House Rules

sockmonster

New member
Not really bothered with any house rules, the game balance is good enough without them. In fact the challenge of some of the missions seems to make the game a real fight for survival which is kind of the point. We don't use Zombivors, I don't really like the idea that you are still controllable as a character when you die.

The only thing we do use sometimes are few custom survivors which have been created using the standard skills as per rulebook, the figures were mainly bought from hasslefree miniatures here in the UK, who make some pretty excellent modern characters.

Really looking forward to the new season, hope they have added some interesting new skills to use.
 
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guerra

New member
Zombivors have a different set of skills and since it does not have +1 action as the second skill, they are more slow in general... I advise you to start a mission with all zumbivors. It will be a different experience!
 

PeeWrinkle

New member
Looks like I am a bit late to the Zombicide phenomenon! But I have to say this game is great. It is the type of game I have been trying to find for a long time. As someone newer to the game, only logged about 50 games played so far (I've been playing a few games a night for about three weeks straight now!), I started to notice ways I could take advantage of the rules. Playing mostly solo I was managing experience and mostly spawning rooms while all my Survivors were still in blue. I also noticed that I was camping out it cleared rooms and searching till I got great weapons.

While I am a purist and don't really want to change the game rules I started to think of house rules I could use to make it more fun and challenging for me. I'm not saying playing with the base rules isn't great, I actually still use those with not solo games, but when I play solo I have started adding in some of these house rules to test them out.

Below is what I have been using. I will say that of all the rules below the only one so far I will start to use in my non solo games is the modified search rule. It keeps me moving and makes the game much more challenging. And it prevents you from camping that police car!

Also I don't play with Zombivors. I should probably try it once before passing judgment, but it just seems odd that a zombie would not eat the other survivors. I have thought about adding a zombie to the board when a Survivor is eaten (Roll a 1-2 and get a walker, roll a 3-4 and get a fatty, roll a 5-6 and get a runner) but I have not done that yet.

PS. I may have gotten a couple ideas from other places so if it looks familiar to one of your house rules let me say thanks for the idea in advance!
1. Ranged/Vehicle Combat
a. Target Priority is: Walker, Fatty, Abomination, Runner
b. Survivor is hit by dice that roll ONE.

2. Survivor Damage
a. Survivors can take up to THREE wounds instead of Two
b. At TWO wounds the Survivor loses ONE ACTION

3. Searching
a. Police Cars can be searched an unlimited number of times but can only provide ballistic weapons (guns). Melee weapons are discarded
b. A Room or a Police Car can only be searched by a Survivor once, to search the same car or room a second time the survivor must first leave the room or the zone the car is in and come back to search

4. Starting Equipment
a. Starting Equipment can be ASSIGNED anyway the players see fit instead of randomly drawn

5. Turn Order
a. Turn Order can be modified as the players see fit as long as each player takes only their allotted actions per turn (or passes/does nothing).
6. Healing
a. A survivor can combine 1 Rice, 1 Water, and 1 Can Good in a Pan to consume and heal one wound. Doing so takes 3 actions. Combination Action, Cooking Actions, Consuming Action.
b. Tokens (RED X) picked up that are designated as medkits can go into the Survivors inventory for use at any time (they may even be traded). They still give 5 XP to the Survivor who initially picked it up and count towards the Survivors card max of five. No more than two of these tokens are allowed per game

7. Car Damage
a. Each time a car uses a movement action roll dice equal to the number of zombies hit (up to 6). If a 1 is rolled the car is damaged and is no longer drivable.
i. If a car enters two spaces on a single action (cars can move two spaces on a single action) the cars damage roll is not rolled until the action is finished
b. If a car hits an Abomination it is automatically damaged and no longer useful
c. If a car hits a Fatty in a zone the number of dice rolled for car damage is increased by 2, even if it takes the total number past 6.

8. Abominations
a. When a Survivor is damaged by an Abomination they automatically take 2 wounds
 
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Sho-Nuff

New member
"Friendly-Fire" hit check: when firing into a zone containing survivors a friendly hit check is rolled circumventing the "automatic wound" rule. A hit check is rolled for each shot/action fired into the zone. The rule adjusts depending on the type of weapon fired:
1. Semi-auto single bullet/slug (pistol, rifle, standard slug shotgun, etc) - a single die is rolled for each survivor in the zone concordant with the number of zombies (if there are only 2 zombies and 3 survivors then there will only be 2 shots fired so only 2 hit checks will be performed)
A. If the die result is a "1" it is a positive wound for that survivor.
B. If there is a positive hit check in the zone, the survivors occupying that zone will each roll a single die to see who absorbs the damage. The individual who rolls the lowest then takes the wound.

ex) Phil fires into a zone with 2 zombies and 3 survivors (why, because Phil is an idiot). Phil rolls the first hit check and rolls a "1" or a positive friendly hit. His second roll is a "4" which is a non-hit. The 3 survivors then each roll a single die until a lowest/highest result is rendered and that individual takes a wound card.

