Camp ZST 2026 Rules

Rules and expectations for participants playing the aforenamed event

Consequences of Breaking the Rules        2

Rule 0        2

Rule 0.A - Don’t be a Jerk        2

Rule 0.B - Follow all directions given to you by event admins & moderators        2

Rule 0.C - Maintain your personal safety        2

Overview of Humans vs. Zombies        2

Participation        3

Event Itinerary        3

Inclement Weather        3

Play Zones        4

Non-Play Zones        5

Play Zone Map        7

Non-Players        8

Game Clock        8

Game Pause        8

Exiting and Entering Play During the Event        9

Clothing, Gear, and Masks        9

Equipment        9

Missions        11

Player Rules        12

Tagging        12

Stuns        13

Disputes        14

Respawns        14

Zombie Rules        15

Win Condition        15

Original Zombies and Starter Zombies        15

Human Rules        16

Win Condition        16

Blasters        17

Throwables        21

Melee and Shields        21

Wounds        21

Perks        22

Perk IDs        22

Human and Zombie Perks        22

Human Only Perks        22

Zombie Only Perks        24

Consequences of Breaking the Rules

If a participant breaks any of the rules listed here, intentionally or otherwise, they will be warned and, if necessary, benched for a short cooldown period. If the participant breaks another rule, or the same rule again, they will be subject to dismissal from the event with no refund. Depending on the severity of the rule broken, the participant may be immediately dismissed from the event with no warning and no refund. The Admins may dismiss any participant for any reason they deem appropriate, including:

Rule 0

Rule 0.A - Don’t be a Jerk

This event is designed around friendly competition. Give all participants the benefit of the doubt. Be courteous. Be kind. If you have to ask “is this what a jerk does?” the answer is probably “yes” and you shouldn’t do it. Harassing, antagonizing, screaming, name-calling, and fighting of any kind are strictly prohibited. Sportsmanship should be exercised towards participants and event staff alike.

Rule 0.B - Follow all directions given to you by event admins & moderators

Moderators and admins are tasked with looking out for the best interest of this event. They may make changes to the rules, pause play, or otherwise make decisions without prior warning to players. This could be done to keep you or others safe, to keep equipment safe, or any number of other situations. All decisions made by moderators or admins are final and must be followed in earnest.

Rule 0.C - Maintain your personal safety

Players are required to sign a participation liability waiver prior to playing. A Waiver will be shared prior to the start of the event. Look out for your own personal safety and the safety of others when playing during the event. Do not climb buildings or structures. Do not jump from heights greater than 5 feet. Additionally, you may not participate in this event while under the influence of alcohol or other drugs.

Overview of Humans vs. Zombies

Players are split into two teams; the Humans and the Zombies. Most players will start on the Human team–only a small handful will start on the Zombie team. Zombies attempt to tag members on the Human team; if they succeed, the tagged human joins the Zombie team, and tries to tag the remaining Humans. Humans use Nerf™ or other toy blasters that shoot soft projectiles at Zombies. When hit, the Zombies are temporarily stunned. Humans win by surviving to the end of the event and completing missions. Zombies win by tagging all the Humans.

Participation

Due to the complex nature of Humans vs Zombies and its rules, this event is geared towards people aged 18+. Children ages 11 years and below are not permitted to play. Players aged 12-17 must have a participation waiver signed by a parent/guardian. In addition to the waiver, players aged 12-15 must be accompanied by someone aged 18+ who is responsible for their wellbeing. An online participation waiver will be shared prior to the start of the event.

Event Itinerary

This event runs from 3:00 p.m. Friday, May 8th to 12:00 p.m. on Sunday May 10th, 2026. All times are in Central Daylight Time (CDT). This itinerary is subject to change before the event day.

Friday, May 8th

Saturday, May 9th

Sunday: May 10th

* At admin discretion

Inclement Weather

Camp ZST will be played regardless of weather. In the event of severe weather, game play will be paused and all players must make their way to the storm shelter, located beneath the Pool Deck (See map below). If you are not near the shelter and severe weather is fast approaching, take cover inside a building immediately and try to contact Event Staff.

Play Zones

Buildings and Furniture

Trees

Non-Play Zones

Caution Tape

Barrier Tape

Safe Zones

Vehicles

Restrooms

Dining Hall

The eatery and kitchen within the dining hall are in play. If you have medication that requires temperature control, it will be stored in the kitchen refrigerators. Only players with explicit permission from Event Staff may access the kitchen refrigerators. Inside the Dining Hall (including the kitchen area) will be out of play on Friday night to accommodate late check-ins. Mods will announce when it is back in play.

