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Zombicide 2nd Edition WIP

This document provides an overview of the rules and gameplay for Zombicide: 2nd Edition, a cooperative board game where players take on the roles of survivors battling zombies. The summary includes: 1) An overview of the players' and zombies' turns, which involve actions like moving, searching, combat, and spawning new zombies. 2) Descriptions of the different zombie types (walkers, fatties, runners, abominations) and how they activate. 3) Details on survivor skills, equipment cards, and other game elements like objectives, noise, line of sight, and combat. 4) Mentions additional game modes, missions, and components included in the box like
Copyright
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100% found this document useful (2 votes)
782 views33 pages

Zombicide 2nd Edition WIP

This document provides an overview of the rules and gameplay for Zombicide: 2nd Edition, a cooperative board game where players take on the roles of survivors battling zombies. The summary includes: 1) An overview of the players' and zombies' turns, which involve actions like moving, searching, combat, and spawning new zombies. 2) Descriptions of the different zombie types (walkers, fatties, runners, abominations) and how they activate. 3) Details on survivor skills, equipment cards, and other game elements like objectives, noise, line of sight, and combat. 4) Mentions additional game modes, missions, and components included in the box like
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

re I N

ss
og k
Pr Wor

ND
2 EDITION

RU LE S & MISS ION S


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#01
REORGANIZE/TRADE.........................................................1

CHAPTERS COMBAT ACTION...............................................................1


• Melee Action............................................................1

--GAME CONTENT..........................1
• Ranged Action..........................................................1
TAKE OR ACTIVATE AN OBJECTIVE....................................1
--TIME FOR ZOMBICIDE!................1 MAKE NOISE.....................................................................1
--SETUP.........................................1 DO NOTHING.....................................................................1

--GAME OVERVIEW.........................1 --ZOMBIE'S PHASE........................1


PLAYERS' PHASE..............................................................1 STEP 1: ACTIVATION..........................................................1
ZOMBIES' PHASE..............................................................1 • Attack.....................................................................1
• Move........................................................................1
END PHASE.......................................................................1 • Playing Runners.......................................................1
WINNING AND LOSING.......................................................1 STEP 2: SPAWN.................................................................1
--THE BASICS.................................1
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COLORED SPAWN ZONES...................................................1


USEFUL DEFINITIONS........................................................1 ZOMBIE RUSH CARDS........................................................1
LINE OF SIGHT..................................................................1 EXTRA ACTIVATION CARD.................................................1
MOVEMENT.......................................................................1 --COMBAT.......................................1
READING AN EQUIPMENT CARD.........................................1 MELEE ACTION..................................................................1
• Amo Type.................................................................1 RANGED ACTION...............................................................1
•Z ombie-Killing, Door-Opening,
ZOMBICIDE 2ND EDITION

• Targeting Priority Order...........................................1


and Noisy Equipment...............................................1
• Friendly Fire............................................................1
--EQUIPMENT TRAITS....................1
• Combat Characteristics............................................1
• Noise.......................................................................1
ADRENALINE, DANGER LEVEL, AND SKILLS.......................1 FLASHLIGHT.....................................................................1
--INVENTORY.................................1 MOLOTOV..........................................................................1

--THE ZOMBIES..............................1 RELOAD............................................................................1

WALKER...........................................................................1 SNIPER.............................................................................1

FATTY..............................................................................1 --ADDITIONAL GAME MODES.........1


RUNNER...........................................................................1 CAR ACTIONS....................................................................1
ABOMINATION..................................................................1 • Get In Or Out Of A Car.............................................1
• Change Seats In A Car..............................................1
ZOMBIE RUSH...................................................................1 • Drive a Car..............................................................1
--PLAYER'S PHASE........................1 • Take A Pimpweapon Crate In A Pimpmobile...............1
• Search a Police Car..................................................1
MOVE................................................................................1

u
DARK ZONES.....................................................................1
RULES

SEARCH............................................................................1
COMPANIONS....................................................................1
DOOR ACTION...................................................................1
ESCORTING A COMPANION................................................1
• Spawing in Buildings................................................1
COMPANION GENERAL TRAITS..........................................1
ULTRARED MODE..............................................................1
TUNNING THE DIFFICULTY................................................1

--MISSIONS....................................1

2
#02 GAME
COMPONENTS 9 DOU BLE-SIDED TILES

12 ID CARDS

88 MI NIATU RES
12 Survivors

ZOMBICIDE 2ND EDITION


Lili Tiger Sam Ostara Odin Bunny G Lou

Josh Doug Elle Amy Ned Wanda

76 Zomb ies

x8 x8 x8 x8 x8 x8 x8 RULES
40 Walkers 16 Runners

x8 x8

16 Fatties

4 Abominations

3
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IP 103 MIN I CARDS 6 8 TO K EN
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63 Equipment Cards • Car (Pimpmobile/Police Car). 2

• 6 Starting Equipment
Baseball Bat.....................................1
Crowbar............................................1
Fire Axe.............................................1
Pistol.................................................3
• Door (Blue - open/closed)........ 1
• 45 Equipment • Door (Green - open/closed)..... 1
Aaahh!!.............................................4 • Door (Red - open/closed).......15
Bag Of Rice.....................................2
Canned Food...................................2 • Exit Zone...................................... 1
Chainsaw.........................................2
Crowbar............................................1 • First Player.................................. 1
Fire Axe.............................................1
Flashlight.........................................2 • Noise token................................18
Katana..............................................2
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Kukri.................................................2 • Objective (Red/Blue)................. 1


Machete...........................................4 • Objective (Red/Green).............. 1
Molotov............................................4 • Objective (Red/Red)................. 9
Pistol..................................................1
Plenty Of Bullets...........................3 • Pimpweapon Crate.................. 12
Plenty Of Shells.............................3
Sawed-Off.......................................4 • Zombie Spawn
Shotgun...........................................2 (Red/Spawn Start).......................1
Sniper Rifle.....................................2 • Zombie Spawn (Red/Blue)....... 1
ZOMBICIDE 2ND EDITION

Sub-MG.............................................2 • Zombie Spawn (Red/Green).... 1


Water................................................2 • Zombie Spawn (Red/Red)....... 2

• 11 Pimpweapons
Aaahh!..............................................2
Army Sniper Rifle...........................1 6 SU RVIVO R DASH BOARDS
Automatic Shotgun........................1
Evil Twins..........................................1
Golden AK-47..................................1
Golden Kukri....................................1
Gunblades........................................1
Ma's Shotgun...................................1
Nailbat...............................................1
Zantetsuken.....................................1

• 1 Reference Card 6 SU RVIVO R CO


LO R BASE
Car......................................................1
RULES

40 Zo mb ie Ca rd s
6 DICE 48 TR ACKERS

4
TIME FOR
#02
Zombicide is a cooperative game where 1 to 6 players take

ZOMBICIDE! the roles of Survivors battling Zombies controlled by the


game itself. The theme is about fellowship, heart-pounding
action, and reaching victory against impossible odds.
Not so long ago, most of us were ordinary people The game’s goal is to choose a Mission and complete its
leading ordinary lives, our dreams bound by ordinary objective, killing as many Zombies as possible. The monsters
laws. And then, the zombies came, storming may be unpredictable, and come in greater number as
humanity by surprise. The infected destroyed the adrenaline builds up, threatening to overwhelm the Survivors.
old world in a matter of days. Keep an eye on each other’s back!
Facing the apocalypse, a few of us showed their Survivors use whatever weapon they can get to kill Zombies
true selves, and survived, all guns blazing. We are and slow down the invasion. The better the weapon, the higher
no longer the people we used to be. The past is the body count, but the more Zombie appear, attracted by
gone, we are now free to choose our fate. It won’ t the onslaught.

