TAG Games Player System User Manual

AGES 8+  
71094  
Deluxe 2 Player System  
Thank you for purchasing the LAZER TAG Deluxe 2 Player System. Please be  
sure to read and follow all instructions carefully before using this product.  
Includes 1 Green Tagger™* Unit, 1 Green HUD™* Unit, 1 Orange Tagger™* Unit, 1  
Orange HUD™* Unit, 2 Connector Cables, Stickers & Instructions.  
Each Tagger™* Unit requires 6 x 1.5V “AA” or R6 size batteries (not included).  
Alkaline batteries recommended. Phillips/cross head screwdriver (not included)  
needed to insert batteries.  
Tiger®* recommends  
ENERGIZER® batteries for  
ideal performance.  
FIND 6 HIDDEN LAZER TAG [CODES]  
THROUGHOUT THIS BOOK.  
Do not look directly at the sun.  
CAUTION:  
Log-on to lazertag.com and enter your  
codes to unlock secret bonus game  
strategies!  
NOTE: Not for nighttime play.  
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QUICK START GUIDE  
For a quick, “Grab & Go” game of Lazer Tag®, simply follow these steps:  
1. Press the TRIGGER to wake your Tagger™*Unit up.  
QUICK START GUIDE  
For a quick, “Grab & Go” game of Lazer Tag®, simply follow these steps:  
1. Press the TRIGGER to wake your Tagger™*Unit up.  
2. Verify that the power-up SFX are played, and “LTAG” appears on the LCD  
screen.  
2. Verify that the power-up SFX are played, and “LTAG” appears on the LCD  
screen.  
3. Press the TRIGGER to start the Classic LAZER TAG “LTAG” game. All players  
should press their triggers together, so that everybody starts at the same time.  
3. Press the TRIGGER to start the Classic LAZER TAG “LTAG” game. All players  
should press their triggers together, so that everybody starts at the same time.  
4. The LCD Screen will display a 10-second countdown during which time the  
players should take their desired positions.  
4. The LCD Screen will display a 10-second countdown during which time the  
players should take their desired positions.  
5. At T-0 the TAGGER will say “GOOD LUCK” and the game will begin.  
6. Aim and get tagging!  
5. At T-0 the TAGGER will say “GOOD LUCK” and the game will begin.  
6. Aim and get tagging!  
The Classic LAZER TAG game is an “individuals” game, which means that  
all other players are your opponents. The winner is the last player not  
tagged out. Each player has unlimited reloads, 10 Mega-Tags, 15 seconds  
of shields, and is tagged out after receiving 10 tags from other players.  
The Classic LAZER TAG game is an “individuals” game, which means that  
all other players are your opponents. The winner is the last player not  
tagged out. Each player has unlimited reloads, 10 Mega-Tags, 15 seconds  
of shields, and is tagged out after receiving 10 tags from other players.  
After a player is tagged out, their Game Time will continue to run for  
another 2 minutes and the number of minutes and seconds which they  
lasted before being tagged out will be shown below the Game Time. Any  
player who has cheated by restarting their TAGGER in mid-game will have  
a much lower Game Time than anyone else, so players can check each  
others’ timers to ensure no player has done this.  
After a player is tagged out, their Game Time will continue to run for  
another 2 minutes and the number of minutes and seconds which they  
lasted before being tagged out will be shown below the Game Time. Any  
player who has cheated by restarting their TAGGER in mid-game will have  
a much lower Game Time than anyone else, so players can check each  
others’ timers to ensure no player has done this.  
A TAGGER will go to sleep if there is no activity for two minutes after  
being tagged out. To maintain your game timer longer than this, press OK  
once a minute or so until the game is over for all players, then you can  
compare timers.  
A TAGGER will go to sleep if there is no activity for two minutes after  
being tagged out. To maintain your game timer longer than this, press OK  
once a minute or so until the game is over for all players, then you can  
compare timers.  
Classic LAZER TAG is not a Hosted game, so it does not require Hosting  
and Joining the way the other more advanced games do. It also does not  
support Debriefing and Scoring at the end of the game.  
Classic LAZER TAG is not a Hosted game, so it does not require Hosting  
and Joining the way the other more advanced games do. It also does not  
support Debriefing and Scoring at the end of the game.  
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1
Thank you for purchasing the Lazer Tag® Deluxe 2 Player  
System! Step into LAZER TAG – where video game action  
comes to life!™* LAZER TAG combines extreme team  
competition with hi-tech accuracy. Assemble your team and  
lead them into The Ultimate Game of Electronic Tag™* to  
become the Tag Master™*!  
Thank you for purchasing the Lazer Tag® Deluxe 2 Player  
System! Step into LAZER TAG – where video game action  
comes to life!™* LAZER TAG combines extreme team  
competition with hi-tech accuracy. Assemble your team and  
lead them into The Ultimate Game of Electronic Tag™* to  
become the Tag Master™*!  
Please be sure to read and follow all instructions carefully  
before using this product. Before you can begin playing  
with your LAZER TAG Deluxe 2 Player System you must  
first install batteries.  
Please be sure to read and follow all instructions carefully  
before using this product. Before you can begin playing  
with your LAZER TAG Deluxe 2 Player System you must  
first install batteries.  
Be the TAG MASTER!  
Be the TAG MASTER!  
Think you’ve got what it takes to be the TAG MASTER?  
Prove it by being the winner in your first game of LAZER  
TAG! Earn this title and you will have the privileges of  
being the host for every game!  
Think you’ve got what it takes to be the TAG MASTER?  
Prove it by being the winner in your first game of LAZER  
TAG! Earn this title and you will have the privileges of  
being the host for every game!  
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2
TO INSERT BATTERIES  
Using a Phillips/cross  
IMPORTANT: BATTERY INFORMATION  
Please retain this information for future reference.  
Batteries should be replaced by an adult.  
head screwdriver, loosen  
the screw in the battery  
compartment cover of  
each TAGGER (screw stays  
attached to cover). Remove  
cover. Insert 6 x “AA”/R6  
alkaline batteries. Replace  
cover and tighten screw.  
CAUTION:  
1. Always follow the instructions carefully. Use only  
batteries specified and be sure to insert item correctly  
by matching the + and – polarity markings.  
