Gamerules! Magnum Opus 2. Read it!

Game Rules:

Two factions: APEX Technologies

  • Red, Apex Technlogies (USA flag)
  • Blue, Goldmine Enterprise (UN flag)

Use Ares Alpha on your mobiles.

Bases:

  • Each team has a main base, marked by color circles in your color in the app.
  • Two to four secondary spawns. Read the information on how to spawn at the spawns.
  • Items are always placed in the “Mainspawn” and cannot be taken by the opponent.
  • Main/secondary spawns are marked (yellow-black tape) – not a combat zone!

Extra spawns:

  • 2 on the field (red-white tape). Green circle in the app.
  • It takes 2 people from the same team to spawn. After the second person enters the spawn, you must wait an additional 120 seconds.
  • Only one team at a time.
  • Do not camp in or near any spawn of any kind! Secondary and extra spawns may have different rules from the main spawn. Read the information in the spawn to see what applies.

Missions:

  • Shown in real time in the Ares Alpha app. Not all, but many.
  • Some missions are visible to both teams, others are not.
  • Which team owns a box is shown in the app. All Ares Boxes are visible in real time, regardless of their game mode.

(Examples of missions further down)

To speed up the game, these will be taken by your commanders at the base. They will divide you up. However, we will go through the Ares boxes in 1 minute here.

Hit rules:

  • First hit:
    • Show hit cloth, lie/sit down, call for medic.
    • Medic applies personal bandage – you are back in the game.
  • Second hit:
    • Go to one of the spawns.
    • Mandatory bleed time of 2 minutes after the first hit.
  • Be careful with props.
  • Close Ares boxes after use! If it rains, you must always close the boxes!
  • Leave objects at the main spawn after the game ends.
  • Stay within the map boundaries in the app.
  • Avoid civilians. No fighting on the roads! Pick up trash. Do not empty magazines in the forest! Take the hit!
  • Do not touch the opponent’s props marked with their team color, such as envelopes, or move an ARES box unless otherwise stated.

Return borrowed medical bandages. Spawn switch after lunch.

Examples of missions:

Dominate Ares Boxes (ATB/ATS):

  • Dominate the boxes (look for them in the Ares app) by pressing your team color. Then the box will start ticking points for your team. Find codes, numerical codes, super codes, etc. They can be entered in each box for big points. There are also two red “Switch Boxes” (ATS) on the field. Shoot at them until your team color is visible, 20-30 bullets. Only then will they start ticking points. All boxes are visible in real time, who owns them, position, etc. If a zone is blue, the blue team owns the box and the zone, for example.

Stronghold (ATS):

  • Destroy the enemy’s stronghold (they are tough!) by shooting at it until it “explodes”. The stronghold is represented by an Ares-ATS. This box is important. If you destroy the enemy’s ATS, they lose 4000-5000 points. You do not gain points by destroying the enemy’s ATS but ensure the opponent loses big points, which will likely be crucial. Protect your own at the same time. Bunker icon in the app. IMPORTANT:
    • Blue team owns the Green Stronghold. They must destroy the blue-colored stronghold.
    • Red team owns the BLUE Stronghold. They must destroy the green-colored stronghold.

As long as the strongholds are active and alive, the box will heal itself if it is not shot at after a few minutes. 10 HP per minute. A destroyed stronghold will come ONLINE again by itself after 20 minutes and will be back in the game. Visible in real time in the app.

ARR may move the strongholds to other locations during the game when it is offline.

Water stations:

  • Fill your containers (provided at the start) with water from the lake or stream. Then fill your respective containers (on a white table) at the water stations. There will be 2 water stations on the map. Find them. Those with the most water at the end of the game win big points.
    • RED container = red barrel
    • BLUE container = blue/black barrel

THE BOMB:

  • The red team (first round, blue team second round) must take their ATB bomb to one of three different bomb sites. Extra points for difficulty level. There, they must arm the bomb (code: 1234) and hold it for 30 minutes for points. The blue team must try to prevent this by disarming the bomb. All players can see the bomb’s location in real time in the app, “bomb icon”.

