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Game Types and Rules for Nerf Wars

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#1 Ice Nine

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Posted 23 February 2012 - 07:16 PM


There might already be a Nerf War in your area. Check out the 2016 Nerf War Schedule. If you're totally new to the word of modified nerf, we recommend that you read How to Make Homemade Nerf Darts and check out the Nerf Mods Directory

These are the most common rules and types of nerf games you'll find at the nerf wars we host. The rules are based on the experience of people from all over the world who have been running nerf wars for years. Your mileage may vary, use at your own risk.

 

A Nerf War, as we talk about it in this thread, is a gathering of people interested in Nerfing. It can be informal, just a few friends in someone's house, or it could it be one of the bigger yearly meet-ups, like Armageddon or Apocalypse, but they're almost always shorter than a day and played during the morning and afternoon outside.

The Basics

Rule 0: Don't be a dick. If you are getting into arguments, harassing other players, or having fun at someone else's expense, you are doing something wrong.

Rule 1: Keep it simple. If you need 20 minutes just to explain the rules, you're making it too complicated. People should be able to figure out the rules just by watching you play a round. You don't want people arguing on the field during play, and you don't want people to get bored before you even get started.

Hits
What happens when you get hit varies, but all nerf battles are decided on some level by whether or not you've been 'hit'. You are hit if you or something you are holding/wearing stops a dart from moving through the air, or alters it's course. Anything touching your body that might alter or stop the dart's path counts as a hit. This includes your clothing, blaster, shoes, holster, and backpack. Making exceptions or counting gun-hits or head-shots differently just over complicates things. See Rule 1. If you are not sure if a hit should count, take the hit and continue playing.

We will go into more depth in the last section, "Rules and Conduct" but this covers 90% of what you need to know. Now on to the games.

The Categories
Most rounds fall into three categories. Here are the most common examples for each category:

Elimination
Any game where the players can be eliminated, and are 'out' for the rest of the game. The rules below form the bases for almost all elimination games.

3-15 (Three-Fifteen, sometimes called 3-15 Deathmatch)
Category: Elimination
Goal: Eliminate opposing players by scoring hits on them until they run out of hits and are 'out'. Your team wins when all opposing teams are completely eliminated.
Primary Gametype: This is typically played for several rounds, and in some places is played for most of the day at nerf wars.
Rules: Every player has 3 hits before they are 'out'. When you are hit, you must count out loud slowly to 15 while pointing your blaster up in the air. After you count to 15, shout "Clear!" to let everyone know you are back in play, and resume playing. When you are hit for the third time, you are out of the game completely. When you are hit and counting back in, you are allowed to pick up ammo and walk around as long as you stay out of the way and make it clear that you are counting in. When you clear in, you have to clear in with out of range of the opposing team, with the rest of your team. You can't clear in behind your opponents and surprise them, and you can't clear in close enough to shoot them right after clearing.
Variations: 3-15 forms the basis for almost all games that allow players to be eliminated before the end of the round. Other combinations of numbers are used to indicate different numbers of hits and different counts, like 4-20 and 2-0. In other games, 3-15 may just mean that you have 3 hits and a count of 15 to clear in, regardless of the goal or win condition. (eg the Defenders get 3-15, Attackers get infinite respawn). 3-15 be played with more than 2 teams (ie four-team three-fifteen)
Organizer Notes: This game is best played with at least three players on each team. Balancing numbers is more important in this game than most others.

Objective Rounds
Any game where two or more teams must complete with some goal other than the elimination of the other team(s). Typically players can 'respawn' or return to play every time they are hit until the game is over, making elimination impossible. Either there is some way of scoring points, and the game ends after a time limit, or the game ends after a goal is reached. Carpe is the most common objective gametype. The goals may change but the basic framework of Carpe is used in many other gametypes.

