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===Overview===
==Overview==


This is a co-operative game
''Zombicide'' is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by Zombies. Each mission has its own win condition, shown in the top right.


Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission
==Game Mechanics==


===Zones===


===Setup===
The board/map consists of square Zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board's edge).


As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly
Survivors have line-of-sight in any non-diagonal direction to any other street Zones up to the board's edge as long as they aren't blocked. However, a Survivor can only see as far as ''one Zone'' into a building with an open door (and must be directly adjacent to the Zone). From an inside Zone, a Survivor can only see as far as ''one Zone'' to any adjacent room through an open door, but can see into the street with no limit.


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.
=== Survivors ===


Children have 2 Health and get the Slippery Skill from the start as a bonus
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Adults have 3 HP and kids (identified by a yellow emoji icon [[File:zombicide_childIcon.png]] have 2 HP. Kids have 1 less HP than adults, but start with the '''Slippery''' skill (ignore Zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)


Adults have 3 Health and do not get the Slippery Skill unless they can unlock it as part of natural progression
====Survivor Skills====


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
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Ambidextrous''': All weapons are treated as if they had the Dual symbol [[File:zombicide_dualIconSmall.png]].</li>
  <li>'''Charge''': Move up to 2 Zones to a Zone containing at least 1 Zombie. Entering a Zone containing Zombies ends the Move Action. Free action. Can only be used once per turn. </li>
  <li>'''Jump''': Move 2 Zones, ignoring everything except walls and closed doors. Costs 1 action. Can only be used once per turn. Ignores movement-related skills (like +1 Zone or Slippery).</li>
  <li>'''Lucky''': For each action, you may re-roll all dice once.</li>
  <li>'''Matching Set''': If you find a weapon with the Dual symbol [[File:zombicide_dualIconSmall.png]], you immediately receive a second card of the same type.</li>
  <li>'''Medic''': You and all Survivors in the same Zone may heal 1 HP. You earn 1 AP per wound healed this way. Free action. Can only be used at the end of a round.</li>
  <li>'''Shove''': All Zombies standing in the Survivor's Zone are pushed to an adjacent Zone chosen by you. Free Action. Can only be used once per turn.</li>
  <li>'''Slippery''':  The Survivor ignores Zombies when performing Move Actions and does not spend extra Actions when performing a Move Action out of a Zone with Zombies.</li>
  <li>'''Sniper''': Choose targets when performing Ranged actions ''and'' ignore Friendly Fire.</li>
  <li>'''Sprint''': You may move 2 or 3 zones instead of 1. Costs 1 Move action. Can only be used once per turn.</li>
  <li>'''Tough''': The Survivor ignores the first Wound received during each Zombie Attack or Friendly Fire incident.</li>
</ul>


===Equipment===


===The Map===
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor's hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.


The Map is divided into a number of Zones
'''<u>Weapons</u>'''


An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. "Pimpweapons" (special strong found in yellow crates) are red.


An inside zone is displayed by walls and door breaks
Each weapon has four numbers at the bottom.


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.
{| class="wikitable" style="width:40%;style="text-align:center;" border="2"
|-
! Range !! Dice !! Accuracy !! Damage
|-
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. || Number of dice that are rolled when using the weapon. || Each die that reaches this number counts as a success/hit. || The amount of damage that each successful hit does.
|}


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.
{| class="wikitable" style="width:auto;style="text-align:center;" border="2"
|+ Other Symbols
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Name !! Icon !! Definition
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Melee
| [[File:zombicide_meleeIcon.png]] || Indicates a melee weapon, which means the user must be in the same zone as a Zombie to use it in combat. (i.e. range = 0)
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Ranged
| [[File:zombicide_rangedIcon.png]] || A pistol indicates a ranged weapon, which can be used from a distance.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Dual
| [[File:zombicide_dualIcon.png]] || If you have 2 identical weapons with this symbol in each hand, you can use both weapons with one action. Both weapons must target the same zone.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Bullets
| [[File:zombicide_bulletsIcon.png]] || This weapon uses bullets for ammo. (Certain equipment cards can affect weapons that use bullets, but you don't run out of ammo.)
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Shells
| [[File:zombicide_shellsIcon.png]] || This weapon uses shotgun shells for ammo. (Certain equipment cards can affect weapons that use shells, but you don't run out of ammo.)
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Noise
| [[File:zombicide_noiseIcon.png]] || Using this weapon generates a Noise token in your zone, which attracts Zombies.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Silent
| [[File:zombicide_silentIcon.png]] || Using this weapon does not generate noise.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Door Opener
| [[File:zombicide_doorOpeningIcon.png]] || This weapon can be used to open doors. A Noise or Silent icon indicates whether opening the door with this weapon produces a Noise token.  
|}


Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.


