Rules

Section 1: Player Conduct

Academic Respectfulness

  1. Players must use appropriate language to describe the game, for example:
    1. “Blaster”, not “gun”
    2. “Dart”, not “bullet”
    3. “Stun” or “tag”, not “kill” or “die”
  2. Players must carry themselves in a manner which is suitable for a publicly visible college club activity.
  3. Players must show respect to other players, non-players, moderators, and administrators.
  4. Players may not engage in gameplay while indoors or while otherwise out of play.
  5. Players must take additional caution to not disturb any dedicated study areas (ex. Erdle Commons, Bates Study Center, etc.).
  6. Players may not chase, yell at, or interfere with non-players.
    1. If a non-player is intentionally interfering with the game, an admin must be quickly alerted to address the situation
  7. Players may not use non-players or out-of-play players as human shields.
  8. Players must make a reasonable effort to collect darts after being stunned / tagged.

Blaster Etiquette

  1. Players must aim and/or blast their blasters only at other players.
  2. Players must keep their blasters lowered and as out-of-sight as possible while they are inside any academic building at any time.
  3. Players must carry their blasters in a non-threatening manner while out of play and not about to enter play, for example:
    • Hand away from the handle/trigger
    • Blaster not carried at the shoulder
    • Blaster not intentionally pointed toward others
    • Hold the blaster from the top rather than the grip
  4. Players may not discharge their foam blaster while inside any building.
  5. Players may not aim and/or blast their blasters at the head of any player.
  6. Players may not throw their blasters.

Safety

  1. Players may not act in any way that will harm themselves or another player.
  2. Players may not jump from or climb obstacles (e.x. trees, high walls, bridges or statues).

Miscellaneous Conduct

  1. Players must sign a waiver before participating in the game, either by joining the Humans Versus Zombies Club CampusGroups, or by physically signing a paper waiver.
  2. Players must carry their HVZ Identification card with them at all times that they are in play.
  3. Players may not disguise themselves as a member of the opposing team. 
  4. Anyone under the age of 18 that is not an RIT student is not allowed to participate. 

Section 2: Tagging and Stunning

Tagging

An unstunned zombie may infect a human player by tagging any part of their body (be appropriate)

  1. The tag must occur with a zombie’s hands.
    • Punching is not considered a valid tag
  2. Tagging anything being worn by the human still counts. (backpacks, clothing, capes, inactive blasters...etc)
  3. Tagging a human's active blaster (one which they are holding), does not count.
    • For example, on a blaster fed via a hose from one’s backpack, the held blaster and hose are the “active blaster”, but the backpack feeding it is not.
    • Dangling components that are essential to an active blasters’ function such as feed belts, hoses, or cables count as part of the active blaster. If a blaster component has an end point or secondary essential component that is securely attached to the human players’ clothing or equipment, that worn component is not considered part of the active blaster.
    • If a human is using their blaster for purposes other than stunning zombies, such as using a blaster as a shield, it is not considered an active blaster.
  4. Tackling someone is an invalid tag, and may result in temporary suspension from the game.
    • This includes tags in which the human’s blaster or other equipment is unnecessarily damaged, or in which the humans’ person is unnecessarily injured.

Stunning

Humans can stun zombies with foam projectiles and throwables

  1. Foam projectiles must be fired from blasters
  2. Throwables must be thrown in order to count as a stun.
    • i.e. they must leave a human's hand before making contact with the zombie
  3. A foam projectile/throwable cannot ricochet off of a wall or the ground before stunning a zombie.
  4. Each foam projectile/throwable can only stun 1 zombie each time it is fired/thrown.
    • i.e. if a dart bounces off of a zombie and hits a second zombie, only the first zombie is stunned.

Section 3: Human Gameplay

General Human Gameplay

  1. To stun a zombie, a human must use a legal foam blaster and/or throwable
  2. Human players may not intentionally follow stunned zombies.
  3. Human players must wear their HVZ Identification bandana on their upper arm at all times while in play.
    • The bandana must be unobstructed from view.
    • The bandana must be at least two (2) inches tall on the arm and the “HVZ” logo will be completely visible.
  4. Human players will be considered inside and out of play if they have at least one foot on the ground inside of any building.
    • This means that a human player with one foot in a building cannot be tagged by a zombie but also cannot use their blasters or throwables to stun zombies.

