Left 4 Dead Big Game

Game Day Pricing

Registration: $40 

Includes: Entry, Draw Ticket & Lunch

Paint: $30 per 500

          $100 per 2000

1st Strike Rounds: Allowed, Field Paint Only, Pricing TBD


Co2 Fills: $5 per fill up to 20oz

Rental Kit: $15

(Marker, HPA tank w/unlimited fills, Mask & Neck Guard. Paint not included. Rentals are available on a first come, first serve basis)

(Please note that no coupons, tickets or other offers will be taken on special event days)


This game is developed in association with: 

Left For Dead

A Sector 57 & OPEL Game!

Semi-Auto Milsim Marker Only Big Game!

(This does not mean mag-fed only, most marker styles still allowed, please scroll down to the rules page for more details)

October 20th, 2013 

The world is coming to an end for mankind. The government is struggling to draw lines of defense to hold back the coming storm of a massive zombie take over. Entire city populations are either dead or have become the twisted, deformed beings that are now closing in on the last remaining stronghold civilization has. The gates have been closed to outsiders. It has been declared that the risk of spreading infection is too high to allow any other refugees in. The government has secretly contracted a mercenary group known as Venators, or the Hunters, to track down and eliminate migrating survivors to prevent them from starting a revolt when they are inevitably denied access to the stronghold. 

One group of survivors, known as the Exiled, has taken shelter in an old underground complex, collecting mass supplies and taking in any refugees they can reach before the hunters get to them. However, the Hunters have become aware of the survivors hide out and are committed to wiping them out and stealing their supplies before the massive migrating zombie horde forces them both to hide and wait for the horde to die off in the coming winter.  

The clock is ticking and the war has started. Whose side will you be on?   

Oh...and keep an eye out for those pesky zombies...they don't seem to be on anyone's side...

Hunters vs Exiled 

Game Schedule

8:00am  Gate Opens

9:00am Registration Begins

10:30am Game Briefing

11:00am Main Game Starts

4:00pm Main Game Ends

4:30pm Final Battle

5:00pm Final Battle Ends

            Score, Prizes & Awards

You Must Be Present To Win! 



This will be the first Semi-Auto, Milsim marker only game we have done at Sector 57. OPEL has done it before with great success. At the bottom of the rules you will find a list of approved markers for this event. If you do not see your marker or are unsure feel free to e-mail us.



The main objective of the day is to capture supplies scattered at random throughout the playing field. Every half hour, items of various sizes (gas cans, medical kits, ammo boxes, etc.) and point values will be dropped at pre-determined locations. You must recover as many of these as possible. A display of each teams stockpile will be visible in the staging area as items are recovered. DO NOT move items that are not clearly labelled as SUPPLIES unless instructed by your general.

There will also be missions given to each teams general every hour on the hour. These can be completed for extra points and sometimes even team bonuses!

Special Roles:


Each team will have a general and an second in command. Every hour on the hour during the main game the general will receive a mission at their HQ. Only generals or their second in command may receive missions. Once they have received their mission they may assign the task to the rest of the team. Stay in contact with your general to increase your chances at victory!


Players identified with a medic ID card and white armband tape may heal players. Players who have recieved a hit anywhere below the neck (head-shots are always an elimination!) must call for a medic and may not move from the location they were hit or shoot until they have been healed. If a medic does not reach the player within 5 minutes or the player is barrel tagged they are eliminated and must return to HQ. You may not intentionally fire at a player waiting for a medic! Medics will heal players by wiping off the hit with their medic rags. Medics may heal other medics but may NOT heal themselves. NOTE: It is very important that all old hits are removed as refs will call players on all fresh looking hits.


The Horde: There will be random zombie encounters during the course of the game. Zombies have no team nor do they have markers. They will be distinguished by their costumes and orchestrated by “Handlers” which are essentially referees who control the movement and release of zombies.


