Elimination is archery tag at its simplest and still its best. Two teams start at opposite ends of the field, and every hit sends a player out. The last team with a player standing wins the round.

It is the right first game for any group because there is only one rule to learn, and it teaches everything the other modes build on: using cover, moving as a team and choosing your shots.

At a glance

Players 4 to 20, in two even teams
Ages 9 and up, supervised
Field Backyard to full field
Round length 3 to 6 minutes
Gear Bows, foam-tip arrows, a mask per player, 4 to 8 bunkers, cones

Setting up the field

Mark a rectangle with cones, a centre line across the middle, and a base at each end. Place the bunkers as mirror images on each side of the centre line, so neither team gets the better cover. Split the arrows evenly and leave them at each base, or along the centre line for a fast start.

Setup: two teams, a mirrored field

Setup: two teams, a mirrored fieldRED BASEBLUE BASE12341234Centre lineRed playerBlue playerBunker
Teams start in their bases. Bunkers mirror each other across the centre line so neither side has better cover.

How to play

1. Start in your base

Both teams wait in their base, masks on. The referee checks every mask and blows the whistle to start.

2. Advance and use cover

Move from bunker to bunker. Shoot from behind cover rather than in the open, and call out where opponents are hiding.

3. A hit is a hit

Any arrow that hits you on the body or limbs puts you out. Raise a hand, walk off by the sideline and wait in your team’s out zone.

4. Collect arrows on your side

Pick up arrows only from the ground on your own side of the centre line, never from another player.

5. Last team standing wins

The round ends when one team has no players left, or when time runs out. Then the team with more players standing wins.

A hit puts you out

A hit puts you outRED BASEBLUE BASEBLUE OUTRED OUT2112Hit: hand up, walk offRed playerBlue playerOutFoam-arrow shotBlue moves
Red 2 shoots from behind cover and hits Blue 3. Blue 3 raises a hand, leaves by the sideline and waits in Blue's out zone.

Optional catch rule: catch to bring a teammate back

Optional catch rule: catch to bring a teammate backRED BASEBLUE BASEBLUE OUTRED OUT2Catch!4Back in from the baseRed playerBlue playerOutFoam-arrow shotRed movesBlue moves
For experienced groups only. Blue 2 catches Red 1's arrow cleanly: Red 1 is out, and Blue's first player in the out zone comes back in.

Rules that keep it fair and safe

  • Body and limb hits count. Aim low and never go for the head.
  • No shooting inside the agreed minimum distance; tag-calls at close range count instead.
  • A player who is out keeps their hand up and walks off by the sideline, never across the field.
  • Arrows that hit a bunker or the ground first don’t count.
  • The referee’s whistle stops everything. Bows down, stand still.
Before the first arrow: masks on for every player, light bows, inspected foam-tip arrows and a referee with a whistle. Our safety standard has the full checklist.

Variations

Optional catch rule. For experienced groups wearing full masks: if you cleanly catch an arrow, the shooter is out and your first eliminated teammate comes back in. Skip it for younger players, since catching puts hands near incoming arrows.

Lives. Give every player two lives. A first hit sends them back to touch their base line before rejoining.

Sudden death. If time runs out level, play a 60-second round with the field shrunk to the middle third.

Get the gear for this game

Elimination needs the core kit and nothing more: bows, foam-tip arrows, a full-face mask per player and a few bunkers. Our backyard and birthday kits are built for exactly this game.