a hit is defined as any contact with your person. If you are hit ANYWHERE AT ALL, you are hit.
If you are wearing loose clothing, and the bb makes contact with your clothing at all, you are still hit, and are out.
Ricochets do not count, as bullets do not bounce, but are difficult to define, so if you're at all unsure, you're out, so call it.
When you are hit, you must shout 'HIT, HIT, HIT', loudly and clearly, then follow the procedure for that particular game (for hit procedures see below). Death rags can also be used, by placing a red rag on your head, or on the muzzle of your gun, indicating you're dead or injured.
When in an 'Elimination' game, or 'Force-on-Force' (a game where one hit means you are dead, you must shout 'HIT, HIT, HIT', raise your gun/rifle in the air, and walk off the playing area onto one of the berms, or high points of the field.
DO NOT LOOK FOR CONFIRMATION OF YOUR HIT. If you are hit, it doesn't matter who shot you, friend, or enemy, all hits count. If a person shot you from cover, and you cannot see them, do not stare into the bush whee the shot came from, you're potentially giving away their position.
DEAD MEN DON'T TALK. When dead, do not talk, or give away the position of the enemy.
2. Gun Hits
Gun hits are played by line of sight in Jericho, ie, if your rifle is in between yourself and the person shooting at you, then you are out. If, for instance, your rifle is poking out around a corner (a bad habit anyway), and bbs are hitting the rifle from the side, then you would not have been hit by that bb, therefore you are not out.
3. Surrender Rules
· If you approach someone from behind or from side on, get within 10 feet, and they are unaware of your presence, YOU MUST ASK THEM TO SURRENDER, and THEY MUST ACCEPT. If this situation occurs, and either party are consfused about procedure, please do not shoot, call a 'PARLAY' (see below).
· If you come across a player within 10ft, and you are both aware of each other's presence (ie, you both backed around a corner, and you intend to come out again), do not ask them to surrender. In order to kill them, you must hit them. Aim CENTER-OF-MASS ONLY, or back up and try to go around on them. If you come around the corner to someone with their rifle trained on you, do not ask them to surrender, they have the advantage in a real life situation. ONLY EVER USE SEMI-AUTOMATIC in a close engagement, or use a pistol, if you have one. Within buildings, close environments, etc, switch to semi-auto, or use a sidearm.
· If you both come out at the same time, and are close, call a 'PARLAY' (see below).
· If a situation begins to feel dangerous IN ANY WAY, ie if a player is inside a building with one exit, and another player is outside that room, and the only thing that will happen is close combat, and it feels like it could hurt, or become dangerous, DO NOT ENGAGE, call a parlay.
· Parlay can also be used when two players are around a corner, and they BOTH KNOW it's gonna get close and dangerous, call a parlay.
· 'Parlay' (or Parle), is latin for 'talk', or 'speak'. If you raise your voice and argue with someone, shout at them, or have some form of conflict, then call 'parlay', and both players leave the game. This gives them a chance to cool off, talk through the issue, etc.
· Parlay is also used when 2 people suddenly end up right up close, face-to-face, muzzle-to-muzzle. If you find yourself in this situation, just call a 'parlay', and both players can go to their start point and respawn (even if it is not a respawn game). This prevents any unnecessary problems.