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Zombicide

Mystique Médiévale
Rules Patch
V 1,15
Creation, developments and improvements since 2018

Initial concept :
Rémi Baudvin
Editing & Layout :
Floryss Rubechi
Rémi Baudvin

For private use only: This document is a fanmade version, it is not intended for resale and is in no way approved by CMON. All trademarks, names,
locations, characters, races, illustrations and images associated with the Zombicide universe are either ®, TM and/or © Copyright CMON. All rights
reserved. Used without permission and without intent to prejudice or infringe their copyright..

1
Summary
Rules Patch........................................................1 Discovering the occupants......................21
Unknown danger....................................21
Introduction................................................3
They broke down the door!...................21
I - Tour sequence........................................4 Unpredictable flows...............................21
Ammo is running out!...........................22
Introduction............................................4 Option : Day/night.............................23
Notion of the sequence.............................4 Option : Climate.................................26
II – Actions..............................................6 Option : There is no age to be a zombie
...............................................................29
Classical actions.......................................6 Option : Campaign system....................31
Zombies..................................................10
The dragon bile.....................................12 Mode : Natural Freedom...........................32
III - Dashboard......................................14 « It was a close call ! ».......................32
Distances...............................................32
Equipment.............................................14 Target of attacks..................................32
Health & Life Points.............................14 Exchange...............................................32
Special experience gain...........................16 Search...................................................32
Ability Corrections..............................16 Objective Activation...........................33
IV – Zombie specificities.........................18 Amount of zombies appearing...............33
Damage accumulation............................18 Disengaging from zombies.....................33
Large zone, large population and large Zone of impact.......................................34
distance...................................................18 Mode : Survivor Races...............................35
Awful Fatties........................................18
Abominable abomination........................18 Mode : Survivor Classes...........................36
Necromancer Summoner........................19 City dweller, Civilian, .......................36
Suggestions.....................................................20 Warrior, Fighter, ...............................37
Solitaire, Ranger, …..............................37
Mode : Expert...........................................20 Scholars, mages, ....................................37
Time is of the essence...........................20 Learners, ...............................................39
Already infested zone............................20

2
Introduction
The rules of Zombicide, if they sometimes seemed implausible or illogical, left us with a
feeling of limitation, expectation and frustration. Whether it be the notions of
teamwork, synchronisation etc. or coherence in the actions of the zombies and when
they take place, we felt that many things could be improved without making the game
system too complex.

That's why we started to change some of the rules so that the game would better reflect
the first elements that we had discovered. But it was during their application and
experimentation that we gradually developed and extended the game. The game not
only gave us what we had hoped for, but also provided us with a much better gaming
experience and presented situations that were much more possible in real life.

So we decided (after much improvement) to compile these rules into a booklet to share
them more easily with other players.
Since we changed the basic rules, we have never gone back and every time we have
presented the rules, they have been accepted. Feel free to try them out. In any case, we
hope that our explanations are clear enough and that you will enjoy reading them.

3
I - Tour sequence
Introduction
The figures (or Actors) act simultaneously during a confrontation. It is logical that the
actions of the different Actors are also synchronised and alternate.
For this purpose, we separate a turn into a sequence of several phases to break down
and smooth the flow of the game.

Notion of the sequence


Phases of the process
The number of phases during a turn is defined by the number of actions to be
performed by the figure who has the most, whether it is a survivor or a zombie.
The phases are numbered in descending order. In the same way, we will consider that
the actions of the same miniature are numbered in descending order (thus a miniature
with three actions will have its actions numbered 3>2>1).
Only survivors who have an action number corresponding to the current phase can act.
The number of each phase defines the number of actions that can be played (e.g. in
phase 4, only actions numbered 4 are played, so a survivor with 3 actions will not act in
that phase).

Action phases
Representation of the current phase
The first player's token is no longer used for this purpose. Instead, a tool or marker
called a phase indicator showing the number of the current phase is used.
At the end of phase 1, the round ends and the first player passes the phase indicator to
the next player, who will then be, as in the official rules, the first player of the next
round.
We suggest using a die as a phase indicator. For those who have a 3D printer and would
be interested, here is the link to the dice I created and that we use:
https://www.thingiverse.com/thing:3216162

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Actors of the phase
Except in special cases or special rules, a miniature will use only one action per phase of
a turn (see special cases in the chapter on Actions and the Dashboard). Thus, at the end
of the last phase, all miniatures will have performed all their actions for that turn.

Process of a phase
Players make the survivors act clockwise around the table, starting with the one with
the phase indicator.
Zombies that can act at the end of the phase after all survivors that can act have done
so. (How zombie actions work will be described in the Zombie Actions section).

Phase 0 : Spawn of the zombies

The Necromancer's Guard


The necromancer does not create a spawn zone when he arrives, he directly summons
the zombies around him in his case. If he succeeds in leaving, he then creates a
permanent active spawn zone on his exit case.

