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Foam In The Fort Ii - August 28th, 2010

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#1 Ambience 327

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Posted 28 June 2010 - 03:02 PM

Although we only had a small group (9 total participants), I still consider the first Foam in the Fort a success - and one I want to repeat and build upon. To that end, it's time to announce the next chapter of Foam in the Fort...


When:

Saturday, August 28th, 2010
10:00 am until we are beat (probably around 5:00-6:00 pm)

Please try to arrive a bit early (~9:45) so that the first round can start promptly at 10:00 am.



Where:

Glenwood Park Elementary School in Fort Wayne, IN

Posted Image

This is simply an awesome location for a war! As you can see in the above image, there are lots of trees to use for cover, but spread out enough to allow for lots of room to maneuver. There are also two different playground areas that might also be usable for CTF or other objective games - I don't have any shots of them yet though.


FREE STUFF!!!!:

Yes, that's right - free stuff!

What am I getting on about? Well, my co-host, Gettin Nerf'd, has decided to "sponsor" this war by offering up a generous supply of swag that will be handed out to attendees on a first-come-first-served basis. We aren't just talking stickers here - we're talking exciting stuff, like free Nerf blasters! Here is what my co-host has to say about this:

Gettin Nerf'd here,

So, how this will work, all attendees will check in and receive an "Event Badge" with a place for your name. (This will help others identify who you are, that you are part of the event, and that you are "game" unlike an innocent bystander walking across the grass knoll.) On the back of the badge you will have a specific number addressed to your filled in name. Every half hour starting at 10am, we will draw a prize and then a winner. You MUST be present and have your badge to claim your prize, otherwise you forfeit and a new number is redrawn.


Now for the legal part (Boo, I know),

*Once your number is drawn, your number is discarded from the draw pile. However, if you have other family members there, they are still eligible until they are drawn. Any volunteers of the event are NOT excluded from winning, except me.

Items MIB that are up for giveaway include:

Titan Unity System (1)
Recon (Yellow) (3)
Big Salvo (2)
Big Bad Bows (2)
Maverick (2)
Longshot (1)
Element (1)
Nite Finders (5)
Recon (Red) (1)
Deploy (1)
Raider (Double Darts) (1)
Shadow Fury Sword (1)
Thunder Fury Sword (1)
Marauder Sword (2)
Warlock Battle Axe (1)
Battlemaster Mace (1)
Vulcan (1)
Clear Mavericks (2)
Clear Nitefinders (2)
Clear Recons (2)
Clear Deploys (2)
Belt Blaster (1)
Double Shot (1)

If there are other items that you would like to see thrown in the pool, pm either Ambience327, or me (Gettin Nerf'd) and we will see if it is doable!

Our gracious host has also "twisted my arm" to allow me to persuade you brethren to show up early and on time so we can have a great event, therefore, 30 - 40 Nerf blasters will be given away on a first come, first served basis as a "Thank you" for setting your alarm clocks. That is it for me, look forward to meeting you all bright and early.



Some details are still being hammered out, and these will be limited in quantity - but unless way more people come than we are expecting, you stand a good chance of getting something cool - especially if you show up on-time, (hint, hint, wink, wink).



What to bring:

- A Primary (more than one is a good idea - in case you have breakage!)

- A single-shot pistol (should shoot around 50 feet of less, and require both loading & cocking for each shot - speed loader/turrets/etc will not be allowed for pistol-only rounds)

- Darts - EDIT - Ryan McNumbers has confirmed he is attending, and bringing his "dart bucket of doom". We will be asking everyone to use these darts if possible so that dart sweeps will be quicker/more efficient.

- Eye protection - anyone under 18 MUST wear it. 18+ at your discretion, and at your own risk.

- Lunch / Money - There are lots of fast food places within a 10 minute drive. You are of course welcome to bring a bag lunch and eat on the field during the lunch break.

- Water (Cups will be provided and cold water will be available in case it is extremely hot.)

- Proper clothing - It will most likely be rather warm. Also, don't be a moron and show up in camo unless it is neon pink or something.

- Any and all missle/rocket/ball shooting weapons you might have access to. You might find they come in handy during some of the game-types, and they are always useful for breaking shields.

