Rules
RULE-SET of TCNJ MANHUNT Club
Created
by Chris Rindosh.
Updated
by Russel Jones and Christopher Neylan.
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GENERAL
CONCERNS
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The
Campus Police
We
will be notifying campus police the day of our games, so you shouldn’t need to
worry about being harassed by them or having to run away from them. Our president has talked to the chief of
police and they don’t mind us playing just as long as we don’t go near the
power plant or the constructions sites and let them know in advance. If there is a situation with campus police
you will be notified the day of the game.
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Waivers
Each
player is required to sign and date the Manhunt Club waiver before
participating in any Manhunt Club sponsored event. Briefly, the waivers states that the player
will take personal responsibility of his or her actions, that he or she will
obey all college, state, and federal laws, and that they give permission to
have photographs and video of them that may be taken to be used by the Club. Per the Manhunt Club Waiver, you agree to
comply with all of the rules, terms, and regulations specified in the Manhunt
Constitution, Manhunt Waiver, and Manhunt Official Rule-Set.
Unless
otherwise stated on the waiver, the player agrees to the terms indefinitely.
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Common
Sense
Since
it is our campus we have a responsibility to make sure that we do not ruin it
through any sort of irresponsibility. If
you’re running away from someone and there is a patch of flowers coming up off
to the side of you and it is completely unnecessary for you to cut left and
then zig-zag repeatedly through them making sure
every single one is smashed to a pulp, DON’T do it.
Don't
play in traffic. Don't scare people who
aren't playing the game. Don't break any laws or school regulations.
MANHUNT
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Basic
overview
Manhunt
is a simple combination of tag and hide-and-seek, played at night. Everyone will be split up into two teams, one
of which will begin by hiding and the other by seeking. If a player on the seeking team finds someone
on the hiding team, the seeker attempts to tag the hiding player, who can
attempt to flee. If the seeking player
tags the hiding player, the hiding player is then “out”. At the end of the round, the seeking team is
awarded 1 point for each hiding player that was tagged.
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DETAILED
OVERVIEW
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Teams
Players will be split up into two
even teams. Teams will be distinguished
by blue and red armbands. The armbands
are only going to be used to distinguish who is playing versus who is not
playing the game and to that effect, who is on which team. The bands are tied to your RIGHT arm. It's okay to try to blend in with other kids
hanging out around campus. The only
thing required is that your armband remains worn and visible at all times
unless you’re captured as you’ll see in the next section.
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Rounds
and Games
One
round of Manhunt consists of one team hiding and then the opposite team
seeking. A game consists of two rounds,
where both teams get a chance to hide and seek.
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Scoring
Every
time a seeking player catches a hiding player, the hiding player will
relinquish his or her armband and then return to the student center (home base
of operations) and wait until the end of the round. At the end of the round, for each armband the
seeking team has, that team will be awarded one point. The team that has the most points at the end
of the game wins.
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Tagging
Tagging
is the non-violent art of tapping someone of the opposite team who is hiding. A
tagged player is considered out and is to return to the home base until round’s
end.
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Time
Limit
The
hiding team will have 5 minutes to hide and the seeking team will have 7
minutes to seek. Each player should come
to the game with a time-keeping device so that they can keep track of the time.
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Boundaries
There
are no preset boundaries. This is
because it’s going to largely depend on how many people show up. Typically, we play half campus or full
campus. Half campus is will either be
academic side or residential side. Maps
will be given out diagramming the boundaries of the current game. Any player found leaving the boundaries will
be considered disqualified from game-play.
Point deductions will be considered on angg
offense-by-offense basis.
Within
the boundaries, players are not permitted to hide above or below ground, inside
of buildings, or in parking lots. This
means players cannot climb trees, go into manholes, go into the basement
ditches around Green, or hide under cars. Dumpsters are also off-limits. Additional boundary conditions may be defined
at the start or during game-play by the Manhunt Executive Board.