Double spawn
When a double spawn card is revealed, a new card is drawn and 2x the value of the line
spawn on that double spawn area. This doesn't double the extra-activations, but makes
a 2nd card appear with it. Regarding abominations and necromancers, they appear and
activate immediately, the necromancer also making a second spawn after activation.

Type of zombies in excess


When zombies appear, if there are any missing figures, the spawn area concerned
awakens the energy of the group closest to it of the type of missing zombies which then
have an extra-activation immediately. This can be the undermanned zombies that were
just placed, or another group if none could be placed.
Example: 3 walkers need to appear at a spawn area, but there are none left in the pool.
The walker group closest to that spawn area is activated.

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Extra activation and space requirement
When extra-activating while stuck behind a congested square (see the section on Path
Congestion), the zombies must act and push into the next square as many zombies from
the full square as necessary to enter.

II – Actions
Classical actions
Search
Noting the absence of objects
« Just because you look for something doesn't mean you find something useful or
interesting.. »
During a search action, we try our luck to find something but it is not always
guaranteed, so there is a test to be made with a die to see if we really find something.

On the other hand, if a natural 1 is obtained on a search roll (i.e. before a modifier, but
just with the 1 side of the die), it is noted that there are no more findable objects and a
"Missing Object Marker" (=MOM) must be placed in the box to represent this.

The torch
The torch allows you to throw an extra die. Each die that makes the necessary result
allows you to find something and thus to draw a card.

Different rarity according to the objects

Making a lot of discoveries during excavations does not guarantee that you will find all
the items that exist in the game, some have a much higher chance of appearing regularly
while others rarely appear.

6
As a result, a notion of rarity is implemented for items with the creation of separate
stacks for each level of rarity.

Generally speaking, items are sorted into common items (water, dagger, axe,
hammer, ...), uncommon items (common weapons and war armour, advanced spells, ...),
rare items (items from specific peoples or races, powerful items, ...), very rare items
(very powerful items compared to rare items) and ultra-rare items (crypt items and
other blue cards) and it is strongly recommended to split up the pile to draw the item
from the corresponding pile each time you discover something.

Extended scale of results

In order to be able to make results well beyond the limit of 1 to 6 on a dice, it is possible
to re-roll the natural (unmodified) results of 6 on the dice, i.e. to get the face of the 6,
and to add the next result to the value of the roll. It is therefore possible to re-roll the
same dice several times as long as the result is a 6 to add the 6's one after the other
(results of 1 on these re-rolls are not worth 1 but 1+ the previous result, they do not
result in a Missing Object Marker).

On the other hand, for any other rule or ability to re-roll a die, the roll starts again from
the beginning, it is not possible to re-roll only the last value obtained, it is necessary to
consider a re-roll of the whole roll.

Rarity thresholds
There are thresholds for the results of the search roll in order to obtain the rarity scale
of the object found and thus draw from the corresponding pile.
Outside the buildings, our chance is reduced but it is not impossible to search the
street. So the action of finding something is also possible outside but all thresholds are
increased by +2.
Similarly, for each Missing Object Marker, the thresholds are increased by +1.

Basic Thresholds and Rarity :


4: common item (water, dagger, axe, hammer, ...)
8: uncommon item (common weapons and war armour, advanced spells, etc.)
14: rare item (items of specific peoples or races, powerful items, ...),
20: very rare item (very powerful items compared to rare items)
26: ultra-rare item (crypt items and other blue cards)

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Leaving a case with zombies
A survivor in a case containing zombies must use one action per zombie present to push
them away, push back and/or dodge one by one, plus one move action to leave the case.
To represent the process of this escape, the survivor's miniature is placed at the border
of the square he is leaving and an indicator of the number of actions spent to leave the
square is placed next to the survivor.
This process can continue for several turns. Any further action taken cancels the
cumulative actions spent. The survivor is always considered to be in the square he/she is
trying to leave, for all attacks, shots, effects etc.
If the exit move is to a square where no zombies are expected to arrive before the end
of the move, the survivor can only take into account the number of zombies in the
starting square at the time of the start of his actions to exit.

Carried away by the impulse, he entered


After opening a door, the survivor can freely enter before the zombies appear.

Barricading doors
« They are coming, barricade the door ! »
Two actions plus one action per zombie behind the door are used to close an open door.
Several survivors can combine their actions to close the door.

Hold the door!


Actions can be spent to block a door that should break under the number of zombies
(see section on zombie actions). Thus, each action sacrificed during a phase increases by
2 the number of zombies needed to break down a door during that same phase. Several
survivors can combine their actions in a phase to increase the number proportionally.
A character with a damage bonus for melee actions adds another +1 zombie needed to
open the door and characters with Super Strength add an additional +2.

You have to set it on fire!


It is possible to use an action to set fire to a flammable case by casting a fire spell or
automatically with a torch.
Each successful action sets a fire marker.

