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2
RULES
ZOMBICIDE 2
ND
EDITIONR
CHAPTERS
- GAME COMPONENTS......... 3
- TIME FOR ZOMBICIDE ......5
- FROM ORIGINAL ZOMBICIDE
TO 2
ND
EDITION....................5
- SETUP................................6
- GAME OVERVIEW.............. 8
PLAYER PHASE.................................8
ZOMBIE PHASE.................................8
END PHASE.......................................8
WINNING AND LOSING.......................8
- THE BASICS....................... 9
USEFUL DEFINITIONS........................9
LINE OF SIGHT.................................10
MOVEMENT.......................................11
READING AN EQUIPMENT CARD........12
Ammo Type.....................................12
Zombie-Killing, Door-Opening, and
Noisy Equipment.............................13
Combat Characteristics...................13
Noise...............................................14
ADRENALINE, DANGER LEVEL, AND
SKILLS.............................................15
- INVENTORY.....................16
- THE ZOMBIES..................17
WALKER..........................................17
FATTY.............................................17
RUNNER..........................................17
ABOMINATION.................................17
• Hobomination...............................18
• Abominawild.................................18
• Abominacop..................................18
• Patient 0......................................18
• Tailoring the Abomination Deck....18
- PLAYER PHASE...............19
MOVE...............................................19
SEARCH...........................................19
DOOR ACTION..................................19
SPAWNING IN BUILDINGS................ 20
REORGANIZE/TRADE........................21
COMBAT ACTIONS............................21
• Melee Action.................................21
• Ranged Action..............................21
TAKE OR ACTIVATE AN OBJECTIVE... 22
MAKE NOISE. ..................................22
DO NOTHING...................................22
- ZOMBIE PHASE...............23
STEP 1: ACTIVATION........................ 23
• Attack.........................................23
• Move...........................................24
• Playing Runners..........................25
STEP 2: SPAWN. ..............................25
• Colored Spawn Zones................... 25
• Zombie Rush Cards...................... 26
• Extra Activation Cards................26
• Running Out of Zombies............... 26
- COMBAT..........................27
MELEE ACTION................................27
RANGED ACTION.............................27
• Targeting Priority Order..............28
• Friendly Fire. ...............................28
- EQUIPMENT TRAITS.......29
• Flashlight....................................29
• Molotov.......................................29
• Reload.........................................29
• Equipment Skill...........................29
- ADDITIONAL GAME
MODES...............................30
ABOMINATION FEST........................30
CAR ACTIONS..................................30
• Get In or Out of a Car. .................30
• Change Seats in a Car.................. 30
• Drive a Car...................................31
• Take a Pimpweapon Crate in a
Pimpmobile....................................32
• Search a Police Car......................32
DARK ZONES...................................33
COMPANIONS..................................33
• Escorting a Companion................34
• Companion General Traits............34
ULTRARED MODE............................35
TUNING THE DIFFICULTY................35
- MISSIONS........................36
M0 - ZOMBICIDE LIFE (TUTORIAL)...36
M1 - CITY BLOCKS...........................37
M2 - Y-ZONE...................................38
M3 - THE 24HRS RACE
OF ZOMBICITY................................39
M4 - DRIVE-BY SHOOTING............... 40
M5 - BIG W......................................41
M6 - THE ESCAPE. ...........................42
M7 - GRINDHOUSE..........................43
M8 - ZOMBIE POLICE....................... 44
M9 - MIGHT MAKES RIGHT. .............45
M10 - SMALL TOWN......................... 46
M11 - THE DITCH..............................47
M12 - CAR CRASH...........................48
M13 - BURNING STREETS................ 49
M14 - BREAKFAST AT JESSE’S........ 50
M15 - UNITED WE STAND.................. 51
M16 - PALE SHELTER....................... 52
M17 - THE BLIGHT...........................53
M18 - THE END OF THE ROAD.......... 54
M19 - BEST FRIENDS FOREVER........ 55
M20 - THE ZOMBIEFEST.................. 56
M21 - HEAVY-DUTY......................... 57
M22 - CRANK IT UP TO 11................ 58
M23 - MERCY STREET..................... 59
M24 - RAM SPEED...........................60
M25 - NED’S MOLOTURBO. ..............62
- SKILLS............................63
- INDEX.............................67
- CREDITS.........................67
- GAME ROUND
SUMMARY..........................68
---
R 3
RULES
ZOMBICIDE 2
ND
EDITION
GAME
COMPONENTS#01
40 Walkers
16 Runners
16 Fatties
4 Abominations
AmyDoug ElleJosh Ned Wanda
Bunny GLili LouOdinOstara Tiger Sam
x4
x4 x4
x4x4
x4
x4
x4
x4
x4
x4
x4
x4
x4
x4 x4x4 x4
76 Zombies
9 DOUBLE-SIDED TILES
12 Survivors
88 MINIATURES
12 ID CARDS
---
4
RULES
ZOMBICIDE 2
ND
EDITIONR
• 6 Starting Equipment
Baseball Bat.....................................1
Crowbar............................................1
Fire Axe.............................................1
Pistol.................................................3
• 45 Equipment
Aaahh!!.............................................4
Bag of Rice......................................2
Canned Food...................................2
Chainsaw.........................................2
Crowbar............................................1
Fire Axe.............................................1
Flashlight.........................................2
Katana..............................................2
Kukri.................................................2
Machete...........................................4
Molotov............................................4
Pistol..................................................1
Plenty of Bullets............................3
Plenty of Shells..............................3
Sawed-Off.......................................4
Shotgun...........................................2
Sniper Rifle.....................................2
Sub-MG.............................................2
Water................................................2
• 11 Pimpweapons
Aaahh!..............................................2
Army Sniper Rifle...........................1
Automatic Shotgun........................1
Evil Twins..........................................1
Golden AK-47..................................1
Golden Kukri....................................1
Gunblade..........................................1
Ma's Shotgun...................................1
Nailbat...............................................1
Zantetsuken.....................................1
• 1 Reference Card
Car......................................................1
• Car (Pimpmobile/Police Car).3
• Door (Blue - open/closed)........1
• Door (Green - open/closed).....1
• Door (Red - open/closed).......15
• Exit Zone......................................1
• First Player..................................1
• Noise token................................18
• Objective (Red/Blue).................1
• Objective (Red/Green)..............1
• Objective (Red/Red).................9
• Pimpweapon Crate. .................12
• Zombie Spawn (Spawn Start)...1
• Zombie Spawn (Red/Blue).......1
• Zombie Spawn (Red/Green)....1
• Zombie Spawn (Red/Red).......5
107 MINI CARDS
48 TRACKERS 6 DICE
6 SURVIVOR DASHBOARDS
6 SURVIVOR COLOR BASES
40 Zombie Cards
71 TOKENS
63 Equipment Cards
4 Abomination Cards
---
R 5
RULES
ZOMBICIDE 2
ND
EDITION
TIME FOR
ZOMBICIDE!
Not so long ago, most of us were ordinary people
leading ordinary lives, our dreams bound by ordinary
laws. And then, the zombies came, storming
humanity by surprise. The infected destroyed the
old world in a matter of days.
Facing the apocalypse, a few of us showed their
true selves, and survived, guns blazing. We are no
longer the people we used to be. The past is gone.
We are now free to choose our fate. It won’ t be a
zombie world. It ’ s time for payback. It ’ s time for
Zombicide!
Zombicide is a cooperative game where 1 to 6 players take
the roles of Survivors battling Zombies controlled by the
game itself. The theme is about fellowship, heart-pounding
action, and reaching victory against impossible odds.
The game’s goal is to choose a Mission and complete its
objective, killing as many Zombies as possible along the
way. The monsters are unpredictable and come in greater
numbers as adrenaline builds up, threatening to overwhelm
the Survivors. Keep an eye on each other’s back!
Survivors use whatever weapons they can get to kill Zombies
and slow down the invasion. The better the weapon, the
higher the body count, but the more Zombies will appear,
attracted by the onslaught.
The best weapon, however, is cooperation. All players win or
lose together, and only through team spirit will the Survivors
give the best of themselves, unlocking powerful Skills and
access to the best weapons. Cooperation is the key to survival
and victory!
FROM ORIGINAL ZOMBICIDE
TO 2
ND
EDITION
Many players have been hunting zombies for years and know
the rules of survival by heart. The most important of them is
knowing when to evolve. If you are a veteran player, here are
the pages you need to check to know what’s new.
• Setup (P. 6). Quicker Setup, with Doors on the tiles, and
predefined Zones for Objectives and Pimpweapons.
• Reading An Equipment Card (P. 12). Introducing new
symbols, like Ammo and Weapon type.
• Experience Points have been replaced with Adrenaline
Points. They work the same.
• The Zombies (P. 17). Introducing Zombie Rushes and new
Abomination rules.
• Move Action (P. 19). Kid Survivors may use the Slippery
Skill once per Turn.
• Spawning in Buildings (P. 20). Zombies spawn in Dark Zones.
• Zombie Attack (P. 23). Classic Survivors are eliminated
with 3 Wounds. Kid Survivors may only take 2.
• Zombie Move (P. 24). Updated Split rules.
• Zombie Spawn (P. 25). The Spawn Step always starts with
the Starting Spawn Zone.
• Targeting Priority Order (P. 28). Fatties go first. Simplified
rules for shared Targeting Priority Order.
• Friendly Fire (P. 28). New rules for hitting fellow teammates
with missed Ranged Actions.
• The minimum Accuracy is always 2+, no matter how game
effects stack.
• Molotovs and Sniper Rifles are no longer built. They come
as Equipment cards.
• Additional Game Modes (P. 30). Expanded rules and
additional modes to add variety in your games. Includes new
car rules, expanded Dark Zone rules, and Companions.
• Skills (P. 63). Many skills were added or updated to fit this
new edition.
#02 #03
FREE CMON CONTENT
GET IT HERE!
cmon.com/q/ZCD001/r
---
6
RULES
ZOMBICIDE 2
ND
EDITIONR
SETUP
Yes, we wander from one city to the next. This is
where we can find quick meals, fancy clothes, soap,
cars, and guns. You don’ t seem to understand, so let
me be clear: we live here not in spite of the zombie
population, but because of it. A predator always
follows its prey!
The standard game of Zombicide features 6 Survivors,
distributed among the players. For newer players, we
recommend playing with 6 players, each controlling 1
Survivor. A veteran player can easily control a whole team of
6 Survivors and blast their way through the deadly mission!
1– Choose a Mission.
2– Place the tiles.
3–Place the Spawn Zones, tokens, and miniatures as
indicated by the Mission and tiles.
Veteran Zombicide players, please note:
- The tiles predefine places for Pimpweapon Crates and
Objective tokens.
- Closed doors are already drawn on buildings.
4– Select the Survivors and distribute them between the
players as desired. As they are cooperating against the game,
all players form a single team. Players sit around the table in
any order they choose.
5– Players take 1 Dashboard for each of their Survivors,
placing the Survivor’s ID Card on it. They take a colored
plastic base and attach it to the Survivor’s miniature to help
identify it. They also take 5 plastic trackers of the same color
as their base.
6– Set the following cards in separate decks. They are
identified by their category, as written on their back, and
their respective color. Shuffle each of these decks and place
them facedown close to the board.
• Starting Equipment (grey).
• Equipment (blue).
• Pimpweapons (red).
• Zombies (yellow).
• Abominations.
Place the Car reference card within view of all players. This
card acts as a reminder of the car rules and stats. It does not
belong to any single player.
This is the Car reference card.
7– Take all Starting Equipment cards. Then, deal them
randomly and as evenly as possible among the Survivors. If
needed, players choose the Survivors who receive more than
1 card.
8– Place the miniatures representing the chosen Survivors
in the Survivor Starting Zone(s), as indicated by the Mission.
9– Each player places their Survivors’ Dashboard(s) in front
of them. Make sure the sliding arrow is on the 0 space in the
blue area of the Danger Bar. Then, they place a tracker in
the appropriate slot of their Wound Bar (see next page) and
another tracker in the slot for the first (Blue) Skill. Place 3
more trackers in the reserve slots at the top of the Dashboard.
Starting Equipment may be set in the Hand or Backpack slots
of the Dashboard (P. 16).
#04
The Mission map
shows where to
place Zombie Spawn
tokens, like this one.
The Objective token
and the Pimpweapon
Crate token have been
placed on top of their
respective markings.
This is the Survivor Starting
Zone. It is indicated on the
Mission map, but is not
a token. Survivors start
the game in this Zone.
At the start of the
game, a Zombie
has to be placed
here. In this case,
it is a Walker.
This is an open Objective
crate. Place an Objective
token on top of it at
the start of the game.
Whenever a Survivor
takes the Objective
token, they leave only
the empty crate behind.
This is an open
Pimpweapon Crate.
Place a Pimweapon
Crate token on top
of it at the start of
the game. Whenever
a Survivor takes the
token, they leave only
the empty crate behind.
---
R 7
RULES
ZOMBICIDE 2
ND
EDITION
There are 2 Survivor types in Zombicide : classic Survivors
and Kids.
Classic Survivors have no distinguishing features. They
usually start with Health 3.
Kids have their own symbol on their ID Card.
They usually start with Health 2 and can use the
Slippery Skill (P. 66) once per Turn with a single
Move Action.
10– The player with the Fire Axe as their
Starting Equipment is the first player for
the first Game Round. Give them the First
Player token.
This Mission is ready to be played.
Let the Zombicide begin!
Amy is a classic
Survivor and starts
with Health 3.
Bunny G is a Kid.
He starts with
Health 2 and can
use the Slippery
Skill once per
Activation.
Tracker on
the 0 of the
Danger Bar.
Tracker
on the
Blue Skill.
3 Trackers
in reserve.
Tracker on
the 3 of the
Wound Bar.
Amy got the Fire
Axe as her Starting
Equipment. It also
grants her the First
Player token for the
First Game Round.
This is the First
Player token.
---
8
RULES
ZOMBICIDE 2
ND
EDITIONR
GAME
OVERVIEW
Our infected foes no longer use the weapons they
tried to defend their former lives with. In some
places, you can just pick one up and start firing on
the spot. On the other hand, zombies are not to
be underestimated. They find strength in numbers
and may prove unpredictable. This is a war no one
was prepared for.
Zombicide is played over a series of Game Rounds, which
proceed as follows.
PLAYER PHASE
The player with the First Player token takes their Turn,
activating their Survivors 1 at a time, in any order of their
choice. Each Survivor can initially perform 3 Actions per
Turn, though they may gain Skills allowing them to perform
extra Actions as the game progresses. The Survivor may
use their Actions to kill Zombies, move around the board,
and perform other tasks to accomplish the various Mission
objectives.
Once a player has activated all their Survivors, the player to
their left takes their Turn, activating their Survivors in the
same manner.
When all the players have completed their Turns, the
Player Phase ends.
The Player Phase is explained in depth on page 19.
ZOMBIE PHASE
All Zombies on the board activate and spend 1 Action
to either attack a Survivor standing in their
Zone or, if they have nobody to attack,
Move towards the Survivors.
Some Zombies, called Runners, get
2 Actions, so they can attack twice,
attack and move, move and attack, or
move twice.
Once all Zombies have performed
their Actions, new Zombies appear
in all active Spawn Zones on the board.
The Zombie Phase is explained in depth
on page 23.
END PHASE
Remove all Noise tokens from the board. The first player
hands the First Player token to the player on their left.
Another Game Round then begins.
WINNING AND LOSING
The game is won immediately when all of the Mission
objectives have been accomplished.
The game is lost whenever a Survivor is eliminated, when
the Mission objectives can no longer be fulfilled, or when a
specified losing condition is met.
Zombicide is a cooperative game, so all players win or lose
together.
#05
---
R 9
RULES
ZOMBICIDE 2
ND
EDITION
THE
BASICS
One rule: no rules. Well, almost. Find cool weapons,
stick together, kill zombies, enjoy life, and
everything should be fine.
USEFUL DEFINITIONS
Actor: A Survivor or Zombie.
Zone: Inside a building, a Zone is a room. On a street, a Zone
is the area between two linear markings (or a linear marking
and the board’s edge) and the walls of buildings.
#06
This is a
building Zone.
The room
is delimited
by walls.
This street Zone
straddles 2 tiles.
This building
has 4 rooms,
forming 4 separate
building Zones.
These 8 building Zones
form a single building
straddling 2 tiles.
This is a street Zone,
delimited by linear
markings, a wall,
and the board’s edge.
This street Zone
straddles 4 tiles.
---
10
RULES
ZOMBICIDE 2
ND
EDITIONR
LINE OF SIGHT
Lines of Sight define whether Actors can see each other,
such as whether a Survivor can see a Zombie through a door
opening, from one room to the next, across the street, etc.
In street Zones, Actors see in straight lines that run parallel
to the edges of the board. Actors cannot see diagonally.
Their Line of Sight covers as many Zones as the line can pass
through before reaching a wall or the edge of the board.
In building Zones, an Actor sees into all the Zones that
share an opening with the room the Actor currently occupies.