M
be a zombie world. It is time for payback. Time for Your best weapon, however, is cooperation. All players
Zombicide! win or lose together, and only through team spirit will the
Survivors give the best of themselves, unlocking powerful
Skills and access to the best weapons. Cooperation is the key
to survival and victory!
K

ZOMBICIDE 2ND EDITION


RULES

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#03 SETUP
4– Select the indicated amount of Survivors and distribute
them between the players as you see fit. As they are
cooperating against the game, all players form a single team.
Players sit around the table in any order they choose.
Yes, we wander from a city to the next. This is
where we can find quick meals, fancy clothes, soap, 5– Players take 1 Dashboard for each of their Survivors,
cars, and guns. You don’ t seem to understand, so let placing the Survivor’s ID Card on it. They take a colored
me be clear: we live here not in spite of the zombie plastic base and attach it to the Survivor’s miniature to help
population, but because of it. A predator always identify it. They also take 5 plastic trackers of the same color
follow its prey! as their base.

A Zombicide game usually features 6 Survivors, distributed 6– Set the following cards in separate decks, they are
in any way you see fit among players. We recommend new identified by their category, as written on their back, and
players join the game with a single Survivor to get a quick their respective color. Shuffle each of these decks, and place
grasp on the game mechanics. A veteran player can easily them facedown close to the board.
control a whole team of 6 Survivors and blast their way • Starting Equipment (grey).
through the fateful night! • Equipment (blue).
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• Pimpweapons (red).
1– Choose a Mission. • Zombies (yellow).
Place the Car reference card within view of all players. This
2– Place the tiles. card act as a reminder of car rules and stats, and do not
belong to any single player.
3– Place the Spawn Zones, tokens and miniatures as indicated
by the Mission.
Veteran Zombicide players, please note:
- The tiles predefine places for Pimpweapon Crates and
ZOMBICIDE 2ND EDITION

Objective tokens.
- Closed doors are already drawn on buildings.

This is the Survivor


Starting Zone. It is
This is an open indicated on the Mission
Objective crate. map, but is not a token.
Place an Objective Survivors start the
token on top of it game in this Zone
at the start of the This is the Car reference card.
game. Whenever
a Survivor takes
the Objective 7– Take all Starting Equipment cards, then deal them
token, they leave randomly and as evenly as possible among Survivors. If
only the empty
crate marking. needed, choose the Survivors who receive more than 1 card.

8– Place the miniatures representing the chosen Survivors


This is an open in the Survivor Starting Zone(s), as indicated by the Mission.
Pimpweapon Crate.
Place a Pimweapon
Crate token on top The Mission map
shows where to 9– Each player places their Survivors’ Dashboard(s) in front
of it at the start of
the game. Whenever place Zombie Spawn of them. Make sure the sliding arrow is on the 0 space in the
a Survivor takes the tokens, like this one.
blue area of the Danger Bar. Then, they place a tracker in the
token, they leave
RULES

only the empty highest slot of their Wound Bar (see the sidebar) and another
crate marking. tracker in the slot for the first (Blue) Skill. Place 3 more
trackers in the reserve slots on the top of the Dashboard.
Starting Equipment may be set in “Hand” or “Backpack”
The Objective token
slots of the Dashboard (P. XX).
and the Pimpweapon
Crate token have
been placed on top
of their respective.
markings.
A Zombie has to be
placed here. In that
case, it is a Walker.

6
10– The player with the Fire Axe as a Starting
Equipment is the first player for the first
Game Round. Give them the First Player
token.
Amy is a classic
Survivor and starts
with Health 3 This is the First
Player token 3 Trackers
in reserve.

Tracker
on the
Blue Skill.
Bunny G is a Kid:
he starts with
Health 2, and can
use the Slippery
Skill once per
Activation.

There are 2 Survivor types in Zombicide – classic Survivors Tracker on Tracker on Amy got the Fire
and Kids. the “0” of the the “3” of the Axe as a Starting
Danger Bar. Wound Bar. Equipment. It also
Classic Survivors has no distinguishing features. They usually
grants her the First
start with Health 3. Player token for the
First Game Round.

Kids have their own symbol on their ID Card. They

ZOMBICIDE 2ND EDITION


usually start with Health 2, and can use the Slippery
Skill (P. XX) once per Activation, with a single Move.

RULES

This Mission is ready to be played.


Let the Zombicide begin!

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GAME
#03
END PHASE
OVERVIEW The first player hands the First Player token to the player to
their left. Another Game Round then begins.
Our infected foes no longer use the weapons they tried to
defend their former lives with. In some places, you can just
WINNING AND LOSING

:
pick one up and start firing on the spot. On the other hand,
zombies are not to be underestimated. They find strength in
numbers and may prove unpredictable. This is a war no one The game is won immediately when all of the Mission
was prepared for. objectives have been accomplished.
The game is lost whenever a Survivor is eliminated, when
Zombicide is played over a series of Game Rounds, which the Mission objectives can no longer be fulfilled, or when a
proceed as follows. specified losing condition is met.
Zombicide is a cooperative game, so all players win and lose
together.
PLAYERS’ PHASE
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The player with the First Player token takes their Turn,
activating their Survivors one at a time, in the order of their
choice. Each Survivor can initially perform 3 Action per Turn,
though they may gain Skills allowing them to perform extra
Actions as the game progresses. The Survivor may use their
Actions to kill Zombies, move around the board, and perform
other tasks to accomplish the various Mission objectives.
Once a player has activated all their Survivors, the player
to the left takes their Turn, activating their Survivors in the
ZOMBICIDE 2ND EDITION

same manner.
When all the players have completed their Turns, the Player’s
Phase ends.
The Players’ Phase is explained in depth on page XX.

ZOMBIES’ PHASE
All Zombies on the board activate and spend 1 Action either
to attack a Survivor standing in their Zone or, if they have
nobody to attack, to Move toward the Survivors.
Some Zombies, called Runners, get 2 Actions,
so they can attack twice, attack and move,
move and attack, or move twice.
Once all Zombies have performed their
Actions, new Zombies appear in all
active Spawn Zones on the board.
The Zombies’ Phase is explained in
depth on page XX.
RULES

8
#03 THE
BASICS
One rule: no rules. Well, almost. Find cool weapons,
stick together, kill zombies, enjoy life, and
everything should be fine.
o f
USEFUL DEFINITIONS
Actor: A Survivor or Zombie.
Zone: Inside a building, a Zone is a room. On a street, a Zone
is the area between two linear markings (or a linear marking
and the board’s edge), and the walls of buildings.

This is a
building Zone.
The room These 8 building Zones
is delimited form a single building,
by walls. straddling 2 tiles.

This street Zone


straddles 2 tiles.

ZOMBICIDE 2ND EDITION


This is a street Zone,
delimited by linear
markings, a wall, and
the board’s edge.

This building has 4


rooms, forming 4
separate building Zones.

This street Zone


straddles 4 tiles.
RULES

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LINE OF SIGHT In building Zones, an Actor sees into all the Zones that share
an opening with the room the Actor currently occupies.
Lines Of Sight define whether Actors can see each other, If there is an opening, the walls do not block Line of Sight
such as whether a Survivor can see a Zombie through a door between 2 Zones. An Actor’s Line of Sight is limited, however,
opening, from a room to the next, across the street, etc. to the distance of 1 Zone.
• If the Survivor is looking from a building Zone out into street
In street Zones, Actors see in straight lines that run parallel Zones, the Line Of Sight can go through any number of street
to the edges of the board. Actors cannot see diagonally. Zones into a straight line.
Their Line of Sight covers as many Zones as the line can pass • If the Survivor is looking from a street Zone into a building,
through before reaching a wall or the edge of the board. the Line Of Sight can go only 1 Zone into the building.

NOTE: Closed Doors interrupt Lines of Sight.