CARPE (Carpe Testiculum: Seize the Balls)
Category: Objective Rounds
Primary Gametype: This is typically played for several rounds, and in some places is played for most of the day at nerf wars.
Equipment: Symmetrical field, plastic ballpit balls (or some other token, see below), buckets.
Goal: Steal balls from the other team's bucket or pick balls up from the field, and bring them back to your bucket. Whoever has the most balls in their bucket at the end of the round wins.
Rules: Each team starts with a bucket with the same number of balls in it. At the start of the game, there may be balls in a pile in the middle of the field. Each team also has a 'spawn point' that is close to their bucket, but out of shooting range. Every time you are hit, you must return to your spawn point before clearing in. If you are hit while carrying a ball, you must drop it where you were hit. You may only carry one ball at a time. After the time limit is reached, the game ends and whoever has the most balls in their bucket wins.
Variations: You may also be required to count in after being hit, in addition to returning to the spawn point. You may have to count after reaching the spawn, or you may be allowed to count as you walk back to the spawn. You can play this game with any number of teams.
Organizer Notes: Lay out the buckets so that it is easy to attack, and not too heavy on defense. Try to make the field as symmetrical as possible. This game works best with at least 4 players per team. To prevent the game from dragging on too long with unbalanced teams or unbalanced fields use the following rules:
If someone has captured all of the balls in their bucket before the time limit, the game ends immediately. If no one has captured a ball from an opposing bucket by halfway through the time limit, end the game early. As an alternative to ball pit balls, you can use anything that is easy to spot and easy to grab. Sticks of PVC with colorful duct tape have been used.


Attack & Defend
A game where teams are split into Attackers and Defenders. The attackers must achieve a goal within a set time limit. Then the two teams switch places and the new set of attackers must beat the previous team's time to win. This game type is played less commonly than Elimination and Infinite Respawn games, but it can add variety to a nerf war and is a good solution to playing on an uneven field with a heavy advantage on one side. Typically the round is played as an Elimination gametype for defenders and an Infinite Respawn game for attackers, but there are exceptions.

SIEGE (Playground Siege)
Category: Attack & Defend Rounds
Secondary Gametype This is typically played a few times at a war to mix things up and add variety.
Goal: To capture a flag and bring it back to the attacker's spawn point in the shortest time possible. The team which recovers the flag in the shortest time wins.
Rules: Defenders get 4 hits, and count to 15 after each hit until they are eliminated (4-15 rules). Attackers get infinite respawns and must clear in at a spawn point after counting to 5. Play continues until the attackers capture the flag or the time limit is reached. Then the teams switch sides and the new attackers must beat the defenders' time.
Variations: Frequently played on a playground where the defenders are required to stay on the playground equipment, or in the playground area. Can also be played with infinite respawn on both the attacking and defending teams.
Organizer Notes: The spawn point should be placed well out of shooting range of the defenders but not so far that the attackers must spend all their time running. Adjust the count-in for attackers as needed. Someone should be picked to be a timekeeper. Preferably someone who is sitting out for the round, but someone who is playing can keep time if needed.


At most Nerf Wars, the event organizer will probably run mostly Elimination or mostly Objective gametypes. Some people dislike Elimination because players who are eliminated have to sit out and don't get to play for as long as others. Some people dislike Objective games because the goal of the round takes focus away from the pure combat of Elimination. Some wars will have an even mix of both types of games.


Other Games
The most common games are listed in the examples above, but here are some other common alternatives

DEFEND THE CORE
Category: Objective Game
Secondary Gametype This is typically played a few times at a war to mix things up and add variety.
Equipment: Two large containers that will not be moved by wind or large barrages of ammunition. Must be able to hold a lot of darts/balls/missiles
Goal: To put as much ammunition into the other team's core as possible before the timer runs out, while defending your own team's core.
Rules: Set a timer, and set a spawn point a decent distance away from the cores. If you are hit, you must go back to your spawn point. Dumping ammo into the core from pockets and other sources is not allowed. Once the timer expires, count the ammo in the cores. The team with the least ammo in their core wins.
Variations: Here are a few optional changes worth trying. Make different sized ammo worth different points; large points for balls, Titan missiles, or other assorted things makes a more varied game. In Canada they apparently drew a circle (radius of fifteen to twenty feet) around their core and people were not allowed to cross it, to prevent people from shooting point-blank into the core. 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. Use a paper target from a shooting range at the opening of your core. Divide the players into thirds: One third will defend and the other two thirds will attack.
Organizer Notes: 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). Try to make the timer no longer than half an hour. 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.

FREEZE TAG
Category: Other
Primary Gametype: In some places is played for most of the day. In other places it is played for at least 2-3 rounds per war.
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 are not required to strike a comical pose while frozen, but it is encouraged. You can unfreeze teammates by either tagging them, or shooting them. When everybody on one team is frozen, the game ends. You can not run around constantly tapping another player to stay 'invincible'. If you are staying in constant physical contact with another player and you are hit, they are hit also (aka the conga-line rule)
Organizer Notes: 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. This game can be a great morale booster if people are dragging their feet after a long round of 3-15 or an Objective game that doesn't quite work out.