Zombies will eliminate players by touching them. Only one person may be eliminated by the same zombie during a rush. Once a zombie has successfully touched a player it will count as the equivalent of a headshot for both the zombie and the player. Medics cannot heal players who have been tagged by a zombie, no cure has been found yet! If a zombie has a received a headshot prior to tagging a player the elimination will not count.


There will be several types of zombies as described in the following:


Regular Infected Human Zombies - will be activated in hordes by an air horn blast and will last a pre-determined time of either 30 seconds, 45 seconds, or 1 minute. The second air horn blast will call them off. Players have several options when facing a zombie horde.

1. Flight – stay out of distance of zombies reach, ensuring you are faster than the other players attempting escape

2. Fight – Zombies may be eliminated by HEAD shots. When a zombie is eliminated they will crouch down and cover their head to show they are eliminated and remain stationary until the end of the zombie rush. YOU MAY NOT FIRE AT ELIMINATED ZOMBIES. Any intentional overshooting of any player, zombie or human, will result in ejection from the park.

3.       Safe House – Players may attempt to wait out the zombie rush in the nearest buildings designated with the “safe house” label. There is NO required truce during zombie rushes. However, players may wish to think about making a gentlemen’s agreement for the sake of survival. Once a player is inside a safe house they are immune from zombies and may provide fire support from any available windows.

The Witch – The witch may appear at any time, in any place as an independent threat (will never be part of a horde). Witches may be stationary or may wander in their designated areas. Witches only become active when disturbed, either by receiving a shot from a marker or by being touched or bumped by a player. Once the witch has been triggered the handler will sound the horn at which time the witch will go on an insanity spree, attempting to outrun and eliminate as many players as possible for 30 seconds, until the second air horn calls her off. Witches are immune from fire and cannot be eliminated, even with a headshot, you must simply survive its vicious attacks for 30 seconds. Unlike regular zombies, witches do not have a kill limit.     



Full Rules List

Player Package: When you register you will receive a package with a Player Card. Your player card is your ticket to 
play, and must be on you at all times. If you find a player card please turn it in to the closest referee.  

Armband Tape: After registering you will be given Red or Blue armband tape. This tape is to remain on for the
duration of the game. If your tape falls off or is otherwise non functioning please ask for new tape.  

Boundaries: The play area is clearly marked by yellow boundary rope. You may not cross the rope for any reason other than to enter/exit the field. Players caught out of the boundary will receive an infraction. 

Buffer Zone: Along with the boundary tape there will also be a buffer zone around each teams spawn area or HQ. This prevents stoppage in play due to a team being completely overrun. The area will be marked with an orange staked perimeter. You may not enter another teams buffer zone. However, you may shoot into a buffer zone and be shot from within a buffer zone.  

This will be our first semi-auto milsim event, and therefore some of the rules and approved markers may change as we approach the day of the event. Please feel free to e-mail us with any suggestions or concerns. Booking@sector57park.ca

Electronics allowed in Semi-Auto mode only. This rule will be strictly enforced.

 Double finger Triggers will NOT be allowed

 Allowed Markers:

 All Tippmann Markers except Crossover

 All BT Markers (Except markers with double triggers)

 All Magfed Markers (Including Milsig, RAP4 etc.)

 All Pump Markers (This is the ONLY exception to the
 Milsim Only rule) 

 Spyder MR Series Markers

 All Tiberious Arms Markers

 Dye DAM


 Markers NOT Allowed:

 All electronic Tournament Markers including but not limited 

 Dye DM Series Markers

 Spyder RS, Electra, Sonix, Fenix etc.

 Eclipse Markers

 Dangerous Power Markers

 Proto Markers

 Invert Markers

 Empire Mini, Axe

 GOG eNVy, eXTCy, etc

 Any Marker with a double finger trigger
All markers are limited to 280 feet per second. 
Any marker shooting 1st strike must be 260 feet per second (including markers that may switch between ammo types, providing both are intended to be used). 
You must also have a "barrel sock" for covering the end of your barrel in all non-play areas. Barrel plugs are not acceptable. Players caught with no barrel sock on their barrel in an off-field area other than the chrono will result in an infraction punch on your player card. This includes markers with no paint or air.

