Professional Documents
Culture Documents
ZOMBIES PHASE . . . . . . . . . . . . . . . . . . . 23
STEP 1 ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . . 23
CHAPTERS Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Armor Rolls / Armors and Shields . . . . . . . . . . . . . . 23
Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
GAME COMPONENTS . . . . . . . . . . . . . . . . . . 3 PLAYING RUNNERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
GET MEDIEVAL! . . . . . . . . . . . . . . . . . . . . . . . 5 STEP 2 SPAWN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Colored Spawn Zones . . . . . . . . . . . . . . . . . . . . . . . . . . 26
SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Extra Activations Cards . . . . . . . . . . . . . . . . . . . . . . . 26
Double Spawn Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . . 8
Running Out Of Miniatures . . . . . . . . . . . . . . . . . . . . . 28
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . 9 NECROMANCERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . 9
NECROMANCER CABALS . . . . . . . . . . . . . 31
LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 PLAYING YOUR CABAL . . . . . . . . . . . . . . . . . . . . . . . . . 31
READING AN EQUIPMENT CARD . . . . . . . . . . . . . . . . 12 COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Weapons And Combat Spells . . . . . . . . . . . . . . . . . . . . 12 MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Door-Breaching, Zombie-Killing,
RANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
And Noisy Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Targeting Priority Order . . . . . . . . . . . . . . . . . . . . . . . 34
Combat Characteristics . . . . . . . . . . . . . . . . . . . . . . . . 14
Friendly Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Reloadable Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
EXPERIENCE, DANGER LEVEL, AND SKILLS . . . . . . . . 16 MAGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 VAULTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Backpack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 VAULT ZONES AND DOORS . . . . . . . . . . . . . . . . . . . . . 36
THE ZOMBIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 VAULT ARTIFACTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Walker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Fatty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
PLAYING WITH 7+ SURVIVORS . . . . . . . . 37
Runner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 QUESTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Abomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 QUEST 0 DANSE MACABRE . . . . . . . . . . . . . . . . . . . . . 38
Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Easy / 4+ Survivors / 45 minutes
PLAYERS PHASE . . . . . . . . . . . . . . . . . . . . 19 QUEST 1 BIG GAME HUNTING . . . . . . . . . . . . . . . . . . 40
MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Easy / 6+ Survivors / 60 minutes
SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 QUEST 2 THE BLACK BOOK . . . . . . . . . . . . . . . . . . . . . . 41
Easy / 6+ Survivors / 60 minutes
OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Spawning In Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . 20 QUEST 3 THE SHEPHERDS . . . . . . . . . . . . . . . . . . . . . . 42
Medium / 6+ Survivors / 90 minutes
REORGANIZE/TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . 20
QUEST 4 FAMINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
COMBAT ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Medium / 6 Survivors / Variable
Melee Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
R anged Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 QUEST 5 THE COMMANDRY . . . . . . . . . . . . . . . . . . . . 44
M agic Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Medium / 6+ Survivors / 120 minutes
ENCHANTMENT ACTION . . . . . . . . . . . . . . . . . . . . . . . 22 QUEST 6 IN CALIGINE ABDITUS . . . . . . . . . . . . . . . . . 45
Medium / 6+ Survivors / 120 minutes
TAKE OR ACTIVATE AN OBJECTIVE . . . . . . . . . . . . . . . 22
QUEST 7 DEAD TRAIL . . . . . . . . . . . . . . . . . . . . . . . . . . 46
MAKE SOME NOISE! . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Medium / 6+ Survivors / 150 minutes
DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
QUEST 8 THE EVIL TEMPLE . . . . . . . . . . . . . . . . . . . . . 47
Hard / 6+ Survivors / 120 minutes
QUEST 9 THE HELLHOLE . . . . . . . . . . . . . . . . . . . . . . . . 48
Hard / 6+ Survivors / 150 minutes
QUEST 10 TRIAL BY FIRE . . . . . . . . . . . . . . . . . . . . . . . 49
Hard / 6+ Survivors / 180 minutes
SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
2
BLACK PLAGUE - RULES
GAME
COMPONENTS
9 GAME TILES (DOUBLE-SIDED) 65 ZOMBIE MINIATURES
35 walkers
14 Fatties 14 Runners
6 SURVIVOR MINIATURES
AND ID CARDS
1 Abomination 1 Necromancer
Nelly Ann Silas
6 SURVIVOR DASHBOARDS
6 DICE
6 SURVIVOR
COLOR BASES
48 TRACKERS
3
RULES - ZOMBICIDE
68 TOKENS 125 MINI-CARDS
Doors 71 Equipment cards
Blue . . . . . . . . . . . . . . . . . . . . . . . x1
Green . . . . . . . . . . . . . . . . . . . . . . x1 Aaahh!! . . . . . . . . . . . . . . . . . . . . x4
Neutral . . . . . . . . . . . . . . . . . . . x12 Apples . . . . . . . . . . . . . . . . . . . . x2
Axe . . . . . . . . . . . . . . . . . . . . . . . x2
Chainmail Armor . . . . . . . . . . . x2
Dragon Bile . . . . . . . . . . . . . . . x4 Crossbow . . . . . . . . . . . . . . . . . . x2
Dagger . . . . . . . . . . . . . . . . . . . . . x4
Death Strike . . . . . . . . . . . . . . . x2
Exit point . . . . . . . . . . . . . . . . . x1
Dragon Bile . . . . . . . . . . . . . . . . . x4
Fireball . . . . . . . . . . . . . . . . . . . . x2
First player . . . . . . . . . . . . . . . x1 Great Sword . . . . . . . . . . . . . . . x2
Hammer . . . . . . . . . . . . . . . . . . . . x1
Hammer (starting Equipment) . . . x1
Noise . . . . . . . . . . . . . . . . . . . x18 Hand Crossbow . . . . . . . . . . . . x2
Healing . . . . . . . . . . . . . . . . . . . . x1
Free Action . . . . . . . . . . . . . . . x1 Inferno . . . . . . . . . . . . . . . . . . . . . x1
Invisibility . . . . . . . . . . . . . . . . . . x1
Leather Armor . . . . . . . . . . . . . x2
Rotten . . . . . . . . . . . . . . . . . . . . x1 Lightning Bolt . . . . . . . . . . . . . x2
Longbow . . . . . . . . . . . . . . . . . . x2
Mana Blast . . . . . . . . . . . . . . . . . x1
Objectives
Mana Blast (starting Equipment) . x1
Red/Blue . . . . . . . . . . . . . . . . . . . x1
Orcish Crossbow . . . . . . . . . . . . . x1
Red/Green . . . . . . . . . . . . . . . . . . x1
Plate Armor . . . . . . . . . . . . . . . . . x1
Red/Red . . . . . . . . . . . . . . . . . . . . x8
Plenty Of Arrows . . . . . . . . . . . x3
Plenty Of Bolts . . . . . . . . . . . . . x3
Zombie Spawn Repeating Crossbow . . . . . . . . x2
Red/Blue . . . . . . . . . . . . . . . . . . . x1 Repulse . . . . . . . . . . . . . . . . . . . . x1
Red/Green . . . . . . . . . . . . . . . . . . x1 Salted Meat . . . . . . . . . . . . . . . . x2
Red/Necromancer Green . . . . . . x1 Shield . . . . . . . . . . . . . . . . . . . . . x2
Red/Necromancer Brown . . . . . x1 Short Bow . . . . . . . . . . . . . . . . . . x1
Red/Necromancer Red . . . . . . . x1 Short Bow (starting Equipment) . . x1
Red/Necromancer Purple . . . . . x1 Short Sword . . . . . . . . . . . . . . . . x1
Red/Necromancer Grey . . . . . . . x1 Short Sword (starting Equipment) x3
Red/Necromancer Beige . . . . . . x1 Speed . . . . . . . . . . . . . . . . . . . . . . x1
Red/Red . . . . . . . . . . . . . . . . . . . . x4 Sword . . . . . . . . . . . . . . . . . . . . . x2
Torch . . . . . . . . . . . . . . . . . . . . . . x4
Water . . . . . . . . . . . . . . . . . . . . . x2
Vault doors
Violet . . . . . . . . . . . . . . . . . . . . . x2 54 Zombie cards (#01 to #54)
Yellow . . . . . . . . . . . . . . . . . . . . x2
Vault Zone
Violet . . . . . . . . . . . . . . . . . . . . . . x1
Yellow . . . . . . . . . . . . . . . . . . . . . x1
4
BLACK PLAGUE - RULES
GET WHAT ABOUT
THE MODERN-ERA ZOMBICIDE?
