Full manual text
01
CHAPTERS
02 GAME COMPONENTS.................................................3
03 INVADER PROTOCOL.................................................5
› ZOMBICIDE TROUGH SPACE AND TIME...........................................................6
04 SETUP...........................................................................7
05 GAME OVERVIEW.....................................................10
PLAYERS' PHASE..............................................................................10
XENOS' PHASE...................................................................................10
END PHASE ........................................................................................10
WINNING AND LOSING . ...................................................................10
06 THE BASICS...............................................................10
USEFUL DEFINITIONS.......................................................................10
LINE OF SIGHT......................................................................................11
MOVEMENT .........................................................................................13
READING AN EQUIPMENT CARD....................................................13
› MELEE AND RANGED WEAPONS.....................................................................13
› AMMO TYPE..........................................................................................................14
› NOISY EQUIPMENT..............................................................................................15
› COMBAT CHARACTERISTICS............................................................................16
› NOISE......................................................................................................................17
EXPERIENCE, DANGER LEVEL, AND SKILLS................................17
07 INVENTORY...............................................................18
08 THE XENOS................................................................19
WORKER...............................................................................................19
TANK......................................................................................................19
HUNTER................................................................................................19
SPOILER ABOMINATION.................................................................20
MOLD RULES......................................................................................20
› MOLD GENERAL RULES.....................................................................................20
› ACTIVE MOLD SPECIFIC RULES......................................................................20
› INACTIVE MOLD SPECIFIC RULES..................................................................20
09 PLAYERS' PHASE....................................................22
MOVE...................................................................................................22
SEARCH...............................................................................................22
DOOR ACTIVATION...........................................................................22
› COLORED DOORS................................................................................................22
REORGANIZE/TRADE.......................................................................23
› ATTACH OR DETACH EQUIPMENT CARDS....................................................23
COMBAT ACTIONS............................................................................24
› MELEE ACTION....................................................................................................24
› RANGED ACTION.................................................................................................24
TAKE OR ACTIVATE AN OBJECTIVE.............................................24
MAKE NOISE......................................................................................24
DO NOTHING......................................................................................24
MACHINE ACTIONS...........................................................................25
› PEACEKEEPER BOT ACTIONS..........................................................................25
› FALCHION SENTRY GUN ACTIONS.................................................................25
› SWAPPING BOTS AND SENTRY GUNS..........................................................25
10 XENOS' PHASE..........................................................26
STEP 1 - ACTIVATION.......................................................................26
› ATTACK.................................................................................................................26
› MOVE.....................................................................................................................26
› PLAYING HUNTERS............................................................................................28
STEP 2 - SPAWN...............................................................................28
› COLORED SPAWN ZONES.................................................................................28
› EXTRA ACTIVATION CARDS............................................................................29
› SPOILER ABOMINATION CARDS.....................................................................29
› MOLD XENO CARD..............................................................................................29
› RUNNING OUT OF MINIATURES.......................................................................30
11 COMBAT.......................................................................30
MELEE ACTION....................................................................................31
RANGED ACTION................................................................................31
› TARGETING PRIORITY ORDER........................................................................32
› FRIENDLY FIRE....................................................................................................32
CONCENTRATED ATTACK................................................................33
HELLFIRE.............................................................................................34
12 SECURITY ROOMS, OXYGEN SUPPLY ROOMS,
AND AIRLOCKS.........................................................34
SECURITY ROOM................................................................................34
OXYGEN SUPPLY ROOM..................................................................35
AIRLOCKS............................................................................................35
13 ULTRARED MODE......................................................36
14 PLAYING WITH 7+ SURVIVORS............................. 36
15 TUNING THE DIFFICULTY..........................................37
16 MISSIONS...................................................................38
M0 TUTORIAL: BREACH!..................................................................38
M1 GATHERING FORCES...................................................................39
M2 ROCK'N ROLLY............................................................................40
M3 THE REARGUARD........................................................................41
M4 THE ENGINEERS.........................................................................42
M5 ARMS RACE.................................................................................44
M6 PLAYING WITH FIRE..................................................................45
M7 XENIUM BURGER........................................................................46
M8 CODE ORANGE............................................................................48
M9 UNINVITED GUESTS..................................................................50
M10 BACK TO THE ROOTS.................................................................51
17 SKILLS.........................................................................52
18 INDEX..........................................................................55
› CREDITS................................................................................................................55
2
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6 SURVIVOR
DASHBOARDS
02
GAME
COMPONENTS
6 SURVIVOR MINIATURES
AND ID CARDS
BarakaMagnus Jared
MitsukiCole Vivian
1 Spoiler Abomination
35 Workers
14 Tanks
9 GAME TILES (DOUBLE-SIDED)
48 TRACKERS 6 SURVIVOR
COLOR BASES
6 DICE
64 XENO MINIATURES
Falchion Sentry GunPeacekeeper Bot
2 MACHINE MINIATURES
14 Hunters
3
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Doors
Neutral . . . . . . . . . . . . . . . . . . . . .x5
Green . . . . . . . . . . . . . . . . . . . . . .x1
Purple . . . . . . . . . . . . . . . . . . . . . .x1
Exit Point . . . . . . . . . . . . . . . . . . . . .x1
First Player . . . . . . . . . . . . . . . . . . . .x1
Machine Activation . . . . . . . . . . . . .x2
Noise . . . . . . . . . . . . . . . . . . . . . . . x18
Objectives
Red/Red . . . . . . . . . . . . . . . . . . .x10
Red/Blue . . . . . . . . . . . . . . . . . . . .x1
Red/Green - Bot Remote . . . . . . .x1
Red/Purple - Sentry Gun Remote x1
Red/White . . . . . . . . . . . . . . . . . . .x1
Skill: Camouflage . . . . . . . . . . . . . .x1
Xenos Spawn
Red/Red . . . . . . . . . . . . . . . . . . . .x4
Red/Green . . . . . . . . . . . . . . . . . .x1
Red/Purple . . . . . . . . . . . . . . . . . .x1
Mold
Active/Inactive . . . . . . . .x15
125 MINI-CARDS65 TOKENS
71 Equipment cards
Ablative Armor . . . . . . . . . . . . . . .x4
Assault Shotgun . . . . . . . . . . . . . .x3
Canister . . . . . . . . . . . . . . . . . . . . .x4
Cattle Prod (Starting Equipment) . x4
Chainsaw . . . . . . . . . . . . . . . . . . .x2
Energy Cell . . . . . . . . . . . . . . . . . .x6
Flamethrower . . . . . . . . . . . . . . . .x2
Heavy Cutter . . . . . . . . . . . . . . . . .x3
Heavy Shotgun . . . . . . . . . . . . . . .x3
Light Machine Gun . . . . . . . . . . . .x2
M.R.E. . . . . . . . . . . . . . . . . . . . . . .x3
Mold Spawn: 1 Hunter . . . . . . . . .x2
Mold Spawn: 1 Tank . . . . . . . . . . . x2
Mold Spawn: 1 Worker . . . . . . . . . x2
Mold Spawn: 2 Workers . . . . . . . . x1
Oxygen Tank . . . . . . . . . . . . . . . . .x6
Plenty Of Bullets . . . . . . . . . . . . . .x3
Prototype Assault Shotgun . . . . .x1
Prototype Heavy Shotgun . . . . . .x1
Prototype Light Machine Gun . . .x1
Prototype Sniper Rifle . . . . . . . . .x1
Search Drone . . . . . . . . . . . . . . . .x2
Searchlight . . . . . . . . . . . . . . . . . .x2
Sledge . . . . . . . . . . . . . . . . . . . . . .x3
SMG . . . . . . . . . . . . . . . . . . . . . . .x2
SMG (Starting Equipment) . . . . . .x2
Sniper Rifle . . . . . . . . . . . . . . . . . .x2
Falchion Sentry Gun . . . . . . . . . . . x1
Peacekeeper Bot . . . . . . . . . . . . .x1
54 Xeno Cards
4
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03
INVADER
PROTOCOL
Doctor Vivian Rigby wanted to be back in her lab. More
than anything, this battle would be won there, not out
here at the rain-drenched perimeter, looking out over
the dead landscape. But another wave was imminent,
and the outpost needed every gun on the walls.
“You know what this reminds me of?” Lieutenant
Magnus Berg asked beside her. His modulated voice
sounded sinister coming through his powered armor.
“That movie we saw on Holo-Night last month.”
She was too tired to remember. Holo-Night was a
regular victim to Cole Hill’s adoration of new retro
movies. “Which one?”
“The one with the brave miners getting their rare
resource raided by those Corporate bastards.”
It took her a moment. “Oh right. Yeah, they were quite
cliché, the brave farmers and miners dreaming of a
free new world, and getting oppressed by the big bad
suits”
“Oh. Really?” Magnus’ armor wasn’t suited for a shrug,
but the massive man accomplished it anyway. “Well,
you know what I mean. Mostly I was thinking we’re
stuck in the same damn scenario.”
Her turn to shrug. “I guess. Except that these Xenos
are as alien to this rock as we are.”
“That was confirmed?”
“Yeah. I was working on several hypotheses with the
base AI before you guys conscripted it out from under
me. Genetic scans show them coming from at least
three distinct planetary biomes, maybe more.”
“I’d heard that. It doesn’t make any sense.”
She chuckled. “Lots of things about this don’t make
any sense.”
“What did they even eat?” He waved his arm across
the desolation before them. “There’s nothing here.”
“I believe they were lithotrophs before they developed
a taste for human flesh. Most of them anyway.”
“Um. What?”
She sighed. “They eat rocks. The minerals, specifically.”
“Wouldn’t that be a lithovore?”
“Who’s the scientist here?” she asked, head cocked.
“Oh. Right. Sorry.”
She patted his armored arm. “Don’t sweat it. They
make use of the xenium too. Although why all of them
would eat the same thing is still beyond me. They
share very little DNA. Thirty percent, which is about
the baseline we’ve found for all double-helix lifeforms
across known space. Think about it. We can eat some
of the things Centaurans do, but only a few. And if you
try Thassian cuisine, you’ll be dead in one minute flat.
But these Xenos all survived here on the same stuff.
It’s just… crazy.”
Magnus paused, considering. “Maybe whoever
dropped them here did it because of the xenium.”
“Why would you think they were dropped here?”
“Well, they sure didn’t evolve here. Nothing has except
bacteria, right? But there’s still traces of oxygen in the
atmosphere. Ever figure that out?”
She sighed. “Nope. We guess that there was a
rudimentary oceanic ecosystem at one point in the
recent past, just like on Earth three billion years ago.
But we’ve only found traces of it. This whole planet
makes very little sense right down to the xenium.”
“Anyway,” Magnus continued, “they don’t have any
technology and they never acted really smart, so they
sure didn’t come here on their own.”
“It’s likely some civilization we’ve not encountered yet.
