Beruflich Dokumente
Kultur Dokumente
ZOMBIES PHASE . . . . . . . . . . . . . . . . . . . 23
STEP 1 ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . . 23
CHAPTERS
GAME COMPONENTS . . . . . . . . . . . . . . . . . . 3
GET MEDIEVAL! . . . . . . . . . . . . . . . . . . . . . . . 5
SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . . 8
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . 9
USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . 9
LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
READING AN EQUIPMENT CARD . . . . . . . . . . . . . . . . 12
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
EXPERIENCE, DANGER LEVEL, AND SKILLS . . . . . . . . 16
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Backpack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
THE ZOMBIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Walker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Fatty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Runner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Abomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Armor Rolls / Armors and Shields . . . . . . . . . . . . . . 23
Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
PLAYING RUNNERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
STEP 2 SPAWN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Colored Spawn Zones . . . . . . . . . . . . . . . . . . . . . . . . . .
Extra Activations Cards . . . . . . . . . . . . . . . . . . . . . . .
Double Spawn Cards . . . . . . . . . . . . . . . . . . . . . . . . . . .
Running Out Of Miniatures . . . . . . . . . . . . . . . . . . . . .
26
26
26
28
NECROMANCERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
NECROMANCER CABALS . . . . . . . . . . . . . 31
PLAYING YOUR CABAL . . . . . . . . . . . . . . . . . . . . . . . . . 31
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
RANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
MAGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
VAULTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
VAULT ZONES AND DOORS . . . . . . . . . . . . . . . . . . . . . 36
VAULT ARTIFACTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
18
18
18
18
18
PLAYERS PHASE . . . . . . . . . . . . . . . . . . . . 19
MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Spawning In Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . 20
REORGANIZE/TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . 20
COMBAT ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
QUEST 4 FAMINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Melee Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
R anged Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
M agic Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
ENCHANTMENT ACTION . . . . . . . . . . . . . . . . . . . . . . . 22
TAKE OR ACTIVATE AN OBJECTIVE . . . . . . . . . . . . . . . 22
MAKE SOME NOISE! . . . . . . . . . . . . . . . . . . . . . . . . . . 22
DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
GAME
COMPONENTS
9 GAME TILES (DOUBLE-SIDED)
65 ZOMBIE MINIATURES
35 walkers
14 Fatties
14 Runners
6 SURVIVOR MINIATURES
AND ID CARDS
1 Abomination
Nelly
Ann
Silas
Clovis
Baldric
Samson
1 Necromancer
6 SURVIVOR DASHBOARDS
6 DICE
6 SURVIVOR
COLOR BASES
48 TRACKERS
RULES - ZOMBICIDE
68 TOKENS
Doors
Blue . . . . . . . . . . . . . . . . . . . . . . . x1
Green . . . . . . . . . . . . . . . . . . . . . . x1
Neutral . . . . . . . . . . . . . . . . . . . x12
Dragon Bile . . . . . . . . . . . . . . . x4
Exit point . . . . . . . . . . . . . . . . . x1
First player . . . . . . . . . . . . . . . x1
Noise . . . . . . . . . . . . . . . . . . . x18
Free Action . . . . . . . . . . . . . . . x1
Rotten . . . . . . . . . . . . . . . . . . . . x1
Objectives
Red/Blue . . . . . . . . . . . . . . . . . . . x1
Red/Green . . . . . . . . . . . . . . . . . . x1
Red/Red . . . . . . . . . . . . . . . . . . . . x8
Zombie Spawn
Red/Blue . . . . . . . . . . . . . . . . . . . x1
Red/Green . . . . . . . . . . . . . . . . . . x1
Red/Necromancer Green . . . . . . x1
Red/Necromancer Brown . . . . . x1
Red/Necromancer Red . . . . . . . x1
Red/Necromancer Purple . . . . . x1
Red/Necromancer Grey . . . . . . . x1
Red/Necromancer Beige . . . . . . x1
Red/Red . . . . . . . . . . . . . . . . . . . . x4
Vault doors
Violet . . . . . . . . . . . . . . . . . . . . . x2
Yellow . . . . . . . . . . . . . . . . . . . . x2
125 MINI-CARDS
71 Equipment cards
Aaahh!! . . . . . . . . . . . . . . . . . . . . x4
Apples . . . . . . . . . . . . . . . . . . . . x2
Axe . . . . . . . . . . . . . . . . . . . . . . . x2
Chainmail Armor . . . . . . . . . . . x2
Crossbow . . . . . . . . . . . . . . . . . . x2
Dagger . . . . . . . . . . . . . . . . . . . . . x4
Death Strike . . . . . . . . . . . . . . . x2
Dragon Bile . . . . . . . . . . . . . . . . . x4
Fireball . . . . . . . . . . . . . . . . . . . . x2
Great Sword . . . . . . . . . . . . . . . x2
Hammer . . . . . . . . . . . . . . . . . . . . x1
Hammer (starting Equipment) . . . x1
Hand Crossbow . . . . . . . . . . . . x2
Healing . . . . . . . . . . . . . . . . . . . . x1
Inferno . . . . . . . . . . . . . . . . . . . . . x1
Invisibility . . . . . . . . . . . . . . . . . . x1
Leather Armor . . . . . . . . . . . . . x2
Lightning Bolt . . . . . . . . . . . . . x2
Longbow . . . . . . . . . . . . . . . . . . x2
Mana Blast . . . . . . . . . . . . . . . . . x1
Mana Blast (starting Equipment) . x1
Orcish Crossbow . . . . . . . . . . . . . x1
Plate Armor . . . . . . . . . . . . . . . . . x1
Plenty Of Arrows . . . . . . . . . . . x3
Plenty Of Bolts . . . . . . . . . . . . . x3
Repeating Crossbow . . . . . . . . x2
Repulse . . . . . . . . . . . . . . . . . . . . x1
Salted Meat . . . . . . . . . . . . . . . . x2
Shield . . . . . . . . . . . . . . . . . . . . . x2
Short Bow . . . . . . . . . . . . . . . . . . x1
Short Bow (starting Equipment) . . x1
Short Sword . . . . . . . . . . . . . . . . x1
Short Sword (starting Equipment) x3
Speed . . . . . . . . . . . . . . . . . . . . . . x1
Sword . . . . . . . . . . . . . . . . . . . . . x2
Torch . . . . . . . . . . . . . . . . . . . . . . x4
Water . . . . . . . . . . . . . . . . . . . . . x2
Vault Zone
Violet . . . . . . . . . . . . . . . . . . . . . . x1
Yellow . . . . . . . . . . . . . . . . . . . . . x1
GET
MEDIEVAL!
