Moderator Staff reserves the right to remove any players from the game if the situation is deemed necessary due to violations of the game/campus rules, safety concerns, or breaking the law. Please be respectful of the volunteer Moderator staff who help make the game possible.
These rules are intended for Geneva invitational games, not local/closed games. They have their own ruleset (however, they are still very similar.)
Don't be a jerk.
(DBAJ)
Don't be an idiot.
If you die in real life, you die in the game.
(Basically the same as Rule 0, but we put it in here twice so you
get the message.)
Rules do not exist to find and exploit loopholes.
Welcome to Humans vs. Zombies! This guide is intended to give you an overview of the game and get you ready to play. If you have any questions, please contact the Mod team.
The Basics
“Humans vs. Zombies” is a modified tag game of tag. Most players begin as humans, while a handful of volunteers begin the infection as zombies. Zombies must tag (“eat”) a human to grow the size of the horde. Humans must defend themselves with Nerf blasters and sock bombs.
Win Conditions:
The Zombie team wins when all human players have become infected.
The Human team wins by surviving long enough and completing the final mission.
Here are a few short rules that will outline basic gameplay. Remember, these are boiled down to their barest essentials: we’ll go into more detail and nuance later during the mandatory safety briefing.
BASIC RULES
Rule 0: Don’t be a Jerk (DBAJ) - be more sportsmanlike, do unto others how you would like to be treated, etc. (See “Other Important Notes” at the end of the rules set for further clarification.)
Rule 1: Don’t be an idiot
If it seems like it’s unsafe, don’t do it OR don’t complain if you get hurt.
If it seems like it might hurt someone else, don’t do it
If it seems like you’re cheating, you probably are - stop it.
If it seems like it might get the game banned, don’t do it.
If someone is hurt:
Stop gameplay. Do it yourself if no one else does.
Have someone contact a moderator to alert them of the situation.
Call Campus Security or 911 if necessary
A moderator’s decision is final in any situation.
A campus security or police officer’s decision is final in EVERY situation.
We reserve the right to temporarily or permanently ban you from the event.
Eye protection is encouraged for all players.
Tactical gear is allowed, but MUST be taken off and stowed out-of-sight when arriving at or leaving campus.
Tl;dr - Don’t be wearing your gear when off-campus
Geneva College is a smoke, substance, and alcohol-free campus. Please refrain from using these while you are on the premises.
Required to play
Register yourself for the game
Keep emergency medication or treatments on your person at all times and notify us in your registration of any medications you have that you might need
Attend a rules/safety meeting
Sign a waiver at a rules/safety meeting
This is an 18+ event, everyone can sign for themselves
Wear an orange bandanna
Have your blaster examined:
Moderators will be shooting 6 darts from each of your blasters through a chronograph. If its firing rate averages higher than 120 fps, you may not use it *see blaster rules for more details.
A moderator will place a colored zip tie on the blaster for easy recognition
There will be a consideration if there is a major outlier.
Have your darts examined:
Moderators will quickly look through your darts for any banned types during check-in. If it appears that some banned darts have been brought in, moderators will fully examine your darts.
If you have been found to have brought banned darts:
You will be asked to return the darts to your car and not use them
Your name will be recorded in a logbook with a description of the darts
Other Requirements:
For Guests (non-Geneva college community members), a Negative Covid-19 Test (within the last week) or a fully filled out Vaccine Card (with booster if applicable)
Geneva Students must fill out their daily health screening and are expected to abstain from the event if they are feeling symptomatic or unwell.
Geneva students must provide their Student ID when checking in
All players start as humans unless they volunteer to start as a zombie.
A Troll Squad may be implemented
Troll Squad is a group of Humans in Mission 1 whom is selected to temporarily become Zombies for the duration Mission 1 only, before reverting back to normal humans for Mission 2
Humans complete mission objectives and make it as far as they can in the game while Zombie players attempt to tag them
Tagging
Zombies tag human players to turn them into zombies.
