Difference between revisions of "Ninja Tag"
m (Updating primary one.) |
(Some spelling, Grammar, etc. Updated the main game for more widespread usage.) |
||
Line 17: | Line 17: | ||
===Rules:=== | ===Rules:=== | ||
*Spies take one hit, or one tag, to die. | *Spies take one hit, or one tag, to die. | ||
− | * | + | *Task Force Members (TFMs) are slightly vulnerable. |
− | *The | + | *The Spy(ies) go(es) to a designated spot to begin counting to a prearranged number when they arrive. |
− | **The | + | **The TFM(s) begin patrolling the area, searching for intruders. |
− | **Upon reaching the counting number, the | + | **Upon reaching the counting number, the Spies can start, or wait even longer to hype up the TFMs. |
− | + | ****If a TFM kills a Spy, that Spy goes to the designated dead zone and waits. | |
− | ****If a | + | ******The maximum amount of new TFMs is equal to the amount of old TFMs. |
− | |||
− | ******The maximum amount of new | ||
*Spies can eliminate a Hunter by stealth-fully `assassinating` the hunter. | *Spies can eliminate a Hunter by stealth-fully `assassinating` the hunter. | ||
**The way to eliminate them is up to the host, whether it's a simple tag, or by pretending to choke them. | **The way to eliminate them is up to the host, whether it's a simple tag, or by pretending to choke them. | ||
+ | *It is suggested that the host gives TFMs an advantage, such as toy weaponry, small flashlights, etc. | ||
+ | *For Spies to win, they must complete all objectives. | ||
+ | *For TFMs to win, they must kill all Spies, or go a set time limit without the Spies winning. | ||
+ | ===Spy Objectives=== | ||
+ | *First objective, such as assassination, infiltration, theft, reconnaissance, or something the host decides. | ||
+ | *Next, such as, `plant` an object at a designated zone. | ||
+ | *Afterwards, an example would be to get to a certain area. | ||
+ | *A Final objective of Exfiltrating. | ||
+ | *A bonus objective, say, find the hidden flag, or something. | ||
===Host Instructions=== | ===Host Instructions=== | ||
Find an area to play in, and make sure that the players understand and respect the boundries. | Find an area to play in, and make sure that the players understand and respect the boundries. | ||
− | Find a way to determine who is the | + | This area can be cityscape, inside a building, in the woods, be creative, test the players' skills. |
+ | Find a way to determine who is/are the TFM(s) first, simply by volunteers, or some other way. | ||
Start the playing match, and have fun. | Start the playing match, and have fun. | ||
====Tips==== | ====Tips==== | ||
*Try to keep it under 45 minutes, as it gets less fun for those sitting out, and those playing. | *Try to keep it under 45 minutes, as it gets less fun for those sitting out, and those playing. | ||
*Don't play favourites, as people tend to become angry over it. | *Don't play favourites, as people tend to become angry over it. | ||
− | *Avoid overcomplicating the rules, when explaining it, and try to | + | *Avoid overcomplicating the rules, when explaining it, and try to give a demonstration. |
+ | ===Player Tips=== | ||
+ | ====For Spies==== | ||
+ | *Spies can easily split into small groups to accomplish each objective simultaneously. | ||
+ | *Use teamwork to distract and lure TFMs away from objectives. | ||
+ | *Fast movements are only good when you are being chased. | ||
+ | =====Spies and Stealth===== | ||
+ | *Slow movements, try to be kind of low, stay towards darker areas, common sense stuff. | ||
+ | *Most people think on a 2-dimensional level. Ahead, behind, left right, not up, down, and not often straight up. | ||
+ | *Hiding in Plain Sight works best outdoors. Indoors, use cover when possible. | ||
+ | ====For TFMs==== | ||
+ | *Spies can easily just try sprinting for the objective. | ||
+ | *Just because you're guarding doesn't mean you can't be stealthy. | ||
+ | **If they don't know you're there, then they will probably make a mistake in front of you, or relax and move. | ||
+ | *Patrolling everywhere can scare spies fast, in smaller areas, if they see or hear you nearby, then they panic, and adrenaline starts pumping, which makes beginners mess up. | ||
Revision as of 05:52, 28 February 2010
Ninja Tag | |
---|---|
Designer: | Tristan, Dyllon(?), and Alex |
Year: | unknown |
Players: | 2+ |
Stuff required: | Darkness, ninja mask. |
Crew required: | One. |
Preparation: | Two minutes. |
Time required: | A few minutes to forty-five minutes. |
Place required: | A large open space with plenty of cover. |
Activities: | Chasing, sneaking, hiding. |
This is a playable game - it's finished, tested and ready to play. | |
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?) |
A game about stealth, and ninjas.
New Age Base Game
Rules:
- Spies take one hit, or one tag, to die.
- Task Force Members (TFMs) are slightly vulnerable.
- The Spy(ies) go(es) to a designated spot to begin counting to a prearranged number when they arrive.
- The TFM(s) begin patrolling the area, searching for intruders.
- Upon reaching the counting number, the Spies can start, or wait even longer to hype up the TFMs.
- If a TFM kills a Spy, that Spy goes to the designated dead zone and waits.
- The maximum amount of new TFMs is equal to the amount of old TFMs.
- If a TFM kills a Spy, that Spy goes to the designated dead zone and waits.
- Spies can eliminate a Hunter by stealth-fully `assassinating` the hunter.
- The way to eliminate them is up to the host, whether it's a simple tag, or by pretending to choke them.
- It is suggested that the host gives TFMs an advantage, such as toy weaponry, small flashlights, etc.
- For Spies to win, they must complete all objectives.
