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SURVIVOR GUIDE
Table of Contents pg. #

ZOMBICIDE BASE RULE BOOK MISSIONS 3

PRISON OUTBREAK RULE BOOK MISSIONS 15

RUE MORGUE RULE BOOK MISSIONS 33

TOXIC CITY MALL RULE BOOK MISSIONS 50

ANGRY NEIGHBORS RULE BOOK MISSIONS 62

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.

Tiles needed: 4C, 2C, 7B, 3C, 1B & 5D.

Exit Zombie Spawn Zone


OBJECTIVES Player
starting area

Accomplish the following tasks in this order:


1– Place up to six supply cards under the car tokens (see the
special rules). The supply cards can be Canned Food, Rice,
or Water cards. Smashed door
2– Get into as many cars as needed with the remaining
Survivors.
3– Reach the Exit Zone with the Survivors in the cars. A car No search
in this Zone Locked door Cars you can drive
that reaches this Zone leaves the board with its occupants and
the supplies it contains. Put aside the supply cards that made
it off the board with the cars. You win if there are six or more.

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)

OBJECTIVE Permanent Noise token

Neutralize the Zombie Spawn Zones (see special rules).


Zombie Spawn Zone

SPECIAL RULES Single Walker

s %ACH /BJECTIVE TOKEN GIVES  EXPERIENCE POINTS TO THE


3URVIVORWHOTAKESIT
s $UAL DOOR OPENING /PENING A DOOR
opens the other door of the same building
as well.
s:OMBIEOCCUPATION%ACHBUILDING:ONE
CONTAINS A SINGLE 7ALKER AT GAME START
2ESOLVE A :OMBIE 3PAWN AS USUAL WHEN
opening doors.
s :OMBIE %XIT 4WO :ONES SHOWN ON THE
PLAN CONTAIN SEVEN PERMANENT .OISE
COUNTERS4HESE:ONESREPRESENTTHEEXITS
through which the Zombies might escape.
If a Zombie reaches one of these Zones,
REMOVEITFROMTHEBOARDANDPLACEITASIDE
)FFOUR:OMBIESLEAVETHEBOARDINTHISWAY
THEGAMEISIMMEDIATELYLOST
s .EUTRALIZING THE :OMBIE 3PAWN :ONES
! 3URVIVOR CAN NEUTRALIZE A 3PAWN :ONE
IN:ONEHECURRENTLYOCCUPIESFORTHECOST
OF ONE !CTION 4HE :ONE MUST CONTAIN NO
Zombies. Please note the Zombie Spawn
:ONESAREACTIVEEVENIFDOORSARELOCKED

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

We ’ve found a shelter, and we have enough supplies


to feed a small army. There ’ s also a radio that ’ s still
working. Thanks to this, we ’ve found another group
of survivors in the suburbs. They are defenseless and
surrounded by zombies. There ’ s no reason for this
to be a trap. United we stand. Let ’ s make some new
friends.
Found dental floss today, it felt like Xmas.

Tiles needed: 1B, 2B, 2C & 7B.

NOTE: Might Makes Right was designed for one to


three players.

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

Back to basics. We ’ re exploring the


surrounding area in wider and wider
concentric circles around our hideout.
Several weeks have passed since the
infection began, and the zombie
population has peaked. What may seem
like a routine mission is actually an
ordeal where the smallest mistake could
be fatal.
Glad I quit smoking or all this running
around would kill me.

Tiles needed: 7B, 2B, 5B & 5C.

Player Zombie Locked door Objectives


starting area Spawn Zone (5 XP)

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.

Player Exit Zone


starting area

Gunblade +
Switches
Riot Shield

Cell
Spawn Zones doors

Door
Objectives (5 XP)

36 PRISON OUTBREAK - MISSIONS


S3: MISSIONS
#13MISSIONS OBJECTIVES
Get to the chopper! You win the game when all starting
Survivors are in the Exit Zone during an End Phase.

M00 TUTORIAL #1:


LEARNING TO FLY
EASY / 6+ SURVIVORS / 60 MINUTES SPECIAL RULES
A couple months have passed since the initial • The helicopter can’t be flown.
zombie outbreak. Many of us survivors have found
and joined a team, community, family, gang...
whatever you want to call it. The thing is, supplies
are getting scarce. The nearby areas have been
picked clean. We need to cover more ground, more
quickly, to be on the spot whenever opportunities
arise. Cars aren’ t that safe anymore-bad things
can happen on the road.
We overlooked the few remaining helicopters
for too long. Sure, they consume a lot of gas, but
they allow anyone that can fly them to reach
anywhere in no time. Joe thinks we should give it
a try and see if any of us can pilot one of them.
I knew I should have read the videogame
manuals.

Tiles needed: 2V, 4V, 6V &


7V.

2V 4V

6V 7V

Player
starting area

Door Spawn
Zone

Exit Event
Zone trigger

Spawn locators

RUE MORGUE - MISSIONS 45


M01GAS
RUN
EASY / 6+ SURVIVORS / 60 MINUTES

We need a generous fuel reserve if we want


Player Spawn Spawn
to explore the surrounding cities. We found a starting area locators Zone
helicopter at a clinic. It seems disabled, and we
can’ t access it right now-the door is firmly locked.
As far as we can see, someone was living here and
put up an epic gunfight before leaving...or falling. Objectives (5 XP) Open door Doors Exit Zone
Zombies are still roaming around as we explore the
area for clues.
Wait. Cathy located the survivors ’ last stand.
It ’ s just across the street, in a remote gunroom.
All we have to do is plunder the
building and open the way to the
helicopter. We could even find a
few useful things the guys used
to own. If we are quick enough,
we can do everything before the
zombies overrun us.
I pray they had batteries.
Listening to some music would feel
like heaven.

Tiles needed: 1R, 4V, 5R, 6R, 8R & 9R.

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.

• The clinic’s blue door. The blue door


cannot be opened until the blue Objec-
tive has been taken.

• The helicopter can’t be flown.

RUE MORGUE - MISSIONS 47


M02 NO
OUT
WAY
EASY / 6+ SURVIVORS / 90 MINUTES

We should have known everything


was going too well. We landed two
hours ago to explore a promising
area. We didn’ t expect the
helicopter would lure a distant
herd of zombie to our position.
Now we ’ re stuck in a worn
building, trying to get back to the
helicopter. Doors are destroyed;
it ’ s a matter of time before the
zombies get inside.
I love committing zombicides in
close quarters. No, really, I do!

Tiles needed: 1R, 2R, 3R, 4R, 6R & 9R.

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.