During specific meal times, the dining hall will be out-of-play. Meal times will be announced via discord, and the whiteboard in the dining hall. The first 15 minutes of all meal times inside the dining hall will be a safe-zone time.

Kitchen

Moving through the kitchen (inside of the dining hall) will be a waterfall effect, described as follows: Once you step one foot inside the first doorway, you must continuously walk at a normal pace to the second doorway. Once both feet are 12 inches past the second doorway, you may run again. The kitchen is a no play zone while you are waterfalling through.

Storage Area

There is a storage area behind the dining hall that is not in play. This area contains trucks, dumpsters, old equipment, sheds, etc. Players may not enter this storage area.

Smoking

Smoking (which includes using e-cigarettes and vapes) is only allowed in the parking lot. Players taking a smoke break may remove their bandana during their break. All smoking trash (cigarettes, cartridges, etc.) must be disposed of in the proper receptacle (ash tray, trashcan, etc.). Upon finishing their break, players must immediately reapply their bandana. Recreational marijuana is not allowed at Camp ZST.

Ponds

Players may not swim or wade in ponds.

Water Jugs

5-gallon water jugs will be placed around the camp for players to use to refill cups or water bottles; these are in-play. If a player knocks over a water jug, they must restore it back to the condition it was in. If water was spilled, they must transport the jug to the dining hall, refill the jug, and then transport it back. Players remain in-play, and may be stunned or tagged, while restoring the water jug.

Cardboard boxes

Large, ~3’x3’x3’ boxes will be used as make-shift walls and obstructions. Players may not move or relocate these cardboard boxes. If a player knocks a box over, they must restore the box back to the condition and position it was in. The player who knocked over a box remains in-play while restoring the box.

Play Zone Map

Camp ZST Google Map

Non-Players

Game Clock

Game Pause

Exiting and Entering Play During the Event

The intent of this game is for players to spend as much time as possible in play. However, should you need to temporarily remove yourself from play, there will be a designated Out-Of-Play zone inside the Dining Hall

Players may not exit play to avoid being tagged/stunned.

In the event of an emergency, DO NOT use the exit steps above. Notify an event admin or mod of the emergency and all play will be suspended immediately to address the emergency. Event admins or mods will resume play when it is safe to do so.

Clothing, Gear, and Masks

Equipment

Banned Equipment

The following items are not allowed either by Babler OEC or Infectionaut Labs:

Flashlights, Lamps, and Lanterns

Laser Sights

Food and Drink

Medicine

Radios & Walkie Talkies

Tents

Missions

This game will have a series of missions and objectives. Missions are often for humans to accomplish but sometimes for zombies as well. Mission participation is optional for both teams; however, we highly encourage everyone to participate as they are the most fun and engaging parts of the game.

Objectives

Objectives may be used by players as part of missions, or they may be turned into event admins to receive rewards. The purpose of an objective will be described in the mission briefing that they pertain to.

Main Missions

Main missions progress the game. Successfully completing main mission objectives will aid your team in completing other missions and contribute to your team’s victory.

Main Mission Briefings

Prior to the start of each mission, players will be gathered and given information about the mission and its objectives. A board will be posted in the dining hall with main mission times. All briefings will take place in the Dining Hall. The Dining Hall will become a temporary safe zone 15 minutes prior to mission briefing, up until mission start. All participants at the briefing location are out of play during the briefing; players not at the briefing location are in-play. Players may ask questions regarding the mission during the briefing. Once the briefing concludes, play will resume (zombies may be escorted some distance away from the briefing location after the briefing concludes but before play resumes). Briefings will also be posted in the appropriate Discord channel. If no humans are present at the mission briefing, the admins will assume that all humans have been turned and issue a reset to re-allocate human and zombie players, after which the briefing and mission will continue.

Main Mission Completion

Once all mission objectives have been completed or time has expired, event admins will alert participants that the mission has been completed. An announcement will also be made in the appropriate Discord channel. Players will still be in play at this time. Should a main mission be abandoned (meaning no players from the team the mission is assigned to are actively working towards completing at least one objective) for more than 10 minutes, the admins will end the mission.

