Table of Contents
- Section 1 – Introduction
- Section 2 – Terminology
- Section 3- The Golden Rules
- Section 4 – Registration
- Section 5 – Legal Targets
- Section 6 – Kills
- Direct kills
- indirect kills
- Section 7 – Points
- Section 8 – Health and Safety
- Disallowed weapons
- Hallowed Ground
- Section 9 – Drops
- Section 10 – Duels
- Section 11 – The Wanted List and the Sheffield Zombie Police Department
- Section 12 – Version History
Hello, and welcome to the Sheffield Assassins Guild!
The Guild is a university society which runs games of mock assassination for large numbers of players. The objective? Track down and eliminate other players using a variety of fun, interesting, and harmless methods, whilst attempting to avoid elimination yourself.
Only paid Guild members who have signed the Membership Charter may enter our games, but membership may be purchased at any point during the year.
Our standard game is known as Circle of Death. This Rulebook details the rules used in Circle of Death. For other variant games the Guild may run over the course of a year, please see the Variant Rulebook on the website.
A Circle of Death game uses the following basic rules:
The week before the game begins, members register by submitting an electronic briefing file to the Umpire (the referee), who then allocates each player an initial victim.
When the game starts, you will be sent an e-mail with the briefing file of your victim. You must then try to kill him/her using any legitimate means at your disposal.
At the same time, another Assassin will have been tasked with eliminating you.
Should you kill or be killed, both players should email the Umpire ASAP with confirmation and details about the killing. Once the kill is confirmed by both parties and acknowledged by the Umpire, the killer will inherit their victim’s target.
Dead players may continue playing as “Zombies.” These players can target living assassins who have been placed on the wanted list by the Umpire.
This continues until the game time limit elapses (usually two weeks) or there is a single Assassin remaining.
In the event of an especially large game or not enough Assassins dying, the Umpire may assign each player a secondary target to kill in addition to their initial one.
At the end of the game, the Guild will gather in celebration and commiseration to award prizes to the victorious and the amusingly vanquished.
Before the game begins, the Guild Committee will appoint an Umpire and Zombie Police Captain. Members interested in serving in either position should refer to the appropriate Handbook, which may be found on the website.
Players should familiarise themselves with the contents of this rulebook before a game begins. If you have any questions once you have read it thoroughly, please ask for clarification from the Rules Officer or Umpire of the current game.
This rulebook uses certain terms to refer to key roles within the Guild and individual games. The following brief glossary explains the most important of them.
An ‘Assassin’ is a player who has been alive since the start of the game and is not a member of the Sheffield Zombie Police Department (SZPD). This is the capacity in which most people enter into the Game and should aim to finish.
A ‘Zombie’ is a player who has been eliminated from the game as an Assassin but has volunteered to continue as a Zombie (or a player who has volunteered to serve as a Zombie without first playing as an Assassin). Zombies may engage in combat with players who breach the rules in certain ways and are used to enforce the will of the Umpire. See section 11.
The ‘Officers of the Game’ are the Umpire and the Zombie Police Captain (ZPC). Both posts are appointed by the Guild Committee from volunteer members of the Guild before a game commences. The Umpire is in charge of running a game: allocating targets, awarding points etc. The Police Captain is in charge of the SZPD: organizing hunting parties for Assassins who break the rules and so on.
A ‘Civilian’ is someone not associated with the game in any fashion. Civilians are innocent and should not be attacked or involved in battle under any circumstances. Assassins that accidentally harm or kill civilians (for instance, by mistaking them for their targets) will be placed on the Wanted List (see section 11).
3. The Golden Rules
The Assassins Guild encourages a spirit of creativity and innovation in devising weapons and kills and therefore these rules provide a basic framework within which players are encouraged to develop their own methods of assassination. The rules do not attempt to define every possible kill method. As such, it is important to note that a degree of common sense is required when playing the game.
Players should always act in accordance with the following “Golden Rules”:
Players must read the Health and Safety section of this Rulebook in full before playing. If a weapon could ever conceivably be mistaken as a real weapon, it should not be used. If an action could be conceived by a bystander as genuinely threatening, do not carry it out. For example, do not paint a NERF gun so that it resembles a real weapon. Do not attempt to “poison” a drink in a nightclub. If in doubt, ask the Umpire and/or Rules Officer.
Players should not attempt to deceive the Umpire, and should answer any question honestly about whether or not they are playing the game, whether or not they are alive within the game, and whether or not they were hit by a weapon or trap when asked by any player.