2. Do not mix old batteries and new batteries or standard  
(carbon-zinc) with alkaline batteries.  
3. Remove exhausted or dead batteries from the product.  
4. Remove batteries if product is not to be played with for  
a long time.  
CAUTION: TO AVOID BATTERY LEAKAGE  
1. Be sure to insert the batteries correctly and  
always follow the toy and battery manufacturers’  
instructions;  
5. Do not short circuit the supply terminals.  
6. Should this product cause, or be affected by, local  
electrical interference, move it away from other  
electrical equipment. Reset (switching off and back on  
again or removing and re-inserting batteries)  
if necessary.  
2. Do not mix old and new batteries or alkaline,  
standard (carbon-zinc) or rechargeable (nickel-  
cadmium) batteries;  
7. RECHARGEABLE BATTERIES: Do not mix these with any  
other types of battery. Always remove from the product  
before recharging. Recharge batteries under adult  
supervision. DO NOT RECHARGE OTHER TYPES OF  
BATTERIES.  
3. Always remove weak or dead batteries from  
the product.  
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3
Accessory  
Track  
HUD (Heads  
Up Display)  
Brightness Slide  
Switch  
Launching Tube  
Receiving Tube  
Indoor/Outdoor  
Switch  
LCD Screen  
Increase/ +10 Button  
Cancel/ Sleep Button  
2ndF Button  
OK Button  
Decrease/ -10 Button  
Accessory  
Track  
Display/Contrast  
Button  
Battery Door  
Reload  
Lever  
Reset Button  
TAGGER RIGHT SIDE  
TAGGER REAR VIEW  
IFF Beacon and Receiver Dome  
Speaker  
TAGGER Speaker Switch  
(On/Off)  
Sight  
Shield Button  
Sight  
Function  
Button  
Trigger  
TAGGER LEFT SIDE  
HUD (HEADS UP DISPLAY)  
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the game. Second Function: 2ndF + DISPLAY = Adjusts the  
LCD contrast.  
BUTTONS  
The following buttons are used to enter information into your  
TAGGER before, during, and after the game. Each button has two  
functions: its Main Function and its Second Function.  
FUNCTION: Selects the special modes for the Trigger and the  
Shield. Holding this button while pulling the Trigger adds Mega-  
Tag power to the next tag that you launch. Holding this button  
while pulling the Shield initiates Medic Mode.  
2ndF: Hold this button down and quickly press then release any  
of the other buttons to perform that button’s Second Function.  
Pressing and holding 2ndF for more than 2 seconds at any time  
during an actual game mutes or un-mutes the sound effects.  
INDOOR/OUTDOOR SWITCH: Decreases the intensity of  
the tag signal for use indoors so that you don’t accidentally  
“splatter” your teammates with reflecting tags.  
INC: Selects the next item in a list of options, or increases a  
number value by 1. Second Function: 2ndF + INC = Increases the  
number value by 10.  
LCD SCREEN  
VISUAL CONFIRMATION SYMBOLS  
DEC: Selects the previous item in a list of options, or decreases  
a number value by 1. Second Function: 2ndF + DEC = Decreases  
the number value by 10.  
Flashes when you are tagged by another player.  
Flashes when you tag another player.  
OK: Enters the selected option or value. Second Function: Starts  
or ends the game immediately (only the Host can do this).  
CANCEL: Cancels the value or option just selected and backs-  
up a step, or dismisses Medic-Mode requests. Second Function:  
2ndF + CANCEL = Quits the game and turns the TAGGER off.  
Flashes when your TAGGER is aimed directly at  
another player.  
DISPLAY: Selects which set of data is to be displayed during  
Displays when there is an opposing player  
nearby.  
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1. Alert Icons (Tagged, Locked-On, Scored, Danger)  
2. Alpha-Numeric Display (Instruction, Game Type, Time, Warnings)  
3. Multipurpose Bar Graphs (Ammo, Tags)  
HUD (HEADS UP DISPLAY)  
Earpiece  
[audio feedback]  
Adjustable strap  
4. Reconfigurable Numeric Display (Team, Player, Ammo,  
Shields, Tags)  
1
2
Eyepiece  
[visual feedback]  
Optical Projector  
Connector  
VISUAL CONFIRMATION SYMBOLS:  
Flashes when you are tagged by  
another player.  
Red  
Flashes when you tag another  
player.  
Yellow  
Green  
3
4
3
Flashes when your TAGGER is  
aimed directly at another player.  
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6
TO HOOK UP THE TAGGER TO THE HUD (HEADS UP DISPLAY) HEADSET SYSTEM  
Plug this end of the Connector Cable into the HUD  
(HEADS UP DISPLAY) Cable Port.  
Rumble Pack  
Port  
Plug this end of the  
Connector Cable into the  
HUD port on the TAGGER.  
HUD Unit  
Cable Port  
STICKERS  
Several stickers have been included for you to decorate your  
TAGGER. Please apply the stickers anywhere you like on your  
TAGGER with the exception of the: LCD screen, IFF Beacon/  
Receiver Dome and the Launching and Receiving Tubes.  
NOTE: Stickers are a one-time application.  
Do not place stickers where arrows are indicating.  
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PLEASE NOTE: Do not cover HUD lenses with stickers.  
7
TO WEAR THE HUD (HEADS UP DISPLAY)  
HEADSET SYSTEM  
LAZER TAG® CODE OF CONDUCT  
LAZER TAG Players follow a strict code of conduct when playing  
LAZER TAG. The following is the Official LAZER TAG Code Of  
Conduct that should be strictly adhered to in every game of  
LAZER TAG.  
Rule 1: LAZER TAG is a non-contact sport  
This means no physical contact between you and other  
players – EVER!  
1. Wake up the TAGGER by pressing the TRIGGER.  
2. Put the HUD (HEADS UP DISPLAY) HEADSET on over your head,  
similar to putting on a pair of sunglasses. Take the right side of  
the headband, and stretch it across the back of you head, and  
loop it through the holder on the left side. Pull the headband  
tight to the back of your head and fasten by pressing down  
firmly. Adjust the strap on the back of your head so that the  
headset is firmly in place. Make sure the HUD (HEADS UP  
DISPLAY) OPTICAL PROJECTOR is on your right side, and that you  
can see clearly through the lenses.  
