MIL-SIM RULES EN
MIL-SIM 2025 OPERATION: BLACK FOREST
GAME SCHEDULE
Date: 14.06.2025
Arrival: 11:00 - 14:00 (players who do not arrive on time may be denied entry to the game. Delays must be reported to the organizer in advance - 22326909 (Oskars).
14:00 - 15:00 - Game preparation
15:00 - Base setup, team division into units, selection of unit commanders
17:00 - Official game start
00:00 - 04:00 - Night phase
05:00 - Game end
05:00-06:00 - Closing speech and awards
Location: 56°39'22.4"N 22°19'24.3"E
GAME RULES
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PLAYER REGISTRATION AND PREPARATION
Upon arrival, players must answer 2-3 control questions regarding the game rules. If a player cannot answer the questions correctly, they will be given time to review the rules and answer the questions again.
Players who answer the questions correctly will receive an entry wristband, a white bandage, and a game patch, which must be worn throughout the game on their vest or uniform.
Each player will be provided with 5 liters of water, located in the approximate base area.
Weapon chronographing will take place at each team's patrol base.
Allowed power limits:
- Bolt Action Sniper - max 2.5J
- LMG, DMR, SMG, and other weapons - max 1.5J
- BBs – ONLY BIO, and they must be shown to the commander or game organizer before the game.
Bio BBs will also be available for purchase on-site.
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PLAYER DISTRIBUTION INTO UNITS
Maximum number of participants: 150
Players will be divided into the following units:
- Recon (Drone operators, scouts, snipers)
- Quick Reaction Force (QRF)
- Security Unit
- Engineer Unit
- Infantry Unit
Each unit will have one medic.
There can be no more than one machine gunner (LMG) in each unit.
Each unit will have its own unit commander.
The following hierarchy must be followed:
Main organizer (Oskars) → Main commander (organizer) → Deputy of the main commander (organizer) → Unit commander → Other players.
Each unit commander is responsible for their unit and the completion of the unit's objectives.
All communication with the commander will occur through the unit commander.
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GAME OBJECTIVES
During the game, the commander will assign tasks to players, for which points will be accumulated.
Points will be awarded for the full or partial completion of tasks.
The main commander and organizers will decide whether a task is completed successfully.
The unit commander is responsible for the completion of the tasks assigned to their unit.
The main commander will make the final decision about which unit is assigned each task.
The total points accumulated by all units will be summed up and managed by the main commander.
Points may be deducted for rule violations. -
GENERAL AND SAFETY RULES
Safety goggles may only be removed in the safe zone. Each team will have its own "SAFE ZONE," where shooting is strictly prohibited. The safe zone will be marked with special tape. The safe zone can also be used as a separate respawn point if a player has been eliminated at their patrol base.
Campfires are only allowed in designated areas. Fire safety and water must be nearby. Campfires cannot be left unattended.
Cigarette butts must be disposed of in the trash or the campfire. Littering in the forest is strictly prohibited.
Political symbols and political discussions are forbidden.
The consumption of alcohol is strictly prohibited!
Players must clean up after themselves.
Care should be taken with nature—cutting or breaking branches and trees is strictly prohibited. Only fallen branches and trees may be used for the campfire. -
MEDIC RULES
After being hit, a player will bleed for 3-5 minutes (minimum: 3 minutes, maximum: 5 minutes).
A player can wait for medical assistance or use one medical bandage to continue the game.
Each player has only one medical bandage for the entire game, so it should be used wisely.
Additional bandages can be obtained during the game, but they will be limited.
After the second injury, the player must go to respawn.
Medics are allowed to move the injured player about 5 meters to remove them from active fire or to take cover.
During the bleeding phase, MOVEMENT and SHOOTING are FORBIDDEN! -
DRONE RESTRICTIONS AND FLIGHT TIMES
Each team is allowed no more than 3 drones. A drone ticket must be purchased separately (5 EUR) to limit the number of drones.
Drone flight times will be scheduled (once per hour per team).
Sample flight schedule:
- Red team: 18:00 - 18:15, 19:00 - 19:15, etc.
- Blue team: 18:30 - 18:45, 19:30 - 19:45, etc.
