Nerf game modes
Murder Depending on how many people you have, you will need this many cards. All of the cards have to be random numbers except for 2. One card will be a jack, whoever gets this is the "cop".
There is also and ace, whoever gets this is the murderer. Everyone else is just and innocent person. After shuffling the cards, someone hands them out. Don't show anyone else your card just look at it for yourself and then put it in your pocket. Everyone has a fake knife in their pocket or bag or whatever. If you're the murderer you can pull out your knife whenever you want and kill someone. If you get stabbed by the murderer you have to fall on the ground and are dead for the rest of the game.
If you're not the murderer just keep the knife in you're pocket, you don't need it. There will also be a pistol somewhere that the cop can pick up and use. If the cop thinks someone is the murderer or sees them stab someone he can shoot them and they are dead, the innocents win! But if the cop shoots the wrong person he dies too. Any innocent people can also pick up the cops gun if he is dead, otherwise you don't have a weapon. NOTE: the murderer is allowed to kill anyone including the cop.
Domination v2 If you've ever played domination in the call of duty games it's just like that with a couple of tweaks. For those who haven't played call of duty there are 3 areas: A B and C. To capture an area you have to stay within it for a certain amount of time and then your team has control of it. The first team to have control of all 3 areas wins. You can decide how big the boundaries of each area are and how long your team has to hold it to gain control of it.
What I recommend doing is have each area maybe be a stake put in the ground and you have to be within feet of the stake to "be within the area". I think a good time to capture it would be 20 seconds. It doesn't matter how many people are capturing the area it could be your whole team, or just yourself, it will still take 20 seconds.
NOTE: If you are killed you must go back to your team's side of the field and count to 5 to respawn. NOTE: If you are killed while capturing the area you have to go back respawn like normal and must start over from 0 if you try to capture the area again. You cannot start at the number you were at when you died.
Run down There is one sniper off to the side of the field and everyone else starts at one end with no weapons. If the sniper is using an aeg, they can only use semi no full auto. There can be some but not a lot of cover scattered across the field.
When the game starts all the people with no weapons try to run all the way across the whole field to the other end. While they are running the sniper is trying to shoot them.
If the sniper shoots everyone he wins. If anyone makes it across without getting shot they win. Zombies A group of survivors is either inside a base or in a designated area such as a patio. The survivors can all have guns. There is also a big team of "zombies" that are trying to get into the base. The survivors try to shoot the zombies and keep them out of the base.
If a zombie is shot, they go back to the other side of the field and have unlimited respawns. If at least 2 of the zombies make it into the base they win. The point of this game is to see how long the survivors can last since there is no way for them to win. Balloons The game starts with one person by himself and everyone else by himself. The people who are together on a team all have filled balloons tied to them floating in the air. And once that starts, there will be no stopping.
There will be no time-outs. There will be no going back. There is only… the War! Ready to wage Nerf Warfare? Grab a few blasters , grab a lot of foam ammunition , then grab the rest of your gear and suit up. Nerf War Games are competitive, team-based battles using Nerf guns. A Nerf War can take place anywhere, from inside your house or apartment, to your office, backyard, front yard, park, field, the woods, etc.
Anywhere you choose. A Nerf War can be waged between just you and a buddy, or between much larger groups of players. Nerf War Games can be a lot of fun and they are comparable to laser tag , paintball , or Airsoft battles. Nerf War is a lot easier and more accessible than those game types, though. It is the perfect middle ground, especially with the advent of the Nerf Rival line of blasters and accessories. Like with real battle, there are always rules of engagement.
Nerf War Games are no different. There is a set of established rules for every game. A lot of the rules are standard for every game. Some of them can be bent. Others can be broken. In Nerf Wars there is generally no punching, kicking, or tackling.
Generally no roughhousing. The players Hit-Points can determined beforehand based on game type and player preference. Now excuse me, I need to go cut myself. EDIT: I hope people weren't taking me seriously. It was supposed to be sarcastic comment, not me bitching. To lack the former is to be deficient in the latter. Posted 23 February - PM Please do us a favor, and go up the railroad tracks, not across the road.
