Vampire Tag
I. The Basics.
As I said before, the game
must be played at night on large wooden playground. The more tunnels
and towers and bridges, the better. Try to pick a place that isn't
too close to houses, because if you get too loud people tend to call the
police and usually these playgrounds are on school property and if you're
a dick to the cops they could arrest you for trespassing.
Anyone who is under
the influence of any drug whatsoever should not be allowed to play.
There's two reasons for the this: 1. If the cops come and see that you're
drunk and/or high they will not be nice, and 2. You're going to be running
around in the dark on a structure that was designed for individuals much
smaller than you. If you're messed up, the chance of injury skyrockets.
You need a minimum of five
people to play, the more the merrier. With less than five, it won't
really work. Trust me on that one.
You must stay on the wood.
If you touch the ground you are stunned for ten seconds. You cannot
move during this time and you must count "one one thousand, two one thousand?"
and so on out loud. When you are done counting you are free to move.
A stunned player can be tagged. You do not want to be stunned.
If you just touch the ground while walking along, or if you trip and fall
onto the ground, just say your count and continue. If you touch the
ground when trying to jump from one piece of wood to another, if you are
within a reasonable distance from your target, meaning it's within arm's
reach, you may step onto that piece, say your count, and continue from
there. If you do not land within arm's reach, you must go back to
where you came from, say your count, and continue from there.
There is a minimum of physical
contact. This is not a contact sport. In order for a vampire
to tag a human, he has to touch them with one hand around the shoulder
or neck, kind of like the Vulcan nerve pinch that Spock does on Star Trek.
Of course, you're not actually pinching, just touching. A minimum
of pressure should be used. When a vampire tags a human, they become
a vampire and they must howl loud enough for the others players to hear,
but not loud enough to bring the cops. There is no actual biting.
For a human to tag a vampire,
they must touch him with a stake on the chest or the back. Obviously
you do not want to use real stakes for this. A stake is usually made
out of some kind of cardboard tubing with a cushion of some sort taped
to one end so that you couldn't possibly hurt anyone with it. When
a vampire is successfully staked, they turn back into a human and say,
"Thank you kind sir."
At the beginning of the night,
everyone gets a number which they must remember the whole night.
This comes in handy when you think the game might be over and you want
to be sure. If you're a vampire, and you're pretty sure everyone
else is too, then you can call a vampire count. If number one is
vampire then he is to say his number out loud so that all the players can
hear it. Then if number two is a vampire they'll say their number,
and so on. The count goes in order, and if someone doesn?t say their
number then the count stops. If this happens, then you know
there's at least one more human left. After they're tagged, you can
call the count again. If a count goes through all the way to the
end, then the game is over because that means everyone is the same status.
Only humans can call human counts, and only vampires can call vampire counts.
Only humans will count off during human counts and only vampires will count
off during vampire counts. In other words, do not lie about your
mortal/immortal status. Clear?
Before the game begins, everyone
draws a card to see what they will begin as. These cards can be regular
playing cards, Magic cards, or anything else. Just make sure that
they are all the same except for one, which should be markedly different.
This different card, usually the ace of spades is a good choice, will be
the vampire card. The other cards, which should all be similar to
avoid confusion, are the human cards. You will only need one card
for each person that is playing. Before the game the cards are shuffled
and everyone draws one, looks at it, and puts it back face down so that
no one else sees what they got. The purpose of this is to conceal
the identity of the vampire.
After everyone has seen their
cards they can take their place on the field. After a minute or so,
the person who dealt the cards should say, "The game's afoot," or, "Game
on," or something that clearly means "Start the game, you freaks!"
The same person can do this all the time if you want, but another way to
do it would be to have number one deal and call the first game, number
two do the second game, and so on. When the game has been called,
the fun begins?
II. Humans.
Chances are that you will begin
the game as a human. After the cards have been drawn, the best strategy
for a human is to find a weapon. You see, before the game started, everyone
faced away from the field and the weapons were tossed over the players'
shoulders out into random positions on the field. You cannot touch
the weapons before the game begins, but you can hover above them and pick
them up as soon as you hear the game called.
In a typical game there are
two stakes and one cross. In a particularly large game, over 10 players,
you might want use more. Try get evenly matched games. Neither
humans nor vampires should win too easily. As stated before, the
weapons should be made of cardboard tubing with padding secured by some
kind of reflective tape. The tape is there so you'll be able to find
them at the end of the night with a flashlight. The weapons are designed
so there is no way anyone could possibly be harmed with them.
