A Nerf war is a competitive activity involving Nerf Blasters or other foam-firing toy weapons. The term covers a wide range of games and gatherings, from informal shootouts in offices and basements to well-organized outdoor battles with high-powered modified[1] blasters. Since foam blasters are relatively safe and cheap, Nerf wars can include participants and battlefields otherwise unsuitable for airsoft and paintball.
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Nerf wars can take place anywhere. Any area with a good balance of open space and cover can be a candidate. Basements, offices, and backyards are common locations for informal games. For larger wars with more participants, bigger venues like gymnasiums, public parks, forests, ravines, and schools make good battlefields. When planning a Nerf war in a public area, the organizer typically reserves the space and watches out for non-participants to reduce any liability. The ability to play in free locations is an important element of a Nerf war's accessibility.
Informal wars are usually ad-hoc games played in an office or backyard. These are usually all-out free-for-alls that break out spontaneously and last until the supply of darts has run out. Informal wars in a workplace are a cheap and exciting relief from daily tedium, and an interesting method to build camaraderie.
Organized wars are usually more intense, larger in scale, and well-publicized. Typically planned in advance by a group of friends, a Nerf club, or the Nerf Internet Community, these battles are held in large public areas, attract Nerf hobbyists, and usually have standardised rules. Because the games are more competitive and the battlefield larger, blasters are usually modified for increased range.
Many wars across the United States are organized and promoted through the forums of enthusiast sites like OzNerf,NerfRevolution, Nerfhaven,[2] NerfHQ,[3] Foam Universe,[4] and Heart of Nerf.[5] The members of these forums are collectively known as the Nerf Internet Community, or NIC.
The NIC holds large annual wars on both the East Coast and West Coast of the United States[6] and certain locations even have bi-annual or monthly wars. All around Australia there are wars as well, and a yearly event called Reign Of Foam.[7] Some colleges and youth groups have active clubs and associations that host Nerf Wars regularly.
Rules of participation are set by the war's hosts to create a safer and more balanced game. Over time, the NIC has centered on a widely accepted set of standard rules, regulations, and game types.[8] Australian wars are often held under the "Foam Fortress"[9] ruleset, based around the popular FPS Team Fortress 2.
"Nerf war" also refers to a type of video made that features any sort of Nerf battle/gun. It is very popular on YouTube, as anyone with a camera and a Nerf gun can produce one.
Teams: Two teams of around the same amount of people, preferably around 7
Objective: Either annihilation or the capture of the enemy base.
Overview: Two teams start out either from a base and a landing zone or two bases. The first team to capture the enemy base or annihilate the enemy wins. The difference from most styles of games is that this is intended to be a simulation of war, so if you are shot in the arm, that arm becomes useless. Head and torso shots are kills, although a lower torso shot is a timed (10 sec.) kill. Sometimes there is a medic, who is lightly armed but can heal players' injured appendages and resurrect players who have died from stomach shots within 30 seconds.
Teams:Free-for-all (Can also be played with two teams)
Objective: Eliminate every player (or the other team if reqiured)
Hits taken: Two hits per player on both types
Overview: A battlefield is chosen, usually with many obstructions. Then, the players must tag each other out using only the Nerf guns. The game continues until only one person is not tagged out. If teams are used, the winning team must shoot each other out until only one is left standing.
Teams: Three people in total, two people and one assassin
Objective. Assassinate the other players to not be the next assassin
Overview. The assassin hides and waits for the two other people from the other team. If a teammate from the non-assassin team gets tagged that teammate is out until the next round. If the assassin tags both of the people, the last one hit is the new assassin. A new round starts.
Teams: Two or more
Objective: Eliminate all opponents.
Overview: Gunslinger Heaven is a distant relative of elimination that encourages strategy and daring moves. The game is played with two-man teams, and each player is limited to a single spring pistol. When a player is hit, they remove themselves from the game for 15 seconds and down a flag. When a player wearing a flag is hit, they're permanently eliminated from the game. If a player wearing a flag eliminates another player wearing a flag, the shooter may remove his flag and regain the extra 'life'.
Gunslinger Heaven is best played in a small area with little cover, to prevent standoffs and keep teams from hiding. It creates very short and exciting matches, and is a common game at Nerf Internet Community wars.
Teams: Two or more
Objective: Retrieve the opponent's flag and bring it back to your base.
Overview: This game is generally played with two teams. Capture the Flag games typically don't include permanent elimination, which moves the emphasis from the players to the flags. CTF is uncommon, as rounds tend to be longer than deathmatches and require more running. Multiple CTF variants are played.
Capture the Flag: Each team has its own flag. A team wins by retrieving the opponent's flag and returning it to their own base. Often, a team must have their own flag in their base to win the round.
Center Flag Push: A single flag is placed in the center of the battlefield. A team wins by retrieving the flag and putting it in the opponent's base.
Center Flag Pull: A single flag is placed in the center of the battlefield. A team wins by retrieving the flag and putting it in their own base. These games often turn into footraces when quick players can outrun the opposing team and simply snatch the flag.
Venue selection is very important for a fair and fun CTF game. A good field is symmetrical and offers many routes to the flag, for balance and variety. In addition, plenty of cover should be available around the bases to allow each team to effectively defend their territory. Because this game involves plenty of running, the venue should be fairly small. A small venue makes for fun, fast-paced games.
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Teams: Two
Objective: Defend or tag the VIP as he moves to a base.
Overview: The game involves one VIP who attempts to move from a start point to a distant base. Two teams fight over him: The bodyguards who defend the VIP and the assassins who attempt to take him out. The bodyguards are generally loaded with better fire-power, but are almost always outnumbered by the assassins. The VIP himself is generally very lightly armed, or not armed at all. The VIP is always killed with a single shot, and the others usually follow 3-15 elimination rules.
