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RULES

MINIMILSIM (+)

RULE BOOK 

Airsoft games are based on the players following the common regulations on which the games are based. The rules are designed to create a balance between everything that the games contain from weapon classes to equipment. Furthermore, the rules are important for airsoft games to be conducted in a safe way while everyone can have a fantastic experience!

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Below is Nordic Milsim's rulebook divided into sections . The rulebook can also be downloaded as a PDF.

 

NOTE: PDF NOT UPDATED FOR 2024 RULEBOOK. READ THROUGH THE WEBSITE BELOW. 

REGELBOK
General Rules

General Rules

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1: Nordic Milsim is not responsible for damage to persons and property for which the organizer has not directly been held responsible. Participants in events organized by Nordic Milsim are responsible for their own actions and to protect themselves throughout the event.

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2: All Nordic Milsim events only allow BIO BB´s.

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3: Safety glasses must be in at least classification EN 167:2001

3:1 Mesh goggles are used at your own risk and players who use this type of protective equipment for the eyes take responsibility for their own safety.

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4: Safety glasses must never be taken off in the game area unless directly approved by the organizer on site.

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5: Nordic Milsim encourages players to use other protective equipment such as face, dental and hearing protection. This is not a requirement, however, this follows in accordance with point 1 (the player's own responsibility to protect himself).

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6: At the safe zone

6:1 No magazines may be placed in any weapon, this applies to all weapons.

6:2 No BB´s may be in the chamber/barell on the weapon.

6:3 No weapons may be dry-fired.

6:4 Exceptions to these rules apply at the chronograph station, however, only after approval by the organizer, or at specifically specified area and direction.

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7: Players always need to carry a hit marker/hit cloth with them.

                      7:1 Minimum approved size is 30x30cm

                      7:2 Approved colors: Orange, Pink, High vis

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8: The 18-year age limit applies to all Nordic Milsim events.

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9: Players may only use Airsoft guns, other types of air guns, starter pistols, etc. Which may have been converted or like are not allowed.

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10: Swedish law applies.

In case of violation

In case of violation

Nordic Milsim | Airsoft | SE

1: Rule violations are defined in different severity depending on the nature of the offense in relation to safety, negligence, destruction and negative impact on other players' experience of the event.

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2: The organizer has the full right to issue warnings in his own discretion.

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3: The organizer has the full right, together with another organizer, in a weighted assessment, eject a player from the event without compensation.

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4: The organizer has the full right, together with another organizer, in a weighted assessment, suspend a player from future events organized by Nordic Milsim.

 

1:1: Examples of rule violations where warnings are issued (NOTE. The examples given below do not cover all violations and should not be seen as a direct penalty. The organizer has the right to adopt a more powerful penalty depending on the nature, context and intent of the rule violation).

  1. Inadequate hit-calling.

  2. Demeaning terms about other participants.

1:2: Examples of rule violations that can lead to rejection:

  1. Lack of security procedures around one’s airsoft weapon.

  2. Destruction of game props.

  3. Destruction of game experience for other participants.

  4. Consumption of alcohol under prohibited time indications.

 

5: All destruction of land & property and violation of the law are reported to the police.

Behavior

Behavior

Nordic Milsim | Airsoft | Milsim | SE

1: We encourage everyone to behave, in the end we are all attending to have fun. But should anyone, against all odds, notice bad behavior in another player, contact the organizer. We do not want to see players in arguments or conflicts with each other in any way, and both parties are considered equally responsible if this occurs, regardless of who started.

 

1: 2: Examples of unacceptable behavior:

- Derogatory words about other participants

-Openly remarking other players bad hit calling - This is presented to the organizer, not other attendees.

-Generall fuss and quarrels with other players

 

2: Players may not act in any way that plays against their opponents' good faith.

            2: 2 Examples of such

            - Appear as a eliminated player to gain a tactical advantage.

GENERELLA REGLER
VID REGELBROTT
BETEENDE
MOS & Command
Nordic Milsim | Airsoft | Milsim | SE

MOS & Compositions are voluntary under minimilsim & minimilsim +

Shooting

Shooting

Nordic Milsim | Airsoft | Milsim | SE

1: Everything that is attached to your body is considerd hit surface

  1: 1 Example of hit surface

  -Bonnie- cap screen

  -GoPro (or other camera)

  -Backpack

  -Weapon

  -Etc.