Elle has a Line Of Sight through the Doug sees 1 Zone through the buildings, but no
open door, all the way through the further. He sees Elle far away, but cannot see past
street. Doug and her see each other! the first Zone trough the building in front of him.
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ELLE DOUG

Standing
in a street
Zone, Amy
has Lines
of Sight in
ZOMBICIDE 2ND EDITION

straight lines,
until they
meet either a
wall, a closed
door, or the
board’s edge. AMY

Wanda has a
Line Of Sight
through the
street, up to 1
Zone into the
There is no diagonal Line building on the
Of Sight in Zombicide. other side of
the street.

Wanda Line of
Sight cannot go
Amy’s Line further, she cannot
Of Sight is see Doug (and the
interrupted other way around).
by the wall.
RULES

Josh stands
in a Street
Zone. He sees WANDA
in straight
lines, up to
walls, closed Josh sees 1
doors, and the Zone through
board’s edge. building Zones. Josh cant see more
than 1 Zone through
building Zones.

JOSH

10
MOVEMENT
Movement is life. Keep on moving!
- Wanda

Actors can move from a Zone to the next as long as the first
Zone shares at least an edge with the destination Zone.
z
Corners do not count. This means Actors cannot make
diagonal movements.

In street Zones, movement from one Zone to another has no


restrictions. However, Actors must go through an open door
(or opening) to move from a room to exterior and vice-versa.

In building Zones, Actors may move from one Zone to another


as long as their Zones are linked by an opening (such as an
open door). The position of a miniature in the Zone and the
layout of the walls do not matter as long as the Zones share
an opening.

The closed door


prevents Lili
from entering the
building: it has to
be opened first!

ZOMBICIDE 2ND EDITION


LILY

OSTARA

RULES
Lili can Move 1 ...but She cannot Remember: no
Zone north or Move diagonally. diagonal Moves!
south through
the street...
All walls have
openings, and the
door is opened:
Ostara can
move wherever
she wants.

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READING AN EQUIPMENT CARD -- AMMO TYPE

I know better. Rate of fire is life. Keep on firing! Ranged weapons use ammunition to kill Zombies. They have
- Doug infinite ammo (enjoy!). However, they don’t all use the same
type of Ammo.
Zombicide features many different Equipment cards. The
ones your Survivors use to eliminate Zombies have Combat
characteristics displayed at the bottom:

Weapons fall into 2 categories: Melee weapons and Ranged


weapons. The Melee and Ranged symbols are used to
distinguish each type.
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Weapons with the Bullets symbol fire small-caliber


Melee weapons bear the Melee symbol. They have ammunition at Zombies. They may use the Plenty
a Range 0 value and thus can only be used in the Of Bullets card to provide the Survivor with handy
same Zone as the Survivor. They are used with re-rolls.
ZOMBICIDE 2ND EDITION

Melee Actions (P. XX).


Baseball Bats, Crowbars, and Fire Axes
are Melee weapons. Weapons with the Shells symbol work with higher

o
caliber ammunition. Having the Plenty Of Shells
Ranged weapons bear the Ranged symbol. They card allows for re-rolls against the tougher targets.
usually have a maximum Range value of 1 (or
more). They are used with Ranged Actions (P. XX).

z
Attacking at Range 0 with a Ranged weapon is still
a Ranged Action.
RULES

Pistols, Shotguns, and Sniper Rifles


are Ranged weapons.

12
-- ZOMBIE-KILLING, DOOR-OPENING, AND -- COMBAT CHARACTERISTICS
NOISY EQUIPMENT
Weapons display Combat characteristics used to eliminate
Many Equipment cards, such as the Crowbar, Zombies in many ways.
Fire Axe, and Chainsaw allow Survivors to
open doors as well as eliminate Zombies.
Equipment that allows Survivors to kill
Damage.
Zombies has either the Ranged or Melee Damage
symbol. inflicted with
each success.
Damage does
Equipment that allows you to open Doors not stack up
with multiple
has this symbol. successes.

Each of these symbols is accompanied by a second symbol


related to Noise, defining if the Action is noisy or not. Noise Accuracy. Each
roll that equals
attract Zombies! or exceeds
Weapon
this value is
type. This
a success.
Equipment is a
Lower results
Melee weapon.
This Action is noisy and produces a Noise token. are failures.

This Action is not noisy and does not produce a


Noise token. Range. Min and max Dice. Roll this many
number of Zones the dice when a Melee
weapon can reach. Action is spent to
EXAMPLE 1 – The Fire Axe: 0 indicates it can use this weapon.
only be used in the
Survivor’s Zone.

ZOMBICIDE 2ND EDITION


Can open
Doors and
produces a
Noise token
when used
that way. Dual. If you
have Dual
weapons with Ammo type.
the same name This Equipment
Can kill in each Hand uses Bullets.
Zombies slot (P. XX),
but does you may use
not produce them both with
a Noise a single Action
token when (they must be Damage.
doing so. aimed at the Damage
same Zone). inflicted with
each success.
Damage does
Weapon not stack up
type. This with multiple
EXAMPLE 2 – The Chainsaw: Equipment is a successes.
Melee weapon.

Can open
Doors and
produces a
Noise token
RULES
Range. Min and max Dice. Roll this many
when used number of Zones the dice when a Melee
that way. weapon can reach. Action is spent to
0 indicates it can use this weapon.
only be used in the
Survivor’s Zone.
Accuracy. Each roll that equals or
Can kill exceeds this value is a success.
Zombies and Lower results are failures.
produces
a Noise
token when
doing so.

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• A single Action can only produce a single Noise token, no
matter how many dice are rolled, how many hits are obtained,
or whether Dual weapons are used.
• Noise tokens are removed from the board during the End
Phase (P. XX).
NOTE: Each Survivor miniature also counts as a Noise token.
Zombicide Survivors can’t stay quiet, and don’t even get me
started on the kids!

EXAMPLE: Ned spends his first Action with a Katana to


eliminate a Walker in his own Zone. The Katana is a Silent
weapon, and doesn’t produce Noise tokens.
The second Action is spent to fire one Zone away with a
Shotgun. It is a noisy weapon. Even if multiple dice were
rolled, only a single Action was spent: a single Noise token is
set in Ned’s Zone.
Ned spends his third Action to Move away. The Noise token
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remains in the Zone it was produced, and does not follow Ned.

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ZOMBICIDE 2ND EDITION

-- NOISE

Keeping quiet? What for? I have fun, and fun


makes noise!
- Bunny G

Running a chainsaw or going full auto makes Noise, and Noise


attracts Zombies. Each Action used to attack or open a door
with noisy Equipment produces a Noise token.
RULES

• Place the Noise token in the Zone where the Survivor


resolved the Action. It stays in the Zone it was produced,
even if the Survivor moves.

14
ADRENALINE, DANGER LEVEL, AND Building up Adrenaline has a side effect. When you draw
SKILLS a Zombie card to spawn Zombies, read the line that
corresponds to the Survivor with the highest Danger Level
(see Zombie Spawn, P. XX). The stronger the Survivor is, the
Tell me how you kill zombies, and I’ ll tell you who more Zombies appear.
you are.
- Elle

For each Zombie eliminated, a Survivor gains 1 Adrenaline


Point (AP) and moves up a notch on their Danger Bar. Some
game features provide additional AP, like taking Objective Red Danger Level: 9 Walkers
tokens or consuming food.
Orange Danger Level: 7 Walkers
There are 4 Danger Levels on the Danger Bar: Blue, Yellow,
Orange, and Red. Reaching a new Danger Level provides Yellow Danger Level: 5 Walkers
the Survivor with a new Skill (P. XX) to help them on their
Mission. Skills stack across Danger Levels. As new Skills are Blue Danger Level: 3 Walkers

unlocked, place new trackers on the Survivor Dashboard to


indicate them.

ZOMBICIDE 2ND EDITION


RULES

A Survivor starts the The Yellow Level is The Orange Danger Level is The Red Danger Level is
game at Blue Level, with reached with 7 Adrenaline reached with 19 Adrenaline reached with 43 Adrenaline
0 Adrenaline Points, Points. The Survivor Points. Choose a Skill among Points. Choose a Skill among
and a single Skill. gains a fourth Action. the 2 indicated at this Level. the 3 indicated at this Level.