If there is an opening, the walls do not block Line of Sight
between 2 Zones. An Actor’s Line of Sight is limited,
however, to a distance of 1 Zone.
• If the Survivor is looking from a building Zone out into street
Zones, the Line of Sight can go through any number of street
Zones in a straight line.
• If the Actor is looking from a street Zone into a building, the
Line of Sight can go only 1 Zone into the building.
NOTE: Closed Doors block Lines of Sight.
There is no diagonal Line
of Sight in Zombicide.
Elle has a Line of Sight through the
open door, all the way through the
street. Doug and her see each other!
Doug sees 1 Zone into the buildings, but no further.
He sees Elle far away, but cannot see past the
first Zone trough the building in front of him.
Josh stands
in a Street
Zone. He sees
in straight
lines, up to
walls, closed
doors, and the
board’s edge.
Amy’s Line
of Sight is
interrupted
by the wall.
Josh’s Line
of Sight is
interrupted by
the closed door.
Standing
in a street
Zone, Amy
has Lines
of Sight in
straight lines,
until they
meet either a
wall, a closed
door, or the
board’s edge.
Wanda has a
Line of Sight
through the
street, up to 1
Zone into the
building on the
other side of
the street.
Josh sees
1 Zone into
building Zones.
Josh can’t see more
than 1 Zone through
building Zones.
Wanda’s Line of
Sight cannot go
further, she cannot
see Doug (and the
other way around).
WANDA
AMY
JOSH
ELLE DOUG
---
R 11
RULES
ZOMBICIDE 2
ND
EDITION
MOVEMENT
Movement is life. Keep on moving!
- Wanda
Actors can move from one Zone to the next as long as the
first Zone shares at least one edge with the destination
Zone. Corners do not count. This means Actors cannot move
diagonally.
In street Zones, movement from one empty Zone to another
has no restrictions. However, Actors must go through an
open door (or opening) to move from a building Zone to a
street Zone and vice-versa.
In building Zones, Actors may move from one Zone to
another as long as their Zones are linked by an opening (such
as an open door). The position of a miniature in the Zone and
the layout of the walls do not matter as long as the Zones
share an opening.
The closed door
prevents Lili
from entering the
building. It must
be opened first!
...but she cannot
Move diagonally.
Lili can Move 1
Zone north or
south through
the street...
LILI
OSTARA
All walls have
openings and
the door is open,
so Ostara can
move wherever
she wants.
Remember: no
diagonal Moves!
---
12
RULES
ZOMBICIDE 2
ND
EDITIONR
READING AN EQUIPMENT CARD
I know better. Rate of fire is life. Keep on firing!
- Doug
Zombicide features many different Equipment cards. The
ones the Survivors use to eliminate Zombies have Combat
characteristics displayed at the bottom:
Weapons fall into 2 categories: Melee weapons and Ranged
weapons. The Melee and Ranged symbols are used to
distinguish each type.
Melee weapons
bear the Melee
symbol.
They have a Range 0 value
and thus can only be used
in the same Zone as the
Survivor. They are used
with Melee Actions (P. 21).
Ranged weapons
bear the Ranged
symbol.
They usually have a
maximum Range value of
1 (or more). They are used
with Ranged Actions (P.
21). Attacking at Range 0
with a Ranged weapon is
still a Ranged Action.
- AMMO TYPE
Ranged weapons use ammunition to kill Zombies. They have
infinite ammo (enjoy!). However, they don’t all use the same
type of Ammo.
Weapons with the Bullets symbol fire small-
caliber ammunition at Zombies. They may use the
Plenty of Bullets card to provide the Survivor with
handy re-rolls.
Weapons with the Shells symbol work with higher
caliber ammunition. Having the Plenty of Shells card
allows for re-rolls against tougher targets.
Baseball Bats, Crowbars, and
Fire Axes are Melee weapons.
Pistols, Shotguns, and Sniper
Rifles are Ranged weapons.
---
R 13
RULES
ZOMBICIDE 2
ND
EDITION
- ZOMBIE-KILLING, DOOR-OPENING, AND
NOISY EQUIPMENT
Many Equipment cards, such as the Crowbar, Fire Axe, and
Chainsaw, allow Survivors to open doors as well as eliminate
Zombies.
Equipment that allows Survivors to kill
Zombies has either the Ranged or Melee
symbol.
Equipment that allows players to open Doors
has this symbol.
Each of these symbols is accompanied by a second symbol
related to Noise, defining if the Action is noisy or not. Noise
attracts Zombies!
This Action is noisy and produces a Noise token.
This Action is not noisy and does not produce a
Noise token.
EXAMPLE 1 – The Fire Axe:
EXAMPLE 2 – The Chainsaw:
- COMBAT CHARACTERISTICS
Weapons display Combat characteristics used to eliminate
Zombies in many ways.
Can open
doors and
produces a
Noise token
when used
that way.
Can kill
Zombies and
produces
a Noise
token when
doing so.
Can open
Doors and
produces a
Noise token
when used
that way.
Can kill
Zombies,
but does
not produce
a Noise
token when
doing so.
Weapon type.
This Equipment
is a Melee
weapon.
Range. Min. and max.
number of Zones the
weapon can reach.
0 indicates it can
only be used in the
Survivor’s Zone.
Dice. Roll this many dice
when a Melee Action is
spent to use this weapon.
Accuracy. Each
roll that equals
or exceeds
this value is
a success.
Lower results
are failures.
Damage.
Damage
inflicted with
each success.
Damage does
not stack
with multiple
successes.
Dual. If the
Survivor has
Dual weapons
with the
same name
in each Hand
slot (P. 27),
the Survivor
may use them
both with a
single Action
(they must be
aimed at the
same Zone).
Ammo type.
This Equipment
uses Bullets.
Weapon type.
This Equipment
is a Ranged
weapon.
Range. Min. and max.
number of Zones the
weapon can reach. 0-1
indicates it can be used
to shoot in the Survivor’s
Zone or up to 1 Zone away
(and within Line of Sight).
Dice. Roll this many
dice when a Ranged
Action is spent to
use this weapon.
Accuracy. Each roll that equals
or exceeds this value is a success.
Lower results are failures.
Damage.
Damage
inflicted with
each success.
Damage does
not stack
with multiple
successes.
---
14
RULES
ZOMBICIDE 2
ND
EDITIONR
- NOISE
Keeping quiet? What for? I have fun, and fun
makes noise!
- Bunny G
Running a chainsaw or going full auto makes Noise, and Noise
attracts Zombies. Each Action used to attack or open a door
with noisy Equipment produces a Noise token.
• Place the Noise token in the Zone where the Survivor
resolved the Action. It stays in the Zone it was produced,
even if the Survivor later moves during their Turn.
• A single Action can only produce a single Noise token, no
matter how many dice are rolled, how many hits are obtained,
or whether Dual weapons were used.
• Noise tokens are removed from the board during the End
Phase (see P. 8).
NOTE: Each Survivor miniature also counts as a Noise token.
Zombicide Survivors can’t stay quiet, and don’t even get me
started on the kids!
EXAMPLE: Ned spends his first Action with a Katana to
eliminate a Walker in his Zone. The Katana is a Silent weapon
and doesn’t produce Noise tokens.
His second Action is spent to fire 1 Zone away with a
Shotgun. It is a noisy weapon. Even if multiple dice were
rolled, only a single Action was spent. A single Noise token
is set in Ned’s Zone.
Ned spends his third Action to Move away. The Noise
token remains in the Zone it was produced in and does not
follow Ned.
---
R 15
RULES
ZOMBICIDE 2
ND
EDITION
ADRENALINE, DANGER LEVEL, AND
SKILLS
Tell me how you kill zombies, and I’ ll tell you who
you are.
- Elle
For each Zombie eliminated, a Survivor gains 1 Adrenaline
Point (AP) and moves up a notch on their Danger Bar. Some
game features provide additional AP, like taking Objective
tokens or consuming food.
There are 4 Danger Levels on the Danger Bar: Blue, Yellow,
Orange, and Red. Reaching a new Danger Level provides
the Survivor with a new Skill (P. 63) to help them on their
Mission. Skills stack across Danger Levels. As new Skills are
unlocked, place new trackers on the Survivor Dashboard to
indicate them.
Building up Adrenaline has a side effect. When players
draw a Zombie card to spawn Zombies, read the line that
corresponds to the highest Danger Level achieved by
any Survivor (see Zombie Spawn, P. 25). The stronger the
Survivor is, the more Zombies appear.
A Survivor starts the
game at Blue Level with
0 Adrenaline Points
and a single Skill.
The Yellow Level is
reached with 7 Adrenaline
Points. The Survivor
gains a fourth Action.
The Orange Danger Level is
reached with 19 Adrenaline
Points. Choose a Skill among
the 2 indicated at this Level.
The Red Danger Level is
reached with 43 Adrenaline
Points. Choose a Skill among
the 3 indicated at this Level.
Red Level: 6 Walkers
Orange Level: 4 Walkers
Yellow Level: 2 Walkers
Blue Level: 1 Walker
---
16
RULES
ZOMBICIDE 2
ND
EDITIONR
INVENTORY
- Mister? You’ve got the weapon I’ m looking for.
- I was about to tell you the same thing. What ’ s
your name, young punk?
- Ostara. You?
- Ned.
- Nice to meet you. Can I have this weapon?
Please?
Each Survivor can carry up to 5 Equipment cards, divided
into two types of Equipment slots on their Dashboard: 2 Hand
and 3 Backpack slots. Players may discard cards from their
Survivor’s inventory to make room for new cards at any time,
for free (even during another player’s Turn).
Each Hand slot may hold 1 Equipment card. Weapons and
other items in Hand slots may be used normally.
The Backpack can hold up to 3 Equipment cards.
Characteristics and game effects described on Equipment
cards cannot be used until they are moved to a Hand
inventory slot.
Equipment cards bearing “May be used in the Backpack”
may be used when in either Hand or Backpack slots.
#07
Hand slots: Both hands are used for
Combat. The Survivor may perform
Ranged Actions with the Sub-MG and
Melee Actions with the Machete.
Backpack: The Backpack slots are meant to
store any Equipment cards the Survivor is not
currently using. The Survivor may not use the
Katana until it is moved to a Hand slot.
The Plenty of Bullets
Equipment card, bearing
the “May be used in the
Backpack” distinction,
still provides its game
effect to the Survivor.
---
R 17
RULES
ZOMBICIDE 2
ND
EDITION
THE
ZOMBIES
I’ m no doctor, but as far as I can see, zombies
are dead hosts infected by something. We don’ t
know what it is and how it spreads. They no longer
need to eat or sleep and don’ t show signs of pain.
They are basically bloodthirsty puppets, but don’ t
underestimate them. They can endure a lot of
punishment and will chase you tirelessly for days.
The only cure I know is summary execution.
- Amy
Zombicide features 4 types of Zombies. Most have a single
Action to spend each time they activate. A Zombie is
eliminated as soon as it is successfully hit with an attack that
has the minimum required Damage value. Its assailant then
immediately earns the listed Adrenaline Points.
WALKER
It stinks, it’s nasty, and it’s slow.
Wounds dealt: 1
To eliminate: Damage 1
Adrenaline provided: 1 point
FATTY
Big, bloated, and tough, these
Zombies are hard to put down.
Weapons dealing only 1 Damage can’t
hurt them... at all.
Wounds dealt: 1
To eliminate: Damage 2
Adrenaline provided: 1 point
RUNNER
Amped up for some reason, these
guys move twice as fast as Walkers.
Wounds dealt: 1
To eliminate: Damage 1
Adrenaline provided: 1 point
Special rule: Runners have 2 Actions
every time they are activated (P. 25).
ABOMINATION
Zombicide comes with 4 different Abominations,
each with different abilities. They spawn randomly
from the Abomination deck, but there can
only be 1 on the board at any given time.
Mutated beyond recognition, the Abomination is the
Survivors’ worst nightmare. Only weapons dealing 3 Damage
or more can kill this monster. A well-aimed Molotov will do
the trick, as it kills everything in its target Zone.
Wounds dealt: 1
To eliminate: Damage 3 (or Molotov).
Adrenaline provided: 5 points
Special rules:
• A Molotov or a Damage 3 weapon is required to eliminate an
Abomination. Please note no weapon in Zombicide’ s core box
has a natural Damage 3 value. It can be reached with Skills
(like +1 Damage, P. 63), or Mission special rules.
• Resolve these game effects whenever a Zombie card
spawning an Abomination is drawn:
- If there is no Abomination on the board, draw a card
from the Abomination deck. Then, place the corresponding
Abomination in the Spawn Zone. Don’t forget its special
game effects (see next page)!
- If there is already an Abomination on the board, it gets
an extra Activation.
#08
ZOMBIE RUSH!
Some Zombie cards feature
the Rush keyword. When
drawing such a card, place
the corresponding Zombie
miniatures normally. Then, those
Zombies immediately perform a
free Activation (P. 23)!
!
---
18
RULES
ZOMBICIDE 2
ND
EDITIONR
- HOBOMINATION
The Hobomination is so vile, in
every way, that standing next
to it is unbearable.
Special rule: Survivors in the
Hobomination’s Zone cannot
perform Combat Actions.
IMPORTANT:
The Hobomination is the
most dangerous of all 4
Abominations featured in
this box. Moving out of a
Zone with Zombies requires
spending extra Actions (P.
19). Make sure your Survivors
don’t get stuck in its Zone
with other Zombies!
- ABOMINACOP
This one definitely played the
bad cop one time too many.
Special rule: The Abominacop
goes first in Targeting Priority
Order (P. 28).
- ABOMINAWILD
The Abominawild is a tough
customer, requiring focused
firepower. Literally!
Special rule: Molotov effects
in the Abominawild’s Zone
only kill the Abominawild.
Other Actors are not
affected, and other related
game effects are ignored
(like moving a Zombie Spawn
token or destroying an
Objective, according to the
Mission’s special rules).
- PATIENT 0
Was it really the first zombie?
No one can tell. It sure turned
the hospital into an infected
nightmare.
Special rule: The Patient 0
has no special rules, offering
a little relief to Survivors. It is
perfect to demo the game to
new players!
TAILORING THE ABOMINATION DECK
The Abomination deck can be tailored to suit
player’s tastes and gaming atmosphere. Feel free to
remove Abomination cards you don’t want! Having
more Abominations is just as easy. Simply add the
corresponding cards to the Abomination deck.
Additional Abominations can be found in the Urban
Legends set, for example.
!
---
R 19
RULES
ZOMBICIDE 2
ND
EDITION
PLAYER
PHASE
I don’ t have time for dummies. Get out of my way!
- Lili
Starting with whoever holds the First Player token, each
player activates their Survivors one after the other, in the
order of their choice. Each Survivor can perform up to
3 Actions at the Blue Danger Level (not counting any free
Action their Blue Level Skill may give them). The possible
Actions are:
MOVE
Let ’ s head this way! More zombies to kill!
- Josh
The Survivor moves from their Zone to the next, but cannot
move through walls or closed doors.
• A Survivor must spend 1 additional Action per Zombie
standing in the Zone they’re attempting to leave.
REMEMBER: Kids can use the Slippery Skill (P. 66) once
per Turn.
• Entering a Zone containing Zombies ends the Survivor’s
Move Action (unless they have the Slippery Skill).
EXAMPLE 1: Doug is in a Zone with 2 Walkers. To leave this
Zone, he spends 1 Move Action, then 2 more Actions (1 per
Walker), for a total of 3 Actions. If there had been 3 Zombies in
the Zone, Doug would have needed 4 Actions (1 + 3) to Move.
EXAMPLE 2: Wanda is next to a Zone containing a Zombie
when she moves. Her Move Action ends in the Zone with the
Zombie, even though her Sprint Skill would normally allow
her to Move up to three Zones.
SEARCH
Open the door! Open the door! I want to see
what ’ s inside! What? Curious? Me?
- Ostara
A Survivor can only Search building Zones and only if there
are no Zombies in that Zone. The player draws the top card
from the Equipment deck. They may then either place it
in their Survivor’s inventory, reorganizing it for free, or
immediately discard it.
A Survivor can only perform a single Search Action per
Turn (even if it’s a free Action).
When the Equipment deck runs out, reshuffle all the
discarded cards (excluding any Starting Equipment cards)
to make a new deck.
DOOR ACTION
Life is like a closed building. You never know what
you’ re gonna get.
- Ned
Equipment that allows Survivors to open Doors
has this symbol.
The Survivor uses their Door-opening Equipment to open a
door in their Zone. No roll is required. Set a Door token on its
open side where the closed Door was (if it was a Closed Door
token, simply flip it to its open side instead).
Remember to place a Noise token in the Zone if the Survivor
used noisy Equipment to open the Door (P. 13).
NOTE: Open Doors cannot be closed again.
Some Missions feature colored doors. Usually, these cannot
be opened until some condition is met, like finding an
Objective of the matching color. Read the Mission description
to know more.
#09
---
20
RULES
ZOMBICIDE 2
ND
EDITIONR
- SPAWNING IN BUILDINGS
Entering a building is quite a thrill.