===Equipment Cards===
{{pill|Watch out for friendly fire!|yellow}} If a zone contains a mix of Zombies and Survivors, any unsuccessful hits on a ranged attack ''will'' hit a Survivor of the player's choice. Multiple failed hits can be distributed among multiple Survivors.


Cards can be either Melee, Ranged, or Skills
===Adrenaline Points (AP) and Danger Level===


A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.
Each time a character kills a Zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red). Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one.  
 
Weapons will either show a knife for Melee or a gun for Ranged
 
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
 
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
 
If a weapon has the white door symbol on the top left, this can be used to open doors
 
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's used e.g. combat may be silent, but door opening may be noisy
 
<u>6 Starting Equipment cards:  </u>
 
<b> Pistol x 3
 
Baseball Bat x1
 
Crowbar x1
 
Fire Axe x1 </b>
 
<u>45 Blue Equipment cards (Found in regular search):  </u>
 
<b>Aaahh!! x4 (Zombie spawn/action card)
 
Bag of Rice x2 (Food) (Gain 3AP when used)
 
Canned Food x2 (Food) (Gain 3AP when used)
 
Water x2 (Gain 3AP when used)
 
Flashlight x2
 
Chainsaw x2
 
Crowbar x1
 
Fire Axe x1
 
Katana x2
 
Kukri x2
 
Machete x4
 
Molotov x4
 
Pistol x1
 
Plenty of Bullets x3
 
Plenty of Shells x3
 
Sawed-Off x4
 
Shotgun x2
 
Sniper Rifle x2
 
Sub-MG x2</b>
 
<u>11 Pimpweapons cards (Red cards found is grey boxes):  </u>
 
<b>Aaahh! x2 (Zombie spawn/action card)
 
Army Sniper Rifle x1
 
Automatic Shotgun x1
 
Evil Twins x1
 
Golden AK-47 x1
 
Golden Kukri x1
 
Gunblade x1
 
Ma's Shotgun x1
 
Nailbat x1
 
Zantetsuken x1</b>
 
===Weapons in Combat===
 
From left to right, each weapon has 6 icons
 
The first shows the type, Melee or Ranged
 
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.
 
The third shows how many dice are rolled when using this weapon
 
The fourth shows what value or higher you want to roll on each dice in order to count it as a success
 
The fifth shows how much damage a success grants
 
The sixth shows whether this weapon is noisy or silent
 
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
 
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.
 
Friendly Fire - If a zone contain a mix of Zombies and Characters, any Misses on a Ranged attack hit a Character of the group'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.
 
===Adrenaline, Danger, and Character Leveling===
 
Each time a character kills a monster, that character gains a number of AP (Adrenaline Points)
 
Gaining enough AP allows that character to level up (Blue - Yellow - Orange - Red)
 
Each level up gives 1 Ability, some levels only give one ability so it's automatic, whilst others give multiple options but you can only choose 1 to take and the others are lost
 
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'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's advised to try to stay around the same level for everyone, lagging behind will make it difficult for you!


But this has a trade-off. When Zombies spawn, the highest Danger Level of any Survivor determines which and how many Zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the Zombie spawn will be at the orange level. Therefore, staying around the same level as your fellow Survivors is a smart strategy.


===Zombies===
===Zombies===


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.
Zombies do not "retain" HP as in an RPG. To kill a Zombie, you have to deal all your damage at once. Therefore, weapons that only do 1 damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets.
 
Zombies have a damage, health, Actions, and AP reward, and may have special rules
 
The four zombie types are:
 
Walkers have Damage 1, Health 1, Actions 1, AP 1. There are 40 in the supply.
 
