Don't Miss Our Big Game Charity Events:
April 29-30 and September 30-October 1
It's a $10.00 Weekend. Play Sat., Sun., or Both for only $10.00 admission
(All admissions will be donated to the local food pantries)

Action Packed Paintball is hoping with your help we can build this event into the biggest event in Northern Mid-West History. So, if you have never participated in one of our big games before, you do don't want to miss this one and remember to bring all your friends.
It will be awesome!
We are combining seven playing fields into one enormous playing field for a gigantic paintball war. Imagine playing with 100s'of paintball players all battling for control of the flag and both two-story forts. The winner of this game must capture the flag and have control of both forts. Hospitals and medics will be assigned to each team for wounded players.
We're adding a new twist to this years Spring Big Game, paintball hand grenades and paintball claymore land mines can be used. Plus each team will be issued two rocket launchers and five satchel charges to be used to take out bunkers and forts.
Dead players don't worry, you will be brought back into this game as mercenary killer teams. Your mission will be to take out or kill as many players from both fort teams as possible, For the mercenary team to win this game you must attack and have control of both forts. plus you must transport both fort flags to opposite forts. Guaranteed at least 3 Big Games per day. Time limit 1:45 per game.
Mercenaries have two missions:
- Take out or kill as many players from both fort teams as possible
- For mercenaries to win they must attack and capture both forts and transport fort flags to opposite forts.
You'll be guaranteed at least 3 Big Games per day. Time limit 1:45 per game. So grab as many friends as you can and help us make this charity event the best ever.
Gate opens at 7:30 AM.
First orientation 9:00 sharp, first game right after orientation.
All guns must be chronographed -Max fps = 270.
Order paint and guns by:
Mon. April 24 (Spring) or Mon. Sept. 25 (Fall) and save $$$$
Advance Orders:
- $70.00 - Full Case
- $65.00 - Full Case if 5 or more ordered
- $40.00 - Half Case
- Rental Guns = $5.00
Day of the Game:
- $90.00 - Full Case
- $50.00 - Half Case
- Rental Guns = $15.00
Looking for a place to stay nearby? Click here to see a list of lodging nearby.
Big Game Safety rules
- Welcome to our field. Throughout the day today should you have any questions whatsoever please feel free to come up to any of us and we'll do our very best to answer them for you. Our biggest concern today is your safety.
- The most important rule here is our goggle rule. Goggles are to be worn at all times out on the playing field and on the target range. They are never to be removed under any circumstances. Do not shoot at anyone not wearing goggles. Goggles must be worn in the target range.
- Should your goggles come off while playing, drop your gun immediately and cover your eyes and yell for a ref. A ref will run to you and get the game shut down. When the ref feels it is safe he or she will hand you your goggles and you can then put them on.
- Barrel plugs or socks must be in or on your gun at all times except on the playing field or target range.
- Guns are not to be fired or dry fired in the parking lot or staging area ever.
- No gun is to shoot 3 round bursts or fully-auto. Anyone caught shooting in this mode will be done for the day.
- All guns will be chronoed at 270 fps. Anyone caught turning their gun velocity up will be done for the day.
- Look before you leap. Be aware of your surroundings (Animal holes, fallen trees, cut branches, stubs and rocks). Do not jump out of the buildings, sit or balance on walls. Exit through doorways only. Do not move any man made obstacles (pallets, spools, barrels, etc.) Do not climb trees and please don't shoot the wildlife.
- No smoking, food, beverages, cell phones, or any real firearms, hand or smoke grenades, claymores, tripwires, etc. will be allowed.
- Any approved paintball devices ( claymores, land mines, etc.) can be used with managements permission.
- No swearing or abusive language. Any hand-to-hand combat both parties will be told to leave.
- Report all injuries.
- Our boundaries are well marked. Do not cross them or you will be called out.
- Field paint and field hand grenades only. Anyone caught using their own paint or paintball grenades will be done for the day.
Heavy Weapons rules
- Field paint and field hand grenades only. Anyone caught using their own paint or paintball grenades will be done for the day.
- Anyone caught throwing anything in a hard ball manner will be done for the day.
- Any tripwire devices must be set waist high or below. Any device set higher than waist high will be confiscated and not returned.
- Anyone hit by any paint, dime size or larger from setting off any paintball device, will be wounded or dead.
- Satchel charges or rockets landing in any bunker, all players will be dead.
- Satchel charges landing in a room of a fort, all players in that room will be dead.
