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List of Game Types Written and compiled by People Who Actually Nerf

#1 User is offline   Ice Nine 

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Posted 23 February 2012 - 04:16 PM

These are games, and people play them. People Who Actually Nerf play them.

A few rules of thumb to play games: Don't play games where other people touch your blasters. Don't play games where other people touch your buttholes. Don't play games with the other Chicago Nerfers, who will do both.

A note before we begin: Some games are better suited to frequent play than others. I will denote this by a bullet at the beginning of each section. If a gametype is listed as "primary," it is flexible, fun, and can be played frequently throughout the day. If a gametype is listed as "secondary," then it is better suited to breaking up the instances of primary games. Gametypes are listed as "secondary" if they generally require extra setup, extra length, extra rule explanation, and/or are extra tiring to play a lot. This distinction is largely based on my experience and the experience of others, so feel free to chime in. I reserve the right to override judgement, and I will leave the "tertiary" gametype option open if there is a game that is fun exactly once per war, or less.


CARPE TESTICULUM (SEIZE DA BAWLZ)
Kane loves to play with balls so this is all him.
  • Primary or Secondary?: Primary
  • Supplies: One bucket per team, and a total number of balls that can be evenly divided between the buckets (five to ten per bucket is a good goal to shoot for).
  • People: Optimally, play this game with teams of approximately four members. Larger numbers works better, smaller numbers not so much. Two teams is okay, more teams means more fun and more variety.
  • Field: This game is fairly flexible, and can be played in most places. Attempt to keep each team's general region symmetrical with the other regions (don't give one team all the cover, for instance). Cover, either natural or man-made (e.g. mobstacles), is a big plus, but isn't necessary. Keep the game field small enough to keep people at their own team's buckets on their toes, even when everyone is at their own bucket.
  • Goal: To have the most balls in your bucket when the timer goes off.
  • Rules: This game is extremely variable. Generally, set it up so each team gets a bucket, a slice of the field, and a respawn point near (BUT NOT AT) the bucket. Fill each bucket with an appropriate amount of balls. Have someone set a timer (half an hour is a good maximum time limit, but use your own discretion). During the game, attempt to bring as many balls to your team's bucket as possible. You may only carry one ball at a time, and if you are hit while carrying a ball you must drop it. Respawns occur only at your team's respawn point. Adjust to suit taste.
  • Note: If played with solo cups instead of balls, this game is called "Boba Fett." Be it known.



MEATGRINDER
Kane also loves to grind meat. Again, all him.
  • Primary or Secondary?: Secondary
  • Supplies: Lots of dudes. No girls allowed.
  • People: Any amount. You probably want more than one. Teams or no teams.
  • Field: Play it anywhere you would play with Nerf guns.
  • Goal: To shoot as many people as possible while the game still happens.
  • Rules: We play this as a warm-up/cool-down game. Pick some teams, if you want. Set a respawn point. Set a timer. Shoot people until the timer goes off. It's very loosely structured, partly to allow for people just arriving to join in quickly, but also because it's not meant to be a serious game with winners or losers.



TEAM ELIMINATION (ALSO KNOWN AS, DEATHMATCH) (ALSO KNOWN AS YOLT (YOU ONLY LIVE THRICE))
Fuck you if I need to credit this to anyone.
  • Primary or Secondary?: Primary
  • Supplies: A field, and teams.
  • People: Teams, of at least two people each. If it were any less than that, it wouldn't be "team elimination." This game can really be played with basically any number of people, but avoid teams larger than twelve because it can get awful.
  • Field: Ideally, scaled to the size of the group of Nerfers, with appropriate and sufficient cover in a variety of places. Field symmetry is nice but with a lot of movement, not very necessary. Still fun and playable with less cover.
  • Goal: To be on the last surviving team.
  • Rules: Teams are picked and sent to corners of the field. Rules agreed upon before the round begins include a number of lives per person (generally three), and an amount of time to spend respawning upon being hit (generally fifteen). The common variation is known as 3-15, with other variations following the same naming scheme (e.g. 5-20 is five lives, twenty seconds). Respawns occur in no set location, but should happen far away from other teams or any immediate action. You should not be setting up a shot for right when you spawn. If you have lost all your lives, you are out, and you must leave the field of play. In this time, you can have a snack, drink some water, pick up darts, and chat with fellow Nerfers while you watch the remaining people lazily circle each other and take potshots.
  • Variations: This is only included because elimination is the most common "family" of Nerf rounds. With flexible structuring, this game can become almost anything. Some variants I know and enjoy include:
  • Don't Get Eliminated!: Plays exactly like any other type of elimination, but Nerf Eliminators have special powers. Any dart fired by an Eliminator carries special "elimination" power; if your person is hit by it, you immediately lose all your lives. If it hits your gun, your gun may not be used for the rest of the round. If an outer layer of clothing is hit by it (not pants, not ever), you may discard the layer. Otherwise, plays like normal elimination. Popular in SoCal!
  • VIP: Some variants of VIP play like Team Elimination, with one team member being a very important person. If the very important person is eliminated, that team is out. This gametype is bad and you shouldn't play it. I will outline the only VIP game I have ever enjoyed below.
  • Headhunters: This is a Canadian elimination game, in which a game of normal elimination is played but only headshots count as eliminations. If a player is hit anywhere but the head, the hit is discounted and the player maintains their current life count. I cannot personally understand why anyone would play this game intentionally, but it is apparently played with some frequency and as such I feel it should be mentioned. I do not condone the playing of headhunters.



