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	<updated>2026-10-22T16:31:43Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30100</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30100"/>
		<updated>2026-06-05T20:16:39Z</updated>

		<summary type="html">&lt;p&gt;Schwerpunkter: Deleted the entry for &amp;quot;Point Blank Fire&amp;quot; because it is NOT a rule (and not how things work for people playing the game on BGA).  Rather, it is a character ability that can be earned during the game (but with some character that is in a hardcopy expansion, NOT with any of the characters provided in the BGA adaptation).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Fattys or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Schwerpunkter</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30099</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30099"/>
		<updated>2026-06-05T20:13:07Z</updated>

		<summary type="html">&lt;p&gt;Schwerpunkter: Undo revision 30098 by Schwerpunkter (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Fattys or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
Point-blank – The Survivor can perform Ranged Actions in their own Zone, no matter the minimum Range. When resolving a Ranged Action at Range 0, the Survivor freely chooses the targets and can eliminate any type of Zombies (no matter the special abilities they may have). Their Ranged weapons still need to inflict enough Damage to eliminate the targets. Friendly Fire is ignored.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, or move-move&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Modes and Missions===&lt;br /&gt;
&lt;br /&gt;
The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a character dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Schwerpunkter</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30098</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=30098"/>
		<updated>2026-06-05T20:10:51Z</updated>

		<summary type="html">&lt;p&gt;Schwerpunkter: Deleted the entry for&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game&lt;br /&gt;
&lt;br /&gt;
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly&lt;br /&gt;
&lt;br /&gt;
There are two types of characters to choose from: Adults or Children (Note that this does NOT reflect difficulty or type of player to pick them). Children are shown by having a yellow head in the top right.&lt;br /&gt;
&lt;br /&gt;
Children have 2 Health and get the Slippery Skill from the start as a bonus&lt;br /&gt;
&lt;br /&gt;
Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression&lt;br /&gt;
&lt;br /&gt;
On BGA, you can click the yellow triangle on the right of a character to give a definition of some of the skills they can unlock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
&lt;br /&gt;
The Map is divided into a number of Zones&lt;br /&gt;
&lt;br /&gt;
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings&lt;br /&gt;
&lt;br /&gt;
An inside zone is displayed by walls and door breaks&lt;br /&gt;
&lt;br /&gt;
From an outside zone, an individual can see in orthogonal lines to as many other outside zones. An individual can only see one zone into a directly adjacent inside zone connected via an open door.&lt;br /&gt;
&lt;br /&gt;
From an inside zone, an individual can see a distance of one zone into adjacent connected inside zones by open doors. An individual can see in an orthogonal line as many outside zones as long as they are in a zone adjacent to an open door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment Cards===&lt;br /&gt;
&lt;br /&gt;
Cards can be either Melee, Ranged, or Skills&lt;br /&gt;
&lt;br /&gt;
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.&lt;br /&gt;
&lt;br /&gt;
Weapons will either show a knife for Melee or a gun for Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged cards may have a bullet or shell symbol, there is no ammo consumption, but these symbols will indicate how they might interact with Skill cards e.g. a Skill card may only affect Shell ranged weapons&lt;br /&gt;
&lt;br /&gt;
If a weapon has the red Dual Wield symbol on the top left, having two identical of this item will let you use the dual wield rules during combat&lt;br /&gt;
&lt;br /&gt;
If a weapon has the white door symbol on the top left, this can be used to open doors&lt;br /&gt;
&lt;br /&gt;
Cards will contain a noise indicator, a blue noise indicator means it makes no noise, a yellow noise indicator means it makes noise. Some cards may have both symbols, depending on how it&#039;s used e.g. combat may be silent, but door opening may be noisy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;6 Starting Equipment cards:  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Pistol x 3 &lt;br /&gt;
&lt;br /&gt;
Baseball Bat x1&lt;br /&gt;
&lt;br /&gt;
Crowbar x1&lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;45 Blue Equipment cards (Found in regular search):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh!! x4 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Bag of Rice x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Canned Food x2 (Food) (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Water x2 (Gain 3AP when used)&lt;br /&gt;
