UPDATE: This page was created without names of the participants to faciliatate fair judging. Unfortunately as judging was progressing the NerfHQ forums (original submission source) were hacked, erasing who had posted the various entries. Because of this unfortunate occurance the winner will never be declared.
In an attempt to generate creativity amidst nerfers online, Uriel's 3M hosted a contest for writing nerf game rules. Info below:
General: Whoever gives the best rules for a game that can be used for nerf wins. I haven't set strict judging criteria yet for the judges, but bear in mind the following things:
Each judge will read the rules for a game twice thru (at a regular reading pace). Then he will grade on the following criteria:
Judging Scale
(0-10) Funnitude
(0-5) Readability
(0-4) War Feasability (location/item plausability)
(0-3) Dead player fun (if you're out, how long will your attention hold out)
(0-2) Spectator Fun (will people just watching the game enjoy it)
(0-3) Uniqueness (how original is the idea)
The scale is so the judges are using a consistent method to judge. Each judge will use the scale to select 1st through 3rd place, and a compilation of the ratings will be generated (3 points for 1st, etc). Best game according to the judge ratings will win. In the event of a tie, the winner will be decided by a poll on this website (which will take place before judging completion). The judges (as previously announced) will be two nerfers and two non-nerfers.
Objective: Capture other teams' flags without them taking yours, or kill all the people on the other team while staying alive yourself.
Division of Teams: The players are split into teams. Four players or more are suggested. The number of teams depends on the number of games in the tournament. For a single game, three teams are needed.
Pre Game: Game is best if played in a back yard bordering some woods so there are some open spaces and some spaces with heavy cover. Each team has a designated area of boundaries. A flag is hidden within your boundary. Each team also has a designated base on their side(a certain tree or trashcan or something like that). Team mates wear a color-coded ribbon on their wrist. Camo clothing makes the game more fun.
Gameplay: Three teams play eachother at a time. If a player is hit, he or she must drop their ribbon and go to the designated "jail" (a certain tree or trashcan or something like that). If a full team is sent to "jail" then they are automatically out. If your team steals a flag from another team and returns it to your base, you have three options. You can immediately eliminate the team from which you stole the flag, use it to free all your teamates in jail, or save it for later. If you save it for later, it can be used to free your captured team mates or automatically eliminate a team at a later time in the game. When team mates are freed, the stolen flag returns to the team from which it was stolen. You can not be shot while at your base. Also, you can not shoot others while at your base.
Comments: Game can be modified to better fit your playing area or the personalities and abilities of the players involved. If a tournament is made out of it, the winning team advances to the next round and plays new teams. You can use a looser's bracket if desired. This is a great open war game with plenty of room for team strategies. Make it fun!
Game Advantages: It provides great fun for every team role. The snipers can have plenty of cover and can be used to protect the flag. The mercenaries are able to sneak around in a more Rambo-like style and can be used to capture the flag. The good ole troopers get to have plenty of fun while machine gunning from bunkers and attacking other bunkers.
It is VERY important that the game is customized to fit the area it is played in and the playing styles and skills of the players. I think this game allows that very nicely. The real idea of the game is to mimic all those old World War II spy movies like The Guns of Naverone (sp), Where Eagles Dare, and so on and so forth. Basically in those situations you have the big war going on. That is represented by trying to eliminate a team by simply hitting all its members. While that is going on, a small group of specialy trained geniouses (in this case probably one mercenary) sneaks behind enemy lines and completes a deadly mission that turns the tide of the war. This is represented by the capture of the flag. This game can be made very fun if you use strategies as if in real wars. You can actually plan out formations and have a real gameplan. This game can be very fun by itself. However, if you choose to be creative and strategic, it can be extremely realistic and fun!
Line up a bunch of cards in a few rows on my wall. Take 7 shots at the cards. After you shoot 7 different cards you make a 5 card hand and who ever has the best one wins.
Objective: The object of the game is to get as much "money," as possible. The player with the most money will win a prize.