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Here you go ! I found something !
The moment you find an objective, unless it is an objective defined in the quest
scenario, it triggers a special search roll: you gain 1xp and roll a d20.
- 1 to 6: common
- 7 to 13: uncommon
- 14 to 17: rare
- 18 or 19: very rare
- 20: utra-rare
If you draw from the rare cards or more, you must split the deck before drawing.

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Zombies
Phase actors
Zombies do not all act at the same speed and will act in different phases. Thus, the
fatties are the slowest in terms of body size and mass. They will therefore activate at the
end of phase 1, last. Walkers (including necromancers and abominations), like runners,
are phase 2 zombies. They will therefore start to act in phase 2, then the runners will
take their second action at the end of phase 1, at the same time as the fatties. Crows
being very fast and flying will act at the end of phase 3.

Type of zombiee Phase numbers

Walker, Necromancer, Abomination 2


Fattie 1
Runner 2 then 1
Crows, rats 3
Wolfs 3 then 2 then 1
(thanks to nicodede62 from the cwowd forum for the suggestion to add this table)

Route congestion
There cannot be more zombies in a square than can be placed in it standing up (by
stacking the bases). Zombies with the most actions per turn are moved first during a
simultaneous activation of the same phase (example: wolves then runners then walkers
in phase 2).
Zombies that are blocked behind a full case do not enter the full case, and do not take
another path. Their action is lost trying to get through.
A survivor can only enter the square if a zombie is eliminated first.

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Door opening
Zombies always follow open paths, if there is no open path (door closing or other), they
will try to take the shortest route by piling up against a closed door. Zombies need a
minimum of five cumulative actions in a single phase to open a door, with the door
opening at the end of the phase after all zombies have acted.
Abominations can open doors without any problem using one action.

Abominations always take the shortest route, even if it is closed, breaking down doors in
its path. This can lead to a building being opened and thus to the resolution of a zombie
spawn inside.

In the same way, a necromancer directs the zombies in his case and thus orders them to
open a door if this can open a shorter way (without any other closed door) to reach the
survivors.

I've had my armour destroy !


When the abomination attacks a survivor, if the survivor is wearing armour, its efficacy
decreases by 1 point per attack. If the armour is already at 6+, then it is destroyed on
impact.
Example: The abomination attacks Silas who is wearing 5+ armour. The hit changes the
armour to a 6+. If the abomination attacks Silas again, his armour will be destroyed.

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The dragon bile
Inflame the bile
« Bile is extremely flammable. A single match can ignite it, so imagine a fire spell!  »
Fire spells can inflame dragon bile.

Flames die out (or not)


« Bile permeates everything and generates lots of flames in a short time, and it does
not go out in an instant. »
At the end of each of the activation phases 3 to 1, a marker is removed unless it is in a
flammable area (such as inside a building or an area with wood, etc). This means that a
fire in a flammable area will never go out by itself.

At the end of each round, each in fire and flammable area receives an additional flame
marker. All flammable areas with an open passage (door, trap door, etc.) around a
flammable area with more than 3 markers also receive one marker each. A closed door
counts as a separation which subtracts 3 from the number of flames for propagation. It
will therefore take 6 flames for a flame to be placed in an adjacent flammable space
behind a closed door.

Smothering the flames


Upon activation, a survivor may spend an action to extinguish a flame marker in their
case.

The bile has burned off completely


When there are no more flame markers in a case with a flaming bile marker, the bile is
completely consumed and its marker is removed.

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Wow, it burns !
A miniature may ignore a number of flame markers equal to its number of actions.
At any time during its activation, any miniature in a flaming case suffers a number of
damages equal to the number of markers minus those it can ignore.
If a miniature is only crossing the square, it can ignore up to 2 additional flame markers
(with Sprint or Jump for example). Survivors with less than 3 actions and zombies take
into account phases 3 to 1 regarding burns.

I also participated !
Experience points gained from burning the bile are distributed among survivors with
line of sight within three squares of the square that was set on fire by distributing them
from the person setting it on fire. Spawn areas give 3XP.

Bile inflames and destroys everything


Bile doesn't just burn zombies, it inflames everything it has covered as well, like a
fearless survivor, and slowly burns away all the items it contained.
A spawn area in a square with 8 or more flame markers is destroyed (reminder: a
flaming bile marker counts as 3 flame markers).
At the end of each turn, each case with 3 or more flame markers receives a MOM
(="Missing Object Marker").

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III - Dashboard
Equipment
Weapon of predilection
It is possible for the survivor to wear both armour and their weapon of predilection on
them. The survivor can therefore wear armour normally and his weapon of choice
horizontally.

Consumable items
- Water: Using it requires an action and allows you to either heal a wound on yourself or
a survivor in the same case, which still gives 1XP to the healer, or to extinguish 3 flame
markers.