VERY IMPORTANT PERSON: REDUX
Ryan and I came up with this, and it was great.
  • Primary or Secondary?: Secondary
  • Supplies: Some sort of "body armor" (cardboard works well), and cones/other demarcating devices in order to lay out a loop in the field. Add one demarcation to the center of the loop, and put one outside the loop a small distance away (you can use natural landmarks for all components of this, as long as they have been clearly agreed upon).
  • People: Two teams, with one person on each team (aim for similar body types) being made the VIP. Aim for at least five per team, including the VIP.
  • Field: This should be large. Pretty large. Large enough to make it basically impossible for a dart to get from one side of the loop to the other. Symmetry not required.
  • Goal: To escort your VIP around the loop for a set number of laps, while having them hit the fewest number of times.
  • Rules: This game is a little convoluted. First, choose a set number of laps for the VIP to perform. Then, give the VIP the armor. The VIP must walk, not run, around the loop the agreed-upon number of times. Each time he is hit on the body (armor hits obviously do not count) he pauses for fifteen to thirty seconds and is invincible for this time period. He has a small grace period between the countdown ending and him walking again where he is still invincible to prevent spawn-camping. The VIP-defending team has infinite lives, and uses the center of the loop as the respawn, where they must wait a small amount of time before coming back to the action. The VIP must maintain a count of how many times they have been hit. The VIP-attacking team must respawn in the same manner at the location outside the loop. Once the VIP has completed the number of laps, the half-round ends and the hits are marked down. Then, the teams switch roles. At the end of this, the team whose VIP was hit fewer times is the winner.
  • Note that there are no penalties for non-VIP team members being hit. Feel free to be human shields if you think you are worth more as meat than as a shooter.
  • Note that this game is convoluted. It plays well, but requires a little more explanation than the others. I included it because I love it.



VIP ELIMINATION
Meatgrinder-esque deathmatch, with a purpose. Courtesy of Minnesota.
  • Primary or Secondary?: Secondary
  • Supplies: Some way of denoting VIPs, if you so choose. If you feel like identification isn't an issue, it plays with Team Elimination supplies.
  • People: Any number of people is fine. Try and have at least four, though, so there can be two teams, each with a VIP and non-VIP. Very large groups may want to tweak the rules to make more teams or VIPs.
  • Field: Anything is fine. Cover is good. Symmetry is not necessary as this game has a lot of movement.
  • Goal: To hit the other team's VIP more times than they hit your team's VIP.
  • Rules: The game begins with two teams; each team chooses a VIP (try and choose similar body-type people for VIPs), and tells the other team who it is. The VIP is not restricted in terms of blasters. A team scores when they hit the opposing team's VIP. The VIP has a five second respawn, and may run away from the action while counting in. However, the VIP must indicate that he is still counting in by holding up his blaster or arm, and clearly indicate when he is back in the game. Every non-VIP player has a fifteen second respawn and unlimited lives, and my respawn anywhere away from battle.
  • Variations: The game may be played either with a set number of VIP lives, or a time limit on the round. With a set number of lives, the game ends when one VIP has had his lives exhausted. With a timed round, the game ends when the timer expires; the VIPs must keep track of the number of times that they have been hit and report them at the end of the round. In the former, the team whose VIP was not eliminated is the winner; in the latter, the team whose VIP has been hit fewer times is the winner.