- For TFMs to win, they must kill all Spies, or go a set time limit without the Spies winning.
Spy Objectives
- First objective, such as assassination, infiltration, theft, reconnaissance, or something the host decides.
- Next, such as, `plant` an object at a designated zone.
- Afterwards, an example would be to get to a certain area.
- A Final objective of Exfiltrating.
- A bonus objective, say, find the hidden flag, or something.
Host Instructions
Find an area to play in, and make sure that the players understand and respect the boundries. This area can be cityscape, inside a building, in the woods, be creative, test the players' skills. Find a way to determine who is/are the TFM(s) first, simply by volunteers, or some other way. Start the playing match, and have fun.
Tips
- Try to keep it under 45 minutes, as it gets less fun for those sitting out, and those playing.
- Don't play favourites, as people tend to become angry over it.
- Avoid overcomplicating the rules, when explaining it, and try to give a demonstration.
Player Tips
For Spies
- Spies can easily split into small groups to accomplish each objective simultaneously.
- Use teamwork to distract and lure TFMs away from objectives.
- Fast movements are only good when you are being chased.
Spies and Stealth
- Slow movements, try to be kind of low, stay towards darker areas, common sense stuff.
- Most people think on a 2-dimensional level. Ahead, behind, left right, not up, down, and not often straight up.
- Hiding in Plain Sight works best outdoors. Indoors, use cover when possible.
For TFMs
- Spies can easily just try sprinting for the objective.
- Just because you're guarding doesn't mean you can't be stealthy.
- If they don't know you're there, then they will probably make a mistake in front of you, or relax and move.
- Patrolling everywhere can scare spies fast, in smaller areas, if they see or hear you nearby, then they panic, and adrenaline starts pumping, which makes beginners mess up.
Variants
Classical variant
- With the lame base game, it became just sitting down in a group, and killing the Hunter. To counter, we released the original.
The rules:
- Prey are given time to hide.
- Hunter(s) (number of hunters should be proportionate to prey+area- more prey, more area, more hunters.) Look for prey.
- Hunters simply tag the prey to eliminate them.
- Any prey eliminated becomes the new hunter, taking the previous one's(') place. Those eliminated in a multi-hunter game just wait until all new hunters have been made.
Samurai Guard variant
One person is the ninja, and everyone else is the Samurai Guard.
The samurai choose a patrol route, then stay on it unless the see, hear, smell, or feel something out of place.
The ninja must get the objective, something such as, say, a paper, or assassinate a target.
Samurai take one hit to die, and have melee and touch kills. Ninjas take one hit to die, and can use anything.
eXtreme Samurai Guard variant:
Same as Samurai guard, except the ninja cannot attack, and is by her/himself.
Thief game variant
(Direct from the E-Mail)
- (At least) two guards per Ninja.
- Ninjas can't attack but guards can melee attack and tag.
- Ninjas can go solo or work in groups.
- Ninjas must steal an item from a area that is guarded.
- Guards must patrol area of a minimum of twenty feet.
Ambush variant
Everyone except for one person is a hunter.
The prey must go from point A to B, and can choose their route. The hunters set up ambushes along the way, trying to kill the prey.
The prey takes two shots to die, the hunters take one shot to die.
The prey can use anything, while hunters can use anything but shurikens. Hunters need to coordinate with each other to kill the prey.
Icy Hot Snow Ninjas variant
This is similar to "Freeze Tag". This makes it MUCH, MUCH harder to play as the Hunter.
Rules
- If a Hunter tags an unfrozen(Hot) ninja, they are frozen(Icy), and can't move.
- If a Hunter tags a frozen ninja, they are Hot again.
- If a prey tags an Icy prey, they are Hot again. (However, they cannot make a Hot go Icy!)
- The last Hot prey to be frozen is Hunter in the next round.(Or last few, in a multi-hunter game!)
- This means that say, H tags 1235, then 4. 4 is it, as no one can be unfrozen, and 4 was last to be tagged.
Prison Break variant
This is a cooperative game type, for (~)6+ players.
Rules
- The two prey(prisoners) are chained together at the wrist, and cannot escape the bond. (rope, or something!)
- This pair must escape from the designated start zone-jail-and get to the end zone-freedom- before getting caught.
- The prey cannot simply run there-if they do, call either a rerun, or cheating.
- Hunters(Guards) start at the end zone, and must find the prey, and kill them.
- No camping allowed, as in camping the end zone.
Capture The (Hidden) Flag
Rules
- The Thief/Thieves hides the flag somewhere.
- The Guard(s) put the flag in an open spot.
- Guards are invincible, but can be stunned for 5 seconds with a black egg.
- Guards can shoot to kill a thief, or tag them.
Gameplay
The thief needs to sneak in, and get the flag, while the guards try to balance finding the hidden flag, and defending theirs.
Sniper
- Basically, was proposed, not tested as of yet.
- 'Sniper' takes a modified Quad-B(see resources) and hides somewhere, trying to pick off his adversaries.
- Also, a possible replacement is an Airsoft gun, or some other type of Nerf like-gun.
Rules
- Sniper can shoot, but can be tagged.
- Sniper wins when all opponents are dead.
Simple enough?
Resources
- (Hiding in Plain Sight)
- Credit and Kudos to Vern Reid.
- [1] Nerf Brand Ballistic Balls
- [2] Dart Tag darts
- [3]Quad-B
- To properly modify it, cut off forward case, cut off barrel, put on 1/2in. PVC coupling, make 8in. long 1/2in PVC barrel, and works with Stock darts from Hasbro, such as tagger or sonic, not Streamline.