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300 Spartans

 

This will be a game with two evenly matched teams.  The beginning of this game will feature a yellow Caution Tape line that can not be crossed by either team, and a green tape around the Spartan City of Athens that can not be passed by the Persians until the 3rd mission is complete.

The yellow caution line will run from the net, across the pond and into the swamp.

 

This barrier was summoned by the Spartans through their Bull Headed deity.  The barrier cannot be crossed until the Persians, entering from the east gate, use their Greek fire weapons to blow open a 20 foot gap, through which the Persians may flood into Sparta. The Persians may blow as many as two openings in the line.

 

The Persians second mission is to deliver their leader, riding aloft on his golden chair to within the blue pillars Parthenon. 

 

The Persians third objective is to locate the Mystical Goliath puzzle shield located in the hobbits cave, this will be located to the south of the Athens's  highest tower and along a wide grassy trail. Return the shield to the Blue Pillars Parthenon

 

Once the Persians have transported the shield back to the Blue Pillars Parthenon, the curse of  the green caution tape around Athens will be lifted.  Now the Persians will be able to pass under the green tape and enter Athens.  

 

 

The Persians Fourth mission is to assault Athens's tallest Tower and reach the upper floor, And locate the  Bull Headed Deity.

 

The Persians fifth mission is to  remove the deity's  heart and carefully return it to the Blue Pillars Parthenon and into the lap of the chair mounted Xerxes. This will end the game, and the total time will be noted. The game will also end if the Persians lose or break the heart.

 

Spartans NEVER touch a Prop!

 

In keeping with this remake of history, the Persians may find a dry passage around the south end of the enchanted swamp. Allowing the Persians to find an alternate path to the Spartans backfield

 

Spartans will re-enter continuously to within their City..  Persians will re-enter every 15 minutes from the eastern gate.

 

Each objective completed by the Persians is worth 10 points. For a possible maximum of 50 Points.

 

The Spartans will earn one point per minute until the Persians are able to break the first yellow spartan defense line with the greek fire weapon. 

 

 

Neither campaign will last longer than 3 hours. 

 

We will switch roles after lunch.

 

If the scores are tied, the team with the shortest time to complete all Persian missions, will be the winner. All players on the winning team will receive the Spartan Pin.

 

 

 

 

 

 

Sunday   The Alamo

 

This scenario calls for the Texans to start under the Texas flag in the center of the Alamo.  At the game starting horn,  the Texans can fan out to man the walls of the Alamo, as the Two legions of Mexicans throw themselves against the fortifications.

The Texans goal is to keep the Flag Flying as long as possible,  scoring a point per minute for as long as it flies.

The Mexican Legions will start West and East Re-entry Gates.

In this scenario, each team plays 2 times in the role of Texans, and 4 times in the role of Mexicans.

The two Mexican teams are not allies, and are in a race to capture the Texas Flag for 10 points.

In this scenario, only the attackers (Mexicans) are allowed to use paint grenades and nerf rockets.

The Alamo Pins will be awarded to all members of the winning team.

 

  For Prices and more info click Here

 

The Matrix

March 10th 2012

Be sure to wear a watch for this event.

 A two team event pitting the Mr. Smiths (agents of the machine) against the Resistance.  Teams will alternate roles throughout the Scenario.

 The Resistance are searching for more Red and Blue pills to replenish their recruitment supplies.  At the start of the game, the Resistance will be tipped off that two pills are located within each of the six colored phone booths within the Matrix (60 acre field.)

 The Resistance will start together at their ship the Nebuchadnezzar.  The Nebuchadnezzar shall start on the Eastern side of the field, and surrounded by Mr. Smiths.

 The mission of the Resistance team will be to gather the pills and return them to the Nebuchadnezzar.  The Resistance will get 1 point per pill safely secured in the Nebuchadnezzar at end of game (1 hour 30 min) The resistance will not get any points from the pills if  a sentinel from the Mr. Smiths team has destroyed the ship before the end of the game.

Approximately 12 pills will be in play. If the resistance is successful at the end of the  hour and a half period, the resistance captain will flip a coin (colored red on one side, blue on the other) which ever side comes up, the resistance will get double points for the number of pills of that color. Choose the right color pill!

