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SMUGGLERS RUNS Player Safety & Gameplay Rules Purpose: These rules are written specifically for Smugglers Runs and are designed to support a safe, immersive post-apocalyptic airsoft adventure with factions, missions, medics, vehicles, props, gold economy, hydration checks, and roleplay interactions. Quick Rule Hierarchy Safety rules always override gameplay, roleplay, mission objectives, and scoring. Full eye protection is required at all times. Staff, safety officers, and field marshals have final authority on all rules and disputes. If a rule is unclear, stop and ask staff before continuing. In-character conflict is allowed. Real-world hostility is not. Only approved in-game items may be looted. Personal property is never loot. 1. Mandatory Briefing, Waiver, and Player Eligibility 1.1 Mandatory Safety and Gameplay Briefing All players must attend the official Smugglers Runs safety and gameplay briefing before entering active gameplay. Any player who misses the briefing may be held from combat, missions, vehicle objectives, or roleplay interactions until cleared by staff. 1.2 Waiver Requirement All players must complete the required event waiver before participating. Minors must have a waiver completed by a parent or legal guardian. Players without a completed waiver may not enter active gameplay areas. 1.3 Age and Guardian Requirements All players must meet the event age requirement listed on the registration page. Minors may be subject to additional protection, supervision, or equipment requirements based on their age and the nature of the event. 2. Field Zones and Safe Areas 2.1 Green / Yellow / Red Zone System Smugglers Runs uses a zone system to keep the event safe while preserving immersion. Green Zone: No firing. Barrel bags required. Used for parking, camping, registration, food, vendors, restrooms, and designated safe areas. Yellow Zone: Roleplay and mission interaction area. Weapons must remain safe. No shooting unless a mission briefing or staff member specifically activates the area. Red Zone: Active airsoft combat area. Full eye protection is required at all times. Combat rules are active. 2.2 No-Fire Zone Rule Before entering any No-Fire Zone, all airsoft replicas must have magazines removed, chambers cleared, safeties engaged, and barrel bags installed. No dry firing, test firing, or horseplay is allowed in No-Fire Zones. 2.3 Entering Active Gameplay Areas Before leaving a No-Fire Zone and entering Yellow or Red Zone gameplay areas, players must have all required eye and face protection properly worn. Eye protection may not be removed in active gameplay areas. 3. Eye Protection and Face Protection 3.1 Full-Seal Eye Protection Required Full-seal ANSI Z87+ impact-rated eye protection is mandatory in all active gameplay areas. Eye protection must fully seal to the face and include a secure retention strap. Staff may reject any eye protection that does not fully seal, does not appear impact-rated, or creates visible gaps. 3.2 Costume and Themed Eyewear Costume goggles, motorcycle goggles, ski goggles, sunglasses, decorative lenses, and themed masks are not approved unless they meet full-seal ANSI Z87+ impact standards. Immersion never overrides eye safety. 3.3 Mesh Eye Protection Mesh goggles are not approved unless worn over approved full-seal impact-rated eye protection. 3.4 Lower Face Protection Players under 18 must wear lower face protection. Players 18+ are strongly encouraged to wear lower face protection. Staff may require lower face protection for all players during close-quarters missions, structure-based combat, night combat, or final siege scenarios. 3.5 Fogging or Equipment Issues If your eye protection fogs or becomes uncomfortable, do not remove it on the field. Call for staff or safely move to a No-Fire Zone before adjusting or removing eye protection. 4. Airsoft Replica and Chronograph Rules 4.1 Chronograph Required All airsoft replicas must pass chronograph inspection before being used in gameplay. Staff may chrono replicas with the BB weight they choose and may re-check replicas at any time during the event. 4.2 HPA, Gas, and Joule Creep HPA, gas, CO2, and non-blowback replicas may be tested for joule creep. HPA replicas may require tournament locks. Any replica that fails chrono may not be used until corrected and re-approved. 4.3 Rate of Fire Limit No replica may exceed 25 rounds per second. Staff may test rate of fire at chrono or during gameplay. 4.4 Full-Auto Restrictions Full-auto fire is prohibited within 50 feet. Full-auto may be restricted further by mission type, player experience level, or staff direction. Nuke Town, indoor areas, and close-quarters scenarios are semi-auto only unless staff specifically states otherwise. Recommended Weapon Limits Weapon Type Maximum Energy Minimum Engagement Distance Notes Pistols / Shotguns 1.49 joules 0 ft on semi / 50 ft on full Pistol carbines follow rifle rules. Rifles / SMGs / LMGs 1.64 joules 25 ft if above 400 FPS / 50 ft on full Semi-auto in structures and Nuke Town. Qualifying DMR 2.09 joules 50 ft Must be semi-locked and approved. Qualifying MMG 2.09 joules 75 ft Approved support replicas only. Bolt Action Sniper 2.81 joules 75 ft Subject to staff approval. Grenade Shower Shells Event approved only 25 ft Only approved launchers and shells. 