Pre-game: You will need to gather guns for each player, as well as some paper, pens and a prize for the winner. Everybody is given an equal amount of "money" (from here on in I'll be referring to "money" as points). Now split the group into three equal groups. One will be Team1, one Team2, and one the Mercenaries. Team1 and Team2 use their collective points to bid on one mercenary at a time. When nobody is going to bid higher on the mercenary he can choose to either go with the highest bidder and collect his points, or be sorted randomly into a team and not recieve points. Teams start on opposite sides of the playing field.
Gameplay: Teams start on opposite sides of the playing field. Each player has five life points. You have damage done to you if ammunition hits you anywhere. If you have no life points left you are dead, no regenerations. When you “die” place your ammo and gun on the ground next to you, so that other people can pick them up. You are also dead if you are shot in the head.
Whichever team wins the round, the one that completely annihilates the enemy, rolls a die. Half of that number (rounded up) is the number of points taken from each member of the losing team and divided amongst the members of the winning team that survived, (not counting mercenaries.) The other half of the magic die number is the number of points given to each member of the winning team, (counting mercenaries.) Note: the second half of the die number points are not taken from anyone’s account, they come from nowhere.
When you play this game people have an annoying habit of making you mad. For example, there are two members of team1 left and one on team2 who is reloading, so, team1 is moving in for the kill. One of the members of team1 shoots the other and then shoots the remaining guy on team2 so all of team2’s points goes to him alone. The betrayed member of team1 gets mad and in the next battle he could put out a 6, (or any-other number,) point price on the betrayer’s head. When someone kills the guy with the price on his head he gets the points from the other guy.
At the end of each round people are reassigned to different teams to prevent the problem of one team always getting the upper hand. The entire war lasts a predecided number of battles. At the end of the war the person with the most points wins.
Note: It is best to have a predetermined number of rounds before you start the game.
3 teams, any amount of players.
3 spawn points a to 3 far points on the scenario where the players will clear, no counting, just run back to the respawn point, and your back in. At the begining of the round, each team will occupy a spawn point, and the round will start from there. Every time you die, you will be forced to repsawn at a different spawn point.
No camping the spawn point unless they are crowding and cornering you.
Each player has 3 lives, allowing them to respawn at at most all 3 spawn points.
Whenever you kill someone or are killed by someone, you switch guns with that person, dont switch ammo. The person killed will run over to the othr person in the event of a firefight, and they are not required to switch mmediatly in the midst of battle.
Teamates may switch guns, at the cost of a life of 1 of the players.
Last team standing wins.
You start by choosing who is the scavenger. Then the scavenger gets a semi-good gun and 3 darts. Everyone else gets the rest of the guns with two loads of darts for there selected gun. The scavenger goes and hides wherever they want to. The rest of the players go out one at a time out into the area in wich you play (because they are not on a team. They can still shoot each other). The point is for the scavenger to kill all people by taking out the weakest to get his darts and maybe his gun depending on the amount of weapons the scavenger is already carrying. The scavenge can carry 4 guns at a time and as many darts as they want. The scavenger wins when everyone is dead and the other people win if they are the last man standing. This is fun because by yourself it is hard to not die when you are attacked by suprise. But if you are with other people you can take the scavenger out but you take the risk of being shot by your alliences.
Pre-game:
Objectives:To capture the flag and run to your base.
Gameplay:All members of team except the flag zone individuals collect at their base. Once the war starts, if they are shot once they go back to base and spawn. By putting your hands and gun over your head people know you're going back to base. When a member of a team enters the perimeter to try and retrieve the flag, they are given a "small" H2H weapon and must face the flag zone individual of the opposite team in battle. The challenger can not be shot inside the perimeter. The flag zone individuals and himself have 3 lives. They can use their FOREarms to block and they will not have a life subtracted when hit in the forearm. If they win in combat, they grab the flag. Once they leave the arena, they are fair game. If they lose, they go to the base.
Disputes:Flag zone person and challenger die at same time- challenger wins
If someone gets shot and they know they weren't OVER the flag zone perimeter, then person that fired shot goes to prison pit
Pre-Game:
Objectives To have your team capture the opponet's flag.