Out-of-play Exceptions

  1. Humans will wear their HVZ Identification bandana at all times except when the player is...
    1. In an out-of-play zone (such as a building or vehicle)
    2. Participating in an activity related to school or work (such as a photo-shoot for class, meeting outside for class, or working with FMS)
    3. Participating in, a sporting event in which the player is a member of the team
    4. In uniform or carrying equipment for another RIT activity that they are traveling to or participating in at that moment (such as ROTC or RITA)
    5. Wearing formal attire while on their way to or from a presentation, job interview, or formal event
    6. Given explicit permission from the admins ahead of time
      • Permission can be granted after a registration session and/or via Discord
    7. Walking directly to work, or returning from work. This is known as a “free walk”.
      • The walk may not take longer than it normally takes to go to or from work
      • The returning free walk ends immediately when entering any building or the bus

Human Tagging Process

  1. Upon being tagged by a zombie, a human player will allow the zombie player to register the tag on the game website, either via communicating their player ID number or by scanning the ID’s QR code. Once the tag is officially registered on the website, the human player now enters play as an unstunned zombie.
  2. If a human player is tagged and the zombie player is given the tag information, the tagged human player is out of play and may not wear their bandana until the tag has been registered.
  3. If the zombie player does not register the human player’s ID in a timely manner, the tagged human should contact a game Admin in order to have the tag registered.
  4. If it is more convenient, humans may also register themselves as tagged by entering the zombie player’s zombie ID number into the register infection tab on the website.

Section 4: Zombie Gameplay

  1. Zombie players must wear their bandana upon their head at all times that they are in play.
    • The bandana must be unobstructed from view from any direction.
    • The bandana must be at least two (2) inches tall on the head and the “HVZ” logo will be completely visible.
  2. Upon being struck by a throwable thrown by a human player or a foam projectile launched from a valid blaster, the struck zombie player will remove their bandana from their head, and must wait the full stun timer (4 minutes) before re-entering play.
    • Zombie players may not skip the stun timer by entering a building, but may continue counting down the stun timer while indoors.
  3. A zombie player may voluntarily self-stun by removing their bandana while outside. They must wait the full stun timer before re-entering play.
  4. A zombie player, who is outside and who puts on their bandana must wait for a 20 second period of time before they are able to tag human players, known as the “bandana timer”.
    • During this 20 second period of time, the zombie player will be vulnerable to being stunned by human players.
    • If the zombie puts on their headband while inside they will not have to wait the 20 seconds upon exiting the building.
  5. A zombie player who tags a human must ask the human to show or tell them their first player ID number or ID QR code. The zombie player must promptly use the website to record the tag.
    • The zombie player must surrender their player identification number if prompted by the human player that they tagged.
  6. A Zombie player who is unstunned may not follow a human player inside and throughout a building.
    • A zombie player who has been stunned will not follow human players at all.
  7. A zombie player who has been stunned may not report any game relevant information to any players or non-players.
    • This includes yelling “Human.”
    • This also includes using electronic devices to communicate by text, voice, or other methods.
  8. A zombie player may not interact with any foam projectiles or throwables except for the explicit purpose of returning the darts intact to the human players and/or moderators.

Section 5: Special Zombies

General information

  1. Special Zombies will only appear during Night and Midday Missions.
  2. They can be identified by their Pink HvZ headband and special zombie shirt.
    • The pink HvZ bandana will replace their green one while they are wearing a special zombie shirt.
    • Special zombies are recommended to wear their green bandana around their necks.
  3. Special Zombies are not allowed to self stun.
  4. All Special Zombies are still subject to the 20 second bandana timer during which they are in-play and stunnable, but may not tag humans.
  5. Special Zombies must return their shirt and associated items to the nearest mod or admin after a mission ends, or if they are stunned with an Elephant Blaster.

Tanks

Tanks wear a bright pink shirt that says "Tank" and a pink bandana around their head.

  1. Tanks can only be stunned by legal throwables
  2. Tanks have half the normal zombie stun timer.
    • If the normal stun timer is 4 minutes, the tank's stun timer is 2 minutes plus the permanent 20 second bandana timer. 