SPECIAL RULES Player


starting area Nailbat
• Crossing a zombie herd. Add 1 Player
Spawn die to the pool. Zombies already starting area Spawn locators
spawn at the Yellow Danger Level at the Event trigger Objectives (5 XP)
beginning of the game.
Stairs Spawn Zone
Doors Open door
• Clean clothes, a medicine cabinet,
some toothpaste, and collector com-
ics! Each Objective gives 5 experience Event trigger Exit Zone
Exit Zone Spawn Zone
points to the Survivor who takes it.
Objectives (5 XP) Open door Spawn locators
• The helicopter can’t be flown.

48 RUE MORGUE - MISSIONS


Tiles needed: 1R, 2R, 3R, 4R, 5R, 6R, 7V, 8R & 9R.

M03 THE PRICE


OF PROGRESS
MEDIUM / 6+ SURVIVORS / 90 MINUTES OBJECTIVES
As time went by and cars developed issues after rolling To accomplish this Mission, you need at least one Survivor
over zombies, we all acquired some basic mechanical with the Helicopter pilot Skill.
skill. A helicopter, on the other hand, requires top-
notch maintenance. After some research, Louise Here is the three-steps plan.
figured out the parts we needed to fix ours. We 1 – Open the main building. You’ll need the blue key to
searched for the same vehicle model for eight days achieve this.
before we found one. Here is the problem: it ’ s on the 2 – Find the pink key to start the helicopter. Explore the
roof of a damaged and locked building. If we manage main building and its surroundings. If you’re an overachiever,
to start it, we might as well use the new helicopter you could even find really nice stuff!
and keep our old one for spare parts instead. 3 – Get the helicopter on the Exit Zone. You win the game
Since we ’ve started flying around, I think walking when the helicopter and all starting Survivors are in the Exit
is overrated. 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.

• The big blue door.


Put the blue Objective
randomly among the
Objectives of tiles 1R
and 4R, face down. The
blue door cannot be
opened until the blue
Objective has been
taken.

• Pointy thing! Set


the Nailbat card in the
marked Zone. Any Sur-
vivor Searching in this
Zone can take it instead
of an Equipment card.

• The helicopter can


be flown (but...). Put
the pink Objective
randomly among the
remaining Objectives.
The helicopter can’t
be flown until the pink
Objective has been
taken. The helicopter
can take off or land on
the helipad (tile 9R) and
the wasteland (tile 7V).

RUE MORGUE - MISSIONS 49


M04 BREADCRUMBS
MEDIUM / 6+ SURVIVORS / 90 MINUTES
OBJECTIVES
Here is the two-steps plan.
1 – What was going on here? Reveal the administrative and
We flew over a small park transformed into some kind infirmary tents, and take all Objectives.
of camp. There are military tents everywhere, and
obviously, quite a fight happened here, too.We landed
a few blocks away to explore the area. People kept
coming in and out of here for some time-the cadavers
are in various stages of decay. You can be sure some
of them are now zombies waiting for their next prey.
I’ m so glad I have a reliable pair of boots.

Tiles needed: 1R, 2R, 5R, 7V, 8V & 9V.

2 – We have a clue, now get out! 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.

SPECIAL RULES
• A puzzle piece. Each Objective gives
5 experience points to the Survivor who
takes it.

• Looking for archives, classified


files, anything. Put the administrative
and infirmary tents randomly among the
hidden tents of tile 9V.

7V 2R

9V 5R

8V 1R

Player
starting area Spawn locators

Door Spawn Zone

Exit Zone Objectives (5 XP)

50 RUE MORGUE - MISSIONS


M05 THE MAKESHIFT
LABORATORY
MEDIUM / 6+ SURVIVORS / 60-90 MINUTES

The clues we gathered yesterday


hint at experiments on humans
and zombies alike. What remains
of the military apparently worked
with various scientists to achieve...
something. They failed many times
but kept on coming back. Among
the archives, James found the
location of a makeshift laboratory
where they analyzed the field
results. After all this time, could we
still have a government? I doubt
it. Loose cannons? More likely.
We should scout and find out for
ourselves.
Please don’ t tell me the first
zombie was a simple guy bitten by a
radioactive spider.

Tiles needed: 2V, 3R, 4V, 6R, 7V & 9R.

OBJECTIVES
The game duration can vary with Abom-
ination spawning. See the special rules
for details.

Here is the two-steps plan.


1 – Explore the area. Find the blue
Objective, and activates all Event
triggers.
2 – Two ways out! You win the game
when all starting Survivors are in the
Exit Zone at an End Phase.

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.

Objectives Stairs Exit


• The helicopter can’t be flown.
(5 XP) Zone

RUE MORGUE - MISSIONS 51


2 – Get the flight computer. You win the game when all

M06 THE MORTUARY


HARD / 6+ SURVIVORS / 120 MINUTES
starting Survivors are in the Exit Zone at an End Phase.

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?

Tiles needed: 1V, 2V, 4V, 5V, 8R & 9R.

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

Doors Open door

Exit Zone Objectives (5 XP)

Spawn locators Spawn Zone

52 RUE MORGUE - MISSIONS


OBJECTIVES SPECIAL RULES
Here is the two-steps plan. • Welcome to the farm. Each Objective gives 5 experience
1 – Get all Objectives. Ammo. Batteries. Blankets. Clean points to the Survivor who takes it.
and resistant clothes. Extra clips. Medicine. Military rations.
This is like Christmas! • Doors and keys. The blue door cannot be opened until
2 – That’s why it’s called Zombicide. Once the last the blue Objective has been taken. The pink door cannot be
Objective is taken, keep on playing until the Zombie pile is opened until the pink Objective has been taken.
exhausted. Don’t make a new Zombie pile. Exterminate all
remaining Zombies on the board to win the game. • Places of interest. The Spawn Zone crossing tiles 1R and
2R doesn’t have any Spawn locator. Also, beware the Skin-
ner Walkers waiting behind each colored door!

• The helicopter can’t be flown.

54 RUE MORGUE - MISSIONS


M08 SEVEN
VEILS’ DEATH
HARD / 6+ SURVIVORS / 150 MINUTES
Tiles needed: 4V, 5R, 6V, 7V, 8V & 9V.

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.

• This baby is not a military weapon.


Set La Guillotine’s card in the adminis-
trative tent when the latter is revealed.
Any Survivor Searching in this Zone
can take it instead of an Equipment
card.

• Wonk! Medieval style. Set a Nailbat


card in the infirmary tent when the lat-
ter is revealed. Any Survivor Searching
in this Zone can take it instead of an
Equipment card.

4V 7V

6V 5R

8V 9V

Player Objectives
starting area (5 XP)

Door Open door

Spawn locators Spawn Zone

RUE MORGUE - MISSIONS 55


SPECIAL RULES
• This is a Zombie-fest. Add 2 Spawn dice to the pool.
Taking an Objective removes 1 die.

