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Rule
SURVIVOR GUIDE
Table of Contents pg. #
SKILLS 82
TARGETING PRIORITY 86
S1: MISSIONS
06
SPECIAL RULES
THE
ESCAPE
HARD / 6+ SURVIVORS / 150 MINUTES
t:PVDBOOPU4FBSDIUIF4VSWJWPST4UBSUJOH;POF
t1MBDJOHTVQQMJFTJOBDBS"UUIFDPTUPGPOF"DUJPO
B4VS-
vivor can place (or take) one Canned Food, Rice, or Water
card under a car token in the Zone he currently occupies.
In the first hours of the infection, everybody t:PVDBOVTFUIFDBST
mobbed the supermarkets to get food. Big mistake. t 5IF QJNQNPCJMF DBO CF TFBSDIFE POMZ PODF *U DPOUBJOT
Public places were swarming with zombies. We ’ve either Ma’s Shotgun, or the Evil Twins (draw randomly).
stumbled on a Z-Mart in the suburbs. Till now, t:PVDBOTFBSDIBQPMJDFDBSNPSFUIBOPODF%SBXDBSET
everybody who entered just increased the number until you find a weapon. Discard the other cards. The Aaahh!
of infected. Today is our turn to brave the crowd. card triggers the appearance of a Walker as usual and inter-
We ’ve finished the last of our supplies. We have no rupts the search.
choice...but we have experience and team work.
I need a bigger gun... and toilet paper.
26 ZOMBICIDE - MISSIONS
07 GRINDHOUSE
÷
While everything was collapsing, there was an
accident at the nuclear power plant near-by. Before
disappearing, the authorities placed a large number
of the power plant technicians in a wing of the
hospital under quarantine.
We must make sure these people are sealed off
there forever, especially if they are infected.
Why? Because there ’ s worse than a zombie: a Player starting area
radioactive zombie.
I wonder where all the dogs went.
Locked door
You will need the following tiles for this scenario: 3C, 2C,
2B & 4C.
Objectives (5 XP)
EASY
6+ SURVIVORS
45 MINUTES
24 ZOMBICIDE - SCENARIOS
08 ZOMBIE t5IFCMVF4QBXO;POFXJMMCFBDUJWBUFEXIFOUIFCMVF0C-
jective has been taken.
POLICE
HARD / 6+ SURVIVORS / 180 MINUTES
t5IFHSFFOEPPSDBOOPUCFPQFOFEVOUJMUIFHSFFO0CKFDUJWF
has been taken.
t &BDI 0CKFDUJWF UPLFO HJWFT FYQFSJFODF QPJOUT UP UIF
Survivor who takes it.
We killed a zombie that had been the mayor of t:PVDBOVTFDBST
this town. It was carrying a fax from the chief t 5IF QJNQNPCJMF DBO CF TFBSDIFE POMZ PODF *U DPOUBJOT
of police explaining how to reach a safe hideout, either Ma’s Shotgun, or the Evil Twins (draw randomly).
an old, underground facility that had been turned t:PVDBOTFBSDIBQPMJDFDBSNPSFUIBOPODF%SBXDBSET
into a bunker, close to the police station. Apparently until you find a weapon. Discard the other cards. The Aaahh!
it contains an armory, food supplies, and even a card triggers the appearance of a Walker as usual and inter-
shower. This bunker would be the perfect shelter rupts the search.
for us. Its entrance, however, is controlled from a
distance, and the district is swarming with zombies.
This is a dangerous mission but well worth it.
What doesn’ t kill you today just might tomorrow.
Tiles needed: 2C, 7B, 4B, 1B, 5C & 3C. Player starting Zombie Zombie Blue
area Spawn Zone Spawn Zone
OBJECTIVE
5 XP. Not an 5 XP. Green 5 XP. Blue
t1MBDFBUMFBTUPOF4VSWJWPSJOUIFiCVOLFSw;POFTIPXOPOUIF objective. objective objective
map. The bunker must be cleansed of all occupying Zombies.
Locked door Green door Blue door Cars you can drive
SPECIAL RULES
t5IFCMVFEPPSDBOOPUCFPQFOFEVOUJMUIFCMVF0CKFDUJWF
has been taken.
BUNKER
28 ZOMBICIDE - MISSIONS
09 MIGHT
MAKES RIGHT
MEDIUM / SPECIAL / 90 MINUTES
OBJECTIVES
t5BLFBMMUIF0CKFDUJWFUPLFOT
t3FUVSOUPUIFTUBSUJOH;POFXJUIBUMFBTUGPVS4VSWJWPST POF Zombie Objectives
player), five Survivors (two players) or six Survivors (three Spawn Zone (5 XP)
players). A Survivor placed on the starting area can leave
the board during his turn. Put him aside with his Equipment Player
starting Locked Police car
cards. You achieve victory as soon as the required number area door
of Survivors is put aside.
