Endgame911
New member
Part of the fun of a boardgame is finding out which rules are the best to break! >
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.
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.