7. 2-TEAM RESPAWN (2TRS) AND
8. 3-TEAM RESPAWN (3TRS)
The object of these games is t o compete against each other to
determine who is the best LAZER TAG Team!
Just like the individual RESPAWN game, every tenth time a
player is tagged, he/she becomes neutralized and must retreat
back to the RESPAWN ZONE as fast as possible to be put back
into the game! [TAG 84]
Game features are:
• Fully hosted, (requires hosting/joining) and supports post-game
debriefing
• 2 or 3 teams of up to 8 player s per 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 2TRS, or 30 minutes
for 3TRS)
• Reloads – 0-99 or Unlimited (default = 20)
• Mega-Tags – 0-99 or Unlimited (default = 0)
• Shields – 0-99 seconds (default = 30)
• Tags – 1-99 (default = 25)
• Ranking is individual and team
-Individual ranks are based on receiving 2 points per tag landed on players
from other teams, and losing 1 point for every time you’re tagged by a player
from another team. Tagging your own teammate (Team Tags) costs you 2
points. Being tagged by your own teammates does not hurt your score.
ZONE GAMES
In Zone games the TAG MASTER TAGGER becomes the Zone
TAGGER. The Zone TAGGER does not participate in the game as a
player although he/she still perfor ms 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
10-20 ft.
Z
O
N
E
Z
O
N
E
Z
O
N
E
Z
O
N
E
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-Team ranks are based on the total combined points of all the members in
the team. In the event of a tie, t he TAG MASTER TAGGER attempts to break
the tie based on which team had the mos t players not tagged-out when the
game ended.