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| RULES |
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| The Things You Need To Know |
This document is put forth to encourage fair play at all sanctioned Nerf Wars.
 
Basic Rules
I. Teams
A. Two or more teams must be formed beforehand.
B. Teams should be equal in number, skill, or preferably both.
C. Teams can be changed during a battle by unanimous descision only.
II. Guns & Ammo
A. Any projectile-firing weapon from the Nerf line of products is
considered to be a gun. Non-nerf weapons can only be used with the
consent of the entire group.
B. Any ammunition from the Nerf line of products is considered to be legal
ammo. Non-nerf ammo can only be used with the consent of the entire
group.
C. Each player starts each game with possession of his own guns and
ammo.
1. Guns cannot be used by other players without owners
permission.
2. Any ammo can be picked up and used by any player.
3. Do not damage or lose ammo you do not own.
D. If ammo shot from a gun contacts another gun, that second gun is
considered broken until the end of the game and cannot be shot until it
is repaired (see variant rules).
III. Commencing a War
A. All players start in one spot.
B. A time limit is agreed upon (usually 2 minutes). Any shots fired during
this time do not count. At the end of that time, play begins.
IV. Getting Hit
A. If ammo shot from a gun contacts any part of your body or clothing in
contact with your body, you are considered hit. Anything worn on your
body cannot prevent a hit, including armor or backpacks.
B. Any rigid object may be used as a shield, but it must occupy at least
one hand. Ammo that hits a shield does not count as a hit to its bearer.
C. Any non-ball ammo must have contacted the target directly after
leaving the gun with touching anything on the way; ricochets do not
count. Balls may bounce before hitting the target.
D. Do not aim above the neck.
E. If the hit is not declared immediately then it doesnt count.
F. Do not argue about getting hit; BE HONEST.
V. The Play Area
A. Anyplace outside of the agreed-upon play area is considered
out-of-bounds. Any hits made by players that are out-of-bounds do not
count.
B. Any predesignated zones agreed on by the group within the play area
can be labeled out-of-bounds.
C. If playing in an indoors environment, doors and windows must be left
unlocked if able and cannot be held shut by any means.
 
Normal War
Objective: To kill all opponents.
Death: If a player is hit, he is dead and out of the game. He must immediately
go to a predesignated out-of-bounds zone and stay there until the game is
over. He may not interfere with the game in progress in any way.
 
Siege
Teams: One team is defending, the rest attacking a base.
The Base: One team has possession of a base (such as a treefort or house) at
the start of the game. The attacking team cannot enter the base during prep
time. A team is considered to have possession of the base if all the team
members in the base are on that team.
Objective of Attacking Teams: To gain possession of the base.
Objective of Defending Team: To kill all opponents.
Death: If a player is hit, he is dead and out of the game. He must immediately
go to a predesignated out-of-bounds zone and stay there until the game is
over. He may not interfere with the game in progress in any way.
 
Epic War
Teams: There should be at least four people on each team.
Objective: To kill or capture all opponents.
Wounding: If a player is hit, he is wounded and must immediately lie down in
the spot where he was hit until he is healed. He cannot move, shoot, or pick
anything up, but he may talk to other players. Wounded players may not be
captured.
Healing: One player on each team is appointed Medic before the game. The
Medic can heal any wounded player by tagging him with a free hand. Any
teammate may heal the Medic in the same way. The Medic cannot heal himself.
Aftermath: As an optional rule, all of the players on each team, except for the
two medics, can begin the game wounded, spread out evenly across the playing
area.
 
Aliens
Teams: One team is the Aliens, the other the Government. The Government
may only use pistols. The Aliens are not allowed to shoot a gun, but must carry
a concealed one to use if they switch teams. No one can verbally lie about what
team they are currently on.
Objective: To have the most team members at the end of the time limit.
Death: If an Alien is shot by a Government soldier, he becomes a member of
the Government and must act in the spirit of his new team. He cannot be
infested for 10 seconds after the team change.
Infestation: If an Alien grabs a Government soldier, that soldier is infested and
becomes an Alien . He must act in the spirit of his new team. Both players
cannot be shot at for 10 seconds.
 
Domination
Teams: Each team should have at least five people. Each team has a color
assigned to it. One non-player is the Jailer.
Objective: To control all key locations at once.
Key Locations: Two flags placed are placed at every key location within the
playing area. Whenever a player is at a key location, he should take down the
opposing teams flag and raise his own. A key location is considered to be
controlled by the team whose flag is raised.
Jail: An out-of-bounds zone is designated as the Jail. When a player is hit he
goes to Jail. A player on the way to Jail cannot interfere with the game in any
way. A player in Jail cannot shoot a gun. A player must remain in Jail until he is
released by the Jailer. The Jailer can release any player at his discretion as long
as he does not show favoritism.
 
Capture The Flag
Objective: To have captured the enemy flag the most number of times at the
end of a set time limit.
Playing Area: Each team has a fixed flag location and Station. These are set at
the beginning of the game and cannot be moved.
Capturing the Flag: To score a capture a player must bring the enemy flag
back to his own teams flag location. When a capture is made the flag must be
carried back to its own location by a non-player.
Death: If a player is hit he must go to his teams Station with his hands on his
head, then any guns on his person are repaired and he may resume playing. A
player on the way to the Station cannot interfere with the game in any way, with
the exception of collecting ammo that he has just shot. If a player is shot while
carrying the flag, he must drop it where he was shot.
 
 Assassins
Teams: Every player receives a card with another players name on it. That
player is your Target and the person who received your card is your Assassin. If
a player has the card with his own name on it at any time, he becomes a Free
Agent and can target anyone.
Objective: To be the last player left alive.
Death: If a player is shot by his Assassin, he must give the Assassin his card
and die (as in Normal War). The Assassin now has the player on the new card
as his new Target. If an Assassin is shot by his own Target or a Free Agent, or
shoots somone other than his Target or a Free Agent, he dies but keeps his card
with him. If a Free Agent is shot he is dead and out of the game.
Loss of Target: If your Target dies but you didnt shoot him, you must take his
card as if you did, either right away or later if you see him in the dead zone.
Players should pass by this area periodically to see if their Target is dead.
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