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Guide to Zombicide Black Plague Inside a building – An Actor sees into ALL Zones that share

an opening with the Zone the Actor currently occupies. If


SET-UP there is an opening, the walls do NOT block Line of Sight
- Choose a Quest. between the two zones. An Actor’s Line of Sight inside a
- Place the tiles. building is limited to a distance of ONE zone.
- Place doors, Objectives, and all tokens as indicated.
- Divide the Survivors amongst the players. If the Survivor is looking out into the street, or from the
- Each player takes one Dashboard for each of their street into a building, the Line of Sight can go through ANY
Survivors, placing the Survivor’s ID card on it. Attach a number of street Zones in a straight line, but ONLY ONE
colored base to each Survivor and take the tracking pegs in Zone INTO the building.
the same color.
- Put aside all Starting Equipment keyword Equipment MOVEMENT
cards. Also set aside Equipment cards with the Vault Actors can move from one Zone to the next as long as the
keyword. first Zone shares at least ONE edge with the destination
- Deal Starting Equipment as you see fit amongst the Zone. Corners do NOT count, so Actors CANNOT move
Survivors. Each Survivor starts with at least one card. If a diagonally.
Survivor’s starting skill lists any starting weapons, they
receive those now as well. On streets – Movement from one Zone to another has no
- Shuffle the Zombie cards into one deck and the Equipment restrictions, however, Actors MUST go through a door (or
cards into another deck. opening) to move from a building to the street and vice-
- Place Survivor miniatures on the Starting Zone(s) as versa.
indicated by the chosen Quest.
- Each player sets their Survivor Dashboards on the 0 XP Inside a building – Actors may move from one Zone to
space of the Danger Bar, places a tracker in the 0 slot of the another as long as these Zones are linked by an opening.
Wound Bar, and places a tracker in the slot for the first The position of a miniature in the Zone and layout of the
(BLUE) skill. Place 3 more trackers in the reserve slots at the walls do NOT matter as long as the Zones share an opening.
top of the Dashboard.
- Decide who will be the first player and they take the first READING AN EQUIPMENT CARD
player token. Melee Weapons – display a 0 Range value and can ONLY be
used in the same Zone as the Survivor.
GAME OVERVIEW
The game is played over a series of rounds with 3 phases: Ranged Weapons – have a Max Range value of 1 or more.
Attacking at Range 0 with a Ranged weapon is still a Ranged
 Player Phase Action.
 Zombie Phase
 End Phase Combat Spells – have a scroll and a Max Range value of 1 or
more. Attacking at Range 0 with a Combat Spell is still a
WINNING & LOSING Magic Action.
The game is lost when all Survivors have been eliminated or
if too many Necromancers escape. Some Quests can be lost Some Equipment cards belong to several types at once, e.g.
when certain conditions are met (losing a single survivor, for Orcish Crossbow is BOTH a Melee and a Ranged weapon.
example). The game is won IMMEDIATELY when ALL of the
Quest objectives have been accomplished. Door-Breaching – Equipment that allows you to open doors
with a die roll has a die symbol with the MINIMUM roll
Actor – A Survivor or Zombie. needed to open. Equipment that allows you to open doors
Zone – In a building a Zone is a room. On a street, a Zone is WITHOUT a roll just has the door icon.
the area between two linear markings and the walls of
buildings along the street. Zombie-Killing – Equipment with the Combat bar at the
bottom containing Combat characteristics allows you to kill
LINE OF SIGHT Zombies.
On the streets – Actors can see in straight lines that run
parallel to the edges of the board and their Line of Sight Noise – If an action has the Noise symbol, it produces a
covers as many Zones as the line can pass through before Noise token. If it has the Noise symbol crossed out, it does
reaching a wall or the edge of the board. Actors CANNOT NOT produce a Noise token.
see diagonally.
CARD ANATOMY gain a 4th Action. At Orange, a Survivor chooses one of the
Dual – blue circle with crossed swords at top left – if you two Skills available. At Red, a Survivor chooses one of the
have Dual weapons with the SAME name in each hand, you three Skills available.
may use them BOTH in a single action combining their
effects. Dual Ranged and Dual Combat Spells must be Experience has a side effect. When you draw a Zombie card
aimed at the same zone. to spawn Zombies, you spawn based on the Survivor with
the HIGHEST Danger Level, i.e. the stronger your strongest
Gems – gems along top of card – these indicate what Survivor is, the more perilous the situation will become!
Danger Level a Survivor must be at to use the card. In the
base game, all cards display all 4 gems. Expansions will have INVENTORY
cards with some gems removed, meaning card CANNOT be Each Survivor can carry up to 8 Equipment cards, divided
used until Survivor is of that level, though it MAY be stored. among 2 Hands, 1 Body, and 5 Backpack slots. You MAY
discard cards from your inventory to make room for new
Hand –fist at top right – the Equipment card MUST be in cards at ANY time for FREE, even during another player’s
hand to be used. turn.

