First Timers Play Free 7/20 or 7/21, $25 Friday Night Games Weekly
First Timers Play Free 7/20 or 7/21, $25 Friday Night Games Weekly

EVENT STRUCTURE

  1. PHASE ONE:
    Phase One is two hours long. In phase one Group A Survivors will be the only ones with weapons and will be fighting Group B (Roleplaying as zombies) and the admin specialty zombies. This is how we will achieve the overwhelming zombie horde effect.
  2. PHASE TWO:
    Phase Two is two hours long. In phase one Group B Survivors will be the only ones with weapons and will be fighting Group A (Roleplaying as zombies) and the admin specialty zombies. This is how we will achieve the overwhelming zombie horde effect.
  3. PHASE THREE:
    Phase Three is two hours long. In phase three Group A Survivors and Group B survivors will have weapons and will be fighting each other and the admin zombie group Group. Both Groups will be tasked with final attempts to achieve survival. Survival can only be achieved by a small percentage of the groups. In this phase there will be a signal that designates when players become permanent zombies after being killed by one.  The horde will grow.

EVENT RULES

  1. FIELD MARSHALS:
    Field Marshals are the supreme authority on the field. They are present in order to maintain a safe and fun environment. Disobeying, disrespecting and/or arguing with a marshal is strictly prohibited. Field marshals must be informed of any violations of field or game rules. FIELD MARSHALS MUST BE INFORMED IMMEDIATELY OF ANY FIELD EMERGENCY SITUATIONS.
  2. HIT CALLING AND GETTING DESTROYED BY ZOMBIES:
    Human survivors are not fighting each other during Phases One and Two. Friendly fire will not count unless both friendlies’ are engaging each other. During Phase Three if a survivor hits an enemy team survivor anywhere on their body or gear that player is dead or wounded. Gun hits and ricochets do not count. The downed player can either wait to be bandaged or return to their respawn. Players are encouraged to aim center mass and avoid head shots when engaging zombies. When a zombie gets hit they are to drop to the ground. A zombie cannot be shot while on the ground. A downed zombie has the choice to wait one minute on the ground and then re-animate as a live zombie by standing up with their dead rag put away, or to hold their dead rag in the air, stand up, and return to spawn. A zombie without a dead rag while standing up is considered a live zombie and can be shot.
    Zombies kill humans by successfully pulling off one of the colored flags hanging from a human's waist. If the flag is pulled, the human must drop to the ground, tuck any remaining flags into their pocket, wait 30 seconds, then reanimate as a zombie until shot by a live human.  After they are shot they can then apply their dead rag and go respawn as a zombie.  This changes after a certain point in phase 3 where there will be no more human spawns.

ALL PLAYERS MUST HAVE TWO DEAD RAGS ON THEM.

  1. MEDICS:
    There are no classical medics at Z. During Phases One and Two there will be no use of medical supplies. During Phase Three a medic bandage can be used on a human survivor that has been shot by the opposing survivor team. The bandage must be fully wrapped around a wounded player's limb, the “medic” must then apply pressure to the bandage area for thirty seconds before removing the bandage. Once the bandage is off, the wounded player is now healed.
  2. RESPAWNS:
    Human Survivors will have a single fixed respawn point during each of the three phases. During Phase Three Survivor Group A and Survivor Group B will have separate respawns. Respawns are instantaneous and players are invincible while touching their spawn point. Zombies cannot go within 100 ft of a human respawn.
    Zombie Role-Players will have multiple respawn points during each phase. If a Zombie chooses to not re-animate and go to a spawn point they must continue to a spawn point. Zombies are invincible at their spawns and cannot be fired upon.
  3. Chrono and Minimum Engagement Distances:
    All players must have marshals chronograph every weapon they use before entering gameplay. If ANY WEAPON fires 1 fps over the previously stated limit of 1.49 joules out of 5 shots the weapon will be DENIED. (PLEASE KNOW YOUR GUN, we do not like denying players but will for the safety of others)
    – NO FULL AUTO PERIOD
    – There is NO minimum engagement distance for weapons under 1.49 joules.
  4. ZOMBIE AGGRESSION
    Zombies are not to have significant physical contact with other players. Situational awareness is imperative as to not step on inevitable dead bodies all over the place.

Zombies will be led by Zombie Role-player Admins. Zombies must follow general instructions given by said Admin, and must adhere to zombie speed levels (Walk, Shamble, Jog, Run)

 

EYE /FACE PROTECTION

-Eye Protection- All eye protection must be full seal, be rated to ANSI Z87.1 and have retention behind the head. Mesh goggles are not allowed unless another form of eye protection is worn underneath.

-Age Restrictions:

18+ can wear just full seal glasses with retention; however full face protection is still recommended. Lower face protection is strongly encouraged.

16 and 17 year olds must wear full seal goggles, they must also wear lower mesh or hard plastic that covers the lower face.

12, 13, 14,and 15 year olds must wear full seal goggles and mesh or hard plastic lower face protection that covers the lower face and ears or a full face paintball styled mask.

10-11 year olds must wear a full paintball mask.

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