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	<title>Nerf Guns&#187; Nerf Game Types &#8211; Nerf N-Strike Dart Guns</title>
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		<title>Nerf Game Types</title>
		<link>http://www.nerfguns.com.au/nerf-wars/nerf-game-types/</link>
		<comments>http://www.nerfguns.com.au/nerf-wars/nerf-game-types/#comments</comments>
		<pubDate>Sun, 25 Oct 2009 05:29:27 +0000</pubDate>
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				<category><![CDATA[Nerf Wars]]></category>
		<category><![CDATA[nerf game types]]></category>

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		<description><![CDATA[Deathmatch
Teams: Two or More
Objective: Eliminate all opponents.
Overview: A deathmatch is the most simple Nerf game and has the most flexible rules. The rules of most deathmatch games are adapted from video games like Quake and Unreal Tournament. The most common game type in NIC Nerf wars is 3-15 deathmatch, which features lives and respawning and [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Deathmatch</strong><br />
<strong>Teams:</strong> Two or More<br />
<strong>Objective:</strong> Eliminate all opponents.<br />
<strong>Overview:</strong> A deathmatch is the most simple Nerf game and has the most flexible rules. The rules of most deathmatch games are adapted from video games like Quake and Unreal Tournament. The most common game type in NIC Nerf wars is 3-15 deathmatch, which features lives and respawning and creates brief games.<br />
<span id="more-81"></span><br />
<strong>3-15:</strong> Players enter the game with three 'lives'. When a player is tagged, they lose a life and leave play for 15 seconds. After the time has elapsed, they can re-enter the game by moving outside of combat and yelling "clear". A player is permanently out when all of their lives have been lost.<br />
<strong>4-20:</strong> This style has identical rules as 3-15, but each player is given four lives and counts to twenty. 4-20 creates a longer game than 3-15.<br />
<strong>00-15:</strong> A "count-up" variant of deathmatch. Players do not use lives. When a player is tagged, they leave play for 15 seconds and the shooter records the hit. After a time limit, teams total their points and the team with the most hits wins. Results in 00-15 are often skewed when players inflate their totals or simply forget them.<br />
<strong>Wingman:</strong> Identical to 3-15, but played with two-man teams. Also known as Tag Team.<br />
Another form that was popular on the East Coast involves having a total of 10 hit points. When a player is hit, he or she continues playing without waiting and loses a hit point. When a player's hits reach zero, that player is considered out for the rest of the round. This style causes arguments when automatic or scattering weapons are used, since it's difficult to track the number of hits from a salvo.<br />
<br />
Another version of deathmatch is for the players to have two to three guns, a side arm, a rifle, and a weapon of choice (Optional, depending on the number of players). Players have 1-3 lives depending on their skill ("Veterans" = 1 life, "Normal" = 2 lives, &#038; "Rookies" = 3 lives). The players then make even teams, and begin by firing at each other from their side, while taking cover behind barricades (trees, bushes, couches etc.). If hit, the player will announce that they have lost a life, and will continue playing without pause. When one team is down to their last player, they have the option to charge at the other team's barricades, and get as many enemy players out as they can. A team wins when all the players on the enemy team have been eliminated. A fun way to make things better is a "Limb Survival": when you get shot in any of your limbs you lose it; e.g.: if shot in the leg, you have to hop. Getting shot in the spine, head or heart is an automatic kill.<br />
<br />
<strong>Gunslinger Heaven</strong><br />
<strong>Teams:</strong> Two or more<br />
<strong>Objective:</strong> Eliminate all opponents.<br />
<strong>Overview:</strong> Gunslinger Heaven is a distant relative of Deathmatch that encourages strategy and daring moves. The game is played with two-man teams, and each player is limited to a single spring pistol. When a player is hit, they remove themselves from the game for 15 seconds and don a flag. When a player wearing a flag is hit, they're permanently eliminated from the game. If a player wearing a flag eliminates another player wearing a flag, the shooter may remove his flag and regain the extra 'life'.<br />
<br />
Gunslinger Heaven is best played in a small area with plenty of cover, to prevent standoffs and keep teams from hiding. It creates very short and exciting matches, and is a common game at Nerf Internet Community wars.<br />
<br />
<strong>Assault</strong><br />
<strong>Teams:</strong> Two or more<br />
<strong>Objective:</strong> Prevent opponents from touching a territory or object.<br />
<strong>Overview:</strong> Play centers around an objective, usually a building or object. The defending team is usually given a terrain advantage and time to entrench, and the attackers have more players or lives. The attacking players have a set amount of time to claim the objective or eliminate the defending team's players.<br />
