Rules

Overview

Humans vs. Zombies Tag is a zombie apocalypse-themed game of tag. There are two teams: the Human Resistance and the Zombie Horde. The Humans attempt to outlast the Zombies until the Humans achieve their winning objective. The Zombies strive to tag all of the Humans, thereby “infecting” them and turning them into Zombies.


The game is run by the officers to enforce rules and ensure fair and safe game play. Questions and concerns should be directed to the officers either through the UWHvZT Facebook page, the official Discord channel, or to uwhvzt@gmail.com.


The officers can be found on the officers page.

1. Safety

With recent acts of violence that have occurred on college campuses across the country, it is important that Humans vs. Zombies Tag is never considered a risk to the safety and security of our [University of Washington] campus. We work closely with the University of Washington Police Department (UWPD) and the University of Washington administration to make sure that our game does not cause unnecessary disruption or concern. It is the responsibility of every player to be sensitive to their own behavior and to be open and honest at all times about their activities.


While players are allowed to keep their blasters on themselves in class, the libraries, and other safe zones, they should never flaunt them, point them at people, or be evasive about them. In the past, when this has been an issue, blasters were banned for all players for the quarter. When they are in use, blasters must be put out of sight in a backpack or bag immediately after a player enters a building. Players should never take any action that would make a blaster seem like a suspicious object, such as hiding blasters or concealing them under clothing. Failure to properly store a blaster while indoors is grounds for potential removal from the game.


The law supersedes game play at all times. Any player caught breaking traffic rules of any other law, will be immediately removed from the game and referred to UWPD.


Players are to respect the requests of University of Washington staff. If a staff member asks for a player’s name, or requests the players to leave due to distractions, the player must provide the information and cooperate to the best of their ability. This is to ensure the longevity of the game on campus. At no point should a player be evasive or argumentative to an employee of the University of Washington.


​As described below, there are restrictions in place to avoid confusion about our game. All players are expected to comply with these restrictions, or be immediately removed from the game. Officers reserve the right to remove players at any time for any behavior deemed not conducive to maintaining a safe environment.

2. Eligibility and Play Time

Any registered UW student or faculty member may participate. Individuals who would like to participate, but are not affiliated with UW, may be received permission to play from the officers. Decisions will be made by the officers on a case-by-case basis.


Anyone not participating is prohibited from directly intervening in the game. This includes bringing food to Humans or spying for either team.


The game begins Monday morning, and continues until curfew each day. Curfew is assessed before the start of each game based on when the sun sets. Curfew is typically:

  • Fall Quarter: 7 am - 7 pm

  • Winter Quarter: 8 am - 6 pm

  • Spring Quarter: 7 am - 6 pm


Play may be paused immediately following the Wednesday mission, no matter what time the mission ends. Play will always resume the next day at 7:00am.

*As of date of revision, play is not allowed under any circumstances outside of supervised missions. This is because we cannot ensure that all players will follow COVID-19 safety guidelines. However, to compensate, there will be 5 missions instead of the usual 2.

If any player should be caught playing the game outside of a mission, they will be banned from the club and it's activities indefinetly.



3. Supplies and Attire

Mandatory:

  • Orange bandanna — This can be purchased at registration for $2 or home-made as long as it can be properly tied around your arm and head. See Section 4 "Bandannas and Placement" for more information.

  • Human ID card (created at registration) — Each card displays the owner’s full name, phone number, email address, and a random six-digit serial number used to authenticate tag reports. Humans must keep their card on them at all times and surrender it to a Zombie** who tags them. See Section 7 “Zombies tagging Humans” for more information.

  • Face mask - In order to participate in missions, all players will be required to wear a face mask. We will provide extra face masks should you need one

Optional:

  • Blaster(s) and/or rolled sock(s) — See Section 5 “Stunning Devices and Equipment” and Section 6 “Humans Stunning Zombies”.


While players are encouraged to actively participate in the game and be enthusiastic about it (such as wearing Zombie makeup), this is not a reason to go overboard. Masks*, combat attire (this includes but is not limited to, camouflage of any kind, combat fatigues, and flak or "tactical" vests), and other unnecessary equipment are not to be used, and could result in disqualification from the game.


