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Splatoon Fun Minigame Ideas. (Private lobby games)

Lyre

Inkster Jr.
Joined
Aug 26, 2015
Messages
23
NNID
Muddybob
Tractor Jousting
Any # of players. 4v4 preferred.
Chargers only.
Port Mackerel - Turf Wars so we get the tractors.

The players assemble near the moving tractors, one player on either side boards them when they are not in the center path. The goal is to splat the opposing tractor rider as they pass the middle.. You cannot get off the tractor, jumping around ontop is okay. If you fall off, willingly go over to the other side and submit yourself to splattage. When a player is splatted, another rider of the same team gets on and the match continues. Team with more kills wins.

Accidentally came up with this when I saw an opposing charger on the tractor.
 

PHYTO-1

Pro Squid
Joined
Jun 8, 2015
Messages
124
NNID
PHYTO-1
Laser Tag

Rules:

Chargers only
no squid/swimming (including superjump)
no specials/subs.
only fully charged shots allowed.

Team with most kills win.
 

sp19047

Inkling
Joined
Jul 16, 2015
Messages
1
NNID
Blakes2ndaccount
Bumper Brushes

Rules:
Inkbrushes only
no flicking, just rolling
no specials/subs

Team with most kills wins.
 
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Thebluehero

Semi-Pro Squid
Joined
May 25, 2015
Messages
98
NNID
YoloSwaggie
Laser Tag

Rules:

Chargers only
no squid/swimming (including superjump)
no specials/subs.
only fully charged shots allowed.

Team with most kills win.
If you can't swim then it's more like whoever starts a charge first in battle wins :P I think utilizing Swimming would make it a lot more interesting :D
 

LMG

Inkling Fleet Admiral
Joined
Jun 10, 2015
Messages
641
If you can't swim then it's more like whoever starts a charge first in battle wins :p I think utilizing Swimming would make it a lot more interesting :D
Maybe add a "Bamboozlers only" on top? It would make the battles a bit more interesting since it takes at least two hits to take down someone :ability_defenseup:
 

MisterSushi

Inkling
Joined
Nov 8, 2015
Messages
1
NNID
supamawiol0l
Inkling Assassin - 1v4 - Turf War - Port Mackerel, Flounder Heights, Hammerhead Bridge, Moray Towers, or Saltspray Rig.
Rules: The team of four must use the Inkbrush. Inkbrush team can only run around with their weapon, no ink flinging, no subs or specials, and no ink swimming (unless you're filling up on ink, but if you are, you can't swim around and must stay immobile.) Once you have been splatted, you must stay in spawn.
The team of one must use a charger weapon, but the weapon MUST have a scope. The sniper can only attack on high ground, and cannot ink swim or use specials, but they can use subs.
How to win: The team of one must snipe each inkbrush from high ground at least once within 3 minutes. If the sniper does not clear out all four inkbrushes in the time limit, then the inkbrush team wins.

Perfect for quad squads who have another friend that wants to play. Hope you enjoy :D
 

BlackZero

Inkling Commander
Joined
Nov 3, 2015
Messages
350
pINK-asso

Two teams of four different colored Inklings work to complete a mural. The winner will be chosen by a totally unbiased and objective decision on who's is better. Bribing the judges will not be allowed, though there's nothing wrong with making a financial investment in "victory insurance."
 

shani

Semi-Pro Squid
Joined
Nov 26, 2015
Messages
98
Location
Germany
NNID
shani_ace
Burst Bomb Standoff

Map: Port Mackerel

2 minutes setup stage. 3 minutes competition stage.
Each team has 3 bomb throwers who are only allowed to throw burst bombs and 1 judge with a shooter. With odd numbers of players, there will be only one judge for both teams.

The 3 bomb throwers line up in the 3 lanes of Port Mackerel as seen in the picture below.
10 throws for each side should be suffice.
The throwers don't have to splat their lane opponent, they just have to hit them. The non-active thrower has to stand still, of course.

Team alpha will begin, but not bevor the judges give their signal. To signal the "go", the judge has to stand in the lane and squidbag (or jump three times, doesn't matter), of course they then have to go away so that they don't stand in the way. After the team alpha member has made their first throw, the team bravo member in that lane will make their throw and so on.

The judges will start with the outer lane on their side and then proceed to the middle lane. After that, the judges will control the middle lanes in turns.
For each hit, the judge will mark a dot on the wall next to the thrower, while a miss will be marked by a dot on the ground. After everyone is finished, the judges count the hits and the team with the most hits wins.

In case of a tie the judges get 10 throws against each other (and if that doesn't help, everyone gets 5 additional throws).
 

