Euro Super Game — World's Largest MagFed Event · June 2–6, 2027

OFFICIAL RULES

MAGFED RULES

Automatically translated from German on 13 October 2026. The German version is authoritative.
German original →

1. General Rules and Game Flow

1.1 Missions:

  • Your own depot must be protected at all times.
  • Fireteams for missions are assigned by the General or his deputy.
  • Mission items only count if they are in the depot at the end of the day.
  • Players who are hit must drop mission items immediately, and any player may pick them up.
  • Random chrono checks: We carry out spot-check chrono checks on the field for everyone's safety. If a marker is repeatedly over the limit, this may lead to further measures (penalty points or exclusion).

1.2 Depot:

  • A depot is considered occupied as long as at least three enemy players remain within a radius of 10 meters. While it is occupied, no items can be brought there.
  • The contents of an occupied depot can be looted by the opponent and moved to their own depot.

1.3 NPC:

  • The roles and tasks of the NPCs are designed to be flexible and are defined in the respective mission descriptions.

1.4 Equipment & Safety Requirements:

  • Wearing a mask is mandatory on the playing field at all times.
  • MagFed Only; maximum of 280 FPS.
  • Melee weapons may only be made of plastic or rubber.
  • Teams are identified by colors (Blue/Orange); red tops are reserved for the organizers.
  • From 281 to 300 FPS you will receive a warning and must adjust your FPS.
  • Penalty points: for running socks see 2.2 Tolerance Points & for FPS > 300 FPS see 2.1 Warning Levels

1.5 Fair Play and Code of Conduct:

  • Marked Man Don't Talk: Marked players do not pass on any information (no positions, no enemy movements, no warnings).
  • Team identification: Every player must make their affiliation clearly recognizable by wearing the assigned team color (e.g. via armbands, vests or other markings). Deliberately hiding or removing the team identification is prohibited.
    For ghillie wearers the following applies: They must be marked in the team color on both arms (in the area between wrist and elbow) and on both legs (in the area between knee and ankle).
  • Unsportsmanlike conduct (e.g. deliberately not acknowledging a hit, constant swearing or insults) can lead to warnings and, in case of repetition, to exclusion.
  • Consumption of alcohol or drugs before or during the game is prohibited. Players who are obviously impaired will be excluded from the game.
  • Blind firing is prohibited. This includes shooting without a direct line of sight to the target, for example when you only hold the marker muzzle around the corner without looking yourself. You must ensure at all times that you have your target in view and pull the trigger in a controlled manner. This prohibition serves your own safety and the safety of all other players.

2. Penalties and Warning Levels

2.1 Warning Levels for Rule Violations:

Violations of fair play, blind firing or entering restricted areas also count as rule violations and can result in warning levels.

  • Warning Level 1: Warning and respawn.
  • Warning Level 2: Warning and respawn + 30 minutes waiting time.
  • Warning Level 3: Exclusion from the game.

Note: For minor violations the warning level stays the same; for repeated violations the warning level increases.

2.2 Tolerance Point Allotment:

Each faction starts every game day with 5 tolerance points. For every missing running sock in the HQ the faction loses 1 tolerance point.

As soon as 0 tolerance points are reached, the faction automatically loses 20 points from the current daily score. After that, the tolerance points are immediately reset to 5. Further violations on the same day again lead to a tolerance point deduction according to the same scheme.

3. Hit and Respawn Rules

3.1 Types of Hits:

  • Hit: Only counts if the paint breaks and leaves a paint mark. Players mark themselves with a warning vest and withdraw from the line of fire.
  • Headshot: A hit to the head forces a respawn; a medic cannot bandage a headshot.
  • Marker hit: A direct hit on the marker renders it unusable; a replacement can be provided by the team.

3.2 Gotcha Rule:

  • There is NO GOTCHA! A player can only be eliminated by touch (barrel tag or rubber knife).

3.3 Respawn:

  • The player cleans up in the HQ and may return to the game immediately.
  • Each player can be treated by the medic once per mission. For further hits only the respawn is possible.