SPECIAL RULES
t&BDIQMBZFSCFHJOTUIFHBNFXJUIBTJOHMF4VSWJWPS
t 'PVS 0CKFDUJWFT BSF WJTJCMF PO UIF NBQ 5ISFF PG
them are “neutral” with identical sides. The fourth is
marked with a standard side and a blue side. Place
the counters face down and randomly so no one
knows where the marked counter is.
t&BDI0CKFDUJWFUPLFOHJWFTFYQFSJFODFQPJOUTUP
the Survivor who takes it. Each time a neutral Objec-
tive token is taken, the player who controls the fewest
Survivors randomly picks a new Survivor (in case of a
tie, the player who took the token decides). The new
Survivor is revealed and placed without Equipment
on the Zone where the Objective token was taken. He
may now be played as normal. Revealing the marked
objective token doesn’t grant an additional Survivor
but still grants 5 experience points.
t:PVDBOOPUVTFUIFDBST
t:PVDBOTFBSDIBQPMJDFDBSNPSFUIBOPODF1JDL
cards until you find a weapon. Discard the cards
which are not weapons. The Aaahh! card triggers the
appearance of a Walker as usual and interrupts the
search.
ZOMBICIDE - MISSIONS 29
10 SMALL
TOWN
HARD / 4+ SURVIVORS / 120 MINUTES
OBJECTIVE
t5BLFBMMUIF0CKFDUJWFUPLFOT
SPECIAL RULES
÷
t &BDI 0CKFDUJWF UPLFO HJWFT FYQFSJFODF QPJOUT UP UIF
Survivor who takes it.
30 ZOMBICIDE - MISSIONS
RULES & MISSIONS
S2: MISSIONS
M05 MISSION
AN EASY
MEDIUM / 6+ SURVIVORS / 150 MINUTES
SPECIAL RULES
t$IFDLQPJOUTEach Objective gives 5 experience points to
the Survivor who takes it.
It ’ s an easy mission. We just want to clean this
medium security quarter. There are lots of cells full t 5IJT JTOU SFHVMBS HVBSE FRVJQNFOU Someone left a
of zombies. We just open the cells then kill all the Gunblade and a Riot Shield in the guards’ checkroom. Defi-
zombies. What could go wrong? nitely not standard prison equipment. Why store all this gear
Our main concern is the dining hall. It is closed here? A Survivor can spend one Action in the same Zone to
with one of these security doors that nothing can collect this equipment.
open except the right switch, and we couldn’ t find
it. We ’ ll probably have to cut it with the welder. t5IFWJPMFU4XJUDI Activating the violet Switch opens all
Meanwhile, this little cleaning mission will give us violet cell doors. The Survivor activating the violet Switch
time to make a decision about it. for the first time also takes the violet Objective and gains 5
experience points. This Switch can only be activated once.
Tiles needed: 7P, 8P, 12P & 15P.
t5IFXIJUF4XJUDI Activating the white Switch opens all
white cell doors. The Survivor activating the white Switch
OBJECTIVES for the first time also takes the white Objective and gains 5
experience points. This Switch can only be activated once.
Seek and destroy!
1– Open the violet and white cells. You just need to acti- tThere it was. The dining hall switch, I mean. The dining
vate the violet and white Switches to open these doors. hall doors were closed for a good reason. Lots of zombies
2– Come back. Reach the Exit Zone with all remaining Sur- were locked inside! The Zombie violet Spawn Zone activates
vivors. Any Survivor may escape through this Zone at the when the violet Switch is activated.
end of his turn, as long as there are no Zombies.
Gunblade +
Switches
Riot Shield
Cell
Spawn Zones doors
Door
Objectives (5 XP)
2V 4V
6V 7V
Player
starting area
Door Spawn
Zone
Exit Event
Zone trigger
Spawn locators
5R 8R
1R 6R
4V 9R
OBJECTIVES
Siphon the helicopter’s tank. You win
the game when all starting Survivors are
in the Exit Zone during an End Phase.
SPECIAL RULES
• They’re dead and won’t need their
stuff anymore. Each Objective gives 5
experience points to the Survivor who
takes it.
4R 9R
6R 1R
3R 2R
OBJECTIVES
Leaving the stage...in a helicopter.
You win the game when all starting
Survivors are in the Exit Zone during an
End Phase.
8R 3R 7V
SPECIAL RULES
5R 6R 4R
• Not what I was looking for, but I’ll keep it anyway. Each
9R 2R 1R Objective gives 5 experience points to the Survivor who takes it.
SPECIAL RULES
• A puzzle piece. Each Objective gives
5 experience points to the Survivor who
takes it.
7V 2R
9V 5R
8V 1R
Player
starting area Spawn locators
OBJECTIVES
The game duration can vary with Abom-
ination spawning. See the special rules
for details.
SPECIAL RULES
• Finders keepers! Each Objective gives 5 experience
points to the Survivor who takes it.
Player Event
• Could “further” become “too far”? Put the blue Objec- 4V 2V starting area trigger Door
tive randomly among the Objectives, face down.
6R 3R
• An Abomination! Get back to the helicopter! Whenever
an Abomination is on the board, put the Exit point on the Spawn Zone
helicopter token. When the board has no Abominations, put 7V 9R Spawn locators
the Exit point in the indicated Zone.
