Soaker Combat Rules
By: iSoaker.com (editor) 
    Contributors: C-A_99, Croc, Duxburian, mr. dude, iSoaker_com, Silent Guy, WaterWolf 
    This set of rules has been compiled and modified from a number of individual input. It offers a variety of common options water warriors use in their local games. This rule set is, by no means, exhaustive or all-encompassing in its nature. However, it may prove to be useful for those looking for ideas on how to organize their water war games.
Sections:
1. Game Play | 2. Teams | 3. Players | 4. Equipment | 5. Referees
1: Game Play / Scoring / General Rules
  - all key game  information should be given to all participating Team Commanders and/or all  Players prior to the start of any game (this includes but is not limited to  game location, duration, game type, allowed Team sizes and permissible  equipment)
       - use of Referees or  not should be agreed upon by Team Commanders and/or all Players prior to the  start of the game
       - in the event of an  minor accident or Player injury, a local (any Player within visible/audible  range) timeout must be called to assess the situation
       - in the event of a  major accident or Player injury, the entire game is stopped and injured Player(s)  are treated and/or sent for treatment; depending on the nature of the accident,  it becomes the decision of the Team Commanders and/or remaining Players whether  or not to complete the remainder of the game minus the injured Player(s)
1.1: Location / Boundaries
 - chosen location  should be either a public area or a private grounds for which permission to use  the area has been obtained
       - locations used  should be free of extreme hazards and/or dangerous areas
       - boundaries should  be set, particularly if a large expanse is used, in the event that a game  Player fails to report at the end of the game; this will define the first area  a lost Player would be searched for
       - any actions that  occur beyond the game boundaries will not count towards scoring
       - maps should be  distributed to all Players prior to the game outlining the extent of the  playing field
1.2: Duration
 - different game  types have different recommended durations
       - all participants  should be informed of game duration prior to the start of the game
       - only points scored  during allowed game time will count towards final score
1.3: Game Types / Scoring
1.3.1: Definitions - See also: Scoring Methods
      Hit / Tag:
       - a hit / tag is  defined as a continuous fist-sized area (approximately 4 inch / 10 cm diameter  circle or 12 sq inches / 80 sq. cm area if extended) hit by water
         - Option A: a hit /  tag can occur on any part of a Player's body
         - Option B: a hit /  tag can only occur on the chest/back and thigh area on a Player's body
      Team Tagging:
       - to tag a teammate  in games requiring friendly tagging:
         - Option A: a  handshake and/or high five counts as a friendly-tag
         - Option B: a Hit /  Tag from a soaker counts as a friendly-tag
         - Option C: both  Options A and B apply
1.3.2: One-Hit-Kills (OHK/1HK) / One-Hit-Scores (OHS/1HS)
       - for every  successful hit / tag, the attacking Player is awarding a point
       - OHK/1HK games use  Total Elimination Rules
       - OHS/1HS games use  the Temporary Elimination Rules
       - Players on the same  Team tally up points at the end of the game to determine the Team's overall  score
       - if playing as  individuals, the Player with the highest score/number of kills is declared  winner
       - the Team with the  larger total score is declared winner
       - in the event of a  tie, a Sudden Death round would occur
1.3.3: Capture the Flag (CTF)
       - The game follows  1HS rules. Should you shoot someone in the chest/back, and they have a fist  sized (or larger) splash on them, your team gets 1 point. Should you capture  their flag and make it back to your territory, your team gets 5 points.
      Once a flag is captured and point awarded, game play is  temporarily suspend to allow the captured flag to be moved back into its  original territory
      Added note, the flag must be somewhat visible from every  angle, so you can't hide it underground, for instance, unless it isn't  completely buried.
       - Recommendations:
         - Use Temporary  Elimination Rules
1.4: Elimination / Respawning (optional)
1.4.1: Total Elimination
       - If a Player hit, that  Player is no longer considered in play and must exit the battlegrounds until  the start of a new game; a tagged Player can neither gain additional points nor  be used to gain additional points
1.4.2: Temporary Elimination / Respawning
      - If a Player is hit, that Player is considered out-of-play  for a set amount of time (recommended count-to-10 seconds to 5 minutes), after  which he/she can rejoin game play; time should be set prior to start of game: 
         - Option A: Players  must sit out for a set amount of time no matter how large the teams are (i.e.  count-of-ten to 5 minutes)
         - Option B: If the  Teams are two Players per side, you exit for 30 seconds +15 seconds per person  on your Team (if there are 5 Players on your team, a hit Player must exit the  game for 1 min. 15 seconds) for a maximum of 3 to 5 minutes.