*As of date of revision, face masks are required due to the on-going COVID-19 Pandemic.

**In order to make these transactions contactless, we will not exchange cards for Fall 2021. Instead, you must join the Discord and report the player's 6 digit code in the #report-code channel.

4. Bandannas and Placement

Orange (and in a few instances, green) bandannas serve to identify game players from non-players and must be worn at all times while within free-play areas. The placement of the bandanna on the body indicates whether players are Humans or Zombies.


Humans wear their bandanna around their left or right upper-arm. Zombies wear their bandanna around their head. When stunned, Zombies put their hands on their heads. In all cases, bandannas should be plainly visible and not obscured by hats, hoods, umbrellas, or anything else of the sort.


Bandannas may be removed while in safe zones, but bandannas must be put on completely before entering a free-play area. Any tags or stuns made without a bandanna are invalid.


In general, players may remove their bandanna if it is essential for academic, work, or safety reasons. Players in ROTC and similar organizations that require professional dress and behavior at certain times are exempt from playing at those times and may remove their bandanna. In addition, players who are required to be outside during work or class are exempt from playing during such times.

5. Stunning Devices and Equipment

The only blasters that are allowed are ones that shoot foam darts. Blasters that shoot discs or balls e.g. Nerf Rival blasters, are prohibited. Blasters should not be modded to closely resemble or hurt like a real gun. For example, blasters painted black or blasters that shoot at high speeds are not allowed. A good rule of thumb: if you are not willing to shoot yourself point blank with the blaster, then it is best to not use said blaster.


Foam darts should be soft tipped and should not be modified in any way, shape, or form to increase performance (except for cutting darts to fit your blaster). For example, embedding BB pellets into the tip of a dart is prohibited. You will be issued a warning if found using modified or hard tipped darts and will be removed from the game/banned from future games for repeated offenses. If you are unsure about your foam dart, please reach out to an officer.


Socks may be used to stun Zombies and in certain instances Super Zombies and Special Zombies (announced before hand) are able to tag humans with socks. Socks should be clean and rolled up only, not cut or stretched. You are allowed to modify socks by adding more socks but no other modifications are allowed.


Melee weapons of any sort are prohibited, and their use constitutes an immediate disqualification from the current game and a ban from all future games. As an extension, no shields are allowed; anything you are carrying is considered an extension of your body.


As of Fall 2021, Mega Darts can be used to on Super Zombies, but only for the purpose of destroying their shield (see section 9 on "Super Zombies). If possible, avoid using a Mega Dart to directly stun a Super Zombie. This is due to Mega Dart blasters being generally more powerful, along with the increased weight of a Mega Dart.

6. Humans Stunning Zombies

Aside from simply running away, Humans can defend themselves against Zombies by stunning their pursuers. Zombies are stunned by a foam dart from a blaster or a rolled sock thrown by a Human. See Section 5 “Stunning Devices and Equipment” for more information on valid equipment.


Stunned Zombies will need to put their hands on their heads for 30 seconds, then touch any door handle attached to a door that can open to respawn and come back into play. During this time, stunned Zombies are free to move around, but cannot participate in the game in any way. This includes following Humans, alerting other Zombies of a Human’s location, intentionally distracting players, blocking darts with their body, or in any way assisting the Zombies while stunned.


In the event that the stunned Zombie is part of a larger skirmish, he or she must immediately move out of the way so as not to interfere with active players.

7. Zombies Tagging Humans

Zombies “infect” Humans by tagging them. A tag is defined as a firm touch on any appropriate part of the body* and should be recognizable by both parties. A Zombie may tag anything a Human is carrying or wearing, including their blaster. The Zombie must use their bare hands to tag.


Tackles and other applications of excessive force are never acceptable means of completing a tag, and any tag made with such is invalid. Offenders are subject to disqualification from the game.


When a Zombie successfully tags a Human, the Human must immediately surrender their Human ID card to the Zombie.


