Domination laser tag scenario with Digital Flag

This is hands down the most popular scenario favored by many that has been played since the very first checkpoint device made its appearance in the laser tag industry.

Starting stage

One or more Digital Flag devices are placed in the middle of the game location, at the same distance or with the equal accessibility for the opposing teams. In this case, the Digital Flags initially glow with a neutral white color.

Game idea

Each team must capture and hold a Digital Flag device longer than the other team within a certain time or hold it for a preset period of time.


To capture a digital flag, a player must shoot it from above from a close distance. After being shot the Digital Flag starts glowing with the color of the team that captured it, and also starts counting hold time. If the enemy player manages to recapture the flag the same way by shooting it from above, the flag lights up with the color of the other team, the hold time of the first team is interrupted and the device starts counting the hold time of the opposing team. If the player of the first team captures the flag back, the flag continues to count the hold time of the first team and so on.
Thus, the flag works like a chess clock that adds capture time after actions made by players.


The team, that holds the flag for longer than the time limit set for the round, wins.

Setting Tips (For X-gen and Alphatag)

If the operator selects the standard round end by time, the flag will show the victory of the team that has held the device longer than the opponent has.  However, the scoring application will define the winning team by score points, so if operator wants to award the victory just by the amount of hold time, they need to set "zero" points for hitting, killing and such in the game scenario settings.

If the operator wants to define the winner according to the classic domination scenario (that is, not the team that held the point longer than others during the round, but the team that first scored a certain number of points for a cumulative hold time which is more reasonable in terms of players’ motivation factor), then the operator needs to select «End of the round by device condition» in the scenario settings.

Then while distributing Devices in the game area of the PC application, operator needs to select "end the game by device condition" and set the hold time, after reaching which the Device will cease being interactive, quit the game, and stop the round. This option is used when playing with just one flag.

If the operator runs the game using several Digital Flag devices, then when distributing in the lobby, the game master needs to enable the lowest checkbox (wait for the game to end signal from all devices of the same type). In this case, the round will stop when the last Digital Flag quits the game.

This scenario can also be complicated like the previous one if you use Smart Medkit devices instead of regular Respawn Devices, because you can limit the number of revives per team to a certain number, or make automatic updates at regular intervals. The scenario is also complicated by using more than one Digital Flag Device as a control point.

Equipment needed

1 or more Digital Flag Devices as control points, 2 Medkits (or Smart Medkits)