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

king-of-the-hill

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.

team-death-match

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.

gauntlet

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

capture-the-flag

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.

ambush

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.

downed-pilot

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.

ambush

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.

bunker-assault

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.

DISCOVER THE PLAYGROUND
capture-the-flag

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.

downed-pilot

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.

DISCOVER THE PLAYGROUND
gauntlet
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.

king-of-the-hill

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.

DISCOVER THE PLAYGROUND
team-death-match

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.

team-domination

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.

DISCOVER THE PLAYGROUND
team-survival

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.

tin-can-alley

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.

DISCOVER THE PLAYGROUND
zombies

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.

zoolander

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.

DISCOVER THE PLAYGROUND