Good lord - I love this place. Ice9, number 2 sounds particularly fun. This is a beautiful work of sexual innuendo. That being said Ice9, I'm particularly impressed by how quickly you whipped this out. Is there a secret vault of future smartassedness somewhere?
Or are you just a prodigy? KaptainKrazy, you should obviously sue Ice9 for forcing you to cause damage to yourself There is a reason I said loaners I heard in another thread they are giving special avatars out to gays Edited by cmeej, 23 February - PM. Qualified Ginger Deal affectionado and photo nazi. I have some notes on Gunslinger. I'm not an expert, there are people who've played this a lot more than I have, but here's what I know.
I'll add some to elimination later when I have more time. If you are still confused, this explanation may help: You can either be in heaven, purgatory, or hell. You start in Heaven.
Heaven: You have no flagging tape on. Purgatory: You wear flagging tape. Gunslinger is basically a variation on There may be a specific count between 5 and 15 before you can clear in. Typically, you start by spreading out in a large circle so that everyone is equally distant. Also, the shitty range meant you had to close to within ten feet to guarantee a clean hit, making it an ideal game for huge open areas. More recently, pump action primaries firing slugs from hoppers are pretty uniform, but people do all kinds of crazy bullshit to their pistols these days draw extension, new plunger tubes, speedloaders so I personally find it more interesting to play Gunslinger with primaries.
You can poop in my toilet anytime champ. It isn't unlikely. Well sir, you have done so twice. Firstly Powerball: 1. The "ball hole", as we like to call it, should remain at the point where your team spawns because powerballs are neutral and can be used by either team to score.
The goalie is not required to stay in the triangle of goals but is instead only strongly suggested to do so. The goalie is immune to hits but that doesn't mean you can't shoot him. The goalie is allowed to "clear" any balls near the goals by tossing them back towards the center of the playing area.
If shot while holding a ball you must return to your spawn with it. Secondly Missile Crisis: 1. If the missile is blocked by a player intentionally, they are removed from the game. If the missile is dropped by the carrier for whatever reason they are counted as out and must retrieve the dropped missile and return to the missile command to "launch" a new one.
If a score happens then the scoring team has only one life remaining for one minute so the other team can try for a "M. Mutually Assured Destruction at which point the game ends in a total loss. If a round lasts too long past thirty minutes then the "nuclear stockpiling" rule comes into effect. Edited by Apollo, 25 February - AM.
Monkies learn sign-language so they can tell dolphins they love them. A horse is a horse of course of course, unless it is a zebra. What the hell is a zebra anyways? People: Optimally Two smallish teams Field: Basic nerf area, moderate cover and size enough to play team elimination on. It's exactly like regular freeze tag, but with nerf guns.
If you are hit by an opponent, you must stop all movement no reloading, re-loacting, etc until unfrozen by a team member. You can unfreeze teammates by either tagging them, or shooting them making meat shields a heavily tactical decision.
When everybody on one team is frozen the game ends. Note: This game varies wildly in duration. A game can last mere minutes, or can drag out for minutes depending on how many people get unfrozen, etc. As such, it is usually best played in a best of 3,5,or 7 tournament style. Of course high ROF primaries is simply a suggestion, but it is a good idea, as tides can turn very rapidly in this game.
Edited by sublimedom, 08 August - AM. Posted 25 February - PM Well sir, you have done so twice. Thank you. Extremely good documentation. Fixed and added, although for powerball I left some of the original content intact, as Chicago-style powerball is played slightly differently.
Added, thank you. To submit something you are welcome to type it up in loosely the same structure I have and submit that, I will take care of the rest. Primary or Secondary? Field: You can use any type of field.
Rules: Teams of two. Rules: Two teams. Each team designates a VIP. The VIP can carry any type of equipment or blaster that he wants. Your team scores by hitting the enemy VIP. The VIP has a 5 second respawn. Regular players have a 15 second respawn and unlimited lives. You can play this one of two ways: A timed game minutes , where you score the game based on how many times you hit the VIP.