The Umpire has discretion whenever doubt arises over whether a weapon or kill was valid. Since the rules do not define every possible kill method, the Umpire’s common sense is the arbiter of whether a given kill is permissible, and players should generally respect the Umpire’s discretion. If it is felt that an Umpire’s ruling conflicts with the letter of this Rulebook, an appeal may be made to the Rules Officer, setting out exactly the ruling with which the player is dissatisfied. The Rulesmaster will rule by the end of that day, either upholding the Umpire’s ruling, or overturning the ruling and stating exactly what gameplay changes will be made.
Registration will typically take place a few days before each game. Registering for a game is most commonly done via e-mail and at set locations for physical sign-ups.
To register, players must submit a complete briefing file to the Umpire. A template for the file is available from our website and will be sent out by our secretary in the week preceding the start of the game.
Briefing files should contain the following information:
A recent, clear photograph of yourself, such as a passport photograph. This photograph should clearly show your face and should not show multiple people.
Your real, full name.
A pseudonym, which will be your assumed name for game purposes.
Your exact course and department.
Year of study.
Your full Sheffield Address including room and/or flat number and postcode.
Your University timetable. This will not necessarily be made available to all players, but the Umpire may give details from it in certain circumstances, such as a penalty for minor rules breaches.
Information concerning allergies and other health issues. These issues are not to be taken lightly; please do not include fake medical conditions.
What extent you wish to allow water-based weapons to be used in your own room/house. (Full Water, Water-with-Care, or No Water)
An e-mail address which is still in use so that the Umpire may contact you in game. (This will be removed from the briefing file before distribution.)
Late registration is at the discretion of the Umpire and may be subject to forfeits, but no registrations may be made after initial targets have been drawn.
If you have any health issues or disabilities that you feel could impact your play in the game and wish to discuss them, please contact the Rules Officer or Inclusions Officer.
Commuting Students, Hallam Students, and Postgraduate Students
Students that essentially require transport (not walking) to regularly attend the University of Sheffield, or are at least 30 minutes walk from the main campus are considered commuting students. If you are unsure whether you qualify, please contact the Rules Officer.
Because of the inherent difficulties of locating and attacking commuting students at their homes, or locating Hallam students at home or in lectures, such students are advised that the Umpire may at their discretion release timetable details to players tasked with eliminating commuting or Hallam students.
Postgraduate students (or undergraduates studying for a 4-year Master’s) tend to have sporadic timetables compared to ordinary students, thus putting some Assassins at a disadvantage. Postgraduates must therefore provide extra information in their briefing files, including but not limited to:
The common location of your study (do you normally work in any particular building or floor? Is there a room number?)
Further information about your location (are you behind doors only accessed with a key card? Do you work in a laboratory area which is considered Hallowed Ground; who are your supervisor(s)?)
Your usual working hours.
Any extracurricular activities (such as weekly societies) and job working hours.
5. Legal Targets
The following are legitimate targets for any player:
The target you have been assigned by the Umpire.
The person who has been assigned you as a target. You will not be told who this is, but should you find out you may attempt to defend yourself with a pre-emptive kill.
Any Assassin or Zombie who is “bearing”. A player is bearing if they are openly carrying a weapon or setting a trap. Once combat has been started with a bearing player, they are fair game until and unless they escape the attack, even if they put away their weapon. A player who is attacking you is by definition bearing, and it is therefore always legal to defend yourself.
Players are reminded that civilians, the Umpire, and any player who does not fall into one of the above categories are not legal targets. Any attack on such a person may result in any resulting kill being annulled by the Umpire, and the attacking player may find themselves placed on the Wanted List (see Section 11).
In the case of attacks on civilians, any action that causes genuine alarm to a civilian may be dealt with by stricter disciplinary action.
Once a target has been located, a kill may be achieved. Kills are made subject to the restrictions of health and safety, as detailed below, and of Hallowed Ground, detailed below.
It is for players to come up with their own ingenious and deadly methods of death-dealing. Examples of kill methods are given below, but should not be taken as comprehensive. As long as your kill fits with the rules given below, and does not fall foul of health and safety rules, it is valid, subject to the discretion of the Umpire.
When a kill is made, both the killer and victim should submit kill reports by e-mail to the Umpire as soon as possible, confirming who was killed and who was the killer. The Umpire will respond by confirming the kill, extending an invitation to the dead player to join the Zombie Police (see Section 11) and assigning a new target to the killer as appropriate.
