Zombies!!! Variant Rules

Complex variants (typically those with mutliple rules) are listed on the Scenarios and Variants page. There are also some variant decks for group play on the Constructed Decks page. This page provides basically one-line rule changes. The vast majority were developed on the ZombiesBG group on Yahoo!

If you'd like to submit your own variant rules, you can use the form at the bottom and they'll typically be approved in a few days

If you're feeling really brave, you can use our Random Variant page to pick some rule changes.

You are currently looking at variant rules by category. You can also see the variants from newest to oldest.

Advancing Hordes!

  1. Note: The following optional rules are presented for use with "Zombies!!! Second Edition." These variants may have to be modified to compensate for use with any of the Zombies!!! expansion sets.

    "They're Everywhere!": Zombies are placed as normal. During zombie movement, however, roll *two* die to determine the number of zombies moved normally for that turn.

    "Crowding": To further enhance the ambiance of the swarming dead, allow multiple zombies to occupy the same square. Zombies are placed as normal (one zombie per square), but zombies can swarm together in a crowd and shamble forward. Up to *three* zombies can occupy the same square, with combat resolution rolled *individually* for *each* zombie encountered in that square.

    "Pressing Crowd": As an addition to the "Crowding" optional rule, subtract one from the combat die roll for *each additional* zombie currently present in that square. Of course, this roll is modified for each zombie currently present in the square. Combat is otherwise resolved and modified with bullet tokens, life tokens, and event cards as normal.

    Pressing Crowd Example: Bob is suddenly confronted with three zombies in his square. At the beginning of Bob's turn (after the map tile phase), he rolls for combat against the first zombie. Since there are three present, this modifies his roll by -2. If Bob can best the first zombie by rolling a 6 (6-2=4), he collects a zombie from that square and rolls *again* for combat against the second zombie at a -1, requiring a 5 or 6 to best it. If Bob managed to survive the first two attacks, one zombie remains, requiring the normal roll of 4,5, or 6 to defeat it. If Bob survives this grueling combat, he has collected all three zombies, and continues his turn normally.

    Finally, the "multiple zombies per square" optional rule makes combat more dangerous with the undead hordes, but it is potentially more profitable as well. The players may wish to increase the number of zombies required to win by five or more, simply to compensate for the expedient accumulation of zombie body count.

    With all of these rules combined, players may find it less appealing to attempt combat "bottlenecking" the undead, especially at close range... unless the horde of zombies are close to one of the opponents. ::smirk::
    Submitted by -C. on November 21, 2007

Alternate Card Play

  1. A car is a lethal weapon! After playing "The Keys Are Still In It", zombies are fought as normal during movement, but during any combat, the card's remaining movement points (if any) may be used instead of ammunition (on a 1-for-1 basis) at the moving player's discretion. If the card is used in this fashion, the player's movement ceases immediately in the space in which the combat occurred and the card is discarded.
    Submitted by Robert Winchester on December 27, 2006
  2. Alternate Food Source: This has no effect on Zombies on the Helipad tile... whatever food is being spread around hasn't made it to the tarmac. (Optional: All attacks on Helipad zombies are at -1 during 'Food Source').
    Submitted by Davie Joria on June 19, 2007
  3. Instead of drawing a hand of cards each turn,each player draws a card face up.Ones with adverse effects are played immediatly on the player to the left of the player who drew the card.Ones with bennifecial effects may be kept & played at the appropriate time.
    Submitted by Zombies BG Group on July 1, 2004
  4. Keys left in: Instead of simply having to fight through zombies as usual or simply destroying zombies by the fender full there's a happy medium. Again using the car as a weapon the player within is immune to zombie damage. But what of the car certainly getting a head in the fan belt or a corpse in the wheel-well has to have some detrimental effect. Here's my variation, again a combat roll must be made with each impact. If the roll is succesfull the car carries on with its count up to it's ten spaces. If the roll is unsuccessful the cars travel distance is reduced by the number of bullit tokens that would be required to make the roll successful.

