past year

Transition to Life

A workshop by Gail Tomlinson on Transitioning to life after disability.  Explore different strategies on successful exploration of discovering new ways to see a life that is now different.  Gail is a disability Specialist at one of the local collages providing such ideas to those living with disability.  You don’t want to miss this.

MICROGREENS WITH MIA

MICROGREENS WITH MIA

Learn all about the latest in home grown, Microgreens and why there good for you and how easy it is to do, in the inner cities you are seeing old building becoming micro green farms.  Great for rehabilitation reasons and survival those who know how to grow their food will always have food

Expressive Collage

Bring some pictures of yourself as we talk and put together a collage of what we are feeling and hoping you won’t want to miss it, bring magazines and scrap booking stuff if you want, we will have some too.  What a great way to explore

Human’s Vs Zombies

ZOMBIE MASTER

Humans Vs Zombies Rules:
Rules of the Game:

Objective: The objective of playing Humans vs. Zombies is to have a good time, meet new people, and have plenty of stories of badassery to tell over the course of lunch during the long winter months. That being said, the “human survivor team” has a goal of surviving the duration of the game while completing various missions. The “zombie team” have a goal of nom-noming the humans over the course of the game, and possibly completing a few missions of their own.

BASIC RULES OF THE GAME HERE IS A SAMPLE OF A MISSION

Human Play

All players (except for the Initial Infected) start off as human survivors. Humans will be given missions several times a day, with various rewards given upon completion. Rewards may include helpful information for a future mission, adjustments to how zombies respawn, weapons to be used against the growing zombie horde, or any number of other useful things.

Humans must identify themselves at all times by wearing a bright orange band around their arm, designating themselves as a player. This armband may not be hidden or concealed. Be proud of your humanity! If you leave your dormitory, it needs to be on. The Moderator Staff recommends adding classy orange armbands to your sleepwear; your significant other will love it!

Humans may stun zombies by either hitting a zombie with a thrown sock or a launched foam dart or disc. Socks/Darts/Discs must be airborne when they contact with the zombie for the hit to be valid. Upon being struck with a sock/dart/disc, the zombie must move their headband to around their neck to show that they are stunned and immediately make their way to one of the Zombie Spawn Points. Stunned zombies may not interact with the game in any way, and must leave the general playing area (no play during workshop times)
A human who is tagged by a zombie must immediately remove their armband from their arm, and hang it around their neck as if they were a stunned zombie. The ‘dead’ human should then give their index card to the zombie that killed them so that the kill may be logged on the website. The ‘dead’ human is then out of play until they tag a Zombie Spawn Point, after which they may tie their armband around their head and continue play as one of the walking dead.

Zombie Play

Zombies get hungry. Often. With that in mind, a zombie’s primary mission is to tag as many humans as possible. All active zombies must wear a bright headbands around their head, to designate that they are active players who are on the prowl. Headbands may not be concealed under hoodies, masks, etc, and must be easily visible from a distance. Show the world how hungry you are!

One or more player(s) is/are chosen at random from a list of volunteers to be the Initial Infected. That player is not revealed publicly until either 5 kills have been made or the first sunset of gameplay occurs, whichever comes first. During the “hidden” period, the OZ may wear his headband around his arm and masquerade as a human. After the OZ has achieved at least 5 kills or let the sun set, the OZ must wear his bright band around his head like other zombies.

Tagging a human must be a ‘firm’ touch. Tags may be one-handed, and should be felt by both parties. Tagging items worn, such as backpacks, foam blasters, etc., count as valid tags. Upon leaving a area, a zombie must count aloud for 5 seconds. Only after the 5 second count has occurred may a zombie make a tag. Upon tagging a human, be sure to collect your half of the ID card from the ‘slain’ human for bragging rights. If the human does not have an ID #, or disputes your tag, both of you should then find a moderator to work out the matter.
A thrown sock or foam dart/disc that contacts a zombie stuns them. If you are stunned, hang your headband around your neck to show everyone that you are stunned, and immediately make your way to a Zombie Spawn Point. Interfering with active players while stunned will make you unpopular with both sides, and likely get you removed quickly from the game. If you are stunned, you MUST physically touch a Zombie Spawn Point before resuming play in the game.
Zombies may not carry objects around as shields. Zombies may also not move objects to create shields or mobile forts for other Zombies. Zombies may hide behind terrain features such as trees, bushes, and hills; just don’t try to move them from where you find them.

Important Equipment:

1 bright armband/bandana. Humans wear them on their arms; Zombies on their heads.
Balled up socks. Please do not add weights to socks, or any other methods of getting around this rule. Just use balled up socks.
A Foam Dart or Disc blaster, such as the popular Nerf or Buzzbee toys. Water-based squirt guns, laser pointers, Airsoft guns, and Gel-style pellet guns are not allowed, . If you’re not sure about something, ask a moderator.
A 3×5 Index Card. Index Cards will contain your name and ID#. You must always have your index card with you while you are playing.
A watch, cell phone, or other way to keep track of time
Sturdy yet comfortable shoes. You’ll need them.

Important Game-specific Rules:

Homemade or modified foam ammunition will be allowed on a case by case inspection basis. All ammunition must be reasonably safe. We reserve the right to disallow any ammunition or other equipment that we feel to be unsafe.
All modified foam blasters must be inspected for safety prior to play by a moderator. Game is active in playable areas only. Non-play areas will include, but are not limited to, cooking area, campfire,
No cars, , tree-climbing, or such hazardous activities. Let’s stay with our feet on the ground.
No melee or hand-to-hand weapons. This includes Nerf-brand swords and battle axes, pool noodles, etc.