 If a Resistance player is eliminated while carrying a pill, he will walk it back to the phone booth he took it from.  Resistance players may carry only carry one pill at a time. Resistance players may "call"  for a telephone extraction, back to the Nebuchadnezzar. (this is an escorted walk with a ref and pill to a safe location within the Nebuchadnezzar.)

Telephone Extraction can only happen if a ref is close enough to hear the call, and the resistance player is still within the phone booth, and the player has not been eliminated before the ref arrives.

 The Resistance and Mr. Smith teams will both re-enter every 10 minutes. 

 

 The Mr. Smith’s Team first objective is to locate the phone booths containing the pills, and defend them from the Resistance. Mr. Smiths will never enter the phone booths, or touch/kick/hide/ cover the pills.

 45 minutes into the game, The Mr. Smiths will pick three volunteers to be the Sentinels. Sentinels will be issued one shield each. If a sentinel is eliminated he will not hand off the shield.  He will walk the shield off the field and back to his re-entry gate and try again.

 The Second objective of the Smiths, is to escort the Sentinels to the Nebuchadnezzar. Only the sentinels can cross the Yellow safety ribbon and touch their shield to the exterior of the Black Nebuchadnezzar blowing up the ship and ending the game.  Blowing the Nebuchadnezzar earns 7 points. 

Rockets and grenades may be used against the Nebuchadnezzar or phone booths, but they will not destroy either. They will eliminate all players inside, and within 10 feet.

Winning Team will shoot for a Trophy

 

 

 Questions?   Call Keith   239-980-9850 

www.PaintBallPartyz.com

Custer's Last Stand

March 11th 2012

This is a three team Scenario with "hit you're out," 30 minute segments.

This scenario calls for Custer's 7th Cavalry company to start standing at the center gate. 

This will be a game in which the Cavalry Team will be attempting to plant their flag within a circle of dead horse bunkers located deep in the Central Area of the field. The Cavalry will get one point per minute their flag is flying in the circle, to a maximum of 30 points/minutes.

In addition, the Cavalry may choose to move their flag from the dead horse bunkers, to the Just constructed Log fort  and plant their flag pole to gain an extra 10 points.  Planting the flag in the holder, at the Log Fort ends the game.  The Cavalry must have already had their flag flying in the Dead Horse bunkers for at least one minute.

The other two teams will be plains Indians.   These two teams are not allies, and are competing to capture the Cavalry Flag.  The Indian team that captures the Flag, ends the game and earns 10 Points for their team.  

Additionally: When the game ends, which ever team possesses the Log Fort  by having the most  live players inside,  will earn 5 extra Points.   

 This is hit you're out, not multiple returns game, we will play 6 rounds rain or shine.

 New for this scenario, each team will be supplied with a medic. 

Large Teams will be kept together and augmented with small teams and walk-ons. Teams will rotate positions in clockwise manner, each team will play the role of Custer's regiment two times during the day.

 

 

Winning team will shoot for a Trophy .

 

 

 

Risk

Saturday January 7th 2012

 

Style: Segmented, Unlimited paint game.

you provide or purchase paint and $10 air cards .

Scenario:

Back, by Popular Demand...

Risk is based on the popular Boardgame and Features 6 teams fighting for world domination.

This is a new risk field: see map. New bunkers have overhead protection and for this game we will be in the upland drier area.

Rules

Large Teams will be kept together and augmented with small teams and walk-ons.  Starting positions will be randomly selected then rotated clockwise for each game throughout  the day. Your starting judge will stick with your team throughout the event. It is possible that the weakest scoring team will be assimilated by another team, If a team is assimilated the victors will receive the players and their cards, but not their earned points.

In each game, the teams will have 30 minutes to capture other continents (bases). We strongly suggest as always all players wear watches !!!

New Rule on Assimilations:  Assimilations will occur after the scoring of the second game. The lowest scoring team (after scoring the round) will be assimilated by the team that took their

continent points that round.   The captured team will then continue the rest of the event wearing a new color and taking orders from a new general. Assimilated team's cards will be turned over to their new general.  But assimilated team's  points will be erased.

Also, no assimilation will occur after last round of the day. 

Important:  Current points leading team will not be allowed to assimilate (capture)  more players. 

Teams earn one card per flag station turned to their arm band color at end of that game. (In paintball Risk teams can earn more than one card per game)  Note: cards can be earned without occupying the base at the end of that 30 minute game.