Humans who have been tagged become Zombies 15 minutes after they are tagged (this is different during missions and will be specified accordingly). Tagged Humans, not yet turned into Zombies, are no longer a member of either team and must place their bandanna around their neck, and put away their blaster(s), during the transition. If the blaster cannot be put away within the 15 minute change time, the tagged Human may not participate as a Zombie until the blaster is sufficiently put away. At no point should a Zombie openly carry a blaster.

*As of Fall 2021, zombies must comply with social distancing rules. In order to do so, zombies will be given pool noodles to borrow before the game starts. These pool noodles can be used to extend a zombies reach so that they can still tag other humans without coming into physical contact.

8. Original Zombies

The rise of the Zombie Horde begins with the introduction of a number of Original Zombies (OZs), a special class of Zombie that will be operating disguised as humans for the first day of the game. Original Zombies obey the same tagging and stunning rules as regular Zombies, but with the added benefit of stealth.


Human players will become regular Zombies if tagged by an OZ. After the first day, OZs will become regular Zombies.

9. Super Zombies

Zombies who tag 8* or more Humans are eligible to become Super Zombies. Super Zombies are distinguishable from ordinary Zombies by the green bandanna instead of orange, which is worn around their head granting them special abilities (dependent on each quarter's game). A Zombie with 8 tags must present 8 index cards from the Humans they’ve tagged to an officer to receive a green bandanna. One can also become a Super Zombie by coming to missions, as one person might randomly be chose to become one at missions.


This quarter (Autumn 2019), Super Zombies, if stunned, will stand in place for ten seconds, after which they can continue to pursue Humans. They can run as fast as they like, just like regular Zombies.

*As of Fall 2021, only 5 tags are required to become a Super Zombie. Super Zombies will then be given a shield that can block an unlimited amount of Nerf Darts. However, if hit by a sock or Mega Dart, this shield will become broken and hitting it with a normal dart will count as a tag. After a Super Zombie is unstunned, they can once again use their shield.

10. Safe Zones and Play Areas

Humans and Zombies cannot be tagged or stunned while within safe zones. Safe zones include all indoor areas (dorms, academic buildings, businesses, etc.), official athletic practices and facilities (Husky Stadium, IMA), outdoor areas that are closed to the public, outdoor academic events, buses in certain conditions (see section “Buses”), and within the boundaries of an automobile (including truck beds).


While in safe zones, players are encouraged to remove their bandannas and put socks in a bag. If asked about the game, players should answer honestly and without evasion.


Play is not allowed in no-play areas, and players are discouraged from passing through no-play areas. No-play areas include bus stops, the Link Light Rail Station at Husky Stadium, Gerberding Hall, the Red Square parking garage, the Padelford parking garage, the Allen Library loading dock, and all of the University Village Shopping Center. Parking garages may only be entered by a player that is parking a car in the garage, or by a player leaving campus via their car in the garage. Any player caught actively participating in the game while in a no-play zone will be subject to discipline.


The Light-Link Rail Station at Husky Stadium is officially a NO-PLAY ZONE.

This includes:

- the entirety of the Station itself (stairs, escalators, elevators, any building involved with it)

- the bridge above Pacific St.

- the parking lot surrounding it


While off-campus areas (other than the exceptions listed in this section) are technically considered a free-play area, please exercise common sense when attempting to stun or tag other players . The law always supersedes these rules.


Players cannot stun or tag across safe zone boundaries, even if opponents across the boundary are within reach.


To be considered safe, a Human player must be touching a door that is able to be opened. Humans may not use the door as a safe base to blast Zombies


Players are absolutely prohibited from holding doors closed, barricading doors, or otherwise physically impeding passage. At the other extreme, players may not force another player to leave a safe area against his or her will. This includes picking up and carrying that player outside.

*As of Fall 2021, all of campus is a NO PLAY ZONE outside of supervised missions. Furthermore, in order to prevent crowding, there will be no safe zones of any kind. During a mission, going indoors will make the player ineligibles to continue playing, and cannot use this method to escape a zombie.

11. Buses

The area within 15 feet of buses is considered a safe zone.