- Melee weapons and shields will be permitted - see below...



What not to bring:

- Dangerous blasters/darts/etc - i.e. no metal spikes, wooden "gunblades", no tack-darts, etc. Blasters will be banned if they are deemed unsafe for any reason, including firing way too hard. No blanket bans will be imposed, but it is unlikely that your singled Titan will be used unless it is fairly underpowered. (No, "I will only pump it X times" will not be acceptable!)

- Blasters or other gear that could be mistaken for actual weapons (i.e. black-painted blasters, silver "knives", etc.). These should definitely be left at home.

- Participants under 13 years old are welcome, but MUST be accompanied by a parent or a responsible adult (18+) who will assume full responsibility for the youngling's actions, attitude and safety. I will only assume responsibility for younglings that I personally bring. NO EXCEPTIONS.



Miscellaneous Information:

- If you act like a 3-year-old, we'll send you home like a 3-year-old.

- Please clean up after yourselves - a trash bag will be provided, and everyone is expected to participate in dart-sweeps.

- Please note that there are no restrooms at the war site. Go before you get there, and go during lunch. You have been warned!

- Please keep the loud outbursts and swearing to a minimum - we will be playing in a schoolyard with nearby residential areas and don't need any residents or passers-by to have reason to complain about us.

- We will break for lunch some time around Noon or a bit later, probably for 30-45 minutes.

- I have not set up a specific game schedule. Gametypes will be determined mainly by popular opinion - but we will likely be playing mostly objective-type games (CTF, Sieze the Balls, etc). Meatgrinder will most likely be used as the first round and the post-lunch round - it is just a great way to get warmed up! I have the gear for the following objective games:

Sieze the Balls
Capture the Flag
Team Powerball
Defend the Core
Infection
Strategic Assault (a game of my own devising - involves "destroying" the enemy base before they "destroy" yours by scoring hits on special targers)

(Details for these gametypes can be found later in this thread.)



Melee & Shield Rules

Melee weapons will be allowed, though they should conform to a few basic rules.

- No metal should be used in the construction of the Melee weapon.

- All striking surfaces should be covered with a sufficiently thick layer of foam.

- Unmodified, store-bought plastic toy lightsabers will be permitted without regard to the above two rules. Lightsabers are cool. Bonus points if you use them with batteries for that lovely hum & glow. :)

- Anything I deem ridiculous or dangerous will not be allowed.

- Melee weapons can be used for blocking darts just like shields (see below) - but only if they are in your hand. If your Melee weapon is holstered, a hit on it counts just like a gun hit.


(thanks to Ryan McNumbers for the basis of these Shield Rules)

You'll be limited on the maximum size of your shield depending on what blaster you're wielding. This will be the standard ruling for most gametypes. Here is the breakdown. (Your most powerful blaster is what counts here.)

Melee Only = 3 sq/ft
[The largest blocking face of the Melee weapon(s) counts as part of the maximum shield area.]

One Single shot pistol, ranges < 50' - 2 sq/ft

Anything else, ranges <50' - 1 sq/ft

Blasters shooting over 50' will not be allowed to use a shield.

Shields may be used to deflect darts - hits on shields do not count as long as the shield is in your hand, strapped to a blaster that is in your hand, or strapped to your forearm. A shield strapped/slung anywhere else will not block hits - it will count the same as a gun hit.

Balls, missiles, rockets, etc. (basically any ammo larger than a Mega dart) may not be blocked by shields or Melee weapons - a hit on a shield or Melee weapon with ammo of this type will count as a normal hit.

Shields can be made from whatever, cardboard should be reinforced with duct tape. Shields that do not meet the specifications for Melee weapons may not be used as such. (i.e. Don't go whacking people with a large wooden shield!)



Attendees:
Ambience 327 (host) + Guests
Gettin Nerf'd (co-host & sponsor) +1 Guest
DarkMatter +1 Guest
Ryan McNumbers + Dart Bucket/Mobstacles/Loaner Blasters/etc.
Carbon
dodobeam +1 Guest
Dragonsnipe +3 Guests?
DemonLord
Abyss Mods + 1 Guest
Hipponater + 1-2 Guests
THE_MICHIGAN_NERFER +1-3 Guests?
Coop

Possibilities:
KaneTheMediocre
Buffdaddy
sawtooth
Beaver
Sodizzle3113
qwerty + 1 Guest?