Gameplay If you run with the enemy flag without getting shot/H2H'd and go to your base, you win the round. If you get the flag to your sub-base, all members of your team in the prison pit are freed.
If you are hit, you go to the prison pit. There, you must face off the guard using a small weapon only. (What you call "small" is decided beforehand.) The guard must use an approved weapon for combat. The guard and the person in the prison have 3 lives. Every time they are hit in the body (You can use FOREarms as shields) you lose a life. If you defeat the guard, you can go back into the game at the spawn point. If you lose to the guard, you must wait for another teammate to get the opponet's flag to the team's sub-base. You can only face the guard once per prison pit visit.
Disputes: If challenger and guard die at same time- challenger wins
Battle ground: A dark, not very lighted feild or even an night indoors.
Number of players: Theoretically can be played with only 3 people, but more is always more fun.
Equipmeant: Dark clothing, Glowsticks, Singleshot pistols and multi-shot primaries (maverick, AT2k,hornet/BF etc).
Pre-game: Everyone puts names in a hat and draws ONE name. This person is "The Hunter" and the rest are "The prey".
The rules:
Objectives:
The Hunter must kill every last Prey without getting killed himself to win.
The prey must kill the hunter before their team is killed off by the Hunter.
Game play: Basically, the hunter sneaks around killing as many prey as he can while the Prey try and kill the hunter.
Tips:
Objective: Change all of the uplinks to your team's color.
Pre-game:
Gameplay: When a team member comes upon an uplink, they must change it to their team's color. When a player is hit, they must return to his/her base, and count outloud to ten, before they can again change uplinks and fire their weapons. When all three uplinks are one team's color, that team wins.
Notes: for the uplinks, you can use anything that is highly visible, and can be easily changed, I'd suggest CTF flags, but you can use something as simple as setting different color shopping-bags on fenceposts, or an electronic system that changes a bunch of lights, activates a loudspeaker system, and fires off fireworks.
Objective: eliminate the other team
Pre-game:
Each player has 1 hit point
Game play: just as play begins, someone sets a timer with an alarm for between 5 & 15 minuites. Noone can enter the area between the two lines, for any reason, until that timer goes off. If someone does, they die, 'nuff said. in this time, the teams get to hurl darts, rockets, insults, insinuations, etc. at each other. Once the timer goes off, all participants (that aren't dead yet) may cross the lines as much as they wish. This is the "surge" Other than that, just shoot at each other.
Disputes: In order for someone to be eliminated by crossing a line, a part of their body must cross a line, and touch the ground between the two. so, if someone on the other team is leaning over the line, and not touching the ground, well, SHOOT HIM FOOL!!!! (and no, loogies, spit wads, snot rockets, sweat beads, dandruff, thinning hair and similar things do not count as body parts)
Notes: the 5-15 minuites you have with 60' seperating the two teams, is for softening up the enemy with long-range fire, use it wisely.
Objective: survive
Pre-game:
Gameplay: The basic rules are that of a simple deathmatch, except, once you're out, you become a "Ghost" When you become a ghost, you must take off the colored shirt you're wearing. While you're a ghost you may shoot at other nerfers, but your hits don't count for anything, you may pick up ammo, or just get in the way of a firefight. As a ghost, your entire purpose in death is to mess everyone else up.
Objective: collect all coins in play.
Pre-Game:
Gameplay: You begin play with everyone having three "coins". They may pick up the strewn about coins whenever they wish. Should a player get hit by a dart or a volley of darts, they must drop a coin on the ground. When someone has no coins in their posession, they are out. once one person has in their posession all of the coins, they are declared the winner.
Notes: the coins should be cheap, light, flat, between 2 and 3 inches in diameter, and easy to see. and don't repeatedly go after one person to make them drop all their coins, that just ruins the game.
Objective: Don't get killed, or make it to an Objective.
Pre-Game: Each person gets a sniper rifle type weapon (BBB, Xbow, At2k, etc.)ammo equal to the number of people in the game (including yourself). You cannot pick up other players ammo when they die. There are no sidearms. Play at night with the stealthiest best shots you can find.
