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Game manual

Infection Zero

One station, two modules and a hidden threat. Negotiate, share secret information and choose who moves: Scientists must keep the Commander apart from Patient Zero, while the Infected try to unite them at the end.

Rules for the Montelana web version.

Set up this game

Set up the game

For 6–30 players in even groups. Separate physically into two modules with no communication between them. Hold the button to view your phone’s secret role.

How to play

  1. Elect a leader with more than half the module’s votes; exactly half is insufficient. Votes may change during discussion.
  2. Discuss for three rounds of 3, 2 and 1 minutes. Voluntarily share team or full role using a single-use QR, valid for 60 seconds for one other player in your module.
  3. At each round’s end, leaders choose hostages excluding themselves and confirm. Transfers are simultaneous: 1/1/1 for 6–10; 2/1/1 for 12–20; 3/2/1 for 22–30 players.

Timers and continuity

Without a majority at the deadline, the provisional leader is chosen by votes then join order. Exchanges last 60 seconds; unfinished selections are completed in join order, excluding leaders.

The optional noise alarm needs the host microphone’s permission. It measures relative volume, not calibrated decibels, and never stores or sends audio. Levels of 70 or more accelerate the timer within server limits.

Optional powers

With digital powers, each person has one leader veto: erase the selection and hold a hostage vote for up to 15 seconds. Its result is locked. The Hacker has one charge after pairing to distort a visible card for 60 seconds, never the real identity.

Scoring and winning

After the third transfer, the Infected win if Patient Zero and the Commander are together. Otherwise Scientists win. All roles are revealed at the end.

Display, controllers and reconnecting

Open montelana.com/tv on the shared display and enter the room code. Each player scans the QR or visits montelana.com/join, enters a name and keeps that browser as a private controller. An invitation QR never grants control over another player. The host starts the game; the public display does not take a seat. Keep the same session to reconnect. There are no saved games or email recovery; tables expire after 24 hours without activity. Opening this manual in another tab does not pause timers.