<br />
In many games, the attacking teams can re-enter play an unlimited number of times while the defenders have a finite number of lives. To add variety, the attackers may need to complete a challenge to claim the objective, such as removing batteries from a stopwatch 'time bomb' or taking a piece from a Jenga tower.<br />
<br />
Defend the Core is a variant of Assault which uses a target as an objective. The attackers win by tagging the target with a dart. Defend the Core is becoming increasingly popular in NIC wars.<br />
<br />
<strong>Capture The Flag</strong><br />
<strong>Teams:</strong> Two or more<br />
<strong>Objective:</strong> Retrieve the opponent's flag.<br />
<strong>Overview:</strong> This game is generally played with two teams. Capture the Flag games typically don't include permanent elimination, which moves the emphasis from the players to the flags. CTF is uncommon, as rounds tend to be longer than deathmatches. Multiple CTF variants are played.<br />
<br />
<strong>Capture the Flag:</strong> The classic game. Each team has its own flag. A team wins by retrieving the opponent's flag and returning it to their own base. Often, a team must have their own flag in their base to win the round.<br />
<strong>Center Flag Push:</strong> Also known as soccer. A single flag is placed in the center of the battlefield. A team wins by retrieving the flag and putting it in the opponent's base.<br />
<strong>Center Flag Pull:</strong> A single flag is placed in the center of the battlefield. A team wins by retrieving the flag and putting it in their own base. These games often turn into footraces when quick players can outrun the opposing team and simply snatch the flag.<br />
<br />
Battlefield selection is very important for a fair and fun CTF game. A good field is symmetrical and offers many routes to the flag, for balance and variety. In addition, plenty of cover should be available around the bases to allow each team to effectively defend their territory. Because this game involves plenty of running, the field should be fairly small.<br />
<br />
<strong>Humans vs. Zombies</strong><br />
<strong>Teams:</strong> Two<br />
<strong>Objective:</strong> Be the last human alive.<br />
<strong>Overview:</strong> Humans vs. Zombies is a cross between deathmatch and tag. A group of 'survivors' attempts to survive a "zombie outbreak" by avoiding a growing number of 'zombies'. A small number of players begin as zombies, and the rest are survivors. Survivors can use weapons, but zombies can only tag players by hand. If a zombie touches a human, the human becomes 'infected' and joins the zombie team. Zombies can be stunned, but not killed, by being shot with Nerf weapons or hit by a rolled up tube sock. The last human alive wins. Humans vs. Zombies was originally developed by a handful of Goucher College students, and is common in Nerf Internet Community wars.<br />
<br />
<strong>VIP</strong><br />
<strong>Teams:</strong> Two<br />
<strong>Objective:</strong> Defend or tag the VIP as he moves to a base.<br />
<strong>Overview:</strong> The game involves one VIP who attempts to move from a start point to a distant base. Two teams fight over him: The bodyguards who defend the VIP and the assassins who attempt to take him out. The bodyguards are generally loaded with better firepower, but are almost always outnumbered by the assassins. The VIP himself is generally very lightly armed, or not armed at all. The VIP is always killed with a single shot, and the others usually follow 3-15 elimination rules.<br />
<br />
For an interesting reversal of the game, the bodyguards may be required to "rescue" the VIP before taking him to safety.<br />
Source: <a href="http://en.wikipedia.org/wiki/NERF_wars" rel="nofollow"  title="http://en.wikipedia.org/wiki/NERF_wars" class="autohyperlink" target="_blank">en.wikipedia.org/wiki/NERF_wars</a></p>
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		<title>Nerf Wars</title>
		<link>http://www.nerfguns.com.au/nerf-wars/nerf-wars/</link>
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		<pubDate>Sun, 25 Oct 2009 04:47:50 +0000</pubDate>
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				<category><![CDATA[Nerf Wars]]></category>

		<guid isPermaLink="false">http://www.nerfguns.com.au/?p=79</guid>
		<description><![CDATA[A NERF war is a competitive activity involving NERF dart blasters. The term covers a wide range of games and gatherings, from informal shootouts in offices and basements to well-organized outdoor battles with high-powered modified[1] blasters. Since foam blasters are relatively safe and cheap, Nerf wars can include participants and battlefields otherwise unsuitable for airsoft [...]]]></description>
			<content:encoded><![CDATA[<p>A NERF war is a competitive activity involving NERF dart blasters. The term covers a wide range of games and gatherings, from informal shootouts in offices and basements to well-organized outdoor battles with high-powered modified[1] blasters. Since foam blasters are relatively safe and cheap, Nerf wars can include participants and battlefields otherwise unsuitable for airsoft and paintball. Note that in the context of wars, the term 'Nerf' is a blanket term for foam-firing toy weapons, regardless of manufacturer.<br />
