Zombicide Rulebook
Zombicide Rulebook
Zombicide Rulebook
#1
GAME
CONTENTS
71 MINIATURES
#1 GAME COMPONENTS . .2
6 SURVIVORS
40 WALKERS
#5 THE BASICS . . . . . . . . . 5
#6 PLAYERS PHASE . . . . 10
#7 ZOMBIES PHASE . . . . 12
8 FATTIES
16 RUNNERS
6 DICE
1 ABOMINATION
4 CAR TOKENS
#8 COMBAT . . . . . . . . . . . 15
#9 SKILLS . . . . . . . . . . . . . 18
#10 MISSIONS . . . . . . . . . 20
# 11 INDEX . . . . . . . . . . . . 31
ZOMBICIDE - RULES
110 MINI-CARDS
42 ZOMBIE CARDS,
62 EQUIPMENT CARDS,
6 WOUNDED CARDS
#2
SURVIVE
AND WIN
10 OBJECTIVE
TOKENS
18 NOISE
TOKENS
12 DOOR
TOKENS
1 FIRST PLAYER
TOKEN
24 SKILL
COUNTERS
6 EXPERIENCE
TRACKERS
You can trade equipment, give and receive (or ignore) advice,
and even sacrifice yourself to save the girl! Only through cooperation, however, can you achieve the Mission objectives
and survive. Killing Zombies is fun, but you will also need to
rescue other Survivors, clean out infested areas, find food and
weapons, take a ride through a ghost town, and much more.
After experiencing Zombicide, your gaming group will be the
ultimate zombie killing team in town!
ZOMBICIDE - RULES
#3
SETUP
#4
1 Choose a Mission.
PLAYERS PHASE
5 huffle
S
GAME
OVERVIEW
The player with the first player token takes his turn, activating his Survivors one at a time, in the order of his choice.
Each Survivor can initially perform three Actions per turn,
though Skills may allow him to perform extra Actions as
the game progresses. The Survivor uses his Actions to kill
Zombies, move around the map, and perform other tasks to
accomplish the various Mission objectives.
Once a player has activated all his Survivors, the player to his
left takes his turn, activating his Survivors in the same manner.
6 ach
E
When all the players have completed their turns, the Players
Phase ends.
ZOMBIES PHASE
8 n
O
9
Randomly deal the starting equipment: a Fire
All of the Zombies on the board activate and spend one Action either attacking a Survivor next to them or, if they have
nobody to attack, moving toward the Survivors they see or,
if they dont see any, toward the noisiest Zone. Runners get
two 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 of the active Spawn Zones on the board.
END PHASE
All Noise tokens are removed from the board, and the first
player hands the first player token to the player on his left.
Another game turn then begins.
E XAMPLE: Phil is dealt one of the random
starting Equipment cards and gets the
pistol! He then takes the weapon listed
on his Identity Card from the Equipment
deck: another pistol!
ZOMBICIDE - RULES
#5 BASICS
THE
USEFUL DEFINITIONS
ACTOR
A Survivor or Zombie.
ZONE
Inside a building, a Zone is a room.
On the street, a Zone is the area between two pedestrian crossings and the walls of buildings along
the street. A single Zone may extend over two tiles
or even four tiles.
LINE OF SIGHT
How do I know if a Zombie sees me or if I see it?
On the streets, Actors see in straight lines that run parallel to the edges of the board. Actors cannot see diagonally.
Their line of sight covers as many Zones as the line can pass
through before reaching a wall or the edge of the board.
Inside a building, an Actor sees into all Zones that share an
opening with the Zone the Actor currently occupies. If there
is an opening, the walls do not block line of sight between
two Zones. An Actors line of sight, however, is limited to the
distance of one Zone.
NOTE: If the Survivor is looking out into the street, or
from the street into a building, the line of sight can go
through any number of street Zones in a straight line,
but only one Zone inside the building.
Josh cannot
see this
Zone since
the door is
closed.
Josh cannot
see this Zone
since he can
only see in a
straight line.
This is
a Zone in
a building.
This is a Zone
on a street,
straddling
two tiles.
ZOMBICIDE - RULES
MOVEMENT
Actors can move from one Zone to the next, as long as the
first Zone shares at least one edge with the destination
Zone. Corners do not count; this means Actors cannot make
diagonal movements.
On streets, the movement from one Zone to another has
no restrictions. However, Actors must go through a door to
move from a building to the street and vice versa.
Inside a building, Actors may move from one Zone to another as long as these Zones are linked by an opening. The
position of the miniature in the Zone and the layout of the
walls do not matter, as long as the Zones share an opening.
