University of South Florida

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University of South Florida
Game Info
Location Tampa
Founded 2009
# of Players 300-600
Game Links
Game Page [1]


Contents

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: [2]
  • 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.
  • 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.
  • 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 (about 20 of each) 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 to feature active NPC's that could stun zombies or kill humans.
  • The ALN 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 surprising was 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

  • NPC's became a very strong element this game including 4 human commanders with 3 lives each and the zombie "shrieker" that at the sound of her shriek unstunned all zombies.
  • With another ALN massacre happening this game as well the superstition around ALN was born.
  • 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 in which missions were not given out by email but instead, both humans and zombies were given details at a base location in person.
  • Most notable mission included the setting up of over 200 boxes across campus that each side had to collect. The zombies won by a slim margin.
  • 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- Humans Win

  • Several new game elements were added such as the the Poster Of Legend and an in-game currency system called "Shillings".
  • This game was notable for its strong use of a theme that is the Revolutionary War. With the patriots (played by the humans) and the redcoats (played by the zombies).
  • Notable missions include Fort Velveeta a fort the humans had to create from dumpster materials and forest supplies and defend in a large open field (The Meadows). Also the Crossing of the Delaware where humans had to gather a boat (canoe) and water/soap to push General Washington and 20 humans down a giant slip and slide.
  • Lack of zombie leadership combined with the very powerful perks of the vehicle and POL human perk had the humans steamroll most of the game until the final mission which was a large field battle with only 13 survivors.

Game 9 Spring 2014- Zombies Win

  • Following last semester theme success this game went with a Space theme in which humans were landing on another planet filled with zombies.
  • The Fog created many terrifying and interesting missions due to the lack of visibility and the faster respawn of the zombies. Those without masks sat outside the buildings only hearing shouts as teammates died inside.
  • The final mission ended when humans gathered escape pods around campus and then attempted to beam out of ALN. Of the 15 minutes required to beam up the humans lasted nearly 9. The last two humans left unsurprisingly were the two barragers of the game.

Human Perks (Game Appearance)

  • Immunity Card (2,3,4,5,6,7,8): 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 (5,8): 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. In Game 8 the addition of shooting outside the vehicle was added.
  • 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.
  • Juggernaut (8,9): Had two hulk fists and was invincible for 2 minutes. During this time they could tag zombies but those zombies received a shorter than normal stun time.
  • Ultimate Scout (8): Wore a black cloak that made them immune from being tagged but could also not stun zeds or touch mission objectives.
  • Golden Sniper (8): Had a special golden blowgun with 10 golden darts. Any gold darts from the golden blowgun counted as double stun time when zombies were hit.
  • Misinformation Act (8): A bribe was given to give fake information details alongside real mission details to the opposing side.
  • Medical Masks (9): Allowed humans to enter fog infested buildings and prevent death from spitter socks
  • Barrager (9): Wore a flag football belt that had to have its flag pulled in order for this person to die. Tagging had no effect.
  • Medical Tank (9): Two humans were attached to one another by a rope and magnets. One human was invincible while the other was immune to tagging and couldn't stun zombies.
  • Perk Gun (9): A Nerf buzzsaw that had the ability to make any zombie hit by it lose their perk.

Zombie Perks (Game Appearance)

  • Shield (2,4,7,8,9): 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 (3,4,5,6,7,9): 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.
  • Noodler (8): Carried a pool noodle that counted as an extended reach for tags. It could also be used to block human projectiles.
  • Partial OZ (8): Was able to dress as a non-player (not as a human) and still make tags.
  • Misinformation Act (8): A bribe was given to give fake information details alongside real mission details to the opposing side.
  • The Fog (9): An environmental condition made by fog machines that allowed zombies to regenerate three times as quickly. It also had the added bonus of killing any humans who entered without a mask.
  • Nightstalker (9): After 6pm they have only a 2 minute stun time.
  • Gaser (9): Has a full can of silly string that if on a human prevents them from using any weapon until all the silly string is removed.
  • Spitter (9): Given three green socks that could be thrown to kill humans. In the event a human picked up a sock from the ground that person died as well.


Poster Of Legend

  • Many schools have a variant called the "Weapon of Legend" or something of this sort and so the Poster of Legend was invented as USF's version of this HVZ tradition. A single poster is hidden each day with clues given on the USF HVZ website. Whoever found it first from either side turned it in for a perk. The rules regarding how long the perks last and how hard the POL is to find have varied each time.
  • Game 8
    • Humans- They became a Super Soldier for one day and could not die. In the case that they were tagged by a zombie they were simply stunned for 10 minutes.
    • Zombies- They received a triple perk. A shield, a noodle and a reduced 10 minute stun time.
  • Game 9
    • Humans & Zombies- The poster was made much harder to find and involved trivia related to the game theme. Whoever turned it in received a perk voucher that could be used to acquire any perk during the game. Only by using a perk voucher from POL was either side allowed to have a double perk player.
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