They’re easy to overlook. The Centaurans knew about
Earth, but all the races from Trappist had no idea we
were here until we sent a ship, and we’re all practically
right next door.”
They were silent a long moment, listening to the rain.
Vivian closed her eyes and thought briefly of sleep.
A mistake, as she found herself nodding, only to be
jerked awake by Berg’s next statement. “Well, maybe
this isn’t that much like the holo after all. Those miners
were intelligent. If these things were intelligent, we’d
have made them a deal. We’re not Corporate.”
“We might’ve corralled them at least,” Vivian said,
agreeing. “Back when they were docile. But they
ignored us for almost a year, even after we began
pumping xenium out of the ground. No one thought
there was any need.”
“Yeah. Any ideas on why they went nuts?”
“Something changed.”
His sarcasm was plain through his faceplate. “Well, duh.”
She gave a brief smile. “Sorry. Just tired. Something
triggered this. I had a line on it, but then we needed
everyone at the walls, and I haven’t had any time to
confirm my hypothesis.”
“You mean that infection thing I was briefed on?”
“Yeah. They’ve all got something in their blood. It’s
nearly identical. But it makes no sense, because of
their genetic diversity.”
“I don’t follow.”
She thought for a moment. “How to explain…. Species
can serve as carriers for diseases, right? On Earth,
mosquitoes carry malaria but don’t get it themselves.
We catch it when they bite us. We’re different species.”
“Sure, I get that.”
5
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“So cross-species infections are crazy rare, even in
species that evolved in the same planetary biome.
Here we’ve got species from three different worlds,
sharing only a third of their DNA, that are all catching
the same thing. It’s insane. It’d be like you getting the
flu from a banana, and you both share sixty percent of
your DNA being from Earth. With these, it’s even more
far-fetched. If I hadn’t seen it, I wouldn’t believe it.”
Magnus contemplated that a moment, then looked
straight at her, his alarm plain. “Don’t tell me humans
are in danger from this!”
She shook her head. “No, at least not that we’ve seen.
The infection turned the Xenos into some kind of...
zombies.”
“Whew. I guess maybe this isn’t much like that holo
after all,” he said chuckling.
“Only superficially,” she said, sharing a wan smile.
“So what can we do?”
Vivian could only shrug. “Hold out for reinforcements.
Try to get more data. Theoretically, I’d suggest full evac
until we get a handle on it. But shuttles get scarce, and
rarely leave.”
Magnus might’ve been about to say something when
the outpost klaxon blared. Red lights flashed and
the air filled with Captain Connor’s clipped tones. “All
personnel, incursion, south gate. Repeat: prepare for
incursion, south gate. This is not a drill.”
“Course it’s not a drill,” Vivian grumbled, checking her
weapon over. “We’ve had too much of the real thing.”
Magnus was already on his feet. “No doubt, Doc, but
save it for now. It’s time for some zombicide.”
Zombicide: Invader is a cooperative game where 1 to 6
players face Xenos, an unfathomable swarm of infected
aliens, controlled by the game itself. Each player controls 1
to 6 Survivors in a science-fiction setting overwhelmed by
Xenos. The goal is simply to choose a Mission and complete
its objectives, survive, and kill as many Xenos as possible!
Most of the time, Xenos are predictable, but there are a lot of
them and they use nasty tactics. The Spoiler Abomination,
for example, spreads an alien substance called Mold in the
space complex, slowly turning it into a Xenos’ nest. Danger
is spreading everywhere.
Survivors use whatever weapon they can get to kill Xenos
and slow the invasion. The better the weapon, the higher
the body count, but the more Xenos will appear, attracted
by the onslaught!
Survivors can be Civilians or Soldiers, each having specific
Skills. They all play together as a team, trading Equipment,
and covering each other. Only through cooperation can
players achieve the Mission objectives and win. Survivors
fight Xenos, but also rescue each other, recover vital data,
unveil dark secrets, and much more!
ZOMBICIDE THROUGH SPACE AND TIME
The Zombicide game range allows players to
battle Zombies in many settings, creating unique
atmospheres with dedicated Survivors, Zombies,
and other features.
Using the same basic mechanics, all Zombicide core
boxes are designed to be entry points to the game.
Core boxes and expansions from each era (classic,
fantasy, or sci-fi) are fully compatible with each other.
Classic Zombicide spans three Seasons, following
the zombie apocalypse in a modern-day world, over
a timespan covering roughly a year.
Fantasy Zombicide enters the Dark Ages through
the evil schemes of mad necromancers sweeping
through the country with zombie armies. You and
your fellow Survivors fight for a better future!
6
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04
SETUP
1 ›
Choose a Mission.
2 › Place the tiles.
3 › Place the Objectives, Spawn Zones and any other tokens
and figures as indicated by the Mission.
4 › Select 6 Survivors and distribute them between the
players as you see fit. 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 aside the following Equipment cards:
• Starting Equipment: 4 Cattle Prods and 2 SMGs. These
cards are identified by a grey back.
These were supplied to maintain order, not to face a Xenos
invasion. Search for better weapons as soon as you can!
• Oxygen Tank: There are 6 of them. These cards are
identified by an Oxygen Supply Room back.
Your team needs Oxygen Tanks to travel outside the station.
These are found in Oxygen Supply rooms. Protect them!
A Zombicide: Invader game usually features 6
Survivors, distributed in any way you see fit, among
players. We recommend new players join the game
with a single Survivor to get a quick grasp on the
game mechanics. A veteran player can easily control
a whole team of 6 Survivors and clear Xeno swarms
all on their own!
7
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• Prototype: Prototype Assault Shotgun, Prototype Heavy
Shotgun, Prototype Light Machine Gun, and Prototype
Sniper Rifle. These cards are identified with a red back.
Highly sought after, Prototype weapons are
usually found as Mission objectives.
• Place the Peacekeeper Bot and Falchion Sentry Gun
reference cards within view of all players. These cards act
as reminders of both Machines’ rules and stats, and do not
belong to any single player.
The Falchion Sentry Gun and Peacekeeper Bot
may help your team wipe out Xenos. 7 › Distribute the Starting Equipment cards as you see fit
among the Survivors. Zombicide: Invader is a cooperative
game, so decide as a team. Each Survivor starts the
game with at least 1 card. If a Survivor’s starting Skill
lists any starting Equipment, they receive those cards
now, independently of the Starting Equipment you’ve just
distributed.
8 › Shuffle the Xeno cards into one deck and the Equipment
cards into another. Place both decks facedown close to the
board.
9 › Place the miniatures representing the chosen Survivors in
the starting Zone(s) indicated by the Mission.
10 › Each Survivor’s maximum Armor amount is indicated
on their ID Card by the highlighted numbers in their Armor
Bar. Place a tracker on the highest highlighted slot of their
Armor Bar.
11 › Then, place another tracker in the slot of the first (Blue)
Skill. Place 3 more trackers in the reserve slots on the top of
the Dashboard. Finally, set the Experience tracker to 0.
12› Decide who will be the first player, then give them the
First Player token.
Cole is a Civilian. Baraka is a Soldier.
There are 2 Survivor types in Zombicide: Invader –
Civilians and Soldiers, as indicated by the symbol on
their ID Card.
Civilians may Search in any room
Zone, and tend to have lower Armor
(usually 2).
Soldiers can only Search in Security
Rooms, but tend to have higher Armor
values (usually 3).
8
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Mission setup example.
Baraka has
a Starting
Equipment
card.
Tracker on the
Blue Skill.
Baraka starts
with Armor 3,
her maximum
amount.
3 trackers
in reserve.
Baraka is
a Soldier.
She may only
Search in Security
Rooms (P. 34)
XP Tracker in the
0 slot of the Blue
Danger Level.
9
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05
GAME
OVERVIEW
Considering the resources to be gathered here, our bosses
will answer the emergency calls as soon as possible. There
is a lot of distance to cover, however, so our survival is in
our own hands. We know where the security rooms are,
but anything can, and will, be a potential weapon.
– Jared
Zombicide: Invader is played over a series of Game Rounds,
which proceed as follows.
PLAYERS’ PHASE
The player with the First Player token takes their Turn,
activating their Survivors one at a time, in the 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 Xenos, move around the board, and perform
other tasks to accomplish the various Mission Objectives.
Some Actions make Noise, and Noise attracts Xenos!
Once a player has activated all their Survivors, the player
to the left takes their Turn, activating their Survivors in the
same manner.
When all the players have completed their Turns, the Players’
Phase ends.
The Players’ Phase is explained in depth on page 22.
XENOS’ PHASE
All Xenos on the board activate and spend 1 Action either
to attack a Survivor standing in their Zone or, if they have
nobody to attack, to move toward the Survivors or noisy
Zones.
Some Xenos, called Hunters, get 2 Actions, so they can
attack twice, attack and move, move and attack, or move
twice. Once all Xenos have performed their Actions, new
Xenos appear in all active Spawn Zones on the board.
The Xenos’ Phase is explained in depth on page 26.
END PHASE
All Noise tokens are removed from the board, and the first
player hands the First Player token to the player to their left.
Another Game Round then begins.
WINNING AND LOSING
The game is lost whenever a starting Survivor has been
eliminated, when the Mission Objectives can no longer
be fulfilled, or 2 Spawn Zones (or more) are linked by an
uninterrupted chain of Mold Zones (P. 20).
The game is won immediately when all of the Mission
Objectives have been accomplished. Zombicide: Invader is
a cooperative game, so all players win and lose together.
06
THE
BASICS
We’ve all received basic weapon training, at least. But
these… things… are an unknown and immediate threat.
We don’t even know where to shoot to knock them out.
Forget the drill and call upon your instincts!
– Cole
USEFUL DEFINITIONS
Actor: A Survivor, Xenos, or active Machine.
Zone: Inside a building, a Zone is a room. Anywhere else
(corridor or exterior), a Zone is the area between two linear
markings (or a linear marking and the board’s edge) and the
walls of buildings along the station.
10
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LINE OF SIGHT
Lines of Sight define whether Actors can see each other,
such as whether a Survivor can see a Xeno across the
corridor, from one room to the next, into a room, etc.
In corridors and exterior 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.
Inside a room, 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 the
distance of 1 Zone.
If the Survivor is looking out into a corridor or from a corridor
into a room, the Line of Sight can go through any number of
corridor Zones in a straight line, but only 1 Zone into the room.
NOTE: Exterior and building Zones are connected by
Airlocks (P. 35), so there's no Line of Sight between them.
DARK ZONES
The Searchlight Equipment allows its wielder to
trace Lines of Sight to Dark Zones. These are special
Zones where darkness blocks Lines of Sight. They
are not featured in this box, but in Zombicide: Invader
expansions.
This exterior Zone straddles
2 tiles. It is delimited by
linear markings, walls,
and the board’s edge.
This is a corridor Zone,
delimited by linear markings,
walls, and the board’s edge.