• Data storages. Each Objective gives 5 experience points


to the Survivor who takes it.

• True colors. Put the blue and pink Objectives randomly


among the red Objectives, face down. Collecting both blue
and pink Objectives allows you to close and open the hospi-
tal door at leisure. To do that, a Survivor just has to stand in
the same Zone as the hospital door and spend an Action. No
special Equipment is required.

• Head removal surgery tool. Set La Guillotine’s card in the


marked Zone. Any Survivor Searching in this Zone can take
it instead of an Equipment card.

• I’ll solve your headache issue. Set a Nailbat card in the


marked Zone. Any Survivor Searching in this Zone can take
it instead of an Equipment card.

• The helicopter can’t be flown.

M10 AINWORLD
FLAMES
HARD / 6+ SURVIVORS / 90 MINUTES

We recovered all the data. We made so much


noise, however, than all we can see from the roof
are zombies. Zombies everywhere, coming from the
suburbs in every direction. I know a way to end it
all: lure the herd into one place and blow them all
up. Biggest fireworks show ever. And how do we
accomplish this? With our trusty ‘ copter.
After all is said and done, we ’ ll be stranded far
away from home. It may take weeks to get back.
But let ’ s look on the bright side: for a survivor, the
entire world is home.

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.

Here is the two-steps plan.


1 – Make sure the way is clear. Open all doors.
2 – Boom! End of story. Make the helicopter and at least
30 Zombies explode on the Exit Zone with a Molotov or
Sniper Rifle.

RUE MORGUE - MISSIONS 57


SPECIAL RULES
• Playing with doors. Each door
gives 5 experience points to the
Survivor who opens it.

• Fireworks. The helicopter can


be freely targeted with a Molotov
or Sniper Rifle when landed on the
Exit Zone. A successful hit makes it
explode in the same way as a Molotov,
killing everything in the Exit Zone
(including A-Bomb Abominations).
You’ll need it to win the game.

• French touch. Set La Guillotine’s


card in the marked Zone. Any Survi-
vor Searching in this Zone can take it
instead of an Equipment card.

• The helicopter can be flown. It


can take off or land on the helipad
(tile 9R) and wasteland (tile 7V).
SPECIAL: The helicopter keeps
on being Loud when landed on
the wasteland.

3R 7V

1R 4R

5R 6R

9R 2R

Player Event
starting area trigger

Door (5XP)  Open door

Spawn Spawn
locators Zone

La Guillotine Exit Zone

58 RUE MORGUE - MISSIONS


M11HUNGER OF
THE WOLVES
COMPETITIVE MODE
9R 6R 5R
This district used to be one of the most dangerous
in town. For whatever reason, most of the zombies 2R 4R 1R
have moved away. They are starving, just like us,
and are looking for better hunting grounds...just
7R 8R 3R
like us. Now is the time to plunder the area before
they come back.
Bad news: we ’ re not alone, and the other survivor
team isn’ t in a sharing mood.
Good news: neither are we!

Tiles needed: 1R, 2R, 3R, 4R, 5R, 6R, 7R, 8R & 9R.

Spawn locators Doors


OBJECTIVES Player
starting area
Rival teams. The game ends when the last Objective is Spawn Zone Objectives (5 XP)
taken. Add together the experience points earned by all Sur-
vivors on each team, including the dead. The team with the
most experience wins.

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.

• I’d kill for this.


Each Objective gives 5
experience points to the
Survivor who takes it.

• We have the keys.


The blue and pink doors
are considered neutral
doors. You can replace
them with neutral doors
from other Zombicide
boxes if you own them.

RUE MORGUE - MISSIONS 59


M12 SILENT AS
THE GRAVE
COMPETITIVE MODE
2V 9R 7V
The town has been divided between teams for
months. As time goes by, however, some people are 4V 5R 6R
getting ideas about expanding their territories. So
here we are: We need to expand our territory to
get more supplies, and they need to expand their
3V 8R 1R
territory to rule the whole town. Okay, I confess, it
could be the other way around. Whatever, we need
to take their turf and their stuff. The issue with
a border is everyone thinks the cleaning is everyone
else ’ s job. So, yes, we ’ re going to get very close to our
enemies in deadly terrain.
That ’ s a survivor life. Player Event
starting area trigger Spawn locators Spawn Zone

Tiles needed: 1R, 2V, 3V, 4V, 5R, 6R, 7V, 8R & 9R.

Door Open door Objectives (5 XP) Stairs


OBJECTIVES
Rival teams. The game
ends when the last
Objective is taken. Add
together the experience
points earned by all
Survivors on each team,
including the dead. The
team with the most
experience wins.

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.

• Don’t even think


about it! Each Objec-
tive gives 5 experience
points to the Survivor
who takes it.

60 RUE MORGUE - MISSIONS


ADDITIONAL
TCM: RULES
MISSIONS
SCENARIOS
& MISSIONS
M03 SQUARE
ZOMBIE
EASY / 4+ SURVIVORS / 60 MINUTES
OBJECTIVES
We just have to do this in the right order:
1– Find the spare parts. The places where they may be
This was a nice place to walk around before hidden have been marked with a red “X” on the map. You
the zombies. Now, zombies come pouring out also will need at least 2 Gasoline cards.
of the four sewer holes whenever anyone 2– Fly away! Reach the Exit Zone with the remaining Survi-
comes around. Makes it less nice than it vors and at least 2 Gasoline cards. Any Survivor may escape
was. through this Zone at the end of his turn, as long as it’s free
We wouldn ’ t be here at all but for the of Zombies.
helicopter. It needs gas, but that ’ s the
easy part. Peering through his scope, Raoul
saw that some smart ass had removed some... SPECIAL RULES
well, we need spare parts for this baby to
take off. The missing parts are probably t4QBSFQBSUT Each Objective gives 5 experience points to
around somewhere, likely crawling with the the Survivor who takes it.
genius that took them.
We must be nuts to explore this area. tø5PYJDSPBNFST Put two Toxic Walkers in each Zone of the
At least nobody has been able to plunder mall’s indoor alley.
anything here.
I wonder what scares me more, flying or t:PVDBOVTFDBST
zombies. Guess I’ ll find out.
t&BDIQJNQNPCJMFDBOCFTFBSDIFEPOMZPODF*UDPOUBJOTFJ-
Tiles needed: # $ # $ . . # ... ther the Evil Twins, Ma’s Shotgun, or Pa’s Gun (draw randomly).

