This isn't like other laser tag you may have played where you're thrown into a dark room and told to shoot anyone you come across. Our focus is on team oriented, mission-based gameplay. For most of our games kills don't count, and the only way to get up on the scoreboard is by accomplishing the missions you're given. In a typical hour and a half session players will take on about 6-8 missions, depending on time. For most of our games we allow unlimited respawns unless that game is Tactical. Tactical games are a bit trickier and only allow for one life. Once you're out, you're out for that entire mission.
Search and Destroy: In this scenario the two teams lock horns to either defend or destroy a target building. At the start of the mission, the the attacking team must acquire a briefcase bomb, transport it to the designated target, and arm it. Meanwhile, the defending team must prevent the acquisition and use of the bomb. Failure to do so means they must defuse the bomb before time runs out! Once the building is either destroyed or the day is saved the game is flipped and roles are reversed.
King of the Hill: In this game players are tasked to capture and defend one or more central capture points in our arena. Whichever team controls those points wins the game. To take control a player must hold down his or her team's colored button until the whole cube glows their team's color. After that, they must sit back and defend against the incoming onslaught of enemy players. It takes a lot of teamwork to take over, and then even more to hold it. Are you up for the challenge?
Tactical Team Deathmatch: The goal here is a simple one. Shoot the enemy. There are no other objectives, just kill or be killed. Win or die trying. The team that fully eliminates the other team wins. Because this is typically played as a Tactical game, this means your life is precious. Use it wisely.
Total Domination: Urban Warfare has been wired up with 16 available capture points, one in each floor of every single building. Once captured, your team will begin accumulating points. Each floor will glow the current team's color, so you can tell from almost anywhere in the arena who has control of what, and which team is dominating. You'll have to communicate, keep moving, and strategize on the fly with action happening from every angle and in every corner in the arena. Road versions of this game, called simply Domination, feature a smaller cube prop that is placed in a known strategic location.
Generals: Each team picks a General, whom they must protect the with their lives. Teams can respawn as usual, but the General cannot. Once he dies, the game is over. You must make the tough strategical decision to send men to assassinate the enemy's General, or keep them back to protect your own.
Total Defense: In war the supplies are key, and in Urban Warfare this is no different. One team is tasked with hiding and protecting one or two medical boxes inside our immense red hospital building. The opposing team must make it across the arena, infiltrate the building, capture the boxes, and make it back to their starting base. It takes rock solid strategy, teamwork, and lots of skill to attack or defend. Once the boxes are secured by either side, the game is flipped around and the roles are reversed.
Decode: Unlike Search and Destroy, the bomb has already been planted! This game is a race to set up a defense or mount an offense. Both teams start behind their base, and the bomb is ticking. One team's goal is to get to the bomb and stop it from blowing up by decoding a lengthy sequence. The other team's goal is to stop them and allow the bomb to explode.
Hostage Rescue: You've received word that one of your men has been captured and is being held behind enemy lines. You have a limited amount of time to get them out and back to safety. The game is set up much like Total Defense, but the addition of a human as a hostage introduces new challenges. The hostage can yell, giving away their position to the rescuing team. They can also wander off if none of the kidnappers is paying attention.
Control: The mission here is twofold. First you must locate control points throughout the arena. They can be anywhere. Once found, you must communicate to your teammates, mount a defense, and take control. You do that by holding down your team's colored button on the cube until it glows for your team. Once that is done you can step back and defend while the cube accumulates points.
Siege: Siege is a lot like a combination of Total Defense and Last Stand. The defending team must hide a box in our giant red building and defend it. The trick is that they have only one life. The attacking team, which has infinite respawns, will send wave after wave against them in hopes of grabbing that box and taking it back to their base. After the box is returned, the game is flipped and done again the opposite way. Quickest team to return the box wins.
Unlike Search and Destroy, the bomb has already been planted! This game is a race to set up a defense or mount an offense. Both teams start behind their base with the bomb ticking. One team's goal is to get to the bomb and stop it from blowing up by decoding a lengthy sequence. The other team's goal is to stop them.
Last Stand: Your back is against the wall. You've got nothing left. No reinforcements. This is your last stand! In this scenario one team has to hold off wave after wave of enemy attackers. The defending team gets only one life, and need to make it count. The longer they can hold out against the attackers, who can infinitely respawn, the more points they'll get. After the last defender is eliminated the teams switch sides and roles.
Heist: There's nothing like the thrill of an old fashioned heist. One team must make it up to our cache of safes, input all the correct codes, and grab as much cash as they can. They'll have to set up a defense while they stuff their bags full, because the other team will be on the hunt. It's the robbing team's crucial decision when to stop and make off with the money. They'll have a set time limit, and their bounty must make it to the getaway car. If it isn't there, they make off with no money and no score.