Continent points values are the same as Risk Board Game. Continent points can only be earned by BOTH: having your arm band color turned up in that bases flag station, and occupying that base with at least one live player at end of 30 minute round.

5 Points North America 5 points Europe 7 points for Asia, 
2 Points South America 3 Points Africa 2 Points Australia

 

Cards will be turned in for points. If a team has 5 or more cards they must cash in.

Following the end of the  1st  Game,     Cash in   5 Points

Following the end of the  2nd Game     Cash in  10 Points

Following the end of the  3rd  Game      Cash in  15 Points

and so on....  

All Winning team members will receive the World Forces pin on Saturday. 

Winning General will receive the Risk Scenario Trophy

Personal awards for Most Valuable Player, Hand-to-Hand Combat (barrel tap).

 

Road to Baghdad

Sunday January 8th 2012

 

$25 Includes gun, goggle, camo,

Includes limited paintballs and air.

 

Players wishing to use their own paint may now carry as much as they wish and purchase air cards $10

 

Teams will divide up the number of private tanks on site. It is likely there will be motorized tanks for this event. If you intend to bring a tank call Keith for approval. We will only allow walking tanks & golf cart sized tanks, speed governed to 5mph.

We will be limiting the number of Law Rockets and tank killing grenades.

Each team captain will be provided a laminated map showing the location of objectives that must be taken.

This scenario requires coordinated movement between tanks and infantry.

This scenario will require strong offense, defense and timing. At times, forces will be leapfrogging opponents to secure higher value objectives.

For this event, we strongly recommend watches and walkie-talkies.

Re-Entry: There will be a continuous reentry every 20 minutes.

Start time at 10AM.

Approximately 1PM:  One Hour lunch,  (Great Concession stand open all Day)

These times are flexible,  normally by  no more than 15 minutes delayed.

The best marksman on the winning team will take home the trophy.

Personal awards for Most Valuable Player, Hand-to-Hand Combat (barrel tap).

 

  For Prices and more info click Here

 

   

Was held

Saturday, December 10th 2011

 

Note: Changes are in Green

 

$25 Includes gun, goggle, camo, bring or buy paintballs and air.

 

Style: Unlimited with re-entry

Scenario: 

A secret bio-weapon research program has lost control of it's remote facility.  Located deep in a Florida swamp, The site was originally chosen for its remoteness and difficult access to contain its test subjects.

There has been no contact from the remote facility since the panicked call for assistance.

Rumors of the project have leaked.

Outside civilian Pharmaceutical companies have discovered the project and are vying to steal any illegal  research breakthroughs.

You have been recruited by one of these  big pharmaceutical companies..

You will stage out of a secret assembly area inside the Hall Ranch in Punta Gorda FL..

Most areas are flooded, so your team will be provided several canoes to haul gear and personnel into this heart of darkness. Update: The swamp was drained to ease your mission. The zombies have now been spotted in a two story fortified building.

Always  Eliminate zombies and take a blood sample for research. Take the zombie armband: (1 point.)  Beware; many of these zombies are the former security guards will be armed,  As everyone knows from reading the "zombie survival guide", zombies can only be killed by headshot.

First:   find, and take control of the hidden research facility.

Second:  Gather any salvageable papers and hard drives. Deliver them to your pharmaceutical drug rep, back at the assembly area. (5 points for each item)

Third:  Search for the zombie cave, capture alive,  any  zombie babies, and take them back  to your  drug rep. at the assembly area. (5 points each live baby)

Fourth:  Sanitize the research facility with fire.  Molotov cocktails will be provided by staff. Players shall not bring any pyrotechnics onto site. This phase of the game will end 10 minutes after a team successfully sanitizes the facility with your teams Molotov (5 Points). this is the time to get your props off the field and hunt zombies for samples. we will take a 30 minute break.

This mission features 15 minute continuous re-entries.

Free gift with 

Paid  2 day admission

Limited supply while they last

Winning team members will shoot for the Best Marksman Trophy.

Personal awards for:

 Most Valuable Player, 

Hand-to-Hand Combat (barrel tap)

 

Zombie Apocalypse Orientation Video.