Open Doors – door with/without die at middle right – this Hands – Both Hand slots are reserved EXCLUSIVELY for
Equipment card allows you to open doors. If a noise symbol Equipment cards bearing the Hand symbol. Equipment
is present, attempting to open the door causes Noise. cards bearing the Hand symbol can ONLY be used when in
Hand.
Range – 1st box in combat bar at bottom – Min and Max
number of Zones the weapon can reach. A 0 indicates the Body – The Body slot is reserved for cards bearing the Body
weapon is Melee ONLY. symbol. ALTERNATIVELY, it can hold the SPECIFIC (meaning
EXACT – Sword does NOT mean Short Sword, Great Sword –
Dice – 2nd box in combat bar at bottom – roll as many dice it means SWORD) Equipment card that is listed on it.
as shown to use this weapon.
It is then considered to be equipped in Hand, representing a
Accuracy – 3rd box in combat bar at bottom – each roll that piece of Equipment the Survivor can draw quickly – yes, like
EQUALS OR EXCEEDS this value is a success. Rolls less than a 3rd Hand! Equipment cards bearing the Body symbol can
this are failures. ONLY be used when on the Body.

Damage – 4th box in combat bar at bottom – damage Backpack


inflicted for each success. A 2 value or more is required to Up to 5 cards of ANY type can fit in the Backpack slots.
eliminate Fatties. Equipment cards with the Hand or Body symbol can be
stored in the Backpack but CANNOT be used while there.
NOISE ANY TEXT ON THEM IS NOT IN EFFECT UNTIL THEY ARE IN
Whenever Noise is produced place the Noise token in the THEIR APPROPRIATE SLOT. An Equipment card with the
Zone where the Survivor resolved the Action. It stays in the Backpack symbol can ONLY be stored in the Backpack.
Zone where it was produced even if the Survivor moves.
THE ZOMBIES
A single Action can only produce a SINGLE Noise token, no Walker – Min Damage to Kill: 1 / XP: 1
matter how many dice are rolled, hits obtained, or if Dual
weapons are used. Fatty – Min Damage to Kill: 2 / XP: 1

Noise tokens are REMOVED from the board in End Phase. Runner – Min Damage to Kill: 1 / XP: 1, Runners get TWO
Actions per Activation.
Each Survivor ALSO counts as a Noise token.
Abomination – Min Damage to Kill: 3 / XP: 5, Wounds
EXPERIENCE (XP), DANGER LEVEL, & SKILLS inflicted by Abominations CANNOT be prevented by Armor.
For each Zombie killed, a Survivor gains 1 XP AND moves up A Damage 3 weapon is needed to kill them – in base game
a notch on his Danger Bar. Some Quest objectives provide only Dragon Bile or Samson with Damage 2 weapon with his
more XP as does eliminating Abominations. +1 Damage Skill.

There are 4 Danger Levels – Blue, Yellow, Orange, and Red. Necromancer – Min Damage to Kill: 1 / XP: 1, The
At each Danger Level, a Survivor gains a new Skill. Skills add Necromancer’s entry is marked with their own Spawn
to each other across Danger Levels. At Yellow, Survivors token. They have special rules detailed below.
A - PLAYER PHASE If you draw an Extra Activation, IMMEDIATELY perform the
Starting with the first player, each player activates their action on the card.
Survivors, one after another, in the order of their choice.
Each Survivor can perform 3 Actions at the Blue Danger If you draw a Double Spawn card, DON’T spawn Zombies in
Level. this zone. Spawn TWO cards worth in the next.

