Hey Guys, Ive had this game for about a month now but first time posting as I browse through to make the game more interesting..
Thought I would share really the only "House rule" change to the regular rules, and that's regarding ranged weapons.
Ranged Weapons > We assume survivors would be able to aim single shot weapons (Pistols, rifles) well enough to avoid hitting friends. However, scatter weapons such as Shotguns and Molotov's DO hit survivors in the space. We feel this rounds out the rule, without eliminating the purpose of it completely from the game.
We have also added these "additions" to make scenarios more interesting/difficult if you care to comment or try them out (which may be repeated from other posts)
Car Alarms - Place an objective token ontop a car indicating it has an alarm. Upon searching the car the first time the alarm goes off attracting EVERY zombie on the board to that space on their next move action only. After this turn, remove the objective token (Disable the alarm) and zombies return to their regular movements. - This seems to add a bit of strategy to using cars as a loot station too early in the game.
Multi-level structures - I have created a "stairs" token that gets placed in a room indicating there is a second floor. We then use a spare tile (Ignore the roads if it has them) set to the side of the main "ground floor" to act as the second floor to the building. We almost always assume the top of the stairs has a "door" and populate the second floor once we go on the stairs (essentially treating it as a separate building we are opening). - To vary the difficulty of the map, we have at times put a blue door at the top of the stairs, which activates a blue spawn we put up there.
** We have tried having some fun with this second floor dynamic and allowed RIFLE (all other guns are deemed too inaccurate) users the ability to "Snipe" from the second floor giving them +1 to their range when they do. However, this is only when we have a spawner up there too in order to prevent "camping".
Healing - On some harder missions, we have created little med kit icons as objectives. If picked up, it can be carried, and remove a wound from a player. Its treated as a regular item, so it can be traded and takes up a slot, ect. We usually put out 1 or 2 max.
Car Damage - We don't go crazy with this, we just limit the car to running over X zombies before its considered "damaged" and un-driveable. The number is usually around 6-8 depending on the map. We use sound markers set to the side of the board to keep track.
Day/Night cycle - (Currently experimenting with) As in I am Legend, we are experimenting with day/night cycles. Every X number of rotations between survivor/zombies, the survivors MUST be INSIDE a building for the next X number of cycles (usually one or 2 max so it doesn't slow down the game or change the dynamics TOO much). This is considered "night" and the streets are too dangerous to be out on. If a survivor is caught outside, it automatically triggers some sort of consequence (All zombies get +2 actions if they are outside at night, or spawn a fatty at the closest location nearest the player stuck outside, that kind of thing)
That's all we got so far