A successful tag is considered one full palm placed on a human with firm contact or meaningful contact
Humans can be tagged anywhere on their bodies and on anything attached to them. Backpacks, costume pieces, etc. count as an extension of the body.
Any item a human has in hand and is actively using (blasters, flashlights, etc.) cannot be tagged. This being said, it should never be used to block a tag.
Keep tags appropriate and do not be overly aggressive! This will always be left to mod discretion and violations could result in an immediate ejection from the game depending on severity.
An inappropriate tag counts as anything in the “no-no” square/the swimsuit zones.
An overly aggressive tag can be defined as one that involves tackling, latching onto a human, red marks/bruising an hour or more after the tag, etc.
Tip: to avoid tackling others. Try to run past humans and not directly at them.
There is no limit on the number of tags a zombie may get.
Due to the Covid-19 pandemic, the possibility for all zombies will be given a noodle in order to tag players instead of their hands; this decision is left to the moderator team and the current covid situation on campus
Getting Tagged
When you are tagged you are immediately considered an inactive zombie.
Move the necessary spawn distance away from the nearest human, wait for the respawn timer/ or respawn condition and move your bandanna to your head to begin tagging. Make sure to put your armaments and ammunition away after the mission to avoid confusion.
The briefing room will be kept open for you to leave your equipment in. A moderator will be posted in this room throughout most of the gameplay, however, Geneva and the GC UGC are not responsible for any personal belongings you leave sitting in the briefing room.
Players who feign injury or “flop” to avoid a tag will be examined and potentially removed.
Stunning
Humans stun zombies by hitting them with approved ammunition from an approved armament.
Ammunition must typically be launched from a blaster/blowpipe and may not be thrown. ( with the exception of socks/throwables)
No melee. (unless handed out by the moderator team)
No marshmallows or other editable throwables
Hit any part of a zombie, anything attached to them, or anything they are holding to stun them. There can be exceptions, such as shields / pool noodles.
While HEAVILY DISCOURAGED, headshots will still count BUT remember Rule #1
Ammunition
Excess ammunition not belonging to you should be returned to the briefing room to be collected by its owner. Never take more than you used.
Approved Ammunition:
Darts:
Stock elite-style (Nerf, Boomco, whatever brand your blaster is)
Waffle-style darts (Ekind, Little Valentine, and others)
Koosh
AccuStrike & AccuFake
Little Valentine Elite-style darts
Must have a soft tip
Purchased ½ length darts (Dart Zone / Worker, etc)
Cut down ½ length waffle styles are okay
Nerf Ultra
Mega & Mega XL
Mega, Mega XL, and Rockets will be utilized as special ammo types and will need to be brought by players.
Vortex disks - most off-brand are fine
Rival balls - most off-brand is fine
Hyper - approved, but discouraged (it’s expensive, and you probably won’t get it back)
Rockets - most off-brand are fine
Modifications of Approved Ammunition
Players may not modify their ammunition in any way through the addition or removal of pieces. Ammunition must be used as it arrives in its packaging, with the exception of waffle-style cut-down darts.
Banned Ammunition:
Full Vinyl Jacket/China,
All Nipple Darts,
Stefan/Homemade ½ length darts,
Any dart whose tip does not squish or seems hard.
Banned Ammunition Policy:
If you bring banned ammunition, you will be asked not to use them. If you choose to use them anyway, you may be banned.
If banned ammunition is found in your possession, you will not be allowed to use it and the description of the darts will be put in a logbook.
If banned ammunition is found during a dart sweep, all players will have their ammo re-checked
Sock Bomb Regulations
Sock Bomb Use:
Socks are the exception to the ammunition rule: they MUST be thrown by hand and may not be launched out of some other device.
You may throw more than one sock at a time.
Socks must leave your hand to count as a stun.
Sock Bomb Creation:
Sock bombs can be made of socks of any size but may contain only one sock.
