Don’t aim for the head, face, neck or groin. This applies to guns, melee weapons, thrown weapons, and (in the case of zombies) your bare hands. All Zombies will have a glowing ring hanging around their neck. It is more than just a decoration, but more of a guide to aim there or below.


Pull your blows. This means when using melee weapons, don’t hit people as hard as you can. We will demonstrate and train you to reduce the force of the blow before it connects. If you don’t think you’ll remember to pull your blows, it’s best not to use a melee weapon at all.


Don’t stab. The ‘cores’ in LARP-safe melee weapons are fiberglass rods. They are cushioned by the foam around them. But if you are using a thrusting, stabbing motion, the cushioning is less effective and the end of the core is much more likely to painfully jab someone. The safe way is to swing the weapon and whack your target on the shoulders, arms, legs or torso.


No improvised weapons. Don’t use your gun as a melee weapon, or a gun or melee weapon as a thrown weapon. And never, ever use inanimate objects from the venue as makeshift weapons. We do our best to remove hazards from our venues, but that doesn’t mean that it’s safe to break the leg off a table and start hitting people with it.


Don’t hit, push or grab. If you’re playing as a human, you can only attack using an actual larp melee weapon. If you’re playing as a zombie, you attack by clawing at people using your hands. Grabbing people and/or restraining them in any way is also not allowed. Stroking and gentle caressing are only permitted if you clear it before hand with the recipient, both in and out of character.


No fighting on the stairs. There will be hazard markings at the bottom and top of staircases to indicate the area in which combat is not allowed. When you reach a staircase, ascend or descend it at a reasonable pace – and preferably do not stop halfway. Try not to put other players in a situation in which they might feel compelled to fight on the stairs. If you’re playing as a zombie, slow down in order to allow human players to traverse the staircase before you catch them. If they’re coming up or down towards you, let them get off the stairs before engaging them in combat.


Leave the lights alone. The light levels in the venue have been adjusted so that they meet our minimum requirements for safety. This applies to overhead lights and any lighting which is plugged into a wall socket, including projectors. Survivors will have access to torches and glow sticks during their run, but any ‘fixed’ lighting should not be interfered with.


Doors. Doors are an important part of Deadtime stories. Zombies cannot open closed doors. Players are permitted to open a closed door. Some doors may be “locked” in game and require a combination or key to “unlock, these doors will be clearly marked and have instructions on how to open them nearby.  If a door is wedged open, leave it open. If a door is actually locked then it is not able to be used as part of the game by the Venue.


No smoking indoors and no alcohol. We don’t want to be killjoys, but alcohol and LARP don’t mix. You are welcome to recount your stories in the pub after the game, but don’t bring alcohol to the game itself. As for smoking – don’t smoke anywhere in the venue. Wait for some downtime then step outside.


Three strikes and you’re out

We know most safety issues are totally accidental, and you won’t get in trouble for something that’s not your fault – but we do operate a strike system for repeated thoughtlessness or deliberate mischief. A first offence gets the player a verbal warning. A second offence and we’ll take you off the current run. A third one, if it’s non-accidental, means we’ll ask you to leave. We hate doing it but it’s the only way to ensure safety.


The Safety Call

This is the most important thing to remember: if anyone gets injured, or you think that an injury is imminent, shout


as loudly as you can. When anyone shouts this, the game stops completely. If you hear this call, repeat it so that players further away can hear it too. Don’t rush to find out what’s happened; if someone is injured then it’s unhelpful for curious players to be in the way. When the problem has been resolved, the refs will resume the game. Usually this happens very quickly, which is another reason for you to hold your position.