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


Zombicide is a cooperative game. Players win by completing the Mission objectives and surviving together.
''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.  


There are 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).


There are usually at least 6 Survivors used in a games of Zombicide, unless the Mission states otherwise.
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.


During setup, players distribute six Survivors amongst themselves to control during the game. Depending on the number of players, some players might have to control more than 1 Survivor.
=== Survivors ===


In Zombicide 2nd Edition, there are two types of Survivors to choose from: Adults or Kids. Kid Survivors are identified by a yellow icon on their Survivor ID Card.
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Some are adults (3 HP) and some are kids (2 HP), identified by a yellow icon on their character card. Kids have one 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.)


(Choosing to play with Kid Survivors does not increase the difficulty of the game.)
====Survivor Skills====


Kids have 2 Health but start with the Slippery Skill as a bonus.  
The rulebook (page 63) explains all player skills, but here are some highlights.


Adults have 3 Health. They start with a Blue Skill, but may unlock more as they eliminate more Zombies and earn AP.  
* Charge - free action, once per turn: move up to 2 Zones to a zone containing at least 1 zombie.
* Lucky - for each action, player may reroll all dice one time.
* Matching Set - if survivor finds a weapon with the Dual symbol, they can immediately take a second card of the same type from the deck.
* Slippery - survivor does not spend extra actions to move out of a zone with zombie, and ignores zombie when performing Move.
* Sniper - survivor may freely choose targets of all Ranged actions. Friendly Fire is ignored.
* Sprint - for one Move action on their turn, survivor may move 2 or 3 zones instead of 1.
* Tough - survivor ignores the first Wound they receive during each attack step, and during Friendly Fire.


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
===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 made of tiles, which are divided into Zones.
'''<u>Weapons</u>'''


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.


A street Zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings
Each weapon has four numbers at the bottom.


A building Zone is demarcated by Walls and Doors
{| 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.
|}


{| 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. It is always accompanied by a Noise or Silent icon to indicate whether opening the door with this weapon produces a Noise token.
|}


From an street Zone, a Survivor can see in orthogonal lines to as many other street zones, up to the board's edge. However, a Survivor can only see one zone into a directly adjacent inside Zone connected via an open Doors.
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.


From an building Zone, a Survivor can see a distance of one Zone into adjacent connected inside Zone by open doors. A Survivor can see in an orthogonal line as many street Zones as long as they are in a Zones adjacent to an open door.
'''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.


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


===Adrenaline Points (AP) and Danger Level===


===Equipment Cards===
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.  
 
Cards can be either Melee, Ranged, or Skills
 
A character can hold 2 Hand cards and 3 Backpack Cards. Unless the card states otherwise, Backpack cards cannot actively be used.
 
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 Brutes 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 of orange level. Therefore, it's a smart strategy to stay around the same level as your fellow Survivors.


===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" their HP counts (as in an RPG). To kill a zombie, you have to do all your damage at once to kill it. Therefore, weapons that only do one 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. There are 16 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. There are 16 in the supply.
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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 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.


{| 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 !! # of actions !! AP Reward !! Total
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Walker
|[[File:zombicide_walkerIcon.png]] || 1 || 1 || 1 || 40
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Runner
|[[File:zombicide_runnerIcon.png]] || 1 || 2 || 1 || 16
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Brute (a.k.a. Fatty)
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || 1 || 16
|-
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Abomination
|[[File:zombicide_hobominationIcon.png]] || 3 || 1 || 5 || 4
|}


===Abominations===
Zombies can spawn from the following events:


If an Abomination card is drawn, what happens depends on whether there is an Abomination out or not
<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>


If there is no Abomination, an abomination spawns
Types of zombie spawns are:


If there is an Abomination, that abomination takes an action
<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>


In this way, there will only ever be 1 Abomination active at most
'''''Abominations'''''


There are 4 unique Abominations with their own rules
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.


Hobomination - No combat action can be taken if you share a zone with this abomination
Abominations require 3 damage to kill, but no weapon can do more than 2 damage. However, 3 damage can be reached using skill cards or special rules for a mission.