Gameplay: This is ment for a challenge for extremely stealthy people. It's great when you have 4+ people playing, you're like afraid to breathe without getting pelted by foam. Basically just kill the opponent. If theres a tie between players have some kind of huge H2H duel.
Tips: You have one shot for everybody, DONT WASTE THEM, that is the hardest part. I would shoot and miss, therefore, I'd lose. A hard game, ment only for the best.
Pre-Game: Use only H2H weapons. Play in a street with a bunch of hiding places and houses you can use.
Objective: Suck the life out of other players and don't get killed.
Gameplay: Each player has 2 lives. Whenever a player gets hit the player that hit him gains that life. Eventually it will turn into a mega-duel of like 6-Lived people.
Tips: Play tenchu and get good H2H stealth skills. If your hit remember you have one life left. Oh and it's always fun to have a Vampire hunter armed to the teeth with...umm everything.
This game is a little confusing at first but quite a good game once you figure it out.
There are 2 teams, the Humans and the Predetors.
Guns dont really matter but the Predetors should higher ROF guns to make it a little more fair. The teams are split up with double tripple or even more the amount of players on the Human team. Each Human starts off with 5 lives and then the predtors get the amount of collective lives on the Human team devided between them. ie, if there were 6 Humans that would be 30 lives, so if you had 2 Predetors thats 15 lives each. The goal for the Human team is to wipe out the Predetors, and vice versa.
Heres a quick example of how a game would be set up.
5 people playing.
4 Humans 1 Predetor.
Each human gets 5 lives (20 total).
Predetor gets 20 lives total.
Objective: "burn" all of your opponent's team's flags, or eliminate the other team.
pre-game:
Gameplay:everyone begins in their respective bases. In order to "burn" a flag, then a player mus throw it into the firepit. if it makes it in, that flag cannot be touched again. When a player is shot, they must drop their weapon, any flag they may have, and go into the firepit. They have now become a demon. demons chase players, but only if they put a flag in the firepit. However, demons may not touch any flags. If a Demon is shot while being in the firepit, that player may be chased. If a demon is shot while chasing a player, he/she must return to the firepit and not chase that person until they attempt to throw in another flag, or shoots that demon again. If a demon sucessfully tags a player, that player becomes a demon. The game is over when all of one team's flags are "burned" or, when all of one team's players are demons.
Notes: the flags should be throwable (like the referee flags used in the football), so, here's how to make them:
Objective: Be the last man standing.
Pre-Game:
Gameplay: play begins with all players unarmed, and standing in various corners of the playing field. players may pick up all the ammo they like, but may only have one weapon at any one time. Although players may drop thir weapons for another, the weapon they drop must be at least partially loaded. "Milking" or picking up a weapon and just taking out all of the ammo to use in another weapon is not allowed. As far as hit points go, you can play however you want. You can play with one, or as many hit points as you want. You can play in any style of play you want. The winner is the last person left standing. (it's a free-for-all if you didn't gather)
Notes: When distributing the weapons, don't put all of the good weapons in one spot, and all of the bad ones in another.
This game is adapted from my local Amtgard (hand to hand fighting) group
.Player Info: The More, the merrier. I would recommend at least 6. Each player has 1 to 3 hit points. Decide this before you play. The more hit points, the more complicated and long the game gets.
Ammo: This is negotiable. I would reccoment everyone start with 5 to 10 ammo, and they get to keep whatever they find.
Game Play: First you have to set boundries for the game area. If anyone goes out of that boundry, they are out of the game until the next round. Everyone starts by standing around in a circle, whenever the game referee says "go" players can move anywhere in the game area that they want to.
Basic rules:
Short example: Players A,B,C,and D are playing. Player A kills both players B and C. B and C are now dead. If player D kills player A; B and C get to come back to life and player A is out until someone kills player D. Lets say Player A is really good and kills players B,C, and D before dying. Player A wins the round, and you start over. Obviously, the game is more fun with a larger number of people.