The weapons are the sole property
of the humans: vampires cannot touch the weapons. This does not just
mean that they can't use them, it means they can't kick them around or
hide them or screw with them in any way. So, if you are the clever
human who grabbed the weapon at the beginning of the game and you see someone
else coming towards you, what you should do is hold it out and say, "Touch
this." If they do, you know they are human. If they do not,
it means they are either a vampire or a very stupid human. Touching
the weapons like this is called the human handshake.
The Stake: In
order to successfully stake someone, you must touch them with the padded
end of the stake in the front or back somewhere above the waist and below
the neck. The sides do not count. The head does not count.
Legs, arms, or shoulders do not count. Front or back of the torso
only.
The stake only has one charge. Once
you stake someone you must say, "Stake up," and toss the stake over your
shoulder into a random place on the field. If you are on the edge
of the field, don't toss it out. Throw it so it stays in, just don't
watch it. Do not chase the stake after you toss it. This is
considered Very Bad Form.
Important: vampires cannot reach around
the stake. They cannot get a human if the human has a stake and is
facing them. Of course, if a vamp sneaks up behind the wielder of
the stake, they can get him.
When a vampire is staked,
they change back into a human. When this happens they should say,
"Thank you kind sir." When anyone is turned, whether it be human
to vamp or vamp to human, they get 10 free seconds where they are nothing.
During this time they can run across the ground without being stunned.
This is so that they can get out of a sticky situation. Once you
start playing, you'll see why this is important.
What happens when a human
is staked, you say? In this unfortunate circumstance, the human becomes
a ghost. Always give players a chance to touch the stake because
being a ghost sucks. You cannot touch the weapons or affect the game
in any way. You are out. The only good thing about being a
ghost is that you can walk over the ground without being stunned and follow
the person who ghosted you and "haunt" them. You can reveal their
location to the other players, etc. Ghosts count off as both a human
and a vampire. Whatever count is called, you must count! There
is no way to be un-ghosted short of starting a new game.
The Cross: The
cross has two powers. The first is that vampires cannot approach
it. They don't have to move back if you approach them with it, but
they cannot move towards you. This applies to all vampires who are
generally in front of you in your range of sight. If there's one
coming in from the side, he is not affected. If one is sneaking up
behind you, you?re really screwed.
The cross also has a charge, which can
be used by invoking it. To invoke the cross, the wielder of the weapon
must say, "Flee evil hellspawn!" or something similar. When the cross
is invoked, all vampires in the wielder's range of sight must run away
for 10 seconds, or to the other end of the field, whichever comes first.
A vampire cannot be forced to run outside of the field. A vampire
can, however, be forced to run into a human ready to stake him. Once
the cross has been invoked, the invoker must say, "Cross up," and toss
it, just like the stake. Remember, chasing weapons is Very Bad Form.
The two weapon rule:
humans are, by nature, uncoordinated. If they are holding two weapons,
they can't use either of them. One has to be dropped, passed off
to someone, or tossed away before the other one can be used. A human
who holds out the cross while keeping a stake in their back pocket is toast.
The cross will not work until they remove the stake from their person and
drop it.
III. Vampires.
The vampire's job is to make
other vampires. They way this is done is by touching the victim's
shoulder the way I described above (Vulcan nerve pinch.) Whenever
two vampires tag each other at the same time like this, it's called the
vampire handshake. Always give the handshake. You could catch
quite a few humans who are trying to play it cool and sneak past you.
There is absolutely no biting
allowed. We are just pretending to be vampires, OK?
As stated before, the vampires
cannot touch the weapons. At all. Ever. The vampire cannot
reach around the stake. They are defenseless when confronted by a
human with a stake, except for the three special vampire powers.
Each of the following powers may only be used once per incarnation as a
vampire. Example: you are the first, or "head", vampire.
You have used each of your powers once. They are gone. You
get staked and turned back to human. Five minutes later you get tagged
by another vamp. You are considered a new vampire, and you now have
all three powers back.
Power 1 (Bat): Bat
allows a vampire to run across the ground without being stunned.