In order to leave
this building this
Survivor must
first move here
In Zombicide
you cannot move
diagonally !
NOISE
ZOMBICIDE - RULES
NOISY WEAPONS
Many Equipment cards, such as the Fire Axe, Crowbar, or Chainsaw, allow you to open doors as well as
eliminate Zombies.
quipment that allows you
E
to open doors has this symbol.
Equipment that allows you
to kill Zombies has this symbol.
The association of these symbols with one of the
following symbols determines whether the equipment produces a Noise token when you use it to
open a door or eliminate a Zombie:
quipment that has this symbol
E
produces a Noise token.
Equipment which has this symbol is silent
and does not produce a Noise token.
EXAMPLE 1:
The Fire Axe can
open doors and
kill Zombies. It
produces a Noise
token when used
to open a door.
When you use it
as Melee weapon
to put down a
Zombie, it does
not produce a
Noise token.
EXAMPLE 2:
The Chainsaw
can also open
doors and kill
Zombies. It
produces a Noise
token when used
to open a door
AND when you
use it as Melee
weapon to make
Zombie slices!
ZOMBICIDE - RULES
The experience
tracker is
placed here at
the beginning.
When the
Survivor kills
his first Zombie,
the tracker
moves here.
When the
Survivor kills
a second
Zombie,
the tracker
moves here.
When the Survivor
reaches the
Orange Danger
Level, pick an
extra Skill from
the 2 Skills of
this level.
Third Zombie
and so on.
When the Survivor kills
the 7th Zombie, youre in
the Yellow Danger Level!
12 more Zombies to reach
the Orange level...
When the
Survivor reaches
the Yellow
Danger Level,
he receives the
Extra Skill thats
shown here.
ZOMBICIDE - RULES
When the
Survivor reaches
the Red Danger
Level, pick an
extra Skill from
the 3 Skills of
this level.
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THE ZOMBIES
INVENTORY
Each Survivor can carry up to five pieces of Equipment but
can only have two equipped and ready to use (one in each
hand) at any given time. While all weapons must be in a hand
slot in order to use them (whether to attack or to open a
door), other items, such as the Goalie Mask, Flashlight and
Plenty of Ammo cards, are always in effect, even while in the
reserve slots.
If your Survivor has more than five Equipment cards, discard
cards until he has five.
You may discard cards from your inventory to make room for
new cards at any time, for free.
ZOMBICIDE - RULES
#6
PLAYERS
PHASE
You can Search police cars more than once per game.
Draw cards until you find a weapon. Discard the other cards.
The Aaahh! card triggers the appearance of a Walker as
usual and interrupts the Search.
MOVE
OPEN A DOOR
The Survivor moves from one Zone to the next but cannot
move through external building walls or closed doors. If
there are Zombies in the Zone the Survivor is attempting to
leave, he must spend one extra Action per Zombie to leave
the Zone. Entering a Zone containing Zombies terminates
the Survivors Move Action, even if he has a Skill that allows
him to move through multiple Zones per Move Action.
OPEN A DOOR
SYMBOL
SEARCH
You can only Search Zones inside a building and only if there
are no Zombies in the Zone. The player draws a card from
the Equipment deck. He may then place it in the Survivors
inventory or immediately discard it. A Survivor can only perform a single Search Action per turn, even if its an extra, free
Action. After searching, the Survivor may freely reorganize
his inventory. (But the Survivor cannot trade with other Survivors; that is another Action!)
10
You may discard cards from your inventory to make room for
new cards at any time, for free.
ZOMBICIDE - RULES
Some game effects, like the Lock it down Skill, allow an open
door to be locked back. If it is opened again afterwards, it
wont trigger a new Zombie Spawn.
RANGED COMBAT
The Survivor uses a Ranged weapon he is holding in his
hands to shoot at a single Zone within the range shown on
the weapons card (see Combat, page 15).
MELEE COMBAT
The Survivor uses a Melee weapon he is holding in his hands
to attack the Zombies in his Zone (See Combat, page 15).
DRIVE A CAR
Cars can only be driven if the Mission allows it. The Survivor occupying the drivers seat can move the car one or
two street Zones per Action spent (cars cannot be driven
into buildings). This Action is not a Move and is not subject to movement modifiers, such as a free Move Action or
increased movement, nor is it affected by disadvantages
related to Move Actions (cars can leave a Zone with Zombies
in it without the need to spend extra Actions). A car attacks
all Actors in the Zones through which it moves (see Combat
- Car Attack, page 17).
DO NOTHING
The Survivor does nothing and prematurely ends his turn.
His remaining Actions are lost.