Meat and apples do not give an XP bonus and provide a temporary bonus for the action
during which they are consumed.
- Apples: allow you to move one more case during a move.
- Meat: allows you to roll an extra die when attacking.

Health & Life Points


Weakened state
The damage point marker indicates the number of wounds the survivor has suffered.
When the survivor has already reached 3 wounds and suffers a new one, he/she does
not die yet but will be greatly weakened.

To represent this, the damage marker is moved to the 0 and a new marker is placed on
the 1, which will now move. As a result, the survivor can only play half of his actions
rounded up (special free actions are always mandatory, see Special Free Actions).

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Anemic state
When the survivor's marker exceeds 3 wounds again, it returns to 1 and a third marker
is added to the 2 and it will now move.
The survivor has only one action left to play (free actions are lost).

Critical state
When the survivor's marker exceeds 3 wounds again (you have to stop sometime!), it
goes back to 2 and a fourth and last marker is added to the 3 and the latter cannot
move, so you are in a bad state... Any further damage will cause an irremediable death.
The survivor in this state has no action left, so he can only rely on his allies.

When you are in a case with a survivor in critical condition, you can spend an action to
prepare him to be moved one case. When moving a survivor from their case, they can
take that survivor with him. This move can only be a natural move action and not an
ability such as Sprint to Jump. The rules for movement still apply in addition (zombies in
the case), climbing a ledge, etc. When carrying a survivor you are about to move, any
action requiring a roll suffers a +1 difficulty penalty.

Regenerate from a state


Actions that heal a wound (using water to wash a wound, a regeneration spell etc) can
move up one state if the marker to be moved is already as far left as possible. Simply
remove this marker and set the previous state marker to 3. The healed survivor will
return to the number of actions corresponding to the state he is in.

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Special experience gain
You gain 1 experience point by successfully completing one of the following actions:
- Casting an enchantment ;
- Search (per card drawn);
- Open a door ;
- Participate in closing a door;
- Throwing dragon's bile;
- Smothering flames;

Ability Corrections
Unlocked Action
When leveling up, if the survivor unlocks an additional action, he can resolve it
immediately. It will be counted as an action in the next round.

Special free actions


In order to remember the presence of a survivor's special free action, a marker must be
used to symbolise this action. It will be placed on the dashboard above the hit points.
The player must play this special action instead of a regular action during the turn in any
phase in which he can act. In this case, he must announce that he is using his special
action before acting by removing the marker from the dashboard.
However, if this action has not yet been used in the last phase of a turn, the survivor
must play this action or refrain from acting when it is activated.
At the end of the turn, all these markers are returned to the dashboards by the players.

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Regeneration
Regains 1PV for each end of activation that he could play if he was in full form.

Scavenger

+2 to search roll but a 1 is still a failure with the placement of a Missing Object Marker.

Marksman
His ability does not take effect in his own case (only for outer cases). This ability is thus
completely complementary to Point Blank.

Hold your nose


It is possible to search a case in which a zombie has died this turn with a +2 bonus.

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IV – Zombie specificities
Damage accumulation
Any damage inflicted on a zombie lasts for a full turn, i.e. until it is taken by the same
survivor. Therefore, damage can be accumulated and temporarily linger on a zombie,
allowing it to be eliminated by accumulating enough damage in a short period of time.
For phases above 3, if less than half of the survivors do not have enough Actions
(without a wound threshold) to act in the current phase, the damage will persist for one
more phase.

Large zone, large population and large distance


Large areas/rooms are now considered to be made up of as many cases as their
corresponding size for all movement, range and zombie appearances. However, as it is
the same room, it is considered a single case for line-of-sight boundaries in buildings
(but not for ranges).

Awful Fatties
Fatties can be killed by taking 2 damage in one hit or 3 damage combined.

Abominable abomination
The abomination has a number of hit points proportional to the level of danger
considered. They are defined as follows :
- blue level: 6 hp ;
- yellow level : 12 hp ;
- orange level: 18 hp;
- red level: 24 hp.

Three damages must be accumulated to remove 1 point of life.


Each survivor who participated in removing 1 HP gains 1 experience point, but if a
survivor is the only one who participated, he/she gains 2 instead.

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Necromancer Summoner
As summoners of zombies and the source of the invasion, eliminating a necromancer is
rewarded with 2XP.

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Suggestions
Mode : Expert
Time is of the essence
« Time is like a zombie: it runs and it catches you. »

Level 1
The player has only 10 seconds to decide what action to take. Once the action is
declared, the player must perform it immediately without any particular time constraint
but without being able to go back on it, he can only at best cancel and do nothing,
holding back from acting at the last moment. If the player has not decided or has not
clearly stated the action to be taken before acting (or the time limit), the survivor will
automatically choose to do nothing. Conversely, any action with a moved and dropped
miniature or rolled dice is played and the action cannot be undone.

Level 2
At the beginning of each phase, each survivor has 10 seconds to choose and announce
the action they wish to take. Only when everyone has declared the action they will do,
all actions are over in the order of the phase.