MINNESOTA VIP
Category: Elimination (see Objective variation below)
Secondary: This is typically played a few times at a war to mix things up and add variety.
Supplies: Some way of denoting VIPs, if you so choose. (Hats, special flagging tape, etc.)
Goal: To eliminate the other team's VIP before they eliminate yours.
Rules: Each team chooses a VIP, and tells the other team who it is. The VIP has a 15 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 may respawn anywhere away from battle. When a team's VIP is eliminated, that team looses.
Variations: One variation is to declare sudden death (1-0 Elimination) for all players on a team if their VIP is eliminated instead of ending the game. This can make games with more than 2 teams more interesting. VIP can also be played as an objective game, where the VIPs have infinite lives. The team who's VIP has been hit the least number of times within the time limit wins.
Organizer Notes: This game works best with set boundaries in an area where you can always see the opposing team's VIP. Avoid thick woods where the VIP can hide forever.

Warmup/Speed Rounds
These are gametypes you can play to fill time when you are waiting for more people to arrive or come back from lunch, or when you want to start the day with something a little more intense to get people moving.

SPEED ROUNDS: SUDDEN DEATH - ONE HIT KILLS
Category: Elimination
Secondary Gametype This is typically run during downtime at large wars to allow people to come and go while other players are taking a break.
Everyone who wants to play is divided into two groups as quickly as possible. Use some arbitrary rule like odd vs even date of birth. Make some quick adjustments to balance numbers, and--time permitting--skill. Try to do all of this in less than 30 seconds. Now play a game of deathmatch (see team elimination above) where players are instantly eliminated if they are hit. Repeat, re-mixing the teams each round, allowing players to leave and join. The key is to keep things moving as quickly as possible. If the last players in a round are taking too long, declare the team with the most players remaining the winner or set a short (less than 30 second) time limit for a draw to occur.

SPEED ROUNDS: WINNER STAYS ON
Category: Elimination
Secondary Gametype This is typically run after lunch at large wars to allow people to come and go while people trickle back in after lunch.
Everyone who wants to play forms up into a line, and the first 6 players in line are formed into two teams. The first two teams enter the play area and play a game of Sudden Death (1-0, see 3-15 above) where players are instantly eliminated if they are hit. The losing team moves to the back of the line, and the winning team stays to play against the next team. Give the teams 15 seconds to be ready for the next round, and only permit them to play if they are ready in that time (make stragglers wait for the next round). If a team wins three times in a row, send them to the back of the line and send in the next two teams. Teams can come and go, and players can mix themselves into any groupings they want while waiting in line. Keep things moving as quickly as possible. If you play long enough for a team to get several consecutive wins, break them up and mix them into other teams. Teams can be expanded into larger groups than 3.
Organizer Notes: This game tends to develop a spectator element as the players wait their turn. This is pretty much the only time people get really excited about *watching* nerf. Enjoy it. Feel free to allow new players to form slightly larger teams. This should be a round where everyone has a chance to win.

MEATGRINDER
Tertiary Gametype This gametype is particular to the chicago area and is usually played once as a warmup.
Category: Objective
Goal: To shoot as many people as possible before the time limit.
Rules: Pick some teams, or allow a free-for-all. When a player is hit they must go back to a spawn point, then they may clear in immediately. Whoever had the most fun at the end of the round wins. If you are actually counting hits in this game, you are breaking rule 0.


Less Common Gametypes
These are games that have been played before, but usually as a novelty or to add variation. They are not as well tested, and they may not have spread outside of their regional areas. Feel free to skip this section.


Spoiler



Variations
These are changes that can be made to many different gametypes.

ATTACK & DEFEND (objective games)
See Siege at the top. Any of the Objective games can be made into Attack & Defend games by cutting the field in half and switching sides after a time limit. Siege itself is just capture the flag made into an Attack and Defend round. Defend the Core can be done this way as well, with a single core being attacked by each team in turn for a set time period. This is a great solution to a field with no symmetry, or an imbalance due to wind direction.

SUDDEN DEATH (elimination games)
For any elimination type game, set a time limit. When that time limit is reached, the remaining players go into sudden death (one hit kills). If round continues to drag on, you can end it after a time limit and award the win to the team with more players.

PISTOL ROUNDS
For any game type, you can require all players to use single shot spring powered pistols. What qualifies as a pistol varies from one war to another, but they should usually be evenly matched and shorter range than the 'primaries' people generally use. This variation pushes players to play more aggressively, and reduces standoffs. Allows play in smaller areas with less cover.
A variation on this is an 'Awfuls' round where comically bad nerf guns are used. People who play Awfuls rounds are Awful people.