This is an
exterior Zone.
This is a
room Zone.
These 2 room Zones
are separated by a
wall with an opening.
Delimited by thick walls, this
building has four room Zones
separated by inner walls.
11
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In exterior Zones, Lines of
Sight are traced in the same
way as corridor Zones.
Mitsuki stands in a room Zone.
She can trace Lines of Sight
1 Zone away into the other
room Zones nearby and into the
corridor Zone, in straight lines.
Cole stands in a corridor Zone.
He can see every corridor
Zone in straight lines, up to
walls and the board’s edges.
Lines of Sight go in straight
lines. No diagonals for Cole!
Baraka stands in an Airlock
room (P. 35). Lines of Sight
cannot be traced through
to the exterior Zone.
1 Zone away only: this
room Zone is too far for
Mitsuki’s Line of Sight.
Jared’s Line of
Sight is stopped
by the full wall. Vivian stands in
a room Zone. Her
Line of Sight goes
1 Zone into the
rooms nearby but
is cut by full walls
(to Magnus) and
closed doors (to
the corridor).
Cole’s Line of Sight goes
1 Zone into the room.
Magnus can trace Line of Sight
from his room Zone, through
the corridor Zone, and 1 Zone
into the opposite room.
12
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MOVEMENT
Actors can move from a Zone to the next as long as the
first Zone shares at least an edge with the destination Zone.
Corners do not count. This means Actors cannot make
diagonal movements.
In corridor and exterior Zones, movement from one Zone
to another has no restrictions. However, Actors must go
through an open door (or opening) to move from a room to a
corridor and vice-versa.
NOTE: Movement from a room to an exterior Zone is
made through an Airlock (P. 35).
Inside a room, Actors may move from one Zone to another
as long as their Zones are linked by an opening. 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.
READING AN EQUIPMENT CARD
MELEE AND RANGED WEAPONS
Why did management store so many weapons? What did
they expect?
– Strikes, mutiny, pirates, you name it. We’re sitting on a
goldmine. Do you need another reason to store as many
weapons as possible?
– There’s enough ammo to last an entire war!
– Cole and Vivian
Zombicide: Invader features many different Equipment
cards. The ones your Survivors use to eliminate Xenos have
Combat characteristics displayed at the bottom:
To go around this corner,
Jared must first Move here…
… then here.
Jared can’t
Move diagonally.
Baraka can enter
the corridor through
the destroyed door.
To Move here,
Baraka must first
open the door.
Baraka can go to
this Zone through
the opening.
13
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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. 31).
Cattle Prods and Heavy Cutters are Melee weapons.
Ranged weapons bear the Ranged symbol.
They usually have a Range value of 1 (or more).
They are used with Ranged Actions (P. 31).
Attacking at Range 0 with a Ranged weapon
is still a Ranged Action.
SMGs and Heavy Shotguns are Ranged weapons.
AMMO TYPE
Most weapons use solid ammunition or a power source to
eliminate Xenos. They have infinite ammo (enjoy!). However,
the type of Ammo influences several game effects.
Weapons with the Bullets symbol use solid
ammunition of some sort (no matter the
caliber). Bullet-fed weapons cannot be
used in exterior Zones.
SMGs and Light Machine Guns use Bullets as ammunition.
They cannot be used in exterior Zones.
NOTE: Prototype weapons do not possess their own
power source. They may only be used when an Energy Cell
Equipment card is Attached to them (P. 23).
14
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Weapons with the Energy symbol use a power
source to function (no matter the battery type).
Energy-fed weapons can be used in any Zone.
Cattle Prods and Chainsaws use Energy as a power
source. They can be used anywhere. Prototype
weapons are both Ranged and Energy weapons, and
thus allow Ranged Combat in any type of Zone!
But they require an Attached Energy Cell to work.
NOISY EQUIPMENT
Wait, wait, wait! If you pull the trigger, the gunfire will attract
more of them to our position! There must be another way!
– Look me in the eye and tell me you’re not starting to
enjoy this.
– […] Don’t tell anyone.
– Yeah, sure. COME ON, PEOPLE! FIRE AT WILL!
– Baraka and Magnus
Some Equipment is noisy and produces a Noise token
whenever they are used. Noise attracts Xenos!
Noise rules are detailed on P. 17.
Equipment bearing the Noise symbol
produces a Noise token whenever an Action
is spent to use it. Set a Noise token in the
Survivor’s Zone.
Equipment bearing the Silent symbol doesn’t
produce a Noise token when used.
Sledges are silent weapons to kill with.
Light Machine Guns produce Noise when firing.
Note that their Prototype counterpart is Silent!
15
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COMBAT CHARACTERISTICS
Weapons display Combat characteristics used to eliminate
Xenos in many inventive ways.
SILENT
This Equipment doesn’t
produce a Noise token when
used in Melee Combat.
NOISY
This Equipment places
a Noise token when used
in Ranged Combat.
AMMO TYPE
This Equipment uses Energy.
AMMO TYPE
This Equipment uses Bullets.
WEAPON TYPE
This Equipment is
a Melee weapon.
WEAPON TYPE
This Equipment is
a Ranged weapon.
RANGE
Min and max number of
Zones the weapon can reach.
0 indicates it can only be
used in the Survivor’s Zone.
RANGE
Min and max number of
Zones the weapon can
reach. 1-1 indicates it can
be used to shoot at 1 Zone
away, no more, no less,
and within Line of Sight.
DICE
Roll this many
dice when a
Melee Action
is spent to use
this weapon.
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.
ACCURACY
Each roll that
equals or exceeds
this value is a
success. Lower
results are failures.
HAND
Put this Equipment in Hand
in order to use it.
DUAL
If you have Dual weapons with the same
name in each Hand slot (P. 30), you may
use them both with a single Action (they
must be aimed at the same Zone).
DUAL
If you have Dual weapons with the same
name in each Hand slot (P. 30), you may
use them both with a single Action (they
must be aimed at the same Zone).
DAMAGE
Damage inflicted for each success.
Damage does not stack up with
multiple successes unless it is
a Concentrated Attack (P. 33).
HAND
Put this Equipment in Hand
in order to use it.
DAMAGE
Damage inflicted for each success.
Damage does not stack up with
multiple successes unless it is a
Concentrated Attack (P. 33).
16
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NOISE
Firing a machine gun or a sniper rifle makes Noise, and
Noise attracts Xenos. Each Action used to attack with noisy
Equipment produces a Noise token.
• Place this token in the Zone where the Survivor resolved
the Action. It stays in the Zone where it was produced, even
if the Survivor moves.
• 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 are used.
• Noise tokens are removed from the board during the End
Phase (P. 10).
NOTE: Each Survivor miniature also counts as a Noise token.
Machines also count as Noise tokens when possessing a
Machine Activation token (P. 25). Xenos have senses humans
can’t comprehend, and Survivors are never quiet, anyway!
EXAMPLE: Magnus spends his first Action with a Sledge
to eliminate a Xeno in his own Zone. The Sledge is a Silent
weapon, and doesn’t produce Noise tokens.
The second Action is spent to fire 1 Zone away with an
Assault 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 Magnus’ Zone.
The Survivor spends his third Action to Move away. The
Noise token remains in the Zone it was produced and does
not follow Magnus.
EXPERIENCE, DANGER LEVEL, AND SKILLS
– Did I…did I just make this happen?
– Oh yeah, honey. We all owe you one. You’re my hero
for today!
– Mitsuki and Baraka
For each Xeno eliminated, a Survivor gains 1 Experience
Point (XP) and moves up a notch on their Danger Bar. Some
Mission Objectives provide more experience, as does
eliminating Abominations.
There are 4 Danger Levels on the Danger Bar: Blue, Yellow,
Orange, and Red. At each Danger Level, the Survivor gains
a new Skill (P. 52) to help them on their Mission. Skills stack
across Danger Levels, so at Red Level, your Survivor has 4
Skills. As new Skills are unlocked, place new trackers on the
Survivor Dashboard to indicate them.
• A Survivor moves to the Yellow Danger Level upon reaching
7 Experience Points. They gain a fourth Action.
• The Orange Danger Level is reached with 19 Experience
Points. Choose a Skill among the 2 indicated at this Level.
• The Red Danger Level is reached with 43 Experience
Points. Choose a Skill among the 3 indicated at this Level.
However, gaining Experience has a side effect. When you
draw a Xeno card to spawn Xenos, read the line that
corresponds to the Survivor still in play with the highest
Danger Level (see Xenos Spawn, P. 28).
The stronger your Survivor is, the more Xenos appear.
0 TO 6 EXPERIENCE POINTS:
Blue Level, possess a starting Skill.
7 TO 18
EXPERIENCE
POINTS:
Yellow Level,
gain a fourth
Action.
43 EXPERIENCE POINTS:
Red Level, choose a Skill
from the 3 available.
19 TO 42
EXPERIENCE
POINTS:
Orange Level,
choose a Skill
from the 2
available.
RED LEVEL: 8 Workers
ORANGE LEVEL: 6 Workers
YELLOW LEVEL: 4 Workers
BLUE LEVEL: 2 Workers
17
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07
INVENTORY
Overpowered? I’d rather say they’re the right tools, for the
right work.
– Jared
Each Survivor can carry up to 9 Equipment cards, divided
into 3 types of Equipment slots on their Dashboard: 2 Hand,
2 Body, and 5 Backpack slots (not counting cards Attached
to other cards). You may discard cards from your Survivor’s
inventory to make room for new cards at any time, for free
(even during another player’s Turn).
A Hand Equipment or Body Equipment slot is
reserved exclusively for Equipment cards bearing the
corresponding symbol (Hand Equipment in a Hand slot,
Body Equipment in a Body slot).
The Hand symbol marks the Equipment cards
that can only be used in Hands.
The Body symbol marks the Equipment cards
that can only be used on the Body slots.
The Backpack can hold up to 5 Equipment cards of any type
(Hand, Body, or no symbol). Characteristics and game effects
described on Hand/Body Equipment cards cannot be used
until they are moved to their appropriate inventory slots.
BACKPACK:
The Backpack slots are meant to
store any weapon card the Survivor
is not currently using, as well as
support-oriented cards like the M.R.E.
BODY SLOTS:
Both Body slots are used mostly
to hold specialist items, like a
Searchlight. They can only hold
cards bearing the Body symbol.
HAND SLOTS:
Both Hands are used primarily for Combat.
They can only hold cards bearing the Hand
symbol, like weapons.
18
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08
THE
XENOS
Zombicide: Invader features 4 types of Xenos. Most
of them have a single Action to spend each time they
activate (Hunters have 2). A Xeno is eliminated as soon as
it is successfully hit with an attack that has the minimum
required Damage value. Then its assailant immediately
earns the listed Experience Points.