Rule 2: No covering the Receiver Dome  
This means do not use anything to cover up the Receiver Dome  
thereby preventing you from receiving tags. If you want to avoid  
being tagged, you must use your defensive shields or take cover  
behind something.  
3. Move the OPTICAL PROJECTOR to position the EYEPIECE so that  
you can clearly see your Visual Confirmation Symbols.  
4. Adjust the brightness of the Visual Confirmation Symbols using  
the DISPLAY BRIGHTNESS SLIDE SWITCH.  
NOTE: The TAGGER will function properly without the HUD (HEADS  
UP DISPLAY) attached.  
Rule 3: Equipment Failure means Disqualification  
In the event that your TAGGER fails to work, you are disqualified  
and must wait until the end of the game to join the next one.  
Please check your TAGGER and HUD (HEADS UP DISPLAY)  
carefully before entering a game to ensure that it is working  
properly.  
Rule 4: LAZER TAG is a Game  
Players must remember that LAZER TAG is only a game. It is  
designed purely for recreational use and for fun. Not having fun  
is against the code.  
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8
are raised, your opponents cannot tag you, you cannot launch  
any tags, and no other player can get a lock-on to you or any  
IFF info about you. When shields are raised, both bar graphs  
will be shown as “full” until you have less than 10 seconds of  
shield time left in the game. Below 10 seconds, these bars will  
decrease to warn you that you should conserve your remaining  
shield time. There is a mandatory 2-second cool down period  
between lowering and raising your shield again.  
•Mega-Tags – You can create a Mega-Tag by adding up to 3  
additional tag points to a tag that you are about to launch. You  
add tag points by holding FUNCTION and pressing TRIGGER once  
for each additional tag you want to add to the basic tag. Once  
you have added the extra tags, release the FUNCTION button.  
The next time you pull the TRIGGER you will be launching that  
Mega-Tag. A Mega-Tag will cause your TAGGER to “overheat”  
for 2 seconds per extra tag added. During that time you can’t  
launch any more tags or raise your shields, but you can still be  
tagged by other players.  
Rule 5: LAZER TAG is a Team Sport  
Although LAZER TAG is a highly competitive sport, in many of  
the games you must consider the success of the team first.  
Players will win and lose as teams, not individuals. There’s no  
“I” in “TEAM!”  
LAZER TAG® GAME FEATURES  
Common to all LAZER TAG games are:  
•Lock-On – Your  
on your LCD screen will blink to indicate  
that there is another player in your sight. The green light icon in  
the HUD (HEADS UP DISPLAY) will also flash. Tag your opponent  
when you are locked-on.  
•IFF – (Identification, Friend or Foe) You will hear the sounds  
“bee-bee-beep, bee-bee-beep” if the player you are locked-on to  
is someone you are supposed to tag (your enemy), or “poonk-  
poonk-poonk” if they are someone you are not supposed to tag  
(your teammate).  
•Proximity – You will hear “Danger” if your enemy is nearby.  
•Reloads – You must reload after launching 10 tags. You can  
reload sooner without losing the tags you haven’t launched. You  
will hear a mechanical click.  
•T-Minus – The counter that counts down to start a game.  
•Medic Mode – Allows you to transfer some of your remaining  
tags to a teammate, either to help them if they are nearly  
tagged out, or to build them up so they can withstand a large  
number of tags without fear of being tagged out. This is an  
advanced feature, and is described in detail in the MEDIC  
MODE section.  
•Shields – You can raise defensive shields, lasting up to 10  
seconds each by pressing the SHIELD BUTTON once to raise  
the shield and again to lower the shield. When your shields  
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9
that you need to be alerted to special conditions – such as  
being Overheated or Neutralized, having raised your shields, or if  
a direction swap has just taken place.  
•Team and Player Ranking – At the end of all games except  
Classic LAZER TAG, the performance of each team and individual  
player is ranked against all others in the game.  
•Team Tags – The Host can choose whether tags from your  
own teammates will or will not affect you. Make sure you  
ask whether the TAG MASTER has selected Team Tags or not!  
Tagging members of your own team counts against your ranking  
at the end of the game and in some games can hurt your  
team’s ranking as well.  
•Alternate Displays – You can select which game data you  
want to display by pressing DISPLAY at any time during the  
game to switch between them. The display modes are:  
•Head-To-Head Scoring – All games except Classic LAZER TAG  
support head-to-head score comparisons after the Rankings are  
done. Each player can see how many times they tagged each of  
the other players in the game, and how many times they were  
tagged by each of the other players.  
•Mute – The SFX may be turned on or off by pressing and  
holding the 2ndF button for 2 seconds once the game is going  
– there will be one “beep” to let you know when the button has  
been recognized, and then there will be no more SFX until the  
game ends or you press and hold 2ndF for another 2 seconds.  
•Contrast/Brightness – You can adjust the brightness  
(darkness) of the LCD screen by holding 2ndF and pressing  
DISPLAY. Remember not to hold 2ndF for too long, or the  
TAGGER will think you are muting the SFX.  
•Sleep – You can quit a game at any time by holding 2ndF and  
pressing CANCEL. The TAGGER will go to sleep and the game will  
be lost. Do not do this in Hosted games, because it means your  
score data is lost and that could affect other player’s scores  
(see the section on Debriefing).  
- Primary – Displays the game timer, number of Mega-Tags, and  
seconds worth of shields you have left in the game.  
- Secondary – Displays the game timer, number of Reloads you  
have left, and the number of Tags you have left until you are  
tagged out.  
- Last Tagger (Hosted games only) – Displays “TAGR” and the ID  
of the last player to tag you.  
- ID (Hosted games only) – Displays “ID:” and your Team and  
Player ID in this game.  
- Zone Time (Zone games only) – Displays “ZONE” and the  
number of minutes and seconds of Zone Time you have  
accumulated.  
- Hunt / Avoid (Hunt the Prey games only) – Displays “HUNT” and  
which team you are supposed to be hunting and which team you  
are supposed to be avoiding.  
- Hide / Seek (Hide And Seek games only) – Displays “HIDE” or  
“SEEK” to remind you which mode you are in.  
These displays may become temporarily overridden in the event  
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10  
select the Secondary Alternate Data Display to watch the Tags  
counter increase as tags are added.  
