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Official Rules

  1. Overview
    Humans vs Zombies (hereafter HvZ) is like tag, but more awesome. Players are split between two teams: humans and zombies. Initially, all players begin as humans, except for the player or players designated to be "Original Zombies". Zombie players must tag human players to create new zombies. Zombies players must periodically tag human players in order to remain in the game.
  2. Objectives
    1. The goal of human players is to remain alive until the end of the game.
    2. The goal of zombie players is to tag all the human players.
  3. Spirit of the Rules
    In order for HvZ to be an effective game, players must have the best interests of their team at heart. While the moderators hate to limit the creativity of players, in some cases it is necessary. Human players must play for the human team. Zombie players must play for the zombie team. Zombie players and human players must be honest about their team allegiance. Infected humans are both humans and zombies and are not required to play for a specific team. Infected humans are allowed to lie about their infected status until such time as their infection period ends. Original zombies are considered to be infected humans until such time as the moderators deem otherwise.

    Players are also expected to be respectful of all players, moderators, and non-players.
  4. Equipment
    1. All players are required to have an HPS or official HVZ bandanna.
    2. Human players are required to have a note card with their individual identification number written on the card.
    3. Human players are allowed to use Nerf-style blasters and socks.
  5. Safe Zones
    1. All areas not considered safe zones are considered free-play zones.
    2. Permanent structures on Valparaiso University Campus are considered safe zones.
      1. The Parking Structure may be a free-play zone at the discretion of the moderating team.
    3. The following roads determine the bounds of play:
      1. US 30 to the south
      2. La Porte Avenue to the north
      3. Sturdy Road to the east
      4. Roads to the west (see map for clarification)
    4. Play is discouraged in the area around the Chapel during religious services and in the area around the Valparaiso University Center for the Arts during Fine Arts performances.
      1. The Chapel building is not to be entered for game-related purposes.
    5. Specific areas may be declared off-limits or free-play zones at the discretion of the moderating team.
      1. Campus events (excluding HvZ) are considered safe zones.
    6. Safe zones are defined as zones in which humans cannot fire foam darts or throw socks at zombies, and zombies are not allowed to tag humans.
      1. If a human has one foot in a safe zone, and one foot outside the safe zone, the human player may fire foam darts or throw socks at a zombie player outside the safe zone. Zombies are not allowed to tag these humans.
        1. For further clarification, a human must have one foot completely within the threshold of the door frame. No part of the foot may be touching the threshold of the door frame.
      2. If a zombie has one foot in a safe zone, and one foot outside the safe zone, the zombie player may be stunned by foam darts or socks, but cannot tag humans, even if they are outside of a safe zone, following the same threshold definition described in V.F.i.a.
      3. Free-play zones are zones in which players may fire foam darts or throw socks at zombie players, and zombie players may tag human players.
  6. Human-Specific Rules
    1. Human players are marked by wearing their bandanna around the upper arm.
      1. Human players are required to clearly and conspicuously wear their bandannas in all free-play zones.
      2. If a player needs to move through a free-play zone without their bandanna, they must clear the exception with a moderator.
      3. If a player is headed to paid work, a required practice, or a required out-of-class activity, the player must still wear his or her bandanna on the way to or from the event. At the event, the player may remove his or her bandanna, even if the event occurs in a free-play zone.
    2. Human players must carry their unique ID number with them at all times.
    3. Human players defend themselves by firing foam darts from a Nerf-style blaster at the zombies or by throwing balled socks at the zombies.
      1. All items for human defense must be approved by the moderators.
      2. Items must be re-approved after every modification before use.
      3. Before every round, all items must be re-approved.
      4. Nerf-style blasters must not be modified to look realistic.
      5. Nerf-style blasters may not be modified to include gas tanks, either internal or external.
      6. Socks may only be modified by stitching "soft" Velcro to the outside of the sock and/or by sewing the sock shut.
        1. The sock may not have additional things placed inside it, including other socks.
        2. Socks must be laundered and not worn prior to use.
    4. If tagged, a human player becomes infected.
      1. Once infected, the human player surrenders their ID number to the zombies.
      2. The infected human may become a zombie at their discretion. The maximum infection period is set by the moderators and defaults to 30 minutes.
        1. At the end of the infection period, an infected human immediately becomes a zombie.
      3. If the infected human player is tagged a second time or more by different zombies (one tag per zombie), the human player immediately converts to a stunned zombie.
    5. Human players are expected to be on campus as much as possible.
      1. In order to be considered winning humans, human players are expected to participate in at least half the missions available to the human players as well as the final mission of the game.
    6. If a human player is off-campus or does not wear their bandanna for a continuous twenty-four hour period, that player removes his or her self from the game, unless otherwise approved by the moderators.
  7. Zombie-specific Rules
    1. Zombie players are marked by wearing their bandannas clearly and conspicuously around the head.
    2. Zombies hit by thrown socks or foam darts fired from an approved blaster are stunned.
      1. The stun timer is set by the moderating team, and defaults to 15 minutes.
      2. The stun timer can be reset once. This reset can only occur after the zombie has been stunned for 30 seconds.
      3. Stunned zombies must wear their bandannas around their necks.
      4. Stunned zombies may not interfere in the game and may not follow human players. Interference includes stomping on darts, preventing human players from retrieving darts, and charging as decoys.
        1. Stunned zombies are allowed to communicate with other zombies.
    3. In order to turn a tag into an infection, the tag must be logged within two hours.
      1. If a tag is not reported within the two hours, the player is reverted to a human player.
    4. Zombies are required to be reported as part of a tag once every starvation period. The starvation period is set by the moderators, and defaults to 48 hours.
    5. Zombies are not allowed to use tools to aid them in tagging humans.
  8. General Rules
    1. Players who threaten or intimidate other people will be removed from the game and reported to campus authorities if necessary.
    2. Players who purposefully discharge a foam dart or throw a sock at a non-player will be removed from the game.
      1. Other interactions which disrupts non-players will be penalized on a case-by-case basis.
    3. Players are not allowed to have non-players intervene on their behalf.
      1. Players may ask non-players if they have seen players move through the area.
      2. Players may not ask non-players to open doors or retrieve items.
    4. A player may remove him or herself from the game at any point and must inform a moderator.
    5. Once removed from around, a player may not reenter the round.
  9. Clarification and Moderation
    1. A moderator's decision is final unless the head moderator overturns it.
    2. A moderator is required to supply the justification of their decision to players once.
      1. After the justification is provided, the player may live with the decision, or leave the game.
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