Not at all a story game, I realize... but, this is a great low-pressure, small-learning curve game to break out when you just don't feel like hacking anything complicated.
What I did was make some slight additions to the rules, to (a) expand upon the video game-y feel the game already has, and (b) address a major issue I found during play:
Problem: When the board gets big, rolling only 1d6 for movement makes everyone's progress slow to a grind.
So, here are my solutions:
That's it! The trade-off for using my method is that it takes a tiny bit more bookkeeping. However, those with whom I've played have unanimously agreed that a few pencil marks and more dice to roll make for a much more satisfying experience.
Oh, and the cards have the turn sequence printed on the back for reference. Use card stock!
What I did was make some slight additions to the rules, to (a) expand upon the video game-y feel the game already has, and (b) address a major issue I found during play:
Problem: When the board gets big, rolling only 1d6 for movement makes everyone's progress slow to a grind.
So, here are my solutions:
- Track your kills on my handy-dandy cards.
- After you kill 5 zombies, you can roll 2d6 for movement, instead of 1d6. This bonus is permanent, even if you die and return to town square.
- For every 5 zombies you kill after this, you gain 1 bonus bullet.
That's it! The trade-off for using my method is that it takes a tiny bit more bookkeeping. However, those with whom I've played have unanimously agreed that a few pencil marks and more dice to roll make for a much more satisfying experience.
Oh, and the cards have the turn sequence printed on the back for reference. Use card stock!

zombies_cards.pdf | |
File Size: | 41 kb |
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