ACTIONS Some effects allow an open door to be locked. If it is


1 - Move – The Survivor can move from one zone to the opened again, it does NOT trigger another spawning.
next, but not through walls or closed doors. If there are
Zombies in the Zone they are attempting to leave, the When the Zombie deck runs out, reshuffle the discards.
Survivor MUST spend 1 extra Action per Zombie to leave
the Zone. Entering a Zone containing Zombies ENDS the Buildings open at the beginning of the game are NEVER
Survivor’s Move Action, EVEN if they have a Skill that allows spawned in.
them to move through multiple Zones per Move action.
Vault Zones & Doors & Vault Artifacts
2 - Search – You can ONLY Search in a building Zone and Vault doors can be opened like standard doors and CAN be
ONLY if there are NO Zombies in the Zone. The player opened from inside its Vault Zone.
draws a card from the Equipment deck and then places it in
the Survivor’s Inventory OR IMMEDIATELY discard it. Open Vault doors give access to the Vault of the matching
color as if they were connected. There is no Line of Sight
A Survivor can only perform a SINGLE Search Action per between the Vault and it’s connected Zones.
Turn, even if it’s an extra free Action.
Vaults are building Zones, but they CANNOT be Searched
After Searching, the Survivor may freely Reorganize their and do NOT Spawn Zombies when they are revealed. Quest
inventory (NOT TRADE). You MAY discard cards at ANY rules may supersede the standard rules here.
time for FREE. When the Equipment deck runs out,
reshuffle discards. DO NOT shuffle in Vault items, but DO A Survivor can spend an Action to take a Vault Artifact
shuffle in STARTING EQUIPMENT. stored in the Vault. This is not a Search Action and MAY be
done multiple times if there are several Artifacts.
Food/Water found with a full Backpack CANNOT be
discarded from hand for their effects. They have the 4 – Reorganize/Trade – For 1 Action, a Survivor can
Backpack symbol and MUST be used from there. reorganize his inventory in ANY way he wishes. The
Survivor can simultaneously exchange ANY number of cards
3 - Open a Door – MELEE weapons with the Open Door with ONE AND ONLY ONE Survivor in the same Zone. This
symbol can be used to open a door next to the Survivor. other Survivor ALSO Reorganizes their inventory for free.
Spend an action to roll AS MANY DICE AS THE WEAPON’S The Trade Action does NOT have to be fair if both agree.
Dice value. The door is opened on any die result equal or
greater than the weapon’s Accuracy. Place a Noise token in 5 – Combat Actions
the Zone. If the weapon has the Open Door symbol without Melee Action – The Survivor uses a Melee weapon they are
a die, it opens doors without a roll. holding in Hand to attack Zombies in their Zone. Each
success equals a hit and hits are divided as a player wishes
Opening a door is NOT a Melee Action, so you do NOT gain among the possible targets. Missed melee strikes do NOT
the benefits of Dual wielding, Melee bonuses like Skills or cause Friendly Fire.
a Dagger’s extra bonus die. Use ONLY the raw value.
Ranged Action – The Survivor uses a Ranged weapon they
Some Quests have colored doors that CANNOT be opened are holding in Hand to fire at a SINGLE Zone within the
until a condition is met, e.g. finding the matching Objective. Range shown in their Line of Sight. Firing at 0 Range is still a
Ranged Action. Actors fire at ZONES, not Actors – this is
Spawning in Buildings – Opening a closed building FOR THE important because of Targeting Priority. Misses on Ranged
FIRST TIME reveals ALL the Zombies inside ALL rooms of the attacks CAN cause Friendly Fire! Actors do NOT block Line
building. A single building extends to ALL rooms connected of Sight. You CAN make Ranged attacks EVEN with Zombies
by openings, sometimes straddling several tiles. in your Zone.

Indicate each Zone of a building and draw a Zombie card for Targeting Priority: When using a Ranged weapon (even at
each. Place the corresponding number and type of Zombies Range 0), the shooter does NOT choose targets hit by
drawn. successful rolls. Hits are assigned in Targeting order:
1.) Walker Enchantments are cast at target Actors or Zones (as
2.) Fatty or Abomination (shooter chooses) described) within Line of Sight.
3.) Runner
4.) Necromancer If the target is a Survivor, the caster may target themselves.

