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12 ZOMBIE CARDS
(#193 TO #204)
JULIEN TIFF
8 COMPANION CARDS
(standard and Zombivor version) (standard and Zombivor version)
Gunman . . . . . . . . . . . . . x2
Handyman . . . . . . . . . . . x2
Searcher . . . . . . . . . . . . . x2
Sniper . . . . . . . . . . . . . . . x2
8 COMPANION MINIATURES
16 WOUNDED CARDS
3
18 SEEKERS
Seeker
background
#3
bie card, and a single Seeker miniature is put on
NEW ZOMBIES: the board. The next Zombie card is drawn: another
Seeker Zombie card! The previous Seeker gets an
It took us quite some time to realize that a vicious 3 Toxic Abominations cant turn Seekers into Toxic Zom-
new zombie type had appeared. They look like your bies (see Toxic City Mall).
average walker and hide among average walkers,
but they act like hysterical teenagers: unable to
stay quiet, always moving, growling, and making
useless noise. When several packs of these seekers,
as we call them, arrive in a district, they make
each other more aggressive. They get so quick that
runners look like easy targets. If they re amped up
enough, seekers can rip apart a whole team in a
few seconds. If you spot one of these bastards, blast
it immediately. Otherwise, its whole gang will rush
4
you for a free meal.
EXPERIENCE POINTS
MINIMUM DAMAGE infection fully consume them. They die and rise to keep
TO DESTROY on fighting the good fight. Their body gets zombified,
but they keep their free will and survivor spirit. Half
ACTIONS
NAME
1 SURVIVOR (EXCEPT SHOOTER) - - - Your favorite Survivors can die and return to the game as
Zombie heroes called Zombivors! When your Survivor finally
2 TOXIC WALKER 1 1 1 falls to the ravening horde, you can turn him into a Zombivor
and exact a bloody revenge.
STANDARD WALKER / SEEKER
3 / SKINNER WALKER 1 1 1
4 BERSERKER WALKER 1 1 1
TOXIC FATTY (1) 1 2 1
5
TOXIC ABOMINATION (2) 1 3 5
STANDARD FATTY (1) 1 2 1
STANDARD ABOMINATION 1 3 5
6
SKINNER FATTY (1) 1 2 1
A-BOMB ABOMINATION (3) 1 A lot 5 The Zombivors status is indicated with on the Survivors
Identity Cards. All Survivor rules apply to them.
BERSERKER FATTY (1) 1 2 1 The killer feature about Zombivors is their incredible endur-
7 ance. A Zombivor is only eliminated by five Wounded Cards
BERSERKER ABOMINATION (4) 1 3 5
8 TOXIC RUNNER 2 1 1
Zombivors are great tanks. Theres a serious draw-
STANDARD RUNNER 2 1 1 back, though (besides the smell). At Yellow Level,
9 Zombivors dont gain the +1 Action Skill of standard
SKINNER RUNNER 2 1 1 Survivors. Theyre tougher but somewhat slower,
and thus offer a whole different gaming experience.
10 BERSERKER RUNNER 2 1 1
ZOMBIE DOG 3 1 1
11 in his Inventory (instead of two for a standard Survivor).
CRAWLER 1 1 1 Resurrection mode lets you begin the game with your favorite
Survivors in their Standard version and then switch them
(1) Each Fatty comes with two Walkers of the same type when it spawns to their Zombivor version when things go awry. You read
(Standard, Skinner, Toxic & Berserker). it right: If your Survivor gets eliminated, he comes back as
(2) Toxic Abomination: Toxic. Turns Standard Zombies into Toxic Zombies. a Zombie!
(3) A-Bomb Abomination: Impervious. Grabbing. Experienced players may begin the game directly with Zom-
(4) Berserker Abomination: Berserker. 2 Zones per Move. bivors instead of Standard Survivors.
#5
Ongoing game effects previously applied to the standard
NEW TILES:
version no longer apply. Except for Resurrection (or stated
otherwise), all rules affect Zombivors the same way they do
DAMAGED BUILDINGS
Survivors.