ZOMBICIDE - RULES
11
#7
ZOMBIES
PHASE
Once the players have activated all their Survivors, the Zombies play. Nobody takes their role; they do it themselves,
performing the following steps in order:
STEP 1 - ACTIVATION
Each Zombie activates and spends its Action on either an
Attack or a Move, depending on its situation. First resolve
all the Attacks, then all the Moves, but each Zombie only
performs one or the other with a single Action.
ATTACK
Each Zombie in the same Zone as a Survivor performs an
Attack. A Zombies Attack is always successful and does not
require any dice rolls. It snatches, if possible, an Equipment
card the Survivor is carrying. The player who controls that
Survivor chooses an Equipment and discards its card. The
Survivor receives a Wounded card, which replaces the lost
Equipment. When he reorganizes his Survivors inventory,
the player may move this Wounded card just like an Equipment card, but he cannot discard or trade it, and it reduces
the amount of Equipment the Survivor can carry. A Survivor
with two Wounded cards is eliminated and his Equipment
discarded. If different Survivors are in the same Zone, the
players share the Wounded cards in any way they prefer.
Cooperation also means sharing the pain and suffering!
EXAMPLE: A Walker in a Zone with two Survivors
inflicts one wound during its activation. The players
choose which Survivor receives the Wounded card
and loses Equipment. They can decide, for example,
to give it to a Survivor who is holding no equipment.
They can also decide to give it to a Survivor whos
already wounded and put him out of his misery!
Feeding frenzy! Zombies fight in groups. All Zombies activated in the same Zone as a Survivor join the Attack, even if
there are so many that it would be overkill.
EXAMPLE: A group of seven Walkers is in the same
Zone as two Survivors. The first four Walkers are
enough to kill the hapless victims, but all seven
spend their Action attacking. Chow time!
12
ZOMBICIDE - RULES
MOVE
The Zombies that have not attacked use their Action to move
one Zone toward their target, according to the following
parameters:
Zombies always take the shortest possible route to their target Zone. If there is more than one route of the same length,
the Zombies split into groups of equal numbers to follow all
possible routes. They also split up if different target Zones
contain the same number of Noise tokens. If necessary, add
Zombies so that all new groups resulting from a splitting
group contain the same number of each Zombie type!
Splitting special cases:
RUNNERS
Runners are an exception in that they have two Actions per
turn. After all Zombies (including the Runners) have gone
through the Activation step and resolved their first Action,
the Runners go through the Activation step again, using their
second Action to Attack a Survivor in their Zone or Move if
there is nobody to attack.
EXAMPLE 1: At the beginning of the Zombies Phase,
a group of three Runners and a Fatty is one Zone
away from a Survivor. For their first Action, since
they have nobody they can Attack in their Zone, the
Zombies Move into the Zone with the Survivor. The
Runners then perform their second Action. Since
they now occupy the same Zone as a Survivor, they
Attack. Each of the Runners inflicts one Wound, killing the Survivor.
EXAMPLE 2: A Runner is in the same Zone as a Survivor, and a Walker is in the adjacent Zone. The Runner
Attacks the Survivor with its first Action, inflicting a
Wound, and the Walker Moves into their Zone, since
he sees the Survivor. Then the Runner performs its
second Action. It attacks the Survivor again, killing
him.
EXAMPLE 3: A Survivor stands in the same Zone
as three Walkers, two Fatties, and two Runners. All
the Zombies attack and inflict seven Wounds (two
Wounds are enough to kill the Survivor; the five remaining Wounds are still applied but without further
consequence). None of the Zombies Move, as they
all Attacked. Then, the Runners resolve their second
Action. They have no one to Attack, so they Move one
Zone toward the noisiest Zone.
STEP 2 - SPAWN
The Mission maps show where Zombies appear at the end
of each turn. These are the Spawn Zones. Point to a Spawn
Zone, and draw a Zombie card. Read the line on the card
that corresponds to the color of the Danger Level of the most
experienced Survivor still in the game (Blue, Yellow, Orange,
or Red). Place the number and type of Zombies shown. Repeat this for each Spawn Zone. Always begin with the same
Spawn Zone and continue clockwise.
ATTENTION: Each Fatty has two Walkers as escorts
when it spawns but not when you add one to balance
a group of Zombies that splits.
When the Zombie deck runs out, reshuffle all the discarded
cards to make a new deck.
There are two special cases: the Extra Activation card and
the Manhole card. In both cases, no Zombies appear in the
designated Zone.
When you reveal an Extra Activation card, no Zombies appear in the designated Zone. Instead, all Zombies of the
indicated type get another turn (see Activation step in the
previous page). Notice that these cards have no effect at the
Blue Danger Level!