5. Hit Calling, Downed State, and Dead Rags 5.1 Honor System Airsoft is an honor-based game. A hit anywhere on the body, clothing, or worn gear counts as a hit. When in doubt, call yourself hit. 5.2 What Does Not Count as a Hit Ricochets and gun hits do not count. Friendly fire does not count during general open play unless a mission card or staff briefing specifically says otherwise. 5.3 Hit Response When hit, immediately yell “HIT,” raise your dead rag, and assume a non-threatening position by kneeling, sitting, or lying down. You are now Downed. 5.4 Downed Player Restrictions A downed player may not shoot, move, trade, hide items, reload, use radios, complete objectives, provide enemy positions, reveal mission intel, or continue gameplay. A downed player may only call for a Medic, roleplay pain, say “Dead,” say “Dead Man Walking,” or respond to staff. 5.5 Dead Rag Requirement All players must carry two high-visibility dead rags in separate locations. Approved colors include red. Dead rags should be at least 12 inches by 12 inches and must be clearly visible when downed or eliminated. 5.6 Red Head Coverings Players should not wear red head coverings during gameplay because they may be confused with dead rags. 5.7 Dead Man Walking If a downed player is in an unsafe line of fire, they may loudly call “DEAD MAN WALKING” and move a short distance to safety. This movement may not be used to avoid looting, gain tactical advantage, gather intel, or move closer to a Medic. 6. Medics, Street Docs, Revives, and Respawns 6.1 Street Doc System Smugglers Runs uses a Street Doc system that makes healing, revives, insurance, and recovery part of the world economy. Medics are not only support players; they are part of Nuke Town’s survival network. 6.2 Basic Revive with Syringe Any player carrying a valid basic syringe may revive a downed player by maintaining contact for 60 seconds. During the revive, the reviving player may not shoot, move, loot, trade, or complete other actions. 6.3 Medic / Street Doc Fast Revive Designated Medics or Street Docs may revive a downed player in 30 seconds using an approved medic item or ability. Medics may charge gold, require a favor, or follow mission-specific treatment rules unless the player has active insurance. 6.4 Self-Revive / Adrenaline Shot A player with an approved adrenaline item may self-revive according to the item rules. Recommended default: 90 seconds before returning to play. A player may not use a self-revive while actively being looted or handled by staff. 6.5 Moving a Downed Player Any player may drag, escort, or move a downed friendly player by maintaining physical contact. The downed player may not use the movement to communicate, scout, hide items, or continue an objective. 6.6 Respawn Commitment Once a player chooses to respawn, they must go directly to their designated respawn point, Street Doc Clinic, faction aid station, or mission-specific recovery point. They may not stop to gather intel, trade, communicate, or rejoin gameplay until the respawn process is complete. 6.7 Story-Based Respawn Options Respawn may be handled through the Street Doc Clinic, faction aid station, wasteland recovery zone, or mission-specific respawn point. Depending on the event rules, respawn may cost gold, create a time delay, remove one lootable item, or trigger a temporary penalty. 6.8 Doc Wagon / Street Doc Insurance Players may purchase or earn insurance that protects them from certain penalties, provides priority treatment, or prevents one approved loot action. Insurance rules must be printed on the item card or explained during the mission briefing. 7. Rules of Engagement 7.1 Aim Center Mass Players should aim center mass whenever possible. Do not intentionally target the face, head, hands, groin, or exposed skin when another safe shot is available. 7.2 No Blind Firing Blind firing is not allowed. Players must be able to see where they are shooting and aim safely. Do not shoot around corners, over walls, through windows, from behind cover, or from vehicles without a clear line of sight. 7.3 Semi-Auto in Structures and Nuke Town All indoor, structure-based, and Nuke Town close-quarters combat is semi-auto only unless staff specifically states otherwise. 7.4 Shooting Through Openings Players may not shoot through small cracks, gaps, holes, or pinholes. A shooting opening must be large enough for a player’s head to fit through. 7.5 Vehicle Fire No shooting from moving vehicles unless a specific mission allows it and staff has approved the setup. Vehicle-mounted or passenger fire must follow mission-specific safety rules. 