2. Spray/Full-Auto (sawed-off shotgun, smg, etc) - a single die is rolled for each survivor in the zone. Because the weapon sprays, a hit-check must be performed for all survivors in the zone.
A. If the die results in "1" "2" or "3" it is a positive hit on that survivor.

Ex) Phil fires a sawed-off shotgun into a zone containing 2 zombies and 3 survivors (see above concerning phil's intelligence). Phil rolls a single die for each survivor, resulting in 3- 2's. This is a positive hit on all 3 survivors in the zone and each takes a wound card (thank you Phil......).



"Vehicle- Safety": in a zone containing an automobile a player may enter an automobile for safety for 1 round of play against basic walkers. At the beginning of the next round the individual must either, exit the vehicle in the current zone, or drive the vehicle to a zone within the allotted movement allowance and exit the vehicle in the new zone. A player may not use "vehicle-safety" in successive turns. No Camping in the vehicle.
1. This rule applies only to standard walkers. It does not apply to Fatties or Abominations.
2. If there are more than 5 walkers in the zone, the vehicle is overcome, thus, bypassing vehicle safety and Effectively killing the survivor.



Spawns when combining seasons: because we run large games using multiple seasons this is how we have addressed the issue of being bowled over at the outset by the tiles of seasons that have not entered play yet.

When the game combines multiple expansions/seasons and the number of combined tiles consist of more than 12, the initial zombie spawn will produce a "yellow" spawn in those expansion tiles that have not been entered into yet during play. Those spawn sites will not spawn again and those zombies will not move until a tile of that expansion has been entered into effectively activating that portion of map. From that point on, each spawn point of that season will remain active for the rest of the game.
1. If the Tiles from various seasons/expansions are mixed and matched, the map will be divided equally into "Districts" and the rule then applies to each identified district.



Thoughts, suggestions?
 
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mitchiemasha

New member
I'm working on turning the wound cards into a deck. They missed out on a simple mechanic here. Discussed it at a game last night, every one liked it.

A Wound card says Wound on one side and BITTEN! on the other. First wound is seen as a near miss escape, a bad scratch, get a second wound via a Zombie and you're BITTEN! Flip the card.
.
BITTEN!
BITTEN! -1A
T1: 4+ Ok T1: 3+ OK
T2: 5+ OK T2: 5+ OK
T3: 6+ OK T3: 6+ OK
T4: TURN!!!
T4: TURN!!!


The second example has a -1 action. The Wound Deck could be variants of these.

This brings into play a huge MOVIE, or THE WALKING DEAD mechanic, A new level of tension to the game. Your friend is bitten, they can still help the team but how long do you wait before ending their misery with a bullet to the head! Will they turn on you before their needed move is completed; will they wonder off alone, creating an essential diversion, ending it themselves or worse, they miss their chance and come back... Come back leading a horde, all thirsty for your blood and hungry for your flesh.

These dramatic choices always show up in zombie films and I'm not fan of Zombievors. I'd prefer the player came back as a zombie, taking control of the zombies phase and moving his character to try eat you.

Further wounds Overkills etc would simply fill up your extra slots, 5 and your considered mauled to death or useless, left for dead. Your remaining zombie head would be of little threat.

If playing Walking Dead style 2 wounds even if not bitten you'll turn but you'll be considered dead, useless, until you fail a TURN! check. A player would have to spend an Action to specifically shoot you in the head or chop it off etc.
 
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Sho-Nuff

New member
That sounds like an awesome rule addendum Mitchie! We are not a fan of the zombivors either so when a player dies, we turn them into zombies and swap out the survivor mini for the zombivor mini just so we can track them in the flow of the game (it may also be for a little trash talking). Dependent upon how they died (toxic, seeker, berserker, skinner) they will behave in the manner of the zombie which killed them (this obviously excludes dogs and crows, if the player is taken down by either of those we just let the player decide as to what type of zombie their failure will turn). It definitely adds a theatrical element to it when you see a walker who used to be a player. We have discussed making some type of rule where there is a benefit for killing turned survivors, similar to the VIP rules but we haven't come to a consensus as of yet.
 
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