ZOMBICIDE - RULES
13
The most
experienced
Survivor reaches
the Yellow
Danger Level:
place 2 Walkers
per manhole.
4 Walkers
appear here:
2 for each
manhole!
2 Walkers
appear in
this Zone
2 Walkers
appear in
this Zone
:
ATTENTION: The Danger Level used
for spawning Zombies is set by the
Survivor with the highest Danger
Level still in the game. If this Survivor
is eliminated, the Danger Level drops
to that of the next most experienced
Survivor.
RUNNING OUT
OF MINIATURES
The Zombicide box contains
enough Zombies to invade a city.
However, players may still run out
of miniatures of the indicated type
when required to place a Zombie
on the board (when spawning,
populating a building, or due to
splitting). In this case, the remaining Zombies are placed (if there
are any), and then all Zombies of
the requested type immediately
gain an extra activation.
14
ZOMBICIDE - RULES
Here no Zombie
appears through
the manhole, since
there is no Survivor
on this tile.
Here no Zombie
appears, since
there is no
Survivor on
this tile.
The Survivors
are in this
street. They
are on two
different tiles!
2 Walkers
appear in this
Zone, since
a Survivor is
on this tile.
2 Walkers also
appear in this
Zone, since
a Survivor is
on this tile.
#8
COMBAT
DUAL:
If you have a pistol in each hand,
you may use them both in a single
Action (aimed at the same Zone).
NOISY:
Produces a
Noise token
when used.
Dual weapons
produce a
single Noise
token per
Action.
RANGE:
Min and max
number of
Zones the
weapon can
reach. 0 is
Melee only.
OPENS DOORS:
Can be used to
open doors.
SILENT: Doesnt
produce
a Noise token
when used in
Melee Combat.
RANGE:
Min and max
number of Zones
the weapon can
reach. 0 is
Melee only.
DAMAGE:
Damage
inflicted for
each success.
A 2 value
is required
to eliminate
Fatties. A
3 value is
required to
eliminate the
Abomination.
DICE: Roll
as many
dice as this
value when
an Action is
spent to use
this weapon.
ACCURACY:
Each roll
that equals
or exceeds
this value is
a success.
Inferior
results are
failures.
DICE:
Roll as many
dice as this
value when
an Action is
spent to use
this weapon.
ACCURACY:
Each roll
that equals
or exceeds
this value is
a success.
Inferior
results are
failures.
DAMAGE:
Damage inflicted
for each
success. A 2
value is required
to eliminate
Fatties. A 3
value is required
to eliminate the
Abomination.
ZOMBICIDE - RULES
15
MELEE
A Survivor equipped with a Melee weapon (a weapon with
a max Range of 0) can attack a Zombie in his own Zone.
Each die roll equal to or higher than the Accuracy value on
the weapons card is a successful hit. The player divides his
hits as desired among the possible targets in the Zone.
EXAMPLE: Wanda attacks a Walker, a Runner, and a
Fatty with her dual machetes. She rolls a and ,
which means two hits. She decides to decapitate the
Runner and to butcher the Fatty, leaving the Walker,
the least dangerous of the three, for her next Action.
Though Ned is also in the same Zone, he is safe from
Wandas slashes.
EXTRA EQUIPMENT
Ned was wounded earlier in the
game. The Wounded card occupies
an Equipment slot. Another
Wound and Ned will be eliminated.
Thankfully, he found a Goalie Mask
to discard to prevent the next
wound. Ned also has some Gasoline,
which combined with Glass Bottles,
can be used to build a Molotov.
Come on, Abomination, lets burn!
16
ZOMBICIDE - RULES
RANGED
18 EXPERIENCE POINTS
Neds in the Yellow Danger Level. One more experience
point and hell get to the Orange Danger Level. The player
will then have to choose between two exciting new Skills.
EQUIPPED WEAPONS
Sniper Rifle and Fire Axe. By combining a Rifle and a Scope,
Ned has a priceless Sniper Rifle to shoot Runners among
crowds of Walkers. In the other hand, a 2 Damage Fire
Axe allows Ned to break through doors and Fatties alike.
IMPROVED WEAPONRY:
SNIPER RIFLE AND MOLOTOV
Specific Equipment cards can be combined to build improved weaponry. Take the two appropriate cards, which
must be already stored in the Survivors inventory, and
combine them into the new weapon. This does not cost an
Action, and the new weapon takes only a single slot in your
Survivors inventory. When built, Survivors may immediately
and freely equip improved weapons to their hands.
Sniper Rifle: Combine a Rifle and a Scope to get a sniper
rifle. Put the Scope card under the Rifle card. Now you can
choose your targets when firing with this Rifle.