    eg. the car travels 3 spaces and hits a zombie (on the third space). Combat roll of 5, the car's progress is unhindered as the body is crushed under the tires or bounces off of the fender. The car then travels two more spaes and contacts another (on the fifth space). This time the combat roll is only 2, therefore two points are taken from the car's travel distance to make up the difference in damage to the vehicle reducing the total possible travel to 8 spaces. the next space it contacts a third zombie and only rolls a 3 reducing travel by one more space. Then travels on unimpeded. At the end of the movement turn the vehicle has run down three zombies but due to damage inflicted on the car the total distance is only 7 spaces.
    Submitted by Gary D. Macabre on February 20, 2007
  5. Make it mandatory that when “Just When You Thought It Couldn’t Get Any Worse” or “We’re Screwed” Etc. are drawn they MUST be played IMMEDIATELY, placing Zombies in closest legal spaces to ALL PLAYERS (dividing number to be placed between each)
    Submitted by Zombies BG Group on July 1, 2004
  6. Players may play as many cards as they want at ANY time in any number but, of course, can only draw new cards at the beginning of their turn as per the normal rules (makes for a much more "free for all" type of game). With prior agreement of all players, players may begin with 5 cards, unless using the Guts tokens.
    Submitted by Kevin Dwyer on October 7, 2006
  7. want to make the car really powerful then why not run zombies over instead of havting to fight while in the car works like a charm with me because you get 10 spaces of road kill!!!
    Submitted by zombie guy on October 9, 2006
  8. Zombie master card: Add Zombie Master to any space unoccupied by any Zombies. Zombie Master has five lives (use card to keep track), and is hit on a five or higher. When hit he loses one life until all are gone, and the player shooting may move out of his space. At the end of each player's turn, change one normal zombie adjacent to Zombie Master into a superzombie.
    Submitted by Joseph Urevich on May 11, 2006

Alternate Combat

  1. 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. This will keep your pawn alive longer.
    Submitted by HQCosTheta on March 19, 2007
  2. 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.
    Submitted by HQCosTheta on March 19, 2007
  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.
    Submitted by HQCosTheta on March 19, 2007
  4. On zombie combat, player roles both red and blue dice. Red represents the zombie, and blue represents human. If blue is higher, human wins. If red is higher, human loses a life token. Tie goes to the human, and bullets increase human attack by one.
    Submitted by Big Bad Tobe on July 20, 2007

Alternate Deck

  1. The game was designed to have only one each of certain "power cards" but 2 of each were printed. Reduce to 1 card each the following cards: Where Did Everybody Go, Bad Sense of Direction, Hysterical Paralysis, The Keys are Still In It, We're Screwed, Fear, Brain Cramp.
    Submitted by Zombies BG Group on July 1, 2004

Alternate Guts effects

  1. GUTS VARIANT.

    I LIKE the GUTS tokens provided in ZOMBIES!!! 5, but they don’t provide enough variety.

    When a player begins, or is killed and respawns back at the town square, they start with 3 hearts, 3 bullets, and 3 GUTS tokens. (Remember, a player’s card hand is NOT lost when they die.)

    With this variant, a player still gets guts tokens for each 6 rolled in combat, but he/she only loses them when buying certain effects. Some effects cost more than others:

    GUTS COST
    1
    - Move one extra (legal) zombie during zombie movement. (Zombies still only move once.)

    2
    - Discard an extra card at the end of the turn. (Cycle cards faster.)
    - Spawn zombie on street map edge.

    3
    - Move one extra space during movement. (Must still battle zombies if encountered.)

    4
    - Spawn 2 dogs in a building.

    5
    - Gain one health.
    - Find a weapon card in a “logical” place. (For instance, find a Fire Axe in the Police Station or Lawn and Garden Center, or a Rocket Launcher in the Army Surplus store.)
    - Spawn 2 super-zombies or a Monster (Spider) in a building.
    - Spawn a single zombie ANYWHERE. (Yes, on a player’s space is legal, and at anytime.)
    Submitted by OrangeCat (Dan Panamaroff) on June 19, 2006

Alternate Map Setup

  1. Instead of normal setup, take the helipad and three other random tiles out and turn them face down. Randomize them. Construct the board, going round the table and let each player place a tile, but place no zombies. Make sure there are enough road connections to attach all four facedown tiles, and connect them to the map (without looking at them). Players start at the town square and must explore the city, looking for the helipad. As players move they reveal zombies in squares ajacent to them, and must arrive on a square connected via road to the face down tile to reveal it.
    Submitted by Michael Leza on January 18, 2006
  2. Set up the entire map, including all zombies and tokens (face down). Make sure the helipad has at least two ways to enter. All road tiles should connect if possible (use tiles from other sets to "fill in" if necessary). Starting point (Town Square or other) can either be in the center of town or, preferably, on the exact opposite side of town from the helipad.
    Submitted by Kevin Dwyer on October 7, 2006

Alternate Use of Glow Zombies

  1. After the Military research lab is revealed zombies that move to another tile infect all zombies on that tile with the Uber-Zombie trait. This creates a wave effect.
    Submitted by Big Jon on October 30, 2006
  2. Not using the Zombies 2 expansion tonight but still want to get those glow-zombies in play??
    This simple rule change makes things a little more challenging for normal play:

    When a player rolls a "6" for zombie movement, instead, replace one zombie already on the board with--you guessed it!--one "Governement Enhanced" rules !GLOW ZOMBIE!, and he must be moved one space if at all possible.