MEDIEVAL!
SETUP cooperate against the game, all players form a single team.
1.Choose a Quest. 5. Players take one Dashboard for each of their Survivors,
placing the Survivors ID Card on it. They take a colored
plastic base and attach it to the Survivors miniature to help
identify it. They also take the 5 plastic trackers in the same
3.
Place the doors, Objectives, and all tokens as indicated
by the Quest.
6. Put aside all Equipment cards with the Starting
Equipment keyword: a Hammer, a Mana Blast, a
Short Bow and three Short Swords. These cards are identified
by a grey back.
Also set aside the Equipment cards with the Vault keyword:
Inferno and Orcish Crossbow. These cards are identified by a
blue back.
6
BLACK PLAGUE - RULES
8. Shuffle the Zombie cards into one deck and the Equip-
ment cards into another. Place both decks face down
close to the board.
9. Place the miniatures representing the chosen Survivors
on the starting Zone(s) indicated by the Quest.
Clovis has
a Starting
Equipment card.
11. Decide who will be the first player, and give him
the first player token.
7
RULES - ZOMBICIDE
END PHASE
GAME
OVERVIEW All Noise tokens are removed from the board, and the first
player hands the first player token to the player to his left.
Another Game Round then begins.
Zombicide: Black Plague is played over a series of Game Rounds,
which go as follows:
WINNING AND LOSING
PLAYERS PHASE The game is lost when all Survivors have been eliminated or
if too many Necromancers escape. Some Missions can be lost
The player with the first player token takes his Turn, activat- when certain conditions are met (losing a single Survivor, for
ing his Survivors one at a time, in the order of his choice. example).
Each Survivor can initially perform three Actions per Turn, The game is won immediately when all of the Quest objec-
though Skills may allow him to perform extra Actions as the tives have been accomplished. Zombicide: Black Plague is a
game progresses. The Survivor uses his Actions to kill Zom- cooperative game, so all players win if the Quest objectives
bies, move around the board, and performs other tasks to are fulfilled.
accomplish the various Quest objectives. Some Actions make
noise, and noise attracts Zombies!
Once a player has activated all his Survivors, the player to
his left takes his Turn, activating his Survivors in the same
manner.
When all the players have completed their Turns, the Players
Phase ends.
The Players Phase is explained in depth on page 19.
ZOMBIES PHASE
All Zombies on the board activate and spend one Action either
attacking a Survivor next to them or, if they have nobody to
attack, moving toward the Survivors or noisy Zones. Some
Zombies, called Runners, get two Actions, so they can attack
twice, attack and move, move and attack, or move twice.
Once all Zombies have performed their Actions, new Zom-
bies appear in all active Spawn Zones on the board.
The Zombies Phase is explained in depth on page 23.
8
BLACK PLAGUE - RULES
THE
BASICS
USEFUL DEFINITIONS
Actor: A Survivor or Zombie.
Zone: Inside a building, a Zone is a room. On a street, a Zone
is the area between two linear markings (or a linear marking
and a tiles edge) and the walls of buildings along the street.
This is a street
Zone, delimited by
linear markings
and walls.
This is a building
Zone, delimited
by walls.
9
RULES - ZOMBICIDE
LINE OF SIGHT Inside a building, an Actor sees into all Zones that share an
opening with the Zone the Actor currently occupies. If there
How do I know if a Zombie sees me or if I see it? is an opening, the walls do not block Line of Sight between
On the streets, Actors see in straight lines that run paral- two Zones. An Actors Line of Sight, however, is limited to the
lel to the edges of the board. Actors cannot see diagonally. distance of one Zone.
Their Line of Sight covers as many Zones as the line can pass
through before reaching a wall or the edge of the board. NOTE: If the Survivor is looking out into the street, or from
the street into a building, the Line of Sight can go through any
number of street Zones in a straight line, but only one Zone into
the building.
Ann cannot see Ann can see the first Anns Line of Sight
this Zone since Zone of this building is limited to one Zone
the door is closed. through the open door. through the building.
Nellys Line of
Sight is limited to
one Zone through
the tower.
10
BLACK PLAGUE - RULES
MOVEMENT
Actors can move from one Zone to the next as long as the first
Zone shares at least one edge with the destination Zone. Cor-
ners do not count. This means Actors cannot make diagonal
movements.
On streets, the movement from one Zone to another has
no restrictions. However, Actors must go through a door (or
opening) to move from a building to the street and vice-versa.
Inside a building, Actors may move from one Zone to another
as long as these Zones are linked by an opening. The position
of a miniature in the Zone and the layout of the walls do not
matter as long as the Zones share an opening.
Samson
cant move
diagonally.
To go to the
central Zone,
he must first
Move here then here.
To move here,
Clovis has
to open the
door first.
11
RULES - ZOMBICIDE
READING AN EQUIPMENT CARD
12
BLACK PLAGUE - RULES
Ranged weapons have a maximum Range value of 1 (or Some Equipment cards can belong to several types at once.
more). They are used with Ranged Actions (P. 33). Attacking
at Range 0 with a Ranged weapon is still a Ranged Action.
Door-Breaching, Zombie-Killing,
And Noisy Equipment
Youll soon drop your starting Short Bow
in favor of more potent Ranged weapons.
Equipment that allows you to open
Combat spells have a distinctive scroll appearance and a doors but requires a dice roll to do it
maximum Range value of 1 (or more). They are used with has this symbol. The die indicates the
Magic Actions (P. 35). Attacking at Range 0 with a Combat minimum roll needed to open the door.
spell is still a Magic Action.
Equipment that allows you
to open doors without any
dice roll has this symbol.
0 1 4+ 1
13
RULES - ZOMBICIDE
Combat Characteristics
OPEN DOORS:
Opens doors without
SILENT: Doesnt produce any dice roll.
a Noise token when
used in Melee Combat.
NOISY: Produce
RANGE: a Noise token when
Min and max number used to open doors.
of Zones the weapon HAND: Put this
can reach. 0 indicates Equipment in Hand
the Axe is Melee only. DAMAGE: Damage in order to use it.
inflicted for each
success. A 2 value
(or more) is required
to eliminate Fatties.
DICE: Roll as many ACCURACY: Each
dice as this value roll that equals
when a Melee or exceeds this
Action is spent to value is a success. SILENT: Doesnt
use this weapon. Inferior results produce a Noise
are failures. token when used in
Ranged Combat.
14 are failures.
NOISY: Produces a
Noise token when used
in magic Combat. Dual
weapons (or spells)
ACCURACY: Each roll
produce a single Noise
that equals or exceeds this
token per Action.
value is a success. Inferior
results are failures.
NOISE
Place this token in the Zone where the Survivor resolved the
Action. It stays in the Zone where it was produced, even if the
Survivor moves.
A single Action can only produce a single Noise token, no
matter how many dice are rolled, how many hits are obtained,
or if Dual weapons are used.
Noise tokens are removed from the board in the End Phase
15
RULES - ZOMBICIDE
EXPERIENCE, DANGER LEVEL, AND SKILLS
For each Zombie killed, a Survivor gains one experience This experience has a side effect, however. When you draw
point and moves up a notch on his Danger Bar. Some Quest a Zombie card to spawn Zombies, read the line that corre-
objectives provide more experience, as does eliminating sponds to the Survivor still in play with the highest Danger
Abominations. Level (see Zombie Spawn, page 25). The stronger your Survi-
There are four Danger Levels on the Danger Bar: Blue, Yellow, vor is, the more Zombies appear.
