Okay, since getting my latest nerf gun, the Stampede ECS, I’ve been dying to ‘play’ with it in a competitive scenario. As such, I’ve concocted the following rules for a Nerf Zombie war. The idea is to act out a zombie outbreak using nerf guns. So here’s the rules:
Equipment
Red strips of fabric (for armbands)
Permanent marker (to number armbands)
A phone with lots of credit/unlimited free texts
Additionally, each player must have:
A Nerf gun of some kind (obviously)
Ammunition
Soft foam weapons for close combat
A phone, with which to receive the game messages
Lock and load!
Prologue
Before the game begins, an inventory is conducted for all players, the game area is defined, safe zones designated and a time limit set. It is recommended that areas where none players congregate, such as libraries, lecture rooms, or other such public locations, be labelled ‘No Go’ for anyone playing.
All players are given a red numbered armband that is tied onto the right upper arm. It must be tied with a bow, with plenty of excess so that it may be easily pulled off. This will become clear as to why later.
Players may be armed with whatever Nerf guns they can beg/steal/borrow, along with all the ammunition they can carry. It is recommended that you a) keep a count of your ammunition and b) don’t bring more than you can afford to lose, as there is a chance of darts going missing, especially as you fight for your life. It is also a good idea to establish if exchanging/gifting/inheriting weapons is permitted. Additionally players may carry soft foam weapons, but care is to be exercised when using these.
All players then must disperse and find a ‘safe’ spot from which to start the game. Once an allotted amount of time has passed, say 5 or 10 minutes, a text message is sent out to all players with a random number. Whoever is wearing the armband with this number becomes Patient Zero
Characters
Patient Zero
Patient Zero is the malevolent plague bearer, the source of the outbreak. Their goal is to infect as many people as possible with the deadly plague they carry
Infectious – Patient Zero, or P0 from now on, is the only survivor who can remove armbands, thus infecting other survivors. P0 may infect a survivor in one of two ways:
1) P0 may kill another survivor first, using a nerf or foam weapon, and then remove their armband. They may then keep the armband and the player comes back as a shambler.
2) P0 may attempt to remove a survivors armband while they are still alive, without getting killed by the survivor in the process. If they succeed, the player immediately ties their armband to their left arm and comes back as a runner.
Regeneration - If P0 is killed by a survivor, they use one of their armbands in their possession to come resurrect. If they are wearing their last armband (the one they started with) they instead come back as shambler, but should they take an armband from a survivor, they may once again regenerate into P0
Hard to Kill - Unlike other zombies, you cannot execute P0 in order to prevent him resurrecting. The only way to kill P0 is to kill him while ‘alive’ in his human form once for each armband he carries, then kill him as a shambler.
Anonymous - Any player infected by P0 must not reveal the identity of P0 to another player. They may however kill P0 should they encounter them again if they re-enter the game as a survivor.
Zombie
Zombies are the living dead, the restless deceased. They are neither truly dead or alive and hunger for flesh. They are highly infectious and will turn anyone them come into contact with. There are three types of zombies:
Know your enemy OR be all you can be!
Shambler (0 armbands) – These are slow moving, but fairly resilient zombies that represent the most common form of undead. They can only walk at a s shambling pace (hence their name) but can only be killed with a head shot. It takes a shambler 10 seconds to open a closed door and they cannot open any door with a latch, lock or other obstruction.
Runner (1-4 armbands) – Once a shambler has consumed enough flesh, it begins to adapt in order to hunt more prey. Its metabolism accelerates, but it becomes more vulnerable. A Runner can move at a running pace, but they can be killed by a head or chest shot. Runners are capable of regenerating and can open a door that isn’t locked or obstructed in 5 seconds.
Predator (5 armbands) – The most advanced and deadly zombie, the predator not only is tougher, but also more intelligent. Any zombie that accumulates 5 armbands becomes a Predator. A Predator may run, can only be killed with headshots, can open locked or obstructed doors instantly, and most disturbingly are capable of using close combat weapons. Predators cannot accumulate more than 5 armbands, any armbands they do collect are lost.
Zombie Special Rules
Infection
A zombie can infect a player by removing their armband from their right arm. Once a zombie has done so, the player becomes a Shambler 60 seconds after being infected, and the infecting zombie gets to keep the armband, allowing them to evolve into a Runner or even a Predator. Armbands cannot be transferred between zombies, but can be collected by a player performing an execution.
Evolution
When a zombie infects a survivor and collects their armband, the zombie wears their acquired armband on their left arm to show their evolution. This is important for identifying Runners and Predators.
Regeneration
When a zombie is ‘killed’ or downed, if they have any armbands, they may remove them in order to regenerate. If a Runner regenerates with only one armband, it becomes a Shambler again. When a Predator regenerates, it becomes a Runner.
