Garner Airsoft Fields

Discover intense, immersive gameplay!

Make a reservation now at 919.596.6100

Buy Airsoft Tickets

Hours of operation

Saturday & Sunday: 10:00 am – 5:00 pm
Monday - Friday: 10:00 am – 4:00 pm

For group events and special occasions, we can provide off-hours play - just call us and we will do our best to accommodate your needs.

Birthday Party Package

Plan an unforgettable birthday party  at Xtreme Park Adventures with Airsoft, Laser Tag, Paintball, Gel Blaster or Rock Climbing!

Airsoft Packages and Pricing

We are dedicated to providing an unforgettable experience at a great value with low prices and all-day field entry. Have a group? Save on tickets with our affordable group rates!

CALL US for our SPECIAL PROMOS! – we run new ones every month!

Our Airsoft Packages

If you have your own equipment you only pay the entry fee and the paint.

Airsoft Discounts

We offer specially-priced group tickets, up to 50% off in discounts! We offer airsoft discounts for military personnel, church groups, bachelor parties, and birthday parties.  For detailed information, prices and tickets, please go to the DISCOUNTS section

Itemized Pricing

Airsoft Field Fee $35

Includes all day access to the fields

Buy Field Entry

Rentals

M4: $25
Mask: $5
Tank: $5
Vest: $5

BB's

$7 per bag of 1,000
$22 per bag of 5,000 of 0.20g
$26 per bag of 5,000 of 0.25g

1 Hour of Private Instruction

Don’t like playing with other people? We can make your event more private
$100 for groups of 10 or less
$150 for groups of 11 or more
$50 per additional hour

Waiver

For your safety, we require everyone to have a signed waiver for all our activities.

Airsoft Fields Near Garner 

Xtreme Park Adventures has 50 acres dedicated to extreme sports near Garner, including  large airsoft fields that offer unmatched realism and combat that’s fun for both experienced players and beginners. We have several game options so everyone will have a blast, and our full-day field entry means you can experience pulse-pounding excitement all day long!   

 

Our Airsoft Game Menu

 

While most airsoft locations only offer a few games, we have several options for matches that vary in length, how many people you need, and how realistic the gameplay is. Whether you want something intense or fun, long or quick, or you have a huge group or just a few people, we’ve got a game menu for everyone.  

 

 Valkyrie

 8 players or more. Team Valkyrie will consist of 60 to 70% of the group.
 Game Play: 10 minutes or more.

 

Objective: Team Valkyrie is hunting Captain Kaboozo and he’s being protected by a small team of soldiers. Captain Kaboozo must do one of the following:

1. Eradicate all of Team Valkyrie

2. Outlast the Timer

3. Escape to Home Base  

Directions: Instructors designate a safe zone for Captain  Kaboozo. Captain and his team take cover in the field three minutes before game play begins. When the whistle blows, Team Valkyrie is trying to take down Captain and his team is trying to take down Valkyrie. Captain Kaboozo’s troops can regenerate one time by touching the Captain, but Kaboozo and Team Valkyrie players can not regenerate. 

Rage

 10 players or more. Team Bravo will consist of 60 to 70% of the group.
 Game Play: 15 minutes or more.

 

Objective: Elimination game!

Team Alpha launches a surprise ambush on Team Bravo’s camp. Team Bravo must locate and eliminate the invading squad. 

Directions: Bravo Troops begin at the center of a field. These warriors face each other in a small circle. Team Alpha spreads out in random locations around the field. Team Alpha will have one minute to get into position. Bravo troops must hold their positions until the instructors whistle/horn which will commence the battle.

Civil War

 2 players or more; Equal teams
 Game Time: Until last player standing

 

Objective: Teams eliminate players from other team until one person is left standing. 

Directions: Teams start back to back and walk forward 50 steps and turn. The General (instructor) announces: “Point, Aim and Fire”. At this point every one shoots one time. Players may lean or duck, but cannot move their feet to avoid being shot. Those who are shot leave the field and remaining players take one step closer. The process repeats until one player is left standing.  

Hostage

 5 players or more. Equal teams.
 Game Time: 15 minutes.

 

Objective: Kidnappers have 15 minutes to get the VIP behind enemy lines to their starting point. The CIA agents must protect the VIP at all costs.

Directions: Two equal teams start on opposite sides of battle boundaries. CIA agents choose where the instructor may place the VIP. Both teams start at the sound of the whistle/horn. If a kidnapper is shot while attempting to kidnap the VIP, he must let go of the VIP. The VIP can only move if someone moves him/he. Remember the VIP has to survive for either side. Any player caught shooting the VIP will be called out. If the VIP does get shot he/she is not out and the game goes on.

 

Zombie Apocalypse

 5 players or more. 80 Percent of players start as humans.  
 Game Play: Around 15 minutes.

 

Objective: Zombies must kill all Humans. Humans must hunt down and kill all Zombies “elimination style”.

Directions: The humans wear arm bands to identify themselves as human and have 3 minutes to hide within the battlefield boundaries. When the whistle starts, the zombies attack. When a human is hit, they yell “Zombie,” take off the armband and begin fighting for Team Zombie. Friendly fire turns you into a Zombie and zombies do regenerate one time.   

Deathstar

 10 players or more. 60-70% start as the evil empire.
 Game play: 5 or 10 minutes.