A direct kill may be made by striking a player with a weapon. A kill is made when a weapon strikes any part of a player. There are two exceptions to this: the limb rule and the cosh rule, both detailed below. A kill may be made without actual contact via the Bang! rule, also detailed below.
Melee weapons, ranged weapons, and thrown weapons may all be used. The following is a list of example weapons that may be used; players are encouraged to come up with their own:
A wooden spoon labelled “Knife”.
A NERF gun which fires foam darts.
A ball of newspaper labelled “Grenade”.
A plushy, teddy bear, Pokemon, or suchlike being used as an attack animal.
A player hit in the limb (an arm or a leg) may, rather than accepting their death, declare “limb rule” by saying that phrase aloud and indicating the limb which was hit. This will enable them to live on, but for the remainder of the encounter with their assailant must not use the limb that was hit. This may require them to wield weapons with their off hand or indeed to hop. A player who has invoked the limb rule and then uses the limb in question is said to “bleed out” and may be declared dead by any player who points this out.
A player may label any melee weapon as a ‘cosh’. Tapping a player on the head (gently) with a cosh may, instead of killing that player, render the player “unconscious” if the attacking player declares this rule to be invoked.
Unconscious players remain unconscious for five minutes and may not take any in-game action during this time. This allows the attacking player to use a more elaborate kill method without fear of reprisal.
(Since a successful tap on the head could simply be deemed to kill a player if the attacking player wishes, the use of this rule is simply to allow a more interesting kill to be made. Once the kill is made, the dead player is free to leave the area.)
As noted under Hallowed Ground, some areas of Sheffield are obviously unsuitable for prolonged gunfire. If you are within melee range of your target and possess a weapon which could be used while in a Yellow or Green zone (See Hallowed Ground in Section 8, Health and Safety), you may say “Bang!” rather than actually firing your weapon to kill them. Please note that this technique is only for targets that are unaware of your presence, and may not be used mid-combat. If there is a door or wall between you and your target, you are not in range.
An indirect kill, or trap, occurs when a player sets up a kill in advance. For example, a player may wish to poison their target’s food, or wish to lay mines in their target’s bedroom to be detonated when the player enters.
When setting a trap, a player needs to contact the Umpire in advance of the trap being triggered. No indirect kill may be made without prior notification to the Umpire. As a trap can kill in more subtle ways than simply landing a hit with a weapon, players are advised to bear in mind the following three points when notifying the Umpire:
1. How has this item been trapped? (Example: Spicy food, door set up to drop cardboard box).
2. How does this trap kill the target? (Example: The food is poisoned, the door frame collapses).
3. How does the target know they are dead? (Example: They taste the spice, the box falls on them?)
It should always be possible for an Assassin who spots a trap without triggering it to disarm that trap. They should do this by notifying the Umpire and providing an explanation of how the trap has been disarmed.
Example: Assassin 1 wakes up one morning and opens his bedroom door. Assassin 1 sees a large collection of A4 papers laid out covering the hallway with the word “MINES!” on them and no way to cross without stepping on them. Assassin 1 returns to his room to find a hair dryer. He labels this “mine removal tool” and blows away the mines. He contacts the Umpire, who deems this a valid removal of the trap. Assassin 1 is still alive.
Example: Assassin 2 comes home to find her fruit has been coated in wasabi paste. She informs the Umpire that she has consumed an antidote prior to eating the fruit. The Umpire deems this a valid removal of the trap. Assassin 2 is still alive.
Upon a trap being triggered or disarmed, the Umpire will notify both players.
It will be noted that the Golden Rule on honesty applies especially to indirect kills. If a cardboard box drops on your head upon carelessly entering your room, you’re dead. Be honest.
There are two types of indirect kills with specific rules applying to them: letter bombs and e-mail bombs.
Letter Bombs: To send a fatal letter to your target, include a piece of paper in the letter with a description of the contents and/or method of death (the more inventive and amusing the better) and notify the Umpire as normal. Make sure that a casual observer would not think you are actually trying to kill someone. Please do not under any circumstances send anything other than paper through the post! A letter bomb will kill anyone opening the envelope, which may result in the deaths of civilians or someone other than the intended target, for which penalties may apply such as a brief spell on the Wanted List (see Section 11). An Assassin may disarm a letter bomb by simply discarding the letter unopened.