Already infested zone


When the game board is set up, zombies may already be roaming around outside. For
each space in which survivors are not deployed, a die must be rolled. On a 1, an invasion
card is played in blue on that case.

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Discovering the occupants
« How do you expect me to know what's in the back ? »
In a building, visibility is limited to two cases. So, when a door is opened, only the
zombies in the square behind the door are revealed. In every other square, a zombie
spawn card is placed face down. These cards move like regular walkers until they are
revealed. When they enter a survivor's field of vision, they are replaced by the zombies
they represent like a regular zombie apparition.

Unknown danger
« Zombies are coming, but which ones ? »
During a zombie spawn at the end of the turn, a zombie spawn card is placed face down
on each spawn area. These cards move like regular walkers until they are revealed.
When they enter a survivor's field of vision, they are replaced by the zombies they
represent like a regular zombie apparition.

They broke down the door!


Zombies in addition to those needed to open the door automatically enter after
opening a door.

Unpredictable flows
In the early times zombies appeared in a fairly regular and predictable way, but this is
no longer true. Whatever the causes, it is no longer possible to anticipate with certainty
how many zombies will arrive the next moment.
For each zombie appearance card, a die is rolled to determine the reading level.
- On 1, we read the lowest level of danger with a minimum of blue.
- On 2-3 we read the current danger level.
- On 4-5 we read the higher level of danger.
- On 6 we read the second higher danger level.

Example: If all survivors are at the blue level and the die roll is 5, the yellow level line is
read.

21
If the result is above red, the red plus the line corresponding to the increase from the
bottom on the same card appears.
Example: The game level is red, and the flow die shows 6, the red line plus the yellow
line is made to appear.

Ammo is running out!


« Time is like a zombie: it runs and it catches you. So are shortages... »

Ammunition is no longer unlimited, you now have to use an ammunition counter


system for each type of ammunition.
When you discover an ammunition card, you will only find a certain amount of
ammunition of the type concerned and when you discover a weapon, you will also
discover some corresponding ammunition with it but much less.

Discovery
Ammunition alone: 6d10
Ammunition with a weapon: 5d6

For each attack made with ammunition, the number of dice rolled is deducted from the
number of ammunition remaining.
It is possible to choose to roll fewer attacks than the weapon allows, and therefore only
remove the number of attacks chosen from the ammunition.
Example: with a crossbow, it is possible to launch only one attack instead of the two
allowed. In this case, only one of the remaining ammunition is removed.

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Option : Day/night
Since a full game turn represents only a few seconds or at most 30s of real action, the
time taken to complete a quest rarely exceeds one hour.
Thus, there is little change in brightness during the quest.
However, whether or not the survivors intended to act at a particular time of day,
unforeseen events can always occur and delay or bring forward the time to act.
Thus, at the beginning of the game, a test of 5d6 -5 is made. The total of the dice results
defines the start hour of the quest.
Between 9pm and 6am Night
Between 6am and 9am Aurora
Between 9am and 6pm Daytime
Between 6pm and 9pm Dusk

Visibility effects
Partially visible
Anything partially visible can be targeted but with a -1 accuracy penalty.

In the dark
Anything that is considered to be in the dark cannot be targeted.

Torch in hand effect


A held torch is a source of light that increases the line of sight of a case, including partial
lines of sight, but any torch counts as 1 survivor. The case and everything in it is visible at
any distance and to everyone, including through a single wall.

Ephemeral light source


Sources such as fire spells and/or light spells count as torches from the place of casting
to the target, and all the way there, this effect persists under the same conditions as
damage accumulation (see page 18).

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Dragon Fire
Dragon fire counts as a torch but increases all sight and light source effect distances by
+1 case.

In front of a light source


Everything between a light source and the actor is partially visible.

Around a light source


Everything that is 1 case away from a light source (such as a torch), is considered
partially visible (but considered visible to the zombies).

Night
It is night, the lines of sight are reduced to one case and everything is partially visible,
including in its own case, and everything else is considered to be in the dark.

Distance Visibility
0-1 Partially visible
1 and + In the dark
Dusk
Everything is considered under the same conditions as at night, but everything that was
partially visible becomes visible and everything that is not lit is considered partially
visible.

Distance Visibility
0-1 Visible
1 and + Partially visible
Day
Classic visibility rules.

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Aurora
« The sun rises and illuminates the darkness, but it dazzles whoever looks in its
direction. »
East should be defined randomly in a direction.
Any line of sight that is not in the East-West axis functions as Dusk.
To the East, everything is partially visible within 2 cases, and not visible beyond that.
To the West, any line of sight follows the classic rules.