Orange, and Red. These represent everything from a light
drizzle of Zombies to a flash flood.
Red Level:
At each Danger Level, the Survivor gains one new Skill to 2 Fatties
help him on his Quest (see Skills, page 51). Skills add to each
other across Danger Levels: at Red Level, your Survivor will Orange Level:
have four Skills. As new Skills are unlocked, place new mark- 5 Walkers
ers on the Survivor Dashboard to indicate it.
Yellow Level:
When a Survivor reaches 7 experience points, his Danger
2 Runners
Level moves to Yellow. He gains a fourth Action.
When a Survivor gets 19 experience points, his Danger Level Blue Level:
moves to Orange. He gains one of the two Skills indicated on No Zombies
his ID Card, your choice.
At 43 experience points, his Danger Level moves to Red.
Choose one of the three Skills indicated on his ID Card.
0 to 6 7 to 18 19 to 42 43 experience
experience points: experience points: experience points: points: Red Level,
Blue Level, possess Yellow Level, gain Orange Level, choose choose a Skill
a starting Skill. a fourth Action. a Skill among two. among three.
16
BLACK PLAGUE - RULES
INVENTORY
Each Survivor can carry up to eight Equipment cards, divided Alternatively, it can hold the specific Equipment card that
into three types of Equipment slots on his Dashboard: Two is listed on it. It is then considered to be equipped in Hand,
Hands, a Body and five Backpack slots. You may discard cards representing a special piece of Equipment that this Survivor
from your inventory to make room for new cards at any time, can draw and use in the blink of an eye.
for free (even during another players Turn). An Equipment card bearing the Body symbol can only be
used when put over the Body.
Hands
Backpack
17
RULES - ZOMBICIDE
THE ZOMBIES Abomination
Zombicide: Black Plague features five types of Zombies. A good Havent seen an Abomination yet?
Survivor quickly learns their strengths and weaknesses!
Most Zombies have a single Action to spend each time they
Count yourself lucky, neighbor.
activate (Runners have two). A Zombie is eliminated as soon Youll recognize one as soon as you see
as it is successfully hit with an attack that has the minimum it. Weapons dont work. Armor dont
required Damage value. Its assailant then immediately earns
the listed experience points. work. Running well, it might work if youre really
fast. But these are relentless. Fire is what you need.
Walker
A good hot fire. Its the only thing that works.
Once peasants, craftsmen, merchants, or Min. Damage to destroy: Damage 3
Experience provided: 5 points
townsfolk, these poor unfortunates were Special rules:
taken unawares. These were everyday people, with Wounds inflicted by Abominations cant be prevented by
their own hopes and dreams, now just zombies all Armor rolls (see page 23).
A Damage 3 weapon is required to kill an Abomination.
with a singular purpose. We call them Walkers, There is no such weapon in Zombicide: Black Plagues core box.
the dumbest and most numerous of the lot. But To slay the monster, your team needs to throw Dragon Bile in
its Zone and ignite it with a Torch, creating a Dragon Fire (see
never underestimate them. In numbers, theyre page 35). Samson can also achieve this at Red Level, using a
very dangerous, and they certainly have numbers. Damage 2 Melee weapon in conjunction with his +1 Damage:
Melee Skill (see page 51).
Min. Damage to destroy: Damage 1
Experience provided: 1 point Necromancer
18
It is called a Necromancer Spawn token.
Hey, look what I found! A dead magician. I Some weapons have the Open a door symbol without a die
symbol on it. They can be used to open doors without the
wonder if there is something useful in his spellbook need to roll any dice. Just spend an Action to open the door. A
Nelly Noise token is placed if the weapon is noisy (see Reading An
Equipment Card, page 12).
You can only Search building Zones and only if there are no
Zombies in the Zone. The player draws a card from the Equip-
ment deck. He may then place it in the Survivors inventory
or immediately discard it. A Survivor can only perform a
single Search Action per Turn (even if its an extra, free
Action). After searching, the Survivor may freely reorganize
his inventory.
Remember, you may discard cards from your inventory to
make room for new cards at any time, for free. Open a door
When the Equipment deck runs out, reshuffle all the dis- symbol without
carded Equipment cards (with the exception of Vault cards die icon
like Inferno and Orcish Crossbow, but including starting
Equipment cards) to make a new deck.
19
RULES - ZOMBICIDE
Many Quests feature colored doors. Usually, these cannot Some game effects allow an open door to be locked up. If
be opened until some conditions are met, like finding an it is opened again afterward, it wont trigger a new Zombie
Objective of the matching color. Read the Quest description Spawn.
to know more. When the Zombie deck runs out, reshuffle all the discarded
cards to make a new deck.
Buildings that are open at the start of the game are never
spawned in.
REORGANIZE/TRADE
Give me that spell, you dont even know how to read!
Spawning In Buildings
- Then give me that crossbow before you hurt
Opening a closed building for the first time reveals all the
Zombies inside all rooms of the building (a single building
someone.
extends to all rooms connected by openings, sometimes Baldric and Silas
straddling several tiles). Indicate each Zone of the building,
one after the other in any order you choose, and draw a Zom- At the cost of one Action, a Survivor can reorganize the cards
bie card for each Zone. Place the corresponding number and in his inventory in any way he wishes. The Survivor can
type of Zombies on the indicated Zone (see Zombies Phase simultaneously exchange any number of cards with one (and
Spawn, page 25). only one) other Survivor currently in the same Zone. This
If you draw an Extra Activation, immediately perform the other Survivor reorganizes his own inventory for free.
action indicated on the card. A Trade Action doesnt have to be fair; you can trade every-
If you draw a Double Spawn card (see page 26), dont spawn thing for nothing, if both parties agree!
Zombies in this Zone, and spawn two cards worth of Zom-
bies on the next.
20
BLACK PLAGUE - RULES
COMBAT ACTIONS R anged Action
Combat Actions use all types of combat-oriented Equipment Where did you learn to use a
cards: Melee, Ranged or Magic.
crossbow?
Melee Action - Back in the day, I used to
When youre strong enough, go hunting with my father.
decapitating becomes an option. - Isnt poaching forbidden on
Clovis the lords hunting grounds?
- I think I just shot the
The Survivor uses a Melee weapon
he is holding in Hand to attack
sheriff.
Zombies in his Zone (see Combat, Ann and Nelly
page 32).
The Survivor uses a Ranged weapon he is holding in Hand to
fire at a single Zone within the Range shown on the weapons
card (see Combat, page 32). In Zombicide: Black Plague, people
shoot at Zones, not Actors. This is especially important for
Targeting Priority Order (see page 34).
Remember, using a Ranged weapon at Range 0 is still a
Ranged Action.
M agic Action
21
RULES - ZOMBICIDE
ENCHANTMENT ACTION The Survivor uses an Enchantment (a spell without combat
characteristics) he is holding in Hand. Resolve the game
Please give me a little speed magic, old man. And effect(s) described on the card.
Enchantments are cast at target Actors or Zones (check the
forgive me if I giggle, it makes me feel like an Elf! card description) within the Survivors Line Of Sight.
Clovis, to Baldric If the target is a Survivor, the caster may target himself.
Most Enchantments bear the note Once per Turn: a given
Survivor can cast it only once during each of his Turns. If he
owns multiple copies of the same Enchantment, each copy
can be cast independently. The same Enchantment can be
cast several times in a Game Round, if Survivors exchange it
and cast it as their Turns go by.
TAKE OR ACTIVATE
AN OBJECTIVE
How many nuns are needed to light a torch?
These are Enchantments. - One. We are efficient and have no humor.