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them.
 
Runners have Damage 1, Health 1, Actions 2, AP 1.
 
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.
 
 
===Abominations===
 
If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not
 
If there is no Abomination, an abomination spawns
 
If there is an Abomination, that abomination takes an action
 
In this way, there will only ever be 1 Abomination active at most
 
There are 4 unique Abominations with their own rules
 
Hobomination - No combat action can be taken if you share a zone with this abomination
 
Abominacop - This abomination takes first priority in targeting order
 
Abominawild - Molotovs used in this abomination's zone only affect the abomination, nothing else is destroyed
 
Patient 0 - None
 


===Player Turn===
All Zombies (Walkers, Brutes, etc.) do 1 wound each.


If you are controlling multiple characters, fully complete one character's turn before taking a different character's turn, but you can choose the order in which your characters act
Zombies can spawn from the following events:


A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:
<ol style="margin:1em 0;padding-inline-start:40px;">
  <li style="list-style-type: decimal;">Beginning of the game (as part of the setup)</li>
  <li style="list-style-type: decimal;">When a door is opened</li>
  <li style="list-style-type: decimal;">During the Zombie Phase</li>
  <li style="list-style-type: decimal;">When ''searching'' a room</li>
</ol>


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.
{| class="wikitable" style="width:auto;style="text-align:center;" border="2"
|+ Caption text
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Type !! Icon !! HP !! AP Reward !! Total !! Notes
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Walker
|[[File:zombicide_walkerIcon.png]] || 1 || 1 || 40
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Runner
|[[File:zombicide_runnerIcon.png]] || 1 ||  1 || 16 || Runners get 2 actions instead of 1.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Brute (a.k.a. Fatty)
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || 16 || Only a Damage 2+ weapon or Molotov can kill them.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Abomination
|[[File:zombicide_hobominationIcon.png]] || 3 || 5 || 4 || Abominations require 3 damage to kill. However, no weapon can do more than 2 damage. Some skill cards or special mission rules allow you to reach 3 damage.
|}


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.
'''''Abominations'''''


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.
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead. There are four possible types of Abomination:


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.
{| class="wikitable" style="width:auto;style="text-align:center;" border="2"
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Name !! Icon !! Special Rules
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | HOBOMINATION
|[[File:zombiecide_hobominationIcon.png]] || A Survivor cannot take the Combat action if in the same zone as this Abomination (i.e., must be killed with a ranged weapon)
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | ABOMINACOP
|[[File:zombiecide_abominacopIcon.png]] || Takes precedence in priority order when resolving successful attacks (i.e., protects other Zombies in its zone)
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | ABOMINAWILD
|[[File:zombiecide_abominawildIcon.png]] || Molotovs thrown into its zone only affect the Abomination (i.e., no other Zombies besides the Abominawild are killed)
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | PATIENT 0
|[[File:zombiecide_patientZeroIcon.png]] || None
|}


Noise - For 1 action you can place a noise token in your zone
==Gameplay==


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.
====Player Turn====


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.
When controlling multiple characters, you must choose which character to perform the actions for. You must complete that character's turn before any others. You cannot alternate turns between characters.  


Wait - You can pass on any actions you don't wish to take
Each character starts with 3 Actions per turn. However, leveling up can increase this number. When all players have had a turn, the first player token is passed to the next player. The previous first player becomes the last player in the next round.


{| class="wikitable" style="width:auto;style="text-align:center;" border="2"
|+ Caption text
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;"
! Action !! Description !! Limitations !! Notes
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Move
|Move your character to an adjacent Zone || For each Zombie in your current zone, you must spend 1 extra Action. This means if you have 3 Actions (the standard number) and there are 3 Zombies in your zone, you cannot move. If movement takes a Survivor into a Zone with Zombies, all movement ends (even if the Survivor has enough actions to progress). ||
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Search
|Draw an equipment card. You may put it in your hand, backpack, or discard it. || A Survivor can perform ''only 1 Search per turn''. You must be inside a building Zone with no Zombies.|| You may redistribute your inventory cards when the item is received. If you have no space, you can discard a different item during redistribution.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Open Door
| Open a door adjacent to the Survivor's Zone || The character must have an item (in hand) that can open a door ([[File:zombicide_doorOpeningIcon.png]]) || Some 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 outside Zone.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Trade
| Trade items with one other Survivor or redistribute your items between your Backpack and Hand. || To trade with another Survivor, you must both be in the same Zone. || Any number of items can be traded between players. The other character in the trade gets a free redistribution.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Make Noise
| Place a Noise token in the Survivor's Zone || || This action can be used to attract Zombies to a location.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Combat
| Use a weapon against a Zone with Zombies || Combat may be limited by the type and range of weapons in your hand. || If you satisfy the condition for Dual Wield, you can use both weapons in a single action.
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Interact with Objective
| Take or interact with a mission-based objective || Varies based on mission. || Typically gives 5AP to the Survivor (unless otherwise stated).
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Wait
|Do nothing || ||
|}