WHAT ABOUT
THE MODERN-ERA ZOMBICIDE?
RULES - ZOMBICIDE
SETUP
1.
2.
3.
Choose a Quest.
4.
Each player gathers 1 to 6 Survivors for him to play. Players sit around the table in any order they choose. As they
cooperate against the game, all players form a single team.
5.
6.
7.
8.
Shuffle the Zombie cards into one deck and the Equipment cards into another. Place both decks face down
close to the board.
Tracker on
the 0 of the
Wound Bar.
3 trackers
in reserve.
9.
10.
Clovis has
a Starting
Equipment card.
Tracker on the 0
of the Danger Bar.
Tracker on
the Blue Skill.
11.
RULES - ZOMBICIDE
GAME
OVERVIEW
Zombicide: Black Plague is played over a series of Game Rounds,
which go as follows:
PLAYERS PHASE
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 board, and performs other tasks to
accomplish the various Quest objectives. Some Actions make
noise, and noise attracts Zombies!
Once a player has activated all his Survivors, the player to
his left takes his Turn, activating his Survivors in the same
manner.
When all the players have completed their Turns, the Players
Phase ends.
The Players Phase is explained in depth on page 19.
END PHASE
All Noise tokens are removed from the board, and the first
player hands the first player token to the player to his left.
Another Game Round then begins.
ZOMBIES PHASE
All 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 or noisy Zones. Some
Zombies, called 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 active Spawn Zones on the board.
The Zombies Phase is explained in depth on page 23.
THE
BASICS
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 a tiles edge) and the walls of buildings along the street.
This is a street
Zone, delimited by
linear markings
and walls.
This is a building
Zone, delimited
by walls.
RULES - ZOMBICIDE
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.
Silas cannot
see this Zone
since there
is a wall.
Nellys Line of
Sight is limited to
one Zone through
the tower.
10
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 (or
opening) 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 a miniature in the Zone and the layout of the walls do not
matter as long as the Zones share an opening.
Samson
cant move
diagonally.
To go to the
central Zone,
he must first
Move here
then here.
Clovis can go to
the street through
the open door.
Clovis can go to
this Zone through
the opening.
To move here,
Clovis has
to open the
door first.
RULES - ZOMBICIDE
11
12
Door-Breaching, Zombie-Killing,
And Noisy Equipment
Equipment that allows you to open
doors but requires a dice roll to do it
has this symbol. The die indicates the
minimum roll needed to open the door.
4+
Equipment that allows you to kill Zombies has Combat characteristics displayed at the bottom.
Each of these symbols is accompanied by a second symbol
related to noise. It defines if the Action is noisy or not. Noise
attracts Zombies!
This Action is noisy and produces a Noise token (see
Noise, page 15).
RULES - ZOMBICIDE
13
Combat Characteristics
Melee weapons, Ranged weapons and Combat spells display
Combat characteristics used to maim, shoot or disintegrate
Zombies in many ways.
DUAL: If you have Dual weapons with
the same name in each hand, you may
use them both in a single Action (dual
Ranged weapons and Combat spells
must be aimed at the same Zone).
OPEN DOORS:
Opens doors without
any dice roll.
NOISY: Produce
a Noise token when
used to open doors.
RANGE:
Min and max number
of Zones the weapon
can reach. 0 indicates
the Axe is Melee only.
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
(or more) is required
to eliminate Fatties.
SILENT: Doesnt
produce a Noise
token when used in
Ranged Combat.
14
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 (or
more) is required
to eliminate
Fatties.
DAMAGE: Damage
inflicted for each
success. A 2 value
(or more) is required
to eliminate Fatties.
NOISY: Produces a
Noise token when used
in magic Combat. Dual
weapons (or spells)
produce a single Noise
token per Action.
