Discover the perfect venue for your upcoming special occasion with our premier paintball facility near Chicago! Our convenient location offers unparalleled accessibility, making us the top choice for adrenaline-packed fun at an unbeatable price point. Choose from a diverse range of customizable packages tailored to suit any budget, with the added flexibility of individual payment options for private group bookings. Have inquiries? Don't hesitate to reach out to our friendly team – we're here to make your event extraordinary.
Paintball Package
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2½ HRS OF PLAY
+ Rental package: Paintball Marker, Air Tank, Hopper, Mask/ Goggles
+ 2.5 hrs of play
+ Private Referee
+ Private Field Access
+ Unlimited air tank fills
+ 140 rounds of paintballs per player
$135 deposit is required
$450 up to 10 players (max. 15)*
Each additional player is $45
Add $5 for a chest protector/pp
* We cap our 2.5 hr game at 15 to insure everyone gets maximum playing time and maximum fun. If you have more than 15 players please select our half day or all day game. They have no capacity limits.
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HALF DAY
+ Rental package: Paintball Marker, Air Tank, Hopper, Mask/ Goggles
+ 4 hrs of play
+ Private Referee
+ Private Field Access
+ Unlimited air tank fills
+ 250 rounds of paintballs per player
$165 deposit is required
$550 up to 10 players
Each additional player is $55
Add $5 for a chest protector/pp
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All Day Play
+ Rental package: (Paintball Marker, Air Tank, Hopper, Mask/ Goggles)
+ All Day Play
+ Private Field Access
+ All Day Private Referee
+ Unlimited air tank fills
+ 500 rounds of paintballs per player
$195 deposit is required
$650 up to 10 players
Each additional player is $65
Add $5 for a chest protector/pp
Airsoft Package
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Half Day
+ Self-Equipped
+ 4 hrs of play
+ Private Referee
+ Private Field Access
+ 5000 BBs per Group
$165 deposit is required
$450 up to 10 players
Each addtional player is $45
Add $5 for a chest protector/pp
Improve your experience with one of our upgraded rental packages:
Planet Eclipse Emek pckg $35
Planet Eclipse Etha pckg $45
Super Premium pckg (marker varies) $55
Chest protector $5
Tactical vest (carries 560 paintballs) $10
UPGRADES
RULES
500 paintballs start at $25
1000 paintballs start at $45
2000 paintballs start at $74
PAINTBALL PRICES
ALL PRIVATE GROUPS MUST PURCHASE PAINT AT THE FIELD, NO OUTSIDE PAINT IS ALLOWED.
PLEASE READ THE BELOW INFORMATION BEFORE BOOKING
The balance of your game is do at check-in on the day of play.
All private groups must purchase all paint from the Badlandz the day of the event, no outside paint or previously purchased paint is allowed.
All money is non-refundable, please let us know if you’ll need to reschedule for any reason. If you do not show there is a rescheduling fee.
All players must have a signed waiver, if they are under 18 special rules apply.
No alcohol is allowed at the field, if its found we will take it and hold on to it for the day.
Private games are available during the week with the same pricing as above.
If you are receiving rental equipment you must post a valid ID or driver’s license that will be held until the equipment is returned.
Half Day games begin and end on time. If you are late to check-in you will be forfeiting playing time. We strongly recommend arriving at least 30 minutes prior to game time to allow for check-in and orientation. If you’re booking during the busy fall season please allow for even more time.
AIRSOFT RULES
There are some rules that must be followed and our staff has been trained to handle airsoft related questions. These rules are as follows:
All weapons must be chronographed by an official the day of the event. Weapons are measured on an average of three shots. If a weapon shoots too hot, it cannot be used. Weapons are not allowed to shoot more than 20 RPS. You must have the proper face protection on while in the chrono area.
Weapons class and fps limits (measured with .20g BBs): Assault rifles, pistols, shotguns, and support weapons: Max 400fps, 10′ MED. If possible, bang kills for point blank shots should be offered for safety. Support weapons must be based on a real support weapon. Maximum weight BB’s that can be used is .30g. Bang kills are performed by stating “Bang “with your weapon pointed at a player. To Bang kill an enemy player, the weapon must be pointed at the enemy and be functioning with a magazine in the weapon and the enemy must be within 10′. Only 3 Bang kills can be performed in succession.
