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Tips zombicidesecondedition
Movement and Searching
Keep your survivors at least two spaces away from zombies. During "Zombie Phase", Walkers, Brutes, and Abominations move once. Runners move twice. Don't forget that zombies may sometimes activate during the players' turn and Abominations activate each time their card is drawn.
Open and clear rooms early. Achieve objectives while you're still in safe levels (blue/yellow).
Avoid using your character's final action to Search. If you pull a zombie card, you will have no actions left to deal with them.
Levels and Combat
Stay in the Blue zone of your adrenaline/danger level (the blue, yellow, orange, red scale at the bottom of the character card) as long as possible.
Keep all survivors at the same adrenaline/danger level. Zombies spawn according to the highest Danger Level achieved by any Survivor (the closer to red, the more zombies spawn). So if one player races ahead, the rest of the team will be overwhelmed.
When shooting, be aware of what targets are in the space. If you fail a combat dice roll, you will damage another survivor (friendly fire).
Prioritize Brutes, then Runners, then Walkers, then Abominations. Brutes require 2 damage to kill. The Abomination can (usually) only be killed with a molotov. Kill the Abominacop early - since it protects zombies in its zone! Runners activate twice per turn, easily closing the distance to trap a weak character.
Scenario Tips
M13 - Burning Streets: Red spawn spots need to be attacked with the molotov cocktail. If you have run out of molotovs, collect the blue and green boxes in the southern buildings. These boxes will act as molotovs. You can then move adjacent to the red spawn spots to the left and the right and click the ranged combat button. Then complete the parking task.