SPECIAL RULES
What a pity. The military/scientist alliance wasn’ t
doing anything awful or gruesome to those infected. • Useless before the invasion, invaluable now. Each
Just kidding. They were trying to find a cure to the Objective gives 5 experience points to the Survivor who
zombie invasion, and they gathered as many resources takes it.
as possible to achieve their goal. We got some codes
and coordinates for their facilities from our previous • Access card. Put the blue Objective randomly among the
raid, and we ’ re going to see if they have anything. Objectives, face down. The blue and pink doors cannot be
“ Anything ” means “ anything valuable ” , of course, opened until the blue Objective has been taken.
but also ” everything pointing to their actual location,
if any ” . Knowing where the best-armed group in • The helicopter can’t be flown.
the region hides out is precious
information, you know. Parker
thinks their flight computer may
hold the data we seek. The whole
place, however, has been infected
and quarantined.
Did I tell you I hate hospitals?
9R 8R
2V 4V
1V 5V
OBJECTIVES
Here is the two-steps plan.
1 – Get the blue pass to the helicop-
ter. Find the blue Objective.
Player Event
starting area trigger
OBJECTIVES
We found an almost intact medical area where
they were clearly testing both humans and zombies. • Get the answer and win the game. Take all Objectives.
If these guys found a cure for the zombie infection
before dying, we may get a solid clue here. Of course,
I’ m sure there are really cool supplies and weapons SPECIAL RULES
here as well, but if there is any hope, it could be
here. On the other hand, do I really want it to stop • We rarely see such quality material these days. Each
and go back to our old world? Objective gives 5 experience points to the Survivor who takes it.
So many tents. I’ m really looking forward to playing
hide-and-go-screw-yourself with zombies! • The hospital door. Put the blue Objective randomly
among the red Objectives, face down.
The blue door cannot be opened until
the blue Objective has been taken.
4V 7V
6V 5R
8V 9V
Player Objectives
starting area (5 XP)
M10 AINWORLD
FLAMES
HARD / 6+ SURVIVORS / 90 MINUTES
Tiles needed: 1R, 2R, 3R, 4R, 5R, 6R, 7V & 9R.
OBJECTIVES
To achieve this Mission, you need at least one Survivor with
the Helicopter pilot Skill.
3R 7V
1R 4R
5R 6R
9R 2R
Player Event
starting area trigger
Spawn Spawn
locators Zone
Tiles needed: 1R, 2R, 3R, 4R, 5R, 6R, 7R, 8R & 9R.
SPECIAL RULES
• Competitive mode.
This Mission uses the
Competitive mode. The
difficulty, number of
Survivors, and game
time rely on your skill.
• Two teams.
Each team begins on
its own player starting
area. Choose randomly.
Tiles needed: 1R, 2V, 3V, 4V, 5R, 6R, 7V, 8R & 9R.
SPECIAL RULES
• Competitive mode.
This Mission uses the
Competitive mode. The
difficulty, number of
Survivors, and game
time rely on your skill.
Player Exit
starting
area
Objective (5 XP)
Pimpmobile
you can drive
Rubble Rubble
(small) (big)
Toxic
Walker x2
Zombie
Spawn Zone
e
find some food, and come back ASAP.
Unfortunately, every zombie in the area
heard us land. Hell of a crowd! I should
have kept some gasoline for a Molotov.
I screamed like a little girl when we
lifted off the ground. I think I prefer
zombies.
OBJECTIVES
Simple plans never work as we want. Accom-
plish the following tasks in this order:
1– Resupply! Special, extremely important
supplies (bacon, new socks, toothpaste, more
bacon) are under the Objectives. Also collect
at least one supply card per remaining Survi-
vor. The supply cards can be Canned food,
Cookies, Rice, or Water cards.
2– Fly away with all these treasures! Reach
the Exit Zone with the remaining Survivors. Any Survivor
may escape through this Zone at the end of his turn, as
long as it’s free of Zombies. Gather the Equipment cards
and Survivors that escaped. You win if you have at least one
supply card per Survivor. Door
Permanent Noise token
(1+ #Survivors)
t -FUT DBMM UIJT CBCZ UIF noisycopter. Place one Noise Mall door
Toxic
token per Survivor, plus one on the Exit Zone. They’re never Walker x2
removed.
Objective (5 XP)
tø5PYJDSPBNFST Put two Toxic Walkers in each Zone of the Exit
mall’s indoor alley.
OBJECTIVES
Never, NEVER get separated by more than twenty Rescue our friends and get out in the parked cars. Es-
yards. Craving food and supplies, some of us cape through the Exit Zone with all starting and rescued
improvised a small excursion to the mall and got Survivors, aboard as many cars as needed.
trapped inside. One barely escaped to tell us the
others are barricaded and left defenseless. We
have to jump in quick and escape as fast as we can, SPECIAL RULES
or we ’ ll lose some friends. Stupid friends, I have to
say, but friends nonetheless. t0CKFDUJWFT Each Objective gives 5 experience points to
Hey, both these police cars belong to a private security the Survivor who takes it.
company. Could we expect automatic weapons?
t$PSOFSFE The Zones in the upper left tile 6M can’t spawn
Player Green Objective Zombies and Survivors cannot Search in them. The barri-
Survivors
starting (5 XP, see special rules) cades can be broken but not rebuilt.
to save
area Put one Survivor of your choice per player in the designated
Blue Objective
(5 XP, see special rules) Zone of tile 6M, up to a maximum of 12 Survivors on the board.