To use the power properly, the vamp must point at a piece of wood he wants
to run to, say "Bat," and run in a straight line to the first piece of
wood that lies the in direction he pointed. The vamp may not jump
a piece of wood in his path and keep going to the next one, he must stop
at the very next piece of wood. Also, the vampire may not change
course in mid-run. If he does this, he is stunned and must count
the 10-second penalty. This power is useful for surprising prey who
think they are safe. Show them the folly of their ways.
Power 2 (Snatch): Snatch,
also called Grab, is another way to tag someone and make them a vampire.
To successfully use Snatch, the vamp must grab a human's wrist, arm, ankle,
or side and say "Snatch," or "Grab" while they have a hold of the person.
Take care not to hurt or trip anyone while attempting this. Remember,
minimal contact. You don't have to keep hanging on, just grab, say
the word, and let go. Do not Snatch necks, breasts, or crotches.
That's just rude. When a person has been Snatched, they turn into
a vampire and must howl.
Power 3 (Mesmerize):
Undoubtedly, this power is the cause of the vast majority of arguments
that have erupted during my experience playing this game. Basically,
Mesmerize allows a vamp to give a short command to a human and the human
must follow it, unless it causes or will cause direct harm. "Stake
yourself" will not work. "Freeze" will not work. "Throw it,"
"drop it," "run away," or "stake him/her" are all valid commands.
In ideal circumstances, the power would only work when eye contact is made.
Since we are playing in the dark, the power will work when a human's uncovered
face is visible to the vampire, and that face is looking in the direction
of the vampire. It does not matter if the human is not looking at
the vampire, and the brim of a hat will not block the power. The
only way to prevent being affected by this power is to keep your arm up
in front of your eyes. Do not actually cover your eyes, just keep
your arm up. The vampire can keep trying to use this power until
they have successfully influenced a human. In other words, saying
"Throw it," to a player holding no weapons does not use up the power.
Remember, the vampire only
has each power once, so don't forget what you've used and what you haven't.
IV. The End.
When you think the game is
over, call a count. Remember, only humans can call human counts,
and only vampires can call vampire counts. Ghosts, and players who
are sitting out a game, always count off. The counts should not be
used as tools to see who's left. They are to make sure the game is
really over.
Everyone always wins.
Usually. You see, there is one way to get an individual victory.
If the last human or vampire hides so well that everyone agrees to give
up looking for them, they achieve Sunrise. The night is over.
They made it. This is much, much harder to get than you might think.
Try it if you don't believe me.
This is a team game.
Do not try to be the best. Overly-competitive people are an absolute
nightmare to play with. You should not care whether you're human
or vampire. Just play the game, and don't get hurt. Never play
when it's snowy, wet, or slippery. If someone gets hurt, call a Time
Out and stop the game until they're OK. If someone gets confused
and needs clarification of the rules, call a Time Out and decide what ruling
best keeps in the spirit of the game and having fun.
If there is an argument, stay
where you are until it is settled. I can't stress this enough.
As soon as everyone comes over to see what's going on, the parties involved
both say, "Fine!" and walk away, leaving everyone in a big clusterfuck.
Don't let it happen to you. If you are involved in an argument, instead
of screwing up everyone else's game just switch places with the other person
and continue, giving each other the customary 10 seconds free time for
a change of status.
If the police come, be polite. Explain
that you are just playing a game. Show them that you have no alcohol
or drugs, and they'll usually just ask you to leave. When this happens,
pick up your stuff and leave. Do not screw around. Do not pass
go. Do not hide from the cops. They hate that.
I know there's a lot of rules
here. Following them to the letter is not what's important.
Feel free to modify them if it will make things more fun. Just stay
true to the spirit of the game. And that's it, except for one optional
rule.
Hightower: A Hightower must be called at the beginning of a game before the cards are dealt. It takes two to Hightower. The two players who want to Hightower draw their cards to find out what they are, and then go stand together, preferably on top of a high structure on the field, face each other, and put their hands together raised up to form an upside-down "V." When the game is called, if one is the head vampire, the other automatically becomes a vampire and must howl. If neither is the vampire, nothing happens and you both look like jerks.
Feel free to distribute this
file, give it as a Christmas gift, whatever. I, the author of this
document, will not be held responsible for what you do with this information.
I am not advocating or condoning any illegal activities. Your life
is your own. Don't blame me if you fuck up.