Less a plot, more of a series of increasingly tenuous excuses to continue running the game.
| Zombie: The First Incident. Come work for the Bioflex Corporation. Emmerson and Kramer are Good Men. | Zombie: The Second Incident. Please come back to work for the Bioflex Corporation! Nothing can go wrong this time! | ||
| Cult. Felicity Rowan takes on the world with a an army of zombies and hooded lunatics. | Zombie 4 – The Quick and the Dead. The closed staircase, the cryptic runes, and everyone getting killed. | ||
| Zombie CHAOS. The summoning rituals, a chainsaw duel, and the zombie birthday party. | ![]() |
Zombie VI: Better the Devil. The Bioflex share price, the Believers, scientists in peril, tarot cards, Thunderdome, and the Hand of Glory. | |
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Zombie VII: Payday. The Black Knight, the screamer webs, the killteam, the Damocles Protocol, and the zero run. | ![]() |
Zombie LARP: Nightmare. The keycard and the fireaxe. Masked nightmares who won’t leave you alone. |
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Zombie LARP @ Shunt. Two hours, inside a big machine, inside a club, in a warehouse, on New Year’s Eve. | ![]() |
Zombie LARP: Evolution. The energy drinks and the zombie strains. |
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Zombie LARP @ Gamecamp 2011. Brief, brutal, spontaneous Zombie LARP at a gaming unconference. | ![]() |
Zombie LARP: Station Zero. The Mall, the combination locks, the riddles, and the Red Leech. |
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Zombie LARP: You’d Better Watch Out. Hee, hee, hee! Cheery Flexmas, one and all! | ??? | What’s next? White noise… |