WORKER
Workers are the most common Xenos. While they seem to
be the weakest among their species, each one is strong
enough to tear a human apart. And there are enough of them
to swarm the entire place multiple times over!
Damage dealt: 1
To eliminate: Damage 1
Experience provided: 1 point
TANK
Shrugging off any damage except the most potent blows, the
towering Tanks protect their brethren from incoming attacks
and lead the charge. They gruesomely kill unprotected
targets with a single punch, rending exo-armors in seconds.
Damage dealt: 2
To eliminate: Damage 2
Experience provided: 1 point
HUNTER
Faster and more cunning than their brethren, the Hunters’
function among the Xenos is clearly defined: seek and
destroy. These predators are smart enough to hide behind
others to avoid damage, and they strike mercilessly with
unparalleled speed.
Damage dealt: 1
To eliminate: Damage 1
Experience provided: 1 point
Special rule: Hunters have 2 Actions
every time they are activated (P. 28).
19
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SPOILER ABOMINATION
Spoiler Abominations stand amongst their kind as hulking
machines of destruction. They are immune to mundane
damage and destroy anyone standing in their path.
Destruction, however, does not seem to be their ultimate
goal. They cover our buildings with a disgusting substance
we call “mold”.
Damage dealt: 3
To eliminate: Damage 3
Experience provided: 5 points
Special rules:
• A Damage 3 weapon is required to eliminate a Spoiler
Abomination. No weapon features such a Damage value
in the game. To do so, you need either Hellfire (P. 34) or a
Concentrated Attack (P. 33).
• Spoiler Abominations spread Mold across room and
corridor Zones (not exterior Zones). Whenever a Spoiler
Abomination stands in a room or corridor Zone without
Mold, set an Active Mold token in the Zone. It is now a Mold
Zone. If the Zone has an Inactive Mold token, flip it back to
its Active side instead.
MOLD RULES
Is that a joke?!? I don’t care about this thing’s scientific
value! It’s ugly, corrosive, slimy, sticky, and stinks like a
zombie! Gimme dat… damn… flamethrower!
– Magnus
Mold tokens, on their Active and Inactive sides, respectively.
Apply these game effects whenever a Mold token (be it Active
or Inactive) is set in a Zone, turning it into a Mold Zone.
MOLD GENERAL RULES
• Remove any Objective and Door tokens in the Zone. They
cannot be recovered. Look at Objective tokens removed
this way: the Mission may already be lost!
• All walls in the Zone, except the ones leading to exterior
Zones, are considered as having an opening.
• The Zone cannot be Searched and loses its special
properties. For example, Oxygen Supply Rooms (P. 35)
disappear and cannot provide Oxygen Tanks. Airlocks can
still be used to go to exterior Zones.
ACTIVE MOLD SPECIFIC RULES
• The Zone is considered as a room Zone to trace Lines of
Sight (P. 11). It cannot be Searched (P. 22).
• Hellfire (P. 34) flips an Active Mold token to its Inactive side.
• The game is lost as soon as 2 (or more) Spawn Zones
are linked by an uninterrupted chain of Active Mold
Zones (diagonals don’t count).
INACTIVE MOLD SPECIFIC RULES
• The Zone is considered to be a corridor Zone to trace Lines
of Sight (P. 11). It cannot be Searched (P. 22).
• The presence of a Spoiler Abomination in the Zone flips the
Inactive Mold token to its Active side.
• Inactive Mold Zones are not counted in Mold chains to
determine whether the game is lost.
20
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The Active Mold acts
as a room Zone for Line
of Sight. Cole has a
view to the Mold Zone,
but cannot see Jared
on the other side.
The Inactive Mold is considered to
be a corridor for Line of Sight. The
token is set in a room, yet it has
been so ravaged, Mitsuki and Jared
have a Line of Sight on each other!
If the Spoiler Abomination moves into this Zone, chasing
Cole, both Spawn Zones will be linked by an uninterrupted
chain of Active Mold Zones. The game will be lost!
The Spoiler Abomination just moved
into the Security Room and turned it
into a Mold Zone. An Active Mold token
is set. The door and the Objective
are removed. All walls, including the
northern one, now have an opening.
The room can no longer be Searched.
Both the Security
Room and the Oxygen
Supply Room have
been spoiled and lost
their special abilities.
The Airlock can
still be used, even
if it was turned
into a Mold Zone.
Baraka’s Line of
Sight through the
corridor ends in
the Mold Zone and
cannot go further.
21
---
09
PLAYERS’
PHASE
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 execute up to
3 Actions at the Blue Danger Level (not counting any free
Actions their Blue Level Skill may give them). The possible
Actions are listed below.
MOVE
The Survivor moves from a Zone to the next but cannot move
through external building walls or closed doors.
• A Survivor must spend 1 additional Action per Xeno
standing in the Zone they’re attempting to leave.
• Entering a Zone containing Xenos ends the Survivor’s
Move Action (even if they have a Skill allowing them to move
through several Zones per Move Action or the Unstoppable
Skill).
EXAMPLE: Mitsuki is in a Zone with 2 Workers. To leave this
Zone, she spends 1 Move Action, then 2 more Actions (1 per
Worker), for a total of 3 Actions. If there had been 3 Xenos
in the Zone, Mitsuki would have needed 4 Actions (1 + 3) to
Move.
SEARCH
– Gosh, where did you find that weapon?
– When we saw your security rooms and enforcement
policies, we thought it was a good idea to have some
protection of our own.
– Were you planning an uprising?
– Oh, boy. Is that question a part of my monthly
psychological evaluation?
– Jared and Cole
A Survivor can only Search room Zones and only if there
are no Xenos in that Zone. The player draws a card from
the Equipment deck. They may then either place it in the
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 an extra free Action).
NOTE: Soldiers can only Search in Security Rooms (P. 34).
Are you a Soldier? You may only Search for Equipment in
these Security Rooms. Civilians may Search there too!
DOOR ACTIVATION
This Action is free and can be performed once per Turn.
The Survivor either places or removes a closed Door token
on a door opening in a Zone they occupy. This Action
cannot be performed on a door opening shared with
a Mold Zone, or if there's a destroyed Door token there.
The neutral door reserve is capped to 5. Once they are set,
Survivors can't close more doors until some get back in
the reserve.
COLORED DOORS
Some Missions feature colored doors. Read the
Mission description to know the special rules
to apply.
Colored doors can be removed by Mold (P. 20).
22
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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 one (and only one) 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. You can trade
everything for nothing, if both parties agree!
NOTE: Reorganizing the inventory also allows to change
Attached Equipment (see sidebar).
The door has been previously
destroyed and cannot be
closed. Mitsuki faces the Tank.
Jared may close any door
in this room, except the one
leading to the Mold Zone.
Mold prevents closing doors.
Cole, being
busy in the
Security Room,
closes the door
between the
Hunter and him.
ATTACH OR DETACH EQUIPMENT CARDS
Energy Cell and Plenty of Bullets Equipment cards
may be Attached to Energy and Bullets weapons,
respectively, to provide them with additional re-
rolls. Attaching an ammo card can be done anytime
the Survivor reorganizes their inventory (Search,
Reorganize/Trade, etc.). To do so, simply put the
ammo card in the horizontal slot under the weapon
card. They are now considered as a single Equipment
card. Both cards are automatically detached
whenever they are stored in the Backpack.
• An ammo card can only be Attached to a single weapon,
but a weapon can receive multiple ammo cards.
• Weapons featuring multiple ammo types may be
equipped with the corresponding ammo cards. The
game effect only applies to Attacks of their type.
• An ammo card is enough to feed Dual weapons used as
a pair (Attach the ammo card to either of the weapons).
• Prototype weapons can only be used when an
Energy Cell card is Attached to them.
• Flamethrowers can only be used when a Canister
card is Attached to them. Discard the Canister card
upon use (see Hellfire, P. 34).
23
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COMBAT ACTIONS
– 11, 12, 13, hellfire incoming, get ready…
– 17, 18, ding! Don’t bother, I win!
– Baraka and Vivian
Combat Actions use Melee and Ranged Equipment cards to
eliminate Xenos.
MELEE ACTION
The Survivor uses a Melee weapon they are holding in Hand
to attack Xenos in their own Zone (see Combat, P. 30).
RANGED ACTION
The Survivor uses a Ranged weapon they are holding in
Hand to fire at a single Zone within the Range shown on the
weapon’s card, and within Line Of Sight (see Combat, P. 30).
Survivors shoot at Zones, not Actors. This is especially
important for Targeting Priority Order (P. 32).
Using a Ranged weapon at Range 0 is still a Ranged Action.
TAKE OR ACTIVATE AN OBJECTIVE
The Survivor takes an Objective or activates an Objective
in the same Zone. The game effects are explained in the
Mission’s description.
MAKE NOISE
The Survivor makes Noise in an attempt to attract Xenos.
Place a Noise token in their Zone.
DO NOTHING
The Survivor does nothing and prematurely ends their Turn.
The remaining Actions are lost.
24
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MACHINE ACTIONS
– Mitsuki scares me a little, to be honest. She looks evil
whenever she highjacks another bot.
– I guess she likes teddy bears with chainsaws.
Machines can be remote-controlled to execute deadly
Actions from the other side of the board. They can be used
and even sacrificed for the team’s benefit.
Zombicide: Invader features 2 deadly Machines: a Falchion
Sentry Gun and a Peacekeeper Bot. Their reference cards
list their abilities, Equipment, and Skills.
A Survivor can control a Machine by possessing either
the corresponding Remote token or Remote control Skill
(P. 5 4). At the cost of 1 Action, the Survivor may perform 1 of
the Actions listed below with a Machine they control. Unless
they are Machine-related, the Survivor's other Skills don't
apply to the Machine. The Survivor gains all Experience
Points earned by the Machine’s Actions.
A Survivor may activate several Machines under their control
during their Turn, in any order the player wants.
Machines can’t trade their Equipment.
A Machine performing at least 1 Action gets a Machine
Activation token. The Machine is considered to be a Survivor
as long as it possesses the token. The token is removed
during the End Phase.
A Machine without an Activation token is ignored by Xenos.
A Machine Activation token.
A Machine is destroyed when it takes 1 Damage (or more)
or its Zone is engulfed in Hellfire (P. 34). Unless otherwise
stated, destroying a Machine is not a defeat condition.
PEACEKEEPER BOT ACTIONS
• Move
• Melee Action (use the Peacekeeper’s Melee weapon).
• Ranged Action (use the Peacekeeper’s Ranged weapon).
The Peacekeeper can fire from exterior Zones.
• Whenever the controlling Survivor stands in the same
Zone as the Peacekeeper Bot and performs a Move Action,
the Peacekeeper Bot may also perform 1 Move Action, for
free. In this case, the Peacekeeper Bot's movement is not
affected by Xenos. Both the Bot and the Survivor must end
their Move Action in the same destination Zone. The Survivor
may not use Movement-related Skills (like Unstoppable or
Zero-G Run, for example) to benefit from that effect.