         - Option C: Players  must go to a designated jail area; jails can either be a designated common  "neutral" ground or a specific area with an opposing Team's  territory; to be freed from jail, a Player must be tagged by a fellow Teammate  who is not also in jail
         - Option D: Players  must remain where they were hit until tagged by a teammate; once tagged, they  can resume game play
       - Recommendations
         - Players who are  respawning based on time should count aloud and/or count down from 10 seconds  prior to their rejoining of game play (i.e. if a 1-minute out-of-play time was  set, a respawning Player must begin counting down from 10 once 50 seconds had  elapsed, thus respawning when his/her count reaches zero); this notifies all  other Players to when a tagged Player is then back in the game
        - for long games,  longer respawning times are advisable
1.4.2.1: Respawning Location
         - Option A: Players  spend out-of-play stationary and simply respawn where they were tagged
         - Option B: Players  cannot attack during their out-of-play time, but can move to a new location  from where they were tagged
         - Option C: Players  must return to a respawning point; if they reach the point prior to their time  out, they must wait at the respawning point until the time-out completes;  players cannot respawn at any other points
         - Option D: Players  must return to their own territory to respawn, but can respawn anywhere within  their Team's occupied territory
         - Option E: If  Jails are used, respawning can only occur when tagged by an Team ally when in  the Jail area of the opposing Team
1.4.2.2: Camping: 
       - in most cases,  camping out at respawning points is not permitted nor tactically sound; to  prevent camping, a respawned player cannot be shot right away until either  he/she has attacked again or a grace-period has elapsed.  The grace-period must be agreed upon prior to  start of the game (recommended 15 to 30 seconds)
1.5: Penalties:
1.5.1: Out-of-Bounds:
       - Players who wander  out-of-bounds are considered out-of-play with points awarded to the opposing  Teams or Players
         - Option A: an  out-of-bounds Player is out-of-play for the remainder of the game
         - Option B: an  out-of-bounds Player can respawn according to the respawning rules agreed upon  (this may mean going to the opposing Team's jail if jail rules are in effect)
         - Recommendations:
         - When boundaries  are difficult to mark, distribute maps to Players with the out-of-bounds lines  drawn.  Satellite maps allow for accurate  designing of the game boundaries.
1.6: End Game:
- all Players / Teams must report to a common ground at the end of a game for final scoring purposes, to complete a head count, and deal with any minor accidental injuries that may have occurred during a game
1.7: Other Optional Rules
1.7.1: Capturing Territory
1.7.2: Capturing / "Stealing" Equipment
2: Teams
2.1: Definition
 - a Team is defined  as a group of two or more Players; points scored by Players on a Team are  pooled for the overall Team score
       - a Team must have a  designated Team Commander who will speak for the Team in the event of disputes  or rule clarifications; the Team Commander does not necessarily have to also be  the actual Team leader during combat, but will serve as the Team's  representative during game set-up and game progress monitoring
2.2: General Rules
- Team Commanders/Representatives should meet prior to the start of the game to finalize any unsettled rules, set boundaries, and confirm water sources and equipment types; this meeting should also include any Referees if the game has them
2.3: Additional Players
   - Option A: Once a  game has started, no additional Players are permitted
         - Option B: During  game play, additional Players are permitted only if all participating Team Commanders  agree to the addition
         - Option C: During  game play, additional Players are permitted only if acknowledged by the  accepting Team Commander
2.4: Switching Teams
   - Option A: Players  are not allowed to switch sides at any point during gameplay
         - Option B: Players  can switch teams during gameplay as long as all team commanders had agreed to  Player swaps before the start of the game and that the commanders of both teams  accept the swap/trade
         - Option C: Players can only switch Teams by mutual agreement of  primary team commanders and only before a round starts
3: Players
3.1: Definition
 - a Player is defined  as an authorized participant in an organized water war
       - all Players must be  accounted for prior to the start of game
         - Option: the  defending Team [if using a Team's home battlefield] may conceal the number of Players  they have.  They may also position such Players  anywhere within the battlefield.  Teams  may also call for reinforcements anytime during a battle.  New Players may arrive anytime during the  war, but are not considered live until they link up with at least one  already-present member of their team.   Team Commanders must know the full count of that Team's active Players  for final headcount at end game.
