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Paintballing in KrakowPaintballing in Krakow, Poland

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Paintball in Krakow: weekly paintballing games for beginners and advanced, in various locations around Krakow.

Renting paintball equipment in Krakow (marker, mask, CO2, uniform) with:
-100 paintballs 40 zl
-200 paintballs 50 zl
-500 paintballs 90 zl

Every next 100 paintballs - 20 zl

Paintball Krakow Paintball Krakow EquipmentEquipment:

- Tippman 98 Custom markers
- Mask V Force
- Tomahawk's green uniforms
- Woodland uniforms

The Field:

In the immediate neighbourhood of our plot there is a dam on the River Raba, the Dobczyce bay (Krakow’s drinking water reservoir), a plot at our disposal which is situated 17 km from Wieliczka and 30 km from the center of Krakow. Our paintball field consists of forested areas, artificial barriers, ruined house an underground tunnel, speedball field (kind of sports paintball). Such a variety makes the games more intriguing and provides the players with continuous satisfaction while carrying absorbing scenarios into effect.

Location of Paintball in KrakowWe also set up paintball games in Krakow. Our favorite places to play are old fort in Prokocim, fort in Lomianka, military training ground in Pasternik. We organize paintball in places that our client choose. There is only one condition - chosen place must be harmless.

Scenarios:

Scenario is only a matter of imaginations and terrain form so every one can propose their own. Bellow you will find our most favorite.

Center Flag - Your team have to capture the objective (a flag in the center of the field) and bring it to a certain location. The target location for the flag is usually the back wall or border of the opposing team. There are also a few special rules for Center Flag. Once a player gets shot the flag should be returned to its original position. This rule can be altered so that if the flag carrier is tagged, then the flag must be dropped on the ground and the player must leave the field, or the player must stand still with the flag hanging off his hand, and not fire at any other player. Once the flag is grabbed from the players hand, they may leave the field.

Capture the Flag - Capture the Flag is very similar to Center Flag. Capture the Flag is commonly played when there are larger teams (over five people per team). The rules of Capture the Flag are very similar, as are the objectives. A team may choose to completely eliminate the opposing team to win, or may grab a flag on the opposite teams back border, and bring it back to their border to win. If the flag carrier gets shot, the flag should be returned to its original position. This rule can vary as it does in Center Flag.

Predator and Prey - The rule set for this game is simple. There are two teams, the Predator team and the Prey team. The prey team should start out with a few more players than the predator team. If a member from the predator team tags a member of the prey team, the prey team member will be converted onto the predator team. If a predator is tagged by a prey team member, then the predator is completely eliminated from the game.

Tag and Play - Tag and Play is commonly played by newer players, and is great for helping any player practice their skills. The objective of Tag and Play is to shoot players on the other team. Once you, or another player from the opposite team is tagged, they must walk back to the starting location of their team and reengage in the game. Tag and Play usually ends after a certain amount of time, and no team really wins.

The Duel - Old west style sudden death. Can be played 2 ways. Either start off back-to-back, or apart. See rules for further instructions. One paintball is loaded into the marker. Best out of 3 duels. For the back-to-back version, it is just like the old style duels. Walk away from each other an agreed upon number of paces with barrels pointing up. When reached, do not turn. When the signal is given, both players will turn and fire at each other. If both are hit, the one closer to the center of the chest is the winner. For the apart version, players are already apart, but the markers are set flat on a table. Players are facing away from each other. When the signal is given, quickly pick up there markers and shot each other. Closest one to the center of the chest is the winner. For any of the versions, kneeling is allowed.

Raid - Played the same as the basic game. Except, one team can only defend while the other team attacks. Two teams of equal players are playing with time limit that is typical set up for 10 to 20 minutes. Flag station needs to be defined and the defenders need to be restricted to this area. Best if flag station can be attacked from any angle. Both teams start at their designated flag station. Defenders cannot cross the boundry or is limited to so much distance from the flag station. If defender exceeds this limitation, the player is out. Attackers have no restricions on movement. The game ends if time is exceeded and is considered a draw. Defenders win if they tag out the attackers. The attackers win if they are able to pull the flag without being tagged out. Attackers do not need to exit the flag station to win. For added interest, upon the flag pull, attacker must not be hit for a certain amount of time or must exit the flag station area.