Player Exit
starting
area

Objective (5 XP)

Mall door Door

Pimpmobile
you can drive

Rubble Rubble
(small) (big)

Toxic
Walker x2

Zombie
Spawn Zone

18 TOXIC CITY MALL - MISSIONS


M04 HELIPORT
HARD / 6+ SURVIVORS / 120 MINUTES

The helicopter dropped us in the parking


lot. We have to explore the buildings,

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.

Tiles needed: # $ ø. . #..

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)

SPECIAL RULES Player


starting area Mall double door
t&OKPZUIFMJUUMFUIJOHT Each Objective gives 5 experience
Zombie
points to the Survivor who takes it.
Spawn Zone

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.

TOXIC CITY MALL - MISSIONS 19


M05 MALL
RAID
MEDIUM / 4 TO 12 SURVIVORS / 180 MINUTES
Tiles needed: . # $ # $ . . #..

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 #FIJOE UIF XIFFM All cars are


locked. They can be searched normally
but not driven until you find the match-
ing keys.
- The blue and red Objectives in tile 3B
are the police cars keys. Taking one of
them unlocks a single police car for any
Survivor to use (choose one). Taking
both unlocks both police cars.
- The green Objective in tile 3C is the
pimpmobile keys. Taking it unlocks the
pimpmobile for any Survivor to use.

t :PV DBO VTF DBST Remember you


need the matching keys to unlock them
(see the Behind the wheel special rule).

t 5IF QJNQNPCJMF DBO CF TFBSDIFE


only once. It contains either the Evil
Twins, Ma’s Shotgun, or Pa’s Gun
(draw randomly).

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.

20 TOXIC CITY MALL - MISSIONS


M06 RIOT
ZOMBIE
HARD / 6+ SURVIVORS / 5 HOURS
tø5PYJDSPBNFST Put a Toxic Fatty (with its two Toxic Walker
escorts) in each marked Zone of the mall’s indoor alley. Put
two Toxic Runners in each marked Zone of the mall’s indoor
alley. Put a Toxic Abomination in the marked Zone of the
Some people tried to secure the area with barricades, mall’s indoor alley.
but it looks like the zombies came at them from
behind. The whole thing became a deadly trap. t:PVcannot use the car.
Anyway, there ’ s lots of ammo, electronic parts,
food, fuel, and weapons; useful stuff they salvaged t 5IF QJNQNPCJMF DBO CF TFBSDIFE POMZ PODF *U DPOUBJOT
“ just in case ” . Pa’s Gun.
We ’ re all feeling funny. What are the odds that
it ’ s just the flu? Player
Complete
barricade starting
Tiles needed: # . # . $ # $ $. area

Door Exit Pimpmobile


you can’t drive

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.

t0CKFDUJWFT Each Objective gives 5


experience points to the Survivor who
takes it.

t +VTU JO DBTF Put the blue and


green Objectives randomly among
the Objectives, face down. Each of
them gives a Molotov Equipment card
(if there are any) to the Survivor who
takes it. If there’s no Molotov cards
left, ignore this special rule.

TOXIC CITY MALL - MISSIONS 21


M07 ADMINISTRATION
MEDIUM / 6+ SURVIVORS / 120 MINUTES

The prison administrative offices are near a mall

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.

Tiles needed: . . . 1 11

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.

22 TOXIC CITY MALL - MISSIONS


M08 OUT
OF RAGS
MEDIUM / 6+ SURVIVORS / 120 MINUTES

Killing zombies is a dirty job. Our clothes are really


suffering from blood spray, stinking from rotten
flesh, and of course, from being grabbed by filthy
zombie hands. We desperately need some new rags,
so it ’ s time to go shopping. We need more gasoline
for the car, as we don’ t have enough to get back to
our shelter. Time to fuel up.

Tiles needed: . 1 . 1 . . 11

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.

t5IFCMVFLFZGPSUIFCMVFEPPS Once the blue Objective


is taken, the blue door can be opened.

t0VSQJNQNPCJMFJTPVUPGGVFMYou can’t drive the car.

t .BT ýUOFTT DMVC Do you remember Ned? His mother


used to work out here, and she stored one of her “special”
weapons in the gym. Set a Gunblade card in the fitness club.
Any Survivor searching in this Zone can take it instead of an
Equipment card.
Zombie Player
Gunblade card Spawn Zone starting area
t .BT TQBSSJOH QBSUOFS One of the security guards was
Ma’s sparring partner. He left his own gunblade in his entry Rubble
box. Set another Gunblade card in the specified entry box. (big)
Exit Mall door Door
Any Survivor searching in this Zone can take it instead of an
Equipment card. Blue mall
double door Objective (5 XP)
t 5IF QJNQNPCJMF DBO CF TFBSDIFE POMZ PODF *U DPOUBJOT
Pimpmobile Blue Objective
Pa’s Gun.
you can’t drive (5 XP, see special rules)

TOXIC CITY MALL - MISSIONS 23


M09 ULTRARED
DISTRICT
HARD / 6+ SURVIVORS / 60-180 MINUTES

We heard about a police station used to store


some really dangerous evidence, custom weapons of
unmatched efficiency. The station is locked down
since all cops went to the nearby mall in a useless
fight. Everybody is now dead. We just have to

¡
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.

Tiles needed: . . . . 11


Put aside six Ultrared weapon cards. They are put in the
Zone marked as an “Evidence Room”.

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.

24 TOXIC CITY MALL - MISSIONS


AN: MISSIONS
#10 ADDITIONAL
MISSIONS
These Missions were conceived and tested mixing Angry
SPECIAL RULES
• Keep calm and only take the gist. Each Objective gives 5
experience points to the Survivor who takes it.
• People to evacuate. Place Companion miniatures at ran-
Neighbors’ contents with Zombicide Seasons 1, 2, and 3.
dom in the indicated Zones. They can be taken in the same
Feel free to add or alter anything you want, at your own risk!
way as Companion tokens. Each Companion gives 5 experi-
• Mission 01 to 05 use Zombicide Season 1.
ence points to the Survivor who takes him.
• Missions 06 to 10 use Zombicide Season 2: Prison
Outbreak. • A monster in the closet. Place an Abomination in the in-
• Missions 11 to 15 use Zombicide Season 3: Rue Morgue. dicated Hole Zone. If you own Rue Morgue, you can replace
the Abomination with an A-Bomb!

M01WITH A LITTLE HELP


MEDIUM / 6 TO 8 SURVIVORS / 120 MINUTES
11R 12R

We were on a supply run when we heard gunshots a


5C 6B
few blocks away, quickly followed by an emergency
flare. It ’ s been a while since we saw one of those.
4E 10V
A small survivor community we used to
trade with lives near here. They keep very
useful equipment and need help. Should
we go and risk our lives for a few more
zombie trophies, spare clips, a kiss, and
free lemonade? Mmmmh.
-Sure!

