



WHY CHOOSE US?


All Nerf packages in our inventory are personally tuned for the ultimate experience. We don't provide knockoff or thrift-store blasters. With us, it's Nerf or Nothing!
1.
CURATED SETS


We take an experience-first approach to Nerf rentals. From premium gear to the unboxing, we believe a great Nerf war should feel like what it is: War.
2.
IMMERSIVE

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Skip the hassle of managing every rental detail yourself. Your time matters, so we've made it simple: select, book, and sign—it's that easy!
3.
EASY BOOKING
WHO WE ARE
What started with a simple Nerf pistol gifted to us during the holidays quickly blossomed into a full-fledged love of toy blasters, complete with all-out weekend Nerf wars and a collection of rare models.
Our family takes pride in our growing collection and the way it fuels competition, sharpens strategic thinking, and strengthens our bonds.
Our appreciation for the hobby has grown so much that sharing it with others became the natural next chapter.


ELITE PACKAGES

TIER 1
"TACTICAL SQUAD"
$
150
3 CLASSES INCLUDED:
12 PLAYERS

8 INFANTRY: ELITE DISRUPTORS

2 RIFLEMEN: ELITE DELTA TROOPERS

2 CQB: ELITE ROUGHCUTS

TIER 2
"ELITE PLATOON"
$
200
4 CLASSES INCLUDED:
16 PLAYERS




6 INFANTRY: ELITE DISRUPTORS
4 RIFLEMEN: ELITE DELTA TROOPERS
4 CQB: ELITE ROUGHCUTS
2 SNIPERS: N-STRIKE LONGSTRIKE

TIER 3
"TOTAL WAR"
$
250
5 CLASSES INCLUDED:
20 PLAYERS





8 INFANTRY: ELITE DISRUPTORS
4 RIFLEMEN: ELITE DELTA TROOPERS
4 CQB: ELITE ROUGHCUTS
2 SNIPERS: N-STRIKE LONGSTRIKE
2 HEAVY GUNNERS: CHOICE OF RAPIDSTRIKE OR HYPERFIRE
GET TO KNOW YOUR BLASTERS
GEAR DETAILS
Your battlefield is only as good as your gear. We supply ready-to-deploy equipment that takes your Nerf party to the next-level. All packages include the following:
12-20 GEAR LOADOUTS
DEPENDING ON PACK SIZE

8 INFLATABLE BARRICADES

250 FOAM DARTS
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HOW IT WORKS
SELECT
Head to the booking page and choose from our wide variety of Nerf packages and add-ons. Select your base package, throw on any upgrades, and prepare to immerse yourself in war.
1
SCHEDULE
On the calendar page, select the Saturday of your party, two or more weeks in advance. This ample time will allow you to make any necessary changes to the initial booking.
SIGN
Upon completing your booking, an agreement and waiver form will be sent to your provided email address or phone number. You’ll be prompted to submit a refundable security deposit during this process.
PICK UP
Congratulations! You’re all set for pickup. Simply arrive at the agreed-upon time and collect your Nerf package. Optional delivery is available at an additional cost based on the distance, sent as a separate invoice.
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3
4
DELIVERY AVAILABLE!
OR FREE LOCAL PICKUP
*SEE FAQ SECTION FOR MORE INFORMATION ON DELIVERY PRICING.


CAPTURE THE FLAG
Description
Two Teams fight to steal each other's flag and bring it back to their own base.
Goal
Grab the enemy team's flag and return it to your base without being hit.
Rules
Each team has a base with their flag (a colored vest, cone, marker, etc.).
Players are out when hit by a dart and must return to base to respawn.
To score, a player must carry the enemy flag across their own base line.
If a flag carrier is hit, they must drop the flag where they stand and return to base. The flag remains where dropped.
Teammates from either side can pick up the dropped flag and return it to their respective base.
After a team scores, the battlefield resets, and both teams restart with their flags in their home base.
First to 3 scores wins.
Respawns: After 20 seconds, an out player can return.

HUMANS VS ZOMBIES
Description
One or more zombies start out; every time they tag a human, that human becomes a zombie.
Goal
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Zombies: Convert all humans to zombies.
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Humans: Survive until the timer runs out.
Rules
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Start with 1-3 zombies (no vest or another visual identifier).
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Humans have blasters; zombies do not.
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A human is zombified when tagged by a zombie.
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Zombified players must leave the field, switch their identifier (no vest or other), and join the zombies.
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Set a time limit (e.g., 3-5 minutes). If at least one human remains, humans win; if all are converted, zombies win.
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Only zombies can respawn.
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Respawns:
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Option A: After 20 seconds, an out zombie can return.
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Option B: A teammate must tag them to rejoin.
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TEAM ELIMINATION
Description
Classic two-team combat focused on eliminating opponents.
Goal
Be the first team to eliminate every player on the opposing team.
Rules
Split into two teams with equal numbers.
A player is out when hit by a dart anywhere on their body or gear.
Out players must leave the battlefield and return to home base.
Each player is allowed one respawn per round.
The round ends when one team has no players left.
Respawns: After 20 seconds, an out player can return.

KING OF THE HILL
Description
Both teams fight to control a central "hill" zone for as long as possible.
Goal
Hold the hill for the required amount of time to win the round.
Rules
Mark a central zone (the "hill") with a fort made of barricades.
Both teams start on either side of the hill at home base.
A player is out when hit and must leave the hill to respawn at home.
To win, a team must have at least one player on the hill for a continuous time (e.g., 1-3 minutes)
If the last player on the hill is hit, the timer resets to zero.
Respawns: After 20 seconds, an out player can return.
Best played with additional barricades.
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FORTRESS DEFENSE
Description
One team defends a fortified base; the other must break through, capture it, and hold it for a set time.
Goal
Defense: Prevent the attackers from capturing and holding the base until time runs out or the enemy runs out of respawns.
Offense: Capture the base and hold it for the required time.
Rules
Split teams into defense and offense.
Defense sets up their base (barricades) before the round starts.
Offense starts at a distance and must push toward the base.
A player is out when hit and must return to home base.
Offensive respawns are limited (e.g., 10-20 per round)
To "capture" the base:
One or more attackers must stand inside the base zone for a continuous time (e.g., 30-60 seconds).
If all attackers are eliminated or leave the zone, the timer resets.
If the defense eliminates all attackers, post-respawn, defense wins.
If the offense holds the base for the full required time, offense wins.
Set a total round time (e.g., 5-10 minutes). If the offense hasn't captured by then, defense wins.
Respawns: After 20 seconds, an out player can return
Best played with additional barricades.
GAME IDEAS
GAME IDEAS
FAQ
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GET IN TOUCH
Ready to deploy your squad? Book your package, set the date, and make war. Questions or want to upgrade? We love talking Nerf; hit us up.