Molotov: Discard a Glass Bottle and a Gasoline card and
give your Survivor a Molotov card. The Molotov doesnt need
Dice, Accuracy, or Damage values (though it still requires a
Ranged Combat Action to use). Just terminate everything in
the targeted Zone. Yes, even other Survivors and the Abomination. Discard the Molotov card after a single use, leaving
its hand slot empty.
RELOAD!
CAR ATTACK
When the Survivor in the drivers seat spends an Action to
move a car, it runs over every Actor in the Zone it starts in
and each Zone it enters. The player who controls the driver
rolls one die for each miniature in the Zone the car leaves,
every Zone it moves through, and the Zone it reaches (except
for the Survivors inside the driven car). Each , or is a
successful hit that inflicts 1 Damage (only 1; it is impossible
to run down a Fatty or Abomination). Assign these hits following the targeting priority order, just like a Ranged attack
(see previous section): first Survivors (except for those in the
attacking car), then Walkers, then Fatties and Abominations,
and finally Runners. All targeted Survivors must be killed
before hits can be assigned to any Walkers. The driver gains
all the experience points from the killed Zombies.
ZOMBICIDE - RULES
17
#9
SKILLS
Each Survivor in Zombicide has specific Skills with effects
described in this section. In case of conflict with the general
rules, the Skill rules have priority.
Some of the following Skills are not attributed to the Survivors in this box. They will be used by other Survivors in the
future. Try them out with Survivors you create!
The effects of the following Skills and/or bonuses are immediate and may be used the turn in which they are acquired.
This means that if one Action causes a Survivor to level up
and gain a Skill, that Skill may be used immediately if the
Survivor has any Actions remaining (or the Survivor may use
any extra Actions the Skill may grant).
18
ZOMBICIDE - RULES
Loud Once per turn, the Survivor can make a huge amount
of noise! Until this Survivors next turn, the Zone he used this
Skill in is considered to have the highest number of Noise tokens on the entire map. If different Survivors have this Skill,
only the last one who used it applies the effects.
Lucky The Survivor can re-roll once all the dice of each
Action he takes. The new result takes the place of the previous one. This Skill stacks with the effects of other Skills
(1 re-roll per turn, for example) and Equipment that allows
re-rolls.
Matching Set! - When a Survivor performs a Search Action and draws a weapon card with the Dual symbol
, he can immediately take a second card of the same
type from the Equipment deck. Shuffle the deck afterward.
Medic Once per turn, the Survivor can freely remove one
Wounded card from a Survivor in the same Zone. He may
also heal himself.
Ninja The Survivor makes no Noise. At all. His miniature
does not count as a Noise token, and his use of Equipment
or weapons produces no Noise tokens either! The Survivor
may choose not to use this Skill at any time, if he wishes to
be noisy.
Slippery The Survivor does not spend extra Actions when
he performs a Move Action through a Zone where there are
Zombies.
Sniper The Survivor may freely choose the targets of all
his Ranged Combat Actions.
Starts with a [Equipment] The Survivor begins the
game with the indicated Equipment; its card is automatically
assigned to him before the beginning of the game.
Swordmaster The Survivor treats all Melee weapons as
if they had the Dual symbol
.
Tough The Survivor ignores the first Attack he receives
from a single Zombie every Zombies Phase.
Trick shot When the Survivor is equipped with Dual
Ranged weapons, he can aim at targets in different Zones
with each weapon in the same Action.
ZOMBICIDE - RULES
19
#10MISSIONS
The following pages contain a Tutorial Mission to help get
you acquainted with the game and ten Missions to thoroughly put your Zombicide survival to the test! You can play
these Missions in sequence, or you can tackle whichever
one suits you best at the time, given that they vary greatly in
style, size, difficulty, and play time.
Special rules detailed in Missions supersede common rules
and cards rules.
These Missions are just the beginning; the Zombie invasion
has only started! Head over to www.guillotinegames.com
and youll find a constantly updating roster of new Missions
up for free download. Or get our map editor to create your
very own Missions and share them with the Zombicide
community!
00 TUTORIAL
TUTORIAL / 4+ SURVIVORS / 20 MINUTES
OBJECTIVE
Take the Objective token.
SPECIAL RULES
Reduced Zombie deck. Use only the Zombie cards
numbered 1, 2, 3, 4, and 41 to make the Zombie deck. Put
the other ones in the box.
Special starting equipment. Do not give the Pistol,
Fire Axe, and Crowbar cards as starting equipment. Instead,
put them at the top of the Equipment deck. They will be the
first three cards drawn when Survivors search a Zone. Pan
cards are dealt as usual.