Hits are assigned to lowest priority until they are all Most Enchantments state “Once per Turn”. If the Survivor
eliminated, then to the next. Damage must be great has multiple copies of the same Enchantment, they CAN
enough from each individual shot – DOESN’T STACK. EACH be used independently.

Friendly Fire: A Survivor CANNOT hit themselves with a The same Enchantment can be cast MULTIPLE times in a
missed attack, however misses from Ranged or Magic Game Round if Survivors exchange it and cast it as their
attacks AUTOMATICALLY land on Survivors in target Zone. turns go by.
These are assigned however you want. Armor rolls ARE
allowed, as normal. Remaining hits are assigned as 7 – Take or Activate an Object – The Survivor takes an
Wounds. Objective in the same Zone. Effects are by the Quest.

Reloadable Weapons – Weapons requiring reload, are 8 – Make Some Noise – The Survivor makes Noise in an
turned over after firing, to show that it needs a reload. If attempt to attract Zombies. Place 1 Noise token in their
passed to another Survivor, it still MUST be reloaded. All Zone.
weapons are automatically reloaded in the End Phase.
9 – Do Nothing – The Survivor ends their turn prematurely.
If equipped with 2 identical Dual weapons, a single action
reloads both. A Survivor may also choose to use Dual
weapons individually at two different Zones at the cost of B - ZOMBIE PHASE
an additional Ranged action. Once all players have activated all of their Survivors, the
Zombies play according to the following steps in order.
Magic Action – The Survivor uses a Combat spell they are
holding in Hand to attack Zombies in their Line of Sight and Step 1 – Activation
follows the same rules as Ranged Actions. Misses on Magic Each Zombie activates and spends its Action on either an
attacks CAN cause Friendly Fire! Attack OR a Move, depending on its situation, per single
Action. Resolve ALL Attacks FIRST, then ALL Moves.
Friendly Fire: A Survivor CANNOT hit themselves with a
missed attack, however misses from Ranged or Magic Zombie Attack
attacks AUTOMATICALLY land on Survivors in target Zone. Each Zombie in the same Zone as Survivors performs an
These are assigned however you want. Armor rolls ARE Attack. A Zombie’s Attack is ALWAYS successful and inflicts
allowed, as normal. Remaining hits are assigned as ONE Wound. Survivors in the Zone share the Wounds in
Wounds. any way the players prefer, even if it means inflicting them
all on a single Survivor.
Dragon Fire: A Dragon Bile card can be discarded from
Hand to put a Dragon Bile pool token at Range 0-1 from the After any applicable Armor roll, adjust the Wound tracker
Survivor. Later, a Torch card can be discarded from Hand to by 1 for each Wound received. A Survivor is eliminated at 3
ignite the pool at Range 0-1 and create a Dragon Fire. Wounds. Remove their miniature and DISCARD their
Equipment.
EVERY Actor in the token’s Zone is killed regardless of its
Damage threshold, Armor values, or remaining Wounds. Feeding Frenzy – ALL Zombies activated in the same Zone as
Dragon Fire does NOT produce Noise. a Survivor join in on the Attack, even if it would be overkill.

