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Outdoor Laser tag guns supplied by Steradian Technologies, LLC outdoor laser tag

 

THE CLASSIC GAMES

  1. Basic Tag / Elimination
    This is a basic game of tag, good with at least four people, two per team. This game is meant to be over fairly quickly. Several of these may be played back-to-back.
    The Field: The ideal field is 100-150 feet long by 60-80 feet wide (about the size of two basketball courts). The field should contain plenty of barriers such as shrubs or blocks to hide behind. Teams with more players should use larger fields.
    Play Conditions: both teams starts at a base of some sort on their half of the field. When both teams are ready some yells "GO!" and the teams advance and try to find each other. The winning team is the the one that tags out (eliminates) the entire other team.
    NO Physical Contact

  2. Capture the flag (2 versions)

  3. Base Flags Each base has a flag. Capture the others flag and return it to your base to win.In case each team has the others flag, the first one back to their own base and yells "Game Over" (or blows a whistle if playing on a large field) is the winner.

  4. Center Flag Place one flag in the center of the playing area (forests are the best playing field) Both teams try to capture the flag and advance it to the opposing teams base to win.

  5. Paintball style Everyone shoot their vest down to 1 hit remaining. People play a lot more carefully with only one life.

    Quick Draw players start out 30 feet apart back to back . A third person yells go and see who is the quickest gun in the west. This game works best with PRO gear or E.L.S./V2 ESS or Sega Lock-on because with these systems you cannot shoot after you are tagged out.

    Defender Split the players up into 3 even sized teams. Each team takes turns defending a position against the other 2 teams. Whichever team can hold onto it the longest is the winner. Be sure to have a stop watch.

  6. Hunter & Rabbit / Sniper This game pits one player (the Rabbit/sniper) against all the other players (the Hunters). To even the odds, the Hunters each start the game with nine tags already registered on their Sensors (only 1 left). The Rabbit's Sensor has a number of tags left equal to the number of Hunters (e.g., if there are five hunters, the Rabbit has five tags to go until he is tagged out). If there are 10 Hunters, the Rabbit's Sensor has no tags on it at the start.
    The Set UP: To start the game, the Rabbit is given 20 seconds to hide or otherwise get ready. At the end of the 20 seconds, the Hunters try to find the Rabbit and tag him/her out. (Meanwhile, the Rabbit is trying to tag them out.)
    Almost any type of area can be used for Rabbit, Rabbit, but the best area is one that contains hiding places and offers opportunities to sneak up on other players.
    Sportsmanship: Once a Hunter is tagged out, he/she cannot aid the remaining Hunters in any way. Tagged-out Hunters should leave the playing field with their guns held high in the air to indicate that they are out of the game. Hunters cannot fool the Rabbit by walking around with their guns in the air then beaming at the Rabbit. Violating these rules is against the Lazer Tag Sportsman Code and it makes the game a lot less fun.
    More Than Seven Players: For every seven players in a game, one must be a Rabbit(e.g., two Rabbits if there are eight to 14 players, three if 15 - 21 players, etc.). In games with more than one Rabbit, the Rabbits get a total number of tags remaining on their Sensors equal to the number of Hunters. If there are 15 players, the three Rabbits split the 12 remaining tags between them (they each start the game with four tags to go until they are tagged out.). If the number of remaining tags does not divide evenly into the number of Rabbits, the Hunters get to choose who gets the extra tag(s).

  7. I'll play that for a dollar
    Each player has a dollar or a token. When you kill a player, that player stands still and holds out his dollar, whoever get to it, gets to keep it. Players only give up one dollar when shot. Play can go on indefinitely until a player has all the money (with recycle at a certain location) or until everyone is dead.
    The Set Up: Every player must have a dollar to play. (You can do this with monopoly money, by the way).
    No teams, no time limit. All players start out equal, given 5 min. to spread out equally over the playing field. A whistle is sounded. Play is normal with players attempting to remove any other players. When a player is shot and killed that player pulls his one dollar bill out of his pocket, stands at attention with his right hand holding the one dollar bill. Any player reaching the player and grabbing the bill become the new permanent owner.

  8. Virus / Hydra Each player start out on his own (preferably each in a separate area of the playing field, if a player tags someone out (10 tags) that player drops his gun to his side and stops, stands still and begins counting to 10, slowly and out loud. If he gets to 10 he resumes play on his own.
    If another player can physically tag him before 10 seconds, then that player resets his sensor to 10 tags and those 2 players form a team with the "tagger" as the "head". The head may not reset his sensor.If the head of a team gets tagged out and tagged before the 10 seconds are up, then every on his team joins the new tagger/head’s team. This continues until everyone is on one team. Alternate Rule if using long range guns: After a player is tagged out he must go over to the player that tagged him out. The Tagger should "claim" the Taggee by calling out loud to him to come over and join his team. If it is uncertain who scored the final tag (if 2 players were firing at the same target player) then the target player may reset to 5 tags and play resumes.

  9. Revolution / Napkin head Start with 2 teams of even number of players. Each player has an arm band (or napkin or what ever you have available to mark players). One team starts with an arm band on and the other half without them on, as players are tagged out they change their arm band status and join the other team. This continues until everyone is on the same team.

  10. Medic Each team is assigned a medic who has to touch you to reset your sensor, medics cannot reset themselves, of course. You can throw this one in all kinds of games.

  11. Protect the President / Escort Opposite team must kill a specific person on the opposite team. Known or hidden. Kind of like protect the president, can turn into an escort game, must get a single player with no gun and low hits to a certain place...Other teams out to kill.

  12. Trickle Effect Players are introduced into any game over time, have a clock at each entrance point and every 1 or 2 min. a player can enter. Best with 2 or more separate entrance points.

  13. Multi-team A bunch of two man teams.

  14. Hidden teams Players are given a piece of colored paper or ribbon, told to scatter and then find out what team they are on. Play in all kinds of scenarios.

  15. Traitor One player on each team is designated as a traitor by choosing hidden straws or by a game master. After the traitor is "activated" he switches over to the other team and starts to attack he former teammates. The traitor can be activated by many different means. Traitor from the beginning, 1-5 minutes into the game (gamemaster blows a whistle or the traitor wears a watch), after loss of 1-5 hits, or a shout of a secret word, etc. In one variation called "The Mole" the captains of each team knows who is the traitor on the opponents team and can then plan a strategy with that player. To make this work a neutral player (game master) tells each team captain who is the traitor on their opponent’s team (but not who is the traitor on their own team), then each team member of the opposition has a "one on one" meeting with each team captain. The captain spends the same amount of time with each player pretending to plan strategy, but only really plans strategy with the traitor during this time.

  16. Nija One player (or more) on each team is a Nija. The Nija has the his gun set on silent and his sensor modified to only take hits from the front. This allows the Nija great stealth and "silent kill" abilities.

  17. Mercenaries. The game starts with two or more teams on opposite sides of the field. The mercenaries are hiding in the center area, but not all in one spot. If only one mercenary is playing then he joins the first team to find him. If more than one mercenary is playing, then "bags of gold", or any easy to find object, are hidden on the playing field, one for each mercenary. The teams must find bags of gold to hire a mercenary. Mercenaries may be special players with special weapons like a grenade launcher, longer range gun, Nija, Jedi Knight with a Light saber,etc.

 

 

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Last modified: December 03, 2003