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1.
Groves High SchoolA game invented in 2004 and played by the senior classes of Groves High School in Beverly Hills, Michigan. This newer tradition is carried out by a committee of three to five students who organize and run the tournament. Participation is voluntary but is highly recommended because this is the last big event before Graduation and the Senior All-Night Party.

PREPARATION:
1. A committee is nominated/formed. A good committee has 3-5 members to organize and handle Water Wars. Randomized committees prove to be the best working ones.
2. The earlier Water Wars of organized, the better. A good committee determines the level of interest, to determine the approximate number of teams, to determine when the tournament should begin (Water Wars usually ends the week before or during finals week).

SETTING UP:
1. Seniors form teams of 3-4 students and pay an entry fee per player (usually $5). Each team picks a TEAM CAPTAIN to report scores to the committee at the end of each round. A TEAM NAME is selected and given with the dues to the committee.
2. The committee enters the team names into a drawing and teams are paired against each other in an elimination style bracket.
3. Committee members *MAY* compete in the competition. Random selection helps prevent collusion.
4. If there is an odd team in any pairing, they shall automatically advance to the next round.
5. A ‘loser’s bracket’ does not exist. Losers in the SEMI-FINALS will compete for placement.

THE OBJECT:
Eliminate as many of the opposing team members as possible, by hitting them with water from any source: water guns, water bottles, hoses, water balloons, etc.

GENERAL RULES:
1. Only the graduating class may partake in Water Wars.
2. Once teams are chosen, the round lasts for about week and is in effect 24/7.
3. Water Wars does NOT take place on school grounds. School, school events, practices, and the students’ places of employment are neutral grounds:
-The war NEVER occurs on school grounds or at school events.
-Opponents may not be eliminated while on their way to or from work/practice. If a student leaves work and goes else ware, they are fair game. Likewise, a student may not eliminate an opponent while going to, at, or coming from work.
4. ONLY water can eliminate an opponent: juice, wiper fluid, pop, etc. do not count.

SAFETY/LEGALITY:
Players should inform their parents about their participation to prevent future complications...
1. A person may not enter an opponent’s house/garage unless they are invited in. NO breaking in, no opening closed doors (i.e. garages, sheds, etc), and no breaking into peoples cars. Entering a open garage is a exemption to this rule. ***ANY OTHER CASE CAN BE CONSIDERED BREAKING AND ENTERING/TRESPASSING***
2. Vehicles may be used. However, kills may only be made from a vehicle which is in PARK. Likewise, kills made into a vehicle must occur when a vehicle is in park (i.e. a player may not follow an opponent, and tag them at a red light since the car is STILL IN DRIVE; a player at a red light cant tag anyone out while in drive.)
3. Wiper fluid is NOT water. Water MAY replace it and count if sprayed on opponents.
4. Use common sense: do not 'play in traffic', etc.

HOUSES/APARTMENTS:
1. May be used as a base. Can be fired out of, but players inside MUST expect opponents to fire inside as well.
2. Use common sense: do not spray hoses into people’s houses, etc.

SCHOOL RULES:
1. Water guns are considered a weapon in most schools. LEAVE your water guns out of sight in your car! In the past students have been suspended for having mini squirt guns in their backpacks: they have fallen out, busted open and spilled/leaked.

ELIMINATIONS:
1. This game solely relies on honesty. If you’re hit, you’re out. Do not wipe it off, say you leaked on yourself, etc. You know when your hit, and you know when you’re out.
2. Team captains report to the committee at the end of each round with their teams scores (members eliminated, opponents eliminated). Winning teams advance to the next round.
3. If at the end of the round the paired teams are even, the teams will agree to a tie breaker that MUST occur on the final day of the round: water pistol duals, battleship, rock-paper-scissors, poker, heads-or-tails, etc. have been used before. Winning teams advance and the process begins again.

DISPUTES:
1. Should any dispute arise, a committee member shall be addressed. The committee member shall make a final ruling based on these rules and the circumstances, and make a final decision on the dispute.

THE WINNER/THE PRIZE POOL:
1. ALL of the team entry fees are added up (i.e. $1,000) and divided among the top four places:
-1st: 40% ($400)
-2nd: 30% ($300)
-3rd: 20% ($200)
-4th: 10% ($100)
2. Exact placement is based on the number of opponents a team has eliminated throughout the tournament. Should two teams tie for a place, the team with the fewest team member eliminations will win. If a tie still exists, the prize money for the two places will be divided amongst the two teams.
3. Teams decide how to disperse prize money up amongst themselves.
Dustin: "Are you still in Water Wars?"
Rafe: "No...I creeped around the side of Adams house this morning and he shot me through a window"
Dustin: "Thats not as ba as having someone throw a water balloon OVER their house and hit you. Lucky bastard!"
by Dustin James White September 01, 2008