Zombies starts with an outbreak of one or two. Every survivor a zombie hits turns into a zombie too, so the horde grows with every shot until one survivor is left standing against everyone else.

It is the most dramatic mode on this list and a guaranteed favourite at birthday parties: nobody sits out, the tension builds all round, and the final stand is something the whole group watches. It scales from eight players to thirty without changing a rule.

At a glance

Players 8 to 30, every player for themselves
Ages 9 and up, supervised
Field Birthday-party size or full field, lots of scattered cover
Round length 5 to 10 minutes, or until one survivor is left
Gear The core kit plus green vests or armbands for the zombies and cones for the Graveyard

Setting up the field

Use plenty of scattered cover instead of two mirrored halves: survivors need places to run to. Mark a Graveyard in one corner with cones and a gravestone (a cone or a flag) inside it, and a Town at the far end where survivors start. Keep a stack of green vests or armbands in the Graveyard.

Start with one zombie for every eight players: one or two for most groups, three for a big field.

Setup: patient zero in the graveyard

Setup: patient zero in the graveyardGRAVEYARDTOWNZZZombies count to 10ZombieSurvivorBunkerGraveyard
One or two zombies start in the Graveyard. Everyone else is a survivor and spreads out from the Town before the zombies come out.

How to play

1. Patient zero

The starting zombies put on green vests and wait in the Graveyard, counting to ten aloud while the survivors spread out from the Town.

2. A hit turns you

When a zombie hits a survivor, that survivor raises a hand, walks to the Graveyard, puts on a green vest and counts to five before hunting as a zombie.

3. Survivors fight back

Survivors can shoot zombies, but a hit only stuns: the zombie walks back to touch the gravestone, then rejoins. Zombies are never eliminated.

4. The last stand

As the horde grows, survivors run out of places to hide. The last survivor standing wins the round.

5. Pass the outbreak on

The winner picks the next round’s starting zombies. Some groups make the winner patient zero instead.

The infection: a hit turns you

The infection: a hit turns youGRAVEYARDTOWNZHit: you're a zombie nowZombieSurvivorOutFoam-arrow shotWalks to the graveyard
A zombie hits a survivor. The survivor raises a hand, walks to the Graveyard, pulls on a green vest and comes back as a zombie.

Fighting back: stun, don't cure

Fighting back: stun, don't cureGRAVEYARDTOWNZHit zombie: back to the graveyardZombieSurvivorFoam-arrow shotZombie movesGraveyard
Survivors can shoot back, but a hit zombie is only stunned: it walks back to touch the gravestone, then rejoins the hunt. Zombies are never out.

The last stand

The last standGRAVEYARDTOWN1ZZZZZLast survivor standing winsZombieSurvivorZombie moves
The horde closes in on the final survivor. Whoever is last standing wins the round and picks the next round's starting zombies.

Rules that keep it fair and safe

  • Zombies plant their feet to shoot. No shooting on the run; it keeps shots controlled and stops collisions as the horde closes in.
  • Respect the minimum shooting distance. Inside it, a zombie tags by calling out “Got you!” instead of shooting.
  • Players heading to the Graveyard walk with a hand up, and no one shoots at a player with a hand up.
  • The Graveyard is a no-shooting zone, in and out.
  • A hit on a survivor who is already walking to the Graveyard doesn’t count twice.
  • A clear vest or armband for every zombie, so there is never a doubt who is who.
Before the first arrow: masks on for every player, light bows, inspected foam-tip arrows and a referee with a whistle. Our safety standard has the full checklist.

Variations

Outbreak: only zombies have arrows. Survivors play without bows and win by not getting hit. To stop anyone hiding forever, the referee counts to ten aloud and every survivor must reach a different piece of cover before the count ends. Great for younger groups, because only a handful of players are shooting.

Survive the clock. Set a timer. If any survivors are still standing when it runs out, all of them win; if the horde gets everyone first, the zombies win.

The cure. Stand one foam knockout target in the middle of the field. A survivor who knocks it down turns one zombie back into a survivor, and the target goes back up.

Zombie walk. Zombies may only walk, never run. It gives survivors a fighting chance on a big field.

Get the gear for this game

Zombies needs the core kit plus green vests or armbands for the zombies and a few cones for the Graveyard. Our birthday and full-field kits cover the rest, including pinnies.