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Rules Terminology



Anything done as part of a game. Examples include movement (other than for non game reasons such as the appearance of civilians), aiming, cocking, and firing weapons, communicating with other players, capturing objectives, and so on.




An item which plays a role in a game. Usually, but not always a weapon.


A term for weapons which cannot be blocked by players’ equipment, and kill all people within arm’s length of any player they strike whilst live. Examples include grenades, hot potatoes, and launcher fire.

The Field

For each player, “The Field” is everywhere other than that player’s home location, according to the game engine.


Ammunition or a throwable which has been correctly launched and has not yet come to rest, or has already hit a person. A person dies if struck by live ammunition or a live throwable.

Line Of Sight

A condition achieved by having continual sight on a singular point of a specified object, including through transparent materials, regardless of distance. Line of sight is broken if the chosen point of the object is obscured by part of another object – for example, if a player walks behind a bush, lamppost or another person.


A slower-paced game which takes place over several weeks, and is typically played across a very large area.


Two or more players ‘mutual’ if they terminate each other. This most commonly occurs simultaneously in melee combat or as a result of live ammunition in flight.


A widegame played in the dark.

Not Here

Indicated by holding one hand in the air, that person cannot be seen or interacted with. This will be because they are dead – standard practice is to go ‘not here’ immediately after death.


In certain games with respawns which also count kill totals, every player who could legitimately target another forms a conceptual pairing. This pairing can be decided ‘in favour of’ one of the players should they kill the other. This ‘locks’ the pairing, and prevents the two players concerned from fighting each other again for additional points.

Parting Ways

A condition achieved by having left the company of another player for 10 minutes, throughout which time the intention was to go separate ways.

Person vs Player

person is any human being. A player is a human being who is taking part in the current game.


The process of the Guild approving an item of equipment for use in the games. Items may also be ‘approved’ to a category of equipment beyond their immediate obvious use, such as dart guns being ratified as launchers.


When Spotted to another player, players may not use any kill methods on the players they are spotted to except deployables. Usual Colour rules still apply.
This condition is usually triggered by either players noticing each other while YELLOW, or between players who live together (or are invited into a residence per rule 3.7).
If a player witnesses another player attempting to use any deployable when spotted to them, they may tell them to ‘stop that’ which prevents that player from using deployables until they have properly parted ways. This may not be invoked preemptively.


A 6-shot NERF branded revolver, currently used as a standard gun for games where guns are restricted by strength or capacity

Tediously Heavy

An item which requires X hands or more touching it to be moved at walking pace. Any number of players may contribute the hands, but they may not be used for


A combat-centric game situated in a specific place and time, normally taking place on afternoons in parks and woodland.


A game in which no weapons which are, in the judgement of the Guild, more powerful than an unmodded X may be used. May occasionally be used to refer to movement speed- for example in a ‘jogmax’ game, players cannot move faster than a jog.