Safe Zones:

Humans are considered safe from Zombie attack inside of any safe areas. Safe areas include all workshop times, , in tents, and rest rooms,. Humans must have both feet outside of any safe areas to be ‘killed’, and likewise zombies must have both feet outside the safe zone to make a ‘kill’. Humans may stun zombies from within these safe zones, in order to escape. We ask that Humans not shoot into safe zones when possible; we require that both sides not abuse this rule for The safe zones are safe. Don’t be a a$*.

Certain areas (such as the road) will be marked as No Play Zones. While you can obviously go to your car if you need to, there are not many reasons to legitimately be in the road or other non play areas during the course of the game. Violation of this rule may result in your eviction from the game.

Missions

Missions are critical to the survival of the Human race. Zombies will also have various missions to accomplish throughout the game. There are a variety of possible rewards for completing these missions, and they are by far where a great deal of the fun comes in playing the game. A Mission Schedule will be posted and be common knowledge, so that everyone knows where and when to receive their missions.

Special Zombies

During the course of the game, as a mission reward, “Special Zombies” may (or may not) come into play. These Zombies may have special abilities that they can use to assist their Horde. We will do our best to communicate to all players any special rules that may apply.

Non-Participant Play

Do not disturb people who are doing other things and are not playing in the game there

Moderators, Non-Player Characters (NPCs), and Volunteers

Moderators are game referees who are here to make sure your game runs safely and in a fun manner. Moderators are designated by wearing a yellow armband so that you may identify them from a distance. If you have a problem with another player, wish to report a rules violation, disagree with whether you were tagged or not, etc., find a Moderator remember its all for fun moderators call stands

NPCs are various individuals designed to help flesh out the story and make the game more fun. NPCs may be ‘killed’ like any other Human by Zombies during gameplay, so it is a good idea for the Humans to protect those who may be able to give them aid. NPCs will be marked by wearing an armband on each arm.

In addition, we will likely be in need of Volunteers. If you have a spare hour or two that you’re willing to not play, come sign up to take a shift at giving us a hand running this thing. We will have a signup sheet at Check-In for various shifts.

The Traditional 5 Commandments of HvZ

Have Fun.
Don’t be Stupid.
Don’t Get It Banned.
Don’t be a Prick.
Play fair and play for fun

A Summer Camp Mystery

Gloria and Penny from the west side will be hosting a mystery roleplaying adventure, will post the topic or any information if we get any this should be a awesome experience

A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters’ actions. The players pursue goals within a fictional setting represented by the real world while interacting with each other in character. The outcome of player actions may be mediated by game rules or determined by consensus among players. Event arrangers called gamemasters decide the setting and rules to be used and facilitate play.

The first LARPs were run in the late 1970s, inspired by tabletop role-playing games and genre fiction. The activity spread internationally during the 1980s and has diversified into a wide variety of styles. Play may be very game-like or may be more concerned with dramatic or artistic expression. Events can also be designed to achieve educational or political goals. The fictional genres used vary greatly, from realistic modern or historical settings to fantastic or futuristic eras. Production values are sometimes minimal, but can involve elaborate venues and costumes. LARPs range in size from small private events lasting a few hours to large public events with thousands of players lasting for days.

Bite my worm competition

John Lee will be leading a fishing competition, so bring your fishing polls and bait and a fishing license.  Great way to spend some time relaxing trying to catch some fish on the beautiful lake.

HERE MAY BE SOME OF THE THINGS JOHN MIGHT DO.. more to come soon

  • Scoring. Tournaments generally determine a winner by total weight of fish caught during the tournament. In the event of ties, they may use the weight of the biggest fish caught as a tie-breaker.
  • What tackle may be used. Tackle is usually restricted to rods and reels and may be restricted by the type of rod and reel (as in fly-fishing tournaments) or even rod length. Participants may also be restricted as to how many rods they can have in use at a given time.
  • What fishing methods may be used. Depending on the tournament, this may mean disallowing trolling, snagging fish, or the use of live bait.
  • Whether participants fish alone or with a partner. Fishing tournaments where the participants fish from shore tend to allow their participants to fish alone, while tournaments where the participants fish from boats often pair anglers so that each can witness the other’s actions.
  • Areas off-limits to fishing. Some tournaments have rules as to how close competitors may be to each other when fishing as well as a minimum distance from the host marina.
  • Participation/use of fishing guides. Some tournaments may allow guides to compete in tournaments on lakes and streams where they normally guide, provided they are not hired by any of the other participants during the tournament and for a period of time before it.
  • Allowing practice fishing prior to the tournament so participants may scout the lake for hot spots. Most tournaments allow this, although they may disallow it for a brief period before the event. (In its early years, the Bassmasters Classic kept the tournament site secret until just prior to the tournament, thus effectively prohibiting practice fishing.)
  • Handling/preservation of the fish. Many freshwater fishing tournaments require competitors to keep their fish alive until weighing, often with an in-boat live well or similar method, and many include either rewards or penalties related to the fish’s condition at weigh-in. Live fish are usually returned to the water after weighing; dead fish may be donated to a charity such as a homeless shelter for feeding its residents.
  • Conduct of participants. This includes a stated expectation of good sportsmanship and may also include rules against seeding a spot with baitfish prior to the tournament, barring access to hot spots, and prohibition of alcohol or other drugs.
  • Legal issues and disputes. Tournaments may require competitors who use their own boats to have and carry proof of liability insurance for themselves and their passengers. They may also stipulate a time limit for submitting and a method for resolving disputes that arise.
 

MYSTERY

FISH MASTER JOHN

micro greens

EXPRESSIVE

zombie posse

whereareyou

CIRCLE WITH CS

 

 

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