 

2: In case of uncertainty if you have been hit, you are counted as hit.

 

3: Friendly fire counts!

 

4: Ricochets

  4: 1, you are indisputably sure that a BB has hit something else before you, it does not count as a hit except at  the following exceptions:

  • If the BB hit a teammate first

  • If the BB hits a small bush first. (If the bullet hits a tree, it does not count, if you are hit trough a bush or smaller vegitation, it counts).

  • If the BB comes from a grenade or something else that is supposed to simulate an explosion.

  • If you are in any way unsure.

 

3: At hit

  3: 1 Shout loud and clear "Hit!".

  3: 2 Extend your arm over your head and wave.

  3: 3 Put on your hit marker / canvas.

  3: 4 Try to avoid disturbing a possible ongoing battle. Ex. Sit down / lie down.

 

4: As postponed, you may not communicate in any way (speech, radio, hand signals, etc.) other than calling for a medic.

 

5: Bleedout

  5: 1  Mandatoryry 5  minutes.

  5: 2 Bleeding is counted as completed if a healthcare process has not started within 5  minutes. Whereupon you must return  to a respawn place.

  5: 3 If you have moved from your knocked-out position, it is counted as if you have chosen to end your bleedout and your chance to be healed.

  5: 3: 1 Exceptions apply if another player has moved you or if you have moved so as not to interfere with an ongoing battle (the latter may not be used to gain your own tactical advantage).

Medics

Medics

Nordic Milsim | Airsoft | Milsim | SE

1: All players are considered medics and can heal all other teammates, but not themselves.

 

2: The heal of another player is made by wrapping the protruding player's medical bandage around the arm or leg.

 

3: The entire healthcare bandage should be wrapped and finally tied without any part of the bandage protruding more than 10 cm from the knot. This is so that the time for the whole procedure is balanced.

 

4: Injured players and medics can be hit during the healthcare process - this then counts as a regular hit.

 

5: Injured player may speak again when the medical process has begun, this is counted from the medic performing an active action to heal, standing next to an injured player does not count as an active action.

 

6: Teammates may "pull" an injured player up to 5m with the help of the injured player's own power (hand-laying), at a distance of more than 5m the injured player may not help.

 

7: Each player can only be healed once per respawn. A player who has been hit and then healed does not have the opportunity to heal afterwards but must return to respawn. After respawn, you again have the opportunity for 1 heal.

 

8:  A healing player may interrupt his medical operation and use weapons, but the heal must be completed for the injured player to be able to join.

Shooting

Shooting

Nordic Milsim | Airsoft | Milsim | SE

1 Players must constantly monitor what you shoot at, clearances behind corners or other protection, without a clear line of sight in relation to the weapons muzzle, are not allowed.

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2 Players must not shoot OUT through an opening smaller than 30x20cm (size of A4 sheets of paper).

  2: 1 It is allowed to slide IN in an opening that is smaller than 30x20cm this is calculated from  a distance of 10m.

 

3: "Bang rule

  3: 1 In an "unfair" superiority situation at a distance closer than 3m and within the weapon's safety distance (CQB), the player in the superiority situation can apply "bang rule". Where the player instead of firing his weapon shouts / says "Pang Pang" or "Bang Bang" so as not to cause the receiving player unnecessary pain.

  3: 2 "Bang rule" is NOT a rule in itself but it is up to the receiving player if he wants to hit pang / bang.

 

4: Battle in buildings / CQB

  4: 1 Only weapons classified in CQB1 and CQB 2 may be used indoors in contact with other players in the same building or at ground level up to 2.3m

  4: 2 Weapons with a higher impact energy than CQB1 and CQB2 may be used by players in a building if:

  -The user is at 2.3m or above, in relation to ground level.

  -The target is outside the building in which the user is located.

  -The safety distance is followed.

  4: 3 It is not permitted to barricade buildings or move furnitureindoors.