E-mail Bombs: Should you discover your target’s e-mail address, you may attempt to kill them by sending them a lethal message including the phrase “Sheffield Assassins Guild” in the subject line (no anagrams!). Whilst this kill method is legal, lazy Assassins do not prosper: e-mail kills carry a maximum reward of one point, and abuse of this method may result in points deductions and/or other forfeits from the Umpire for being boring. An e-mail bomb will kill anyone opening the e-mail. An Assassin may disarm an e-mail bomb by deleting it unread.
Players should note that an e-mail bomb sent to any official Guild e-mail address will not take effect.
An Assassin may enlist the aid of a non-player in checking for traps, by having them investigate rooms, open letters, and so on. A non-player used in this way is known as an ‘Accomplice’ and will be deemed killed if they trigger a trap, just as an Assassin would be. A dead Accomplice can no longer be employed during that game. Killing an Accomplice with a trap earns the player (no more than) 1 point.
If an Accomplice triggers or disarms a trap, the Assassin employing the Accomplice must report the events to the Umpire.
At the end of each day, the Umpire will dispatch an e-mail to all players informing them of the day’s events, including details of all kills made. At this point, players are awarded points for their kills, according to the following criteria:
Time: If a kill is made on the same day or within one day of a target being assigned, the player earns 3 points. If it is made within two or three days, the player earns 2 points. If it is made within four days, the player earns 1 point. Kills made after this time attract no bonus points for speediness.
Difficulty: At their discretion, the Umpire may award up to 2 points for kills which show a great deal of effort or particularly clever kill methods.
Theme: At their discretion, the Umpire may award up to 2 points for kills that are particularly thematic – kills of a poetic nature or that recreate a famous kill scene from a favourite movie, TV show or video game, for example.
A kill will always receive at least one point. Legal kills made against an Assassin who is not an assigned target (but was, for example, bearing) will not receive time points but will score at least one point.
The living Assassin with the most points at the end of the game is the winner, and will receive a prize of the Umpire’s choosing. The Umpire will also award other prizes, according to their own inclination or whim, for amusing or innovative kills or for other things of the Umpire’s choosing.
8. Health and Safety
As a game involving mock combat and assassination in public areas, it is very important that all gameplay is subject to the restrictions in this section and all players must have read this section in full.
An item may not be used as a weapon if:
-It could conceivably cause actual pain or harm to anyone.
-It could conceivably be mistaken for an actual weapon. Actual knives may not be used as knives. All toy guns used must be brightly coloured (like NERF guns) so that they do not look at all authentic.
-It could conceivably cause public alarm, or its use could bring the Guild into disrepute.
Similar rules apply to indirect kills. No player should ever behave in a manner which:
-Could conceivably be seen as threatening or liable to cause pain or harm. Members should be very careful, when “poisoning” food or drink, not to do so in a public place where it could be mistaken as genuinely dangerous. For obvious reasons, never attempt to “poison” a player’s drink in a bar or nightclub.
-Could conceivably cause public alarm or bring the Guild into disrepute.
There follows a list of specifically disallowed weapons. This list is not comprehensive, and in the case of any weapon which may fall foul of the rules above, players should ask the Umpire.
Body armour or shields of any kind.
Any form of gas weapon.
Physically writing on yourself to give yourself a weapon.
Realistic looking guns of any kind, including but not limited to BB guns, air pistols, cap guns or items that replicate the sound of a gun, rubber pellet guns, and so on.
Any form of “bomb” or other “explosive” device that could be construed as real under any possible circumstances or would incite public alarm.
“Fire-wheel” Rubber Band Guns.
Realistic knives and swords; plastic knives with retractable blades; metal cutlery; LARPing items; martial arts aids or similar (in short, anything that looks like a real knife).
Powders of any kind.
Anything other than paper sent through the post.
Any gun in the NERF Rival range, which are specifically designed for adults rather than children.
A list of weapons that have been cleared as safe to use may be found on the website. This list is also not comprehensive – any weapon may be used if it does not fall foul of the rules above.
Water weapons may be used, subject to the above restrictions. A player may restrict or disallow the use of water weapons within their own home (see Section 4, Registration). Water weapons should always be used with common sense – do not thoroughly soak someone, and if a player is wearing formal clothing, carrying items that may be damaged, or similar, refrain from using water weapons.