7.6 Physical Contact No tackling, striking, grappling, shoving, grabbing, or unwanted physical contact. Roleplay intimidation is allowed only when it remains safe, respectful, and clearly in character. 8. Boundaries, Buildings, Props, and Vehicles 8.1 Field Boundaries Players must remain inside marked gameplay boundaries. Do not cross, crawl under, drive through, or shoot across boundary markers. Leaving the boundary may result in mission failure, removal from play, or staff review. 8.2 Recommended Boundary Markers Smugglers Runs may use themed field markers. Red caution tape: hard boundary or no-go area. Yellow flags: mission boundary. Green flags: safe path or non-combat path. Black flags: staff-only or closed area. 8.3 Buildings, Obstacles, and Set Pieces Do not climb, jump from, rappel from, damage, move, steal, modify, or force open any building, obstacle, set piece, vehicle, light, sign, sponsor display, or prop unless staff has specifically placed it in play. 8.4 Prop Tag System Only marked items are in play. Recommended tag system: Blue tape: in-game item that may be looted.  Red/yellow tape- Mission item; puzzle, QR, or intel object. Move only if your mission card says so, don't ruin it for someone else 8.5 Personal Property Personal gear, weapons, magazines, radios, phones, wallets, keys, cameras, medical gear, and personal belongings are never loot. If you find a lost item, turn it in to staff. 8.6 Grenades and Thrown Devices Do not pick up another player’s airsoft grenade, magazine, or thrown device unless staff instructs you to. Only approved airsoft grenades and mission props may be used. Player who threw grenade is responsible for collection. 8.7 Wildlife Do not approach, touch, chase, harass, shoot near, or interact with wildlife. If wildlife enters an active gameplay area, call for staff and avoid the area until cleared. 9. Looting, Gold, and In-Game Items 9.1 Approved Loot Only Only approved in-game items may be looted. Personal property is never loot. 9.2 Downed Player Looting A live player may loot a downed player only according to the event looting rules. Recommended default: the live player may take one approved in-game item or up to two gold value from the downed player. Staff may adjust this for special missions. 9.3 Required Disclosure A downed player must honestly show or disclose approved in-game items when being looted. The downed player may not hide, discard, transfer, or conceal lootable items after being hit. 9.4 Looting Limits Looting should be quick, respectful, and limited to approved items. Do not search pockets, bags, vehicles, or personal containers unless the player voluntarily presents approved in-game items. Simply ask for an item and the downed player must provide it. 9.5 Gold Currency Gold, black coins, triangle coins, vouchers, permits, ration cards, mission cards, debt bracelets, and other approved tokens are considered in-game items only when marked or briefed as such. 9.6 Real Money Trades No real-money gambling, real-money trades, or cash purchases between players are allowed inside gameplay. All in-game trades must use approved event currency, barter items, or mission tokens. 9.7 Excessive Robbery and Senseless PvP Players who repeatedly kill, loot, or harass other players without mission cause may receive a wanted level, bounty, police response, resource confiscation, or removal from gameplay. Smugglers Runs encourages conflict with purpose, not random griefing. 10. Hydration, Survival, and CocoLove Water System 10.1 Hydration Card Each player may receive a Hydration Card or survival marker at check-in. Players must maintain valid hydration status during the event. 10.2 Hydration Checks At designated survival check times, players must prove hydration through a stamped hydration card, water voucher, sealed water permit, or Medic-issued emergency hydration pass. 10.3 Dehydrated State A player without valid hydration proof is considered Dehydrated. A Dehydrated player may be restricted from starting new missions, collecting mission payouts, participating in combat, or entering certain checkpoints until recovered. 10.4 Recovery A Dehydrated player must report to the Water Keepers, Street Doc Clinic, or approved hydration checkpoint and complete the recovery requirement, such as drinking a CocoLove coconut water or receiving an emergency hydration pass. 10.5 Medic Recovery Rewards Medics or recovery teams may receive gold, REP, or mission credit for locating and escorting Dehydrated players to the appropriate recovery point. 11. Roleplay, NPCs, and In-Character Interactions 11.1 NPC Identification Official NPCs, merchants, staff characters, and roleplayers may wear visible patches, badges, or symbols identifying their role. Unless a mission specifically says otherwise, marked NPCs may not be attacked, robbed, restrained, or physically blocked. 