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Guns  Bears
Zlo Club

Ближайшие игры или мероприятия


(as of April 2017)


1.1.Anairsoftgame (referredtobelowas “thegame”)isatacticalteamwargamewiththeuseofairsoftweapons.1.2. Themeaningofthegamelies incollectiverecreationalactivity, getting rid of aggression and negativity, in pleasant communication between persons of merit.

1.3. The game is played by teams armed and outfitted in accordance with these rules. The teams are divided into opposing sides.

1.4. The aim of the game for teams and sides is to gain the objectives set in the game scenario.

1.5.Toachieve their goals and to prevent their adversaries from doing so players must hit them with replica weapons. Itismuchmorehumane.


2.1. Playersareeventparticipantswhohaveregistered, havereadandunderstoodtheserulesandfieldsafetyregulations, those whohavebeenadmittedbytheorganizersandhavebroughtallthenecessarygear.

2.2.Peopleunder 18 yearsoldareadmittedonlyifaccompaniedbyparents, closerelativesorachaperon with a written permission from the parents. They must play together at all times, and if one of them is eliminated they both go to the deadzone. Childrenunder 12 yearsoldarenotadmittedatall.

2.4. Onlymembersofairsoftteamsthathavebeengivenadmissionbythegameorganizersmayparticipateinthegame.
2.5. Ateamisaunitof 5 ormoreplayers wearing consistent uniforms (a consistent camouflage pattern),with a team patch. Membersofdifferentplatoonswithinateammayweardifferentcamouflagepatternsif the platoon counts at least 5 people (thus, the team must be at least 10 people strong).
2.5. Ateamallianceisaunitcomprisingseveralteams. The alliance members must wear the alliance patch as well as the team patch. An alliance registers, gains admission and holds responsibility for its members as a single team.
2.7. To gain admission teams and alliances must have participated in at least one of ZLO’s games or must be part of an official airsoft association.
2.8. NewteamsorteamsthatarenotpartofanofficialairsoftassociationandhavenotparticipatedinanyofZLO’sgamesmaybeadmittedwith guarantees from any team that complies with the rules or according to the results of a test game. First-timerteamsmustbeatleast 5 peoplestrong.

2.9. AregionalteamisateamnotoriginatingfromMoscoworMoscowarea. The team status is determined by the point of residence of most team members.
2.10. RegionalteamsareadmittedonlyupontherecommendationofotherteamsfromthatregionthathaveparticipatedinZLO’sgames, orofgameorganizerswhosegamestheyhaveattended.

    3.1. To participate in ZLO’s games players are required to have the following mandatorygear:

3.1.1.Eyeprotection (amaskorsafetyglasses)whichcanabsorbahitfromareplicawith muzzle energy of 3 J from a distance of 1 meter.

3.1.2. The team patch, also the alliance patch (if the team is part of an alliance).Iftheplayerisnotentitledtoastandardteampatchhe/she must wear a patch with the team name spelledon it. The patch must be placed on the shoulder or on the breast and must not be covered by gear.

3.1.3. Thesiderag.Playersonthebattlefieldmusthaveatleastoneragofadesignatedcolorat least 5 cm wide, fixed on the shoulder or on the breast gear. Theremaybeseveralrags. Players may not take off the rags in the battlefield or wear the opposing side’s rags. PlayersinGhilliesuits, “Kikimora” or “Leshy” suits may wear the side rag on the leg.

3.1.4. Aredragto mark that the player has been eliminated.

3.1.5. Aredflashlight(if the game takes place at night or underground).

3.1.6. The registration band on the wrist.

3.2. If anything from the above list is missing the player is not allowed to participate.
3.3. The uniform and the appearance. Playersmaywear military or tactical apparel, footwear and gear.
3.4. Flashlights. There are no limits to the power of flashlights in open fields. In enclosed areas (CQB, underground facility) maximum flashlight power is 200 lumen.Strobelightsareprohibited,puttingflashlightsin strobe modeisprohibited.
3.5. Laser target designators (LTDs): Only red LTDs up to 5 mW are allowed.