Infractions: Infractions will be based on a 3 strike policy. Each player card has 3 red boxes at the bottom, each 
represents 1 infraction. If 3 infractions are incurred, then the player will be asked to leave with no refund. 
Infractions include, but are not limited to: Lifting mask in play area, marker with no barrel sock in safe zone,
unsafe behaviour, wiping, etc. The referee can make the final call on infractions. If any of your infraction boxes are punched by the end of the day you will be ineligible for prizes. Simply, play safe, have fun! 

LAW Rockets (Nerf Launchers): Launchers will not be allowed for use at this game.

Goggles: Goggles must meet current ASTM and insurance requirements, must be unaltered, must provide 
full face, eye, and ear protection, and must have suitable, uncracked and undamaged lenses in them. 

Radios: Radios are allowed and encouraged. Channels 1-5 are strictly reserved for event and field staff only! Players caught monitoring these channels will recieve 2 infractions. Team channels will be assigned during the morning 

Prohibited Equipment: No tools or knives may be carried on the field. No personal fill stations allowed on the 
premises. Any items found in violation will be confiscated and may, or may not, be returned after the event.  
No unbreakable trip wires. No pyrotechnic devices. No smoke devices. No shields. No protective 
padding not commercially-designed for paintball play.

During Play

Physical Contact: Physical contact of any kind is strictly prohibited.

Referees: Do not argue with a referee under any circumstances. If you disagree with a call please speak with the 
event director.

Non players on the field: If you wish to enter the field to take photos, retrieve a lost item, or any other reason you must 
check with a staff member before doing so. 

Wildlife: Shooting of any wildlife will not be tolerated. If you accidentally do so please notify the nearest referee 
immediately so that we can make sure the animal is okay, or render assistance if necessary. If you witness someone 
doing so please notify the nearest ref immediately.

Eliminations: If you are hit by a paintball (even if the ball itself ricocheted) and it breaks on you, your gear, or your 
marker and leaves a quarter-sized mark below your neck, you are injured and need to call a medic. If you are hit from 
the neck up you are considered out and must raise your maker high and walk off the field or to your teams HQ for re-insertion.  

* It is important that you "get up and out" as soon as you are eliminated. Hold your marker high above your head and
run out of the bunker! With the large number of players you will encounter it is hard to hear someone shouting "Hit!" 
while he/she searches for their barrel sock, and players will continue to shoot thinking you are still in. "Get up and out" 
and get away from the lines of fire, then search for your barrel sock!

Mercy Rule: If you are within 20 feet of another player please give them a chance to surrender. You are asked to please
accept the surrender as the player offering the option had the drop on you and has shown good sportsmanship. In the event of a close range shoot out, the first player tagged is eliminated. 

Faking injuries or medical issues: This will not be tolerated for any reason. Using such ploys on the field will result in 
ejection from the event.

Grenades: Please try to inform a ref before throwing a grenade in order to ensure proper eliminations.  In order to be 
considered an elimination there must be enough paint on the player to be collected into a mark the size of a quarter. 
One or two specks will not be counted as an elimination.

Smoke Grenades: Smoke Grenades of any type will not be allowed at this event.

Reinsertions: Players may only enter the game from their spawn point. If you have been emliminated, place your 
barrel sleeve on, and walk off the field. Once off the field you may head directly back to your spawn point.   

Bunkers on the field: No player may move any bunkers unless specificly told to do so for a mission objective.


Please do not move or touch any props on the field unless otherwise told so during the morning briefing, in mission 
description, or by event staff. 

Personal Property

Personal property of others is to be respected at all times. Any type of theft or vandalism will result in your immediate 
ejection from the event with no refund.