The Kings on any of the t eams are not known to the other
teams, the only clue is t hat the King’s TAGGER will not send
out an IFF signal. This prevents enemy players from sniffing for
his IFF signal, but also makes it easier for them to determine
that he is in fact the King once they do find him. These games
may require individual players to sacrif ice their own individual
ranking for the greater good of the team, this is the nature of
the game…protect your King even if it means being tagged out.
[TAG61]
The TAG MASTER is always the King of Team 1, and the first
player to join each of the other teams is the King of that team.
The Kings are fully capable of t agging other players (including
other Kings) and defending themselves by raising shields. The
Kings cannot request or receive Medic Mode assistance.
Game features are:
• Fully hosted (requires hosting/joining) and supports post-game
debriefing
• 2 or 3 Teams. Up to 8 players on each team
• Team Tags (selectable) – Yes (Y) or No (N) (default = Y)
• Medic Mode (selectable) - Yes (Y) or No (N) (default = Y)
• Time – 1 - 99 minutes (default = 15 min for 2-KINGS, and 30 min
for 3-KINGS)
• Reloads – 0 - 99 or Unlimited (default = 20)
• Mega-Tags – 0 - 99 or Unlimited (default = 00)
• Shields – 0 - 99 seconds (default = 30)
• Tags – 1 - 99 (default = 15)
• Ranking is individual and team
- Individual ranks are based on the number of tags you have landed on the
other Kings. Tagging your own King counts as 4 points against you. If your
King is tagged out before the game ends, you will rank last.
- Team ranks are based on how long each King last ed before being tagged
out. If more than one king lasts until t he end of the game, the team whose
King took the fewest tags wins.
In Zone games the TAGGER MASTER TAGGER becomes the Zone
TAGGER. The Zone TAGGER does not participate in the game as
a player although it still per forms all set-up and programming
functions and performs the debrief ing at the end of the game.
The Zone TAGGER creates the Zone by generating a 360°
infrared light field using its Receiver Dome. The Zone TAGGER
should always be stationary during a game and positioned on a
stable surface with t he Receiver Dome pointing straight up and
level with the ground. The Zone TAGGER should be located in a
place so that the Zone can f ill a large area, without obstructions
that may create dead spots within the Zone.
All TAGGER units in the game sense t he Zone using their
Receiver Domes. TAGGER units accumulate Zone Time whenever
they can sense the Zone. Multiple players may be in the Zone at
the same time.
ZONE GAMES
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