Material needed: Season 1, Angry Neighbors.


Tiles needed: 4E, 5C, 6B, 10V, 11R & 12R.

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

Objective (5 XP) Companion (5 XP)

Exit Zone Spawn Zone Door Open door

ANGRY NEIGHBORS - MISSIONS 17


M02 THE SIEGE
MEDIUM / 6+ SURVIVORS / 90 MINUTES

Well, this time we may have pushed the


limits a little too far. We ’ re running back
to our shelter with a zombie horde hot
on our tail, and we may have attracted
the attention of all the infected in the
nearby districts.
Here we are, and...yikes. Our shelter is
under attack. Our friends are already
battling. Let ’ s rush the infected and
hold the bunker until the day is saved!

Material needed: Season 1, Angry Neighbors.


Tiles needed: 2B, 5E, 7B, 10V, 11V & 12R.

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.

Player Handyman Companion Incomplete


starting area (5 XP) token (5 XP) barricade

Pimpmobile  Open door Door Spawn Zone

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).

18 ANGRY NEIGHBORS - MISSIONS


• Arsenal. Set the Evil Twins and Ma’s Shotgun Equipment

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.

A pair of kids from the next district just


came for help. Their parents and friends
went on a raid for weapons, got separated,
and are now stuck in the middle of a zombie Player Evil Twins and Ten Standard
meeting. Things may soon get nasty if we starting area Ma’s Shotgun Walkers
don ’ t lend an armed hand, and I couldn ’ t
stand tears on those little faces. Today,
we ’ re the heroes!
Companion Companion Complete
token (5 XP) (5 XP) barricade

12R 6B
Doors Objective (NO XP) Spawn Zone

5C 5B
5E 11V

Material needed: Season 1, Angry Neighbors.


Tiles needed: 5B, 5C, 5E, 6B, 11V & 12R.

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.

• I have the magic key! Put the blue Objective


randomly among the Objectives, face down.
Each Objective is paired with the Companion
token in its Zone—taking a Companion token
reveals the paired Objective as well (without
additional experience gain). The blue door can-
not be opened until the blue Objective has been
revealed.

• Fire in the hole! Place 10 Standard Walkers in


the Hole Zone of tile 12R.

ANGRY NEIGHBORS - MISSIONS 19


• The ghost cars. What we thought were useless wrecks

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.

Material needed: Season 1, Angry Neighbors. Player


Tiles needed: 1C, 5C, 5D, 5E, 6B, 6C, 7B, 10V & 11R. starting area Pimpmobile

OBJECTIVES Open door Door Objective (5 XP) Exit Zone

To live happily, live in hiding. Follow these steps to win the


game.
1 – Get all Objectives
and at least one Com-
panion of each type
(Gunman, Handyman,
Searcher, and Sniper).
2 – Reach the Exit with
all starting Survivors
(and rallied Compan-
ions). Any Survivor (and
his Companions) may
escape through this
Zone at the end of his
turn, as long as there
are no Zombies in it.

SPECIAL RULES
• The Ghosts of Birch
Street. Shuffle 2 Gun-
man, 2 Handyman, 2
Searcher, and 2 Sniper
Companion cards into
the Equipment deck.

• Supply stash. These


Ghosts don’t just hide
themselves, they also
hides useful things.
Each Objective gives 5
experience points to the
Survivor who takes it.

20 ANGRY NEIGHBORS - MISSIONS


M05 CONSTRUCTION
PERMIT
HARD / 6+ SURVIVORS / 120 MINUTES

We found a rare treasure: a self-sufficient


building. Because they were survivalists,
the people who lived here installed a
generator, a simple yet efficient water
system, and even kept earth, fertilizer,
and seeds to cultivate crops on the roof.
They clearly weren’ t strong enough to
hold back the zombie tides, however, as
their homely bunker is devastated. Those
that survived the attack live in a smaller
house nearby. They made us a simple deal:
if we can reclaim their haven, we ’ re
allowed in for any length of time. I’ m
eager to see how they built their stuff
and figure out how to replicate it. Hot
shower, anyone?

Material needed: Season 1, Angry Neighbors.


Tiles needed: 1B, 1C, 6B, 10R, 11V & 12R.

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.

Player Ma’s Shotgun Complete


starting area and Evil Twins barricade

Handyman Open Spawn


(5 XP) door Zone

• 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.

ANGRY NEIGHBORS - MISSIONS 21


M06 THE MECHANICS
MEDIUM / 6+ SURVIVORS / 120 MINUTES
OBJECTIVES
Fix the muscle car! And then be ready to ride it:
1 – Find a good spark plug. There is a box of these babies
How lucky we are! We found a muscle car, in the room marked with an “X”. Take the white Objective.
a rare asset nowadays. With a few repairs 2 – Be ready to ride in your new car! You win if, during any
and improvements, we ’ ll be able to get around End Phase, all starting Survivors and both Handymen are on
town at full speed. The previous owner lived the Exit Zone without any Zombies.
here and kept the missing pieces behind a
locked door. Our mechanic friends are ready
to begin the work. We ’ ll get the stuff and
keep the zombies at bay until they finish.
Ahoy, mateys! Fun ahead! Player Handyman
starting area Muscle car (can’t be taken)
Material needed: Season 2: Prison Outbreak, Angry
Neighbors.
Noise Token
Tiles needed: 6P, 10V, 11V, 12R, 16P & 18P.
Gunblade Police car

Objectives (5 XP)

Complete
11V 18P 12R barricade Spawn Zone Switches

10V 6P 16P
Open door Doors Exit Zone

22 ANGRY NEIGHBORS - MISSIONS


SPECIAL RULES
• They are working on the car. Don’t distract them and keep
Zombies away! Place two Handyman Companion miniatures
in the indicated Zone. They can’t be taken, and the game is
lost if one of them dies.

• It’s not a spark plug, but it’s useful anyway. Each Objec-
tive gives 5 experience points to the Survivor who takes it.

• Spare time pimpin’. Set a Gunblade card in each marked


Zone. Any Survivor Searching in these Zones can take one
of them instead of an Equipment card.

• Men at work. Put three Noise tokens in the marked Zone.


These tokens are never removed.

• 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.

• The violet network. The violet Spawn Zone is active from


the start of the game. Activating the violet Switch opens
the violet prison main entry door and deactivates the violet
Spawn Zone. The Survivor activating the violet Switch also
takes the violet Objective and gains 5 experience points.
Once activated, the violet Switch cannot be brought back
to its original position, and the violet prison main entry
door can’t be closed again.

• Cars! The muscle car and police car can’t be driven.


