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
/housingif you get stuck anywhere. - Zombie identification. Zombies must mark themselves with the
/lookingtomeldcommand. 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
/yellor/shoutand 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).