    You might be surprised how many sixes get rolled. ;)
    Submitted by M. Sanges & Jay "Birdman" on October 3, 2006

Attack of the glowing zombies...

  1. If the owner of the game has bought a bag o' glowing zombies. Every turn after the "Top Secret Lab" is placed, when a player rolls for zombie movement that player divides the number in half, rounded up and replaces the closest zombies to the lab with glowing zombies (which follow normal glowing zombie rules). So, for example if the player rolled a 5, he would move 5 normal zombies one space each(or 5 glowing zombies 2 spaces each, or any combination), and then replace 3 zombies (the 3 closest to the lab) with glowing zombies. Giving the board now 9 glowing zombies, and so on and so on untill one player wins.
    Submitted by Tim Williamson on February 24, 2006

Blank Cards

  1. I noticed Zombies 2 came with two blank event cards so I made my own. I made them into "I'm rubber you're glue, bounce off me, stick to you!" cards, these can be played to reverse the effects of a nasty card played on you back onto the person who played it. Gives them a dose of their own medicine!
    Submitted by Steve Destiny on April 11, 2006

Exploration Game

  1. Do not draw a map tile at the beginning of your turn. Instead, play as normal until you reach the edge of a map tile. If you are able to move on to the next tile, immediately flip a map tile and place it at your destination in any legal orientation. Place all zombies and tokens, then continue your movement.
    If you reveal a map tile on your turn, you must move at least 1 space on to that tile.
    When the helipad is revealed, the player with the least number of zombies still gets to place it.
    When you reach the helipad, you must "start it" before you can win. Once you reach the center of the helipad roll 1 die. A 6 wins the game. If you fail that roll, you must wait until next turn to try again. This roll does not count as a movement roll.


    Submitted by Evan Kawa on August 15, 2006

Fighting opponents

  1. After the first 2 turns, roll a 5-6 when on same square as opponent to have them discard a health. If last health is used, that player must go back to town square and the active player gets any weapons that player had.
    Submitted by Zombies BG Group on July 1, 2004
  2. After the first 2 turns, when 2 players occupy the same square, either player may begin combat if desired. Each player rolls 1D6 and adds it to his health. Bullets can also be used up to add to this sum. Whoever has the highest total wins. The loser discards one life. The winner may then make a movement roll and move away, or continue combat (even the defender).
    Submitted by Zombies BG Group on July 1, 2004

Figures Per Space

  1. Allow up to 4 figures per space (2 players max.)
    Submitted by Zombies BG Group on July 1, 2004
  2. If a player wishes, he may help a wounded comrade move. Add their Life Points together & divide by 2 (round up) & THEN roll 1D6 (max. move still 6) This counts as movement for BOTH Players
    Submitted by Zombies BG Group on July 1, 2004
  3. Use Life Point based movement. Allow Players who occupy the same space to use the combined attack rule and share ammo between each other.
    Submitted by Zombies BG Group on July 1, 2004

Guts

  1. A player may play an extra card during a round by discarding a Guts token but his maximum hand-size is reduced by one permanently. This can only be used once per round.
    Submitted by Steve on January 19, 2006
  2. Change the "If you roll a 1 during combat you loose a guts token." to "If you roll a 1 during movement you loose a guts token.". Loosing one life or three bullets on a 1 in combat is bad enough, and "freezing" during movement shows that you do not have the guts to face the zombies.
    Submitted by Tobias Pressel on May 26, 2006
  3. Don't like leaving things to chance? A player may trade two life tokens to flip one of his guts tokens.
    Submitted by Steve Donohue on January 19, 2006
  4. Player may trade 5 Zombies from their Dead Pool for 1 Guts at the start of their turn.
    Submitted by Joseph Urevich on May 11, 2006
  5. Players may have 6 Guts, but maximum hand size is 5 cards. Special rules for Max/Min Guts: The following cards are changed, Hysterical Paralysis and Fear. A player that has 6 Guts may lose one to stop these cards when targeted. A player with 0 Guts has these cards last 1 extra turn, but gains 1 Guts (put a guts token on the card and give it to the target when the first turn of effect happens).
    Submitted by Joseph Urevich on May 11, 2006

Health

  1. If players lose a life roll 1D6: on a roll of 1 they’re infected & lose 1 life per turn until dead unless a First Aid Kit is used
    Submitted by Zombies BG Group on July 1, 2004

Increased Zombie Movement

  1. Increase the number of spaces that zombies move from 1 to some larger number. If you are using a variant which increases player movement, you should especially consider also using this variant. For example, if you double player movement, you should double zombie movement as well. Otherwise it is too easy for players to outrun the zombies.
    Submitted by Zombies BG Group on July 1, 2004
  2. Instead of rolling for Zombie Movement and moving that many zombies one space, you can now move zombies up to 2 spaces as long as a "2" or greater is rolled making the die roll a more "total score for movement".
    [eg. a player rolls a "4", this can be used to do any of the following: move two zombies two spaces each, OR four zombies one space each, OR a combination, one zombie two spaces followed by two other zombies one space a piece.]
    Submitted by M. Sanges on October 3, 2006