Door
Objective They don’t have any Equipment (even those with the Starts
Mall double door
Open (5 XP, see special rules) with [Equipment] Skill). Each cornered Survivor is played
door normally and doesn’t count toward the maximum number of
Police car
Complete you can drive Survivors a player can start with (see the rulebook).
Mall door
barricade
Zombie Pimpmobile
Exit you can drive t)FMMP
NZMJUUMFGSJFOE Put aside all Assault Rifle Equip-
Spawn Zone
ment cards before the game starts. Each red Objective in
tiles 5B and 5C give one of these Assault Rifle Equipment
cards to the Survivor who takes it.
t:PVDBOTFBSDIBQPMJDFDBSNPSFUIBO
once. Draw cards until you find a weap-
on. Discard the other cards. The Aaahh!
card triggers the appearance of a Walker
as usual and interrupts the search.
Œ
Closed Mall door Toxic Abomination
Open Mall door Toxic Fatty
(w/ 2 Walker escorts)
Mall
double door Toxic Runner
Objective Zombie
(5 XP, see special rules) Spawn Zone
OBJECTIVES
We could all turn to Zombivors.
Take all the Objectives. When that’s
done, reach the Exit Zone with all
Survivors. Any Survivor may escape
through this Zone at the end of his
turn, as long as it’s free of Zombies.
SPECIAL RULES
t -VTU GPS MJGF You may only start
with Survivors, not Zombivors.
Á
we used to know. We can surely find some valuable
information here, as the place was used as an
emergency HQ at the beginning of the invasion. We
could find out where the main zombie hordes are,
or where food, weapons, and medicine are stashed.
We plan to use the mall to reach the administration
building unnoticed by zombies. And as long as we ’ re
in the mall, we can probably grab some stuff there
too.
OBJECTIVES
Let’s follow the plan carefully:
1– Explore all shops. Each shop is marked with a red “X”.
Take all red Objectives in the mall (tiles 2M, 3M, and 4M).
o -PPL GPS UIF FNFSHFODZ ýMFT They are in one of the
Administrative Player Violet Prison Door
three rooms marked with a red “X” in the headquarters. Take area starting area main entry door
the red Objectives in the administrative building (tiles 10P,
6P, and 5P) until you find the green one.
3– Run as you never have. Reach the Exit Zone with all
Survivors. Any Survivor may escape through this Zone at the Exit Zombie Mall door Blue door
Spawn Zone
end of his turn, as long as it’s free of Zombies.
Complete Objective
barricade (5 XP, see special rules)
SPECIAL RULES
Police car Blue Objective
t &NFSHFODZ TUVGG Each Objective gives 5 experience you can drive (5 XP, see special rules)
points to the Survivor who takes it.
t 8IFSF BSF UIFTF ýMFT NBSLFE XJUI BO i9w Put the t 1PMJDF DBST BSF SFBEZ UP HP You can drive the police
green Objective randomly among the three red Objectives of cars.
the administrative areas, face down.
t:PVDBOTFBSDIBQPMJDFDBSNPSFUIBOPODF%SBXDBSET
t5IFCMVFQBTTGPSUIFCMVFEPPS Once the blue Objective until you find a weapon. Discard the other cards. The Aaahh!
is taken, the blue door can be opened. card triggers the appearance of a Walker as usual and inter-
rupts the search.
OBJECTIVES
You can’t do real shopping without a plan:
1– Take the blue key. The mall is locked down, but you can
see the corpse of the parking guard in its entry box. He has
the key. Take the blue Objective.
2– Explore all shops. Each shop is marked with a red “X”.
Take all red Objectives in the mall.
3– Find a Gasoline card. Search the area until you find a
Gasoline card to refuel the car.
4– Go back to the car. Reach the Exit Zone with all Survi-
vors. Any Survivor may escape through this Zone at the end
of his turn, as long as it’s free of Zombies. You win if there
is at least one Gasoline card in the inventory of a Survivor.
SPECIAL RULES
t 'BTIJPO WJDUJNT Each Objective gives 5 experience
points to the Survivor who takes it.
¡
search the corpses until we find the pass to enter
the station. The only question is: can we use these
weapons? Some of us think we should explore the
entire mall and kill all zombies until we feel strong
enough. Of course, that will take time, meaning
more and more zombies will show up.
OBJECTIVES
We want these weapons, and there is only one way to get
them. Exit
1–Find the pass to enter the police station. We need a
police white pass to enter the station. The place where the White Prison Player Evidence Room
main entry door Mall door starting area (see special rules)
bodies are is marked with a red “X”. Take the red Objectives
until you find the white one.