OFFEND THE CORE
The Rainbow Clan is very offensive. We stole and adapted this from Canada.
  • Primary or Secondary? Primary
  • Supplies: Two large containers that will not be moved by wind or large barrages of ammunition. Must be able to hold a significant quantity of darts/balls/missiles/marital aids.
  • People: Has worked with as few as two teams, and five people per team. More is better. Aim for two teams, but if you want more, have a container for every team.
  • Field: Symmetry could not be more important here. At a previous Chicago war, the wind was brutal, and the field was unfortunately laid parallel to the direction of the wind. The team firing upwind had their primary's distance cut in half, while the team firing downwind could shoot into the core from their spawn point. Field symmetry is extremely key. Cover is a big bonus, and a component of field symmetry.
  • If it is not possible to achieve field symmetry, split a round in half and have teams switch sides after a small break. This should average it out. Play each round as if it were a normal OTC round.
  • Goal: To put as much ammunition into the other team's core as possible, and allow as little as possible into yours.
  • Rules: Set a timer (try not to do more than half an hour), and set a spawn point a decent distance away from the core. Cores should be far enough apart that one can not shoot into the opposing team's core whilst standing at your own core (ditto for spawn points). If you are hit, you must go back to your spawn point, and ideally your shots into the core will be discounted if they were fired after you were hit. Dumping ammo into the core from pockets and other sources is extremely erotic but not explicitly forbidden; your mileage may vary, so this could be a key alteration. Once the timer expires, count the ammo in the cores. The team with the least ammo in their core wins.
  • Variations: There are a couple of changes worth trying to make to the game. Make different sized ammo worth different points; large points for balls, Titan missiles, or other assorted things makes a more varied game. Canada apparently drew a circle (radius of fifteen to twenty feet) around their core and people were not allowed to cross it. Things worth trying.
  • Canada Variations: Make the core small, like the size of a coffee can. Cover the opening of the core with paper; this will help keep darts in, and provide better confirmation of a score to the core. Divide the players into thirds: One third will defend and the other two thirds will attack.



360 DEFEND THE CORE
Canadian flavor. That is, full of ham.
  • Primary or Secondary?: Secondary
  • Supplies: A four-chamber core. This is a tough one to explain, but the best way to imagine it is thusly: Take a closed box of equal sides and remove the bottom.Inside the box, make an X-shape that extends from corner to corner. Upon completion, the X-shape marks out one-quarter of the volume of the box. Cut holes in the sides of the box. Under each quarter-volume of the box, attach some sort of containment unit, distinct from all other containment unit, so scores may be calculated separately. This box should be suspended in some manner, and should have a way to mark out a circle around the box of around fifteen feet in radius that players may not cross.
  • People: At least one person per team, so four people. If you subdivide your core differently you may alter the number of teams.
  • Field: A central location for the core is key. Aim to keep cover close to the core available, but in small amounts and in small size, so players are not able to camp the core, but are able to move up and have a small amount of freedom. Symmetry is required.
  • Goal: To score the most amount of darts in your section of the core when the timer expires.
  • Rules: This should play similarly to other variants on Defend/Offend the Core as far as time limits and respawn rates go. With four teams, each team is assigned a section of the core to shoot into. Teams begin the game in an X-shape and are oriented directionally inwards, facing their opening on the core. You are encouraged to aim at your core section, as well as other teams, as you can prevent them from scoring by keeping them respawning for most of the time. When the timer ends (aim for twenty minute rounds, at most, as these games get tiring), the game ceases and the scores are tallied.



MONSTER MASH
Canada.
  • Primary or Secondary?: Secondary
  • Supplies: Each team is given some sort of paper target. Aim to make them close to person-sized, although that seems like a tall order for most war hosts. If you want to play, make sure you have some sort of target that is of sufficient size, and composed of a material that blasters can generally put darts through.
  • People: At least two per team. Go as large as you would like, although more teams are generally more fun (and require more targets).
  • Field: Symmetry per team is important, and so is cover.
  • Goal: To have the fewest number of holes in your team's target.
  • Rules: A timer is started at the beginning of the round (aiming for twenty minutes to half an hour). Each team is given a respawn away from their target, and after being hit you are required to go to your respawn point immediately. This is because standing in front of your target is an acceptable form of protection. The target should be placed such that it is accessible from both side, so one may shoot from either side of the target. Scores are tallied by the number of physical holes put into a target (variations, presumably, may be played where larger ammo that puts larger holes is worth more points per puncture). The game ends when the timer expires.