Side Quests

Side quests will be available to players at all in-play times during the event. Players can work on and complete side quests whenever they choose, aside from main mission briefings or any other times that the event admins suspend play. Participants who complete side quests will gain extra perks or other bonuses for their team. Players will find side quest cards out in camp. Once found, take the card to the admin building and pin it to the “Side quest board” for all players to access. Cards will be colored based on who the mission is for.

Orange = Humans, Purple = Zombies, Green = Both humans and zombies

Player Rules

The  following rules apply to all players:

Tagging

Logging a Tag

Stuns

Disputes

If a human & zombie are in disagreement over whether they were stunned/tagged:

  1. Defer to any event staff who witnessed the event
  1. Follow their ruling: staff are humans too and sometimes make mistakes. Sometimes those mistakes favor you, and sometimes they favor someone else.
  1. If no event staff witnessed the event, defer to a player who witnessed the event whom neither of the involved parties are close to
  1. This is to prevent bias from asking your buddy whether they saw you get tagged/stunned or not
  1. If no player witnessed the event, parties involved in the dispute may agree to a game to settle the dispute.
  1. Examples: coin flip, roshambo, rap battle, race, etc.
  2. All involved parties must agree to the game
  1. If a game cannot be agreed upon, a member of the event staff will choose a game for you.
  2. Other players should not interact with players solving a dispute

Respawns

In order for a stunned zombie (or freshly tagged human) to become active, they must respawn.

Respawn Methods

After a stunned zombie has touched a respawn beacon or a rolling respawn has elapsed, they may place their bandana back around their head.

Rolling Respawns

Respawn Beacons

Respawn Protocol

Spawn Camping

Zombie Rules

Win Condition

Original Zombies and Starter Zombies

Players should choose one of the following options when purchasing a ticket:

A lack of volunteers for starter zombies or OZs will result in a draft.

Do you want to be a Starter Zombie? NO

Do you want to be an Original Zombie? NO 

You may start mission zero as a human and you may start mission one as a human

Do you want to be a Starter Zombie?YES

Do you want to be an Original Zombie? NO

You may be a zombie for mission zero,

 and will return to human for mission one

Do you want to be a Starter Zombie? NO

Do you want to be an Original Zombie? YES

You will be a human for mission zero,

but may be an OZ for mission one.

Do you want to be a Starter Zombie? YES  

Do you want to be an Original Zombie? YES

You may be a zombie for mission zero,

and may be an OZ for mission one.

Original Zombies

Starter Zombies

Human Rules

Win Condition

Blasters

All blasters that a human intends to use must be inspected during check-in to ensure they follow the rules listed below. Blasters may be subject to review and/or removal by event admins at any time. Participants will be required to put all disallowed blasters back in their vehicles, storage totes, etc.

Concerned your load-out may not be approved? Hit up the #Q and A chat in the discord; post a picture of your load-out and your cause for concern ahead of the event, to speed up the check-in process.

Blaster Requirements

Paint and Aesthetics

All blasters must adhere to the below color codes.

Banned Blaster Types

The below list of blasters are not permitted.

Miscellaneous Banned Blaster-Related Objects

Allowed Ammo Types

The below are the types of darts or toy ammunition allowed. Generic brands of the below types are also allowed.

Banned Ammo Types

The below is a non-exhaustive list.

FPS Caps

Ammo Type

FPS Soft Cap (Max Average)

FPS Hard Cap (Max Allowed)

Full-Length, Half-Length, Rival, Ultra

120 FPS

130 FPS

Mega/Vortex

100 FPS

110 FPS

BoomCo, Rockets, Multi-Ammo Absolver, Mega XL

70 FPS

80 FPS

Blaster Testing Process

Blaster Tiers

Blasters are categorized under the following tiers

Single-Shot

Single-shot blasters may only have 1 piece of ammo loaded into the blaster at a time. If a blaster uses external ammo loading devices (magazines, hoppers, cylinders, shells, etc.), and those devices have the potential to hold more than 1 round, the blaster is not considered a single-shot. If a blaster uses internal storage for loading ammo, and that storage has a capacity greater than 1, the blaster is not considered a single-shot.

Examples of single-shot blasters: Nerf Jolt, Nerf Rival Knockout, Dartzone Max Solo

Mechanical

Mechanical blasters must be primed and fired by human or non-electronic systems, such as springs.

