Open Friday 4/26 4PM-10PM. Saturday & Sunday 9AM-5PM

Open Friday 4/26 4PM-10PM. Saturday & Sunday 9AM-5PM

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Zombies 7

Description

Zombies 7 is the seventh installment of the ultimate zombie apocalypse survival experience. We are creating a mass zombie horde panic experience by setting up a multi-phase scenario that rotates survivors into zombie role-player roles for a small portion of the event.  A survivor will be required to be a zombie for two hours of the event, while slaying zombies for five hours of the rest of the event.

 

Pricing Tier System:

Pre 8/1/24 :         $65.00

After 8/1/24:      $85.00

Refund Policy & Ticket Transfers

TICKETS ARE NON-REFUNDABLE

Ticket Transfers will be permitted for the year of 2024. Ticket Transfers will be permitted up until a week before an event after which ticket transfers will not be available. Individuals selling tickets for more than the event cost will have their tickets refunded and barred from the event.

To Transfer A Ticket:

  1. Once a customer purchases a ticket, they will receive a ticket notification email with the link to access their ticket. You will need to go to this email.
  2. Click on view your ticket, and you will be sent to your ticket page.
  3. To transfer the ticket you can enter the name and email address of the person to whom the ticket will be transferred then click on"Update Ticket Details."
  4. Once you click on Update Ticket Detail ticket will show that it is no longer valid showing the email address where the ticket was transferred to and when it was transferred. 
  5. All Information applied to the ticket for the new attendee must be accurate and must have all terms agreed upon before arrival to the event. Failure to agree to the terms or provide inaccurate information will delay your processing time.

After this point, your ticket is no longer in your possession. We recommend that you only transfer tickets to people that you know. Ballahack Airsoft will not be involved in 3rd Party Sales, so it is important that ensure that you are buying a ticket from a reputable source.

$65.00 USD
$85.00 USD

Event Specific Rules

Event Structure

Phase One is two hours long. In phase one Group A Survivors will be the only ones with weapons and will be fighting Group B (Roleplaying as zombies) and the admin specialty zombies. This is how we will achieve the overwhelming zombie horde effect.

Phase Two is two hours long. In phase one Group B Survivors will be the only ones with weapons and will be fighting Group A (Roleplaying as zombies) and the admin specialty zombies. This is how we will achieve the overwhelming zombie horde effect.

Phase Three is two hours long. In phase three Group A Survivors and Group B survivors will have weapons and will be fighting each other and the admin zombie group Group. Both Groups will be tasked with final attempts to achieve survival. Survival can only be achieved by a small percentage of the groups. In this phase, there will be a signal that designates when players become permanent zombies after being killed by one.  The horde will grow.

Atmosphere & Attitude

Survivors: To create an immersive environment we are encouraging players to dress as civilian survivors. Plate carriers and chest rigs are allowed in camouflage but please do not try to look like a full-blown Operator. Try to look like a civilian who has scavenged for their gear.

Z is a unique experience. It requires everyone involved to see the bigger picture of creating an incredible experience you can’t get anywhere else. There are many trying situations that might arise from this game however all players are expected to behave in a mature, friendly manner, even when the game gets intense. Any instances of verbal or physical aggression are grounds for immediate banning from the field.

Guns & Restictions

This event will only allow PISTOLS, SHOTGUNS, and BOLT-ACTION RIFLES that are shooting under 1.49 joules regardless of weight bb used. We have limited weapon use for this class of guns to ensure we can create the quality experience we desire to give the player as well as protect Zombie Role-Players.

There will be NO FULL AUTO at this event.

PISTOLS: Your pistol must be what is widely considered a pistol. It cannot be considered an SMG (Sub-Machine Gun). Pistols CANNOT have stocks on them for this event. A pistol is allowed to have full-auto capability but CANNOT be used on full-auto.

-Gas Blowback Pistols will be chronoed with .20 gram bbs and must be under 1.49 joules (400 fps with .20s).

– Gas Non-Blowback Pistols will be chronoed with .40 gram bbs to account for possible joule creep and must be under 1.49 joules (283 fps with .40s).

-AEPs (Airsoft Electric Pistols) / Springer Pistols will be chronoed with .20 gram bbs and must be under 1.49 joules (400 fps with .20s).

SHOTGUNS: Shotguns must be used in semi-auto or single-pump settings. A shotgun can have full-auto capability but CANNOT be used on full-auto. NO ELECTRIC SHOTGUNS.

-Spring Powered Shotguns will be chronoed with .20 gram bbs and must be under 1.49 joules (400 fps with .20s).

-Gas-powered shotguns will be chronoed with .40 gram bbs to account for possible joule creep and must be under 1.49 joules (283 fps with .40s).