 

Jackals

Jackals wear white shirts that say "Jackal" and a pink bandana around their head.

  1. Jackals have half the normal zombie stun timer.
    • If the normal stun timer is 4 minutes, the jackal’s stun timer is 2 minutes plus the permanent 20 second bandana timer.  

Boomer

Boomers wear a yellow shirt that says "Boomer", a pink bandana around their head, and carry a traffic cone.

  1. When stunned, the boomer drops their traffic cone upright on the ground, which will act as a respawn point for zombies.
  2. Touching the deployed cone will get rid of a stunned zombie's remaining stun timer.
  3. Any zombie who uses a boomer cone to respawn must still wait 20 seconds after putting their bandana on before they can tag anyone.
  4. The boomer's stun timer is the same as a regular zombie's (4 minutes)
  5. The cone only stays active for the first half of the boomer's stun timer (The first 2 minutes). 
    • After this time has passed, the cone will be knocked over by an attending moderator to show that it is inactive.
  6. A boomer cannot use any method to shorten their stun timer, such as using a boomer cone, using a baby boomer, or being revived by a necromancer

Spitter

Spitters wear a red shirt and a pink bandana on their head, and are equipped with a plush eyeball.

  1. Spitters can throw their spitter eye at humans. A human hit with a spitter eye must kneel and is subject to the “spitter” status effect, known as being “spittered”.
    • Spittered players may not move from the spot they were spittered.
    • Spittered players can do everything they normally can except move, including but not limited to: hold items or objectives, make progress on capture timers, get tags, stun zombies, etc.
    • After 30 seconds, another player from the same team can tag a spittered player to remove their spitter effect.
      • Humans can tag spittered humans to remove the effect
      • Zombies can tag spittered zombies to remove the effect
    • After 60 seconds, the spitter effect wears off automatically and the affected player is free to move again.
    • If a player is unable to easily kneel, they may remain standing but abide by the other spitter effect rules and instead verbally announce they have been spittered.
    • The spitter may also throw the eye at-will before being stunned, but must still pick it back up
    • The spitter effect is as follows:
    • The spitter eye can only affect one player per throw.
    • When the thrown spitter eye hits a player or any other object or surface, the eye becomes inert.
    • Humans can be spittered in safe zones.
    • Upon being stunned, the spitter must quickly throw the eye.
    • If a spitter eye hits an object held by a human such as an item or active blaster, that human is still subject to the spitter condition.
  2. Spitter Eye Handling Rules:
    • Humans cannot move the eye.
    • Other unstunned zombies can return the eye.
    • Other unstunned zombies cannot throw the eye, even to toss it
    • Only the Spitter can throw the eye.
    • The Spitter can retrieve their eye while they are stunned.
    • Players cannot disguise the eye.
  3. Spitters have half the normal zombie stun timer. (So if the normal stun timer is 4 minutes, the Spitter’s stun timer is 2 minutes)

Necromancer

Necromancers wear a green shirt that says “Necromancer” and a pink bandana on their head.

  1. When unstunned, they may tag a stunned zombie to start the process of removing that zombie’s stun timer.
  2. After tagging, both the zombie and the Necromancer put their hands on their heads and count to 15 seconds out loud, after which the zombie is unstunned.
    • For example: A zombie visits a necromancer with 2 minutes left on their stun timer. 10 seconds into the resurrection process, the necromancer is stunned, canceling the resurrection. The stunned zombie would still have 1 minute and 50 seconds left, as per their usual stun timer. 
    • Neither player may move from that location during the 15 second timer.
    • The Necromancer can be stunned with a dart or throwable, or hit with an Elephant Blaster during the 15 second timer, either of which would cancel the unstun attempt. The stunned zombie’s timer would continue normally, as if the necromancer was never there.
    • Any zombie who uses a necromancer to respawn must still wait 20 seconds after putting their bandana on before they can tag anyone.
  3. Necromancers may attempt to unstun up to two zombies simultaneously.
  4. Stunned zombie players may walk to a Necromancer within line of sight.
    • Stunned zombie players should not walk excessive distances to the Necromancer - it’s the necromancer’s job to find the other zombies, not the other way around.
  5. Necromancers have the standard stun timer (4 minutes).
  6. A necromancer cannot use any method to shorten their stun timer, such as using a boomer cone, using a baby boomer, or being revived by another necromancer

Witch

Witches wear blue shirts that say "Witch", a pink bandana on their head, and a mod or admin bandana around their neck.

