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Nerf War Rules For

Turret Activation

Player Count:

 8+

Playing Time:

 10-15 Min

Age:

 12+

Untested

Game Designer:

 LightningEagle14 (NerfDMI)

Description:

This is a variation on team deathmatch where eliminated players still get to participate in a limited fashion. It’s reminiscent of the school yard game “Sharks and Minnows” or “Octopus Tag” depending on where you grew up. During the game players have a limited number of lives, once they have extinguished all of their lives they become turrets. Turrets are only loyal to the team of the most recent person to provide them with an activation key and ammunition with which to attack. The game continues until one team has been completely transformed into turrets.

Quick Reference Rules:

  1. Each player has 4 lives

  2. 15 second respawn

  3. Once you lose your last life you sit down and are transformed into a turret.

  4. Turrets are only allowed to shoot when activated.

  5. Turrets are activated when a live player provides them a flag (activation key). They can also provide ammunition to the turret.

  6. Turrets are stunned for 7 seconds when shot.

  7. Players can carry multiple flags (activation keys) at the same time.

  8. When shot drop all flags before going to respawn. If it is your last life toss the flags a little ways away from you so that players know they are still active.

  9. Game ends when one team has been completely transformed into turrets.

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Detailed Rules

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Who do turrets shoot at?

They shoot at whichever team is opposing the player that activated them. i.e. if activated by red, you go after blue. If activated by blue, go after red. Turrets continue attacking until they run out of ammo at which point they deactivate. Note turrets can be hacked if a player is able to stun a turret and then provide them a flag (activation key).

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Can turrets move?

No. They are only allowed to pivot.

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Can turrets scavenge for ammo?

Only when they are not active. They are not allowed to walk anywhere when doing so.

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Can I upgrade a turret to a better blaster?

Yes. However that blaster must stay with the turret and cannot be retaken during the rest of the game.

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When/ where can flags (activation keys) be taken?

At any time throughout the game. Flags start in the center of the field however if a player drops a flag(s) after being shot they can be picked up and used.

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Can flags (activation keys) be reused?

No. Once a turret has received a flag (activation key) they should place it on the ground next to them and it is no longer active. This is why it’s important to toss any flags you had on you when you transformed into a turret a little ways away.

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Can I stock pile flags (activation keys)?

Yes. Players can bring flags to an area and drop them off.

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Group-Specific Rules

Decide On...

  • who has the final say on a disagreement about someone getting hit.

  • rules for jumping over or climbing on bunkers

  • what types of ammo are allowed

  • a dart velocity limit (I like 120 fps)

  • whether blaster hits and friendly fire count

  • rules for shields and melee weapons

  • what signifies that a player has respawned

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Other General Rules

  • Be respectful. It’s only a game.

  • Use common sense

  • Before touching someone's gear ask for permission

  • Everyone should have eye protection

  • Don't move bunkers

  • Ricochets don't count

  • Players shouldn't discuss what's going on if they haven't spawned back in.

Victory Condition:

A team wins when they turn all the opposing players into turrets.

Supplies Needed:

  • 30 flags or similar

  • team indicators

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More Information

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Learn More

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Basic Supplies

  • Foam Blasters (e.g. Nerf)

  • Extra Ammo

  • Bunkers (e.g. cardboard)

  • Copy of Rules

  • Team Indicators (Optional)

Setup Required:

  • Place the flags (activation keys) in the center of the field.

  • Designate respawn area’s

Variants:

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Example Field Setups

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About Me

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I only recently made the switch to being a Nerf/ Foam enthusiast back in 2018. Rather than modding Nerf blasters, I found my real passion was in the creation of game modes.

Disclaimer

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