
The list below shows the many games that Ultrazone can play. Please view them and play them at your local Zone.
Conspiracy
Players (Max): 24
Teams: Two (10 Green, 10 Yellow, 4 Red)
Sentinels: Off
Bases: Off
Deactivations: 10-15, 10 sec each (adjustable)
Stuns: 1/2 the deactivation time
Reloads: Off
Shot Rate: 1/sec (Role Players = 1/ .8 sec)
Ammo:unlimited
Detail: Two teams of 12 are created. Both teams elect two players to go
to the Red team, making the Green and Yellow teams 10 players each. One
of the two players elected to play Red is designated the "decoy," and
the other the "general." However, neither team knows which of the two
"opposing" Red players is the general or the decoy.
The object of the game is to eliminate the other team's general. Each
player has 10-15 deactivations before he is eliminated from the game.
The game is played without music in the arena so that teams can
communicate. The game is also played without bases or sentinels, and
energy reloads are also not necessary. You have unlimited ammo.
The team with the best strategy will prevail. Each player must be
careful not to deactivate another teammate or their general or decoy.
In the event that neither general is eliminated, the team whose general
took the least hits is the winner.
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Hellfire
Players: 2-30
Teams: Three (10 Green, 10 Yellow, 10 Red)
Sentinels: On
Bases: On
Deactivations: unlimited, 4 sec each (adjustable)
Stuns: 1/4 the deactivation time
Reloads: Off
Shot Rate: 4/sec (Role Players = 4/ .8 sec)
Ammo:unlimited
Detail: This is essentially a default or role-player default game with
the heat turned up. Everything stays the same except you can fire 4
times per second instead of once. This usually has the effect of making
you actually break a sweat during a game, and scores can get pretty
high, especially during a 1-hour or longer game. There is also a SOLO
variation where it's every man for himself!
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Hamburger Hill
Players: 2-30
Teams: Three (10 Green, 10 Yellow, 10 Red)
Sentinels: Off
Bases: Off
Deactivations: 1
Stuns: 1/2 the deactivation time
Reloads: On
Shot Rate: 1/sec (Role Players = 1/ .8 sec)
Ammo:unlimited
Detail: This is one of the most fun games you'll ever play in a 2-level
arena. Each player has ONE deactivation or stun, after which they MUST
go reload. The object of the game is to have the most teammates IN the
sentinel and active at the END of the game (this is not a points game,
per se). The team with the most active players in the sentinel when the
game ends wins the game. Simple, but very fun!
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Monty Hall
Players (Max): 30 max
Teams: N/A (SOLO Game)
Sentinels: On
Bases: On, WITH DEFENSE/RETALIATION
Deactivations: unlimited, 4 sec each (adjustable)
Stuns: 1/4 the deactivation time
Reloads: On (can be turned off)
Shot Rate: 4/sec (Role Players = 4/ .8 sec)
Ammo: 90, then must reload
Detail: This is another Raleigh favorite that is reminiscent of Simon
Says. The game is still played for top score, but there's something
strange about that guy yelling into the intercom. What? Did he/she say
"Stand on one foot and sing 'Endless Love'?" Yep, they did, and you HAVE
to do it! The intercom/PA speaker will give commands over the
loudspeaker system in the arena. The commands may be designated for
everyone, or a single player, a team or whoever just happens to be close
by. If the Game Master catches anyone NOT doing what the PA tells them
to, they receive a red button (deactivation). Two red buttons, and
you're out of the game. The Game Master can also choose to shield anyone
at any time during the game. Wild fun, especially if someone's gotten on
the Game Master's bad side!
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Fugitive
Players (Max): 30
Teams: Two (sort of)
Sentinels: Off
Bases: Off
Deactivations: (adjusted to be equal among teams - see Detail below), 8
sec each
Stuns: 1/2 the deactivation time
Reloads: Off
Shot Rate: 1/sec (Role Players = 1/ .8 sec)
Ammo: unlimited
Detail: Fugitive is the thinking man's game. Before the game begins, one
or two players are designated "fugitives" (one or two, to make the
deactivation level even), and the rest of the players are the "hunters."