Miscellaneous

  1. If a player dies the dead player place the zombies he/she have collected on any legal spaces of the player's choice.
    Submitted by Painocus on July 23, 2006
  2. Player may sacrifice movement and 1 Life Token to search for ammo in the following buildings: Sporting Goods, Army Surplus, and Police Station. ROLL 1D6, 4-6 = AMMO FOUND!! ROLL 1d6 for Quantity of Bullets!
    Submitted by Zombies BG Group on July 1, 2004
  3. You can change (at the start of your turn) a zombie killed for a bullet. Only one for turn.
    Submitted by Zombies BG Group on July 1, 2004

Movement

  1. A player may opt to jump in or out of a window by spending a life.
    Submitted by Michael Leza on January 18, 2006
  2. Add movement roll to health and move that many
    Submitted by Zombies BG Group on July 1, 2004
  3. Entrenchment - When a player is on the door tile of a building, and as long as there are no zombies there, he may attempt to block the entrance. To do so, he spends a round and throws 1D6; 4-6 is a success.

    No zombies or players may enter the building as long as it is blocked; the entrenched player can exit, but that breaks the blocking. Another player can attempt to enter by spending a round and scoring a 5-6. If any player rolls a 6 when moving zombies, he can choose to break a blocking instead of moving as long as a zombie token is in front of a building.

    If the entrenched player wishes so, he can allow another player to enter; this consumes a round, during which the blocking is considered broken.
    Submitted by Singularity on March 11, 2007
  4. Hunters can always move up to (Health + 2) spaces. This number counts as your movement roll instead of using dice. Also, players always move 3 zombies per turn instead of rolling for zombie movement.
    Submitted by Zombies BG Group on July 1, 2004
  5. Minimum movement is player's health when roll is made. Thus if roll is less than health, movement is equal to health.
    Submitted by Zombies BG Group on July 1, 2004
  6. Players may run: Roll 2 dice for movement and pick the best. However, a running player loses all remaining move if he encounters a zombie.
    Submitted by Zombies BG Group on July 1, 2004
  7. Roll one die for movement and move up to that many spaces that turn but evey time your token moves so must a zombie so they shamble as you run. You cannot move the same zombie twice in one turn though
    Submitted by Jason Ling on July 25, 2006

Placing more bullets

  1. A player who starts his turn in a named building with no zombies in it may ransack instead of moving. Roll 1 die. If you roll less than your number of bullets, you may take 2 bullets.
    Submitted by Zombies BG Group on July 1, 2004
  2. Every unnamed tile have a bullet in the central square
    Submitted by Zombies BG Group on July 1, 2004
  3. One of every two zombies appeared by event card have a bullet.
    Submitted by Zombies BG Group on July 1, 2004
  4. When you kill a zombie, you roll a dice. With a 6, you take a bullet.
    Submitted by Zombies BG Group on July 1, 2004
  5. When you place a new tile, roll a dice. If it's less (not equal) than the number of road access points, you put a bullet token in the tile.
    Submitted by Zombies BG Group on July 1, 2004
  6. When you put a new tile, roll a dice. If it's less than the number of road access points, you put the number of the roll in bullet tokens in the tile.
    Submitted by Zombies BG Group on July 1, 2004

Placing the Helipad

  1. After shuffling the map tiles (excluding the town square and helipad), take x-1 map tiles (where x = the number of players) from the top and shuffle them with the helipad. Then place those tiles at the bottom of the stack. This way, the helipad still doesn't come up until the end of the game, but every player has an equal chance of placing it.
    Submitted by Pete, Patrick, and Danny on November 13, 2007
  2. When the helipad appears, players bid with the zombies they have killed, and the highest bidder gets to place the Helipad.
    Submitted by Zombies BG Group on July 1, 2004

Placing tokens

  1. Place the heart/bullet tokens face down instead of face up in the buildings
    Submitted by Zombies BG Group on July 1, 2004
  2. This is a simple one. When you place a tile with Life or Bullet Tokens, once you have the number of Tokens of each you need, flip them face-down and mix them up. Then set them in the buildings or at the location. In longer games, it is easy to forget what is where, and it prevents players from targeting all the ammo while dodging life that's guarded by zombies or is out of the way.
    Submitted by Chad Roman on May 28, 2007

Quick Draw Tiles!

