CQB city of Stockton California has some pretty interesting field rules and I figured that there are some pretty good points of interest in their operations and field rules.
I may drop in on my trip to California as it is only 5 miles away from my Dads house.
many ideas here can be applied to our own fields here so check this out.
You may also want to comment any interesting points or any glitched issues on their rule layout.
Rules of Engagement
CQB City General Rules and Safety
1. EQUIPMENT.
1. All weapons will be transported in soft or hard cases when they are brought to and from CQB City.
2. All individuals that enter the field of play must be wearing approved eyewear:
a. Full-face paintball mask.
b. Goggles with head strap. Goggles with a mesh screen for eye protection are not authorized.
c. Safety glasses with sealed foam around the eyes, a head strap is not required.
d. Regular reading glasses or shooting glasses that do not have sealed foam around the eyes will not be allowed. NO EXCEPTIONS
e. A mouth guard is recommended for players who do not wear a full face paintball mask.
2. FACILITY.
1. CQB City is a simulated urban environment. Caution must be exercised at all times when moving throughout the facility.
2. Knee and elbow pads, and boots or shoes with non slip soles are recommended because the concrete floor is smooth and hard.
3. Gloves are recommended because the wooden structures may cause splinters.
4. No climbing on any objects (barrels, vehicles, buildings, etc.).
5. No moving any objects, or altering their original orientation. For example, do not close a car window if it is already open, or do not move a bail of hay, to provide better cover from enemy fire.
6. No climbing into or through windows.
7. Smoke machines may be used during game play. A player must notify a CQB City Referee immediately if he or she feels overcome or incapacitated by the smoke.
3. WEAPONS.
1. All weapons must pass a chronograph test during registration. Maximum velocity is 400 fps with .20 gram BBs. CQB City staff members will affix a colored tag to all weapons when they pass the chronograph station.
2. All weapons, except authorized machine guns, will be fired using semi auto ONLY during game play.
3. One machine gun is authorized per squad, or 10 players when called on by the scenario being played.
1. A machine gun is defined as a belt fed weapon system that only fires using full auto only. Do not affix a drum magazine to an MP5, M4, or AK47 and call it a machine gun. NO EXCEPTIONS
2. All machine gun specialist slots are filled on a first come first serve basis. A player must request a machine gun specialist slot during his or her online registration process, or send an email to
register@cqbcity.com. A machine gun will not be allowed onto the field of play if it has not been pre approved.
3. Machine gun specialists may be re assigned to different squads in order to balance game play.
4. All selector switches on weapons will be placed in the safe position, and all magazine wells will remain empty while outside the field of play.
5. Pistols are not required, but they are highly recommended.
6. ABSOLUTELY NO engagements at less than 25 ft. with rifles or machine guns. Players must transition to a pistol when entering a room, or engaging a player at less than 25 ft.
7. Deliberate shots to another players head is dangerous and is highly discouraged. Aim for center of mass.
8. No shooting above the roofline of the buildings. The field of play uses electric lights, as well as natural light. BBs can damage the lights and result in broken glass covering the field of play.
1. Firing blindly into an area or room is not authorized.
10. Players may shoot into windows with rifles from a distance. Players WILL NOT place his or her rifle into a window and shoot into a building.
4. GRENADES.
1. A grenade is defined as a hand grenade or 40mm BB grenade.
2. Grenades are only deployed into rooms. Open area deployments are not authorized.
3. All hand grenades must be deployed at less than 3 ft. in height, to limit injuries by accidental impact to a person directly. Hand grenades will be deployed using the underhand toss method. The only exception is deploying a grenade through a window. ABSOLUTELY NO overhand throws allowed.
4. 40mm BB grenades must be deployed using a launcher. The launcher must point at a downward angle during the deployment.
5. Grenades cannot be deployed blindly into a room. A player must look into a room and yell, FRAG OUT before deploying a grenade. This rule is strictly enforced because several players have been hit with a hand grenade, or shot in the face with a 40mm BB grenade.