NOISE
Place this token in the Zone where the Survivor resolved the
Action. It stays in the Zone where it was produced, even if the
Survivor moves.
A single Action can only produce a single Noise token, no
matter how many dice are rolled, how many hits are obtained,
or if Dual weapons are used.
Noise tokens are removed from the board in the End Phase
(see page 8).
NOTE: Each Survivor miniature also counts as a Noise token.
Zombies have acute hearing, and Survivors cant stay quiet
anyway!
EXAMPLE: Clovis spends an Action to open a door with an Axe.
Its a noisy way to open a door. This produces a Noise token. He
then attacks a Zombie in his Zone, knocking it down after two
Melee Actions. The Axe is a silent killing weapon, so these Melee
Actions produce no noise. Two noises remain in this Zone: the
Noise token produced by opening the door and Clovis miniature
itself.
In another Zone, Baldric executes two Magic Actions with his
Fireball. Although he rolled three dice for each Magic Action, he
gets only two Noise tokens in his Zone, one for each Magic Action.
The Noise tokens remain on the Zone where Baldric produced
them; they dont follow him when he moves.
RULES - ZOMBICIDE
15
Red Level:
2 Fatties
0 to 6
experience points:
Blue Level, possess
a starting Skill.
16
7 to 18
experience points:
Yellow Level, gain
a fourth Action.
Orange Level:
5 Walkers
Yellow Level:
2 Runners
Blue Level:
No Zombies
19 to 42
experience points:
Orange Level, choose
a Skill among two.
43 experience
points: Red Level,
choose a Skill
among three.
INVENTORY
Each Survivor can carry up to eight Equipment cards, divided
into three types of Equipment slots on his Dashboard: Two
Hands, a Body and five Backpack slots. You may discard cards
from your inventory to make room for new cards at any time,
for free (even during another players Turn).
Hands
Backpack
The Hand symbol marks the Equipment
cards that can only be used in Hands.
Body
Up to five Equipment cards of any type can fit in the Backpack slots.
Equipment cards bearing the Body or Hand symbol can be
stored in the Backpack, but while there they are not in use.
Any text on them will not be in effect until they are moved
to their appropriate inventory slots.
An Equipment card bearing the Backpack symbol can only
be stored in the Backpack, and while there is always considered to be in use.
RULES - ZOMBICIDE
17
THE ZOMBIES
Zombicide: Black Plague features five types of Zombies. A good
Survivor quickly learns their strengths and weaknesses!
Most Zombies have a single Action to spend each time they
activate (Runners have two). A Zombie is eliminated as soon
as it is successfully hit with an attack that has the minimum
required Damage value. Its assailant then immediately earns
the listed experience points.
Walker
Fatty
Runner
Abomination
Necromancer
18
PLAYERS
PHASE
Starting with whoever holds the first player token, each
player activates his Survivors one after another, in the order
of his choice. Each Survivor can execute three Actions at the
Blue Danger Level (not counting any free Action his Blue
Level Skill may give him). The possible Actions are:
MOVE
SEARCH
OPEN A DOOR
Open a door
symbol with
die icon
Open a door
symbol without
die icon
RULES - ZOMBICIDE
19
REORGANIZE/TRADE
Spawning In Buildings
Opening a closed building for the first time reveals all the
Zombies inside all rooms of the building (a single building
extends to all rooms connected by openings, sometimes
straddling several tiles). Indicate each Zone of the building,
one after the other in any order you choose, and draw a Zombie card for each Zone. Place the corresponding number and
type of Zombies on the indicated Zone (see Zombies Phase
Spawn, page 25).
If you draw an Extra Activation, immediately perform the
action indicated on the card.
If you draw a Double Spawn card (see page 26), dont spawn
Zombies in this Zone, and spawn two cards worth of Zombies on the next.
Zombie
spawn!
20
Zombie
spawn!
Zombie
spawn!
Zombie
spawn!
COMBAT ACTIONS
R anged Action
Melee Action
M agic Action
RULES - ZOMBICIDE
21
ENCHANTMENT ACTION
TAKE OR ACTIVATE
AN OBJECTIVE
DO NOTHING
The Survivor does nothing and prematurely ends his Turn.
His remaining Actions are lost.
22
ZOMBIES
PHASE
Armor Rolls
STEP 1 ACTIVATION
Each Zombie activates and spends its Action on either an
Attack or a Move, depending on its situation. Resolve all
the Attacks first, then all the Moves. Each Zombie performs
either an Attack OR a Move with a single Action.
Attack
RULES - ZOMBICIDE
23
Move
This Zombie
is set toward
the three
Survivors.
Silas
The Zombies that have not
attacked use their Action
to Move one Zone toward
Survivors:
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!
24
EXAMPLE: A group of four Walkers, one Fatty, and three Runners move toward a group of Survivors. The Zombies can take two
routes of the same length, so they split into two groups.
Two Walkers go one way, the other two take the other route.
The Fatty joins one group of Walkers, and a second Fatty is
added to the other group.
The three Runners also split, two joining the first group, and the
other joining the second group. Another Runner is added to the
latter group so that the groups remain even.
Things just got a lot harder for the Survivors.