DON'T GET ELIMINATED / ROCKET ELIMINATION
Special blasters have the ability to eliminate you from the game completely. This is usually combined with 3-15 and it's variations. Eliminators (a tiny under-powered pistol) can be used. Sometimes blasters that fire rockets or other large ammo are used. This variation is pretty uncommon, but can used to mix things up.

HEADHUNTERS
Only shots directly to the head count. Formerly played with 3-15 rules in Canada. Not recommended. At most wars, intentional shots to the face are discouraged.

Rules and Conduct
These rules are typical for Nerf Wars hosted on NerfHaven. They are for the safety of the participants and to keep things running smoothly. Most of them fall under Rule 0: Don't be a dick.

Eye Protection
Bring Protective Eyewear. Typically everyone is required to wear eye protection. Goggles or safety glasses which are rated for impact are strongly recommended.

Calling a 'Hold'
At any time during a round, anyone can call "Hold", which will temporarily stop that round. Players should repeat the call of Hold so that all other players hear, until the round stops completely. If a pedestrian is walking through the field, if a player is injured or if there is some other threat to personal safety, you are obligated to call hold. You can call a hold to pause the game and sort out some issue that is not a matter of personal safety, but do not abuse it.

Getting Tagged and Tagging Other Players
See 'Hits' above under 'The Basics'

Ricochets do not count. You do not have to take a hit from a dart that bounced off of a wall, the ground or another person before it hit you. If you are not sure if a hit is a ricochet, just take the hit.

Hits to the face count. Do not intentionally shoot another player in the face or head when it is possible to shoot someone in the torso/center of mass. It's easier to hit someone that way anyway.

No blind firing. You must be able to see some part of your opponent while you are firing on them.

Calling Hits
Do not call a hit on another player while the dart is still in the air. Do not call a hit unless it appears that your target has ignored or failed to notice that they were tagged. If you constantly call hits while the dart is in the air or when the dart actually missed, you will be warned and possibly removed from the game.

Tapping and Calling Tap
Barrel tapping is the practice of touching the side of your barrel to another player as an alternative to shooting them point blank range. Compare this to shouting 'bunker' or 'bang' in paintball/airsoft. Typically you have to be cocked and loaded in order to tap someone (you can't tap someone that you couldn't possibly have shot) and you may even be required to fire a shot at the ground after a tap. For the sake of safety and simplicity, barrel tapping is not allowed at some wars, so check with your host.

If you do not want to be shot at point blank, you can point your gun up in the air and call "Tap" to signal that you are voluntarily taking a hit to avoid being shot. Compare this to the 'mercy' rule sometimes found in paintball or airsoft.

Talking during a round/Arguing over hits
Do not get into an argument over whether you were tagged. If someone insists that they tagged you, and you did not see whether the dart hit, just take the hit. Be polite, and be honourable. It’s just a game. If someone is repeatedly making bad calls or otherwise causing an issue, tell the event organizer after the round is over and they will deal with it. Arguing about a hit does not exclude you from being hit. If someone hits you because you were not paying attention and were talking to another player, it still counts. If you need to stop the round, you can call "Hold" but otherwise you are in play and fair game.

General Courtesy
Don't touch anyone's stuff without asking.

Pick up all darts when you dart sweep, and put darts that are not yours in the community dart bin, so other people can retrieve their ammo. You can use whatever you pick up during a round, but when the round is over, you should give back any ammo that doesn't belong to you.

Don't run off into the woods and hide, or endlessly run away, and expect anyone to come looking for you if you separated from your team or they have been eliminated. Play aggressively, and participate in the round, or you will be ignored.

Be prepared to play. When a round is starting, pay attention to your host and try to keep things moving. If your gear breaks, or you run out of ammo, don't expect anyone to wait on you.

Don't shoot anyone who is not playing. Do not shoot anyone outside of a round.

Equipment and Attire
Do not use silver, black, or camouflage colors on your blaster. An orange tip is not enough. If your blaster resembles a firearm, paintball gun, or airsoft gun, you may be required to cover a large portion in orange duct tape. Blasters shoul look like a toy, to discourage bystanders from reporting you to law enforcement.

Do not wear an all-black, camoflage, military, or law enforcement style uniform/clothing. For example, if you want to wear camo/bdu pants, wear a bright t-shirt or other non-military attire. Do not wear a matching BDU shirt, olive drab t-shirt, etc.

Do not wear a mask. Paintball, airsoft, or costume masks included. Headshots are not encouraged, so safety goggles or glasses should be enough.

