Cheaters & Arguers will maker their own reputation becoming known as "cheats" - "Cheats" will eventually not be invited to wars. Being caught cheating, arguing or having a bad attitude will get you removed from the War permanently on the third warning from any Marshall (Referee).
"Wars" are events. "Battles" are individual games during the "War".
No going outside the battle zones. Crossing any yellow safety tape or inside the house is out of bounds.
Do not throw or drop guns or other equipment - they break easily. Do not rest swords or other melee weapons on their tip.
Help collect equipment and darts at the end of the war - you get points for this.
Do not load or use damaged darts or bullets - they will absolutely jam your gun. Do not use damaged melee weapons or arrows - ever.
Marshals will not fix guns or show you how to use them. Know your equipment or get something simpler.
Players 7 and under will not receive experience points or be part of the perk system. They may play only until a certain set time per War.
Players 8 and older (including adults) receive experience points (XP) in various ways during battles. These apply to perks per character played when the XP is earned (see Perk System page).
Players who have not attended five (5) Wars in a row will lose all of their XP and have to start over the next time they play (exceptions can be petitioned to the Marshals of the game).
No intentional face shots.
No physical contact with other players - no pushing, pulling, wrestling, hitting, etc. No wrestling weapons away from people.
When striking with a melee weapon you may only tap the opponent - no hard contact.
You must always wear eye protection during battles - if you are caught without eye protection you will be out of the battle until the next one starts and lose a point.
The roof and all the tree houses are dangerous, move slow and careful, you can fall very easily. If you are not a strong climber then do not go up.
Melee weapons, shields, and armor must be approved for use by a Marshal before the War begins. All weapons are subject to rejection for any safety or construction discrepancies as determined by Marshals at any point in the War.
All melee, striking weapons, arrows, spears, javelins and armor must be padded sufficiently not to cause harm to others.
Disallowed melee weapons include but are not limited to: Nets, lassos, whips, nunchuck, tonfas, double-ended daggers, punch daggers.
Weapon & Gear Rules
Only Rival/Nerf guns (or cheap knock-offs) may be used - no water or other gun types.
As Wars progress Nerf Darts will become less abundant and Nerf Bullets (balls) will be become more prominent.
Flails (all types and similar types): The maximum “chain” length on a flail is 9 inches and no more than 3 per flail. The rope or cloth of the flail “chain” must be completely covered with segmented foam to reduce the risk of injury if the chain strikes someone and reduce the risk of the chain wrapping a weapon or limb (something not allowed).
Shields must be safely padded on the front, back, and all edges.
A shield maybe used or worn in any manner, and it will still remain a shield; e.g., a shield may be carried on the arm, held in one or two hands, worn on the back, or propped against a player.
A player may wear or carry only one shield at a time in combat.
A shield may not be taller than the distance between the wielder’s chin and their ankles, nor wider than 3 feet. Shields may be virtually any shape, but must have handles and/or arm-straps. If a shield is made to strap onto the body and has no means to carry it on the character’s arm, it is not allowed.
A shield protects against an endless amount of melee and arrow hits. If a strike glances off or by-passes a shield in anyway to strike the player it is considered a valid hit and will cause the death or injury as normal.
Bows and Crossbows
Bows may not be used as melee weapons or to deflect melee weapons until the level allowing so, before then they are considered broken if struck until repaired.
All bows must have a draw weight of 35 pounds or less at 28 inches draw. Crossbows must have a maximum draw weight of 35 lbs with a draw length of 12″.
Arrows must always be shot or thrown (when allowed by level); they can never be used as hand weapons.
If an arrow is deflected, even minutely, it is considered to have hit.
An arrow must strike with its head to cause a hit.
A draw stop (generally a ring of tape around the shaft) is required to prevent arrows from being drawn more than 28 inches.
Arrows may not easily pass (<0.5″) through a 2.5″ diameter hole. The softer padded face of the arrow must be at least 2.5″ wide in all directions. The stiffer structural base foam must be at least 2″ in diameter where it meets the open cell face foam.