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Simple
Suggestions
- Dress in dark clothing.
The harder it is for the other team for them to see you the better.
- Don’t
hide with 10 people. If you’re all
hiding in a giant group and the seeking team finds you, they’re gonna get a ton of points when they hunt you all
down. Hiding with one or two other
people is usually good, because then if you’re found you can split up and
run in different directions and only lose maybe one or two points.
- Hiding
in a dark place is usually best. The best strategy for manhunt is to not
be seen, and if you’re seen, pray you’re a fast runner.
- Seek
in small groups. If your whole team is seeking as one unit, you won’t
cover enough ground. If you seek
individually, there’s a good chance that if you find a small group of the
other team, you can only chase one of them allowing the others to get away
and hide again and you might not even catch the guy you’re chasing.
- On
seeking, spreading out is the best strategy. The more ground you cover the better
chance you’ll have of uncovering the hiding team.
CAPTURE THE FLAG
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Basic
overview
The
objective of each team is to get the opposite team's flag back to their
base. Everyone will be split into two
teams which will be designated a home area with a flag location and given a
flag. The game will be given a time
limit during which each team will attempt to get their opponent’s flag. If a player is tagged by someone of the
opposite team while in the opposite team's home area, that player is considered
out until he or she returns to his or her home base, after which that player
may resume play. If the flag carrier is
tagged, he or she is out as normal and the flag is returned home. Defending players may not step within 20 paces
of the flag unless opposing players step within that same distance. The first team to capture their opponent’s
flag is awarded 1 point and the round is considered over.
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DETAILED
OVERVIEW
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Teams
Players
will be split up into two even teams.
Teams will be distinguished by blue and red armbands. The armbands are only going to be used to
distinguish who is playing versus who is not playing the game and to that
effect, who is on which team. The bands
are tied to your RIGHT arm. It's okay to
try to blend in with other kids hanging out around campus. The only thing required is that your armband
remains worn and visible at all times.
Each
team will be split up into defenders and offensive players. There will be a predefined limit on how many
defenders each team may have. Typically,
this limit will be 4. This ensures the
flag is not impossible to capture. This
implies that everyone else on the team has to be making an effort to capture
the opposite team’s flag.
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Rounds
and Games
One
round of Capture the Flag consists of one team guarding one flag area while the
opposite guards a second flag area. A
game consists of two rounds, where both teams get a chance to defend each flag
location. Each round will last for 10,
15, or 20 minutes, during which time, teams may score once. The first score signals the end of the round.
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Scoring
A
team scores and is awarded 1 point when they successfully steal their
opponent’s flag. The first team to
capture wins and ends the round.
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Home
Base/Territory and Flag Locations
Each
team will be designated a home base/territory and a flag location. A team's home base is the territory in which
they are immune to being tagged by someone of the other team. Similarly, a player may not tag someone of
the opposite team while in the opposite team's home territory. If neutral territory is designated, either
team may tag members of the other team, though such action is arguably
redundant since tagging another player will no doubt result in being tagged by
that player at the same time. If there
is any doubt as to who tagged who first, both players are out.
A
team flag location is the area in their home base where the flag rests. It is the objective of the opposite team to
steal your flag from its location. The
flag must stay at its designated location at all times.
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Tagging
Tagging
is the non-violent art of tapping someone of the opposite team while they are
in your home territory. A tagged player
is considered out until he or she return to his or her home territory, after
which he or she may resume play.
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The
Flag
The
flag is the object (usually a light-up frisbee, aka flagbee) that the opposite team wants to steal. If the flag has a light of some kind, it must
remain on at all times. The flag must
remain visible at all times and the use of duplicate/decoy flags is not
permitted. The flag must stay in the
designated location.
The
object of the game is to steal the opposite team’s flag and get it to your home
territory. The flag may be carried,
thrown, or passed to get it to your home.
The person carrying the flag is the flag carrier. If no one is touching the flag, e.g. it’s on
the ground or in mid-air, there is no flag carrier. The flag may only be moved
by the hands (e.g. it may not be kicked).