20
ZOMBICIDE - MISSIONS
Objective
1 Walker
Locked door
SURVIVORS
150 MINUTES
01
CITY
BLOCKS
Tiles needed: 2C, 1C, 4B, 5C, 7B, 5D, 6B, 5E & 1B.
OBJECTIVES
Take all the Objective tokens.
Find at least one Canned Food card, at least one Rice
card, and at least one Water card.
Once you have achieved the previous objectives, reach the
Exit Zone shown on the map with at least one Survivor. Gather
the Equipment and Survivors that escaped. You win if you
have at least one Canned Food, one Rice, and one Water card.
SPECIAL RULES
Each Objective token gives 5 experience points to the
Survivor who takes it.
Exit Zone
Locked door
Objective (5 XP)
ZOMBICIDE - MISSIONS
21
02
Y-ZONE
MEDIUM / 4+ SURVIVORS / 60 MINUTES
Tiles needed: 4B, 4E, 1B, 7B, 5D, 6B, 3C, 4C & 2C.
OBJECTIVE
Reach the Exit Zone shown on the map with all Survivors.
SPECIAL RULES
The Objective token
represents a medicine
cabinet. The Survivor
who takes it immediately
loses a Wounded card.
Exit Zone
Locked door
22
Medicine cabinet
ZOMBICIDE - MISSIONS
03
HE 24HRS RACE
T
OF ZOMBICITY
SPECIAL RULES
Each Objective token gives 5 experience points to the
Survivor who takes it.
You can use cars.
The pimpmobile can be searched only once. It contains
either Mas Shotgun, or the Evil Twins (draw randomly).
You can Search a police car more than once. Draw cards
until you find a weapon. Discard the other cards. The Aaahh!
card triggers the appearance of a Walker as usual and interrupts the Search.
Tiles needed: 2C, 4D, 4B, 5C, 6B, 5F, 1B, 3C & 4E.
OBJECTIVE
Reach the Red Danger Level with at least one Survivor.
Locked door
Objectives
(5 XP)
ZOMBICIDE - MISSIONS
23
04
DRIVE-BY
SHOOTING
Tiles needed: 3C, 4D, 2C, 5F, 4E, 4B, 2B & 5C.
OBJECTIVES
Take all the Objective tokens.
After fulfilling the objective above, all remaining Survivors
must reach the same Zombie Spawn Zone and make sure
there are no Zombies left in it.
SPECIAL RULES
Each Objective token gives 5 experience points to the
Survivor who takes it.
You can use cars.
The pimpmobile can be searched only once. It contains
either Mas Shotgun, or the Evil Twins (draw randomly).
You can search a police car more than once. Draw cards
until you find a weapon. Discard the other cards. The Aaahh!
card triggers the appearance of a Walker as usual and interrupts the Search.
24
ZOMBICIDE - MISSIONS
Locked door
05 W
BIG
Tiles needed: 5D, 2C, 1C, 7B, 5C, 6B, 5E, 1B & 4B.
OBJECTIVE
Take all the Objective tokens.
SPECIAL RULES
Each Objective token
gives 5 experience points
to the Survivor who takes it.
Locked door
Objectives
(5 XP)
ZOMBICIDE - MISSIONS
25
06
THE
ESCAPE
SPECIAL RULES
You cannot Search the Survivors Starting Zone.
Placing supplies in a car: At the cost of one Action, a Survivor can place (or take) one Canned Food, Rice, or Water
card under a car token in the Zone he currently occupies.
You can use the cars.
The pimpmobile can be searched only once. It contains
either Mas Shotgun, or the Evil Twins (draw randomly).
You can search a police car more than once. Draw cards
until you find a weapon. Discard the other cards. The Aaahh!
card triggers the appearance of a Walker as usual and interrupts the search.
OBJECTIVES
Accomplish the following tasks in this order:
1 Place up to six supply cards under the car tokens (see the
special rules). The supply cards can be Canned Food, Rice,
or Water cards.
2 Get into as many cars as needed with the remaining
Survivors.
3 Reach the Exit Zone with the Survivors in the cars. A car
that reaches this Zone leaves the board with its occupants and
the supplies it contains. Put aside the supply cards that made
it off the board with the cars. You win if there are six or more.
26
ZOMBICIDE - MISSIONS
Player
starting area
Exit
Smashed door
No search
in this Zone
Locked door
07
GRINDHOUSE
EASY / 6+ SURVIVORS / 45 MINUTES
OBJECTIVE
SPECIAL RULES
Each Objective token gives 5 experience points to the
Survivor who takes it.
Dual door opening: Opening a door opens the other door
of the same building as well.
