Game Types

  1. Team Game
  2. Vampires
  3. Base Flags
  4. Midnight Madness
  5. Zone Ball

This is not an exhaustive list of games, merely those that are the most popular. Zone Empire offers heaps of different game scenarios! To experience them all you will need to become a member and participate in a few of our members nights, held weekly on Tuesday Nights.

 

Team Game

Objective

The Team game is a "standard" game in that its rules are very simple; fight, as a team, to win. Zone Empire supports three different teams that are defined by the colours displayed by the vests lights, each team is able to have 9 members. Teams can gain points by tagging opposing team members, as well as destroying opposing team bases. The team that is declared the winner at the end of the round is the team with the most accumulated points.

Game Play:

Teams start with a standard phasor, and standard deactivation time of 10 seconds.

Team members tag opposing team members to gain points. Team members are unable to tag same colored players.

Players are also able to destroy team bases. Bases are worth 2000 points. In addition to bonus points, destroying a base can also grant random team members with unique abilities

Unique abilities include; Invisibility, Stealth mode, Team Destroyer, and Rapid Fire.

 

Vampires

Objective

Vampires is a unique character based solo game in which individual players work against the clock for their own survival. The game commences with one of the players as the "Vampire". The remaining players have a limited number of lives and a limited number of shots with which to defend themselves. If a player's lives are reduced to zero or if a player runs out of shots, the player is "converted" into a vampire. As more and more players succumb, more and more vampires will be in the arena. The game is won when either the vampires overwhelm the players or the game time expires and one or more of the players survives.

Starting the Game

This is a character based solo game. One of the players is a "Vampire". The remaining players are the vampire's potential victims.

The first press of the game start button will perform a special "pre-start". In pre-start mode, one of the pack displays will flash and show the character name "Vampire" on the screen. The player that takes this pack will be the Vampire.

When the Vampire and the rest of the players are ready, the game start button is pressed for a second time to actually start the game.

After the game has been started, all of the players (with the exception of the Vampire), must press and hold the black push button on the front of their pack. The button must remain pressed until the computer acknowledges the action by activating the player's pack.

Characters

This is a character based solo game. One of the players is a "Vampire". The remaining players are the "Peasants", the vampire's potential victims.

Vampire:

The Vampire has a phasor weapon. The Vampire's phasor has unlimited power and therefore unlimited shots. Vampires have unlimited lives. Vampires cannot be eliminated or converted back into peasants. If tagged, vampires are deactivated for 10 seconds.

Peasants:

Peasants have a limited number of lives. The default is set to 10 lives. Peasants have phasor weapons. The Peasant phasor weapons have a limited number of shots. The default for the amount of shots is set to 40. If tagged, Peasants lose one life and are deactivated for 10 seconds. If a Peasant's lives are reduced to zero or if a Peasant runs out of shots, the Peasant is "converted" into a vampire.

Game Play

The game starts with only one vampire.

The remaining players have a limited number of lives (10) and a limited number of shots (40) with which to defend themselves.

If a player's lives are reduced to zero or if a player runs out of shots, the player is "converted" into a vampire. Therefore, the players attempt to avoid being tagged.

As more and more players get tagged and ultimately converted, more and more vampires will be in the arena.

The game is won when either the vampires overwhelm the players or the game time expires and one or more of the players survives.

 

Base Flags

Objective

Base Flags is a tactical team game in which the emphasis is not on tagging players, but rather in collecting "flags". Flags are collected by destroying opposing bases. Points are not awarded for tagging other players. Instead, points ("flags") are collected by successfully destroying opposing bases. Each teams' base can be destroyed more than once over the duration of the game. Individual players in a team can destroy each opposing base multiple times. Therefore, to accumulate flags for their team, individual players should destroy opposing bases as many times as they can over the duration of the game. The winning team will be the team that collects the most "flags" at the conclusion of the game.

Game Play

The game is played with a standard phasor and a 10 second deactivation time.

Teams decide which players will attack opposing bases and which players will defend the home base.

Players' activate at their home team base. Therefore, each individual player must go to their home team base to commence play.

The attacking players attempt to destroy one (or more) of the opposing bases.

The defending players attempt to prevent their home base from coming under attack from opposing players.

