Open Zombie World

From Ludocity
Open Zombie World
Designer: Nicholas Fletcher
Year: unknown
Players: 1+
Stuff required: None
Crew required: None
Preparation: None
Time required: Most of the day
Place required: A relatively crowed space
Activities: Sneaking, ambient.
This is a tested game. It's been tested in real life, but needs a bit more polishing before it's fully playable.
Cc-by-nc.png
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)

A game of surviving a day in a world full of zombies. At the very least, you want to survive to the end of the day, but with any luck, you can send a message out and escape. (This is based on Urban Zombie Drill, by Kevan Davis)

Basic Rules

Go to the selected area of play (A school, a busy set of streets, etc.). Then just start wandering around and do what you need to do (go shopping, go to class, etc). If you ever come into physical contact with another person, you have been attacked and lose 1 life. You only have 3 life, and if you lose them all you are dead. If you survive to the end of the day, you score a lesser victory.

Contact: When you come into contact with someone, say "Blur." If the person you ran into also said "Blur.", you know they are a fellow player, and that contact doesn't count as an attack

Complex Rules

Weapons: If you pass within a few feet of an authority figure (teacher, police, etc), you you gain a single one-shot weapon that you can use to take out a single zombie that's getting too close. You can't take weapons from the same source more than once, and you can carry up to five - keep track of them in your head.

First aid: If you pass within a few feet of a pharmacy, an ambulance, a church or a hospital, you can pick up a first aid kit. Carrying a first aid kit takes up 1 of your weapon slots. By using a first aid kit, you or the player of your choice regains 1 life. You can't take a kit from the same source more than once.

Hunters: Some zombies are more dangerous then others. These zombies are marked by having more than 1 bag. Any people who are carrying more then 1 bag are Hunter zombies - they can't be killed by weapons, and they take 2 life instead of 1.

Radio: By standing still and having a 10+ second conversation with another player, each of you can gain 1 radio part. Each radio part takes up 1 of your weapon slots. If you have 3 radio parts, you can use all 3 to call for help. You score a major victory, and stop playing for the day.

Ending Rules

There are 3 ways for you to end your play.

1: Death. If you run out of life, you are dead. Feel free to try again tomorrow, but for this day, you are dead.

2: Survival. If the day ends without your death or escape, consider it a minor victory, and try again tomorrow.

3: Escape. If you manage to complete your radio and escape, you have won for that day. Restart tomorrow.

"Set-up"

To play this game at its fullest, you need to get other people playing as well. To do that, print out and post the provided poster in the area of play.

(I have not yet made the poster, it would just be the rules printed out...)

See also