GUNSLINGER HEAVEN
This is a gametype that firmly belongs to the East Coast, and as such, they will have to explain it. I will leave out information and it will be confusing. This is the best unique-to-pistol round you will play. (These rules come courtesy of JLego, who is a Person Who Actually Nerfs. He's great. And now I've updated with Langley's additions.)
  • Primary or Secondary?: Secondary
  • Supplies: Single shot springer pistols for each person, fagging tape of any color.
  • People: An even number of strong able bodied men, any odd men out will be ridiculed.
  • Field: Deal Park is optimal. Too bad you may not live in NJ. Cover is nice, but this game type would work in an empty field. Symmetry is not necessary due to the large amount of running and movement.
  • Goal: Be the last team/person standing.
  • Rules: Everyone Pairs up, by choice because this round is about manly combining and friendship. Everyone gets a section of fagging tape, but it is tucked somewhere so it is not visible at the start of the round. When someone is shot they take out their flagging tape and wear it, clearing in near their partner (if they're in). If someone with tape on is shot, they are out for the round. If someone wearing tape shoots someone else wearing tape, the shooter removes his tape. People with tape on who shoot people without tape do not remove their tape. Battle until one team/player is remaining. Hosts may encourage wrapping up this round by announcing sudden death, where everyone pulls out their tape.
  • Notes: Ranges/speedloaders/more than one pistol allowed are usually host specific. Some Stragglers mid game commonly form new duos, this is acceptable, but betrayal is not out of the question, watch your back if you think a treaty is a wise plan.
  • If you are still confused, this explanation may help:
  • Heaven: You have no flagging tape on. If you are hit, you put your tape on and are in Purgatory. If you hit anyone else, all you get is the satisfaction of a job well done, and that's it. You essentially have two hits left if you are in Heaven.
  • Purgatory: You wear flagging tape. If you are hit, you are cast into Hell (eliminated from the game). If you cast someone else into hell (hit someone wearing flagging tape/in Purgatory) you get to take your tape off and ascend into Heaven. If you hit someone who is in Heaven, you get nothing, but now there are more people in purgatory to hit, so there's that.
  • Hell: You are out. Also, you are in New Jersey (probably) and you have to wait at least 20 minutes for the next round to start (definitely). You totally deserve it too.
  • For double-hits the following rules apply:
    Heaven/Heaven: Both go to purgatory.
    Purgatory/Purgatory: Both remain in purgatory.
    Purgatory/Heaven: The player in Purgatory goes to Hell, and the player in Heaven goes to Purgatory.



MINNESOTA WINGMAN
The midwest's gunslinger.
  • Primary or Secondary?: Secondary
  • Supplies: Not much, really. You can play with primaries or with the pistol rules outlined above.
  • People: An even number of people, small or large. At least four people, though; that way you have two per team.
  • Field: Any type of field will work here. Cover makes it fun, but it isn't necessary.
  • Goal: To be the last team standing.
  • Rules: This game is fairly similar to Gunslinger Heaven. Everyone is paired into teams of two. Each person in the game begins in Heaven and moves from there. If you would like to try a faster-paced game, begin the game with every player in Purgatory. Flagging tape may be used for denotation as in Gunslinger Heaven, but isn't necessary for gameplay (people are trustworthy-ish).
  • Heaven: If you are hit while in Heaven, you are sent to Purgatory. If you hit anyone else while in Heaven, all you get is the satisfaction of a job well done, and that's it. You essentially have two hits left if you are in Heaven.
  • Purgatory: If you are hit while in Purgatory, you are cast into Hell. If you hit anyone else while in Purgatory, you ascend into Heaven. You essentially have one hit left if you are in Purgatory.
  • Hell: You may not shoot, you do not take hits. If your wingman lands a hit, you ascend into Purgatory (your teammate does not gain a life). If both players on a team are in Hell, that team is eliminated.
  • Note: In other variants, you may exclude the whole Heaven/Purgatory/Hell conceit. In Chicago we have played this game as team elimination, with two man teams, each with two lives, with no way to reclaim lives. It is also known as "wingman," without the "Minnesota," so be sure to specify.



