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===Adrenaline Points (AP) and Danger Level===
===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.  
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.  
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===
Line 122: Line 122:


<ol style="margin:1em 0;padding-inline-start:40px;">
<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;">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;">When a door is opened</li>
   <li style="list-style-type:decimal;">During the zombie phase</li>
   <li style="list-style-type: decimal;">During the zombie phase</li>
   <li style="list-style-type:decimal;">When searching a room</li>
   <li style="list-style-type: decimal;">When searching a room</li>
</ol>
</ol>


Line 201: Line 201:
====Zombie Turn====
====Zombie Turn====


Zombies activate after all players have had their turn.  
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, move-attack 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.


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.
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).  


==Game End==
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 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-colored Zombie Spawn token. These Zones don't spawn Zombies until a specific event happens. Then they immediately activate and will spawn on the next Zombie Phase.


====Win Conditions====
Some spawn cards feature the word ''Rush''. When these Zombies are placed, they are activated.


The game is won when the Mission Objectives are all complete
Some spawn cards feature the word ''Extra Activation''. Instead of placing Zombies, all Zombies of the indicated type are activated.


====Loss Conditions====
==Game End==


The game is lost if any Survivor 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>

Revision as of 15:53, 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). 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

    Ambidextrous – The Survivor treats all weapons 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 Zombicide dualIcon.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" 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

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 in the same Zone or redistribute your items between your Backpack and Hand. 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 the mission. Typically gives 5AP to the Survivor (unless otherwise stated).
Wait Do nothing Essentially a pass.

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-colored Zombie Spawn token. These Zones don't spawn Zombies until a specific event happens. Then they immediately activate and will spawn on the next Zombie Phase.

Some spawn cards feature the word Rush. When these Zombies are placed, they are activated.

Some spawn cards feature the word Extra Activation. Instead of placing Zombies, all Zombies of the indicated type are activated.

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.