 

 

 

 

 

 

 

 

 

 

 

Was Held

 

Sunday, December 11th 2011

 

$25 Includes gun, goggle, camo,

Includes paintballs and Includes air

 

Style: Hopperball, segmented

Scenario:

Back, by Popular Demand...

Risk is based on the popular Boardgame and Features 6 teams fighting for world domination.

This is a new risk field: see map. New bunkers have overhead protection and for this game we will be in the upland drier area.

Rules

Large Teams will be kept together and augmented with small teams and walk-ons.  Starting positions will be randomly selected then rotated clockwise for each game throughout  the day. Your starting judge will stick with your team throughout the event. It is possible that the weakest scoring team will be assimilated by another team, If a team is assimilated the victors will receive the players and their cards, but not their earned points.

In each game, the teams will have 30 minutes to capture other continents (bases). We strongly suggest as always all players wear watches !!!

New Rule on Assimilations:  Assimilations will occur after the scoring of the second game. The lowest scoring team (after scoring the round) will be assimilated by the team that took their continent points that round.   The captured team will then continue the rest of the event wearing a new color and taking orders from a new general. Assimilated team's cards will be turned over to their new general.  But assimilated team's  points will be erased.

Also, no assimilation will occur after last round of the day. 

Important:  Current points leading team will not be allowed to assimilate (capture)  more players. 

Teams earn one card per flag station turned to their arm band color at end of that game. (In paintball Risk teams can earn more than one card per game)  Note: cards can be earned without occupying the base at the end of that 30 minute game.  

Continent points values are the same as Risk Board Game. Continent points can only be earned by BOTH: having your arm band color turned up in that bases flag station, and occupying that base with at least one live player at end of 30 minute round.

5 Points North America 5 points Europe 7 points for Asia, 
2 Points South America 3 Points Africa 2 Points Australia

 

Cards will be turned in for points. If a team has 5 or more cards they must cash in.

Following the end of the  1st  Game,     Cash in   5 Points

Following the end of the  2nd Game     Cash in  10 Points

Following the end of the  3rd  Game      Cash in  15 Points

and so on....  

All Winning team members will receive the World Forces pin on Saturday. 

Winning General will receive the Risk Scenario Trophy

Personal awards for Most Valuable Player, Hand-to-Hand Combat (barrel tap).

 

Was Held

Saturday November 12, 2011

Was Held

Sunday November 13, 2011

   
   

Long Range Patrol Viet Nam:

 

Bring your own paint, or buy from us!  3 grades of paintballs: $35 and  $45 per 2000 rounds. Pod packs are ok on Saturday. High Pressure Air to 3500 PSI   $1 per thousand. CO2  $3/$4 per fill

 

Try to be on site by 9AM

All players will be divided into two forces.

In this scenario Each team will take a turn as the US Rangers Vs Viet Cong forces.

A typical mission will begin with the Rangers racing to capture a VC village and secure high value items.

After securing the items, the team will choose between four extraction landing zones. The rangers will score points based which extraction zone is chosen (1,2,3 or 4 points) X the number of personnel who survive and extract before the time expires.  Teams may also extract prior to game time ending. Calling for extraction ends this game.

Secondary Missions may include Search and Destroy Missions on a VC tunnel Complex using maps and demolitions that we provide.

No Tanks allowed in this Scenario

 

A Trophy will be awarded to the best marksman on the winning team. 

Referees will be keeping notes on combat effectiveness, attention to mission and sportsmanship. Most valuable player awards will be awarded to the best performing players on both teams.

This Scenario is still evolving.  Subscribe to our email list to be kept up to speed on Dates, rules, or other changes.

If you wish to submit mission Ideas,  

email Keith@paintballpartyz.com

 

Add Me to the email list

 

Domino theory

Hopper Ball!  No pod packs. We will provide white box paint and the air/co2 on this day!  You may choose to use your own higher quality paint. Pinocchio's and oversize hoppers are ok. We will bring you up to 200 rounds before  each game.

Try to be on site by 9AM

This will be a two team game. 

At the beginning of each game both teams will be informed of up to 3 mission to be completed within 30 minutes. We expect to play as many as eight separate games.

As teams complete missions, team captains will draw several dominos.

Team captains will play their dominos on a theatre map of SE Asia. The goal is to build a supply train of dominos that cross the borders of nations before your opponent, this action yields your team this country.  There are 11 nations on the map.  When your team has captured 6 countries, you have won.