IMPORTANT: Necromancers use their own Movement rules.
They always Move toward the nearest non-Necromancer
Spawn Zone (see P. 29)
PLAYING RUNNERS
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 (three Wounds are enough to kill the Survivor). 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 their next meal.
Red Level:
2 Fatties
Orange Level:
5 Walkers
Yellow Level:
2 Runners
Blue Level:
No Zombies
RULES - ZOMBICIDE
25
The Spawn
Step is resolved
clockwise. Going
to the next
Spawn Zone!
At the Yellow,
Orange, and Red
Danger Levels,
all Walkers
immediately
activate.
At the Blue
Danger Level,
nothing happens.
26
Two Zombie
cards are
drawn for this
Spawn Zone.
First building
Zone: A Double
Spawn card.
If the Double Spawn card is drawn for the last Spawn Zone
or building Zone, use it for an extra double Spawn on the first
Spawn Zone or first building Zone (even if you previously
spawned Zombies in it!).
If, during this extra double Spawn, you draw a new Double
Spawn card, continue on to the next Spawn Zone or building
Zone, until you stop drawing Double Spawn cards.
A Double Spawn card
is drawn here, for
the last Spawn Zone.
Back to the first!
RULES - ZOMBICIDE
27
28
NECROMANCERS
Being the most evil of all opponents, Necromancers do their
best to spread havoc and seize power. They dont have time to
battle Survivors on their own, and try to flee as soon as they
are discovered. Necromancers follow these special rules:
A Necromancer tries to flee the board. If there are no Survivors in his Zone for him to Attack during his Activation (see
Zombies' Phase, page 23), he Moves 1 Zone toward the nearest Spawn Zone (NOT his entry Zone), ignoring any Survivors
he might see. If several escape Spawn Zones are at the same
distance, choose one.
The Necromancer
tries to escape
through the nearest
Spawn Zone. It
cant be his entry
Zone, marked with
the Necromancer
Spawn Zone. The
upper one is just
three Zones away!
A Necromancer Zombie
card has been drawn!
A Necromancer Spawn
token and the matching
Necromancer miniature
are put here. Draw an
additional Zombie card
for the Necromancer
Spawn Zone. From now
on, the Necromancer
Spawn Zone spawns
Zombies in the same
way a standard
Zombie Spawn Zone.
STEP 2
STEP 1
RULES - ZOMBICIDE
29
3 The Necromancer
Spawn token is replaced
with a standard, red
Zombie Spawn token.
The Necromancer
Spawn token
is replaced
with a regular
red Zombie
Spawn token.
1 Silas uses a
bow to kill the
Necromancer.
2 Players agree
to remove this
Spawn Zone,
clearing the way
to the Objective.
30
NECROMANCER
CABALS
3-
Beware the dark ritual! Necromancers standing at Range 0-1 from each other at the end of a
Zombies Phase flee the board as if they escaped
through their escape Spawn Zone. Replace the
Necromancer Spawn tokens they introduced on
the board with standard Zombie Spawn tokens.
2-
RULES - ZOMBICIDE
31
COMBAT
EXAMPLE 2: Samson is holding two Daggers. As they are identical weapons with the Dual symbol, he can strike with them both
at once. In theory, he would roll 2 dice (one for each Dagger).
However, each Dagger gives a bonus of +1 Die to another handheld Melee weapon. The bonus here is reciprocal, so each Dagger
has a Dice value of 2, for a total of 4 dice in Dual wielding!
Special
effect
Dual symbol
If the active Survivor has two identical weapons or Combat spells with the Dual symbol
equipped in Hands, he can use both weapons
at the same time at the cost of a single Action.
For Ranged and Magic Actions, both weapons/spells must be aimed at the same Zone.
Dice value: 1
THREE HANDS?
Putting the proper Equipment card in his Body space,
a Survivor could effectively be considered as having
three cards equipped in Hand. For obvious reasons, he
can only use two of them at any given time. Choose
any combination of two among these three before
resolving Actions or rolls involving the Survivor.
Dual
Symbol
Accuracy
symbol
Damage
symbol
Dice value: 3
32
Each hit inflicts the amount of Damage specified by the Damage value of the weapon to a
single target.
MELEE ACTION
A Survivor holding a Melee weapon (a weapon with a max
Range of 0) in Hand can attack a Zombie in his own Zone.
Each die roll equal or higher than the Accuracy value on the
weapons card is a successful hit. The player divides his hits as
he wishes among the possible targets in the Zone.
RANGED ACTION
Range
symbol
The first of the two values shows the minimum Range. The
weapon may not shoot at Zones closer than the minimum. In
some cases this is 0, meaning the Survivor can shoot at targets
in the Zone he currently occupies (it is still a Ranged Action).
The second value shows the maximum Range of the weapon.
A weapon cannot fire at Zones beyond the maximum Range.
Missed melee strikes cannot cause Friendly Fire (see page 34).
EXAMPLE: Samson attacks a Walker, a Runner, and a Fatty with
his Sword. He rolls a and , which means two hits. He decides
to kill the Runner and the Walker, as the Swords Damage value
is not high enough to kill the Fatty. Though Clovis is also in the
same Zone, he is safe from Samsons slashes.