Notion of season (experimental)


« The sun is greatly lacking in winter, while it lasts a long time in summer. »

Summer Off-saison Winter Clarity


Between 11pm and 4am Between 9pm and 6am Between 6pm and 8am Night
between 4am and 6am Between 6am and 9am Between 8am and 10am Aurora
Between 6am and 9pm Between 9am and 6pm Between 10am and 4pm Day
Between 9pm and 11pm Between 6pm and 9pm Between 4pm and 6pm Dusk

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Option : Climate
« There can be bad weather but also temperatures that can be problematic... »

Weather
On 3d6 :

Résult Rain/Snow Fog Hail Wind


3 x x
4 x x
5-6 x x
7-8 x
9 x
10-11
12 x
13-14 x
15-16 x
17 x x
18 x x

Rain/Snow
- Increases the difficulty of attacks with shooting, melee weapons and fire spells
outdoors by +1.
- Forbids the use of a torch outdoors.
- Extinguishes half of the flame markers by one square per round.
- Rain only, outdoors: heals 1 wound at the end of phase 1.

Fog
- Reduces lines of sight to a maximum of 2 cases.
- Search outdoors with +2 difficulty.
- Increases the difficulty of ranged attacks and spells by +1.

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Wind
- Increases the difficulty of ranged attacks and spells by +2.
- Forbids the use of a torch outdoors.
- Activates flames: +1 flame marker when an area receives at least one flame marker,
and the spread of flames from an adjacent square is done with a threshold of 1 less
marker.

Hail
- Increases the difficulty of attacks with outdoor ranged weapons by +1.
- Extinguishes 1 flame marker from an outside case per turn.
- Reduces the range of shooting weapons and spells by 1.

Temperatures
On 1d6 :

Summer Off-saison Winter Temperatures


- 1 1-2 Glacial
1 2 3-5 Cold
2-3 3-5 6 Moderate
4-6 6 - Warm

Glacial
« The bite of the cold can be as dangerous as a zombie's... »
- +1 difficulty: shooting and melee.
- Exchanging in the open requires 2 actions.
- Water cannot be used.
- Shields have a difficulty increased by 1 and their bonuses are also affected (so the
reroll or the extra die,...)
- Doors are more difficult to open: difficulty +1 with 1 damage weapons.

- Cold Bite: From 2 consecutive turns outdoors: suffer 1 wound at the end of each phase
1 outdoors (also at the end of phase 3 if it is windy) and +1 additional difficulty for any
action.
- Free yourself from the Bite: You then need as many turns indoors as you have injuries
due to the cold to stop the effect of the Bite and regain the margin of the 2 turns
outdoors.

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- Warm up: After a full turn indoors without fighting, you can heal 1 cold bite wound for
1 action.

- Zombies hit on 5+
- Zombies with multiple actions: 1 action less (the one in phase 1)
- Zombies other: shift their action by one phase, the fatties then act just before the
others in phase 1

Cold
- +1 difficulty outdoors: shooting and melee.

- Cold Bite if windy or rainy.

- Zombies hit on 3+.

Moderate
Classic rules

Warm
- +1 difficulty with attacks when wearing armour better than 5+.

- Fan the flames: +1 flame marker when an area receives at least one flame marker, and
the spread of flames from an adjacent case is done with a threshold of 1 less marker.

- Overwhelming heat: From 3 consecutive turns outdoors: suffers 1 wound at the end of
each phase 1 outdoors (unless windy) and an additional +1 in difficulty for any action.
- Get Cool: It then takes at least one full turn indoors to get out of the weight of the
heat and regain the margin of the Overwhelming Heat.
- 1 Action of doing nothing in a cave/crypt allows you to heal from a heat wound.

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Option : There is no age to be a zombie
« The whole family is reunited ! »

Secondary ages
Depending on the original age of the person who became a zombie, their reactivity or
speed may be different. For example, grandparents will act more slowly, whereas
children will be much more reactive.
To represent this, we will define that the grandparents will be of a -1 phase compared to
the category of zombies from which they originate.
The children will be of phase +1.

Type of zombie Age Phase numbers

child 3
Walker, Abomination,
adult (normal) 2
Necromancer
grandparents 1
child 2
Fattie adult (normal) 1
grandparents 1 (after the others)
child 3 then 2
Runner adult (normal) 2 then 1
grandparents 2 times in phase 1

Choice of age
There can be several ways to choose the age of each zombie that appears. For example:

Solution 1: roll 1d6 for each zombie, the result then indicating the age. This could be
used to change the frequency of appearance depending on the scenario.
For example, grandma and grandpa could only appear on 6 and children only on 1. But,
if the scenario was in an orphanage, it would be possible to imagine that children would
appear on 4 or less and that there would be no elderly people. Conversely, in an old

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people's home you could expect to meet mostly grandparents.

Solution 2: depending solely on the type of zombie you have on hand.

Solution 3: homogeneous distribution. One zombie out of x is of a special type (either


the same type all the time, or throw a door: if it's open it's an old person, if it's closed
it's a child...).

