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Tag

Don't get caught. Don't fall in the sand. Don't trust your friends.

Zombie tag rules

  • Initial zombie selection. Everyone rolls /random. Lowest number becomes the first zombie.
  • Survivor prep time. Survivors get 30 seconds to hide before the game starts.
  • Infection process. Zombies must trade with a survivor to infect them.
  • Allowed skills. Sprint only — peloton is not permitted. Falling into the sand as a survivor takes you out. Use /housing if you get stuck anywhere.
  • Zombie identification. Zombies must mark themselves with the /lookingtomeld command. A macro for this is recommended.
  • Dragon lamps. Use the dragon lamps to move up a floor. Higher floors give more places to jump to but a higher risk of falling.
  • Caught survivors. If a survivor is caught, they announce it in /yell or /shout and mark themselves as a zombie.
  • Scoring. Surviving a round earns 1 point. Infecting everyone as the first zombie earns 1 point. Most points wins.

Non-zombie variant

Run time goes to 3 minutes in the macro below. Caught players return to the room entrance and wait for the next round instead of converting.

Shout macro for running the game

Drop this into a macro slot to coordinate the round timing. Copy the macro below when you are ready to host.

/macro — Tag round timer
/sh = PREPARATION =  30 seconds to hide. <wait.30>
/sh =GAME START= <wait.30>
/sh 1 minute left <wait.30>
/sh 30 seconds left <wait.30>
/sh =GAME END=
/micon sneak

Adjust the <wait> values for the non-zombie variant (run time of 3 minutes).