Game modes
Dozens of modes, never the same game
From a simple free-for-all to tactical team missions with assigned roles. We pick the mode to suit your group and your experience - there is something for beginners and veterans alike. Click a mode and we will show you how it plays.
Intermediate
Colours
Repaint the arena in your colour
Advanced
Laserball
Laser football
We will confirm the exact selection of modes based on your group and how long you play.
Standard
Free-for-all
The idea
The classic, straightforward game with no special roles or restrictions.
How it plays
Everyone plays against everyone. When you are hit, your vest goes dark for about 5 seconds - you are invulnerable but you cannot shoot either. The player with the most points wins.
How to win
- Do not stand still after being hit - for those five seconds you are an easy target.
- Shoot from the side, not head on - anyone running at you is expecting a hit from the front.
Team battle
Team against team
The idea
A straight team fight; players split into two to four teams.
How it plays
You split into red, blue and possibly further colours. Communication, covering your team-mates and advancing together on the opposing team or their bases is what decides it.
How to win
- Talk to each other - a team that calls out positions beats better shooters.
- Do not all take the same route; one covers while the other flanks.
Target hunt
Points from targets around the arena
The idea
The focus is on lit targets placed around the arena, not just on other players.
How it plays
As well as your opponents you actively hunt and shoot targets. They award bonus points or temporary perks - double points, rapid fire.
How to win
- Memorise where the targets are; the second time round the arena looks completely different.
- Take a bonus when an opponent is near - rapid fire in an empty corridor is wasted.
Hide and seek
Hiders against seekers
The idea
Players split into seekers and hiders.
How it plays
Hiders have their vest and phaser switched off and must stay invisible in the dark arena. Seekers score for spotting and tagging them. After a hit the roles can swap.
How to win
- As a hider, freeze when you hear footsteps - movement gives you away sooner than light does.
- As a seeker, listen; in the dark your ears beat your eyes.
Gladiator
Survive on limited lives
The idea
A survival game with a limited number of lives.
How it plays
You start with a fixed number of lives (25, for example). Every hit on an opponent or a target gives some of them back. When you run out, you are out of the game. It calls for a more careful, more tactical style.
How to win
- Playing passively kills you - lives only come back from hits.
- Do not get into a firefight on low lives; top up on a target first.
Zombies
Apocalypse, infection mode
The idea
Humans against zombies, infection mode.
How it plays
One or two players start as zombies. When a zombie tags you, you become one too and hunt the rest with them. Humans can collect medkits from targets. The game ends on the clock, or when everyone is infected.
How to win
- As a human stay in a pair - on your own nobody watches your back.
- As a zombie do not attack head on; flank and push humans into a dead end.
Bases
Destroy the enemy base
The idea
Teams destroy and defend their home bases.
How it plays
Each team has its own base. The goal is to reach the enemy base and destroy it with repeated accurate hits before they destroy yours.
How to win
- Leave at least one defender at home, or you will win the attack and lose the game.
- Attack the base in pairs: one shoots, the other holds the approach.
Colours
Repaint the arena in your colour
The idea
You convert players to your team rather than knocking them out.
How it plays
You have a limited number of lives. When you lose them all you are not out - your vest changes to the colour of whoever got you. The goal is to turn the whole arena a single colour.
How to win
- Focus on one player together; half-finished damage converts nobody.
- Watch the colours around you - your team-mate from a minute ago may now be against you.
Sniper
Few rounds, slow reload
The idea
Limited ammo and a sniper simulation.
How it plays
You have a very small magazine (six rounds, for example) and once it is empty the phaser takes several seconds to reload. Spraying the arena blindly is not an option - every shot has to be thought through.
How to win
- Reload in cover, not in a corridor; an empty phaser is worse than none.
- Look for long sightlines; up close you lose to whoever still has a round.
Hunters
A single round in the chamber
The idea
A single round in the chamber; accuracy above all.
How it plays
You start with one round. Hit and you get a bonus round. Miss and you wait for a recharge, or you are out of ammo. The mode rewards extreme accuracy.
How to win
- Do not take long shots at a moving target - you will miss and be left with nothing.
- It pays to wait in cover for a certain hit rather than actively hunt opponents.
Domination
Three control points
The idea
Capturing three control points around the arena.
How it plays
There are three control points in the arena. Hold all three at once and your team gets temporary invulnerability, rapid fire and bonus points every second - until the opposition takes one of the points back.
How to win
- Do not take the points slowly one at a time; capture the last two in quick succession.
- Once you have the upper hand do not sit on the points - use the invulnerability to push.
Laserball
Laser football
The idea
Virtual football in a laser tag arena.
How it plays
An invisible ball moves around the arena. Whoever is carrying it flashes rapidly. Shooting a team-mate passes the ball to them. The goal is to work the ball to the opposition goal (a target) and hit it - that is a goal.
How to win
- Do not hold the ball long; you are flashing and everyone knows where you are.
- Line up towards the opposition goal - a pass is faster than a run.
Highlander
There can be only one
The idea
There can be only one.
How it plays
Players are immune to ordinary shots. The only way to knock someone out is a locked-on missile - and locking on means keeping them in sight for several seconds. The targeted player gets a warning and has to reach cover fast.
How to win
- When the warning sounds, run - standing still means you are finished.
- Lock on from cover; the moment your target sees you, they break line of sight.
Space Marines
The league mode, with roles
The idea
The legendary Laserforce league mode with specialised roles.
How it plays
Every team member plays a different role. The commander has powerful shots and missiles, and once they have banked enough points they can trigger a Nuke that shuts down the entire opposing team for 6 seconds. Heavy weapons take more hits and fire missiles. The ammo carrier resupplies ammunition, the medic restores lives, and the scout moves quickly and gains rapid fire once charged.
How to win
- Protect the medic and the ammo carrier - without them the team runs dry on ammo and lives.
- Save the Nuke for the moment the opposition attacks your base.
Dragon's lair
An RPG with classes and levels
The idea
A tabletop RPG translated into real movement around the arena.
How it plays
At the start you pick a class - warrior, rogue, cleric or wizard. Hits and completed objectives earn experience, you climb through levels and unlock stronger spells, shields, healing or passive abilities.
How to win
- Play safe early on; the first levels are weak and dying costs you tempo.
- Split the classes across the group - four wizards will not survive without healing.
Bases
Destroy the enemy base
The idea
Teams destroy and defend their home bases.
How it plays
Each team has its own base. The goal is to reach the enemy base and destroy it with repeated accurate hits before they destroy yours.
How to win
- Leave at least one defender at home, or you will win the attack and lose the game.
- Attack the base in pairs: one shoots, the other holds the approach.