The sock bomb must squish.
Tape used to keep the sock together must be applied in no more than 3 layers.
Velcro may be affixed to the sock to aid in attaching the sock to a vest, blaster, etc. using the soft side of the Velcro
50% of the sock must remain exposed.
No sock flails.
Sock substitutes
Foam throwables are allowed to be used (FFW Brains, CNW Grenades, stress balls, etc.) as long as they are unmodified, soft, and squishable.
Blaster Regulations
Mission 1 - Springers, Stringers, and Air only.
Electronic blasters will be locked at the start of the game and must be unlocked by humans by completing an objective during Mission 1. Electronic blasters will then be unlocked at the start of Mission 2.
Any battery-powered blaster is considered an electronic blaster.
If humans fail to complete the objective to unlock electronic blasters, there will be other means to unlock them later in the game.
Electronic blasters may be checked before Mission 1, but may not be used during it.
Electronic blasters should be left in the briefing room until Mission 2, when/if they are unlocked.
Electronic blasters may be used during Mission 0
Coloration:
All armaments must have a blaze orange tip.
All armaments must be brightly colored or have resemblance to a toy
If your armament causes issues, we reserve the right to cover it in brightly colored tape. The tape selected WILL be the most embarrassing print we own.
Homemade Blasters:
Those which fall below the allowed FPS rate and have an orange tip will be allowed within the game.
HPA Blasters:
Will not be allowed.
The Dart Zone Pro-Line
ALL Dart Zone Pro-grade blasters must meet the following requirements:
Maintain their original color and/or a bright coloration
Must be tuned down for HvZ standards and pass blaster check
Springers - Tune down caps or springs
Mk. 3 - Must be run on 2s Lipo
Must be tested for whichever ammo type is intended to be used
Mk. 2 - Must have orange muzzle extension on at all times
Internals:
The blaster must fire at an average velocity no faster than the following feet per second (FPS):
Standard Ammo: 120 FPS
Mega Darts: 100 FPS
Mega XL/Demolisher Rockets/etc.: 70 FS
If a player is found to have knowingly increased the FPS of their blaster after having it tested through modification, changing of batteries, or any other means, the player will be immediately removed from the game.
Using an unapproved blaster, or one that has previously failed inspection will result in a warning or ban, depending on the case.
Blasters are allowed to be retested at the moderator’s availability.
The Mod team reserves the right to re-test any blaster at any point in the event if we believe it has been modified to surpass the 120 FPS cap.
If your blaster has a removable/changeable barrel, it must be tested with the barrel you intend to use, Once it is approved you may not change it or remove it. If something happens that changes the barrel on your blaster, please ask a moderator to re-test it.
Blasters must be tested with the ammunition they intend to use. For example, If you have a blaster that can use full and half-length darts, you must test it for whichever ammo you intend to use, or both.
If the blaster fails one ammo type but passes another, you are not allowed to use the failed ammo type.
If it appears that any blaster is capable of having its velocity increased or decreased at the player’s discretion past the allowed FPS rate:
Blasters that can be programmed before the time of registration to fire at or below the allowed FPS rate on its maximum setting will be allowed. The FDL3 will need to be locked. For the FDL-Basic please see a moderator for more details.
We do not allow paintball, airsoft, Zingbow products, or gel ball products
When off campus, blasters MUST be stowed away and not visible to the community.
Utilize the parking lots as an opportunity to stow all your gear
If there is a blaster/ product line not listed or addressed, please see a moderator for more details.
Blowpipe Regulations
Blowpipes may be no longer than 4 feet in total length.
Blow dart Blasters must be pre-approved by the mod team and have a mouthpiece.
Please notify us ahead of time if you intend to use one
Other Banned Objects
Nerf/Other brands “Grenades”
Plastic devices designed to fling ammunition when they go off
Unmanned/Remote control blasters or drones/vehicles with blasters attached
Any sort of personal transportation device (bikes, scooters, skates, etc).