If
the flag carrier is tagged by an opponent, the flag is returned to its location
and the tagged player is out as normal.
If the flag is passed/thrown and lands on the ground in any way, e.g.
it’s dropped or incomplete, it is returned to its location.
The
defending players may not touch the flag and must stay at least 20 paces away
from the flag at all times and may only move closer to the flag if a member of
the opposite team moves within 20 paces of the it.
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Boundaries
Aside
from home territories, there will be a maximum boundary and in-game boundaries.
The
maximum boundary will typically be the road that encompasses the campus unless
otherwise stated.
In-game
boundaries include the insides of buildings, above or below ground, and parking
lots. This means players cannot climb
trees, go into manholes, go into the basement ditches around Green, or hide
under cars. Dumpsters are also
off-limits. Additional boundary
conditions may be defined at the start or during game-play by the Manhunt
Executive Board.
Violation
of boundaries may result in a point deduction as judged by the Manhunt Executive
Board.
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Simple
Suggestions
- Dress in dark clothing.
The harder it is for the other team for them to see you the better.
- Work as a team to occupy the flag defenders to make it
easier to grab the flag.
ASSAULT
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Basic
overview
Assault
is basically the opposite of Capture the Flag.
The objective of each team is to get their team's flag to the opponent's
base. Everyone will be split into two
teams which will be designated a home area with a target zone and given a
flag. The game will be given a time
limit during which each team will attempt to get their flag to the opponent's
target zone. If a player is tagged by
someone of the opposite team while in the opposite team's home area, that
player is considered out until he or she returns to his or her home base, after
which that player may resume play. If
the flag carrier is tagged, he or she is out as normal. The player who tagged the carrier is then
allowed to throw the flag once, from the point of tagging, anywhere within game
bounds that he or she pleases. If a down
flag is in enemy territory, defending players may not step within 20 paces of
the flag unless opposing players step within that same distance (Capture the
Flag flag rules).
If a flag remains untouched on the ground in enemy territory for more
than 60 seconds (1 minute), a defending player must then return the flag to the
edge of the other base. Teams are
awarded 1 point for each successful score within the time limit.
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DETAILED
OVERVIEW
![]()
Teams
Players will be split up into two
even teams. Teams will be distinguished
by blue and red armbands. The armbands
are only going to be used to distinguish who is playing versus who is not
playing the game and to that effect, who is on which team. The bands are tied to your RIGHT arm. It's okay to try to blend in with other kids
hanging out around campus. The only
thing required is that your armband remains worn and visible at all times.
![]()
Rounds
and Games
One
round of Assault consists of one team guarding one target zone while the
opposite guards a second target zone. A
game consists of two rounds, where both teams get a chance to defend each
target zone. Each round will last for
10, 15, or 20 minutes, during which time, teams may score as may times as
possible.
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Scoring
A
team scores and is awarded 1 point when they successfully get their flag into
the opposite team's target zone.
Typically, the target zone is a visible area slightly larger than the
flag. The flag may be placed into the
target zone or thrown into the target zone.
If thrown, the flag must come to rest in the target zone in order for
its team to awarded a point. If a thrown
flag hits the ground outside of the target zone and skids/rolls/finds its way
to and comes to rest in the target zone, it is valid. If the flag is thrown, lands in the target
zone, but skids/rolls/finds its way out of the target zone, it is not
valid. The flag MUST come to rest in the
target zone to be valid.
Following
a valid score, the flag is returned by a member of the opposite team to the
closest edge of its home base and play is resumed.
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Home
Base/Territory and Target Zones
Each
team will be designated a home base/territory and a target zone. A team's home base is the territory in which
they are immune to being tagged by someone of the other team. Similarly, a player may not tag someone of
the opposite team while in the opposite team's home territory. If neutral territory is designated, either
team may tag members of the other team, though such action is arguably
redundant since tagging another player will no doubt result in being tagged by
that player at the same time. If there
is any doubt as to who tagged who first, both players are out.
