Guns: Roll as normal. Add 1 to roll for every square less than range. Subtract 1 from roll for every square beyond range. Example: Revolver has a range of 3, needs a 4 or higher to hit. Zombie is 2 squares away. D6 rolls 3. Because it is 1 square closer than the revolver’s range, 1 is added to the total, making it 4, for a hit.
Alternate Scenario: Rescue the Townsfolk.
Played with the Manor House.
The Manor is considered barricaded. Zombies must roll a 4 or higher to enter the Manor.
When heros find townsfolk, their townsfolk (TF) token is placed under the hero. The token moves with that hero as it is escorted.
Townsfolk may be exchanged between heros, or left in any space a Hero moves through.
While with a townsfolk, all hero movements are -1 to a minimum of 1.
When a hero with a TF dies, the TF is left where the hero died.
If a TF is left in the same space as a Zombie with no Heroes at the end of the Hero turn, they are dead and discarded.
Additional: The manor house is only barricaded when the generator is running. Gasoline is required to power the generator. Once activated, the generator runs for the rest of the game, or until it is attacked by a zombie with a roll of 4 or higher. More gasoline will fix the problem.
Find the Necronomicon: Zombies Auto-Spawn
Place the numbered tiles, 1 through 8, in the zombie spawn buildings, 2 each.
6 hero cards are set in the manor. When a hero searches in the manor, they draw a card. If there are no cards, they find the book.
When the book is found, roll D6. This is the magic number. When this number is found, you find the skull. Burn the skull to end the zombie apocolypse.
I have not played any of these scenarios yet, but plan to very soon.