TEAM POWERBALL
This is a gametype that originates in SoCal, and it is great. Chicago rules vary slightly (and are what are listed below). I have now appended on the original SoCal rules, as per Apollo's post.
  • Primary or Secondary?: Secondary
  • Supplies: THREE buckets per team, and two different color sets of balls. Powerballs are different colors than normal balls.
  • People: This game can be played with more than two teams, but most of the time it is two teams of at least four members, with one goalie per team (included in member totals). Larger teams work better.
  • Field: Again, symmetry is key. This game is less overpowered when the field is mismatched than OTC, but it can still heavily affect balance.
  • Again, if this is a problem, cut rounds in half and switch sides.
  • Goal: To have the most amount of points at the end of the game.
  • Rules: This is a confusing game. A timer is set at the beginning of the round (aim for twenty, this is exhausting). Each team has three buckets: Two are worth one point, and one is worth three points. There are two types of balls: One is worth points, and the others (powerballs) are worth double points. The buckets are set up in a triangular patter, with two buckets in the front and one at the back. The two in the front are one point, and the one in the back is worth three points. Each team starts the round with their normal balls and power balls in the middle of this triangle. The goalie must stay inside this triangle. The goalie may not use a primary weapon; he is restricted to a pistol or an automatic, NOT A MELEE WEAPON. The goalie prevents opposing players from dropping balls into the buckets of the goalie's team. If a player is shot while carrying a ball, he must drop that ball where he was shot. Any ball dropped in a bucket post-being-shot is removed from the bucket. If a ball is scored properly, it may not be removed from the bucket it has been scored in.
  • When the timer expires, the points are totalled. A normal ball in a one point bucket is worth one point; a powerball in a one point bucket is worth two points; a normal ball in the three point bucket is worth three points; a powerball in a three point bucket is worth six points. The points are summed, and the team that has scored the most points wins.
  • This is the game I am most likely to have fucked up the rules. This is as close as I can remember. Please tell me angrily if I have fucked it up.
  • KIND OF FUCK UP I DID. SOCAL STYLE IS THIS, AND IT IS PROBABLY BETTER.
  • Rules: Largely the same, but with some very key fixes. The "ball hole" (presumably the place where balls start the game) should remain at the point where your team spawns because powerballs are neutral, and so either team may use them to score. The goalie is allowed to move from the triangle, but is strongly encouraged to do so because you really do want a goalie. Goalies are immune to hits, but you may still shoot them (use strategically for distractions!). The goalie is allowed to clear any balls near the goals (not in them) by tossing them back towards the center of the playing area. BIG ALTERATION: If shot while holding a ball, that ball returns to the spawn point with you. It is not dropped where you were shot.
  • Seriously. Big hand to Apollo.



CAPTURE THE FAG
Come on. You know how to play this.
  • Primary or Secondary?: Primary
  • Supplies: Two flags. The game is better when the flags are flamingos.
  • People: At least two teams, at least three people per team. Make it appropriate for the field size you have to play with.
  • Field: Seriously. Symmetry is key. This isn't a difficult concept. Try and restrict cover a little more though, because too much of it and the game becomes too easy to win.
  • Goal: Capture that edward.
  • Rules: Ugh. Really? Put a spawn for each team away from the flag. Try and capture the other team's flag. Drop the flag if you're shot. You can't shoot while holding the flag.