Drones are not allowed during the night phase.
Maximum flight time: 15 minutes.
If a drone is still flying after 15 minutes, the team will receive a penalty point.
Drones may be launched from any location on the field.
Maximum flight height – 5-10 meters above tree tops.
DRONE DESTRUCTION (ANTI-DRONE DEFENSE)
Drones may not be shot with BBs to avoid damage. Opponents can neutralize drones using a simulated anti-drone weapon.
Destroying an enemy drone is done using an orange smoke grenade.
If the drone pilot sees the orange smoke, they must immediately return to base, and the drone is considered destroyed.
Each unit will receive one orange smoke grenade at the start of the game.
DRONE USAGE RESTRICTIONS
Drones are not allowed to fly lower than 5 meters. If a drone loses connection or crashes, the pilot is responsible for retrieving it.
Drones are not allowed to carry any physical items or weapons.
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GENERAL REQUIREMENTS AND RESTRICTIONS
7.1 GRENADES
Only licensed and commercially available pyrotechnic grenades are allowed. Homemade grenades are strictly prohibited!
Grenades have a blast radius of 5 meters.
If a grenade explodes within a 5-meter radius, all players in the open are considered hit and enter the bleeding phase.
Grenades do not affect players behind hard cover (walls, concrete blocks, trees, etc.).
Smoke grenades may only be used for visual cover.
Only commercial smoke grenades and smoke candles that do not pollute the environment or cause fire hazards are allowed.
An orange smoke grenade is used to simulate the destruction of a drone.
GRENADES USAGE AND SAFETY
Grenades must not be thrown directly at a player!
If a grenade fails to explode, it must be left in the game area, and the organizers must be informed.
Players must clean up grenade and smoke candle remnants. If another player's grenade remnants are noticed, they must be picked up and thrown in the trash. Let's respect nature and others' property.
7.2 MAGAZINES AND AMMUNITION RULES
- SNIPERS (BOLT-ACTION & DMR)
- Allowed: Unlimited magazines
- Allowed types: Standard sniper magazines
- Prohibited: Hi-Cap magazines, Drum Mag magazines
- ASSAULT RIFLES (M4, AK, G36, etc.)
- Allowed: 4 Mid-Cap magazines
- Allowed: Real Cap magazines - Unlimited
- Allowed: 1 Hi-Cap magazine (if a player chooses Hi-Cap, no other types are allowed)
- Prohibited: Drum Mag magazines (except for machine guns)
- MACHINE GUNS (M249, PKM, MG42, etc.)
- Allowed: Drum Mag and Box Mag magazines (no restrictions)
- Prohibited: Hi-Cap magazines for machine guns that are not designed for them
- PISTOLS AND SECONDARY WEAPONS
- Allowed: Unlimited magazines
- Allowed: Only original pistol magazines (no Drum Mag or modified Hi-Cap magazines)
- Prohibited: Drum Mag pistol magazines, additional ball containers for pistols
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OTHER RULES
Additional BBs can only be refilled at the base or designated supply points (if included in missions).
Captured enemy ammunition cannot be used.
7.3 ADDITIONAL EQUIPMENT
- NIGHT VISION DEVICES (NVG)
- Allowed: Monocular and binocular GEN 1 and GEN 2 NVG devices
- Allowed: Digital NVG devices (e.g., Sionyx, Pard, etc.)
- Prohibited: NVG devices with built-in thermal imaging
- FLASHLIGHTS AND LIGHTING
- Allowed: Handheld flashlights, weapon flashlights, and headlamps
- Allowed: Light stick markers (e.g., red for marking injured players at night)
- Prohibited: Strobe lights (flashes) - due to safety concerns for people with epilepsy.
- Prohibited: Continuously bright flashlights that disrupt the gameplay (intentional blinding of opponents may result in penalties)
- THERMAL CAMERAS AND DEVICES
- Allowed: Handheld thermal cameras for reconnaissance (e.g., FLIR Scout, Pulsar Helion, etc.)
- Allowed: Thermal imaging rifle scopes
- Prohibited: Helmet-integrated thermal devices (NVGs with thermal imaging)
- Prohibited: Any devices with automatic player tracking functions (e.g., drones with AI-based thermal recognition)
- Prohibited: Thermal targeting systems with automatic target detection (Heat Seeking features are prohibited!)