HOLE ZONES
Julien has a single Wound, 27 experience points, and
four Equipment cards: a Saber, Plenty Of Ammo, a
Rifle, and some Gasoline.
An unexpected extra activation allows the four Walk- The damaged building tiles feature some big holes as Zones.
ers to attack, inflicting four Wounds to share between Hole Zones have the following rules:
Tiff and Julien. Lines of Sight: Hole Zones are considered street Zones for
The first and second Wounds go to Tiff. The player Lines of Sight. Dug into buildings, they allow Lines of Sights
discards the Fire Axe and Shotgun cards. Tiff is elimi- to go beyond 1 Zone.
nated, and her miniature is laid down in the Zone. Movement: An Actor has to spend 2 additional Actions
She has no Equipment left. to get a Move Action out of a Hole Zone (so, its usually 3
The third Wound lands on Julien. The player discards Actions to get out). A Hole Zone still counts as a single Zone
the Gasoline and, as Julien now has two Wounds, the for determining Zombie routes to Survivors. Hole Zones
Survivor is eliminated, laying the miniature down. make great Zombie traps, as they cant get out on their own.
Julien keeps his remaining Equipment cards. Search: Hole Zones cant be Searched.
The fourth Wound is ignored, as theres no one left Zombie spawn: Dont spawn Zombies in a Hole Zone
to harm. when a Survivor opens the door of its building.
At the beginning of the next Players Phase, Tiff
PLANKS
and Juliens players decide to resurrect their fallen
heroes. Zombivor Tiff and Zombivor Julien are put in
the Zone, replacing the laid down miniatures.
Zombivor Tiff has no Equipment, loses the additional Planks are put through some Hole Zones. They allow Actors
Action granted by Neema, but has 21 experience to cross these dangerous Zones more quickly. Zones linked
points. The player can choose an Orange level Skill by both ends of a plank:
for her. Share a Line of Sight to each other. Yes, you can shoot
Zombivor Julien still has the Saber, Plenty Of Ammo, diagonally!
and Rifle cards, along with 27 experience points. The Are considered adjacent for Movement purpose. You can
player can choose an Orange level Skill for him. also Move diagonally!
6
Zones connected by a plank are at Range 1 of each other.
JEFF
Adam doesnt
JULIEN possibilities.
have a Line of
Sight to this
Zone. Its too
far into the
building!
SEEKER
Lines of Sight go
through any number
of street Zones, but Here are
only one Zone into a Juliens
building. Adam could Lines of Sight
shoot this Seeker. possibilities.
Adam has a
Line of Sight to
all Zones with
this symbol.
ADAM
ADAM
The Seeker has two
routes to reach
Adam. No matter the
movement penalty,
the Hole Zone is
still a single Zone.
The Seeker thus
takes the shortest
route and falls into
the Hole Zone.
SEEKER
COMPLETE BARRICADE
SEEKER
JEFF
SEEKER
JEFF
10
example) upon reaching Orange and then Red Level. Red Level.
12
Damage: 1 Damage: 1
+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 hasnt been used yet this game round. This Skill may be
any extra Actions the Skill grants). used even if the Survivors 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 Morgues 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 Survivors 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 Survivors 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 Survivors 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-
vors Move Action.
+1 die: Melee The Survivors 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 Survivors 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 A
ction
to use with Dog Companions (see the Dog Companions
13
box). This Action may only be used with Dog Companions.
Bloodlust: Melee* Spend one Action with the Survivor: He Fast roping The Survivor knows how to use ropes to get
moves up to two Zones to a Zone containing at least one Zom- out of a flying helicopter. He can get out of a flying helicopter
bie (or rival Survivor). He then gains one free Melee Action. to get into a street Zone (but not an indoor alley).
Bloodlust: Ranged* Spend one Action with the Survivor: Free reload The Survivor reloads reloadable weapons
He moves up to two Zones to a Zone containing at least one (Double Barrel, Mac-10, Sawed-Off, etc.) for free.