  1. Before a Player draws a Map Tile, they will ROLL 1D6: 1-2 = 1 Tile, 3-4 = 2 Tiles, 5-6 = 3 Tiles. Player may increase roll of dice by spending Lives on a 1 for 1 basis. (Max 2 Life can be spent)
    Submitted by Zombies BG Group on July 1, 2004

Random Respawn II

  1. Player May NOT respawn on Helipad. Do not count helipad when determing distance.
    Submitted by Zombies BG Group on July 1, 2004

Random Respawn!!

  1. When player dies they Roll 1D6 @ spot of Death. 1=UP,2-3=LEFT,4-5=RIGHT,6=UP. Then Roll 1D6 to determine how many tiles away the player will respawn. The player will respawn on the center square of the Tile. If player moves off map, the player wraps to opposite side and counts Tiles inwards.
    Submitted by Zombies BG Group on July 1, 2004

Ranged Attacks

  1. Allow attacks into adjacent arias as long as Players have Ammo (no diagonals). If an attack fails lose one Ammo token & roll again. When Ammo is gone Players are limited to same space combat only (HTH) (at a -1?)
    Submitted by Zombies BG Group on July 1, 2004

Ranged Attacks II

  1. Attack adjacent square Cost 1 bullet, Attack 2 squares away Cost 2 bullets, Attack 3 squares away Cost 3 bullets. MAX 3 SQUARES RANGE. May still spend bullets to adjust Dice Roll to a 4-6.
    Submitted by Zombies BG Group on July 1, 2004

Resident Evil Nemesis

  1. On a movement roll of a 1 the player who rolled must now fight nemesis. roll 2 d6 bothe of them have to be a 4 or higher or you re-roll BOTH die. for each unmodified 6 rolled in combat with nemesis, the player fighting nemesis picks up one item card.
    Submitted by El Dave-O on November 4, 2007

Respawn is BAD

  1. Players begin game with 5 life. (MAX 5) Everytime a player dies, they begin with 1 LESS Life. i.e. After four deaths, they begin with 1 Life. They still may get 5 Life.
    Submitted by Zombies BG Group on July 1, 2004

Respawn is BAD II

  1. The Life the player begins with after respawning is that players NEW MAXIMUM Life. i.e. Afte the players fourth respawn, they begin with 1 life and can only have 1 Life (1 Max Life)
    Submitted by Zombies BG Group on July 1, 2004

Separate Decks

  1. This works best with lots of cards, but a limit of maybe 5 or 6 players.
    Shuffle all the cards to be used together (take out any that specifically rely on an expansion you’re not going to use), and get all players to sit in a circle. Player one picks up a number of cards from the top equal to the number of players, plus one (for 4 players, they pick up 5 cards). Player one looks at the cards, picks one to go in their deck, and passes the remainder to the player to their left (player two), who picks one from the remaining cards, passes the remainder to their left, and so on. The last player should only have two cards left to choose from, and the card they DON’T choose goes in the middle, as part of the universal deck.
    Player two then picks up the same number of cards as before, picks one, passes to their left, and so on. Then player three picks up the cards. This is so that each player has the chance to pick from the maximum number of cards.
    If there are any cards remaining (but not enough to start another round of this), then they automatically go to the universal deck.

    Decks are shuffled, and play begins as normal. The universal deck always has the top card face-up, and when drawing a card, players choose to draw from either their own deck, or the universal deck. Likewise, when discarding a card, players can choose to discard the top card from the universal deck.
    Submitted by Ham the Zombie on May 7, 2007

Sewer Tokens

  1. All 4-way intersection tiles come into play with a sewer token on the center square.
    Submitted by Bilbo on July 20, 2007

Specific Card Change

  1. After playing "The Keys Are Still In It", Zombies are fought as normal, but the card's movement point can be used instead of ammo. So if you roll a 1, you could lose 3 movement to kill the zombie, or 3 ammo, or any combination.
    Submitted by Zombies BG Group on July 1, 2004
  2. Replace the text on the First Aid cards with this: "Play this card in front of you when you are in the Hospital or the Drug Store. You may discard this card to instantly recharge your life points to 3. If you have 3 or more life already, this card has no effect."
    Submitted by Zombies BG Group on July 1, 2004
  3. When you move as a result of The Keys are Still In It, zombies you encounter are always killed (they are run over, no combat required). Whether or not zombies killed in this way count toward the 25 victory zombies should be decided before the game begins.
    Submitted by Zombies BG Group on July 1, 2004

Starting conditions - for quicker play

  1. Start with 5 life and 5 bullets.
    Submitted by Zombies BG Group on July 1, 2004

Suprise Zombies (v2)

  1. Place “surprise” Zombies beside players who roll a 1 for their movement
    Submitted by Zombies BG Group on July 1, 2004

Survival Game

  1. 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.
    Submitted by Ham the Zombie on May 7, 2007

