World of TANX

  The little world we play and used to play in

RED TANX - paint your tank!

 

Since everyone likes that new tanxguide version of TANX game, tanxguide offer advanced versions of playing this game!

Common rules:

All players are getting devided on 2 groups: ATTACKERS and DEFENDERS.

ATTACKERS' aim is to become red. If one of attackers' tank is red - attackers win. Attackers lose if one of their members dies 10 times. If attacker kills shield or power - he has to become red after new killed powerup will show up (= wait).

DEFENDERS' aim is to KILL one of ATTACKERS 10 times and to prevent attackers' tank becoming red. They CANNOT KILL OR USE power and shield. Defenders lose if attackers' tank becomes red or they kill or use power or shield.

If shield or power is killed because of lag - ATTACKERS HAVE ONLY TO EARN POWERUP THAT LEFT (power, if shield is killed by lag; or shield, if power is killed by lag). Sitting in room without respawning is allowed (it's unwise for attackers to join and get slowly but surely killed).

GAME STARTS FROM NEXT POSITION OF ATTACKERS AND DEFENDERS:

1. All attackers start from a little hill near mines that is located West from West Ring's Mountains. Attackers can start the game when they got to their hill and see, that defenders are located in their positions. Players can negotiate about other starting rules for attackers.

2. All defenders start near from one of powerups - shield or power - they can choose between these two. Defenders can start moving and laying mines when they stand on their starting points and they can start the game when all the attackers have reached their starting point and when all others defenders have reached their starting points. Players can negotiate about other starting rules for defenders.

LEVELS OF THE GAME:

1st. 1att VS 1def

2nd. 2att VS 2def

3rd. 3att VS 3def

4th. 2att VS 3def

5th. 1att VS 2def

6th. 2att VS 4def

7th. 1att VS 3def

8th. 1att VS 4def

9th. 1att VS 5def

 ATTACKERS; lvl/allowed things take accelerator kill accelerator take energy kill energy
 1 - - - -
 2 + - - -
 3 - + - -
 4 + + - -
 5 + + - +
 6 + + + +
 7 + + + +
 8 + + + +
 9 + + + +

 If attacker breaks one of these rules in table - he gets 2 deaths penalties (if laggy nade did it - 1 death).

 DEFENDERS; lvl/allowed things rockets, grenades mines take accelerator kill accelerator take energykill energy 
 1 + + + + + +
 2 + + + + + +
 3 + + + + + +
 4 + + + + - +
 5 + + - + - +
 6 + - - + - -
 7 + - - - - +
 8 - - - -+ +
 9 - - - - - -

 If defender breaks one of these rules in table - defenders' team loses (if laggy nade did it - player should kill himself without moving, shooting others during this process is not allowed).

SPECIAL SITUATIONS:

1. If grenade killed powerups without exact hit, then we suppose it was lag, if grenade's zone of damage didn't reach powerup OR  it was exact kill, if powerup is within zone of grenade's damage (nearest square by diagonail or straight - F2 for more information).

2. If lag kills both shield and power, then attackers win if one of attackers takes 2 energies (killing energy becomes forbiden for DEFENDERS; attacker can take energy, die, take energy = also a victory) before new shield or power shows up - then taking THAT powerup will bring victory, until the second powerup will show up, too. Then game comes back to usual rules.

3. If players doubt about who killed powerups - attacker or defender - they should concider it was lag, so taking other powerup will be enough for attacker to win.

                DON'T LET THEM CATCH YOU!

That game was invented long time ago, but since little amount of interested people it was forgotten... All new is well forgotten old  - it's worth playing together with many friends!

Common rules:

I.Any number of players can participate, one of them should be CRIMINAL: the one who will try to avoid touch with other players; all the rest players are POLICE: their aim is to stop CRIMINAL (touch his tank with your tank). Game is being played in desert operation on the area of little hills (NOT on large and high one) WITHOUT WEAPONS, EXCEPT MINES. Game can be finished in next ways:

1. If POLICE TOUCHES CRIMINAL - then police team wins

2. If CRIMINAL DIES from mines - then police team wins

3. If more than half of POLICE DIES - then CRIMINAL wins

Taking energy or additional ammo without leaving playing area is allowed. Police members who died should stay away from playing zone until the end of the game.

II. Any number of players can participate, some of them should be CRIMINALS: the ones who will try to avoid touch with other players; all the rest players are POLICE: their aim is to stop CRIMINALS (touch their tanks with your tank) . Game is being played in desert operation on the area of little hills (NOT on large and high one) WITHOUT WEAPONS, EXCEPT MINES. Game can be finished in next ways:

1. If POLICE TOUCHES CRIMINAL - then police team wins

2. If CRIMINAL DIES from mines - then police team wins

3. If all the POLICE DIES - then CRIMINALS wins

Taking energy or additional ammo without leaving playing area is allowed. Police members who died should stay away from playing zone until the end of the game.

           Dodgeball!!!                                                                           block-and-snipe !

Game for 2 or more players. No use of weapons (only some number of mines for cover if negotiatied). All players are devided in 2 teams: attackers and defenders. Game is  being played inside of ring of 3 hills in classical operation with powerups.

Attacker team consists of one TOUCHER and BLOCKERs. TOUCHER's aim is to touch runner's tank with his own tank, using accelerator until it runs out and tank of TOUCHER will stop. BLOCKER's aim is to block runner so it would be easy to accomplish the goal for TOUCHER. Attackers win if TOUCHER managed to touch RUNNER until his tank has stopped after empty accelerator.

Defender team includes RUNNERs and COVERs. RUNNER's aim is to avoid contact with TOUCHER until his tank will stop after empty accelerator. COVER's aim is to help RUNNER to avoid TOUCHER by blocking toucher, blocking blocker, laying mines (if negotiated) etc... Defenders win if RUNNER has stayed untouched after accelerator of TOUCHER has ran out and his tank has stopped.

A couple of rules for TOUCHER:

1. TOUCHER can click ONLY on hills.

2. TOUCHER cannot turn or stop on flat ground.

3. TOUCHER should touch RUNNER, starting his path from a hill.

4. If accelerator ran out, but without breaking rules above TOUCHER touched RUNNER with normal speed - Attackers win.

Please tell me if you invented more roles for this game

                                        

TOUCHE!!!

Probably one of the quickest games of all that could be imagined with tanx ever!

It's not a secret for everyone that tank in TANX is a moving rectangle with a cannon, and rectangle has 2 sides - one is shorter than other (unless that is square). Using that geometrical form of tank, Tanxguide represents you "TOUCHE!" game, here are the rules:

Object of the game is to touch opponent's LONG side of tank with your SHORT side of tank, using only skills in moving. No shooting or mining the ground allowed! TOUCHE is complete, when your tank stops after touching opponent's long side with short side. Who touches LONG using SHORT side - wins, either gets a point. Game may last till several points, players negotiate about that. That's all =).