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Treezy
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Joined: 03 Nov 2016
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Post The Crystal Dome  Reply with quote
For those of you who remember the final round in the TV show "The Crystal Maze", where players had to grab flying coloured tickets and ram them into a slot; aiming to get more of one colour than another colour into the slot before the time ran out - this is the Nerf equivalent.

Number of teams:
2+

Size of teams:
Equal numbers (or as close as possible)

Objective:
To get the most of your team’s coloured “tokens” into the collection boxes before the time runs out.

Equipment needed:
A big pile of coloured “tokens”: one colour for each team. These could be specific coloured Nerf darts, jelly beans, gold/silver chocolate coins, plastic counters, different types of crisps, raffle tickets, ping-pong balls etc.

Collection boxes: minimum of one box for each team playing. Collection boxes are not specific to either team.

Game time:
10-15 minutes, depending on number of tokens available: ideally you want the game to end before either team runs out of tokens in their supply container.

Rules:
Each team has a fixed respawn base.

Set up multiple collection boxes dotted around the game map. These need to be placed away from any respawn points to encourage players to get out into the game map. If using a separate ref, get the ref to place the boxes secretly in the game map so no team knows where they are before starting.

Each respawn base is filled with a supply container of coloured tokens. Teams need to get tokens into any of the collection boxes without getting hit. Hits force a full respawn from the corresponding team base.

Depending on the size of the collection box opening, limit the number of tokens a player can carry. If it’s a big open box, limit players to carrying one token at a time. If it’s a closed box with a small slot in the side that tokens have to be fed through, let players carry lots of tokens: they’re sitting ducks while trying to feed tokens in through a slot!

The more collection boxes in play the more the gameplay will spread around the map and fewer players will camp to cover one box. However, having fewer boxes will force the teams to play more tactically: provide covering fire for those depositing tokens, en-mass charges to clear boxes covered by the enemy etc. Remember, collection boxes are not team specific and anyone can deposit tokens into them.

Winning:
The game lasts for a set time (can be kept a secret if you’re using a ref) and the tokens are counted up at the end, with the team with the highest combined number of tokens in the boxes being the winner.

Variations:

If your dart pool allows it, have each team armed with one colour of dart only (different colours for each team obviously), and use these as tokens – with equal amounts for each team put into the supply container in the respawn base (allow time for players to load up before the game starts). Players need to fire the darts into the collection boxes and the dart needs to stay in there to be counted (helps to have a slotted box to avoid rebounds out of the box). The game ends when either the time is up, or one team is out of ammo (don’t let players who run out of darts scrounge off the floor to get back into the game).

Have the token supply containers set away from the respawn points too. This will force players to keep their supply points clear as well as clear the collection boxes to deposit tokens.

If using a ref, have them randomly remove one collection point from the map every 3-5 minutes. Once a collection box has been picked up by a ref, tokens can no longer be placed in the box. The game ends when the last box is picked up by a ref.

Have boxes worth different points to each team, depending on the position on the game map. For example, a box close to team A’s respawn point is worth 1 point per token to team A, but 5 points per token to team B; and vice-versa. Boxes in the middle of the map are worth 2 points to all teams.

_________________
So yeah, I like the Mega Centurion. A lot. Like, an unhealthy amount.

Last edited by Treezy on Wed Feb 01, 2017 10:55 am; edited 1 time in total
Tue Jan 31, 2017 3:00 pm View user's profile Send private message
Shady-daze
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Joined: 13 Sep 2013
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Post Reply with quote
Interesting I like the concept but personally I would run it in reverse in a sense, instead of having the tokens at each spawn and players try to put them in the collection points, have tokens placed close to the enemy spawn ( i.e. blue teams tokens are close to the red team spawn and red teams tokens are by blue teams spawn) and then have the collection point at each spawn. In addition you could add a central point/s containing tokens of both teams that they can compete over in order to differ it enough from CTF.

The reason I suggest this change is primarily due to the increase confrontation it would cause. The rule you suggest have the chance both teams run to different collection points leading to periods without challenge in which case it would morph into which team can run the fastest.
Tue Jan 31, 2017 7:03 pm View user's profile Send private message
Justajolt
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Joined: 02 Jan 2015
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Post Reply with quote
I like this idea!

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Also, check out Grim Up Nerf's channel!
Tue Jan 31, 2017 11:03 pm View user's profile Send private message Visit poster's website
Treezy
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Joined: 03 Nov 2016
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Location: Forest of Dean, Gloucestershire



Post Reply with quote
Shady-daze: I see where you're coming from, but the problem with having tokens near enemy respawn points is that if a team gets the upper hand they can just pin the enemy down with spawn kills while the rest of their team mates cart off handfulls of their tokens unchallenged. Once you control that front line you reduce the game map to just that fire fight area.

Plus with what you suggest it doesn't matter if you get hit once you grab tokens: you're headed back to respawn so you'll dump tokens in your base when you get there. Unless of course you say that hit players have to lose their tokens, which would be hard to police. And what's to stop players just grabbing a handfull of tokens at a time? Keep a collection point clear for 10 seconds and a player can fill their pockets up, get hit, and dump when they respawn: the game could be over very quickly indeed.