4.1. Smallarms
4.1.1.Allowable weapons are mechanical, electricblowback, gasblowbackandhigh-pressureairmanufacturedreplicasfiring 6-mm 0.12-0.45gBBs.
4.1.2.Maximummuzzleenergywithatunedhop-upsystemmustnot exceed:

* 1.44 JforCQBreplicas;

*2.4 Jforautosandopenfieldreplicas;
*3 Jforsniperreplicas (longerthan 90 cm, noin-builtautomode, opticalsightpresent).

4.1.3. Theabovefiguresincludeinstrumentalerrors.

4.1.4. Allweaponsmeantforthegamemustbechronographedand approved by game organizers or sheriffs. ReplicasmustbechronographedwithBBs of regular weight for each gun. Ifitisnotpossiblethereplicaswillbechronographedwith 0.2 gBBs.

4.1.5. Tracers (glowing BBs) may be used without restrictions.They are recommended (butnotmandatory) fornightuse.

4.2. Meleeweapons

4.2.1.Allowablemeleeweaponsarereplicaswhich are madeofsofteasilybendedplastic (PSC, EVA) orrubber, areshorterthan 40 cmandhavenosharpedges.

4.2.2. Cold Steel trainingknivesandaxesareallowed.

4.3. Handgrenades

4.3.1. Onlyairsoftgrenadeswithstandardpyrotechnicscertificatesareallowed.

4.3.2. Flash bang grenades are prohibited.

4.3.3. Pyrotechnicsandfirecrackerswith no projectiles areprohibited.OnlyBBsor whole peasmaybeused as projectiles.

4.4. Hand-heldgrenadelaunchers

4.4.1. Theseinclude “tags”, “arrows”, andgrenade launcher fragmentation rounds.

4.4.2. Onlymanufacturedgrenadelauncherswithcertifiedshotsareallowed.

4.4.3. Firing hand-held grenade launchers at targets within 20 meters is prohibited.High-angleshootingisrecommended.

4.4.4. Firinghand-heldgrenadelaunchersinsideabuildingattargetsthatarealsoinsideisprohibited.

4.4.5. Canisterammunitionforgrenadelaunchersadherestotherulesforsmallarmsbelow 1.44 J.

4.5. Mortars

4.5.1. Allowablemortarlaunchersmustbepropelledbymechanics, high-pressureair, gas, orstandardfirecrackers. Improvisedlaunchersbased on powder mixtures are prohibited.

4.5.2. Allowablemortarshotsincludecustomammobased on firecrackers equivalent to “Corsair-6” or lower. Projectiles are limited to BBs or whole peas. Ammo bodies must be softened and must not include parts made of metals, hard plastic etc. so as to minimize injury chances.

4.5.3. Onlyhigh-angleshootingisallowedwithmortars. Mortarsmay only be fired from a surface (from the ground, from a vehicle etc.) Arm shooting is prohibited.
4.6. Smokes.

4.6.1.OnlysmokescertifiedfortechnicalwargamesandRDG-2Bmilitarysmokepots (whitesmoke) areallowed.4.6.2. Using colored smokes is prohibited.

4.6.3. Smokes may only be used outside buildings.

4.7. Illuminating and signal flares.
4.7.1. Illuminating and signal flares may only be shot upwards without hitting anything until the flare burns out completely.

    5.1. Smallarms.

5.1.1.Aplayerisconsideredeliminatedbysmallarmsif at least one BB hit any part of his/her body or gear (except shields). Hittingreplicas, scout’s tubes, mirrorsorprisms does not count.

5.1.2. Ricochets(BB trajectory alteration exceeding 45 degrees) don’tcount.BBsflyingthroughovergrowthtendtoaltertrajectoriessomewhat. Thisisnotconsideredaricochet, and a hit with such a BB counts.

5.1.3. Friendlyfirehitsplayersassurelyasenemyfiredoes.

5.1.4. Playersmaynotfiresniperweapons (over 2.4 J) attargetswithin 10 meters. Usesidearms (egpistols).

5.1.5. Point-blankshootingwithweaponsunder 2.4 Jisnotprohibited but is not encouraged either. Players are recommended to shoot at feet or covered body parts at close quarters. Ifyouaresneakyenoughtogetat point-blank range and the enemy still doesn’t see you try to do as little harm as possible – fire at the chest rig, the boots, the back, or capture that player.

