Showing posts with label No More Room in Hell. Show all posts
Showing posts with label No More Room in Hell. Show all posts

No More Room In Hell House Rules: Characters and campaign play

One thing I am a little disappointed with in "NMRIH" is the fact the character development with campaign play is a bit limited: you can only really purchase new gear between games, and you can increase your stats with a slim chance of a dice roll.

 This doesn't really phase me that much.  It is the fact that you can't buy any new skills that I am disappointed with. That is if I am reading the rules correctly.

 To me experience means new skills. The longer you do something, the better your skills become. The longer you survive the zombie hoards, the better you get at taking them down and, well, surviving.

This simple house rule allows for characters to spend points earned during the game on new skills.

 Only characters that participated in a scenario can improve their skills - those that stayed at the safe base to protect your stash of food and fuel can not improve their skills in any way.

 Each survivor may only purchase one skill between missions, and Sheeple can only buy skills that cost 5 or 10 points, Back Ups can buy skills that cost 20 or less points, and Shot Callers can buy any skills.

Also, you might have a Sheeple that has survived countless missions. For some reason this survivor just keeps on surviving. Surviving for so long that he or she really shouldn't be thought of as a Sheeple anymore.

So what to do? Spend valuable points to upgrade your character!

By spending 150 points you can upgrade a Sheeple to a Back Up, and for 300 points you can upgrade a Back Up to a Shot Caller.

Players must still use the "Score of a Life Time" chart to increase Guns, Fists and Guts as per the standard rules, but they do gain the extra Survive! point that comes with rising in rank/standing.

"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.

Zombie rule systems

I have three sets of zombie wargame rules: All Things Zombie (ATZ), Ambush Z and No More Room In Hell (NMRIH).

 The first two I like for the way zombies are controlled, but dislike the actual game mechanics.

 I like the general game mechanics of No More Room In Hell, but don't really like the way they handle the zombies, as well as a few niggly points here and there, in particular the complete lack of rules for nighttime encounters, despite mentioning flares, and the fact you can sneak, and this really only effects shooting.

I also dislike the initiative system in all three games, so I have created my own based on a card system as found in 'The Rules With No Name" and "Arc of Fire".

 So, what I intend to do over a few posts is "publish" my house rules for NMRIH.

I intend to cover: initiative, zombie deployment, encounter charts, and if time permits (i.e. I get around to doing it), Quick Reference sheets.

Iron Ivan Games "No More Room in Hell" rules

My Iron Ivan Games rule book arrived a few weeks back - just in time for me to have a quick read before I had to go away for a bit of time with my second job.

 I have given the rules a read over a few times and I like them.

 The rules allow for campaign play and has several types of zombies that can be used in the game, including "Crawlers: which are zombies with out legs... perfect for the Mantic Games plastic zombie figure pack.

 Killing zombies is a lot harder than killing non zombies in the game - i will definitely have at least one sword carrying character in my survivor group, if not two or more.  Chainsaws are marginally better than a sword, but the sword doesn't run out of fuel.

The 'Zombie Hunter' survivor skill is also a must, as this makes it so much easier to kill a zombie, doubling your chances in most cases.

Also, I will be borrowing a rule or two for zombies from "All things Zombies": in "No More Room in Hell" all zombies not in melee move towards the closest human, regardless of if they are hidden. I will be using the "ATZ" rule that any zombie further than 12" from a human will move towards the closest gun fire, or continue to move in the direction they were already heading in.

I also want to use a card system for initiative - a deck of cards containing one card per survivor, a zombie card (all zombies move on this card) and a few others, such as blank cards (so you can't card count), event cards, and maybe a "turn ends" card to add suspense to the game if your survivor didn't get to move during the turn and the zombies are drawn first next turn.

I dare say I will come up with a few other house rules, and will post comments when I think of them.