This scenario requires on field skill and off field gamesmanship, so choose your team captain wisely.

No Tanks allowed in this Scenario

 

The Trophy will be awarded to the best marksman on the winning team.

Referees will be keeping notes on combat effectiveness, attention to mission and sportsmanship. Most valuable player awards will be awarded to the best performing players on both teams.

 

 Event Video

 

Back, by Popular Demand...

Risk is based on the popular Boardgame and Features 6 teams fighting for world domination.

Rules

Large Teams will be kept together and augmented with small teams and walk-ons.  Starting positions will be randomly selected then rotated clockwise for each game throughout  the day. Your starting judge will stick with your team throughout the event. It is possible that the weakest scoring team will be assimilated by another team, If a team is assimilated the victors will receive the players and their cards, but not their earned points.

In each game, the teams will have 40 minutes to capture other continents (bases). We strongly suggest as always all players wear watches !!!

New Rule on Assimilations:  Assimilations will occur after the scoring of the second game. The lowest scoring team (after scoring the round) will be assimilated by the team that took their continent points that round.   The captured team will then continue the rest of the event wearing a new color and taking orders from a new general. Assimilated team's cards will be turned over to their new general.  But assimilated team's  points will be erased.

Also, no assimilation will occur after last round of the day. (around 5-5:30Pm)   

Important:  Current points leading team will not be allowed to assimilate (capture)  more players. 

Teams earn one card per flag station turned to their arm band color at end of that game. (In paintball Risk teams can earn more than one card per game)  Note: cards can be earned without occupying the base at the end of that 25 minute game.  

Continent points values are the same as Risk Board Game. Continent points can only be earned by BOTH: having your arm band color turned up in that bases flag station, and occupying that base with at least one live player at end of 40 minute round.

5 Points North America 5 points Europe 7 points for Asia, 
2 Points South America 3 Points Africa 2 Points Australia

 

Cards will be turned in for points. If a team has 5 or more cards they must cash in.

Following the end of the  1st  Game,     Cash in   5 Points

Following the end of the  2nd Game     Cash in  10 Points

Following the end of the  3rd  Game      Cash in  15 Points

and so on....  

Winning team members will receive the World Forces pin on Saturday. 

Winning General will receive the Risk Scenario Trophy

Whack a Mole is a  9 Flag Position, 15 minute re-entry Game that is scored on the top and bottom of each hour. 45 Minute Lunch Break with the game running until 4:30 PM Sunday

Start Time 10AM. Players will be formed into two large groups.

Scoring: Line up three flag positions (ala Tic-Tac-Toe) The difference with Whack a Mole, is that the Referees will patrol the backfield positions and if the position is unguarded, the ref will switch the flag back to your enemy's Color.  This will give the appearance that the enemy has "popped up" in your rear.

 

 

 

 

Was Held March  25, 26, 27   2011


 

Saturday   Red Dawn 2011

Rules are Posted Click Here

RED DAWN : an American city awakens to the surreal sight of a full scale Chinese Air Assault on their rural high school.  

Taking inspiration from their high school mascot, a small group call themselves the Wolverines, banding together to liberate their town from its captors, and take back their freedom.

After arming themselves with guns from the local pawn shop, the wolverines work to delay the advancing Chinese. Their first mission is to assist the National Guard in capturing gasoline for their tanks, then freeing the townspeople from the re-education camp.

This group of young patriots seek refuge in the surrounding woods, constantly harassed by Chinese Helicopter Assaults and nerf rocket attacks.

Using Tanks, the National Guard's main objective is to take back the town and release the hostages, then raise the American Flag.

This scenario requires close attention.  Some teams and players will have very specific roles.

This a multiple return game with re-entry every 15 minutes, and the Chinese re-entering even more often.

This will be a complicated scenario and we urge all players to be checked in and and ready to play by our 9:30 AM briefing.

.

 

 

 

 

 

The Alamo Paintball Scenario

 

 

 

 

 

 

 

 

Sunday   The Alamo

 

This scenario calls for the Texans to start under the Texas flag in the center of the Alamo.  At the game starting horn,  the Texans can fan out to man the walls of the Alamo, as the Two legions of Mexicans throw themselves against the fortifications.

The Texans goal is to keep the Flag Flying as long as possible,  scoring a point per minute for as long as it flies.