All arrow striking surfaces must be constructed of open-cell foam.
All arrows must have at least two full vanes/fletchings (feathers) and a nock.
There can be no tape on the striking surface of an arrow.
The head of the arrow must not be able to be moved easily from side to side.
Armor Piercing Arrows (APA)
Armor Piercing Arrows (APA) are subject to the same rules as normal arrows.
Armor Piercing Arrows (APA) must be painted entirely red to be considered a Armor Piercing Arrow.
If someone picks up and uses an APA without being high enough level then it is considered a normal arrow.
A shot made with an APA must be combined with a yell of "Armor Piercing" for it to count.
A player may only be equipped with one (1) Armor Piercing Arrow at a time.
An Armor Piercing Arrow that hits any piece of normal armor is considered as if that player was not wearing armor regardless of it's status.
When an Armor Piercing Arrows strikes any Invincible equipment of any type it is treated like normal equipment and damaged until repaired.
Grenades are considered any device intended to cause nerf bullets or darts to "explode" in an area of effect. This also includes throwing handfuls or single nerf darts or bullets. They may be thrown in a sprayed area of effect over any distance.
Only items specifically constructed as armor (foam or similar) and recognizable as armor shall be counted as armor. Armor shall be counted as such only when worn as intended. No items with an obvious function other than armor, such as straps, quivers, pouches, boots, scabbards, bandoleers, etc. shall be considered to be armor regardless of the material it is constructed of.
All armor is considered per strike area of the body regardless of overlap or connecting pieces. For example, if a piece of torso armor hangs down the back to cover the legs, it is considered torso armor and any strike below the buttocks (considered torso area) is considered a strike to the leg unarmored.
If a strike by-passes armor striking or touching an unarmored area of the player it is considered a hit to an unarmored area.
Armor protects you per piece, per body area for one hit only until repaired. Once damaged it offers no protection regardless of how it is worn.
Invincible Armor is subject to the same rules as normal armor above.
One piece of armor (per zone of the body) may be designated as Invincible Armor making that piece of armor immune to strikes from all normal weapon types.
An Invincible Shield is subject to the same rules as a normal shield above.
An Invincible Shield is immune to strikes from all normal weapon types.
Invincible Weapons are subject to the same rules as normal weapons above.
A player with Invincible Weapons is considered to have all his weapons carried as Invincible.
Invincible Weapons are immune to strikes from all normal weapon types.
A throwing weapon is considered any melee weapon or small padded weapon designed for throwing. It must be padded completely.
Nerf darts, bullets, and arrows are not considered throwing weapons regardless of quantity.
Only one throwing weapon may be thrown at a time.
Bandages must be white strips of cloth 12-18" long and 1/2 - 1' wide.
A bandage must be tied around the injured limb in a way that it remains until the end of battle. To revive a player it only needs to be tied around any limb available.
A Medic is the only player able to use bandages. He may not loan them to other players unless they are Medics themselves.
A Medic is limited to only start the battle with the amount of bandages his level allows.
A Medic may not pick up discarded bandages during battles.
Engineer Tape is restricted to be a clear role of box packaging tape of any size with the plastic tear guard included.
Engineer Tape may be used to set traps (see Traps below) and repair equipment.
To repair equipment or weapons, the Engineer must tear off a piece of Engineer Tape no smaller than 2" long and apply it directly to the piece of equipment in order for it to be immediately considered repaired and functioning normal again.
An Engineer may repair any item as many times in a battle as he wants.
Only an Engineer may use Engineers Tape. He may give it to other Engineers, but not other players to use (though they may carry it to another Engineer to use).
Traps may only be set, relocated or Disarmed by Engineers using Engineers Tape.
Engineers Tape may be stretch between any two columns or walls, but may not be laid flat across any ground or surface. It will not count as a Trap.
A Trap may only be set no longer than 6' suspended length.
Only the suspended part of the Engineer Tape between two columns or walls counts as the Trap.