MEDIC MODE  
Medic Mode is used to give assistance to, or receive assistance  
from, other players on your team. It can be used to assist a  
player who is in danger of being tagged out, or to build-up one  
of your team’s players into a “bulldog” by giving them the ability  
to take extra tags. Bulldogs can charge into the middle of the  
opposing team to break-up their defensive formations or scout  
for their king, without having to worry so much about being  
tagged out.  
You may assist each of your teammates only once per game.  
Medic Mode is a close-proximity operation requiring the  
team members to remain very close to one another (within  
approximately 10 feet) until the Medic Mode operation  
is completed.  
Medic Mode is always initiated by a Requesting Player, who does  
so by holding FUNCTION while pressing and releasing the SHIELD  
BUTTON, then releasing FUNCTION. The Requesting Player’s LCD  
screen will display “HELP” for approximately 3 seconds and will  
automatically call out to all other teammates within a 10-20 ft.  
radius for help. The Requesting Player then waits for assistance  
from a willing teammate. The Requesting Player will know when  
assistance is received by hearing a sound effect, and their LCD  
screen will display “RCVD TAGS.” The Requesting Player can also  
When a nearby teammate requests assistance, all the TAGGER  
units of players who have not yet assisted the Requesting  
Player will display “SEND” along with “00” shown as the amount  
of assistance to send, and the Requesting Player’s ID. If the  
team member does not wish to send assistance at this time, he  
may simply press the CANCEL button to dismiss the request, or  
OK to send zero assistance, which is the same as dismissing  
the request (either way, they can still assist this player later in  
the game if needed).  
To provide assistance to the Requesting Player, the Assisting  
Player selects the number of tags to send by using the INC. and  
DEC. buttons. To help determine the number of tags to send, the  
DISPLAY button switches between the “SEND” screen showing  
the number of tags to send, and a “HAVE” screen showing the  
remaining tags the Assisting Player can take until being tagged  
out. Pressing OK from within the “SEND” screen sends the  
selected number of tags to the Requesting Player.  
Tags sent from the Assisting Player are subtracted from the  
number of tags the Assisting Player can take until being tagged  
out. Tags received from the Assisting Player are added to the  
number of tags the Requesting Player can take before being  
tagged out. The players will hear a sound effect to confirm  
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11  
that the Medic Mode operation has concluded successfully. The  
actual transfer is performed via the Receiver Dome.  
Medic Mode has many benefits, but it also has important  
limitations. Please note the following:  
- The Assisting Player must respond within 20 seconds of receiving the  
request for assistance.  
PROGRAMMABLE GAMES  
Be the TAG MASTER!  
Think you’ve got what it takes to be the TAG MASTER? Prove  
it by being the winner in your first game of LAZER TAG! Earn  
this title and you will have the privileges of being the host for  
every game!  
- The Assisting Player can never send his/her last tag, and can never send  
more than 40 tags at one time.  
All of the games except Classic LAZER TAG require the game  
options to be programmed by the TAG MASTER. Any player  
can be the TAG MASTER, but there is only one per game. Once  
the TAG MASTER has programmed all of the game options into  
his/her TAGGER, it will automatically transfer the options to all  
of the other TAGGER units as they join the game (these players  
are called Joiners). The TAG MASTER will have exactly the  
same powers and abilities as all of the other Joiner Players in  
the game.  
All programmed games run for a given time (programmed by  
the TAG MASTER). Once the game ends, all players bring their  
TAGGER units together with the TAG MASTER TAGGER, which  
automatically “debriefs” them. The TAG MASTER TAGGER learns  
how well each player did in the game, and then automatically  
ranks all players and teams, so that each player can see how  
well they did as compared to the other teams and players in  
the game.  
- The tags sent are lost to the Assisting Player, even if the Requesting  
Player does not receive them.  
- Players cannot initiate or respond to a request for assistance if they  
have been tagged out, neutralized, overheated, or have their shields  
raised.  
- If an Assisting Player is tagged out after pressing OK, and before the  
assistance has been received by the Requesting Player, the Medic Mode  
transfer will fail and no transfer of tags will take place. Make sure you  
are in a safe place before starting a Medic Mode operation!  
- The Requesting Player is still limited to having only 99 tags at any one  
time so don’t request or send any more – they will just be lost.  
- Players can still be tagged and launch tags while requesting or assisting  
in Medic Mode.  
NOTE: If multiple Assisting Players wish to assist the same  
Requesting Player, they must be within 10 feet of the  
Requesting Player, and they should take turns sending their  
assistance (this may require the Requesting Player to make  
multiple requests). This will minimize the possibility of  
confusing the Requesting Player’s TAGGER, which could result  
in lost assistance.  
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12  
In all of the games except for Zone games (OWNZ, 2TOZ, and 3  
TOZ) the TAG MASTER plays using the TAG MASTER TAGGER. In  
Zone games, the TAG MASTER must program the game into one  
TAGGER, which becomes the ZONE TAGGER, and then use his/her  
own TAGGER to JOIN the game like any other player.  
The Zone TAGGER should be set-up so that it is level, is not  
hidden from view, and can easily broadcast it’s beacon to a  
large enough area that players may move around in it and still  
remain “In the Zone.”  
NOTE: When setting up to Host of Join a game, and during  
Debriefing, please make sure to hold all TAGGER units level and  
at similar heights. If possible, all players should stand in a circle  
and face each other during these processes.  
You are now in the Host Menu  
where you will have the following 10  
game options to choose from:  
• CUST – customized game for  
individual players  
• 2TMS – customized game for 2  
teams  
• 3TMS – customized game for 3  
teams  
• HDSK – Hide and Seek game for 2 teams  
• HUNT – Hunt the Prey game for 3 teams  
• 2KNG – Kings game for 2 teams  
• 3KNG – Kings game for 3 teams  
• OWNZ – Own the Zone game for individual players  
• 2TOZ – Own the Zone game for 2 teams  
• 3TOZ – Own the Zone game for 3 teams  
TO HOST A GAME OF LAZER TAG®  
1. Press the TRIGGER to wake up your TAGGER.  
“Individual players” means the players are not divided into  
teams, it’s “every player for themselves.” All Hosted games  
must have at least 2 players.  
2. The TAGGER will make a power-up sound and then display the  
4. Use the INC. and DEC. buttons to scroll through these options  
to the game you want and press OK.  