===Zombie Turn===
====Zombie Turn====


After all characters and thus all players have taken their turns, the zombies activate
After all players have had their turn, the Zombies activate.


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.
'''<u>Zombies Activate</u>'''


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'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.
Each Zombie has essentially one Action to either attack or move. They never do both.  


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
First, Zombies '''attack''' any Survivors in their Zone. If the Zone has multiple characters, the First Player chooses the characters that are hit. Each attack deals 1 Wound.


Second, Zombies '''move''' towards the Zone with Survivors in Line of Sight with the most Noise tokens. (Each Survivor counts as a Noise token.) If no Survivors are in Line of Sight, they go towards the zone with the most Noise tokens (distance doesn't matter). If the Zombies' path towards its target is blocked, the Zombie does not move at all. Zombies split up if the path has multiple routes of equal distance.


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.
Note: ''Runners'' have 2 actions. They can attack twice, move twice, or move then attack. If they move twice, their target might change in the middle of their activation if they see a juicier target.  


'''<u>Spawn</u>'''


===Special Modes and Missions===
For each '''{{text|red|c=firebrick}}''' Zombie Spawn location, a card is drawn. Each Spawn card has a Zombie type and a line that corresponds to the Danger Level (the highest Adrenaline of any Survivor) that indicates the number of Zombies that spawn. If there are not enough Zombies of a type to spawn what is needed, those Zombies are activated instead.


The rulebook contains further clarifications on special modes and the specific Missions
Some Missions feature a '''{{text|blue|c=blue}}''' and/or '''{{text|green|c=green}}''' Zombie Spawn location. These Zones don't spawn Zombies until a specific event happens. Then they immediately activate and will spawn on the next Zombie Phase.


Types of Zombie spawns are:


===Game End===
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Normal:''' Zombies spawn but do not move/attack</li>
  <li>'''Rush:''' Zombies spawn ''and'' move/attack</li>
  <li>'''Extra Activation:''' Zombies of the indicated type take a second move/attack</li>
</ul>


The game is won when the Mission Objectives are all complete
==Game End==


The game is lost if a character dies
'''The players win''' when all Mission Objectives are complete.


The game is lost if a game state causes a Mission Objective to be impossible to complete
'''The players lose''' if...


The game is lost if a Mission specific Loss criteria is met
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>...any Survivor dies.</li>
  <li>...a Mission Objective becomes impossible to complete.</li>
  <li>...a mission-specific loss criteria is met.</li>
</ul>

Latest revision as of 22:26, 25 September 2026

Overview

Zombicide is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by Zombies. Each mission has its own win condition, shown in the top right.

Game Mechanics

Zones

The board/map consists of square Zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board's edge).

Survivors have line-of-sight in any non-diagonal direction to any other street Zones up to the board's edge as long as they aren't blocked. However, a Survivor can only see as far as one Zone into a building with an open door (and must be directly adjacent to the Zone). From an inside Zone, a Survivor can only see as far as one Zone to any adjacent room through an open door, but can see into the street with no limit.

