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

#16 User is offline   Keo 

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Posted 28 February 2012 - 10:55 PM

Prior to DCNF 3, DCNFs used to traditionally start with a Blob round.

It starts as a free for all, if some one tags you, you're part of their team. For example, if player A tags B, and then A also tags C, B and C DO Not fight, but if D then shoots A, they're all with D. It Ends when there is 1 and only 1 team. Requires a lot of running as the "winner" is the player who is never hit.

#17 User is offline   Langley 

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Posted 29 February 2012 - 07:52 AM

 Blue, on 28 February 2012 - 10:11 PM, said:

...that's what she said.


LOL! Sigged1!!

But seriously, what the fuck is wrong with you? You would report shit like that in one of your threads. Stay on toppic.
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#18 User is offline   BritNerfMogul 

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Posted 29 February 2012 - 08:10 AM

This was something I came up with after Revolution last year.

TANK COMMANDER
Team deathmatch with a twist

Primary or Secondary?: Both. Only Infantry can use their primaries and secondaries, but tank crews can only use secondaries

People: An Even number, the larger the better.

Field: Outdoor only and with plenty of room.

Rules:
Example of game being played with 20 players per team:
Each team has 3 mobsticles with 4 players inside. There must be 4 players inside a mobsticle at all times for it to move. Each team starts with 3 fully loaded 'tanks', and any spare players playing as infantry. The aim of this match is to get at least one tank to the opposing sides start point. One life rules, meaning using the mobsticles and planning your moves essential to game play.

This post has been edited by BritNerfMogul: 29 February 2012 - 08:13 AM


#19 User is offline   TED 

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Posted 29 February 2012 - 07:35 PM

Best game type: http://nerfhaven.com...ndpost&p=297258
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#20 User is offline   Ice Nine 

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Posted 29 February 2012 - 08:21 PM

I'm making this post before I update the original post because I want to make a few things clear first.


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

Slaughter
-Team elimination but teams are based on war count
-People at their first war start a team, and are joined by those at their second war and so on
-Once teams are roughly equal the game is played by standard elimination rules
-Body bags are placed at the noob team spawn for easy access

Dark Round
-Can be applied to most any gametype with some creativity
-Is to be played indoors with the lights dimmed or off
-Glow sticks are worn by the players, and various light illuminate parts of the arena
-Exposed brass is VERY bad, as is running blindly around corners
-Original Recipe DTC works well, especially with a flashlight in the coffee can to illuminate the paper and dart holes



The DTC stuff was fine and I will include it. I am not including these.

Slaughter is a gametype intended to frustrate newcomers to wars and make the veteran players feel superior, at the expense of discouraging new players. Awful. Not included.

Dark rounds are a recipe for stabbing people, and considering that most people play outdoors, dangerous for numerous reasons. Awful. Not included.


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

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.



I'm not happy about it, but I'm going to include headhunters as a variant on team elimination. I don't want to encourage the idea of having a round wherein only headshots are rewarded, and I will emphasize that as such.

I refuse to believe that anyone plays Civil War as a real gametype. It simply boggles my mind that in the year of our lord 2012 that people would voluntarily participate in a game like that. In 2008 in Chicago, at least half of the participants were people using +bows with dome darts and enormous speedloaders that had relatively low ROF and shot for miles. They probably have the same accurate distance as a pre-Civil War rifle, and looking back on it, those games were bad enough when we were free to run around. With slugs and hoppers and pump-action homemades (which most of the United States Nerf community seems to be moving toward as the "standard loadout"), most people are able to put out two darts per second, and as such this round would be over ridiculously quickly. Not included.


 BritNerfMogul, on 29 February 2012 - 08:10 AM, said:

This was something I came up with after Revolution last year.

TANK COMMANDER
Team deathmatch with a twist

Primary or Secondary?: Both. Only Infantry can use their primaries and secondaries, but tank crews can only use secondaries

People: An Even number, the larger the better.

Field: Outdoor only and with plenty of room.

