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Games and Rules

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Rules and Game Ideas

Often times a busy schedule may not leave enough time to plan the laser tag activity. Never fear! We have some great laser tag party ideas to help you. Whether it's a specific theme or event, we are here. Who knows, maybe our laser tag party suggestions could spark your own creativity.

Rule 1: Laser Tag is a Non-Contact Sport

Any intentional contact is unpardonable. Any accidental contact requires immediate warnings to both Laser Tag Sportsmen to be more careful, with further physical contact subject to immediate censure.

Rule 2: Sensors Must be Visible

Preventing a Laser Tag beam from tagging a sensor is dishonorable. In the course of a game when a sensor is blocked, any player is allowed to yell, "Sensor!" If the player whose sensor is blocked is not in a duel with someone else, he is obliged to either run away or move to better show his sensor.

Rule 3: Sensors Must be Audible

Masking the sound of a sensor in any way is dishonorable. Unless equipped with a mute button, the sensor indicator should always be free to emit its loudest tones.

Rule 4: Equipment Failure Means Disqualification

Laser Tag equipment can fail in the course of a contest (usually because of low battery power). In this event, the Laser Tag Sportsman with the equipment failure is out of the contest. Each contestant is expected to check his equipment thoroughly before starting to play and must suffer the consequences of malfunctioning equipment. If equipment is provided by the game host, the player with the faulty equipment receives an automatic time-out while obtaining a replacement.

Rule 5: Sensors Must be Attached

A sensor that fails or is pulled off must be put back on immediately. While the sensor is not worn, the player is not allowed to use his weapon. If the sensor malfunctions, the player must take himself out of the contest. A sensor cannot be tagged when it is not attached to its Laser Tag Player. Any player who does tag an opponent's sensor while it is unattached is penalized with twice as many tags on his own sensor.

Rule 6: Sensors Must be Activated

At times during the beginning of normal Laser Tag contests, it could happen that a sensor is not turned on or gets reset. If this is discovered, that Laser Tag Sportsman must take himself out of the contest immediately.

Rule 7: Refreshments are Available

The current host of the Laser Tag game is responsible for supplying all Laser Tag Players with adequate refreshments before, during, and after all matches.

Rule 8: Laser Tag Sportsmen are Honorable

No matter what a person is like away from the games, when he puts on the Laser Tag equipment he is to be treated with respect and honor. Laser Tag Sportsmen never lie, cheat, or take advantage of a fallen foe.

Rule 9: Laser Tag is a Game

Players must always remember that Laser Tag is only a game. It is designed so everyone can have fun. If a player gets angry, exhausted, or bitter, he should stop playing until he cools off. Not having fun is against the code.

Rule 10: Laser Tag is a Team Sport

Although Laser Tag Sportsmen can be highly competitive individually, they must always consider the success of the team first. Players always win and lose as a team, not as individuals. A team does not win because one person does well, nor does it lose because one person does badly. Win or lose, the team is a unit.

Procedures

Dropping Out

During the course of a game a Laser Tag Player may want to drop out, or be forced to drop out because his sensor has been tagged out. If you want or need to drop out of the game, put your weapon in its holster or over your head, hold both hands over your head, and shout, "I'm out!" Anyone leaving the playing area with his hands in the air is finished playing that game and should never be tagged or blocked by other players.

Bystanders

People who are watching the game but not playing should not become tools for players to hide behind or be used in any other manner. This is especially important with people who come by and don't know you are playing with Laser Tag equipment. The sight of someone aiming what appears to be a weapon could cause non-players to become alarmed. A little courtesy to outsiders is appreciated (as well as safer!)

Laser Tag Code adapted and expanded upon from Lazer Tag: The Official Game Handbook; TSR, Inc.; ©1987.

Basics:

Steal the opposing team's flag and return it to your base.

Requirements

  • At least four players with Laser Tag equipment
  • A good-sized outdoor playing field (obstacles recommended)
  • Two flags of different design or color
  • A whistle (or other loud noise-making device)
  • Optional referee

Setup

Take the flags and place them at opposite ends of the playing field. They should not be within sight of each other.

