Glow Package
2 Hours: $400.00
3 Hours: $500.00
4 Hours: $600.00
5 Hours: $700.00
6 Hours: $800.00
7 Hours: $900.00
8 Hours: $1,000.00
Actual Size: 30'L x 60'W
Attendants: 1
- 10 Guns
- 10 masks
- 10 Bunkers
- 100,000 glow ammo
We set everything up and tear down
Personal orbee guns are always welcome!
We referee the gelly ball games
For more efects we can add items like Fog, Lazer lighting, music.
Available Games
1. Team Deathmatch (Basic Team Elimination) – This usually goes very fast at first. Tell the players it will go fast, because they instantly don’t like the idea of being out of the game quickly. It gives everyone a chance to experience shooting, being shot and what the arena is like. Play “once you are hit you are out. When you are out – Hold your gun up in the air and walk to the side of the arena next to the ref” This game takes 1-2 minutes then we switch sides and do it again. Use the centerline rule; do not cross the centerline (or center cone, or barrel or bunker). Play, switch sides, repeat until you sense the players are ready for something else. You should be able to repeat this for 15 minutes.
2. “Freeze-Tag Rules” – When you are hit, you are frozen. Stand still where you were hit with your gun high in the air. Your teammates can tag you back in. The game is over when one team is completely frozen at the same time; the other team wins. Do not shoot people who are frozen. Use the centerline rule; do not cross the centerline (or center cone, or barrel or bunker). Play, switch sides, repeat until you sense the players are ready for something else. You should be able to repeat this for 15 minutes. *Typically you need 4v4 + for freeze tag to work well. It can be done with fewer but you may find it not working well. If it doesn’t work well, finish that round and move on to another version. What about when there aren’t enough players for freeze tag rules? – Instead of being frozen when you get hit, we make the players go back to their base to “re-spawn” – They have to hold their gun high and walk back to the base, touch the wall, line, bunker, cone etc.. and then they are back in the game. This is referred to a “Back to Base”
3. Assassin (or Spy etc) - Continuing with Freeze-Tag Rules and the Centerline Rule, tell the teams that they can each pick ONE player who can cross the centerline. That player is the “assassin / spy”. If the player gets hit behind enemy lines, they cannot be saved that round. If that player gets hit within reach of the centerline, their team can reach across to unfreeze them but may not cross the line. Play, switch sides, repeat until you sense the players are ready for something else. You should be able to repeat this for 15 minutes.
4. Capture the Flag - There are multiple versions of Capture the Flag. You can also run it with Elimination, Back to Base and Freeze Tag rules. Obviously, remove the centerline rule for most versions of capture the flag. You can also decide what happens to the flag that is held by a player who gets hit. Elimination rules means when a player is hit, they are out. Back to base means when a player is hit, they have to hold their gun in the air and walk all the way back to their base (designated area) and then they are back in. Freeze tag rules of course mean the player is frozen when hit and must hold their gun in the air and wait for help. The flag may have to go back to the base, the flag may be able to be held by the frozen player or dropped where the player was hit.