A
team target zone is the area in their home base that is the target of the
opposite team. In other words, your
objective is to get your flag to the opposite team's target zone.
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Tagging
Tagging
is the non-violent art of tapping someone of the opposite team while they are
in your home territory. A tagged player
is considered out until he or she return to his or her home territory, after
which he or she may resume play.
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The
Flag
The
flag is the object (usually a light-up frisbee, aka flagbee) that your team wants to get to the opposite team's
target zone. If the flag has a light of
some kind, it must remain on at all times.
The flag must remain visible at all times and the use of duplicate/decoy
flags is not permitted.
The
object of the game is to get the flag to the opposite team’s target zone. The flag may be carried, thrown, or passed to
get it to the target zone. The person
carrying the flag is the flag carrier.
If no one is touching the flag, e.g. it’s on the ground or in mid-air,
there is no flag carrier. The flag may
only be moved by the hands (e.g. it may not be kicked).
If
the flag carrier is tagged by an opponent, he or she is out as normal and the
flag may be thrown by the tagger from the point of tagging so long as it
lands in-bounds. If the flag lands
out-of-bounds, 1 penalty point will be deducted from the defending team. The offensive team may not interfere with the
flag’s flight if the defending team chooses to throw it.
Aside
from throwing the flag after tagging an offensive player, the defending players
may not touch the flag. If the flag is
on the ground, considered a “dead flag”, defenders must stay at least 20 paces
away from the dead flag at all times and may only move closer to the flag if a
member of the flag's team moves within 20 paces of the it (i.e. Capture the
Flag flag rules).
A
flag may only remain on the ground or untouched for a period of 60 seconds (1
minute). The defending team is responsible
for counting out the 60 seconds aloud.
When 60 seconds has passed, the flag is to be returned to the closest
edge of its home base by a person of the defending team. If a dead flag is touched by a member of its
team (but not necessarily picked up or thrown) within the 60 seconds, the time
count is reset to the beginning.
A
flag loses its dead state when it is successfully picked up by a member of its
team.
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Boundaries
Aside
from home territories, there will be a maximum boundary and in-game boundaries.
The
maximum boundary will typically be the road that encompasses the campus unless
otherwise stated.
In-game
boundaries include the insides of buildings, above or below ground, and parking
lots. This means players cannot climb
trees, go into manholes, go into the basement ditches around Green, or hide
under cars. Dumpsters are also
off-limits. Additional boundary
conditions may be defined at the start or during game-play by the Manhunt
Executive Board.
Violation
of boundaries may result in a point deduction as judged by the Manhunt
Executive Board.
![]()
Simple
Suggestions
- Dress in dark clothing.
The harder it is for the other team for them to see you the better.
- Work as a team to move the flag toward the enemy's
target zone.
- If the defensive team has a strong hold on a grounded
flag, it may be time-efficient to just let the 60 seconds run out to
regain control rather than attempting to pick it up.
Humans vs. Zombies
Adopted
from rules found: http://www.webfeatsdesign.com/hvz/rules.htm
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Basic
overview
We begin with an Original Zombie and a team of Humans. The goal of the Zombies is to eat all of the
Humans and the goal of the Humans is to survive the Zombie Apocalypse,
which will be the lifespan of the Zombies
before they all die of starvation (i.e. 28 Days Later). During the Apocalypse, Humans
will try to avoid/disable Zombies
and the Zombies will try to eat
the humans. When a Zombie is disabled, it is considered
out and inactive for fifteen minutes.
When a Human is eaten,
he or she becomes a Zombie. Zombies must feed at least every 48 hours or
else they die.
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DETAILED
OVERVIEW
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Items
Each
player must have the following in order to play:
- Index card.
- A RED and BLUE armband.
- Socks and/or a NERF gun.
