March Mayhem

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We are excited to offer a new and innovative airsoft tournament that is affordably priced and accessible for all types of players. This event is unlike any other airsoft tournament in the area- it is noncompetitive, centrally located, and tailored to players of all experience levels.

We understand that many airsoft enthusiasts can be bored with standard events that are either too competitive, too expensive, or take up an entire weekend. That's why we created this event- to provide a fun and nostalgic experience that is truly unique.

So whether you are looking to join a team of friends or sign up as an individual player, we welcome you to March Mayhem. This exciting event will take place at a new arena Legion Airsoft Academy,  that has only been open for a few months- so don't miss your chance to be one of the first players to experience it!

Thank you for choosing Jefe's Airsoft Solutions. We look forward to seeing you at the tournament!

When: March 4th, be there at Noon to check in and Chrono.

Where: Legion Airsoft Academy 1000 Savage Ct, Longwood, FL 32750 

Once everyone has been checked in and chrono'd we will do a safety meeting.

Jefe's Airsoft Solutions will introduce the teams and where they are from. We are all about building the community and the best way to do that is to show our appreciation to all attendees and allow them to network. 

Upon placing your order for a ticket, you will get a confirmation email. Then you will get an additional email with waivers from our venue and Jefes Airsoft Solutions.  Once we are notified of the completion of both waivers, prior to the event, your electronic ticket will be sent out to you.

No one is allowed to play unless BOTH waivers are filled out.  Your ticket won’t be sent to you unless BOTH waivers are filled out.

  1. Standard Information 

 

Players and teams are responsible for having knowledge of the rules listed here prior to the event. 

If there is any portion of this ruleset that is unclear it will be up to the player to ask for clarification on the section in question. 

Any omission of a rule or regulation is not a loophole.

 

  1. Event Staff 

 

The Referee team will consist of the following: 

Official- The Official will be responsible for leading matches on the field 

Linesman - Linesmen are responsible for enforcing the rule set during gameplay 

Admin staff will be responsible for team check-in and updating the brackets 

The Event Coordinator will have oversight of the event as a whole and the staff involved. The final decision on Suspensions and Expulsions will be made by the Event Coordinator 

 

  1. Teams 

 

Each team can be composed of no more than 5 starting players. Each member of the team must be registered at the time of the event start. Any player that is not registered will not be admitted to play. 

Any teams not full by the day of the event may be subject to consolidation. 

No 2 teams can have the same players on their roster. 

Teams that do not check in before the check-in period is over will not be permitted to compete. 

Any player that plays on more than one team will be suspended from the event and all games they participated in will be counted as a loss. 

Substitute players cannot be utilized. 

 

  1. Tournament Structure 

 

Seeding 

Seeding will be determined by when a team registers. The first team that registered takes the first seed and so on. 

Bracket Structure 

Each game will be Double Elimination. Each team will have to lose 2 matches in order to be eliminated from the tournament. 

Each match will be the best of 3 except the final round 

The final match of the event will be the best of 5. 

The Bracket matchups are predetermined and will be posted 24 before the event. 

In the event that there is a draw, the teams will play a single game to declare the winner.



  1. Class Regulations and Requirements All Classes will be required to use a tracer unit and tracer bb’s. Strobe functions on flashlights will not be permitted for any class. 

All replicas must be Chrono’d prior to the start of the Event. 

Referees have the right to spot-check any and all players throughout the duration of the event.

Any player that is found shooting higher than the limit will be immediately expelled from the tournament and that team will continue a player down for the remainder of the event. 

 

Rifle Class 

Magazine Regulation

Lower receivers that by default accept standard M4 or AK magazines will fall under the Rifle Class. 

Players in the Rifle Class will only be able to carry 2 magazines on their person and 1 in the replica at the game start. 

All Magazines must be mid-capacity magazines. 

The use of an adapter will not change the class. 

Drum magazines, high-capacity or DIY magazines will NOT be allowed 

 

In all matches, rifles will only be able to operate in the semi-auto function. This means that for every pull of the trigger only one bb can be fired. 