Examples of mechanical blasters: Nerf Hammershot, Nerf Hades, Nerf Rampage

Electric

Electric blasters are those that are primed or fired using electronic components, such as batteries. Blasters that have light, sound, or aesthetic effects (such as lighting up when primed or making a sound when fired) via electronic means are not considered electronic blasters.

Examples of electric blasters: Nerf Perses, Nerf Stryfe

Blaster and Ammo Tokens

Blaster Tokens

The appropriate blaster token must be secured to the keyring or chain to unlock the use of the approved blaster

Ammo Tokens

An Ammo Loading Component (ALC) is any device that a player must load with ammo prior to being able to fire their blaster. Examples include magazines, hoppers, and cylinders. ALCs may be integrated as part of a blaster, or may be an external stand-alone device. Ammo Tokens  allow for the use of ALCs to store/feed ammo. Players may carry as much loose ammo as they wish, but may only carry as many ALCs on their person as their Ammo Tokens can cover.

Internal ALC Examples:

External ALC Examples:

Example Load-Outs and Required Blaster and Ammo Tokens

Nerf Rival Fate: 1 Single-Shot with a ziptie on it (provided at blaster check-in)

Nerf Hammershot: 1 mechanical blaster token, 1 Ammo Token

Nerf Nemesis with 100-round hopper: 1 electric blaster token, 4 Ammo Tokens

Nerf Stryfe with 3 18-round magazines: 1 electric blaster token, 3 Ammo Tokens (one Ammo Token per magazine)

Two Nerf Hammershots: 2 mechanical blaster tokens (one for each blaster), 2 Ammo Tokens (one for each integrated cylinder)

Starting Load-Outs

During Mission Zero, all blasters will be allowed, even without the required blaster and Ammo Tokens. After Mission Zero, blaster and Ammo Token rules will be in place, and all players will start with only Single-Shot blasters and any number of throwables they wish to bring. 

Throwables

Socks

Throwable Testing Process

Melee and Shields

Participants are not allowed to use their own personal melee toys or shields. Any melee toys and shields will be provided by Infectionaut Labs during the event in the form of a Perk. See Human and and Zombie Perks for more information.

Wounds

Humans may become wounded. When wounded, a human must remain motionless (i.e. no firing blasters, using throwables, reloading, walking, running, etc.) until they do both of the following:

  1. Choose one hand
  2. Empty that hand of all equipment and objectives and raise it above your head

After doing the above, wounded humans may move like normal, but may not use the hand that is held above their head. Humans remain wounded until the next rolling respawn, or until tagged with both hands by a Medic. 

Perks

Gear that modifies gameplay. Players may only have 1 perk at a time. Active players may trade their perk with other players on their team. If a human is tagged and becomes a zombie, their perk is lost; no other humans may claim their perk. All perks will have some physical visual identifier that will be disclosed prior to the start of the event.

Perk IDs

Every human will start the game with 1 Perk ID, in addition to their Human ID. Humans may have more than one Perk ID. When a human is tagged, if they have a Perk ID, they may hand their Perk ID over to the zombie that tagged them and remain human. The zombie can exchange two Perk IDs to get a perk.

Unlike with Human IDs, zombies do not need to log a Perk ID. Newly turned Zombies may not redeem Perk IDs they carried when they were human–these will need to be turned in to event staff. Original Zombies who have a purple pinnie may choose to ignore all Perk IDs and immediately turn a human. They only have this ability once.

Human and Zombie Perks

Humans and Zombies will unlock perks by completing side quests and main missions.

Players may only have 1 perk on them at a time (excluding stim vial, lock pick, and wagon human perks)

Duffel Bag

Clear bag that can carry as many objectives as it can hold. The wielder must carry it everywhere while they’re in play and, if wounded or stunned, must empty the bag without taking it off.

Cryptid Bow

A bow that allows the wielder to turn a player to their team by hitting them with an arrow.

Human Only Perks

When a human turns, they must take any perks they have to the admin pit to turn in.

Humans at any point may visit the admin pit to reclaim perks that were lost when another human turned.

Humans do not need to visit the admin pit to swap perks with other human players.

Sword

Pool noodle sword that can stun zombies. Limit one (1) per human.