 

Objective: The Rebels are trying to destroy the Death Star Target while the Imperial Forces are trying to protect it.  

Directions: Imperial Forces enter the field 3 minutes before the opposing team to take position around the field target. The game begins with the blow of the whistle/horn. The field target (to be determined by an instructor) must be visible, upright and placed by the instructor. The game ends once the target is hit or the time reaches its limit.

The Four Horsemen

 5 players or more. 30% start as horsemen.
 5 minutes.

 

Objective: The horsemen must survive and reach the safe zone before the time runs out. Archangels must stop the Horsemen at all costs. Game ends if one team is eliminated or if one or more horseman makes it through the safe zone.

Directions: Horsemen will start on the opposite side of the boundary area. Archangels will start across from them at the safe zone. The game will start at the sound of the whistle/horn. Horsemen can only be killed with headshots. Each player has only one life.

The Crazy Game of Poker

 4 players or more. Four equal teams.
 Varies.

 

Objective: Earn the most points for your team.

Directions: This game is 3 rounds with a 2 minute break between rounds. Players are divided into 4 teams and elect a team captain to represent them. Team captains bid in front of the instructor for how long their team can hold the base. The team captain with the highest proposed time wins the bid and will attempt to hold the base. The round will start at the sound of a whistle/horn. When the flag is lowered (base is captured), time stops and points are accrued. If defending team is able to hold the base for the proposed time his team is awarded the points. If the three attacking teams are able to take the base before the time, the points are divided and given to the three teams. Attacking teams have infinite re-spawns. Defenders have one life only. (You do not have to eliminate all defenders to lower the flag/take the base).
Round 1 is worth 3 Points – Round 2 is worth 6 points – Round 3 is worth 9 points

Capture The Flag

 6 players or more. Equal teams.
 15-40 minutes depending on number of players.

 

Objective: Capture the flag in the center of the battlefield and take it to the opponent’s base.

Directions: Two equal teams start at their base. At the sound of the whistle/horn the game begins. The opponent team does not have to be completely eliminated to win. Once that flag is place on the opponent’s base you win the game.

Alternative 1: You can play with unlimited or numbered spawns.

Alternative 2: Each team gets a medic for every 10 players per team. Once you are hit you must stay where you are until a medic rescues you (you can choose anywhere from 0 – 30 seconds for a medic to rescue you, this has to be predetermined before game starts). If a medic is shot, he loses “medic” status and can no longer heal other players. He may be healed by another medic and become a regular player.

Bomb Da Base

 6 players or more. Equal teams.
 10 minutes.

 

Objective: Terrorists must eliminate the police force or plant the bomb. The police force must prevent the bomb from being armed or eliminate the terrorists.

Directions: Terrorists will start by carring a bomb and must plant the bomb at one of two targets within the battle boundaries. Both targets will be identified to all players by the instructor. Both teams will start on opposite sides of the battle boundaries. Game will start at the sound of the whistle/horn. If a player carrying the bomb is shot he must drop the bomb where that player stands. Police force may not touch the bomb. The bomb will be considered armed when an instructor observes a player with the bomb holds the bomb in one of the targeted area for 20 seconds.

Fall & Rise

 2 or more players. Equal teams.
 10 – 15 minutes.

 

Objective: Team Tango must fight to keep it’s flag raised. Echo troops must fight to lower the flag. When time is up, the team with the flag raised/lowered wins.

Directions: Both teams will start at the opposite end of the battle boundaries at their base. A flag will be in the center of the battlefield. Teams will have infinite re-spawns at their base. Any player touching his base is invincible (to prevent spawn trapping). Bases will not be in view of the flag.
Alternative: No Re-spawns

Juggernaut

 3 players minimum – 11 players maximum.
 10 minutes.

 

Objective: Elimination, last man standing.

Directions: Select one player to be Juggernaut. That player is identified by an orange vest and starts at the center of the field. You can shoot at the Juggernaut to scare and make him/her hide but will not be eliminated. Juggernaut can’t RUN must only walk. All other players are given 1 minute to spread out through the battle boundary. At the sound of the whistle/horn the game starts. Juggernaut will eliminate every one. Last man standing other than the juggernaut is declared the winner.

Alternative: Team Xtreme against the Juggernaut. If team Xtreme is able to lower the flag Juggernaut loses.

Kombat Convoy

 10 players or more. 20-30% are Xtreme Assassins.
 10 minutes.

 

Objective: Cpt. America has been tasked to drive his convoy through hostile territory. Him and his troops must follow directly behind the instructor until he reaches his destination. The Xtreme assassins must assassinate Cpt. America at all costs. If Cpt. America dies, his team loses. But if he is able to make it to his final destination, his team wins.

Directions: The XK assassins are told what route Cpt. America will be taking and then are given 3 minutes to set up their ambush. The game starts at the sound of the whistle/horn. Cpt. America and his troops must follow the instructor. They are not allowed to pass the instructor or fall more than 20 feet behind him.

Get Tickets for Airsoft near Garner Today!

Xtreme Park Adventures is the ultimate destination for realistic, exciting airsoft. 

To learn more, please refer to our Frequently Asked Questions. Give us a call at 919 596 6100for group rates, discount information, and reserve your spot.