Zombie (or rival Survivor). He then gains one free Ranged
Action. Frenzy: Combat All weapons the Survivor carries gain +1 die
per Wound the Survivor suffers. Dual weapons gain a die each,
Born leader During the Survivors 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 recipients 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 doesnt need any Equipment to gain a die each, for a total of +2 dice per Wound and per Dual
open doors. He doesnt 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 doesnt 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 Survivors 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 Dont 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 theres 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 youve 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 Survivors inventory for each Wound hes
possess this Skill, the first player chooses the team that can about to receive. Negate a Wounded card per discarded
14
use it. The others cant use it until the next game round. Equipment card.
15
rolling any additional dice for this Skill.
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 Survivors Zone
are pushed to the selected Zone. This is not a Movement.
Both Zones need to share a clear path. A Zombie cant
cross barricades, fences, closed doors, or walls but can be
shoved out of a hole. Shove cant be used by Survivors in a
car or helicopter.
Sniper The Survivor may freely choose the targets of all his Trick shot When the Survivor is equipped with Dual
Ranged Combat Actions. Ranged weapons, he can aim at different Zones with each
weapon in the same Action.
Sprint The Survivor can use this Skill once during each of his
Activations. Spend one Move Action with the Survivor: He may Webbing All Equipment in the Survivors inventory is con-
move one, two, or three Zones instead of one. Entering a Zone sidered equipped in hand.
containing Zombies ends the Survivors 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 teams
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
16
assigned to him during Setup. in turn order (beginning with the first player, then clockwise).
OBJECTIVES
The shelter is compromised! Please follow the
instructions to evacuate. Follow these steps to
win the game.
1 Get all Objectives and at least one Compan-
ion for each Survivor.
2 Reach the Exit with all starting Survivors (and
rallied Companions). Any Survivor (and his Com-
panions) may escape through this Zone at the end
of his turn, as long as there are no Zombies in it.
Player Complete
starting area Abomination barricade
12R 10V
11V 2B
7B 5E
OBJECTIVES
Survive the siege. The siege ends when:
All Companions have been taken and are alive.
The Zombie deck is exhausted, and there are
no Zombies on the board (see special rules).
Barricades on tiles 2B and 11V are complete.
SPECIAL RULES
The end is near. Once all Companions have been taken,
Your garrison. Place two Handyman miniatures in the the Zombie deck is no longer reshuffled when exhausted.
indicated Zones. They can be taken in the same way as
Companion tokens. Each Companion token (and revealed The cavalry is here! Both pimpmobiles can be driven. You
Companion) gives 5 experience points to the Survivor who can Search a pimpmobile only once per game. It contains
18
takes it. either the Evil Twins or Mas Shotgun (draw randomly).
M03 A DRAMATIC
RESCUE
EASY / 6+ SURVIVORS / 90 MINUTES
cards in the marked Zone, face down. Any Survivor Search-
ing in this Zone can take one of them at random instead of
an Equipment card.
12R 6B
Doors Objective (NO XP) Spawn Zone
5C 5B
5E 11V
OBJECTIVES
Save them! Be a hero! You win the game when
all Companions have been taken and are alive.
SPECIAL RULES
Saving Private R No, we save everybody.
Place a Gunman, a Handyman, a Searcher, and
a Sniper Companion miniatures in the indicated
Zone. Dont spawn Zombies in their Zone when
their buildings door is opened. They can be
taken in the same way as Companion tokens.
Each Companion token (and revealed Compan-
ion) gives 5 experience points to the Survivor
who takes it.
M04 GHOSTS ON
BIRCH STREET
MEDIUM / 6+ SURVIVORS / 120 MINUTES
are in fact cars ready to go, loaded with weapons! Both
pimpmobiles can be driven. You can Search a pimpmobile
only once per game. It contains either the Evil Twins or Mas
Shotgun (draw randomly).