2– Search the police station. Search the Zone marked
“Evidence Room” to find all six Ultrared weapons. Violet Prison Violet Zombie Door Complete
main entry door Switch Spawn Zone barricade
3– Go home with your new toys. Reach the Exit Zone with
Violet Objective Objective
all Survivors. At least one of them has to possess an Ultrared (5 XP) (5 XP, see special rules)
weapon in his inventory. Any Survivor may escape through this
Zone at the end of his turn, as long as it’s free of Zombies.
t5IFWJPMFUTXJUDIActivating the violet Switch opens the
violet door. The Survivor switching the violet Switch for the
SPECIAL RULES first time also takes the violet Objective and gains 5 experi-
ence points. The violet door closes when the violet Switch is
t4FOTFPGBDDPNQMJTINFOUEach Objective gives 5 expe- placed back in its original setting.
rience points to the Survivor who takes it.
t6MUSBSFEXFBQPOTA Zone is marked “Evidence Room”
t 5IF XIJUF QBTT Put the white Objective randomly, face in the police station. Stored here are six Ultrared weapons.
down, among the ten red Objectives. Once this Objective Any Survivor Searching in the Evidence Room can choose
is taken, the White prison main entry door can be opened. and take one of the remaining Ultrared weapons instead of a
regular Equipment card.
OBJECTIVES
The shelter is compromised! Please follow the
instructions to evacuate. Follow these steps to
win the game.
1 – Get all Objectives and at least one Compan-
ion for each Survivor.
2 – Reach the Exit with all starting Survivors (and
rallied Companions). Any Survivor (and his Com-
panions) may escape through this Zone at the end
of his turn, as long as there are no Zombies in it.
Player Complete
starting area Abomination barricade
12R 10V
11V 2B
7B 5E
OBJECTIVES
Survive the siege. The siege ends when:
• All Companions have been taken and are alive.
• The Zombie deck is exhausted, and there are
no Zombies on the board (see special rules).
• Barricades on tiles 2B and 11V are complete.
SPECIAL RULES
• The end is near. Once all Companions have been taken,
• Your garrison. Place two Handyman miniatures in the the Zombie deck is no longer reshuffled when exhausted.
indicated Zones. They can be taken in the same way as
Companion tokens. Each Companion token (and revealed • The cavalry is here! Both pimpmobiles can be driven. You
Companion) gives 5 experience points to the Survivor who can Search a pimpmobile only once per game. It contains
takes it. either the Evil Twins or Ma’s Shotgun (draw randomly).
M03 A DRAMATIC
RESCUE
EASY / 6+ SURVIVORS / 90 MINUTES
cards in the marked Zone, face down. Any Survivor Search-
ing in this Zone can take one of them at random instead of
an Equipment card.
12R 6B
Doors Objective (NO XP) Spawn Zone
5C 5B
5E 11V
OBJECTIVES
Save them! Be a hero! You win the game when
all Companions have been taken and are alive.
SPECIAL RULES
• Saving Private R… No, we save everybody.
Place a Gunman, a Handyman, a Searcher, and
a Sniper Companion miniatures in the indicated
Zone. Don’t spawn Zombies in their Zone when
their building’s door is opened. They can be
taken in the same way as Companion tokens.
Each Companion token (and revealed Compan-
ion) gives 5 experience points to the Survivor
who takes it.
M04 GHOSTS ON
BIRCH STREET
MEDIUM / 6+ SURVIVORS / 120 MINUTES
are in fact cars ready to go, loaded with weapons! Both
pimpmobiles can be driven. You can Search a pimpmobile
only once per game. It contains either the Evil Twins or Ma’s
Shotgun (draw randomly).
The Ghosts of Birch Street are a singular survivor
team. They believe in hiding as much as we believe
in bashing zombies, and they don’ t mix well with 5C 7B 5D
other teams-if you see them at all. As the zombie
threat grows stronger, we think we should find the 6B 5E 1C
Ghosts on their own turf and make sure they will
join everyone if a full-scale battle occurs. I’ m sure 11R 6C 10V
they know we ’ re here, yet they want to play hide
and seek.
And zombies are coming. What jokers.
SPECIAL RULES
• The Ghosts of Birch
Street. Shuffle 2 Gun-
man, 2 Handyman, 2
Searcher, and 2 Sniper
Companion cards into
the Equipment deck.
1C 6B
11V 12R
10R 1B
OBJECTIVES
Barricade the doors. You win the game when a complete
barricade is built on every open door of the main building
(tiles 6B, 10R, 11V, and 12R). Note: Saving the Handymen on
tile 1C is optional.
• The secret cache. Set the Evil Twins and Ma’s Shotgun
SPECIAL RULES Equipment cards in the marked Zone, face down. Any Sur-
vivor Searching in this Zone can take one of them at random
• Previous owners. Place two Handyman Companion min- instead of an Equipment card.
iatures in the indicated Zone. They can be taken in the same
way as Companion tokens, giving 5 experience points to the • Construction permit. Barricades can be built on every
Survivor who takes them. open door.
Objectives (5 XP)
Complete
11V 18P 12R barricade Spawn Zone Switches
10V 6P 16P
Open door Doors Exit Zone
• It’s not a spark plug, but it’s useful anyway. Each Objec-
tive gives 5 experience points to the Survivor who takes it.
• The blue key. Put the blue Objective randomly among the
red Objectives, face down. The blue door cannot be opened
until the blue Objective has been taken.