Edited by Ambience 327, 01 September 2010 - 08:25 AM.

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Foam in the Fort IV
The fourth exciting Nerf War in Fort Wayne, IN.

#2 Ryan201821

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Posted 28 June 2010 - 03:14 PM

Cool. It's a bit of a ways away, but put me as a maybe for now. Most likely I'll make it.

If I/Kane comes, we'll have darts, mobstacles, and cores provided.
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#3 Carbon

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Posted 28 June 2010 - 03:36 PM

Count me as a sorta maybe. I'd like to make it to a war in the east direction, and it's actually a closer drive than the twin cities.

I know you said no blanket bans, but it's worth checking: homemades are OK, right?

Second question: what are the youngest younglings going to potentially be? My daughter has been bugging me to go to a war, and I'd be a lot happier bringing her to one if there were going to be other kids as well.

Edited by Carbon, 28 June 2010 - 03:39 PM.

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#4 KaneTheMediocre

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Posted 28 June 2010 - 09:23 PM

Strong maybe here. If I can't go, I'll try to get someone else to take the mobstacles to the war.

I'm really sorry I couldn't make it to the first one. You have a good sense of fun, and I'd like to help the IN community out.
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#5 Hipponater

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Posted 28 June 2010 - 10:05 PM

I'll really try to be at this one, hopefully +1-3. With the girlfriend on vacation, there won't be much to prevent me from attending.

I agree with Kane, you really do have a good sense of fun.
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#6 Ambience 327

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Posted 29 June 2010 - 07:55 AM

Cool. It's a bit of a ways away, but put me as a maybe for now. Most likely I'll make it.

If I/Kane comes, we'll have darts, mobstacles, and cores provided.



Sounds great! Hope to see you there!



Count me as a sorta maybe. I'd like to make it to a war in the east direction, and it's actually a closer drive than the twin cities.

I know you said no blanket bans, but it's worth checking: homemades are OK, right?

Second question: what are the youngest younglings going to potentially be? My daughter has been bugging me to go to a war, and I'd be a lot happier bringing her to one if there were going to be other kids as well.



Homemades are definitely welcome - SNAPs, HAMPs, etc. I'm even willing to test out homemade airguns. If it is fun - use it. If it puts holes in kittens, leave it at home. :D

I can't guarantee the ages that will be present, but Dragonsnipe brought his three boys to the last event, and they were all rather young (but cool). I didn't get their exact ages, but if I had to guess, I'd say the youngest was somewhere around 7 or 8. We didn't have a date set yet, but at the end of FitF1, they said they were really excited about coming back - so they will probably be there if they can. Basically, as long as the kid knows that getting shot might hurt, and their parent/responsible adult takes responsibility for their behavior and such, I have no issues. (If we have a large enough group, and enough of the youngins - we might consider splitting them off into their own group at times. There is plenty of space at the location for two, or even three games to take place simultaneously - especially if Ryan/Kane/someone shows up with the mobstacles - as we can use the nearby practice football field if we add some cover.)


Strong maybe here. If I can't go, I'll try to get someone else to take the mobstacles to the war.

I'm really sorry I couldn't make it to the first one. You have a good sense of fun, and I'd like to help the IN community out.



Hey, no problem - I know its a drive and we all have lives outside of Nerf! (Well, most of us...) I appreciate the compliment - and I know if you make it, that will make the war that much more fun. :)


I'll really try to be at this one, hopefully +1-3. With the girlfriend on vacation, there won't be much to prevent me from attending.

I agree with Kane, you really do have a good sense of fun.


Awesome - and thanks. :)

Edited by Ambience 327, 29 June 2010 - 07:58 AM.

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Foam in the Fort IV
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#7 Abyss Mods

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Posted 29 June 2010 - 10:23 AM

I'm a maybe + some guests possibly.
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#8 dodobeam

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Posted 30 June 2010 - 10:21 PM

I'm a maybe +1.