Binary functions will not be permitted during gameplay. The use of binary will result in a suspension from the match with the option to substitute players. Furthermore, the game played with binary will be counted as a loss. 

Trigger Guards and Blade Triggers 

All Rifles will need to have a trigger guard that encompasses the trigger. 

Blade triggers will be permitted for all events. 

Feathering and other trigger-pulling methods of nature will be permitted for gameplay. 

 

SMG Class 

Magazine Regulations 

Lower receivers that by default accept standard 9mm, .45 or other widely considered small caliber style magazines will fall under the SMG Class. 

Players in the SMG Class will only be able to carry 4 magazines on their person and 1 in the replica at the game start. 

All Magazines must be mid-capacity magazines. 

The use of an adapter will not be allowed for this class. 

Drum magazines, high-capacity or DIY magazines will NOT be allowed 

 

In all matches, replicas will only be able to operate in the semi-auto function. This means that for every pull of the trigger, only one bb can be fired. 

Binary functions will not be permitted during gameplay. The use of binary will result in a suspension from the match with the option to substitute players. Furthermore, the game played with binary will be counted as a loss. 

Trigger Guards and Blade Triggers 

All replicas will need to have a trigger guard that encompasses the trigger. 

Blade triggers will be permitted for all events. 

“Feathering” and ”Walking” the trigger will be permitted for gameplay. 

 

Pistol Class 

Magazine Regulation

Players in the Pistol Class will only be able to carry 1 magazine on their person and 1 in the replica at the game start if using an HPA adaptor with an m4 mag.

All Magazines must be mid-capacity magazines. 

The use of an adapter will not change the class but is allowed. 

Drum magazines, high-capacity or DIY magazines will NOT be allowed 

Players in the Pistol Class will only be able to carry 4 magazines on their person and 1 in the pistol at the game start if using green gas or co2 magazines.

Magazines can have HPA taps installed onto the magazines. 

All pistols will have to operate in Semi-Auto. 

Drum magazines, and/or DIY magazines will not be permitted 

 

Shotgun Class 

Players in the Shotgun Class will only be permitted to carry 5 magazines/shells on their person and 1 in the blaster at the game start. 

Magazine adapters will be permitted for gameplay 

The Shotgun Class is permitted to use either green gas/CO2 or an HPA tap. 

All shotguns will have to operate in Semi-Auto. 

Drum magazines and DIY magazines will NOT be allowed. 

 

  1. Match Structure 

Each match will consist of at most 3 games. 

At the end of each game, the teams will switch sides. 

Teams only need to win 2 of the 3 games in order to win the overall match. 

In the Final match of an event, teams will need to win the majority of 5 games to win the overall match. 

Time 

Each game has a time limit of 4 minutes. 

The Final match will have a time limit of 20 minutes. 

 

  1. The Game 

 

Game Start 

Each Game will start by either an official counting down from 10 and a sound will signal the start of the game. 

On either side of the field will be the starting “gates”. Each player will need to touch the starting gate with the tip of their replica. 

Players that leave the starting gate before the horn will be issued a penalty that is counted toward the team. 

 

Objective 

 

At the sound of a horn, teams will have to work together to eliminate the other team and grab a flag located at the center of the field. Once they grab the flag they will have to carry it to the opposing team’s starting gate. 

 

Game interruptions 

In the event, a match needs to be stopped due to a technical issue, player confrontation, or other outside influences the game will be paused and then picked up with the same status as before the interruption. 

 

Win Conditions 

The first win condition is where a team successfully takes the flag from the center of the field to the opposing team’s starting gate/breakout wall.

The second win condition is only when the time allotted for the game runs out. In this case, points for that specific game will be calculated in order to decide a winner. 

 

  1. Hits and Eliminations 

 

Players will have to declare themselves hit when they can either feel or hear the sound of a BB hitting them or their gear.