MISSILE CRISIS
I hope I'm not stealing SoCal's thunder on this, but this game is too cool to be unknown outside of the region.
OOPS. I FUCKED IT UP. THANKS, APOLLO.
  • Primary or Secondary?: Secondary
  • Supplies: This is a little tough. SoCal has these two PVC rigs, with a plate target at the center. When struck, these targets emit a loud alarm. The plates are elevated to maybe three feet off the ground by the rigs. The other key component is missiles. The larger, the better; people should be running around carrying these, and they can't use their weapon while doing so. Aim for double the length of a Titan missile, but Titan missiles might work in a pinch. Conceivably the missile command stations could be replaced with OTC buckets, or anything that will hold the missile, and should be accompanied by a person sufficiently loud to alert the field to a score.
  • People: Two teams. At least three people per team. This game could conceivably be played with a fairly small number, but improves with larger teams.
  • Field: Aim for symmetry and cover, but neither are essential (opt for symmetry over cover, though). This game is still fun in a wide open area.
  • Goal: To blow up the other team's missile command.
  • Rules: Each team begins the round with a missile command (the PVC rigs with the plates), a missile, and a spawn point a fair distance away from the base (aim to keep it within running distance in five seconds round-trip for a reasonably fit person). The goal of this game is to activate the alarm on the other team's plate by hitting it with the missile. A missile can be carried by a person at the cost of them being able to use their gun; it behaves like a flag in CTF. If the missile is thrown and a player blocks it intentionally, the player is removed from the game. If it is unintentional, they respawn with no additional time added to their count-in. A team may only move its own missile. If the person carrying the missile is shot, the missile is dropped where the person was shot. If the missile is dropped by the carrier for whatever reason while moving with it, they are counted as out and must retrieve the dropped missile and return the missile to the missile command to "launch" a new missile.If a score happens, then the scoring team has only one life remaining for one minute, and the other team may try for a "Mutually Assured Destruction," or M.A.D.; if successful in scoring in that one minute, the game ends in a total loss. If a round lasts too long (past thirty minutes), then the "nuclear stockpiling" rule comes into effect. Under this rule, each team is able to send a second missile at the same time. For every ten minutes beyond the thirty minute mark, another missile is added until the game ends.
  • Note: It is Law that while carrying the missile, you must make whooshing noises and pretend you are a plane (or, I suppose, an ICBM carrying a warhead). The game may not be played without this rule intact.



FREEZE TAG
JediJoe9 and the Sex Dwarves are responsible for this one.
  • Primary or Secondary?: Primary
  • Supplies: High rate-of-fire blasters.
  • People: Optimally eight to twelve, split amongst two teams.
  • Field: A basic Nerf field will do, with moderate cover and size (large enough to play team elimination on).
  • Goal: To freeze every member of the opposing team.
  • Rules: This game is extremely simple. 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, relocating, et al.) until unfrozen by a team member. You can unfreeze teammates by either tagging them, or shooting them (making meat shields a heavy 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 15-20 minutes depending on how many people get unfrozen, et al. As such, it is usually best played in a best of 3/5/7 rounds, 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.


BOMBING RUN (FOOTBALL)
Minnesooohta.
  • Primary or Secondary?: Secondary
  • People: At least 6, but more is better.
  • Field: Symmetric, indoor or outdoor. It should be fairly large, or else games end far too suddenly.
  • Goal: To plant the flag in the opposing team's base.
  • Rules: Two teams. Each has base, which is where the opposing team tries to plant the flag. They also have a spawn point (or multiple spawn points). One flag, which begins the game in the middle of the field. The objective is to plant this flag in the enemy team's base. If hit, you drop the flag where you were hit. When you are hit, run back to your spawn point and re-spawn immediately. Each team's spawn point needs to be quite far away from the flag planting base. Can be played either with a point limit, or a timer. It is somewhat easier to score in this game than traditional CTF, so games go faster.


NERF AU NATURAL
Don't play this, unless you are the U3 and own the property upon which you play.




Tell me if I messed up games. It isn't unlikely.

There are many more game types that I have left off this list. If you are a Person Who Actually Nerfs, feel free to add it below. (Note: It will be up to my discretion if you a Person Who Actually Nerfs.)

RE: YOUR EDIT, KKK: I hope you seriously didn't take anything I've ever posted as "serious," because it hasn't been. Touchin' b's, touchin' d's!

This post has been edited by Ice Nine: 03 July 2012 - 10:56 AM

And Thus, M-Word.U 3: Duplum scrt, duplum problema.
Rnbw Cln

#2 User is offline   KaptainKrazy 

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Posted 23 February 2012 - 04:23 PM

This hurts my feelings. 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.

RE: YOUR EDIT RE: YOUR EDIT EDIT: Well that clears it up then.

This post has been edited by KaptainKrazy: 23 February 2012 - 05:14 PM

Quote

the only mod you can have is the range extetder mod.

#3 User is offline   Zorns Lemma 

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Posted 23 February 2012 - 04:28 PM

 KaptainKrazy, on 23 February 2012 - 04:23 PM, said:

This hurts my feelings. Now excuse me, I need to go cut myself.


Please do us a favor, and go up the railroad tracks, not across the road.

Straight razors are also preferable to safety razors.
"In short, the same knowledge that underlies the ability to produce correct judgement is also the knowledge that underlies the ability to recognize correct judgement. To lack the former is to be deficient in the latter."
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#4 User is offline   cmeej 

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Posted 23 February 2012 - 05:20 PM

 Zorn, on 23 February 2012 - 04:28 PM, said:

Please do us a favor, and go up the railroad tracks, not across the road.