&lt;br /&gt;
Flashlight x2 &lt;br /&gt;
&lt;br /&gt;
Chainsaw x2 &lt;br /&gt;
&lt;br /&gt;
Crowbar x1 &lt;br /&gt;
&lt;br /&gt;
Fire Axe x1 &lt;br /&gt;
&lt;br /&gt;
Katana x2 &lt;br /&gt;
&lt;br /&gt;
Kukri x2 &lt;br /&gt;
&lt;br /&gt;
Machete x4 &lt;br /&gt;
&lt;br /&gt;
Molotov x4 &lt;br /&gt;
&lt;br /&gt;
Pistol x1 &lt;br /&gt;
&lt;br /&gt;
Plenty of Bullets x3 &lt;br /&gt;
&lt;br /&gt;
Plenty of Shells x3 &lt;br /&gt;
&lt;br /&gt;
Sawed-Off x4 &lt;br /&gt;
&lt;br /&gt;
Shotgun x2 &lt;br /&gt;
&lt;br /&gt;
Sniper Rifle x2 &lt;br /&gt;
&lt;br /&gt;
Sub-MG x2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;11 Pimpweapons cards (Red cards found is grey boxes):  &amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aaahh! x2 (Zombie spawn/action card) &lt;br /&gt;
&lt;br /&gt;
Army Sniper Rifle x1 &lt;br /&gt;
&lt;br /&gt;
Automatic Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Evil Twins x1 &lt;br /&gt;
&lt;br /&gt;
Golden AK-47 x1 &lt;br /&gt;
&lt;br /&gt;
Golden Kukri x1 &lt;br /&gt;
&lt;br /&gt;
Gunblade x1 &lt;br /&gt;
&lt;br /&gt;
Ma&#039;s Shotgun x1 &lt;br /&gt;
&lt;br /&gt;
Nailbat x1 &lt;br /&gt;
&lt;br /&gt;
Zantetsuken x1&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons in Combat===&lt;br /&gt;
&lt;br /&gt;
From left to right, each weapon has 6 icons&lt;br /&gt;
&lt;br /&gt;
The first shows the type, Melee or Ranged&lt;br /&gt;
&lt;br /&gt;
The second shows the distance, usually with a min and max value. 0 is the zone the character currently resides, whilst 1 is the zone adjacent to you and so on.&lt;br /&gt;
&lt;br /&gt;
The third shows how many dice are rolled when using this weapon&lt;br /&gt;
&lt;br /&gt;
The fourth shows what value or higher you want to roll on each dice in order to count it as a success&lt;br /&gt;
&lt;br /&gt;
The fifth shows how much damage a success grants&lt;br /&gt;
&lt;br /&gt;
The sixth shows whether this weapon is noisy or silent&lt;br /&gt;
&lt;br /&gt;
If a weapon had the red dual wield symbol, and you have a duplicate of it in each hand, you can use both weapons with one action as long as the same zone (not zombie) is targeted&lt;br /&gt;
&lt;br /&gt;
You do not get to choose which specific zombie you attack with a Ranged weapon, just the Zone you attack, there is a Priority Order for the Zombies - 1st Fattys or Abominations (player choice), 2nd Walkers, 3rd Runners. What this means is if you attack a zone with 4 Walkers and a Runner, the Walkers will be hit first and until they are defeated or move on, the Runner cannot be hit with Ranged. However, Melee weapons allow you to choose specific targets.&lt;br /&gt;
&lt;br /&gt;
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group&#039;s choice instead. However, a character cannot accidentally shoot themself. If there are multiple Misses, and multiple Characters in the target zone, the group can distribute the damage as desired, whether that be split evenly or not hitting one character whilst another takes more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Adrenaline, Danger, and Character Leveling===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)&lt;br /&gt;
&lt;br /&gt;
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)&lt;br /&gt;
&lt;br /&gt;
Each level up gives 1 Ability, some levels only give one ability so it&#039;s automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost&lt;br /&gt;
&lt;br /&gt;
Be aware that character levels are linked to danger levels, the highest character level in the group when zombies spawn determine which and how many zombies spawn based on the same blue/yellow/orange/red level. As mentioned, it&#039;s the highest character level which counts, so if one character is a blue, four are yellows, and one is orange then the zombie spawn will be of Orange level. As such, it&#039;s advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies spawn at the beginning of the game as part of setup, whenever a door of a building is opened for the first time, or during their phase determined by the zombie deck and the current danger level. When a card is drawn for a zombie, it could be a normal card which simply spawns it, or a Rush card which spawns it and allows it to take an action, or an Activation card which does NOT spawn but instead allows all zombies of that type to take an action.&lt;br /&gt;
&lt;br /&gt;
Zombies have a damage, health, Actions, and AP reward, and may have special rules&lt;br /&gt;
&lt;br /&gt;
The four zombie types are:&lt;br /&gt;
&lt;br /&gt;
Walkers have Damage 1, Health 1, Actions 1, AP 1&lt;br /&gt;
&lt;br /&gt;
Fattys have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Abominations===&lt;br /&gt;
&lt;br /&gt;
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not&lt;br /&gt;
&lt;br /&gt;
If there is no Abomination, an abomination spawns&lt;br /&gt;
&lt;br /&gt;
If there is an Abomination, that abomination takes an action&lt;br /&gt;
&lt;br /&gt;