Whenever they don’ t chase someone,
zombies gather in the dark, waiting for
a victim to ambush. It ’ s better than an
amusement park!
- Lou
Opening a building for the first time reveals all
the Zombies waiting in the dark inside. A single
building extends to all rooms connected by
openings, sometimes straddling several tiles.
Zombies waiting in a building only spawn in
darkened rooms, called Dark Zones. Determine
each Dark Zone of the building, one after the
other in any order players choose (we suggest
starting from the farthest to the closest), and
draw a Zombie card for each of them. Place the
corresponding number and type of Zombies in
the indicated Dark Zone.
When the Zombie deck runs out, reshuffle all the
discarded cards to make a new deck.
• When a player draws a Zombie
card featuring the Rush keyword,
place the corresponding Zombie
miniatures normally.
These Zombies immediately
perform a free Activation (P.
23)! Then, resume building
spawning.
• When a player draws an
Extra Activation Zombie card,
no Zombies appear in the
designated Dark Zone. Instead,
all Zombies of the indicated
type on the board immediately
perform an extra Activation
(P. 23). Notice that these cards
have no effect at the Blue
Danger Level.
NOTE: Buildings that are open at the start of the
game are never spawned in.
NOTE: Buildings that have Survivors in them
at the start of the game are never spawned
in (Companions do NOT count as Survivors for
this rule).
Tiger Sam just opened this building. Zombies spawn in all the Dark
Zones, one after the other, in the order of the player’s choosing.
Players decide to spawn Zombies in the indicated order, from 1 to 4.
1 4
3 2
A Zombie card is drawn for the first Dark Zone.
The most advanced Survivor is at the Yellow Danger Level,
so the Zombies on the Yellow line are the ones that spawn
(P. 25). 3 Walker miniatures are placed in this Zone.
1
An extra Activation card is drawn for the last Dark
Zone. All Walkers on the board immediately perform
an extra Activation. That includes the ones that
just spawned, even if they already had a Rush.
4
A Fatty
spawns
here.
2 Walkers spawn here. The Zombie
card says, “Walker Rush!”.
Right after being spawned, the
2 Walkers immediately perform
an Activation (P. 23). One last
Zombie card has to be drawn…
2 3
TIGER SAM
TIGER SAM
TIGER SAM
---
R 21
RULES
ZOMBICIDE 2
ND
EDITION
REORGANIZE/TRADE
Kids, it ’ s snack time! Ok, let me see in my rucksack.
Canned beans, dry rice, some water, plushies, a pair
of pistols, a machete, a picture of mommy...
- Ned
The Survivor can reorganize the cards in their inventory in
any way the player wishes.
The Survivor can simultaneously exchange any number
of cards with 1 (and only 1) other Survivor currently in the
same Zone. This other Survivor may reorganize their own
inventory for free.
A Trade Action doesn’t have to be equal. Players can trade
everything for nothing if both parties agree!
COMBAT ACTIONS
Combat Actions use Melee and Ranged Equipment cards to
eliminate Zombies.
- MELEE ACTION
We have a running contest about the farthest
distance a zombie head can fly with a decapitating
strike. Do you want to join? The entry fee is...
reasonable.
- Odin
The Survivor uses a Melee weapon they are holding in their
Hand to attack Zombies in their Zone (see Combat, P. 27).
- RANGED ACTION
Impossible, you say? You talk like a grown-up. Let
me show you.
- Tiger Sam
The Survivor uses a Ranged weapon they are holding in their
Hand to fire at a single Zone within the Range shown on the
weapon’s card and within Line of Sight (see Combat, P. 27).
Survivors shoot at Zones, not Actors. This is especially
important for Targeting Priority Order (P. 28).
Using a Ranged weapon at Range 0 is still a Ranged Action.
---
22
RULES
ZOMBICIDE 2
ND
EDITIONR
TAKE OR ACTIVATE AN OBJECTIVE
This new world offers a great boon: we just have to
look down to find what we need. Batteries, blankets,
clothes, soap, and the like. And it ’ s free! We feed
off the city’ s remains to hunt and kill zombies.
The Survivor takes an Objective or activates an Objective
in the same Zone. The game effects are explained in the
Mission’s description.
Please note: Each tile predefines places
for Pimpweapon Crates and Objective tokens.
Unless otherwise stated, each Objective token gives 5
Adrenaline Points to the Survivor who takes it.
Zombicide features Pimpweapon Crate tokens marking
the places where these superweapons can be found. They
can be taken in the same way as Objectives. The Survivor
immediately gains a random Pimpweapon among those still
available. They can then reorganize their inventory for free.
MAKE NOISE
...And this is how I learned to whistle.
- Bunny G
The Survivor makes Noise in an attempt to attract Zombies.
Place a Noise token in the Survivor’s Zone.
DO NOTHING
The Survivor does nothing and prematurely ends their Turn.
Any remaining Actions they had are lost.
---
R 23
RULES
ZOMBICIDE 2
ND
EDITION
ZOMBIE
PHASE
Once the players have activated all their Survivors, the
Zombies activate. No single player controls them. The
Zombies act all on their own, performing the following steps
in order.
STEP 1: ACTIVATION
Each Zombie activates and spends its Action on either an
Attack or a Move, depending on the situation. Resolve all
the Attacks first, then all the Moves. Each Zombie performs
either an Attack OR a Move with a single Action.
- ATTACK
Each Zombie in the same Zone as Survivors performs an
Attack. A Zombie’s Attack is always successful and does not
require any die rolls.
Survivors in the same Zone split the Zombies’ Attacks in any
way the players prefer. Each Zombie Attack deals 1 Wound.
The tracker in the Survivor’s Wound Bar is moved 1 point
lower per Wound received. A Survivor is eliminated as soon
as their Wound Bar reaches the bottom (usually after taking
3 Wounds for a classic Survivor, 2 Wounds for a Kid). At that
point, the game is lost!
Each successful Zombie Attack deals 1 Wound.
Zombies fight in groups. All Zombies activated in the same
Zone as a Survivor join the Attack, even if there are so many
Wounds being dealt that it would be overkill.
EXAMPLE 1: A Walker in a Zone with 2 Survivors inflicts
1 Wound during its Activation. The players choose which
Survivor takes the Wound.
EXAMPLE 2: A group of 4 Walkers activate in the same
Zone as two Survivors. Players choose the way the Wounds
are dealt. Since a Survivor is eliminated upon taking their
third Wound, thus ending the game, the players choose to
deal 2 Wounds to each Survivor. The team must react fast!
#10
---
24
RULES
ZOMBICIDE 2
ND
EDITIONR
- MOVE
The Zombies that did not Attack use their Action to Move 1
Zone toward Survivors:
1– Zombies select their destination Zone.
• The first Zone they select is the one with Survivors in Line
of Sight that has the most Noise tokens. Remember, each
Survivor counts as a Noise token.
• If no Survivors are visible, they select the noisiest Zone.
In both cases, distance doesn’t matter. A Zombie always goes
for the noisiest target they can see or hear.
2– Zombies move 1 Zone toward their destination Zone by
taking the shortest available path.
If there are no open paths to their destination Zone, the
Zombies don’t move.
If there is more than one route of the same length to their
target Zone, Zombies split into groups of equal numbers
separated by type to follow all possible routes. They also
split up if different target Zones contain the same number
of Noise tokens.
Uneven Zombie groups are split the same way. Decide
which splitting group gets the extra Zombie and which
direction the uneven split groups go. In case of a single
Zombie being offered multiple routes, the players decide
which direction it goes.
EXAMPLE: A group of 4 Walkers, 3 Fatties, and 1 Runner
move toward a group of Survivors. The Zombies can take 2
routes of the same length, so they split into 2 groups.
• 2 Walkers go one way. The other 2 take the other route.
• 2 Fatties go one way. The last one takes the other route
(players choose).
• Players choose which route the Runner takes.
The Fatty has a Line of Sight on
Lou and Moves 1 Zone toward her,
despite Lou’s Zone not being the
noisiest on the board. Line of Sight
on a Survivor takes precedence!
This Walker has a Line of Sight
on this destination Zone and
Moves 1 Zone toward it.
The Abomination has no Line of Sight on any
Survivor, so it goes for the noisiest Zone on the
board. After defining the shortest available path
to Amy’s Zone, it Moves 1 Zone to the north.
This Zombie group has two open routes of the same length
toward Amy’s Zone. The Walkers are separated to go
both ways. Players choose which path the Fatty takes.
Amy’s Zone is the noisiest
on the board (counting
2 Noise tokens + Amy,
for a total of 3 Noise).
LOU
AMY
---
R 25
RULES
ZOMBICIDE 2
ND
EDITION
- PLAYING RUNNERS
Runners are fast-moving, tricky, formidable
targets. They are a challenge, and I like challenges.
Let me show you how to hunt them.
- Elle
Runners have 2 Actions per Activation. After all Zombies
(including Runners) have gone through the Activation Step
and resolved their first Action, Runners go through the
Activation step again, using their second Action to attack a
Survivor in their Zone or Move if there is nobody to Attack.
EXAMPLE 1: At the beginning of the Zombie Phase, a
Runner stands in the same Zone as a Survivor. The Zombie
spends its first Action to Attack, inflicting 1 Wound. Then,
the Runner performs its second Action, attacking again for
another 1 Wound.
EXAMPLE 2: A group of 2 Runners and 1 Fatty is 1 Zone
away from a Survivor. For their first Action, since they have
nobody to Attack in their Zone, the Zombies Move into the
Survivor’s Zone. The Runners then perform their second
Action. Since they now occupy the same Zone as a Survivor,
they Attack. Each Runner inflicts 1 Wound.
STEP 2: SPAWN
Using Zombie Spawn tokens, the Mission map shows where
Zombies appear at the end of each Zombie Phase. These are
the Spawn Zones.
Zombie Spawn tokens mark the Spawn Zones’
locations. The Spawn Start is always
the first one to spawn Zombies.
Find the Spawn Start Zombie Spawn token, then draw
a Zombie card. Read the Zombie type and the line that
corresponds to the Danger Level of the Survivor with the
highest Adrenaline (Blue, Yellow, Orange, or Red). Place the
indicated amount of the corresponding Zombie type in the
Starting Spawn Zone. The Starting Spawn Zone is always
the first one to spawn.
Repeat this for each Spawn Zone, one after the other, going
clockwise from the Starting Spawn Zone.
When the Zombie deck runs out, reshuffle all the discarded
Zombie cards to make a new deck.
EXAMPLE: Doug has 5 Adrenaline Points, placing him in
the Blue Danger Level. Lou has 12, which puts her in Yellow.
In order to determine how many Zombies spawn, read the
Yellow line, which corresponds to Lou, the Survivor with the
most Adrenaline Points.
COLORED SPAWN ZONES
Some Missions feature a Blue and/or Green-colored Zombie
Spawn token. Unless otherwise stated, these Zones don’t
spawn Zombies until a specific event happens (like taking an
Objective of the matching color), which then activates them.
Unless otherwise stated, when a Spawn Zone is activated,
it will only start spawning on the next Zombie Phase.
Red Danger Level: 9 Walkers
Orange Danger Level: 7 Walkers
Yellow Danger Level: 5 Walkers
Blue Danger Level: 3 Walkers
This Zombie card
spawns Walkers.
---
26
RULES
ZOMBICIDE 2
ND
EDITIONR
ZOMBIE RUSH CARDS
Once in a while, a zombie does something
unexpected. It keeps your senses sharp and
prevents you from getting bad habits. Zombies are
a girl ’ s best friend.
- Amy
NOTE: Runners don’t have
Rush cards.
EXTRA ACTIVATION CARDS
There was a mass uprising among the zombies all
around the place. As if they had a death drive
aimed right at us and went for our throats all at
once. I haven’ t had much time to wonder about
the phenomenon, but since that day, such outbursts
keep me on my toes.
NOTE: These cards have no
effect at Blue Danger Level.
RUNNING OUT OF ZOMBIES
Players may run out of miniatures of the indicated type
when required to place a Zombie on the board through
spawning. In this case, the remaining Zombie miniatures
are placed (if there are any). Then, all Zombies of the
indicated type immediately resolve an extra Activation
(P. 23). Multiple extra Activations may occur in a row.
Keep an eye on the Zombie population!
!
When a player draws a
Zombie card featuring
the Rush keyword, the
Zombies placed by that card
perform an Activation (see
Activation step on P. 23)
right after being placed.
When a player draws an Extra
Activation Zombie card,
no Zombies appear in the
designated Zone. Instead,
all Zombies of the indicated
type immediately perform
an extra Activation (P. 23).
---
R 27
RULES
ZOMBICIDE 2
ND
EDITION
COMBAT
This is not only about revenge, it ’ s about the
future. We spent most of our lives bending the
knee to the rich and famous. Now, we can fight
and party hard!
- Amy
DICE SYMBOL
When a Survivor performs a Melee or Ranged
Action to attack Zombies, roll as many dice as the
Dice number of the weapon used.
DUAL SYMBOLS: MELEE AND RANGED
If the active Survivor has 2 identical weapons with
the Dual symbol equipped in their Hands, they
can use both weapons at the same time by using
a single Action. Both weapons must be aimed at
the same Zone.
EXAMPLE: Josh has 2 Pistols in his Hands. The Pistol has the
Dual symbol, so Josh can shoot them both simultaneously.
This allows him to roll 2 dice (1 for each Pistol) with a single
Ranged Action.
ACCURACY SYMBOL
Each die that equals or exceeds the Accuracy
value of the weapon scores a successful hit. Missed
ranged attacks can cause Friendly Fire (P. 28).
IMPORTANT: The minimum Accuracy is always 2+.
DAMAGE SYMBOL
Each hit inflicts the amount of Damage specified by
the Damage value of the weapon to a single target.
If all targets are eliminated, extra hits are lost.
• Walkers and Runners are killed with a Damage 1 (or more) hit.
• Fatties are killed with a Damage 2 hit. Damage 1 has no effect
on them, no matter how many times a Survivor hits them.
• Abominations are killed with a Damage 3 hit. In any case, a
Molotov works!
MELEE ACTION
I fight with anything I find, but have a crush
with hand-to-hand fighting. Melee weapons are
more... wild, you know. Especially chainsaws.
- Wanda
A Survivor holding a Melee weapon in their Hand can attack
Zombies in their Zone. Each die that rolls equal to or higher
than the Accuracy value on the weapon’s card is a successful
hit. The player divides their hits as they wish among the
possible targets in their Zone.
Missed Melee strikes cannot cause Friendly Fire (P. 28).
EXAMPLE: Doug and Ostara are in the same Zone as a Fatty,
a Walker, and a Runner. Ostara attacks with her Katana. She
rolls • and • , which means 1 hit. The Katana has Damage
1, so it cannot hurt the Fatty. Ostara allocates her hit to the
Runner, eliminating it. It is a Melee Action, so although a
miss was rolled, Doug is safe from Ostara’s slashes.
RANGED ACTION
Zombies fight bare-handed, like beasts. That ’ s
why I prefer fighting them from a distance. Why
expose ourselves if civilization provided us with the
safety of distance and superior firepower?
- Elle
A Survivor holding a Ranged weapon in their Hand can shoot at
a Zone within the weapon’s Range and in Line of Sight (P. 10).
#11
Melee weapons are
marked with the
Melee symbol.
Ranged weapons
are marked with the
Ranged symbol.
Dice value: 1.
---
28
RULES
ZOMBICIDE 2
ND
EDITIONR
REMEMBER:
• For building Zones, the Line of Sight is limited to the Zones
that share an opening and just 1 Zone away.
• For street Zones, the Line of Sight goes in a straight line
parallel to the board’s edge until it meets a wall or the board’s
edge.
• Missed shots can cause Friendly Fire (see below), so carefully
consider the risks!
RANGE SYMBOL
The Range of a weapon, indicated by the Range
value on its card, is the number of Zones it can
shoot across.
The first of the 2 values shows the minimum Range. The
weapon may not shoot at Zones closer than the minimum. In
some cases, it may be 0, meaning the Survivor can shoot at
targets in the Zone they currently occupy (it is still a Ranged
Action).
The second value shows the maximum Range of the weapon.
A weapon cannot fire at Zones beyond its maximum Range.
EXAMPLE 1: The Sniper Rifle has a Range of 1-3, which
means it can shoot up to 3 Zones away but cannot be used
to fire at the same Zone as the Survivor.
EXAMPLE 2: The Sawed-Off has a Range of 0-1. It can shoot
in the Survivor’s Zone and up to 1 Zone away, but no further.
Ignore any Actors in the Zones between the shooter and the
target Zone. Survivors may shoot through occupied Zones
without danger to either fellow Survivors or Zombies. A
Survivor can even shoot at another Zone while there are
Zombies in their own Zone!
- TARGETING PRIORITY ORDER
When using a Ranged weapon (even at Range 0), the shooting
Survivor does not choose the targets hit by successful rolls.
