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HvZ: Rules

Version 3.1, updated Feb 28th, 2025

You can also watch our Tutorial video! http://youtu.be/BR-NjtQ55JY

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Index

  1. D-bag Clause
  2. Identification / To Wear
  3. Weapons
    1. Sock Grenades
    2. Melee
    3. Blasters
    4. Ammunition Darts
  4. Weapon Loadout

5. Stunning Zombies

6. Tagging Humans

7. Safe Zones

8. Deadbox

9. Safety

10. Warning System

11. Map and Boundaries

12. Extra Info

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1. D-bag Clause

Don’t be a douchebag. Everyone plays Humans vs. Zombies to have fun, and the rules of HvZ only exist because we agree they do. That’s why the most important rule of Humans vs. Zombies is to treat your fellow players with respect, and gracefully accept when you have been tagged or stunned.

If there are any discrepancies, please notify the moderators and let them handle it.

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2. To Wear

Bandanas must be visible at all times

  • Humans - Anywhere around the arms or wrists.
  • Zombies - Around the forehead. Not around the mouth or neck.

EYE PROTECTION IS MANDATORY

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3. Weapons

  • Weapons stun Zombies.
  • We advise marking your weapons and ammo with a unique symbol so that you can reclaim your stuff that ends up in the deadbox.
  • ***There must be an orange tip on the blasters.
  • ***If weapons are painted, they must be painted in bright colors.
  • All Nerf blasters and darts will be checked at the game. Be sure to bring backup Nerf blasters in the case where yours is not permitted.

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3a. Sock Grenades

  • Clean balled up socks.
  • Absolutely no foreign objects allowed within the socks.
  • Socks are tossed side arm, chest pass, or underhanded.

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3b.Melee Weapons

  • Sword: Blade length up to 28”. (Max overall length is 36”)
  • Dagger: Blade length up to 12”. (Max overall length is 19”)
  • Any non nerf sword will need to be inspected at the game.

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3c. Blasters

  • All blasters are required to have an orange tip.
  • Modded/ painted/ non-nerf blasters are required to be approved by a moderator.
    • (Tip: if your blaster is modded, shoot yourself; if it hurts, don't bring it.)
    • It is highly recommended to bring stock/ store bought blasters if you aren’t sure if the blaster will be allowed
  • Absolutely no CO2 blasters or slingshot-like devices allowed.

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3d. Ammunition Darts

  • Ammo must be soft tipped.
    • NO Rubber/ hard plastic/ vinyl/ etc tipped darts
    • NO Nerf “Hyper” ammo.
    • If you are still unsure if your ammo will be allowed, buying store bought ammo will be your best bet.

  • Mark your ammo with a unique symbol that will distinguish yours from everyone else’s
    • We do not recommend marking it with a simple “X”, happy face, etc

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3e. Modified Blaster Rules

  • Requirements for ALL modified (non-stock) blasters:
    • FPS Cap is 120.
      • THIS CAP MAY BE GETTING LOWERED SOON.
      • This is a friendly reminder to either bring your toolkit to lower the FPS before the game, or use a stock/ store bought blaster.
      • Some backup blasters may be available via willing players/ mods. But do not count on this to be available to you.
    • Be sure to arrive early so that we can inspect the blaster.
      • This gives you time to change the blaster’s settings if we disapprove the blaster.

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4. Weapon Loadout

  • Loadout limitations depend on game day.
    • Weapon types: Socks, daggers, swords, basic blaster, auto (flywheel) blaster (includes semi-auto)
  • Example Limitations: (usually also allows socks)
    • Single weapon, multi-weapon (not mixed-wield), mixed-wield (sword + blasters)
    • You can (usually) carry more than your loadout, but must holster before switching.

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5. Stunning Zombies

  • Weapons stun Zombies for X amount of seconds. (determined at mission start)
  • Ways to stun Zombies:
    • Socks on body (except head)
    • Ammo shot from blaster anywhere on body (except head)
    • Melee weapon on torso or upper arms from sideways (not neck/head/legs)
    • Zombies that tag a human are stunned (feed time)
  • Ways to NOT stun Zombies:
    • Headshots, heavy melee hits, melee stabbing
  • Zombies must be crouched when stunned.
    • Zombies should count out loud or hold up fingers to show that they are stunned.
    • When counting your stun time, count slowly. Do not count as fast a you can.
      • Example: 1 Mississippi. 2 Mississippi… Etc. (See D-Bag clause!)

