Outbreak
Outbreak | |
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Designer: | Gwyn Morfey |
Year: | unknown |
Players: | 10+ |
Stuff required: | A torch for each player. Nerf guns and ammo. An air horn. Some playing cards, one marked with a Z. |
Crew required: | One Site Security. |
Preparation: | Ten minutes. |
Time required: | Ten minutes. |
Place required: | A large dark area with plenty of cover. |
Activities: | Running, screaming, acting, shooting, sneaking |
This is an untested game. Its rules are written, but it hasn't been tested out yet. | |
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?) |
Setup
Distribute weapons and ammunition 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.
Tell the players to scatter.
Wait thirty seconds.
Sound the air horn.
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.
Zombies do not use their flashlights.
If a zombie touches a human player, that player immediately becomes a zombie. If the player was carrying a weapon, he immediately drops it.
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.
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
Fire Hazard is planning a test-run of this game in the near future.