Paintball scenario games colorado




















Paintball Adventures. Colorado's premiere outdoor wooded paintball field! Paintball Adventures will be open Saturdays and Sundays from 9am - 4pm. We will be practicing social distancing protocols and adhering to the 6ft rule.

Due to the nature of our sport, this should be easy to follow. Please leave enough space between you and other players in the parking lot, at the check-in shed, and at the air shed. Only one person per bunker on the field of play.

We will enforce this to the best of our ability. The 10ft surrender rule will be strictly enforced. In the parking lot and staging areas, our employees will be wearing face masks, and we encourage you to do the same.

Thank you for your support and we hope to see you out there soon! We are now offering all equipment rentals and have sanitizing protocols in place!

Pre-Order Now! For players looking for the most paint for the least amount of money, make sure take part in our bulk paint special- only for scenario players!

This offer is only available until October 31st. Call or use the buttons below to pre-order now! All homemade or manufactured grenade launchers, rocket launchers, grenades, mortars, paintball tanks, etc.

Our scenario master is best reached via email. There will be an event photographer at each of our scenario events. Photographs can be viewed, after the event, on our Facebook page. Within 3 miles of the facility you will find dozens of hotels, shops and restaurants plus Hoosier Park Racing and Casino, Wal-mart, camping areas and more.

Players are welcome to camp on Friday and Saturday night during our Scenario Paintball Events please see the rules section for rules on camp fires. Our pro-shop is open 24 hours-a-day during Scenario Paintball Events for the convenience of the campers. Rules The objective holder must reach his deployment area alive Each team starts in one of the four corners of the field There are no respawns There is a 20 minute time limit, if the objective is unrecovered then it becomes an elimination round.

Variations This can be done on any size field to accommodate the amount of players. Team Alpha's start point will be at the opposite side of the field from the extraction point. Team Bravo's respawn points will be unknown to Team Alpha, but must be designated prior to the round beginning.

Team Bravo will have unlimited respawns. There is a time limit in effect to prevent a stalemate. Variations Depending on the terrain, the team count will vary. Rules The hostage cannot speak or provide recon info. The hostage cannot utilize weaponry.

If the hostage is shot by Team Bravo, Team Bravo will lose the round. Same rule lies for Team Alpha. Hostage must comply with all verbal commands given by Team Alpha. Neither team is allowed to touch the hostage using them as a shield, shoving them in particular direction, etc Team members must be within 15yrds of the hostage at all times or team will forfeit the round. Variations A variation of this scenario places the hostage in a static location under Team Bravo's care.

Rules This can be played as all-against-all or as multiple very small teams. All players start in a ring, each at least 20 feet from the person on each side. The smaller the gap, the more insane the break.

Team members should start opposite each other or with opponents in between them. Place each player's gun on the ground 20 feet outside the circle from them Optional Put some sort of prize in the middle such as a better gun, extra rounds, or grenades. Wish everybody, "May the odds be ever in your favor" Countdown from 10 with the last 5 seconds silent. On 0, make the signal to start the game. Variations Gamemaker Push After there are several people in the deadbox and things have started slowing down, liven thing up a bit.

Announce yourselves and be loud as all the deadbox players walk through a defined strip of the field and shoot at anyone that's there. You can choose if they are then out of the game or if they just need to relocate.

Rules The armory will be determined and set up by the two man Alpha rescue team prior to the round start. However, they will not have any communication with the rest of the team.

The detention center and extraction zone will be predetermined by both teams prior to the round beginning. Team Bravo cannot be within 30 yrds of the detention center or the extraction zone. If the armory is found, Team Bravo cannot move or otherwise hinder its recovery. However, they are allowed to secure the perimeter of the armory. An original rescue team member and a rescued team member must reach the extraction point to win the round. Variations There are no respawns, however a time limit is in effect.

Rules A deck of cards is typically used to assign order of entry. The player with the lowest card ace will enter the field first. Although "hiding" is not mandatory, each player must be at least 20ft away from any other player before the round begins. The highest card drawn will enter the field last. This person will call "Game On! Upon being shot out, participants should take note of how many people are left on the field to faciliate end of game call out. Rules The envelopes must be mixed randomly.

Each player must be at least 40ft from the next available player. Round begins, you have a 15 second count to done your armband before firing commences. Rules Any game variation can be used, but typically team deathmatch with each team having a respective commander is the easiest to play.

A deck of cards is typically used to split teams randomly. You may have one or two spies. Typically, Jokers are used for Spy cards. Each joker card will be pre-written for Red or Black teams. Commanders will have a King card assigned. Aces can be used for medics if no pre volunteers. Cards are given out, face down. Each player is only concerned with which team they are on red or black with exception to medics and commanders.

They will announce themselves, but not show each other their respective cards. Spies are to simply state which team they are on, but NOT that they are spies, however, commanders and medics will state their position. Neither team will know who the spies are. They are legitimate combatants as far as the overall game is concerned. With assassination, the spy must be able to eliminate the commander from a safe distance typically no less then 10 feet with a marker shot and then must be able to flee the area typically a ONE minute survival rate The commander MUST be accompanied by at least one teammate at all times.

