#1
Posted 31 March 2009 - 11:35 AM
- Choose one or more starting Zombies. (We found that starting off with 2-3 Zombies out of 12 total players was better, as it allowed the game to progress quicker.) Each Zombie begins the game with a glowstick, which they must always hold openly to declare their Zombie status - no hiding the glowstick! They do not use Nerf blasters.
- The remaining players are given a short time to scatter throughout the building, during which the Zombies remain in an out-of-the-way starting location so as not to observe their movements. (A number of additional glowsticks are also placed here.) At the end of that time, the Zombies are unleashed and the game truly begins.
- If a Human shoots a Zombie, the Zombie must return to their starting location and count to a predetermined number (5, 10, 15, etc. depending on the pace you want for your game), before returning to play. Zombies may use each other as "meat shields", but as soon as a Zombie is shot, they must immediately clear the area in the quickest (and safest) way possible and make their way to the starting area.
- If a Zombie touches a Human with their glowstick, the Human is infected, becoming a Zombie, and must proceed to the Zombie starting area. Once there, the player must put down their Nerf blaster(s) and pick up a glowstick, then count to the predetermined number (as above) before returning to play.
- The last Human standing is declared the winner. (Feel free to play out the last stand though, it can be quite entertaining.) We usually let the winner be the first starting Zombie in the next game, letting them choose their fellow starting Zombie(s) as appropriate.
We played several rounds of this at our last war, and it was definitely a hit. The glowsticks give the Humans an advantage of being able to see the Zombies coming, but they make it much more difficult for the Humans to actually stay hidden in the shadows (a tactic some of our players like to use in "last man standing" style games), forcing more action. The games usually start a bit slow as the Zombies try to find the smallest, least prepared group of Humans to start snacking on. Later, as the size of the Zombie horde increases, the action heats up and the Humans grow increasingly desperate.
During one round, I was cut off from my fellow Humans as they retreated down a hallway while I was reloading. I had gotten two darts into my Maverick, and one in my AT2K (which was pumped) before I had to start shooting - and backing myself into a corner. I tagged one with the AT2K, and another with the Mav, before it jammed - leaving me as a tasty snack for the remaining Zombie. (I got my revenge on my cowardly compatriots later of course!)
I can't remember having more fun in a game for quite some time. This is definitely a game that will become a regular part of our lineup from here on out!
The fourth exciting Nerf War in Fort Wayne, IN.
#2
Posted 31 March 2009 - 11:47 AM
#3
Posted 31 March 2009 - 12:19 PM
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#4
Posted 31 March 2009 - 01:19 PM
This game sounds like alot of fun, and I will definetly suggest this in the upcoming SOF Seattle war. The use of glowsticks must make it very fast pace.
#5
Posted 31 March 2009 - 01:26 PM
1. The zombies are the ones who hide
2. Head shots make zombies respawn
3. If a zombie is shot anywhere but the head they pause for 2 seconds
I love this game type over all others we've currently tried.
#6
Posted 31 March 2009 - 02:59 PM
I disagree with the head shot rule. You shouldn't HAVE to aim for the head. That's just painful.My friends and I do something almost like this but with a few key differences.
1. The zombies are the ones who hide
2. Head shots make zombies respawn
3. If a zombie is shot anywhere but the head they pause for 2 seconds
I love this game type over all others we've currently tried.
#7
Posted 31 March 2009 - 03:25 PM
The fourth exciting Nerf War in Fort Wayne, IN.
#8
Posted 31 March 2009 - 03:30 PM
#9
Posted 31 March 2009 - 04:17 PM
It's very important to mention the stock dart thing. I love a fully modded gun rocking Stefan's that'll fly one hundred feet as much as the next person, but i like having stock dart designed guns. I feel having the safety level of stock darts and the power attached to that helps open up possibilities for game play alot.We use only stock darts and have never had a problem with injuries. I, personally have been shot in the eye from not far away with no negative effects but a slight pain. Then again I see where you're coming from and completely understand.
All of my games are with casual nerfers using stocks, so we encourage headshots, making them worth two points of damage wheras a torso or extremity shot is only worth one.
(If you don't know what i mean by points, see my post above.)
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#10
Posted 31 March 2009 - 04:37 PM
If you have a lot of socks then the game is really fun just be sure to get a large enough area to run from the zombies. As Ambience said the game usually lasts 10-15 minutes and really gets the adrenaline flowing.
Edited by Herpestidae, 31 March 2009 - 07:58 PM.
#11
Posted 31 March 2009 - 05:34 PM
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