Zombie occupation: Each building Zone contains a single
Walker at game start. Resolve a Zombie Spawn as usual
when opening doors.
Zombie Exit: Two Zones shown on the plan contain seven
permanent Noise counters. These Zones represent the
exits through which the Zombies might escape. If a Zombie
reaches one of these Zones, remove it from the board and
place it aside. If four Zombies leave the board in this way,
the game is immediately lost.
Neutralizing the Zombie Spawn Zones: A Survivor can
neutralize a Spawn Zone in Zone he currently occupies for
the cost of one Action. The Zone must contain no Zombies.
Please note the Zombie Spawn Zones are active even if
doors are locked.
Locked door
Objectives (5 XP)
ZOMBICIDE - MISSIONS
27
08
ZOMBIE
POLICE
The blue Spawn Zone will be activated when the blue Objective has been taken.
The green door cannot be opened until the green Objective
has been taken.
Each Objective token gives 5 experience points to the
Survivor who takes it.
You can use cars.
The pimpmobile can be searched only once. It contains
either Mas Shotgun, or the Evil Twins (draw randomly).
You can search a police car more than once. Draw cards
until you find a weapon. Discard the other cards. The Aaahh!
card triggers the appearance of a Walker as usual and interrupts the search.
Player starting
area
OBJECTIVE
SPECIAL RULES
5 XP. Not an
objective.
5 XP. Green
objective
Green door
Blue door
BUNKER
ZOMBICIDE - MISSIONS
Zombie Blue
Spawn Zone
5 XP. Blue
objective
Locked door
28
Zombie
Spawn Zone
09
MIGHT
MAKES RIGHT
OBJECTIVES
Take all the Objective tokens.
Return to the starting Zone with at least four Survivors (one
player), five Survivors (two players) or six Survivors (three
players). A Survivor placed on the starting area can leave
the board during his turn. Put him aside with his Equipment
cards. You achieve victory as soon as the required number
of Survivors is put aside.
Zombie
Spawn Zone
Player
starting
area
Locked
door
Objectives
(5 XP)
Police car
SPECIAL RULES
Each player begins the game with a single Survivor.
Four Objectives are visible on the map. Three of
them are neutral with identical sides. The fourth is
marked with a standard side and a blue side. Place
the counters face down and randomly so no one
knows where the marked counter is.
Each Objective token gives 5 experience points to
the Survivor who takes it. Each time a neutral Objective token is taken, the player who controls the fewest
Survivors randomly picks a new Survivor (in case of a
tie, the player who took the token decides). The new
Survivor is revealed and placed without Equipment
on the Zone where the Objective token was taken. He
may now be played as normal. Revealing the marked
objective token doesnt grant an additional Survivor
but still grants 5 experience points.
You cannot use the cars.
You can search a police car more than once. Pick
cards until you find a weapon. Discard the cards
which are not weapons. The Aaahh! card triggers the
appearance of a Walker as usual and interrupts the
search.
ZOMBICIDE - MISSIONS
29
10
SMALL
TOWN
Player
starting area
Zombie
Spawn Zone
Locked door
Objectives
(5 XP)
OBJECTIVE
Take all the Objective tokens.
SPECIAL RULES
30
ZOMBICIDE - MISSIONS
#11INDEX
Abomination . . . . . . . . . . . . . . . . . . . 9,
Accuracy . . . . . . . . . . . . . . . . . . . . . 15
Actions . . . . . . . . . . . . . . . . . . . . 10-11
Activating Zombies . . . . . . . . . . . 12-13
Actor . . . . . . . . . . . . . . . . . . . . . . . . . 5
Assigning hits . . . . . . . . . . . . . . . 16-17
Basic rules . . . . . . . . . . . . . . . . . . . 5-9
Car attack . . . . . . . . . . . . . . . . 11,17-18
Car, getting in or out . . . . . . . . . . . . 11
Changing seats in a car . . . . . . . . . 11
Combat . . . . . . . . . . . . . . . . . . . . 15-18
Combining cards . . . . . . . . . . . . . . . 17
Components . . . . . . . . . . . . . . . . . . . 2
Damage . . . . . . . . . . . . . . . . . . . . . . 15
Danger Level . . . . . . . . . . . . . . . . . . . 9