The muscle car can’t be Searched. You can Search the
police car more than once. Draw cards until you find a
weapon. Discard the other cards. The Aaahh! card trig-
gers the appearance of a Walker as usual and interrupts
the Search.

ANGRY NEIGHBORS - MISSIONS 23


M07 THE LIGHTHOUSE
MEDIUM / 6+ SURVIVORS / 90 MINUTES
11V 4P 18P
12R 17P 10R
The Lighthouse, as everyone calls it, is one of the
best shelters around. It ’ s well stocked with ammo, 1P 2P 3P
supplies, weapons, and most of all, skilled people.
Every survivor in the country has heard about it, and
knocked at its door if they stop in this town. Well,
the Lighthouse is currently under zombie attack.
What are we waiting for? Spawn Zone
Player
Material needed: Season 2: Prison Outbreak, Angry starting area
Area where Gunman (5 XP)
Neighbors.
barricades
Tiles needed: 1P, 2P, 3P, 4P, 10R, 11V, 12R, 17P & 18P. must be built.
Handyman (5 XP)
Pimpmobile
OBJECTIVES Searcher (5 XP)
Open Door Torn Complete
Reclaim the Lighthouse. Here is the plan: door barbwire barricade Sniper (5 XP)
1 – Save the inhabitants. Find and take all Companions. The
mission is lost as soon as any Companion is killed.
2 – Restore the Lighthouse defenses. Build four com-
plete barricades in the
indicated places on tile
17P. You win if there are
no Zombies inside the
central buildings and
all Zones above them
(basically, the secure
area behind barricades).

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.

• Is that your car? Both


pimpmobiles can be
driven. You can Search
each pimpmobile only
once per game. Each
contains a Gunblade.

24 ANGRY NEIGHBORS - MISSIONS


M08 RAID ON
THE NEST
HARD / 6+ SURVIVORS / 120 MINUTES

There was a minimum-security


prison in a remote area, a few
miles outside the suburbs. When
the zombies came, they resisted
for a while but were soon
surrounded by berserkers. As they
were convicts, no one came to help
them. They eventually fell and
became berserkers themselves,
shaming everyone around.
Well, their prison is like a haunted
house, but for real. Nobody dares
go in there. We ’ re sure the place
is stuffed with weapons and
quality supplies, as well as angry
zombies. If we ’ re quick enough,
we can get in and out without
serious bruises. We hope.

Material needed: Season 2: Prison


Outbreak, Angry Neighbors.
Tiles needed: 1P, 2P, 3P, 4P, 11R,
12R, 17P & 18P.

17P 12R
1P 3P
2P 11R
4P 18P

Player A pair of
starting area Gunblades

Objective
(5 XP)

Door Observation tower

Torn
Exit Zone barbwire

Spawn Zones

ANGRY NEIGHBORS - MISSIONS 25


SPECIAL RULES
• Raid Objectives. Each Objective give 5 experience points
to the Survivor who takes it.

• Danger Zones. Only the red Spawn Zones are active.

• Awakening the beasts. The blue, green, violet, yellow, and


white Spawn Zones are inactive at the start of the game.
Put the blue, green, violet, yellow, and white Objectives ran-
domly among the Objectives, face down. When one of these
colored Objectives is taken, flip the matching Spawn Zone
to its red side. It is now active. Taking a double-sided red
Objective has no additional effect.

• Secret drop. Set both Gunblade cards in the marked


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
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.

26 ANGRY NEIGHBORS - MISSIONS


• Unearthed treasures. Set both Gunblade cards in the

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.

Some zombicides are not planned at all. You’ re just


roaming around with your best friends, looking
for fellow survivors or supplies, or just going from 12R 17P
a point to another, and the unexpected happens.
Sometimes you get in front of a zombie horde 18P 1P
chasing a stray dog or waiting behind the door of
a building in their party suits. We call these events
“ flash floods ” . Heeeere we go.

Material needed: Season 2: Prison Outbreak, Angry


Neighbors.
Tiles needed: 1P, 12R, 17P & 18P. Player
starting area Spawn Zones Doors

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.

• Reinforcements! Shuffle 2 Gun-


man, 2 Handyman, 2 Searcher,
and 2 Sniper Companion cards
into the Equipment deck.

• Damn reinforced doors. The


violet and white prison main entry
doors cannot be opened until the
corresponding Objectives have
been taken.

• Securing the area. Put the blue,


green, violet, and white Objectives
randomly among the Objectives,
face down. When one of these col-
ored Objectives is taken, resolve
the related game effect:
- Red Objective: Choose a red
Spawn Zone and remove it.
- Blue or green Objective: Remove
the corresponding Spawn Zone.
- Violet or White Objective: The
corresponding prison main entry
door can be opened.

ANGRY NEIGHBORS - MISSIONS 27


M10 EAST YATES
ASYLUM
HARD / 6 TO 8 SURVIVORS / 150 MINUTES

East Yates Asylum is a huge place


held by a handful of people. It
was a hot battleground in the
first months of the invasion,
and it ’ s still not completely
safe. Some courageous survivors
periodically try to clean out the
whole place, but without success
so far. Either more zombies
are coming to the asylum for
some unknown reason, or there
are some unexplored sections
packed with infected.
Last night, a sizeable survivor
group found shelter in East
Yates. We woke up this morning
hearing gunshots and screams.
We have to go and see for
ourselves. Something went
really, really wrong.

Material needed: Season 2: Prison


Outbreak, Angry Neighbors.
Tiles needed: 1P, 5P, 7P, 8P, 10R,
11V, 12R & 16P.

12R 16P
10R 7P
11V 5P
1P 8P

Player
starting area Door

Exit Zone

Observation Spawn
tower Zones

28 ANGRY NEIGHBORS - MISSIONS


- Put the Companion miniature displayed on the card on
OBJECTIVES a colored Spawn Zone of your choice. The chosen Spawn
Zone token is flipped to its red side and is now active.
Save these folks from the slaughter. Each Survivor must - If all Spawn Zones are active, put the Companion miniature
reach the Exit with at least one Companion. Any Survivor in the Zone (or Spawn Zone) for which the Companion card
(and his Companions) may escape through this Zone at the was drawn.
end of his turn, as long as there are no Zombies in it. Drawn Companion cards are not put in the Zombie discard
pile but are removed from the game until someone collect
them. Yep, you have only eight Companions to save. Be
SPECIAL RULES careful!
Fleeing Companions can be taken in the same way as Com-
• Danger Zones. Only the red Spawn Zones are active. panion tokens, giving 5 experience points to the Survivor
who takes them.
• Fresh meat. Shuffle 2 Gunman, 2 Handyman, 2 Searcher,
and 2 Sniper Companion cards into the ZOMBIE deck (yes, • Fleeing the horde. Companions without a Leader move
the Zombie deck—you’ll see them when they appear on the like Standard Walkers. They can’t move if a Zombie stands
top of the pile). Drawing a Companion card from the Zombie in their Zone.
deck replaces the Zombie card you should have drawn:

ANGRY NEIGHBORS - MISSIONS 29


M12 PLACE
YOUR BAITS
MEDIUM / 6+ SURVIVORS / 90 MINUTES

We ’ve just opened a way to a hospital section we didn’ t see before.


