With this in mind we are sharing some basic mission concepts that can be used and adapted for shorter HvZ games such as a game at the local park, high school or local college campus. These are just some example missions - they can and should be adapted or expanded upon to fit the story or gameplay style of your particular group.
In these short day games zombie stun times are reduced, and as is the same with the larger games, humans only have One Life to Live; one life to lose.
HUMANS VS ZOMBIES
ONE LIFE TO LIVE
ONE LIFE TO LIVE
THEME:
A group of Humans, tired of the aimless, nomadic lifestyle that the Zombie Apocalypse has brought upon them, stumble across a Park/School/Campus (insert local location/Park/School Name here). Though in an infested area, the Humans find it as good a place as any to start over and move forward. The following missions, accordingly, will follow the theme of the Humans securing and building a base.
RULES:
HUMANS: May use Blasters (modded guns must be checked by Moderator/Organizer and darts must be stock), Melee weapons and sock grenades in any combination they wish at the start of the game, though circumstances may apply restrictions. They wear bandannas around their arms/torso/neck.
ZOMBIES: Zombies turn Humans by touching (with one or two hands) them on the torso. After a kill, Zombies have a 20 second "feeding" time where they crouch and count. If hit by the above human weapons, they are stunned in the same manner for 30 seconds. They wear bandannas on their foreheads.
Humans start each mission inside of their Base, which is safe from zombies. Humans that are turned remain Zombies FOR THE REST OF THE GAME. Zombies will get a 10 minute period before missions to set up. Humans outside the Base at the end of a mission become zombies. Maps of the area will be provided.
Some players will have to start the game as zombies. Original Zombies will be eligible to become Melee Zombies later in the game.
A group of Humans, tired of the aimless, nomadic lifestyle that the Zombie Apocalypse has brought upon them, stumble across a Park/School/Campus (insert local location/Park/School Name here). Though in an infested area, the Humans find it as good a place as any to start over and move forward. The following missions, accordingly, will follow the theme of the Humans securing and building a base.
RULES:
HUMANS: May use Blasters (modded guns must be checked by Moderator/Organizer and darts must be stock), Melee weapons and sock grenades in any combination they wish at the start of the game, though circumstances may apply restrictions. They wear bandannas around their arms/torso/neck.
ZOMBIES: Zombies turn Humans by touching (with one or two hands) them on the torso. After a kill, Zombies have a 20 second "feeding" time where they crouch and count. If hit by the above human weapons, they are stunned in the same manner for 30 seconds. They wear bandannas on their foreheads.
Humans start each mission inside of their Base, which is safe from zombies. Humans that are turned remain Zombies FOR THE REST OF THE GAME. Zombies will get a 10 minute period before missions to set up. Humans outside the Base at the end of a mission become zombies. Maps of the area will be provided.
Some players will have to start the game as zombies. Original Zombies will be eligible to become Melee Zombies later in the game.
Mission 1: Lay the Groundwork
Time Limit: 25 mins
Objective: The Humans must escort the "Navigator", who has to touch a designated item on each of the 4 corners of the park's perimeter before heading back to base. Can be done in any order. Mission ends if the navigator dies.
Mission 2: Brick by Brick
Time Limit: 35 mins
Objective: "Forage" building materials from 3 houses in the area by traveling to them and taking a picture of the homes, returning these pictures to the game moderator at the human base. Can be done in any order within the time limit.
The Gauntlet: A single human will have to fight for their life against multiple zombies within the boundaries of a designated area for 2 minutes, being allowed a 20 second head start. Zombie stun times remain the same. If the humans completed previous mission and their representative survives the round, they will be granted a bonus for the next mission. However, if the humans failed to complete their mission and the human doesn’t survive, they will be penalized.
Mission 3: Labor Stoppage
Time Limit: 30 mins
Objective: A horrifying mutant zombie with Melee weapons for arms is killing off scores of humans sent to build houses. The Humans will be given a Firestrike with 3 silver colored darts. The Melee Zombie is stunned for 15 seconds by regular weapons, but is killed permanently by the silver darts. If the Humans do not kill this Zombie, more Melee Zombies will appear in future rounds.
Mission 4: No cook no food
Time Limit: 30 mins
Objective: The compound's cook got drunk and vanished a couple of hours ago, much to everyone's dismay. Last report was that someone saw the cook completely surrounded by Zombies, but they don't remember where. The Cook will start the mission with the zombies and be hidden within the game area, but cannot die until the humans rescue them.
Win Your Freedom: The game moderator will assemble the zombies and assign each a number and roll a die. Those whose number is chosen by the die will be armed with weapons of their choosing and sent off to fight each other. The last zombie standing will be reanimated as a human for the final round.
Mission 5: Holding it Together
Time Limit: 30 mins
Objective: Another group of humans has heard about your compound, but with the fortifications in place, they can’t get in. The humans will be given a set of keys have to keep for the duration, which must remain outside of the Base but can change hands amongst players. If a zombie turns the human with the keys, the mission ends.
Time Limit: 35 mins
Objective: "Forage" building materials from 3 houses in the area by traveling to them and taking a picture of the homes, returning these pictures to the game moderator at the human base. Can be done in any order within the time limit.
The Gauntlet: A single human will have to fight for their life against multiple zombies within the boundaries of a designated area for 2 minutes, being allowed a 20 second head start. Zombie stun times remain the same. If the humans completed previous mission and their representative survives the round, they will be granted a bonus for the next mission. However, if the humans failed to complete their mission and the human doesn’t survive, they will be penalized.
Mission 3: Labor Stoppage
Time Limit: 30 mins
Objective: A horrifying mutant zombie with Melee weapons for arms is killing off scores of humans sent to build houses. The Humans will be given a Firestrike with 3 silver colored darts. The Melee Zombie is stunned for 15 seconds by regular weapons, but is killed permanently by the silver darts. If the Humans do not kill this Zombie, more Melee Zombies will appear in future rounds.
Mission 4: No cook no food
Time Limit: 30 mins
Objective: The compound's cook got drunk and vanished a couple of hours ago, much to everyone's dismay. Last report was that someone saw the cook completely surrounded by Zombies, but they don't remember where. The Cook will start the mission with the zombies and be hidden within the game area, but cannot die until the humans rescue them.
Win Your Freedom: The game moderator will assemble the zombies and assign each a number and roll a die. Those whose number is chosen by the die will be armed with weapons of their choosing and sent off to fight each other. The last zombie standing will be reanimated as a human for the final round.
Mission 5: Holding it Together
Time Limit: 30 mins
Objective: Another group of humans has heard about your compound, but with the fortifications in place, they can’t get in. The humans will be given a set of keys have to keep for the duration, which must remain outside of the Base but can change hands amongst players. If a zombie turns the human with the keys, the mission ends.