Rules:
Example of game being played with 20 players per team:
Each team has 3 mobsticles with 4 players inside. There must be 4 players inside a mobsticle at all times for it to move. Each team starts with 3 fully loaded 'tanks', and any spare players playing as infantry. The aim of this match is to get at least one tank to the opposing sides start point. One life rules, meaning using the mobsticles and planning your moves essential to game play.



First of all, you didn't read what the primary/secondary distinction was for. Second of all, you obviously haven't played this gametype in the past. Third of all, and most importantly, this game is awful. This game would take a ton of setup time to execute properly, it would entirely disrupt the field, and it would be awful to play because it would be slow-paced, overly-covered, and frustrating because mobstacles are not that mobile. Play it before suggesting it.

Also, one life rules is the worst gametype because you are encouraged to avoid all forms of action.


 TED, on 29 February 2012 - 07:35 PM, said:



Ted: Thank you, it has been included. I was wrong to forget it to begin with. We all know this is a mainstay of the U3's private invitationals.



Forgot to include this.


 Keo, on 28 February 2012 - 10:55 PM, said:

Prior to DCNF 3, DCNFs used to traditionally start with a Blob round.

It starts as a free for all, if some one tags you, you're part of their team. For example, if player A tags B, and then A also tags C, B and C DO Not fight, but if D then shoots A, they're all with D. It Ends when there is 1 and only 1 team. Requires a lot of running as the "winner" is the player who is never hit.



To be frank I'm hesitant to include blob-games, which seem inherently unbalanced, and super easy to unbalance quickly (which might be their merit; the most in-depth discussion I've had has been with Gears, who played one at school, and he said it was ridiculously easy to steamroll everyone). Additionally, these rules aren't ones I'm familiar with; are you saying that if you have Team {A, a, a,}, where A is the original member of the team, and Team {D}, and D shoots A, it becomes Team {D, d, d, d}? What happens if D shoots an a instead? Does it become Team {A, a} and Team {D, d}, or do all members of {A, a, a} go to Team {D, d, d, d}?

This post has been edited by Ice Nine: 01 March 2012 - 12:09 AM

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#21 User is offline   Zorns Lemma 

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Posted 29 February 2012 - 09:13 PM

 BritNerfMogul, on 29 February 2012 - 08:10 AM, said:

One life rules, meaning stagnant and impassable gameplay is encouraged.


Fixed that for you.

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#22 User is online   Daniel Beaver 

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Posted 01 March 2012 - 04:23 AM

 Ice Nine, on 29 February 2012 - 08:21 PM, said:

To be frank I'm hesitant to include blob-games, which seem inherently unbalanced, and super easy to unbalance quickly.

I think that's kind of the point.

#23 User is offline   Dayko 

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Posted 02 March 2012 - 10:30 AM

This is a game type that my brother and I came up with a few years back:

Pimp!

Primary or Secondary?:
Primary

People:
Even works best but it can be played uneven

Field:
Open field with cover works best

Rules:
Game starts out with two teams matched evenly as possible. After that you pick your PIMP. The PIMP is the only person who can use a primary blaster ( I.E. anything over 60' ) but he only has one hit point, while his "underlings" have three hit points but they can only use pistol type blasters ( I.E. anything under 60'). We normally play this with a fifteen to twenty minute time limit to keep the game moving and to prevent major camping. The game is over when either the time runs out or if the opposing team is completely eliminated.

It's been a pretty big hit with the group I play with here. An optional note to make the game even more fun is to have each pimp wear a brightly colored robe. Nothing beats seeing someone run around the field with a pink robe and a Nerf blaster.
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#24 User is offline   taerKitty 

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Posted 02 March 2012 - 12:16 PM

Edit 2012-03-14: With respect to Langley's post below, all rounds are listed as 'tertiary' because we tend to do each round type at most once per war. This is per below:

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

I will leave the "tertiary" gametype option open if there is a game that is fun exactly once per war, or less.