Ann and Clovis
The Survivor takes an Objective or activates an Objective in
the same Zone. The game effects are explained in the Quests
description.
DO NOTHING
The Survivor does nothing and prematurely ends his Turn.
His remaining Actions are lost.
22
BLACK PLAGUE - RULES
Armor Rolls
ZOMBIES
PHASE
STEP 1 ACTIVATION
Armor: Survivors wearing an armor Equipment card on the
Body slot can execute Armor rolls to avoid Wounds. Roll as
Each Zombie activates and spends its Action on either an many dice as the number of Wounds the Survivor is about
Attack or a Move, depending on its situation. Resolve all to receive. Each die result that equals or exceeds the Armor
the Attacks first, then all the Moves. Each Zombie performs number of the armor card negates a Wound. A lucky Survivor
either an Attack OR a Move with a single Action. could even choose to endure all Wounds for his team and get
out without a scratch!
Attack
Each Zombie in the same Zone as Survivors performs an Shield: A Hand-held Shield allows Armor rolls if the Survi-
Attack. A Zombies Attack is always successful, does not vor isnt wearing actual armor. If he is wearing armor, the
require any dice rolls, and inflicts one Wound. Survivors in Shield allows re-rolling its Armor rolls once. Re-roll all the
the Zone share the Wounds in any way the players prefer, dice, and the new result takes the place of the previous one.
even if it means inflicting them all on a single Survivor. In some cases (with a 5+ Leather Armor, for example), the
Shield could offer a better Armor value than the armor itself:
the Survivor may choose to use the Shields Armor value
instead, but then he wont be allowed a re-roll.
23
RULES - ZOMBICIDE
Move Ann, Nelly and Silas may
be the noisiest, but this
When facing impossible This Zombie Zombie only sees Baldric.
If there is more than one route of the same length, the Zom- EXAMPLE: A group of four Walkers, one Fatty, and three Run-
bies split into groups of equal numbers to follow all possible ners move toward a group of Survivors. The Zombies can take two
routes. They also split up if different target Zones contain the routes of the same length, so they split into two groups.
same number of Noise tokens. If necessary, add Zombies so Two Walkers go one way, the other two take the other route.
that all new groups resulting from a splitting group con- The Fatty joins one group of Walkers, and a second Fatty is
tain the same number of each Zombie type! added to the other group.
The three Runners also split, two joining the first group, and the
Splitting special cases: other joining the second group. Another Runner is added to the
Abominations and Necromancers never split; decide which latter group so that the groups remain even.
direction they go. Things just got a lot harder for the Survivors.
If there arent enough Zombie miniatures to add for an even
split, decide which Zombie group gets the final reinforce- IMPORTANT: Necromancers use their own Movement rules.
ment, and which direction the uneven split groups go. It They always Move toward the nearest non-Necromancer
doesnt generate extra Activations (see P. 26). Spawn Zone (see P. 29)
24
BLACK PLAGUE - RULES
PLAYING RUNNERS EXAMPLE 3: A Survivor stands in the same Zone as three Walk-
ers, two Fatties, and two Runners. All the Zombies Attack and
inflict seven Wounds (three Wounds are enough to kill the Sur-
STEP 2 SPAWN
in seconds, so act accordingly. Keep your trusty crossbow
ready, and dont let any of them get close to you. Youre telling me a never-ending flow of them is
coming, and expect me to panic? Youre kidding,
thats the happiest day of my life!
Clovis
Red Level:
2 Fatties
Orange Level:
5 Walkers
Runners have two Actions per Activation. After all Zombies
(including the Runners) have gone through the Activation Yellow Level:
step and resolved their first Action, the Runners go through 2 Runners
the Activation step again, using their second Action to Attack
Blue Level:
a Survivor in their Zone or Move if there is nobody to attack.
No Zombies
25
RULES - ZOMBICIDE
Colored Spawn Zones Double Spawn Cards
Uh-oh. They are not so predictable, after all. Spawn Step! The players
chose this Spawn Zone
The Spawn
Step is resolved
to be the first. They draw clockwise. Going
Nelly a Double Spawn card! to the next
No Zombies here Spawn Zone!
When you reveal an Extra Activation card, no Zombies appear
in the designated Zone. Instead, all Zombies of the indicated
type immediately get an extra Activation (see Activation
step, page 23). Notice that these cards have no effect at the
Blue Danger Level!
At the Yellow,
Orange, and Red
Danger Levels,
all Walkers
immediately
activate.
Two Zombie
At the Blue cards are
Danger Level, drawn for this
nothing happens. Spawn Zone.
26
BLACK PLAGUE - RULES
Ann opened the door, Zombie
spawn in the building! The First building
players chose this Zone to be Zone: A Double
the first, and draw a Double Spawn card.
Spawn card. No Zombies here
27
Two Zombie cards.
Spawn as usual.
RULES - ZOMBICIDE
The Zombie Spawn
began here. The players A Double Spawn card
chose to resolve the is drawn for the last
buildings zombie building Zone. Draw
spawn following the two Zombie cards for
marked route, one the first building Zone!
Zone after the other.
28
BLACK PLAGUE - RULES
NECROMANCERS A Necromancer tries to flee the board. If there are no Survi-
vors in his Zone for him to Attack during his Activation (see
Being the most evil of all opponents, Necromancers do their Zombies' Phase, page 23), he Moves 1 Zone toward the near-
best to spread havoc and seize power. They dont have time to est Spawn Zone (NOT his entry Zone), ignoring any Survivors
battle Survivors on their own, and try to flee as soon as they he might see. If several escape Spawn Zones are at the same
are discovered. Necromancers follow these special rules: distance, choose one.
A Necromancer Zombie
card has been drawn!
A Necromancer Spawn
token and the matching
Necromancer miniature All Zombies are
are put here. Draw an on their way
additional Zombie card to fight Clovis
for the Necromancer and Silas.
Spawn Zone. From now
on, the Necromancer
Spawn Zone spawns
Zombies in the same
way a standard
Zombie Spawn Zone.
STEP 2
STEP 1
29
RULES - ZOMBICIDE
A Necromancer escapes the board as soon as he activates on his Killing a Necromancer slows the invasion. If you manage to
escape Spawn Zone. Replace the Necromancer Spawn token it kill it, choose a Spawn Zone (including its own Necromancer
introduced on the board with a standard Zombie Spawn token. Spawn Zone) and remove it from the board. If the Necro-
mancer Spawn token is still on the board after this removal,
The Necromancer activates on replace it with a standard one.
his escape Spawn Zone. Remove
his miniature as he flees the
board to spread the zombie
plague in another place.
3 The Necromancer
Spawn token is replaced
with a standard, red
Zombie Spawn token.
The Necromancer
Spawn token
is replaced
with a regular 1 Silas uses a
red Zombie bow to kill the
Spawn token. Necromancer.
2 Players agree
to remove this
Spawn Zone,
clearing the way
to the Objective.
30
BLACK PLAGUE - RULES
3-
NECROMANCER Beware the dark ritual! Necromancers stand-
ing at Range 0-1 from each other at the end of a
COMBAT at once. In theory, he would roll 2 dice (one for each Dagger).
However, each Dagger gives a bonus of +1 Die to another hand-
held Melee weapon. The bonus here is reciprocal, so each Dagger
32
BLACK PLAGUE - RULES
Abominations are killed with a 3 Damage hit (or more). As RANGED ACTION
no weapon naturally has Damage 3 in Zombicide: Black Plague,
you have to destroy the monster with Dragon Fire (see page
35) or with Samson using a Damage 2 Melee weapon in con-
junction with his +1 Damage: Melee Skill.
The first of the two values shows the minimum Range. The
weapon may not shoot at Zones closer than the minimum. In
some cases this is 0, meaning the Survivor can shoot at targets
in the Zone he currently occupies (it is still a Ranged Action).
The second value shows the maximum Range of the weapon.
A weapon cannot fire at Zones beyond the maximum Range.