For an interesting reversal of the game, the bodyguards may be required to "rescue" the VIP before taking him to safety.
Teams: Two
Lives: 1, Once you're tagged, you're out until another game or round.
Objective: Infiltrate the area you play in to get the item (or data) you need, as of a Nerf gun (From YouTube CACox97's "Nerf Procurement" Video) or information of anything on a SD Card, anything able to store data and be put in a computer and/or laptop.
Overview: The game Infiltration (Similar to Procurement) is set where two teams (soldiers, terrorists) must defend (Terrorist) or capture (Soldier) a certain item, as in a certain gun (as of YouTube CACox97's "Nerf Procurement" video) or a card fill with information or anything you can think of. Infiltration can be played by soldiers being outside the base (about 40 feet away) while the terrorist protect the base. Houses are commonly used for bases. There can be about 15 players in Infiltration. But there must be more terrorists (About 3-4 (1 commander) soldiers vs. 10-11 (about 5 outside guards)(3 terrorists guarding the target) Terrorists) then soldiers. Soldiers are 40 feet away from the house, they move to the house but must take out the terrorists outside. They move into the house and take out all the other terrorist. Guns need to be stored around areas as in tables in where you enter, or guns from the people you took out. The Game Ends when all the terrorists are dead (out) and the item is captured or if all the soldiers are dead (out).
Teams: Two large squads, occasionally played free for all
Objective: It can have the same objectives as Elimination, Capture the Flag, VIP, Assault, or Humans vs. Zombies
Overview: DTA strategy matches are larger matches organized by a Dart Tag Association. It can have varying objectives, but there are strict rules. Players will be down but not out if they are shot in the torso or legs. Arm shots will render that arm useless. Head shots are prohibited, and may cause penalty. Shooting a downed person will cause them to die, and temporarily leave the match. Foam sword strikes are an automatic kill. Players are encouraged to use cover when playing this type of match. "Sergeants" will lead a squad or team, and may have an identifying item of clothing. The weaponry includes Nerf guns and foam swords, along with scooters and bikes for transportation. Upgrading weapons is allowed. A popular upgrade is attaching a foam sword to a Nerf gun to make a bayonet. It is common that there will be a DTA that players will need to be part of to become a Sergeant, there are also officers, Privates, Corporals, and Militia units. Militia units have not signed up for the DTA hosting the event, but a player needs to be accompanied by another to be a Militia unit. These games tend to be highly tactical, more so than other gametypes.
Teams: none
Objective: Shoot your opponent
Overview: Quick draw is a simple game played where two opponents stand from 7–10 feet apart. Both players stand with a single action spring pistol at their side loaded and ready to fire. A third person stands off to the side and calls down from 3. On go both players fire a set number of darts, varying on the way they prefer to play. First one to be hit with a dart is the loser of the match. These games are almost always very short and require very little strategy. They are almost completely based on reaction time, and ability to aim under quick circumstances.
Teams: Two
Objective: Kill or defend the president.
Overview: This game is fairly similar to VIP. There are two teams. On one team, there is the president and his bodyguards. The president is equipped with a pistol. The bodyguards are equipped with shotguns, or any pump-action gun. All players on the other team are equipped with snipers or clip-system guns. The president hides somewhere in the playing area while the bodyguards protect him, and the snipers make their way to find the president. If a sniper kills a bodyguard, the bodyguard has to sit out the rest of the game. If a bodyguard kills a sniper, he must return to his base, count to ten, and return to play. Once all bodyguards and the president are dead, the sniper who killed the president then becomes the president, and the former president becomes a sniper. Then a new round begins. All participants can improvise on a round limit.
A good playing area for this game should be one with plenty of cover and flank routes. The playing area could also be small for fun, short rounds.
Teams: Two
Objective Kill all of the enemy players to win or defend or destroy the Secret Bomb
Overview This game is fairly hard and has a lot of hide and seek strategies to defend the bomb site. You have to have a well coordinated team to pass the objective once the team is down. You can pick up the bomb from a downed enemy to keep the objective going. A good strategy is to have a heavy troop, a few light troops and a bomb carrier. the bomb carrier has a big responsibility as they have to get it to the objective. It take eight seconds to plant and defuse the bomb.
Teams: Two (3 people at least)
Objective Enter Guards base/Kill the Immigrant
Overview This game is quite hard for the immigrant players as this game is about stealth and speed. The players are split into two teams. One player is chosen to be the immigrant, (however, depending on the number of players there can be 2 or 3 immigrants). Everyone else is a guard (Guards must outnumber immigrants). The guards set up a base and then patrol the surrounding area, heavily armed. The immigrant/s ( who may be lightly armed or have no weapons at all) set up a base at the other end of the area. The immigrants must then try to enter the guards base without being seen or shot. Guards must patrol around the area and cannot guard the base itself. Head and torso shots kill both immigrants and guards (dependent on if immigrants have guns). Shots to any other parts of the body render them useless.
Teams: Two
Objective Survive the zombie attack the longest
Overview Best played with 10 or more people in an open field. The group is split up into two teams, 10 soldiers and 3 zombies. The soldiers are allowed unlimited guns and ammo, while the zombies have no guns. In order for a zombie to take out a soldier, all it must do is touch. In order to survive, a soldier must evade and shoot the zombies. When a zombie is shot, it regenerates at a designated spot. Soldiers also have the option to visit a safe zone, where they may remain for five seconds. When a soldier becomes a zombie, he must immediately drop his gun and regenerate at the designated spot. Dropped guns may be used by other soldiers. The last remaining soldier is deemed the winner.
Teams: Free for all or Two
Objective:Defeat the other team/all players
This war plays like Tactical, exept one thing,each player can only have 1 pistol.All other weapons are piled in the center, up for grabs.