- Anyone picking up a fired satchel charge, except for the person assigned to that satchel charge or a ref, will be call out of the game.
- A retrieved satchel charge can be reused only by the person it was assigned to.
- Two men will be assigned to one rocket launcher, one will carry the launcher and one will carry the rockets.
- Should a player from the rocket launcher team be eliminated another player can take his place.
- Before firing a rocket it must be armed. To arm a rocket the person caring the rocket must submerged the tip of the rocket into powder.
- Firing a rocket and hitting a wall of a fort, all players on the opposite side of that wall are dead.
- Anyone picking up a fired rocket, except for the rocket launcher team that fired it or a ref, will be call out of the game.
- Fired rockets can be reused from the team that fired it.
Game Rules
- Field paint and field hand grenades only. Anyone caught using their own paint or paintball grenades will be done for the day.
- If shot by any colored paint other than field paint go to the closet ref you see, report the incident and who shot you and the ref will put you back into the game.
- The object of the game is to capture your opponent's team flag returning it to your home base. Once a flag is taken down, a skull and crossbones flag will be raised. Both forts must be in control of one team to win this game. The flag must be carried in plain view. You may drop the flag to shoot at an opponent but you cannot abandon or hide the flag on the playing field.
- Should the flag get hit while carrying it you are still alive.
- If shot while carrying the flag it may be passed on to a live team member and he may proceed on. You cannot call for a team member nor can you walk over to a team member. He must come to you.
- If no one is around to grab the flag you must return it back to the original point of capture taking the shortest route back.
- Dead men do not talk to live men; live men do not talk to dead men. In both cases the live man or men will be called out.
- Rambo rule. Should you sneak up to the enemy, touch him on either shoulder with either hand he is dead. NEVER TOUCH ANYONE WITH A GUN.
Mercenaries Rules
- To become a mercenary a dead player must check into the dead mans pool where their gun will be tagged, a new color armband issued and mercenary killer teams formed.
- Refs will randomly put mercenary teams back into the game at different starting points.
- Mercenaries have two mission; (1) Eliminate as many players from both fort teams as possible. (2) To win capture both forts and transport both fort flags to opposite forts.
- Mercenaries capturing a fort must raise their confederate flag to show they control the fort.
- Mercenary teams can join forces with other mercenary teams to form bigger teams. Alliances can not be formed with any other team.
- No medics for mercenaries. If wounded you must check into the closest hospital to be healed.
- If a mercenary is killed he or she is out of the game and will exit the playing field.
Medics, Wounds and Kill Rules
- All players will be allowed two wounds and one kill per game.
- The third wound will be treated as a kill.
- The second kill the player will leave the game.
- Any hit to an arm, leg or gun will be considered a wound. The hit has to be below the armpit or crouch. A paintball breaking anywhere on your torso or head is considered a kill.
- Once wounded, the player cannot shoot his or her gun any longer and must have their barrel plugs in their guns.
- Live players cannot execute wounded players.
- Wounded players cannot move from position if they want to be healed by a medic. They must call out for a medic and the medic must come to them.
- For a medic to heal a wounded player he must put a tie rap on the wounded players gun.
- One medic will be assigned for every 10 players.
- Medics can shoot at other players.
- Medics cannot heal themselves but can heal other medics.
- Players not wishing to wait for a medic can check into their assigned hospital or the neutral hospital to be healed.
- Medics cannot heal players walking to a hospital.
- Players must spend 5 minutes in a hospital to be healed.
- Any ball breaking on anything in front of you and marking you with paint bigger than a dime size will be considered a hit.
- If a ball hits you and it bounces off, you are still alive. Yell it bounced off.
- If you yell I'm hit or I'm out and then find out it did not mark you, you cannot change your mind, you are still wounded or dead.
- Field paint only is to be used. Should you be hit by any other color other than the field color find a ref and he will put you back into the game.
- Any unsportsmanlike conduct, cheating, wiping paint and not calling yourself out you will be done for the day.
- If shot by a team member you're out.
- Paint checks can be called on yourself or your opponent. Before calling a paint check on yourself, look and feel to see if you can spot paint or have a team member check you out.
- When killed and calling yourself out, stand up, immediately put a barrel plug in or sock on your gun, hold up your gun and exit the field.
- Dead men do not pass ammo or equipment to live men.
- Do not carry anything of value out on the playing field (car keys, wallets, money, etc.).
- If you still have any questions we will answer them at orientation? Thank you.
For more information call (920)478-9898.