In this way, there will only ever be 1 Abomination active at most&lt;br /&gt;
&lt;br /&gt;
There are 4 unique Abominations with their own rules&lt;br /&gt;
&lt;br /&gt;
Hobomination - No combat action can be taken if you share a zone with this abomination&lt;br /&gt;
&lt;br /&gt;
Abominacop - This abomination takes first priority in targeting order&lt;br /&gt;
&lt;br /&gt;
Abominawild - Molotovs used in this abomination&#039;s zone only affect the abomination, nothing else is destroyed&lt;br /&gt;
&lt;br /&gt;
Patient 0 - None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player Turn===&lt;br /&gt;
&lt;br /&gt;
If you are controlling multiple characters, fully complete one character&#039;s turn before taking a different character&#039;s turn, but you can choose the order in which your characters act&lt;br /&gt;
&lt;br /&gt;
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:&lt;br /&gt;
&lt;br /&gt;
Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.&lt;br /&gt;
&lt;br /&gt;
Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.&lt;br /&gt;
&lt;br /&gt;
Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.&lt;br /&gt;
&lt;br /&gt;
Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.&lt;br /&gt;
&lt;br /&gt;
Noise - For 1 action you can place a noise token in your zone&lt;br /&gt;
&lt;br /&gt;
Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.&lt;br /&gt;
&lt;br /&gt;
Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.&lt;br /&gt;
&lt;br /&gt;
Wait - You can pass on any actions you don&#039;t wish to take&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Turn===&lt;br /&gt;
&lt;br /&gt;
After all characters and thus all players have taken their turns, the zombies activate&lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
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Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
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For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, or move-move&lt;br /&gt;
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After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
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===Special Modes and Missions===&lt;br /&gt;
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The rulebook contains further clarifications on special modes and the specific Missions&lt;br /&gt;
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===Game End===&lt;br /&gt;
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The game is won when the Mission Objectives are all complete&lt;br /&gt;
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The game is lost if a character dies&lt;br /&gt;
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The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
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The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Schwerpunkter</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonrummy&amp;diff=25853</id>
		<title>Gamehelpdungeonrummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonrummy&amp;diff=25853"/>
		<updated>2025-07-18T20:39:09Z</updated>

		<summary type="html">&lt;p&gt;Schwerpunkter: /* Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a Co-operative melding game where the Runs and Sets you create defeat monsters in a dungeon and activate special character abilities. Can your party of misfits defeat the final boss?&lt;br /&gt;
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==Turn==&lt;br /&gt;
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1. TAKE DAMAGE from the current monster for the amount of damage or effect shown on its top left.&lt;br /&gt;
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::~ If this kills you, then the game immediately ends in defeat!&lt;br /&gt;
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2. DRAW A CARD either blind from your deck or one from the graveyard.&lt;br /&gt;
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3. REFRESH BOOTS exhausted during your previous turn&lt;br /&gt;
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4. PLAY/MOVE CARDS &lt;br /&gt;
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::~ Play Cards, Activate Boots, Activate Treasure, and Attack, each done as many times as you wish or are able to in any order&lt;br /&gt;
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5. DISCARD 1 card from your hand to the Graveyard.&lt;br /&gt;
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::~ If the Graveyard now contains 7+ cards, distribute 7 damage amongst the players in the desired amounts, then move all graveyard cards to trash.&lt;br /&gt;
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6. DRAW 7 new cards if you end your turn with an empty hand. Otherwise, your turn is over.&lt;br /&gt;
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==Play a Card==&lt;br /&gt;
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RUNS/SEQUENCES&lt;br /&gt;