They were previously listed as 'primary' rounds because they can be fun for the second time, depending on player preference (e.g. I'd much rather not play a round of Civil War at all, and would definitely object to a second one.) However, there are no additional costs for running them which was the qualifier for 'secondary' rounds per below:

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

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.


In other words, there is nothing in the rounds below that prevent them from being played again, except for player preferences.

===

Medic

Variation of TDM

- Each team has a 'medic' who is armed with a melee weapon.

- Each team has a 'safe zone' wherein the medic cannot be killed.

- Outside the safe zone, the medic has one life.

- Game ends when medic is hit.

- When a player is hit, that player sits/lies down and does not move/shoot until 'revived'.

- The medic revives players on his team by touching them - we allow the melee weapon to revive as well.

- Optional, but recommended: set a timer. Whichever team has the most players still active (not waiting to be revived) wins.

Comments - if you're nailed out of sprinting distance from your medic's home zone, be prepared to sit out for a while. Without the timer, the game drags out with the medic never leaving the safe zone.

tertiary

===

Witch Doctor

Variation of TDM

- See rules for 'Medic' above, with one exception:

- The medic can revive players on either team - revived players join his team.

Comments - prepare to swap team indicators - carry both colours of flagging tape, etc. If your battleground is large, be prepared to sit out a while if you're shot in the middle of the field.

tertiary

===

TDMZ

Variation of TDM

- See rules for TDM, with following exceptions:

- Blasters are limited to those in a HvZ round. You'll be shooting ex-people who are trying to melee you.

- After player loses all three lives, he 'rises again' as a zombie and attacks any human player.

- Zombies cannot win, but at least they don't have to sit out the rest of the round.

- Zombie hits only take one life - they are not insta-turns.

- Set a time limit: at the end of the time limit, whichever team has the most players still alive wins (this is to keep the humans from banding together against the zombies.

tertiary

===

Hm, I didn't see Humans vs. Zombies (a.k.a. HvZ)

- Decide on blaster power limit - you'll be shooting (ex-)people trying to melee you.

- Round starts with one or a few zombies. The rest of the players are "humans".

- Zombies are only allowed to use melee weapons.

- Humans are only allowed to use blasters. This is so there is absolutely no confusion if a player is alive or undead.

- When shot, zombies go to the respawn point, one that is preferably well-stocked with melee weapons.

- When hit with a melee weapon or hand-to-hand, a player is 'turned' - go to the respawn point, grab a melee weapon.

- Optional: gun hits count as a hit. This is so humans do not attempt to melee.

- Optional but recommended: set a timer. If any humans are alive at the end of the interval, they win (read: survive.)

tertiary

Variation:

- Start with one zombie, the Master Zombie

- Humans who are within some preset distance of the Master Zombie are turned. No melee or h2h hit necessary.

Warning: You may get some disagreements as to if this human was that close to the Master Zombie. For this reason, I'm ranking it a secondary round.

===

Bomb Push

Variation of CTF

- Played with single flag.

- Each team has a 'base'.

- If the flag can be put in the opponent's 'base', the opponents lose (or have a point scored against them.)

tertiary

===

All of the above have been played at Dayko's Effeminate Wars. We've even played Civil War. Can't say I'm a fan.

Our Civil War rules
- Single-shot pistol only. 60' cap (flat range). Yes, angled shots will go further, as well as 'punching' your blaster.

- Shoot, take a step foward, reload, repeat until you're hit.

- If only one person on each team is left, it becomes one-life deathmatch

tertiary. We use it as a 'warm-up' round, usually after lunch break.

===

One I'll be trying at Effin 3.1 is T^2DMT - Turretted Team Death Match

(Disclaimer: not yet field-tested.)

Rules
- 3:15 TDM

- When you die, you take off your team indicator and sit down wherever you lost your third life. You are now a turret (in the common sense of the word - i.e. a gun emplacement).

- When someone is touching you with his hand (No foot, leaning on, etc.) you are 'activated'. Shoot at the other team. He doesn't need to aim you, though he can suggest targets.

- You reload automatically. During this time, your 'gunner' doesn't need to be touching you.