There is a lively community, within and without the Guild, around modifying NERF weapons to give them more bite. However, modded weapons must be pre-approved by the Armourer, and a modded weapon that has not been approved by the Armourer may not be used.
For the safety and security of the members of the Guild, and to avoid undue disruption to the wider student community of the University, certain areas are deemed Hallowed Ground.
Hallowed Ground is divided into three tiers, each regulating the types of weapons that may be used in these areas:
Red Areas are Hallowed Ground. No kills or kill attempts may be made here, ever. Red Areas include:
Lecture theatres and other places while a lecture, seminar, or academic meeting is in progress. A session is considered to begin when a lecturer/supervisor enters the room, or from 2 minutes before the official start time of the session, whichever is sooner. A session ceases to be in progress whenever the lecturer/supervisor leaves the room, until and unless they return.
Official science laboratories, computer laboratories (e.g. the Lewin Lab) and scentific practicals are off-limits at all times.
Any player’s home between the hours of 11:00PM and 8:00AM.
Anyone driving a car, riding a bike, horse or public transport or involved in “serious” activity on the water and so on is on Hallowed Ground until they disembark.
Anyone working a real job is on Hallowed Ground whilst on duty.
Anyone inside the premises of a bank, building society, government building, hospital, museum, sports hall, or religious building is on Hallowed Ground. This includes queues and the immediate vicinity of ATMs.
Anyone in an airport, museum, train, tram, or bus station is on Hallowed Ground. Auditoriums for plays or cinema (including backstage) are also off-limits during and immediately before and after a performance. Any area where a production is being performed counts as an auditorium.
Organised sports activities are Hallowed Ground. This does not include impromptu kickabouts, but formal or pre-arranged team practices are safe. All participants are on Hallowed Ground for the duration and immediately before and after the practice.
Players in discussion with the current Umpire are on Hallowed Ground until the meeting is concluded (Umpire’s discretion).
Yellow Areas require an extra degree of caution. Kills may be made here provided they are both quiet and do not disturb anyone who may be nearby. This includes areas such as the Information Commons and other libraries, the Union*, Interval and Bar One. In essence, any public area where people might be disturbed that is not covered above falls into this category. Nerf guns, water-weapons and other clearly unsubtle weapons may not be fired in these areas, though players are reminded of the Bang! rule (see Section 6, Kills). Any enclosed public area is deemed yellow.
Green Areas are fair game- anything goes, subject to the rest of this book. Anything not listed in this appendix should be considered a Green area unless common sense clearly indicates otherwise or unless deemed otherwise by the Umpire.
Assassins may take shortcuts through Hallowed Ground to reduce the danger to themselves- however, they may not be used as a means of escaping a current pursuit. Players may not open suspicious packages on Hallowed Ground to avoid death.
If a player flees into Hallowed Ground while being attacked, they are in breach of the rules, but nevertheless combat should cease and the circumstances reported to the Umpire, who may choose to award the kill against the player anyway.
If there is any confusion about whether a given area is Hallowed Ground or if you believe something needs to be added to this section, please contact the Umpire or Rules Officer.
In addition to the above rules, the following rules apply:
Players may request any player to leave their home at any time. In the interests of privacy and dignity, if you are asked to leave a home you must do so. We encourage players not simply to invoke this rule to avoid death, but ultimately the Guild must respect the privacy of one’s own home.
The Guild wishes its members to attend Guild events and meetings without fear of being mercilessly butchered, as otherwise attendance tends to dwindle. As such, any Guild event is deemed red Hallowed Ground. Any player travelling to or from a Guild event is deemed to be on red Hallowed Ground. In any case where there may be dispute about whether or not a player is in the process of travelling to or from a Guild event, the Umpire will normally rule in favour of the player who has been attacked.
Indirect Kills on Hallowed Ground
No trap may be set on Red Hallowed Ground, with the following exceptions:
E-mail bombs always kill, regardless of where the player is when reading it.
Traps should not be set in player houses between 11:00PM and 8:00AM, but a trap previously set and triggered during those hours is still valid. This includes letter bombs.
In addition to the other rules in this section, players should be aware of the following:
-Players must not use physical force to restrain or compel one another.
-Players who are visibly intoxicated are considered to be on red Hallowed Ground.
-Players must not impersonate a member of the emergency services or an Officer of the Game.
