Dawn Of The Dead Blackout -

“Dawn of the Dead Blackout” is not an official standalone game or expansion. Instead, it’s a community-made variant (or house ruleset) inspired by George A. Romero’s 1978 film Dawn of the Dead. The name “Blackout” refers to a common scenario in zombie fiction where power grids fail, turning shopping malls or cities into dark, dangerous labyrinths.

Key inspirations:

The variant transforms the standard Zombies!!! gameplay into a tense, survival-horror experience where light sources, sound discipline, and barricading matter as much as dice rolls.


Romero understood that the monsters were always us. The Dawn of the Dead Blackout strips away the screaming ghouls and leaves the quiet, grinding horror of boredom and despair.

After two weeks without power, the silence becomes a physical weight. No hum of the refrigerator. No distant traffic. No background radiation of Wi-Fi signals. People begin to talk to themselves. Hallucinations are common by week three—the brain, starved of stimulus, begins to invent the sound of engines or the ringing of a phone that will never ring again. dawn of the dead blackout

Couples who have been married for thirty years kill each other over the last cigarette. Parents make choices no god should allow: which child gets the last bottle of clean water.

The "blackout" in the title doesn't just refer to electricity. It refers to the blackout of the soul. The moment you realize that rescue is not coming. FEMA is a rumor. The National Guard has fortified a fifty-mile radius around the capital and left the rest to rot.

The most complete version of “Dawn of the Dead Blackout” is maintained by fan “MallRat” on BoardGameGeek. Search for:

Zombies!!! Variant: Dawn of the Dead Blackout (v2.4) “Dawn of the Dead Blackout” is not an

That PDF includes:


While the scenario is terrifying, survival is not impossible. It requires rejecting the "mall mind" immediately.

1. Go Rural, Go Silent Cities are death traps. Every window is a target. Every stairwell is an ambush. Within 48 hours of a blackout, you must be on foot, moving toward agricultural land. Farmers have wells, guns, and fences. Suburbanites have decorative soaps and dead lawns.

2. The Rule of Threes (Modified) You can survive 3 minutes without air, 3 hours without shelter (in cold), 3 days without water, and 3 weeks without food. In a blackout, water is the only priority. Learn to find condensation, drain water heater tanks, and use solar stills. Forget the canned beans until you have a canteen. The variant transforms the standard Zombies

3. The Gray Man Protocol Don't dress like a soldier. Don't fly a flag. The dead in this scenario are the desperate. If you look like you have supplies, you become a target. Wear dirty clothes. Walk with a limp. Hide your water in trash bags. The best camouflage in the Dawn of the Dead Blackout is looking like you've already lost.

4. The Battery Hierarchy Your phone is a paperweight after day two. But a AA battery is gold. Headlamps, handheld radios (HAM or GMRS), and small LED lanterns are the difference between stumbling into a ravine and surviving the night. Stockpile lithium, not lead-acid.

In the All Flesh Must Be Eaten or Zombie World TTRPG communities, there is a fan-written scenario called "Blackout at the Dawn Mall" . The plot:

It’s 1979, three weeks after the rising. Your group has survived in a suburban mall. Then the backup generators fail. Now, in total darkness, the only light comes from emergency exit signs and the occasional muzzle flash. The zombies outside have stopped moaning. They just stand silently in the parking lot, staring at the blacked-out windows. Waiting.

This scenario emphasizes sound-based stealth, limited resources, and the psychological horror of not seeing the threat.