Hits are assigned to Actors in the targeted Zone according to
the Targeting Priority Order:
1– Fatty or Abomination (the shooter chooses)
2– Walker
3– Runner
The hits are assigned to targets on the lowest Priority Level
until they have all been eliminated, then to targets of the next
priority Level until they have all been eliminated, and so on.
If several targets share the same Targeting Priority Order,
players choose the targets hit among them.
Remember: Targeting Priority Order doesn’t apply to Melee
Actions.
EXAMPLE: Armed with a Shotgun (Damage 2), Lou
performs a Ranged Action at a Zone with 1 Fatty, 2 Walkers,
and 2 Runners.
• Lou rolls • and • for her first Action. Hits are obtained
with 4 or more, which means 2 Hits. Following the Targeting
Priority Order, the first hit is assigned to the Fatty,
eliminating it (Damage 2). The second hit is assigned to a
Walker, eliminating it as well (1 hit = 1 target).
• Lou rolls • and • with her second Action, obtaining 2
hits. The Targeting Priority Order lists the Walker as the
first target, so it’s eliminated. The second hit is allocated
to either of the Runners, eliminating it as well. A single
Runner remains.
NOTE: Fatties are first in the Targeting Priority Order and
are immune to Damage 1 weapons. This means they can
protect Walkers and Runners in their Zone from all Damage
1 Ranged Actions, as they need to be removed first. The
same applies to Abominations, requiring Damage 3 (or a
Molotov) to be eliminated.
TARGETING
PRIORITY
NAME
ACTIONS
MIN.DAMAGE
TO KILL
ADRENALINE
EARNED
1
Fatty /
Abomination
1 2/3 1/5
2 Walker 1 1 1
3 Runner 2 1 1
- FRIENDLY FIRE
Oops.
A Survivor can’t hit themselves with their own attacks.
However, emergency situations can call for Ranged Actions
aimed at a Zone where a teammate is stuck.
In that case, misses during the Attack roll automatically hit
Survivors standing in the target Zone. Assign these Friendly
Fire hits in any way the player wants and apply Damage
normally (Damage 2 weapons inflict 2 Wounds).
Remember: Friendly Fire doesn’t apply to Melee Actions.
EXAMPLE 1: Amy shoots with a Sawed-Off at a Zone
containing Ned and a Walker. Rolling • and •, she obtains
a hit… and a miss. The hit eliminates the Walker. The miss,
however, hits Ned for Damage 1. Ned suffers 1 Wound.
EXAMPLE 2: Lili shoots with a Shotgun at a Zone where
Odin and a Runner stand. She rolls • and • , 2 successes!
One is enough to kill the Runner. The other success is lost.
Only missed shots are assigned to Survivors, so Odin is safe.
---
R 29
RULES
ZOMBICIDE 2
ND
EDITION
EQUIPMENT
TRAITS
No matter what, fight with style!
- Lili
FLASHLIGHT
The Survivor benefits from the
Search: 2 cards Skill (P. 66). Draw
2 cards when Searching with this
Survivor.
NOTE: The game effect does not
stack with itself. Having multiple
Flashlights does not provide more
than 2 cards.
Flashlights help finding the best
Equipment early in the game.
MOLOTOV
Perform a Ranged Action with a
Molotov equipped in a Hand slot,
discard the card, and watch things
burn! A Molotov effect is created
in the targeted Zone: all Actors
are eliminated, no matter their
Damage threshold (yes, it includes
Abominations!). The Survivor who
threw the Molotov earns all the
associated Adrenaline Points.
A Molotov kills all Actors in its target Zone.
Keep them for Abominations and emergency situations!
RELOAD
Reloadable weapons have powerful burst power, but
need to be reloaded before being fired again.
Weapons with the Reload trait are emptied each time they are
fired. A Survivor may spend 1 Action to Reload the weapon,
if they want to fire it several times in the same Game Round.
All such weapons are freely reloaded during the End Phase,
so they start each Game Round ready to fire.
• If such a weapon is fired, and is then given to another
Survivor without being reloaded, it must still be reloaded
before the new owner can use it in the same Game Round.
• A single Action is enough to reload 2 weapons fired in a
Dual manner.
• Firing with a single Dual reloadable weapon in a Zone,
then firing at another Zone with the other Dual reloadable
weapon, is allowed (this requires 2 separate Actions).
EQUIPMENT SKILL
The right weapon for the right job.
Some Equipment cards have their own Skill (like Sniper for
the Sniper Rifle, for example).
Weapon cards: The Survivor benefits from the indicated Skill
when performing a Combat Action with an equipped weapon
featuring a Skill.
Non-weapon cards: The Survivor gets the Skill as long as the
Equipment is in their inventory.
#12
---
30
RULES
ZOMBICIDE 2
ND
EDITIONR
ADDITIONAL
GAME MODES
The additional game modes described in this chapter deepen
Zombicide’s atmosphere with new rules. Use them to enrich
games, replay previous Missions with new possibilities, and
create new thematic challenges!
ABOMINATION FEST
The Abomination Fest allows the game to have several
Abominations on the board at the same time. The more there
are, the deadlier the game gets, as the Molotov amount is still
limited. Before using this game mode, make sure everyone is
a seasoned player or is playing with Survivors able to handle
(or escape) these monsters!
Ready for the Abomination Fest? Resolve these game effects
whenever a Zombie card spawning an Abomination is drawn:
- If there is no Abomination on the board, draw a card
from the Abomination deck. Then, place the corresponding
Abomination.
- If there is already an Abomination on the board, all
Abominations on the board get an extra Activation. THEN,
draw a card from the Abomination deck and place the
corresponding Abomination.
Tailoring the Abomination Fest to suit player’s tastes and
desired game experience is easy:
- First, decide the Abomination types to be used by creating
a unique Abomination deck to draw from. This is a great way
to tune the difficulty for each gaming group and create the
desired atmosphere.
- Then, players may also set the maximum amount of
Abominations there may be on the board at any given time.
When that amount is reached, drawing Abomination Zombie
cards only provides an extra Activation to the Abominations
on the board.
CAR ACTIONS
Everyday cars, with the plastic parts, hybrid stuff
and all, proved useless both to evade the invasion
and move around an apocalyptic town. We favor
the good old muscle cars made of steel and pure
badass spirit. As my friends never remember the
brands, we simply call them pimpmobiles. We also
look for police cars with upgraded engines and
reinforced hulls. They carry us around, smash
zombies, and sometimes carry our stuff. I consider
them our best allies.
- Josh
Keep the Car reference card handy!
Zombicide features 2 car types on double-sided tokens. Some
Missions allows Survivors to drive them to go faster around
the board and to crush Zombies. Both play in the same way,
but each has a special ability.
At the cost of 1 Action, a Survivor may perform 1 of the
Actions listed below when in the same Zone as a car. Unless
they are car-related, the Survivor’s Skills don’t apply to the
car itself or the attacks performed with it.
Unless otherwise stated, a car cannot be attacked or
destroyed. A Survivor sitting in a car can still be attacked
normally as if the Survivor was just standing in the Zone.
- GET IN OR OUT OF A CAR
The Survivor gets in a car in their Zone only if there are no
Zombies in that Zone. Set the Survivor’s miniature either in
the Driver’s seat or in another seat as a Passenger. The car
can hold a single Driver and up to 3 Passengers.
There are no restrictions to getting out of a car.
- CHANGE SEATS IN A CAR
The Survivor becomes either the Driver or a Passenger. Move
the Survivor miniatures accordingly.
Changing seats is not a Move Action and does not utilize
Move-related rules.
NOTE: Changing seats can be done with Zombies in the Zone.
#13
---
R 31
RULES
ZOMBICIDE 2
ND
EDITION
- DRIVE A CAR
- Sam, how do your feet touch the pedals?
- Boxes. I duct-taped boxes to them.
- Do I see my first-aid kit down there?
Choose to drive Slow (1 Zone per Drive Action)
or Fast (2 Zones per Drive Action):
1 ZONE: No Attack.
2 ZONES:
The car can only be driven by the Driver (obviously), and only
if the Mission allows it. A car cannot be driven into building
Zones. This Action is not a Move and is not subject to
movement modifiers. The car can leave or go through Zones
with Zombies without spending extra Actions or stopping.
Choose a driving mode with each Drive Action spent in the car:
• Slow Drive Action. The car drives 1 Zone. No Attack is
performed.
• Fast Drive Action. The car drives 2 consecutive Zones (no
U-turns!). Perform a Car Attack in each Zone with Zombies
the car enters. Killing Zombies with Car Attacks earns the
Driver the associated Adrenaline Points. Hits from a Car
Attack are assigned to Actors in the targeted Zone according
to the Targeting Priority Order (P. 28).
Car Attacks may cause Friendly Fire (P. 28) to pedestrian
Survivors if a Survivor drives into Zones containing both
Zombies and pedestrian Survivors! Survivors in the car, or
in another car in the same Zone, are immune. No Car Attack
occurs if the car enters a Zone with only pedestrian survivors.
For simplicity’s sake, driving a car makes no Noise.
034+2
Josh is driving a car as well, and
there are still plenty of Zombies.
Will he take the risk of harming
Doug with a Fast Car Action?
Elle is the Police
Car’s driver. She
performs a Slow
Drive Action. She
leaves her Zone
without being
hindered by the
Walkers there,
but doesn’t harm
them either.
Elle enters the first Zone.
As she drove slowly, no
Attack is performed on the
Zombies or Doug. Then,
Elle decides to perform a
Fast Drive Action. As a car
only Attacks the Zones
it enters, Doug and the
Zombies are left unharmed.
Elle enters the
first Zone of
her Fast Drive
Action and
performs a Car
Attack here. 2
hits are rolled,
meaning both
Runners are
eliminated!
Elle enters the
second Zone of
her Fast Drive
Action. As there
are no Zombies,
there is no Car
Attack. Amy had
her sweet time
to step aside.
AMY
DOUG
ELLE
JOSH
---
32
RULES
ZOMBICIDE 2
ND
EDITIONR
- TAKE A PIMPWEAPON CRATE IN A
PIMPMOBILE
Oh. Exactly my kind of car. And my kind of weapon.
It that real gold? It is real gold!
- Lili
Some missions instruct you to add a Pimpweapon Crate
token on top of the Pimpmobile. These can be taken in the
same way as Objectives. Remove the Pimpweapon Crate
from the Pimpmoble token. The Survivor immediately earns
a random Pimpweapon among those still available. They can
then reorganize their inventory for free.
A Pimpmobile may be driven while still holding its
Pimpweapon Crate. In that case, the Crate moves along with
the Pimpmobile. The weapon is stashed in the trunk and does
not occupy a seat.
- SEARCH A POLICE CAR
- Touch anything you want but the siren button.
Please.
- Really? Why? (push!)
- Tiger Sam to Bunny G
Each Pimpmobile contains a single Pimpweapon. Police
Cars contain an unlimited amount of weapon cards.
Police Cars may be Searched for weapons. Search-
related game effects (like +1 free Search Action, Can Search
More Than Once, or the Flashlight Equipment) apply when
Searching a Police Car.
When Searching a Police Car , draw cards until a weapon
card is drawn. Discard the other cards. The “Aaahh!!” card
triggers the appearance of a Walker as usual and interrupts
the Search (even with a Flashlight, for example).
---
R 33
RULES
ZOMBICIDE 2
ND
EDITION
DARK ZONES
- It ’ s all dark in this massive building.
Keep your eyes and ears open.
- Hey, it reminds me of a game...
Using the Dark Zone rules make the game a little harder and
instills a deep sense of dread in Survivors. The following rules
apply when using this game mode:
• Actors can’t trace Lines of Sight to Dark Zones, except at
Range 0-1.
• Ranged Attacks aimed at Dark Zones have Accuracy 6+
(rolling a 6 is required to hit). Having a Flashlight cancels
this rule. Game effects altering the Accuracy still apply (like
+1 to dice roll: Ranged, for example). Automatic success, like
throwing a Molotov, also still apply.
• Melee Attacks are not affected by Dark Zones.
COMPANIONS
- You are so cute! Would you like me to adopt you?
- Whatever, as long as you have candies and
chocolate.
- Amy and Bunny G
Some Missions feature Survivor miniatures as objectives or
support characters. They are called Companions and either
play as described in the Mission or follow Survivors. Players
choose which Companion is set in each of the spots indicated
by the Mission. Set aside their ID Cards during Setup for all
players to see.
Mission descriptions may differ from the following rules. In
that case, the Mission’s special rules have priority.
NOTE: Survivors with the Starts with Health [X], Starts with
2 AP, or Starts with [Equipment] Skill (P. 66) cannot be used
as Companions. If one is drawn, ignore it and get another.
Dark Zones are used
to spawn Zombies
in Buildings and
may also be used to
make the exploration
more dangerous.
Odin just opened the door.
Zombies were spawned in Dark Zones.
Unfortunately, Runners stand right
in front of Odin and his Ranged attacks
are severely hindered (Accuracy 6+) by
the darkness. A little help would be welcome!
LOU
ODIN
TIGER SAM
---
34
RULES
ZOMBICIDE 2
ND
EDITIONR
- ESCORTING A COMPANION
According to the Mission, a Companion may be linked
to a given Survivor during Setup. The Survivor gets the
corresponding ID Card and benefits from the Companion’s
Blue Danger Level Skill (if the Companion has several Blue
Skills, only the first one listed on the ID Card applies). This
ID Card doesn’t take up an Inventory slot. The Companion’s
miniature is placed next to the Survivor’s.
The Companion’s ID Card may be traded, along with the
corresponding miniature and Skill, in the same way as an
Equipment card.
The Survivor possessing the Companion’s ID Card is called
their Leader. A Survivor may be the Leader of several
Companions.
The Mission may also feature lone Companions standing on
their own. Any Survivor may spend an Action to rally a lone
Companion standing in the same Zone. They become the
Companion’s Leader and acquire their ID Card.
- COMPANIONS GENERAL TRAITS
A Companion:
• Is a Survivor. It also means they count as 1 Noise.
• Is hit by Friendly Fire (P. 28).
• Is eliminated upon receiving any Wound. Unless otherwise
stated by the Mission, the game is lost if they are eliminated.
• Always stays together with their Leader. All special rules,
Move-related Skills, and Car-related Actions also apply to the
Companion. A Companion takes a Passenger seat in a car.
• Does not have an Inventory.
• Does not have any Actions.
EXAMPLE 1: Wanda spends 1 Action to rally Bunny G who is
standing as a lone Companion in her Zone. Wanda becomes
Bunny G’s Leader, gets his ID Card, and Bunny G’s miniature
is placed next to hers. From now on, Wanda benefits from
Bunny G’s Lucky Blue Level Skill. In return, Bunny G benefits
from Wanda’s Sprint Skill in order to follow her everywhere.
EXAMPLE 2: Josh joins Wanda and Bunny G in their Zone,
then spends 1 Action for a Trade. Josh is now Bunny G’s
Leader, gaining his ID Card and Blue Level Skill. Josh’s got
a lucky charm!
---
R 35
RULES
ZOMBICIDE 2
ND
EDITION
- ULTRARED MODE
Angry? You don’ t want me angry!
The Ultrared Mode allows Survivors to gain Adrenaline
Points beyond the Red Danger Level and pick up additional
Skills. This mode is great for reaching amazing body counts
and completing very large Missions.
Ultrared Mode: When a Survivor reaches the Red Level, move
the Adrenaline tracker back to 0 and add any Adrenaline
Points gained past the minimum required to hit the Red
Level. The Survivor is still on the Red Level and keeps their
Skills. Count additional Adrenaline Points as usual and gain
unselected Skills upon reaching Danger Levels again.
When all the Survivor’s Skills have been selected, choose a
Skill on the list (P. 63) upon reaching Orange and then Red
Level again.
EXAMPLE: Ostara just earned her 43
rd
Adrenaline Point,
getting to the Red Level. She has the following Skills: Can
Search More Than Once (Blue), +1 Action (Yellow), +1 die:
Ranged (Orange), and +1 to dice roll: Ranged (Red Level).
The player moves the Adrenaline tracker back to the start
of the track and continues the Mission. Ostara is still at Red
Level and keeps on earning Adrenaline Points as she kills
Zombies.
Ostara doesn’t get an additional Skill upon reaching the
Blue or Yellow Levels for the 2
nd
time since she has all
available Skills for these Levels. Upon reaching the Orange
Level again, she gains +1 free Move Action, her 2
nd
Orange
Level Skill. Upon reaching the Red Level again, the player
chooses a new Skill among the 2 remaining for this Level
and goes for +1 free Combat Action. The Adrenaline counter
returns to the start.
During her 3
rd
time through the Adrenaline bar, Ostara
doesn’t get any new Skill at Blue, Yellow, or Orange Levels,
as she already has them all. Upon reaching the Red Level for
the 3
rd
time, she earns the last Red Level Skill: Slippery. The
Adrenaline counter goes to the start again.
From now on, Ostara still earns Adrenaline Points and gets a
player-chosen Skill every time she reaches the Orange Level,
and then another upon reaching the Red Danger Level.
- TUNING THE DIFFICULTY
- I think we ’ re done. Let ’ s move!