The Officers of the Game may decide to stage a ‘Drop’ event for assassins in the game. A Drop is a particular challenge or mini-game set by the Umpire – it may involve pitched battles in a park, or a treasure hunt with Zombies dispatched to hinder you, or an escort mission involving the protection of a particular player from ravenous Zombies. The exact rules, location, and time will be set by the Umpire, who will give out rewards in the form of points or gameplay advantages for effective participation. These rewards can often be critical in deciding a game, so players are encouraged to participate.
Drops are not inherently Hallowed Ground, but the Umpire may choose to declare any period, or all, of a Drop to be classified as Hallowed Ground. The Umpire will always specify the extent of any Hallowed Ground status. In these circumstances the Umpire may still declare a player dead within the main game as a result of events within a Drop.
A Duel is a set combat between players, under terms set by the Umpire in consultation with the players.
Any player can request a Duel with any other player by sending their request to the Umpire.The Umpire will not normally rule in favour of a Duel unless both players wish the Duel to occur. If permission is granted, the following conditions will apply:
The Umpire will specify a time, location, and rules for the combat, in consultation with the players. Depending on the preferences expressed, the rules might be as simple as the first player to score a hit with a NERF guns wins, or might be more complicated challenges.
Once a Duel is agreed to, players should make sure to show up for the Duel. Penalties may apply to no-shows.
Players participating in a Duel are on Red Hallowed Ground while participating and for 5 minutes beforehand while travelling. Losing a Duel normally results in a player being deemed dead in the main game.
The Umpire may, at their absolute discretion, refuse or cancel a request for a Duel, in circumstances including perceived overuse of the mechanic.
The Umpire may suggest a Duel between two players where the circumstances of an attempted kill are in dispute.
11. The Wanted List and the Sheffield Zombie Police Department
The Sheffield Zombie Police Department are a group of players who take on the role of the bloodthirsty enforcers of the Umpire’s will, under the command of the Zombie Police Captain, a volunteer appointed by Committee before the game begins. They are employed to fire upon wrongdoers. A Zombie Police Captain is technically a player of the game under the same rules as any other Zombie, though they should consult with the Umpire in carrying out their duties and attempt to make the game fun and engaging for all players.
The Wanted List is a list of players, circulated at the end of each game day, who may be hunted down by the Zombies and by any player. Players are added to the Wanted List by the Umpire usually for falling foul of one the following rules:
Being extremely deadly and having the most points midway through the game. Such players clearly need the extra challenge.
Being lazy/incompetent and making no effort to kill their target. This usually kicks in 3 days after target assignation.
Use of unsubtle weapons which would have caused civilian casualties. Eg. If you kill your target with a bomb that demolished the whole building, the target will be deemed dead, but you will find yourself on the Wanted List for collateral damage.
Minor rules breaches. Players are reminded that major and repeated rules breaches, such as those that cause genuine alarm to members of the public, can be punished with disciplinary action and potential removal from the game.
Any player who dies will have an invitation extended to join the Zombie Police by sending their details to the Zombie Police Captain. A player may, if they wish, choose to begin the game as a Zombie. Zombies are encouraged to hunt down players on the Wanted List using the same methods as other Assassins. In particular, Zombies are highly corruptible and are encouraged to extort bribes from living Assassins in the form of information on the whereabouts of other players the Zombies may be seeking. This corruption can go so far that Zombies and Assassins have been known to join forces against other Assassins on occasion.
Zombies must shout the call “Zombies need brains” immediately before making an attack.
Zombies may not use indirect kill methods.
Zombies cannot be declared dead by the Umpire. If “killed”, a Zombie may not engage in combat with that player for the remainder of the day.
Zombies are also called on by the Umpire to assist in the running of Drops.
The Zombie Police Captain should encourage participation in the activities of the Zombie Police by actively seeking information, requesting further information from the Umpire, and organising co-operation amongst Zombie players in setting up ambushes, raids, and so on.
At the end of the game, the Zombie Police Captain will give out awards and prizes to his loyal troops. The Zombie who has scored the most kills is typically given an award, and further awards are given out at the whim of the Zombie Police Captain.
12. Version History
Sarah Coell, Tim Skew, Alec Spencer
Sarah Coell, Alec Spencer
Rosemary Cripps, Simon Hall
Rosemary Cripps, Simon Hall
Rosemary Cripps, Simon Hall
Ben Hawker, Elizabeth Hague, Jaisal Jivabhai, Ethan McManus-Wood, Adam Parsons, Ian Picker
Sam Waters, Ben Hawker