5.2. Melee weapons.

5.2.1. Only slashes are allowed.

5.2.2. Striking at heads, necks or groins is prohibited.

5.2.3. Throwing melee weapon replicas at other players is prohibited.

5.2.4. Eliminating a player with a melee weapon replica counts as a “silent kill”, the eliminated player may not call out  “hit”,“eliminated” or “medic!” for 1 minute.
5.3.Pyrotechnics (handgrenades/grenadeshots/mines.

5.3.1. Aplayerisconsideredeliminatedbypyrotechnicsifatleastoneprojectilehitanypartofhis/herbodyorgear (exceptspecialgear, likeshields, mirrors, scout’stubesetc.)

5.3.2. Allplayerswithin 3 metersofpyrotechnicsatthemomentofdetonationareeliminatediftherearenofortificationsbetweenthemandthepyrotechnics in question.

5.3.3.Directhitsfrom bodies of grenades, mines or shots without detonation do not count.

5.4. Players’ actions onelimination.

5.4.1. Players mustimmediatelycall out hits by raising their arm or replica.

5.4.2. Aftercalling out the hit theplayermustputonhis/herredrag(orswitchonhis/herredflashlightifit’sdark) and leave the battle spot as soon as possible.

5.4.3. Eliminated players must immediately go to the deadzone or to a respawn point without lingering in the battlefield.

5.4.4. Eliminated playersmaynottalktoplayersin-gameor use the radio(including announcements of their elimination).

5.5. The main task of an eliminated player is to make clear to others present at once that he/she is a dead man walking and to leave the battlefield as soon as possible. IfaneliminatedplayerishitbyBBsit is considered a violation of this paragraph on HIS/HER part.


6.1.Allowableshieldsare visual replicasofballistic shields heavier than 10 kg without sharp corners or borders. Shieldsmayincludearmoredsightgauges, in-builtportholes or flashlights complying with these rules.
6.2. A player bearing a shield can only use pistols, hand grenades or melee weapons. Using other weapons is prohibited.
6.3. When a shield bearer is hit he/she must take his/her shield to the deadzone. Players who has been eliminated may not pass on their shields to in-game players.
6.4. If a grenade detonates within 3 meters from a shield bearer he/she is considered eliminated even if not hit by the projectiles.
6.5.Playersmaynotshutpassagesor windows with a shield for more than 60 seconds. Iftheshieldcanbepassedthepassageisnotshut. Theoppositeisalsotrue.
6.6.Shieldbearersmaynotthrust other shields or other players with their shield.Playersmaynotgripshieldswith their hands.

    7.1. Anything that stops a BB is considered cover. Examples are bushes, trees or terrain folds. A player’s gear may serve as cover if the player has taken it off and is not touching it (ex.a backpack lying in front of the player, a helmet raised on a pole above the trench)..

7.2. Afortificationisan engineering construction created specifically for protection purposes. Examples are trenches, sandbags, walls (including wooden walls), windows, doorsorvehicle bodies.

7.3. Ifanypyrotechnicsdetonateswithin 3 metersfromaplayereveryone nearby who is in open terrain or behind cover is eliminated. Players behind fortifications are not eliminated.

7.4. Players may not damage on purpose, move or destroy fortifications. Players may not set up barriers or barricades to block passages. Playersmaynotopenorclosedoorsandwindows. That which is closed stays closed, that which is open stays open.

7.5. Playersmayimproveexistingfortificationsorsetupsomeoftheirown. The place and construction details must be approved by the game organizers.

7.6. Abuildingisaclosed-in construction with walls and a roof. If at least one wall has fallen or there is no roof such a “building” is considered a fortification.

7.8. Playersmayshoot at outsidetargetsfromwithinabuildingonly withhand-heldgrenadelaunchersor with replicas over 1.44 J.Players outside a building may shoot at targets that are inside. Shootinginsidethebuildingat targets that are also insideisprohibited.

7.9. Using smokes inside buildings is prohibited.

    8.1. Non-combatantsareguestswhohave arrived at the facility but will not participate in the game. Examplesareonlookers, players’ spouses, children, relatives, friendsetc.
    8.2. Non-combatants are not allowed to enter the game territory or to participate in the game in any way possible.