Dice . . . . . . . . . . . . . . . . . . . . . . . . . 15
Do nothing . . . . . . . . . . . . . . . . . . . . 11
Drive a car . . . . . . . . . . . . . . . . . . . . 11
Dual weapons . . . . . . . . . . . . . . . . . 15
End Phase . . . . . . . . . . . . . . . . . . 4, 32
Equipment . . . . . . . . . . . . . . . . 7-8, 15
Experience points . . . . . . . . . . . . . . . 9
Room . . . . . . . . . . . . . . . . . . . . . . 5, 10
Runner . . . . . . . . . . . . . . . . . . . . . . . 13
Running out of zombies . . . . . . . . . 14
Search . . . . . . . . . . . . . . . . . . . . . . . 10
Setup . . . . . . . . . . . . . . . . . . . . . . . . . 4
Shooting . . . . . . . . . . . . . . . . 11, 16-17
Skills . . . . . . . . . . . . . . . . . . . . . . 18-19
Sniper rifle . . . . . . . . . . . . . . . . . . . . 17
Spawning Zombies . . . . . . . . . . . 13-14
Starting equipment . . . . . . . . . . . . . . 4
Street . . . . . . . . . . . . . . . . . . . . . . . . . 5
Survivor . . . . . . . . . . . . . . . . . . 4, 5, 10
Taking an Objective . . . . . . . . . . . . . 11
Targeting priority . . . . . . . . . . . . . . . 17
Trading Equipment . . . . . . . . . . . . . 11
Walker . . . . . . . . . . . . . . . . . . . . . . . . 9
Weapons . . . . . . . . . . . . . . . . . . . 15-17
Winning and losing . . . . . . . . . . . . . . 4
Wounds . . . . . . . . . . . . . . . . . . . . . . 12
Zombie Attack . . . . . . . . . . . . . . . . . 12
Zombie Move . . . . . . . . . . . . . . . 12-13
Zombie splitting . . . . . . . . . . . . . . . 12
Zombie types . . . . . . . . . . . . . . . . . . 9
Zombies Phase . . . . . . . . . . . . . 12-14
Zone . . . . . . . . . . . . . . . . . . . . . . . 5-6
CREDITS
GAME DESIGNERS:
EXECUTIVE PRODUCER:
PLAYTEST:
without
Percy DE MONTBLANC
ART:
GRAPHIC DESIGN:
Mathieu HARLAUT
SCULPTORS:
PHOTOGRAPHY:
Mathieu HARLAUT
EDITING:
PUBLISHER:
David PRETI
Coolminiornot,
logo
are
permission.
and
trademarks
Zombicide,
the
CoolMiniOrNot
of
CoolMiniOrNot,
U.S.A.
Zombicide
31
TURN SUMMARY
(by courtesy of your favorite Survivors)
FIRST
STEP
EACH TURN
BEGINS WITH:
PLAYERS'
PHASE
(as explained by Ned)
EVERY PLAYERS
WHEN
FINISHED:
ZOMBIES'
PHASE
(as observed by Josh)
END
PHASE
GAME RULES
O V ERR I DE
THIS TURN
SUMMARY
RULES.
Choose the first player (he receives the first player token)
The first player activates all of his or her Survivors, one after the other, in any order. When
he or shes done, the next players turn begins. Play clockwise. Each Survivor initially has
three Actions to spend, chosen from the following list. Unless stated otherwise, each
Action may be performed several times per turn.
MOVE: Move one Zone.
SEARCH: ndoor only. Draw a card in the Equipment deck (always only one Search
I
per turn per Survivor).
OPEN A DOOR: pecial Equipment or Skill required. Spawn Zombies inside a
S
building if its the first door.
REORGANIZE INVENTORY: Equipment exchange with another Survivor (in the
same Zone) is possible.
RANGED COMBAT: Equipped Ranged weapon required.
MELEE COMBAT: Equipped Melee weapon required.
GET IN OR GET OUT OF A CAR: Cant get in if there are Zombies.
CHANGE SEATS IN A CAR: Move to a different empty seat.
DRIVE A CAR: f allowed by the Mission. Must be in the drivers seat. Attacks every
I
Actor in the Zones travelled.
TAKE AN OBJECTIVE TOKEN OR ACTIVATE AN OBJECT (in the Survivors Zone).
MAKE NOISE. Gotta need it to risk it.
DO NOTHING (and live with it).
1. ACTIVATION All Zombies spend one Action doing one of these two things:
ATTACK Zombies in the same Zone as a Survivor attack them.
OR MOVE The Zombies who didn't Attack, Move. The others are having a brunch.
SPAWN
Always draw Zombie cards for all Spawn Zones in the same order (play clockwise).
Danger Level used = highest Danger Level among active Survivors.
Fatties spawn with two Walkers.
No more minis of specified type? All Zombies of specified type get an extra activation!
NAME
ZOMBIES
ECOLOGY
(as written down by Amy)
TARGETING
PRIORITY
ACTIONS
Walker
Runner
Fatty (*)
Abomination
SURVIVOR
WALKER
FATTY
RUNNER