Nerf Team Deathmatch

Priority Mission data for immediate release:
We have lost contact with Research team 4 who were dispatched to a set of ruins that were recently discovered on an asteroid in the Panishiba sector of the belt. We know the other Major Crops have intercepted this message and will be sending teams of their own. Per the previously established agreements on rights disputes on items of interest found on mining expeditions a tournament will be held to decide ownership. We will be sending your team and others to represent our interests. Here is the broadcast we received:

START OF LINE
Research team 4 reporting in We…………. New Rift discovered…… Only a 5 man team can enter……Library…….  NO! NO! This can be…….. Send help……. Hey! who turned out the Lights………….
END OF LINE

Arrival time is scheduled for Friday at noon. May the veins found be rich

Signed,
Dennis Brian Cooper
Angel jump investor
Nerf Team DeathMatch

Team Deathmatch

This is a game of elimination. Each player is given three Lives before they find themselves out of the game. After each hit, you must either return to your starting location then slowly count out loud to 15 before you are allowed to re-enter or take a knee and count out loud to 10 waiting for a medic. Upon your return, you must yell, “Clear!” to announce that you are back in play and once again a target.

While you are out, you may walk around and collect ammo. However, you must ensure that you are out of the way of active players and that when you “clear” You have a hand on the back wall.

1 player on each team can be designated as a Medic. The medic ability that 3 times 

during a match can revive a downed teammate. The medic has until the downed teammate finishes their 10 count to reach them. If the medic fails to reach them in time the player is dead and has to respawn back at the starting location. Medic has to keep their hand on the downed teammate’s shoulder for a 10 count then the player can come back into battle after stating out loud “Stimpack” not having used a life.

Match ends when either all opposing team members are dead or the opposing flag is returned to your starting location.

Safety Rules

Safety is the most important feature of a Nerf battle. Nerf battles are for friendly competition, thrilling strategy contests, and a good time. Nerf battles are not for serious injuries or trips to the hospital. Safety rules are the most important of Nerf battle rules, and should be followed diligently in order for everyone to have a good time.

The first safety rule is one of the most important. There is no hitting, kicking, pushing, pulling, wrestling, or physical attacking involved in Nerf battles. The only physical contact that should be made with another player is a hand on the shoulder, which is used to “revive” someone, or to save them from a hostage situation.

Second safety Rule. No intentional face shots. We get it, sometimes you accidentally hit the face and that’s okay. As long as you are not intentionally aiming right between the eyes, you can simply apologize for a face shot and move on.

Third safety rule. Always wear eye protection. During your Nerf battles, it’s important to keep on protective eyewear at all times. This can protect you from those accidental face shots from the enemy or friendly team members

Fourth safety rule. All outside nerf rules will need to be safety inspected by the safety team and by the Referee before it can be allowed to be used. NO MODIFIED NERF GUNS WILL BE ALLOWED.

Combat Rules

Listen closely to the instructions before each game or match. Each match may have different or special rules based on teams input. Referee has final say on match rules.

Do not leave the base until the main whistle blows. There is a warning whistle about 10 seconds before the main whistle, which can release you into the battle.

Play honestly. If you get hit, that makes you dead or wounded. Make sure to play fair and fall down if you do get hit.

players are only allowed to become hit once before they are out. Once a player is out, they must return to the base to respawn, or they can take a knee and wait until a Medic revives them. A player’s ability to respawn or become revived by a teammate depends on the amount of lives they have. The amount of lives is typically established before the game.

Other rules can be established. Before the battle begins, your team and the enemy team can discuss a custom set of rules to put in place with the referee.

Hits to the head and torso count as kills. Hits in all other locations, such as the arms, legs, or side, count as injuries but not deaths.

If you die on your last life, you must leave the game. This includes taking your weapon and your bullets and leaving the playing area as immediately as you can.

Teams can be uneven. Typically, the number of people on each team is equal; however, teams can be uneven due to skill. Most Nerf battlers like to balance teams based on ability and player skill rather than just sheer numbers.

BASIC MATCH RULES

Each match consists of 3 rounds.

A round lasts until either a team brings the opposing flag back to their starting location or all opponents are dead.

Teams start each round at their home bench, with at least one part of their body or blaster touching the bench until the round starts.

The bench may be an actual bench, a wall, or other similar object that a full team may sit on or stand against.

When a player is hit they must immediately shout “hit”, raise their blaster in the air,

A hit is any round shot that impacts a player

Any round that bounces off of the ground or other object will not count as a hit if it impacts a player.

Dead players may not interfere with the game in any way.

Dead players may refill blasters back at base. Live players may return to base and exchange an empty blaster for a refilled one.

Medic can only revive 3 teammates.

BLASTERS

Blasters and rounds will be provided by the Event organizer.

Blasters will not be modified in any way.

Teams decide among themselves who runs which blaster.

Blasters should be fully loaded at the beginning of the match.

Players may carry additional rounds.

Players may reload their blasters with rounds from the floor during the match.

If a blaster jams a referee may call “TIME OUT” to address the jam. During this time all blasters must be pointed in the ground – no firing. The referee will then count play back in with a countdown of “3,2,1” and a whistle.