Professional Documents
Culture Documents
~ House Rules ~
ZOMBIES
[oooo] Zombie horde
House rule: 21 zombies roll to spawn with 4D6 (or even better: 3D8). 28 6D6 (or 3D10).
[ooo] Zombie grave dead
House rule: The ZP roll 2 dice and choose one Grave dead ability.
[oooo] Heroes never replenish (Mainly for 2-3 player games)
You never get new heroes. Exceptions are randomly found heroes or when “Heroes replenish”
is kept in some difficult scenarios (scenario exceptions at the end of these rules).
Additional House rule: Heroes entering midgame can’t get bonus “Hero starting cards”
regardless of what the scenario or these house rules say! This means; they only get 1 card if
starting outside, and 0 cards if they start inside a building.
[ooo] Zombie alarm hazard (NEW RULE!)
Making noise: When heroes “make noise” (searching, firing a gun or using motorized hand
weapons) inside a building, zombies may be alarmed. When noisy put a D6 with a 6 on top
inside that building. IMPORTANT: This is only done once per building for each ZP turn and hero
turn together regardless of number of noises made!
If heroes are noisy two turns in a row (two ZP turns or two hero turns) the D6 change to a 5 and
with three turns in a row to a 4 which is max.
When heroes don’t make noise inside a building for a whole ZP + hero turn you change the
D6 one step backwards (45, 56, 6remove) for each “silent” turn until the D6 is removed.
Also: The D6 is instantly removed if no heroes are present there at the start of a hero turn.
Zombie alarm movement: At the start of a ZP turn, roll 1D6 for each buidling with a D6. On a
positive result (4-6 if the D6 shows a 4, and so forth) the ZP rolls 1D3 and may move that many
zombies 1 step closer to the building. Choice restricted to zombies closest to building before
the roll.
HEROES
[oo] Hero starting cards(1)
Ex. 1: Standard LNoE setup changed from 01 card in building and 12 cards outside.
Ex. 2: Use a specific scenarios special number of starting cards first , then add 1 extra card.
CLOSE COMBAT
Combat Prowess: Boost replaced: You may move 1 space when beating a Zombie with 2.
Knockback: Cost added: Spend 2 XP to make a Boosted knockback.
Rush of Combat: Boost replaced: Heals on 3+.
RANGED
Sharpshooter: Boost changed: 2 damage instead of “killed”.
Crippling hit: Completely redone! ABILITY: May choose to make a “crippling hit” (CH) shot
with +1 to hit. Roll for ammo separately roll w.o. +1. CH don’t kill Zombies. Figure is instead laid
down and may only move with Zombie hunger. Faster Zombies and Behemoths may move
without Zombie hunger but never more than 1 space/action. Only gain XP when crippling a
Zombie that would’ve died with a normal shot. Crippled Zombies don’t count when rolling to
spawn new Zombies.
BOOST: CH is +2 and may also push the zombie 1 space in opposite direction of the Hero.
Trigger Happy: Completely redone! ABILITY: Discard ammo or ranged weapon to make 3
rifle/shotgun or 4 pistol/revolver shots with -1 on the rolls. Don’t roll for ammo! The discarded
weapon/ammo is then removed from the game.
BOOST: May spend 1 XP to make 4 rifle/shotgun or 6 pistol/revolver shots with -1.
SPECIAL
Gaining ground: Max 3 extra XP/Hero turn.
Lucky: Cost added: Spend 1 XP/fight.
Resourceful: Boost changed: Take both cards, then discard 1 of that charcters cards.
Scenario tweaks
GENERAL IDEAS: These tweaks are meant to be used with the “Permament difficulty raise for heroes” that start out
these house rules. This means for example that the base number of Zombies is 21 instead of 14 in every scenario. Se
the beginning of these House rules for more examples. You can use these scenario tweaks with standard rules but
you need to adjust some settings if you do. Optional: With 3+ Hero players the “Hereos don’t replenish” rule might be
boring. If changing a scenario to “HEROES REPLENISH!” while wanting to keep a tough survival feel; add a Zombie
Horde (+7 extra zombies) instead. A note on Scenarie Search Items (SSI): As I don’t like the standard way SSI works,
most of those scenarios are changed.
Escape in the truck: SSI replaced with 5 badges in random buildings w.o. heroes.
1: Truck keys. 2: Diesel. 3-5: Nothing. 1 and 2 are represented by appropriate badges and
counts as one item each. Difficulty: Can’t escape the same turn you used gasoline. “Heroes
don’t replenish”.
Defend the manor: “Pack mentality” grave dead may not be used. Difficulty: No “Zombie
alarm hazard” house rule. Autospawn changed to “roll to spawn with 4D6.” “Heroes don’t
replenish”.
Burn’em out: Add 6 badges in random buildings w.o. heroes.
1-3 Draw SSI. 4-6: Draw from the deck. Extra requirement: A “keyword fire” item is needed to
use the explosives. Additional SSI: Lighter. Gasoline station/Refinery restricion: You may only
pick up 1 explosive/game and building with a “Pick up gasoline/explosive” ability.
Difficulty: “Heroes don’t replenish”.
Burn it to the ground: Add 6 badges in random buildings w.o. heroes.
1-2: Draw SSI. 3-6: Draw from the deck. Gasoline station/Refinery restriction: You may only pick
up 1 explosive/game and building with an “Pick up gasoline/explosive” ability.
Difficulty: Roll 1D6+1 when spawning at end of ZP turn. “Heroes don’t replenish”.
Plague carriers: Difficulty: “Hero starting cards (2)” (0). “HEROES REPLENISH!”
Zombie apocalypse: Difficulty: “Hero starting cards (2)” (1). Roll 1D6+1 when spawning at
end of ZP turn. HEROES REPLENISH!
Hunt for survivors: Difficulty: “Hero starting cards (1)” (0). When searching for survivors and
rolling equal to revealed number you always find a zombie hero and never a hero! “Heroes
don’t replenish”.
Revenge of the dead: Difficulty: “Hero starting cards (1)” (0). “HEROES REPLENISH!”
Hold the line: You get 8 starting cards and no bonus starting cards, including house rules.
Difficulty: No “Zombie alarm hazard” house rule. “HEROES REPLENISH”!
We’ve got to get back: You get 12 starting cards and no bonus starting cards, including house
rules. There can be max 1 bio cannister on board pice nr. 2. Reroll if more than one are
supposed to be placed there. Difficulty: “Heroes don’t replenish”.
All hallows eve (VARIANT): The Manor is used as center piece. 19 turns. Extra requirement: The
book must be burnt at an altar in the 4 central spaces of the manor. Zombie Master: 3 health,
2 attack dice. Loose 2 health on a “kill”. Ignores adjacent Zombie hunger. An alive Zombie
Master may use 1 of 4 central Manor spaces as a spawning pit each turn.
Hero major victory: Save all townsfolk. (Zombie major Victory condition unchanged).
Difficulty: “Heroes don’t replenish”.