Teamwork

  1. If you spend any portion of your move in a square with another player you get a +1 to your movement for each different player. If you fight a zombie in a square with another player you get a +1 to your combat roll per other player.
    Submitted by Zombies BG Group on July 1, 2004

The Keys Are Still In It

  1. If you pass the Gas Station while using “Keys” you may elect to stop in front of it & end your turn there, THEN move 10 spaces next turn
    Submitted by Zombies BG Group on July 1, 2004
  2. Only allow “Keys” to be played on a tile that has a car pictured in it
    Submitted by Zombies BG Group on July 1, 2004
  3. When using “Keys” if a combat is lost & ammo isn’t used to boost the result, instead of losing a life, movement & turn ends & “Keys” is discarded (you’ve wrecked/stalled the car etc.)
    Submitted by Zombies BG Group on July 1, 2004
  4. You can give other players a lift! If at any time while using "The Keys Are Still In It" you occupy the same space as another player you may "Pick Them up" and they move with you. They can get out at any time on any legal space, or you can just kick them out!
    Submitted by GoatMan on May 11, 2007

Tile Deck

  1. Central Park Rules: Shuffle 10-15 'Zombie 4' tiles into your urban Zombie deck (removing Bridge & Cabin). With the exception the first outdoor tile placed, every outdoor tile placed must be touching an outdoor tile on at least one side. Likewise, urban tiles may be placed next to outtdoor tiles, but must to connected to at least one other urban tile. The Result: A pleasant park in any urban area, overflowing with pampered zombie dogs!
    Submitted by Dave Joria on June 19, 2007

Tile Placement

  1. For shuffling expansion entrances, after you split the tile deck into half, and shuffle the helipad into the bottom half of the deck, take any/all expansion entrances and shuffle them into the top half of the deck before joining the two halves together.
    Submitted by Ben Moss/Michael Fineberg on January 9, 2007
  2. Shuffle heliport in the bottom half of deck, place heliport randomly in the middle or shuffle heliport in tile deck once town square is surrounded by tiles.
    Submitted by Zombies BG Group on July 1, 2004
  3. The game is now divided into 2 phases: the Map Phase and the Killing Phase. The Map Phase is played first. Place the town square and setup the map tile deck as usual. Then each player in turn draws and places a map tile, along with its usual zombies and counters. The Map Phase continues until all map tiles have been placed, including the Helipad. Then the Killing Phase begins. The Killing Phase is played just like the normal game except that the map has already been completed in the Map Phase.
    Submitted by Zombies BG Group on July 1, 2004
  4. There is no drawing tile phase. When a player land on a road square that doesn't connect to any tile (an 'end of the world' square), he draws a tile and places it there. If the helipad is draw in this way, follow normal helipad placement rules.
    Submitted by Alberto Casarrubios on March 27, 2006

Uberzombie

  1. All zombies that are placed on the map via an event card are uber glow in the dark zombies!
    Submitted by Steve Destiny on April 11, 2006
  2. Killed players become uber zombies. Whenever a player is killed by a zombie add a glow in the dark zombie at the spot where they died. These glow zombies are treated the same as the glow/uber zombies per the zombies 2 rules.
    Submitted by Steve Destiny on April 11, 2006
  3. Whenever a zombie kills a player, mark that piece (put a rubber band on it, or a penny under it). That Zombie is now Uber, and any combat against it is at -1. Also during Zombie movement, if that Zombie moves it can move 2 squares instead of 1 (as long as it doesn't move through a square with a zombie). Each move counts as 1 zombie movement point. Alternate rule 1: Each building gets 1 Uberzombie when it's placed down. Alternate rule 2: If a Uberzombie kills a player, it becomes a ZombieKing. Combat against it is at -2, and it can move 3 squares instead of 2.
    Submitted by Zombies BG Group on July 1, 2004

Weapon Changes

  1. Allow the Shotgun, Chainsaw, etc. to be used as long as the player has Ammo, or allow them to keep using them for 1 use per Ammo token after their time’s up
    Submitted by Zombies BG Group on July 1, 2004
  2. Players may play ANY weapon card when inside ANY named location.
    Submitted by Kevin Dwyer on October 7, 2006
  3. Upon playing any one-time use weapons (chainsaw, molotov, etc), that player rolls a die until they get a 1,2, or 3; and the former one-time use weapon now gets that many counters on it and the effect is used each possible combat [ie. therefore turning that card into a different flavor of "Oh Look...a Shotgun"].
    Submitted by M. Sanges on September 18, 2006
  4. When a player dies, his weapons are "dropped" - the cards are set aside and a token marks the square on which s/he died. Whoever picks the token up first may claim the weapons. The weapons must have been in play (not in hand) when the player died. They become immediately in play for the player who claims them.
    Submitted by Zombies BG Group on July 1, 2004

