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Subject: House Rule options we have tried and like. rss

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Michael Getgen
United States
Pennsylvania
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 Players start with 3 Life, 3 Guts, and 6 Bullets Tokens.

 Player movement is based on health + 1d6.

 When a player attempts to be rescued at the helipad they must roll 2d6. If the result is an 8 or better after subtracting the number of zombies on the tile the player is rescued if they are in the center space of the tile. (This forces players to clear out the helipad before being picked up). *For every survivor a player has, they may add +1 to their die roll to be picked up by the Helicopter.

 When a life token is picked up roll 2d6. If the result is a double (1/1, 2/2, 3/3, 4/4, 5/5, 6/6) a survivor is found. Limit of 4 Survivors per player. (We use the Human figures from the "Humans" Game to represent survivors… survivor tokens or figures are not placed on the board). As stated in house rule #2 *for every survivor a player has, they may add +1 to their die roll to be picked up by the Helicopter.
Survivors may be “sacrificed” for the following benefits:
1) Reroll ANY roll (movement, combat, etc…). Must take new die roll result. Note: first roll result is completely ignored.
2) Free “Dodge” from a Zombie (no die roll needed). Do not collect the zombie or any tokens. You may add 1 bullet to collect the Zombie/tokens.
3) Ignore the effects of 1 card played against you.
4) Avoid spending the last Life token (avoid dying).
• After sacrificing a survivor the player removes the figure/token from play.

 When another player is in the same square as you are they may attempt to “convince” a survivor to switch over to them. Both players roll 2d6 and add +1 for every survivor they have. The winner gets 1 survivor from the other player. This may not exceed the 4 survivor per player limit. If a player with 4 survivors takes a survivor from another player that survivor is lost and removed from play. Note: Bullets may not be added to the die roll.

 Parking Lot Spaces ARE legal spaces for movement and can be entered / exited from Named Building spaces. Note: This now opens new “backdoors” to “Named Buildings” that adjoin a parking lot space.

 If a player dies and is sent back to the starting point and they had any bullets left; then leave one bullet token on the space where the player died.

 Surprised by a Zombie – when a player starts their turn with a Zombie in their space and must fight it, subtract 2 from their FIRST die roll for combat. Note: A natural 1 or 6 is still treated as such for Guts tokens before the -2 is removed for the combat result.

 If a player has movement points remaining when they reach the edge of a tile on a road space they may end their movement to place a tile on the edge of the road providing the new tile drawn may be legally placed. The player does not continue to move this turn. If the new tile cannot be placed, set it aside and redraw a new tile. Continue drawing tiles until one can be played legally. The removed tiles are used as a “pool” to draw from on future turns. The next player to place a tile may either draw a tile from the tile deck or pick one from the tiles that have been set aside.

 The tile deck is divided into four equal stacks. After each stack is used add 1d6 to the die roll for moving zombies. Example: a 40 tile deck would have 1d6 added after every 10 tiles are used – so after the first 10 tiles are played the next player would roll 2d6 instead of one to move zombies. After 20 tiles the next player would roll 3d6 and after 30 tiles 4d6 are used. (We placed a blank zombies 6.66 card between each set as a reminder to add a new zombie die.)

 Victory Point System: Instead of the 25 zombies or first to be rescued from the helipad players would collect victory points to win. Game play still ends when a player is finally rescued at the helipad, Or for having 25 (or more zombies collected) If the city becomes “locked” without a legal space to place the helipad.
Victory Point tokens are placed in each Named Building as it is placed in play, by the player placing the tile. The tokens may be placed in the same space as a life or bullet token. When a player moves to a space that has a VP marker, they claim it the same as a life or bullet token. At the end of the game players total the number of VP tokens collected plus any earned for the following:
1 VP for every life token they have at the end of play.
1 VP for every 8 zombies they have collected at the end of play.
3 VP for every survivor they have at the end of play.
3 VP for being the player rescued.
Victory Point Tokens



 Players may “trade in” zombies collected for the following:
15 zombies = 1 survivor
8 zombies = 2 bullets or 1 life token
Players may not exceed the 4 survivor / 5 life token limits.

Some of these rules were straight from other players House Rules, while others were modified to fit our play style. Please play test and comment back.

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Kris Brockerville
Canada
St. John's
Newfoundland and Labrador
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some really great ideas, I like the VP scoring especially. We actually play with the parking lots open as well, basically in our game, if you could reasonably get there in real life without the aid of tools or ladders, you can move there in game.

My group always found this game to be a bit tedious and it was basically coming down to the whole P1 puts a zombie in P2's way, P2 moves that zombie and puts one in P1's way.. etc.. it just got dull.. so we started brainstorming a new zombie mentality..

As of now the players all take their turns, placing a tile, moving, combat, playing/discarding a card, but they do not do any movement of zombies.

at the end of the player round all players roll a D6, the lowest roll is a player who "made a noise" or somehow drew attention to themselves. ALL zombies within the tiles surrounding that players current tile will now be zeroing in on that person. They then roll a D6 to see how many spaces the zombies are going to move and the zombie horde begins it movement towards that player.

There are a few rules of course.
- Zombies must obey normal movement rule
- Zombies already adjacent to any player in the zone are considered engaged already and will not move towards the noisy player.
- if any player is encountered by a zombie that zombie stops on the player and in the case of a street, blocks the zombie horde. (we've been toying with the idea of having the players who this happens to affect actively roll for combat for each zombie that will pass them over, but this seems like it will kill people rather fast)


Otherwise I'd like to implement some kind of dice roll to see what a player drops on death, it might make a more interesting game.
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Danny Stevens
Australia
Brisbane
Queensland
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I really like the survivors idea. That is cool.
I recommend having zombies slow player movement down. I included that in the 2nd slice variant and it gives the zombie horde "weight".
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Michael Getgen
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Pennsylvania
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I'll have to look that up and see how you work those rules.
 
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Michael Getgen
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Thanks for the reply, cool ideas. might have to try them sometime.
 
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