    9.1. Correspondentsmust wear a large PRESS sign and have a “military” appearance. Theymaynotwearred, yellow, orange, etc high-visibility vests.
    9.2. Correspondentsmaynotinterviewin-gameplayers. Allinterviewstakeplaceonlyafterthe eliminated player has left the game.
    9.3. Correspondentsmustleavetheirpositionsatthefirstwarningfroma player.
    9.4. Correspondents may not designate players’ positions with their actions.
    9.5.Correspondentsusefilmingequipmentattheirownrisk. Neithergameorganizersnorplayersareresponsiblefor the integrity oftheirequipmentзапорчу.

9.6. Correspondentsmustregisterin the relevant topic and gain admission from the game organizers.Afterwards the correspondents must sign in at the field where they receive admission to the facility and a filming permit.
9.7. Correspondentsmustuploadtheir photos and videos to a public server and post the links on one of the public game sites within a week after the game.
9.8. Beforepublishinginterviews, reportsetcthetextmustbeapprovedby the game organizers.


10.1. Shootingthroughholes, slitsetc.Playersareallowedtofirethroughanyholes, slits and portholes in doors, walls, shields etc even if the shooter cannot be hit.You have to see the target though.
10.2. Replicas are fired similar to the original guns. If the real steel is supposed to be fired with both hands do the same with the replica.
10.3. Blindfiring. Players must always look at the target when shooting. Itispossibletousemirrors, prismsorslits.
10.4.It is prohibited to pass off as the enemy. When prompted for their side players must answer truthfully or keep silent. Only direct lies like “Confederates”, “The Blues” etc. are prohibited. Replies like “Friendlies”, “The good guys”, “Don’t shoot” etc. are not lies and therefore do not count as a rule violation.
10.5. Radioplay. Playersmaymonitortheenemy’sfrequencyandmisinformthemontheradio. Players may not jam the enemy’s links with noises or general sounds. Playersmaymonitororganizers’ links. Playersmaynotcaptureorjamorganizers’ links or misinform organizers.
10.7. Playersmustgodry 6 hoursbeforethegamestartsanduntilitends.
10.8. Players may not touch others’ gear or weapons. Players may not board or mount any vehicles without the driver’s or the moderator’s permission.

10.9. Hand-to-hand combat is prohibited. Grappling other players’ gear or weapons is prohibited, even if the aim is only to move said gear aside.


11.1. Therearethreetypesofareas: the battlefield, the deadzone, and the respawn points.

11.2.Thebattlefieldboundariesaremarkedbysignaltapeorlistedinthegamescenarioandfollowdistinguishingterrainfeatures (roads, rivers, fencesetc.).

11.3.Eye protection is absolutely requiredatthebattlefieldatalltimes, evenwhenposing for photos. Thisrequirementis valid for the whole duration of the event, even before the game starts.

11.4. Iftheglassesarebadly foggedordirtytheplayermayturntowardshis/hercomradeoranearbyfortificationandonlythenwipe it all off. Itisprohibitedtowipeglasseswhilecastingalordlygazeintothe distance.

11.5. Aplayerwho has left thebattlefieldboundariesisconsidered eliminated and must go to the deadzone.

11.6.The deadzone is a special resting zone where players spend the required time after elimination.Eyeprotectionisnotnecessarythere.Whenenteringthedeadzoneplayersmustremovethemagazine of the replica or the ball feeder ofthemachinegunandunloadthegrenadelaunchers (thosethatcannotbeunloadedmustbeputawayinaclosedpouch).

11.7. The respawn point is the place where players enter the game. It is part of the game area.Glasses must be on, magazines may stay on.

    12.1. To capture a player smack him/herlightly on the back and say “captured”.

12.2.Acaptivemaynotusereplicasorreinforcingweapons, including upon him/herself, may not bring his/her capture to the notice of same side’s players except by raised arms, ortrytoescape.Acaptivestaysingameandcanbeeliminated.Aplayermaycaptureonlyoneotherplayeratatime. The captivitytimemaynotexceedonehour(as counted by the captive).

12.3. Thecaptormaysendthecaptivetothedeadzoneatanytimeas “killed” .Todothis, fire into the air near the captive or eliminate him/her with melee weapons.

12.4.Thecaptorcanfreethecaptiveatanytimeas “free”.Theex-captivemaycontinuethegameundergeneralrules.