Frozen in Time - Two teams and 20 minutes time limit .Classic game rules applies. Except when tagged out, the player freezes in place (can kneel if in the crossfire) and raises a hand to show that you were tagged. Do not move from the spot. You are able to get back into play if physically tagged on top of your head by another player. After being tagged by a friendly player, the player is unfrozen and continues to play. If tagged by an opposing player, the frozen player is "shattered" and is out. Proceed to the staging area. Because of multiple hits, best to reduce the velocity to 220fps.

Prize Collector – In this scenario everyone works individual.30 minutes is a good time limit.Each player has 2 to 6 armbands. These arm bands are the prizes. Players take different areas of the field to play. This is basically elimination with a twist. When a player is hit, (s)he must stop and sit down and be motionless with their hand on there head until the next 5-minute signal. When the 5-minute signal is heard, that player is back in the game. If you see someone that is "out", you can collect one armband per player. You do not need to be the one that tagged out that player to collect the armband. The collected bands must be placed on the arm. When all of the armbands are taken from a player, that player with no armbands is now out of the game decisively. The one with the most prizes wins.


SAFETY RULES and CONDITIONS TO PLAY

1. SAFETY GOGGLES MUST BE WORN AT ALL TIMES WHEN ON PLAYING FIELD. Only goggles specifically approved for paintball are allowed. DO NOT REMOVE FOR ANY REASON.

2. A BARREL COVER/PLUG MUST BE ON MARKER AT ALL TIMES WHEN OUTSIDE THE PLAYING

FIELD. Only devices manufactured for use as a Barrel Plug/Cover may be used. Squeegees, rags and other such items may not be used.

3. AIR SOURCE MUST BE DISCONNECTED FROM MARKER AND INTERNAL AIR RESERVOIR DEPLETED

PRIOR TO SERVICING YOUR MARKER IN SAFE ZONE. NO EXCEPTIONS. Use the discharge barrel located next to the field entrance to discharge your marker prior to servicing.

4. MAXIMUM VELOCITY IS 280 FPS. Markers must be chronographed prior to play. Any player found playing inexcess of 280 fps will be expelled immediately. Markers suspected of exceeding 280 fps may be randomly verified by a field manager.

5. NO SHOOTING OUT OF FIELD OR INTO SAFE ZONE. Painting surrounding buildings or facilities will result in immediate removal from the premises.

6. NO VERBAL OR PHYSICAL ABUSE. No profanity, name-calling or slurs against anyone�s race, color, religion, national origin, or family members will be tolerated. Players with nicknames that are suggestive in nature should not be used. Physical fighting will not be tolerated. Any player or guest engaging in verbal or physical abuse of another player or guest will be required to leave and will not be allowed to use the facility in the future. Depending on severity of incident, police may be called and charges pressed against any player or guest violating this policy.

7. OTHER UNSAFE CONDITION AND/OR UNSAFE ACT. Any unsafe condition created by a guest or player or any unsafe act performed by a guest or player that in the safety judgment of a field manager that could result or have the potential to result in an injury, to the guest or others, the violator may be suspended from the game and/or expelled from the facility.

8. NO UNAUTHORIZED EQUIPMENT. Players are not allowed to bring onto the playing field any equipment deemed to be unsafe or not appropriate by a field manager. Players are not allowed to use any gun that has an enhanced trigger mode. All guns must be actual semi-auto. One complete trigger pull for each round fired. No weapons of any kind including knives, firearms, explosives are allowed. No smoke grenades, explosives or incendiary devices allowed. Paint grenades are allowed.

9. SURRENDER RULE IN EFFECT. Do not shoot opposing players inside 20 feet without providing opportunity of surrender. This rule is not effect only when agreed upon by all players on the field along with the consent of a field manager.

10. NO PHYSICAL CONTACT. Players may never touch another player or his equipment during the play of the game

12. PLAYERS MAY NOT ALTER ANY NATURAL OR MAN-MADE FEATURES.

13. NO CLIMBING ON, IN OR OVER VEHICLES OR BARRIERS OR ALTERING FIELD LAYOUT.

14. NO SMOKING, ALCOHOL OR ILLEGAL DRUGS ARE ALLOWED.

15. AVOID FIELD HAZARDS. Report potential hazards to a field manager so that they can be fixed or removed.

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