Before
the beginning of the game, the moderator will give each player a Unique ID
number to write on their card. Each
player will also be given a RED and BLUE armband. It is the responsibility of the player to
have his or her ID card on them at ALL TIMES.
Additionally, each player is required to wear his or her armband on his
or her right arm at ALL TIMES.
Players
will not be provided with socks or NERF guns and are required to provide these
items for themselves.
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Teams
Players
will all start as Humans. At the
beginning of the game, one human will be selected at random to be the Original
Zombie. All Humans must wear
their BLUE armband on their right arm at all times. All Zombies, except for the Original Zombie, must
wear their RED armband on their right arm at all times.
Humans
Staying
On Campus - Humans must sleep on campus.
Humans may not leave campus for any reason unless approved by a
moderator and then for a period of no more than 24 hours.
I.D.
Number - Humans must keep one index card with their unique identification
number on them at all times. UIDs will
be assigned by the moderator at the start of the game.
Stunning
a Zombie - Humans may stun a Zombie for 15 minutes by shooting them with a Nerf
gun or throwing a sock-filled sock at them. Humans can't stun Zombies from
inside of a safe-zone, except from inside of their own rooms. (To avoid
human/zombie roommate conflicts).
When
Tagged By a Zombie - When tagged by a Zombie, a Human is required to give up
their ID card. One hour after being tagged, a Human becomes a member of the
Zombie team. They must now wear a RED armband on their right arm.
Zombies
Feeding
- Zombies must feed every 48 hours. A zombie feeds by reporting their kill to
the moderator.
Wearing
Your Armband – Members of the Zombie team must wear a RED armband on their
right arms at all times. The Original Zombie does not need to wear an armband.
Tagging
- Tagging is the non-violent art of touching a Human. After tagging a Human the
Zombie must collect the dead Human’s ID card. Kills must be reported to a moderator
within three hours. A Zombie must have both feet outside of a safe zone to tag
a Human.
Being
Stunned - When shot with a Nerf gun or hit with a sock-filled sock, a Zombie is
stunned for 15 minutes. A stunned Zombie may not interact with the game in any
way. This includes shielding other Zombies from bullets or continuing to run
toward a human. If shot while stunned, a Zombie remains stunned for the next 15
minutes. Zombies may not use shields to deflect Nerf darts or socks.
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Rounds
and Games
The
length of a game will be open ended. It
will be over when the Zombies eat all of the Humans or when the Zombies starve
before all Humans are dead.
Technically
speaking, if there are h Humans and the game starts with z
Zombies, in the longest case, all but one Zombie will die without one kill and
the remaining Zombie will eat every t hours, but starve at the last
human. Thus, the game will last exactly h*t
hours.
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Safe
Zones
Players
are safe (cannot be tagged or shot) in the following areas:
·
Dorm
rooms
·
Bathrooms
·
Academic
buildings
·
Library
·
Gym
·
Health
Center
·
Dining
Halls.
Additionally,
Athletes are safe during official practices, but not on the way to or from
practice. Similarly, students at required academic or job-related events are
safe for the duration of the event (even if this event is in a free-play zone),
but they are not safe on the way to or from the event.
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Boundaries
In
addition to the Safe Zone described, the game is restricted to the College
campus. Humans may not leave the campus
for any reason, unless permitted by a moderator and then for no more than
24-hours. Violations result in removal
from play.
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General
Safety
Rules
created for the safety of all players are strictly enforced. Violation of
safety rules will result in removal from the game.
- No
realistic looking weaponry.
- Guns
may not be visible inside of academic buildings or jobs on campus.
- Players
may not use cars.
- Darts
must not hurt on impact. (If you’re not sure about this, fire it at
point-blank range into your own eye and see if it hurts. If you’re still
not sure, just speak with a moderator.)
- Shooting
non-players with Nerf darts will result in removal from the game.
- People
who are not registered participants may not directly interact with the
game. This includes bringing food to humans or spying for either team.