Survivors
Survivors are the last bastion of humanity, standing against the waves of undead. They must fight, or be food.
Weapons – Survivors have to arm themselves in order to survive. Permitted weapons include Nerf/Foam dart guns and foam/soft weapons. When using dart guns, headshots may be required, but try to avoid the eyes. As for close combat weapons, don’t be too boisterous and be careful. ‘Pistol whipping’ is allowed, but it must be done safely, in a more role play fashion.
Execution – When a survivor puts a zombie down, there is a chance they may regenerate and come back. In order to prevent this, a player may execute a downed zombie. This can only be done 30 seconds after the zombie has been downed and requires the player walking over, simulating a headshot, and removing the zombies armbands. This must be done once per armband, with 30 seconds between each armband. The survivor may then keep any armbands they accumulate this way, which are important for rescuing civilians.
Friendly Fire – While there is no friendly fire per say, a stray shot is harmless, survivors may intentionally kill their team mates, either as an act of mercy or treachery. If a survivor does so, they may collect their fallen teammates armband.
Look after your ammo and your ammo will look after you!
Civilians
Civilians are the unarmed, disorganised, panicked and scared masses. Any player that dies either as a shambler, or without being infected (i.e., headshot while alive) becomes a civilian and must head to the nearest safe zone.
Safe Zones - Safe zones are designated areas where civilians gather until rescued. Zombies may not enter safe zones and survivors may only enter them in order to rescue civilians, and may not use their weapons while doing so.
Rescue – If a survivor has spare armbands, they may give them to any civilians he finds at a safe zone, allowing them to re-enter the game as survivors. Optionally, they may even chose to re-arm the rescued survivors.
Game Rules
It is considered good etiquette to collect any loose ammo you find, even if it was used to shoot at you. It is sensible to conduct a pre-game inventory of each players weapons, ammunition and accessories, so that hopefully everyone will get back what they started with, although loses are to be expected. Don’t bring more than you can afford to lose.
If a survivor is turned and does not wish to lend their weapon to another player, they may instead carry it with them (remaining in character appropriate to their zombie status) to a designated drop off point. This will usually be the point where the game started and where non-playing members of the game will wait. A zombie carrying their weapon cannot infect survivors and is considered a shambler for all purposes. Once they are rescued, they may make their way to the drop off point to collect their weapon, but this is not without its risks.
Game Modifiers
Game modifiers are spontaneous changes to the rules that can modify the game significantly. With the exception of ‘The Cure’, all modifiers and revealed by a mass text message sent to all players. It wise for the purpose of timing to make sure all players have the same time at the start of the game.
The Cure - “The Cure” is a rare green armband placed somewhere in the designated gameplay area that prevents the wearer from from being turned. Instead, when they lose their red armband (they wear both red and green at the same time) they go straight to the safe zone as a civilian. Additionally, they may cure a survivor of their infection just after they have been turned. This requires the survivor to have a spare armband to give to their infected team mate.
The Safe Zone Ain’t So Safe! - One of the safe zones, chosen at random, is demoted to a regular game zone and is thus open. All players are notified of this by a mass text (see why free texts would be useful?) Once the safe zone is demoted, any civilians in the zone become zombies instantly.
Get to da Choppa’! – A rescue chopper is on the way, but it won’t stick around forever. There is a small window for the survivors to escape. All players are notified of the evac location and time, and any survivor or civilian who makes it to that zone before the allotted time escapes to safety.
A something like this
The Final Stand – This is it, time for humanity to make its last stand against the undead hoards. A final stand location is texted to all players and the survivors must defend it until the last man. The game will then continue until either all the survivors or all the zombies are dead. Any civilians in safe zones become zombies and the usual 60 second wait after infection is waived.
Game ‘Win’ Conditions
Although nobody truly wins in a zombie apocalypse (well, except the zombies maybe), there are certain conditions by which one side or the other may claim a small victory.
After the allotted time has expired or the chopper leaves, the team with the most points (based on the score sheet bellow) is the winner. In the case of Final Stand, the last surviving team is the winner.
Scores – Survivors
2 Points per Survivor
1 Point per spare armband in possession of the survivors
5 Points for being in possession of “The Cure” armband
10 Points for killing P0
5 Points per Survivor or Civilian who escapes on the chopper
Scores – Zombies
1 Point per Shambler
2 Points per Runner
3 Points per Predator
1 Point per armband in possession of the zombies
10 Points if P0 is alive
Well, there we go. Hopefully all you living dead lovers and Nerf nuts out there will get to try out these rules for a bit of playful Armageddon! Post in the comment section with any feedback, questions or suggestions! And happy hunting.