BOLT ACTION / LEVER ACTION RIFLES: A bolt action or lever action rifle must only be able to fire one round at a time. Scopes are allowed to be used.

-ALL BOLT ACTION /LEVER ACTION RIFLES will be chronoed with .40 gram bbs to account for possible joule creep and must be under 1.49 joules (283 fps with .40s). NO ACCEPTIONS!

-TO BE CLEAR: No AEGs, SMGs, LMGs, MMGs, or Rifles (Apart from Bolt Action or Lever Action) can be used at this event.

-No winding high-capacity magazines, No Midcap Adapters for Pistols.

-No Melee weapons

-No smoke or pyrotechnics

-No Grenade Launchers / 203 grenades

-No knives, blades, crowbars, axes, etc.

Thunder Bs, Tornados, and other non-pyro grenades will be allowed.

1. Field Marshals

Field Marshals are the supreme authority on the field. They are present to maintain a safe and fun environment. Disobeying, disrespecting, and/or arguing with a marshal is strictly prohibited. Field marshals must be informed of any violations of field or game rules. FIELD MARSHALS MUST BE INFORMED IMMEDIATELY OF ANY FIELD EMERGENCY SITUATIONS.

2. Hit Calling and Getting Destroyed By Zombies

Human survivors are not fighting each other during Phases One and Two. Friendly fire will not count unless both friendlies are engaging each other. During Phase Three if a survivor hits an enemy team survivor anywhere on their body or gear that player is dead or wounded. Gun hits and ricochets do not count. The downed player can either wait to be bandaged or return to their respawn. Players are encouraged to aim center mass and avoid head shots when engaging zombies. When a zombie gets hit they are to drop to the ground. A zombie cannot be shot while on the ground. A downed zombie has the choice to wait one minute on the ground and then re-animate as a live zombie by standing up with their dead rag put away, or to hold their dead rag in the air, stand up, and return to spawn. A zombie without a dead rag while standing up is considered a live zombie and can be shot.

Zombies kill humans by successfully pulling off one of the colored flags hanging from a human's waist. If the flag is pulled, the human must drop to the ground, tuck any remaining flags into their pocket, wait 30 seconds, and then reanimate as a zombie until shot by a live human.  After they are shot they can then apply their dead rag and go respawn as a zombie. 

This changes after a certain point in phase 3 where there will be no more human spawns.

ALL PLAYERS MUST HAVE TWO DEAD RAGS ON THEM

3. Medics

There are no classical medics at Z. During Phases One and Two there will be no use of medical supplies. During Phase Three a medic bandage can be used on a human survivor who has been shot by the opposing survivor team. The bandage must be fully wrapped around a wounded player's limb, the “medic” must then apply pressure to the bandage area for thirty seconds before removing the bandage. Once the bandage is off, the wounded player is now healed.

4. Chrono & Minimum Engagement Distances

All players must have marshals chronograph every weapon they use before entering gameplay.

If ANY WEAPON fires 1 fps over the previously stated limit of 1.49 joules out of 5 shots the weapon will be DENIED. (PLEASE KNOW YOUR GUN, we do not like denying players but will for the safety of others)

– NO FULL AUTO PERIOD–

There is NO minimum engagement distance for weapons under 1.49 joules.

5. Respawns

Human Survivors will have a single fixed respawn point during each of the three phases.

During Phase Three Survivor Group A and Survivor Group B will have separate respawns.

Respawns are instantaneous and players are invincible while touching their spawn point.

Zombies cannot go with 100 ft of a human respawn. Zombie Role-Players will have multiple respawn points during each phase. If a Zombie chooses to not re-animate and go to a spawn point they must continue to a spawn point. Zombies are invincible at their spawns and cannot be fired upon.

6. Zombie Agression

Zombies are not to have significant physical contact with other players. Situational awareness is imperative so as to not step on inevitable dead bodies all over the place.

Zombies will be led by Zombie Role-player Admins. Zombies must follow general instructions given by said Admin and must adhere to zombie speed levels (Walk, Shamble, Jog, Run)

7. Eye & Face Protection

Eye Protection- All eye protection must be fully sealed, be rated to ANSI Z87.1, and have retention behind the head. Mesh goggles are not allowed unless another form of eye protection is worn underneath.

Age Restrictions:

18+ can wear just full seal glasses with retention; however full face protection is still recommended. Lower face protection is strongly encouraged.

16 and 17-year-olds must wear full-seal goggles, they must also wear lower mesh or hard plastic that covers the lower face.

12, 13, 14, and 15-year-olds must wear full-seal goggles and mesh or hard plastic lower face protection that covers the lower face and ears or a full-face paintball mask.

10-11 year olds must wear a full paintball mask.

Observers & External Media

Observers and other external media is not permitted at our events. Participants without a valid ticket will not be permitted onto the field.

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