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#07 INVENTORY The Backpack can hold up to 3 Equipment cards.
Characteristics and game effects described on Equipment

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cards cannot be used until they are moved to a Hand
inventory slot.
Equipment cards bearing “May be used in the Backpack” may
Mister? You’ve got the weapon I’ m looking for. be used indiscriminately in Hand or Backpack slots.
- I was about to tell you the same thing. What ’ s
your name, young punk?
- Ostara. You?
- Ned.
- Nice to meet you. Can I have this weapon?
Please?

Each Survivor can carry up to 5 Equipment cards, divided


into two types of Equipment slots on their Dashboard: 2
Hand, and 3 Backpack slots. You may discard cards from your
Survivor’s inventory to make room for new cards at any time,
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for free (even during another player’s Turn).

Each Hand slot may receive 1 Equipment card. Weapons and


other items in Hand slots may be used normally.

Backpack: The Backpack slots are meant to store any


Equipment card the Survivor is not currently using.The Survivor
ZOMBICIDE 2ND EDITION

may not use the Katana until it is moved to a Hand slot.

The Plenty Of Bullets


Equipment card, bearing
the “May be used in the
Backpack” mention,
still provides its game
effect to the Survivor.
RULES

Hand slots: Both hands are used for


Combat. The Survivor may perform
Ranged Actions with the Sub-MG and
Melee Actions with the Machete

16
ABOMINATION
#08 THE ZOMBIES Mutated beyond recognition, the
Abomination is the Survivors’
I’ m no doctor but as far as I can see, zombies worst nightmare. Only weapons
are dead hosts infected by something. We don’ t dealing 3 Damage or more can
know what it is and how it spreads. They no longer kill this monster. A well-aimed
need to eat or sleep, and don’ t show signs of pain. Molotov will do the trick, as it kills
They are basically bloodthirsty puppets, but don’ t everything in its target Zone.
underestimate them. They can endure a lot of Wounds dealt: 1
punishment and will chase you tirelessly for days. To eliminate: Damage 3 (or Molotov).
The only cure I know is summary execution. Adrenaline provided: 5 points
- Amy Special rules: A Molotov or a Damage 3 weapon is required
to eliminate an Abomination. Please note no weapon in
Zombicide features 4 types of Zombies. They have a single Zombicide’s core box has a natural Damage 3 value. It can
Action to spend each time they activate. A Zombie is be reached with Skills (like +1 Damage, P. XX), or Mission
eliminated as soon as it is successfully hit with an attack that special rules.
has the minimum required Damage value. Then its assailant
immediately earns the listed Adrenaline Points. Zombicide comes with 4 Abomination miniatures. Classic
Missions only use 1 of them. You may add more to spice up
the difficulty, or feature special Zombie characters. The
WALKER more you use, the harder the game gets!

It stinks, it’s nasty, and it’s slow.


Wounds dealt: 1 ZOMBIE RUSH!
To eliminate: Damage 1

ZOMBICIDE 2ND EDITION


Adrenaline provided: 1 point Some Zombie cards feature the Rush
keyword. When drawing such a card,
place the corresponding Zombie
FATTY miniatures normally. Then, these
Zombies immediately perform a free
Big, bloated, and tough, these Activation (P. XX)!
Zombies are hard to put down.
Weapons dealing only 1 Damage
can’t hurt them... at all.
Wounds dealt: 1
To eliminate: Damage 2
Adrenaline provided: 1 point

RUNNER
Amped up for some reason, these
guys move twice as fast as Walkers.
Wounds dealt: 1
RULES
To eliminate: Damage 1
Adrenaline provided: 1 point
Special rule: Runners have 2 Actions
every time they are activated (P. XX).

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#09 PLAYER’S PHASE DOOR ACTION

Life is like a closed building. You never know what


I don’ t have time for dummies. Get out of my way! you gonna get.
- Lili - Ned

Starting with whoever holds the First Player token, each


player activates their Survivors one after the others, in Equipment that allows you to open Doors has
the order of their choice. Each Survivor can perform up to this symbol.
3 Actions at the Blue Danger Level (not counting any free
Action their Blue Level Skill may give them). The possible
Actions are listed below. The Survivor uses a Door-opening Equipment to open a door
in their Zone. No roll is required. Set a Door token on its open
side where the closed Door was (if it was a closed Door token,
MOVE simply flip it to its open side instead).
Remember to place a Noise token in the Zone if the Survivor
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Let ’ s head this way! More zombies to kill! used a noisy Equipment to open the Door (P. XX).
- Josh

The Survivor moves from a Zone to the next but cannot move
through walls or closed doors.
• A Survivor must spend 1 additional Action per Zombie
standing in the Zone they’re attempting to leave. REMEMBER:
Kids can use the Slippery Skill (P. XX), once per Turn.
• Entering a Zone containing Zombies ends the Survivor’s
ZOMBICIDE 2ND EDITION

Move Action (save if they have the Slippery Skill, P. XX).


NOTE: Open Doors cannot be closed again.
EXAMPLE 1: Doug is in a Zone with 2 Walkers. To leave
this Zone, he spends 1 Move Action, then 2 more Actions
(1 per Walker), for a total of 3 Actions. If there had been 3
Zombies in the Zone, Doug would have needed 4 Actions
(1 + 3) to Move.
a
EXAMPLE 2: Wanda is next to a Zone containing a Zombie
when she moves. Her Move Action ends in the Zone with the
Zombie, even though her Sprint Skill would normally allow
her to Move up to three Zones.

SEARCH
Open the door, open the door! I want to see what ’ s
inside! What? Curious, me? Some Missions feature colored doors. Usually, these cannot
- Ostara be opened until some conditions are met, like finding an
RULES

Objective of the matching color. Read the Mission description


A Survivor can only Search building Zones and only if there to know more.
are no Zombies in that Zone. The player draws a card from
the Equipment deck. They may then either place it in the
Survivor’s inventory, reorganizing it for free, or immediately
discard it. A Survivor can only perform a single Search
Action per Turn (even if it’s a free Action). When the
Equipment deck runs out, reshuffle all its discarded cards
(including Starting Equipment cards) to make a new deck.

18
-- SPAWNING IN BUILDINGS Tiger Sam just opened this building. Zombies spawn in all Dark
Zones, one after the other, in the order of player’s choosing. Players
decide to spawn Zombies in the indicated order, from 1 to 4.
Entering a building is quite a thrill.
Whenever they don’ t chase someone,
zombies gather in the dark, waiting for
a victim to ambush. It ’ s better than an
TIGER SAM
amusement park!
- Lou

Opening a building for the first time reveals all 1 4


the Zombies waiting inside, in the dark. A single
building extends to all rooms connected by
openings, sometimes straddling several tiles.
Zombies waiting in a building only spawn in 2 3
darkened rooms, called Dark Zones. Indicate each
Dark Zone of the building, one after the other in
any order you choose (we suggest starting from
the farthest to the closest). Zombie card is drawn for the first Dark Zone. The most
1
Draw a Zombie card for each of them. Place the advanced Survivor is at Yellow Danger Level, so the Yellow line
apply (P. XX). 3 Walkers miniatures are placed in this Zone.
corresponding number and type of Zombies in
the indicated Dark Zone.
When the Zombie deck runs out, reshuffle all the
discarded cards to make a new deck.
TIGER SAM

• When you draw a Zombie card


featuring the Rush keyword,

ZOMBICIDE 2ND EDITION


place the corresponding Zombie
miniatures normally. Then,
these Zombies immediately
perform a free Activation (P.
XX)! Then, resume building
spawning.