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You can play a run/sequence of cards where Aces can either be high or low, but the same suit cannot be next to itself in the run however can occur multiple times e.g. red-green-red is ok, but red-red-green is not&lt;br /&gt;
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SETS&lt;br /&gt;
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You can play a set/match where each card is of the same number but different suit, as such the highest set length is 4&lt;br /&gt;
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BOOTS&lt;br /&gt;
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You can exhaust a Boot to use a card from the top of another companion&#039;s deck (companions are NPCs that fill player slots when playing with fewer than 4 players)&lt;br /&gt;
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WILDS&lt;br /&gt;
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2&#039;s can be used as a 2 or Wild Number but retains its color. Sets and Runs can only contain a single wild ~ i.e. 1-2-3-2 is valid. If a 2 is already in a set/run, you can convert it to a Wild and move it within the same set/run without paying a boot.&lt;br /&gt;
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===Activate Boots===&lt;br /&gt;
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Exhaust 1 Boot to use the top card of another companion&#039;s deck (companions are NPCs that fill player slots when playing with fewer than 4 players)&lt;br /&gt;
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Exhaust 1 Boot to move 1 card from one set/run to another&lt;br /&gt;
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Exhaust 2 Boots to swap 2 cards in different sets/runs&lt;br /&gt;
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==Activate Treasure==&lt;br /&gt;
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Discard a Treasure card to use its effect&lt;br /&gt;
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==Attack==&lt;br /&gt;
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If a set/run has at least 3 cards in it, it can be used to attack: Remove the set/run cards from the game and deal damage to the monster equal to the number of cards removed. &lt;br /&gt;
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::~ Be aware that some monsters can only be damaged if certain conditions are met!&lt;br /&gt;
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If a run has at least 7 cards in it (a canasta), deal an extra 3 damage to the monster and gain 3 extra Mana.&lt;br /&gt;
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SPECIAL ABILITIES: Total the diamond-shaped Mana symbols in the completed set/run plus any Canasta bonus entitled to. Gain that many Class tokens for the character whose play area the set/run was completed in. You may spend the tokens to activate the character&#039;s special ability. The tokens are stored on the character card until played. A character can never have more than 7 Class tokens.&lt;br /&gt;
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If the monster has enough damage on it to defeat it, it is defeated, however some monsters have multiple phases with different health and/or conditions which must be defeated in order.&lt;br /&gt;
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Monster cards show a number of treasure chests on the top right corner, which is how much Treasure is looted from them once finally defeated.&lt;br /&gt;
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Note: Even if the  set/run does no damage, you can still attack ~ to clear your play area and gain more Mana and thus Class Tokens. &lt;br /&gt;
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Also note that as this is just one action. It is possible to start more sets/runs after the Attack.&lt;br /&gt;
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==Class Tokens==&lt;br /&gt;
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BARBARIAN (red) can use a Shield Token to either prevent 1 incoming damage to itself OR transfer 2 damage meant for another character to itself instead. The barbarian has twice as much health as the other characters.&lt;br /&gt;
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CLERIC (green) can use its Healing Tokens to remove damage from any character.&lt;br /&gt;
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MAGE (yellow) can use its Draw Token to allow any character to draw a card from their deck or the Graveyard.&lt;br /&gt;
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BARD (blue) can use its Wild Token to any card in hand, in play, or on top of a companion&#039;s deck. You can&#039;t use the mana on a card with a wild token on it, and a meld may not have two or more wilds.&lt;br /&gt;
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&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
If a character dies, the players lose!&lt;br /&gt;
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If the boss is defeated, the players win!&lt;/div&gt;</summary>
		<author><name>Schwerpunkter</name></author>
	</entry>
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