University of South Florida

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General Gameplay

The main game is held once in the Fall and once in the Spring semester and lasts 5-6 days. Throughout the semester there are "training missions" which are 2 hour events typically involving 2-3 practice missions. The game was originally run and founded by CIA (Christians in Action) and later was taken over by a student led group in the Spring who now runs both the Fall and Spring games. The game is played 24 hours a day and has missions throughout the game (usually 10-13) which eventually determine the winner of the game! Fall games have an average of 500-600 participants and the Spring games have an average of 300-400 participants.

Game Rules

  • The game is run through a website designed by the students and all rules are posted there: [1]
  • Each player signs up through their University email and then attends a meeting to activate their account for the game.
  • Like most games humans are identified by a bandanna on their arm and zombies are identified by bandannas on their head or around their neck when they are stunned.
  • Human defend themselves from zombies by shooting them with nerf blasters which are restricted during the daytime and are allowed at night/weekends. Players may throw nerf darts or use socks otherwise to defend themselves from zombies.
  • Zombies who tag humans before getting hit by a sock or dart "kill" the human and convert them over to being a zombie.
  • The winner is determined by missions throughout the game. The winner of the final mission wins the game!
  • Modding and player creativity is encouraged in the game as long as the mods are not dangerous or made to look like real weapons.

History Of The Game

Game 1 Fall 2009- Zombies Win

  • First and only game that featured melee weapons. Following atrocious safety issues including a kid running around on a bike with a bat covered in a sock melee has never since returned to the game.
  • The dreaded sock flail was present at this game which became so common by the end of the game most humans carried them. Basically they were socks balled up inside a tube sock that were used as a melee type flail.
  • Besides for the final battle this game featured no organized missions.

Game 2 Fall 2010- Zombies Win

  • Noteworthy for the very high number of OZ's (13) which massacred the humans creating over 100 zombies on the first night.
  • First game to feature missions during the game including the 1 escort and 1 capture the flag style mission. The final missions was a large scale field battle that was well received.
  • First time immunity cards seen as a human reward item.
  • First game to feature Shield zombies.
  • The famous "Battle of Castor Lawn" happened this game in which a group of 20+ well armed humans stood in the middle of Castor Lawn and were subsequently taken out by several huge waves of zombies.

Game 3 Spring 2011- Humans Win

  • First game to be led by a completely student based moderator team.
  • First game to feature human cure cards that could convert zombies back into humans.
  • First game with Hunter zombies.
  • Featured a fully developed mission tract for the first time that included 10 mission over the course of the game.
  • Not only the first human win but the biggest human domination of USF history. This was the first game humans were very organized and the zombies were caught completely off guard and never able to really compete.

Game 4 Fall 2011- Humans Win

  • In one of the largest massacres of the game dubbed the "Molecule Garden Massacre" human numbers were nearly 100 active that mission but were very unevenly split making the 25 humans at the molecule garden all die and the subsequent humans trapped in Cooper. Many of which died getting out.
  • The zombie numbers spiked very quickly in this game and so ample amounts of immunity and cure cards were injected into this game (over 50) way more than any other game.
  • A giant field battle was used for the final mission and zombies were given huge shields. Despite the expectations low zombie turnout and good teamwork by the humans ended in a pretty easy human win.

Game 5 Spring 2012- Humans Win

  • First game with an APV (Armored Personnel Vehicle) nicknamed "Rodney".
  • First game with a MUB (Mobile Unstunning Beacon) for the zombies which was destroyed with a mere 5min left in the mission or would have remained for the entire game.
  • First game with Medics.
  • First game to feature active NPC's that could stun zombies or kill humans.
  • The Admin building was featured as a base in this game and through the work of one crafty zombie was destroyed and subsequently many humans inside died as the safe zone lost its safe zone status.
  • Was the closest victory in the history of USF HVZ. The final mission was a game of territories in which humans had to have 5/8 locations at the end of the mission in order to win. At the end they had 6/8 locations and 3 of those locations had 3 or less humans left alive in them. Most notable LIF which featured a 1 v 13 battle in which the human only had 8 socks but was able to win and hold the location.

Game 6 Fall 2012- Zombies Win

  • First game with human bunkers.
  • First game to feature the Charger zombie.
  • NPC's became a very strong element this game including 4 human commanders with 3 lives each and the zombie "shrieker".
  • Shortest final mission in USF history. The humans were outnumbered and all dead less than 10 min after the mission started.

Game 7 Spring 2013- Zombies Win

  • First game to feature the Licker zombies.
  • First game in which missions were not given out by email but instead, both humans and zombies were given details at a base location in person.
  • This game featured more special perk zombies than any other game. Most games featured between 3-5 while this game introduced 9 during the week and 18 at the final mission.

Game 8 Fall 2013- TBD

  • Registration for the game is currently open and is taking place Nov. 13-18th

Human Perks (Game Appearance)

  • Immunity Card (2,3,4,5,6,7): An immunity card is an extra life card given to a human. When tagged by a zombie the human may hand them this card instead of their kill ID
  • Cure Card (3,4,5) : This card could be handed to a moderator and used to convert a zombie back into a human.
  • Armored Personnel Vehicle (5): A "vehicle" constructed of PVC and cardboard. Humans inside the vehicle were immune from tags but could not shoot from the vehicle, could not take mission objectives and it had a 6 person capacity.
  • Medic (5,6,7): Rules have differed in its multiple appearances but essentially the medic can tag a human who has been tagged by a zombie and thus prevent them from becoming a zombie.
  • Bunkers (6): A square constructed out of PVC that allowed the humans inside of it to be invulnerable from tag. Had a 2 person capacity.

Zombie Perks (Game Appearance)

  • Shield (2,4,7): A shield made of cardboard that was impervious to darts/socks.
  • Hunters (3,5,6,7): Could only be stunned using socks.
  • Reduced Stun Times (3,4,5,6,7): The normal stun times is 15 minutes and this has been reduced to varying amounts as a perk
  • Mobile Unstunning Beacon (5): Any zombie who touched the beacon would become unstunned. Zombies could move the beacon but it had an activation period and a restriction on distance from mission objectives.
  • Charger (6): Once hit gained invincibility for 5 seconds then became stunned.
  • Licker (7): Had a sock connected to a four foot string they could throw that counted as a kill.
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