The Ghosts of Birch Street are a singular survivor
team. They believe in hiding as much as we believe
in bashing zombies, and they don t mix well with 5C 7B 5D
other teams-if you see them at all. As the zombie
threat grows stronger, we think we should find the 6B 5E 1C
Ghosts on their own turf and make sure they will
join everyone if a full-scale battle occurs. I m sure 11R 6C 10V
they know we re here, yet they want to play hide
and seek.
And zombies are coming. What jokers.
SPECIAL RULES
The Ghosts of Birch
Street. Shuffle 2 Gun-
man, 2 Handyman, 2
Searcher, and 2 Sniper
Companion cards into
the Equipment deck.
1C 6B
11V 12R
10R 1B
OBJECTIVES
Barricade the doors. You win the game when a complete
barricade is built on every open door of the main building
(tiles 6B, 10R, 11V, and 12R). Note: Saving the Handymen on
tile 1C is optional.
SPECIAL RULES
The secret cache. Set the Evil Twins and Mas Shotgun
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
21
Survivor who takes them. open door.
Objectives (5 XP)
Complete
11V 18P 12R barricade Spawn Zone Switches
10V 6P 16P
Open door Doors Exit Zone
Its not a spark plug, but its useful anyway. Each Objec-
tive gives 5 experience points to the Survivor who takes it.
The blue key. Put the blue Objective randomly among the
red Objectives, face down. The blue door cannot be opened
until the blue Objective has been taken.
SPECIAL RULES
Lighthouse inhabit-
ants. Place Companion
miniatures in the indi-
cated Zones. They can
be taken in the same
way as Companion
tokens, giving 5 experi-
ence points to the Survi-
vor who takes them.
Construction permit.
Barricades can be built
in indicated areas.
17P 12R
1P 3P
2P 11R
4P 18P
Player A pair of
starting area Gunblades
Objective
(5 XP)
Torn
Exit Zone barbwire
25
Spawn Zones
OBJECTIVES
Raid the place, and run like hell!
1 Raid! Take all Objectives.
2 Run! Reach the Exit with at least one Survivor.
Any Survivor may escape through this Zone at the
end of his turn, as long as there are no Zombies in it.
NOTE: A building on tile 17P has no door on
purpose.
M09 FLASH
FLOOD
EASY / 6+ SURVIVORS / 90 MINUTES
marked Hole Zone. A Survivor standing in this Zone can take
one of them at the cost of an Action. This is not a Search
Action, so he can spend two Actions to take them both.
OBJECTIVES
Open door
Zombicide them all! You win the game if all starting Survi-
vors are in the Observation tower when the Zombie deck is A pair of
exhausted. Keep on reshuffling the Zombie deck until this Gunblades Exit Zone
Observation tower
condition can no longer be met.
SPECIAL RULES
Unexpected but useful stuff.
Each Objective give 5 experience
points to the Survivor who takes it.
27
door can be opened.
12R 16P
10R 7P
11V 5P
1P 8P
Player
starting area Door
Exit Zone
Observation Spawn
tower Zones
SPECIAL RULES
them. Yep, you have only eight Companions to save. Be
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 deckyoull see them when they appear on the like Standard Walkers. They cant 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:
OBJECTIVES
Clean the dispensary. Explore the place and then secure it:
1 Explore the area. Trigger all the Event Triggers.
2 Secure the area. Build a complete barricade on every
open door. You win the Mission if there are no Zombies left
in the building (even in the Hole Zones).
12R 6V
11V 10V
SPECIAL RULES
Pleasant surprises. Each Ob-
jective gives 5 experience points
to the Survivor who takes it. Put
the blue Objective randomly
among the Objectives, face
down. The Survivor taking the
blue Objective gets the La Guil-
lotine Equipment card for free.
Survivors taking red Objectives
get a random Companion card
(without additional experience
gain) and its matching Compan-
ion miniature for free.
30
barricade is built upon it.