SPECIAL RULES
• Lighthouse inhabit-
ants. Place Companion
miniatures in the indi-
cated Zones. They can
be taken in the same
way as Companion
tokens, giving 5 experi-
ence points to the Survi-
vor who takes them.
• Construction permit.
Barricades can be built
in indicated areas.
17P 12R
1P 3P
2P 11R
4P 18P
Player A pair of
starting area Gunblades
Objective
(5 XP)
Torn
Exit Zone barbwire
Spawn Zones
OBJECTIVES
Raid the place, and run like hell!
1 – Raid! Take all Objectives.
2 – Run! Reach the Exit with at least one Survivor.
Any Survivor may escape through this Zone at the
end of his turn, as long as there are no Zombies in it.
NOTE: A building on tile 17P has no door on
purpose.
M09 FLASH
FLOOD
EASY / 6+ SURVIVORS / 90 MINUTES
marked Hole Zone. A Survivor standing in this Zone can take
one of them at the cost of an Action. This is not a Search
Action, so he can spend two Actions to take them both.
OBJECTIVES
Open door
Zombicide them all! You win the game if all starting Survi-
vors are in the Observation tower when the Zombie deck is A pair of
exhausted. Keep on reshuffling the Zombie deck until this Gunblades Exit Zone
Observation tower
condition can no longer be met.
SPECIAL RULES
• Unexpected but useful stuff.
Each Objective give 5 experience
points to the Survivor who takes it.
12R 16P
10R 7P
11V 5P
1P 8P
Player
starting area Door
Exit Zone
Observation Spawn
tower Zones
SPECIAL RULES
• Reinforcements! Shuffle 2 Gunman, 2 Handyman, 2 Searcher, and 2 Sniper
Companion cards into the Equipment deck.
• Allons enfants de la patrie. Set the La Guillotine card in the marked Zone.
Any Survivor Searching in this Zone can take it instead of an Equipment card.
Door
Player Player
starting area starting area La Guillotine +
A-Bomb Spawn
Open location
door
Event
Spawn Zones trigger
Event
trigger
Spawn Zone
3V 12V
9R 6V
10R 11R
OBJECTIVES
Get a few Fatties for Parker to toy with. The Mission is a
success as soon as these conditions are met:
• At least four Skinner Fatty miniatures, and Skinner Fatties
only, are in the Hole Zone of tile 12V (“Fatty trap”). Spawn Zone
• There are no Zombies on tile 3V. Player Event
starting area Spawn locators trigger
Open door
SPECIAL RULES
• Laboratory equipment. Each Objective gives 5 experience 8 Companions Fatty Objectives
points to the Survivor who takes it. The blue and pink doors Doors + La Guillotine trap (5 XP)
cannot be opened until the corresponding Objectives have
been taken.
• The armory’s prize. Set the La Guillotine card in the
• Here is your scientific team. Place 2 Gunman, 2 Handy- marked Zone. Any Survivor Searching in this Zone can take
man, 2 Searcher, and 2 Sniper Companion miniatures in the it instead of an Equipment card.
indicated Zone. They can be taken in the same way as Com-
panion tokens, giving 5 experience points to the Survivor • Hospital invasion. The Spawn Zone on tile 3V doesn’t have
who takes them. a Spawn locator.
11V 7V
12R 10R
8V 9V
Player
starting Spawn Spawn Doors
area Zones locators
M15 NED’S
KEY
HARD / 6+ SURVIVORS / 180 MINUTES
3 – Go back home with Ned’s key. It may not open the bunker,
but you sure had fun finding it! Reach the Exit with all starting
Survivors. Any Survivor may escape through this Zone at the
end of his turn, as long as there are no Zombies in it.
At last. Three years after the initial outbreak,
Crazy Ned finally has a clue about his bunker key’ s
whereabouts. He ’ s almost sure he left it with his SPECIAL RULES
antiquarian friend to get a duplicate made, just in
case he might, you know, lose it. • Keys. Keys? KEYS! Each Objective gives 5 experience
Could the mystery be finally solved? points to the Survivor who takes it. Put the blue Objective ran-
domly among the red Objectives, face down. The blue door
Material needed: Season 3: Rue Morgue, Angry Neighbors. cannot be opened until the blue Objective has been taken.
Tiles needed: 1R, 2R, 4R, 5R, 7R, 9R, 10R, 11V & 12V.
• Infected trampling. The Spawn Zone on tile 10R doesn’t
have any Spawn locator.
OBJECTIVES
• Zombies overflow. As soon as there are at least fifteen
Is it the key? After all this time, we can’t believe it, but it’s Zombies in a Hole Zone, Zombies (NOT Survivors) treat this
worth a try. So let’s try, and do this in the right order: Hole Zone as a standard building Zone and can leave it like
1 – Find a way to enter the antique shop. In fact, there is it’s an ordinary Zone (even if by doing so they reduce the
only one way in: find the shop’s key. Ned has marked red Zombie numbers in the Hole Zone below fifteen). The Hole
“X”s where it might be hidden. Take the red Objectives until Zone reverts back to its normal status and rules if it holds
you find the blue one. less than fifteen Zombie miniatures.
