| NERF Assassins Rules | |
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| Tweet Topic Started: Jun 25 2009, 10:48 AM (1,496 Views) | |
| Killjoy99 | Jun 25 2009, 10:48 AM Post #1 |
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Vice Admiral
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NERF Assassins Rules: v0.9 1. The Chief Assassin is the ULTIMATE AUTHORITY in NERF Assassins and all decisions made by the Chief Assassin are FINAL! 2. Any and all disputes etc. are to be reported to the Chief Assassin whom will deal with any and all players etc. in the case. 3. Rule breakers can and will be delt with by the Chief Assassin. Depending on the severity of the infringement/infringements the Chief Assassin will assign a fitting punishment. This can range from a point penalty or warning all the way to being banned from the game. 4. When you agree to play NERF Assassins, you understand that there will be people following you, that you might be surprised, and that you are expected to be an ACTIVE PARTICIPANT. Assassins who are deemed to not be living up to the spirit of the game (hiding in a house and making no attempts to stalk their targets whatsoever over a period of time) may be subject to termination in the same way that a cheater or poor-sportsman might be. This game is meant to be fun, so all participants are expected to do their part to make it so. 5. NO ONE is to hurt others, destroy property, or commit any other unlawful acts etc. This WILL result in a PERMANENT BAN! 6. No one is to hit a non player under any circumstances. This will result in a review during which the consequences of your action will be decided. 7 Weapons that are allowed include NERF (and other off brand foam shooting) blasters, and NERF or other foam swords. All weapons must be approved by the administrator before they will be allowed. NO EXCEPTIONS! 7.5 You may mod blasters but they have to be tested and determined to be safe by the administrator. Home-mades will not be allowed! 8. All players must have codenames and will be referred to by their codename. 9. Each assassin will be assigned a target in the form of a contract by the administrator and your job is then to hunt your target down and eliminate them while avoiding being eliminating yourself. You may use any method you see fit as long as you do not break any rules or laws. 10. All players will be given a unique identification card and you will be required to have this on you at all times. All eliminations require you to have your identification card on you for verification. 11. All contracts are to be kept on you at all times with the exception of while working, while at school, while at church and while participating in extracurricular activities. Breaks (outside of the place of work) and traveling to and from school, church or extracurricular activities are not exempt. All eliminations require you to have your contracts on you for verification. 12. If you eliminate your target you will receive your target s contract/contracts and these become yours. You will report your targets elimination to the Chief Assassin within twenty-four (24) hours of the elimination. If you should receive your own contract you will IMMEDIATELY contact the Chief Assassin and arrange to exchange your contract. 12.5. If you are eliminated you will sign and provide your ID number for the contract with your name on it and you will hand all of your contracts over to the player who eliminated you. You will report your elimination to the Chief Assassin within twenty-four (24) hours of your elimination. 13. If an assassin is hit by his target the assassin can not pursue his target for eighteen (18) hours from the time the assassin is hit. 14. Safe zones are School grounds, Work (while working, while inside buildings etc.), Church grounds, Government property, Libraries, and at extracurricular activities. Inside these areas you are safe from elimination and are unable to be hit. Going to and from these places and during breaks spent outside of these areas you are not safe and can be eliminated. 15. A hit is when a dart launched from a blaster impacts the head, torso, or legs of a player or when a foam a sword impacts the torso or legs of a player. 16. An elimination counts as a hit to a target by an assassin. 17. You may not involve non players in any way that will work to your advantage or disadvantage. This includes telling them your target/targets, telling them your ID number, asking them to or accepting an offer for them to spy for you, using them for protection, using them as extra firepower, and using them for ammo transportation (Exceptions are barrowing ammo or blasters). 18. You are not to tell ANYONE EXCEPT THE ADMINISTRATOR who your targets are. This means that you CAN NOT team up with ANYONE. 19. You may not enter someone s home without permission and you will not open doors or windows however, you may enter their backyard, front yard. and may shoot into any already open windows and doors (screens count as closed in terms of shooting). 20. If you are suddenly unable to participate you are to commit NERF Suicide and inform the administrator as soon as possible. 21. You are encouraged to recruit other potential players for NERF Assassins. 22. Use common sense. 23. Have fun and happy hunting. |
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12:27 PM Jul 11