  4: 4 It is not allowed to use smoke developers / smoke grenades indoors or throw these into buildings.

ROLLR & BEFATTNINGAR
TRÄFFTAGANDE
SJUKVÃ…RDARE
SKJUTANDE
Safety distance

Safety distance

Nordic Milsim | Airsoft | Milsim | SE

1: Nordic Milsim uses the 2020 table to calculate safety distances and weapon classes.

See the table here. Nordic Milsim - # 2020tables

 

2: Chronoing takes place at the specified location and is performed with the player's own BB´s The player performs chronoing with the same BB weight as he intends to use. Chronoing is measured in joules.

 

3: After completing the chronoing, it is forbidden to adjust the weapon with regard to parts etc. that affect the impact energy. If you want to adjust your weapon after completing the chronoing, it must be chronoed again.

 

4: Only weapons that have undergone an approved chronoing are allowed to be used during the event.

SÄKERHETSAVSTÅND
Rules Regarding Weapons
Nordic Milsim | Airsoft | Milsim | SE

Assault Rifle / Carbine

1: This weapon class can be performed in classes CQB1, CQB2, Assault- See specific safety distance.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as semi-automatic (semi). Semi-automatic is defined as 1 BB per trigger pull (binary triggers are not allowed).

  3: 1 Exceptions apply to weapons classified in CQB1 that may fire fully automatic.

  3: 2 Exceptions apply to Gas Blow Back weapons that may fire fully automatic up to safety distance for Assault. This only applies to GBB weapons that are not HPA-converted and have a maximum magazine capacity of 50 BB´s.

  3: 3 Maximum allowed RPS (bullets per second): 22.

4: Maximum capacity of magazine DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

5: Equipment restrictions for the weapon class  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

6: Equipment restrictions for the weapon class  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

 

Machine Gun

1: This weapon class can be performed in the Support class.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may be used as semi-automatic (semi) and fully automatic (auto).

4: Maximum allowed RPS (bullets per second): 22.

5: Magazine capacity on magazines DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

6: Restrictions on appearance and design:

  6: 1: Have a minimum weight of 3.4kg (without magazine)

7: Equipment restrictions for the weapon class  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

 

DMR /Designated Marksman Rifle

1: This weapon class can be performed in the DMR class.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as semi-automatic (semi). Semi-automatic is defined as 1 BB per trigger pull (binary triggers are not allowed).

4: Maximum capacity of magazine DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

5: Restrictions on appearance and design:  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

6: Equipment restrictions for the weapon class  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

 

Sniper Rifle

1: This weapon class can be performed in the Sniper1 and Sniper2 classes.

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as repeaters. Repeater is defined as one bolt action per BB fired.

4: Maximum capacity of magazines is a maximum of 30 bullets per magazine (lowcap / realcap)

5: Restrictions on appearance and design:  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

6: Equipment restrictions for the weapon class  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

 

Pistol / Sub Machine Gun

1: This weapon class can be performed in class CQB1 and CQB2

2: Weapons with an external air source must have a locked regulator to prevent adjustments in the field.

3: Weapons in this class may only be used as semi-automatic (semi). Semi-automatic is defined as 1 BB per trigger pull (binary triggers are not allowed).

  3: 1 Exceptions apply to weapons classified in CQB1 that may fire fully automatic.

  3: 2 Exceptions apply to Gas Blow Back weapons that can shoot fully automatic up to safety distance for Assault. This only applies to GBB weapons that are not HPA-converted and have a maximum magazine capacity of 50 BB´s.

  3: 3: Maximum allowed RPS (bullets per second): 22.

4: Maximum capacity of magazine DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

5: Equipment restrictions for the weapon class DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

 

Other Support Weapons

1: Shotgun may fire multi-shot/Burst up to 12 BB´s per pull. Maximum allowed impact energy 1.2J (CQB2), maximum allowed magazine capacity: 30 BB´s.

2: Grenade launchers are allowed.

2:1: Grenades without pyro effect with airsoft BB's, MED from shooter 10m. Note: Ricochets from these count. When firing, shout grenade to inform players that this applies.

