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Recommend Zombicide» Forums » General 14 Posts

Saboteur: The Duel 5 Subject: My Zombicide House Rules v1.8


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Jaipur
The Game of Life:
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Game Cockroach Poker
The Game of Life: Zombicide on Amazon.com $73.31
Card Game
Teenage Mutant $11.98
Black Alexidor **Zombicide** has got to be my favorite 'bigger' board game and
Ninja Turtles: (Black Alexidor)
Shadows of the have been playing for about 4 years. The game lends itself very well to (59)
Past 'House Rules' so I thought I would share my revamped rules.
BattleCON:
Devastation of I own: Zombicide+Toxic Mall+Prison Outbreak (I have also played all the
Indines variants and these rules can be easily applied)
Yomi *Use at your own risk!* Everyone plays differently and these are the
[All »] rules that our group has collected and refined over the years to our own
enjoyment.
The Hotness
I play with a heavily modified item deck, taking out a lot of the trash and
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filler to alleviate one of the games' largest grievances...getting bogged
Black Rose Wars down while searching. Also, a very lightly modified Zombie deck to 7 Wonders

Gloomhaven remove Blue Abominations.

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The 7th Continent ---------------------------------------------------------------------------------
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The Forbidden City
Growl
Terraforming Mars **First Things First!:**
EXO: Mankind
* 62 Equipment Cards / 68 Zombie Cards / 12 Toxic / 12 Berzerk
Reborn
Four Against * Separate 'Starter Pack': 3 nightsticks / 2 crowbars / 2 axes / 3 pistols
Darkness
Rising Sun -remove: Molotov & FOOD Supply cards from the deck
Arkham Horror:
The Card Game -add: Gas Mask cards if using Toxic zombies Renegade Game Studios
Spirit Island * Decide to add to any map: Special Cars / Cop Cars / UltraRed weapons The Fox in the Forest…
Azul / Toxic zombies / Berzerk zombies
$13.79
Scythe
Tang Garden
(48)
History of the **Remember, Remember:** (official rules)
World
Kingdom Death:
* Melee attacks don't use Target Priority; they can choose their target
Monster freely.

Pendragon: The Fall * Leaving a zone with zombies: 1 Move Action + 1 Action for each
of Roman Britain zombie in the zone.
Gaia Project
Empyreal: Spells & * Special Cars can only be Searched once per game.
Steam
* Weapon range restrictions; check minimum. Concordia Game
Thanos Rising:
Avengers Infinity
* Toxic Spray only damages the attacker.
War
Altiplano
$39.37

Roll Player **Mah House Rules:** (55)


Operation:
* 3HP; the inventory slots. Only discard items if full.
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Feudum * 'Fatties' give 2XP.


Great Western Trail
* Turn Order: Logical instead of Clockwise. Every round can be different.
Darklight:
Memento Mori
* Cop Cars can be searched for anything, not 'only weapons'.
Mage Knight Board
Game * Abominations NEVER spawn in Blue; modified deck.
Orléans
* Splitting rule applies, but NO EXTRA zombies just to make them even.
Clans of Caledonia
Charterstone * When out of zombie minis, they are NOT granted an 'Extra Activation'.
Lords of Hellas They cease to spawn until new minis are available.
Fury of Dracula
* Adjustable Difficulty: If too Easy, then add another Spawn or use less
(third/fourth
Survivors. If too Hard, then use more Survivors.
edition)
Twilight Imperium: * BARRICADES all the time, but NO XP. (testing)
Fourth Edition
Sagrada
Star Wars: **Critical Miss!:**
Rebellion
* Ranged attacks: All 1's rolled hit affected Survivors. (instead of hitting
Small Star Empires Survivors first.)
Decrypto
The Mind
**Creepy Crawlers!:** (official Rue Morgue rules)
Mansions of
Madness: Second * All normal zombies (Walker, Fatty, or Runner) can now become a
Edition
Crawler! After defeating the zombie(s) and earning experience points,
Viticulture Essential add a Crawler for each “1” rolled on the attack roll (place the mini(s) on
Edition its side).
Blood Rage
* All Crawlers have the same attributes as Walkers.
Robinson Crusoe:
Adventures on the
Cursed Island
* Crawlers are LAST in the Target Priority (11).