EXAMPLE: The Longbow has a Range of 1-3, which means it can
shoot up to three Zones away but cant be used in the same Zone
as the Survivor. The Hand Crossbow has a Range of 0-1, which
means it can shoot targets in its owners current Zone or at an
adjacent Zone.
RULES - ZOMBICIDE
33
1 Walker
2 Fatty or Abomination (the shooter chooses)
3 Runner
4 Necromancer
MIN DAMAGE
TO DESTROY
EXPERIENCE
POINTS
Walker
Fatty /
Abomination (1)
2/3
1/5
3
4
Runner
Necromancer
NAME
TARGETING
PRIORITY
ACTIONS
34
Friendly Fire
Reloadable Weapons
While most weapons can be used repeatedly, a few, like the
Hand Crossbow and Orcish Crossbow (when used for Ranged
Actions), require spending an Action to reload them between
shots if you want to fire multiple times in the same Game
Round. You can turn the card upside down to remember
the weapon is empty and needs a reload to fire again. At the
End Phase of the Game Round, all such weapons are freely
reloaded, so that they always start the Round ready to fire.
If such a weapon is fired and passed to another Survivor
without reloading, it must still be reloaded before the new
owner can use it in the same Game Round.
When equipped with two identical Dual weapons that
require reloading, a single Action reloads both.
Survivors may fire a single Dual reloadable weapon at a Zone
and then execute another Ranged Action to fire at another
Zone with the other Dual reloadable weapon.
MAGIC ACTION
Dragon Bile pools can be ignited with a Torch.
A Dragon Bile card can be discarded from Hand to put a
Dragon Bile pool at Range 0-1 of the Survivor.
Later, a Torch card can be discarded from Hand to ignite a
Dragon Bile pool at Range 0-1 and create a Dragon Fire: every
Actor in the tokens Zone is killed, no matter its Damage
threshold, Armor values or remaining Wounds. A Dragon
Fire produces no Noise.
The Dragon Bile pool is then removed, and the Survivor who
threw the Torch earns all experience points.
Use Dragon Fire to set blazing Zombie traps! If all Dragon Bile
tokens are already on the board and you need to set a new
one, choose one of them and move it to the new Zone.
A Survivor equipped with a Combat spell (a spell with combat characteristics) in Hand can blast a Zone he can see (and
within the spells Range). Magic Actions share the same rules
as Ranged Actions.
DRAGON FIRE
Step 2: All Zombies moved to chase Ann. The nun now throws her
Torch in the Dragon Bile: Dragon Fire! All Zombies in the tokens
Zone are eliminated. Burn! Ann earns all experience points!
RULES - ZOMBICIDE
35
VAULTS
VAULT ZONES AND DOORS
Vaults, secret rooms and underground lairs are fairly common in Zombicide: Black Plague. They can be great shortcuts for
Survivors and Zombies!
Whenever the Quest map shows one (or more) Vault doors,
set Vault Zone tokens of the matching colors near the board.
Vault doors can be opened like standard doors (unless otherwise stated in the Quests description).
Open Vault doors give access to the Vault of the matching
color, as if they were connected. However, there is no Line Of
Sight between the Vault and the Zone it connects to.
Vaults are building Zones. They cant be Searched. Dont
Spawn Zombies in Vaults when they are revealed.
A Vault door can be opened from inside its Vault Zone.
36
PLAYING WITH
7+ SURVIVORS
Zombicide: Black Plague has an expanding gallery of Survivors
to play with. Sooner or later, you may be tempted to try playing with more than 6 Survivors. To do so youll need the extra Survivor dashboards, plastic markers, colored bases, and
Starting Equipment cards contained in expansions that are
sold separately, such as Wulfsburg, and the Hero Box.
Playing with an increased number of Survivors (or players!)
is quite easy. Follow these guidelines, and adjust them to fit
your challenge level.
VAULT ARTIFACTS
Powerful weapons and spells are set aside during Setup (see
page 6) to be found in Vaults. These are called Vault artifacts,
and bear the keyword Vault on their card.
# SURVIVORS
ADDITIONAL
SPAWN TOKENS
SPAWN
TOKENS LIMIT
Up to 6
7-8
9-10
11-12
RULES - ZOMBICIDE
37
QUESTS
QUEST 0:
TUTORIAL:
DANSE MACABRE
EASY / 4+ SURVIVORS / 45 MINUTES
Objectives
38
9R 4V
Player
starting area
Exit Zone
Open door
Walker
Spawn Zones
Doors
Runner
Fatty
Objectives (5 XP)
I dont think so. Abominations are considered as Fatties
when reading Zombie cards.
Vault door
Special Rules
Setup:
- Put aside the Necromancer Zombie cards.
- Put the green Objective randomly among the red Objectives,
face down.
- Put a Walker, a Fatty and a Runner in the marked Zones.
Doors and keys. The blue door cannot be opened until the
blue Objective has been taken. The green door cannot be
opened until the green Objective has been taken.
We shall pass. The green Spawn Zone is inactive until the
green Objective is taken.
QUESTS - ZOMBICIDE
39
QUEST 1:
Objectives
Reach these objectives in any order to win the game:
Slay the beast and its master. Kill at least one Abomination
and one Necromancer.