3.2: General Rules
 - Players are never  permitted to aggressively physically come in contact with another Player for  any reason; physical aggression shall result in the removal of the offending  Player(s) from the game
       - Non-Players and/or  Referees/Moderators are considered non-combatants and thus must not be attacked  or provoked in any way
3.3: Player Conduct
 - Players should  respect self, other Players, and all non-participants
       - Players should be  familiar with all the rules of the game and strive to abide by all of them
       - all Players should  never intentionally damage any other person and/or property and do what they  can to minimize the risk of personal or accidental injury
3.4: Player Disputes
 - in the event of a  dispute, game play should be halted and the dispute discussed until the group  can come to an agreement
         - Option A: if an  agreement cannot be reached quickly (within a few minutes), a replay from  approximate previous positions would be called
         - Option B: Team Commanders  may mutually agree to declare all Players involved in a dispute dead if an  agreement cannot be reached.  Likewise,  they may also declare that all involved remain alive, as if the event did not  take place.
         - Option C: rely on  the Referee/Moderator's decision on the outcome of a disputed action
4: Equipment / Water Sources
 - Equipment is  defined as any objects brought onto the battle grounds that are used by Players
       - Water Sources are  defined as areas / facilities that are approved for Players to use to refill  their water guns / soakers / refill bottles / water dispensing devices
       - use of any  equipment to intentionally injure and/or harm another person is strictly  forbidden
      - use of any equipment to intentionally damage and/or  destroy another person's property is strictly forbidden
4.1: Water Guns / Soakers / Water Dispensing Devices
 - Definition: the  term "soaker" is used loosely in these rules and can refer to stock  soakers, modified soakers, and homemade water guns depending on the  context.  "Soaker" is, however,  not used when referring to water balloons, hoses, or non-water-containing  equipment
       - all water  dispensing devices must be filled only by water from approved Water Sources
       - all water  dispensing devices must be in good working order (i.e. no heavily rusted parts  or being significantly damaged in a way to pose a threat to any Player or  others)
       - all Team Commanders  must agree to the use of significantly more powerful water blasters
       - no water blaster  should be used in such a way to inflict injury on another Player
       - any device deemed  too dangerous for game use by any Team Commander and/or by the majority of the  Players must be left out of the game
4.1.1: Soaker Classification
4.1.2: Stock Soakers
       - stock soakers are  defined as any mass-produced retail-store bought soaker, but not those  purchased from specialty stores or custom-building stores
4.1.3: Modified Soakers
       - modified soakers  are defined as any stock soaker which has had either its internals and/or  externals significantly modified from the original model; this includes but is  not limited to painting, nozzle drilling, addition of accessories, power  modding, tank expansion, etc.
4.1.4: Custom-Built Soakers
       - custom-built  soakers are defined as soakers built from scratch (i.e. from simple tubing and  valve parts) or made in very small batches (less than 100 built)
4.1.5: Water Balloons
       - water balloons are  defined as devices typically made of latex or paper containing water that are  thrown or launched which, upon breaking, release water upon the target
4.1.6: Hoses / Sprinklers / Unlimited Dispensers
       - Hoses / Sprinklers  / Unlimited Dispensers are defined as water dispensing devices that have  continuous access to a large volume of water that can be quickly or  continuously output (over the amount of water that can be reasonably carried by  two adults of average strength); this includes garden hoses, fire  hydrants/hose, motorized river pumps, etc.
4.2: Other Rules / Additional Equipment
4.2.1: Allowable Soakers
       - restrictions on the  type of soakers that can and/or cannot be used in a game must be declared well  in advance prior to the start of the game.
       - Option A: anything  capable of dispensing water is allowed
       - Option B: only  handheld soakers are allowed (no vehicle-mounted soakers, portable pressure  washers, etc.)