Through the Ages: * An attack cannot create more Crawlers than it killed zombies.
A New Story of
Civilization * Dice modifiers do not affect the dice shown.
Anachrony
Food Chain * Crawlers are made each roll, not accumulative.
Magnate
* Does not affect Toxic or Berzerk zombies.
D100 Dungeon
Concordia
The City of Kings **Rue Morgue Spawn Rules:** (Optional)
Star Wars: X-Wing * Place 'Spawn Locator' tokens (1-6). Every* zombie Spawn Zone has
Miniatures Game one or several Spawn Locator tokens beside it, numbered 1 to 6; placed
in any combination at players discretion at start of game.

* At each zombie Spawn Step, roll dice to set the way Zombies enter the
board. One die per normal zombie Spawn Zone. Once the dice are rolled,
assign them to the Spawn Zones with the matching Spawn Locator
tokens, then draw a Zombie Card for each die assigned, from lowest to
highest.

* Add 1 extra die per 2 Survivors *above the sixth* (rounded up) and
does not change as Survivors are eliminated.

* *Special or Colored Spawn Zones do not get Spawn Locator tokens.

**Search+:**

* You may Search additional times per turn at the cost of 1 Action. You
must move to a different room for each Search.

**You Dropped That!:**

* Unwanted 'Search' cards and 'Discarded' inventory cards are now left
in the zone they were discarded.

* Teammates can collect any or all cards in that Zone for 1 Action.

* UltraRed weapons can be left behind this way or be properly Discarded


for 5xp.

**Loot:**

* When a Survivor dies, another can spend 1 Action to 'Loot' the body;
exactly the same as Trade.

**Abominations:**

* Can break down DOORS and BARRICADES for 1 Action.

* Normal: At the end of its Activation(s), it will then 'Grab' all eligible
Survivors from adjacent Zones into its Zone without penalty. This is not
an Action. (A-Bomb official)

* Needs line of sight

* 'Grabbing' can force a Survivor to cross barricades and fences, as well


as getting out of a car, a hole, or an observation tower, but not through
walls or closed doors.

* Toxic: Changes all zombies in the same zone to Toxic. (official)

* Berzerk: Moves 2 zones instead of 1. (official)

* Can have one of each Abomination (normal, Toxic, Berzerk) on the


board at the same time. (official)

**Resurrection Mode+:**

* Skip a turn before becoming a Zombivor.

* All Survivors can become Zombivors no matter how they died;


WalkingDead rules.
* Zombivors can pass through or move away from zombies without
added movement cost if NO noise was made during that players last turn
and current turn; at all!

* Zombies will not Move toward Zombivor(s) if they are alone in a zone
and made NO noise that turn.

* Zombivors cannot get Objective markers, use Switches or Win the


game; so sacrifice yourself for glory!

**Snack Time!:** (testing)

* When a Survivor dies in a zone with another Survivor(s), the


remaining Survivor(s) can use their first Action to Move away freely with
no added movement cost, on their next turn.

---------------------------------------------------------------------------------
-----

**Snack Time** & **Resurrection+** are meant to ease the transition


upon the death of a Survivor. In my experiences whenever Survivors die
on the same tile it's usually a shit show and difficult for the remaining
Survivors to escape; they usually don't make it.

Same with the Zombivors, if they resurrect the next turn they are
usually in the middle of a horde and die immediately after, so these rules
are made to make that transition more flexible to give the remaining
Survivor(s) or Zombivor(s) a real shot at playing some more of the
game.

I also made my own Spawn Locator tokens based off the **Rue
Morgue** version. You can even just cut up paper and write the
numbers 1-6 as a placeholder.

Posted Mon Apr 24, 2017 8:42 am


6 QuickReply QuickQuote Reply Quote

Philip Lodge Good stuff. I need to add 'Loot' and 'Dropped that' to mine. Care to take
(mitchiemasha)
a look. We already use a lot as you do.

https://drive.google.com/open?id=0BzUqoUE_JiOuLVJBWHVlMjIxMn...

Hasn't Got the zombivour/wound card deck mod added to the print out
yet though.

Last edited Tue Apr 25, 2017 1:57 am (Total Number of Edits: 1)
Posted Tue Apr 25, 2017 1:49 am
QuickReply QuickQuote Reply Quote

GG
(GrauGeist) Black Alexidor wrote:

* When out of zombie minis, they are NOT granted an 'Extra Activation'. They
cease to spawn until new minis are available.

In general, it seems like you're mostly playing like Rue Morgue, which is
a good thing, as I generally like Rue Morgue, though it also needs the
"Survivors only hit on 1s".

I would suggest one modification, though:


* When out of zombie minis, the nearest zombie(s) of the appropriate
type gets an extra activation for EACH zombie that you are unable to
spawn.