Main Menu which has four options:  
• LTAG – Play a basic Grab & Go game of Classic LAZER TAG.  
• JOIN – Join a game Hosted by another player.  
• TT: Y or N – Team tags, yes or no. Decide whether tags from  
players on your team do (Y) or do not (N) count against you.  
• HOST – Be the TAG MASTER and host a game for other  
• MM: Y or N – Medic Mode, yes or no. Decide whether players  
on a team can (Y) or cannot (N) assist their teammates by  
transferring some of their remaining tags to their teammates.  
players to join.  
• QUIT – Return to “sleep” mode.  
3. Use the INC. and DEC. buttons to scroll to HOST and press OK.  
• TIME: <##> - Time limit for the game, in minutes.  
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13  
• RELD: <##> - Number of reloads available for each player.  
Each reload gives you 10 additional tags. This value can be  
anywhere from 0 to 99, or unlimited (“UL”).  
• MEGA: <##> - Number of Mega-Tags available for each  
player. This value can be anywhere from 0 (no Mega-Tags  
allowed) to 99, or unlimited (“UL”), but can never be greater  
than the total number of tags.  
• SHLD: <##> - Total seconds of shield time available for each  
player. This value can be anywhere from 0 (no shield time  
allowed) to 99 seconds.  
Once you have set the number of TAGS (the last option), the  
screen will display: “ADD” above two numbers, and will begin  
making a sound effect. This sound effect indicates that the  
TAG MASTER will start joining other players into the game.  
The top number is the total number of players who are now  
in the game, and the bottom number is a countdown timer for  
the game’s automatic start (it will start automatically if that  
counter reaches 00 and there are at least 2 players in the  
game). The TAG MASTER needs to wait until all players have  
successfully joined the game before starting the game. The  
TAG MASTER can delay the automatic start of the T-Minus  
countdown by pressing OK at any time to restart the 60-  
second timer.  
• TAGS: <##> - Number of Tags each player can take until  
they are tagged out. This can be any number from 1 to 99.  
5. Program the functions for the game using the INC. and  
DEC. buttons to increase or decrease the value or to switch  
between Y and N. You can also hold down the 2ndF button  
and press INC. or DEC. to increase or decrease the value by  
10. If you want to select “UL”, it is located just below 00 and  
just above 99. Once you have adjusted each value to your  
desired amount, press OK to select that value and move on to  
the next option to be adjusted.  
6. The TAG MASTER can start the game by waiting for the  
lower countdown to reach 00, or at any time after at least 2  
players are in the game by pressing 2ndF and OK. All Joiner  
TAGGER units must come close to the TAG MASTER TAGGER  
for several seconds during this period. The LCD screen will  
now show the T–Minus screen and the TAGGER will count  
down from T-30, T-29, T-28, etc. and beep each time to alert  
the players, until it reaches T-00 at which point the TAGGER  
will say “GOOD LUCK!” and the game begins! The TAG MASTER  
should remain in one place until all other players have begun  
the T-Minus countdowns on their own screens, at which time  
If you need to go back and change something, you can press  
CANCEL to back-up through the options until you get to the  
one that you want to change. All the other options that you  
have already set will remain programmed, so you can simply  
press OK to skip over them.  
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14  
the TAG MASTER is free to take up his/her initial position.  
2. The TAGGER will make a power-up sound and then display the  
Main Menu which has four options:  
NOTE: If you are Hosting a Zone game (OWNZ, 2TOZ, 3TOZ)  
the TAG MASTER TAGGER will become the Zone, not a player  
TAGGER. When the T-Minus countdown screen has concluded  
and the TAGGER says “GOOD LUCK!” it will display “ZONE”  
on the LCD screen and the number of minutes and seconds  
remaining in the game.  
• LTAG – Play a basic Grab & Go game of Classic LAZER TAG.  
• JOIN – Join a game Hosted by another player.  
• HOST – Be the TAG MASTER  
CANCEL  
and host a game for other  
players to join.  
2NDF  
OK  
• QUIT – Return to “sleep” mode.  
DISPLAY  
NOTE: Once the TAG MASTER TAGGER begins the Joining  
process, the game is set and cannot be modified. To  
terminate the game before it has begun, all players must hold  
their 2ndF buttons and press CANCEL to put their TAGGER  
units to sleep.  
3. Use the INC. and DEC. buttons  
to “JOIN” and press OK. The LCD  
screen will display “WAIT” as it waits for instructions from the  
TAG MASTER, and will display a countdown to show how many  
seconds are left to join the game. If you were not able to join  
the game in the allotted time, your TAGGER declares a failure  
to join the game by playing a sound effect and displaying “NO  
GAME” in the Text Read-Out.  
TO JOIN A GAME OF LAZER TAG®:  
NOTE: In order to join a game, the Joiner TAGGER must remain  
physically close to the TAG MASTER (within 10 feet) until your  
TAGGER starts the T-Minus countdown.  
NOTE: It may take some time for each Joiner to enter the game,  
as the TAG MASTER registers players one at a time. Please join  
games one at a time otherwise the TAG MASTER TAGGER may  
get overloaded with information and it will take longer to begin  
a game.  
4. Upon communication with the TAG MASTER, the LCD screen  
will display the name of the game. For individual games the  
TAG MASTER will control all game set up and game start. Skip  
to Step 6 for individual games.  
5. For games with teams, your LCD screen will also display a  
flashing “TEAM” icon, prompting you to select a team. Select  
your desired Team by pressing the INC. and DEC. buttons and  
then OK. If you do not care which team you join, select “–”  
1. Turn your TAGGER on by pressing the TRIGGER.  
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15  
then press the OK button and the TAG MASTER will assign  
you to the team with the fewest players, in order to keep the  
teams even.  
countdown reaches “T-00” the game will start automatically,  
and will run for the selected number of minutes.  
NOTE: The team you are assigned to may be different from  
the team you requested. The TAG MASTER will attempt to  
honor all team requests, but it cannot assign more than 8  
players to any given team. Players should discuss who will be  
on which team, before game is set up by the TAG MASTER.  
END OF GAME DEBRIEFING AND SCORING  
The game ends and the debriefing process begins when the  
game timer runs out. If you are tagged out before the game  
ends, your TAGGER will continuously display “WAIT FOR GAME  
OVER” alternating with the time left until the game ends.  
