---
# System prepended metadata

title: Zombicide 2E Custom House Rules
tags: [zombicide]

---

---
title: Zombicide 2E Custom House Rules
tags: zombicide
# ⚀⚁⚂⚃⚄⚅
---

# Zombicide 2nd Edition Custom House Rules

Difficulty modifier legend:
🔵 -- makes the game a lot easier
🟢 -- makes the game a bit easier
🟡 -- changes the game, but does not exactly make it easier or harder in general (it may do that for specific cases though)
🟠 -- makes the game a bit harder
🔴 -- makes the game a lot harder

## 🔵 Flex Actions

* Characters can use their actions at any time. For example, one character can use 1 of their actions, then a second character can use their actions, then the first character can finish their actions.
* Ignore the First Player token.

## 🔵/🟢 Crouching

:::warning
🔵 when combined with the **Flex Actions** rule, 🟢 otherwise.
:::

New character actions:

* **Crouch**: A character starts crouching. This can be represented by placing a character on its side. Crouching characters ignore ranged attack friendly fire (Molotovs are not ignored). A character cannot move or attack when crouching.
* **Stand Up**: A character stops crouching.

### Variant: 🟢 Crouched Move

* New action: **Crouched Move**: Spend 2 actions to move 1 space when crouched.

### Variant: 🟢 Firmly Planted

* Characters can use ranged attacks while crouching.
* A crouching character gets -1 accuracy requirements on ranged attacks.

## 🟢 Special/Daily Zombie AP

* Special zombies grant 3 AP when killed, instead of 1.
* If an effect states that they reduce AP by 1, they reduce it by 3 instead.

## 🟢/🟡 Knocking on Doors

* Setup changes: Draw a Zombie spawn card face-down for each dark room on the map that is in a closed building and place it there.
* When a building is opened for the first time, flip the cards placed above and spawn the zombies accordingly, then discard the cards.
* New action: **Knock**: A character may knock on a door when standing next to one from the outside. This causes the face-down cards to move 1 space closer to the interior room containing that door.

## 🟡 Split Edge Zombie Spawns

* Whenever zombies are being spawned at the end of a turn on their respective Zombie Spawn tokens which are on an edge of the map, split those zombie spawns onto adjacent zones which are also on an edge.

## 🟡/🟠 Breaking Down Doors

* Zombies can conditionally choose to path through a closed door, as if it was open.
* Zombies only do so if there are either 8 zombies on the same space, 12 zombies at a 0-1 space range, or 16 zombies at a 0-2 space range.
* When zombies try to move through a closed door, they can do so if there are already 8 of zombies on a space with the door. Otherwise, they stay in place.
* Special objective doors cannot be broken down this way.

### Variant: 🟠 AP-based counting

* Instead of counting the number of zombies, count the sum of AP they grant when killed.
* This means Abominations count as 5 zombies.
* Works great with additional rules like **Special Zombie AP**.

### Variant: 🟠 Powerful Abominations

* Abominations count as infinite zombies.
* This means they can always break down a door by themselves.
* This also means zombies will try to follow an Abomination near doors.

## 🟠/🔴 Initial Zombie Wave

* Before placing the characters on the map as part of mission setup, spawn zombies on each of the Zombie Spawn tokens, as if a turn just ended.
* An Abomination cannot spawn this way. If it was to spawn, discard the card and draw the next one.
* Ignore any Extra Activation cards -- discard them instead and draw another one.

# Mix-ups

## 🟡/🟠 Breaking Down Doors + Knocking on Doors

* After Knocking on a door, if there are 4/3/2/1 (depending on the current Danger Level) Zombie spawn cards on the other side of the door, the door is instantly broken down. Zombies are spawned accordingly.
* Additionally, if the door was not broken down just yet and the current Danger Level is above Blue, roll a 🎲. If a ⚀ rolled, the door is broken down anyway. Zombies are spawned accordingly.

# Integrations

## 🟡/🟠 Special/Daily Zombies after Leveling Up

* After a turn ends, for each player that leveled up this turn (moved from one Adrenaline Level to a higher one), choose a Zombie Spawn token (roll a 🎲 to decide which one). When spawning zombies on this token, replace one of the zombies with a Special zombie of the same type.
* Special zombies should also be chosen at random, in any way appropriate. If they are already on the board, choose another one. Ideas:
    * Idea #1:
        * Fatties and Runners: you can roll a 🎲, then choose the n-th one.
        * Walkers: roll 4🎲-3, then choose the n-th one.
    * Idea #2: Make custom decks for all 3 types of zombies.
* To limit the amount of rules to remember at once, there can only be 2 Special zombies of each type at once on the board. If you were to spawn more, just spawn standard zombies instead.

### Variant: 🟡 Card Skipping

* If a 3rd Special zombie of the same type were to spawn, discard this zombie spawn card and choose another one.
* If there are already 6 Special zombies on the board (2 of each type), just spawn standard zombies instead.