Capture

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game modes captures

Capture is largely similar to the famous “Capture the Flag” mode found in every shooter video game. The aim is to capture the opponent’s flag, or to bring your flag into the enemy base. Other modes will require you to capture as many targets/areas as possible, or dump your points into your team base for capture and validation.

game mode

Zone Collector

Zone Collector is a team game where the aim is to achieve the highest score. What makes it special? Instead of earning points instantly, players collect them before discharging them at their base. Once a player has collected 500 points or more (indicated on the pistol screen) he must return to his base and deactivate it in order to validate the points collected. A player can collect a maximum of 1,500 points before validating at his base. Players may not shoot at opposing bases.

Pro tip
Scores may NOT exceed 1,500 points. 1,500 points equals only 7 opponents hit on the chest. So you need to get back to basics regularly.
teams
Unlimited energy
Unlimited lives

Scoring system

Points

Shoulder shooting | pistol

50

Back shooting

100

Chest shoot

200
Game modes

Zone Domination

Zone Domination is a team game. You and your allies had to capture and defend as many bases as possible for as long as possible. The more bases you have, the more points the team earns. When the game starts, the bases are neutral (without an owner) and flash white. A base touched three times by a team is considered captured. It then takes on the team’s colour. Capturing a base gives a certain number of points to the team, depending on the total number of bases captured at the same time.

Pro tip
A good distribution of roles is essential to defend your territory while expanding your zone of domination.
Solo
limited energy
limited lives
per round

Scoring system

Points

Shoulder shooting | pistol

50

Back shooting

100

Chest shoot

200
game mode

Overpower

Overpower is based on group cohesion and communication within a team. At the start of the game, all the bases are inactive. Players must shoot at opposing teams to activate the base. The points earned by the players will be ‘saved’ in the jacket but not credited. Once the base has been activated, the whole team must be alerted so that they can shoot at and destroy the base. The scores of each person in the team will then be credited and therefore ‘official’. If some of the players continue to shoot at their opponents, the base will eventually be deactivated and the team’s points will be lost.

Pro tip
Knowing as much as possible about the location of the bases seems a necessary prerequisite. If you don't, don't hesitate to scour the arena for them.
teams
Unlimited energy
Unlimited lives

Scoring system

Points

Shoulder shooting | pistol

50

Back shooting

100

Chest shoot

200
game mode

Capture

Capture can be likened to a prison ball. Players must capture each other to win points. When a player is deactivated, he is considered to have been captured by the enemy player and his shoulders will light up in red and white. He will then no longer be able to shoot. A player will receive 200 points every 30 seconds for each person captured until the end of the round. To free himself, a player must wait for his enemy to be captured. You can only be captured by one person at a time. After a given time, all jackets are released to start another round.

Pro tip
Avoiding groups of more than 20 people, and holding a prisoner for more than 30 seconds would become a real challenge in these conditions.
Solo
limited energy
limited lives
per round

Scoring system

Effect

Shoulder shooting | pistol

Opponent captured after 3 shots

Back and chest shot

Adversary captured directly

Every 30 seconds

+200 points per opponent captured
game mode

Base Clones

Base Clones is a derivative of Standard Solo mode, similar in every respect except for the bases: they act as a single entity. When a player attacks a base, all the other bases in the arena will react in the same way as the base actually attacked. Any players close to the bases at that precise moment will be deactivated, and the points will go to the person who deactivated the base.

Pro tip
Knowing as much as possible about the location of the bases seems a necessary prerequisite. If you don't, don't hesitate to scour the arena for them.
teams
Unlimited energy
Unlimited lives

Scoring system

Points

Shoulder shooting | pistol

50

Back shooting | pistol

100 | 200

Base deactivated

2001
game mode

Base Flags

Base Flags mode is played in teams. The aim is to score as many points as possible by attacking enemy bases. Each player starts the game in his team’s base to charge up his life. He will then have one and only one life, and will have to go to the opposing bases without being hit in order to deactivate them. A deactivated base earns the team a single point. If a player is hit during the assault, he must return to his base to recover a life. At the end of each round (of which there are between 1 and 3 during a game), the bases change team color and therefore ownership. Players will have to find their new base as quickly as possible to load up.

Pro tip
Avoiding groups of more than 20 people, and holding a prisoner for more than 30 seconds would become a real challenge in these conditions.
teams
Unlimited energy
limited lives

Scoring system

Point

Shot on enemy

0

Shot on enemy base

1

Player next to a base

/

Scoring system

Life

Shot on enemy

-1

Shot on enemy base

/

Player next to a base

+1
game mode

Human flag

Human Flags is similar to Base Flags mode, except that only one person on each team, the Human Flags, has the power to take the flag and thus score points. It’s no longer a question of bringing the enemy flag to the base, but of bringing your own flag to the enemy. Procedure: Each team’s Human Flags must first shoot at their own base to retrieve the flag. Once the flag has been taken, the team must move on to the enemy, taking care to protect their “Human Flags” as well as their own base. If the “Human Flags” are hit, the flag falls and they have to start all over again. If the Human Flags touches the enemy base, the team receives one point.

Pro tip
Knowing as much as possible about the location of the bases seems a necessary prerequisite. Be a team player, play tactically (balance defense/attack) and understand the enemy. Choose a competent Human Flag.
teams
Unlimited energy
Unlimited lives

Scoring system

Effect

Human flag touches its own base

Acquired flag

Shooting the human flag

Lost flag

Human flag touch enemy base

Captured flag

Scoring system

Points

Human flag touches its own base

0

Shooting the human flag

0

Human flag touch enemy base

1
game mode

Capture the flags

Capture The Flag is similar to the famous mode found in every FPS. The aim is to capture the opposing flag and return it to its base. The flags are housed in the bases. To take the opposing team’s flag, shoot at their base. You must then return the flag to the allied base. Note that you cannot return the enemy flag if yours is in the wrong hands. Touch the person carrying your flag to take it away.

Pro tip
Each team must play tactically if it hopes to win. A clever mix of attack and defence will be the only way to keep your flag safe from thieves and take your enemies' flag.
Solo | teams
Unlimited energy
Unlimited lives

Scoring system

Effect

Shooting at an opponent's base

Opposing flag stolen

Shooting at a player with a flag

Player deactivated and flag lost

Reported flag

Captured flag

Scoring system

Points

Shooting at an opponent's base

0

Shooting at a player with a flag

0

Reported flag

1
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