Missed melee strikes cannot cause Friendly Fire (see page 34).
33
RULES - ZOMBICIDE
When a Zone is chosen for a Ranged Action, ignore any Friendly Fire
Actors in the Zones between the shooter and the target. This
means Survivors may shoot through occupied Zones without Hey! The Elf asked you to hand him the crossbow
danger to either fellow Survivors or Zombies. A Survivor can
even shoot at another Zone while Zombies stand on his own!
for a reason!
Clovis
Targeting Priority Order
A Survivor cant hit himself with his own attacks. However,
When using a Ranged weapon (even at Range 0), the shooting emergency situations can call for a Ranged or Magic Action
Survivor does not choose the targets hit by successful rolls. aimed at a Zone where a teammate is stuck. In that case,
Hits are assigned to Actors in the targeted Zone according to misses on the attack roll automatically land on Survivors
this targeting priority order: standing in the target Zone. Assign these Friendly Fire hits
in any way you want.
1 Walker Armor rolls are allowed, successes cancelling Friendly Fire
2 Fatty or Abomination (the shooter chooses) hits on a one-to-one basis. Each remaining Friendly Fire
3 Runner hit on the Survivor inflicts as many Wounds as the Damage
4 Necromancer value of the weapon (or Combat spell) used.
Remember: Friendly Fire doesnt apply to Melee Actions.
The hits are assigned to targets of the lowest priority until Killing a Survivor earns no experience.
theyve all been eliminated, then to targets of the next prior-
ity until theyve all been eliminated, and so on. If several tar- EXAMPLE 1: Baldric shoots with a Crossbow (Dice 2, Accuracy
gets share the same Targeting Priority Order, players choose 4+, Damage 2) at a Zone containing Clovis and two Walkers.
the targets hit among them. He rolls and : one hit and one miss! The hit kills a Walker,
and the miss means a bolt hits his fellow Survivor. Clovis takes 2
Wounds. Ouch.
MIN DAMAGE
TO DESTROY
EXPERIENCE
TARGETING
ACTIONS
1 Walker 1 1 1
EXAMPLE 3: Samson shoots a Hand Crossbow (Range 0-1, Dice
2, Accuracy 3+, Damage 1) in his own Zone, where he stands along
Fatty /
2 Abomination (1)
1 2/3 1/5 Silas and two Walkers. He rolls and , a success and a miss. The
success kills a Walker. The botched bolt automatically lands on
Silas, as a Survivor cant hit himself with his own attacks. Silas
3 Runner 2 1 1
endures a Wound.
Reloadable Weapons
4 Necromancer 1 1 1
While most weapons can be used repeatedly, a few, like the
(1) Abomination: Ignore Armor rolls. Hand Crossbow and Orcish Crossbow (when used for Ranged
Actions), require spending an Action to reload them between
EXAMPLE: Armed with two Hand Crossbows (Range 0-1, Dice 2, shots if you want to fire multiple times in the same Game
Accuracy 3+, Damage 1, Dual Ranged weapons), Nelly shoots at Round. You can turn the card upside down to remember
two Walkers, a Fatty and two Runners standing one Zone away. the weapon is empty and needs a reload to fire again. At the
She rolls 4 dice (two for each Hand Crossbow, Dual weapons) and End Phase of the Game Round, all such weapons are freely
obtains: , , and . The Hand Crossbows hit on 3, 4, 5 reloaded, so that they always start the Round ready to fire.
or 6, which means three hits. The first two kill both Walkers, as If such a weapon is fired and passed to another Survivor
they get the highest Targeting Priority Order. The last hit lands without reloading, it must still be reloaded before the new
on the Fatty, but doesnt kill it: a Damage value of 2 is required owner can use it in the same Game Round.
to eliminate a Fatty. When equipped with two identical Dual weapons that
require reloading, a single Action reloads both.
Survivors may fire a single Dual reloadable weapon at a Zone
and then execute another Ranged Action to fire at another
Zone with the other Dual reloadable weapon.
34
BLACK PLAGUE - RULES
EXAMPLE: Nelly holds two Hand Crossbows at the beginning of
her Turn. She unloads them both with her first Action, reloads
them with her second Action, then fires them off again with the
third. The Hand Crossbows are empty.
At the End Phase, both Hand Crossbows are reloaded for free.
MAGIC ACTION
Dragon Bile pools can be ignited with a Torch.
DRAGON FIRE
35
RULES - ZOMBICIDE
VAULTS
VAULT ZONES AND DOORS
Our ancestors used to store food reserves in caches
of some sort. We discovered they used them to hide
powerful weapons, too. What kind of threat were
they expecting?
36
BLACK PLAGUE - RULES
PLAYING WITH
7+ SURVIVORS
Zombicide: Black Plague has an expanding gallery of Survivors
to play with. Sooner or later, you may be tempted to try play-
ing with more than 6 Survivors. To do so youll need the ex-
tra Survivor dashboards, plastic markers, colored bases, and
Starting Equipment cards contained in expansions that are
sold separately, such as Wulfsburg, and the Hero Box.
Playing with an increased number of Survivors (or players!)
is quite easy. Follow these guidelines, and adjust them to fit
your challenge level.
VAULT ARTIFACTS For each Survivor above the sixth, add 1 additional Starting
Equipment card from the expansion to the pool of cards that
Powerful weapons and spells are set aside during Setup (see will be distributed among Survivors during Setup.
page 6) to be found in Vaults. These are called Vault artifacts,
and bear the keyword Vault on their card. Add 1 additional Zombie Spawn token per 2 Survivors
above the sixth (rounded up). Stack these additional Spawn
tokens in the same Zones as existing ones. Yes, that means
some Zones will double or even triple their spawn rate!
ADDITIONAL SPAWN
# SURVIVORS SPAWN TOKENS TOKENS LIMIT
Up to 6 0 6
7-8 1 7
9-10 2 8
A Survivor can spend an Action to take a Vault artifact
stored in a Vault. It is not a Search Action and thus can be 11-12 3 9
done multiple times if the Vault holds several artifacts.
The Quest description may hold additional special rules for
them. Check them out!
37
RULES - ZOMBICIDE
QUESTS
W ar is nothing new for us. Our counts
and dukes are always fighting amongst
themselves. For the peasantry, it usually just
involves a change in taxes and rents, assuming you
QUEST 0: survive. But this time, the duke and his army went
off and were never seen again. Well, not until the
TUTORIAL: hordes emerged. Pretty sure a lot of the tougher
DANSE MACABRE ones came from his troops. Now everythings a
EASY / 4+ SURVIVORS / 45 MINUTES
brutal mess. Now were all equals, facing the danse
macabre together. Theres no time for social
snobbery when the hordes are at your door. We
stand together, and throw death back in their teeth.
The magician among us is a case-in-point. He
used to be the richest of the rich, powerful and
influential. Now, hes one of us, holding to life with
his fingernails. Hes got a magic circle that can
spirit us away. Better to escape and counterattack
than stand here and get overwhelmed. But, there
might be a few souls left to save, and we could all use
a better weapon or two. Hell hold it until the last
second. Good man that, without his nose in the air.
Objectives
38
BLACK PLAGUE - QUESTS
9R 4V
Player
starting area Walker Runner Fatty
Special Rules Doors and keys. The blue door cannot be opened until the
blue Objective has been taken. The green door cannot be
Setup: opened until the green Objective has been taken.
- Put aside the Necromancer Zombie cards.
- Put the green Objective randomly among the red Objectives, We shall pass. The green Spawn Zone is inactive until the
face down. green Objective is taken.
- Put a Walker, a Fatty and a Runner in the marked Zones.
39
QUESTS - ZOMBICIDE
QUEST 1: Objectives
BIG GAME HUNTING Reach these objectives in any order to win the game:
Slay the beast and its master. Kill at least one Abomination
EASY / 6+ SURVIVORS / 60 MINUTES and one Necromancer.