• When you draw an Extra A Fatty 2 3 Walkers spawn here. The Zombie card
3
spawns says “Walker Rush!” Right after being
Activation Zombie card, here. spawned, the 3 Walkers immediately
no Zombie appears in the perform an Activation (P. XX). One
last Zombie card has to be drawn...
designated Dark Zone.
Instead, all Zombies of the
indicated type on the board
immediately perform an extra
Activation (P. XX). Notice that
TIGER SAM
these cards have no effect at
Blue Danger Level. RULES
NOTE: Buildings that are open at the start of the
game are never spawned in.

4
An extra Activation card is drawn for the last Dark
Zone. All Walkers on the board immediately perform
an extra Activation. That includes the ones that
just spawned, even if they already had a Rush.

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REORGANIZE/TRADE COMBAT ACTIONS
Kids, it ’ s snack time! Ok, let me see in my rucksack. Combat Actions use Melee and Ranged Equipment cards to
Canned beans, dry rice, some water, plushies, a pair eliminate Zombies.
of pistols, a machete, a picture of mommy...
- Ned -- MELEE ACTION

M
The Survivor can reorganize the cards in their inventory in We have a running contest about the farthest
any way the player wishes. distance a zombie head can fly with a decapitating
The Survivor can simultaneously exchange any number strike. Do you want to join? The entry fee is...
of cards with 1 (and only 1) other Survivor currently in the reasonable.
same Zone. This other Survivor may reorganize their own - Odin
inventory for free.
A Trade Action doesn’t have to be equal. You can trade
everything for nothing, if both parties agree!
R

BASEBALL BAT, CROWBAR, AND FIRE AXE CARDS


ZOMBICIDE 2ND EDITION

The Survivor uses a Melee weapon they are holding in Hand


to attack Zombies in their own Zone (see Combat, P. XX).

-- RANGED ACTION

Impossible, you say? You talk like a grown-up. Let


me show you.
- Tiger Sam
M
RULES

PISTOL, SAWED-OFF, AND SUB-MG CARDS

The Survivor uses a Ranged weapon they are holding in


Hand to fire at a single Zone within the Range shown on the
weapon’s card, and within Line of Sight (see Combat, P. XX).
Survivors shoot at Zones, not Actors. This is especially
important for Targeting Priority Order (P. XX).
Using a Ranged weapon at Range 0 is still a Ranged Action.

20
TAKE OR ACTIVATE AN OBJECTIVE
This new world offers a great boon: we just have to look down
to find what we need. Batteries, blankets, clothes, soap, and
the like. And it’s free! We feed off the city’s remains to hunt
and kill zombies.

OBJECTIVE TOKEN

The Survivor takes an Objective or activate an Objective


in the same Zone. The game effects are explained in the
Mission’s description.

K
Please note the tiles predefine places for Pimpweapon Crates
and Objective tokens.

Unless otherwise stated, each Objective tokens gives 5

ZOMBICIDE 2ND EDITION


Adrenaline Points to the Survivor who takes it.

MAKE NOISE
PIMPWEAPON CARDS: MA’S SHOTGUN,
RULES
NAILBAT, ARMY SNIPER RIFLE, ALONG ... and this is how I learned to whistle.
WITH A PIMPWEAPON CRATE TOKEN. - Bunny G

Zombicide features Pimpweapon Crate tokens, marking The Survivor makes Noise in an attempt to attract Zombies.
the places where these superweapons can be found. They Place a Noise token in the Survivor’s Zone.
can be taken in the same way as Objectives. The Survivor
immediately gains a random Pimpweapon among those still
available. They can then reorganize their inventory, for free. DO NOTHING
The Survivor does nothing and prematurely ends their Turn.
The remaining Actions are lost.

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#10
Zombies fight in group: all Zombies activated in the same

ZOMBIE’S PHASE Zone as a Survivor join the Attack, even if there so many
Wounds being dealt that it would be overkill.

EXAMPLE 1: A Walker in a Zone with two Survivors inflicts


Once the players have activated all their Survivors, the 1 Wound during its Activation. The players choose which
Zombies activate. No single player controls them: they do it Survivor endures the Wound.
themselves, performing the following steps in order.
EXAMPLE 2: A group of four Walkers activates in the same
Zone as two Survivors. Players choose the way Wounds are
STEP 1: ACTIVATION dealt. As these Survivor are eliminated upon enduring their
third Wound, thus ending the game, the players choose to
Each Zombie activates and spends its Action on either an deal 2 Wounds to each Survivor. The team must react fast!
Attack or a Move, depending on the situation. Resolve all
the Attacks first, then all the Moves. Each Zombie performs
either an Attack OR a Move with a single Action.

-- ATTACK
R

Each Zombie in the same Zone as Survivors performs an


Attack. A Zombie’s Attack is always successful and does not
require any die rolls.
Survivors in the same Zone split the Zombies’ Attacks
in any way the players prefer. Each Zombie Attack deals
1 Wound. The Wound Bar’s tracker is moved 1 point lower
per Wound received. A Survivor is eliminated as soon as
ZOMBICIDE 2ND EDITION

their Wound Bar reaches the bottom (usually after taking 3


Wounds for a classic Survivor, 2 Wounds for a Kid). At that
point, the game is lost!

Each successful Zombie Attack deals 1 Wound.


o
RULES

22
-- MOVE If there is more than one route of the same length, Zombies
The Zombies that have not Attacked use their Action to Move split into groups of equal numbers to follow all possible
1 Zone toward Survivors: routes. They also split up if different target Zones contain
the same number of Noise tokens.
1– Zombies select their destination Zone. Uneven Zombie groups are split the same way. Decide which
• The first Zone they select is the one with Survivors in Line splitting group gets the extra Zombie and which direction
of Sight that has the most Noise tokens. Remember, each the uneven split groups go. In case of a single Zombie being
Survivor counts as a Noise token. offered multiple routes, the players decide which direction
• If no Survivors are visible, they select the noisiest Zone. it goes.
In both cases, distance doesn’t matter. A Zombie always goes
for the noisiest target they can see or hear. EXAMPLE: A group of 4 Walkers, 3 Fatties, and 1 Runner
move toward a group of Survivors. The Zombies can take 2
2– Zombies move 1 Zone toward their destination Zone by routes of the same length, so they split into 2 groups.
taking the shortest available path. • 2 Walkers go one way, the other 2 take the other route.
In case there are no open paths to their destination Zone, the • 2 Fatties go one way, the last one take the other route
Zombies don’t move. (players choose).
• Players choose which route the Runner takes.

The Fatty has a Line Of Sight on


Lou, and Moves 1 Zone toward her,
despite Lou’s Zone not being the
LOU
noisiest on the board. Line of Sight
on a Survivor takes precedence!

ZOMBICIDE 2ND EDITION


This Walker has a Line of Sight on Amy's
zone Zone, and Moves 1 Zone toward it.

Amy’s Zone is the noisiest


on the board (counting
2 Noise tokens + Amy,
for a total of 3 Noises).

AMY

RULES

The Abomination has no Line Of Sight on any


Survivor, and goes for the noisiest Zone on the This Zombie group has two open routes of the same length
board. After defining the shortest available path toward Amy’s Zone. The Walkers are separated to go
to Amy’s Zone, it Moves 1 Zone to the north. both ways. Players choose which path the Fatty takes.

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-- PLAYING RUNNERS This Zombie card
spawns Walkers.