3.4 Marked Players:

  • Behavior when hit: After a hit, lower the marker, go into cover or lie on the ground and wait for the medic or return to the HQ.
  • Keep the line of fire clear: Make sure that you block neither the line of sight nor the line of fire of your comrades or the opponent. Stay as inconspicuous as possible so as not to disturb the game flow.

4. Paint and Equipment Restrictions

4.1 Paint:

  • Only Powder-X purchased at the Battleground, regular paint and First Strike (FS) are permitted.
  • Per mission each player may carry a maximum of 160 rounds, the Heavy Gunner up to 1000 rounds.
  • Backup pistol: 2 magazines, max. 20 rounds
  • Prohibited: FS Ultra Sphere (Powder cal. 68), reballs, rubberballs or any kind of pepperballs!
  • Violations can lead to exclusion!

4.2 Magazines:

  • MagFed only, maximum of 30 rounds per magazine; exceptions apply to the Heavy Gunner.

4.3 Full-Auto:

  • Full-auto is prohibited; exceptions apply to the Heavy Gunner.

4.4 Smoke:

Permitted: Smoke grenades from Enola Gaye, FDF Nautica, Nico and Taginn; Nautica Mr. Smoke 1, 2 & 3.

Prohibited: B&G GD-10 & ED‑60, anything without a REAL BAM

  • Red and green smoke grenades are reserved for the ORGA and black smoke grenades are generally prohibited!
  • Depending on the weather, smoke grenades may be prohibited, and the use of non-approved smoke devices can lead to exclusion. Updates on the weather conditions are provided continuously in the HQ.

4.5 Flashbangs:

Flashbangs from Enola Gaye and Taginn are permitted. An effective radius of 5 meters applies (diameter 10 m), whereby solid cover protects against the explosion. (Shields do not count as solid cover.)

  • Each player may carry a maximum of 5 flashbangs on the field at the same time.
  • Pioneers may carry up to 10 flashbangs in total.

5. Roles and Special Equipment

5.1 Medics:

In total, medics are limited to a maximum of 10 per faction.

A medic must be clearly identifiable by a red cross armband. Wounded players must not be moved – treatment must take place at the location of the hit.

Mandatory equipment:

  • Bag or backpack for storing the bandages

Rules for medics:

  • A player may be bandaged once per mission (no treatment of headshots).
  • Not transferable during the mission; a Red Cross armband is mandatory.
  • Armbands are personal property (Velcro armband, 1 per player).

Additionally:
Medics have special red single-use bandages with which players who have already been bandaged can be brought back into the game one more time.

Optional:
Each player may carry one white, reusable adhesive bandage (without logo or text), which the medic can use for healing. It can be purchased at the AT Tactical/MCM stand for €2.50 each.

Transitional rule: From 2026 the transitional rule no longer applies and gauze bandages are no longer permitted.

5.2 Assault Shields:

Max. 10 per faction, visibly marked and playable only with a pistol.

The event registration of the assault shields takes place at the AT Tactical/MCM stand, and they are visibly marked as approved. Daily approvals take place in the HQ with the ORGA representatives.

It is not transferable to another player during a mission and may only be played with a pistol! The carrier is vulnerable just like all other players, with the exception of hits on the shield itself. If an assault shield carrier is hit by a flashbang within its effective radius, he is out immediately.

The following parameters apply to assault shields:

  • Not transferable during a mission.
  • Maximum 70 cm wide
  • Pistol, with magazines holding a maximum of 10 rounds.
  • Only paint in cal. 68 may be shot, First Strike and USP are not permitted, and for .43 and .50 USP are allowed.
  • Note: Shields do not count as solid cover.

5.3 Heavy Gunner:

Max. 10 per faction, recognizable as a Heavy Gunner, minimum weight 6 kg.

The event registration of the Heavy Gunners takes place at the AT Tactical/MCM stand, and they are visibly marked as approved. Daily approvals take place in the HQ with the ORGA representatives.The Heavy Gunner's marker should look as realistic as possible, i.e. be modeled after originals!

The following parameters apply to Heavy Gunners:

  • Not transferable during a mission.
  • Minimum weight of 6 kg
  • Clearly recognizable as such (visually modeled after original MGs)
  • Maximum of 1000 rounds per Heavy Gunner per mission
  • Only paint may be shot, First Strike and USP are not permitted.