When the game ends, your TAGGER will display “GAME OVER”  
and then constantly prompt you to “FIND HOST.” You now have  
2 minutes to return your TAGGER to the TAG MASTER in order  
to be debriefed. You must then remain within 10 feet of the  
TAG MASTER until the Debriefing process is complete in order  
to receive your ranking. Because of the 2-minute time limit  
for returning to the TAG MASTER, all players should reach an  
agreement before the game starts about where they will meet  
for the debriefing, so that there is no confusion.  
6. When the Joiner enters the game the LCD screen will display  
“IN!” as well as your Team and Player number.  
7. Once all players have joined a team and game, the TAG  
MASTER will enter the T-Minus countdown screen. It is VERY  
IMPORTANT that you remain near the TAG MASTER until  
your own LCD begins displaying the T-Minus countdown. If  
you wander away from the TAG MASTER before your T-minus  
screen starts, your TAGGER will prompt you to “FIND HOST”.  
If you do not return to the vicinity of the TAG MASTER within  
60 seconds, you will be dropped from the game and your LCD  
screen will show “FAIL”. You must then either re-join the  
game (receiving a new Team and Player ID) or sit out  
this game.  
During the debriefing process, the TAG MASTER’s screen will  
prompt the TAG MASTER to “FIND” each of the other players in  
turn, waiting approximately 3 seconds to contact each of the  
Player TAGGER units. If that Player TAGGER is present, the TAG  
MASTER will automatically download all the score information  
from that Player TAGGER and will use it to calculate how that  
8. Once your screen starts the T-Minus countdown, you can  
safely go to your starting position. When the T-Minus  
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16  
no teams. Below this are two numbers which show how many  
times you TAGGED THEM and how many times they TAGGED YOU.  
If “??” is displayed in the TAGGED THEM section, press OK to  
request this data from the other player’s TAGGER.  
player and their team did in the game. If a player is slow getting  
to the Debriefing, the TAG MASTER can temporarily skip over  
him by pressing OK to move on to the next Player TAGGER to  
be debriefed. The TAG MASTER will eventually come back to the  
skipped TAGGER automatically and debrief it. If a player has quit  
the game, reset their TAGGER or put their TAGGER to sleep (so  
that their data cannot be gathered), the TAG MASTER can press  
CANCEL to drop that player from the game. This should only be  
done as a last resort, because all tags which that player landed  
on the other players will count against the other players, but  
those same other players will not get credit for any tags they  
landed on the missing player.  
In addition to these three screens, the Host has an additional  
screen in which he/she can call up the RANK screen for any  
player in the game.  
ENDING GAMES EARLY  
All Hosted games will normally end at the programmed time  
limit. However, the TAG MASTER can declare an early end to the  
game by holding 2ndF and pressing OK. The TAG MASTER will  
then immediately end its own game and begin debriefing any  
players nearby. All players must then be called to come to the  
TAG MASTER within 2 minutes, or the TAG MASTER will count  
them out of the game and they will receive no score – so make  
sure everybody knows that you are calling an early end to the  
game before you actually call it.  
When the Debriefing is complete, the TAG MASTER will upload  
the rankings for each player and team to all the TAGGER units  
automatically. All player LCD screens will display three different  
options (press DISPLAY to switch between them):  
• RANK – How you and your team placed in the game  
• ID – What your player and team numbers are  
• VS – Shows a head-to-head comparison of how you did against  
each of the other players in the game. Use the INC. and DEC.  
buttons to select which opposing player you want to see data  
for. Each other player in the game is shown as “TxPy” (Team X,  
Player Y on that team), or just “P: xx” (Player XX) if there were  
Any player who was not yet tagged out at the time the game  
was called early will be considered to have not been tagged out  
in the game. In Zone games, such players receive full credit as  
if they had spent the entire rest of the originally-programmed  
game time in the zone.  
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17  
2. CUSTOM LAZER TAG (CUST)  
The object of this game is to be the last player not tagged out,  
while scoring as many tags against your opponents as possible.  
11 PRE-PROGRAMMED LAZER TAG® GAMES  
1. CLASSIC LAZER TAG (LTAG)  
The object of this game is to be the last player not tagged out. It  
is an aggressive, go-get-em type of game.  
In the Custom LAZER TAG game, all other players are your  
opponents. [TAG01]  
In the Classic LAZER TAG game, all other players are your  
opponents. [TAG09]  
This variation of Classic LAZER TAG allows all game options to  
be programmable.  
Of all the games you can choose to play, Classic LAZER TAG is the  
only game that has no hosting or joining at the beginning of the  
game, no debriefing, ranking, or head-to-head comparisons at the  
end of the game, and has unlimited time to complete the game.  
Also, players may enter or leave the game at any time as  
they wish.  
Preset game features are:  
• No Hosting, game starts immediately at T-10  
• No Teams or Player ID’s  
Game features are:  
• Fully hosted, (requires hosting/joining) and supports post-game  
debriefing  
• 2-24 players may be in the game, players have individual ID’s  
• No Teams, All players are opponents of each other  
• Time – 1-99 minutes, (default =10 min)  
• Reloads – 0-99 or Unlimited (default =Unlimited)  
• Mega-Tags – 0-99 or Unlimited (default =10)  
• Shields – 0-99 seconds (default =15)  
• Tags – 1-99 (default =10)  
• Ranking is individual only  
• Any number of players may play  
• 15 seconds of Shield time allowed  
• Unlimited Reloads  
- Individual ranks are based on receiving 2 points per tag landed on other  
players, and losing 1 point for every time you’re tagged by another player.  
• 12 Mega-Tags  
3. 2-TEAM CUSTOMIZED LAZER TAG (2TMS) AND  
4. 3-TEAM CUSTOMIZED LAZER TAG (3TMS)  
• Players are tagged out after taking 10 Tags  
• No score ranking – last player NOT tagged out wins.  
• After being tagged out, a player’s elapsed time in the game (from  
the start of the game to the time at which the player is tagged  
out) is displayed on your LCD screen.  
The object of these games is to have the most number of your  
team’s players remain in the game, while scoring as many tags  
as possible on opposing players. [TAG80]  
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18  
In these games, some of the other players are on the same  
team as you, while others are on one or two opposing teams.  