<span id="more-79"></span><br />
<br />
Informal wars are usually ad-hoc games played in an office or backyard. These are usually all-out free-for-alls that break out spontaneously and last until the supply of darts has run out. Informal wars in a workplace are a cheap and exciting relief from daily tedium, and an interesting method to build cameraderie.<br />
<br />
Organized wars are usually more intense, larger in scale, and well-publicized. Typically planned in advance by a group of friends, a Nerf club, or the Nerf Internet Community, these battles are held in large public areas, attract Nerf hobbyists, and usually have standardized rules. Because the games are more competitive and the battlefield larger, blasters are usually modified for increased range.</p>
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		<title>Nerf War Etiquette</title>
		<link>http://www.nerfguns.com.au/nerf-wars/nerf-war-etiquette/</link>
		<comments>http://www.nerfguns.com.au/nerf-wars/nerf-war-etiquette/#comments</comments>
		<pubDate>Sun, 25 Oct 2009 04:12:50 +0000</pubDate>
		<dc:creator>Admin</dc:creator>
				<category><![CDATA[Nerf Wars]]></category>
		<category><![CDATA[nerf war etiquette]]></category>

		<guid isPermaLink="false">http://www.nerfguns.com.au/?p=75</guid>
		<description><![CDATA[At each of the wars that I have attended, the most common scenario played was Deathmatch, with anywhere from 2-4 teams going at it. There were also a couple of rounds of Capture the Flag in two different styles at HCNO and pistol rounds at Reckoning. I am not going into detail on pistol rounds [...]]]></description>
			<content:encoded><![CDATA[<p>At each of the wars that I have attended, the most common scenario played was Deathmatch, with anywhere from 2-4 teams going at it. There were also a couple of rounds of Capture the Flag in two different styles at HCNO and pistol rounds at Reckoning. I am not going into detail on pistol rounds at this time since they are the same as Deathmatch with the exception that they are sometimes played with no teams and the only major difference is only short-range weapons can be used. I am also not going to discuss Capture the Flag as the rules were constantly being adjusted throughout the day. Nearly everyone on the East Coast plays Deathmatch, with most of the New Jersey players participating in this scenario exclusively. Let me first go into the breakdown of how Deathmatch is played and what you should and shouldn’t be doing. I know nearly everyone out there knows how to play Deathmatch, but I have been seeing a few things that need to be addressed.<br />
<span id="more-75"></span></p>
<p><strong>The rules of Deathmatch:</strong><br />
The round is played with the 3/15 rule.<br />
Each player has to be hit three times before they are eliminated from the round.<br />
After each hit, they must point their gun into the sky to show everyone that they have been hit and count to 15. While they are counting, they must clear the combat area.<br />
Once they reach a count of 15 and have removed themselves from the active combat area, they must shout "CLEAR!" and then they may return to the round.<br />
A valid hit is any hit from a projectile onto any part of their body. If their gun is hit, they are still out, with the exception of the Manta Ray. It is the only gun hit allowed since the gun was designed to also be a shield. Ground skipping darts and ricochets don't count.<br />
Another valid hit is a close quarters hit, or tappping, in which the assailant takes someone out by tapping the barrel of their gun onto the person.<br />
Once a player has been hit three times, they are eliminated from the round. They must clear the field and return to the staging area to wait for the current round to end.<br />
The rules seem simple enough, but I have seen these rules blatantly ignored too many times to count. Let’s take this step-by-step. </p>
<p><strong>GETTING HIT/HITTING SOMEONE</strong></p>
<p>The most obvious thing that I have seen is people not admitting to being hit. I can understand that it is sometimes hard to tell if it was a glancing blow or the shooter was using an unmodified gun and the darts really have no force behind them, but we all work on an honor based system. If you are hit, fess up to it. I am not saying that everyone does this. I have shot at people that swear they weren’t shot because they were shot at by two people and they only heard and saw the one that hit the tree, but in the end they do take the hit. I have even allowed people that were hit that feel that it never happened to continue on in play. I’m not going to sweat it if I can’t absolutely confirm it. </p>
