Symposium Games & Contests – Nerf Dueling

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Nerf Pistol Dueling- Red Knight vs. White Knight

NERF Duel ISS2016

“’You will observe the Rules of Battle, of course?’ the White Knight remarked, putting on his helmet too.

‘I always do,’ said the Red Knight.”

Ahoy! Ahoy! Check! Will you be the red or white knight in this pistol duel for Alice, the White Pawn? Will you be the aggressor or the savior? And the best part, of course, is that the gun can be your “own invention” (or at least modified by you!)

Duelists will face off in a single-elimination tournament. A bracket will be created at the beginning of the event, so please be on time, as no participants can be added once the first shot is fired. The winner of a duel moves forward in the bracket, while the loser joins the spectators. The bracket will produce a 1st, 2nd and 3rd place winner. There will also be a design portion of the competition, with the judges deciding 1st, 2nd, and 3rd place on the aesthetics of your modified pistol.

Contestants:

Anyone is able to participate in the duels, whether associated with an airship or not. HOWEVER, if you are not part of an airship, one of the competing airships may try and convince you to join afterwards, and therefore earn your points. This year only one set of points will be available per competition. If the winners are not part of an airship or not convinced to join one, the points go unawarded to any airship. Airships will have until 3:30pm on Sunday at the convention to claim an unaffiliated winner. The winner must announce his decision to join an airship, in person, to the Games’ MC (Peter B. Slayer) before that time.

Equipment Needed:

  • Duelists may submit a set or sets of dueling weapons to be used in just their duel or to be used throughout the competition.
  • A set of qualifying pistols is at least two weapons that shoots foam DARTS (Micro or Mega size) or DISCS (customized or not). See below for rules governing design of the gun modifications. Modification is not necessary, but you have the opportunity to take part in the design competition as well. During a duel, a maximum of SIX (6) rounds may be loaded into the weapon. If you choose to use a toy gun that holds less than 6 at a time, you may carry extra darts to reload, up to a total of 6 darts on your person. This means that if your pistol holds 5, you can carry one extra to reload; if your pistol holds 4, you can carry 2 extra to reload and so on.
  • If no pistols are submitted for use, duelists may use the set provided by the tournament.

Pistol Dueling Rules:

  • Duelists can bring their own sets of dueling pistols or use one of the sets provided by the Tournament. (Please see the rules below regarding modification and judges’ approval of dueling pistols).
  • One duelist will choose from the available and approved sets of dueling pistols. Both duelists (or their seconds) must agree that the chosen set of weapons are suitable. If the choice cannot quickly be decided then the trusty, but satisfyingly unreliable, set of matched weapons provided by Tournament shall be used.
  • The second duelist will then pick which of the two pistols in the set he/she wishes to use.
  • Starting back to back, duelists will take 5 paces on a count by the judge.
  • When the MC says “turn”, duelists will turn and fire.
  • Dodging is allowed for those of weak character. That being said, one foot must remain planted after the turn. Moving the planted foot after the turn will disqualify the shooter.
  • If one party is “wounded”, the other is the victor.
  • If both parties are wounded on the first shot, and neither duelist dodged both shall move on to the next round.
  • If both parties are wounded on the first shot, and both duelist dodged neither duelist shall move on to the next round.
  • If both parties are wounded on the first shot, and one duelist dodged and the other did not dodge, the duelist who did not dodge shall move on to the next round. The duelist who dodged shall not move on to the next round.
  • If the first volley does not produce a hit, both parties may continue to shoot at will from where they stand until one is hit or both run out of ammo. The winner moves on to the next round.
  • If the round produces no victor after all darts or discs have been fired, both duelists are eliminated for lack of shooting skill (except in the final round).
  • If there are many duelists, 2 pairs may duel simultaneously to save time in the early rounds. Judges will be used to settle any disagreements regarding who is hit and who isn’t. The judges’ ruling is final.
  • Winners of the semifinals will advance to the final. Losers of the semifinal will duel one more time to determine 3rd place winner.
  • In the case of a tie on the final duel, the duel will be repeated up to two times. If there is STILL a tie, both finalists will split the available points for first and second place equally. In the case of a tie during the 3rd place duel, the duel will be repeated up to two times. If there is STILL a tie, the judges will determine the winner by coin toss.
  • Dueling is a test of honor between gentle folk. . .who want to kill each other over trivial things. Don’t be that lout who refuses to accept defeat when your opponent and judges have declared you eliminated. In fact, if you even THINK you have been hit, be the gentleman (or gentlewoman) and call yourself out.
  • There will be spectators in the room, and while we do our best to keep them out of the dueling area, we all know that things can go awry. Please be mindful of spectators. Duelists may ask for a hold if a spectator enters the dueling area, to allow for that spectator to be removed.
  • Duelists are responsible for cleaning up the darts they have shot, once a duel is complete. Please be timely with your cleanup so the next duel can begin. ISS is not responsible for lost darts.

Victory Points for the Duel:

1st Place – 30 Points

2nd Place – 20 Points

3rd Place – 10 Points


Dueling Pistols Design Rules:

  • There must be a set of at least two toy guns provided to be considered as a set of dueling pistols.
  • Only TOY guns that shoot foam DARTS (Micro or Mega size) or DISCS will be used.
  • Performance modded toy guns are allowed, but must be inspected by the judge for safety before use in a duel.
  • Any other aesthetic modification that does not impact safety is permissible.
  • Only weapons that are presented and approved for use in the duels may take part in the design category for this game. Therefore, the guns must be capable of firing. The duelists’ weapons must be part of a matched set. Other pistols or weaponry can be submitted to the Curiosities Competition in the Weaponry category. Please visit the Curiosities Exhibit, which will be in the Sicily room, for more details.

Victory Points for Gun Design:

1st Place – 30 Points

2nd Place – 20 Points

3rd Place – 10 Points


Sign Up for the Contest HERE


 

To officially register your Airship or Steampunk Group in the Symposium Games, open the link below, and enter the chance to win glory, prizes, the Symposium Trophy, and four weekend badges to 2017 International Steampunk Symposium

2016 Airship Registration


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