Anyone touching a Trap with any part of their body is considered killed instantly, unless they have immunity to Traps.
Disarming or relocating a Trap consists of an Engineer knocking down the Engineers Tape to the ground (Disarming it) or unsticking it from one surface to another (Relocating it).
Border Tape is Yellow Caution Tape used to mark off the borders of the Battlefield. Anyone touching or crossing the border for any reason is considered Dead and cannot be revived by a Medic regardless of lives left.
Border Tape must be tied between two points.
Border Tape may be placed across the battlefield only by Engineers of sufficient level.
Border Tape may be stretch across any length as long as it is suspended a minimum of 2' off the ground at its lowest point. Otherwise it is invalid.
Once Border Tape is set, no one, not even the Engineer who set it can touch it or take it down until the battle is over.
Multiple Border Tapes may be set during a battle to section off whole areas of the battle field from play.
Anyone caught between two smaller/lesser areas of the battlefield when the last border tape is set is considered dead instantly for being out of bounds whether they knew it or not.
You cannot fire on the enemy until the second whistle blows. There will be a warning whistle 30-60 seconds before the battle starts, this is for Snipers only to start moving into positions (but still cannot fire on the enemy until the second whistle).
Listen for the end-of-battle whistle (one long whistle) and report to the assembly area to record your points.
You cannot throw darts/bullets/arrows - they must be shot from a gun/bow.
You can loot dead soldiers equipment, but you cannot loot custom equipment. After the battle is over you must return everything.
PLAY HONEST - if you are hit then you are dead or injured.
If another player says hit then you are hit - take their word for it, because you may not have felt the hit. If another player says "sniper hit" then even if you where hit on the big toe you are considered dead.
If you are not sure you hit someone then do not call it as a hit - lying will cause you to lose points or a perks.
Hit locations include Torso, Leg, Arm, and Head
Torso: shoulders (including arm sockets), chest, stomach, crotch, sides, back, and buttocks.
Leg: From the foot to the torso (below the buttocks).
Arm: From the hand to the shoulder socket
Head: From the top of the head to the bottom of the neck. Off limits to all attacks. Accidental shots from a nerf gun still count, but not intentional shots at close range. All other weapon hits to the head from melee, shields, arrows, etc do not count.
Only hits to the torso or head count as kills (sniper hits count as kills no matter where they hit)
Hits to the arms or legs is considered an injury and you cannot use the limb that was hit until it is healed by a medic.
If you lose a leg, you must immediately kneel on that knee. To move from place to place you must either crawl, dragging the injured leg from a kneeling position, or have comrades carry you. Hopping around on your uninjured leg is not allowed. However, you may make a lunge off the good leg toward an opponent. Any strike to a leg that has already been lost does not count. If your second leg is hit then you are considered dead (any combination of two limbs injured is considered a kill)
If you have two arms injured, or a total of three limbs injured, the result is death.
If asked, a player must accurately describe their current armor damage and injury status.
Players may never fake death or wounds during a battle to mislead opponents.
Bullet hits on your equipment (guns, shields, armor, melee weapons, etc) cause you to be unable to use them until repaired by an engineer. A bullet hit on a disabled shield is considered a kill, best to drop it before it counts against you.
Hits to shields or armor by melee or arrows do not harm the shield or armor.
If you are dead then you cannot communicate with other players at all. The only thing you can yell out is your team color and "Medic!". For example, "Blue Medic!" If you are caught saying anything else then you are out of the battle and will lose a point.
If you need healing then you can move to or call for a Medic, but not when you are dead. Other players can drag you to safety of cover or to a medic.
If you are on your last life and are killed then you are out of the battle. Go inside the house or walk around the battlefield with your hands on your head and stay out of the way of battle to observe.
If you are out of the battle do not communicate with other players at all.
There is no friendly fire - shooting allies on purpose or accidentally does not do damage or kill them.
You can loot dead soldiers weapons and bullets, but you cannot loot custom weapons. After the battle is over you must return all weapons.
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