The fugitives enter the arena and take up a good hiding spot, almost
always on the ramps/upper level(s), usually near the doors (they like to
punish all those entering the arena). When the game starts, the hunters
stay in the vesting room to equal out the number of deactivations (a
Game Master takes one of the other packs and shoots you in the chest or
back XX times before entering the arena -- it's really humiliating to
watch!). (Example: 6 players total. One player is designated the
fugitive and would have 15 deactivations. The other 5 players would each
have three (3) deactivations, as 3 X 5 = 15.) The object of the game is
to finish off the fugitive(s) and still have at least one deactivation
left at the end of the game. If and when the fugitive(s) is/are
deactivated and out of the game, usually the remaining players will
finish off each other in a solo effort. The ONLY rule in this game that
is different from standard rules is that the fugitive(s) can run through
the arena, while the other teams/solo members must conform to standard
no-running rule.
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S.O.L. (Simply-Out-of-Luck)
Players (Max): 30
Teams: N/A (SOLO Game)
Sentinels: On, 10,000 points each (variable)
Bases: Off
Deactivations: unlimited, 10 sec each (adjustable)
Stuns: 1/4 the deactivation time
Reloads: Off
Shot Rate: 1/sec (Role Players = 1/ .8 sec)
Ammo: 90 shots
Detail: S.O.L. is solo-scored. No one is your friend! Sentinels are
10,000 points each, but you lose 5,000 points each time the Sentinel
stuns you. The game is intended for Role Players only. You have 90
shots, but cannot reload for ammunition. You do have quick-ups and
instant reloads, which are the only way to get more ammo. Once you have
exhausted your ammo supply, you are a walking target for points! The
player with the highest score wins; everyone else is Simply-Out-of-Luck!
------------------------------------------------------------------------
Balloon!!!
Players (Max): 30
Teams: Two or Three
Sentinels: Off
Bases: Off
Deactivations: Three, 10 sec each (adjustable)
Stuns: Disabled
Reloads: On
Shot Rate: 1/sec (Role Players = 1/ .8 sec)
Ammo: unlimited
Detail: Also known as "Steal the Bacon," this game resembles nothing
you've seen lately. An object (we use a balloon with a sandbag tied to
it, hence the name) is placed somewhere in the arena by the Game Master
before the game starts. The goal of the game is to score points (not
laser points) by taking the object (balloon) to the center of your
team's base, underneath the base sensor. One point is awarded each time
you succeed in doing so. Once the object has been moved to a base and a
point give, the Game Master moves it to another random location, usually
by dropping it from the second level. Sounds pretty simple, right? Think
again! (Suddenly that light in your head cuts on and you remember that
you can't fire without two hands on the laser...!!!) Better yet, when
you are stunned or deactivated, you must immediately DROP the object and
cannot pick it up again until you are active (i.e., only active players
may carry the object). The team with the most points awarded for moving
the object wins.
------------------------------------------------------------------------
Trench War
Players (Max): 30
Teams: Two or Three (can be played Solo)
Sentinels: On
Bases: On
Deactivations: Fifteen, 10 sec each (adjustable)
Stuns: 1/2 the deactivation time
Reloads: On
Shot Rate: 1/sec (Role Players = 1/ .8 sec)
Ammo: 55 shots, then must reload
Detail: Our site (Raleigh, NC) started playing this game after our site
team returned from the Virginia Beach invitational tournament. What they
found was that they were so accustomed to taking advantage of the
2-level/ramp structure of the Raleigh arena that most of them weren't as
good at one-on-one combat as they thought. This game is usually a
default game with only one additional rule -- no player may go upstairs
or touch any ramp. This forces players to fight down on the floor and
better their close-range skills. Note that the Sentinel is on, and may
be scored from the bottom level only.
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Sentinel War
Players (Max): 30
Teams: N/A (SOLO game)
Sentinels: On, 10,000 points each
Bases: Off
Deactivations: unlimited, 10 sec each (adjustable)
Stuns: 1/2 the deactivation time
Reloads: On
Shot Rate: 1/sec (Role Players = 1/ .8 sec)
Ammo: 35 shots, then must reload
Detail: Usually played with a minimum of 6 players. Sentinels are worth
10,000 points each, but a stun from a sentinel costs you 5,000 points.
