NEXT BIG GAME: Sunday, June 29th, 2008
All requests for Registration forms must be
e-mailed
, no phone calls. Please include your mailing address or e-mail address so we can send you the necessary information.

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Big Game Photo Gallery
Click image to view photos from battles past


A Bridge Too Far, June 2003
links to MNPIG, Minnesota's premier paintball site.


Pictures from many other battles.

"Axis and Allies"
WHEN: June 29th, 2008
Field opens at 7:30 a.m. all players must arrive no later than 9:00 a.m., game starts around 9:30 ends at 5:00 p.m. raffle drawing at end of game.
WHO: Strict 200 player limit.
NO WALK ONS. Players MUST send in a registration form. E-mail us with your name AND mailing address or e-mail address and a form will be sent to you.
FIELD FEE: $45
includes HPA if needed. WALK ON PAINT IS ALLOWED. Rental guns are available for $5 for the day. Paint from us $15 for 500 P.M.I. Premium. $12 for 500 for PMI Stinger (or same-quality substitute). $48 for 2000 PMI Stinger (or same-quality substitute). CO2 fills are $1 each regardless of size (BIG GAME SPECIAL). HPA tanks are free to borrow w/ free fills all day if wanted
WHAT IS THE BIG GAME?

Axis and Allies:
When you register, you can pick to play as a German or American. Each team will battle for specific locations and work to complete missions given to them during the game.

Two generals will be needed to handle complete control over strategy and troop deployment.

Every hour the generals will be given missions they must complete to gain points. Some missions will be offensive missions, while some of the time you will be trying to thwart the other teams attempt to complete their mission. The offensive missions will be given to the offensive teams general at a given time. That team will then have a set amount of time to complete their mission. The other team (defensive) will be given information about the offensive teams mission at a set time depending upon the specific mission. Sometimes the intel will be extremely specific and prompt, other times the defensive general will only receive a vague description of what the other team is trying to do. Each team will have the same number of offensive missions (which means the same number of defensive missions).

EXAMPLE MISSION: Allied team has 30 minutes to recover a downed pilot from a portion of the field (general will be given map with area in which pilot could be). 10 minutes after we give the Allied team the mission, we will leak intel to the Germans that the Allied team is looking for a downed pilot in whichever area (maybe the area we give the Germans more area to search.) At this point, it is a simple offensive/defensive game. If the Allied team recovers the pilot and brings him back to their base in the alloted time, they would recieve points for successful completion of the mission. If the Germans prevent the Allieds from recovering the pilot, or capture the pilot themselves, they prevent the Allies from recieving points. Missions will be going on all day, sometimes more than one at a time, and at the end, the team with the most points will win the game. It is obviously important for each team to try to push forward and control as much of the field as possible at all times, so when a mission comes down it will be easier for your team to carry it out.

OTHER GAME PLAY INFO: There will be two air drop points, and some beach drop points on the map. Each general will get a set number of air drops and beach drops. They will actually have cards (when the cards are all used, no more drops for that team.) When a general decides to make a drop, he/she will give the cards to some players who will take the cards to our designated drop ref. Players will then be escorted out to the drop zone on a rope (some actual boat drops will also take place). The way the rope drops work is, just like with the old truck drops, the players may shoot while they are holding on to the rope and being escorted to the drop zone. Opposing players MAY NOT shoot at the rope or anyone holding it. When the team reaches the drop point of their choosing, all is fair. Teams may send as many players as they like on a drop, as long as everyone has at least one hand on the rope. The ref will decide when the rope is 'full'. Players may also enter the field at any time at their designated entry (Allied players will enter near the bathrooms towards the ravine field, axis players will enter on to the knoll).

Anyone interested in playing needs to email jeffbeyer@aol.com and leave a name and address and a registration form will be sent to you. On this form, you can choose which division you would like to be (depends on availability). If you are interested in playing the part of the general, please call Jeff at 763-682-0582.

OVER $1000 DOLLARS IN PRIZES!!!
come to play and you get registered for the greatest raffle in the history of raffles! score!