Weapon Decks

  1. Instead of getting a free card from the weapon decks when you enter that location, you must draw it during your draw phase instead of a normal card. This means that you have to start your turn there, it still counts as playing a card, and you may have to discard on your previous turn to be able to draw a card at all.
    Submitted by Ben Sarsgard on February 2, 2006
  2. 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.
    Submitted by Zombies BG Group on July 1, 2004
  3. Separate the weapons (including 'Hey Look, a Shotgun', 'First Aid Kit', 'Lots of Ammo') into a Weapons Deck. When placing life and bullet tokens in a building, also place a Weapons token. When a player picks it up, they immediately gain a random Weapon from the weapons deck. This does not count as playing a card this turn. If a building is already completely filled with tokens, have the Weapon token replace a Bullet token.
    Submitted by Davie Joria on June 19, 2007

weapons

  1. instead of using bullet tokens to raise your die rolls, use them as ammo.(like the "hey look a shotgun card) each bullet token collected counts as a shot. if you run out of ammo(bullet tokens) it takes a five or a six to kill a zombie (or a six to kill a zombie dog or government enhanced zombie).
    Submitted by Joseph pelletier on February 5, 2007

Weapons

  1. Separate weapons and each player chooses one weapon randomly to start the game with - shuffle the rest into the deck.
    Submitted by Zombies BG Group on July 1, 2004

Winning condition

  1. Last man standing wins - start with 5 health and 5 bullets
    Submitted by Zombies BG Group on July 1, 2004
  2. Players must have a minimum of 25 zombies in their zombie pool before they can attempt to escape via the helipad. They are NOT required to STAY at 25 (ie. if they lose some, they can still try to reach the helipad) but they MUST have 25 when they get there.
    Submitted by Kevin Dwyer on October 7, 2006

Zombie Alternate Movement

  1. Instead of rolling for Zombie movement, automatically move ALL zombies + an additional 1D6
    Submitted by Zombies BG Group on July 1, 2004
  2. Instead of rolling for Zombie movement, automatically move ALL zombies within LOS of ALL Players
    Submitted by Zombies BG Group on July 1, 2004
  3. Instead of rolling for Zombie movement, automatically move ALL zombies!
    Submitted by Zombies BG Group on July 1, 2004
  4. Make it mandatory that when 1D6 is rolled for Zombie movement, Zombies with in LOS of Players are the ones who MUST be moved, even if this means moving Zombies toward the player who rolled for movement. If no players are within LOS then Zombies are moved toward CLOSEST player (s)
    Submitted by Zombies BG Group on July 1, 2004
  5. Make it mandatory that Zombies must ALWAYS move TOWARD players
    Submitted by Zombies BG Group on July 1, 2004
  6. Rage Infected zombie movement: roll 2d6 for zombie movement and move any number of zombies any number of spaces, as long as the total of zombies plus spaces equals the number rolled.
    Submitted by Michael Leza on January 18, 2006
  7. When a player uses a bullet all zombies within 5 squares of that player are moved one square toward them. This only occurs onces per turn
    Submitted by GoatMan on May 10, 2007

Zombie Alternate Placement

  1. (Good for scenarios where the players have to go retrive something) Place the zombies on the spaces/tiles AFTER the player has moved through them.(Thus you don't have to fight them on the way in but on the way back out. Or if you run into a dead end you're now surrounded by zombies hehe)
    Submitted by Zombies BG Group on July 1, 2004
  2. At the end of one full round of turns place an additional 1D6-1 Zombies who enter from the edge of the board on any road spaces that lead off the edge of the board
    Submitted by Zombies BG Group on July 1, 2004
  3. If you have regular, glow and dog zombies, instead of placing just the regular zombies on the tile or named building roll 1d6 to determine what type of zombies are placed; 1-2=regular zombie, 3-4=zombie dog, 5-6=glow (uber) zombie. It may take longer but the city map will soon be populated with an assortment of differant zombies. I suppose you could also just mix the three types all in one non-transparent bag/sack and when a player is going to place zombies they just reach in and grab however many and whatever zombies they happen to pick are the ones placed per tile specifications. This method might be faster.
    Submitted by Steve Destiny on April 11, 2006
  4. On “unnamed” tiles, instead of placing a number of Zombies equal to the number of entry points, place 1D6-1
    Submitted by Zombies BG Group on July 1, 2004

Zombie Critical Hits drop

  1. When combating a zombie, if you roll a "critical hit" of a 6, add the zombie to your total and roll 1D6. On a 1,2, or 3 nothing happens but on a 4,5, or 6, the zombie drops a bullet token! To even the game out, push the zombie kill total to 30.
    Submitted by Zombies BG Group on July 1, 2004

ZOMBIE L.O.S. (Line of Sight)

  1. When a player stops moving, all zombies in line of sight (Straight up or down and side to side; NOT diagonally) are moved toward him/her. If this causes a zombie to land on the character, then combat is resolved NOW. If multiple zombies are activated, and are close, then this may cause multiple movements and/or combats. (Especially if someone is dumb enough to run into a crowded building or an intersection.) Resolve them one at a time.

