| Anarchy | | | Defend the Bridge | | | Sherwood | | | SWAT | | | Capture the Flag | | | Beast Feast | | | Gladiators | | | Destroy Main Generator (DMG) |
This page contains a collection of nerf games that can be used for your nerf wars. We're especially fun of "anarchy." Check them all out.
Objective: Be the last team standing by killing all other teams.
Pre-Game:
Gameplay: If a player is hit, he should look to see who made the shot, and then leave the arena. Hit players stand outside the field boundaries. When the person who hit you is out, you can come back in. Example of hits system: I hit Alex. Alex is out. Jeff hits me. I am out. Alex is in. (Try it with three coins and a piece of paper if you still don't get it.)
Disputes: If two players hit each other at the same time, they are both considered in. (They are out, and then instantly in, which means everyone they hit is back in). If someone fires a shot after they have been hit, that shot does not count for a hit.
Comments: It may not seem very fun, but the players who are the best don't generally win, so a fun time is had by all. If a player gets a lot of people out, the whole sideline will be cheering the alive players to kill the one who is doing so well.
Objectives:Attackers want to get 1/2 of thier team across a bridge. Defenders want to eliminate at least half of the attacking team.
Pre-game:
Gameplay: Participants have one life each. Attackers have 3 minutes to get at least half their team across the bridge. If thier time runs out, or if they lose to many guys, then the defenders win
Comment:This game is cool to play on a bridge, because the defensive capabilities are interesting, but this game could also be played in any other constricted space. Using 4 (old) cars in 2 rows in a parking lot would be a fun varient.
Objective: Tax-collector team is trying to transport the collected taxes across a long route. The outlaws are trying to kill them. (they're outlaws for a reason)
Pre-game:
Gameplay: Each player has two hit-points. If the taxes are successfully transported accross the course, the outlaws lose. If the outlaws kill all the tax collectors then they win. The game time-limit is ten minutes. If the time expires, then the outlaws win the game.
Comments: this game should ideally be played along a road with trees on both sides for outlaws to take cover in. The tax-collectors must really work together in order to complete thier task.
Objective: Terrorists try to eliminate all of attackers; SWAT team attempts to eliminate terrorists.
Pre-game:
Gameplay: Terrorists: each can get hit three times before they are out. They must stay within the boundaries of their base. SWAT team: members each have four hit points. Whenever they are hit they must return to one of thier "respawn" locations. Once a SWAT team member is hit, he cannot shoot anybody until he respawns, but, he can still be shot by the "terrorists" on his way to the respawn.
Comments: This game is somewhat like seige, with a few twists. The biggest difference is that it is possible for the defending team to win. Generally you should play two rounds, so each team has a chance to attack and defend
Objective: Capture the other teams flag, and bring it back to your own base
Pre-game:
Gameplay: If a player is hit, he must return to his team's "respawn location," before further participating in game-play. If a player captures his opponent's flag, he can still use his own weapons. If he is hit while taking the flag back to his own base (flag), he must immediately drop the flag. The team whose flag was moved may return it to its original location, or keep it where it is
Comment: A fun way to make CTF more difficult is to add flags to the game. Each team has two or more flags each to control, and an amount of time is set for the game. If any team gains control of all flags (returns them to thier base), then they are declared winners, but if no team fully controls flags in specified amount of time, the team with the most flags wins the game.
Objectives:
(Beasts) Kill all members of the opposing team within time limit.
(Feast) Kill all members of opposing team or survive until time expires
Pre-game:
Gameplay: Any feast team member hit by a missile is immediately out. When beasts are hit they must immediately fall to the ground. They count aloud to 30, and then are allowed to reenter play. If a beast team member is shot in the head (or some other specified "weak spot"), he is out. Beasts may throw missiles, or hold them and tap feast team members. Beasts must use missles to make their hits. Feast members must use darts to hit beasts.
Comment: to make the game extremely challenging for feast players, Beasts can determine amongst themselves their bodies "weak spot" (left arm, right leg, etc. Must be same part for all team members). Feast won't know the weak-spot until they hit a beast on that body part.
Objectives: Kill four other gladiators in a row.
Pre-game:
Gameplay: All players start in a line outside of the playing field. First player in line enters the ring, second player waits five seconds and then enters. Neither player may leave the field perimeter. Both "gladiators" attempt to make hits on one another. Once either player is hit, they exit the arena and return to the back on the line. A new player (new front of line) immediately enters the field and attempts to hit the surviving gladiator. This continues, the surviving gladiator never gets any "timeout" to reload between kills.
Comment: A limitation of two pistols per player can make the game less painful and more fair, but experiment with different weapon styles for a true gladiator style experience.
Objective: Destroy enemy's main "power generator" after defeating their three "auxiliary generators."
Pre-Game:
Gameplay:
Generators: The auxiliary generators (2-liter bottles on sticks in the ground) must be hit before the main generator (a garbage bin) can be hit.
Re-spawning/Repairing: Each team is given two 30-second sand timers (available online). The sand timers can be used to regenerate a player or repair an auxiliary generator. Only two people may respawn/repair at a time. A player may only use one timer at a time. The respawning players must stay in the designated area (50 feet from the main generator).
Players may switch weapons only while "dead." (right before beginning to respawn). Timers cannot be stolen.
Roles
Comments:
This game may require a bit of modification (timer-cycles, aux-generators, number of generators) but I think it will rock if the variables come together well.