Tiles needed: 1V, 2R, 8V & 9V. Looking for the laboratory. Each Objective gives 5 experi-
ence points to the Survivor who takes it.
2R 8V
9V 1V
Player
starting area
Vault doors
Door
Spawn Zone
Objective (5 XP)
40
BLACK PLAGUE - QUESTS
QUEST 2: Objectives
THE BLACK BOOK Reach these objectives in any order to win the game:
Steal the Black Book. Take the Objective in the central
EASY / 6+ SURVIVORS / 60 MINUTES building (tile 8R).
Special Rules
notes in his laboratory, most of them referring to a
Setup:
mysterious Black Book and other items of power. - Put the blue and the green Objectives randomly among the
Exploring the surroundings could prove useful to red Objectives, face down.
- Put a Vault artifact randomly in each Vault.
get a better grasp about the threat were facing. Of
course, there are zombies on the way, familiar faces Lost keys opening forbidden doors. Each Objective gives 5
turned to monsters... experience points to the Survivor who takes it.
Hey, that one owed me money! What the...? Magic trap! The green Spawn Zone is inactive
until the green Objective is taken.
Tiles needed: 4V, 5R, 7V & 8R.
Doors and keys. The blue door cannot be opened until the
blue Objective has been taken. The green door cannot be
opened until the green Objective has been taken.
8R 5R
4V 7V
Player
starting area
Vault doors
Doors
Spawn Zones
Objective (5 XP)
41
QUESTS - ZOMBICIDE
QUEST 3:
THE SHEPHERDS
MEDIUM / 6+ SURVIVORS / 90 MINUTES Player Vault Door Spawn Objective
Zone
N
starting area doors (5 XP)
3V 1R
4V 2R
5R 9V
Objectives
Special Rules
Setup:
- Put the blue and the green Objectives
randomly among the red Objectives, face
down.
- Put a Vault artifact randomly in each
Vault.
42
BLACK PLAGUE - QUESTS
QUEST 4:
FAMINE
MEDIUM / 6 SURVIVORS / VARIABLE
Objectives
43
QUESTS - ZOMBICIDE
QUEST 5: Objectives
THE COMMANDRY Use the underpass to escape. Reach the Exit Zone with all
Survivors. Any Survivor may escape through this Zone at the
MEDIUM / 6+ SURVIVORS / 120 MINUTES end of his turn, as long as there are no Zombies in it.
Setup:
- Put the blue and the green Objectives randomly among the
to battle the nobility in the castle, and leave the red Objectives, face down.
- Put a Vault artifact randomly in each Vault.
commoners corralled for when their zombie hordes
need ready reinforcements. Hidden clues. Each Objective gives 5 experience points to
the Survivor who takes it.
We need a way in, to establish communications with
Reinforced doors. The blue door cannot be opened until
the people still alive. Its also been suggested we the blue Objective has been taken. The green door cannot be
learn more about the infection. The Black Book opened until the green Objective has been taken.
says little on it. If we can learn more,
we can plan a bold move to end this.
First we need a way past the city walls.
Some survivors we rescued speak of a
secret passage beneath the commandry
nearby. However, its guarded. Clearly
the Necromancers are aware of it. If
we can dispatch the guardians, we can
get inside, and get our plan in motion.
Tiles needed: 4R, 5R, 6R, 7R, 8R & 9R.
7R 4R
8R 6R
9R 5R
Player
starting area Vault doors
44
BLACK PLAGUE - QUESTS
QUEST 6: Objectives
IN CALIGINE ABDITUS It means hidden in the darkness. Reach the Exit Zone with
all Survivors. Any Survivor may escape through this Zone at
MEDIUM / 6+ SURVIVORS / 120 MINUTES the end of his turn, as long as there are no Zombies in it.
9V 2R
6R 3R
8R 5R
Player Objective
starting area (5 XP)
45
QUESTS - ZOMBICIDE
Heavy doors. Both violet Vault doors cannot be opened
QUEST 7: until the blue Objective has been taken. The single yellow
DEAD TRAIL
Vault door cannot be opened until the green Objective has
been taken.
3V 5V
6V 1R
4R 2R
Objectives
Special Rules
Setup:
- Put the blue and the green Objectives ran-
domly among the red Objectives, face down.
- Put a Vault artifact randomly in each Vault.
46
BLACK PLAGUE - QUESTS
QUEST 8: Special Rules
how were dealing with their biggest beasts. Dragon Caches. The violet Vault door cannot be opened until the
Bile is scarce, and our supplies gone. But, there blue Objective has been taken. The yellow Vault door cannot
be opened until the green Objective has been taken.
are vaults here. All the old parts of town had them.
Killing that beast could draw the Necromancers to
us. There may be thousands of zombies, but there
cant be too many more Necromancers. Right? Player Spawn Objective
starting area Zone (5 XP) Abomination
Tiles needed: 1V, 2R, 4R, 5R, 8R & 9V.
Objectives
Door
Violet Yellow
Exorcism, survivors style: 8R 9V 1V Vault door Vault door
Zombicide! Take both Vault
2 Vault Dragon Bile (open with (open with
weapons and kill the Abomina-
tion to win the game.
5R 4R 2R artifacts + Torch the blue key) the green key)
47
QUESTS - ZOMBICIDE
QUEST 9: Objectives
THE HELLHOLE Reach the objectives in this order to win the game:
1 Gather them all in one place Get all Spawn Zones on
HARD / 6+ SURVIVORS / 150 MINUTES the board in the Hellhole, the marked Zone of tile 1V. Check
Special Rules
of the gods, the remaining soldiers and the Duke himself.
Thats the way we do alchemy. Each Objective gives 5 expe-
It wasnt enough, unfortunately. After a huge fight, rience points to the Survivor who takes it. It also allows the
the zombies killed everyone. And now, this is a hellhole player to look for a Dragon Bile card in the Equipment deck
and give it to the Survivor for free. If there are no Dragon Bile
vomiting zombies. We have no choice but to fight them cards in the Equipment deck, look in the discard pile. Shuffle
and destroy this forsaken place once and for all. the Equipment deck afterward.
7R 9R 8V Player
starting area Door Spawn Zone The Hellhole
2R 1V 6V
48
BLACK PLAGUE - QUESTS
QUEST 10:
TRIAL BY FIRE
HARD / 6+ SURVIVORS / 180 MINUTES
Objectives
Special Rules
Setup:
- Put the blue Objective randomly among the red Objectives,
face down.
- Put aside all Dragon Bile cards. Set them in the violet Vault.
- Set an Abomination in the marked Zone.
- The north-eastern building Zone has no door on purpose.
49
QUESTS - ZOMBICIDE
8V 3R 4V
Player Vault 7R 6R 5R
starting area Abomination door
2R 1V 9V
Objective (5 XP) Spawn Zone Door
50
BLACK PLAGUE - QUESTS
+1 to dice roll: Ranged The Survivor adds 1 to the result of
each die he rolls in Ranged Actions. The maximum result is
SKILLS always 6.
+1 to dice roll: Combat The Survivor adds 1 to the resul- +1 free Enchantment Action The Survivor has one extra
tof each die he rolls on a Combat Action (Melee, Ranged or free Enchantment Action. This Action may only be used for
Magic). The maximum result is always 6. Enchantment Actions.
51
RULES - ZOMBICIDE
+1 free Magic Action The Survivor has one extra free Magic Born leader During the Survivors Turn, he
Action. This Action may only be used for Magic Actions. may give one free Action to another Survivor
to use as he pleases. This Action must be used
+1 free Melee Action The Survivor has one extra free Melee during the recipients next Turn or it is lost.
Action. This Action may only be used for a Melee Action.
Break-in In order to open doors, the Survivor rolls no dice,
+1 free Move Action The Survivor has one extra free Move and needs no equipment (but still spends an Action to do so).