Raid the laboratory. Take all Objectives.
Special Rules
Setup:
- Put the blue Objective randomly among the red Objectives,
face down.
- Put a Vault artifact randomly in each Vault.
Looking for the laboratory. Each Objective gives 5 experience points to the Survivor who takes it.
Torchem! Finding the blue Objective marks the laboratorys
location! Immediately spawn a Necromancer in the Zone. If a
Necromancer is already on the board, spawn an Abomination
instead. If both are already on the board, nothing happens
(but you still get the experience).
2R 8V
9V 1V
Player
starting area
Vault doors
Door
Spawn Zone
40
Objective (5 XP)
QUEST 2:
Objectives
Special Rules
Setup:
- Put the blue and the green Objectives randomly among the
red Objectives, face down.
- Put a Vault artifact randomly in each Vault.
Lost keys opening forbidden doors. Each Objective gives 5
experience points to the Survivor who takes it.
What the...? Magic trap! The green Spawn Zone is inactive
until the green Objective is taken.
Doors and keys. The blue door cannot be opened until the
blue Objective has been taken. The green door cannot be
opened until the green Objective has been taken.
8R 5R
4V 7V
Player
starting area
Vault doors
Doors
Spawn Zones
Objective (5 XP)
QUESTS - ZOMBICIDE
41
QUEST 3:
THE SHEPHERDS
MEDIUM / 6+ SURVIVORS / 90 MINUTES
Player
starting area
3V 1R
4V 2R
5R 9V
Objectives
Rescue the townsfolks. Keep an eye on
them, some may be infected. You win the
game when all Objectives are taken.
Special Rules
Setup:
- Put the blue and the green Objectives
randomly among the red Objectives, face
down.
- Put a Vault artifact randomly in each
Vault.
Hidden folks. Each Objective gives 5
experience points to the Survivor who
takes it.
42
Vault
doors
Door
Spawn
Zone
Objective
(5 XP)
QUEST 4:
FAMINE
MEDIUM / 6 SURVIVORS / VARIABLE
Objectives
Reach the objectives in this order to win the
game:
1 Find enough food. Gather the following 6
food cards in your teams inventories:
- Apples x2
- Salted Meat x2
- Water x2
2 Lock yourself in the Vault. You win the
game when all starting Survivors are in the yellow Vault during an End Phase, without any Zombies with them.
8R 3R
6R 2R
Special Rules
5R 1R
Setup:
- Put the blue Objective randomly among the red Objectives,
face down.
- Put a random Vault artifact in the Vault.
Player
starting area
Vault door
(opens with
the blue key)
Door
Spawn
Zone
Candles, clothes, iron tools Each Objective gives 5 experience points to the Survivor who takes it.
Objective
(5 XP)
QUESTS - ZOMBICIDE
43
QUEST 5:
THE COMMANDRY
MEDIUM / 6+ SURVIVORS / 120 MINUTES
Objectives
Use the underpass to escape. Reach the Exit Zone with all
Survivors. Any Survivor may escape through this Zone at the
end of his turn, as long as there are no Zombies in it.
Special Rules
Setup:
- Put the blue and the green Objectives randomly among the
red Objectives, face down.
- Put a Vault artifact randomly in each Vault.
Hidden clues. Each Objective gives 5 experience points to
the Survivor who takes it.
Reinforced doors. The blue door cannot be opened until
the blue Objective has been taken. The green door cannot be
opened until the green Objective has been taken.
7R 4R
8R 6R
9R 5R
44
Player
starting area
Vault doors
Exit Zone
Doors
Spawn Zone
Objective (5 XP)
QUEST 6:
IN CALIGINE ABDITUS
MEDIUM / 6+ SURVIVORS / 120 MINUTES
Objectives
It means hidden in the darkness. Reach the Exit Zone with
all Survivors. Any Survivor may escape through this Zone at
the end of his turn, as long as there are no Zombies in it.
Special Rules
Necromancers set the scene. What a promise!
- Put the blue and the green Objectives randomly among the
red Objectives, face down.
- Put two random Vault artifacts in the yellow Vault.
Latin writings. Each Objective gives 5 experience points to
the Survivor who takes it.
Doors to darkness and death. The blue door cannot be opened
until the blue Objective has been taken. The green door cannot
be opened until the green Objective has been taken.
9V 2R
6R 3R
8R 5R
Player
starting area
Objective
(5 XP)
Exit Zone
Spawn Zone
Doors
Vault doors
QUESTS - ZOMBICIDE
45
QUEST 7:
DEAD TRAIL
Player
starting area
Exit Zone
Objective (5 XP)
Spawn Zone
3V 5V
6V 1R
4R 2R
Objectives
Hinder the ritual. Here is the plan. You can
achieve the first two objectives in any order.
Ruin the ritual. Destroy the impious scriptures by taking all Objectives.
Get the artifacts. Get both Vault artifacts.
Then, Reach the Exit Zone with all Survivors.
Any Survivor may escape through this Zone
at the end of his turn, as long as there are no
Zombies in it.
Special Rules
Setup:
- Put the blue and the green Objectives randomly among the red Objectives, face down.