12. Vehicles and Transportation

Rule of thumb: NO WHEELS. Non-automotive vehicle use is prohibited during the game; no scooters, longboards, skateboards, rollerblades, Heelys, etc. Bicycles have a limited exception to this ban as detailed below.


Bicycles may not be used while on campus proper (defined here as the area within the boundaries of NE 45th St, 15th Ave NE, and the Burke-Gilman Trail). Upon entering this area, bicyclists should seek to dismount and secure their bikes as soon as possible, as riding a bike does not confer any invulnerability within the area. However, players should not attempt to tag on player cyclists that jeopardize the safety of themselves or the cyclists.


Outside of the area defined above, bicyclists are immune to stuns or tags while the bike is in motion and both of the bicyclist’s feet are not in contact with the ground. If the bike is stationary, or if the bicyclist is touching the ground, the bicyclist is vulnerable to being tagged or stunned. Bicyclists must be fully dismounted before they themselves can stun or tag.


Cars are allowed when used enter campus, however once a player has reached campus the car may be visited, but may not be used to travel for game reasons except to leave campus.

13. Mission

A typical game of HvZT features an optional Wednesday mission and a final Friday mission. Missions serve to promote inter- and intra-team interactions, as well as provide rewards for completion of various objectives. The game is not limited to only two missions.


Mission details are distributed beforehand via the UWHvZT Facebook page and email.


Rewards for success and/or penalties for failure are determined based upon each team’s performance during missions, so players are encouraged to go out and lend their assistance!

14. Victory Conditions

Winners of the quarter will be determined by the final Friday mission. Humans who successfully complete the final mission escape the clutches of the Zombie Horde and are officially recognized as survivors of the game. Humans who fail to complete the final mission are assumed to be overwhelmed by the Zombie Horde, and subsequently fail.


The Zombie Horde is successful if no Humans complete the final mission and no Humans survive the final Friday game.

15. Disputes and Arbitration

In the event of a disagreements between players, concerning stuns, tags, safe zones, etc., the involved parties are encouraged to to reach a resolution themselves. If an agreement cannot be reached, all parties should contact the UW HvZT officers to request arbitration. Please include the names (or descriptions, if names are not available) of those involved and a detailed description of the incident. Remain civil and courteous at all times.

16. Player Conduct

Be safe. Be sensitive. Be a good sport.


​This game works on the Honor System. There are no prizes for “winning” and no reason to cheat on any of these rules. Please be courteous and respectful of your fellow players at all times.


​All inquiries must be answered truthfully. Lying is not allowed. Players must not be evasive when questioned by non-players (UW administration, police, bystanders, etc.). Questions from other players about a player’s human/zombie status must be answered truthfully, or not at all.


Players are expected to use and emphasize the correct terminology associated with the game. For example, this game is played with Nerf blasters and humans are tagged or infected, never “killed”. Zombies are stunned, never "shot".


Players should not enter any area that is specifically closed to the general public. Areas that are roped off for landscaping, or closed for construction are not to be entered. Any player caught entering areas that are specifically closed will be subject to discipline.


Players are responsible for keeping track of their darts and socks, as well as cleaning up after themselves. Please do not litter.

17. Player Personal Information

The officers keep a database of all players. Your personal information will only be used to send out HvZT-related information. If you would like to be removed from our mailing list, please let an officer know.

18. Miscellaneous

Officers can remove players from the game at anytime for behavior deemed unsafe, disruptive, or not in-keeping with the spirit of these rules.

These rules are subject to change at any time before, during, or after the game.

Original rules written by Brad Sappington and Chris Weed

Adapted by Robert Tomlinson

Revised by Sean Mack, Erik Layton, Eric Clapp, Justin Fernando, Josh Greer, Carlo Valentin.

Revised again by Mara Page, Sept 2015.

Revised by Elana Lessing, Sept 2017

​Revised by Michelle Nguyen, Sept 2019

Revised by Kenny Le, Dec. 2020

Revised by Steven Hu, Sep. 2021


These rules are subject to change at any time before, during, or after the game.