FALCHION SENTRY GUN ACTIONS
• Ranged Action (use the Falchion’s Ranged weapon). The
Falchion can fire from exterior Zones.
NOTE: A Survivor standing on a Falchion Sentry Gun’s Zone
may control it, as if they had the corresponding Remote
token or Remote control Skill.
SWAPPING BOTS AND SENTRY GUNS
The Zombicide: Invader range features several kinds
of Bots and Sentry Gun miniatures. Unless otherwise
stated by the chosen Mission, Bot miniatures can be
swapped from one kind to another, as well as Sentry
Gun miniatures.
For the same reason, game effects mentioning “Bot”
or “Sentry Gun,” without a specific name, apply to
any Machine of the indicated type. For example, the
Remote control: Bot Skill applies to any Bot, whatever
its name.
25
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10
XENOS’
PHASE
Once the players have activated all their Survivors, the
Xenos activate. No single player controls them; they do it
themselves, performing the following steps in order.
STEP 1 – ACTIVATION
I can’t help but think we stepped on some anthill of epic
proportions.
– Baraka
Each Xeno activates and spends its Action on either an
Attack or a Move, depending on its situation. Resolve all the
Attacks first, then all the Moves. Each Xeno performs either
an Attack OR a Move with a single Action.
ATTACK
Each Xeno in the same Zone as Survivors performs an
Attack. A Xeno’s Attack is always successful, does not
require any die rolls, and inflicts a specific amount of
Damage, depending on its type:
• Worker: 1 Damage
• Tank: 2 Damage
• Hunter: 1 Damage
• Spoiler Abomination: 3 Damage
Survivors in the same Zone split the Xenos’ Attacks in any way
the players prefer, even if it means dealing them all to a single
Survivor (or Machine with an Activation token). Each successful
Xeno Attack deals the corresponding Damage amount.
The targeted Survivors lose Armor points. Move the Armor
Bar 1 point lower per Damage received. The Survivor is
eliminated as soon as the Armor Bar drops to 0.
REMEMBER: The game is lost if any starting Survivor is
eliminated (Machines don’t count).
Xenos fight in groups: all Xenos activated in the same Zone
as a Survivor join the Attack, even if there is so much Damage
that it would be overkill.
NOTE: Machines can be lost without losing the game. This
rule makes it useful to sacrifice a Machine to a band of
Xenos.
EXAMPLE: 2 Workers (Damage 1) are in the same Zone as
2 unscathed Survivors, a Civilian (Armor 2) and a Soldier
(Armor 3). The Xenos inflict 2 Damage, which can be
allocated in 3 ways:
- 2 Damage on the Civilian, killing them and ending the game.
- 2 Damage on the Soldier, seriously hurting them.
- 1 Damage on each Survivor.
MOVE
The Xenos that have not Attacked use their Action to Move 1
Zone toward Survivors:
1– Xenos 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 Xeno always
chooses the noisiest target they can see or hear.
2– Xenos move 1 Zone toward their destination Zone by
taking the shortest available path. IMPORTANT: Closed
doors are not taken into account to determine that path.
If a closed door bars the path to the next Zone toward
their destination, all Xenos in the Zone spend their Action
destroying it instead of moving. Flip the door token on its
destroyed side. The way is now open. A destroyed door
cannot be closed again. Mold application (P. 20) removes
destroyed door tokens.
26
---
Xenos destroy doors on their path toward Survivors.
If there is more than one route of the same length, Xenos
split into groups of equal numbers and types to follow all
possible routes. They also split up if different target Zones
contain the same number of Noise tokens.
Uneven Xenos groups are split the same way. Decide which
splitting group get the extra Xeno and which direction the
uneven split groups go. In case of a single Xeno being offered
multiple routes, the players decide which direction it goes.
Cole and Jared may
be the noisiest, but
the Xeno sees Vivian.
Two equal routes
to the destination:
this Xeno group
splits in both
directions.
Seeing several Survivor groups,
a Xeno always goes to the
noisiest, no matter the distance.
The Inactive Mold
Zone allows the
Xeno to see Baraka.
Let’s hunt her!
The Active Mold Zone hides Mitsuki
from the Worker, so it moves to the
noisiest Zone. As there are equally
short paths leading south or east,
players decide the Xeno moves east.
27
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PLAYING HUNTERS
Hunters have 2 Actions per Activation. After all Xenos
(including Hunters) have gone through the Activation step
and resolved their first Action, Hunters 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 Xenos’ Phase, a
Hunter stands in the same Zone as a Survivor. The Xeno
spends its first Action to Attack, inflicting 1 Damage. Then,
the Hunter performs its second Action, Attacking again for
another 1 Damage.
EXAMPLE 2: A group of 2 Hunters and 1 Tank is 1 Zone away
from a Survivor. For their first Action, since they have nobody
to Attack in their Zone, the Xenos Move into the Survivor’s
Zone. The Hunters then perform their second Action. Since
they now occupy the same Zone as a Survivor, they Attack.
Each Hunter inflicts 1 Damage.
EXAMPLE 3: A Survivor stands in the same Zone as 3
Workers, 1 Tank, and 2 Hunters. All the Xenos Attack and
inflict 7 Damage (3 Damage is enough to kill the Survivor; the
4 remaining Damage is ignored). None of the Xenos Move,
as they all Attacked. Then the Hunters resolve their second
Action. They have no one to Attack, so they Move one Zone
toward their destination Zone.
STEP 2 – SPAWN
The Mission maps show where Xenos appear at the end of
each Xenos’ Phase. These are the Spawn Zones.
Xenos Spawn tokens mark the Spawn Zones’ locations.
Select a Spawn Zone and draw a Xeno card. Read the Xeno
type and the line that corresponds to the Danger Level of the
most experienced Survivor (Blue, Yellow, Orange, or Red).
Place the indicated amount of the corresponding Xeno type
in the Spawn Zone.
Repeat this for each Spawn Zone.
Always begin with the same Spawn Zone (you choose) and
continue clockwise. When the Xeno deck runs out, reshuffle
all the discarded Xeno cards to make a new deck.
EXAMPLE: Cole has 5 Experience Points, placing him in
the Blue Danger Level. Mitsuki has 12, which puts her in
Yellow. In order to determine how many Xenos spawn, read
the Yellow line, which corresponds to Mitsuki, the most
experienced Survivor.
COLORED SPAWN ZONES
Some Missions feature Purple and/or Green-colored Spawn
Zone tokens. Unless otherwise stated, those Zones doesn’t
spawn Xenos until a specific event (like taking an Objective
of the matching color) happens, which then activates them.
This Xeno card spawns Tanks.
YELLOW DANGER LEVEL: 2 Tanks
BLUE DANGER LEVEL: 2 Tanks
ORANGE DANGER LEVEL: 6 Tanks
RED DANGER LEVEL: 8 Tanks
28
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EXTRA ACTIVATION CARDS
When you reveal an Extra Activation card, no Xenos appear
in the designated Zone. Instead, all Xenos of the indicated
type immediately get an extra Activation (see Activation
step, P. 26). Notice that these cards have no effect at the
Blue Danger Level!
SPOILER ABOMINATION CARDS
For frogs’ sake! Even my dog didn’t drool that much!
Spoiler Abomination Xeno cards act both to spawn Spoiler
Abominations and provide an extra Activation to all
Abominations you may have on the board.
Perform the following effects in order:
(1) All Abominations on the board immediately perform an
extra Activation.
(2) Place a Spoiler Abomination on the Spawn Zone, if you
have any. If you don't, ignore this step.
MOLD XENO CARDS
How did they spawn here? We should have seen them
coming!
– One thing at a time. For now, pull the trigger!
– Do I smell…xenium?
Upon drawing a Mold Xeno card, set the indicated amount of
the corresponding Xeno type in every Active Mold Zone (P. 20).
If there are not enough miniatures to fill all Active Mold
Zones, place the remaining Xenos in any Active Mold Zone
which didn’t receive some yet, then perform the following
effects in order:
(1) All Abominations on the board immediately perform an
extra Activation.
(2) Place a Spoiler Abomination (if you have any) in 1 of the
Active Mold Zones which didn’t receive enough Xenos of the
indicated type (if there are multiple eligible Zones, players
choose). If no Spoiler Abomination is available, ignore this
step. Running out of Spoiler Abomination miniatures does
not create an extra Activation.
At the Blue
Danger Level,
nothing happens.
At the Yellow,
Orange, and Red
Danger Levels,
all Workers
immediately
activate.
29
---
RUNNING OUT OF MINIATURES
I would love, love, love, to spend some time studying their
metabolism. These speed outbursts are something to
behold! If only we could predict them…
– Look! I have one right here, you can see its guts. Can
you read tomorrow’s lottery numbers in the liver, while
you’re at it?
– Vivian and Magnus
The Zombicide: Invader box contains enough Xenos to
invade a planetary outpost. However, players may still run
out of miniatures of the indicated type when required to
place a Xeno on the board through spawning. In this case,
the remaining Xeno miniatures are placed (if there are any),
then perform the following effects in order:
(1) All Abominations on the board immediately perform an
extra Activation.
(2) Place an available Abomination you may have (any type)
in the Spawn Zone. If you have none, ignore this step.
Running out of Abomination miniatures does not create an
extra Activation.
Always keep an eye on the Xeno population on the board,
or risk seeing Abominations rushing at your position (and
spoiling everything with Mold) in an instant!
11
COMBAT
When a Survivor performs a Melee, Ranged,
or Machine Action to attack Xenos, roll as
many dice as the Dice number of the weapon
or Machine being used.
If the active Survivor has 2 identical weapons with the
Dual symbols equipped in their Hands, they can use both
weapons at the same time at the cost of a single Action.
Both weapons must be aimed at the same Zone.
EXAMPLE: Vivian has 2 SMGs in her Hands. The SMG has the
Dual symbol, so Vivian can shoot them both simultaneously.
This allows her to roll 4 dice (2 for each SMG) with a single
Ranged Action.
Each die result that equals or exceeds the
Accuracy value of the weapon scores a
successful hit.
Each hit inflicts the amount of Damage
specified by the Damage value of the weapon
to a single target. If all targets get eliminated,
extra hits are lost.
30
---
• Workers and Hunters are eliminated with a Damage 1 (or
more) hit.
• Tanks are eliminated with a Damage 2 (or more) hit.
Damage 1 has no effect on them, no matter the amount of
times a Survivor hits them (except for a Concentrated Attack
- see P. 33).
• Spoiler Abominations are eliminated with a Damage
3 (or more) hit. As no weapon naturally has Damage 3 in
Zombicide: Invader, the monster must be eliminated with
either Hellfire (P. 34) or a Concentrated Attack (P. 33).