Edited by dodobeam, 08 July 2010 - 05:45 PM.

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#9 Carbon

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Posted 30 June 2010 - 11:27 PM

The kitten test is a good rule of thumb. I keep a basket of them around for just such a purpose.

Things look good for the end of August...it's looking probable at this point that I could make it. Here's hoping things stay that way.
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#10 THE MICHIGAN NERFER

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Posted 02 July 2010 - 04:54 PM

I am a maybe plus 1-3. My dad can't give me any definite answer yet.
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#11 Buffdaddy

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Posted 02 July 2010 - 05:27 PM

Put me as a maybe, although I can't guarantee it. Depends on several things:

1) If I actually get an email to move in a few days early at Michigan State and help with freshman orientation, it would certainly make this a closer drive than from Columbus. I'd need Saturday mostly free on the whole helper training schedule, but assuming that, I could make it.
2) Otherwise, move-in is the day after. Since most dorm stuff gets packed in the parental unit's truck anyway, I could drive up Friday, stay overnight, nerf all day, then stay near campus Saturday night. (This lets me still get my car to campus and all, lol). A bit less ideal, considering my usual packing procrastination, but certainly possible.

Hope everything goes well and I can make it. I didn't get to make it to the Chicago Wars at the end of the school year ^_^ and this would be a great way to start off this year.

EDIT: I do get to move in early, which by all accounts makes life easier on my part. However, the schedule is different from last year, and I will be working all of Saturday, along with working regular Move-in on Sunday. So unless a miracle happens, I sadly cannot make it.

Edited by Buffdaddy, 22 July 2010 - 09:44 PM.

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#12 Ryan201821

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Posted 25 July 2010 - 09:07 PM

I'm bumping this up, as well as saying that I will be attending.

We'll have darts, mobstacles, and stuff for Carpe and DTC. Tell people NOT to bring darts.

EDIT: We'll have a bunch of loaner guns as well.

Edited by Ryan201821, 25 July 2010 - 09:09 PM.

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#13 Ambience 327

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Posted 26 July 2010 - 07:31 AM

Excellent news Ryan.

To everyone else - the above post means you no longer have any excuse for not showing up. Ryan is providing darts and even loaner blasters - so if your gear is not up to snuff, no worries. So get off your duffs and get out to the war!

(And don't forget - you can win FREE NERF BLASTERS!!! - see the first post in this thread for details!)

Ryan - would it be OK if I quoted your post on other forums so everyone knows why they don't need to bring darts?

Edited by Ambience 327, 26 July 2010 - 07:32 AM.

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#14 Demon Lord

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Posted 26 July 2010 - 09:44 AM

So this means that I don't have to bring the buckets and balls this time? WooHoo! Car space here I come!
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QUOTE(VACC @ Mar 7 2011, 09:03 AM) View Post

Don't worry so much about what other people will allow. Throw your own wars and kick your friends' asses until they all want one.

#15 Ryan201821

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Posted 26 July 2010 - 01:13 PM

Ryan - would it be OK if I quoted your post on other forums so everyone knows why they don't need to bring darts?

Yep, sounds good.
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#16 dodobeam

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Posted 26 July 2010 - 05:15 PM

Ambience not to be rude but when/are you going to put up the rules of the game types up because this will be my first war. Thanks.
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#17 Ryan201821

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Posted 26 July 2010 - 09:14 PM

The gametypes are easy enough to explain when we are actually playing. Plus if you actually post the rules, no ever reads them anyway.
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#18 Ambience 327

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Posted 27 July 2010 - 08:02 AM

While that is true, Ryan, I did promise to do so in the original post.

Dodobeam - I plan to get them up soon - my co-host has been bugging me about them too. Had several things crop up in the last two weeks (including 2 family deaths within 1 week) that have kept me from doing so.