2:2: Grenades with pyro effect have the same rules as regular handheld grenades, MED from shooter 10m.

2:3: Grenades with chalk/rubber can only affect vehicles. MED 10m from shooter.

3: Other weapon systems such as AT-launchers are provided by the organizer.

 

Ammunition

1: Only BIO BB´s are allowed.

2: Only Airsoft BB´s without metal, ceramics etc. are allowed.

3: Players can have as many BB´s as they wish with them in the field and reload anywhere, at all times.

Magazine

1: All players can bring as many magazines as they wish.

2: Maximum allowed magazine capacity:

  See weapon classes

 

Grenades

1: The player who throws the grenade is responsible for it landing in a safe place and in a safe way.

2: The player who throws the grenade is also responsible for ensuring that no accident occurs afterwards, such as a fire and cleans up any remnants.

3: Throwing grenades must be announced before, shouting "grenade" or "granat" before the grenade leaves the hand.

4: Ricochets from grenades that bursts BB´s  need actaul hits to count.

5: Grenades that emit sound kill everything within a 5m radius alt. Everything in one room. Only hard protection protects.

  5: 1: Examples of hard protection:

  • Tree

  • Stone

  • Wall

  • Door

  5: 2: Examples of soft protection:​

  • Furniture

  • Bush

6: Commercial airsoft grenades do not need approval from organizer

 6:1: Other grenades need prior approval from organizer.

8: Maximum sound emision; 120 dB

9: Mines that emit sound must not exceed 120 dB.

Minor

1: Personnel mines

1: 1: Mining with personnel mines may only be done with commercial airsoft mines, persons alarms or grenades that do not emit sounds louder than 120dB.

1: 2 Anti-personnel mines eliminate everything within a 5m radius (no protection protects)

2: Mining with vehicle mines

  2: 1: Vehicle mines are placed visibly on a road.

  2: 2: Only engineers can disarm mines by 3 min hand-laying.

  2: 3: Vehicle mines can be mined with personal alarms.

  2: 4: Vehicle mines are provided by organizer.

Knife / latex weapon

1: Knives or other sharp objects are allowed to be carried in the player equipment.

2: Sharp knives or other sharp objects must under no circumstances be used, threatened to be used or aimed at teammates or opponents.

3: Latex & plastic knives and other "buffer weapons" are prohibited.

Shields

1: Shields are allowed to be used but must be approved and marked by the organizer at the chronograph station.

2: The minimum weight of shields is 15kg

3: Shield players may only use weapons in the pistol / SMG class while using the shield.

4: Shields protect against all effect for players who are directly behind the shield (max 2 players).

  4: 1: This assumes that there is no body part that is not outside the shield's protective area. Ex. Against a grenade, the shield needs to be lowered to the ground and the player needs to have his whole body behind the shield in relation to the grenade's point of impact.

 

Laser

1: Not allowed.

Helmets & Plate Carriers

Helmets & Plate Carriers

Nordic Milsim | Airsoft | Milsim | SE

1: Helmets, plate carriers and other protection that is not a shield do not provide a protective effect against bullets and other firepower on the playing field. HOWEVER;

  1:1: Ballistic type helmet weighing 1kg (and more, apart from attached add-ons such as night vision etc.) gives the wearing player 1 extra medical bandage (possibility of a heal extra) and 5 min extra bleed timer.

  1:2: Body armor of ballistic type weighing 3kg (and more, apart from attached additions such as magazines etc.) gives the wearing player 1 extra medical bandage (possibility of a heal extra) and 5 min extra bleed timer.

  1:3: Players who wear both helmet and body armor according to the above regulations take advantage of both parts. That is; 3 medical bandages, 15 min bleed timer.

VAPENREGLER
HJÄLMAR & PLATTBÄRAR
Uniforms

Uniforms

Nordic Milsim | Airsoft | Milsim | SE

Uniform restrictions  DOES NOT APPLY TO MINIMILSIM & MINIMILSIM +.

UNIFORMER
Vehicles

Vehicle

Nordic Milsim | Airsoft | Milsim | SE

1: In-Game vehicles may normally be brought but must be notified to the organizer before the game.