<p>Now this goes for the shooters as well. Don’t say you got a hit when you didn’t. I saw it a lot at one war when I was sitting out. The shooter would call a hit, which I do as well to alert them, but this person always called their hits on the target’s extremities. All I heard all day was, “Got you in the foot!”, “Hit you in the back of your leg!”. He was also shooting from over 100 feet away with a gun that was firing grey-colored Stefans. I personally use CDTDs because they are a lot easier to make and they are much more visible, plus I make mine a specific way so you know if the hit was from me, but that is my preference. Most people use Stefans of various sizes and colors. This is where honesty comes into play again. This person swore they got a hit, but three people that were in the area, as well as the intended target and a person that was out of the round, saw nothing, not even a dart at their feet. Many guns fire with enough velocity that you may not see the dart, but you as well as any bystanders can tell if it was a valid hit or not. There was someone at another war that had a similar gun to the person in this example, but I could see their darts in flight, and their ranges were about the same. You call one leg hit, I’ll believe you. Two hits maybe, but three or more and your full of shit. I mean, some of us seriously can’t hit a large stationary target from 30 feet away and you expect us to believe you are getting pinpoint hits on their legs and feet consistently from over 100 feet away?</p>
<p><strong>CLEARING</strong></p>
<p>The word says it all. You are clearing the area since you are not a valid target or shooter. If you are in the middle of a firefight and you are hit, you are supposed to walk away from the area until you are no longer a target or have a target in your sights, then you call “CLEAR!”. You are allowed to pick up ammo while clearing but while walking away from the activity. You do not:<br />
Clear behind a tree or other obstacle in the combat area.<br />
Clear with a target in sight.<br />
Keep yout gun in the air to trick people, then shoot them when their guard is down.<br />
Clear next to someone that is not on your team so you can tap them.<br />
A lot of you hate when people associate Nerf to Mil-Sims, but there is an example here that sheds a lot of light on this issue. When you are shot in a war, but not killed, you are cleared off of the battlefield to recover from your injuries. If they aren’t too severe, once you have recovered, you are sent back into battle. You are, in essence, cleared from the battlefield and then when you return you are coming in from an area that is relatively peaceful. Same thing goes here. Another good comparison would be to the effect known as respawning in alot of video games (Thanks Groove). When you are hit you reappear, depending on the game, either at the entrance to the arena or at a respawn location that is generally isolated from the combat arena.</p>
<p><strong>TAPPING</strong></p>
<p>This is such a simple rule, so of course people are abusing it. I really don’t have much to say on this one except you are supposed to tap them and say that something, either “HIT!”, or “GOT YOU!”. You don’t just tap them and run away. You also don’t act like you are clearing, ask them if they are in, and then go for a tap kill. I was tempted at one war when that was done to me to tap them back with the stock of my LS to their face, but I decided to channel all my frustrations into this article instead. There was an instance that came up during a round where I was tapped at the same time that the tapper was shot by me. We had a little issue as to who is out and who wasn’t, so we agreed to both take a hit. Once again, a Mil-Sim example. The tap kill is basically someone sneaking up on you and pulling the trigger, we are just nicer about it and don’t fire the shot at close range. If one combatant came in close to fire and the other one pulled the trigger in his defense, both soldiers would be hit. The same goes for the previously mentioned situation. He tapped me at the same time that I pulled the trigger, so we both had been hit.</p>
<p>One other thing that needs to be mentioned about tapping. Like I stated above in the Mil-Sim example, tapping is the same as a close quarter kill. So if you get a tap kill on me, your gun better be fuckin’ loaded! This had been done to me at one war and I heard of it being done to other people as well. If you had no shot to fire normally or your gun wasn’t primed, then you also can’t get a hit up close. It’s common sense. Your gun needs to be locked and loaded if any hit is to count.</p>
<p><strong>BEING ELIMINATED</strong></p>
<p>You would think that this rule would be the easiest to follow, but that just isn’t the case. When you have been hit for the third time, you are to clear out the field and return to the staging area, whether it is the gazebo at Mill Creek Park, or the parking lot at HCNO. Every war, except for Deal, has a preset staging area where we keep our gear and relax between rounds. If you are out completely, you go there. You aren’t supposed to stick around and help your teammates. I had someone that was taken out pick up darts for their teammates. When they saw that they grabbed some darts that were mine they threw them away. Three hits means you are dead. Mil-Sim time. Dead people can’t collect ammo or help their comrades. Dead people can’t throw away the enemy’s munitions. We have no medics to drag your corpse off of the field, so it is your job to go back to the staging area. You are also not to block people’s shots, whether it is your own teams or the opposing team’s. I am guilty of this once, thought I was in a bit of a daze and hadn’t woken up completely yet. Just take the path that avoids the most people and all will be fine. You are also, but I could be wrong on this, supposed to point your gun up just like you would when clearing to show everyone to not shoot at you. When they don’t see you returning to action, they can figure out for themselves that you are out.</p>