Base sensors are disabled, so it's basically an all out war for the
sentinel(s) in the arena. Brings out the sharp-shooters and the
strategists who wait for everyone to crowd into the sentinel, whack them
all, and score the 10,000 points before having to reload (tough with
more than 10 players!)
------------------------------------------------------------------------
Godzilla Warfare - Submitted by Allen Howe - Richmond, VA
Players (Max): 15
Teams: Three
Sentinels: On, 1500 points each (-350 if hit by Sentinel)
Bases: On, WITH DEFENSE/RETALIATION
Deactivations: unlimited, 10 sec each (adjustable)
Stuns: 1/2 the deactivation time
Reloads: On
Shot Rate: 4/sec PER GUN (Role Players = 4/ .8 sec PER GUN)
Ammo: Unlimited
Detail: A favorite from the West Richmond arena. Players outfit
themselves with two packs (one on top of the other) and the hand sensors
are disabled. Reloads are unnecessary. This game is like a Hellfire
game, except twice as intense. It would be even better in the super
endurance format.
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Flag Game - Submitted by Wagga Wagga, Australia Zone3 Player Mezza
Players: (MAX) 12
Teams: Two, with an even amount on each color
Sentinels: Off
Bases: Off
Deactivations: unlimited, 10 seconds each
Stuns: 1/2 the deactivation time
Reloads: Off
Shot Rate: 2 to 2.5 / second
Ammo: Unlimited
Detail: This is a really good game for practicing strategies and
teamwork. Each team has 3 flags in their base. The flags can be made of
anything but we use pieces of wood the size of a running baton and we
cover the top with flourescent material. The aim of the game is to get
the opposite teams' flags and keep them until time runs out. Role
Playing features can be used to get flags. If you get shot throughout
the game then you must return to your base and touch the wall there. If
you get stunned you can run off and hide. If you have a flag and get
shot you must drop the flag where you are and then head back to base to
touch the wall. If you get stunned with a flag you can either stay still
or drop the flag and hide until you come back up. The game goes for
15-20 minutes and the people who aren't playing should referree. There
needs to be about 3 or 4 refs in the game so they make sure everyone
goes back to their base and touches the wall there. [This is also
similar to Balloon.]
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Kings - [filched from Steve Murphy's pages]
Players: 16-22
Teams: (see Kings team setup below)
Sentinels: Optional
Bases: Optional
Deactivations: Twelve, 10 seconds each
Stuns: 1/2 the deactivation time
Reloads: Off
Shot Rate: 3/sec
Ammo: Unlimited
Kings Team Setup
For this excellent game you must divide the players up as follows: One
full team of 7-10 red players One full team of 7-10 green players A Red
King - they wear a yellow pack A Green King - they wear yellow pack too
Detail: The object of the game is a little like chess - you have to kill
the opposing team's king (12 times). There is a catch ... the Kings are
unarmed !! Yes, their guns are removed (unplugged) before they enter the
Arena. So their teammates must protect them at all costs ! You will
usually fortify a section of the Arena with some defenders for your King
(who will sit there until trouble comes...) and send a few people out to
attack the other team's King.
Rule: You can only obstruct the King if you are alive, thus you can
stand in front of the King to protect them, but if you are shot you must
move out of the way or kneel down for 10 seconds.
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Bunnies - [filched from Steve Murphy's pages]
Teams: Up to Three
Players: 30 (max.)
Sentinels: Optional
Bases: Optional
Deactivations: 12-15, 10 sec each
Reloads: Off
Stuns: 1/2 the deactivation time
Shot Rate: 3/sec
Ammo: Unlimited
In this game, everyone is unarmed! (yes, lots of unplugging...) Except,
that is, for the two Terminators. The two Terminators must hunt and kill
all the bunnies by shooting them 12 times in 15 minutes. Terminators
must be good sports and not run! The Terminators must walk 'robot-like'
through the maze. That means they cannot run after you or shoot suddenly
to the side - they must move and turn slowly. There are two Terminators
so that they can entrap bunnies that hide in certain parts of the maze.
Etiquette: The Terminators should both wear baseball caps.
