Nerf war/Solo

This is a list of solo-based game variants for Nerf wars. To view the full list, click here.

Deathmatch
An all-out war between all players. This is one of the most common types of solo-based wars. Last one standing wins.

Hunter
One player is "the hunter", and is the only player with a blaster. The other players must avoid being tagged out by the hunter. If a player gets tagged by the hunter, they become the hunter themselves. The last player to be tagged out wins.

Alliance
A non-player hides blasters and equipment. Players can then go out and gather supplies. Throughout the game, players can create alliances. Players cannot betray an alliance, and the maximum number of players in an alliance is three. If the only players left are all in an alliance, only then does it break. The last player remaining wins.

Duel
Players must stay in the spot they start in. They are allowed to duck, jump up, lean or anything else to avoid being hit, as long as do not move away from their spot. Once hit, they are out. If they run out of ammo, they are out. Whoever has the most amount of tags when all players are out wins. If it's a tie, those players must duel again.

Standoff
Single shot blasters are required. All players form a circle so that each player is about ten feet away from the next, players can not move from this spot. Every other player starts with their blaster "empty". A non-player counts down from three. On "go", all players must immediately do one of three actions:


 * Fire: The player can take one shot at any opponent. Any player hit while firing is out.
 * Block: The player crosses their arms over their chest. They are protected, and if hit, are not out.
 * Reload: After firing one shot, a player must reload before they can take another one. If their weapon does not need to be reloaded, they can mime "reloading" it. Any player hit while reloading is out.

Continue counting down, and as players are eliminated, move closer together. The last player standing wins.

Horse
Commonly played with basketballs, some like to use Nerf blasters for the purpose of this game mode. The game starts by having one player make a bet about being able to make some sort of trick shot and attempting said trick shot. If it is successful, the other player(s) try to pull off the same trick shot. If anybody fails, they add a letter. The last person to not have all the letters to a word (commonly "horse") wins.

One in the Chamber
Each player is equipped with a single shot blaster (i.e. a Jolt) and has only one dart. Players may scavenge darts on the floor after firing their only dart. Each player has only three lives and respawns after five seconds of being tagged. During this time, they may move to wherever they want and may not be tagged/fire their blaster until after two seconds of respawning. The last player standing wins.

Hunger Games
Inspired by the book of the same name. Players from a circle at a point of reference. Players put all weapons, ammo, and other Nerf-related things in a pile at the point of reference. All players then stand an equal distance away from the pile. On a given signal, all players run to the pile to take what they can get without getting tagged. If a player is tagged, they must lay on the ground and wait. The last person standing is the winner.

Blaster Game
Typically played with two players. Each player sets up a line of blasters and other items they want to use, with each weapon counting as a tag against them. For every tag a player makes against their opponent, they pick up their next blaster in line. The first player to get a tag with all of their blasters wins.

Bunker
Played with two to three people. Each player has a fixed amount of tags, as well as their own bunker or obstacle to hide behind. A flag is placed behind each bunker. The goal is either to capture another player's flag or to tag out the other players.

Hide and Seek
A Nerf version of the children's game of the same name. One player is picked to be the "seeker", and the others must hide from them. The seeker is allowed to use any blaster they desire, while those hiding are only allowed a small blaster with limited dart capacity. If the seeker is tagged, they must stand in place for a certain amount of time, allowing those hiding to flee the area. If someone hiding gets tagged, they are out.