It is important that you work with your teammates in order to  
achieve a high team ranking. Do this by helping to protect any  
of your teammates who are in danger of being tagged out, and  
working with your teammates to tag the opposing players out  
as quickly as possible.  
individual scores of the players on each team who did not get tagged out –  
this rewards the team with the more aggressive players that land more tags.  
Just hiding or trying to not get tagged may cost your team valuable points that  
could affect your team’s ranking.  
5. HIDE AND SEEK (HDSK)  
The object of this game is to score as many tags as possible on  
the other team while seeking them, and avoid taking tags while  
hiding from them. [TAG06]  
Game features are:  
Players are divided into two teams. At any given time, one  
team is seeking while the other team is hiding. The teams  
switch between seeking and hiding every 60 seconds. When  
the switch happens, each TAGGER will then display “HIDE” or  
“SEEK” for 5 seconds to tell the player which mode they are in.  
When a seeking player tags a hiding player it scores points for  
the seeking player and his/her team. If a hiding player tags a  
seeking player, it helps the seeking player by giving him/her one  
more tag he/she can take until he/she is tagged out.  
• Fully hosted, (requires hosting/joining) and supports post-game  
debriefing  
• 2 or 3 teams of up to 8 players 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)  
• Reloads – 0-99 or Unlimited (default =Unlimited)  
• Mega-Tags – 0-99 or Unlimited (default =10)  
• Shields – 0-99 seconds (default =15)  
• Tags – 1-99 (default =20)  
Game features are:  
• 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.  
- Team ranks are based on which team has the most players not tagged out  
when the game ends (this gives an advantage to larger teams, so less-skilled  
players can be grouped together on a larger team to even things out). In the  
event of a tie, the TAG MASTER will attempt to break the tie based on the  
• Fully hosted, (requires hosting/joining) and supports post-game  
debriefing  
• 2 teams of up to 8 players per team  
• Team Tags (selectable) – Yes (Y) or No (N) (default =Y)  
• Medic Mode (selectable) – Yes (Y) or No (N) (default =Y)  
• Time – 2-98 minutes (minutes in multiples of 2),  
(default =10 min)  
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• Reloads – 0-99 or Unlimited (default =5)  
• Mega-Tags – 0-99 or Unlimited (default =15)  
• Shields – 0-99 seconds (default =30)  
• Tags – 1-99 (default =25)  
Game features are:  
• Fully hosted (requires hosting/joining) and supports post-game  
debriefing  
• 3 Teams. Up to 8 players on each team  
• Ranking is individual and team  
• Team Tags (selectable) – Yes (Y) or No (N) (default = Y)  
• Medic Mode (selectable) – Yes (Y) or No (N) (default = Y)  
- 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.  
- Team ranks are based on the total scores of all players on the team. This  
gives a slight advantage to larger teams. In the event of a tie, the TAG  
MASTER will attempt to break the tie based on the scores of only those players  
who were not tagged out at the end of the game.  
• Time – 2 - 98 minutes (minutes in multiples of 2)  
(default = 10 min)  
• Reloads – 0 - 99 or Unlimited (default = 5)  
• Mega-Tags – 0 - 99 or Unlimited (default = 15)  
• Shields – 0 - 99 seconds (default = 30)  
• Tags – 1 - 99 (default = 25)  
• Ranking is individual and team  
6. HUNT THE PREY (HUNT)  
- Individual ranks are based on receiving 2 points per tag landed on hiding  
players while you are hunting them, and losing 1 point for every time you’re  
tagged by a hunting player while you are hiding from them. Tagging your own  
teammate (Team Tags) counts as 2 points against you. Being tagged by your  
own teammates does not hurt your score.  
The object of this game is to score as many tags as possible on  
the other team while seeking them, and avoid taking as many  
tags as possible while hiding from them. [TAG22]  
This game is like Hide and Seek, but with the added complexity  
that players are divided into three teams. At any given time,  
your team will be hunting one team while hiding from the other  
team. Every 60 seconds the hunting direction switches so that  
you must now hide from the team you were just hunting and  
hunt the team you were just hiding from. All TAGGER units will  
be alerted just before the switch with a sound effect, and then  
for 5 seconds after the switch the TAGGER units will display  
“SWAP” and the new teams to “HUNT” and “AVOID.”  
- Team ranks are based on the total scores of all players on the team. This  
gives a slight advantage to larger teams. In the event of a tie, the TAG  
MASTER will attempt to break the tie based on the scores of only those  
players who were not tagged out at the end of the game.  
7. 2-KINGS (2KNG) AND  
8. 3-KINGS (3KNG)  
The object of these games is to tag out the opposing team’s  
King while protecting your own King.  
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• Tags – 1 - 99 (default = 15)  
• Ranking is individual and team  
The Kings on any of the teams are not known to the other  
teams, the only clue is that the King’s TAGGER will not send  
out an IFF signal. This prevents enemy players from sniffing for  
his IFF signal, but also makes it easier for them to determine  
that he is in fact the King once they do find him. These games  
may require individual players to sacrifice their own individual  
ranking for the greater good of the team, this is the nature of  
the game…protect your King even if it means being tagged out.  
[TAG61]  
- Individual ranks are based on the number of tags you have landed on the  
other Kings. Tagging your own King counts as 4 points against you. If your  
King is tagged out before the game ends, you will rank last.  
- Team ranks are based on how long each King lasted before being tagged  
out. If more than one king lasts until the end of the game, the team whose  
King took the fewest tags wins.  
ZONE GAMES  
The TAG MASTER is always the King of Team 1, and the first  
player to join each of the other teams is the King of that team.  
The Kings are fully capable of tagging other players (including  
other Kings) and defending themselves by raising shields. The  
Kings cannot request or receive Medic Mode assistance.  
In Zone games the TAGGER MASTER TAGGER becomes the Zone  
TAGGER. The Zone TAGGER does not participate in the game as  
a player although it still performs all set-up and programming  
functions and performs the debriefing 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  
stable surface with the Receiver Dome pointing straight up and  
level with the ground. The Zone TAGGER should be located in a  
place so that the Zone can fill a large area, without obstructions  
that may create dead spots within the Zone.  