Abominacop - This abomination takes first priority in targeting order
There are four possible types of Abomination:


Abominawild - Molotovs used in this abomination's zone only affect the abomination, nothing else is destroyed
{| 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
|}


Patient 0 - None
==Gameplay==


 
====Player Turn====
===Player Turn===


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
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
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A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:


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.
* '''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.
 
* '''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.
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.
* '''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.
 
* '''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.
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.
* '''Noise''' - For 1 action you can place a noise token in your zone
 
* '''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.
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.
* '''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.
 
* '''Wait''' - You can pass on any actions you don't wish to take
Noise - For 1 action you can place a noise token in your zone


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.
After all players have had a turn, the first player token is passed to the subsequent player. The previous first player will become the last player in the next round.


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.
====Zombie Turn====
 
Wait - You can pass on any actions you don't wish to take
 
 
===Zombie Turn===


After all characters and thus all players have taken their turns, the zombies activate
After all characters and thus all players have taken their turns, the zombies activate
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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'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.
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.


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
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, move-attack or move-move
 


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.
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.


==Game End==


===Special Modes and Missions===
====Win Conditions====


The rulebook contains further clarifications on special modes and the specific Missions
The game is won when the Mission Objectives are all complete
 
 
===Game End===


The game is won when the Mission Objectives are all complete
====Loss Conditions====


The game is lost if a character dies
The game is lost if any Survivor dies


The game is lost if a game state causes a Mission Objective to be impossible to complete
The game is lost if a game state causes a Mission Objective to be impossible to complete


The game is lost if a Mission specific Loss criteria is met
The game is lost if a Mission specific Loss criteria is met

Latest revision as of 02:58, 19 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). Some are adults (3 HP) and some are kids (2 HP), identified by a yellow icon on their character card. Kids have one 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

The rulebook (page 63) explains all player skills, but here are some highlights.

  • Charge - free action, once per turn: move up to 2 Zones to a zone containing at least 1 zombie.
  • Lucky - for each action, player may reroll all dice one time.
  • Matching Set - if survivor finds a weapon with the Dual symbol, they can immediately take a second card of the same type from the deck.
  • Slippery - survivor does not spend extra actions to move out of a zone with zombie, and ignores zombie when performing Move.
  • Sniper - survivor may freely choose targets of all Ranged actions. Friendly Fire is ignored.
  • Sprint - for one Move action on their turn, survivor may move 2 or 3 zones instead of 1.
  • Tough - survivor ignores the first Wound they receive during each attack step, and during Friendly Fire.

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. It is always accompanied by a Noise or Silent icon to indicate 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 of orange level. Therefore, it's a smart strategy to stay around the same level as your fellow Survivors.

Zombies

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

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. There are 16 in the supply.

Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.

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.

Caption text
Type Icon HP # of actions AP Reward Total
Walker Zombicide walkerIcon.png 1 1 1 40
Runner Zombicide runnerIcon.png 1 2 1 16
Brute (a.k.a. Fatty) Zombicide bruteIcon.png 2 1 1 16
Abomination Zombicide hobominationIcon.png 3 1 5 4

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

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

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.

Abominations require 3 damage to kill, but no weapon can do more than 2 damage. However, 3 damage can be reached using skill cards or special rules for a mission.

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

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

A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:

  • 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.
  • 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.
  • 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.
  • 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.
  • Noise - For 1 action you can place a noise token in your zone
  • 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.
  • 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.
  • Wait - You can pass on any actions you don't wish to take

After all players have had a turn, the first player token is passed to the subsequent player. The previous first player will become the last player in the next round.

Zombie Turn

After all characters and thus all players have taken their turns, 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.

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.

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, move-attack or move-move

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.

Game End

Win Conditions

The game is won when the Mission Objectives are all complete

Loss Conditions

The game is lost if any Survivor dies

The game is lost if a game state causes a Mission Objective to be impossible to complete

The game is lost if a Mission specific Loss criteria is met