4R 1R 9R
10R 5R 7R
11V 2R 12V
Player
starting area
Event trigger
Objectives (5 XP)
Doors Stairs
Open Exit
door Zone
Spawn Zones
Spawn locators
+1 free Move Action – The Survivor has one extra free Move
Action. This Action may only be used as a Move Action.
Each Survivor in Zombicide has specific Skills with effects
described in this section. In case of conflict with the general +1 free Ranged Action – The Survivor has one extra free
rules, the Skill rules have priority. Ranged Combat Action. This Action may only be used for
The effects of the following Skills and/or bonuses are imme- Ranged Combat.
diate and may be used the turn in which they are acquired.
This means that if one Action causes a Survivor to level up +1 free Team Action – The Survivor can use an extra Team
and gain a Skill, that Skill may be used immediately if the Action during his Activation, selecting the Team Action card
Survivor has any Actions remaining (or the Survivor may use that hasn’t been used yet this game round. This Skill may be
any extra Actions the Skill grants). used even if the Survivor’s team already used a Team Action
during the Players’ Phase. This Skill allows using the same
NOTE: Skills with a * are updated versions using Zom- Team Action multiple times in the same Players’ Phase, if the
bicide Season 3: Rue Morgue’s content. team chose identical Team Actions cards during setup.
+1 Action – The Survivor has an extra Action he may use as +1 free Search Action – The Survivor has one extra free
he pleases. Search Action. This Action may only be used to Search, and
the Survivor can still only Search once per turn.
+1 Damage: [Type] – The Survivor gets a +1 Damage bonus
with the specified type of Combat Action (Melee or Ranged). +1 max Range – The Survivor’s Ranged weapons’ maxi-
mum Range is increased by 1.
+1 Damage with [Equipment] – The Survivor gets a +1
Damage bonus with the specified Equipment. +1 Zone per Move* – The Survivor can move through one
extra Zone each time he performs a Move Action. This Skill
+1 to dice roll: Combat – The Survivor adds 1 to the result stacks with other effects benefiting Move Actions. Entering a
of each die he rolls on a Combat Action (Melee or Ranged). Zone containing Zombies ends the Survivor’s Move Action.
The maximum result is always 6.
1 re-roll per turn – Once per turn, you can re-roll all the dice
+1 to dice roll: Melee – The Survivor adds 1 to the result of each related to the resolution of an Action made by the Survivor.
die he rolls in Melee Combat. The maximum result is always 6. The new result takes the place of the previous one. This Skill
stacks with the effects of Equipment that allow re-rolls.
+1 to dice roll: Ranged – The Survivor adds 1 to the result
of each die he rolls in Ranged Combat. The maximum result 2 cocktails are better than 1 – The Survivor gets two Molo-
is always 6. tov cards instead of one when he creates a Molotov.
+1 die: Combat – The Survivor’s weapons roll an extra die in 2 Zones per Move Action* – When the Survivor spends one
Combat (Melee or Ranged). Dual weapons gain a die each, Action to Move, he can move one or two Zones instead of
for a total of +2 dice per Dual Combat Action. one. Entering a Zone containing Zombies ends the Survi-
vor’s Move Action.
+1 die: Melee – The Survivor’s Melee weapons rolls an extra
die in Combat. Dual Melee weapons gain a die each, for a Ambidextrous – The Survivor treats all Melee and Ranged
total of +2 dice per Dual Melee Combat Action. weapons as if they had the Dual symbol.
+1 die: Ranged – The Survivor’s Ranged weapons roll an Barbarian – When resolving a Melee Action, the Survivor
extra die in Combat. Dual Ranged weapons gain a die each, can replace the Dice number of the Melee weapon(s) he
for a total of +2 dice per Dual Ranged Combat Action. uses by the number of Actors standing in his Zone (including
other Survivors and himself). Skills affecting the dice value,
+1 free Combat Action – The Survivor has one extra free like +1 die: Melee, still apply.
Combat Action. This Action may only be used for Melee or
Ranged Combat. Blitz – Each time the Survivor kills the last Zombie in a Zone,
he gets 1 free Move Action to use immediately.
+1 free Dog Action – The Survivor has one extra free Action
to use with Dog Companions (see the Dog Companions
box). This Action may only be used with Dog Companions.
Bloodlust: Melee* – Spend one Action with the Survivor: He Fast roping – The Survivor knows how to use ropes to get
moves up to two Zones to a Zone containing at least one Zom- out of a flying helicopter. He can get out of a flying helicopter
bie (or rival Survivor). He then gains one free Melee Action. to get into a street Zone (but not an indoor alley).
Bloodlust: Ranged* – Spend one Action with the Survivor: Free reload – The Survivor reloads reloadable weapons
He moves up to two Zones to a Zone containing at least one (Double Barrel, Mac-10, Sawed-Off, etc.) for free.
Zombie (or rival Survivor). He then gains one free Ranged
Action. Frenzy: Combat – All weapons the Survivor carries gain +1 die
per Wound the Survivor suffers. Dual weapons gain a die each,
Born leader – During the Survivor’s turn, he may give one free for a total of +2 dice per Wound and per Dual Combat Action.
