Menu
UpcomingView all
Register
Play hard. Play fair.

Rules & safety

These rules apply to all players during Keystone Milsim events. Follow staff directions and the event supplement for the venue, scenario effects, and other event-specific details.

/ 01

Player eligibility

Players must be at least 18. Players ages 14–17 may participate only when a parent or legal guardian attends and remains responsible for them throughout the event.

  • Every player must complete the required waiver.

  • Staff may remove a player for unsafe, disruptive, or unsportsmanlike behavior.

/ 02

Eye, face and head protection

Wear ANSI-rated, full-seal eye protection at all times in active play areas.

  • Eye protection

    Mesh-only eye protection is prohibited. Remove eye protection only in a designated safe area. Wear ANSI-rated, full-seal eye protection at all times in active play areas.

  • Players under 18

    Players under 18 must wear full-face protection.

  • Helmets

    Helmets are required when the event supplement specifies mortar elements or other helmet-required scenarios.

  • Ears

    Ear protection is strongly recommended.

/ 03

Replicas and chronograph

All replicas must pass chrono and staff inspection before entering play.

Maximum joules
Standard rifles, pistols and support weapons1.60 joules
Sniper rifles (50-foot minimum engagement distance)2.80 joules

Sniper rifles must be manually operated. Inside 50 feet, transition to an approved secondary is required. You must have a secondary and cannot play with just a sniper. Full-auto fire is permitted but should be used sparingly.

/ 04

Hits and gameplay conduct

A direct BB hit counts, including friendly fire. Hits to a replica do not count. Ricochets do not count. If unsure whether a hit was direct, call it. If it stings you were hit.

  • Immediately stop firing, drop to the ground with groaning sound to simulate injury, and follow the revive rules.

  • Do not argue about hits in play. Report suspected cheating privately to staff or your platoon leader; do not confront the player.

  • Do not overshoot or intentionally fire at an eliminated player.

  • Eliminated players must display a dead rag and may not relay enemy positions or otherwise affect play.

/ 05

In-game revive and respawn

Every player gets one revive per life, marked with a tourniquet.

  • First hit

    Stop fighting and safely lower yourself to the ground, groaning to simulate an injury. Remain in place unless your position is unsafe or interferes with ongoing play; if necessary, move only far enough to resolve this issue. For your one permitted field revive, a teammate must loosely apply a simulation tourniquet to your arm. Do not use a medical tourniquet for gameplay. Once the simulation tourniquet is secured, you may return to play.

  • Second hit and reset

    A second hit after tourniquet revive eliminates you. Stop fighting and safely lower yourself to the ground, groaning to simulate an injury. Display a dead rag and go directly to your team’s designated mobile spawn or command base. Remove and reset the tourniquet there. Follow the posted respawn interval and staff or spawn marshal direction before returning to play with a fresh revive. Staff will identify active spawn locations and intervals in the event briefing.

/ 06

Real injuries and emergency stop

Call “REAL WORLD”

  • Anyone who sees a real or suspected injury or immediate life-threatening danger must call “REAL WORLD” loudly and in good faith.

  • Repeat the call, notify staff by the fastest available means, and give your location.

  • All players in the affected area must stop firing, keep eye protection on, make replicas safe, and follow staff directions. Resume only when staff says to do so.

  • Real medical care always takes priority over the game.

  • Deliberate misuse of an emergency call may result in removal.

/ 07

Surrender and close engagements

A verbal surrender may be offered but does not have to be accepted.

  • At close range, avoid head shots when a safer shot is available; do not make unsafe or blind shots.

  • No physical contact, replica grabbing, or simulated executions.

  • Touch a scenario prop only as directed in its event briefing; never touch another player’s replica.

/ 08

Pyrotechnics and scenario effects

Players may not bring, deploy, ignite, throw, or operate pyrotechnics without specific staff authorization.

  • Smoke, homemade or modified devices, unauthorized launchers, and explosive devices are prohibited.

  • Only staff-approved effects and devices listed in the event supplement may be used.

  • Staff will explain grenade and mortar hit effects at the briefing.

/ 09

Safe areas

Before entering a designated safe area, remove the magazine and fit a barrel cover.

  • No dry firing in a safe area. Keep sidearms holstered.

  • Discharge replicas only in authorized play or clearing areas.

  • Keep eye protection on until inside a clearly designated safe area.

/ 10

Conduct and staff authority

Treat players, staff, spectators, and property with respect. Follow staff directions during play.

  • No fighting, threats, alcohol or illegal drug use during the event, unauthorized climbing, entry into restricted areas, or altering or damaging structures.

  • Only staff may operate drones unless explicitly authorized.

  • Discuss disputes calmly with event leadership after the immediate situation is safe.

  • Staff may warn, remove from a scenario, or eject players depending on severity. Serious safety violations may result in removal without a refund.

  • Pack out your trash.

/ 11

Approved replicas and magazines

Any airsoft replication that can pass chrono can be used in game play.