  1. Will only be played by mods and admins.
  2. They can tag both humans and zombies.
    1. When a human is tagged by a witch, they are turned into a zombie
    2. When a zombie is tagged by a witch, they are stunned
  3. The stun timer for Witches may vary per mission, and will be announced in the mission text for any missions they appear
  4. Witches cannot be stunned by zombies.
  5. When stunned, a witch will place their hands on their head and count their stun timer downwards out loud.
  6. They can start tagging immediately after they come back into play (it doesn't have to wait for the bandana timer)
  7. Witches may have mission-specific behavior - be sure to read the mission text!

Twitch

Twitches wear Purple shirts that say "Twitch", a pink bandana on their head, and a mod or admin bandana around their neck.

  1. Can only be stunned by legal throwables.
  2. Will only be played by mods and admins.
  3. They can tag both humans and zombies.
  4. The stun timer for Twitches may vary per mission, and will be announced in the mission text for any missions they appear
  5. Twitches cannot be stunned by zombies.
  6. When stunned, a twitch will place their hands on their head and count their stun timer downwards out loud.
  7. They can start tagging immediately after they come back into play (it doesn't have to wait for the bandana timer)
  8. Twitches may have mission-specific behavior - be sure to read the mission text!

Headhunter

Headhunters wear regular clothing, an orange bandana on their head or upper arm, and a mod or admin bandana around their neck.

  1. Will only be played by mods and admins.
  2. They can blast both humans and zombies.
  3. Projectiles launched by Headhunters apply a spitter effect to both human and zombie players upon impact.
    • See Spitter rules, above.
  4. Throwables from humans and spitter eyes from zombies will apply a spitter effect to Headhunters upon impact.
  5. Headhunters can be tagged by either team to neutralize them.
  6. Headhunters may have mission-specific behavior - be sure to read the mission text!

Section 6: Special Items

General

  1. Players must return any remaining special items and props to the nearest mod or admin at the end of missions.

Body Armor

A safety vest with a second ID tag attached to it that allows humans to survive a Single Zombie Tag.

  1. If you are tagged while wearing body armor: stop playing and give the zombie who tagged you the body armor and its ID. You must then move to the nearest safe zone and continue playing. Body armor will only last for one mission.
  2. Can’t be used with pauldrons.
  3. Any items carried while tagged with a body armor are used/lost.

Pauldrons

A white crop-top with pink patches attached to the shoulders and the word “pauldrons” written on the front, which makes humans invulnerable to all tags except those on the pink patches.

  1. The pink patches cannot be covered by anything.
  2. Pauldrons will also protect against tags from a witch or twitch.
  3. If a player wearing pauldrons is hit by a spitter eye or headhunter dart, the spitter effect is still applied regardless of whether the pink patches were hit or not.
  4. Can’t be used with a body armor.

Elephant Blaster

A special blaster which can be used to remove special zombie shirts from play

  1. If an unstunned special zombie is hit by an elephant blaster, that zombie must remove its special shirt and turn it into the closest mod or admin.
  2. Elephant blasters will always use large/unconventional ammo types.
  3. The Elephant Blaster will have string lights on it and will be accompanied by a mod.
  4. When the rocket is fired, any human player must retrieve the rocket.
  5. If the human with the elephant blaster that fired the rocket leaves the area, the attending moderator will pick the rocket up off the floor, effectively “despawning” the rocket. If the elephant blaster is brought back in-range of where the rocket was left, the rocket will be placed back on the floor exactly where it originally landed, after which any human in the area may retrieve it.
  6. The elephant blaster works on tanks.
  7. Regular zombies are just stunned by the elephant blaster.
  8. Witches and twitches are just stunned by the elephant blaster.

