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==Overview== | ==Overview== | ||
''Zombicide'' is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by | ''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== | ==Game Mechanics== | ||
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===Zones=== | ===Zones=== | ||
The board/map consists of square | 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 | 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 === | === 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). | 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.) | ||
====Survivor Skills==== | ====Survivor Skills==== | ||
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> | <ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;"> | ||
Ambidextrous | <li>'''Ambidextrous''': All weapons are treated as if they had the Dual symbol [[File:zombicide_dualIconSmall.png]].</li> | ||
had the Dual symbol | |||
<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>'''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>'''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>'''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: | <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>'''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>'''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> | ||
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|- | |- | ||
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Melee | ! 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 | | [[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 | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Ranged | ||
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|- | |- | ||
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Noise | ! 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 | | [[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 | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Silent | ||
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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. | 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. | ||
{{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. | |||
===Adrenaline Points (AP) and Danger Level=== | ===Adrenaline Points (AP) and Danger Level=== | ||
Each time a character kills a | 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 | 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 do not "retain" | 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. | ||
Brutes | All Zombies (Walkers, Brutes, etc.) do 1 wound each. | ||
Zombies can spawn from the following events: | |||
<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> | |||
{| class="wikitable" style="width:auto;style="text-align:center;" border="2" | {| class="wikitable" style="width:auto;style="text-align:center;" border="2" | ||
|+ Caption text | |+ Caption text | ||
|- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | |- style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | ||
! Type !! Icon !! HP | ! Type !! Icon !! HP !! AP Reward !! Total !! Notes | ||
|- | |- | ||
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Walker | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Walker | ||
|[[File:zombicide_walkerIcon.png]] | |[[File:zombicide_walkerIcon.png]] || 1 || 1 || 40 | ||
|- | |- | ||
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Runner | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Runner | ||
|[[File:zombicide_runnerIcon.png]] || 1 || | |[[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) | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Brute (a.k.a. Fatty) | ||
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || | |[[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 | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Abomination | ||
|[[File:zombicide_hobominationIcon.png]] || 3 || | |[[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. | ||
|} | |} | ||
'''''Abominations''''' | '''''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 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: | ||
There are four possible types of Abomination: | |||
{| class="wikitable" style="width:auto;style="text-align:center;" border="2" | {| class="wikitable" style="width:auto;style="text-align:center;" border="2" | ||
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|- | |- | ||
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | ABOMINACOP | ! 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 | |[[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 | ! 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 | |[[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 | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | PATIENT 0 | ||
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|- | |- | ||
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Open Door | ! 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 | | 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 | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Trade | ||
| Trade items with one other Survivor | | 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 | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Make Noise | ||
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|- | |- | ||
! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Interact with Objective | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Interact with Objective | ||
| Take or interact with a mission-based 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 | ! style="background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;" | Wait | ||
|Do nothing || || | |Do nothing || || | ||
|} | |} | ||
====Zombie Turn==== | ====Zombie Turn==== | ||
After all players have had their turn, the Zombies activate. | |||
'''<u>Zombies Activate</u>''' | |||
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. | |||
'''<u>Spawn</u>''' | |||
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. | |||
== | 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: | |||
<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> | |||
==Game End== | |||
The | '''The players win''' when all Mission Objectives are complete. | ||
'''The players lose''' if... | |||
<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
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
. - 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
, 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. |
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:
- Beginning of the game (as part of the setup)
- When a door is opened
- During the Zombie Phase
- When searching a room
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:
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.
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.