If any player is tagged, they will need to return to their home base to reactivate.

If a player succeeds in destroying an enemy base, one "flag" is awarded to that player's team. (Flags are represented by point scores on the scoreboard.)

One shot must be fired into a base for it to be destroyed. In other words, only one shot needs to be fired into a base for the player to collect a flag.

Each individual player can destroy each base as many times as they wish. In other words, each individual player can collect as many flags as they wish during the game.

Attempting to collect flags can be risky if the opposing base is well defended. Often, successfully collecting a flag will see the player having to return to their home base to reactivate.


Midnight Madness:

Objective

Learning to do battle is one thing. But learning to do battle in the dark is another. You never really know if the shadow you think you see ahead of you is a valid adversary or not. Do you wait or do you just take the shot? Caution is advised. Hesitation can prove costly. Whatever you do, try not to give yourself away. It could be the difference between winning and losing. Midnight Madness is a simple game in which players compete against each other in a solo free for all. However, in this game, all players have "stealth". The LEDs on each player's pack are all extinguished. Player's will look as though they are already deactivated. So don't be fooled. The player with the highest point score at the conclusion of the game is declared the winner.

Game Play

Midnight Madness is a simple solo free for all played with a standard phasor and a 10 second deactivation time.

All players in this game have "stealth". The LEDs on each player's pack are all extinguished. Player's will look as though they are deactivated.

 

Zone Ball

Objective

In Zone Ball, teams try to score more points (goals) than their opponent/(s). Goals are scored by firing the "ball" into an opposing team's base. The team in possession of the ball is called the offensive team. The offensive team passes the ball around the arena, from player to player, looking to set up a good opportunity to score. (Passing the ball is achieved when team mates tag each other.) The defensive team tries to prevent the offensive team from scoring and tries to gain possession of the ball themselves. The defensive team gains possession of the ball by making a "tackle" (tagging the player who currently has possession of the ball). The team with the highest score (most goals) at the conclusion of the game is declared the winner.

Game Play

The game is played with a standard phasor and a 10 second deactivation time.

Each player starts the game at their home team base (goal).

When the game begins, the sound "Play Ball!" will be heard in the arena to indicate the "ball" is up for grabs.

There is only one ball in play at any given time.

When the ball is up for grabs, any player on any team is able to take it. To do this, a player fires one shot into their home team base. Upon doing so, the home team base and all other bases in the arena will shut down for a period of approximately 30 seconds to allow time for teams to regroup.

The player who has the ball will hear an audible sound from their pack to confirm they have possession.

Whenever a player takes possession of the ball, or if possession of the ball changes to another team, an audible sound will be heard in the arena to confirm which team currently has the ball. For example, if a player on the red team has the ball then the sound, "Red team has the ball!", will be heard in the arena.

The lights on the pack worn by the player with the ball will be permanently on. In other words, the pack lights on the pack worn by the ball carrier do not flash.

The player with the ball may elect to carry the ball themself or pass it to a team mate. To pass the ball, the ball carrier tags a team mate. The tagged team mate will be deactivated as per a normal tag, but will be carrying the ball as soon as they reactivate.

Opposing teams can try to take the ball from the ball carrier at any time. This is known as a "tackle". To do this, any player on the opposing team needs to tag the ball carrier. A successful tag (tackle) of the ball carrier by a player on an opposing team will see that player immediately take possession of the ball. The player will hear an audible sound from their pack to confirm they now have possession. An audible sound will also be heard in the arena to indicate to all players which team now has the ball.

The ball carrier is able to defend themself against being tackled. To do this they simply tag the opposing player who is trying to tackle them.

The ball carrier is the only player who can score a goal. To score a goal, the ball carrier must successfully fire one shot into the opposition's base. One point is awarded to the team when a goal is scored.

When a goal is scored, an audible sound will be heard in the arena to indicate to all players which team scored the goal.

After a goal is scored, there is a short delay before the ball goes up for grabs again. The sound "Play Ball!" will be heard in the arena to indicate when the "ball" is up for grabs. When the ball is up for grabs, any player on any team is able to take it. To do this, a player fires one shot into their home team base and the task of trying to score a goal begins over.