Deployable Cover

A cardboard box which can be used to generate a temporary safe zone

  1. A human player must crush the box on the ground and announce in some way that the deployable cover is active in order to generate the safe zone.
  2. The safe zone has a 10ft radius.
  3. The safe zone lasts for 5 minutes.
  4. Will be accompanied by a mod that will wave a flag while the safe zone is active.

Baby Boomer

A traffic cone covered in colorful duct tape that when used creates a temporary zombie respawn point.

  1. A baby boomer is activated when:
    • An unstunned zombie player chooses to activate it
    • The zombie player carrying the baby boomer becomes stunned. 
  2. The cone is activated when a zombie places it on the ground standing up.
    • Similar to the respawn point described in the “Boomer” rules.
    • The moderator assigned to the zombie carrying the baby boomer will remove the traffic cone once the timer has passed.
    • After being activated, the cone will act as a respawn point for half of the current stun timer (2 minutes)
  3. Zombies will be immediately unstunned upon touching the traffic cone.
  • Zombies will still have to wait the additional 20 second bandana timer.

Witch Flare

A glow stick that can be used to temporarily control a witch.

  1. A player may present a Witch or Twitch with the witch flare to charm them.
    1. The Witch will not attack the player holding the witch flare, but will approach to take the witch flare from the user.
  2. A charmed witch will follow any game-related commands within reason (“within reason” is determined by the witch).
  3. A charmed witch will remain under the user’s control for 5 minutes.
  4. If the user is tagged, stunned, loses line of sight to the witch, or the 5 minutes runs out, the witch is freed and will return to their regular mission-specific behavior (likely attempting to tag any players in the area).
  5. Each player may only have one charmed witch at a time.
  6. If a charmed witch is presented with a second witch flare, it will be freed from the previous user and will be charmed by the new user for the full 5 minutes.

Biocade

A rope with lights on it strung between two traffic cones. Once deployed, humans can’t move over/through the rope for a period of time.

  1. The biocade can be deployed by an unstunned zombie.
    • The zombie does not need to stay with the item after it is deployed.
  2. The rope must be deployed in a straight line.
  3. The duration of the biocade may vary per mission, and will be announced in the mission text for any missions they appear
  4. The biocade will not be considered active until the lights are switched on.
  5. There will be a mod present at the biocade for the full duration.
  6. Zombies may move over/through the rope freely

Antivirus

An item which allows a Zombie to become a Human again.

  1. Players may only use one AV during the course of the game.
  2. Anti-Viruses are codes which can be entered into the website to revert a zombie player back into a human player.
    • AVs are used by entering the code on the website under the “AV” tab.
  3. AVs are generally a reward for doing something significant.
  4. Each AV has a set expiration time. Once that time has passed, the AV will no longer work.
  5. Original zombies are not able to AV.

Section 7: Merchants

Merchants are Admins that will sell items, special shirts, and information for the current game’s currency.

  1. Currency will be distributed throughout the week by mods/admins for various reasons i.e. mission rewards.
    • The use of counterfeit currency is strictly prohibited. Merchants have the right to confiscate currency they believe to be counterfeit.
  2. Merchants will be open from 9:00pm-9:10pm and 10:00pm-10:10pm.
    • The zombie merchant will spawn in front of the Bausch & Lomb Center.
    • The human merchant will spawn in the Gosnell Atrium.
  3. The available items and prices will vary throughout the week.
    • Item prices are generally included at the end of the mission text.
  4. Coupons and vouchers may be handed out as rewards during the week.
    • Coupons apply a discount on one or more items
    • Vouchers can be exchanged for a specific item, free of charge.

Section 8: Gameplay Boundaries

  1. The game is played outdoors on RIT Property, 24/7.
  2. The main campus area of play includes:
    • Academic and Dorm sides
    • University Commons
    • Riverknoll
    • Global Village
    • Perkins
    • Red Barn
    • The outer loop
    • The northern and southern fields beyond the outer loop
    • Lobozzo Alumni House
  3. Indoors is out-of-play
  4. Do not enter construction sites.  
    • Avoid them as much as possible.
  5. Each building has scheduled closing hours, generally after night missions have ended. Do not enter buildings after-hours

Section 9: Safe Zones & Vehicles

Safe Zones

  1. A safe zone is an area which is in play, but in which no human can be tagged.
  2. Human players may still stun zombies in safe zones.
    • Human players may also fire out from safe zones.