DMR (semi-auto only): Max 450fps, 50′ MED. The weapon must be permanently altered to semi-auto only. Maximum weight BB’s that can be used is also 30g.
Sniper Rifle (Spring bolt action): Max 600fps, 100′ MED. Must carry secondary weapon capable of lesser class fps or have a spotter. Spotter must have a weapon that is not another sniper rifle. If the spotter dies, the sniper must not shoot at any enemies closer than 100′. Maximum weight BB’s that can be used is 30g.
Grenade Launchers: Shower grenades only kill enemy players by hitting them with BB’s. Projectiles such as nerf rockets or foam rounds will kill through any type of cover with a kill radius of 30′.
Grenades: Any grenade that expels BB’s or dried peas (such as tornado grenades or pea grenades) only kill enemy players by hitting them with the BB’s or dried peas inside. Grenades that explode or create sound (such as Thunder B’s) kill through soft cover only and have a kill radius of 20′. Some examples of soft cover are vegetation, and trees. Only cold burning pyrotechnics are allowed such as pea grenades or wire pull smoke grenades. Homemade and hot burning pyrotechnics are not allowed.
Rubber knives are allowed, but must be approved by an official prior to use. Real knives are not allowed on the playing field. You must tap the player with the rubber knife in order to eliminate the player. Do not stab or throw the knife.
Only plastic BB’s can be used.
Respect for other people, wildlife, equipment, and property is required.
Real weapons are not allowed on the field. Large knives and firearms are included.
Eye protection must never be removed on the field. If your goggles fog up or accidently come off you face, you must take a knee and call “Man Down” Anyone under the age of 18 must wear a full face mask or Full seal goggles with a wire mesh lower. Anyone over the age 18 can wear full seal googles only at their discretion. Goggles must be ANSI Z87.1 approved and full seal with a retaining strap.
Over shooting and blind firing are not allowed. No “Blind Firing,” you must see your target and have your weapon shouldered or in direct line of site to the target. If you are caught blind firing into the brush and there is no enemy in the area you are shooting, then you are dead and will have to respawn.
Opposing players that unintentionally bump into, crash, or otherwise meet by accident while searching for each other should both be considered out. This is to avoid point blank engagements or “panic fire.”
Every player must have a red kill rag to signal when they are hit, if they do not have one they will be asked to leave the field and get one.
Radio eavesdropping is allowed only at the permission of the Event Organizer. When players are in the safe zone, their weapons must be magazine out and a barrel sleeve on it.
We have a simple yet effective emergency procedure which we call the “Blindman Rule”. Whether it is an injury or game issue a Blindman call signifies the halting of all play immediately, no exceptions. If you have an issue or injury or see one you need to stop active play so yell out “Blindman” as loud as you can and continue until another player, game organizer or referee has come to assist you. The Blindman call should be echoed by all players and will continue until all players on the field have been notified.
Players not involved in the Blindman call must safety their weapons, and await further instructions. Players are not allowed to take advantage of this break in the action to advance to a better position; rather they should stay exactly where they are. Also, players should not remove their masks or safety gear until notified. Think of it as a time-out. When the Blindman call has been resolved the game organizers and referees will notify the players if/when the game will continue. Communication is key in these situations and should be taken seriously.
Players must clear the hop up of their weapon before they exit the playing field. Medic/corpsman role: Instead of exiting the playing field, the ‘wounded’ player lays down, stays where he/she is, and calls “MEDIC!” The team’s designated medic must get to the player to reactivate the player. The wounded player cannot fire.
The wounded player may talk to teammates regarding enemy positions, etc.
The wounded player may move to a new location only if escorted by live players.
The medic can drag the player to cover.
If the game requires the Medic role to be utilized, players will have a 2 minute bleed-out time. The way the medic can respawn you will be based on the game. If a medic provides you a respawn on the field, the medic must stay within 5′ of you until you are healed.
Engineer / EOD role: If the game requires the Engineer role to be utilized, IED’s, mines or booby-traps may be on the field. There may also be missions that require the Engineer to demo something. If any players activate an IED or booby-trap they are dead and anyone in the 10′ radius are automatically dead. This includes friendly fire.
Fps= feet per second
MED= minimum engagement distance
DMR= designated marksmen rifle
EOD= explosive ordinance disposal
IED= improvised explosive device
RPS= rounds per second