If a player's replica is hit it constitutes a hit. This includes the entirety of the replica, magazine, and airline where applicable.

 

  1. Scoring

 

Player Elimination = 1 point per elimination 

First Flag Grab = 10 points  

Flag Hang = 10 points. 

Bonus Points = 15 points for hanging a flag with an enemy player still active. 

 

  1. Penalties

 

False Start = Pulled for a round of the false start.  A false start is when a player comes off the starting gate and cannot return to the starting gate before the horn sounds, signaling the beginning of the game. 

No Hit Call (counted toward individual players)  

1st Offense = Player pulled from the game and no points for the game, wristband marked, and forfeiture of the round.  

2nd Offense = Player pulled from the game, no points for the game, the team plays down one member for the match, wristband marked, and forfeiture of the round.  

3rd Offense = Player pulled from the game, no points for the game, the team plays down one member for the remainder of the tournament, wristband marked, and forfeiture of the round.  In the event the 2nd offense takes place at the end of a match, the penalty will be carried over to the next match. 

Failed Chrono = Expulsion from the event and the team plays down one member for the remainder of the event. 

Communication After Elimination = 20-point deduction. Repeat offenders will be suspended from the event. 

 

  1. Suspensions and Expulsions 

 

Suspensions given to individual players are due to either failing to abide by the rules set forth in this rulebook or due to behavior or misconduct of the player. 

Suspensions given to a team will result in their dismissal from a specific event due to either failing to abide by the rules set forth in this rulebook or due to the behavior or misconduct of multiple players. 

Expulsions given to individual players will result in the immediate dismissal of the event due to either failing to abide by the rules set forth in this rulebook or due to the behavior or misconduct of the player.

Expulsions given to a team will result in their immediate dismissal from the event due to either failing to abide by the rules set forth in this rulebook or due to the behavior or misconduct of multiple players. Teams will have to file an Appeal in order to participate in another event. 

 

  1. Appeals

 

Any team or player may submit an Appeal after a suspension or expulsion either in person at the event or file a more formal Appeal through an email to the event coordinator. Submitting an Appeal does not guarantee that the suspension or expulsion will be lifted. 

Other:

EYE /FACE PROTECTION

-Eye Protection- All eye protection must be full seal, be rated to ANSI Z87.1, and have retention behind the head. Mesh goggles are not allowed unless another form of eye protection is worn underneath.

-Age Restrictions:

18+ can wear just full seal glasses with retention; however full face protection is still recommended. Lower face protection is strongly encouraged.

17 and under must wear full-seal goggles, they must also wear lower mesh or hard plastic that covers the lower face.

FIELD MARSHALS:

Field Marshals are the supreme authority on the field. They are present in order to maintain a safe and fun environment. Disobeying, disrespecting, and/or arguing with a marshal is strictly prohibited. Field marshals must be informed of any violations of field or game rules. FIELD MARSHALS MUST BE INFORMED IMMEDIATELY OF ANY FIELD EMERGENCY SITUATIONS.

ATTITUDE:

It requires everyone involved to see the bigger picture of creating an incredible experience you can’t get anywhere else. There are many trying situations that might arise from this game however all players are expected to comport themselves in a mature, friendly manner, even when the game gets intense. Any instances of verbal or physical aggression are grounds for immediate banning from the field.

 ALL PLAYERS MUST SIGN THE  WAIVERS.

Tickets are non-refundable unless the event is canceled.  Event tickets are non-transferable. Refunds will only be given if a cancellation of the event occurs.

Rules are subject to changes without notice. 

By purchasing this ticket you agree for Jefes Airsoft Solutions and all its affiliates to film, photograph, and share the content of the event. 

Venue Waiver will be filled out in person upon registration. 

Jefe’s Airsoft Events Waivers Must also be filled out. See below:

Waiver for 18+: https://forms.gle/En6bZ44pqrjQQHJCA 

Waiver for under 18 (one per minor): https://forms.gle/wmypfSGvuBkBFcP9A