- Can we stay a little longer? I’ m having fun.
Sometimes the game may be too easy, or just too hard, for
players and their group. In that case, sort the Zombie cards
using their card number.
• Zombie cards #001 to #018 form the easier part of a
Zombie invasion. Zombies appear in lower amounts, but still
benefit from the Rush rules. There are no Abominations at
Blue Danger Level.
• Zombie cards #019 to #036 are the harder part. Zombies
come in greater numbers, especially at low Danger Levels.
Abominations can appear at the Blue Danger Level. Keep
these cards for experienced player groups and Zombicide
veterans.
• Zombie cards #037 to #040 are Extra Activations. They
make the Zombies less predictable and put more pressure on
the Survivors.
These elements can be mixed in any way the players see fit to
create their own game experience!
Zombicide’s difficulty
may be tuned up or down
using the card numbers.
---
36
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
MISSIONS
The following Missions can be played in any order, suiting
player’s play time and desired challenge level. Special rules
detailed in Missions supersede general rules and card rules.
The first 10 Missions are inspired by original Zombicide, but
updated to suit the 2
nd
Edition rules. The next 15 Missions
were created just for this new edition!
M0 – ZOMBICIDE LIFE (TUTORIAL)
Easy / 30 minutes
Anyone having even the bare minimum of zombie
knowledge knows it won’ t be long until the infected
swarm the whole place and bring society down. We
have to prepare and find the proper equipment
to survive. Oddly, I’ m not worried about weapons,
as there are plenty around. No, the most precious
thing we have to look for is medicine. Being sick or
injured in a zombie world could prove a nightmare.
Ah, and we ’ ll need toothpaste, too. And batteries.
And...
What? Never saw a zombie movie? Welcome to the
real world!
Tiles needed: 1V & 3V.
- OBJECTIVES
A fresh start (sort of). Take all Objectives and Pimpweapon
Crates. Then, reach the Exit with all Survivors. Any Survivor
may escape through this Zone at the end of their Turn as long
as there are no Zombies in it.
- SPECIAL RULES
• Setup. Place a Fatty, a Runner, and 2 Walkers in the
indicated Zones.
• These won’t be made anymore. Each Objective gives 5
Adrenaline Points to the Survivor who takes it.
• Bigger guns. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
#141V3V
Exit Zone
Survivor
Starting Zone
Pimpweapon
Crates
2x
Objectives
(5 AP)
2x
Spawn Zones
Runner Fatty Walker
---
R 37
MISSIONS
ZOMBICIDE 2
ND
EDITION
M1 – CITY BLOCKS
Medium / 45 minutes
Our shelter is safe, for now. Unfortunately, our
food supplies won’ t last long. We also need some
clothes, equipment, and supplies. We ’ve decided
to arm ourselves and go explore the surrounding
houses. We cannot come back empty-handed.
Tiles needed: 1V, 2V, 3R, 4V, 5R, 6R, 7R, 8V, & 9R.
- OBJECTIVES
Find supplies for the shelter. First, meet both these
Objectives:
• Get an Objective token with each Survivor (see Special
Rules). The game is lost if this Objective can no longer be met
(if a single Survivor takes too many of them, for example).
• Get 3 food cards (Bag Of Rice, Canned Food, or Water),
distributed in any way among Survivors.
Then, reach the Exit with all Survivors. Any Survivor may
escape through this Zone at the end of their Turn as long as
there are no Zombies in it.
- SPECIAL RULES
• Doing our part. Each Objective gives 5 Adrenaline Points
to the Survivor who takes it. Place the token on the Survivor’s
Dashboard. It does not take up space in their inventory and
cannot be traded.
• Finders keepers! Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.1V7R3R
5R9R6R
8V2V4V
Spawn Zones
Objectives
(5 AP)
Pimpweapon
Crates
Exit Zone
Survivor
Starting Zone
9x
9x
---
38
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M2 – Y-ZONE
Hard / 60 minutes
The living are losing ground. The pockets of
resistance fall one after another, and our CB radio,
once bustling with messages, is now silent. We must
leave. The zombies are growing in numbers, and our
supplies are getting scarce.
I could kill for some toothpaste.
Tiles needed: 1V, 2V, 3V, 4R, 5V, 6R, 7V, 8V, & 9R.
- OBJECTIVES
Armed escape. Accomplish the Objectives in this order to
win the game:
1– Arm the team. Provide the team with as many
Pimpweapons as there are Survivors (up to the number of
available Pimpweapons).
2– Reach the Exit with all Survivors. Any Survivor may
escape through this Zone at the end of their Turn as long as
there are no Zombies in it.
- SPECIAL RULES
• I never thought we would crave this. Each Objective gives
5 Adrenaline Points to the Survivor who takes it.
• Tools of the trade. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.7V5V2V
9R6R4R
1V8V3V
Spawn Zones
Objectives
(5 AP)
Pimpweapon
Crates
Exit Zone
Survivor
Starting Zone
9x
9x
---
R 39
MISSIONS
ZOMBICIDE 2
ND
EDITION
M3 – THE 24HRS RACE OF ZOMBICITY
Medium / 90 minutes
There ’ s a large rest home in sight. The buildings
do not look too damaged, and some cars look like
they could still run. The supply room is probably full,
since it looks like the looters didn’ t linger here.
We quickly saw why. The area is swarming with
zombies. The previous inhabitants couldn’ t really
put up a fight. Before exploring, we have to clean
up.
I dream of bubblegum.
Tiles needed: 1V, 2V, 3R, 4V, 5V, 6R, 7R, 8V, & 9V.
- OBJECTIVES
Full throttle! Reach the Red Danger Level with at least 1
Survivor.
- SPECIAL RULES
• Cars and guns. Cars can be driven (see P. 31).
- The Pimpmobile contains a single Pimpweapon. Place
a Pimpweapon Crate on top of it. The Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.
- When Searching the Police Car, draw cards until a weapon
card is drawn. Discard the other cards. The Aaahh!! card
triggers the appearance of a Walker as usual and interrupts
the Search.
• I will enjoy this later. Each Objective gives 5 Adrenaline
Points to the Survivor who takes it.
• Bring the heat! Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.2V8V9V
7R3R6R
1V5V4V
Spawn Zones
Survivor
Starting Zone
Objectives
(5 AP)
9x
Pimpweapon
Crates
10x
Pimpmobile
(can be driven)
Police Car
(can be driven)
---
40
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M4 – DRIVE-BY SHOOTING
Medium / 90 minutes
Our new shelter doesn’ t have enough protection.
The zombies just keep coming. We can’ t sleep, and
some of us are beginning to lose their grip. There
must be a nest around here, probably in the business
area near the subway entrance. Until this threat is
neutralized, we ’ ll be continuously attacked.
I could use a new pair of shoes in my size.
Tiles needed: 3V, 4V, 5R, 6V, 7R, & 8V.
- OBJECTIVES
Secure the main accesses to the shelter. Accomplish the
Objectives in this order to win the game:
1– Blast the cars to block the main routes. Use the cars
to blast the Red Spawn Zones and move the corresponding
Zombie Spawn tokens to the Starting Spawn Zone (see the
Special Rules). If this Objective can no longer be reached, the
game is lost.
2– Torch the last route. Throw a Molotov at the Starting
Spawn Zone.
- SPECIAL RULES
• Rolling thunder. Cars can be driven (see P. 30).
- The Pimpmobile contains a single Pimpweapon. Place
a Pimpweapon Crate on top of it. The Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.
- When Searching the Police Car, draw cards until a weapon
card is drawn. Discard the other cards. The Aaahh!! card
triggers the appearance of a Walker as usual and interrupts
the Search.
• Aim at the tank! Cars can be designated as specific targets
of Ranged Attacks. The Targeting Priority Order is ignored
and a single hit is required to make the car explode. Resolve
a Molotov effect, then remove the car token (along with any
Pimpweapon Crate it may hold). Making a car explode on
a Red Spawn Zone moves the corresponding Red Zombie
Spawn token to the Starting Spawn Zone.
• Supplies for the living. Each Objective gives 5 Adrenaline
Points to the Survivor who takes it.
• That’s my baby! Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.5R7R
4V3V
6V8V
Spawn Zones
Survivor
Starting Zone
Objectives
(5AP)
6x
Pimpweapon
Crates
8x
Pimpmobile
(can be driven)
Police Car
(can be driven)
---
R 41
MISSIONS
ZOMBICIDE 2
ND
EDITION
M5 – BIG W
Hard / 90 minutes
Zombies are dangerous, but they may not be
the greatest threat. We always have to find
new resources, food, weapons, and above all, safe
shelter. Here we are in the city center, a cemetery
of concrete and glass. The big office buildings are
definitely infested. Hopefully, though, we can find
the means to survive a few more days. Remember,
we must not open more than one door at a time and
must not make too much noise. Otherwise, all the
zombies in the city will be on us in minutes!
I dreamed of bacon yesterday. Just bacon.
Tiles needed: 1V, 2V, 3V, 4R, 5R, 6R, 7R, 8V, & 9R.
- OBJECTIVES
Purge the Big W. First. Complete both Objectives:
• Open all buildings.
• Take 5 Objectives (or more). At least 1 of them must be a
colored Objective (see the Special Rules).
Then, reach the Exit with all
Survivors. Any Survivor may
escape through this Zone at
the end of their Turn as long
as there are no Zombies in it.
- SPECIAL RULES
• Setup.
- Place the Blue and the Green Objectives randomly among
the Red Objectives, facedown. The team must pick at least 1
of them to win the game!
- Notice both open doors on tile 9R. This tile does not get an
Objective token or a Pimpweapon crate.
• Bacon? Each Objective gives 5 Adrenaline Points to the
Survivor who takes it.
• Bacon via superior firepower. Each Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.8V1V7R
4R5R9R
2V3V6R
Spawn Zones
Survivor
Starting Zone
Objectives
(5 AP)
8x
Pimpweapon
Crates
8x
Open Doors
Exit Zone
---
42
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M6 – THE ESCAPE
Hard / 90 minutes
In the first hours of the infection, everybody
mobbed the supermarkets to get food. Big mistake.
Public places were swarming with zombies. We ’ve
stumbled on a Z-Mart in the suburbs. Until now,
everybody who entered just increased the number
of infected. Today is our turn to brave the crowd.
We ’ve finished the last of our supplies. We have
no choice... but we have experience and teamwork.
I need a bigger gun... and toilet paper.
Tiles needed: 1V, 4V, 5R, 6V, 8V, & 9R.
- OBJECTIVES
A lethal shopping spree. Accomplish the Objectives in this
order to win the game:
1– Gather food. Gather 6 food cards (Canned Food, Rice, or
Water). They may be distributed in any way among Survivors’
inventories and/or stashed in cars (see Special Rules).
2– Escape with the cars. Reach the Exit with all Survivors in
the cars. A car may escape through this Zone at the end of
its Driver’s Turn (along with its Passengers and stashed Food
cards), as long as there are no Zombies in it. If this Objective
can no longer be met, the game is lost.
- SPECIAL RULES
• Not your parents’ car. Cars can be driven (see P. 31).
- The Pimpmobile contains a single Pimpweapon. Place
a Pimpweapon Crate on top of it. The Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.
- When Searching the Police Car, draw cards until a weapon
card is drawn. Discard the other cards. The Aaahh!! card
triggers the appearance of a Walker as usual and interrupts
the Search.
• Stashing food in trunks. By using 1 Action, a Survivor can
store food cards in a car that is in the same Zone as them.
Remove any amount of food cards from the Survivor’s
inventory and put them on the car token. The stashed cards
do not occupy seats, move with car, and may be moved back
to a Survivor’s inventory using the same rules as placing them.
• Be careful with the expiration date. Each Objective gives
5 Adrenaline Points to the Survivor who takes it.
• Hot sales! Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.5R9R
4V1V
6V8V
Objectives
(5 AP)
6x
Pimpweapon
Crates
7x
Pimpmobile
(can be driven)
Police Car
(can be driven)
Exit Zone
Survivor
Starting ZoneSpawn Zones
---
R 43
MISSIONS
ZOMBICIDE 2
ND
EDITION
M7 – GRINDHOUSE
Hard / 45 minutes
While everything was collapsing, there was an
accident at the nuclear power plant. Before
disappearing, the authorities placed a large
number of the power plant technicians in a wing of
the hospital under quarantine. We must make sure
these people are sealed in there forever, especially
if they are infected. Why? Because there ’ s one
thing worse than a zombie: a radioactive zombie.
I wonder where all the dogs went.
Tiles needed: 3V, 4V, 6V, & 8V.
- OBJECTIVES
Prevent the zombies from escaping. Accomplish the
Objectives in this order to win the game:
1– Secure the buildings. Gather all Zombie Spawn tokens on
the Starting Spawn Zone (see the Special Rules).
2– Lock them in for good. Throw a Molotov at the Starting
Spawn Zone.
The game is lost whenever a Zombie starts its Activation
in a highlighted Zone.
- SPECIAL RULES
• Setup.
- Place 3 Noise tokens in each highlighted Zone. They are
permanent and not removed during the End Phase. The
game is lost whenever a Zombie starts its Activation in such
a highlighted Zone.
- Note the open doors on tiles 4V and 8V. At the end of Setup,
spawn Zombies in both buildings as if these doors had just
been opened.
• All clear here! A Survivor standing in a Spawn Zone, with
no Zombies in it, may spend 1 Action to neutralize it. Move the
Zombie Spawn Token to the Starting Spawn Zone.
• Fresh socks, anyone? Each Objective gives 5 Adrenaline
Points to the Survivor who takes it.
• Oh, oh, oh! Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free. 6V4V
3V8V
Survivor
Starting Zone
Spawn Zones
Open Doors
Objectives
(5 AP)
4x
Pimpweapon
Crates
4x
Highlighted Zone
with permanent
Noise tokens
---
44
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M8 – ZOMBIE POLICE
Hard / 30 minutes
We killed a zombie that had been the mayor of
this town. It was carrying a memo from the chief
of police explaining how to reach a safe hideout in
an old, underground facility that had been turned
into a bunker, close to the police station. Apparently,
it contains an armory, food supplies, and even a
shower. This bunker would be the perfect shelter
for us. Its entrance, however, is controlled from a
distance, and the district is swarming with zombies.
This is a dangerous mission, but well worth it.
What doesn’ t kill you today just might tomorrow.
Tiles needed: 3V, 4V, 5V, 6R, 8V, & 9R.
- OBJECTIVES
Get to the bunker. Accomplish the Objectives in this order
to win the game:
1– Find the remote controls. Take the Blue and the Green
Objectives.
2– Reach the Exit with all Survivors. Any Survivor may
escape through this Zone at the end of their Turn as long as
there are no Zombies in it.
- SPECIAL RULES
• Setup. Place the Blue and the Green Objectives in the
indicated Zones.
• Just can’t get enough. Each Objective gives 5 Adrenaline
Points to the Survivor who takes it.
• The bunker is locked. The building featuring the Exit Zone
cannot be opened until the Blue AND the Green Objectives
have been taken.
• Let’s play cops and robbers. Cars can be driven (see P. 31).
- The Pimpmobile contains a single Pimpweapon. Place
a Pimpweapon Crate on top of it. The Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.
- When Searching the Police Car, draw cards until a weapon
card is drawn. Discard the other cards. The Aaahh!! card
triggers the appearance of a Walker as usual and interrupts
the Search.
• Freeze! Just kidding. Now, you die. Each Pimpweapon
Crate gives a random Pimpweapon, among those still
available, to the Survivor who takes it. They can then
reorganize their inventory for free.3V4V
6R9R
8V5V
Objectives
(5 AP)
1x
1x
4x
Pimpweapon
Crates
7x
Pimpmobile
(can be driven)
Police Car
(can be driven)
Exit Zone
Survivor
Starting Zone Spawn Zones
---
R 45
MISSIONS
ZOMBICIDE 2
ND
EDITION
M9 – MIGHT MAKES RIGHT
Medium / 60 minutes
We ’ve found the shelter and we have enough
supplies to feed a small army. There ’ s also a radio
that ’ s still working. Thanks to this, we ’ve found
another group of survivors in the suburbs. They are
defenseless and surrounded by zombies. There ’ s no
reason for this to be a trap. United we stand. Let ’ s
make some new friends.
Found dental floss today. It felt like Xmas.
Tiles needed: 2V, 3V, 4V, & 9R.
- OBJECTIVES
• Rescue your new friends. Find the three Companions to
win the game (see P. 33).
- SPECIAL RULES
• Setup. Place the Green Objective randomly among the Red
Objectives, facedown.
• Pleased to meet you. Hope you guess my name. Each
Objective gives 5 Adrenaline Points to the Survivor who
takes it.
- Taking the Green Objective has no additional effect.
- Taking a Red Objective also grants the Survivor a Companion
(P. 33). Pick a random Survivor ID Card among those not used
for this Mission. The Survivor becomes their Leader.
• Mind the safety lock. Each Pimpweapon Crate gives
a random Pimpweapon, among those still available, to
the Survivor who takes it. They can then reorganize their
inventory for free.