<p>In closing, we all just want to have fun shooting the shit out of each other with our guns. A lot of us spend a good amount of time making our guns shoot better, creating unique mods and building insane amounts of ammo just so we can enjoy our friend’s company and the occasional “FUCK!” emanating from their mouths when we nail them. People that do the things above ruin this experience for everyone and make the day more stressful then it needs to be. I did not write this to out anyone in particular, just to talk about my observations and to illustrate to everyone in the NIC what I see going on as well to verbalize what others have complained about to me. I hope that those that may realize that have done some of the things mentioned above will fix the issues and learn from this article.</p>
<p>--Badger</p>
<p>----------------------------------------------------</p>
<p><strong>UPDATE---07 July 2007</strong></p>
<p>These rules were sent to me by Falcon a while ago, but I haven't had the time to add them. These are the abridged SoCal rules. Thanks Falcon for getting these to me. Someday I'll come out for 'Geddon when I have the cash and the time off.</p>
<p>SoCal Rules (Abridged)</p>
<p><strong>Banned Guns:</strong><br />
- Singled Titans<br />
- Singled SM 5k's<br />
- Singled Big Blasts (if the pump is plugged)</p>
<p>If any of the above guns are brought and for some reason underperform the reported/expected norms, we'll allow them on a case-by-case basis.</p>
<p><strong>Projectiles:</strong><br />
- All weighted projectiles (darts) must have a tip that completely covers the weight used. Exposed weights are to not be fired. If a dart is found that is missing its tip, exit the play area and throw it away or in the ass dart box.</p>
<p><strong>Eye Protection:</strong><br />
Mandatory, no exceptions.</p>
<p><strong>Hits:</strong><br />
- If someone calls a hit on you, you take it like a man, unless you clearly saw it go past you. If this is the case, then calmly explain it and resume play.<br />
- A hit is deemed as a shot that hits any part of the player or their gun, including ammo pouches, shoelaces, you name it.<br />
- A shot that 'hits' is deemed as a dart that VISIBLY changes direction. If you watch the dart nick a person's shirt, hair etc. and continue travel in a reasonably straight path, it is considered a "graze" and does not constitute a hit.<br />
- All guns count as gun hits except for the manta ray. No body armor for the purpose of shielding from darts is allowed. Only a manta ray in the hand of a user counts as a shield (NO manta ray body armor).<br />
- Manta rays must be or be part of a WORKING gun to count as a shield. Regardless of the user's intent to fire it, the manta ray must somehow be capable of firing a legal projectile, whether that be via its built-in mechanism or via integration.<br />
- When you are hit, hold your gun up in the air. Asking people if they are in or not takes too long and can mess people up. Make it OBVIOUS that you are out. If you are caught faking being out, you'll be asked to sit out the rest of the round. If it happens again, you'll be asked to leave.<br />
- When it's time to come back in (when that is depends on the game type) yell "I'm in" loudly. Saying it quietly so opponents can't hear is considered faking being in or out.</p>
<p><strong>Games:</strong><br />
<strong>Elimination</strong><br />
- Number of lives varies, usually 3-5.<br />
- When you're hit, you count to a predetermined number (usually 20). Last 5 numbers are counted out loud so others can hear you, and then "I'm in" is called.<br />
- While hit, you can walk around and pick up darts so long as your gun remains visibly in the air.</p>
<p><strong>Capture the Flag</strong><br />
- Unlimited lives<br />
- If you are told you are hit while running with the flag, believe it and drop the flag immediately.<br />
- No throwing the flag. Hand-offs are acceptable, but no throwing the flag is permitted.<br />
- BOTH flags must be at your station to win. A trade does not constitute a win to either team.<br />
- When hit, count to twenty and head towards a predetermined and marked spawn point which is NOT directly next to (but usually nearby) your own flag. If you get back before you finish counting, wait at the point until you are done and then call "I'm in". If you finish before you get back, you are still not in until you have touched the point and then called in.<br />
- Both teams must know where both flags are at the beginning of the game. If the flag is down, it may or may not remain there. If the team who is guarding the downed flag chooses to, they may move it back to its original location, or elect to leave it where it is. No announcement need be made for this, but keep in mind that both flags must be at the ORIGINAL flag location to win.</p>
<p>Source: <a href="http://nerfhaven.com/forums/index.php?showtopic=8682" rel="nofollow"  title="http://nerfhaven.com/forums/index.php?showtopic=8682" class="autohyperlink" target="_blank">nerfhaven.com/forums/index.php?showtopic=8682</a></p>
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