Survivors

Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Adults have 3 HP and kids (identified by a yellow emoji icon Zombicide childIcon.png have 2 HP. Kids have 1 less HP than adults, but start with the Slippery skill (ignore Zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)

Survivor Skills

  • Ambidextrous: All weapons are treated as if they had the Dual symbol Zombicide dualIconSmall.png.
  • Charge: Move up to 2 Zones to a Zone containing at least 1 Zombie. Entering a Zone containing Zombies ends the Move Action. Free action. Can only be used once per turn.
  • Jump: Move 2 Zones, ignoring everything except walls and closed doors. Costs 1 action. Can only be used once per turn. Ignores movement-related skills (like +1 Zone or Slippery).
  • Lucky: For each action, you may re-roll all dice once.
  • Matching Set: If you find a weapon with the Dual symbol Zombicide dualIconSmall.png, you immediately receive a second card of the same type.
  • Medic: You and all Survivors in the same Zone may heal 1 HP. You earn 1 AP per wound healed this way. Free action. Can only be used at the end of a round.
  • Shove: All Zombies standing in the Survivor's Zone are pushed to an adjacent Zone chosen by you. Free Action. Can only be used once per turn.
  • Slippery: The Survivor ignores Zombies when performing Move Actions and does not spend extra Actions when performing a Move Action out of a Zone with Zombies.
  • Sniper: Choose targets when performing Ranged actions and ignore Friendly Fire.
  • Sprint: You may move 2 or 3 zones instead of 1. Costs 1 Move action. Can only be used once per turn.
  • Tough: The Survivor ignores the first Wound received during each Zombie Attack or Friendly Fire incident.

Equipment

Cards can be either a weapon or equipment. Any card can be stored in either a Survivor's hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.

Weapons

Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. "Pimpweapons" (special strong found in yellow crates) are red.

Each weapon has four numbers at the bottom.

Range Dice Accuracy Damage
How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. Number of dice that are rolled when using the weapon. Each die that reaches this number counts as a success/hit. The amount of damage that each successful hit does.
Other Symbols
Name Icon Definition
Melee Zombicide meleeIcon.png Indicates a melee weapon, which means the user must be in the same zone as a Zombie to use it in combat. (i.e. range = 0)
Ranged Zombicide rangedIcon.png A pistol indicates a ranged weapon, which can be used from a distance.
Dual Zombicide dualIcon.png If you have 2 identical weapons with this symbol in each hand, you can use both weapons with one action. Both weapons must target the same zone.
Bullets Zombicide bulletsIcon.png This weapon uses bullets for ammo. (Certain equipment cards can affect weapons that use bullets, but you don't run out of ammo.)
Shells Zombicide shellsIcon.png This weapon uses shotgun shells for ammo. (Certain equipment cards can affect weapons that use shells, but you don't run out of ammo.)
Noise Zombicide noiseIcon.png Using this weapon generates a Noise token in your zone, which attracts Zombies.
Silent Zombicide silentIcon.png Using this weapon does not generate noise.
Door Opener Zombicide doorOpeningIcon.png This weapon can be used to open doors. A Noise or Silent icon indicates whether opening the door with this weapon produces a Noise token.

Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.

Watch out for friendly fire! If a zone contains a mix of Zombies and Survivors, any unsuccessful hits on a ranged attack will hit a Survivor of the player's choice. Multiple failed hits can be distributed among multiple Survivors.

Adrenaline Points (AP) and Danger Level

Each time a character kills a Zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red). Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one.

But this has a trade-off. When Zombies spawn, the highest Danger Level of any Survivor determines which and how many Zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the Zombie spawn will be at the orange level. Therefore, staying around the same level as your fellow Survivors is a smart strategy.

Zombies

Zombies do not "retain" HP as in an RPG. To kill a Zombie, you have to deal all your damage at once. Therefore, weapons that only do 1 damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets.

All Zombies (Walkers, Brutes, etc.) do 1 wound each.

Zombies can spawn from the following events:

  1. Beginning of the game (as part of the setup)
  2. When a door is opened
  3. During the Zombie Phase
  4. When searching a room
Caption text
Type Icon HP AP Reward Total Notes
Walker Zombicide walkerIcon.png 1 1 40
Runner Zombicide runnerIcon.png 1 1 16 Runners get 2 actions instead of 1.
Brute (a.k.a. Fatty) Zombicide bruteIcon.png 2 1 16 Only a Damage 2+ weapon or Molotov can kill them.
Abomination Zombicide hobominationIcon.png 3 5 4 Abominations require 3 damage to kill. However, no weapon can do more than 2 damage. Some skill cards or special mission rules allow you to reach 3 damage.