12.5. Ifthere’snoin-gameguardwithin 3 metersfromthecaptivefor 5 minutesthecaptiveisbelievedtohaveescaped. Theex-captivemaycontinuethegameundergeneralrules.
12.6. Thecaptive may be asked three questions, to which he must truthfully reply “yes” or “no” After the interrogation the captive must be freed or eliminated at once.

    13.1. Webelievevehiclestobeanairsoftgame’sbeauties, thus we have made the rules as favorable for them as possible. Avehicleshouldberealpower, arealthreattotheenemies, one which reinforces the group. Atthesametime, allplayersshouldhaveaclearunderstanding that vehicles can be destroyed, even if it’s hard, and that there are specific ways to do that.

13.2. In-gamevehiclesmustbe provided with a horn and two flags (a red one and a white one) approx. 30 by 30 cmwith short polesformarkingthatthevehicleishit/destroyed.
13.2 Safetyarrangements.
13.2.1.Thedriverisresponsiblefordrivinganultrahazardousmachine!His/her main task is to drive carefully and not to run anyone over! Thedriverobservestherulesrelatedtohis/hervehicleand sees that his/her passengers doobserve all the.

13.2.2. Moderatorsareinchargeofvehiclesprovidedbythegameorganizers. Such vehicles may not move without a moderator present.
13.2.3. Vehiclesmovethroughgameterritoryatmaxspeedof 12.4 mph (20 km/h). Driving through bushes and overgrowth is prohibited.

13.2.4. Whenthevehicleismovingplayersmaynotboardit, get outor jump off until it stops completely. 
13.2.5. Vehiclesinthebattlefieldmustalwayscalloutthedeparturewithashortblastoracrybythepersonincharge (thedriverorthemoderator).

13.2.6. Playersmaynotstayunderthebottomorcloserthantwometerstothehoodortrunkofavehiclethathasalreadystarted.

13.2.7. Vehicledriverssign inat registration and cannot be replaced in-game. To replace a driver the vehicle must get back to the dead zone. Game organizers must be notified of driverreplacement.

13.3. Types of vehicles.

13.3.1. Therearefourtypesofvehicles: “off-side” vehicles (destroyed, serviceorthird-partyvehicles), heavyarmor, militaryvehicles (belonging to the organizers or to players),andparkedvehicles. The rules for each type are as follows.

13.4. “Off-side” vehicles.

13.4.1. Destroyed, serviceorothervehicleswhicharenotingamearemarkedwitharedflagorredribbonsonrear-viewmirrors. Hazardlightsmayalsoserveasmarkings.

13.4.2. Playersmustnotshootorthrowgrenadesat “off-side” vehicles. Only eliminatedplayersmaystayinside.

13.4.3. Playersmaynotuse “off-side” vehiclesasmovingcover. Avehiclemustwaituntilthebattleintensitysubsides somewhat before going through.

13.5. Heavyarmor.

13.5.1. Heavyarmorincludestanks, heavyassaultarmorvehiclesandothervehicleslistedinthegamescenario.

13.5.2. Heavy armor is closed, drivers are non-attackable, playersmay not enter these vehicles. Players may not board moving heavy armor orcome closer than 1 meter either. 

13.5.3. Elimination rules for heavy armor are listed in the game scenario.

13.6. Military vehicles (MPCs, light armored multipurpose tracked tractors, players’ cars).
13.6.1. Military vehicles (MVs) are considered the driver’s gear. When the driver has beeneliminated the vehicle goes to the deadzone.

13.6.2. MVs are considered armored including glass. For grenade detonation purposes the MV body is considered a fortification. PlayersinsideanMVmayshootthroughfiringports, hatches on the jar or window slits. Glasses and doorsmay be in any position. AplayerwhoisinsideanMVmaybehitthroughaslitorafiringport.
13.6.3. MVsmaybehitbyagrenadeor a shot from an enforcing weapon. FortheMVtobehitagrenade (ahandgrenadelaunchershot,a mine) must touch any part of the MV and then detonate (anywhere). Ifagrenadedetonatesinsidethe MV bodyithitstheMVandall personnel inside. Ifanargumentarises (suchaswhenagrenadehitsamoderatoror a mounted player) thedriver or the moderator has the final say.
13.6.4.IfanMVishitforthefirsttimeitisconsidereddisabled. Itstopsandstaysputuntildestroyedorrepaired. Playersinsideormounted on the MVhavesurvived (ifnothitbythegrenade projectiles) and may continue firing. TheturretontheMV isalsoin operation.

