Nope.
Probably someone else with the same avatar, then. No worries, it happens, was just curious if I actually was missing something. The only "house-rule" I have right now is that we aren't using cars, but those'll come once we've solidly got the base rules going.
Ok, apologies then. :embarrassed:
However, I still suspect you're doing something wrong if you found 01 so easy. Are you:
Spawning zombies in
all rooms in the building when you crack open a door to that building for the first time?
Assigning
all ranged hits to survivors first (then to walkers if no survivors present (then fatties or abominations if no walkers and no survivors present (and only to runners when there's no abominations, no fatties, no walkers, and no survivors)))?
Search once per turn, per survivor, only in buildings, and when there are no zombies present?
Losing equipment
and taking a wound when a survivor is attacked by zombie?
Splitting zombies when there's two paths they could take?
Having Zombies attack before moving (and not moving if they've attacked)?
Burning extra actions to move out of zones with zombies in?
Keeping track of noise tokens?
Keeping track of danger level when spawning zombies?
Spawning zombies at all spawn points every turn?
Spawning zombies at all manhole covers on all tiles that have part of a zone that has one or more survivors in them, when drawing a sewer spawn card?
Re-activating zombies when you run out of minis?
Choosing just one survivor skill from the orange and red level choices when they reach orange and red, not using all of them?
Obeying sewer spawn and re-activation cards that are drawn when populating a building after opening the first door in that building?
Dropping item when you search when having a full inventory to make room for an item that you found and want to keep, rather than just passing items around to make room?
Spending an action to re-arrange your inventory when you
haven't passed/been passed an item?
Just to list the possible areas I can think of off the top of my head where you might be going wrong (and there's bound to be more)...