Difference between revisions of "Outbreak"

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{{gameinfobox
 
{{gameinfobox
 
|designer=[http://fire-hazard.net Gwyn Morfey]
 
|designer=[http://fire-hazard.net Gwyn Morfey]
|image=
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|image=Fire_hazard_logo.png
|players=10+
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|players=4-50
|stuff=A torch for each player. Nerf guns and ammo. An air horn. Some playing cards, one marked with a Z.
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|stuff=A torch for each player. Nerf guns and ammo. An air horn. "Fuel cells"
|crew=One Site Security.
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|crew=Two Safety Officers, 2-5 Initial Zombies.
|preparation=Ten minutes.
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|preparation=10-30 minutes.
|time=Ten minutes.
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|time=10-20 minutes.
 
|place=A large dark area with plenty of cover.
 
|place=A large dark area with plenty of cover.
|activities=Running, screaming, acting, shooting, sneaking
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|activities=Running, shouting, acting, shooting, sneaking, teamwork.
|status=untested
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|status=playable
 
}}
 
}}
  
 
==Setup==
 
==Setup==
Distribute weapons and ammunition around the play space. Players should not know where all of it is.
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Distribute weapons, ammunition, and "fuel cells" around the play space. Players should not know where all of it is.
  
Gather the players, and have each choose a card in secret. One or more cards are marked with a Z. These players are infected.
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Allow the Initial Zombies to take positions.
  
Tell the players to scatter.
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Brief the players.
  
Wait thirty seconds.
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Sound the air horn to start the game.  
 
 
Sound the air horn.
 
  
 
==Play==
 
==Play==
When the horn sounds, the infected players immediately become Zombies. Zombies should be played with gusto, lurching, shambling, moaning, growling, and being rather stupid. Since this is played at night, they should be as terrifying as possible.
 
  
Zombies cannot run, only shamble.
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Zombies:
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Zombies should be played with gusto, lurching, shambling, moaning and growling - although they can also wait silently in ambush. Since this is played at night, they should be as terrifying as possible. Zombies cannot run, only shamble. If a zombie is shot with a nerf dart, they sit down and count to 30, then rise again.
  
Zombies do not use their flashlights.
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Humans:
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Humans win by returning all the fuel cells to the start point before time runs out or everyone is zombified. They can run, but only with their lights on (for safety).  If a zombie touches a human player, that player immediately becomes a zombie, and drops anything they are carrying.
  
If a zombie touches a human player, that player immediately becomes a zombie. If the player was carrying a weapon, he immediately drops it.
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==Play history==
 
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Around 2009, [http://fire-hazard.net/ Fire Hazard] ran this game on Hampstead Heath, approximately monthly.
If a zombie is shot with a nerf dart, they sit down and count to fifty. Fallen nerf darts cannot be fired again; players need to explore the area to seek out more ammunition, and will eventually run out completely.
 
  
The last human player wins. However, the game does not end until this player, too, has been killed.
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==Supplies==
 
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Argos sometimes have Nerf Maverick guns for £6-10 or so. You'll need, really, one gun per player.
==Endgame==
 
 
 
If the game is taking too long, the organiser should shout the keyword "Twenty-eight days later". This has the following effects:
 
* Players must keep their torches on all the time, making further stealth impossible.
 
* Zombies can run.
 
 
 
==Play history==
 
[http://fire-hazard.net/ Fire Hazard] is planning a test-run of this game in the near future.
 

Latest revision as of 14:11, 8 October 2024

Outbreak
Fire hazard logo.png
Designer: Gwyn Morfey
Year: unknown
Players: 4-50
Stuff required: A torch for each player. Nerf guns and ammo. An air horn. "Fuel cells"
Crew required: Two Safety Officers, 2-5 Initial Zombies.
Preparation: 10-30 minutes.
Time required: 10-20 minutes.
Place required: A large dark area with plenty of cover.
Activities: Running, shouting, acting, shooting, sneaking, teamwork.
This is a playable game - it's finished, tested and ready to play.
Cc-by-nc.png
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)

Setup

Distribute weapons, ammunition, and "fuel cells" around the play space. Players should not know where all of it is.

Allow the Initial Zombies to take positions.

Brief the players.

Sound the air horn to start the game.

Play

Zombies: Zombies should be played with gusto, lurching, shambling, moaning and growling - although they can also wait silently in ambush. Since this is played at night, they should be as terrifying as possible. Zombies cannot run, only shamble. If a zombie is shot with a nerf dart, they sit down and count to 30, then rise again.

Humans: Humans win by returning all the fuel cells to the start point before time runs out or everyone is zombified. They can run, but only with their lights on (for safety). If a zombie touches a human player, that player immediately becomes a zombie, and drops anything they are carrying.

Play history

Around 2009, Fire Hazard ran this game on Hampstead Heath, approximately monthly.

Supplies

Argos sometimes have Nerf Maverick guns for £6-10 or so. You'll need, really, one gun per player.