13.6.5. ThedriverorthemoderatormarkstheMV that has been hit with a white flag.

13.6.6. Thedriver (oranotherplayer, ifthedriverisnotaplayer) mayplacebothhandsonthehoodand hold them there for 3 minutes. After thatthe MV is considered repaired. If the repair process was interrupted the time count starts anew.

13.6.7. AnMVthat has been hit twice is considered destroyed. Alltheplayersinsideormountedon a destroyed MV are considered eliminated. The driver (or the moderator) may consider the MV destroyed at any moment.

13.6.8. AnMVcallsoutitsdestructionwithalongcontinuousyankingoftheonboardhornfor 3-4 sec. Ifthehornisoutofservicethedrivercriesout“Destroyed!” Immediately afterwards, the driver, the moderator or a player must put up the red flag on the MV. Itisalsopossibletoflashhazardlights.
13.6.9. Adestroyedvehiclemustbeclearedoutofthewayatonceandmustbetakentothevehiclerespawnpointortothedeadzone. MVs get back in game when the driver respawns or as the moderator decides.

13.7. Parkedvehicles.

13.7.1. Parkedvehiclesareconsiderednon-destructiblefortifications. Theengineand the headlamps are off, the doors and windows are closed. In-gameplayersmaynotstayinsideparkedvehicles. Eliminated playersmaysleepinside. If the vehicle has an open bed players may stay in it and fire from there. Players may notuseturretsonparkedvehicles.
13.7.2. Players may not shut off roads or passages with parked vehicles. Playersmaynotmoveothers’vehiclesbyforce.

13.7.3. Anin-gamevehiclemaybecomeparkedatanymomentatthedriver’sdiscretion.

13.7.4.Ifthedriverdecidesthathisparkedvehicleisreadyforthegame, hemustmarkitas “off-side”, driveittotherespawnpointandstartthegamethere.

    14.1. Non-player characters (NPCs) are moderators who enforce the scenario, observe the safety arrangements on vehicles, ensure capture and control of gaming positions, act as VIPs etc. Theywearhighvisibilityvestsandname (callsign) tags. They must not settle player conflicts. In case of disputes or conflicts they should call the nearest marshal or sheriff.
    14.2. Marshalsaremoderatorswhoactboth as NPCs andasreferees. Theysettle conflicts and arguments, enforce game rules and organizers’ requirements. Theywearhighvisibilityvests, aZLO’ssheriffpatch andareadablenamebandoraname (callsign) tag.
    14.3. SheriffsareteamrepresentativeswhohaveaZLO’ssheriffpatch. Theycansettleplayerdisputesandenforcegamerulesand game organizers’ requirements. Sheriffs may not monitor NPCs tasks.

14.4. If sheriffs disagree on something they turn to the game organizers or to the nearest marshal.
14.5. Playersmustcomplywiththedemandsofasherifforamarshal, buttheyalsomaycomplain to the game organizers if they do not agree with the final decision.When filing a complaint the player must give the name or call sign of the sheriff/marshal in question.

14.6. Sheriffsarenotrecommendedtosettleconflictswhichtheyarepartofasplayers.


15.1. Playersmaynotstartanyargumentsin-game. Crieslike “Igotyou, comeout, DuncanMcLeod!” areaserious rule violation.

15.2. Ifaplayerissurethathe/shehaswitnessedagameruleviolationhe/shemaycallhim-/herselfout, putontheredrag, cometotheculpritandaskforthenickname/teamnameiftheviolationreallyhappened. Ifpossible, takeapicture. Ejectingplayersfromthegameisprohibited. Afterallthistheoriginalplayermustgotoarespawnpoint.

15.3. If a marshal or a sheriff is nearby the player must first turn to him/her instead of settling everything by him-/herself.

15.4.Whensettlingaconflictasherifforamarshalintroduceshim-/herself, showshis/hersherifftag, tellstheviolatorwhat they did wrong, takesthenicknameandtheteamname, andcheckswhethertheculprithasalltherequiredgear.A sheriff or a marshal may send the violator to the deadzone after explaining what they did wrong.