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GhostyMemes

Inkling
Joined
Apr 20, 2016
Messages
2
NNID
MasterChefMeowzy
Killer Wail Roulette

Map: Kelp Dome is recommended, but you can use any map.

# Of Players: Can be 2v2, 3v3, or 4v4, which works best.

Rules: Each player must be using a weapon with the Killer Wail. Once everyone has their special gauge charged up, everyone will meet in the center of Kelp Dome (Or wherever else you plan on doing it if you're using a different map) Team A will have one player stand in the middle of the Kelp Dome pillar, while Team B's players stand a decent distance away from the person on Team A, but are still on the pillar. The player in the middle will then activate the Killer Wail and use the right stick to turn in circles, not activating the Killer Wail. Once the special gauge runs out and the Killer Wail activates, It has the chance of either missing the other team's players, or hitting 1 or 2 of them. If any of the players are killed by the Killer Wail then they are out and may only spectate. After this the next round starts, and you do the exact same thing except you switch the roles that the teams have. This will go back and forth until either the match ends or one team has lost all of it's players to the Killer Wail. If the match ends before one team loses, then the loser is whoever has lost more players. And if everyone's Killer Wail is gone but there are still some players left on both teams, the same rules apply as if the match ended.
 

Floating Eyeball

Inkling Cadet
Joined
Feb 15, 2016
Messages
268
NNID
Stanley618
Info Overload
Requirements: Some method of communication between teammates
The objective of the game doesn't change, but there's a new catch to it-The teams have to have some way of knowing where the other team is at all times.
Most of the time, you'll have one player with :ability_recon: standing on the spawn and alerting teammates, pretty much making it a 3v3 where nobody's invisible. But if you use :ability_haunt: :pointsensor: or :echolocator: and tag everyone that's out and about, the fourth player doesn't have to stand at spawn and can join in until it finished. Any player with :ability_recon: can superjump back to spawn, it doesn't have to be the first, and they only have to leave when all the opponents are no longer tagged. But that does leave one or two invisible players on the other team, which could be a strong advantage.


I can see how cheating might be a concern when the :ability_recon: player leaves their spawn, since the other team's :ability_recon: won't be tagged and might be able to sneak around. I don't know of a way to guarantee it won't happen, but it should be easy to tell-If they're moving around, they're likely to be seen, and it should be pretty easy to tell if they weren't one of the three tagged, even if the number's been dwindling. They'd also be hiding the other team, which would be a hindrance.


I think abilities and weapons could be a lot more mixed because of this, and it'd require some coordination planning. Do you all bring :ability_recon: so any one of you could switch out, or do three of you bring :ability_coldblooded: to keep their fourth player away? Or do most of you stick to your usual abilities and try your best?


I think this would also help improve skills that would help in regular matches, too-Playing with a smaller team, working around being tagged, calling out information to teammates, etc.
 

Cuttleshock

Inkling Commander
Joined
Apr 1, 2016
Messages
459
Can't think of a name, uh. Variant on the bumper cars-type Inkbrush games: 1v2, 1v3 or 1v4, where the larger team is exclusively Inkbrushes who may only 'roll' around and paint walls. The individual player is the one whose round it is, and who gets ranked based on their relative performance. They must use a Sploosh-o-matic; Subs and Specials could either be allowed or banned, depending on preference.

The game is scored on a survival system. The Sploosh in each round is scored primarily on how many times they were splatted, and secondarily on the timestamp as of when they were first taken out, or whenever subsequently they were first taken out earlier or later than their closest rival. For a four-player example (1v3 rounds), if P1 were rolled over at 3:40 and then 1:20, P2 at 3:00, 2:00 and 0:30, P3 at 3:50 and 0:20, and P4 at 3:00, 2:00 and 0:40, the order would be P1 > P3 > P2 > P4. If two or more players completely survive their Sploosh rounds or, otherwise, a perfect draw somehow happens, tie-breakers could either be repeat rounds or the number of brushes that they splatted in their round.
 

DatDerpyOne

Inkling
Joined
May 21, 2018
Messages
2
NNID
Hussclan
Switch Friend Code
SW-3076-9217-2324
Inktoling Battle
Map: Any

In this mode, 2 players are normal inklings. and 1 person is the "Octoling" the octoling has to protect the Zapfish (Aka a 3 beakons) from being destroyed. they will be at the "octolings" spawn. if the inklings win, you squid party, if the octoling wins, then the "Octoling" will take the rainmaker, and win the round. (just a game to get you hype for the octo expantion)
 

DatDerpyOne

Inkling
Joined
May 21, 2018
Messages
2
NNID
Hussclan
Switch Friend Code
SW-3076-9217-2324
Oh wait. these are splatoon 1 minigames. mine is from splatoon 2....
 

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