EXAMPLE: Magnus stands in a Zone along with 3 Workers
and performs a Melee Action with a Cattle Prod. 2 hits! Both of
them are allocated to different Workers and inflict Damage 1,
eliminating 2 of the Workers. Magnus hits again with a second
Melee Action, scoring 2 hits again. 1 of them is enough to
eliminate the last Worker. The remaining hit is lost.
MELEE ACTION
Melee weapons are marked with the Melee symbol.
A Survivor holding a Melee weapon in their Hand can
attack Xenos in their own 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 the Zone.
Missed Melee strikes cannot cause Friendly Fire (P. 32).
EXAMPLE: Jared and Vivian are in the same Zone as a
Tank, a Hunter, and a Worker. Jared attacks with his Sledge.
He rolls a • , •, and • , which means 2 hits. The Sledge
has Damage 1, so it cannot hurt the Tank. Jared allocates
his first hit to the Hunter and the second to the Worker,
eliminating them both. It is a Melee Action: although a miss
was obtained, Vivian is safe from Jared’s swings.
RANGED ACTION
Ranged weapons are marked with the Ranged symbol.
A Survivor holding a Ranged weapon in their Hand can
shoot at a Zone within the weapon’s Range and Line of Sight
( P. 11).
Remember:
• Inside a room, the Line of Sight is limited to the Zones that
shares an opening and just 1 Zone away.
• In corridor and exterior 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 (P. 32), so carefully
consider the risks!
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 two 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 maximum Range.
EXAMPLE 1: The Light Machine Gun 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 Assault Shotgun has a Range of 1-1. It can
shoot 1 Zone away, no more, no less.
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 Xenos.
A Survivor can even shoot at another Zone while there are
Xenos in their own Zone!
31
---
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– Tank or Abomination (the shooter chooses)
2– Worker
3– Hunter
The hits are assigned to targets of the lowest Priority 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 doesn’t apply to Melee Actions.
EXAMPLE: Armed with a Heavy Shotgun (Damage 2), Cole
performs a Ranged Action at a Zone with a Tank, 2 Workers,
and 2 Hunters.
• Cole rolls • and • for his 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 Tank, eliminating
it (Damage 2). The second hit is assigned to a Worker,
eliminating it as well (1 hit = 1 target).
• Cole rolls • and • with his second Action, obtaining 2
hits. The Targeting Priority Order lists the Worker as the first
target, so it’s eliminated. The second hit is allocated to either
Hunter, eliminating it as well. A single Hunter remains.
NOTE: Tanks are first in the Targeting Priority Order and are
immune to Damage 1 weapons. It means they can protect
all Workers and Hunters in their Zone from all Damage 1
Ranged Actions, as they need to be removed before getting
to Workers and Hunters.
The same applies to Abominations, requiring Damage 3 to
be eliminated.
TARGETING
PRIORITY
NAME
ACTIONS
MIN DAMAGE
TO ELEMINATE
EXPERIENCE
EARNED
1
TANK/
ABOMINATION
12/31/5
2
WORKER 1 1 1
3
HUNTER 2 1 1
FRIENDLY FIRE
I found this embedded in my armor. Whose bullet is this?
(*general whistling*)
A Survivor can’t hit themselves with their own attacks.
However, emergency situations can call for Ranged
or Machine Actions aimed at a Zone where a teammate
is stuck.
In that case, misses on the Attack roll automatically hit
Survivors standing in the target Zone. Assign these Friendly
Fire hits in any way you want and apply Damage normally.
Remember: Friendly Fire doesn’t apply to Melee Actions.
EXAMPLE: Mitsuki shoots with an Assault Shotgun at a
Zone containing Jared and 2 Workers. Rolling • , •, and
•, she obtains 2 hits… and a miss. Each hit eliminates a
Worker. The miss, however, hits Jared for Damage 1. Jared
loses 1 Armor point.
32
---
CONCENTRATED ATTACK
Why… (WHACK)… don’t… (CRUNCH)… you… (SMASH)… just…
(KRAKK)… DIE?!?
A Survivor performing a Melee or Ranged Action (either
by themselves or using a Machine) may concentrate their
Attack toward a single target to increase their chance of
overcoming its defenses and eliminating it.
To perform a Concentrated Attack, designate a single
specific target among those the Attack may hit, before
rolling dice. Multiply the Damage value by the amount of hits
obtained (1 success: Damage x1. 2 successes: Damage x2.
3 successes: Damage x3, etc.). Only the designated target
may be hit. Leftover Damage is lost.
A Ranged Concentrated Attack still follows the Targeting
Priority rules. Misses are dealt among fellow Survivors as
Friendly Fire: apply the weapon’s base Damage value (no
matter the amount of hits obtained).
EXAMPLE 1: Armed with a Light Machine Gun (Damage 1),
Magnus fires at a Zone with 2 Tanks and 3 Workers. Target
Priority Order shows Tanks are hit first, and the weapon’s
Damage value is not enough to eliminate any. Magnus
decides to Concentrate his Attack on one of them and rolls
5 dice, obtaining • , •, •, •, and • . 3 successes raise
the Damage value to 3 (base 1, x3 successes). It’s more than
enough to bring the Tank down (though the other Tank and
the Workers are unscathed).
EXAMPLE 2: Armed with a pair of Cattle Prods, Vivian
stands in the same Zone as a Spoiler Abomination.
No matter how many dice she rolls (Dual Cattle Prods roll 4
dice), the basic 1 Damage value is not enough to eliminate
the Spoiler Abomination (Damage 3 is required). So, Vivian
Concentrates her Attack on the monster and rolls 4 dice: •,
•, •, and • . 3 successes! The Damage value is raised to
3 (base 1, x3 successes), which is enough to eliminate the
Spoiler Abomination!
33
---
HELLFIRE
Why bring flamethrowers to a space mining facility?
Because we can!
Flamethrowers use Canisters as ammunition
to create Hellfires over entire Zones.
Flamethrowers require the expenditure of Canister cards to
be used. Discard an Attached Canister card to perform a
Ranged Action with a Flamethrower equipped in Hand, and
burn! Flamethrowers cannot be used to fire from or to
exterior Zones.
A Hellfire is created in the targeted Zone:
• All Actors and Machines are eliminated. The Survivor earns
all related Experience Points.
• Remove any Objective tokens.
• Any Active Mold token (P. 20) in the Zone is flipped to its
Inactive side.
Hellfire produces no Noise.
12
SECURITY ROOMS,
OXYGEN SUPPLY
ROOMS, AND AIRLOCKS
Zombicide: Invader features special rooms used to provide
Equipment to Soldiers, exit the mining station, and go on
exterior Zones. The fight against Xenos heads out onto PK-
L7, the planet’s surface!
Except for Airlocks, these special Zones lose their
properties whenever covered with Mold (P. 20).
SECURITY ROOM
I think we lost Magnus here. Magnus? Magnus? Buddy,
is there anybody in that head?
Security Rooms are the only Zone Soldiers may Search.
Soldier Survivors, like Baraka, Jared, and Magnus, can
only perform the Search Action in Security Rooms. Civilian
Survivors are allowed to Search there, too!
34
---
OXYGEN SUPPLY ROOM
Aim your flamethrower the other way, please. No, really.
Trust me.
Oxygen Supply Rooms feature the O2 mark.
Get Oxygen here before going out on PK-L7’s surface!
Marked with O2 writing, Oxygen Supply Rooms provide
Oxygen Tanks to Survivors. Any Survivor standing in an
Oxygen Supply Room, without any Xenos in it, may spend
1 Action to get an Oxygen Tank Equipment card. The
Survivor’s inventory may then be reorganized, for free.
A Survivor may possess multiple Oxygen Tanks in their
inventory. Being Equipment cards, they may be equipped
(Body slot) and traded normally.
Discarded Oxygen Tanks are not set in the discard pile. They
are set apart, to be picked up later in the same manner.
AIRLOCKS
Airlocks allow travelling back and forth on PK-L7’s surface.
Equip an Oxygen Tank before going out!
Marked with Airlock writing, Airlocks are frontiers between
the mining station and exterior Zones.
• No Line of Sight can be traced through the door separating
an Airlock and an exterior Zone.
• Getting through the Airlock to an exterior Zone requires
an equipped (Body slot) Oxygen Tank. The Oxygen Tank
needs to be Equipped as long as the Survivor is outside.
Xenos, on the other hand, can go back and forth normally.
• Moving back and forth is possible even if the Airlock turns
into a Mold Zone.
35
---
13
ULTRARED
MODE
– There are so many of them, these are impossible odds!
– That’s music to my ears.
– Cole and Jared
The Ultrared Mode allows your Survivors to gain Experience
Points beyond the Red Danger Level and pick up additional
Skills. This mode is great for reaching amazing body counts
and completing very large scenarios.
Ultrared Mode: When your Survivor reaches the Red
Level, move the experience tracker back to 0 and add any
Experience Points gained past the minimum required to hit
the Red Level. Your Survivor is still on the Red Level and
keeps their Skills. Count additional Experience Points as
usual and gain unselected Skills upon reaching Danger
Levels again.
When all the Survivor’s Skills have been selected, choose a
Skill among all of the Zombicide: Invader Skills (except for
the Starts with [Equipment] Skill) upon reaching Orange and
then Red Level.
EXAMPLE: Baraka just earned her 43
rd
Experience Point,
getting to the Red Level. She has the following Skills: Lucky
(Blue), +1 Action (Yellow), Remote control: Sentry Gun
(Orange), and +1 die: Combat (Red).
The player moves the experience tracker back to the start as
the Mission continues. Baraka is still at Red Level and keeps
on earning Experience Points as she kills Xenos.
Baraka doesn’t get an additional Skill upon reaching the
Blue and Yellow Levels for the second time since she has
all available Skills for these Levels. Upon reaching the
Orange Level again, she gains +1 die: Combat, her second
Orange Level Skill. Reaching the Red Level again, the player
chooses a new Skill among the 2 remaining ones for this
Level and goes for Remote control: Bot. The experience
counter returns to the start.
During her third go through the experience bar, Baraka
doesn’t get any Skill at Blue, Yellow, or Orange Levels, as
she already has them all. Upon reaching the Red Level for
the third time, she earns the last Red Level Skill: Sniper. The
experience counter goes to the start again.
From now on, Baraka still earns Experience Points and gets
a player-chosen Skill every time she reaches the Orange
Level, and then another upon reaching the Red Level.
14
PLAYING WITH
7+ SURVIVORS
Zombicide: Invader has an expanding gallery of Survivors to
play with. Sooner or later, you may be tempted to try playing
with more than 6 Survivors. To do so, you’ll need the extra
Survivor dashboards, plastic trackers, color bases, and
Starting Equipment cards contained in expansions that are
sold separately.
Playing with an increased number of Survivors (or players!)
is quite easy. Follow these guidelines, and adjust them to fit
your challenge level.