- Put a Vault artifact randomly in each Vault.
46
Door
QUEST 8:
Special Rules
Objectives
Exorcism, survivors style:
Zombicide! Take both Vault
weapons and kill the Abomination to win the game.
Setup:
- Put the blue and the green Objectives randomly among the
red Objectives, face down.
- Put aside the Dragon Bile and Torch cards. Set one Dragon
Bile card and one Torch card in the yellow Vault.
- Put two random Vault artifacts in the violet Vault.
Destroying the cursed idols. Each Objective gives 5 experience points to the Survivor who takes it.
Caches. The violet Vault door cannot be opened until the
blue Objective has been taken. The yellow Vault door cannot
be opened until the green Objective has been taken.
Player
starting area
Spawn
Zone
Door
8R 9V 1V
5R 4R 2R
2 Vault
artifacts
Dragon Bile
+ Torch
Objective
(5 XP)
Abomination
Violet
Yellow
Vault door
Vault door
(open with
(open with
the blue key) the green key)
QUESTS - ZOMBICIDE
47
QUEST 9:
THE HELLHOLE
HARD / 6+ SURVIVORS / 150 MINUTES
Objectives
Reach the objectives in this order to win the game:
1 Gather them all in one place Get all Spawn Zones on
the board in the Hellhole, the marked Zone of tile 1V. Check
the Necromancer rules P.29.
2 and call upon a dragon. Create a Dragon Fire in the
Hellhole.
Special Rules
Thats the way we do alchemy. Each Objective gives 5 experience points to the Survivor who takes it. It also allows the
player to look for a Dragon Bile card in the Equipment deck
and give it to the Survivor for free. If there are no Dragon Bile
cards in the Equipment deck, look in the discard pile. Shuffle
the Equipment deck afterward.
7R 9R 8V
2R 1V 6V
48
Objective (5 XP)
Player
starting area
Door
Spawn Zone
The Hellhole
QUEST 10:
TRIAL BY FIRE
HARD / 6+ SURVIVORS / 180 MINUTES
Objectives
Slay the monster. Kill the Abomination set on tile 1V.
Special Rules
Setup:
- Put the blue Objective randomly among the red Objectives,
face down.
- Put aside all Dragon Bile cards. Set them in the violet Vault.
- Set an Abomination in the marked Zone.
- The north-eastern building Zone has no door on purpose.
Three seals. Each Objective gives 5 experience points to the
Survivor who takes it.
A hero died here. The blue Objective gives a random
Vault artifact to the Survivor who takes it.
Sealed gate. The violet Vault door cannot be opened until
all Objectives have been taken.
QUESTS - ZOMBICIDE
49
8V 3R 4V
Player
starting area
Abomination
Vault
door
7R 6R 5R
2R 1V 9V
Objective (5 XP)
50
Spawn Zone
Door
SKILLS
Each Survivor in Zombicide: Black Plague has specific Skills
with effects described in this section. In case of conflict with
the general rules, the Skill rules have priority.
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 grants).
+1 Action The Survivor has an extra Action he may use as
he pleases.
+1 Damage: [Type] The Survivor gets a +1 Damage bonus
with the specified type of Combat Action (Magic, Melee or
Ranged).
+1 Damage with [Equipment] The Survivor gets a +1 Damage bonus with the specified Equipment.
+1 to dice roll: Combat The Survivor adds 1 to the resultof each die he rolls on a Combat Action (Melee, Ranged or
Magic). The maximum result is always 6.
RULES - ZOMBICIDE
51
+1 free Magic Action The Survivor has one extra free Magic
Action. This Action may only be used for Magic Actions.
+1 free Melee Action The Survivor has one extra free Melee
Action. This Action may only be used for a Melee Action.
+1 free Move Action The Survivor has one extra free Move
Action. This Action may only be used as a Move Action.
+1 free Ranged Action The Survivor has one extra free
Ranged Action. This Action may only be used as a Ranged
Action.
+1 free Search Action The Survivor has one extra free
Search Action. This Action may only be used to Search, and
the Survivor can still only Search once per Turn.
+1 max Range The Survivors Ranged weapons and Combat
spells maximum Range is increased by 1.
+1 Zone per Move The Survivor can move through one
extra Zone each time he performs a Move Action. This Skill
stacks with other effects benefiting Move Actions. Entering
a Zone containing Zombies ends the Survivors Move Action.
2 Zones per Move Action When the Survivor spends one
Action to Move, he can move one or two Zones instead of
one. Entering a Zone containing Zombies ends the Survivors
Move Action.
Ambidextrous The Survivor treats all Combat spells, Melee
and Ranged weapons as if they had the Dual symbol.
Barbarian When resolving a Melee Action, the Survivor may
substitute the Dice number of the Melee weapon(s) he uses
with the number of Zombies standing in the targeted Zone.
Skills affecting the dice value, like +1 die: Melee, still apply.
Blitz Each time the Survivor kills the last Zombie in a Zone,
he gets 1 free Move Action to use immediately.
Hit & run The Survivor can use this Skill for free, just after
he resolved a Magic, Melee or Ranged Action resulting in at
least a Zombie kill. He can then resolve a free Move Action.