6. All players in a room are dead when a grenade is deployed into a room, even if the player is behind a desk or chair.
7. The player that deployed the grenade may pull out his or her red rag and walk into the room where the grenade was deployed. This is so all players in the room can be confirmed dead, and the grenade can be collected. This rules has two purposes:
(1) Players may not always see and or hear the grenade. This allows the player to confirm with other players in the room that they have been killed.
(2) Grenades can be expensive, and need to be returned to their owners. The player must return to the point of origin before re entering the game after he or she has collected the grenade and confirmed the kill.
5. REGEN/MEDICS.
1. Shots to a players weapon and personal equipment, as well as any part of his/her body count as a hit.
2. All players will bring a red rag that is no smaller than 8inches x 8inches and or a red glow stick or red lens flashlight for night games. A player will pull out his/her red rag, and display it in plain view when they are shot.
3. A player is considered injured, and must remain in place when he or she is shot. The player must return to the regen point if a medic does not heal him or her within 5 minutes.
4. One medic will be assigned to each squad, or every 10 players. Each medic will be issued a specific number of bandages. A medic may heal an injured player by tying a bandage around the injured players arm. A player is dead if he or she is shot again while wearing a bandage, and must return to the regen point. Dead players must leave his or her bandages in the regen point. Medics may collect additional bandages at the regen point.
5. Regen points are safe havens for dead players. A regen point may be a building, or any entry point into the field of play. Players may not shoot at a regen point. Players may only shoot from a regen point if he or she is redeploying into the field of play. Dead players CANNOT shoot back.
6. Players may not occupy buildings adjacent to an opposing teams regen point, if the regen point is a building. The only exception is the Bank and the Kill House.
7. Only medics can heal other medics.
8. Each scenario will have different redeployment criteria for dead players. For example, players may redeploy after 10 players are ready at the regen point, or a player may redeploy after spending 5 minutes at the regen point. Pay attention to the redeployment criteria for each scenario.
6. SAFETY KILLS.
1. The safety kill is used to prevent injury to players at distances closer than 15 ft. A safety kill is defined as one player killing another player using only their voice.
2. A player may call BANG BANG if they approach an opposing player within 15 ft. who is not aware of the other players presence. The receiving player must honor the safety kill, pull out his or her red rag, and return to his or her regen point.
3. A player may safety kill an entire room. The player must point his or her pistol at each opposing player in the room and call BANG for each player. However, an opposing player may counter the attacking player by pointing his or her pistol and calling BANG BANG before he or she is killed.
7. PARLAY.
1. A player may call PARLAY if they come face to face with an opposing player within 25 ft.
2. Both players will pull out their red rags, and back up to the closest cover and or concealed position. Both players may put away their red rags, and return to game play after they have moved back to the closest cover and or concealed position. Players are immune to injury while displaying a red rag during "Parlay."
8. RULE VIOLATIONS.
1. Each player will be issued a CQB City Game Card after testing his or her weapon at the chronograph station. The game card must be kept on the player at all times during game play.
2. Any player witnessing, or victimized, by a rule violation, will immediately report the violation to the closest CQB City Referee. The referee will interview all participants and or witnesses involved.
3. Any player that has a confirmed violation that is identified by a referee must present his or her game card to the referee. The referee will give a verbal warning to the guilty player and make one hole punch on the players game card.
4. Any player that receives two hole punches on his or her game card is immediately escorted off the field of play, and not allowed to play for the rest of that day. The players name will be recorded in a database for future events.
5. Any player that cannot provide his or her game card to a referee when questioned, will be escorted off the field of play, and not allowed to play for the rest of that day. The players name will be recorded in a database for future events.
6. Any player that is ejected from the field of play for violations may return on another date to attend a new event. However, if the player commits one more rule violation, he or she will be immediately escorted off the field of play, and not be allowed to return to another event hosted by CQB City.