If you're short by ONE Walker, then just the closest Walker activates. If
you're short by SIX Walkers, then the closest SIX activate.

Posted Tue Apr 25, 2017 7:08 pm


2 QuickReply QuickQuote Reply Quote

Philip Lodge
(mitchiemasha) GrauGeist wrote:

* When out of zombie minis, the nearest zombie(s) of the appropriate type gets
an extra activation for EACH zombie that you are unable to spawn.

If you're short by ONE Walker, then just the closest Walker activates. If you're
short by SIX Walkers, then the closest SIX activate.

Yes... I'm going to reword mine similar to that, clears up the issue of
which one to move... Doesn't matter as long as it's the same type and
the closet.

Posted Wed Apr 26, 2017 6:47 pm


QuickReply QuickQuote Reply Quote
Philip Lodge Whilst rewriting my mod sheet I realised the 'Nearest' had 1 problem...
(mitchiemasha)
What if the survivors are spreed out with zombies at equal distance?
Which is the closest? So I added the current holder of the Zombie
Head/Skull, first player token.

Extra activation... 1 Zombie of the same type for each that can’t be
placed, closest to the current Zombie Head/Skull holder.

It should follow standard rules, closest LoS first, if not use most noise, if
tied, Z holder Decides.

Last edited Thu Apr 27, 2017 3:35 pm (Total Number of Edits: 2)
Posted Wed Apr 26, 2017 7:07 pm
QuickReply QuickQuote Reply Quote

GG That works!
(GrauGeist)

Posted Wed Apr 26, 2017 7:21 pm


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Black Alexidor
(Black Alexidor) mitchiemasha wrote:

Good stuff. I need to add 'Loot' and 'Dropped that' to mine. Care to take a look.
We already use a lot as you do.

https://drive.google.com/open?id=0BzUqoUE_JiOuLVJBWHVlMjIxMn...

Hasn't Got the zombivour/wound card deck mod added to the print out yet
though.

Definitely will, thanks!

Posted Wed Apr 26, 2017 8:58 pm


QuickReply QuickQuote Reply Quote

Black Alexidor
(Black Alexidor) GrauGeist wrote:

I would suggest one modification, though:


* When out of zombie minis, the nearest zombie(s) of the appropriate type gets
an extra activation for EACH zombie that you are unable to spawn.

If you're short by ONE Walker, then just the closest Walker activates. If you're
short by SIX Walkers, then the closest SIX activate.

I really like this, gonna try it out on the next game for sure.

Posted Wed Apr 26, 2017 9:00 pm


1 QuickReply QuickQuote Reply Quote

Philip Lodge It's a fine tune i needed. I've added 'Loot' and 'Dropped That' to me list
(mitchiemasha)
now. Thanks.

2.5 Now... https://drive.google.com/open?


id=0BzUqoUE_JiOuLVJBWHVlMjIxMn...

Posted Thu Apr 27, 2017 3:59 pm


1 QuickReply QuickQuote Reply Quote

Black Alexidor Looking good.


(Black Alexidor)
Definitely wanna remake my house rules like yours. Looks awesome.

Posted Thu Apr 27, 2017 4:19 pm


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Salmiaque DePastille
(DePastille) Thank you very informative and worth testing.

Posted Fri Apr 28, 2017 1:25 am


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Qystein Wibe We play so that cars have 1Hp, and are removed from the game if
(Qystein)
attacked.
Cars cant drive away from a zone with a zombie in it, but can "grind"
it/them down for 1movement. And car kills don't give XP.

We have had to many silly games with people driving as if they were in a
tank
Posted Sat Jul 8, 2017 3:05 pm
QuickReply QuickQuote Reply Quote

Philip Lodge A car is removed if attacked? Seems a bit weird, how can it be attacked?
(mitchiemasha)
Zombies wouldn't attack a car unless someone was init. How is it
removed if someone is inside it? Now anyone in a car in a zone with a
zombie is going to have the car removed form the game, wouldn't that
brake quite a few missions?

Car kills don't give XP, that's a lot of zombies killed with out increasing
spawns, I think you've broke an important part of the game not giving
XP, increasing the threat level.

Check out my mods link above. The new car rules there make them less
tank like but keep it very similar. A car can still plow through zombies
but is more likely to become wrecked, the more zombies in a zone.

Posted Sun Jul 9, 2017 1:11 am


2 QuickReply QuickQuote Reply Quote

Qystein Wibe A car can be attacked if it has a person inside of it. The xp part is true,
(Qystein)
we should ad it back.

Will check it out

Posted Wed Jul 12, 2017 2:41 pm


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