The Survivor does not spend extra Actions to perform this
free Move Action if Zombies are standing in his Zone.
52
Hold your nose This Skill can be used once per Turn. The
Survivor gets a free Search Action in the Zone if he has eliminated a Zombie (even in a Vault or a street Zone) the same
Game Round. This Action may only be used to Search, and
the Survivor can still only Search once per Turn.
RULES - ZOMBICIDE
53
Roll 6: +1 die Magic You may roll an additional die for each
6 rolled on a Magic Action. Keep on rolling additional dice
as long as you keep getting 6. Game effects that allow rerolls must be used before rolling any additional dice for this
Skill.
Roll 6: +1 die Melee You may roll an additional die for each
6 rolled on a Melee Action. Keep on rolling additional dice
as long as you keep getting 6. Game effects that allow rerolls must be used before rolling any additional dice for this
Skill.
Roll 6: +1 die Ranged You may roll an additional die for
each 6 rolled on a Ranged Action. Keep on rolling additional
dice as long as you keep getting 6. Game effects that allow
re-rolls (the Plenty Of Arrows Equipment card, for example)
must be used before rolling any additional dice for this Skill.
Sprint The Survivor can use this Skill once during each
of his Turns. Spend one Move Action with the Survivor: He
may move two or three Zones instead of one. Entering a Zone
containing Zombies ends the Survivors Move Action.
Super strength Consider the Damage value of Melee weapons used by the Survivor to be 3.
Scavenger The Survivor can Search in any Zone. This includes street Zones, Vault Zones, etc.
Shove The Survivor can use this Skill, for free, once during each of his Turns. Select a Zone at Range 1 from your
Survivor. All Zombies standing in your Survivors Zone are
pushed to the selected Zone. This is not a Movement. Both
Zones need to share a clear path. A Zombie cant cross closed
doors, ramparts (see the Wulfsburg expansion) or walls, but
can be shoved in or out of a Vault.
Slippery The Survivor does not spend extra Actions when
he performs a Move Action out of a Zone containing Zombies. Entering a Zone containing Zombies ends the Survivors
Move Action.
Spellbook All Combat spells and Enchantments in the Survivors Inventory are considered equipped in Hand. With this
Skill, a Survivor could effectively be considered as having
several Combat spells and Enchantments cards equipped in
Hand. For obvious reasons, he can only use two identical dual
Combat Spells at any given time. Choose any combination of
two before resolving Actions or rolls involving the Survivor.
54
Spellcaster The Survivor has one extra free Action. This Action
may only be used for a Magic Action or an Enchantment Action.
Taunt The Survivor can use this Skill, for free, once during
each of his Turns. Select a Zone your Survivor can see. All
Zombies standing in the selected Zone immediately gain an
extra Activation: They try to reach the taunting Survivor by
any means available. Taunted Zombies ignore all other Survivors. They do not attack them and cross the Zone they stand
in if needed to reach the taunting Survivor.
Tough The Survivor ignores the first Wound he receives
from a single Zombie every Zombies Phase.
Trick shot When the Survivor is equipped with Dual Combat spells or Ranged weapons, he can aim at different Zones
with each spell/weapon in the same Action.
Zombie link The Survivor plays an extra Turn each time an
Extra Activation card is drawn from the Zombie pile. He plays
before the extra-activated Zombies. If several Survivors benefit from this Skill at the same time, choose their Turn order.
INDEX
Abomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Accuracy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 32
Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Actor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Backpack Slot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Body Slot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Building . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 32
Combat Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 32
Danger Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 32
Door Opening . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 19
Double Spawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Dragon Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Dual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 32
Enchantment Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
End Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Extra Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26, 29
Fatty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Friendly Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Hand Slot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 17
Inventory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Magic Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 35
Melee Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 33
Melee Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 29
Noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 15, 22
Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Players Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 19
Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 33
Ranged Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 33
Ranged Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Reloadable Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Reorganize/Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Runner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 25
Search . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Silent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 51
Spawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20, 25
Starting Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Street . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Targeting Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Vault Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 37
Vaults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Walker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Wounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Zombie Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Zombie Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Zombie Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Zombies Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 23
Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
CREDITS
Game designers:
Executive Producer:
Art:
Graphic Design:
Sculptors:
Editing:
Publisher:
David PRETI
Playtest:
RULES - ZOMBICIDE
55
1 FIRST STEP
Choose the first player at the beginning of the game. He receives
the first player token.
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3 ZOMBIES PHASE
2 PLAYERS PHASE
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 has three Actions to
spend, chosen from the following list. Unless stated otherwise,
each Action may be performed several times per Activation.
NOTE: Runners get two Actions per Activation. Once all Zombies
have taken their first Action, Runners, go through the Activation
step again to resolve their second Action.
Step 2 Spawn
A lways draw Zombie cards for all Spawn Zones in the same
order (play clockwise).
Danger Level used: highest Danger Level among active
Survivors.
No more minis of specified type? All Zombies of specified type
get an extra Activation!
END PHASE
The next player receives the first player token (play clockwise).
1
2
3
4
ACTIONS
MIN DAMAGE TO
DESTROY
EXPERIENCE
POINTS
Walker
Fatty /
Abomination (1)
2/3
1/5
Runner
Necromancer
NAME