Demon Lord - enjoy all that space. :P
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#19 dodobeam

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Posted 27 July 2010 - 10:29 AM

Thanks and sorry about the deaths.
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#20 Ambience 327

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Posted 28 July 2010 - 03:23 PM

GAMETYPE RULES AND VARIATIONS

These will be explained in detail as needed at the war, but for any of you who may be interested in the rules for the various gametypes we will probably be playing, here they are. (Other Than Strategic Assault, I did not create any of these game types, though some of them may have been subtly altered from incarnations found at other sources.) All of these rules are subject to change at the whim of the hosts and the players present - we will do whatever we feel makes for the most fun and exciting rounds! (Respawn count-times are especially variable - they may be made longer or shorter depending on the pace we want to set for the games.)

If anything is unclear - please feel free to ask questions. If anything is wrong - well, I'll just take my ball and go home! (Just kidding of course - point out my egregous errors so that I may bow to your obviously superior knowledge of Nerf!)


Format

Teams: The number of teams required/allowed by the game type

Setup: How the field is set up, where teams start, and any special areas or equipment that will be used for the game type.

Respawn: How many "lives" each player has, and how they go about returning to active play.

Objectives: The goals which the teams work towards. This may be the same or different for each team.

Special Rules: Any unusual rules specific to this game type.

Variants: Any specialised variant rules for a game type which change the objectives, setup, etc. These may or may not be used, in part or in whole.



Meatgrinder

Teams: 2 or more

Setup: Teams begin play at their designated "spawn point" (1 per team), which should be spread out evenly around the play area. Nothing else is needed.

Respawn: Unlimited, 15-count at designated "spawn point"

Objectives: Have fun and get warmed up for future rounds. (There is no true objective in Meat Grinder.)

Special Rules: None



Capture the Flag

Teams: 2

Setup: Each team is given a "base" where their flag is kept, as well as one or more designated "spawn points" (which should be at least 20-30 yards away from their "base" locations). Players begin play in their "base".

Respawn: Unlimited, 15-count at designated "spawn point"

Objectives: Take your opponent's flag from their base and return it to your base without being tagged. The first team to return the enemy's flag to their base wins.

Special Rules: If a player is carrying the flag and they are hit, they must drop the flag where they were hit before heading for their "spawn point". A player form either team may then pick up the flag. If a player from the owning team picks up the flag, they must attempt to return it to their base as quickly as practical, (No running around in the backfield with your own flag.)

Variants: It may be declared that both flags must be at your base in order to win. In this case, players are always required to move any flag they are carrying towards their base as quickly as practical. It may also be declared that a player carrying the flag may not use their blaster while carrying it. (Melee weapons may be used as normal.) It is also possible that the flag may be a melee weapon, and the only melee weapon allowed in the game.



Sieze the Balls

Teams: 2 or more (generally at least 3)

Setup: Each team is given a "base" location consisting of a bucket filled with a number of balls (3 or more), as well as a designated "spawn point" (which should be at least 20-30 yards behind their "base" locations). Players start at their designated "spawn point".

Respawn: Unlimited, 15-count at designated "spawn point"

Objectives: Take balls from your opponent's buckets and return them to your own bucket. The team with the most balls in their bucket when the time is up wins. Balls not in buckets when time is called do not count towards any team.

Special Rules: A player may only carry a single ball at any given time. If a player is hit while carrying a ball, they must drop the ball where they were hit before returning to their "spawn point".



Team Powerball
(Adapted from multiple sources.)

Teams: 2

Setup: Each team is given a "base" location consisting of 3 buckets spread out 20-40 yards apart, roughly parallel to the opposing team's buckets. (The center bucket on each side should be a bit further back than two outside buckets.) Each team is also given a designated "spawn point" which whould be 20-30 yards behind the "base" location. Finally, each team is given 8 balls of their team color (red or blue, or similarly contrasting colors) and 4 white balls (the "Powerballs"). These are placed at the team's designated "spawn point" at the start of the game.

Respawn: Unlimited, 15-count at designated "spawn point".

Objectives: Take your balls to your opponent's "base" and get them into one of their buckets. Any balls in a team's buckets when the time is called score points for the opposing team. The two outside buckets are worth 1 point each, the center bucket is worth 3 points. A "Powerball" in a bucket is worth double the normal points (so 2 or 6). Balls not in a bucket when time is called are worth no points. The team with the most points wins.