11.2 Recommended NPC Patch System Smugglers Runs may use a color-coded NPC patch system. White gear patch: admin, safety, or non-combat role. Gold gear patch: merchant, banker, trader, or mission economy role. Red skull patch: dangerous story NPC. Blue signal patch: intel broker, communications, or QR mission role. Green cross patch: Street Doc, Medic, or hydration authority. Black crown patch: Master Blaster inner circle or high-command NPC. 11.3 In-Character Conflict Players may threaten, bargain, betray, negotiate, and argue in character. Real-world threats, slurs, bullying, harassment, or intimidation are not allowed. 11.4 Out-of-Character Stop If a player says “Out of character,” the interaction must immediately return to respectful real-world communication. Staff may intervene at any time. 11.5 No Forced Roleplay Players may decline uncomfortable roleplay interactions. Do not corner, harass, touch, block, or pressure another player after they have disengaged. 12. Dress Code and Immersion Standard 12.1 Theme Requirement Smugglers Runs is a post-apocalyptic immersive event. Players are expected to make a serious effort to match the world of Nuke Town, the Wastelands, and the faction conflict. 12.2 Minimum Theme Standard Each player should include at least two clothing modifications, one gear modification, and one weapon modification if carrying an airsoft replica. Clothing examples: torn or weathered clothing, faction patches, dust, dirt, bandage wraps, scrap armor, scarves, goggles, modified hats, or wasteland layers. Gear examples: duct tape wraps, hand-painted symbols, improvised pouches, distressed bags, weathered armor, or faction markers. Weapon examples: weathered paint, tape wraps, wasteland symbols, fake wires, warning labels, or distressed finishes. 12.3 Looks to Avoid Clean modern military loadouts, matching camouflage uniforms, speedsoft jerseys, unrelated cosplay, bright modern tactical kits, meme costumes, or outfits that break the world may be rejected or asked to adjust. 12.4 Prohibited Patches, Clothing, and Symbols Hate symbols, extremist imagery, excessive profanity, sexually explicit content, and real-world symbols intended to harass or intimidate others are not allowed. 13. Conduct and Staff Authority 13.1 Staff Authority Event staff, safety officers, and field marshals have final authority on safety, gameplay, rules, disputes, mission results, and player conduct. Staff may call a player out, reset a mission, send a player to respawn, remove a player from a mission, confiscate an unsafe item, or remove a player from the event. 13.2 Zero Tolerance Conduct Verbal aggression, threats, slurs, bullying, intimidation, physical aggression, unsafe retaliation, unwanted contact, theft, or harassment are grounds for immediate removal. 13.3 Cool Down Rule If a player becomes angry or heated, they should step out of gameplay and speak with staff. Do not argue rules, confront players, or escalate conflict on the field. 13.4 Family-Friendly Communication Keep language and behavior appropriate for a mixed event environment. Staff may correct or remove players whose language or behavior damages the experience for others. PG-13 14. Emergency Stop and Real-Life Safety 14.1 Emergency Call “EMERGENCY” is the emergency stop call for life, limb, or eye-threatening situations. If you hear “EMERGENCY” of “BLIND MAN,” immediately stop shooting, stop moving, echo the call, and remain in place until staff resolves the situation. Blind man is used for player that has lost protective eyewear 14.2 Resume Gameplay Gameplay only resumes when staff announces “GAME ON.” Do not restart combat, move, reload, or continue missions until staff has cleared the field. 14.3 Medical Emergencies Unless you have professional medical training or staff specifically requests help, stay where you are during an emergency stop so staff can safely assess and respond. 15. Music, Radios, and Audio 15.1 Personal Music Personal speakers and loud music are allowed in active gameplay areas. Audio must not interfere with safety calls, mission briefings, radio communication, or immersion. 15.2 Approved Themed Audio Official checkpoint audio, sirens, radio broadcasts, saloon music, faction announcements, final siege cues, and sponsor-integrated sound may be used by staff. 15.3 Radios Radios may be used only according to event communication rules. Players may not jam, interfere with, or impersonate staff channels unless a mission specifically provides a controlled in-game mechanic for doing so. 16. Media, Filming, and Content Creation 16.1 Filming Allowed with Limits Players may film or photograph gameplay unless staff says otherwise. Content creation must not interfere with safety, missions, roleplay, staff direction, or another player’s experience. 16.2 Prohibited Content The following content is prohibited: unsafe activities, equipment misuse, rule violations, harassment, hate speech or hate symbols, public humiliation, illegal activity, nudity, private medical incidents, or content involving minors in an inappropriate way. 16.3 Staged Content Staged content is allowed only if it is safe, does not break event rules, is not designed to mislead viewers, does not interrupt gameplay, and does not damage another player’s experience. 