Runners are fast-moving, tricky, formidable


targets. They are a challenge, and I like challenges.
Let me show you how to hunt them. Red Danger Level: 9 Walkers
- Elle
Runners have 2 Actions per Activation. After all Zombies Orange Danger Level: 7 Walkers
(including Runners) have gone through the Activation Step
and resolved their first Action, Runners go through the Yellow Danger Level: 5 Walkers
Activation step again, using their second Action to attack a
Survivor in their Zone or Move if there is nobody to Attack. Blue Danger Level: 3 Walkers

EXAMPLE 1: At the beginning of the Zombies’ Phase, a


Runner stands in the same Zone as a Survivor. The Zombie
spends its first Action to Attack, inflicting 1 Wound. Then,
the Runner performs its second Action, Attacking again for EXAMPLE: Doug has 5 Adrenaline Points, placing him in
another 1 Wound. the Blue Danger Level. Lou has 12, which puts her in Yellow.
R

In order to determine how many Zombies spawn, read the


EXAMPLE 2: A group of 2 Runners and 1 Fatty is 1 Zone Yellow line, which corresponds to Lou, Survivor with the
away from a Survivor. For their first Action, since they have most Adrenaline Points.
nobody to Attack in their Zone, the Zombies Move into the
Survivor’s Zone. The Runners then perform their second
Action. Since they now occupy the same Zone as a Survivor,
they Attack. Each Runner inflicts 1 Wound.

STEP 2: SPAWN
ZOMBICIDE 2ND EDITION

Using Zombie Spawn tokens, the Mission maps show where


Zombies appear at the end of each Zombies’ Phase. These
are the Spawn Zones.

Zombie Spawn tokens mark the Spawn Zones’


locations. The “Spawn Start” is always
the firstone to spawn Zombies.

Spot the “Spawn Start” Zombie Spawn token, then draw


a Zombie card. Read the Zombie type and the line that COLORED SPAWN ZONES
corresponds to the Danger Level of the Survivor with the
highest Adrenaline (Blue, Yellow, Orange, or Red). Place the Some Missions feature a Blue and/or Green-colored Zombie
RULES

indicated amount of the corresponding Zombie type in the Spawn tokens. Unless otherwise stated, these Zones don’t
Starting Spawn Zone. The Starting Spawn Zone is always the spawn Zombies until a specific event (like taking an Objective
first one to spawn. of the matching color) happens, which then activates them.
Repeat this for each Spawn Zone, one after the other, going
clockwise from the Starting Spawn Zone.
When the Zombie deck runs out, reshuffle all the discarded
Zombie cards to make a new deck.

24
ZOMBIE RUSH CARDS EXTRA ACTIVATION CARD
Once in a while, a zombie does something There was a mass uprising among the zombies, all around the
unexpected. It keeps your senses sharp and place. As if they had a death drive aimed right at us, and went
prevents you from getting bad habits. Zombies are for our throats all at once. I don’t have much time to wonder
a girl ’ s best friends. about the phenomenon, but since that days, such outbursts
- Amy keep me on my toes.

When you draw a Zombie card When you draw an Extra


featuring the Rush keyword, Activation Zombie card,
the corresponding Zombies no Zombie appear in the
perform an Activation (see designated Zone. Instead,
Activation step P. XX) all Zombies of the indicated
right after being placed. type immediately perform
an extra Activation (P. XX).

NOTE: Runners don’t have


Rush cards. NOTE: These cards have no
effect at Blue Danger Level.

! RUNNING OUT OF MINIATURES

ZOMBICIDE 2ND EDITION


You may run out of miniatures of the indicated type
when required to place a Zombie on the board through
spawning. In this case, the remaining Zombie miniatures
are placed (if there are any). Then, all Zombies of the
indicated type immediately resolve an extra Activation
(P. XX). Multiple extra Activations may occur in a row.
Keep an eye on the Zombie population!

RULES

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#11
MELEE ACTION
COMBAT I fight with anything I find, but have a crush
with hand-to-hand fighting. Melee weapons are
This is not only about revenge, it ’ s about the future. more... wild, you know. Especially chainsaws.
We spent most of our lives bending the knee to the - Wanda
rich and famous. This is the time we can fight and
party hard! A Survivor holding a Melee weapon in their Hand can attack
- Amy Zombies in their own Zone. Each die that rolls equals to or
higher than the Accuracy value on the weapon’s card is a
DICE SYMBOL successful hit. The player divides their hits as they wish
When a Survivor performs a Melee or Ranged among the possible targets in their Zone.
Action to attack Zombies, roll as many dice as the Missed Melee strikes cannot cause Friendly Fire (P. XX).
Dice number of the weapon used.

DUAL SYMBOLS: MELEE AND RANGED


If the active Survivor has 2 identical weapons
R

with the Dual symbol equipped in their Hands,


they can use both weapons at the same time at
the cost of a single Action. Both weapons must
be aimed at the same Zone.
Melee weapons are
EXAMPLE: Josh has 2 Pistols in his Hands. The Pistol has the marked with the
Melee symbol.
Dual symbol, so Josh can shoot them both simultaneously.
This allows him to roll 2 dice (1 for each Pistol) with a single
Ranged Action.
ZOMBICIDE 2ND EDITION

EXAMPLE: Doug and Ostara are in the same Zone as a Fatty,


a Walker and a Runner. Ostara attacks with her Katana. She
rolls • and •, which means 1 hit. The Katana has Damage
1, so it cannot hurt the Fatty. Ostara allocates her hit to the
Runner, eliminating it. It is a Melee Action: although a miss
was obtained, Doug is safe from Ostara’s slashes.
Dice value:1

Ranged weapons
RANGED ACTION
are marked with the
Ranged symbol.
Zombies fight bare-handed, like beasts. That ’ s
why I prefer fighting them from a distance. Why
expose ourselves if civilization provided us with the
safety of distance and superior firepower?
ACCURACY SYMBOL - Elle
Each die that equals or exceeds the Accuracy
value of the weapon scores a successful hit. A Survivor holding a Ranged weapon in their Hand can
IMPORTANT: The minimum Accuracy is always 2+. shoot at a Zone within the weapon’s Range and in Line of
Sight (P. XX).
RULES

DAMAGE SYMBOL
Each hit inflicts the amount of Damage specified
by the Damage value of the weapon to a single
target. If all targets get eliminated, extra hits
are lost.
• Walkers and Runners are killed with a Damage
1 (or more) hit.
• Fatties are killed with a Damage 2 hit. Damage 1 has no effect
on them, no matter the amount of times a Survivor hits them. Ranged weapons
are marked with the
• Abominations are killed with a Damage 3 hit. In any case, a Ranged symbol.
Molotov works!

26
REMEMBER: • Lou rolls • and • for her first Action. Hits are obtained
• In building Zones, the Line of Sight is limited to the Zones with 4 or more, which means 2 Hits. Following the Targeting
that shares an opening and just 1 Zone away. Priority Order, the first hit is assigned to the Fatty,
• In street Zones, the Line of Sight goes in a straight line eliminating it (Damage 2). The second hit is assigned to a
parallel to the board’s edge, until it meets a wall or the Walker, eliminating it as well (1 hit = 1 target).
board’s edge. • Lou rolls • and • with her second Action, obtaining 2
• Missed shots can cause Friendly Fire (P. XX), so carefully hits. The Targeting Priority Order lists the Walker as the
consider the risks! first target, so it’s eliminated. The second hit is allocated
to either Runner, eliminating it as well. A single Runner
RANGE SYMBOL remains.
The Range of a weapon, indicated by the Range
value on its card, is the number of Zones it can NOTE: Fatties are first in the Targeting Priority Order
shoot across. and are immune to Damage 1 weapons. It means they can
protect Walkers and Runners in their Zone from all Damage
The first of the two values shows the minimum Range. The 1 Ranged Actions, as they need to be removed first. The
weapon may not shoot at Zones closer than the minimum. same applies to Abominations, requiring Damage 3 (or a
In some cases, it may be 0, meaning the Survivor can shoot Molotov) to be eliminated.
at targets in the Zone they currently occupy (it is still a
Ranged Action).

ADRENALINE
MIN.DAMAGE
The second value shows the maximum Range of the weapon.
TARGETING
PRIORITY
A weapon cannot fire at Zones beyond maximum Range.