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Option : Campaign system
Slow but steady experience
« Experience is gained over time. »
It is possible to retain some of your hard-earned experience at the risk of your life.
In this principle the entire experience scale is multiplied by 10. To represent this, 1d10 is
used to mark the experience gained and only when 0 is reached is the experience on the
dashboard increased by 1.
From one game to the next, the experience on the dashboard is maintained. As for the
health status, the survivor is healed by 1 damage.

Buying and bartering


« On the way, you can always meet someone with something to trade. »
Between 2 games, it is possible to roll 8 Search dice without malus.
Each dice corresponds to an item that you draw (or not) and that becomes available for
purchase/trade. (The way in which these items become available is freely interpretable,
an encounter with a survivor, a vendor who continues to function with his habits despite
the zombie invasions, etc.)

Scale of value of objects


A ratio of 1 to 3 is to be considered for a difference of one level of rarity. Therefore, the
following scale can be considered for bartering:

Rarety Value Any item that is consumable and/or really


interesting for its level is worth +1.
Comoun 1
Uncommon 3 Any notion of objects of wealth (bag of
gold, ...) is defined by a value of +2d6 when
Rare 9 discovered. In the case of bags of gold and
other items that can be stored in a bag, the
Very rare 27
items can be grouped together (sum of value if
Ultra-rare 81 of the same nature) and above all only take up
one place in the bag...

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Mode : Natural Freedom
« It was a close call ! »
« One more step and he would have reached it. »
« One less step and he would have survived. »
« Eight steps more is too much; eight steps less is not enough. »

Distances
In the context of survival, every step forward can be decisive, distances cannot be
neglected. The case system is abolished. As every centimetre can count, distances are
now considered in this way. Each square is 8cm square, so each consideration for a
square is now 8cm.
All distances are measured from the sides of the figure's base.

Target of attacks
Only zombies that are in contact (base to base) with survivors can hit them during their
activation. Any actor who comes into contact with a survivor who has moved less than
half their distance can attack immediately.

Exchange
You must be in base-to-base contact to make an exchange.

Search
To count as inside for a search test, the survivor must have their entire base inside a
building.

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Missing Object Marker
A Missing Object Marker (=MOM) is placed exactly under the centre of a miniature's
base on a natural dice result of 1. For any excavation, the difficulty is increased according
to the proximity of the MOM and the effect of several MOMs is cumulative.
A MOM increases the difficulty by +3. This change is reduced by 1 for every full 1cm of
distance from the centre of the marker.
For example, a marker 1cm away increases the difficulty by +2. Being 1cm from one
marker (+2) and 2cm from another (+1) increases the difficulty by +3.

Objective Activation
You must be in contact to activate an objective.

Amount of zombies appearing


For each room where zombies appear, one card is drawn for each circle of 5cm (or 2")
diameter that can be placed more than 50% in the room. Circles are placed without
touching any other previously considered circle while trying to fit as many circles as
possible.

Disengaging from zombies


All the zombies in base with the survivor and those in contact with them are taken into
consideration for successful disengagement. In order to disengage from the zombies, the
survivor must perform an action for each zombie that pushes it back 1cm. In order to
move, you must be able to pass within 1cm of any zombie at all times (this distance is
therefore ignored for a survivor with Slippery).

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Zone of impact
Zone of influence
Range for the 0 square
The minimum range of an attack being 0 for its
own case, considering the fact of being in the
centre of the case, we can consider that the
shooting weapons with a minimum range of 1
case have a minimum range of 3cm (counting
the width of the survivor's base).

In the diagram, the survivor's base is in blue,


the distance is in red and the area of a case is
represented by the green circle.

Range distance
And in fact, this radius of the 0 square is to be added
for the maximum range distances.
A width of one case corresponds to the 8cm case, so
the range of ranged attacks is multiplied by 8.

For example, a longbow with a range of 1-3 can


therefore shoot from a minimum of 3cm to a
maximum of 3x8cm + 3cm for the 0 case, which means
27cm.

Radius of skill effects


This 3cm distance is also used for effects in a case, so
you have to consider the targeted survivor or zombie
and anything else within that distance.

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For example :
- for Barbarian or Blitz, consider any zombie within 3cm of the survivor.
- For Iron Rain, consider all zombies within 3cm of the target zombie (and within range
of the weapon of course, it is not possible to hit and therefore count zombies out of
range).
- for Hold Your Nose, you must be 3cm from a place where a zombie is dead this turn to
benefit from the bonus.

All enchantments and other ranged actions are performed according to the same
distance rules.

Priority & Friendly fire


When declaring a ranged attack, the player chooses which zombie to target. His hit will
take into consideration the 3cm around the main target. It is in this area that the hit
priority rule will apply. If the attack misses and an ally is in this area, they are
automatically hit.