• Wrecked armory. The Police Car CANNOT be driven. When
searching it, draw cards until a weapon card is drawn. Discard
the other cards. The Aaahh!! card triggers the appearance of
a Walker as usual and interrupts the Search.4V2V
9R3V
Objectives
(5 AP)
4x
Pimpweapon
Crates
4x
Police Car
(cannot be driven)
Survivor
Starting ZoneSpawn Zones
---
46
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M10 – SMALL TOWN
Easy / 30 minutes
Back to basics. We ’ re exploring the surrounding
area in wider and wider concentric circles around
our hideout. Several weeks have passed since the
infection began, and the zombie population has
peaked. What may seem like a routine mission
is actually an ordeal where the smallest mistake
could be fatal.
Glad I quit smoking, or all this running around
would kill me.
Tiles needed: 1R, 2V, 5R, & 7R.
- OBJECTIVES
Plunder the district. Accomplish these Objectives in any
order to win the game.
• Take the 4 Objectives.
• Take the 4 Pimpweapon Crates.
• Get a Molotov.
- SPECIAL RULES
• I found dinner! Each Objective gives 5 Adrenaline Points to
the Survivor who takes it.
• A dream came true. Each Pimpweapon Crate gives a
random Pimpweapon, among those still available, to the
Survivor who takes it. They can then reorganize their
inventory for free.2V1R
7R5R
Objectives
(5 AP)
4x
Pimpweapon
Crates
4x
Survivor
Starting Zone
Spawn Zones
---
R 47
MISSIONS
ZOMBICIDE 2
ND
EDITION
M11 – THE DITCH
Medium / 30 minutes
We are hungry, it started raining, and night is
falling. Three good reasons to get back to our
shelter as soon as possible. The shortest path goes
right through the Ditch, the oldest and narrowest
street out there. We need to cross it to get back
home!
Make sure to check left and right before crossing.
Tiles needed: 2R, 4R, 7V, & 9V.
- OBJECTIVES
Cross the Ditch. Reach the Exit with all Survivors. Any
Survivor may escape through this Zone at the end of
their Turn as long as there are no Zombies in it, and no
Abominations are on the board.
- SPECIAL RULES
• Setup.
- The team starts with 2 Companions (see P. 33), chosen and
distributed among the Survivors as the players see fit.
- Place an Abomination in the indicated Zone. Note that it
doesn’t move until there’s an open path to the Survivors.
• Take it. We’ll find a use for it later. Each Objective gives 5
Adrenaline Points to the Survivor who takes it.
• Talk about a cleaning tool! Each Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.
• Did I read “do not open”? The Pimpmobiles CANNOT
be driven. Each contains a single Pimpweapon. Place a
Pimpweapon Crate on top of it. The Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.4R2R
9V7V
Survivor
Starting Zone
Objectives
(5 AP)
4x
Pimpweapon
Crates
6x
Pimpmobile
(cannot be driven)
Exit Zone
Spawn Zones
Abomination
---
48
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M12 – CAR CRASH
Medium / 60 minutes
Just because it ’ s the zombie apocalypse, no
reason you can’ t be social and invite friends
over for lunch. As the meeting time came we
heard tires squeal around the corner, then
a big crash. We got out as fast as we could
to find their car rammed a wall so hard it
entered the building. It is now a total wreck.
All our friends are alive but injured. They
cannot move on their own for now. We need
to find medical kits in the surrounding area
to get them on their feet and escape. The
zombies heard the crash, too!
It seems they drove across a spiked zombie
corpse. I don’ t know if their insurance will
cover that.
Tiles needed: 1R, 2R, 6R, 7V, 8R, & 9V.
- OBJECTIVES
Rescue the injured Survivors. Turn the 6 injured
Survivors on tile 8R into Companions (see P. 33) to
win the game. To do so, the Survivors need to bring
them 6 first aid kits represented by Red Objectives (see
Special Rules).
The game is lost whenever a Zombie activates in the
injured Survivors’ Zone.
- SPECIAL RULES
• Setup.
- Note the open doors on tile 8R.
- Place 6 Survivor miniatures that weren’t chosen by players
in the indicated Zone and set their ID Cards aside. These
injured Survivors cannot perform any Actions and do not
have inventories. They still count as Noise tokens.
• First aid kits. Each Objective gives 5 Adrenaline Points to
the Survivor who takes it. It also grants the Survivor a first aid
kit. Place the Objective token on the Survivor’s Dashboard. It
doesn’t take up an inventory slot and can be traded like an
Equipment card.
Using 1 Action, a Survivor may drop a Red Objective token
from their inventory in the injured Survivors’ Zone. An injured
Survivor of the player’s choosing then becomes a Companion
(P. 33) to the Survivor.
• Weapon crates. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
• A wreck. The car cannot be driven or searched. 9V1R
8R6R
7V2R
Objectives
(5 AP)
6x
Pimpweapon
Crates
6x
Survivor
Starting Zone Spawn Zones
Injured
Survivors’
Zone
Crashed Car
Open Doors
---
R 49
MISSIONS
ZOMBICIDE 2
ND
EDITION
M13 – BURNING STREETS
Medium / 45 minutes
We spotted a massive zombie herd coming right
at our shelter. Eliminating them would not be an
issue, but it could take days. On the other hand,
hearing them all night long would certainly drive
us mad! The best way is to block the access and
divert the infected flow in another direction. To
achieve this, fire is our best friend.
Let ’ s burn!
Tiles needed: 1R, 2V, 3V, 4V, 6R, & 7V.
- OBJECTIVES
Divert the zombie herd. Accomplish the Objectives in this
order to win the game:
1– Burn the side accesses. Throw a Molotov at each Red
Spawn Zone to move the Red Zombie Spawn tokens to the
Starting Spawn Zone (see Special Rules).
2– Block the road and torch the cars. Drive both Cars to the
highlighted Zone and park them here.
- SPECIAL RULES
• Setup. Note the Blue Objective on tile 2V and the Green
Objective on tile 3V.
• Firewall, sort of. Throwing a Molotov at a Red Spawn Zone
moves its Red Zombie Spawn token to the Starting Spawn
Zone.
• Drink at your own risk. Each Objective gives 5 Adrenaline
Points to the Survivor who takes it. Taking the Blue or the
Green Objective also provides the Survivor with a Molotov.
The Objective token is considered as a Molotov card and is
used as such.
• Weapon caches. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
• Diesel power. Cars can be driven (see P. 31).
- The Pimpmobile contains a single Pimpweapon. Place
a Pimpweapon Crate on top of it. The Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.
- When Searching the Police Car, draw cards until a weapon
card is drawn. Discard the other cards. The Aaahh!! card
triggers the appearance of a Walker as usual and interrupts
the Search. 7V4V
1R6R
2V3V
Spawn Zones
Survivor
Starting Zone
Pimpweapon
Crates
7x
Pimpmobile
(can be driven)
Police Car
(can be driven)
Objectives
(5 AP)
1x
1x
4x
Park the cars
here!
Park
both cars
in the Zone
---
50
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M14 – BREAKFAST AT JESSE’S
Medium / 45 minutes
We were exploring a suburban district when we saw
a kid waving a flag on the top of a flat building.
Wanda knows the place well. It ’ s Jesse ’ s Diner.
She used to work here a couple years ago. Jesse, the
owner, is a very cautious guy and had reinforced
doors installed to protect both his business and
employees. There are people there, and they cannot
get out. Jesse is missing.
The kid didn’ t seem armed. Let ’ s hope no one got
infected inside.
Tiles needed: 2V, 4R, 6R, 7V, 8R, & 9V.
- OBJECTIVES
Get to the Survivors. Rally all Companions (see P.33) and
gather all Survivors on the Exit Zone, without any Zombies
on it. The game is lost if a Survivor (including those on tile
4R) is eliminated.
- SPECIAL RULES
• Setup.
- Note the closed door separating tiles 7V and 8R.
- Note the Green Objective on tile 2V.
- Note the Green Door on tile 4R.
- Place 6 Survivor miniatures that players didn’t choose on
the Exit Zone. They are the Companions to rally.
• Closed rooms. The door straddling tiles 7V and 8R isolates
the closed part of the building. Both parts are considered as
separate buildings for Zombie spawning purpose only.
• Jesse’s last stand. Doors in the building straddling tiles
4R and 9V cannot be opened in any way, save the Green one.
The Green Door cannot be opened until the Green Objective
has been taken.
• Everyday sweets. Each Objective gives 5 Adrenaline Points
to the Survivor who takes it.
• Secret weapons. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free. 9V4R
6R2V
8R7V
Spawn Zones
Survivor
Starting Zone
Pimpweapon
Crates
6x
Closed Doors
Exit ZoneCompanions
to rally
Objectives
(5 AP)
1x
5x
Place 6
Survivors
you don't use
in this Zone.
---
R 51
MISSIONS
ZOMBICIDE 2
ND
EDITION
M15 – UNITED WE STAND
Medium / 45 minutes
We thought it would be a good idea to try
something new, something like separating to raid a
cozy district in the fastest possible way. We go in,
plunder the place, and get out in under 15 minutes.
But noooo. We got carried away and enjoyed the
wonders we found for a little too long. A disco ball
falling on the floor, a squealing toy you put your
foot upon, a muffled laugh or two, and the zombies
are here.
We must gather and regroup into the safest
building around. Now!
Tiles needed: 1R, 2R, 3V, 4R, 5R, 6R 7R, 8V, & 9R.
- OBJECTIVES
Plunder the district. Accomplish these Objectives in any
order to win the game.
• Rally all Companions (see P. 33).
• Take all Objectives and Pimpweapon Crates in the building
straddling tiles 3V and 8V.
The game is lost whenever a Survivor (including a Companion)
is eliminated.
- SPECIAL RULES
• Setup. Place 2 random Survivors in each Survivor Starting
Zone. Then, players choose 3 of these pairs for them to play.
The remaining Survivors become Companions to rally.
• Keep on fighting! Each Objective gives 5 Adrenaline Points
to the Survivor who takes it.
• Shiny new toys. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
m1R2R8V
4R9R3V
7R5R6R
Spawn Zones
Survivor
Starting Zone
Objectives
(5 AP)
9x
Pimpweapon
Crates
9x
---
52
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M16 – PALE SHELTER
Medium / 45 minutes
We have slept in many different places in the last
weeks. Most of them weren’ t really secure. Well,
that may change in the coming days. We found
a nice building with many reinforced doors, and
mostly left untouched by the chaos. “ Mostly, ”
because some doors are broken. I guess the
Abomination we ’ve seen wandering around is to
blame. I can’ t stop dreaming about what wonders
we may find inside.
I could even get my own room for a few nights!
Tiles needed: 1V, 2V, 3V, & 4V.
- OBJECTIVES
Earn your shelter. Accomplish the Objectives in this order
to win the game:
1– Barricade the broken doors (see Special Rules).
2– Secure the place. Eliminate any Zombies remaining in the
building.
- SPECIAL RULES
• Setup.
- Note the doors on tiles 2V, 3V, and 4V.
- Place an Abomination in the indicated Zone.
• Broken doors. Doors cannot be opened in any way, save
for the 4 doors placed on the board during Setup. These
represent broken doors:
- Survivors don’t need door-opening Equipment (P. 13) to
open them.
- Zombies ignore them to define their route toward their
destination Zone. They may even move through them during
their Activation for free. The door is then immediately
opened.
- Classic rules still apply: opening the first door triggers a
Zombie Spawn.
• Barricades. Each Objective gives 5 Adrenaline Points to
the Survivor who takes it. They represent hammers, nails,
and planks, all the required material to barricade the broken
doors for good. Place the Objective token on the Survivor’s
Dashboard. It doesn’t take up an inventory slot and can be
traded like an Equipment card.
Using 1 Action, a Survivor may drop an Objective token
from their inventory into a broken door’s Zone (without any
Zombies in it). Remove the door token. It’s now barricaded
for good and cannot be opened in any way.
• In case of emergency. Each Pimpweapon Crate gives
a random Pimpweapon, among those still available, to
the Survivor who takes it. They can then reorganize their
inventory for free.4V2V
3V1V
Spawn Zones
Survivor
Starting Zone
Objectives
(5 AP)
4x
Pimpweapon
Crates
4x
Doors
(See Special
Rules)
Abomination
---
R 53
MISSIONS
ZOMBICIDE 2
ND
EDITION
M17 – THE BLIGHT
Hard / 60 minutes
There was this housing project near downtown.
They gave it a fancy name, but we now call it the
Blight. It housed a few tough nuts showing prowess
against zombies, calling people to get under their
protection. Of course, the cool guys also attracted
a growing number of zombies, driven mad by the
fresh meat stored inside. The community never
wanted to move, and eventually fell. This is now a
charnel-house crowded with zombies of all shapes
and sizes. The mess can be heard and smelled from
districts away. That ’ s the Blight.
We can’ t stand it anymore. It ’ s too tempting!
Tiles needed: 1R, 2R, 3R, 4V, 5V, 6R, 7V, 8R, & 9R.
- OBJECTIVES
Cleanse the Blight. The building straddling tiles 7V, 5V, and
4V is the Blight. The game is won as soon as there are no
Zombies in it, once it’s been opened.
- SPECIAL RULES
• Doors of reckoning. The Blight’s doors can only be opened
by Survivors at Orange Danger Level (or higher).
• I need this right now. Each Objective gives 5 Adrenaline
Points to the Survivor who takes it.
• Is it Judgment Day already? Oh yes, it is! Each
Pimpweapon Crate gives a random Pimpweapon, among
those still available, to the Survivor who takes it. They can
then reorganize their inventory for free.7V5V4V
2R9R6R
8R1R3R
Spawn Zones
Survivor
Starting Zone
Objectives
(5 AP)
9x
Pimpweapon
Crates
9x
Closed Doors
(Open at Orange
Danger Level
or higher)
The Blight
Need to be at Orange Danger Level
or more to open this building's doors!
---
54
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M18 – THE END OF THE ROAD
Hard / 60 minutes
We heard a few shots in the distance, saw a couple
flares coloring the sky, and all went silent again.
It was enough for us to gear up and see what
was going on. We discovered two pimpmobiles, their
fuel tanks empty, and abandoned in a hurry. There
were candies on the seats. There were people, surely
even kids, hiding around here. We must save them.
We ’ ll have to be quick, though. The district is
badly attended.
Especially since we came in.
Tiles needed: 1R, 2R, 3V, 4R, 6V, & 7R.
- OBJECTIVES
Save the survivors. Take all Objectives.
- SPECIAL RULES
• Setup. Shuffle 6 Red Objectives, the Blue Objective, and
the Green Objective. Then, place 6 of them randomly at
the corresponding places on the board, facedown. Set the
remaining 2 aside, without looking at them.
• Hurry up, they’re coming. Each Objective gives 5
Adrenaline Points to the Survivor who takes it.
- Taking a Red Objective also grants the Survivor a Companion
(see P. 33). Pick a random Survivor ID Card among those the
players didn’t choose for this Mission. The Survivor becomes
their Leader.
- The Blue Spawn Zone becomes active as soon as the Blue
Objective is taken.
- The Green Spawn Zone becomes active as soon as the
Green Objective is taken.
• Pew? No. PEW! Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
• Dry rides. Cars CANNOT be driven. The Pimpmobiles
contain a single Pimpweapon each. Place a Pimpweapon
Crate on top of it. The Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.4R7R
1R2R
6V3V
Spawn Zones
Survivor
Starting Zone
Pimpweapon
Crates
8x
Objectives
(5 AP)
6x
Pimpmobile
(cannot be driven)
---
R 55
MISSIONS
ZOMBICIDE 2
ND
EDITION
M19 – BEST FRIENDS FOREVER
Hard / 45 minutes
The temperatures are getting colder and we ’ ll need
a greater amount of supplies to survive the coming
nights. We already plundered this place and need
to take another, deeper look. The surroundings are
crowded with zombies and we won’ t be left alone
for long. BUT we have secret weapons: we came in
numbers, with friends to double-check for goods
while we purge the district. There is a catch,
though. They agreed to come if we let them take
part on the body count. It means that at some
point, I’ ll have to hand over my gear and my gun.
Life is tough, sometimes.
Tiles needed: 2R, 3V, 4R, 6V, 7R, & 9V.
- OBJECTIVES
Get a second look. The game is won as soon as both these
Objectives are met.
• Every Survivor duo (see Special Rules) has swapped roles.
• There is a Pimpweapon on each Survivor Dashboard (up to
the number of available Pimpweapons).
- SPECIAL RULES
• Setup.
- Each Survivor starts with a rallied Companion (see P. 33).
They form a Survivor duo. Players choose the way each
duo is formed. These duos cannot be separated. Trading
Companions is not allowed for this game.
- Note the Objective token in the Pimpmobile.
• My turn. Only Survivors at Yellow Danger Level (or above)
can take Objectives. Each Objective gives 5 Adrenaline
Points to the Survivor who takes it. Then, swap the Leader’s
ID Card with their Companion’s. The Companion becomes
the new Leader, and the former Leader becomes their new
Companion. Keep the Equipment, Adrenaline Points, and
Wounds. A Survivor duo can only take a single Objective
during the game.