Action. This Action may only be used as a Move Action. He doesnt make Noise while using this Skill. However, other
prerequisites still apply (such as taking a designated Objective
+1 free Ranged Action The Survivor has one extra free before a door can be opened). Moreover, the Survivor gains one
Ranged Action. This Action may only be used as a Ranged extra free Action that can only be used to open doors.
Action.
Charge The Survivor can use this Skill for free, as often as he
+1 free Search Action The Survivor has one extra free pleases, during each of his Turns: He moves up to two Zones
Search Action. This Action may only be used to Search, and to a Zone containing at least one Zombie. Normal Movement
the Survivor can still only Search once per Turn. rules still apply. Entering a Zone containing Zombies ends
the Survivors Move Action.
+1 max Range The Survivors Ranged weapons and Combat
spells maximum Range is increased by 1. Collector: [Zombie type] The Survivor gains double the
experience each time he kills a Zombie of the specified type.
+1 Zone per Move The Survivor can move through one
extra Zone each time he performs a Move Action. This Skill Destiny The Survivor can use this Skill once per Turn when
stacks with other effects benefiting Move Actions. Entering he reveals an Equipment card he drew. You can ignore and
a Zone containing Zombies ends the Survivors Move Action. discard that card, then draw another Equipment card.
2 Zones per Move Action When the Survivor spends one Free reload The Survivor reloads reloadable weapons (Hand
Action to Move, he can move one or two Zones instead of Crossbows, Orcish Crossbow, etc.) for free.
one. Entering a Zone containing Zombies ends the Survivors
Move Action. Frenzy: Combat All weapons and Combat spells the Survi-
vor carries gain +1 die per Wound the Survivor suffers. Dual
Ambidextrous The Survivor treats all Combat spells, Melee weapons gain a die each, for a total of +2 dice per Wound and
and Ranged weapons as if they had the Dual symbol. per Dual Combat Action (Melee, Ranged or Magic).
Barbarian When resolving a Melee Action, the Survivor may Frenzy: Magic Combat spells the Survivor carries gain +1 die
substitute the Dice number of the Melee weapon(s) he uses per Wound the Survivor suffers. Dual Combat spells gain a die
with the number of Zombies standing in the targeted Zone. each, for a total of +2 dice per Wound and per Dual Magic Action.
Skills affecting the dice value, like +1 die: Melee, still apply.
Frenzy: Melee Melee weapons the Survivor carries gain +1 die
Blitz Each time the Survivor kills the last Zombie in a Zone, per Wound the Survivor suffers. Dual Melee weapons gain a die
he gets 1 free Move Action to use immediately. each, for a total of +2 dice per Wound and per Dual Melee Action.
Bloodlust: Combat Spend one Action with the Survivor: Frenzy: Ranged Ranged weapons the Survivor carries gain
He Moves up to two Zones to a Zone containing at least +1 die per Wound the Survivor suffers. Dual Ranged weapons
one Zombie. He then gains one free Combat Action (Melee, gain a die each, for a total of +2 dice per Wound and per Dual
Ranged or Magic). Ranged Action.
Bloodlust: Magic Spend one Action with the Survivor: He Hit & run The Survivor can use this Skill for free, just after
Moves up to two Zones to a Zone containing at least one Zom- he resolved a Magic, Melee or Ranged Action resulting in at
bie. He then gains one free Magic Action, to use immediately. least a Zombie kill. He can then resolve a free Move Action.
The Survivor does not spend extra Actions to perform this
Bloodlust: Melee Spend one Action with the Survivor: He free Move Action if Zombies are standing in his Zone.
Moves up to two Zones to a Zone containing at least one Zom-
bie. He then gains one free Melee Action, to use immediately. Hold your nose This Skill can be used once per Turn. The
Survivor gets a free Search Action in the Zone if he has elimi-
Bloodlust: Ranged Spend one Action with the Survivor: He nated a Zombie (even in a Vault or a street Zone) the same
Moves up to two Zones to a Zone containing at least one Zom- Game Round. This Action may only be used to Search, and
bie. He then gains one free Ranged Action, to use immediately. the Survivor can still only Search once per Turn.
52
BLACK PLAGUE - RULES
Ironclad: [Zombie type] The Survivor ignores all Wounds Mana rain When resolving a Magic Action, the Survivor
coming from Zombies of the specified type (such as Walker, may substitute the Dice number of the Combat spell(s) he uses
Runner, etc.). with the number of Zombies standing in the targeted Zone.
Skills affecting the dice value, like +1 die: Magic, still apply.
Iron hide The Survivor can make Armor rolls with a 5+ Armor
value, even when he does not wear an armor on his Body slot. Marksman The Survivor may freely choose the targets of
Wearing an armor, the Survivor adds 1 to the result of each die all his Magic and Ranged Actions. Misses dont hit Survivors.
he rolls for Armor rolls. The maximum result is always 6.
Matching set! When a Survivor performs a Search Action
Iron rain When resolving a Ranged Action, the Survivor may and draws an Equipment card with the Dual symbol, he can
substitute the Dice number of the Ranged weapon(s) he uses immediately take a second card of the same type from the
with the number of Zombies standing in the targeted Zone. Equipment deck. Shuffle the deck afterward.
Skills affecting the dice value, like +1 die: Ranged, still apply.
Point-blank The Survivor can resolve Ranged and Magic
Is that all youve got? You can use this Skill any time the Actions in his own Zone, no matter the minimum Range.
Survivor is about to get Wounds. Discard one Equipment When resolving a Magic or Ranged Action at Range 0, the
card in your Survivors inventory for each Wound hes about Survivor freely chooses the targets and can kill any type of
to receive. Negate a Wound per discarded Equipment card. Zombies. His Combat spells and Ranged weapons still need
to inflict enough Damage to kill his targets. Misses dont hit
Jump The Survivor can use this Skill once during each Acti- Survivors.
vation. The Survivor spends one Action: He moves two Zones
into a Zone to which he has Line of Sight. Movement related Reaper: Combat Use this Skill when assigning hits while
Skills (like +1 Zone per Move Action or Slippery) are ignored, resolving a Combat Action (Melee, Ranged or Magic). One
but Movement penalties (like having Zombies in the starting of these hits can freely kill an additional identical Zombie
Zone) apply. Ignore everything in the intervening Zone. in the same Zone. Only a single additional Zombie can be
killed per Action when using this Skill. The Survivor gains
Lifesaver The Survivor can use this Skill, for free, once during the experience for the additional Zombie.
each of his Turns. Select a Zone containing at least one Zombie
at Range 1 from your Survivor. Choose Survivors in the selected Reaper: Magic Use this Skill when assigning hits while
Zone to be dragged to your Survivors Zone without penalty. resolving a Magic Action. One of these hits can freely kill an
This is not a Move Action. A Survivor can decline the rescue and additional identical Zombie in the same Zone. Only a single ad-
stay in the selected Zone if his controller chooses. Both Zones ditional Zombie can be killed per Action when using this Skill.
need to share a clear path. A Survivor cant cross closed doors or The Survivor gains the experience for the additional Zombie.
walls, and cant be extracted into or out of a Vault.
Reaper: Melee Use this Skill when assigning hits while
Lock it down At the cost of one Action, the Survivor can resolving a Melee Action. One of these hits can freely kill an
close an open door in his Zone. Opening or destroying it additional identical Zombie in the same Zone. Only a single ad-
again later does not trigger a new Zombie Spawn. ditional Zombie can be killed per Action when using this Skill.
The Survivor gains the experience for the additional Zombie.
Loud Once during each of his Turns, the Survivor can make a
huge amount of noise! Until this Survivors next Turn, the Zone Reaper: Ranged Use this Skill when assigning hits while
he used this Skill in is considered to have the highest number of resolving a Ranged Action. One of these hits can freely kill an
Noise tokens on the entire board. If different Survivors have this additional identical Zombie in the same Zone. Only a single ad-
Skill, only the last one who used it applies the effects. ditional Zombie can be killed per Action when using this Skill.
