Paintball Games
How Old Do You Have To Be To Play Paintball?
The minimum age to play paintball in Queensland is 15 years and over. Players under the age of 18 will require a parent/adult to complete their waiver on their behalf. All players must have enclosed shoes as well as some form of Photo ID on the day to show proof of age. With 12 games and 4 different fields to choose from, we guarantee the best possible paintball experience at Valhalla Paintball.
Public Groups
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King of the Hill
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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Team Death Match
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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The Gauntlet
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
Standard Private Groups
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Bang the Drum
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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Ambush Attack
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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Downed Pilot
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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Ambush
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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Bunker Assault
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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Capture The Flag
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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Downed Pilot
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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Zone: Carnage
Gauntlet
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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King of the Hill
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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Ambush
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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Team Domination
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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Team Survival
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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Tin Can Alley
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.
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Zombies
Setup: One team takes the defensive position and must hold a specific location (like a building, bunker, or a flag) for a set period of time. The other team (ambushers) starts some distance away and attempts to infiltrate and surprise the defenders.
Objective: The ambushing team’s goal is to sneak up and eliminate the defenders or capture the objective. The defending team must hold the position without being ambushed.
Twist: Defenders are only allowed to look in one direction at a time, and ambushers have limited time to set up their attack.
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Zoolander
Setup: One team (the defenders) takes control of a bunker or fortified position on the field. The attacking team starts from a distance and must use strategy, teamwork, and cover to breach the bunker.
Objective: The attackers win by either eliminating all defenders or capturing the bunker (e.g., planting a flag or reaching a marked point inside the bunker). Defenders win by either surviving for a set period of time or eliminating all attackers.
Twist: Add time limits (e.g., attackers must breach the bunker within 15 minutes), or give the defenders limited ammunition, forcing them to conserve shots and rely more on strategy.