Wands will not be allowed, as they are throwing a dart.
Getting Stunned
When hit with approved ammunition in an approved way, the zombie is stunned.
Zombies cannot normally block darts with anything on their person.
Zombies may use natural cover such as buildings or trees to hide themselves
Zombies may not use inactive zombies or non-players as cover EVER.
Zombies with pool noodles may use the noodles to block darts (Lightsaber Rules)
Identification:
Zombie players must identify themselves as inactive by removing the bandanna and holding it, visibly, within their hand
In a situation where a Zombie is unable to remove their headband immediately, they may raise their arms above their head until they are able to remove their bandanna. They must remove their bandanna as soon as they are able to.
Pursuing Humans when Stunned:
If stunned, zombies may only follow humans if they are part of a mission group.
If zombies aren’t part of a mission group, they must break line-of-sight before pursuing.
Stunned zombies must stay a minimum of 30 feet away from the nearest human.
Stunned Zombies Should:
Immediately remove themselves from gameplay - do not stop and meat shield,
Put your hands over your head until you can move your bandanna.
Pick up darts to give back to the humans.
Stunned Zombies Should Not:
Interfere with the game in any way,
Relay any intelligence regarding humans except
Where you were stunned,
How many humans were there when you were stunned,
How long ago you were stunned,
Meat shield - the act of blocking darts so other zombies do not get stunned,
Pick up darts with the intent of keeping humans from retrieving them.
Respawning
Stun Timers and respawning:
Zombies must be 30 feet away from humans to respawn.
Stun Time types:
Individual: Each Zombie has an internal respawn timer for themself only
An individual stun timer can be “refreshed” by shooting the zombie again.
Rolling: All zombies respawn at a certain minute mark on the clock
For example: On the 5’s means that all zombies respawn at 2:00, 2:05, 2:10, etc.
Cannot be refreshed
Respawn timer type will be announced per mission
A zombie is stunned when they have been shot with a dart or hit with a thrown sock bomb.
Once stunned, a zombie must take off their bandanna and move away from human formations. He may reposition himself within zombie lines, but he cannot respawn close to any humans.
Zombies may not “meat-shield” for other zombies. Once a zombie is stunned, it is their responsibility to remove themselves from the active play area as soon as possible.
The nature of respawn points and duration of timers is left to the mod team's discretion. Each timer however they will be individual to the zombie so pay attention.
Humans may not stalk zombies to prevent them from spawning. This violates DBAJ.
Zombies can wait to respawn past the respawn timer if they are doing so to avoid getting “spawn camped”, meaning that humans are standing too close to allow them to spawn, however, they must begin moving when respawn occurs to get 30 feet away.
Disputes
If a human and zombie cannot come to an agreement over a tag that was valid, follow the chain:
Defer to any moderators/administrators who witnessed the event.
Defer to any players (not within your group) who can say for certain what happened.
If no one saw what happened, you may choose any game of luck or skill that will satisfy both parties including, but not limited to: a coin flip, dance-off, arm wrestling, duel, etc.
If you still cannot reach a resolution, the moderators will decide a method of resolution for you. If they must do this, they will pick the most embarrassing/entertaining option available to them.
Ending the Game
The game ends when the human team meets a win condition OR all humans have become zombies OR at the conclusion of the final mission.
Humans not in attendance at the final stand, or hiding/running away throughout the final stand, will be considered dead when the final stand concludes.
Zoning
Boundaries:
There are the limits of campus playtime and the duration of the event. (During Mission 0, then from the start of Mission 1 until the end of Mission 5). There will be safe times. Those will be announced when they happen.
A map is available on our website for review, and will also be shown during the safety briefing.
It is recommended you have a printed off version of the map.
A few copies of a printed off map will be available
No-Play Zones
These are areas in which no gameplay may take place and should be avoided unless necessary to enter. This includes inside buildings (unless overridden by a moderator), areas under construction, streets, private property (without the current resident’s permission), gardens, and places of delicate plantings.