Wagon

Can hold X number of objectives (number will be posted on side of wagon) for transporting. Must stay on concrete paths around camp. One person on the scooter moves the wagon. In order to move the scooter, player must have at least 1 foot on the scooter or on the ground at all times with both hands on the handle bars. If no human is on the scooter, an active zombie may get on the scooter and move the wagon, and can only interact with objectives that apply to them inside the wagon (green marked objectives).

Medic

Human with a reflector on a red bandana that must be worn on the head. Tagging a human with both hands instantly removes their wound.

Stim Vial

A syringe with a slip of paper inside. When tagged, a human pushes down the syringe, crumpling the paper, and hands the syringe to the zombies, who may use it the same as a Perk ID. Unlike Perk ID’s, humans may use a stim vial on another human. Stim vial must be used before Perk ID. The human that the stim vial is used on must find the nearest active human and high-five them to rejoin the game. Humans may only carry 1 stim vial at a time. If humans die with an unused stim vial, they must turn it in at the admin pit.

Lock Pick

A one-time use item. Just a note card that says "lock Pick ability". Take to a mod and tell them what you would like unlocked. Mod will unlock it, or provide the code to unlock it.

Recon

Identified by Black Pinnie, Recon crosses their wrists above their head to be invulnerable to tags for 30 second intervals. Must count down from 30 to 0 upon entering recon mode. At zero, human exits recon mode and must take 5 steps before being able to re-enter recon mode. Recons in recon mode can be tagged by Ghosts in ghost mode

Gauntlet

2 Green fist gloves that allows wielder to tag active OZs (not any other zombies). Once tagged, the OZ becomes stunned, and remains stunned while wielder places one fist on OZ’s shoulder and walks them to the admin building. Upon reaching the admin building, OZ is stripped of their OZ Token.. If Wielder abandons OZ before reaching the admin building, OZ may respawn on the next rolling respawn as normal. At any point when wielder is tagged by a zombie, they take a knee, count down from 3, and stand at 0. If tagged a second time while counting down, wielder is turned zombie.

Zombie Only Perks

Zombies may present 2 Perk IDs at the admin building to exchange it for a Zombie Perk. Perk must be unlocked to choose it. Zombies can only have 1 perk at a time. Zombies must go to the admin building anytime they want to swap perks.

OZ Token

Denoted by Pink Bandana on OZ head. Stunned zombies may Hi-Five active OZ to instantly respawn.

Werewolf        

Zombie with two half-length noodles. They count as extensions of the zombie’s body. Any touch made by a noodle on a human or their gear counts as a tag.

Ghost

Zombie with white sheet over their head who becomes invulnerable to darts. Count down out loud from 30 to 0 upon entering ghost mode. The Ghost may quit the count at any time and self stun. Can only tag Recons in recon mode while in Ghost mode. When a human tags Ghosts with their hand or melee, the Ghost zombie is stunned.

Mummy

Zombie with a shield. Ammo or throwables that hit the shield do not stun the wielder, but ricochets off the shield can still stun zombies; the rest of the zombie can be stunned like normal. Zombies wielding the

shield may make tags with their hands like normal.

Changeling

Zombie can wear their bandana on the arm and carry a blaster. Player must remove bandana from arm and tie it around their head completely before making a tag, and bandana must remain on head while making the tag for the tag to count. Player will have a lanyard in their pocket to show they earned this ability. Player is still considered a zombie while in changeling mode.

Frankenstein

Identified by Green Pinnie When stunned–choose 1 limb to get rid of to instantly respawn (arm(s)–behind back; 1 leg–hop/stand on other leg; 2nd leg–on knees). Count down from 5, guaranteed 1 step/hop/knee walk before being stunned again,

After 3 uses–must follow regular respawn rules to re-enter play. Must follow regular tagging rules.

Hydra

Zombie with a large lever on its back. When stunned, they must pull the lever, yell “Boom”, and count down from 10 to 0. While counting down, Zombies may run around the Hydra to instantly respawn. The Hydra or another Zombie may pull the lever to stun the Hydra and trigger the respawn effect. Hydras always respawn after 5 full minutes (not on the rolling respawn timer).

Swamp Thing

Zombie with a yellow pinnie and two throwable spores that wound humans on impact. Ricochets off players and their gear also count as wounds. They can still be stunned while trying to retrieve the spores, but they may retrieve the spores while stunned as long as they aren’t interacting with other players, blocking shots, etc. Swamp Thing zombies must follow all rules as described in the Throwables section of the rules.