Zombies!!! Random Variant Rules

This page will generate a random set of variant rules for use in your game. Note that this is completely random and you may not have a playable variant.

Your 4 rules are:

  1. Remove all Weapon/Item cards from the draw deck. Separate them by type and place them face up on the table - these are the Weapon Decks. To claim a weapon, a player just goes to the appropriate building and takes the corresponding weapon card from its Weapon Deck. When a particular deck is empty, that type of weapon is no longer available.


  2. --- another Player Zombie aternative---
    -A deceased player becomes a zombie from where he died (uses own shotgun-guy pawn), but discards any tokens weapons and event cards.
    -Player zombies move two spaces each turn instead of the standard zombie one. (if playing with dogs, a ZP may collect two dogs and have them accompany him/her at all times until destroyed in player combat)
    -He may also share spaces occupied by other zombies. (dogs with PZ are also allowed to co-occupy spaces with their master)
    -Player zombies control all zombie movement (except event cards). Live players may still roll for zombie movement at the end of the turn, but the PZ directs them. (More than one player zombie? figure it out amongst yourselves)
    -combat with living players is done in that the living player must first destroy any stock zombie if the space is occupied by both stock and player zombies. Combat is then concluded with the destruction of one of the two players. This is determined buy simply rolling opposing dice (no ammunition modifiers allowed). If the living loses he surrenders a health token and rolling continues until he wins or becomes a PZ himself. If the PZ loses he is then removed and replaced at either town square or the helipad.
    -Player zombies are still players and thus are still subject to event cards played upon them.
    -On a PZ's turn:
    1. he still places map pieces
    2. He draws and immediately plays an event card excluding weapons and personal movement which are simply discarded. A target player on the recieving end of the card must hold onto the card and act upon it immediately upon the commencement of the action portion of their turn.
    3. he then may move up to two spaces
    4. he rolls for stock zombie movement
    Turn is then complete
  3. If you have any of those handy blank cards included in some of the sets you can add a new weapon that reads: Bullet Proof Vest - Zombies hit you on a 5+ instead of a 4+. This rule works hand in hand with "If you fail to kill a zombie, instead of losing a heart roll a dice for the zombie. On a 4+ the zombie hits and you lose a heart" if you choose to use it.
  4. Played as normal, except any killed player doesn’t respawn, and a new zombie is placed adjacent to the square they died in (if all spaces already have zombies, the player is assumed to have been eaten, and a new zombie is not placed). If you like, the new zombie can be specially marked, and count as two (or more) zombie kills.
    This game is best played when any killed players have something else to do, so as to avoid them getting bored.

There are 118 variants in the list currently, how many would you like to include?