  • LMG's are allowed with 1 box mag but only. No extra ammo carried outside the box mag or mid cap magazine. No backpack magazines.

  • SMG and rifleman are limited to mid-cap magazines only. LMG's may carry extra mid cap magazines.

  • Miniguns, player-operated mortars, grenade launchers, and rocket launchers are prohibited.

  • Speed loaders can be carried on field and mid cap magazines can be refilled.

/ 12

Uniforms and team identification

Wear your faction’s uniform so every player can identify friend from foe. For a Friday night mission, wear a helmet that matches the team uniform.

Faction uniform

PMCs

PMC uniform example shown from the front, side and back: tan camouflage shirt and pants
  • Uniform: Tan
  • Gear: Tan or green.
  • Boots: Any color.
  • For a Friday night mission, you must wear a helmet that matches the team uniform.
Faction uniform

Narcos

Narcos uniform examples: black shirt with black pants, with jeans, or with OD green pants
  • Uniform: Green or black pants and shirt.
  • Gear: Green or black.
  • Boots: Any color.
  • For a Friday night mission, you must wear a helmet that matches the team uniform.
/ 13

Vehicles

At select events, vehicles can be utilized. See event supplemental rules.

  • Use

    Vehicles are for transport, support, and defense only. They may carry seated players, supplies, and casualties. Do not attack, chase, block, or push opposing players with a vehicle. Use staff-approved routes only.

  • Inspection

    Vehicles are required pass safety inspections prior to event. See vehicle safety checklist.

  • Allowed vehicles

    Vehicles are only at select events. See individual events. ATVs and Motorcycles are prohibited. UTVs, Jeeps, Humvees, or other street legal off road capable vehicles are allowed.

  • UTV's

    UTV's can only be used as transport vehicles and cannot be taken out of play by a grenade.

  • Gun Vehicles

    Gun vehicles must have a mounted machine gun. Ammo capacity is unlimited with unrestricted magazines including box mags. Gun vehicals are used to support and defend only. No offensive use. Gun vehicles can be disabled with a simulated grenade landing under or within 5 feet of vehicle or hit by simulated RPG. Once disabled, the vehicle must illuminate top mounted red light and return to spawn for 20 minutes.

  • Vehicle equipment

    Radio with speaker. Fire extinguisher. Recovery equipment (shovel, boards, etc.). Red top mounted light if used as a gun vehicle.

  • Maximum speed

    15 mph on clear roads with no players nearby; 10 mph on field routes where players may be present; 5 mph in staging and parking areas and whenever passing players. Slow further or stop for terrain, visibility, or movement.

  • Occupants

    All occupants must use designated seats and fitted restraints. Board and exit only when fully stopped.

  • Commander & driver

    Each vehicle has a commander who watches for hazards, directs the driver, checks that passengers are seated, calls stops, and guides the vehicle while reversing. The driver controls speed and route, stops when directed by commander or staff, and may refuse unsafe movement.

  • Firing

    Players may fire defensively from a vehicle only when it is fully stopped. No firing from a moving vehicle; drivers may not fire while operating it. Do not fire at a driver, windshield, or moving vehicle. Staff will specify whether and how stopped vehicle occupants may be engaged at the briefing. Staff may stop or remove a vehicle for unsafe operation.

/ 14

Photographers and media

We welcome photographers and creators who help tell the story of the weekend. Media on the field follow these rules.

  • Register in advance

    No walk-on photographers. Media register ahead, check in like players and attend the safety briefing. Use contact use form on the website.

  • Press identification

    Wear clear PRESS or PHOTOGRPAHER identification and red shirt so you are easily identified on field.

  • Stay neutral

    Media can move across the field but never pass intel, positions or footage between sides during play.

  • On-field safety

    Full-seal eye protection is always required. Only staff may operate drones unless explicitly authorized. Keystone Milsim LLC is not responsible for damage to cameras or other recording devices.

/ 15

Equipment Needs

Milsims are long days outdoors. Bring enough to look after yourself from the Friday night mission to the final mission on Sunday.

  • Mandatory Equipment

    Dead rag, Blinking red dead light, Simulation tourniquet, Flashlight or rifle-mounted light, On-field hydration — 2–3 liters recommended, Helmet — required for the Friday night mission, Food for the event, Cell phone with your registration QR code downloaded for offline access,

  • Recommended Equipment

    Ear protection -high recommended, boots with good ankle support, gloves, and rain gear.

  • Radios

    Radios are required for all platoon leaders. Platoon leaders will be assigned by each faction's commander prior to the event.

  • Lasers

    Lasers can be used but not deliberately shined in opposing team's eyes. Lasers can cause permanent eye damage.

  • Night Vision/ Thermal

    Night vision and thermals are allowed throughout game play.

Questions?

Still unsure?

If you have questions about the rules, your gear or the event, reach out. We’re here to help.

Loadout

Your cart

Your cart is empty

Pick an operation, choose your side and add your squad.

Subtotal

$0
  1. Pay securely
  2. Assign players
  3. Waivers & QR