SPECIAL RULES
Reinforcements! Shuffle 2 Gunman, 2 Handyman, 2 Searcher, and 2 Sniper
Companion cards into the Equipment deck.
Allons enfants de la patrie. Set the La Guillotine card in the marked Zone.
Any Survivor Searching in this Zone can take it instead of an Equipment card.
Door
Player Player
starting area starting area La Guillotine +
A-Bomb Spawn
Open location
door
Event
Spawn Zones trigger
Event
trigger
Spawn Zone
3V 12V
9R 6V
10R 11R
OBJECTIVES
Get a few Fatties for Parker to toy with. The Mission is a
success as soon as these conditions are met:
At least four Skinner Fatty miniatures, and Skinner Fatties
only, are in the Hole Zone of tile 12V (Fatty trap). Spawn Zone
There are no Zombies on tile 3V. Player Event
starting area Spawn locators trigger
32
who takes them. a Spawn locator.
11V 7V
12R 10R
8V 9V
Player
starting Spawn Spawn Doors
area Zones locators
33
trigger Zone (5 XP) door
M15 NEDS
KEY
HARD / 6+ SURVIVORS / 180 MINUTES
3 Go back home with Neds 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 doesnt
OBJECTIVES
have any Spawn locator.
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
CREDITS
GAME DESIGNERS: PUBLISHER:
2015 Guillotine Games Ltd., all rights
reserved. No part of this product
Raphal GUITON, Jean-Baptiste LULLIEN David PRETI may be reproduced without specific
and Nicolas RAOULT permission. Zombicide, Guillotine
PLAYTEST: Games, and the Guillotine Games logo
ART: Yuri FANG, Guilherme GOULART, Michelle Inc. Coolminiornot is located at 1290
Old Alpharetta Road, Alpharetta GA
GOULART, Vitor GRIGOLETO, Odin 30005, U.S.A.
Miguel COIMBRA, Nicolas FRUCTUS,
GUITON, Mathieu HARLAUT, Thaissa
Edouard GUITON, Mathieu HARLAUT, Retain this information for your records.
Jrmy MASSON and Eric NOUHAUT LAMHA, Eric NOUHAUT, Frederico Not suitable for children under 36 months
PERRET, David PRETI, Sergio ROMA, due to small parts. Actual components
GRAPHIC DESIGN: Renato SASDELLI, Roberto "Pena" may vary from those shown.
RULES.
SUMMARY
STEP
Choose the first player (he receives the first player token)
EACH TURN
The first player activates all of his or her Survivors, one after the other, in any order. When
he or shes done, the next players turn begins. Play clockwise. Each Survivor initially has
BEGINS WITH:
three Actions to spend, chosen from the following list. Unless stated otherwise, each
Action may be performed several times per turn.
MOVE: Move one Zone.
SEARCH: Indoor only. Draw a card in the Equipment deck (always only one Search per
PLAYERS'
turn per Survivor).
OPEN A DOOR: Special Equipment or Skill required. Spawn Zombies inside a building
PHASE
if its the first door.
REORGANIZE INVENTORY: E quipment exchange with another Survivor (in the same
Zone) is possible.
RANGED COMBAT: Equipped Ranged weapon required.
MELEE COMBAT: Equipped Melee weapon required.
HELICOPTER ACTIONS: See Rue Morgue rulebook, page 16.
TAKE AN OBJECTIVE TOKEN OR ACTIVATE AN OBJECT (in the Survivors Zone).
MAKE NOISE. Gotta need it to risk it.
DO NOTHING (and live with it).
PHASE
NOTE: Runners get two Actions per turn. Once all Zombies have taken their first Action,
Runners go though the Activation step again to resolve their second Action.
2. SPAWN
Always draw Zombie cards for all Spawn Zones in the same order (play clockwise).
Danger Level used = highest Danger Level among active Survivors.
Fatties spawn with two Walkers.
No more minis of specified type? All Zombies of specified type get an extra activation!
PHASE The next player receives the first player token (play clockwise).