 

2: The maximum permitted speed in the game area is 30 km / h (18 mph)

 

3: Speed must adapt well to a given situation and surface / terrain.

 

4: The driver is responsible for everyone inside the vehicle and within a 5m radius around it.

 

5: All players must respect driver safety orders regardless of team affiliation. (ex. “back up” etc.).

 

6: Opponents must not be closer than 5m from a moving vehicle.

 

7: All windows needs to be fully up or fully down when the vehicle is active in the game.

 

​ 8: Vehicles with emergency lights on are considerd as eliminated / off-game and must not be shot at.

 

9: When eliminatingvehicles, all players EXCEPT the driver have a 30 second chance to get out. If nothing else, these are also counted as eliminated without a chance of medical care. (The driver is always counted as eliminated together with the vehicle, if repaired, the driver is also healed automatically).

 

10: Eliminated vehicles have a 15 min voluntary burn out/bleedout.

FORDON
Indirect fire

Indirect fire / Artillery

Nordic Milsim | Airsoft | Milsim | SE

In the game, teams can access indirect fire (artillery). This can come in several different forms.

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Mortars (MOR): The mortar provides additional firepower by being able to operate against specific areas on the map, these areas are marked by a red circle with the name "artillery zone X" (X replaced by a number for the specific firing area). Mortars are provided by the organizer (through the game's setup), but are manned and transported by the players themselves. The ammunition for the mortar is provided by the organizer (through the game's setup), but is transported and used by the players themselves. Ammunition is simulated by small pyro-rockets. (The rocket flies approximately 30-50m).

Ammunition is limited!

 

To fire the mortar:

• Place the mortar near the zone you want to fire upon.

• Aim the mortar at an upward angle so the rocket explodes above and in the zone you want to target. • Ensure the mortar has a clear shot upwards.

• Ignite the rocket and drop it into the mortar's "barrel".

• Shout loudly "FIRING!"

• Repeat to fire a total of THREE shots.

 

Mortars may not fire upon a zone later than 30 minutes before the point within the zone closes. In other words, if you want to target zone 1, it must be done no later than 11:00. Otherwise, the indirect fire will not count and will have no effect.

 

Effect:

All players within the artillery zone that has been fired upon are considered exposed to indirect fire.

 

Exceptions apply to players who:

  1. Are sheltered inside a closed building (not closer than 2m from the nearest opening, window, etc. In other words, if you are inside a building but standing 1.5m from an open door or window, you are still considered exposed to indirect fire).

  2. Are dug in a bunker, foxhole.

 

All players exposed to indirect fire are temporarily out of action, but not hit. Temporarily out-of-action players put on a hit marker and must regroup outside the green circle named "re-group Z X" (X replaced by a number for the specific firing area).

 

Regrouping can take place anywhere outside the zone with the following exceptions:

• There is no ongoing battle at the location.

• There are no opponents visible closer than 100m from the location.

• There are no missions underway closer than 500m from the location.

 

Outside the zone, these players need to wait, stationary, at the same location for a short respawn time (5 minutes), with a hit marker on.

During the regrouping phase, players are subject to the same rules as if they were hit. No shooting, no sharing information.

After 5 minutes, these players can return to the game from the place where they regrouped.

Respawn is considered complete when you remove the hit marker, no earlier than after 5 minutes.

 

In the event that an opponent detects you during your stationary regrouping phase, you need to regroup again to a different location, with a new 5-minute respawn time, regardless of how long you have waited so far.

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Drone

Drone

Nordic Milsim | Airsoft | Milsim | SE

1: Certification as a drone pilot is a statutory requirement for flying drones in Sweden.

 

2: The drone operator is obliged to comply with the Swedish Civil Aviation Administration's regulations on flying at the relevant time.

 

3: Drones act as reconnaissance means.

 

4: It is absolutely forbidden to shoot on / or at a drone, this applies regardless of whether it is in the air or not. See the drone as a UAV 5000m up in the air.

 

5: Drones can only be eliminated by eliminating the operator.

 

6: Drones may not be used by eliminated players for ingame purposes. You can therefore continue to fly / film / return the drone but may not use or give other players the information that the drone gives you in the eliminated sta.