Special Rules: A player may only carry one ball at a time, and they may only carry balls of their team's color or "Powerballs". No player may intentionally touch, pick up, block or otherwise disturb a ball of the opposing team's color at any time. When a player is hit while carrying a ball, they must drop that ball where they were shot before returning to their "spawn point". (The ball may not be dropped into a bucket after a player has been hit.) Any player may touch, pick up, carry, block, etc. a "Powerball" at any time, except that you may not attempt to strip a "Powerball" from the hands of another player. Once a ball, whether it be a normal ball or a "Powerball", has been placed in a bucket, it may not be removed by either team.

Variants: One player per team may be designated a "Goalkeeper". The "Goalkeeper" is armed with either a melee weapon or a single shot blaster that shoots less than 50 feet (but not both). The "Goalkeeper" must remain on his team's side of the field (i.e. may not cross the "center line"). The "Goalkeeper" is invulnerable - i.e. he may not be eliminated by either shooting or melee hits. (Optional - the "Goalkeeper" may be "stunned" for a 5-count by shooting and/or melee hits - which means he cannot move or shoot/swing melee.) Unlike other players, the "Goalkeeper" may touch the opposing team's balls - but only to attempt to block a thrown ball or to quickly throw a ball back towards the opposing team's side. (The "Goalkeeper" may not hold an opposing team's ball for more than a 3-count before he must throw it away, and all throws must be directed toward the opposing team's side - no throwing it behind your own team's buckets.)



Strategic Assault

Teams: 2

Setup: Each team is given a "base" location which contains a number of "Objectives" (see below). These "base" locations may be fortified with mobstacles and other objects to make defending them easier, but the objectives must be accessible - i.e. no blocking an objective completely with an obstacle. Each team is also given a designated "spawn point" which should be 20-30 yards behind their "base" location.

Respawn: Unlimited, 15-count at designated "spawn point"

Objectives: Clear the objectives within your opposing team's "base" location while preventing them from cleaing the objectives within your own "base" location. If one team clears all of the objectives within the opposing team's "base" location, they win. Otherwise, the team which has cleared the most objectives when time has called wins.

Special Rules: The various objective types are described below. Generally each team will have the same number and type of objectives in their "base" locations, but this could be varied if desired.

Small Targets: Set up 1 or more small targets (such as those that come with the Nitefinder) together in a small area. (Three seems to be a good number.) These targets should be easy to knock over with a Nerf dart from a reasonable range - provided they can be hit. This objective is cleared when all of the small targets are knocked over - which may only be done by shooting them. (No melee hits.) Point blank shots are allowed.

Large Target: Set up a large target of some type (such as a hoola hoop, a box with a hole in the lid, etc.) The target should have an opening which is covered with a single layer of tissue paper. This objective is cleared when a rocket/arrow/ball/etc is fired through the hole, breaking the tissue paper. (No melee hits.)

Melee Target: Set up some kind of standing target, such as a flag or something similar, which is easy to knock over. This objective is cleared when a player knocks it over with a melee weapon. (The target must be quickly set back upright if it is knocked over in any other fashion.)

Capture Objective: Set up a portable object (such as a flag, a backpack, or something else large enough to be clearly visible when carried). Only a member of the opposing team may carry this objective - i.e. it may not be returned to the "base location" by the owning team. This objective is cleared when a member of the opposing team carries it to their designated "spawn point".

Demolition Objective: Set up a small "target area", which could simply be designated by a flag, circle of chalk/rope, hoola hoop, etc). Also place a "bomb" object (a colored ball for example) at the opposing team's "spawn point". The "bomb" may be carried by any member of its owning team, and the carrier may not attack in any way (shooting or melee) while carrying the "bomb". If the "bomb" carrier is hit, he must drop the "bomb" where he was hit before returning to his "spawn point". Players on the opposing team may not touch the bomb at any time. This objective is cleared when a "bomb" carrier stands inside the "target area" with the bomb and counts (out load) to 5. That player immediately counts as being "hit", i.e. they must return to their "spawn point" before they may return to the game.