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5. Stunning Zombies (cont)

  • Hitting a stunned Zombie does not add to their stun time, and is rude
  • Zombies may stay crouched after being stunned and cannot be stunned until their knee lifts from the ground.
  • Zombies cannot crouch to pretend to be stunned.
  • After un-stunning, Zombies must be fully upright before tagging humans.
  • Zombies must move out of the way in small/narrow passages; Humans are allowed to call TIMEOUT to move stunned Zombies.
  • Friendly / Safety advice: Stay away from any crouching zombies. Assume that they are ready to respawn and tag you. Listen to safety advice “look at behind you!” - but Zombies are NOT allowed to call out fake safety advice.
  • Zombies get to finish the step they were on and still tag during that step.

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6. Tagging Humans

Zombies turn Humans into Zombies by tagging them or any of their belongings.

  • Humans turn into Zombies when tagged (One hand tag) on torso/arms.
  • No tagging heads/legs
  • Tags to guns and bags do count.
  • Tags to melee weapons do not count.
  • No friendly fire. (Humans cannot kill people on their own team).
  • When Humans are tagged they MUST drop off their equipment at Home Base (Fine Arts) before turning into a Zombie.
  • Welcome to the Zombie team! The Zombies usually win, so feast!

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7. Safe Zones

  • Boundaries will be marked with cones, chalk, or bright tape.
  • Types of safe zones:
    • SEMI-SAFE: Zombies can tag in semi-safe zones, but if they are ‘stunned’ they must first leave the zone with their hands in the air before being stunned outside the zone.
    • SEMI-SAFE (no stun): Like the SEMI-SAFE zone but there is no stun time at all.
    • SAFE zone: Zombies cannot tag anyone inside a fully safe zone. Zombies can pass through SAFE zones with their hands in the air and then are stunned when they leave.
    • CLEAR SAFE zone: Zombies must “clear” when tagged - can only enter if no humans inside zone. (So humans may have to “clear” zone, but then it’s safe until they all leave).
    • Conditionally Safe / Timed Safe: Some safe zones are only safe during certain times.

This will either be signified by a mod at the safe zone or by using flags at each end:

      • Orange = not safe
      • Green = base is safe
  • Humans can shoot Zombies from inside safe zones, and Zombies can reach into safe zones to tag humans. But see the D-Bag clause. Don’t do it except for game strategy purposes.

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. Dead Box

Zombies are encouraged to pick up Nerf equipment on the ground.

  • The Dead box will be located at base.
  • Zombies dump stray ammo/clips/weapons into the Dead Box
  • Humans may not collect from the Dead Box until the end of the game (or if they are leaving early)
  • Humans may pick up stray ammo on the ground to reuse.

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9. Safety

  • Use common sense.
  • A first aid kit will be on hand just in case of accidents.
  • Climbing buildings or structures is prohibited.
  • Avoid running backwards.
  • NO TAGGING ON STAIRS. Humans cannot camp on stairs and must keep moving.
  • Avoid running on wet grass/surfaces
  • Avoid using flashlights (with the exception to read in-game notes, puzzles, etc)
  • Safety glasses are highly recommended, but not mandatory.
    • We carry a limited supply. First come is first served.
  • Call TIMEOUT if someone has been injured or if bystanders need to pass through.

No player moving, no reloading, no stun counting during timeouts

  • If needed, please contact us via facebook messenger @ https://www.facebook.com/hvzsf.
  • Emergency? contact SF State Campus Police @ 415-338-7200 or 911

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10. Warning System

  • If you are caught breaking the rules you will be given a warning and clarification of rules. Second violation of the rules you will be asked to leave.
  • Do not borrow/take anything without the owner's permission.
  • Be sure to return borrowed items back to the original owner.

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11. Map and Boundaries

  • No playing/entering in buildings. Buildings can be used for restrooms.
  • The following areas are off limits; if you go out of bounds, you have died and switch to the Zombies.
  • 19th Ave & Holloway Ave
  • Cox Stadium + Bike Path
  • Any floor of the Parking Garage besides the top floor
  • Any pathway leading to these prohibited areas is off limits. If you see these areas, head AWAY from them
  • (Map shown on next slide)
  • Specific game days may use any of these areas (such as the parking garage) or may have smaller boundaries.

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