The Mexican Legions will start North  and South of the Alamo respectively.

In this scenario, each team plays 3 times in the role of Texans, and 6 times in the role of Mexicans.

The two Mexican teams are not allies, and are in a race to capture the Texas Flag for 10 points.

In this scenario, only the attackers (Mexicans) are allowed to use paint grenades and nerf rockets.

     

 

 

Saturday     Risk 

 Was Held   Jan  2011

Game Photos

Game Video

Large Teams will be kept together and augmented with small teams and walk-ons.  Starting positions will be randomly selected then rotated clockwise for each game throughout  the day. Your starting judge will stick with your team throughout the event. It is possible that the weakest scoring team will be assimilated by another team, If a team is assimilated the victors will receive the players and their cards, but not their earned points.

In each game, the teams will have 25 minutes to capture other continents (bases). We strongly suggest as always all players wear watches !!!

New Rule on Assimilations:  Assimilations will occur after the scoring of the second game. The lowest scoring team (after scoring the round) will be assimilated by the team that took their continent points that round.   The captured team will then continue the rest of the event wearing a new color and taking orders from a new general. Assimilated team's cards will be turned over to their new general.  But assimilated team's  points will be erased.

Also, no assimilation will occur after last round of the day. (around 5-5:30Pm)   

Current points leading team will not be allowed to assimilate more players or other teams cards.

Teams earn one card per flag station turned to their color at end of that game. (In paintball Risk teams can earn more than one card per game)  Note: cards can be earned without occupying the base at the end of that 25 minute game.  

Continent points values are the same as Risk Board Game. Continent points can only be earned by BOTH: having your flag color up in that bases flag station, and occupying that base with at least one live player at end of 25 minute round.

5 Points North America 5 points Europe 7 points for Asia, 
2 Points South America 3 Points Africa 2 Points Australia

 

Cards will be turned in for points. If a team has 5 or more cards they must cash in.

Following the end of the  1st  Game,     Cash in   5 Points

Following the end of the  2nd Game     Cash in  10 Points

Following the end of the  3rd  Game      Cash in  15 Points

and so on....  

Winning team members will receive the World Forces pin on Saturday. 

And allowed to shoot for Free tickets to a future event.

Winning General will receive the Risk Scenario Trophy

 

 

Sunday    Custer's Last Stand 

 Was Held   Jan  2011

This scenario calls for Custer's 7th Cavalry company to start standing within their fort.

This will be a game in which the Cavalry Team will be attempting to seize and hold the Sioux Indian village. Unfortunately for Custer, history claims Custer was stalled in his attempt, and was forced to defend himself behind a wall of dead horses on an open plain.  In this re-enactment, after the 7th Cavalry team leaves their fort, Custer himself must plant the Cavalry Flag in the center of a ring of dead horse bunkers, before this team can score any points in this game.  The cavalry's primary goal is to keep their flag flying as long as possible,  scoring 1 point per minute, for as long as it flies. 

Custer is the only Cavalry member allowed to move the Flag at any time in this game.  If he decides to retreat back to the fort and is successful at getting the flag back inside the fort, it will earn his team an additional 10 points. If Custer is eliminated, he must stab the flag into the ground and exit the field.  Then for the remainder of the game, Custer's team will attempt to keep the flag from being captured by the Indians.  

The other two teams will be plains Indians.   These two teams are not allies, and are competing to capture the Cavalry Flag.  The Indian team that captures the Flag, ends the game and earns 10 Points for their team.  

Additionally: When the game ends, which ever Indian team possesses the fort by having the most  live players within the walls,  will earn 5 extra Points. 

Game time will be 25 minutes or until the Flag is captured by Indians. This is hit you're out, not multiple returns. New for this scenario, each team will be supplied with a medic. 

We intend to play as many games on Sunday as possible.

Large Teams wi ll be kept together and augmented with small teams and walk-ons. Teams will rotate positions in clockwise manner, each team will play the role of Custer's regiment two or three times during the day.

 

 

Winning Team will receive the

7th Cavalry crossed Sabers Pin

Winning team will shoot for Free tickets to a future event.