- When you run out of ammo, you'll need resupplying. Optionally, go 'click, click, click'. The person operating you can give you darts. You can reload yourself once you have darts.

- You can be upgraded. If someone wants to give you a better blaster, profit!

- BTW, you are also a 'meat shield'. It's fair for your 'gunner' to crouch behind you, etc. You can't dodge, but it's fair to move your hands to protect your face, nards, etc.

- You do take hits. If you (or your blaster) are hit, you are 'out of commission' for 15 seconds. Do the usual count-n-clear.

- If the gunner is not touching you, you're no longer 'activated' and don't shoot.

- A turret can be 'destroyed' if the player gets tired of being a meat shield and would rather sit out the rest of the round than participate in this fashion.

Why? So you still get to participate, albeit in a limited fashion.

tertiary, because it's an experiment.

===

Edit 2012-03-14, resumed: Lastly, I think some people are still not in agreement to what 'primary' means. Per below:

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

If a gametype is listed as "primary," it is flexible, fun, and can be played frequently throughout the day.


... we have no qualifier that a 'primary' round be play the majority of the day, just that it be played frequently. If someone's war has two rounds of Carpe, by the above, it qualifies as 'primary' even if it's only two rounds out of, say, ten.

This post has been edited by taerKitty: 14 March 2012 - 11:51 AM

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#25 User is offline   Langley 

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Posted 14 March 2012 - 10:54 AM

Just to reiterate, a "Primary" round is a round that you primarily play throughout a war. If Carpe is your bread and butter, and you're likely to play it for more than half of the rounds of a day, that's a Primary gametype. You can't have more than two or possibly three "Primary" gametypes at your wars. It's just logically impossible.

The reason I closed the other thread is because gametypes are like dongs: everyone on NerfHaven's got one, and they all want to stick theirs where where it doesn't belong. I mean we can all come up with arbitrary rounds off the cuff and give them silly names and silly themes (and from what I've read so far, on the west coast this activity is called 'a nerf war'). That's why I closed the other gametypes thread. The point of this thread is to post gametypes that you routinely play, not because wouldn't it be hilarious, but because they're simple, elegant and fun. For some reason most people can't seem to judge that quality in their own games. Here's a good rule of thumb: a game is good if a nerfer visiting from a different area has played it and would recommend it. If a gametype like Witch Doctor can only be enjoyed by the sort of person who would nerf in a bathrobe, then it's not going to be much use in DC or Chicago.
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#26 User is online   Daniel Beaver 

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Posted 14 March 2012 - 02:05 PM

 taerKitty, on 02 March 2012 - 12:16 PM, said:

Bomb Push

Variation of CTF

- Played with single flag.

- Each team has a 'base'.

- If the flag can be put in the opponent's 'base', the opponents lose (or have a point scored against them.)

tertiary


We played a game type very much like this one quite often in Minnesota, and it was a lot of fun (we called it "Football"). To elaborate:

BOMBING RUN (or FOOTBALL)
Single flag assault CTF

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.

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.


#27 User is offline   Ice Nine 

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Posted 30 March 2012 - 07:13 PM

 Langley, on 14 March 2012 - 10:54 AM, said:

Just to reiterate, a "Primary" round is a round that you primarily play throughout a war. If Carpe is your bread and butter, and you're likely to play it for more than half of the rounds of a day, that's a Primary gametype. You can't have more than two or possibly three "Primary" gametypes at your wars. It's just logically impossible.

The reason I closed the other thread is because gametypes are like dongs: everyone on NerfHaven's got one, and they all want to stick theirs where where it doesn't belong. I mean we can all come up with arbitrary rounds off the cuff and give them silly names and silly themes (and from what I've read so far, on the west coast this activity is called 'a nerf war'). That's why I closed the other gametypes thread. The point of this thread is to post gametypes that you routinely play, not because wouldn't it be hilarious, but because they're simple, elegant and fun. For some reason most people can't seem to judge that quality in their own games. Here's a good rule of thumb: a game is good if a nerfer visiting from a different area has played it and would recommend it. If a gametype like Witch Doctor can only be enjoyed by the sort of person who would nerf in a bathrobe, then it's not going to be much use in DC or Chicago.