Inside buildings
Physical Plant facility in the Northwest corner of campus (across the road from Pearce Hall)
Outside campus boundaries
Anywhere near Route 17 / the main road not within the boundaries.
Stairs. Be safe, do not play on stairs.
Players Should:
Get in and out of no-play zones as quickly as possible.
Players Should Not:
Shoot darts or attempt to tag each other in no-play zones.
Use no-play zones as safe zones.
Attempt to gain any in-game advantage by utilizing no-play zones.
Safe Zones
Considered out of play, but can be used to avoid other players. These may be created and destroyed over the course of the game.
Players should:
Seek these out at necessary points during gameplay.
Players Should Not:
Shoot darts or attempt to tag people outside of safe zones.
Attempt to force players out of a safe zone.
Entering a Safe Zone:
A human is safe once one foot is fully inside of the safe zone.
Inside the Safe Zone:
Humans cannot be tagged and zombies cannot be stunned.
While you remain in the safe zone, you cannot participate in gameplay outside of the safe zone. If you attempt to do so, we will kick you out of the safe zone.
Entering Buildings
Throughout the duration of the game, buildings will have their doorways marked with chalk, denoting a safe zone. Buildings that do not have a safe zone around them should not be entered or used during gameplay.
Academic buildings are not allowed to be used for gameplay reasons.
Students may not use their residence halls for gameplay reasons
Zombies may not organize a charge while in the vicinity of a door humans must use.
Exiting No-Play and Safe Zones
Humans are safe for three seconds, three steps, or until they shoot - whatever happens first.
Zombies are stunned for three seconds or three steps - whatever happens first.
Zombies can be stunned until the next respawn by a human during this time.
Streets
Cars WILL kill you for real. Don’t do anything that might get yourself or someone else hurt, or worse, by running into a road. Recklessness in roadways may result in a ban.
On GC campus, many road-like areas will be in play, however, the roads surrounding campus will be no play. See map for more details.
Gameplay must be halted to allow a large group of players to cross an actively busy road.
Vehicles
Definition:
For the sake of this document, any device which assists a person in moving but isn’t required for the person’s regular motion will be considered a vehicle. Examples include, but are not limited to, bicycles, roller skates, scooters, hoverboards, cars, skateboards, Heelys, pogo sticks, rideable animals, flying objects, etc. If it seems like it might be classified as a vehicle, it probably is.
Zombies: do not charge any form of automated vehicle under any circumstances (If you die in real life, you die in the game).
How Vehicles Can Be Utilized:
Cars are the only type of vehicle allowed to be used during the event.
Cars may be used to traverse to and from campus, but may not be used for gameplay advantages or to traverse from one part of campus to another.
Entering a Vehicle:
Players are expected to refrain from using vehicles unless they have an out-of-game reason to do so.
If entering an automobile, you are safe once your hand is on the handle of the door provided that:
The vehicle has a handle,
The vehicle is unlocked (You have 10 seconds to prove you have an entry)
The owner of the vehicle is allowing you entry.
Otherwise, you are safe once one foot is in/on the vehicle.
Roles Within the Game
Special Infected
Wear: Yellow bandanna on their head
Jobs:
Perform the mechanics of a special infected.
More information will be given in briefings.
Moderators
Wear: Green bandanna on Upper Arm
Jobs:
Knows full ruleset and is an expert
Knowledgeable in mission rules and details
Rule enforcement - can never make a ruling on an issue involving himself
Call full game halts to allow players to pass and in the case of injuries and emergencies.