15.5. After settling a conflict the sheriff may get back in-game by going to his/her side positions. If it is not possible he/she must also go to the respawn point.

15.6. Playersmustgivetheircallsignand team name and show their team patch at the requests of other players. The same is true for sheriffs who must also show the sheriff patch.

15.7.Stop-gamemaybecalledoutbyanyparticipantin oneofthefollowingcases: afire, aninjuredplayerinneedofan evac from the field, non-combatants without protection in the field, a fight. The game will not be stopped for any other reasons. The game organizers must be immediately informed of a stop-game.


16.1. Playersviolatinggamerulesinvokepenaltiesfortheirwholeteams.If the violator is member of an alliance the whole alliance gets the penalty.

16.2. Penalty stages are as follows:

16.2.1. Areprimandisamoderator’soragameorganizer’sverbalwarningissuedfor minor violations.

16.2.2. Sending a player to the deadzone for some time.

16.2.3. Ejection from the game till its end.

16.2.4. Awarningisapublicstatementoftheteam’sviolationresulting in the team being listed on the wall of shame. The third warning results in a ban.

16.2.5. Abanisan exclusion of a team from allof ZLO’s games for various periods of time.

16.3. Marshals and sheriffs may issue reprimands and send players to the deadzone. Ejection, warningsandbansarehandled by the game organizers only.


17.1. Side commander duties are performed by a player of the corresponding side as agreed with the organizers.

17.2. The side commander’s orders are compulsory for the side players.

17.3. A side commander can talk to in-game players as well as to eliminated players on his/her side. He/She can do this both in-game and while eliminated.

17.4. An eliminatedside commander can choose not to go to the deadzone or to the respawn point, but instead go on issuing commands. He/she can use the radio if he/she is behind his/her side positions.

17.5. Side commanders get back in game according to general rules. 

Отчеты с игр и мероприятий

09.09.2017 / ВОЙНА: Одиннадцатые сутки на броне
29.06 - 02.07.2017 / Fallout 4
15.07.2017 / Черная зависть 2017
12.08.2017 / ПСЫ ВОЙНЫ 2017
ВЬЕТКОНГ: Второе дыхание 17.06.2017 Гарнизон-А
20.05.2017 / ВОЙНА: Десятые сутки на броне

Награды З.Л.О.

Награда за мужество

Награда за мужество

Выдается за выдающиеся заслуги в выполнении задач, рискованные и дерзкие действия.

Награда за стойкость

Награда за стойкость

Выдается бойцу или команде за выполнение задачи, не смотря на тяжелое положение, погодные условиия и другие препятствия.

Награда за особые заслуги

Награда за особые заслуги

Выдается за грамотное и умелое командование, организацию и руководство подразделением, опорной точкой, стороной.

Расписание игр на 2017 год

21 января игра ЗЛО
28-29 января СтрайкКон 2016-2017
18 февраля игра ЗЛО
18 марта Рельсовая война 9
15 апреля THE DIVISON
22 апреля Тестовая игра ЗЛО
29-30 апреля ЗАРЯ Открытие

20-21 мая ВОЙНА: Сутки на броне 10
17 июня Вьетконг
29 июня -02 июля Фоллаут 4
15 июля - Черная зависть 2017
12 августа - ПСЫ ВОЙНЫ 2017
09-10 сентября Сутки на броне 11
7 октября ЗАРЯ Накрытие
21 октября игра Рельсовая война 10
22 октября ЗАРЯ Аэровокзал
11 ноября игра ЗЛО
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Дмитрий Лаврентьев (Лаврик)

Дмитрий Лаврентьев (Лаврик)

общая организация, сдача взносов, допуск новых команд,
реклама, взаимодействие с партнерами, АХЧ

моб. 8-905-739-96-95
e-mail: Этот адрес электронной почты защищён от спам-ботов. У вас должен быть включен JavaScript для просмотра.

Сергей Ветер (Серж)

Сергей Ветер (Серж)

сценарий, игровой процесс, вопросы по посредникам,
финансовые вопросы

моб. 8-926-324-39-20
skype: ssolhan
e-mail: Этот адрес электронной почты защищён от спам-ботов. У вас должен быть включен JavaScript для просмотра.