ACTIONS

EARNED
TO KILL
NAME
EXAMPLE 1: The Sniper Rifle has a Range of 1-3, which
means it can shoot up to 3 Zones away but cannot be used
to fire at the same Zone as the Survivor.
Fatty /
1 1 2/3 1/5
Abomination

ZOMBICIDE 2ND EDITION


EXAMPLE 2: The Sawed-Off has a Range of 0-1. It can shoot
in the Survivor’s Zone, and up to 1 Zone away, no more.
2 Walker 1 1 1

Ignore any Actors in the Zones between the shooter and the
target Zone. Survivors may shoot through occupied Zones 3 Runner 2 1 1
without danger to either fellow Survivors or Zombies. A
Survivor can even shoot at another Zone while there are
Zombies in their own Zone! -- FRIENDLY FIRE

-- TARGETING PRIORITY ORDER Oops.

When using a Ranged weapon (even at Range 0), the shooting A Survivor can’t hit themselves with their own attacks.
Survivor does not choose the targets hit by successful rolls. However, emergency situations can call for Ranged Actions
Hit are assigned to Actors in the targeted Zone according to aimed at a Zone where a teammate is stuck.
the Targeting Priority Order: In that case, misses on the Attack roll automatically hit
1– Fatty or Abomination (the shooter chooses) Survivors standing in the target Zone. Assign these Friendly
2– Walker Fire hits in any way you want and apply Damage normally
3– Runner (Damage 2 weapons inflict 2 Wounds).
The hits are assigned to targets to the lowest Priority until they
RULES
have all been eliminated, then to targets of the next priority Remember: Friendly Fire doesn’t apply to Melee Actions.
Level until they have all been eliminated, and so on. If several
targets share the same Targeting Priority Order, players EXAMPLE 1: Amy shoots with a Sawed-Off at a Zone
choose the targets hit among them. containing Ned and a Walker. Rolling • and •, she obtains
a hit… and a miss. The hit eliminates the Walker. The miss,
Remember: Targeting Priority Order doesn’t apply to Melee however, hits Ned for Damage 1. Ned suffers 1 Wound.
Actions.
EXAMPLE 2: Lili shoots with a Shotgun at a Zone where
EXAMPLE: Armed with a Shotgun (Damage 2), Lou performs Odin and a Runner stand. She rolls • and •, 2 successes!
a Ranged Action at a Zone with 1 Fatty, 2 Walkers, and 2 One is enough to kill the Runner. The other success is lost.
Runners. Only missed shots are assigned to Survivors, so Odin is safe.

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EQUIPMENT
#12
RELOAD
TRAITS
No matter what, fight with style!
- Lili

FLASHLIGHT

Reloadable weapons have powerful burst power,


R

but need to be reloaded before being fired again.

Weapons with the Reload trait require spending an Action


to reload them between shots if you want to fire multiple
times in the same Game Round. All such weapons are freely
reloaded during the End Phase, so they start each Game
Round ready to fire.
• If such a weapon is fired and passed to another Survivor
Flashlights help finding the best without reloading, it must still be reloaded before the new
ZOMBICIDE 2ND EDITION

Equipment early in the game. owner can use it in the same Game Round.
• A single Action is enough to reload two weapons fired in a
The Survivor benefits from the Search: 2 cards Skill (P. XX). Dual manner.
Draw 2 cards when Searching with the Survivor. • Firing with a single Dual reloadable weapon in a Zone,
Please note the game effect does not stack upon itself: having then firing at another Zone with the other Dual reloadable
multiple Flashlights does not provide more than 2 cards. weapon, is allowed.

MOLOTOV SNIPER
RULES

A Molotov kills all Actors in its target Zone. Keep them


for Abominations and emergency situations! Crowd control? I’ll show you crowd control!

Perform a Ranged Action with a Molotov equipped in Hand, The Survivor benefits from the Sniper Skill (P. XX) when
discard the card, and burn! A Molotov effect is created in performing a Ranged Action with a weapon featuring that
the targeted Zone: all Actors are eliminated, no matter their trait. They ignore Targeting Priority Order and may freely
Damage threshold (yes, it includes Abominations!). The choose their target. Sniper also cancels any chances of
Survivor earns all related Adrenaline Points. Friendly Fire!

28
-- GET IN OR OUT OF A CAR
ADDITIONAL
#13 GAME MODES The Survivor gets in a car in their Zone, only if there are no
Zombies in that Zone. Set the Survivor’s miniature either on
the Driver’s seat, or on another seat as a Passenger. The car
The additional game modes described in this chapter deepen can hold a single Driver, and up to 3 Passengers.
Zombicide’s atmosphere with new rules. Use them to enrich There are no restriction to getting out of a car.
your games, replay previous Missions with new possibilities,
and create your own thematic challenges! -- CHANGE SEATS IN A CAR

The Survivor becomes either the Driver or a Passenger. Swap


CAR ACTIONS the Survivor miniatures accordingly.
Changing seats is not a Move Action, and does not depends
Everyday cars, with the plastic parts, hybrid stuff on Move-related rules.
and all, proved useless both to evade the invasion Please note Changing seats can be done with Zombies in the
and move around an apocalypse town. We favor Zone.
the good old muscle cars, made of steel and pure
badass spirit. As my friends never remember the
brands, we simply call them pimpmobiles. We also
look for police cars with upgraded engines and
reinforced hulls. They carry us around, smash
zombies, and sometime carry our stuff. As, for one,
consider them our best allies.
-Josh

ZOMBICIDE 2ND EDITION


Keep the Car reference card handy!

Zombicide features 2 car types on double-sided tokens.


Some Missions allows Survivors to drive them to go faster
around the board and crush Zombies. Both play in the same
way, but each has a special ability.
At the cost of 1 Action, the Survivor may perform 1 of the
Actions listed below. Unless they are car-related, the
RULES
Survivor’s Skills don’t apply to the car itself or the attacks
performed with it.
Unless otherwise stated, a car cannot be attacked or
destroyed. A Survivor sitting in a car can still be attacked
normally, as if the Survivor was just standing in the Zone.

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-- DRIVE A CAR The car can only be driven by the Driver (obviously), and
only if the Mission allows it. A car cannot be driven into
- Sam, how do your feet touch the pedals? building Zones. This Action is not a Move and is not subject to
- Boxes. I duct-taped boxes to them. movement modifiers: the car can leave or go through Zones
- Do I see my first-aid kit down there? with Zombies without spending extra Actions, or stopping.

Choose a driving mode with each Drive Action spent for the
car:

• Slow Drive Action. The car drives 1 Zone. No Attack is


performed.

• Fast Drive Action. The car drives 2 consecutive Zones (no


U-turn!). Perform a Car Attack in each Zone with Zombies the
Choose to drive slow (1 Zone per Drive Action) car enters. Killing Zombies with Car Attacks earns the Driver
or fast (2 Zones per Drive Action): the corresponding Adrenaline Points.
1 ZONE:No Attack.
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2 ZONES: RANGE 0 – 3 DICE – ACCURACY 4+ –


DAMAGE 2

Elle is the Police Elle enters the first Zone. Elle enters the
Elle enters the
Car’s driver. She As she drove slowly, no first Zone of
second Zone of
performs a Slow Attack is performed on the her Fast Drive
her Fast Drive
Drive Action. She Zombies or Doug. Then, Action, and
Action. As there
performs a Car
ZOMBICIDE 2ND EDITION

leaves her Zone Elle decides to perform a are no Zombies,


without being Fast Drive Action, forward. Attack here. 2
there is no Car
hindered by the As a car only Attacks hits are rolled,
Attack. Amy had
Walkers there, the Zones it enters, both Runners
her sweet time
but doesn’t harm Doug and the Zombies are eliminated!
to step aside.
them either. are still left unharmed.

ELLE

AMY

DOUG
RULES

JOSH

Josh is driving a car as well, and


there are still plenty of Zombies.
Will he take the risk of harming
Doug with a Fast Car Action?