16.4 No Exploiting Players for Content Do not provoke, harass, embarrass, bait, or interfere with other players for content. Content creators are players first and must follow all event rules. 16.5 Media Badge Option Smugglers Runs may issue media badges to approved content creators or event media staff. Media badges do not override safety rules, eye protection requirements, staff direction, or gameplay restrictions. 17. Prohibited Items 17.1 Items Not Allowed in Gameplay Areas The following items are not allowed in gameplay areas: Real firearms or live ammunition. Non-bio BBs, unless staff specifically allows otherwise for a controlled reason. Real knives or blades over event-approved limits. Pepper spray, mace, tasers, or real defensive weapons. Improvised airsoft grenades or homemade explosive devices. Unapproved pyrotechnics, smoke, or explosive devices. Potato guns, homemade launchers, or compressed-air launchers. Binary triggers. Riot shields or ballistic shields unless specifically approved. Alcohol or drugs during gameplay. Hate symbols, extremist imagery, sexually explicit patches, or excessive profanity. Any item staff determines is unsafe. 17.2 Unsafe or Unapproved Gear Staff may inspect, reject, or remove any item that creates a safety concern, disrupts gameplay, violates the event tone, or causes confusion with staff, NPC, or emergency markings. 18. Mission Cards, Factions, and Scoring 18.1 Mission Cards Mission cards are official gameplay documents. Players must follow the instructions on their mission card and return completed cards to the correct NPC, General, checkpoint, or staff member to receive credit. 18.2 Mission-Specific Rules Override General Gameplay A mission card or staff briefing may temporarily modify friendly fire, looting, respawn, roleplay, faction, or scoring rules. Mission-specific rules apply only during that mission and only for the players involved. 18.3 Faction Leaders and Generals Faction leaders and Generals may issue orders, distribute mission cards, assign teams, collect completed objectives, and help staff track faction progress. They do not override safety officers or event staff. 18.4 Influence, REP, and Endgame Effects Gold, REP, faction favor, influence chips, mission stamps, hydration status, debt status, and completed mission cards may affect endgame access, story outcomes, faction control, and awards. Appendix: Condensed Rules Version Safety First Full-seal ANSI Z87+ eye protection is required in all active gameplay areas. Players under 18 and all players in CQB scenarios must wear lower face protection. Eye protection may never be removed on the field. Briefing Required All players must attend the safety and gameplay briefing before entering active play. No-Fire Zones In Green Zones and No-Fire Zones, magazines must be removed, chambers cleared, safeties engaged, and barrel bags installed. Hit Calling A hit anywhere on the body, clothing, or worn gear counts. When in doubt, call it out. Yell “HIT,” display your dead rag, and assume a non-threatening position. Downed Players Downed players may not move, shoot, trade, hide items, use radios, complete objectives, or communicate mission intel. They may only call for a Medic, say “Dead,” or respond to staff. Dead Rags All players must carry two high-visibility dead rags, at least 12 inches by 12 inches, stored in separate locations. Medics and Revives Revives follow the Street Doc rules. Basic syringe revives take 60 seconds. Medic revives may be faster. During a revive, the healer may not shoot, move, or perform other actions. Looting Only approved in-game items may be looted. Personal property is never loot. Do not search pockets, bags, vehicles, or personal gear. Rules of Engagement No blind firing. Aim center mass. Semi-auto only in Nuke Town, structures, and CQB. Full-auto is prohibited within 50 feet unless staff allows it. Boundaries and Props Do not cross marked boundaries, climb structures, damage props, move set pieces, or touch items unless they are clearly marked as in play. Hydration Players must maintain valid hydration status during survival checks. Dehydrated players must recover through the Water Keepers, Street Doc, or approved hydration checkpoint. Conduct In-character conflict is allowed. Real-world hostility is not. Threats, slurs, bullying, physical aggression, theft, or harassment may result in removal. Emergency Call If you hear “EMERGENCY” or “BLIND MAN,” immediately stop shooting, stop moving, echo the call, and wait for staff. Gameplay resumes only when staff calls “GAME ON.” Media Filming is allowed unless staff says otherwise, but content creation must not interfere with safety, missions, or other players. Staff Authority Staff and field marshals have final authority on safety, rules, mission results, and player conduct.

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