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Nerf War Rules
Since in this Nerf War there will be both long range combat (Nerf guns, bow and arrows, Nerf bazookas… etc.) and hand to hand combat (Foam swords, foam daggers, foam sais, foam nunchaku, foam flails, foam punching gloves… etc.) there will be two separate sections to the rules pertaining to the conduct in each. But firstly, here are the general rules for the game.
War Requirements
War Rules
Long Range Combat 1. Ammunition must be shot from a gun/bow. You cannot just throw a dart or ball at someone. 2. The number of shots required for a kill is 3 on the torso, or one on the head. Do not aim for the neck, though it counts as a torso shot. 3. Getting shot in limbs does not count towards a kill, but it does handicap. If you are shot in an arm or hand, you may no longer use that arm at all, not even to cock or reload your gun. Your arm must be held behind you until you die and restart. If you are shot in both arms, then you’re pretty screwed, unless you have very dexterous toes. If you are shot in one leg or foot, you must kneel onto that leg. You can still move, but you can’t get out of that position. Rolling around is fine. If you’re shot in both legs/feet, you have to sit on them and remain in your position, or drag yourself with your arms. If you get shot in both arms and both legs, you’re still alive, but you’re pretty much just future road kill. 4. Once a limb is disabled, having it shot again will not count for anything. You may not use disabled limbs to shield from shots. If you do, and the shooter sees it, they can call you out and it counts as a torso hit. 5. If your gun is shot, you may not use it again until you restart. You may empty it of ammunition, but the gun is no longer functional. 6. If there is a triangle kill, where one person kills another person, who kills another person, who kills the first person at the same time, all are dead. If there is a two way kill with no discernable first shot (or if you can’t agree on it) then they both die.
Hand To Hand Combat 1. Don’t aim for the face or crotch. Ever. 2. A hand to hand combat commences as soon as you exchange the first sword hit. Before this, you are still considered in long range combat, even if you are only holding a sword. So hold a gun as well until you’ve smacked someone’s sword. 3. The number of hits required for a kill is 1 on the torso. It can be a slice, a poke or a tap on the side. 4. Limbs don’t count towards kills, but they do handicap. It’s all the same as in long range hits. 5. You may not push each other or kick each other away. 6. You may not catch your opponent’s sword or hold on to it, though you may steal or pin it down if they drop it, though; it’s not very honourable to kill an unarmed enemy…. HAHAHA, ok. 7. You cannot throw your sword or knife at someone. Come on. 8. You may block shots with your sword or knife with no consequence, but good luck trying.
Games These games may be played with both Nerf guns and foam swords, or one or the other, depending on majority vote.
Team Deathmatch In this game, you have to use teamwork, strategy, and the natural flair for shooting someone in the face without looking. There are two variations of this game, VS-Teams and Multi-Teams. VS-Teams In this version, there are two large equal teams. You can faction off large teams into specialized groups for attacking, cover fire, defending and long range support for team mates who’ve gotten into hand to hand combat, to prevent another enemy from joining. These games are 20 minutes long, and at the end, the score will be tallied. The team with the most kills is the winner. Multi-Teams In this version, there are many teams of 2-3 people. Make sure they’re someone you trust and can depend on, these people will be defending you when you get into a tight spot, and will give you cover fire when you want to go in for a kill. All teams are against each other, but they can make alliances in-game. Teams only exist if at least one team mate is still alive. If all team members are killed at once, that team is out of the game. This way, even if you have alliances, they won’t last forever. Be careful of whose team you decide to ally yourself with, because they might be a little too trigger happy sooner than you’d hope.
Free For All Deathmatch In this game, everyone is the enemy. There is no support; there is no aiming between allies. Everything that moves has to die, or you’ll be next. This game lasts 20 minutes. Whoever has the most kills under their belt by the end is the winner.
Last Man Standing In this game, you can only depend on yourself for survival. You may make in-game allies, but they won’t be of much help for long. If a player is killed 3 times, they are out of the game. Last man standing wins.
Assassin In this game, all players must stand in a circle. Whoever is to their right is their target. Whoever is to their left is their assassin. Once this is decided, all players may take cover and the game will start at the signal. Assassins may only hit their target. This game can go on with quick alliances, since you only have one enemy, but you can’t ally yourself with your assassin. That’s just asking to die. When a player is killed by their assassin, they are out of the game. When only assassins are left (if there are more than three), then they will stand in a circle and choose new targets. This cycle will repeat until there are only one to three assassins left, and they will be the winners.
Team Assault/Defend In this game, there are two teams. There is a single large base in the center. To have control of the base, one person of a team must be inside the base. If this person is killed, the base is not owned by anyone and is up for grabs. After 20 minutes, whichever team owns the base, wins. If there are two people in the base from opposite teams or if the base is not owned by anyone, the game goes into sudden death and the first team to posses the base wins.
Team Capture The Flag In this game, there are two teams. One team must capture the enemy’s flag and bring it to their base, and keep their own flag in their base in order to score a point. They must capture the flag 3 times in order to win. If the flag of a team is gone, and they capture the enemy’s flag, they may not score a point until they retrieve their flag as well and bring it to their base. Team mates may hand the flag to each other by hand, but may not throw it. If a player dies in possession of a flag, that flag may be taken from them by anyone. If it is not taken by the time the player restarts, it must remain where the player fell. Players restart in their own base, instead of a restart point.
Scoring
Team Deathmatch 1. Scoring is team based. You gain a point for your team every time you kill an enemy. This means you must get the fatal hit on the enemy. Even if you shoot the enemy in the torso twice, if someone else hits them for a kill shot, they get the points for their team, not you. If it’s in your team, then the team gets the point. 2. If you kill your ally, you lose a point for your team. This is true for both accidents and for mercy kills. 3. If you or a team mate is killed by an enemy, this does not affect your team’s score. 4. At the end of a battle, each team mate counts all the kills and mercy shots together for a total score. Whoever has the highest score is obviously the winning team.
Free For All Deathmatch 1. Scoring is individually based. You gain a point for every kill. Being killed does not affect your score, but suicide removes a point from your score.
Last Man Standing 1. This is a scoreless game. The last player still alive at the end of the game wins.
Assassin 1. This is a scoreless game. There is no keeping track of who is winning, since all players are being individually hunted by only a single person. If an assassin-target chain is broken (as an assassin1 kills their target and then assassin3 kills assassin2 who was going to kill the assassin1, then assassin1 is a winner, unless more assassins make it though, in which care there will be another round).
Team Assault/Defend 1. This is a scoreless game. There are no points because whichever team controls the base wins.
Team Capture The Flag 1. Scoring is not based on kills, but on flag captures. Whichever team captures the opponent’s flag 3 times first wins. |