• For each Survivor above the sixth, add 1 additional Starting
Equipment card from the expansion to the pool of cards that
will be distributed among Survivors during Setup. If you
don’t have any, the extra Survivors enter the game with no
Starting Equipment.
Be careful, some Equipment may be reserved for
Survivors of a given category. Check their special rules
to know more.
• Add 1 additional Xeno Spawn token per 2 Survivors above
the sixth (rounded up). Stack these additional Spawn tokens
in the same Zones as existing ones or in any new Spawn Zone
of your choice, if you have several available. Yes, that means
some Zones will double or even triple their spawn rate!
SURVIVORS ADDITIONAL
SPAWN TOKENS
7-8 1
9-10 2
11-12 3
36
---
15
TUNING
THE DIFFICULTY
Zombicide: Invader’s difficulty may be
tuned up or down using the card numbers.
Xenos are the perfect aliens. Human concepts like mercy,
self-preservation, or restraint are unknown to them. But
sometimes, the game may be too easy, or just too hard, for
you or your playing group. In that case, sort your Xeno cards
using their card number.
• Xeno cards #1 to #25 form the easier part of a Xeno
invasion. Xenos appear in a limited amount, without extra
Activations. Xeno specialties, like Spoiler Abomination and
Mold spawning, are still present.
• Xeno cards #26 to #50 are the harder part. Xenos come
in greater numbers, especially at low Danger Levels. Keep
them for experienced player groups and Zombicide veterans.
• Xeno cards #51 to #54 are extra Activations. Add them for
an element of surprise, tuning the difficulty up.
These elements can be mixed in any way you see fit to create
your own game experience!
37
---
16
MISSIONS
M0
TUTORIAL:
BREACH!
EASY / 6+ SURVIVORS / 30 MINUTES
The Xenos came out from the deep and are ravaging the
base. We are a few good-willed people, doing our best to
evacuate family, coworkers and strangers toward safer
areas. As we were about to get off, we all received a
distress call from a soldier a couple sectors away. He says
he has some prototype material to repel the Xenos, and
need some backup. We lost the signal. It may be too late.
Or maybe not? We want to know more.
Tiles needed: 01-R, 02-R, 03-V, & 05-R.
OBJECTIVES
Escape with the prototype weapon! Accomplish the
Objectives in this order to win the game:
1– Take the red Objective. This Prototype weapon will help
you get out.
2– Get out. 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 Xenos in the Zone.
SPECIAL RULES
• Setup.
- Sort out the following cards: Prototype Light Machine Gun
(Prototype weapon) x1, Energy Cell (Equipment card) x1.
- Set the indicated Xeno miniatures in the corresponding Zones.
• High-tech. Each Objective gives 5 Experience Points to the
Survivor who takes it. Taking the Red Objective provides the
Prototype Light Machine Gun and an Energy Cell card as well.
Player
Starting Area
Spawn Zone
Objectives
(5 XP)
Exit Zone
Active Mold
Tank Hunter Worker
Bot
Sentry Gun 05-R03-V
01-R02-R
38
---
M1
GATHERING
FORCES
EASY / 6+ SURVIVORS / 60 MINUTES
We got surrounded and separated by Xenos on our way
out. We have seen a couple ships taking off, and heard the
quarantine announcement on the loudspeakers. Internal
communication is all about gunshots, screams and dead
channels. Things are getting out of hand, we may not
escape. Not yet, that is.
First, we have to regroup. Strength in numbers!
Tiles needed: 01-R, 02-R, 05-R, 06-R, 07-R, & 09-R.
OBJECTIVES
Regroup, and rally! The game is won as
soon as all Survivors stand in the Sentry
Gun’s Zone, without any Xenos in it, during
any End Phase.
SPECIAL RULES
• Setup.
- Place the Green and the Purple Objectives
randomly among the Red Objectives,
facedown.
- Survivors are split in 2 groups as evenly
as possible, then placed at random in the
indicated Player starting areas.
• Scattered weaponry. Each Objective
gives 5 Experience Points to the Survivor
who takes it. Each Red Objective provides a
random Prototype weapon as well.
• Xenos everywhere! The Purple Spawn
Zone activates as soon as a Mold Zone
is created within Range 1. Flip the Inactive
Mold token to its Active side. The same rule
applies for the Green Spawn Zone.
Spawn Zones Inactive Mold
Player
Starting Area
Objective
(5 XP)
BotSentry Gun 06-R09-R
01-R05-R
02-R07-R
39
---
M2
ROCK’N
ROLLY
EASY / 6+ SURVIVORS / 60 MINUTES
There is this guy in our ragtag band… Sorry. There is this
bear in our ragtag band, a soldier called Magnus. He didn’t
say much so far, save for profanities and some growls
for our new Xenos enemies. As Vivian asked what was
wrong, Magnus started to talk about Rolly, his beloved
goddaughter. He’s not sure she escaped the danger zone,
and her parents no longer answer the calls. We have a
deeply worried bear here. So, here is the situation: either
we run to catch a ship while they last, or we turn back,
looking for Rolly.
A rather easy choice, if you ask me!
Tiles needed: 01-R, 02-R, 03-R, 04-R, 05-R, & 09-R.
OBJECTIVES
Reinforcements are coming! Accomplish the Objectives in
this order to win the game:
1– Find and take the White Objective. You found a kid-
sized spacesuit!
2– Take the Blue Objective. Rolly was
expecting you. You are late. Welcome, but late.
If a Xeno activates in Rolly’s Zone before the
token is taken, the Mission is lost.
3– Get out. 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
Xenos in it.
SPECIAL RULES
• Setup.
- Place the Green, Purple and White Objectives
randomly among the Red Objectives, facedown.
- Each Survivor starts with an equipped
Oxygen Tank.
• Looking for a spacesuit. Each Objective
gives 5 Experience Points to the Survivor
who takes it. Each Red Objective provides a
random Prototype weapon as well.
Player
Starting Area
Spawn Zone
Objectives
(5 XP)
Exit Zone
Active Mold
Bot
Sentry Gun
Closed Door 04-R03-R
02-R01-R
05-R09-R
40
---
M3
THE
REARGUARD
EASY / 6+ SURVIVORS / 60 MINUTES
This is it. The quarantine is on, and the last ships are taking
off against all odds. Rumors speak about military cruisers
firing at civilian vessels to avoid contamination. Our own
soldiers say the military would land and engage the Xenos
instead, but their words fall in deaf ears.
In any case, we fortified an area to secure our loved ones.
There is not enough oxygen and space for everyone. No
worries, we’ll wait for the reinforcements. And we will fight!
The Xenos are on us. We must hold until everyone has
evacuated and reached our sanctuary!
Tiles needed: 01-V, 02-V, 04-V, 06-V, 07-V, & 09-V.
OBJECTIVES
Protect our people. Accomplish the Objectives in this order
to win the game:
1– Protection for your people. Prevent any Xenos from
reaching the Exit Zone until the crew is evacuated.
2– Get out. 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 Xenos in it.
SPECIAL RULES
• Setup. Place the Purple and the Green
Objectives randomly among the Red
Objectives, facedown.
• The right tools for the job. Each Objective
gives 5 Experience Points to the Survivor
who takes it. Each Red Objective provides a
random Prototype weapon as well.
• Evacuating families. 10 Noise tokens are
set in the Exit Zone. They represent the crew
being evacuated and count as Noise. Remove
1 of them during each End Phase. The crew
has evacuated when no tokens remain.
Player
Starting Area
Spawn Zone
Inactive Mold
Objective
(5 XP)
Noise
token
Sentry
Gun
Exit Zone
Active Mold
Bot02-V06-V
01-V04-V
09-V07-V
41
---
M4
THE
ENGINEERS
MEDIUM / 6+ SURVIVORS / 90 MINUTES
All frequencies are getting quiet, but not completely silent.
Mitsuki caught an odd conversation between a pair of
engineers, a few sectors away. They are grounded on the
spot, as they got separated and surrounded by Xenos. The
catch is that they spoke about prototype weapons in the
same way as the poor guy we tried to rescue in the first
hours of the Xeno attack. We have to see for ourselves.
Besides saving a couple people, getting a few fancy
weapons sounds fun!
Hey, did you realize there is no one to tell us what to do?
Tiles needed: 01-R, 02-R, 04-R, 05-R, 06-R, & 07-R.
Player
Starting Area
Sentry Gun
Objectives
(5 XP)
Exit Zone
Active Mold
Spawn Zone
Bot 05-R01-R07-R
02-R04-R06-R
42
---
OBJECTIVES
Rescue the engineers. Accomplish the Objectives in this
order to win the game:
1– Find the scientists. Take the Blue and White Objectives.
2– Exit the scene. 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 Xenos in it.
SPECIAL RULES
• Setup. Each Survivor starts with an equipped Oxygen Tank.
• Field testing, the true way. Each Objective gives 5
Experience Points to the Survivor who takes it. Each Red
Objective provides a random Prototype weapon as well.
• A nice hideout. The scientists are represented by the Blue
and the White Objectives. They are not considered to be
Survivors, do not attract Xenos, and don’t produce Noise.
43
---
M5
ARMS
RACE
MEDIUM / 6+ SURVIVORS / 60 MINUTES
We are preparing for the worst. The whole life-sustaining
system may fall down if the Xenos reach the wrong spots.
Power is already malfunctioning in some remote areas, as
if it was diverted in some way.
The engineers we rescued told us the prototype weapons
they were working on hold rare components that may
help maintaining the system with a lower energy input.
They also marked on our map the area where they store
their treasures. Unfortunately, it is now an infested mess.
It’s like a hit and run. And hit again, just in case.
Tiles needed: 02-V, 04-V, 05-V, 06-V, 07-V,
& 08-V.
OBJECTIVES
Storm the area. Accomplish the Objectives
in this order to win the game:
1– Salvage all prototype weapons. Take
all 4 Prototype weapons (Red Objectives).
Finding the Purple and the White Objectives
is not mandatory to succeed.
2– Exit the scene. 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 Xenos in it.
SPECIAL RULES
• Setup. Place the Purple and the Green
Objectives randomly among the Red
Objectives, facedown.
• Finders keepers! Each Objective gives 5
Experience Points to the Survivor who takes
it. Each Red Objective provides a random
Prototype weapon as well.
Player
Starting Area
Sentry Gun
Exit Zone
Active Mold
Spawn Zone
Objective
(5 XP)
Bot 05-V07-V
06-V04-V
02-V08-V
44
---
M6
PLAYING
WITH FIRE
HARD / 6+ SURVIVORS / 90 MINUTES
It’s time for some payback. We are carefully (well, almost)
going up the Xenos’ road to get a better idea on their origin
and contamination. It seems we found a major Xenos route
coming from an extensive laboratory, a couple hours away
from our shelter. We just have been spotted, and prepare
for engagement with the enemy.