Door Safe Zone criteria

  1. The door(s) must have a vestibule in order to be considered a safe zone.
    • A vestibule is a structure that partitions the indoor and outdoor climate from one another by having two sets of door(s) between them. Usually this is fairly clear, but sometimes can be confusing. Generally, if you can open an outside door to a building and can immediately see a door within close proximity that leads to the rest of the building, it is a vestibule.
    • Use your best judgment on this.
    • Admins reserve the right to clarify whether or not certain doors are safe zones.
  2. The outer door of the vestibule must be unlocked.
  3. A vestibule safe zone extends in a 15ft radius from the center of the outer door(s).

General Vehicle rules

  • Humans cannot use vehicles to get from one part of campus to another.
    • “Vehicle” = a mode of transportation using something not required for your day-to-day movement around campus
    • If a zombie uses a vehicle, they are out of play and must take their headband off.
    • Humans may use vehicles for the sole purpose of traveling to and from an off-campus location, such as a store, their off-campus home, or other destinations.

Car safe zones

  1. Only a legally parked car may generate a safe zone.
  2. A 15ft safe zone is created around a car when it is first parked on campus.
    • This safe zone goes away once all the humans leave the safe zone.
  3. A 15ft safe zone will be created around a car when a human sticks any body part within the car.
    • This safe zone is active for the legal number of occupants for the car.
  4. Human players must park at the first open parking spot they see when arriving on campus.

Bikes

  1. Bikes should only be used by humans to go to and from campus.
    • When arriving on campus, a human should dismount their bike at the first possible bike rack.
  2. A human is safe as long as they have at least one hand on their bike or bike lock.
    • If a human removes their hand from the bike or bike lock, they may not reactivate the safe zone unless they intend to use it to leave campus
  3. Zombies may use bikes to traverse campus as long as they remove their headband.

Buses

  1. There is a 15ft safe zone around the bus once it arrives, only for humans who intend to enter the bus.
  2. Humans are also safe if they are in line to get on the bus, but the line extends past 15ft.
    • They are not safe while waiting for the bus or at the bus stop.
  3. Upon exiting the bus, there is a 15ft safe zone around the bus.
    • The safe zone disappears as soon as the bus pulls away.

Section 10: Missions

General Mission Rules:

  1. Players may not disclose any mission information to the opposing team.
    • When a human is tagged and becomes a zombie they are free to share the human mission.
    • If a zombie uses an antivirus to rejoin the human team, they are free to share the zombie mission.
  2. Unless defined as allowed in the mission information, players may not move, disguise, or obstruct any of the opposing team’s objectives.
  3. During missions, admins will carry whistles. If a whistle is blown, there will be a local game pause.
    • Game pauses will typically be called when there is an injury.
    • All players in the general area must stop playing and kneel so the admins can more easily see who was injured.
    • Zombies must pause their stun timers.
    • Humans may not reload their blasters.
    • Players who are not near the whistle may continue playing as normal.
  4. Missions are not mandatory

Night Missions:

  1. There will be a night mission every night from 9-11pm, except on Friday.
  2. Missions will be posted on the website 5 minutes before the mission is scheduled to begin. If the website is down, missions will be distributed in front of the Bausch & Lomb Center for zombies and the Gosnell Atrium for humans.
  3. After each night mission, both teams will have a survey posted on the website for 3 upgrades that affect the next night mission.
  4. Both teams may also earn bonuses for future night missions depending on their performance.

Extraction:

  1. Friday’s mission will be from 6-8pm, and the game will end at 8pm.
  2. Friday will contain an “extraction” objective. Any humans who complete it will be marked as extracted on the website.
  3. Any remaining humans who have not extracted at 8pm will be marked as tagged.