All players should position themselves within ten feet of their team's flag.

When a team has their flag set up and is ready to begin, they should blow their whistle and wait for the signal from the opposing team.

Rules

The Laser Tag Code must be observed. These are the basic rules for almost any Laser Tag game.

The flag can be passed. The flag is allowed to be passed from player to player. Team play should be encouraged.

Tagged-out players carrying flags should immediately return the flag to its base. The tagged-out player must deactivate his or her weapon and immediately return the flag to its base before leaving the playing field. If an eliminated player leaves the field without returning the flag, another player from his or her team is automatically eliminated.

Winning

  • Any team who captures the opposing team's flag and returns it to their team's base wins.
  • Any team who eliminates all players on the opposing team wins.

Basics:

A team has to cross the battlefield and avoid being tagged out by two other teams.

Requirements

  • At least six players with Laser Tag equipment
  • A good-sized playing field with hiding places (The size depends on the number of players and the intended length and complexity of the game.)

Setup

Split into three teams. One team should be the convoy while the other teams are ambushers.

Split the playing field in half. Select a starting point and finish line on opposite ends of the field so that the convoy has to travel through each half to get to the end.

The third team should position themselves anywhere in the distant half while the second team positions themselves in the close half, but not within sight of the start.

The convoy members should organize around the starting point.

When a signal is given (via whistle or other means) the game begins.

Rules

The Laser Tag Code must be observed. These are the basic rules for almost any Laser Tag game.

Players not in the convoy can only stay in their half of the territory. Only convoy members are allowed to cross between halves of the playing field. Other players are restricted to staying in the area to which their team was assigned. Any non-convoy player found in someone else's territory is eliminated.

Winning

  • The convoy wins if they tag out both of the other teams or one member reaches the finish line.
  • The opposing teams win if they tag out the convoy.

Alternate Versions

  • Assign one member of the convoy to need to be protected. Everyone in the convoy must try to protect this player. The person being protected is the one who needs to cross the finish line to win. If the person being protected is tagged out, the convoy loses.
  • After the first convoy wins or is defeated, they can take the place of one of the other two teams and that team becomes the convoy.
  • If the convoy's task is too easy after several games, or the playing field is too small, change the goal so that they will need to reach the finish line and then return to the start.

Basics:

This is a simple game where the object is just to tag out all the other players.

Requirements

  • At least two players with Laser Tag equipment
  • A whistle (or other loud noise-making device)
  • Optional referee

Setup

  • Leave the whistle at the starting point or give it to the referee.

Rules

The Laser Tag Code must be observed. These are the basic rules for almost any Laser Tag game.

There are no boundaries. A player can go anywhere with no limits.

The game can end in a draw. If the game continues with just a few remaining players who cannot seem to find each other, the referee and/or tagged out players can decide when to call it a draw. The game cannot be called a draw if fewer than 75% of the players have been tagged out.

A whistle should mark the end of the game. Upon hearing the whistle, all remaining players must immediately return to the start.

Winning

  • Any player who is the only one not tagged out wins.
  • If the whistle is blown to end the game, the person with the fewest tags on his sensor wins.

Basics:

In this three-team game, your team must tag out all the members of the two opposing teams.

Requirements

  • At least six players with Laser Tag equipment
  • Duct tape or electrical tape in three colors
  • Optional referee

Setup

Players should separate into three teams and place the tape with their team color around their arms.

To start the game, players turn on their sensors and the teams head off in opposite directions.

After a pre-determined time limit (1 to 5 minutes - depending on the size of the playing field), the game begins.

Rules

The Laser Tag Code must be observed. These are the basic rules for almost any Laser Tag game.

Teams may form alliances. Two teams may form an alliance against the third. This is especially useful if the third team has control over a strategic position.

Players may not switch teams during a game. Even if one team has an alliance with another, players cannot become a member of the other team.