The Survivor gains the experience for the additional Zombie.
Low profile The Survivor cant get hit by Survivors Magic
and Ranged Actions. Ignore him when casting a Combat spell Regeneration At the end of each Game Round, remove all
or shooting in the Zone he stands in. Game effects that kill Wounds the Survivor received. Regeneration doesnt work if
everything in the targeted Zone, like Dragon Fire, still kill the Survivor has been eliminated.
him, though.
Roll 6: +1 die Combat You may roll an additional die for
Lucky The Survivor can re-roll once all the dice for each each 6 rolled on any Combat Action (Melee, Ranged or
Action (or Armor roll) he takes. The new result takes the place Magic). Keep on rolling additional dice as long as you keep
of the previous one. This Skill stacks with the effects of other getting 6. Game effects that allow re-rolls (the Plenty Of
Skills and Equipment that allows re-rolls. Arrows Equipment card, for example) must be used before
rolling any additional dice for this Skill.
53
RULES - ZOMBICIDE
Roll 6: +1 die Magic You may roll an additional die for each
6 rolled on a Magic Action. Keep on rolling additional dice
as long as you keep getting 6. Game effects that allow re-
rolls must be used before rolling any additional dice for this
Skill.
Roll 6: +1 die Melee You may roll an additional die for each
6 rolled on a Melee Action. Keep on rolling additional dice
as long as you keep getting 6. Game effects that allow re-
rolls must be used before rolling any additional dice for this
Skill. Spellcaster The Survivor has one extra free Action. This Action
may only be used for a Magic Action or an Enchantment Action.
Roll 6: +1 die Ranged You may roll an additional die for
each 6 rolled on a Ranged Action. Keep on rolling additional Sprint The Survivor can use this Skill once during each
dice as long as you keep getting 6. Game effects that allow of his Turns. Spend one Move Action with the Survivor: He
re-rolls (the Plenty Of Arrows Equipment card, for example) may move two or three Zones instead of one. Entering a Zone
must be used before rolling any additional dice for this Skill. containing Zombies ends the Survivors Move Action.
Rotten At the end of his Turn, if the Survivor Super strength Consider the Damage value of Melee weap-
has not resolved a Combat Action (Melee, ons used by the Survivor to be 3.
Ranged or Magic) and not produced a Noise
token, place a Rotten token next to his base. As Starts with a [Equipment] The Survivor begins the game
long as he has this token, he is totally ignored with the indicated Equipment; its card is automatically as-
by all Zombies and is not considered a Noise token. Zombies signed to him during Setup.
dont attack him and will even walk past him. The Survivor
loses his Rotten token if he resolves any kind of Combat Steady hand The Survivor can ignore other Survivors of his
Action (Melee, Ranged or Magic) or makes noise. Even with choosing when missing with a Magic or Ranged Action. The
the Rotten token, the Survivor still has to spend extra Actions Skill does not apply to game effects killing everything in the
to move out of a Zone crowded with Zombies. targeted Zone (such as a Dragon Fire, for example).
Scavenger The Survivor can Search in any Zone. This in- Swordmaster The Survivor treats all Melee weapons as if
cludes street Zones, Vault Zones, etc. they had the Dual symbol.
Search: +1 card Draw an extra card when Searching with Tactician The Survivors Turn can be resolved anytime
the Survivor. during the Players Phase, before or after any other Survivors
Turn. If several Survivors benefit from this Skill at the same
Shove The Survivor can use this Skill, for free, once dur- time, choose their Turn order.
ing each of his Turns. Select a Zone at Range 1 from your
Survivor. All Zombies standing in your Survivors Zone are Taunt The Survivor can use this Skill, for free, once during
pushed to the selected Zone. This is not a Movement. Both each of his Turns. Select a Zone your Survivor can see. All
Zones need to share a clear path. A Zombie cant cross closed Zombies standing in the selected Zone immediately gain an
doors, ramparts (see the Wulfsburg expansion) or walls, but extra Activation: They try to reach the taunting Survivor by
can be shoved in or out of a Vault. any means available. Taunted Zombies ignore all other Survi-
vors. They do not attack them and cross the Zone they stand
Slippery The Survivor does not spend extra Actions when in if needed to reach the taunting Survivor.
he performs a Move Action out of a Zone containing Zom-
bies. Entering a Zone containing Zombies ends the Survivors Tough The Survivor ignores the first Wound he receives
Move Action. from a single Zombie every Zombies Phase.
Spellbook All Combat spells and Enchantments in the Sur- Trick shot When the Survivor is equipped with Dual Com-
vivors Inventory are considered equipped in Hand. With this bat spells or Ranged weapons, he can aim at different Zones
Skill, a Survivor could effectively be considered as having with each spell/weapon in the same Action.
several Combat spells and Enchantments cards equipped in
Hand. For obvious reasons, he can only use two identical dual Zombie link The Survivor plays an extra Turn each time an
Combat Spells at any given time. Choose any combination of Extra Activation card is drawn from the Zombie pile. He plays
two before resolving Actions or rolls involving the Survivor. before the extra-activated Zombies. If several Survivors ben-
efit from this Skill at the same time, choose their Turn order.
54
BLACK PLAGUE - RULES
Street . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Targeting Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
End Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Graphic Design:
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Mathieu HARLAUT and Louise COMBAL
Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Extra Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26, 29 Sculptors:
Gael GOUMON, Jason HENDRICKS, Bobby JACKSON, Patrick
Fatty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
MASSON, Juan NAVARRO PEREZ, Elfried PEROCHON, Steve
Friendly Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 SAUNDERS, Jody SIEGEL, Remy TREMBLAY, and Rafal ZELAZO
Hand Slot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 17
Inventory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Editing:
Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Thiago ARANHA and Eric KELLEY
Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14, 33 2015 Guillotine Games Ltd., all rights reserved. No part of this pro-
duct may be reproduced without specific permission. Zombicide,
Ranged Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 33
Guillotine Games, and the Guillotine Games logo are trademarks
Ranged Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 of Guillotine Games. CoolMiniOrNot, and the CoolMiniOrNotlogo
Reloadable Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 are trademarks of CMON Productions Limited
Reorganize/Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Retain this information for your records. Not suitable for children
Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 under 36 months due to small parts. Actual components may vary
from those shown.
Runner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 25
Made in China.
Search . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Zombicide: Black Plague
First Edition: January 2016
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Silent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16, 51 USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.
Spawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20, 25
Starting Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
55
RULES - ZOMBICIDE
GAME ROUND SUMMARY
GAME RULES OVERRIDE THIS ROUND SUMMARY RULES.
1 FIRST STEP
Choose the first player at the beginning of the game. He receives Wh e n e ve r y pla ye rs fi n is h e d:
the first player token.
3 ZOMBIES PHASE
G a m e Ro u n d be g in s w it h :
Ea ch Step 1 Activation: Attack OR Move
All Zombies spend one Action doing one of these two things:
Zombies in the same Zone as at least one Survivor attack them.
2 PLAYERS PHASE The Zombies which didnt Attack, Move.
The first player activates all of his or her Survivors, one after Each Zombie favors visible Survivors, then noise.
the other, in any order. When he or shes done, the next players
Necromancers follow special rules (see page 29).
Turn begins. Play clockwise. Each Survivor has three Actions to
spend, chosen from the following list. Unless stated otherwise, Choose the shortest path. If several paths share the same length,
each Action may be performed several times per Activation. split the Zombies in equal groups.
Move: Move one Zone. NOTE: Runners get two Actions per Activation. Once all Zombies
Search (1x/Activation and per Survivor): Building Zone only. have taken their first Action, Runners, go through the Activation
Draw a card in the Equipment deck. step again to resolve their second Action.
1 Walker 1 1 1
Fatty /
2 Abomination (1)
1 2/3 1/5
3 Runner 2 1 1
4 Necromancer 1 1 1