The pool token is then removed and the Survivor that threw Armor Rolls – Survivors wearing Armor can use Armor rolls
the Torch earns all of the XP. If all of the Dragon Bile tokens to avoid Wounds. Roll as many dice as the number of
are on the board and you need to set a new one, remove Wounds the Survivor has been allocated (all are allocated at
one from the board and move it to the new Zone. once, NOT one at a time). Each result that equals or
exceeds the Armor number negates a Wound.
6 – Enchantment Actions – The Survivor uses an Abominations & Dragon Fire IGNORE Armor.
Enchantment they are holding in Hand. Resolve the effects
as described on the card. Shield – A Shield in Hand allows Armor rolls if the Survivor
isn’t wearing actual Armor. If the Survivor has Armor AND a
Shield, the Shield allows re-rolling of Armor dice. RE-ROLL Double Spawn Cards – When you draw a Double Spawn
ALL ARMOR DICE (even successes) and the new result card, NO zombies appear in the designated Zone. The NEXT
REPLACES the old one. Zombie Spawn is resolved by drawing TWO Zombie cards
instead of one. These cards are drawn TOGETHER and
Zombie Move resolved in drawing order. If one is a Double Spawn, resolve
Zombies that have not attacked use their Action to Move the standard spawn THEN the Double Spawn.
one Zone toward Survivors.
1 – Zombies Select their Destination Zone: First is the Zone Running out of Minis – If you run out of a particular TYPE
with Survivors in Line of Sight that has the MOST Noise (walker, runner, etc., not sculpt), ALL of the Zombies of that
tokens. REMEMBER – Each Survivor counts as 1 Noise type IMMEDIATELY get an EXTRA Activation. This is
token. If no Survivor is VISIBLE, they move toward the especially important for the Abomination and the
noisiest Zone. In both cases, distance is irrelevant, Zombies Necromancer as there is only 1 of each type of these.
ALWAYS go for the noisiest meal they can see or hear.
Necromancers – The Necromancer is a Zombie for game
2 – Zombies Move 1 Zone Toward Their Destination Taking purposes. When he appears, put an additional Zombie
Shortest Available Path: In case there are no open paths to Spawn token (Necromancer side) on the board and
the noisiest Zone, Zombies move toward it as if all doors IMMEDIATELY resolve a regular Zombie spawn for it. From
were open though locked doors still stop them. now on, it is active and spawns just like a regular Spawn
If there is MORE than 1 route of the same length, the Zone.
Zombies split into groups of equal numbers to follow ALL
possible routes They ALSO split if different target Zones Every additional drawing of Necromancer Zombie cards, no
contain the SAME number of Noise tokens. matter the type, gives an extra Activation to EVERY
Necromancer on the board until they flee or die.
If necessary, ADD Zombies so that all new groups resulting
from a splitting group contain the same number of EACH The game is IMMEDIATELY LOST if a Necromancer
Zombie type. manages to escape once there are a total of 6 Zombie
Spawn tokens on the board (including the Necromancer
Abominations and Necromancers NEVER split. You decide Spawn token).
what direction they will go. Necromancers ALWAYS Move
toward the nearest non-Necromancer Spawn Zone. A Necromancer tries to flee the board. If there are no
Survivors in his Zone for him to Attack during his Activation,
If there aren’t enough Zombie minis to make an even split, he Moves 1 Zone toward the nearest Spawn Zone (NOT his
decide which group gets final reinforcement and which entry Zone), ignoring any Survivors he might see. If there
direction the uneven split groups go. This case does NOT are several Spawn Zones of equal distance, the players
generate extra Activations for running out of minis. choose which one.

Runners – Since they have 2 Actions per Activation, after A Necromancer escapes the board as soon as he activates
ALL Zombies (including Runners) have gone through the on his escape Spawn Zone. Replace the Necromancer
Activation step and resolved their first Action, Runners go Spawn token with a standard Zombie Spawn token.
through it again!
If you kill a Necromancer, choose a Spawn Zone (including
Step 2 – Spawn the Necromancer Spawn Zone) and remove it from the
The Quest map shows where Zombies appear at the end of board. If the Necromancer Spawn Zone was not chosen,
each Zombie Phase – these are Spawn Zones. Indicate a replace it with a standard Spawn Zone.
Spawn Zone and draw a Zombie card. The Danger Level of
the most experienced Survivor indicates what to place. SPECIAL EXCEPTION – There may be a point where ALL
Repeat for each Spawn Zone and ALWAYS start with the Spawn Zone tokens are in the same map Zone. In that
same one and go clockwise. case, a Necromancer STILL comes with an additional
Necromancer Spawn token, but he flees as soon as he
Some Quests feature colored Spawn Zones that do NOT activates.
spawn until a specific event happens and activates them.
C - END PHASE
Extra Activation Cards – When revealed, NO Zombies  Remove ALL Noise tokens from the board
appear in that Zone. Instead, ALL Zombies of the indicated  Rotate the first player token
type IMMEDIATELY get an extra Activation.
Necromancer Cabals coming soon!

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