Seconded. I've let this sit for far too long without a response, and I'd like to thank Langley for this post because it basically echoes my sentiments (goodness knows how many conversations occurred in #nerfhaven about it).


 Daniel Beaver, on 14 March 2012 - 02:05 PM, said:

We played a game type very much like this one quite often in Minnesota, and it was a lot of fun (we called it "Football").


Added. Thanks, Ol' Dirty Beaver.
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#28 User is offline   taerKitty 

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Posted 02 April 2012 - 10:14 PM

So, reading the APOC 2009 thread, I saw mention of a few other game types, but have no idea how they're played:

- Attack & Defend

- Gorefest
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#29 User is offline   Langley 

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Posted 03 April 2012 - 11:19 AM

http://projectnerf.c...erican_Gorefest

Gorefest is the term used to describe any round in which Evil Angel is the last man standing. It is named such so that he can tell people that he is the "Undefeated Champion" of the Great American Gorefest.

Attack & Defend rounds (sometimes called Siege rounds) are rounds which used to be frequently run by the LCM at Apoc and other wars, and which are now run with some modifications by FA/K-10 at Hell Before Halloween. Typically, it is held on a playground and the defenders are confined to the wood chip area around the playground. In Canada, you are typically confined to the jungle gym itself, and even straying onto the wood chips is considered against the rules (I think you have to take a hit). Defenders have 4-0 (four hits, no counting between hits) and attackers have infinite respawn. A piece of flagging tape or a Dart Tag CTF device is placed somewhere on the jungle gym and the attackers must take it back to their spawn (or in the case of the CTF device, knock it over) before a time limit is reached. In theory, the sides then switch and the new attackers must beat the opposing team's time, but occasionally this is discarded in favor of just running the game over again with switched teams, and calling any capture within the original time limit a win.

Personally, I would call this a Tertiary game type, but it is frequently considered a Secondary game type by the hosts who use it. My main beef with it is that some of the defenders are sitting ducks who can't maneuver or dodge, and the attackers can spend much of their time running back and forth from the spawn. I wouldn't mind seeing it used at some of the more asymmetrical fields I nerf at, where carpe is harder to pull off, but as a gametype specific to playgrounds it gets a bit tiresome after the first set of rounds.
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#30 User is offline   TagMaster247 

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Posted 18 April 2012 - 10:45 AM

Not quite sure if this already exists, but until then...

And yes, I did get this off of Call of Duty. And no, I'm not a fan-boy. I hardly ever play it, really.
Bomber Boy

Primary or Secondary?: I like doing it as a secondary. It's fun, but you wouldn't want to do it all day.

People: An even number of people is great, and will work with any amount of people.

Field: An urban environment is sweet, but a playing area with quite a bit of cover will do.

Supplies: 2 medium-size boxes, and one flat box (Cardboard will work. I like the dimensions to be 1' long by 8" wide shaped like a briefcase.). Referees (Just 1 or 2) will be needed to ensure fair and accurate play.

Rules: One hit means you're out for the round. Two teams (One attacking, one defending the boxes) start at opposite ends of the playing area. One team has a "bomber boy (Or girl. ;))", and has the "bomb" (The cardboard). The attacking team attacks the two medium sized boxes (Targets). One should be placed relatively close to the attacker’s base, and one that’s near the enemy’s base, but you can put them anywhere you want. The defending team’s job is to prevent the attackers from destroying one of the Targets. If the Bomber Boy can “set the bomb” on one of the Targets, and nobody “defuses” it within 30 seconds, the attacking team wins. I like to do best-of-3, and have the teams switch off each round. Generally I like to keep rounds around 5-10 minutes long.

If you want an easier definition, play Modern Warfare 3.

This post has been edited by TagMaster247: 18 April 2012 - 09:21 PM


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