Group Movement mode
On — “All for one and one for all”: grouped players occupy the same location, see the same Zork responses, and act in rotation. When one grouped player moves, the whole grouped party moves.
If somebody tries to act early, the game names the player whose turn it is. Disconnected or ungrouped players are skipped.
Off: every player explores and acts independently. Players still see notices about nearby players’ actions, but not their complete personal story output.
Party changes
When Allow Leave Group / Return to Group / Join Party Member is enabled, use:
- leave group
- Leave the shared party and explore independently.
- return to group
- Rejoin an available living party member at their location.
- join party
- Another form of
return to group.
- join party member <name>
- Join a particular available living player at their location.
If party changes are disabled, these commands are blocked and players cannot manually change party membership.
Players joining later
A new player may join after the adventure has begun. They appear at a randomly selected active player’s location. In Group Movement mode, living players begin as part of the group.
Use Chat: your message at any time to speak to everyone without advancing the story or using the group’s turn.
Rejoin a player on death
This is the default for new games. After dying, the player returns to life at a randomly selected living player’s location.
If the player is solo—or nobody living is available—the game uses the normal Zork restart location in the forest instead. In Group Movement mode, the revived player rejoins the group.
Normal Zork respawn
Start at default restart point keeps the familiar Zork death behavior. The player returns to life at the normal forest restart location instead of being moved to another player.
Inventory and other consequences of death remain governed by Zork’s normal rules.
Ghost
The dead player rises as an independent ghost at the place where they died. Ghosts cannot take, move, open, close, attack, or otherwise manipulate physical objects, and ordinary dangers cannot kill them again.
An independent ghost can pass through closed and locked doors. Type light on or light off to become or stop being an unearthly light.
Ghost chat appears to the living as an eerie whisper. A ghost may join the group, but a party containing a living player follows living movement restrictions. Use leave group to become independent before phasing.
Leaving and returning
Back to Lobby safely leaves the game screen. An active game remains available in the lobby so the player can click it and return.
When everyone leaves, the game moves to Saved Games. The creator may resume it later or archive it. Archived games are available from the Archived icon below lobby chat.
Quick advice
For a cooperative run, enable Group Movement and keep party changes enabled. Players will share the story and take turns, while anyone who wants to scout alone can use leave group and return later.
For a classic MultiZork-style run, leave Group Movement off so each player has a separate adventure while still encountering and hearing about others.