Midday Missions:

  1. Will take place every day around noon.
    • Specific times and locations will be given out on the website and on the discord server.
  2. Mission details will be handed out in-person at the start of the mission.
  3. Successfully completing a midday will provide the winning team with a bonus

Side Missions:

  1. Side missions will take place throughout the week.
    • Mostly during the day.
  2. These missions will vary in size and difficulty.
  3. Completing side missions may earn players a variety of different rewards, including but not limited to:
    • Currency
    • Item vouchers
    • Bonuses for a night mission
    • A website badge
  4. Times and locations of most side missions will be announced on the discord server.

Section 11: Blasters, Throwables, and Other Gear

Blaster Appearance

  1. All blasters must resemble a toy.
    • Coloration, especially within the context of nighttime lighting conditions
    • Silhouette
    • Materials and processes used (see Homemade Blaster Rules)
    • Sounds, lights or other factors
    • Relevant factors for this determination are:
    • Blasters must have a non-threatening appearance
  2. At least half of the blaster’s surface must comprise of “silly colors”
    • The admin team will have tape available at registration sessions.
    • The Admin team reserves the right to apply liberal amounts of bright and gaudy duct tape to blasters that are inappropriately colored as we see fit.
    • “Silly colors” refers to bright colors including (but not limited to) bright blue, green, pink, red, orange, yellow, and transparent, which are distinct from coloration found on real firearms.
    • Insufficiently “silly-colored” blasters must have color applied via paint or tape
  3. Dark-colored stocks, grips, and magazines in particular must have additional color applied.
  4. All blasters must have AT LEAST 1 square inch of blaze orange tip visible from any orientation in which the front of the blaster is reasonably visible.
    • Exceeding this requirement is greatly appreciated and preferred by the admin team.

Blaster Functionality

  1. All blasters must have an average muzzle velocity less than or equal to 100 feet per second.
    • This average will be determined by 5 readings over the club chronograph.
    • Outliers up to 110 fps are tolerated so long as the average is below 100, however any reading above 110 fps will immediately disqualify the blaster.
    • Flywheel blasters must be measured after revving for at least two full seconds.
  2. Any blaster brought to class must be able to be completely stowed upon the request of RIT faculty or staff while out of play.
  3. No blaster may have hazardous construction, such as excessive exposed wiring or sharp corners/edges.
  4. The Admin team reserves the right to disallow specific blasters as they see fit with or without reason regardless of compliance with all other rules.

Modified or Homemade Blasters

  • Modified Blaster = A blaster that has aesthetic or functional differences from one that was purchased in a store.
  • Homemade Blaster = A blaster that cannot be purchased in a store.
  1. Any modified or homemade blaster must be approved by a majority of the eboard members.
    1. This applies to both performance and aesthetic modifications
  2. Modification or adjustment of blaster performance or aesthetics after approval of the Admin team during the course of the game is forbidden.
  3. Homemade blasters must meet all regular blaster requirements as described under the Blaster Appearance and Blaster Functionality sections.
  4. Players must be able to describe the composition and inner workings of their modified or homemade blaster in detail.
    1. Homemade blasters must have a detailed design spec/description for approval (Materials used, Firing mechanism, Muzzle Velocity, Power source if one is present, etc.).
  5. When designing a homemade blaster you should adhere to the following guidelines:
    1. Keep your blaster brightly colored, or obviously a toy; the blaster must be non-threatening.
    2. Attempt to encase the blaster in an exterior shell to prevent any exposed internals.
    3. Avoid exposed wiring or other potential safety hazards.
    4. Do not use hazardous materials (such as metal) for exterior casing.

Specific Blaster Rules

  1. Rival blasters: 
    • Are subject to a hard 110 fps cap rather than a 100 fps average cap due to some models exceeding the average limit out of the box.
  2. Vortex blasters: 
    • Are subject to a 75 FPS average velocity limit.
  3. Mega XL blasters:
    • Are subject to a 75 FPS average velocity limit.
  4. Demolisher rockets are not allowed.
  5. Nerf Hyper rounds are not allowed.
  6. GelFire, Paintball, and Airsoft are not allowed.
  7. Melee weapons are not allowed, regardless of material.
  8. Blowpipes are not allowed.
  9. Mechanically powered party poppers are allowed.
  10. Modular absolvers are allowed.
  11. High-Powered blasters from product lines marketed as “pro” such as (but not limited to) Nerf Pro, Dart Zone Pro, Dart Zone Max, Adventure Force Pro, Game Face, Worker, and Nerf Ultra must pass admin inspection and comply with the 100 fps cap.