Now that you know the rules, find a nerf war in the 2016 Nerf War Schedule, or plan and host a war yourself. If you're interested in using homemade or modified blasters, we recommend that you read How to Make Homemade Nerf Darts and check out the Nerf Mods Directory




Last edited by Ice Nine on 03 July 2012
Major Update 19 September 2014 as per thread in #nerfhaven


Edited by Ice Nine, 07 December 2015 - 07:51 PM.

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Unholy Three: DUPLUM SCRTA, DUPLUM PROBLEMA (2009)

But Zeke guns tend to be like proofs by contradiction

Theoretically solid but actually non-constructive

Rnbw Cln


#2 KaptainKrazy

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Posted 23 February 2012 - 07:23 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.

Edited by KaptainKrazy, 23 February 2012 - 08:14 PM.

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


#3 Zorns Lemma

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Posted 23 February 2012 - 07:28 PM

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.
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#4 cmeej

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Posted 23 February 2012 - 08:20 PM

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?

Edited by cmeej, 23 February 2012 - 09:12 PM.

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#5 Langley

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Posted 24 February 2012 - 10:53 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
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You can poop in my toilet anytime champ.

2016 Nerf War Schedule
Bless you, my son. Now recite 3 New Members Guides and 5 Code of Conducts for your sins.


#6 Apollo256

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Posted 24 February 2012 - 08:46 PM

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.

Edited by Apollo256, 25 February 2012 - 03:19 AM.

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#7 sublimedom777

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Posted 24 February 2012 - 11:41 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.

Edited by sublimedom777, 08 August 2012 - 10:47 AM.

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We NERF ON all day, and FUCK OFF all night


#8 Ice Nine

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Posted 25 February 2012 - 12:56 PM

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.

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.
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Unholy Three: DUPLUM SCRTA, DUPLUM PROBLEMA (2009)

But Zeke guns tend to be like proofs by contradiction

Theoretically solid but actually non-constructive

Rnbw Cln


#9 Daniel Beaver

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Posted 27 February 2012 - 04:13 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.

Edited by Daniel Beaver, 27 February 2012 - 04:18 PM.

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#10 Ice Nine

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Posted 28 February 2012 - 03:02 PM

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.
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Unholy Three: DUPLUM SCRTA, DUPLUM PROBLEMA (2009)

But Zeke guns tend to be like proofs by contradiction

Theoretically solid but actually non-constructive

Rnbw Cln


#11 Curly

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Posted 28 February 2012 - 04:00 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.

Edited by Curly, 28 February 2012 - 04:04 PM.

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#12 hoongfu

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Posted 28 February 2012 - 06:00 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.
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#13 Crankymonky

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Posted 28 February 2012 - 06:33 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.


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)

Edited by Crankymonky, 28 February 2012 - 06:35 PM.

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#14 Curly

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Posted 28 February 2012 - 09:14 PM

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

Edited by Curly, 28 February 2012 - 09:14 PM.

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#15 Blue

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Posted 29 February 2012 - 01:11 AM

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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#16 Keo

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Posted 29 February 2012 - 01:55 AM

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.
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#17 Langley

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Posted 29 February 2012 - 10:52 AM

...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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You can poop in my toilet anytime champ.

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#18 BritNerfMogul

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Posted 29 February 2012 - 11:10 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.

Edited by BritNerfMogul, 29 February 2012 - 11:13 AM.

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#19 TED

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Posted 29 February 2012 - 10:35 PM

Best game type: http://nerfhaven.com...ndpost&p=297258
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Star Wars can go fuck itself.

#20 Ice Nine

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Posted 29 February 2012 - 11:21 PM

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


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.


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.


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.


Best game type: http://nerfhaven.com...ndpost&p=297258


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.


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}?

Edited by Ice Nine, 01 March 2012 - 03:09 AM.

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Unholy Three: DUPLUM SCRTA, DUPLUM PROBLEMA (2009)

But Zeke guns tend to be like proofs by contradiction

Theoretically solid but actually non-constructive

Rnbw Cln


#21 Zorns Lemma

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Posted 01 March 2012 - 12:13 AM

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


Fixed that for you.

NICE TENT CAMPER SCRUB
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#22 Daniel Beaver

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Posted 01 March 2012 - 07:23 AM

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.
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#23 Dayko

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Posted 02 March 2012 - 01:30 PM

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 taerKitty

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Posted 02 March 2012 - 03:16 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:

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:

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:

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.

Edited by taerKitty, 14 March 2012 - 02:51 PM.

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Fugly is a feature.

#25 Langley

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Posted 14 March 2012 - 01:54 PM

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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