- Tracer units: Allowed and highly recommended for the night phase
- Prohibited: UV lights that constantly illuminate the area
4. SPECIAL RULES AND RESTRICTIONS FOR NIGHT OPERATIONS
NVGs and thermal devices offer a tactical advantage, but they are NOT mandatory. Teams may freely choose whether to use them.
Drones are not allowed during the night phase.
If a NVG user is hit, they must turn off their vision (remove or deactivate the NVG) to avoid gaining an unfair advantage after death.
- HOSTAGE RULES
- Hostage Capture
- Hostages can only be captured if they are injured (in the bleeding phase).
- To capture an enemy, a player must touch them and place a white medical bandage (either their own or the enemy's) on them.
- The hostage is automatically healed and cannot free themselves.
- Hostages cannot flee, fight, or resist but may talk.
- Dead players cannot be captured as hostages.
- Hostage Movement
- The hostage moves on their own and cannot simulate resistance.
- The hostage must be taken to the base to officially become a prisoner.
- If the escorting players are eliminated, the hostage can either stay in place and wait for release or go to their nearest respawn point after 5 minutes.
- Hostage Storage and Rules in the Base
- Each team's base can hold no more than 3 hostages at a time.
- If the team already has 3 hostages, the newly captured hostage must be released.
- Hostages remain in the base for 30 minutes before they can proceed to the nearest respawn point.
- The team can attempt to rescue their hostages by organizing rescue operations.
- Players are prohibited from being aggressive or using physical force against hostages.
- Hostage Release
- Hostages can be released through a successful attack or negotiations with the enemy team.
- The opposing team may set conditions for hostage release (e.g., hostage exchange, release for information, etc.)
- Once released, the hostage must go to the nearest respawn point and wait 5 minutes before returning to the game.
- Strategic Aspect and Points Allocation
- Captured hostages give the team points, and each successfully delivered hostage to the base gives +2 points.
- Hostage release gives the team +3 points.
- If a hostage is killed before capture, the team loses 2 points.
- Deliberate killing of a hostage after capture results in -3 penalty points.
- RESPAWN
- Basic Respawn Rules
- After death, the player must go to the nearest respawn point.
- Players can only respawn at designated respawn zones and cannot choose any location on the field.
- WHEN GOING TO RESPAWN, THE PLAYER MUST MARK THEMSELF WITH A BRIGHTLY COLORED FABRIC (DEAD MARKER) TO AVOID BEING SHOT!
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Respawn Points
There are three types of respawn points: - Base Respawn
- Each team has one main respawn point at the base.
- If a player is killed at their patrol base, they respawn in the safe zone, which will be indicated before the game.
- Patrol bases allow for ammo and water refills.
- Base respawn occurs every 5 minutes (according to the central timer).
- Neutral Points (Control Points)
- 5 neutral points are located on the map.
- A team can control only 3 points at a time.
- If a point is controlled by a team, it can be used as a respawn.
- If the point is lost, players must use another respawn point.
- Respawn occurs at neutral points if there are 5 or more players present.
- If there are fewer than 5 players, they can respawn after 5 minutes.
- Medic Revive
- Medics can revive players during the bleeding phase (3-5 minutes after being hit).
- The player is revived if the medic applies a medical bandage directly to the injured area.
- After the first revive, the player can continue playing.
- After the second injury, the player must go to respawn and cannot be revived again.
- Medics have a limited number of bandages, which must be managed wisely.
3. Additional Rules and Restrictions
- Players are forbidden from respawning closer than 50 meters from active combat.
- Patrol bases cannot be fully occupied.
- No one is allowed to attack the SAFE ZONE – this is strictly prohibited!
SUMMARY: HOW TO RESPAWN?
- You get shot? → Start the bleeding phase (3-5 minutes).
- You or a medic can save you, but only once.
- If injured a second time, go to the nearest respawn point.
- If alone at the respawn, you can respawn after 5 minutes.
- If there are at least 5 players at the respawn, everyone can respawn immediately.
- Don't forget to mark yourself with bright fabric when going to respawn!