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Gamehelpzombicidesecondedition
Overview
This is a co-operative game
Zombiecide has a number of missions to pick from, the top right on BGA will show you the win conditions for your particular Mission
Setup
As part of setup, players choose characters, there are always 6 characters regardless of players so these may end up distributed unevenly
The Map
The Map is divided into a number of Zones
An outside zone is displayed by crosswalk borders, in addition it may be bordered by the edge of the map or by buildings
An inside zone is displayed by walls and door breaks
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.
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.
Equipment Cards
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
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
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!
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.
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
Fattys have Damage 1, Health 2, Actions 1, AP 1
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
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