Radio & Communication

Radio & Communication

Nordic Milsim | Airsoft | Milsim | SE

1: Radio channels are assigned by the organizer to each event.

 

2: It is forbidden to listen to a radio channel assigned to a faction other than your own.

 

3: It is allowed to use radio channels other than those assigned.

  3: 1: Does not apply if:

-     The radio channel was assigned a different faction.

-     The radio channel is not license-free and closed to the public.

 

4: Organizer use the app Telegram Messenger as a platform for internal communication within the factions and assign information & assignments.

 

5: Telegram Messenger is optional for each player to use.

 

6: Participants who choose not to use Telegram Messenger are aware that they will not be able to access essential information and gameplay that is meant to influence their experience of the event to the positive.

Game props

Game props

Nordic Milsim | Airsoft | Milsim | SE

1: All forms of game props must be treated and handled with respect so as not to be destroyed.

 

2: Players may not manipulate or move game props without instructions from the organizer.

Prisoners & Hostages

Prisoners & Hostages

Nordic Milsim | Airsoft | Milsim | SE

1: Only players with assigned High Value Target (HVT) cards can be captured.

 

2: Players who have been awarded an HVT card must state on the question that they can be captured.

 

3: Players who have been assigned an HVT card can always refuse a physical capture but are then seen as captured with their entire role in the capture performed and completed.

 

4: Players with HVT cards can choose to be examined & interrogated physically with a chance to keep material and information secret. Alternatively, refuse but are then forced to hand over all important material and information.

 

5: Players without an HVT card can and should not be taken prisoner or hostage. This is a severe rule violation.

DRÖNARE
RADIO & KOMMUNIKATION
SPELREKVISITA
FÃ…NGAR & GISSLAN
Sleeping In Game

THIS ONLY APPLIES TO EVENTS DURING NIGHT TIME

Nordic Milsim | Airsoft | Milsim | SE

1: Nordic Milsim provides areas for pitching tents in each faction's base camp.

 

2: Base camp is off-game between 03: 00-09.00.

 

3: It is forbidden to attack a base team when it is out of play.

 

4: It is forbidden to enter the inside of a tent or the like that does not belong to oneself without the approval of the owner.

 

5: Participants are responsible for preventing the theft of their own property.

 

6: It is forbidden to slide into or inside a tent or the like that is not marked with an In-game sign. In base camp, off-game times also apply to these tents & the like.

 

7: Players can knock out other players who are in a tent by tapping the tent and shouting "the shot".

 

8: It is allowed to sleep outside the base camp but is not covered by the off-game times.

 

9: Players who sleep outside the playing area must be treated with the utmost respect and consideration in the event of a fight.

 

10: It is not allowed to shoot a sleeping player.

 

11: Tents or the like that are outside the base camp are subject to the same rules as in a base camp, except for time indications for off-game.

SOVA IN GAME
Night rules

Night rules

Nordic Milsim | Airsoft | Milsim | SE

1: Between 19: 00-07: 00 night rules apply.

 

2: To participate in night games, a flashlight is required.

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3: To participate in night games, players may not act alone. At least two players together.

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4: During night rules, only weapons in class CQB1, CQB2 and Assault may be used and only used in semi-automatic mode.

  4: 1: Exceptions apply to machine guns mounted on a vehicle with the requirements:

-The machine gun must have a mounted searchlight.

-The machine gun only fires bursts in a maximum of 3 seconds. Cessation of fire must be at least as long as prior firing.

 

5: Light aids such as night vision and thermal imaging cameras are allowed.

 

6: Infrared laser is not allowed.

 

7: To mark a hit, a red flashing light is used or alternatively put a hitmaking cloth on your own white light.

NATTREGLER
Alcohol & Drugs

Alcohol & Drugs

Nordic Milsim | Airsoft | Milsim | SE

1: Alcohol must not be consumed from the day the game starts until the end time of the game.

 

2: All forms of illegal drugs are prohibited under Swedish law. Police will be contacted in case of suspicion.

ALKOHOL & DROGER
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