Abominations

There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead. There are four possible types of Abomination:

Name Icon Special Rules
HOBOMINATION Zombiecide hobominationIcon.png A Survivor cannot take the Combat action if in the same zone as this Abomination (i.e., must be killed with a ranged weapon)
ABOMINACOP Zombiecide abominacopIcon.png Takes precedence in priority order when resolving successful attacks (i.e., protects other Zombies in its zone)
ABOMINAWILD Zombiecide abominawildIcon.png Molotovs thrown into its zone only affect the Abomination (i.e., no other Zombies besides the Abominawild are killed)
PATIENT 0 Zombiecide patientZeroIcon.png None

Gameplay

Player Turn

When controlling multiple characters, you must choose which character to perform the actions for. You must complete that character's turn before any others. You cannot alternate turns between characters.

Each character starts with 3 Actions per turn. However, leveling up can increase this number. When all players have had a turn, the first player token is passed to the next player. The previous first player becomes the last player in the next round.

Caption text
Action Description Limitations Notes
Move Move your character to an adjacent Zone For each Zombie in your current zone, you must spend 1 extra Action. This means if you have 3 Actions (the standard number) and there are 3 Zombies in your zone, you cannot move. If movement takes a Survivor into a Zone with Zombies, all movement ends (even if the Survivor has enough actions to progress).
Search Draw an equipment card. You may put it in your hand, backpack, or discard it. A Survivor can perform only 1 Search per turn. You must be inside a building Zone with no Zombies. You may redistribute your inventory cards when the item is received. If you have no space, you can discard a different item during redistribution.
Open Door Open a door adjacent to the Survivor's Zone The character must have an item (in hand) that can open a door (Zombicide doorOpeningIcon.png) Some 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 outside Zone.
Trade Trade items with one other Survivor or redistribute your items between your Backpack and Hand. To trade with another Survivor, you must both be in the same Zone. Any number of items can be traded between players. The other character in the trade gets a free redistribution.
Make Noise Place a Noise token in the Survivor's Zone This action can be used to attract Zombies to a location.
Combat Use a weapon against a Zone with Zombies Combat may be limited by the type and range of weapons in your hand. If you satisfy the condition for Dual Wield, you can use both weapons in a single action.
Interact with Objective Take or interact with a mission-based objective Varies based on mission. Typically gives 5AP to the Survivor (unless otherwise stated).
Wait Do nothing

Zombie Turn

After all players have had their turn, the Zombies activate.

Zombies Activate

Each Zombie has essentially one Action to either attack or move. They never do both.

First, Zombies attack any Survivors in their Zone. If the Zone has multiple characters, the First Player chooses the characters that are hit. Each attack deals 1 Wound.

Second, Zombies move towards the Zone with Survivors in Line of Sight with the most Noise tokens. (Each Survivor counts as a Noise token.) If no Survivors are in Line of Sight, they go towards the zone with the most Noise tokens (distance doesn't matter). If the Zombies' path towards its target is blocked, the Zombie does not move at all. Zombies split up if the path has multiple routes of equal distance.

Note: Runners have 2 actions. They can attack twice, move twice, or move then attack. If they move twice, their target might change in the middle of their activation if they see a juicier target.

Spawn

For each red Zombie Spawn location, a card is drawn. Each Spawn card has a Zombie type and a line that corresponds to the Danger Level (the highest Adrenaline of any Survivor) that indicates the number of Zombies that spawn. If there are not enough Zombies of a type to spawn what is needed, those Zombies are activated instead.

Some Missions feature a blue and/or green Zombie Spawn location. These Zones don't spawn Zombies until a specific event happens. Then they immediately activate and will spawn on the next Zombie Phase.

Types of Zombie spawns are:

  • Normal: Zombies spawn but do not move/attack
  • Rush: Zombies spawn and move/attack
  • Extra Activation: Zombies of the indicated type take a second move/attack

Game End

The players win when all Mission Objectives are complete.

The players lose if...

  • ...any Survivor dies.
  • ...a Mission Objective becomes impossible to complete.
  • ...a mission-specific loss criteria is met.