    Also, assume that the zombies can’t see past each other, unless you want a LOT of movement.

    Zombie movement occurs normally after combat is resolved. (This rule variant tends to cause players to run around corners, or duck into buildings to avoid being "seen".)
    Submitted by OrangeCat (Dan Panamaroff) on June 19, 2006

Zombie surprise

  1. Randomly mark heart and bullet tokens, and when they are picked up look on the back. If it is marked, another zombie appears on the space which has to be fought right away before you get the token.
    Submitted by Zombies BG Group on July 1, 2004

Zombiefied player (über-zombie)

  1. (In scenarios where players do not reincarnate, once they dead they are) Let that player be a über-zombie(or what ever you call them). The mission for the zombiefied player now is to kill the other players. über-zombies moves 1d6 as normal, but they can't use any cards or bullets. They can take 2 hits before they die. And in a combat they hits its oponent only if the attacked player lose a d6 roll(only 5 and 6 is consider a succes.)
    Submitted by Zombies BG Group on July 1, 2004
  2. When the first gunman dies, they replace their gunman with an marked zombie and become the zombie lord. Their original gunman is set aside until/if needed later. The zombie lord can only be killed with a 6 and can move 3 spaces, the zombie lord also takes over as the person who will move the zombies at the end of every other human gunmans turn. The zombie lord remains in power until killed at which point they respawn as their original gunman at town square OR until another players gunman dies and takes over as the zombie lord, the previous zombie lord than respawns as their original gunman at town square.
    The Zombie Lords job is to try and kill the other players either by their own hands or by sending the other zombies against them and by trying to keep the gunman from escaping at the helipad.
    Submitted by Steve Destiny on April 15, 2006

Zombies

  1. Dawn of the Dead (2004) speed zombies. They move at a basic 3 moves per turn. They move lighting quick and can be on someone in a second.
    Submitted by Zombies on April 28, 2007
  2. Each non-building square gets one less zombie when placed down. Crossroads get 3 zombies. T-sections get 2 zombies. Corners and alleys get 1 zombie.
    Submitted by Zombies BG Group on July 1, 2004

Zombies!!! Gambling

  1. Tired of playing for fun and the respect of your peers? Why not try to win a few bucks.
    First, everybody playing throws in a set amount of money. 20 bucks each doesn't break the bank.
    Then the game is played. Standard rules apply. This game works best if using at least 2 other expansion sets. This way once the first helipad is used it is removed and the remaining players can then race to the next helipad. Unless you want to play winner takes all, but I find that having a first, second, and third gives everybody a shot at some dough. And who doesn't like that?
    First place receives the biggest payout.
    Second place doubles up.
    Third place makes thier money back.
    Enjoy.

    Submitted by Douglas Fost on September 28, 2007

Zombifying players



  1. --- 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
    Submitted by Gary D. Macabre on February 20, 2007
  2. Killed hunter becomes a zombie - everytime a player is killed a zombie token is added to the closest legal square to where the player was killed (decided by the player who died).
    Submitted by Zombies BG Group on July 1, 2004
  3. When a gunman dies, immediately replace it with a uber-zombie, {marked with a rubberband (or whatever else will work)} the player of that recently deceased gunman will now play a zombie until their zombie is killed, after that their original gunman starts back at townsquare and the player resumes play again as a human.
    Submitted by Steve Destiny on April 15, 2006

Zombism as a plague

  1. Here's a use for those Black Heart tokens that got phased out. When you roll a natural one in combat, you are bitten. In addition to losing a Red Heart token, you gain a black one. Place this in a row above the reds. Do this every time you roll a natural one and don't have the bonus to kill the zombie that round. If you end up with more of these than health, lose one red heart every turn until you pick up enough hearts to go above the number of black hearts you have, or you die. If, when bitten, you are holding a first aid kit, you can nulify the infection by discarding the card. You do not gain any extra health from it and you still lose one heart as normal.
    If you die with an infection token in play, your charactor is replaced with a glowing zombie (if you have them, otherwise disregard.) This zombie can only be killed on a five or six, and you have to have a bonus of at least +4 to avoid it's bite on a natural 1.
    Infection tokens can be removed for a sacrifice of 4 zombies apiece.
    Whew. That was a mouthful. This is a great addition to any zombies game, lets you use tiles you already have, and works especially well with "Alone".
    Submitted by Rick Void on July 3, 2006

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