Welcome to the battle for Xylos-7. The Barcan Concord and the Aurelian Republic are locked in a desperate struggle for control of the Aetherium Nexus. These are the rules of engagement.
Scenario games involve two teams competing for points. In this battle, points are earned by securing powerful Aetherium Artifacts (props), capturing strategic locations, and completing vital tactical missions for your commander. A full list of artifacts and battlefield maps will be provided during the check in briefing. The faction with the most points at the end of the conflict will control the Nexus and decide the fate of the galaxy.
GOGGLES: Personal Shielding
- Goggles must be worn at all times on or near the playing field, shooting range, and Faction Reinforcement Zones.
- DO NOT REMOVE THEM FOR ANY REASON. Goggles must create a tight seal around your eyes.
- Goggles must be made for the sport of paintball and not be in an altered state. No mesh goggles or shooting glasses are permitted. Airsoft goggles are strictly prohibited.
- Any combatant who removes or lifts their goggles on the field will be immediately removed from the battle.
MARKERS: Personal Blasters
- All personal blasters must be covered with a barrel bag when not in play.
- All blasters must have a velocity of 285 FPS or less. Field command (referees) will be performing random velocity checks on the battlefield with handheld chronographs.
- Please chrono your marker early to avoid long lines at deployment.
- All blasters must be commercially manufactured and of .68 caliber.
- Firing modes are restricted to semi-automatic or pump action only. Other firing modes are only permitted for use by special characters (this includes burst, ramping, and fully automatic fire).
- Modifications that cause the blaster to operate in a manner not intended by the manufacturer are forbidden.
- Oversized modifications that can be used as a shield are also prohibited.
WRISTBANDS & ID TAGS: Proof of Service
- All players must have a wristband, faction armband/hopper tape, and a Combatant
ID tag to play. Your wristband serves as your proof of payment for this campaign. - If your wristband is lost, you must report to check-in for a replacement; you may be
required to pay the entry fee again. - Your Combatant ID tag and faction tape must always be visible during play.

ARMBAND TAPE: Faction Allegiance
- All combatants are required to clearly display their faction’s colors. Faction tape can be worn on your marker’s hopper or on either upper arm.
- Espionage is forbidden. Changing your allegiance by switching faction tape is strictly prohibited and will result in immediate removal from the game.
GRENADES: Tactical Ordnance
- Shard Grenades (Paint Grenades): Commercially manufactured paint grenades are authorized. Improvised ordnance like water balloons are not permitted.
- Smoke Grenades: No smoke grenades are allowed.
- Concussion Grenades (Flashbangs): All flashbang devices are prohibited at Midwest
- Adventure Park and will result in removal from the game.
VALID HITS, ELIMINATION, & FIELD MEDICS
- Any paintball shot that breaks on your body or any equipment you are wearing counts as a valid hit.
- Eliminated players must immediately raise their arms, put their barrel bag on, and
- report to a Field Medic (referee) or walk back to their faction’s Reinforcement Zone.
- A Field Medic will mark your Combatant Status Card, help you wipe the shot, and then authorize you to re-enter the battle (respawn). Follow the Medic’s instructions for a quick return to the fight.
- After your third mark from a Field Medic, you are required to leave the battlefield and reinsert at your designated Reinforcement Zone.
- If you step outside the field boundary for any reason, you must return to your faction’s Reinforcement Zone to reinsert; you cannot be respawned by a Field Medic. REINSERTION: Reinforcement Zone
- You may only re-enter the battle at your faction’s designated Reinforcement Zone.
- Your wristband and Combatant ID tag must be visible to the ref at the insertion point. Your marker will also be checked for velocity before you re-enter play.

AETHERIUM ARTIFACTS (PROPS)
- Points are awarded to your faction based on the Aetherium Artifacts (props) collected, objectives completed, and banners in your possession when each chapter ends.
- To secure an artifact, you must capture it at the designated time and transport it through your faction’s Reinforcement Zone to score the points.
- If you are eliminated while carrying an artifact, you must drop it in that spot immediately.
- Artifacts cannot be taken out of the field boundaries. Any artifact taken out of bounds will be put back into play by a ref. All artifacts must be turned in by the end of the game to be scored.
- Resonance Spires: To score, your faction’s colored spire must be standing upright in the designated location at the specified times.
- Faction Banner Uplink (Flag Hangs): To score, you must hang your faction’s flag on the designated hanger at the specified time.
- Additional missions & objectives will be listed on the general’s briefing sheets.
- The Game Director may omit certain artifacts from the game at their discretion.

ARMORED ASSAULT VEHICLES (AAVs)
- For scenarios with AAVs, all drivers must have a valid driver’s license, maintain a speed under 5 MPH, be escorted by a Midwest Adventure Park ref on the field, and have good visibility.
- The driver is responsible for their crew and the safe operation of their vehicle. AAVs must fly a faction flag or be colored to match their faction.
- Each AAV crew must provide a 2’x3′ white flag for surrender/elimination. All crew inside the vehicle must follow all goggle safety rules.
- Players may not approach within 10 feet of a moving AAV, touch it while it is in play, or shoot into any of its openings. AAVs cannot enter an opposing team’s base.
- All vehicles must be removed from the property after the event.
AAV ELIMINATION
- To eliminate an AAV, players must use an unmodified NERF rocket from an approved, commercially made launcher (under 170 FPS) or a paint grenade.
- Hits must be direct. The first direct hit disables the AAV. A disabled AAV cannot move for 5 minutes but can still fire its weapons.
- If the AAV is hit a second time while disabled, the vehicle and its entire crew are eliminated and must return to their Reinforcement Zone.
- If a disabled AAV is not hit a second time within the 5-minute window, it is considered “repaired” and may move and function normally again.
EMISSARIES & NON-COMBATANTS
- Unarmed costumed players (Emissaries, special characters, etc.) are subject to all the same rules as other players, including elimination rules.
- This includes any non-combatant carrying only a prop, flag, or bullhorn. They can be eliminated by a valid hit.
- A ref may order an Emissary off the field if other players are using them as a mobile bunker or for other unfair advantages.
PAINT CHECKS & FIELD COMMAND
- If you need a ruling from a ref, yell “Paint Check!” loudly. You are still a live player during a paint check. There are no time-outs in paintball. The decisions of the field command (referees) are final.
- Failure to follow these rules or cooperate with Midwest Adventure Park staff will result in your removal from the facility without a refund.
PROHIBITED ITEMS: Contraband Tech
- The following are strictly prohibited: Markers shooting over 285 FPS, smoke grenades,
- knives, real firearms, tripwires, portable/personal shields, spotlights, laser sights,
- pyrotechnics, alcohol, drugs, homemade launchers, sirens, fireworks, and flashbangs.
GENERAL ORDERS
- Players may not alter the battlefield by moving bunkers or dismantling structures. Do not break or uproot any living trees or plants.
- You must use paintballs purchased from Midwest Adventure Park ONLY. Anyone caught with outside paint will be ejected from the game immediately.
- You are playing at your own risk. Paintball is a physical sport, and injuries can occur.
- Midwest Adventure Park assumes no responsibility for any injury for any reason.
- These rules may not cover every possible situation. Do not assume that something is permissible just because it is not explicitly forbidden. Midwest Adventure Park reserves the right to modify any rule for safety and fairness, and to penalize any player or team for violating these rules or basic common sense.