Straight razors are also preferable to safety razors.


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... it's only right.
  • There is a reason I said loaners...
  • I heard in another thread they are giving special avatars out to gays... how do I sign up?

This post has been edited by cmeej: 23 February 2012 - 06:12 PM

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#5 User is online   Langley 

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Posted 24 February 2012 - 07:53 AM

Thanks Ice Nine. Stickied.

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. If you are hit, you put your tape on and are in Purgatory. If you hit anyone else, all you get is the satisfaction of a job well done, and that's it. You essentially have two hits left if you are in Heaven.
Purgatory: You wear flagging tape. If you are hit, you are cast into Hell (eliminated from the game). If you cast someone else into hell (hit someone wearing flagging tape/in Purgatory) you get to take your tape off and ascend into Heaven. If you hit someone who is in Heaven, you get nothing, but now there are more people in purgatory to hit, so there's that.
Hell: You are out. Also, you are in New Jersey (probably) and you have to wait at least 20 minutes for the next round to start (definitely). You totally deserve it too.

Gunslinger is basically a variation on 3-15. 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.

Gunslinger was traditionally played with pistols because primaries were slower and less consistent, and basically everyone had a muzzle loading nitefinder/lock-n-load/tech target gun with about the same range. 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.

Edit: forgot to add, for double-hits the following rules apply:
Heaven/Heaven: Both go to purgatory
Purgatory/Purgatory: Both remain in purgatory
Purgatory/Heaven: The player in Purgatory goes to Hell, and the player in Heaven goes to Purgatory
No Barrel Taps, No Mercy
2014 Nerf War Schedule
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#6 User is offline   Apollo256 

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Posted 24 February 2012 - 05:46 PM

 Ice Nine, on 23 February 2012 - 04:16 PM, said:

Tell me if I messed up games. 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.
2. The goalie is not required to stay in the triangle of goals but is instead only strongly suggested to do so.
3. The goalie is immune to hits but that doesn't mean you can't shoot him.
4. The goalie is allowed to "clear" any balls near the goals by tossing them back towards the center of the playing area.
5. 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 unintentional they just have to go re-spawn with no additional time added to their count.
2. 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.
3. 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.A.D.(Mutually Assured Destruction) at which point the game ends in a total loss.
4. If a round lasts too long (past thirty minutes) then the "nuclear stockpiling" rule comes into effect. this rule has each team able to send a second missile at the same time. plus for every ten minutes beyond another missile is added to each team until the game ends.

This post has been edited by Apollo256: 25 February 2012 - 12:19 AM

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A horse is a horse of course of course, unless it is a zebra. What the hell is a zebra anyways?

#7 User is offline   sublimedom777 

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Posted 24 February 2012 - 08:41 PM

On behalf of the Sex Dwarves, I'd like to submit Freeze Tag.


Freeze Tag
JediJoe9 and The Sex Dwarves
  • Primary or Secondary?: Primary
  • Supplies: High ROF blasters.
  • People: Optimally 8-12. Two smallish teams
  • Field: Basic nerf area, moderate cover and size (enough to play team elimination on).
  • Goal: To freeze every member of the opposing team.
  • Rules: This game is extremely simple. 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 15-20 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.

This post has been edited by sublimedom777: 08 August 2012 - 07:47 AM

Sex Dwarves: Ladies Welcome

View PostVACC, on 06 August 2012 - 04:37 AM, said:

There's nothing quite like hunting children.


We NERF ON all day, and FUCK OFF all night

#8 User is offline   Ice Nine 

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Posted 25 February 2012 - 09:56 AM

 Apollo256, on 24 February 2012 - 05:46 PM, said:

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.

 sublimedom777, on 24 February 2012 - 08:41 PM, said:

On behalf of the Sex Dwarves, I'd like to submit Freeze Tag.


Added, thank you. As a note for the future, code tagging is not necessary, nor is an attempt at the same bullet point formatting/bolding I have going on in the original post. 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.
And Thus, M-Word.U 3: Duplum scrt, duplum problema.
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#9 User is offline   Daniel Beaver 

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Posted 27 February 2012 - 01:13 PM

Right, here's the Minnesota contribution:


WINGMAN
A Gunslinger variant. The main difference is that you can rescue your teammate from hell.