Make sure you keep track of the number of hits. Give the VIP limited lives. This is a simple solution. Duly noted. It would be nice if some Canadian Nerfers chimed in at some point, they are lacking in representation, especially considering they are the originators of Defend the Core, whose "original recipe" sounds very good to play.
Posted 28 February - PM I am a person who on multiple occasions has nerfed with a degree of mediocrity due to lack of experience but understand the basics. This doesn't qualify me as a Person who Nerfs, but the gamemodes played in Canada are largely of FA24 and his fellow hosts who are definitely Persons who Nerf.
All of the gamemodes mentioned are to be featured in the upcoming Massacre 7 hosted by FA24 and friends. Edited by Curly, 28 February - PM.
Posted 28 February - PM I didn't see any Canadians post these so here goes: Headhunters -Can be free for all, team death match, or wingman but only head shots count. I didn't think I'd ever say it, but there is a game type I am more opposed to than Civil War. Posted 29 February - AM in the past I've screamed and flailed my arms until it was over, with mixed success.
Posted 29 February - AM But seriously, what the fuck is wrong with you? You would report shit like that in one of your threads. Stay on toppic. European Nerfers and Wars! My Paint Workshop Brit's Bazaar. Posted 29 February - PM I'm making this post before I update the original post because I want to make a few things clear first. Slaughter -Team elimination but teams are based on war count -People at their first war start a team, and are joined by those at their second war and so on -Once teams are roughly equal the game is played by standard elimination rules -Body bags are placed at the noob team spawn for easy access Dark Round -Can be applied to most any gametype with some creativity -Is to be played indoors with the lights dimmed or off -Glow sticks are worn by the players, and various light illuminate parts of the arena -Exposed brass is VERY bad, as is running blindly around corners -Original Recipe DTC works well, especially with a flashlight in the coffee can to illuminate the paper and dart holes The DTC stuff was fine and I will include it.
I am not including these. Slaughter is a gametype intended to frustrate newcomers to wars and make the veteran players feel superior, at the expense of discouraging new players. Not included. Dark rounds are a recipe for stabbing people, and considering that most people play outdoors, dangerous for numerous reasons.
I'm not happy about it, but I'm going to include headhunters as a variant on team elimination. I don't want to encourage the idea of having a round wherein only headshots are rewarded, and I will emphasize that as such. I refuse to believe that anyone plays Civil War as a real gametype. It simply boggles my mind that in the year of our lord that people would voluntarily participate in a game like that. They probably have the same accurate distance as a pre-Civil War rifle, and looking back on it, those games were bad enough when we were free to run around.
With slugs and hoppers and pump-action homemades which most of the United States Nerf community seems to be moving toward as the "standard loadout" , most people are able to put out two darts per second, and as such this round would be over ridiculously quickly.
Second of all, you obviously haven't played this gametype in the past. Third of all, and most importantly, this game is awful. This game would take a ton of setup time to execute properly, it would entirely disrupt the field, and it would be awful to play because it would be slow-paced, overly-covered, and frustrating because mobstacles are not that mobile. Play it before suggesting it. Also, one life rules is the worst gametype because you are encouraged to avoid all forms of action.
I was wrong to forget it to begin with. We all know this is a mainstay of the U3's private invitationals. Forgot to include this. To be frank I'm hesitant to include blob-games, which seem inherently unbalanced, and super easy to unbalance quickly which might be their merit; the most in-depth discussion I've had has been with Gears, who played one at school, and he said it was ridiculously easy to steamroll everyone.
What happens if D shoots an a instead? Posted 01 March - AM One life rules, meaning stagnant and impassable gameplay is encouraged. Fixed that for you. Posted 01 March - AM To be frank I'm hesitant to include blob-games, which seem inherently unbalanced, and super easy to unbalance quickly.