5.4 Pioneers:

Maximum of 10 pioneers per faction, recognizable by a gas mask and bolt cutters.
The pioneer is a
special role, which should be taken on by experienced players.
Their tasks include
demolition, repairing, destroying technical objects, the use of special equipment as well as other mission-specific special tasks.

The following parameters apply to pioneers:

  • Mandatory equipment for pioneers:
    Visible gas mask (on mask or backpack) and bolt cutters (attached to the backpack)
  • Not transferable during a mission
  • Each pioneer receives 2 green smoke grenades from the ORGA, which are used to simulate poison gas.
    The poison gas has
    no fixed radius – anyone visibly standing in the smoke or inhaling it is out and cannot be healed by the medic.
    Fair play applies: Anyone who is obviously affected by the smoke leaves the playing field on their own.
    Pioneers are protected against poison gas by their gas mask.

Extended equipment & tactical options:

  • Flashbangs:
    A pioneer may carry up to 10 flashbangs at the same time.

5.5 Grenadier:

A maximum of 5 grenadiers per faction may be deployed at the same time.

Registration takes place at the AT Tactical / MCM stand, where the ORGA visibly marks them as approved. Daily approvals take place in the HQ by the ORGA representatives.

Permitted equipment:

  • Only single-shot grenade launchers are permitted.
    Drum or multi-shot launchers (e.g. M32 replica) are prohibited.
  • Only original Airsoft & Paintball Taginn grenades may be used.
  • Ammunition:
    Each grenadier may carry a maximum of 50 grenades per event.
    Carrying non-approved grenades leads to exclusion from the role.

Safety regulations:

  • Direct fire at persons is strictly prohibited!
    Grenades may be fired
    exclusively at areas, rooms, cover or shields.

Marking requirement & traceability:

  • Every Taginn grenade used must be marked so that uses can be clearly attributed to a player.
  • Marking is done exclusively by the ORGA as part of the approval – by laser marking at PK-Lasering.
  • Only marked grenades may be used.

Use & transfer:

  • The grenade launcher is not transferable and may only be used by the registered grenadier.

6. Locations and Their Function

6.1 HQ (Command Center):

  • Safe zone for respawn, mission assignment, air and cleaning station.
  • No firing into or out of it is allowed.

6.2 Depot:

  • Place for storing captured game items, which can be looted by the opponent.
  • The depot flag can be captured and should be guarded.

6.3 ORGA/Event Village:

  • Not a playing area, houses the game control and the emergency medical service.

7. Conduct in Case of Injury and Emergencies

A game stop is called exclusively by the ORGA.

7.1 In Case of Serious Injuries:

In case of serious injuries (e.g. unconsciousness), the ORGA must be informed immediately. Players do not provide treatment on their own.

Guiding the emergency services: In case of serious injuries, players should urgently be posted as lookouts to guide the emergency services to the injured person and to enable a quick response.

7.2 In Case of Minor Injuries:

In case of minor injuries, players should, if necessary, provide first aid until the ORGA or the medic arrives. Players should observe the safety rules and stabilize the injured person as far as the situation requires.

7.3 Code Words for Emergencies:

  • Injured person on the field: Blue light
  • Fire on the field: Red light

In an emergency, players in the vicinity should inform the ORGA and, if necessary, provide first aid until the ORGA arrives.

Emergency ORGA frequency: 156.800

Injured person:

Code word: Blue light.

Situation 1 Moving possible:

Report directly to the ORGA/Event Village and get treated, inform the ORGA beforehand.

Situation 2 Moving not possible:

Inform other players directly! Assess the situation and send a factual report by radio to the General or inform a nearby ORGA member

Other people see an injured person:

Inform other players! Go to the injured person and speak to them. Check for Situation 1 or Situation 2; if they are unresponsive, inform the ORGA directly.

Fire:

Code word: Red light.

Situation 1: Extinguishing the fire directly is possible.

Extinguish the fire with the means available, inform the ORGA and report the location.

Situation 2: Extinguishing the fire is not possible.

Inform other players directly. Assess the situation and send a factual report by radio to the General or inform a nearby ORGA member