Sunday June 23

This is a mag and pump game in which players are limited with the rounds they can use! Equipment restrictions also apply. Please read the rules and restrictions carefully. If you have any questions, you can contact us at (905) 679-8303 or via email at techsupport@sofpaintball.com


Up to midnight Saturday June 22

Entrance ( all prices do not include HST)
$25.00 pre-register entrance ( place website here)
$50.00 per register with bag ( place website here )
$35.00 at the door entrance
$60.00 at door for bag and entrance

Additional paintball
100 paintballs $8.00
200 paintballs $15.00
500 paintballs $30.00

IMPORTANT: This is a field paint only event!

Game Schedule:

Games will run in 1 hour sequences in which scores will be tallied to determine the winner of the round.  The team with the most rounds won at the end of the event will be declared the winner.

First round
10 am to 11 am

30 min break and reload

Round 2
1130 am to 1230 pm

30 min break and reload

Round 3
1:00 pm to 2:00 PM

30 min break and reload

Round 4
2:30 pm to 3:30 pm

Each game will have 1 hour scenario to accumulate points to determine winner

Game Rules:

1. Marker speed is 280 fps (feet per second)

2. Markers will have there velocity checked at the start of every round players will be able to adjust there marker to a safe velocity.

3. Markers will have their velocity randomly checked throughout the day

4. If a player is found to have a “hot" marker (velocity to high) during a random check than they will be removed from play for the remainder of that round

5. A player is eliminated from game play when they are struck with a paintball and it breaks.  This includes all their equipment they have on themselves when they play.

6. Players that are eliminated may re enter the field at designated redeployment times.

7. Redeployment times will happen every 15 minutes during the round, for example in the first round games starts at 11:00 am.  First redeployment of both teams is at 11:15 am, second redeployment is at 11:30 am and final redeployment for the round is at 11:45 am.

8. There is a 1 minute window of opportunity to redeploy. 

9. During the time between redeployment's players can refill air and paintballs

10. Limited rounds per entrance, up to 50 rounds per entrance

11. Markers must be clip feed or pump

12. Markers that have an exception to this rule are pistols designed with a magazine on top similar to the Zeus marker or stock class markers. Tippmann A-5's and X-7's with tac caps are also allowed. If you are unsure we strongly suggest you email or phone us regarding your marker and the mods of the marker to insure it is allowed.

13. In order to help ensure fair game play we ask that players with hoppers must have low capacity hoppers.

14. Fields are marker with boundaries and start gates will be clearly marketed for the teams. 

15. Players will have armbands that will display their team colour, if their armband is not visible than they will be asked to go to start gate to receive a new one.

16. For every 10 players there will be one medic assigned to the team,  medics are eliminated in the same fashion as player although medics can “heal" players that are not eliminated by a head shoot.

17. A player that is marked cannot run to the medic rather they have to wait for the medic to come to them.  The time limit is 1 minute for a medic to successfully heal a player before that player is eliminated. 

18. Medics cannot be healed

19. Players marked on the head cannot be healed

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