Can exclude self from play to moderate
Give official warnings
Mediator of minor disputes between players
NPCs/Actors
Wear: Bright Blue bandanna on their upper arm
Jobs:
Interact with Players, operate as objectives and as points in different scenario
Game Director
Wear: Same as Moderator at minimum, will announce themselves during safety briefing
Jobs:
Same as the Moderators as well as
Makes rules callings in odd situations
Change the schedule
Medics
Wear: Pink bandannas on their upper arm
Requirements:
Selected and vetted by an individual within Geneva college
Must be CPR/AED certified, minimally
Jobs:
Can be called upon to aid if a player is in need of medical attention, or can jump in of their own volition
Call full game halts in case of injury or emergency
Non-Players
Should be avoided by both humans and zombies
Players should not utilize non-players for aid in any way including, but not limited to, asking for intel, concealing players, or retrieving food.
Bandannas
Can be provided by the player or purchased.
bandannas must be orange
The bandanna must always be visible:
May not be covered or camouflaged, even partially, by anything (including hair) and must stand out from what you are wearing
Must be about 2-inches wide when worn.
bandannas should not ever be removed or obscured, even if in a no-play zone.
Player and Campus Safety
Players may not harass, frighten, impede, or strike any non-playing pedestrians.
If anyone does this the moderator team reserves the right to remove them from the game
Non-players always have the right-of-way.
Moderators can/will temporarily halt gameplay in an area to allow non-players to pass.
In the absence of Mods, it is the responsibility of the individual players to temporarily halt gameplay in an area to allow for the passage of non-players.
Players may not use non-players to gain any advantage. This includes, but is not limited to: hiding amongst a group, requesting information that will aid you in-game, etc.
Climbing:
When deciding to jump or climb, use your own common sense to move about the campus, so long as your actions will not cause injury to another individual, damage property, or cause a disturbance on campus.
Attire:
Do not wear anything that completely obscures your identity (cosmetic masks, face-paint, etc.) Masks utilized for Covid-19 reasons are allowed.
Avoid wearing all-black clothing with all-black tactical gear so as to not alarm the local community.
Blasters and gear may not be visible when off campus in the surrounding area
Masks:
For the Covid-19 pandemic, Masks will be allowed.
They must cover most of the lower ½ of the face only
No mesh masks or big gas masks
No full face masks of any kind
Cloth masks either buff style or over the ears is ideal
Flashlights:
You may not use any strobe feature or strobe the light manually. Not only is this painful, but can potentially trigger an epileptic seizure in individuals with epilepsy.
If a flashlight causes problems for any reason, we reserve the right to ban its use.
All Flashlights must have a red coating or be a red light.
Game Halts and Pauses:
Game halts and pauses will be signaled by a loud call out from the mod team
As soon as you hear that the game is halted, stop exactly where you are as though someone pushed pause on a video game until you hear play has resumed.
You may not pick up darts, reload, or do anything to impact the game in any way.
Please also respect the changes or any adjustments the mod team makes.
You may:
Stand, sit, or kneel where you are; hydrate, relax, apply more sunscreen, and talk quietly with players around you, including planning what to do after play resumes
Receiving a Ban
There is a small list of actions that will result in you being immediately banned:
Sexual assault or harassment
Purposeful destruction or theft of property belonging to Geneva College, Geneva College Urban Gaming Club, or another player.
Modifying darts with the intent to cause added pain or injury.
Breaking of school, local, or state laws.
Involving oneself in a physical altercation.
Outside of these items, you will receive at least one official warning before you receive a ban. There is no set number of warnings you will receive before you are banned.
Other Important Notes:
All of us play this game to have fun. We try to cultivate a positive player community. If you are creating a toxic play environment, you will be asked to stop or even be removed from the game.
We reserve the right to change the rules (temporarily or permanently) whenever deemed appropriate to preserve the safety of players, alleviate the concerns of the police and administration, or create a better game for all involved. Players will be alerted to rule changes as soon as possible.
After Final Mission concludes, we will dart sweep the area in which it took place, then return to the briefing room in Skye Lounge for the closing ceremony.
Players are more than welcome to help dart sweep during or after the event.
Printed copies of these rules will be available during the event for review.