This explains the random zombie encounters we ’ve had the past
few days, and the huge A-Bomb we saw yesterday morning near
the mall. We ’ re sure the monster is lurking around, along with
what remains of the infected army we decimated to secure the
rest of the area. Fortunately, we found a nice trap. All we have to
do now is go deeper into this gloomy aisle, lure out the A-Bomb, and
live to see another day.
Child ’ s play.
5V
Material needed: Season 3: Rue Morgue, Angry Neighbors.
Tiles needed: 1V, 2V, 5V & 10V. 1V
2V
OBJECTIVES
10V
Trap the A-Bomb Abomination. Don’t worry, we have a plan!
1 – Explore the Abomination’s nest. Activate all the Event Triggers.
2 – Trap your prey. Make the A-Bomb Abomination fall in the Hole Zone on
tile 10V.

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.

• Waiting for the bomb to drop.


- Until all Event Triggers are activated, replace all spawning A-Bomb Abomina-
tions with a Skinner Fatty and its two Skinner Walker escorts.
- As soon as the last Event Trigger is activated, place an A-Bomb Abomination
in the mortuary Zone of tile 5V (where the Guillotine is located).

Door
Player Player
starting area starting area La Guillotine +
A-Bomb Spawn
Open location  
door
Event
Spawn Zones trigger
Event
trigger
Spawn Zone

Spawn Objective Spawn


locators (5 XP) Door locators

ANGRY NEIGHBORS - MISSIONS 31


M13 THE PARKER
EXPERIENCE
HARD / 6+ SURVIVORS / 120 MINUTES

We never really wondered why fatties


were, well, fatties, or how they became
the zombies ’ underbosses, but Parker
does. Everyone guessed they were
bullies of some kind when human, and
the infection simply strengthened
this aspect of their personality. Why,
then, Parker asks, are they larger
and bulkier, and how do they attract
walkers to them?
Now I can ’ t help but think about it
every time I see a fatty. I’ m sure
we all do. That ’ s why we ’ re going to
help Parker to trap a few fatties for
experimentation. I just don ’ t want to
see the probes she will use. No, no.

Material needed: Season 3: Rue Morgue, Angry


Neighbors.
Tiles needed: 3V, 6V, 9R, 10R, 11R & 12V.

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.

32 ANGRY NEIGHBORS - MISSIONS


M14 NIGHTMARE
CAMP
HARD / 6+ SURVIVORS / 150 MINUTES
OBJECTIVES
A trip to Camp Nightmare. Find your new friends and retreat
to your resting place.
Each time we get to a new area, we do our best to 1 – Find the inhabitants. Each “X” indicates where you have
explore thoroughly, just to avoid unwanted competition seen something moving. Take Objectives until you find the
and nasty surprises. We found a great place to rest six Companions.
for a few weeks, but there is a camp nearby that gives 2 – Retreat with your new friends. Reach the Exit with the
me the creeps. There are dried cadavers and blood six Companions. Any Survivor (and his Companions) may
traces everywhere. I guess many wounded people from escape through this Zone at the end of his turn, as long as
the hospital a few blocks away came here, and things there are no Zombies in it.
got nasty. Whatever. Night will fall soon, we found a
nice place, and we have to secure the area. Let ’ s do it
quick and get some sleep. SPECIAL RULES
Wait. Something just moved, and it wasn’ t a zombie.
Are some living people hiding there? • Something is moving. Put the blue and pink Objectives
randomly among the Objectives, face down. Each Objective
Material needed: Season 3: Rue Morgue, Angry Neighbors. give 5 experience points to the Survivor who takes it.
Tiles needed: 7V, 8V, 9V, 10R, 11V & 12R. - Taking a red Objective grants the Survivor a random Com-
panion card (without additional experience gain)
and its matching Companion miniature.
- Taking the blue Objective activates the blue
Spawn Zone. The blue door cannot be opened
until the blue Objective has been taken.
- Taking the pink Objective activates the pink
Spawn Zone. The pink door cannot be opened
until the pink Objective has been taken.

• Pull the trigger. Activating the first Event Trigger in


the game activates all Event Triggers on the board
as well. Reveal all the tents and spawn in them.
An Event Trigger on its “activated” side is removed
as soon as a Survivor stands in one of its Tile's
Zones at the end of an Action (meaning the first
Event Trigger is removed as soon as it is acti-
vated). Until then, revealed Event Triggers count
as Survivors for bed invasion purposes only.

11V 7V
12R 10R
8V 9V

Player
starting Spawn Spawn Doors
area Zones locators

Event Exit Objectives Open


trigger Zone (5 XP) door

ANGRY NEIGHBORS - MISSIONS 33


2 – Take Ned’s duplicated key. Take the pink Objective.

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

34 ANGRY NEIGHBORS - MISSIONS


SKILLS &
TARGETING PRIORITY
#9 SKILLS
+1 free Melee Action – The Survivor has one extra free Melee
Combat Action. This Action may only be used for Melee Combat.

+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.

ANGRY NEIGHBORS - RULES 13


Bloodlust: Combat* – Spend one Action with the Survivor: He Dreadnought: [Zombie type]* – The Survivor ignores all Wounds
moves up to two Zones to a Zone containing at least one Zom- coming from Zombies of the specified type (such as “Walker”,
bie (or rival Survivor). He then gains one free Combat Action. “Runner”, “Zombie Dog”, “Standard”, “Berserker”, etc.).

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.