Action to another Survivor to use as he pleases. This Action
must be used during the recipient’s next turn or it is lost. Frenzy: Melee – Melee weapons the Survivor carries gain
+1 die per Wound the Survivor suffers. Dual Melee weapons
Break-in – The Survivor doesn’t need any Equipment to gain a die each, for a total of +2 dice per Wound and per Dual
open doors. He doesn’t make Noise while using this Skill. Melee Combat Action.
However, other prerequisites still apply (such as taking a
designated Objective before a door can be opened). More- Frenzy: Ranged – Ranged weapons the Survivor carries
over, the Survivor gains one extra free Action that can only gain +1 die per Wound the Survivor suffers. Dual Ranged
be used to open doors. weapons gain a die each, for a total of +2 dice per Wound
Please note the Break-in Skill doesn’t apply to removing and per Dual Ranged Combat Action.
barricades.
Full auto – When resolving a Ranged Action, the Survivor can
Can start at [Danger Level] – The Survivor can begin the replace the Dice number of the Ranged weapon(s) he uses by
game with experience points equal to the first point of the the number of Actors standing in the targeted Zone (including
indicated Danger Level. All players have to agree. other Survivors and the Survivor himself). Skills affecting the
dice value, like +1 die: Ranged, still apply.
Charge – The Survivor can use this Skill for free, as often
as he pleases, during each of his Activations: He moves up Gunslinger – The Survivor treats all Ranged weapons as if
to two Zones to a Zone containing at least one Zombie (or they had the Dual symbol.
rival Survivor). Normal Movement rules still apply. Entering a
Zone containing Zombies ends the Survivor’s Move Action. Helicopter pilot – The Survivor can pilot a helicopter (see
Rue Morgue).
Collector: [Zombie type] – The Survivor gains double the
experience each time he kills a Zombie of the specified type. Hit & run – The Survivor can use this Skill for free, just after he
resolved Melee or Ranged Combat Action resulting in at least
Death grasp – Don’t discard an Equipment card when the Sur- a Zombie kill (or a rival Survivor kill). He can then resolve a free
vivor receives a Wounded card. This Skill is ignored if there’s Move Action. The Survivor does not spend extra Actions to per-
no space left in the Inventory to receive the Wounded card. form this free Move Action if Zombies are standing in his Zone.
Destiny – The Survivor can use this Skill once per turn when Hoard – The Survivor can carry one extra Equipment card
he reveals an Equipment card he drew. Ignore and discard in reserve.
that card, and draw another Equipment card.
Hold your nose* – This Skill can be used once per turn.
Distributor* – When resolving the Spawn Step during the The Survivor gets a free Search Action in the Zone if he has
Zombies’ Phase, draw as many Zombie cards as Spawn dice eliminated a Zombie (even in a hospital, tent, or street Zone)
rolled (plus one per activated Spawn Zone without Spawn the same turn. This Action may only be used to Search, and
locator). Assign a Zombie card to each assigned Spawn die the Survivor can still only Search once per turn.
freely, in ascending dice order and one after the other, spawn-
ing Zombies as indicated. Each activated Spawn Zone without Is that all you’ve got? – You can use this Skill any time the
a Spawn locator must receive one Zombie card. Survivor is about to get Wounded cards. Discard one Equip-
If rival teams (see Rue Morgue page 39 - Competitive mode) ment card in your Survivor’s inventory for each Wound he’s
possess this Skill, the first player chooses the team that can about to receive. Negate a Wounded card per discarded
use it. The others can’t use it until the next game round. Equipment card.
Shove* – The Survivor can use this Skill, for free, once dur-
ing each of his Activations. Select a Zone at Range 1 from
your Survivor. All Zombies standing in your Survivor’s Zone
are pushed to the selected Zone. This is not a Movement.
Both Zones need to share a clear path. A Zombie can’t
cross barricades, fences, closed doors, or walls but can be
shoved out of a hole. Shove can’t be used by Survivors in a
car or helicopter.
Sniper – The Survivor may freely choose the targets of all his Trick shot – When the Survivor is equipped with Dual
Ranged Combat Actions. Ranged weapons, he can aim at different Zones with each
weapon in the same Action.
Sprint – The Survivor can use this Skill once during each of his
Activations. Spend one Move Action with the Survivor: He may Webbing – All Equipment in the Survivor’s inventory is con-
move one, two, or three Zones instead of one. Entering a Zone sidered equipped in hand.
containing Zombies ends the Survivor’s Move Action.
Zombie link* – The Survivor plays an extra turn each time
Super strength – Consider the Damage value of Melee an Extra Activation card is drawn from the Zombie pile. He
weapons used by the Survivor to be 3. plays before the extra-activated Zombies. If several team-
mates benefit from this Skill at the same time, the team’s
Starts with a [Equipment] – The Survivor begins the game players choose their activation order.
with the indicated Equipment; its card is automatically If rival teams (see Rue Morgue) possess this Skill, it is resolved
assigned to him during Setup. in turn order (beginning with the first player, then clockwise).