Winning

  • A team wins when all members of opposing teams have been tagged out.

Basics:

The hunt is on when one player goes up against many other players.

Requirements

  • At least three players with Laser Tag equipment.
  • A good-sized playing field with obstacles (The size depends on the number of players and the intended length of the game.)

Setup

One player should be selected to be the Rabbitoid. The others are Hunters. If there are more than seven players, choose additional Rabbitoids (one for every seven Hunters.)

Tag the Hunters' sensors so that each of them only has one hit remaining.

Tag the Rabbitoid's sensor so that he or she has the same number of tags remaining as there are Hunters. If there is more than one Rabbitoid, the hits remaining are distributed as evenly as possible. For example, in a contest with 16 players, the three Rabbitoids split the 13 tags (for 13 Hunters) between them. One Rabbitoid gets 5 hits remaining and the others get 4.

The Hunters should close their eyes and count to 20 while the Rabbitoids hide.

Rules

The Laser Tag Code must be observed. These are the basic rules for almost any Laser Tag game.

When a player is tagged out, he or she must leave the playing field. Once a player is tagged out, they are not allowed to assist Hunters or Rabbitoids.

Winning

  • The Rabbitoids win by tagging every Hunter.
  • The Hunters win by tagging out each Rabbitoid.

Basics:

Tag all the players before one of them can kick the can.

Requirements

  • At least three players with Laser Tag equipment
  • A can
  • A good-sized playing field with obstacles (The size depends on the number of players and the intended length of the game.)

Setup

Place the can in the middle of the playing field to act as the goal.

Select a player to be “it”.

The player who is “it” should close his eyes and count to 20 while other players hide.

Rules

The Laser Tag Code must be observed. These are the basic rules for almost any Laser Tag game.

Only the “It” player can tag other players. Tags on the sensor of the “It” player have no effect.

When a player is tagged, he or she must stand by the can. A player only needs to be tagged once to be temporarily out of play. These players are not allowed to use weapons.

If the “It” player calls out the name and location of a player, that player must reveal himself or herself. If the “It” player is not correct about the name or location which is called out, nobody needs to reveal themselves.

A player's name does not need to be called for that player to come out of hiding. Players can change hiding places, move around, or attempt to kick the goal at any time they wish.

The “It” player cannot block the goal. The “It” player must get out of the way when another player comes in to kick the goal.

If a player kicks the goal, everyone standing by the goal is allowed to reset their sensor and re-enter the playing field. The “It” player can re-tag any of these players as they run away.

The last person tagged is “it” for the next contest. If the It player has managed to get everyone with one tag on their sensors, the last person to be tagged is “it”.

The game ends in defeat if the goal has been kicked three times. In this case, the last person to be tagged in that game is “it” for the next contest. If nobody was tagged, someone should volunteer.

Winning

  • The “It” player wins by tagging all the opposing players.
  • The opposing players win by kicking the goal three times.

Basics:

The winner is the last player remaining.

Requirements

  • At least six players with Laser Tag equipment (16 recommended)
  • Duct tape or electrical tape in two colors
  • Optional referee

Setup

Players should separate into two teams (or tribes) and place the tape with their team color around their arms. Both teams should have equal numbers of players.

To start the game, players turn on their sensors and the teams head off in opposite directions and establish a team base position.

After a pre-determined time limit (1 to 5 minutes - depending on the size of the playing field), the game begins.

Each team must try to tag out the opposing team's players.

Once half the players have been eliminated from the game, the teams combine and the players are on their own for the remainder of the game.

Rules

The Laser Tag Code must be observed. These are the basic rules for almost any Laser Tag game.

Team play is enforced. Teams may not tag out their own members until half the players have been eliminated.

Players may form alliances. Any group of players may form an alliance at any time. Such play is encouraged.

Players may not switch teams during a game. Even if one player has an alliance with another from another team, players cannot become a member of the other team or shoot at their teammates until after the teams are combined into one.

Winning

  • A player wins when he or she is the sole survivor and all the other players have been tagged out.