The
War Room
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Rules
of Combat
The following rules have
been designed to enhance the level of play in soaker fights. In order for
these rules to make the game more fun a more mature team of warriors is
required, otherwise games will be short and dull. I recommend these rules
to anyone 13+. Younger kids tend to have no tactics whatsoever and the
game only last about 10 minutes. I myself use these rules every time I
battle and fights last anywhere from 2 hours to 4 days depending on the
amount of people.
Contents
I.
General Definition of Terms
1.1Weapon
- Any object or thing made, intended to, or capable of projecting enough
water to equal one hit.
1.2Equipment
- Any tool worn on the target player which plays a direct role to the outcome
of a fight.
1.3Hit
- A solid 4 inch diameter circle of water present on any non-water resistant
materal
1.4Player
- Any persons on or off a battle field directly or indirectly influencing
the outcome of a fight.
1.5 Fight
- Any battle following all statements set forth by all sections of this
article.
1.6Teammate
- A player on your team
1.7Enemy
- A player(s) not on your team
1.8Shielding
- any water-resistant material present on a player
2.1A
player is eliminated from a fight when they are hit. All people and things
are capable of hitting the target player.
Examples:
If your team mate shoots
you accidentally this is considered a hit and you are eliminated.
3.1Every
player may carry an infinite amount of weapons and equipment provided at
least 70% of the surface area of a player is able to be hit upon.
3.2Weapons
are not considered shielding. They are not considered a material able to
be hit upon either. Weapons may not cover over 30% of a player’s hittable
surface area.
3.3Equipment
may or may not be considered hittable. The materials making up a piece
of equipment determine it’s properties.
4.1Shielding
is any material worn on a player with water-resistant properties. Water-resistant
materials include, but are not limited to: plastic, wood, certain types
of cardboard, leather. A material may be tested for water resistance by
shooting it with enough water to equal two hits and seeing if at least
1 hit stays on the material.
4.2Shielding
my not exceed 30% of a players hittable surface area.
5.1In
a fight, the following standards shall be met:
5.2No
timeouts unless agreed upon unanimously by all players in fight or a medical
emergency.
Examples:
A minor cut is not sufficient
to pass for a medical emergency
5.3A
player is vulnerable to be hit upon at all times during a fight.
Examples:
A hit upon an enemy player
with they are refilling their weapon is perfectly legal.
5.4A
player shall not inflict harm upon other players
Examples:
A player pushing another
opponent to throw off his aim is illegal.
5.5If
a referee is present all players will obey the referee’s calls unless 3/4
of the players from each team state otherwise.
6.1Capture
the Flag Variation
6.1.1 The
goal is to capture the flag and rack up more points than your enemy. A
predetermined time is set and agreed upon by both sides on when the game
will end.
6.1.2A
flag is captured when an enemy has taken the flag and returns it safely
to his predetermined base. If a player with a flag is hit, then the flag
stays where it is until it is either: a. picked up by an enemy and returned
to their base to score a point. or b. picked up by a fellow team mate and
returned to it’s starting location. Note that team mates returning a flag
may not fire at anyone. They also may not be fired upon unless they are
in or heading towards the enemy base.
6.1.3When
a player is eliminated they must go directly to a predetermined jail area
set up by the opposing team.
6.1.4Players
in jail may not fire or be fired upon. In addition it is illegal to contact
any member of your team if you are in jail.
6.1.5 Players
in jail may be set free if they are physically tagged by a fellow team
mate. Freed players may not fire but they may be fired upon by others.
The freed play may only fire after they have reached their home base, or
they have been shot at by an enemy team member(s).
6.1.6 If
all members of a team are in jail the opposing team will receive 3 points.
Afterwards, all players on both sides may get out of jail free.
6.1.7 An
area of 50 feet in diameter surrounding the jail is may not be entered
by the team who owns the jail. This prevents jail guarding. |