
Basic Airsoft Rules in Estonia
Safety. Fair play. Clear agreements.
Read the basic rules before entering the game area. The briefing, scenario and organiser’s instructions for the specific game always take priority.
01 / SAFETY
SAFETY RULES
Safety rules apply throughout the entire game and must be followed regardless of a player’s role or the scenario.
• Eye protection must be worn at all times in the game area, including during breaks.
• Airsoft guns may only be used in the game area or in designated gun inspection and testing areas specified by the organiser.
• In the safe zone, the gun must be in a safe condition: magazine removed, chamber cleared and, where required, a barrel cover fitted.
• Blind firing is prohibited. When firing, the player must be able to see where they are shooting.
• Avoid intentional shots to the head and face whenever possible. If the opponent’s body is visible, aim for the body instead.
• Physical contact with an opponent is prohibited unless explicitly permitted by the specific scenario.
• Intentionally touching, grabbing or taking another player’s gun or equipment is prohibited.
IMPORTANT
Always listen to the organiser’s safety briefing before the game and follow the instructions of the game marshal.
02 / WEAPONS AND DISTANCES
WEAPONS, FIRE MODES AND MINIMUM ENGAGEMENT DISTANCE
Allowed muzzle energy, fire mode and minimum engagement distance depend on the game, field and restrictions set by the organiser.
FIRE MODES
• Indoors, semi-automatic fire is generally used exclusively.
• Exceptions are allowed only if specifically established by the organiser for the particular game.
• Outdoors, semi-automatic or controlled automatic fire may be used according to the game rules.
MINIMUM ENGAGEMENT DISTANCE (MED)
• Pistols and assault rifles: 1.2–1.6 J — no minimum engagement distance under these rules.
• DMR / semi-automatic sniper rifles: 1.7–2.5 J — secondary weapon required, minimum engagement distance 20 m.
• Machine guns: 1.7–2.5 J — secondary weapon required, minimum engagement distance 20 m.
• Bolt-action sniper rifles: up to 4 J — minimum engagement distance 30 m and a secondary weapon is mandatory for close-range engagements.
GRENADES AND PYROTECHNICS
• Light-effect grenades are permitted if allowed by the game and field rules.
• When using smoke grenades, fire-safety requirements and the organiser’s instructions must be followed.
• Grenade launchers may be used in accordance with the game rules and fire-safety requirements.
• In an open area, the effective elimination radius of an exploding grenade is 2.5 metres under these rules. All players within this radius are considered eliminated.
• If a grenade explodes inside a building, all players in the same room are considered eliminated unless stated otherwise during the game briefing.
CLOSE-QUARTER COMBAT
• Touching the body with a rubber knife or clearly simulating a hit from a distance of 30–50 cm counts as a hit according to the game rules.
• The “Bang!” or “Surrender!” rule is used only if permitted by the specific game rules.
• If a close-quarters situation causes a dispute, resolve it calmly and contact the game marshal or referee if necessary.
CHECK BEFORE THE GAME
Joule limits, minimum engagement distances and permitted fire modes may vary between games and fields. The briefing for the specific game always takes priority.
03 / HITS AND FAIR PLAY
HITS AND PLAYER CONDUCT
Airsoft is based on honesty. Calling your hits, behaving correctly and respecting other players are essential to the game.
WHEN HIT
• Every BB hit counts, including hits to your gun or equipment, unless the specific game rules state otherwise.
• When hit, clearly call “HIT!”.
• Raise your hand and mark yourself in the manner specified by the organiser.
• If an orange dead rag or vest is used, place it somewhere clearly visible so that other players can easily recognise that you have been eliminated.
• Leave active gameplay according to the respawn or medic rules.
• Ricochets generally do not count unless stated otherwise in the game rules.
FAIR PLAY
• If you clearly feel or hear a hit, call it honestly.
• If a BB strikes a thick backpack or other equipment in a way that the player objectively could not feel or hear, the situation is not automatically considered cheating.
• Eliminated players must not provide tactical information to active players.
DISPUTES
• Do not try to resolve a prolonged dispute in the middle of active combat.
• If a dispute occurs, move away from active gameplay where possible so that you do not interfere with other players.
• If necessary, remember the player’s name or another identifiable feature and report the situation to the organiser, game marshal or referee.
• The final decision regarding a specific game situation is made by the game marshal or referee.
REPEATED VIOLATIONS
• If at least three separate reports are received about the same player failing to call hits, a referee will intervene.
• The player will first be informed of the issue and their subsequent behaviour may be monitored if necessary.
• If the violation is confirmed, the player may be removed from the game. A first offence may result in a warning; repeated violations may result in the organiser imposing a participation ban.
TACTICAL CONDUCT
• Move as a team whenever possible and use cover, communication and agreed tactics.
• Avoid unnecessary shouting and giving the opposing team excessive tactical information.
• Use hand signals and radio communication when permitted by the game rules.
• The objective of the game is to complete the mission, not merely to eliminate opponents.
04 / RESPAWN AND MEDIC
RESPAWN AND MEDIC SYSTEM
The exact respawn and medic system depends on the game and the specific scenario.
• Medic — a designated player can return an eliminated teammate to the game according to the scenario.
• Teammate — in some scenarios, an eliminated player may also be revived by a regular teammate.
• Respawn point — a player returns to the game from a designated respawn point.
• A respawn point may be fixed, temporary or movable during the scenario.
• Some games use a limited number of lives, for example 1–3 lives per player.
• A timed respawn system may be used, where players return to the game at specific intervals, for example every 15 minutes.
• Eliminated players must not provide tactical information to active players.
NOTE
The exact respawn and medic procedures will be explained during the pre-game briefing.
05 / ROLES AND CLASSES
ROLE-BASED RESTRICTIONS
Some games use role-based restrictions, specialised tasks and weapon classes.
• Rifleman — a standard combat player.
• Medic — can return eliminated teammates to the game according to the scenario.
• Support / LMG — a higher-firepower role that may be subject to separate weapon, fire-mode or movement restrictions.
• Sniper / DMR — a longer-range role with higher energy limits, a greater minimum engagement distance and other game-specific restrictions.
NOTE
The exact rights and restrictions of each role are always determined by the specific game scenario and briefing.
06 / NIGHT GAMES
LIGHTING AND VISIBILITY
During night games, visibility, player identification and safety are especially important.
• Flashlights are permitted and are often recommended.
• In darkness, an eliminated player must be clearly marked. If the organiser requires the use of a red marker light, it must be clearly visible to other players.
• Night vision devices may be used according to the rules of the specific game.
• Thermal imaging devices may be used according to the rules of the specific game.
• If the game rules require tracer ammunition, tracer BBs must be used together with a suitable tracer unit.
NOTE
Before a night game, always check which lighting, tracer, night vision and thermal devices are permitted, as well as the requirements for marking eliminated players.