Primary or Secondary?: Secondary

People: An even number.

Field: You can use any type of field.

Rules:
  • Teams of two.
  • Heaven: If you are hit, you are sent to Purgatory. If you hit anyone else, all you get is the satisfaction of a job well done, and that's it. You essentially have two hits left if you are in Heaven.
  • Purgatory: If you are hit, you are cast into Hell. If you hit anyone else, you ascend into Heaven. You essentially have one hit left if you are in Purgatory.
  • Hell: You may not shoot, you do not take hits. If your wingman lands a hit, you ascend into Purgatory (your teammate does not gain a life).
  • If both of you end up in hell, your team is eliminated.
  • For a faster-paced game, start everyone in Purgatory.
  • This is usually a pistols round, but you can also play with primaries.
  • You can use flagging tape if you want, but we never did.







VIP DEATHMATCH
Meatgrinder-esque deathmatch with a purpose

Primary or Secondary?: Secondary

People: Any number, though it might required tweaking if very few or very many are playing

Field: You can use any type of field.

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. The VIP *can* run away while he is counting in, but he must hold his hand up or otherwise indicate when he is back in the game.
  • Regular players have a 15 second respawn and unlimited lives.

You can play this one of two ways:
  • A timed game (5-30 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.

This post has been edited by Daniel Beaver: 27 February 2012 - 01:18 PM


#10 User is offline   Ice Nine 

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Posted 28 February 2012 - 12:02 PM

 Daniel Beaver, on 27 February 2012 - 01:13 PM, said:

Right, here's the Minnesota contribution:


WINGMAN
A Gunslinger variant. The main difference is that you can rescue your teammate from hell.


VIP DEATHMATCH
Meatgrinder-esque deathmatch with a purpose





Thanks, Ol' Dirty Beaver. 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.
And Thus, M-Word.U 3: Duplum scrt, duplum problema.
Rnbw Cln

#11 User is offline   Curly 

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Posted 28 February 2012 - 01:00 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.

Defend the Core with all 11 herbs and spices
-You covered it very well, but Canadian rules are somewhat different
-It is usually played with one core and the attacking team is often larger(2x I think)
-Coffee cans with paper taped on them makes for good targets that allow for better hit confirmation, but are a bit small

360 Core
-Variation of Defend the Core, but with a 4-chambered core and 4 teams
-Line on ground is crucial here
-Teams use colored flagging tape appropriate for their colored core chamber
-Teams are positioned in a X-formation with a straight path to their core
-Overall very intense compared to other games
-Causes hairy men to discard their shirts and rush: You have been warned

Monster Mash
-Somewhat like Offend the Core, but with paper targets on the ground
-Each team gets one, and scoring is based on the number and location of holes on the monster-themed target
-Big holes(like titan rockets) are bad as they cover up much of the target and only count as one hit
-Standing in front of the target is acceptable, but you must leave immediately after being shot
-Sneaking around the target and firing shots through the back is awesome, especially when it hits the target and the person in front

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

I forgot a couple common gamemodes like Royal Rumble because I forgot the rules, in the past I've screamed and flailed my arms until it was over, with mixed success.

This post has been edited by Curly: 28 February 2012 - 01:04 PM


#12 User is offline   hoongfu 

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Posted 28 February 2012 - 03:00 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.

Civil War
- Two opposing teams line up and take potshots at each other in a given order, normally one side, then the other.

Feel free to correct me.

#13 User is offline   Crankymonky 

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Posted 28 February 2012 - 03:33 PM

 hoongfu, on 28 February 2012 - 03:00 PM, said:

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.

Civil War
- Two opposing teams line up and take potshots at each other in a given order, normally one side, then the other.

Feel free to correct me.


I didn't think I'd ever say it, but there is a game type I am more opposed to than Civil War.

(I still love you, Canadians)

This post has been edited by Crankymonky: 28 February 2012 - 03:35 PM

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#14 User is offline   Curly 

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Posted 28 February 2012 - 06:14 PM

Ahem, I am Canadian, although I guess I didn't directly state it above :P

This post has been edited by Curly: 28 February 2012 - 06:14 PM


#15 User is offline   Blue 

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Posted 28 February 2012 - 10:11 PM

 Curly, on 28 February 2012 - 01:00 PM, said:

in the past I've screamed and flailed my arms until it was over, with mixed success.

...that's what she said.

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