Game features are:  
• Fully hosted (requires hosting/joining) and supports post-game  
debriefing  
• 2 or 3 Teams. Up to 8 players on each 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 2-KINGS, and 30 min  
All TAGGER units in the game sense the Zone using their  
Receiver Domes. TAGGER units accumulate Zone Time whenever  
they can sense the Zone. Multiple players may be in the Zone at  
the same time.  
for 3-KINGS)  
• Reloads – 0 - 99 or Unlimited (default = 20)  
• Mega-Tags – 0 - 99 or Unlimited (default = 00)  
• Shields – 0 - 99 seconds (default = 30)  
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A player may remain in the Zone as long as he/she is not  
“Neutralized.” When a player takes a Tag from any other  
player, whether he/she is in the Zone or not, the tagged  
NOTE: You will still accumulate Zone time if you are in the Zone  
with your shields raised. You will NOT accumulate Zone time  
however, if you are neutralized with your shields raised and are  
in the Zone.  
9. OWN THE ZONE (OWNZ)  
The object of the game is to accumulate as much Zone Time  
as possible.  
Own the Zone is a strategic individual game where all players  
are opponents. Players should focus on getting into and staying  
in the Zone as long as possible without getting tagged, rather  
than attacking the opponents. The player with the most Zone  
Time wins the game. It should be noted that multiple players  
can be in the Zone at the same time, as long as they can avoid  
getting tagged.  
10-20 ft.  
player becomes “Neutralized” for 15 seconds. The neutralized  
TAGGER will display “NEUT” with a fifteen-second countdown. A  
neutralized player cannot tag other players, be tagged by other  
players, raise shields or add Mega-Tag power. A neutralized  
player must leave the Zone within 5 seconds of being tagged  
and remain completely out of the Zone while neutralized.  
If a player stays in the Zone or returns to the Zone while  
neutralized, the Zone will become Hostile to that player. A  
Hostile Zone will cause a player to take multiple tags from the  
Zone at a pace fast enough to be completely tagged out of the  
game within just a few seconds.  
Game features are:  
• Fully hosted (requires hosting/joining) and supports post-game  
debriefing  
• 2-24 players  
• No Teams. All players are opponents  
• Time – 1 - 99 minutes, (default = 10 min)  
• Reloads – 0 - 99 or Unlimited (default = 15)  
• Mega-Tags – 0 - 99 or Unlimited, (default = 0)  
• Shields – 0 - 99 seconds (default = 45)  
• Tags – 1 - 99 (default = 10)  
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• Ranking is individual only  
as players on a team move in and out of the Zone, protecting  
the Zone, protecting each other and tagging all opponents who  
attempt to overtake the Zone.  
- Individual ranks are based only on the player’s accumulated Zone Time.  
10. 2-TEAMS OWN THE ZONE (2TOZ) AND  
Game features are:  
11. 3-TEAMS OWN THE ZONE (3TOZ)  
• Fully hosted, (requires hosting/joining) and supports post-game  
The object of the game is to accumulate as much collective  
debriefing  
Zone Time as possible for the whole team.  
• 2 or 3 Teams. Up to 8 players on each team  
• Team Tags – Yes (Y) or No (N) (default = Y)  
• Time – 1 - 99 minutes, (default = 15 min for 2-TEAMS OWN THE  
ZONE, and 20 min for 3-TEAMS OWN THE ZONE)  
• Reloads – 0 - 99 or Unlimited (default = 15)  
• Mega-Tags – 0 - 99 or Unlimited, (default = 0)  
• Shields – 0 - 99 seconds (default = 45)  
• Tags – 1 - 99 (default = 10)  
These two games are played in the same way as the Individual  
game of Own the Zone except that the players are divided  
into teams.  
A good team strategy, once a zone is controlled, is to have one  
player designated as the “Zone Keeper”. This player tries to  
stay in the zone at all times collecting as much Zone time as  
possible. The team should also position one or two “defenders”  
inside the zone ready to defend it against incoming hostile  
players. Finally, two or three “guards” could stay outside the  
Zone, preventing hostile players from getting close enough  
to attack the Zone and their teammates inside the Zone.  
These guards should also attempt to control a safe area so  
that teammates that are tagged and neutralized (and that  
must leave the Zone) will have a safe place to go while de-  
neutralizing. When the Zone Keeper or a defender gets tagged,  
a guard will need to move into the zone to take his place while  
the tagged player waits to be deneutralized. Fluidity, teamwork  
and coordination are the winning strategies in these games  
• Score ranking is Individual and Team  
- Individual Ranking is based on total Zone time each individual player  
accumulates  
- Team Ranking is based on total Zone time of all players on a team  
as a group.  
It is recommended that the Team Tags option be left to “N” (No)  
for team Zone games, as any “ricochets” or reflections inside  
the Zone (especially when playing indoors) may cause you to  
accidentally tag everyone on your entire team with a single  
badly aimed tag and force them all to leave the Zone. On the  
other hand, having Team Tags set to “Y” (Yes) makes for a very  
challenging game!  
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25  
FCC STATEMENT  
This equipment has been tested and found to comply with the limits for a Class B digital device,  
pursuant to part 15 of the FCC Rules. These limits are designed to provide reasonable protection  
against harmful interference in a residential installation. This equipment generates, uses and can  
radiate radio frequency energy, and, if not installed and used in accordance with the instructions,  
may cause harmful interference to radio communications. However, there is no guarantee that  
interference will not occur in a particular installation. If this equipment does cause harmful  
interference to radio or television reception, which can be determined by turning the equipment off  
and on, the user is encouraged to try to correct the interference by one or more of the following  
measures:  
- Reorient or relocate the receiving antenna.  
- Increase the separation between the equipment and the receiver.  
- Consult the dealer or an experienced radio/TV technician for help.  
- Changes or modifications to this unit not expressly approved by the party responsible for  
compliance could void the user’s authority to operate the equipment.  
Lazer Tag is a trademark of Shoot the Moon  
Products and used with permission.  
Energizer, Energizer MAX and other marks are  
trademarks of Eveready Battery Company, Inc.  
Where Technology Comes to Play!™*  
®* and/or ™* & © 2004 Hasbro. All Rights Reserved.  
® denotes Reg. U.S. Pat. & TM Office.  
U.S. Patent No. 5,904,621  
�  
70194  
P/N 6365120000  
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