Throwables

  1. Throwables may only be thrown, completely leaving your hand, in order to stun a zombie. Each throwable can stun only one zombie per throw.
  2. Throwable Construction:
    1. Socks must be reasonably clean
    2. Baby, infant, and child socks are not allowed.
    1. Must measure at least one inch across at its narrowest point.
    1. Socks: Must only be made up of socks (no tape, string, glue, etc.). 
    2. Other Throwables: Will consist entirely of closed-cell foam, and must reasonably compress.
    3. Throwables must be reasonably clean and dry for use in game.
  3. Admins reserve the right to allow or disallow specific throwables.

Darts

  1. Darts may only be modified aesthetically. This means that the size, mass, shape, and composition of the dart must remain the same. 
  2. Homemade darts are not allowed.
  3. Off brand darts - Darts that are not sold/produced by a commercial blaster manufacturer (Nerf, Buzzbee, Boomco, …etc):
    • Off brand darts may not have a hard tip or hard construction
    • Some off brand Elite-style darts have excessively rigid dart heads, or solid dart heads.These darts do not meaningfully compress when squeezed. Avoid using these darts. 
    • Off brand darts must have a tip that is able to deform similarly to on-brand, production darts.

 

Be aware that different dart brands have different masses, and thus changing to lighter ammo may affect your blaster’s performance.You must chronograph your blaster with the darts you intend to be using during our game. If your blaster is close to the FPS cap, we reserve the right to provide you standard ammo to chronograph with. 

Other Gear

  1. Players may not wear any form of clothing which may cause another student, faculty member, or any other non-player to be given the impression that anything other than a game of tag is occurring.
  2. Players must dress themselves in a manner which is suitable for a publicly visible college club activity.
  3. Only face masks that serve as protection from illnesses are allowed.
    • Players may not wear other face coverings or disguise their face in any way.
  4. Shields are not allowed, and are considered to be part of a person for the purposes of tagging and stunning.
  5. Laser pointers are not allowed.
  6. Flashlights are allowed, but may not be mounted to a blaster or shined in anyone’s face.
  7. Players will not wear tactical gear beyond that mounted to a belt during general class hours.
  8. Any tactical gear used must have prominently displayed “silly colors” comprising at least half of the visible area.
  9. Ghillie suits are also considered tactical gear, and thus must also comply with the silly colors rule in order to be used.

Section 12: Administration and Moderator Rules

Moderators

  1. Are volunteers who help run the game.
  2. Wear a blue bandana around their neck.
  3. Will oversee mission objectives throughout the week.
  4. Act as game referees

Admins

  1. Are the club's elected officials and appointed chairs
  2. Wear a yellow bandana around their neck
  3. Have final say over rules/game decisions

 

In addition to listening to both mods and admins, obey all instructions from Public Safety Officers. They are here to ensure the safety of everyone on campus (and potentially have tasers)

 

Moderators and Admins:

  1. must be unbiased at all times.
  2. must do their best to stay out of players ways at all times.
  3. may use any form of transportation.
  4. may remove their bandanas at times

 

While the game is played outside, Moderators and Admins have jurisdiction over players everywhere inside or out.

 

Players may not wear or display moderator or admin bandanas.

 

If Moderators make a ruling, players must abide by the ruling.

If Administrators make a ruling, players and Moderators must abide by the ruling.

 

If a player has an issue with another player, they must contact a Moderator or Admin via email or Discord as soon as possible.

If a player has an issue with a Moderator, they must contact an Administrator via email or discord immediately.

If a player has an issue with an Administrator they must contact another Administrator immediately (preferably the President).

 

In order to become a moderator, the person in question MUST have played one entire week long game.

  • The person must also complete a quiz and undergo any other forms of testing deemed appropriate by the current secretary.

 

In order to become an administrator, one must have played one entire week long game and moderated an entire week long game

  • Must have been an active moderator (showed up to most registration sessions, was helpful and around most missions, and was generally an asset).

 

In order to become President, one must have played an entire week long game, moderated an entire week long game, and been an admin for an entire week long game.