***Please note that PaintballToGo fields no longer considers a barrel plug adequate.  All barrels must be blocked with a barrel wrap***


 Eliminated players must go back to a designated dead zone. We have continuous reinsertion, so you just need to touch your dead zone and  you can come back in.



Boundary lines


1. The playing field will be clearly marked for all players. Marker tape. Twine, rope, etc… this boundary must be visible to players. 
2. Each team will have a neutral starting area where their players can start. This is to make sure they get a clean start and not get hit instantly. The captains use this area to secure props and do their own paperwork etc. messages on missions will go to this base.  Enemy players are not allowed in this area.
3. There will be no camping in the dead zones. This means only dead players are allowed in this area. Players caught hiding here and shooting players from this area will be ejected out of the game.
4.  Players that are re-inserting must have their barrel cover on and be walking together going to the re-insertion point “neutral headquarters”.
5. Boundaries set up to keep players out for their own safety, around thorns etc. must be in yellow or orange. If there is a trouble spot on the field let the players and refs know.



1. Missions will be given “on average” every hour. There will be 2 types of missions. Primary and secondary. Primary missions will take up to 1 hour to complete. Secondary missions will only take half an hour. The mission clock starts after the Captain reads the mission given to him by mission ref. Primary missions will  be predetermined. Secondary missions will be radioed or hand delivered by a mission ref.
2. Captains  will also be handed a mission statement. This statement is what the general and his team are expected to do on their own. These are the primary missions that they will carry out on their own.
3. All primary missions will have a flagpole. You must raise your team’s flag and hold that area until the specified time is over.



1. Props will be out on the field. A tag saying what they are marks these. If marked red this means only red players may touch it. If marked blue, only blue players may touch it. If marked with red and blue both teams may use it. Players are not allowed to touch, hide or move enemy’s props. They may however trap the area or set up ambushes around the item.
2. If you find a prop you must bring it back to your captains headquarters. This will insure your team gets the points for it.
3. No fireworks allowed unless the field and event organizer approves it. This includes smoke grenades as well.


Radios, and other forms of communication.


1. On FRS radios, fields and referees will always be on channel 1. Players are not allowed to use the channel unless it is an emergency.
2. No jamming of the radio frequencies. If players are caught doing this they will be ejected from the game.
3. Players may snoop on the enemies channels but do not interfere with them.
4. The captains will be given the frequencies they can use. Each captain will be issued a secret channel directly to the event organizer. This channel will be used to send classified info back to the generals.


Additional PaintballToGo Rules and notes

  1. The most important rule on this field is “NEVER TAKE YOUR GOGGLES OFF IN ANY GOGGLE REQUIRED AREA.”  Not for any reason!  Not for a lost contact. Not for a paint covered lens.  Not for fogging.  Not even if you’re not playing.  Not for any reason!  If a paintball hits you in the eye, your eye will be gone!  You will go through life blind!  Once marked, do not remove your goggles!  If you remove your goggles in a goggle required area, you will be asked to go home.


  1. The second most important rule is ALWAYS have your barrel wrap in place when you leave the field of play and the target range.  You will be asked to go home if you violate this rule!  This means that if your marker needs repairs that require the barrel and/or barrel wrap to be off the marker you must go to the target range unless you are in the field of play.  There are not exceptions to this rule.


  1. Do not disconnect tanks from your marker without looking. Watch the pin valve to make sure it is not disengaging from the tank.  All players with rental markers must let the field staff remove the air tanks.


  1. Every player and spectator must have a current waiver.  Players under the age of 18 must have a parental signed waiver.  Players must be at least 10 years old. 


  1. If you are out of shape or get too hot, pace yourself.  Take up a defensive position and rest.  The action will come to you.  The game can be more physically demanding than you are used to.  If you have any heart conditions or other ailments, you should have your physician’s OK to play.


  1. If you have a temper, please leave it at home.  You may not contact or grab a person in an aggressive manner. No unsportsmanlike conduct, arguments, threats, racial or personal derogatories, abusive or foul language, taunting of another player, provoking or obscene gestures, or verbal aggression is allowed.


  1. No pets allowed.


  1. No alcohol or drugs allowed on the premises.


  1. Free camping is available to pre-registered players both Friday and Saturday night.  There will be designated areas for fires.  Firewood will be provided.


  1. Concessions will be available.  There will be a FREE cookout Friday night from 5-6:30 p.m. 


  1. Field paint only.  If caught using different paint you will be asked to leave.


  1. Cheating will not be tolerated.  Referees will be watching for cheaters.  If you suspect someone of cheating inform a referee.  If you are caught cheating multiple times you will be ejected from the game.


  1. Colored hopper covers will distinguish team members of opposing teams.  Removing or switching colors will be considered as cheating.


  1. The provided ID tags must be worn at all times.  If you lose your tag, you must purchase another at a cost of $25.


  1. Maximum velocity for day games shall not exceed 280 fps.  Maximum velocity for night games shall not exceed 250 fps.  All players must chronograph under referee supervision on the beginning of each play day and before the night game.  Referees will also spot check during play.  Players will be expected to use the chronograph themselves as well to check the velocity of their marker throughout the day.


  1. Players are eliminated in the following situations: a referee calls the player eliminated, the player calls himself “out” or “hit”, the player is marked with a paintball on his person or equipment, the player moves beyond the boundary line, player is marked by even one speck from a grenade.  We do count barrel taps as an elimination for the Pirate Game.  Sword battles are encouraged!


  1. No talking to other players once you have been marked or eliminated.


  1. If a player is 15 feet or less away from you, you must give them the option to surrender before you shoot.  However, they do not have to surrender. Be prepared to shoot.  If you surrender say “hit” or “out.”  


  1. After elimination players must insert a barrel wrap as soon as possible, raise their marker in the air and walk to the dead zone to await reinsertion.    Reinsertion will be continuous, just touch your dead zone and you can come back into the game.


  1. Paint checks are allowed but do not abuse them.  If a referee is not available a team member may perform the paint check.  Players are neutral during a paint check.  The player in question may not continue playing during a paint check.


  1. Referees decisions are final.  No exceptions.  If you have a problem with a call, do not argue with the referee.  Report any grievances to the field owner, Joe Schnelten.

All equipment is subject to inspection by the Paintballtogo staff.  We have the right to disallow the use of any equipment.  Sixty Eight caliber markers are allowed.  Semi-auto mode only.  Response triggers are allowed at this time; though use may be restricted if continued overshooting occurs.  Unaltered, ASTM approved goggles only. Barrel wraps are required.  CO2 and HPA tanks must meet DOT hydrostat requirements.  Test dates must be current:  5 years from date unless otherwise noted.  Test date must be visible, remove any sticker or covers before getting filled.  Any grenades, land mines, mortars, ect… must be approved by our staff before its use.  There will be grenades available for day games at our shop that meet the standards.