• Bigger guns. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
• A wreck full of gifts. The Pimpmobile CANNOT be driven.
It contains a single Pimpweapon. Place a Pimpweapon
Crate on top of it. The Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.6V9V
3V7R
2R4R
Pimpmobile
(cannot be driven)
Spawn Zones
Pimpweapon
Crates
7x
Survivor
Starting Zone
Objectives
(5 AP)
7x
---
56
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M20 – THE ZOMBIEFEST
Hard / 45 minutes
Hospitals, malls, police stations, many places lured
people into a false sense of security in the first
hours of the invasion and subsequently became mass
graves. These locations are now hard to explore due
to the sheer number of zombies around. The best
way to get rid of the threat in an enjoyable way
is what we now call a “ zombiefest ” : attracting as
many zombies as possible to the place of our choice
and killing them all.
Well, here is your invitation. You’ re already dressed
up, geared up, hyped up? Let ’ s party!
Tiles needed: 1R, 3V, 5V, 6V, 7R, & 8R.
- OBJECTIVES
Kill the zombie horde. Accomplish these Objectives in any
order to win the game:
• Take all Objectives.
• Empty the Zombie reserve (see Special Rules)
- SPECIAL RULES
• Setup.
- Place the Blue and the Green Objectives randomly among
the Red Objectives, facedown.
- Note the Blue Door and the Blue Spawn Zone on tile 6V.
- Note the Green Door and the Green Spawn Zone on tile 5V.
• Welcome to the party! Each Objective gives 5 Adrenaline
Points to the Survivor who takes it. Taking the Blue or the
Green Objective also grants the Survivor a Companion (see
P. 33). Pick a random Survivor ID Card among those the
players did not choose for this Mission. The Survivor becomes
their Leader.
• Party crashers. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
• Are you having fun? The Blue and the Green Doors open
like standard Doors. The Blue Spawn Zone becomes active
as soon as the Blue Door is open. The Green Spawn Zone
becomes active as soon as the Green Door is open.
As soon as either colored Door is open, eliminated Zombies
are no longer put back in the reserve. It means the remaining
Zombies may get Extra Activations more often as Zombie
miniatures are progressively becoming scarce! Emptying the
reserve is a game objective.3V1R
8R7R
6V5V
Survivor
Starting Zone
Closed Doors
Spawn Zones
Pimpweapon
Crates
6x
Objectives
(5 AP)
6x
---
R 57
MISSIONS
ZOMBICIDE 2
ND
EDITION
M21 – HEAVY-DUTY
Hard / 60 minutes
We ’ve been around town for some time now and
had the opportunity to help ourselves to anything
we saw fit. That means we hoarded a lot of material.
Most of it is survival stuff. Some of it is not, but we
don’ t care. Home appliances, furniture, and plain
nice stuff, everything is packed and ready to be
moved. It weighs a lot, but we have a nice, reliable
pimpmobile to help.
And, the zombies are coming.
Did you notice I didn’ t say “ unfortunately ” ?
Tiles needed: 1V, 2V, 3V, 7R, 8R, & 9R.
- OBJECTIVES
Play the removal crew. Accomplish the Objectives in this
order to win the game:
1– Stash all Objectives in the Pimpmobile (see Special
Rules).
2– Leave this place. Reach the Exit with all Survivors. A
Survivor may escape through this Zone at the end their Turn
as long as there are no Zombies in it. The Car can do the same
at the end of its Driver’s Turn (along with its Passengers and
stashed Objective tokens).
- SPECIAL RULES
• Setup. Place the Blue Objective randomly among the Red
Objectives, facedown.
• We’d better hurry! The Blue Spawn Zone becomes active
as soon as the Blue Objective is taken.
• Heavy stuff. Each Objective gives 5 Adrenaline Points to
the Survivor who takes it. They represent heavy boxes to
carry to the Pimpmobile. Place the Objective token on the
Survivor’s Dashboard. It doesn’t take an inventory slot and
can be traded like an Equipment card.
- As long as the Survivor has 1 Objective (or more) on their
Dashboard, each Move Action they perform costs 2 Actions
(instead of 1). Move-related Skills cannot be used.
- Using 1 Action, a Survivor may drop an Objective token
from their inventory into a Pimpmobile in the same Zone and
without any Zombies in it. The Pimpmobile is not affected by
the movement penalties.
NOTE: Occupying a car seat doesn’t stash the Objective.
• Sentimental value (but not only). Each Pimpweapon Crate
gives a random Pimpweapon, among those still available, to
the Survivor who takes it. They can then reorganize their
inventory for free.
• Horsepower. The Pimpmobile can be driven (see P. 31). It
contains a single Pimpweapon. Place a Pimpweapon Crate on
top of it. The Pimpweapon Crate gives a random Pimpweapon,
among those still available, to the Survivor who takes it. They
can then reorganize their inventory for free.8R3V
9R7R
2V1V
Survivor
Starting Zone
Pimpweapon
Crates
7x
Pimpmobile
(can be driven)
Spawn Zones
Objectives
(5 AP)
6x
Exit Zone
---
58
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M22 – CRANK IT UP TO 11
Hard / 45 minutes
A storm is coming, and we didn’ t finish exploring
the district. We need to return to our shelter,
quickly. No kidding. Being sick when all physicians
around want to kill you makes things a lot harder!
Luring all zombies to our position is a risky option,
but it ’ s the best one if we want to plunder the
place in the shortest time span. So, we had an idea:
find some loudspeakers and crank them to 11 for a
moment. Just long enough for the zombies to get up
and come to find us. The question is, what should
we play to zombies?
Death metal!
Tiles needed: 1R, 3R, 4R, 5V, 8V, & 9V.
- OBJECTIVES
Shake the district. Accomplish the Objectives in this order
to win the game:
1– Take all Objectives (see Special Rules).
2– Get home. Reach the Exit with all Survivors. A Survivor
may escape through this Zone at the end their Turn, as long
as there are no Zombies in it.
- SPECIAL RULES
• Wake up! Each Objective gives 5 Adrenaline Points to
the Survivor who takes it. Taking the Green Objective opens
all closed doors on the board. Spawn Zombies normally in
closed buildings opened this way.
• Loot boxes everywhere. Each Pimpweapon Crate gives
a random Pimpweapon, among those still available, to
the Survivor who takes it. They can then reorganize their
inventory for free.5V4R9V
8V3R1R
Spawn Zones
Survivor
Starting Zone
Pimpweapon
Crates
6x
Exit Zone
Objectives (5 AP)
1x
5x
---
R 59
MISSIONS
ZOMBICIDE 2
ND
EDITION
M23 – MERCY STREET
Medium / 45 minutes
Survivors cannot keep quiet for long. Do you know
why? When zombies have nothing left to destroy,
they stop groaning and everything falls silent. For
us, silence means defeat and death. We won’ t fall
silent, ever.
That ’ s why we worry for our neighbors, having set
their shelter on Mercy Street. We haven’ t heard
from them for a while, and we ’ re worried. We
need to know if our friends are fine.
Tiles needed: 1R, 2R, 3R, 6R, 7V, & 9V.
- OBJECTIVES
Rescue your fellow Survivors. Find 4 Companions.
- SPECIAL RULES
• Setup. Place the Blue and the Green Objectives randomly
among the Red Objectives, facedown.
• Is there anybody there? Each Objective gives 5 Adrenaline
Points to the Survivor who takes it.
- Taking a Red Objective also grants the Survivor a Companion
(see P. 33). Pick a random Survivor ID Card among those not
chosen for this Mission. The Survivor becomes their Leader.
- Taking either the Blue or the Green Objective triggers a
bad encounter! Spawn a Zombie card in the Survivor’s Zone
(ignore Zombie Rushes).
• Lost treasures. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.9V2R6R
7V3R1R
Spawn Zones
Survivor
Starting Zone
Pimpweapon
Crates
6x
Objectives
(5 AP)
6x
---
60
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M24 – RAM SPEED
Hard / 60 minutes
Without proper support, civilization crumbles.
We didn’ t realize our shelter had suffered more
damage than we thought. A fire occurred as we
tried using a generator, burning most of our goods.
The fire is out, but things are even worse. The mess
attracted all the zombies from the surrounding
areas. We need to escape as fast as possible before
we get overwhelmed. We could use the cars parked
outside.
And we won’ t leave without getting some weapons,
too. I feel naked without my gun!
Tiles needed: 1R, 2R, 3V, 4R, 5R, 6R, 7R, 8R, & 9R.
- OBJECTIVES
Break through. Accomplish the Objectives in this order to
win the game:
1– Get as many Pimpweapons as Survivors (up to the
number of available Pimpweapons).
2– Fasten your seatbelts. In a single Game Round, throw
Molotovs at both non-Starting Spawn Zones, then escape
through these Zones with all Survivors aboard cars. A car
(along with its driver and passengers) may escape through
either Zone at the end of its driver’s Turn, as long as there
are no Zombies in it.
- SPECIAL RULES
• Setup. Place the Blue and the Green Objectives randomly
among the Red Objectives, facedown.
• Need a light? Each Objective gives 5 Adrenaline Points
to the Survivor who takes it. Taking the Blue or the Green
Objective also grants the Survivor a Molotov card. Take
it from the Equipment deck or the Equipment discard pile,
player’s choice. If the card is taken from the Equipment deck,
shuffle the deck afterwards.
• War gifts. Each Pimpweapon Crate gives a random
Pimpweapon, among those still available, to the Survivor who
takes it. They can then reorganize their inventory for free.
• Mean machines. Cars can be driven (see P. 31).
When Searching the Police Car, draw cards until a weapon
card is drawn. Discard the other cards. The Aaahh!! card
triggers the appearance of a Walker as usual and interrupts
the Search.3V6R8R
9R7R4R
1R2R5R
---
R 61
MISSIONS
ZOMBICIDE 2
ND
EDITION
Survivor
Starting Zone
Objectives
(5 AP)
9x
Pimpweapon
Crates
9x
Police Car
(can be driven)Spawn Zones
---
62
MISSIONS
ZOMBICIDE 2
ND
EDITIONR
M25 – NED’S MOLOTURBO
Hard / 90 minutes
Ned used to say, “ When hopes and prayers aren’ t
enough, SCIENCE is the answer. ”
Well, we need Ned today. We came back from our
last mission with an uninvited guest: a mutated
Abomination following us. The monster is impervious
to anything, and Molotovs just slow it down for a
moment. So, we paid a visit to Ned with our stalker
on its way. Our old friend is willing and able to
help, but needs some components first. Busy times!
Tiles needed: 1R, 2R, 4V, 7R, 8R, & 9R.
- OBJECTIVES
Special cases need special handling. Accomplish the
Objectives in this order to win the game:
1– Collect all components. Bring a Molotov, the Blue
Objective, and the Green Objective to Ned (on tile 9R).
2– Kill the Supabomination. Use Ned’s Moloturbo to do so.
- SPECIAL RULES
• Setup.
- Place the Blue and the Green Objectives randomly among
the Red Objectives, facedown.
- Note the open door on tile 9R.
- This Mission uses a single Abomination. Place it in the
indicated Zone.
- Place Ned in the indicated Zone. If a player wants to
play with Ned, replace him with any Survivor not chosen for
this Mission. The Mission rules related to Ned apply to this
Survivor instead.
• The Supabomination. Whenever eliminated, the
Abomination is set back in the Starting Spawn Zone. The
only way to kill it for good and win the game is using Ned’s
Moloturbo (see below).
• Chemicals with funny names. Each Objective gives 5
Adrenaline Points to the Survivor who takes it. Taking the
Blue or Green Objective also grants the Survivor a component
for Ned’s recipe. Place the Objective token on the Survivor’s
Dashboard. It does not take up an inventory slot and can be
traded like an Equipment card.2R4V
7R9R
8R1R
Spawn Zones
Survivor
Starting Zone
Pimpmobile
(can be driven)
Pimpweapon
Crates
8x
Objectives
(5 AP)
6x
Open Door Abomination Ned
NED
NED
---
R 63
SKILLS
ZOMBICIDE 2
ND
EDITION
• The secret ingredient? It’s not love! Ned is not played,
but still counts as a Survivor. He’s not a Companion, though.
The game is lost whenever a Zombie gets in his Zone (be
careful about Aaahh!! cards when Searching or picking the
Pimpweapon Crate in his Zone!).
- Any Survivor may drop a component (a Molotov card, the
Blue, or the Green Objective) in Ned’s Zone, by using 1 Action.
The components can’t be taken back.
- When all 3 components are in Ned’s Zone, discard both
colored Objectives and Ned grants the Molotov card to a
Survivor in his Zone (players choose). The Survivor may
reorganize their inventory for free. This Molotov represent
Ned’s Moloturbo. It is used in the same way as a Molotov, but
is the only weapon able to kill the Supabomination for good.
• Is that experimental? Each Pimpweapon Crate gives
a random Pimpweapon, among those still available, to
the Survivor who takes it. They can then reorganize their
inventory for free.
• Street sweepers. The Pimpmobiles can be driven (see
P. 31). Each contains a single Pimpweapon. Place a
Pimpweapon Crate on top of it. The Pimpweapon Crate
gives a random Pimpweapon, among those still available,
to the Survivor who takes it. They can then reorganize their
inventory for free.
SKILLS
Each Survivor in Zombicide has specific Skills with effects
described in this section. In case of a conflict with the general
rules, the Skill rules have priority.
The effects of the following Skills and/or bonuses are
immediate and may be used during the Turn in which they are
acquired. This means that if an Action causes a Survivor to
level up and gain a Skill, that Skill may be used immediately if
the Survivor has any Actions remaining (or the Survivor may
use any extra Actions the Skill grants).
+1 Action – The Survivor has an extra Action they may use
as they please.
+1 Damage: [Action] – The Survivor gets a +1 Damage bonus
with the specified type of Action (Combat, Melee, or Ranged).
+1 die: [Action] – Each of the Survivor’s weapons rolls an
extra die with Actions of the specified type (Combat, Melee,
or Ranged). Dual weapons each gain a die, for a total of +2
dice per Dual Action of the specified type.
+1 free [Action type] Action – The Survivor has 1 extra free
Action of the specified type (Combat, Melee, Move, Ranged,
or Search). This Action may only be used to perform an
Action of the specified type.
+1 max Range – The maximum Range of Ranged weapons
the Survivor uses is increased by 1.
+1 Zone per Move – When the Survivor spends 1 Action to
Move, they can Move 1 or 2 Zones instead of 1. Entering a Zone
containing Zombies still ends the Survivor’s Move Action.
+1 to dice roll: [Action] – The Survivor adds 1 to the result of
each die they roll with Actions of the specified type (Combat,
Melee, or Ranged). The maximum result is always 6.
[Action Type]: Damage 2 – Weapons of the indicated type
(Combat, Melee, or Ranged) used by the Survivor and having
a Damage value of 1 are considered to have a Damage value
of 2.
2 cocktails are better than 1 – Roll a die each time the
Survivor discards a Molotov to perform a Ranged Action.
On a result of • or more, the Molotov Equipment card may
be put in the Survivor’s Backpack instead, for free. The die
result may not be altered or re-rolled in any way.
Ambidextrous – The Survivor treats all weapons as if they
had the Dual symbol.
#15
---
64
SKILLS
ZOMBICIDE 2
ND
EDITIONR
Barbarian – When resolving a Melee Action, the Survivor
may substitute the Dice number of the Melee weapon(s) they
use with the number of Zombies standing in their Zone. Skills
affecting the dice value, like +1 die: Melee, still apply.
Blitz – The Survivor can use this Skill once during each of
their Turns. The Survivor spends 1 Action: they Move up to
2 Zones, to a Zone where Zombies are within Range of one
of their equipped Ranged weapons. They then gain 1 free
Ranged Action. Normal Movement rules apply.
Bloodlust: [Action] – The Survivor can use this Skill once
during each of their Turns. The Survivor spends 1 Action: they
Move up to 2 Zones to a Zone containing at least 1 Zombie.
They then gain 1 free Action of the specified type (Combat,
Melee, or Ranged). Normal Movement rules apply.
Born leader – During the Survivor’s Turn, the Survivor may
give 1 free Action to another Survivor to use as they please.
This Action is used immediately. Then, the Born leader
Survivor resumes their Turn.
Break-in – The Survivor doesn’t need any Equipment to open
doors. They don’t make Noise while using this Skill. However,
other prerequisites still apply (such as taking a designated
Objective before a door can be opened). Moreover, the
Survivor gains one extra free Action that can only be used
to open doors.
Brother in arms: [game effect] – The Survivor can use this
Skill whenever they are standing in the same Zone as at
least 1 other Survivor. As long as Brother in arms is active,
each Survivor in the Zone (including the one with this Skill)
benefits from the indicated Skill or game effect. Companions
do not benefit from this Skill.
NOTE: Brother in arms may be shortened to B.I.A.
Can Search more than once – The Survivor can Search multiple
times per Turn, spending 1 Action for each Search Action.
