What House Rules do you have?

Endgame911

New member
Part of the fun of a boardgame is finding out which rules are the best to break! >:D

As such, I wanted to share some of mine and see if I could get feedback/suggestions from everyone here too! (I'm showing you mine, show me yours!)

Zombicide Season 1:

When you are making a ranged attack into a tile with Survivors on it, they DO NOT have hit priority. Instead, they are hit on misses. Each miss is a wound, and the typical wound rules apply (sharing the pain, etc.). The Sniper Skill means that PCs can't be hit on Rifle misses. (Unless they're being aimed at intentionally...)

A player can 'pass' items to other players in adjacent tiles. This is an action. When they declare they are passing an item, they roll a dice. 4+ and the other person catches it. This triggers like a trade, so the receiving player can reorganize their inventory for free. If the dice is not a 4+ then the item is dropped; it is discarded and a noise token is placed on the targeting players' tile. (THUNK!)

This led to the 'High School Quarterback' perk, letting you throw up to 2 tiles away and at a 3+. Funny and fun to use, plus we made certain objective tokens (like medpacs) passable, so very interesting. In the case of an objective token (keys, etc.) being passed but lost: We removed any frying pans that were in the search pile and put one back. This is the new objective token, and they player who finds it follows all of the objective rules (gaining 5 exp, etc.)

Runners no longer attack twice, but when they attack they steal an equipped item instead of an item in the player's inventory. The player will have to spend an action to equip a new item.

Not sure if it was in the rulebook, but the flashlight must be equipped in order to gain the benefit of searching with it.

An objective token spawns its own set of zombies when you open a door that triggers this event (meaning there's 2 sets of Zombies that spawn in that room).

Zombicide Season 2:
Zombivors. Every turn they lose 1 exp point. If they drop to 0, they become a mindless zombie (based on their original Danger Level when they were turned). Blue = Walker, Yellow = Runner, Orange = Fatty, Red = Abomination. Killing zombies still increases the XP pool as normal.

And my personal favorite:
While riding in a car (only as it's being driven), you can make 1 melee attack per tile... and Baseball bats can kill Fatties. Because Mailbox Baseball.
 

ClassicGMR

New member
The only major change we've made to the rules thus far is instead of giving zombies an extra turn when we run out of models we "upgrade" the spawn.

Don't have those 2 walkers? Oh too bad! Here's a pair of runners instead! This is especially fun when spawning multiple Fatties when we're out of walkers... :devil:
 

Artcrymes

New member
lol It actually to me a sec too! lol

We have been toying with the idea to make red dot sights and laser sights to attach to almost anything for the targeting priority issue.

"When you are making a ranged attack into a tile with Survivors on it, they DO NOT have hit priority. Instead, they are hit on misses. Each miss is a wound, and the typical wound rules apply (sharing the pain, etc.). The Sniper Skill means that PCs can't be hit on Rifle misses. (Unless they're being aimed at intentionally...)"

Kinda liking this idea as well tho Endgame.
 

Endgame911

New member
lol It actually to me a sec too! lol

We have been toying with the idea to make red dot sights and laser sights to attach to almost anything for the targeting priority issue.

"When you are making a ranged attack into a tile with Survivors on it, they DO NOT have hit priority. Instead, they are hit on misses. Each miss is a wound, and the typical wound rules apply (sharing the pain, etc.). The Sniper Skill means that PCs can't be hit on Rifle misses. (Unless they're being aimed at intentionally...)"

Kinda liking this idea as well tho Endgame.

Thank you very much! I highly recommend trying it, it makes a big difference in the playstyle. Before we started using this, we had situations all the time where a person couldn't have the fun of running in and using a chainsaw because then any remaining zombies couldn't get gunned down by their support. Now the game is more fun for the ranged specialists, and it's fun for the melee players too.

I remember a game where Nick Walker had to use his Tough perk a lot because our Wanda kept missing with her pistol rolls. "God damnit WANDA! Shoot the ZOMBIES!"
 
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donnbobhardy

New member
Actually, Tough does not protect against survivor attacks. It only protects against the first zombie hit on the zombie turn.
 
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