The Hollowing · Mission 8 of 10 · Lure
Track Meet
A lure: switch on the stadium PA, then slip away while the horde goes to listen.
Host Track MeetThe briefing
Friday’s meet ran late, and the lights went out on the last lap of the four hundred. The Millers track team is still out there in their maroon singlets, and they have never been faster.
The team bus is parked on the far edge of town with the keys in it, and every street between here and there is full. So give the town something louder to chase. Switch on the stadium PA in the press box, leave it howling, and run for the bus while they all go to listen.
The goal
Switch on the PA in the press box, then get clear of it: from the round after, while nobody is within 2 zones, it howls all night, pulling every Hollow not right on top of you (the track team excepted) and every drain spills out there. Then get every survivor to the team bus.
At the end of round 17 the PA’s battery dies, and the whole town turns back toward you.
What makes this night different
- A lure: once it is on, it pulls the horde toward it while nobody stands within 2 zones.
- Already waiting: three Sprinters on the streets when the night begins.
- A crowded town: 20 Hollows are out before your first move.
The stadium PA

Stadium PA
Switch on the PA, get clear, then reach the team bus. The way out is the Millers Stadium, always on the north edge of town. Everything around it is dealt fresh from the town tiles each game.
At a glance
| Type | Lure |
|---|---|
| Round track | 17 rounds, adjusted a little for the size of the team |
| The way out | Millers Stadium (TEAM BUS) |
| Campaign | Chapter 8 of 10, Act II, the valley |
| Players | 1–6, co-op. Alone you lead 2 to 6 survivors |
| Price | Free, in the browser |
If you make it
Behind you the PA is still howling, and the whole town is in the stadium listening to it. The team bus pulls out with its lights off and nobody follows.
How a round goes

Everyone acts at once
Each survivor gets three actions a turn: move, search a building, fight, open a door. Talk it over, then do it.

Then the horde moves
The Hollows walk toward whoever they can see, or toward the loudest noise. A shotgun saves you and calls the street. A baseball bat is quiet.

You get stronger, and so does it
Survivors level up and pick new skills. The stronger you get, the bigger the horde gets. Finish the mission before the round track runs out.
Next mission: Floodgates · Previous: Last Call · All missions
Questions
How long does Track Meet take?
The round track is 17 rounds, adjusted a little for the size of your team. Most missions take about 45 to 60 minutes.
Can I play Track Meet alone?
Yes. Alone, you lead the whole team: 2 to 6 survivors, each yours to play. Friends can join on their own phones with the room code, up to six players.
Is the map the same every time?
No. The Millers Stadium always stands on the north edge, but the rest of Marrow Falls is dealt from town tiles each game and turned at random.
Which twists can turn up?
Unless you turn twists off, one of these may be dealt: Blackout, The Pack, Walking Wounded, Restless, Echoes, Bitten. You can also pick one yourself in the lobby.
Where does it fall in the campaign?
Track Meet is chapter 8 of 10, in Act II, the valley. In the campaign your survivors bring their chosen skills and one item from the night before.
More from Rucksy: Play The Hollowing · Play Candlewake · The Hollowing: zombie survival board game · The Hollowing’s ten missions · The daily mission · Solo board games online · Candlewake: haunted house board game · Hidden traitor games online · Board games to play with friends online
The Hollowing and Candlewake are original games by Rucksy.