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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Agnimandur</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-01T23:29:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_zombicidesecondedition&amp;diff=31528</id>
		<title>Tips zombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_zombicidesecondedition&amp;diff=31528"/>
		<updated>2026-09-23T07:54:24Z</updated>

		<summary type="html">&lt;p&gt;Agnimandur: Fatties renamed to Brutes in 2nd ed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Movement and Searching==&lt;br /&gt;
&lt;br /&gt;
Keep your survivors at least &#039;&#039;two spaces away&#039;&#039; from zombies. During &amp;quot;Zombie Phase&amp;quot;, Walkers, Brutes, and Abominations move once. Runners move twice. Don&#039;t forget that zombies may sometimes activate during the players&#039; turn and Abominations activate each time their card is drawn. &lt;br /&gt;
&lt;br /&gt;
Open and clear rooms early. Achieve objectives while you&#039;re still in safe levels (blue/yellow).&lt;br /&gt;
&lt;br /&gt;
Avoid using your character&#039;s final action to Search. If you pull a zombie card, you will have no actions left to deal with them.&lt;br /&gt;
&lt;br /&gt;
==Levels and Combat==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Brutes&#039;&#039;, then &#039;&#039;Runners&#039;&#039;, then &#039;&#039;Walkers&#039;&#039;, then &#039;&#039;Abominations&#039;&#039;. Brutes require 2 damage to kill. The Abomination can (usually) only be killed with a molotov. Kill the &#039;&#039;Abominacop&#039;&#039; early - since it protects zombies in its zone! Runners activate twice per turn, easily closing the distance to trap a weak character.&lt;br /&gt;
&lt;br /&gt;
== Scenario Tips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Streets:&#039;&#039;&#039; 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.&lt;/div&gt;</summary>
		<author><name>Agnimandur</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptichu&amp;diff=31360</id>
		<title>Gamehelptichu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptichu&amp;diff=31360"/>
		<updated>2026-09-08T23:50:17Z</updated>

		<summary type="html">&lt;p&gt;Agnimandur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Gameplay===&lt;br /&gt;
&lt;br /&gt;
Each player sits across from their teammate so that play alternates between the two teams.&lt;br /&gt;
&lt;br /&gt;
The game is played with a deck of 56 cards, consisting of a 52-card deck of four suits (Jade, Sword, Pagoda, Star) plus four special cards (Mah Jong, Dog, Phoenix, Dragon). A standard 52-card deck with 4 jokers (marked to indicate the special cards) can also be used.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt eight cards and may call &amp;quot;Grand Tichu,&amp;quot; a 200-point bet that they (not their partner) will be the first player to get rid of their cards. Once players have decided whether to make this call, six more cards are dealt (the remaining cards in the deck) and players may no longer declare &amp;quot;Grand Tichu.&amp;quot; Now, and at any time prior to playing their first card, a player may call &amp;quot;Tichu,&amp;quot; a 100-point bet that they (not their partner) will be the first player to get rid of their cards. The differences between Grand Tichu and Tichu are when they may be called, the number of cards you&#039;ve seen, and the number of points involved.&lt;br /&gt;
&lt;br /&gt;
All players prepare three cards for simultaneous exchange, with each player passing one card to each of the other players—one to each opponent and one to the partner. Should a player declare &amp;quot;Tichu&amp;quot; before the simultaneous exchange, players are allowed to change their out-going exchange cards.&lt;br /&gt;
&lt;br /&gt;
After the card exchange, the player with the Mah Jong card leads the first trick. In Tichu, playable card combinations are generally based on Poker hands, with some exceptions. A player may pass on a trick with the option to play in later, and a trick is completed if it is passed three times in a row.&lt;br /&gt;
&lt;br /&gt;
====Playable card combinations====&lt;br /&gt;
&lt;br /&gt;
*A Single card&lt;br /&gt;
*A Pair (equal cards)&lt;br /&gt;
*A Sequence of pairs of adjacent values&lt;br /&gt;
*A Triple&lt;br /&gt;
*A Full House (triple + pair)&lt;br /&gt;
*A Run at least five cards long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bombs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bomb are special combinations which will beat any card combination with the exception of a bigger bomb. Bombs may be played at any time (even out of turn) to end a trick, with every player given a chance to play bigger bombs before the trick is taken.&lt;br /&gt;
&lt;br /&gt;
Bomb combinations:&lt;br /&gt;
* Four of a kind&lt;br /&gt;
* A straight flush of at least five cards&lt;br /&gt;
&lt;br /&gt;
====Special Cards====&lt;br /&gt;
&#039;&#039;&#039;The Mah Jong&#039;&#039;&#039; The player with the Mah Jong leads the opening trick, but is not required to play Mah Jong in the trick. The Mah Jong may be played as a 1, either by itself or in straight. When the Mah Jong is played, you may make a &amp;quot;Wish&amp;quot; (request a card number 2-A). The wish remains active until it is fulfilled. Any player that does not have the card value asked for, or cannot play it, can then play any suitable card or pass. This wish remains in effect until someone fulfills it. Note that if a player can fulfill a wish (even if it requires the Phoenix), they must fulfill it. Mah Jong is worth 0 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dog&#039;&#039;&#039; has no numeric value, and cannot be played in a trick. The Dog must be played as the lead card, and passes the lead to your partner. If your partner is out, play passes to the active player after your partner&#039;s position. It is not possible to steal the lead in any way, as such, bombing the dog is not allowed. A Dog is worth 0 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Phoenix&#039;&#039;&#039; may be played alone as .5 higher than the previous card played (i.e. after A, Phoenix is played as A.5), or as a wild card in a combination (with a value from 2-A). The Phoenix cannot be included as a wild card in a bomb, is not a wild card as a single play, has only a value of 1.5 when played as lead, and it doesn&#039;t count as .5 higher when used in a straight. The Phoenix is worth negative 25 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dragon&#039;&#039;&#039; is the strongest single card and may only be played in a single card trick. The player wins the trick unless the Dragon is bombed. If the trick is won with the Dragon, the trick is given to your opponent (you choose which one). Furthermore, if the dragon is bombed, the player who played the largest bomb on the trick takes the entire trick for themselves (which includes the dragon). Furthermore, it is impossible to use the dragon in order to win the dog. The Dragon is worth 25 points.&lt;br /&gt;
&lt;br /&gt;
===Round End and Scoring===&lt;br /&gt;
A round ends when only one team is left with cards&lt;br /&gt;
&lt;br /&gt;
Teams gain or deduct points for Grand Tichu (±200 points) and/or Tichu (±100 points) calls.&lt;br /&gt;
&lt;br /&gt;
If both players on a team get rid of all their cards before either player on the opposing team is out of cards, the winning team scores 200 points and there is no card scoring this round.&lt;br /&gt;
&lt;br /&gt;
The last player out gives their remaining cards to the opposing team and gives all the tricks they have won this round to the first player out.&lt;br /&gt;
&lt;br /&gt;
Points are scored based on the cards in the tricks won by each team. Kings and tens are worth ten points each, fives are worth five points, the Dragon is worth 25 points, and the Phoenix is worth negative 25. All other cards score zero.&lt;/div&gt;</summary>
		<author><name>Agnimandur</name></author>
	</entry>
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