Version 1.2


All combat must use approved safe boffer weapons and shields; or Nerf guns and darts that have not had their strength and speed modified. All melee weapons must be both swing and stab safe. See the Safety Guidelines for an in-depth guide to safety rules.

Headshots are not counted as hits with any melee weapon.

Minimal eye protection, such as sunglasses, must be worn on the battlefield.

Judges are the officials running the game. Follow all instructions from Judges while at the event.





Wasteland Wars is divided up into battles. All abilities refresh at the beginning of a battle, and some items must be spent before a battle begins. The rules for battles vary – pay attention to the Referee’s instructions before each battle.


Solid Strikes

Strikes must be solid to count. This is mostly a matter of honor, but a good guideline is that a solid melee strike produces an audible noise or deflects more than 30 degrees. A solid bullet strike not arced more than 45 degrees; and is not a bounce or ricochet.  Molotovs are considered a solid strike so long as they are not a ricochet.

No Flurries

Flurrying is a succession of rapid melee hits made mainly with the wrist meant to drill through toughness. A flurry will only count as one hit, and only if they begin with a solid hit. As a guideline, flurries are two or more strikes made to the same location that do not have significant force, separated by roughly a half second or less.

Burst Fire

A burst of fire from a single gun – such as fully automatic shot that fires several bullets – only counts as one hit. Much like the flurry rule, if you are hit by more than one bullet in half a second or less, it only counts as one hit.

Other Uncounted Strikes

Grazing strikes do not count. Strikes to the wrist and hand carrying a melee weapon do not count. Ricocheted or bounced darts do not count.  Melee head shots do not count under any circumstances.


A dart or Molotov that is deflected by a weapon breaks that weapon, with the exception of the Zerker’s unbreakable weapons. Melee strikes to a gun or bow break the gun or bow. Intentionally targeting guns or bows is not allowed – they are expensive.

Disabled, Downed and Restored

A Molotov strike anywhere on the body except the head, or dart or melee strike to the torso “downs” the player.

A dart or melee strike to a limb disables that limb. Disabled arms cannot hold anything. Disable legs must be planted and not moved, or you can crawl on your knees as though you are cut off at the knee. If two limbs of your limbs are disabled, or a disabled arm is hit again, that is also a “down”.

When you are killed, declare “down” or similar loudly. You can also signify being downed by putting your hand to the top of your head.

Downed players must stay where they are until combat is over, and must kneel, sit or lie down. You can be restored by some powers. A restored character recovers from all wounds and has two seconds to get up and recover their weapons before they can be attacked and injured, or until they engage with an enemy or move more than a yard from where they were resurrected.

Downed players can be moved by two players moving at walking speed with their hands on either of their shoulders at all times.

Players who are downed by a Molotov cannot be restored.

Restored characters regain all their abilities but none of their equipment such as arrows, bullets and Molotovs are not restored. Ammo is precious, use it wisely.


A point of toughness absorbs one strike to any part of the body once per battle. Points of toughness can come from particular abilities, classes or items. Toughness cannot be traded or moved between characters. Toughness is refreshed if you are restored.


Shields block basic melee strikes without effect. Two breaking strikes destroys a shield for the rest of a battle, and it must be discarded immediately. A solid two-handed swinging strike from a powerful weapon is a breaking strike. A strike from a dart counts as a breaking strike, unless the shield is bulletproof, then it has no effect. A hit from a Molotov counts as two breaking strikes.

Bulletproof shields must be red, or have a red stripe across them (such as red tape).

You cannot use shields as a weapon or strike with them. A shield can be worn in any manner and remains functional as a shield unless destroyed.

Broken shields must be discarded within two seconds. After that time, if a broken shield is struck while a character is holding it, it counts a limb strike on one of the arms holding it. Broken shields can be taken to a fixer by their edge by any character, but it counts as a limb strike if it is used to block.





Weapon Types

  • Basic Melee Weapons: Basic melee weapons are less than 48 inches and can have any color cover other than red. A dagger basic weapon has a total length less than 18 inches. A short basic weapon has a total length between 18 and 36 inches, while a long basic weapon has a total length between 36 and 48 inches.
  • Powerful Melee Weapons: Powerful weapons are two-handed melee weapons including halberds or great swords longer than 48 inches. Powerful weapons must have a blade length of at least 12 inches. Powerful weapons must either be covered in red cloth, or have a red ribbon that is easily visible from a distance on the pommel. A powerful weapon that is used one-handed only counts as a basic weapon.
  • Guns: Guns are dart weapons, and must be from either the Nerf Mega or Rival line, or a similar competitor. Guns are encouraged to be painted; but the performance, firing rate and firing speed of the guns cannot be modified from the manufacturer’s original specifications. Bullets cannot be recovered from the field unless you have been resupplied.
  • Bows: Bows can be used as a replacement for guns. A bow  must have a draw weight of 35 pounds or less at 28 inches draw. No compound bows or crossbows. Arrows cannot be used as hand weapons. Any strike on a bow breaks it. Arrows can be recovered and reused from the field, but do not break melee weapons or shields.
  • Molotovs: A Molotov is represented by a red, brown or black soft projectile with a red or orange tail. The projectile must be soft, have no hard core and at least 3 inches in diameter, and weigh no more than half a pound.


The minimum width of a shield is 12”, and a maximum width for any part is 48”.

Special Items

Only one of each type of special item can be carried by a player; and only one of each type of special item used by each player per battle. Players cannot carry items not for their class, except for Fixers. Special items are bought, scavenged or created using components.

Broken Items

A broken item – shield or weapon – cannot be used for the rest of a battle. All broken items are assumed to be fixed between battles. Fixers can repair broken items with their abilities.




Every combatant must be one of the four classes.


Every class has a loadout that is the total weapons and equipment they can carry and use at any time. They can pick up or trade other weapons on the field so long as they do not carry beyond their loadout.


Some classes have special abilities. They cannot be used by a downed player. The number of uses is listed with the character description. These uses are per battle, and are refreshed completely at the start of each battle.

Abilities can be refreshed. A refreshed ability is restored to the normal number for that class. It does not restore a number of uses if the initial number was increased by Special Items.


Mugging Rules

Wasteland Wars mugging is a great way to make steel. We encourage you to stay in character while mugging. It will make it more difficult to loot the wasteland, but there is plenty of loot to be had if you can fight your way past competitors.


You will be provided with a mugging bag, if you are outside of Bartertown your mugging bag must be visible at all times. We recommend tying it to your belt or clothes. There is NO mugging within Bartertown. The front wall is the dividing line. All items and steel you collect outside of Bartertown must go DIRECTLY to your mugging bag. You cannot put them in your pocket or another bag until you get back to Bartertown. If you are downed, you must stay in place for 30 seconds. If a player or non-player character is within 5′ of you and requests your bag you must let them have all the items and steel in your bag. If you are downed outside of Bartertown, you can go back Bartertown for 30 count to restore yourself. You may voluntarily give someone the contents of your mugging bag through role play in whatever manner you wish.


1. Items and steel acquired outside of Bartertown must go into your mugging bag.
2. If someone doesn’t want to fight you, they don’t have to fight you. They can choose to just give you the contents of their mugging bag. If you don’t want to fight, and you have items or steel in your mugging bag, you have to give them to the first person to ask for them within 5 ft. Running away counts as fighting, because you are willing to get hit by the opponent.
3. If someone gives you their mugging bag so you can take it’s contents, you must return the mugging bag to them afterward.
4. Everyone enjoys role play, but be respectful. Don’t verbally harass people you don’t know with your role play. They may not be comfortable with that. You can always ask them real quick what level of role play they are comfortable with.