If he is left alone, the game is over and the other team wins. Variations One spy can be as effective as two in regards to paranoia. Rules A single lantern capable of at least a 30ft radius of light is placed in a predetermined location. Team Bravo will be tasked with defending the perimeter of the light as it is preferable to being stationed within the light source for targeting reasons. Team Alpha may start anywhere, as long as the start point is roughly ft from the light source.

A 45 minute time limit will be in place. Team Alpha's objective is to remove the light source i. Either by removing the lantern from its location or simply turning it off. If time expires, Team Bravo wins the round. Velocities should be adjusted accordingly due to the close quaters and limited visibilty of this mission.

Rules The Predator team will be given 5 minutes to set up their hunting locations. If a Predator kills an Alpha team member, the Alpha team member is now a Predator. The Alpha team member must walk 20 yards behind the Predator before ""changing"". If an Alpha team member kills a Predator, the Predator is out of the game. The predator can only be killed by a chest or head shot. The Alpha team is considered killed by a shot to any part of the body.

Variations Considering how chaotic this scenario can become, it is advisable that Team Alpha members each wear an armband. Rules The President can be armed with a side arm, however, he is not allowed to utilize team weaponry. The President can provide recon info to security team. The team must be within 15 yrds of the President at all times or forfeit the round. Variations A variation on this scenario places the president at a secure location.

They are responsible for setting up the various but predetermined amount recon points throughout the playing field. They will have 15 minutes to do this. Recon points are to be designated clearly, preferably with a flag. A method of proving the identification of the point must be determined see Variations. Every active team member must have all recon points accounted for before returning to HQ.

If a team player is killed in action, they are no longer considered an active team member. The game ends when all recon points are accounted for, only one team is left or the time limit has expired. Variations Recon identifiers can be dealt with in a variety of ways. Recon points can have individual color felt tip markers. The players will each have a card or a team member may be promoted to commander status and the card will be centralized.

At each recon point, the card will be marked with the specific color. Recon points can have individual "passwords" assigned by the ref. As with option 1, the players will need to write down these passwords per team card or commander card before finishing the round.

Recon points can have multiple color armbands attached. One color for each team, per flag. Teams will need to gather their armbands from the recon points. Rules Three crates will be used during this scenario. One crate will hold the detonation code, one crate will hold the bomb and the last crate will hold a radio. The three crates will be placed in random locations out of visual range of Alpha Team throughout the field. Alpha team will start at one end of the field and work their way around the field to locate the three crates.

They are allowed to find the crates in any order. They are NOT allowed to call in for extraction until the mission is accomplished i.

Once the radio call is made for extraction, Alpha team wins the round. If time expires or all Alpha team members are eliminated, Bravo team wins the round. Variations Respawns are typically allowed for Bravo team. The round is over when the sniper is dead or Team Alpha is eliminated Rules The sniper is given 5 minutes to obtain his starting location.

The sniper will have all the ammo he can carry. Team Alpha will only have 25 rounds per soldier. Variations Time limit will need to be in effect.

No respawns. There can be multiple snipers, as long as they're severly outnumbered. Alpha team will be limited to 3 people and Delta will be made up of the remainder. Bravo team will start out of visual range of Alpha team. Delta team will start at far end of field with a minimum 3 minute start delay. Field variances can alter delay time. Round is over when either Alpha or Bravo team is fully eliminated.

Variations There is a 45 minute time limit in effect. Rules In this game, you still split up into two teams as usual but within each team, players are divided into twos or in other words, assigned a wingman. The catch is that if one of you gets shot, both of you are out. The pairing off makes this the ideal date game. Variations If there are an odd number of players on a team, there could be a group of three or a loner who would play as normal.

For a date, you can even play that the girl is the only critical unit. In other words, if the guy gets shot, the girl can keep playing but if the girl gets shot, they're both out. Rules Divide the teams so that the Zombie team is greatly outnumbered by the Living team ex. The zombies' objective is to recruit more zombies by tagging them.

When someone is tagged by a zombie, they become a zombie and continue playing. When a zombie is tagged, the zombie is out of the game. The objective of the living is, of course, to eliminate all zombies. The 'antidote' could be a flag that hangs near the respawn point. If the humans capture the antidote, the zombies have to stop respawning. While incredibly difficult to achieve, the antidote allows the Respawn scenario to have a potential though unlikely human victory.

Wolf Pack It can be played with 2, 3, 4 or more teams. Each team starts at a different spot on the field. If you get hit you go to the team that hit you. This goes on till you run out of daylight or run out of paintballs.

The most important rule of Wolf Pack is that the teams must stay together with no player being more than an arms length away or else chaos will ruin the game. Aliens Aliens can only be 'killed' with a head shot and humans only become aliens after being shot and either touched by an alien or waiting 30 seconds Minions Instead of a zombie, the disadvantaged Villainous team has a designated villain. When the Villainous team shoot somebody, they become a minion.



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