Variants: Set up only a single base with the chosen objectives. Teams take turns as the "Attackers" and "Defenders", timing how long it takes them to clear their objectives, or seeing how many objectives they can clear in the allotted time. To add a sense of urgency for the Defenders, they could be given a limited number of "respawns" - either per player or for the team as a whole - allowing the Attackers to attempt to thin their numbers down before quickly clearing their objectives.





Defend the Core

Teams: 2

Setup: Each team is given a "base" location with a "core" - a large container with a receptacle for darts/arrows/missles/nerf balls/etc to be fired into. Each team is also given a designated "spawn point" which should be 20-30 yards behind their "core".

Respawn: Unlimited, 15-count

Objectives: Put as many darts/arrows/missiles/balls/etc into the opposing team's "core" as possible within the time limit. Each "hit" on the core - i.e each dart or other projectile put into the "core" - counts as 1 point. The team with the most points when time is called wins.

Special Rules: None

Variants: Scoring can be adjusted by allowing larger projectiles, which are generally shorter ranged/less accurate/otherwise harder to get into the core, to be worth more points. For example - all arrows/missles/nerf balls could be worth 5 points. There could also be 1 or more "bombs" placed in the middle of the playing field. (i.e. a colored ball - a player carrying it may not shoot/melee, and must drop it immediately if hit.) The ball may not be thrown, it may only be dropped into the "core" when the carrier can touch the "core" with both hands. These bombs could be worth additional points - i.e. 5 or even 10.



Infection

Teams: 1 or more "Zombies" (each armed with a single melee weapon only), everyone else is a "Human" (each armed with whatever weapons are allowed). Zombies should be designated by wearing a clearly visible loop of flagging tape around their neck/head/arm/etc.

(For games with 10 or more players, starting with 2-3 "Zombies" can keep the game from getting off to a slow start)

Setup: The "Humans" scatter throughout the playing area, while the "Zombies" remain in the center of the playing area at a designated "Zombie Spawn" location. (The "Zombie Spawn" location should have an ample supply of melee weapons and flagging tape.)

Respawn: When a "Human" is tagged out by a "Zombie", they are "Infected" and turned into a "Zombie". The new "Zombie" must go to the "Zombie Spawn" location and drop all weapons they are carrying and arm themselves with a single melee weapon instead. They must also acquire a flagging tape loop as described above.

When a "Zombie" is tagged out by a "Human", they should sit/kneel down and begin a 15-count. During this time the "Zombie" may not move or attack. When the 15-count is reached, they may become active again.

Objectives: The "Humans" must try to survive until time is called. The "Zombies" must try to "Infect" as many humans as possible. The only winners are the surviving "Humans" when time is called.

Special Rules: None

Variants: If, during their 15-count, a "Human" gently taps a "Zombie" with a melee weapon, the "Zombie" must stop their count and move to the "Zombie Spawn" location. Once there, they may resume their count. Once they reach 15, they may become active again. It may be declared that some/all "Zombies" may only walk. (i.e. only starting "Zombies" may run, or only non-starting "Zombies" may run, etc.)
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#21 Carbon

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Posted 03 August 2010 - 05:57 PM

Time to bump this back to the front page....and to also say that I'm a definite.
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#22 dodobeam

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Posted 03 August 2010 - 08:48 PM

Definite +1.
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#23 Ambience 327

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Posted 04 August 2010 - 09:04 AM

Awesome guys.

Carbon - did you decide whether do bring your daughter along or not? Dragonsnipe's boys are a maybe right now (he is a definite). If she is still interested in coming, I can try to get a more solid answer from him if you'd like.
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Foam in the Fort IV
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#24 Carbon

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Posted 04 August 2010 - 09:19 AM

Carbon - did you decide whether do bring your daughter along or not? Dragonsnipe's boys are a maybe right now (he is a definite). If she is still interested in coming, I can try to get a more solid answer from him if you'd like.


That'd be good, thanks.

As of now, she's a definite, too....but we both agree that she needs to test out getting shot, first. She knows it can hurt a bit, and wants to find out what she's in for before she commits to a day of nerfing and a ten hour drive.
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#25 Ambience 327

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Posted 04 August 2010 - 09:35 AM

Ok, I'll see if I can get a more firm response from him.

Also, it is possible that my nephews may be coming - they are 12 and 13.
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