Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

"No More Room In Hell" House rules: Zombies (and the use there of)

One thing I am not a huge fan of the the way zombies are controlled in "No More Room In Hell".

 Unless determined by a scenario, the general spawning of zombies can mean you they appear on the table at all directions at once (assuming you have some bad dice rolls that is), and they always do the same thing which leads to little room for manoeuver or, to a degree, tactics.

My house rules for zombie control are as follows:

Spawn Points - unless laid out in a scenario set up I have a random number of spawn points, based on the Zombie Threat Level for the game:

I have 4, 6, 8, 10 and 12 random spawn points for low to high level threats respectively. Oddly enough, these also match dice you can get for wargaming.

Thus in NMRIH game terms:

Threat Level 3 = 4 spawn points
Threat Level 4 = 6 spawn points
Threat Level 5 = 8 spawn points
Threat Level 6 = 10 spawn points
Threat Level 7 = 12 spawn points

Rather than place a zombie at each spawn point as per the rule book, roll 1d matching the spawn points to see where all the zombies appear for that turn.

Example: I am playing a game set at Threat Level 5, and have placed 8 spawn points out. I roll the dice in the Dice Grave yard and 3 zombies will appear this turn. Rolling 1d8 I get a result of 7. Those 3 zombies will appear at spawn point 7 for this turn.

Zombie Actions: in NMRIH all zombies react the same way - they move towards the closest survivor or group of survivors. Ho hum. This doesn't allow for tactics - unless you count sacrificing a low level survivor by putting him or her near a spawn point so the zombies leave every one else alone.

By changing the rules a little I think they become a bit more interesting, and bring an element of tactics into the game.


  • If a zombie is knocked down it must spend a turn regaining its feet before it can move (unless it is a legless crawler). Standing up is regarded as its action for that turn.
  • Zombies can only see 'dinner' within 12 inches - any human outside this range is ignored. Any survivor within Line of Sight becomes the target of the zombie(s). Any human within 12" but concealed will not become such a target as the zombie does not have LOS and the survivor either doesn't move or makes a sneak move.
  • Any survivor running during their fearful footing phase will attract the attention of a zombie within 12" even if the survivor is not in the zombie's LOS.


  • Unless a zombie has spotted a human it will either move towards the nearest sounding gun fire or explosion. If there isn't a human or sound to move towards, the zombies will move forward in the direction they are facing, moving around obstacles they walk into via the shortest route.
  •   For each zombie/ group of zombies with out a target (i.e. no human or sound to move towards) roll 1d10. On a 10 they stand still for that turn and just 'mingle' where they are.
  • Any zombie that loses LOS to a tasty morsel that it can't get to, will move to something more interesting (like a gun shot) after two turns of trying to figure out where it's dinner went to.


Unless the house rules contradict those above any other rules stated in the rule book still apply.

What I have tried to do with these house rules is to allow a level of tactics in the game: it allows for survivors to sneak around, to hide, to attract attention of zombies to other areas and so on.
 It stops a potential "Mexican Standoff", and actually gives the survivors a bit more of a chance of meeting the scenario requirements once hoards of zombies flood the gaming area.

 I would be interested to see what others think if they try these rules, or if they have any ideas of there own that could improve the way the zombies react in the game.

"No More Room In Hell" House Rules: Card Initiative System

Having played a lot of wild west games using "The Rules With No Name" and WW2/Modern using "Arc of Fire" I really enjoy a card activation system for determining initiative.

 The cards can lead to a lot of suspense and tension as you don't know which figure will be activated next, and the turn could end before you get to activate your hero, leaving them in a really bad situation.

 The cards add randomness to the game, as well making you think a few turns in advance... just in case the merde hits the fan.

To make the cards you can purchase blank playing cards easily on the net, or print out custom made cards and laminate them in business card size lamination pouches.  I prefer this last method, as it keeps the cards in good condition, and you can write on them to make notes if need be.

 For each survivor in play I create one card for every point of Survive! that survivor has.

 Thus Sheeple will have one card each in the deck, Back Ups two and Shot Callers three... unless of course these survivors have different Survive! points.

 I also include one card for the Zombies, an "End Turn" card and what ever other cards I feel will enhance the game, such as random events or even blank cards to stop card counting and to build up tension.
 If you are feeling especially brave, you can add extra zombie cards - this way you can represent faster zombie types, like those seen in "28 Days Later".

 Every time a card is drawn the survivor who's card it is gets to take one action. All zombies move when their card is drawn and they also get to move when the End Turn card is drawn, provided they have not moved already during the turn.  This ensures the zombies will always take an action each turn.

 If the turn ends before survivors get to take an action then bad luck. And believe me, it really can be bad luck, and the suspense level increases when it happens.

Also, every time a survivor is wounded (i.e. a point of Survive! is deducted) a card representing that survivor should also be removed from the deck before the next turn starts.
 The more wounds you have, the less actions you get.

 As I print out my cards, I like to have a logo on the back of the card, and a photo of the miniature(s) on the front.
 If needed, I also add text to the front - this helps eliminate the need to look something up, and is a useful reminder of game mechanics.
 I don't add names to the survivor cards, that way if they die I can bring them back in to the game as someone else using the same cards.

This is a sample of the "Celina Croise" survivor character card I have made for the game I am currently playing:

I haven't added any text to either side of the card, and I use them in black and white - it not only saves money, but it actually makes it a bit easier to see, but that could just be me (and no, I am not colour blind).

 I am not 100% sold on the bio hazard symbol on the front of the card, so I might change it to something else should I find an image I really like.

I find using cards can speed up game play as well, as you are not rolling dice and comparing them to see who gets to move.

I hope someone gets some use from this post, and I am happy to answer any questions on the system should anyone have them.