Mode : Survivor Races


Depending on the constitution of each individual, not everyone moves at the same
speed, but this is not necessarily the only difference.
It can be said that if dwarves are small, they are also more resistant but slower, whereas
elves are faster. Humans, on the other hand, while moving at an average speed, are also
capable of carrying more weight. Similarly, while ogres are robust and move at the same
speed as humans, they are very slow to react and are more massive and therefore more
visible.

To summarise:
- Dwarves: Movement = 6cm , +1hp (valid for each wound state) ;
- Elves: Movement = 10cm ;
- Humans: Movement = 8cm , Can carry two more items in their bag;
- Ogres: Movement = 7cm, +2hp (valid for each wound state), count as two survivors for
noise and sight of zombies.

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Mode : Survivor Classes
Depending on the life they led before the zombie invasion, survivors may have different
habits, facilities and reflexes depending on their location, environment, etc.
One can generally consider several main classes, some living as simple city dwellers,
others having a more martial rhythm, or even living more withdrawn from the
communities and civilized areas.

City dweller, Civilian, ...


Being more accustomed to city and village environments, they function in communities
or even societies, so they are much more apt to perform actions common to these
contexts.

Malus :
- Cannot use any spell in dual.
- Armour slowdown: as soon as they wear 5+ armour or better, they lose 1cm with each
move.

Bonus :
- If one of their teammates scares them, they can run and hide out of sight of the
zombies (up to 10cm or 2 cases) but will not be able to act the next phase.
- Can throw one of his weapons for a maximum distance of 12cm (or 3 cases). If it is a
stabbing weapon, on 4+ it inflicts 1 damage. If it is a shooting weapon (other than a
spell) he succeeds in wounding on 5+.
- May sacrifice a spell and a bow to light a fire (ignite the bile).
- If he draws an "aaarghhh" card during a search, the card's effect is cancelled on a 3+.
- When extinguishing flames, he can remove 2 markers instead of 1.

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Warrior, Fighter, ...
Warriors are experts in combat and the use of melee weapons, but are less adept at
using magic. They know how to change weapons and fight in groups.

Malus :
- Difficulty +1 to use spells.

Bonus :
- Reroll a single result of 1 for each attack.
- Can only hit allies if they are 2cm or less from the target (with the cases: only with
failures of difficulty value of the weapon -2, so a weapon that hits on 4+ will only hit
allies on a 1).
- Can replace one of his weapons for free once per turn.

Solitaire, Ranger, …
Les solitaires savent se débrouiller seuls dans toutes les situations et connaissent bien la
nature et divers environnements. Ils sont réactifs, vigilants et rapides !

Malus :
- Opening doors: +1 to the roll.

Bonus :
- Reroll a single result of 2 for each search outside.
- A result of 6 natural on the dice with a shooting weapon allows you to choose your
target.
- The use of water gives 1 more HP,
- Food can be used twice (e.g. by flipping the card after the first use).
- Can switch a firearm and a melee weapon for free once per turn.
- May increase one of his moves by 3cm each turn (no equivalent with the cases).

Scholars, mages, ...


Scholars have either been to school or studied on their own, but they have immersed
themselves in many books and spells and know many things. Their knowledge gives

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them a great advantage in the practice of magic, but they are not used to using tools or
weapons.

Malus :
- Shooting rolls and melee +1.
- Cannot use any weapon in dual (except spells).
- Armour slowdown: as soon as they wear armour, they lose 2cm for each move.
(nothing with the case system)

Bonus :
- Reroll a single result of 1 on spell actions.
- A natural dice result of 6 for a spell allows you to choose its target.
- Enchantments take one less phase to recharge.
- Can memorise 1 spell (or enchantment) and use that spell without holding the spell
(and change it in 1 action as long as he is holding the spells at the time).
- If he uses the spell he previously memorised, it counts as a dual if that spell allows it. It
allows a triple effect if he has that spell in his hands twice.
- If he draws an "aaarghhh" card during a search, the effect of the card is cancelled on a
5+.
- May, as an action, study an objective marker in his case without picking it up or
activating it.
- Concentrate Power: May set fire to another spell and may also set 2 flame markers
with each success with a fire spell.

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Learners, ...
A sage is good at quickly understanding the workings of any kind of mechanism or
weapon. He has dexterity but not much strength and is very quickly encumbered,
especially by armour.

Malus :
- Maximum number of items in his bag decreased by 2.
- Number of actions rounded down when in the weakened state.
- Armour slowdown: for each point of armour, movement is reduced by 1cm (7-armour
= malus in cm, except for the case system of course).

Bonus :
- Reroll a single result of 2 for each search in buildings.
- Sealing doors: counts as 2 for a closing action.
- Reinforce doors: counts as 2 for the limit of zombies to hold the door.
- If he draws an "aaarghhh" card during a search, the effect of the card is cancelled on a
6.
- May trade with multiple survivors at the same time during the trade action.
- Mechanical analysis: +1 to the roll to open doors and other things
- Knowledge of materials: can set fire with an electrical spell (like lightning) and can put
2 flame markers when setting fire.

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