       - Option C: only  soakers of a given class (usually defined by measured stream output and range)  are allowed
       - Option D: only  soakers of a given mass are allowed
       - Option E: only a  specific type of soaker is allowed
4.2.2: Back-Up Soakers
       - Option A: no backup  soakers are allowed; Players must rely on a single soaker; this works best for  small skirmish-type battles, but is not recommended for larger water wars
       - Option B: Players  are allowed one primary soaker and one back-up soaker; this works best for  small to medium length skirmish-type battles, but is not recommended for larger  water wars
       - Option C: Players  can use as many soakers as they can carry; this is the most preferred and  common option for longer games and does not have the problem of soakers being  "stolen"
      - Option D: a fixed number of soakers are allowed to be  brought to the battle ground by each Player (whether the Player can carry them  all or not; recommended numbers between 5 to 8 soakers); soakers a Player  cannot carry are stored somewhere on the battlegrounds for later use; this can  work, but is subject to problems if not all Players can be trusted not to  "steal".  There are also  problems if not all Players have many soakers.   There is also the chance if using a public ground that a non-Player may  find a soaker cache and take/use what does not belong to them
      - Option E: backup soakers can be stored in soaker cache  areas on the battle ground, but can only be used by the specific Player/Team;  this works well, but is subject to problems if not all Players can be trusted  not to "steal".  There is also  the chance if using a public ground that a non-Player may find a soaker cache  and take/use what does not belong to them
       - Option F: backup  soakers can be stored in soaker cache areas on the battle ground, but can  "stolen" by the opposing Team if discovered; there is the chance if  using a public ground that a non-Player may find a soaker cache and take/use  what does not belong to them
4.2.2: Tools:
       - Tools must only be  used for repairing soakers and must never be used as weapons
       - for short games  (less than  or up to an hour)
          - recommended: no  tools or repairing is permitted if the game is short
          - refilling  bottles and other equipment can be used so long as Team Commanders and/or all  Players agree to their use; equipment not permitted for use must be kept  outside the battle grounds and not used during the duration of the game
       - long games (more  than an hour)
         - small tools,  tape, etc. for repairing soakers are permitted
         - small knives are  permitted if Team Commanders agree to their use
4.3: Water Sources
 - water sources are  defined as any place within the battlegrounds from which a soaker can be  refilled
       - water is defined as  a liquid with a relatively high purity of the chemical, H2O, and no large  amounts of bacteria/microbes, salts, sugars, and/or other additives; water MUST  be free of anything toxic or life-threatening
       - Note: not all tap  water is clean or even safe; some lake and pond sources can be very clean;  water sources in question should be checked and verified by all concerned Players
         - Option A: only  water that is clear, colourless, odorless, and drinkable is permitted to be  used 
         - Option B: water  from some natural sources (i.e. ponds, rivers, creeks, lakes, etc.) can be used  if agreed to before by all Players; all Players should be allowed to inspect  all filling sources; any source deemed too unclean by at least two Players  would not be an allowed source for refilling
       - water from waste  disposal sites, toxic dumps, sewage contaminated water, etc. must NEVER be used
5: Referees / Moderators (optional section; mandatory for Tournaments)
5.1: Definition / Role
- a Referee / Moderator is defined as someone who is not a Player or a member of any Team, but acts as an objective observer to help keep score and solve Player and/or Team disputes
5.2: Choice of Referee/Moderator:
 - Referees /  Moderators should be a person who is considered honest, fair, and not partial  to any team
       - Team Commanders  and/or the majority of Players must agree with the choice of Referee(s)
5.3: Referee Duties:
 - Referees must act  as impartial observers to the game; Referees must have no preferences and/or  biases towards any Player and/or Team
       - Referees must have  a full understanding of the set game rules for a particular water war game
       - Referees must be  quick at making decisions to resolve Team/Player disputes
       - Referees should  avoid being accidentally caught up in Player-Player interactions
       - Referees should not  give away the location of a Player through watching, talking to, or interacting  with unless a timeout has been called to solve a dispute
       
5.4: Recommendations:
 - for larger battles,  multiple Referees should be used to help patrol the expanse of the battle  grounds; Referees should be assigned to patrol a specific area to prevent  overlap as well as undercoverage of battleground spots
       - Referees should try  to keep within seeing range of each other if possible
| Posted: 20070422
 
    
    














