NerfNews - January 2001
And So It Begins....
The first phase of the arms shipment has made it's way to GoAhead, and
we're ready to spin up a trial run of Nerf Wars. We've got guns and
ammo for about 14 people, so if you're interested in having some fun Friday
night for an hour or so, we'll see you at the 13th floor reception area
at 6:30 pm. Eye protection is strongly recommended, but ordinary
glasses will do. It's only Nerf, after all.
The Rules of Nerf
The Game Arena
Thirteenth floor. Washrooms are out of bounds. The WAR room,
and the electrical contractor's room are out of bounds. The game
start location is in the thirteenth floor reception area. All players
start at this location prior to a game. Game instruction, weapon
selection, and trash talk happens here. (Ed. This has since
been revised. As of June 2001, we play on the seventh floor.)
Game Time
Game setup time will be two minutes. Use the set-up time to find
your start position,
or organize your team. Game duration will be five minutes, or
when the game
objectives have been completed. This is subject to change.
Games commence with
a long blast of the whistle, and complete with two short whistle blasts.
Game 1 - Last Man Standing
Objective: To kill all opponents within a set time period.
Death: If a player is hit, he is dead and out of the game. He
must immediately
go to a predesignated out-of-bounds zone and stay there until the game
is
over. He may not interfere with the game in progress in any way.
The WAR room is the designated zone to be used for the collection of
the dead.
Game 2 - Capture The Flag
Objective: To have captured all of the enemy's flags within a set time
limit.
Playing Area: Each team has a fixed flag location and respawn station.
These are
set at the beginning of the game and cannot be moved.
Capturing the Flag: To score a capture a player must bring the enemy
flag
back to his own teams flag location. The flag must be carried
in one hand.
This would imply that you have just one hand remaining to carry and
use your
weapon. Only one flag may be carried per person at any given
time. Flags may be
passed to team-mates, but only while you are "alive". Dropped
flags may be returned
to home base.
Death: If a player is hit he must go to his teams respawn station with
his hands on his
head (alternatively, she may choose to hold her weapon above her head).
The player may
then resume playing. A player on the way to the respawn station
cannot interfere with
the game in any way, with the exception of collecting ammo that he
has just shot. If
a player is shot while carrying the flag, he must drop it where he
was shot.
Some Basic Rules To Remember
1. Teams
-
Two or more teams
must be formed beforehand.
-
Teams should be
equal in number, skill, or preferably both.
-
Teams can be changed
during a battle by the Coordinator only.
2. Guns & Ammo
-
Any projectile-firing weapon from the Nerf line of products is considered
to be a gun. Non-nerf weapons can only be used with the consent of
the entire group.
-
Any ammunition from the Nerf line of products is considered to be legal
ammo. Non-nerf ammo can only be used with the consent of the entire
group.
-
Each player starts each game with possession of his own guns and ammo.
-
Players may only use the guns that they started the game with.
-
Any ammo can be picked up and used by any player.
-
Do not damage or lose ammo you do not own.
3. Getting Hit
-
If ammo shot from a gun contacts any part of your body or clothing in contact
with your body, you are considered hit. Anything worn on your body
cannot prevent a hit, including armor or backpacks.
-
Any rigid object may be used as a shield, but it must occupy at least one
hand. This includes Nerf weapons. Ammo that hits a shield does
not count as a hit to its bearer.
-
The ammo must have contacted the target directly after leaving the gun
with touching anything on the way; ricochets do not count. (Ed. Exception
is Nerf Ball ammo)
-
Do not aim above the neck. "Headshots" do not count as hits.
(Ed. Revised - Oh yes they do!)
-
If the hit is not declared immediately then it doesnt count.
-
Do not argue about getting hit; BE HONEST. The Coordinator has the
final say in all conflicts.
-
If stealth is a concern, do not take any action that would give away the
position of the shooter after you have been shot.
Back to the NerfNews Archive Index