Big points for whichever team succeeds.

VIP! DR.Mude/DR.Rob:

  • At some point during the game, you will be able to capture a doctor, at one or more occasions. You may need to take him to a special location to get more than just money and points when you capture him. The doctor will be visible in real time in the app as he has a tracker on him. Tracker icon is a face. Chase him!

    It dosent hurt to ask him about the “T-Virus”. It maybe will help your team in an upcoming game at a later date.

Side missions:

  • Find QR codes and regular codes.
    • Find white envelopes. Open them. There are new missions there to complete for big points.
    • Find codes, scan QR codes for points. They are in envelopes in your team color. Find “numerical codes” and enter the full code in all your ATBs for big points.
    • “Shoot” your mortars. Scan QR codes. Recurring QR codes may appear.
    • Find bags, flags, and take them to the base.

Feedback: Feel free to write what you thought of the game on our Facebook page. Constructive criticism applies! Take the hit, play fair, be careful with props, and have fun. <3

General Rules: 

Pre-Game:

  • All weapons must be Chronographed on site, in accordance with the site table. 
  • Make sure to know your BB-weight!
  • Specific rules regarding semi/auto might occur, depending on the type of game.
  • All participants that are assigned to a team must wear their arm bands CLEARLY VISIBILE, including those wearing Ghillie-suits. 
  • Eye-protection must ALWAYS be worn when inside the field. 
  • All players must have a “Death rag” and display it clearly while dead. Death rags can be purchased in the tent.
  • Use of radio is recommended. Radio channels are assigned during the game debriefing.

Post-Game:

You are solely responsible for cleaning up after yourself, pick up any trash you’ve left behind. The organizer can provide bin bags by the tent. 

The field is cleaned up mutually by any volunteers after the game. By keeping the field nice and tidy, we get to keep it for longer. 

During Game:

  • All game play is at your own risk.
  • No blind-fire, you must see what you’re shooting at. Keep your stock against your shoulder. 
  • All BBs that hit a player, the players clothing, weapon, or gear, are counted as hits, apart from CLEAR ricochets. Knife-kills and friendly fire does count!

In the event of a serious incident, call ”Game off”. All players must mutually ensure the game stops on the field. A serious incident could be:

  1. Injury that requires First Aid
  2. Fire
  3. Civilians entering the field

Smoke and hand grenades may be used but must be approved by the organizers before the game starts.

  • Before throwing hand grenades, shout ”Grenade” loud and clear.
  • Hand grenades are to be thrown with an underarm throw, not above head level. Hand grenades may be PLACED on the floor from one story to the one above, but not thrown.
  • Players on the second floor may not kick any placed grenades nor throw grenades down to the floor blow, within or outside the buildings.  
  • In open areas, a hand grenade kills all players within a 5m radius. 
  • Inside rooms, a hand grenade kills all players not protected by immovable objects such as walls. 
  • Minimum Engagement Distance (MED)
  • MED applies per weapon and will be determined when it’s chronographed.
  • All players must adhere to the MED prescribed for each weapon.
  • While engaging inside any building, only weapons classified for ”CQB” are allowed, their MED is 0m.
  • MED above 0m, is counted from the muzzle of the weapon to the building or player you’re aiming at. 
  • While shooting from the second floor, the MED is counted from the outside wall of the building, regardless of where you are. 
  • To shoot out from the first floor with a non-CQB weapon, the weapon should be at least halfway outside so that it is clearly visible for players outside the building.
  • Do not shoot through cracks or openings smaller than what you can fit your head through. 
  • Do not shoot through the “invisible roof” of the tarp buildings.
  • Dead players do not communicate anything else but that they are dead.
  • Semi fire only. Short burst for support gunners. 
  • Last, but not least, HAVE FUN!  AND TAKE THE HITS!!!

/Bogartpojkarna Airsoft <3.