If you are a bunny and can grab the terminators' cap without being shot
then you will gain fame & fortune ! (well, maybe only fame...).
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Assassin - [filched from Steve Murphy's pages]
Teams: Three (max.)
Players: 30 (max.)
Sentinels: On
Bases: On
Deactivations: Unlimited, 10 sec each
Stuns: 1/2 the deactivation time
Reloads: Off
Shot Rate: 3/sec
Ammo: Unlimited
For a team of X people, X pieces of paper are placed into a hat (usually
a baseball cap...). One of these pieces has the letter 'A' on it. One
person in each team is thus randomly chosen to be an assassin.
Assassins' Aim: To make their team lose !.
At the start of the game you do not know who, but someone on your team
is a traitor and will try to shoot their teammates. Your aim is still to
make your team win (assuming you did not draw the 'A'), but you must do
something about the Assassin. Remember, your team will lose points if
you shoot your own assassin. Remember also that the Assassins from the
other teams may team up with you, so strategy is the key!
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Navy Seals - [filched from Steve Murphy's pages]
Teams: Two
Players: 20 (max.)
Sentinels: On
Bases: On
Deactivations: 10 for Seals, 8 for Terrorists, 10 sec each
Stuns: 1/2 the deactivation time
Reloads: Off
Shot Rate: 3/sec for Seals, 1/sec for Terrorists
Ammo: Unlimited
To recap the team setup:
------------------------------------------------------
Shots (Terrorist team) : 1 per second
Dead (Terrorist team) : 10 seconds (stun, 5 seconds)
Lives (Terrorist team) : 8
------------------------------------------------------
Shots (Seals team) : 3 per second
Dead (Seals team) : 10 seconds (stun, 5 seconds)
Lives (Seals team) : 10
------------------------------------------------------
Notice the difference in stats above ? The idea is that there is a team
of 5 heavily armed Navy Seals storming a base held by 15 or so
terrorists. The best players get to play on the seal team. Everyone else
must try to kill them.
There is a different aim to this game, however: The Navy Seals win by
destroying green base once. The terrorists must defend the base at all
costs! There are more terrorists, but they are less well armed compared
to the Seals.
An interesting setup is to let the terrorists run into the maze first
and fortify it. The packs are then reset for the five Seal players, who
must enter the maze from the opposite end to the base they have to
destroy. This forces the seals to run the gauntlet the terrorists have
set for them. Most games can be very close, and great fun ! (especially
when you are the only seal left against 7 terrorists...)
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Slowkill - Submitted by Chris McGurk, Madison , Wisconsin
Players: 3-30
Teams: N/A, solo game
Sentinels: On
Bases: On
Deactivations: 8 seconds, 8 per reload
Stuns: 2 seconds
Reloads: On
Shot Rate: 1 every 2 seconds
Ammo: 30 shots
Detail: This game keeps people from going for the famed stun-stun-deac
combo. The reason is that if you were to stun someone, they would come
up from their stun BEFORE you are able to shoot again. You must also
save your shots, because if you shoot and miss, an opponent has 2
seconds to walk up to you and deactivate you. The sentinel is also hard
to get because you must arrive at the instant the lights start flashing,
or you won't be able to score it. There are no Role Player features on
for this game format, it would defeat the purpose. An interesting format
that challenges newer and older Role Players alike!!
------------------------------------------------------------------------
Don't Tease God - Submitted by Michael "RAVEN" Byrne (UZ Location
Unknown)
Players: 2-30
Teams: Two even teams and at least one "God"
Sentinels: Off
Bases: On
Deactivations: 10 seconds
Stuns: On, 1/4 deactivation time
Reloads: Off
Shot Rate: 1 every 3 seconds
Ammo: Unlimited
Detail: [Team Formation] Two even teams of red and green are picked out
of a hat along with one player who is "God." (We just write on tiny
squares of paper "R" "GR" and "G" so we know who is who"God." (We just
write on tiny squares of paper "R" "GR" and "G" so we know who is who.)