I tried to come up with something where camping wasn't going to be much good: sure you can defend the collection boxes all day to prevent the enemy depositing, but at the same time you won't be collecting tokens yourself. This game is going to reward the team that moves fastest, moves most, and who can work together to clear a path to the boxes for those carrying tokens. Plus I wanted players vulnerable when they deposit tokens, so they can't just carry handfuls and dump them.

_________________
So yeah, I like the Mega Centurion. A lot. Like, an unhealthy amount.
Wed Feb 01, 2017 12:15 am View user's profile Send private message
Boff
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Joined: 08 Dec 2012
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Post Reply with quote
Simple rules tweaks fix this.

1) You can only carry one token at a time

2) You get a spawn immunity of 5 seconds that is forfeit at the end of those 5 or the moment you fire a shot. Clever people use the tactical advantage of those 5s to line up a decent shot and then open fire. Smile

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Wed Feb 01, 2017 12:38 am View user's profile Send private message Visit poster's website
Treezy
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Joined: 03 Nov 2016
Posts: 298
Fav. Blaster: Doomlands Desolator
Location: Forest of Dean, Gloucestershire



Post Reply with quote
Boff wrote:
Simple rules tweaks fix this ....."


Or you could just run the original set of rules so that the gameplay is focussed on the various collection boxes around the game map and away from the respawn points, rather than having to add extra rules in to manage a game focussed around each other's respawn points. And good luck policing excitable kids to count at a steady rate, or only taking one token at a time  Very Happy

After all, I designed the game with the mindset that it'll be about moving about lots and getting players away from their respawn points, rather than camping in any one location, .

But all feedback is good feedback, because it allows us to collectively iron out flaws in the plan.

The only issues I can see with either my original version, my variations, or the variations suggested by others is that if both teams focus only on getting their tokens into collection boxes (wherever they may be), rather than preventing the opposition from depositing tokens, then you essentially could have both teams not firing a single shot, and it'll be the team who can sprint the fastest and get all their tokens deposited that'll win the game in a mater of minutes. But then this would take mutual agreement between the teams. The idea is that shooting the enemy slows their team's progress down, leaving your team to get on with depositing tokens.

Anyway, an additional variation (if you're not running a ref) could be that the boxes are set in the game map by one player from each team. The game starts with them already in the map by the boxes. This means teams won't know where the boxes are initially, unless these players spend time finding and communicating it to their teammates.

_________________
So yeah, I like the Mega Centurion. A lot. Like, an unhealthy amount.
Wed Feb 01, 2017 9:46 am View user's profile Send private message
old_man_nerf
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Joined: 25 Jan 2013
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Location: Leeds



Post Reply with quote
I like the original game plan - simple rules work for me - saves me having to explain them numerous times 😀

At the venue we have for Grim up Nerf we can position the collection boxes so both teams will have to cross each others path - and there's nothing to stop having the collection boxes next to each other.....
Wed Feb 01, 2017 10:04 am View user's profile Send private message Visit poster's website
Sparky2504
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Joined: 30 Aug 2016
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Location: Rochester Kent



Post Reply with quote
I like the sound of this game.
A variation could be to run it like kill confirmed,  if a player gets hit they take a knee, they can then be either revived by a team mate to continue or killed by an opponent which means handing over token and going back to respawn. Opponent tokens collected from kills could then be deducted from their total.

Could make the tokens by slicing up a solid core pool noodles about an inch thick so that they're a nice size and already coloured for each team.
Wed Feb 01, 2017 10:46 am View user's profile Send private message
Treezy
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Post Reply with quote
Sparky2504: I'd toyed with the idea of a variation where players could only carry one token at a time, and if they were hit they could either respawn, still carrying the token, or they discarded their token but were still in play until they got hit again.

However you're suggestion has given me an idea for another game type....

Give me 10 minutes

_________________
So yeah, I like the Mega Centurion. A lot. Like, an unhealthy amount.
Wed Feb 01, 2017 11:01 am View user's profile Send private message
Boff
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Joined: 08 Dec 2012
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Post Reply with quote
Spawn immunity is a standard thing in infection so actually there's precedent for it to be used elsewhere. Smile Carpe Testiculum enforces one ball at a time, too. Plus I always run a ref during every game, sometimes two.

One token at a time is a very good idea. I remember a Carpe Testiculum game at Greenwich Park back in 2013 going very wrong when people were able to scoop up more than one ball. I'd just scoop all the tokens into a dump pouch and fuck off, I have the fire power to do it. One at a time draws things out, forces people to make multiple offensives and makes them more fun. Plus it stops power-gaming fucks like me from game breaking. While I try to avoid it out of convention, not everyone is as polite. Build rules that don't allow for it rather than expecting people not to munchkin.

Thief uses mechanics that involve token grabbing: you drop token when and where you die for people to pick up. At BUZAN, interesting fights used to break out because players would lob them directly upwards (level throws were banned) and you'd see two or three players open up on each other as they broke from cover to be the first to grab it. I should probably check if Thief is included in the Game Types forum...

Then again, most of my game play experience is in the 18+ space...



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Boff: Managing Director, Blastersmiths UK & BUZAN Founder (formerly)
| Blog: nerfarmourer.tumblr.com | Website: www.blastersmiths.co.uk | Legal: http://pastebin.com/6sQ7c3jg |
Wed Feb 01, 2017 12:50 pm View user's profile Send private message Visit poster's website
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