I think that's kind of the point. After that you pick your PIMP. We normally play this with a fifteen to twenty minute time limit to keep the game moving and to prevent major camping. The game is over when either the time runs out or if the opposing team is completely eliminated. It's been a pretty big hit with the group I play with here. An optional note to make the game even more fun is to have each pimp wear a brightly colored robe.
Nothing beats seeing someone run around the field with a pink robe and a Nerf blaster. Posted 02 March - PM Edit With respect to Langley's post below, all rounds are listed as 'tertiary' because we tend to do each round type at most once per war. This is per below: I will leave the "tertiary" gametype option open if there is a game that is fun exactly once per war, or less. They were previously listed as 'primary' rounds because they can be fun for the second time, depending on player preference e.
I'd much rather not play a round of Civil War at all, and would definitely object to a second one. In other words, there is nothing in the rounds below that prevent them from being played again, except for player preferences.
Whichever team has the most players still active not waiting to be revived wins. Comments - if you're nailed out of sprinting distance from your medic's home zone, be prepared to sit out for a while. Without the timer, the game drags out with the medic never leaving the safe zone. Comments - prepare to swap team indicators - carry both colours of flagging tape, etc.
If your battleground is large, be prepared to sit out a while if you're shot in the middle of the field. You'll be shooting ex-people who are trying to melee you. Zombies a. HvZ - Decide on blaster power limit - you'll be shooting ex- people trying to melee you. The rest of the players are "humans". This is so there is absolutely no confusion if a player is alive or undead. This is so humans do not attempt to melee.
If any humans are alive at the end of the interval, they win read: survive. No melee or h2h hit necessary. Warning: You may get some disagreements as to if this human was that close to the Master Zombie. For this reason, I'm ranking it a secondary round. We've even played Civil War. Can't say I'm a fan. Our Civil War rules - Single-shot pistol only. Yes, angled shots will go further, as well as 'punching' your blaster.
We use it as a 'warm-up' round, usually after lunch break. Rules - TDM - When you die, you take off your team indicator and sit down wherever you lost your third life. After counting, the player may switch the current flag to their own team-colored flag. Players can choose to respawn at control points instead of their base.
Home bases cannot be captured unless a team owns all other control points. The first team to capture the opposing team's base wins. One team defends a predetermined area while the other attempts to capture it. There is a set time limit in which the attacking team must reach a certain area on the defenders side, if they do, they win.
If time expires, the defenders win. Each team gives one unarmed player as a "hostage" to the other team. Teams then have a few minutes to hide their hostage. Both teams then go out and try to rescue their hostage. A hostage cannot move until a teammate taps them with a hand. The hostage can now be given a weapon. Whichever team rescues their hostage first by bringing them back to base wins.
One team is "the hidden" and gets a head start to go and hide, the other team, "the seekers", tries to find them. The seekers win if they find the last hidden, the hidden win if they tag out all of the seekers.
One player from one team is named "the target" and can only carry a single shot blaster. Their team acts as their guards. The other team serves as "the assassins".
The assassins must try to tag out the target to win, but guards can take hits for the target. After a set period of time, or if the target reaches a designated area, the target "escapes" and the game ends. Single shot blasters are required. Both teams face each other in straight lines a good distance apart. Starting with one team, going down the line, each player takes one shot at the other team.
If a player is hit in the arm or leg, they can not use it for the rest of the game, for any purpose. If a player loses both their arms, they can not fire. If a player loses both their legs, they must move on their knees. A player shot in the torso is out for the game. After one team has made their shots, they advance one step forward, and the next teams goes. The team that eliminates the opposition is the winner.
Main article: Humans vs. Those on the Human team are armed with Nerf blasters, Zombies are not allowed to wield weapons. One or more players can start as zombies. Humans touched by zombies turn into zombies themselves. Zombies that are tagged are out for the rest of the match. The humans win if all zombies are defeated, and the zombies win if all of the humans are converted to zombies.
An uncommonly-played game from the earlier days of the NIC. Players are eliminated by a single hit. When the player strikes another player out, the player whom had just been struck out may be returned to the game if the person who had tagged them out was eliminated themselves.
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