Work-Place

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This ruleset is brought to us by "Spathiinc." It details a game that is meant to be played in a workplace for up to two weeks. It takes many rules of normal college games and "softens" them - making them more workplace friendly. Even so, there's a good chance your workplace wont be quite as HvZ friendly as Spathiinc's, so you may need to soften the rules even further.

Contents

Objective

The Zombies win when all Humans have been tagged and turned into zombies. The Humans win by surviving long enough for all of the zombies to starve. The game is over when one side is completely eliminated, or when the time limit expires (2 week maximum).

Equipment

This gear is required for all players:

  • Lanyard
  • Colored pieces of paper
  • Nerf gun and /or clean socks
  • One business card

Safe Zones

Players are safe (cannot be tagged or shot) in the following areas:

  • Offices / Cubicles
  • Bathrooms
  • Meetings
  • Active Tech Talks
  • Shuttles are considered safezones
  • Upon disembarking the shuttle, you are safe until the shuttle starts rolling away from the stop.
  • When waiting for a shuttle on campus, there is no protection.

Human Rules

Business Car d: Humans must keep one business card with them at all times.

Identification: Humans must wear a green colored piece of paper in their lanyard. (use green dry-erase marker to color a s mall piece of paper). This identifies you to other players as a Human, it must remain visible at all times.

Stunning a Zombie: Humans may stun a Zombie for 1 5 minutes by s hooting them with a Nerf Blaster or hitting them with a sock.

When Tagged By a Zombie: When tagged by a Zombie, a Human is required to yield their business card as a trophy. Please sign and date the card for record keeping. One hour after being tagged, the Human becomes a member of the Zombie team. Replace the green piece of paper in your lanyard with a red piece of paper - you are now allowed to tag other Humans.

Zombie Rules

Feeding: Zombies must feed every 48 hours (weekends do not count). A zombie feeds by tagging a Human and reporting their kill on the website.

Identification: Zombies must wear a red colored piece of paper in their lanyard. (use red dry-erase marker to color a small piece of paper). This identifies you to other players as a Zombie, it must remain visible at all times. The Original Zombie does not need to wear colored paper in their lanyard.

Tagging: A tag is a firm touch to any part of a Human (but remember your Keeping it Legal training). After tagging a Human, the Zombie must collect their business card as a trophy. Kills must be reported within three hours on the Humans vs Zombies site.

Getting Shot: When shot with a Nerf Blaster or hit with a sock a Zombie is stunned for 15 minutes. A stunned zombie may not interact with the game in any way. This includes shielding other zombies from bullets or continuing to run toward a Human. If shot while stunned, a zombie remains stunned for the next 15 minutes. Stunned zombies may continue with business related activities.


Other Rules

  • Intentionally shooting non-players with Nerf darts is a bannable offense.
  • People who are not registered participants may not directly interact with the game. This includes bringing food to Humans, or spying for either team.
  • A zombie must have both feet outside of a safezone to tag a Human.
  • Zombies may not use shields to deflect Nerf darts or socks.
  • Humans are safe during meetings (normal and all-hands), but not while in transit.
  • No playing in the street.
  • Humans are safe when off-campus.

Rule Clarifications

  • A meeting room is a safezone for both zombies and Humans both before and after a meeting they attend there. They are vulnerable before they arrive at the room and after they leave.
  • Even if a Human is out of a safezone, the zombie must have both feet outside the safezone to feed (this prevents the zombie from blocking an exit by waiting just inside the door to the exit of a safezone).
  • No RUNNING inside.

Safety Rules

  • No realistic looking weaponry.
  • Players may not use cars.
  • Darts must not hurt on impact.
  • Players may not engage in the game while crossing the street
  • No running in doors.

Future (Untested) Ideas

  • To prevent fast walks escalating into running, a zombie should get in character during a chase and shamble or drag a leg or the like. The weapons of a zombie are trickery and stealth, not speed.
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