   

Double Scenario Weekend

Was Held Thanksgiving Weekend  2010 

Saturday:  World War One

Pre-game Scenario

 

November 26, 27, 28  2010      

Was Held Thanksgiving 

Weekend 2010 

Sunday: Vampire Hunter 

Pre-game Scenario

Civil War-  Shiloh

Was Held   May 14, 15, 16 2010

After Action Report and Video

Pre-game Scenario

Road to Baghdad II

Was Held         April 16, 17, 18  2010

After Action Report

Pre-game Scenario

 

The Matrix

Was Held            March 5, 6, 7  2010

Event Video

After Action Report  &  Event Photos

Pre-game Scenario

 

Custer's Last Stand

 

Was Held        Feb 5, 6, 7   2010

 

After Action Report and Video

Pre-game Scenario

 

 

Risk 2010       6 teams

 

Was held        Jan 1, 2, 3  2010

 

Event Photos

After Action Report

Pre-game Scenario

 

Road to Baghdad

Was held:  November 27,28,29 2009

After Action Report

Pre-game Scenario

 

Out of the Ashes

Was Held:   October 23, 24, 25 2009

After Action Report

Pre-game Scenario Paintball

The Tet Offensive  Scenario

Was Held:  May 29, 30,31  2009

After Action Report

Pre-game Scenario Paintball

 

SW Florida Paintball

The Alamo Paintball Scenario

Was Held:  April 24, 25, 26     2009

After Action Report

Pre-game Scenario Paintball

Black Hawk Down Paintball Scenario

Black Hawk Down

Was Held:  March 27, 28, 29 2009

After Action Report

Pre-game Scenario Paintball

Risk 2010 Paintball Scenario Florida

Risk 2010       5 teams, 

Bring Your Own Paintballs

 

Was Held:  Feb 27,28 and Mar 1 2009

After Action Report

Pre-game Scenario Paintball

Risk Paintball Scenario Florida

Risk - 4 teams, 

Bring Your Own Paintballs

Was Held:  Jan 2, 3, 4 2009

After Action Report

Pre-game Scenario Paintball

Behind Enemy Lines

Nov 28, 29, 30  2008

After Action Report

Pre-game Scenario Paintball


Search for Bigfoot

October 18 & 19 2008

Bigfoot After Action

Pre-game Scenario Paintball

 

BRAVEHEART

 Oct 3,4,5 2008

Braveheart After Action

  Pre-game Scenario Paintball

Indiana Jones Paintball Scenario

Indiana Jones

Search for the Crystal Skull

May 16, 17, 18  2008

Indiana After Action

  Pre-game Scenario Paintball

 

Naitonal Treasure Paintball Scenario

NATIONAL TREASURE

CONFEDERATE GOLD

March 14, 15, 16     2008

Pre-game Scenario Paintball

National Treasure After Action. 

 

Zombie Survival Paintball Scenario

ZOMBIE SURVIVAL 

  Pre-Game Scenario Paintball

  Zombie Survival After Action 12/29/2007

300 Spartans Paintball Scenario Florida

300 SPARTANS

11/25/2007 

   
   

     Visa and Mastercard available at field.

  • Free Camping Friday and Saturday Night
  • Bathrooms & Showers (Male & Female)
  • Running water
  • RV Parking Available FREE,  Electric Hookups $5 per night (goes to Boyscouts)
  • Fires in provided fire rings,  Individual Grills,  Camp Stoves, and Sterno are OK
  • We play Rain or Shine.

We provide  an environment of fair and honest judges, allowing the players to experience a  competition where hits on opponents matter and judges take action to remove cheaters, where scores accrue on the merits of individual effort.  Our game objectives are simple and easily understood by all players, but still require teamwork and strategy to win. Scoring is continuously updated so that all can  see the progress of the game as it unfolds.

  • No Pets, ATV's Drugs or Alcohol in the park.

  • No un-chaperoned campers under 13 years of age.

  • 280 feet per second DayLight  Maximum  Strictly Enforced.

Campers are welcome to begin arriving anytime after Noon on Friday.

Food Concessions At Reasonable Prices:

 

Breakfast Food:  Bacon/Sausage and Egg Biscuits, waffles and oatmeal along 

      with coffee, hot chocolate and fruit cups and fresh bananas and apples for breakfast. 

 

All Day: Hot Dogs, Burgers and Chicken sandwiches.

 

Evening: Pizza, Sloppy Joes, etc.