30
Car Attacks may cause Friendly Fire (P. XX) to pedestrian A Pimpmobile may be driven while still holding its
Survivors if you drive into Zones mixing Zombies and Pimpweapon Crate. In that case, the Crate moves along the
pedestrian Survivors! Survivors in the car, or in another car Pimpmobile. The weapon is stashed in the trunk, and does
in the same Zone, are immune. not occupy a seat.
No Car Attack occurs if the car enters a Zone with pedestrian
Survivors only. -- SEARCH A POLICE CAR

For simplicity’s sake, driving a car makes no Noise.

-- TAKE A PIMPWEAPON CRATE IN A


PIMPMOBILE

Oh. Exactly my kind of car. And my kind of weapon.


It that real gold? It is real gold!
- Lili

- Touch anything you want but the siren button.


Please.
- Really? Why? (push!)
-Tiger Sam, to Bunny G

ZOMBICIDE 2ND EDITION


Each Pimpmobile contains a single Pimweapon. Police
Cars contains an unlimited amount of weapon cards.
Police Cars may be Searched for weapons. Search-related
game effects (like +1 free Search Action, Can Search More
Pimpmobile may hold Pimpweapon Crates. These can be Than Once, or the Searchlight Equipment) apply when
taken in the same way as Objectives. Remove the Pimpweapon Searching a car.
Crate from the Pimpmoble token: The Survivor immediately When Searching a Police Car, draw cards until you find a
earns a random Pimpweapon among those still available. weapon. Discard the other cards. The “Aaahh!!” card triggers
They can then reorganize their inventory, for free. the appearance of a Walker as usual and interrupts the
Search (even with a Searchlight, for example).

RULES

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DARK ZONES COMPANIONS
It ’ s all dark in this massive building. Keep your - You are so cute! Would you like me to adopt you?
eyes and ears open. - Whatever, as long as you have candies and
- Hey, it reminds me of a game... chocolate.
- Amy and Bunny G
Using Dark Zone rules make the game a little harder, and
instills a deep sense of dread in Survivors. The following rules Some Missions feature Survivor miniatures as objective or
apply when using this game mode: support characters. They are called Companions, and either
play as described on the Mission or follow Survivors. Players
Dark Zones are used
to spawn Zombies
choose which Companion is set in each of the spots indicated
in Buildings, and by the Mission. Set aside their ID Cards during Setup, for all
may also be used to
make the exploration
players to see.
more dangerous. Mission descriptions may differ from the rules below. In
that case, the Mission’s special rules have priority.

-- ESCORTING A COMPANION
R

According to the Mission, a Companion may be linked


to a given Survivor during Setup. The Survivor gets the
corresponding ID Card and benefits of the Companion’s Blue
• Actors can’t trace Lines Of Sight to Dark Zones, except at Danger Level Skill (if the Companion has several Blue Skills,
Range 0-1. only the first in the list applies). This ID Card doesn’t take up
• Ranged Attacks aimed at Dark Zones have Accuracy 6 an Inventory slot. The Companion’s miniature is placed next
(rolling 6 is required to hit). Having a Flashlight cancels this to the Survivor’s.
rule. Game effects altering the Accuracy still apply (like +1 The Companion’s ID Card may be traded, along with the
ZOMBICIDE 2ND EDITION

to dice roll: Ranged, for example). Automatic success, like corresponding miniature and Skill, in the same way as an
throwing a Molotov, also still apply. Equipment card.
• Melee Attacks are not affected by Dark Zones. The Survivor possessing the Companion’s ID Card is called
their Leader. A Survivor may be the Leader of several
Companions.

The Mission may also feature lone Companions, standing on


LOU their own. Any Survivor may spend an Action to rally a lone
Companion standing in the same Zone: they become their
Leader and acquire their ID Card.

3
ODIN
RULES

TIGER SAM

Odin just opened the door. Zombie were spawned


in Dark Zones. Unfortunately, Runners stand
right in front of Odin, and his Ranged attacks
are severely hindered (Accuracy 6) by the
darkness. A little help would be welcome!

32
-- COMPANIONS GENERAL TRAITS chooses a new Skill among the 2 remaining ones for this
Level and goes for +1 free Combat Action. The Adrenaline
A Companion: counter returns to the start.
• Is a Survivor. It also means they count as 1 Noise. During her third go through the Adrenaline bar, Ostara
• Is eliminated upon receiving any Wound. Unless otherwise doesn’t get any new Skill at Blue, Yellow, or Orange Level,
stated by the Mission, the game is lost if they are eliminated. as she already has them all. Upon reaching the Red Level for
• Always stays together with their Leader. All special rules, the third time, she earns the last Red Level Skill: Slippery.
Move-related Skill, and Car-related Actions, also apply to the The Adrenaline counter goes to the start again.
Companion. A Companion takes a Passenger seat in a car. From now on, Ostara still earns Adrenaline Points and gets
• Does not have an Inventory. a player-chosen Skill every time she reaches the Orange
• Does not have any Actions. Level, and then another upon reaching the Red Danger
Level.
EXAMPLE 1: Wanda spends 1 Action to rally Bunny G,
standing as a lone Companion in her Zone. Wanda becomes
Bunny G’s Leader, gets his ID Card, and Bunny G’s miniature TUNING THE DIFFICULTY
is placed next to hers. From now on, Wanda benefits of Bunny
G’s “Lucky” Blue Level Skill. In return, Bunny G benefits of - I think we ’ re done. Let ’ s move!
Wanda’s Sprint Skill, in order to follow her everywhere. - Can we stay a little longer? I’ m having fun.
EXAMPLE 2: Josh joins Wanda and Bunny G in their Zone,
then spends 1 Action for a Trade. Josh is now Bunny G’s Sometimes the game may be too easy, or just too hard, for
Leader, gaining his ID Card and Blue Level Skill. Josh’s got you and your playing group. In that case, sort your Zombie
a lucky charm! cards using their card number.

Zombicide’s difficulty
ULTRARED MODE may be tuned up or down
using the card numbers

Angry? You don’ t want me angry!

ZOMBICIDE 2ND EDITION


The Ultrared Mode allows your Survivors to gain Adrenaline
Points beyond the Red Danger Level and pick up additional
Skills. This mode is great for reaching amazing body counts
and completing very large Missions.

Ultrared Mode: When your Survivor reaches the Red Level,


move the Adrenaline tracker back to 0 and add any Adrenaline
Points gained past the minimum required to hit the Red
Level. Your Survivor is still on the Red Level and keeps their
Skills. Count additional Adrenaline Points as usual and gain
unselected Skills upon reaching Danger Levels again. • Zombie cards #1 to #18 form the easier part of a Zombie
When all the Survivor’s Skills have been selected, choose a invasion. Zombies appear in lower amount, but still benefit
Skill in the list (P. XX) upon reaching Orange and then Red from Rush rules. There is no Abomination at Blue Danger
Level. Level.

EXAMPLE: Ostara just earned her 43rd Adrenaline Point, • Zombie cards #19 to #36 are the harder part. Zombies
getting to the Red Level. She has the following Skills: Can come in greater numbers, especially at low Danger Levels.
RULES
Search More Than Once (Blue), +1 Action (Yellow), +1 die: Abominations appear at Blue Danger Level. Keep these cards
Ranged (Orange) and +1 to dice roll: Ranged (Red Level). for experienced player groups and Zombicide veterans.
The player moves the Adrenaline tracker back at the start
as the Mission continues. Ostara is still at Red Level and • Zombie cards #37 to #40 are Extra Activations. They
keeps on earning Adrenaline Points as she kills Zombies. make the Zombies less predictable and put more pressure
Ostara doesn’t get an additional Skill upon reaching the on the Survivors.
Blue and Yellow Levels for the second time since she has all
available Skills for these Levels. Upon reaching the Orange These elements can be mixed in any way you see fit to create
Level again, she gains +1 free Move Action, her second your own game experience!
Orange Level Skill. Reaching the Red Level again, the player

33
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