14 ANGRY NEIGHBORS - RULES


Jump – The Survivor can use this Skill once during each Ninja – The Survivor makes no Noise. At all. His miniature
Activation. The Survivor spends one Action: He moves two does not count as a Noise token, and his use of Equipment or
Zones into a Zone to which he has Line of Sight. Movement- weapons produces no Noise tokens either! The Survivor may
related Skills (like +1 Zone per Move Action or Slippery) are choose not to use this Skill at any time, if he wishes to be noisy.
ignored, but Movement penalties (like having Zombies in the
starting Zone) apply. Ignore all Actors, barricades, and holes Point-blank – When firing at Range 0, the Survivor freely
in the intervening Zone. Any obstacles other than Actors, chooses the targets of his Ranged Combat Actions and can
barricades, and holes in the intervening Zone prevent the kill any type of Zombies (including Berserker Zombies, see
use of this Skill. Prison Outbreak). His Ranged weapons still need to inflict
enough Damage to kill his targets.
Lifesaver* – The Survivor can use this Skill, for free, once Remember: An A-Bomb Abomination can’t be killed by a
during each of his Activations. Select a Zone containing at Point-blank use, as it has no Damage threshold.
least one Zombie at Range 1 from your Survivor. Choose
Survivors in the selected Zone to be dragged to your Sur- Reaper: Combat – Use this Skill when assigning hits while
vivor’s Zone without penalty. This is not a Move Action. resolving a Combat Action. One of these hits can freely kill
A Survivor can decline the rescue and stay in the selected an additional identical Zombie in the same Zone. Only a
Zone if his controller chooses. Both Zones need to share a single additional Zombie can be killed per Action when using
clear path. A Survivor can’t cross barricades, fences, closed this Skill.
doors, holes, or walls. Lifesaver can’t be used by a Survivor EXAMPLE: Armed with a Shotgun, Travis shoots into
in a car, helicopter, or in an observation tower (see Prison a Zone where two Skinner Fatties are standing. He
Outbreak), nor can it be used to drag Survivors out of a car, scores one success, allowing him to kill a Skinner
helicopter, or an observation tower. Fatty. His Reaper: Combat Skill allows him to kill the
other Skinner Fatty (identical Zombie).
Lock it down – At the cost of one Action, the Survivor can
close an open door in his Zone. Opening or destroying it Reaper: Melee – Use this Skill when assigning hits while
again later does not trigger a new Zombie Spawn. resolving a Melee Action. One of these hits can freely kill an
additional identical Zombie in the same Zone. Only a single ad-
Loud – Once per turn, the Survivor can make a huge amount ditional Zombie can be killed per Action when using this Skill.
of noise! Until this Survivor’s next turn, the Zone he used this
Skill in is considered to have the highest number of Noise Reaper: Ranged – Use this Skill when assigning hits while
tokens on the entire board. If different Survivors have this resolving a Ranged Action. One of these hits can freely kill an
Skill, only the last one who used it applies the effects. additional identical Zombie in the same Zone. Only a single ad-
A flying helicopter is always considered to be the last to use ditional Zombie can be killed per Action when using this Skill.
the Loud Skill each game round.
Regeneration – At the end of each game round, discard all
Low profile* – The Survivor can’t be targeted by Survivors’ Wounds the Survivor received. Regeneration doesn’t work if
Ranged Attacks and can’t be hit by car attacks (in both case, the Survivor has been eliminated.
even by rival Survivors’ Attacks). Ignore him when shooting
in or driving through the Zone he stands in. Weapons that Roll 6: +1 die Combat – You may roll an additional die for
kill everything in the targeted Zone, like the Molotov, still kill each “6” rolled on any attack, Melee or Ranged. Keep on
him, though. rolling additional dice as long as you keep getting “6”. Game
effects that allow re-rolls (the 1 re-roll per turn Skill or the
Lucky – The Survivor can re-roll once all the dice for each Plenty Of Ammo Equipment card, for example) must be used
Action he takes. The new result takes the place of the previous before rolling any additional dice for this Skill.
one. This Skill stacks with the effects of other Skills (1 re-roll
per turn, for example) and Equipment that allows re-rolls. Roll 6: +1 die Melee – You may roll an additional die for
each “6” rolled on a Melee attack. Keep on rolling additional
Matching set! – When a Survivor performs a Search Action dice as long as you keep getting “6”. Game effects that allow
and draws a weapon card with the Dual symbol, he can re-rolls (the 1 re-roll per turn Skill, for example) must be used
immediately take a second card of the same type from the before rolling any additional dice for this Skill.
Equipment deck. Shuffle the deck afterward.
Roll 6: +1 die Ranged – You may roll an additional die for
Medic – Once per turn, the Survivor can freely remove one each “6” rolled on a Ranged attack. Keep on rolling addi-
Wounded card from a Survivor in the same Zone. He may tional dice as long as you keep getting “6”. Game effects
also heal himself. that allow re-rolls (the 1 re-roll per turn Skill or the Plenty Of
Ammo Equipment card, for example) must be used before
rolling any additional dice for this Skill.

ANGRY NEIGHBORS - RULES 15


Rotten* – At the end of his turn, if the Survivor has not taken Steady hand* – The Survivor can ignore other Survivors of
a Combat Action, driven a car or helicopter (passengers are his choosing (even rival ones) when he uses a Ranged Attack
not concerned), and has not produced a Noise token, place or drives a car through a Zone. The Skill does not apply to a
a Rotten token next to his base. As long as he has this token, Ranged weapon killing everything in the targeted Zone (such
he is totally ignored by any and all types of Zombies (including as a Molotov, for example).
Losts, but not Zombivors) and is not considered a Noise token.
Zombies don’t attack him and will even walk past him. The Swordmaster – The Survivor treats all Melee weapons as if
Survivor loses his Rotten token if he takes any Combat Action they had the Dual symbol.
or makes noise. Even with the Rotten token, the Survivor still
has to spend extra Actions to move out of a Zone crowded with Tactician* – The Survivor’s turn can be resolved anytime
Zombies. during the Players’ Phase, before or after any other Survi-
vor’s turn. If several teammates benefit from this Skill at the
same time, the team’s players choose their activation order.
If rival teams (see Competitive mode, page 39) possess
this Skill, it is resolved in turn order (beginning with the first
Use the Rotten tokens player, then clockwise).
to identify Survivors
benefitting from this Skill! Taunt – The Survivor can use this Skill, for free, once during
each of his Activations. Select a Zone your Survivor can see.
All Zombies standing in the selected Zone immediately gain
an extra Activation: They try to reach the taunting Survivor
by any means available. Taunted Zombies ignore all other
Scavenger – The Survivor can Search in any Zone. This in- Survivors. They do not attack them and cross the Zone they
cludes street Zones, indoor alleys, hospital Zones, helipads, stand in if needed to reach the taunting Survivor.
tents, etc.
Tough – The Survivor ignores the first Attack he receives
Search: +1 card – Draw an extra card when Searching with from a single Zombie every Zombies’ Phase.
the Survivor.

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.

Slippery* – The Survivor does not spend extra Actions


when he performs a Move Action through a Zone contain-
ing Zombies. Entering a Zone containing Zombies ends the Toxic immunity – The Survivor is immune to Toxic Blood
Survivor’s Move Action. Spray (see Toxic City Mall).

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).

16 ANGRY NEIGHBORS - RULES

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