Charge – The Survivor can use this Skill once during each
of their Turns, for free. They move up to 2 Zones to a Zone
containing at least 1 Zombie. Normal Movement rules still
apply. Entering a Zone containing Zombies still ends the
Survivor’s Move Action.
Combat reflexes – Whenever any Zombies spawn within
Range 0-1 (and before any Rush), the Survivor may
immediately perform a free Combat Action against them.
This Action may eliminate more Zombies than have spawned.
Ranged Actions must still be aimed at the Zone where the
Zombies spawned. The Survivor may use this Skill once per
Zombie card drawn.
Destiny – The Survivor can use this Skill once per Turn when
they reveal an Equipment card they drew. They can ignore
and discard that card. Then, draw another Equipment card
from the same deck.
Distributor – When resolving the Spawn Step during the
Zombie Phase, draw as many Zombie Cards as there are active
Spawn Zones. Look at the Zombie Cards, then assign 1 of them
to each active Spawn Zone, spawning Zombies as indicated.
Dreadnought: [Zombie type] – The Survivor ignores all
Wounds coming from Zombies having the indicated keyword
in its name. Dreadnought: Walker works with any Walker, for
example.
Dual expert – The Survivor has a free Combat Action as long
as they have Dual weapons equipped. This Action may only
be used with the Dual equipped weapons.
Escalation: [Action] – The Survivor gains 1 extra die to roll
for consecutive Actions of the specified type (Combat, Melee,
or Ranged). The bonus is cumulative and applies until the
end of the Survivor’s Turn. The bonus is lost whenever the
Survivor performs another kind of Action.
EXAMPLE: A Survivor with the Escalation: Ranged Skill
spends their 1
st
Action performing a Ranged Action with a
Pistol (Dice 1). Their 2
nd
Action is also spent for a Ranged
Action, adding an additional die thanks to the Escalation
Skill (Dice 2). The 3
rd
Action is spent for a Move Action. The
Escalation bonus is lost.
Field medic – The Survivor can use this Skill once during
each of their Turns. The Survivor spends 1 Action: they Move
up to 2 Zones to a Zone containing at least 1 Survivor. Then,
they may heal 1 Wound from any Survivor in the destination
Zone, including themselves. Normal Movement rules apply.
Field Medic may be used even if all Survivors in the destination
Zone have no Wounds.
Free reload – The Survivor reloads reloadable weapons (Ma’s
Shotgun, Sawed-Off, etc.) for free.
Full auto – When resolving a Ranged Action, the Survivor
may substitute the Dice number of the Ranged weapon(s)
they use with the number of Zombies standing in the
targeted Zone. Skills affecting the dice value, like +1 die:
Ranged, still apply.
---
R 65
SKILLS
ZOMBICIDE 2
ND
EDITION
Gunslinger – The Survivor treats all Ranged weapons as if
they had the Dual symbol.
Hit & run – The Survivor can use this Skill for free just after
they resolve a Melee or Ranged Action resulting in at least 1
Zombie being eliminated. They can then make a free Move
Action. The Survivor does not spend extra Actions to perform
this free Move Action if Zombies are standing in their Zone.
Hoard – The Survivor can carry up to 2 extra Equipment cards.
They are placed near their Dashboard and are considered to
be in their Backpack.
Hold your nose – The Survivor draws an Equipment card
(from the Core Equipment deck only) whenever the last
Zombie standing in their Zone is eliminated (by the Survivor
themselves, another Survivor, or any game effect). This Skill
works in any Zone, even a street Zone, and can be used
multiple times in the same Turn. This is NOT considered a
Search Action.
Home defender – The Survivor is not limited to Range 0-1
when tracing Lines of Sight through building Zones.
Improvised weapon: Melee – The Survivor can use this Skill
once during each of their Turns. They perform a free Melee
Attack using these characteristics. Melee modifiers (other
Skills, for example) apply.
Improvised weapon: Ranged – The Survivor can use this Skill
once during each of their Turns. They perform a free Ranged
Attack using these characteristics. Ranged modifiers (other
Skills, for example) apply.
Is That All You’ve Got? – This Skill can be used any time the
Survivor is about to endure Wounds. Negate 1 Wound for each
Equipment card discarded from the Survivor’s inventory.
Jump – The Survivor can use this Skill once during each of
their Turns. The Survivor spends 1 Action and moves 2 Zones.
Ignore everything in the intervening Zone, except walls and
closed doors.
Movement related Skills (like +1 Zone per Move or Slippery)
are ignored, but Movement penalties (like having Zombies in
the starting Zone) apply.
Lifesaver – The Survivor can use this Skill once during each
of their Turns, for free. Select a Zone containing at least 1
Zombie and at least 1 Survivor at Range 1 from the Survivor.
Both Zones need to share a clear path and a Line of Sight.
Choose Survivors in the selected Zone to be dragged to the
Survivor’s Zone without penalty. This is not a Move Action.
A Survivor may decline the rescue and stay in the selected
Zone if their player chooses.
Low profile – The Survivor can’t get hit by Friendly Fire
(Molotov rules still apply). Ignore them when shooting at the
Zone they stand in.
Lucky – For each Action the Survivor takes, the player may
choose to re-roll all the dice an additional time. The new
result replaces the previous one. This Skill stacks with the
effects of Equipment that allows re-rolls.
Matching set – When the Survivor performs a Search Action
and draws an Equipment card with the Dual symbol, they can
immediately take a second card of the same type from the
Equipment deck. Shuffle the deck afterward.
Medic – This Skill is used for free during each End Phase. The
Survivor, and all other Survivors standing in the same Zone,
may heal 1 Wound (min. 0 Wound). The Survivor earns 1 AP
for each Wound healed this way.
Point-blank – The Survivor can perform Ranged Actions
in their own Zone, no matter the minimum Range. When
resolving a Ranged Action at Range 0, the Survivor freely
chooses the targets and can eliminate any type of Zombies
(no matter the special abilities they may have). Their Ranged
weapons still need to inflict enough Damage to eliminate the
targets. Friendly Fire is ignored.
Reaper: [Action] – This Skill can be used when assigning hits
while resolving an Action of the specified type (Combat, Melee,
or Ranged). 1 of these hits can freely eliminate an additional
identical Zombie in the same Zone. Only a single additional
Zombie can be eliminated per Action when using this Skill. The
Survivor gains the Adrenaline for the additional Zombie.
Regeneration – During each End Phase, the Survivor’s Health
is fully restored to its maximum.
024+1
1-124+1 K i
---
66
SKILLS
ZOMBICIDE 2
ND
EDITIONR
Roll 6: +1 Damage [Action] – Add 1 to the Damage value of
the weapon the Survivor uses for each 6 rolled on an Action
of the specified type (Combat, Melee, or Ranged). Game
effects that allow re-rolls must be used before determining
the Damage bonus granted by this Skill.
Roll 6: +1 die [Action] – An additional die can be rolled for
each 6 rolled on an Action of the specified type (Combat,
Melee, or Ranged). Keep on rolling additional dice as long as
the player keeps getting 6. Game effects that allow re-rolls
must be used before rolling any additional dice for this Skill.
Scavenger – The Survivor may Search in any building or
street Zone. Normal Search rules apply (no Search in Zones
with Zombies, for example).
Search: 2 cards – Draw 2 cards when Searching with the Survivor.
Shove – The Survivor can use this Skill once during each
of their Turns, for free. Select a Zone at Range 1 from the
Survivor. Both Zones need to share a clear path. All Zombies
standing in the Survivor’s Zone are pushed to the selected
Zone. This is not a Movement.
Sidestep – Whenever any Zombies spawn within Range 0-1
(and before any Rushes), the Survivor may immediately
perform a free Move Action. The Survivor does not spend
extra Actions to perform this free Move Action if Zombies are
standing in their Zone. The Survivor may use this Skill once
per Zombie card drawn.
Slippery – The Survivor does not spend extra Actions when
they perform a Move Action out of a Zone containing Zombies.
The Survivor also ignores Zombies when performing Move
Actions (including those allowing them to cross several
Zones, with the Sprint Skill for example).
Sniper – The Survivor may freely choose the targets of all
their Ranged Actions. Friendly Fire is ignored.
Sprint – The Survivor can use this Skill once during each of
their Turns. Spend 1 Move Action with the Survivor: they may
move 2 or 3 Zones instead of 1. Entering a Zone containing
Zombies still ends the Survivor’s Move Action.
Starts with [X] Health – The Survivor starts with the
indicated amount of Health. This is their base level.
Note: Survivors with this Skill cannot be used as Companions.
Starts with 2 AP – The Survivor begins the game with 2
Adrenaline Points.
Note: Survivors with this Skill cannot be used as Companions.
Starts with a [Equipment] – The Survivor begins the game
with the indicated Equipment. Its card is automatically
assigned to them during Setup.
Note: Survivors with this Skill cannot be used as Companions.
Steady hand – The Survivor can ignore other Survivors
of their choosing when missing with a Ranged Action. This
Skill does not apply to game effects killing everything in the
targeted Zone (such as a Molotov, for example).
Super strength – Consider the Damage value of Melee
weapons used by the Survivor to be 3.
Swordmaster – The Survivor treats all Melee weapons as if
they had the Dual symbol.
Tactician – The Survivor’s Turn can be resolved anytime
during the Player Phase, before or after any other Survivor’s
Turn. If several Survivors benefit from this Skill, players
choose their Turn order.
Taunt – The Survivor can use this Skill once during each of
their Turns, for free. Select a Zone up to 2 Zones away from
the Survivor and having a clear path to the Survivor (no walls,
closed Barricades, or closed Doors). No Line of Sight is needed.
All Zombies standing in the selected Zone immediately gain
an extra Activation. They try to reach the taunting Survivor
by any means available. Taunted Zombies ignore all other
Survivors. They do not attack them and leave the Zone they
are standing in if needed to reach the taunting Survivor.
Tough – The Survivor ignores the first Wound they receive
during each Attack Step (Zombie Phase) and during Friendly
Fire (Survivor’s Ranged Action).
Webbing – All Equipment in the Survivor’s inventory is
considered equipped in Hand.
Zombie link – The Survivor plays an extra Turn each time
an Extra Activation card (NOT Rushes) is drawn from the
Zombie pile. They play before the extra-activated Zombies.
If several Survivors benefit from this Skill at the same time,
players choose their Turn order.S p
---
R 67
INDEX
ZOMBICIDE 2
ND
EDITION
CREDITS
GAME DESIGNERS:
Raphaël GUITON, Jean-Baptiste LULLIEN, Nicolas RAOULT,
and David PRETI
DEVELOPMENT:
Fábio CURY
PRODUCTION:
Marcela FABRETI (Lead), Thiago ARANHA (Lead), Raquel
FUKUDA, Guilherme GOULART, Rebecca HO, Isadora
LEITE, Aaron LURIE, and Ana THEODORO
ART:
Edouard GUITON, Nicolas FRUCTUS, Saeed JALABI,
Giorgia LANZA, and Eric NOUHAUT
GRAPHIC DESIGN:
Marc BROUILLON (Lead), Max DUARTE (Lead), Fabio de
CASTRO, Louise COMBAL, and Júlia FERRARI
SCULPT ENGINEERING:
Vincent FONTAINE
SCULPTING STUDIO:
BigChild Creatives
SCULPTING MANAGER:
Hugo Gomez BRIONES
SCULPTING:
David ARBERAS, Daniel FERNANDEZ, Ivan GIL, Africa MIR,
Alejandro MUÑOZ, Adrián RIO, Natalia ROMERO, and Raul
Fernandez ROMO
RENDERING:
Studio Z
PROOFREADING:
Jason KOEPP
ART DIRECTOR:
Mathieu HARLAUT
PUBLISHER:
David PRETI
© 2020 CMON Global Limited, all rights reserved. No part of this product may be reproduced without specific
permission. Guillotine Games and the Guillotine Games logo are trademarks of Guillotine Press Ltd. Zombicide,
CMON, and the CMON logo are registered trademarks of CMON Global Limited. Actual components may vary
from those shown. Figures and plastic components included are pre-assembled and unpainted. Made in China.
THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.
INDEX
Abomination..................................17, 18, 30
Accuracy...............................................13, 27
Actions......................................8, 19, 27, 30
Activating Zombies..................................23
Actor..............................................................9
Adrenaline points.....................................15
Assigning hits...........................................28
Basic rules....................................................9
Car attack....................................................31
Car, getting in or out.............................. 30
Changing seats in a car......................... 30
Combat.........................................................21
Companions...............................................33
Components................................................4
Damage...........................................13, 17, 27
Danger Level.............................................15
Dark Zone...........................................20, 33
Dice........................................................13, 27
Do nothing..................................................22
Door Action................................................19
Drive a car. ..................................................31
Dual weapons............................................27
End Phase.....................................................8
Equipment............................................12, 29
Fatty..............................................................17
First player...................................................7
Friendly Fire........................................28, 31
Game overview...........................................8
Hit.................................................................27
ID card.....................................................7, 15
Inventory....................................................16
Kids................................................................7
Line of Sight...............................................10
Make Noise.................................................22
Melee Combat............................................21
Missions.....................................................36
Molotov . ...............................................17, 29
Move Action...............................................19
Movement.....................................................11
Noise.....................................................14, 22
Noisy weapons...........................................13
Number of players.....................................5
Player Phase..............................................19
Pimpweapons.....................................22, 32
Pimpweapon crate. ..................................32
Ranged Combat.........................................21
Reloading...................................................29
Reorganizing inventory...........................21
Runner..........................................................17
Running out of Zombies........................ 26
Search.........................................................19
Setup.............................................................6
Skills............................................................63
Sniper rifle................................................29
Spawning Zombies..................................25
Starting Equipment...................................6
Taking an Objective.................................22
Targeting priority....................................28
Trading Equipment....................................21
Walker...........................................................17
Weapons......................................................12
Winning and losing.....................................8
Wounds.................................................17, 23
Zombie Attack...........................................23
Zombie Move............................................24
Zombie splitting.......................................24
Zombie types........................................17, 18
Zombie Phase............................................23
Zombie Rush.............................................26
Zone..........................................................6, 9
#16
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GAME ROUND SUMMARY
TARGETING PRIORITY ORDER
When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.
Targeting Priority Name Actions Min.Damage to kill Adrenaline earned
1 FATTY/ABOMINATION 1 2/3 1/5
2 WALKER 1 1 1
3 RUNNER 2 1 1
WHEN EVERY PLAYER HAS FINISHEDEACH ROUND BEGINS WITH:
The player with the First Player token activates all of their
Survivors, one after the other, in any order. When they’re done,
the next player’s Turn begins. Play clockwise.
Each Survivor has 3 Actions to spend, chosen from the following
list. Unless otherwise stated, each Action may be performed
several times per Activation.
- MOVE:
Move 1 Zone (spend extra Actions if there are Zombies in the
starting Zone).
- SEARCH (1x per Turn):
In a building Zone free of Zombies only. Draw a card from the
Equipment deck. If searching from a Pimpweapon Crate, pick a
card from the Pimpweapon deck.
- OPEN DOORS:
The Survivor uses Door-opening Equipment to open a door in
their Zone. No roll is required.
NOTE: Open Doors cannot be closed again.
- REORGANIZE/TRADE:
The Survivor can reorganize the cards in their inventory in
any way the player wishes. The Survivor can simultaneously
exchange any number of cards with 1 other Survivor currently
in the same Zone. This other Survivor may reorganize their own
inventory for free.
- COMBAT ACTION:
Melee Action: Equipped Melee weapon required.
Ranged Action: Equipped Ranged weapon required.
- TAKE OR ACTIVATE AN OBJECTIVE in the
Survivor’s Zone.
- MAKE NOISE: Put a Noise token in the Survivor’s Zone.
- DO NOTHING: All remaining Actions are lost.
STEP 1: ACTIVATION
Each Zombie activates and spends its Action on either an Attack
or a Move, depending on the situation. Resolve all the Attacks
first, then all the Moves. Each Zombie performs either an Attack
OR a Move with a single Action.
- ATTACK:
Each Zombie in the same Zone as Survivors performs an Attack.
A Zombie’s Attack is always successful and does not require any
die rolls.
- MOVE:
The Zombies that have not Attacked use their Action to Move 1
Zone toward Survivors.
NOTE: Runners get 2 Actions, so they can attack twice, attack
and move, move and attack, or move twice.
STEP 2: SPAWN
Using Zombie Spawn tokens, the Mission maps show where
Zombies appear at the end of each Zombie Phase. These are
the Spawn Zones.
• The Starting Spawn Zone is always the first one to spawn.
• Always draw Zombie cards for all Spawn Zones in a clockwise
order starting with the Starting Spawn Zone.
• Zombies spawn following the highest Danger Level among
Survivors (Blue, Yellow, Orange, or Red).
• Remove all Noise tokens from the board.
• The first player hands the First Player token to the player to
their left. Another Game Round then begins.
01 - PLAYER PHASE02 - ZOMBIE PHASE
03 - END PHASE
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