"God" is given a yellow pack which has the gun removed. Instead of the
normal laser gun, "God" has The Terminator and he has this set to a
warning deactivation (the yellow setting). This takes players down for
15 seconds. FYI: So that all your hits on "God count at the end of the
game, He must shoot each player at least once so that His pack will come
[Game Play/Scoring] The aim of "Don't Tease God" is very simple: Your
team, be it the red or green team, has to beat the other team. To work
out who exactly won the game, you do it this way:You take the team who
wins and find out which player got the most hits on "God." This player
wins the game. So you can't just stalk "God," otherwise your team might
not win and all your hits are for nothing. You can't just shoot the
opposite team either, or you will lose because you hardly shot "God."
Remember that "God" can shoot you with "The Hand Of God" whilst you are
dead as well, so if you are stalking him for the kill and you have two
seconds to go, he could whip around and restart the 15 seconds down
time. This is a good game and is very different. You will no doubt do
what I did and run around yelling at "God" because he keeps terminating
you!
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Hidden Assassin Submitted by E.B. Wiener (UZ Location Unknown)
Players: 2-30
Teams: All players on Red team
Sentinels: Off (optional)
Bases: Off
Deactivations: n/a for players, 2 seconds for assassins
Stuns: On, 1/2 deactivation time for assassins only
Reloads: On, players must reload after EACH SHOT
Shot Rate: 1 shot every 10 seconds for players; 5 shots per second for
assassins
Ammo: Unlimited for players only
Detail (quoted): Hmmh interesting. Notice how everyone is on one team,
and one person is 10 times as armed and 15 times as shielded as the
others. At the start of the game the gamemaster comes around and
secretly tells each person if they are the assassin. One person is the
assassin. Their vest is given the modifications, and then everybody goes
out into the maze. But wait, one person is 20 times better than everyone
else, no one can say if they are that person, and there is still a
catch. The assassin has to kill his own team. Everybody else has one
shot. They can try and kill everyone, in hopes of surviving and killing
off the assassin, but such a berserker could be named the assassin. And
if you find the assassin, hope you have good accuracy, since you only
have one shot before you have to reload. What's more, if the assassin
shoots you, then you have to leave the green base without telling anyone
who the assassin is. What's more, all the guns are removable.
Variation- not hectic enough? try turning on the sentinel and take it
out as a team.
Variation- Have one player for red have a reactivator so that he can try
and get into green base and save his friends (but they can't tell who
the assassin is until they are in the red base).
Variation- Each player has 3 shields, may use 1 mine found in the maze,
and each has one laser missile. This rule is for whiner lemmings.
Variation- Give the assassin stealth, laser missiles, shields, and a
mine set to their gun only.
Tip- Look at the last rule. All the guns are removable. If you want to
survive (and have a really boring game) have all the red team come into
the red base, unplug their guns, and give it to a random person. You
have good odds they won't be the assassin, and since the assassin can't
give themselves away, they'll give up the gun, and be unable to kill
you. Often people go crazy, blasting who they can in the hopes of
eliminating the assassin. This usually kills them.
Tip- Work in groups. If you find the assassin, you’ll be able to score a
couple of hits on him before he can shoot you. If you're lucky you’ll be
able to knock him out long enough to get behind a wall. If you’re even
luckier you’ll be able to knock him out.
Gamemasters: Want to have some fun? Don't pick an assassin and watch the
insanity. :)
--------------------------------------------------------------------
Air Over Korea -
Players: 20-30
Teams: Two even teams; half of each team designated "Jets", the other
half "Ground Forces"
Sentinels: Off
Bases: Off
Deactivations: see below
Stuns: see below
Reloads: see below
Shot Rate: see below
Ammo: see below
Detail: [Team Formation]
Ground Forces -- 10 lives, one shot per second, 10-second deactivations,
3-second stuns, no reloads and may not use ramps!
Jets -- 3 lives, 3 shots per second, 20-second deactivations, 10-second
stuns, reloads on, almost-unlimited ammo (100 shots and 8 laser missiles
per reload!); may only leave ramps to reload; may not fire except on
second level.
[Game Play/Scoring] The goal is the same -- score points. The Jets have
to stay on the ramps except to reload, and the Ground Forces have to
stay down on the floor. Obviously, this is not a game for an arena with
no ramps.
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