It seems we were not the first ones to come here. I see
military bodies here and there, all belonging to the
same squadron.
They were wielding prototype weaponry, too!
Tiles needed: 01-V, 02-V, 05-R, 07-R, 08-R, & 09-R.
OBJECTIVES
Find the Xenos route. Find and destroy the Purple Spawn
token to win the game.
SPECIAL RULES
• Setup. Place the Purple Spawn token
randomly among those on tiles 01-V and
02-V, facedown. Don’t look at it until it is
destroyed (see below).
• The fallen squad. Each Objective gives 5
Experience Points to the Survivor who takes
it. Each Red Objective provides a random
Prototype weapon as well.
• A canister always pays its debts. Spawn
tokens on tiles 01-V and 02-V may be removed
with Hellfire (remove the corresponding
Mold token as well). You may then look at
it to check if the Mission is successful. No
additional experience is gained.
Player
Starting Area
Sentry Gun Spawn Zone
Objectives
(5 XP)
Active Mold
Bot07-R05-R
09-R08-R
02-V01-V
45
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M7
XENIUM
BURGER
HARD / 6+ SURVIVORS / 120 MINUTES
Food and water are getting low, and it won’t be long until we
need some new clothes and medication as well. Cole and
Vivian know a few storage areas ripe with such items. We
must be quick before the Xenos show up and spoil everything.
It seems we are just in time. This depot’s inventory looks
very promising. And now I hear Xenos, too.
Get off my fresh socks!
Tiles needed: 01-R, 02-R, 03-R, 04-R, 05-R, 06-R, 07-R,
08-R, & 09-R.
OBJECTIVES
Get anything you can. Accomplish the Objectives in this
order to win the game:
1– Cells, clothes, food, weapons... Cool weapons! Take
all Objectives.
2– Checkout. 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 Xenos in it.
Player
Starting Area
Doors
Spawn Zones
Active Mold
Objective
(5 XP)
Exit ZoneSentry Gun
Bot03-R06-R09-R
04-R07-R08-R
01-R02-R05-R
46
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SPECIAL RULES
• Setup.
- Place the Purple and the Green Objectives randomly
among the Red Objectives, facedown.
- Each Survivor starts with an equipped Oxygen Tank.
• On top of my shopping list. Each Objective gives 5 Experience
Points to the Survivor who takes it. Each Red Objective provides
a random Prototype weapon as well (if any is available).
• Hot, hot, hot! Spawn tokens may be removed with Hellfire
(the Active Mold is turned into Inactive Mold, as usual). No
additional experience is gained.
• We’re not welcome.
- The Purple and Green doors can be opened normally.
- The Purple Spawn Zone activates whenever the Purple
Objective is taken OR the Purple door is removed or destroyed.
- The Green Spawn Zone activates whenever the Green
Objective is taken OR the Green door is removed or destroyed.
47
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M8
CODE
ORANGE
MEDIUM / 6+ SURVIVORS / 90 MINUTES
We are almost ready for payback. We just need some
practice and better weapons. The complex holds secured
doors for “code orange”, the name used for restricted
material. We may find there what we need to kick some
Xeno’s butt…
Tiles needed: 01-R, 02-R, 03-V, 04-R, 05-R, 06-R, 07-R,
08-R, & 09-R. 09-R03-V08-R
02-R04-R01-R
06-R07-R05-R
48
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OBJECTIVES
Show the Xenos who’s the boss. Accomplish the
Objectives in any order to win the game:
• Take all Objectives.
• Reach the Orange Level (or more) with all Survivors.
SPECIAL RULES
• Setup. Place the Purple and the Green Objectives
randomly among the Red Objectives, facedown.
• Superior firepower! Each Objective gives 5 Experience
Points to the Survivor who takes it. Each Red Objective
provides a random Prototype weapon as well.
• Secured door. The Exit token represents the entrance of a
secured Airlock. To remove this token, move the Bot in front
of the door, then spend 1 Action with it.
Player
Starting Area
Sentry Gun
Spawn Zone
Active Mold
Objective
(5 XP)
Exit Zone
Bot
49
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M9
UNINVITED
GUESTS
HARD / 6+ SURVIVORS / 60 MINUTES
Our shelter didn’t last long. The Xenos greeted us upon
our return, and are now invading the area at a growing
pace. The time to leave is not yet upon us, though: both our
scientist friends are still here, with monsters on their heels.
As if we needed a good reason to meet the Xenos head-on
and bully them with every next-gen weapon available!
Tiles needed: 01-V, 02-V, 04-V, 06-V, 07-V, & 09-V.
OBJECTIVES
Escape with your friends. Reach the Exit
with all Survivors (including both scientists).
Any Survivor may escape through this Zone
at the end of their Turn, as long as there are
no Xenos in it.
SPECIAL RULES
• Setup. Place the Purple and the Green
Objectives randomly among the Red
Objectives, facedown.
• Is that your next prototype? Each Objective
gives 5 Experience Points to the Survivor
who takes it. Each Red Objective provides a
random Prototype weapon as well.
• Follow us if you want to live. The Blue
and White Objectives cannot be taken. They
represent the scientists your team must
rescue. They are Survivors. They cannot do
anything but perform 1 Move Action at the end
of each Players’ Phase, to get to the Exit Zone.
Resolve their Moves in any order you want.
Player
Starting Area
Sentry Gun
Spawn Zone
Active MoldObjective (5 XP)Scientists
Exit Zone
Bot01-V07-V
09-V04-V
02-V06-V
50
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M10
BACK TO
THE ROOTS
HARD / 6+ SURVIVORS / 90 MINUTES
A few days went by and we have no news from Mother
Earth. It feels like the ones who chose to stay could be the
only ones alive in this stellar system. Or, to be pragmatic,
we will need to get off PK-L7 by our own means.
Anyway, we are in to find a new oxygen supply. Our own
reserve is depleted. We also take the opportunity to study
our new Xenos friends with a close approach. We are
all really interested with a way to get rid of them at the
earliest opportunity, and by all available means. The ugly
part is that we also need mold samples to understand and
predict its expansion through the base.
We may stick around for a little longer than we thought.
Too bad for Xenos!
Tiles needed: 01-V, 05-R, 06-R, 07-R, 08-R, & 09-R.
OBJECTIVES
Prepare for the war to come. Accomplish the Objectives in
any order to win the game:
• Take all Objectives.
• Equip each Survivor with a new Oxygen Tank.
• Gather all required Xenos samples (see Special Rules).
Player
Starting Area
Spawn Zone
Objective
(5 XP)
Active Mold
Bot 05-R09-R01-V
06-R07-R08-R
51
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SPECIAL RULES
• Setup.
- Set apart the Blue and the White Objectives.
- Place the Purple and the Green Objectives randomly among
the Red Objectives, facedown.
- Each Survivor starts with an equipped Oxygen Tank. It is
discarded as soon as they enter an airlock.
• We will need this. Each Objective gives 5 Experience
Points to the Survivor who takes it. Each Red Objective
provides a random Prototype weapon as well.
• Xeno samples. Gather the following samples. Each
of them gives an additional 5 Experience Points to the
Survivor collecting it (on top of the XP granted by killing the
corresponding Xeno). Set the corresponding miniatures or
tokens apart to keep track.
- Eliminate a Worker, a Tank, and a Hunter with a Melee
Action (5 XP each, keep the miniature).
- Eliminate a Spoiler Abomination with a Melee Action (5XP,
take the Blue Objective).
- Spend an Action on a Spawn Zone to gather some Mold
(5XP, take the White Objective).
17
SKILLS
Each Survivor in Zombicide: Invader 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 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 Damage with [Equipment] – The Survivor gets a +1
Damage bonus with the specified Equipment.
+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.
+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] Action – The Survivor has 1 extra free
Action of the specified type (Combat, Machine, Melee,
Move, Ranged, or Search). This Action may only be used
to perform an Action of the specified type. Free Machine
Actions still require control of a Machine, either through a
Skill or Remote token.
+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 Xenos still ends the Survivor’s Move Action.
Ambidextrous – The Survivor treats all weapons as if they
had the Dual symbol.
Auto repair – During each End Phase, restore the Survivor’s
Armor to its base level.
Blademaster – The Survivor treats all Melee weapons as if
they had the Dual symbol.
52
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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
Xeno. 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.
Brother in arms: [game effect] – The Survivor can use
this Skill whenever they are standing in the same Zone as
at least one 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.
NOTE: Brother in arms may be shortened to B.I.A.
Camouflage – The Survivor may earn a Camouflage token
at the start of their Turn, if no Xeno has a Line of Sight on
them. Place the token next to their base. The Survivor may
keep the token (even from a Game Round to the next) until
they resolve any kind of Combat or Machine Action, or make
Noise. It may be earned again in the same way.
As long as they have this token, the Survivor is ignored by
all Xenos and is not considered a Noise token. Xenos don’t
attack them and will even move past them.
Even with the Camouflage token, the Survivor still has to spend
extra Actions to move out of a Zone crowded with Xenos.
This is a Camouflage token.
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 Xeno. Normal Movement rules
still apply. Entering a Zone containing Xenos still ends the
Survivor’s Move Action.
Combat reflexes – Whenever any Xenos spawn within their
Line of Sight, the Survivor may immediately perform a free
Combat Action against them. This Action may eliminate
more Xenos than have spawned. Ranged Actions must still
be aimed at the Zone where the Xenos spawned. This Skill
may be used once per Xeno card drawn.
Concentrated Attack expert – Whenever the Survivor
Concentrates Fire with 2 dice (or more), the base Damage
value of the weapon gets +1, and there is no Friendly Fire.
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.
Enhanced senses – The Survivor can trace Line of Sight
1 Zone farther in room Zones. They also ignore dark Zones
rules to trace Lines Of Sight (dark Zones are featured in
expansions).
Escalation: [Action] – The Survivor gains 1 extra die to
roll for subsequent 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 first Action performing a Ranged Action with a
SMG (Dice 2). Their second Action is also spent for a Ranged
Action, adding an additional die thanks to the Escalation
Skill (Dice 3). The third Action is spent for a Move Action: the
Escalation bonus is lost.
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 Xenos standing in the targeted Zone. Skills
affecting the dice value, like +1 die: Ranged, still apply.
Hit & run – The Survivor can use this Skill for free, just after
they resolved a Melee or Ranged Action resulting in a least
1 Xeno being eliminated. They can then resolve a free Move
Action. The Survivor does not spend extra Actions to perform
this free Move Action if Xenos are standing in their Zone.
Ironclad: [Xeno type] – The Survivor ignores all Damage
coming from Xenos having the indicated keyword in its name.
Ironclad: Worker works with any Workers, for example.
Is That All You’ve Got? – You can use this Skill any time
the Survivor is about to take Damage. You can discard
1 Equipment card in your Survivor’s inventory for each
Damage they are about to receive. Negate 1 Damage per
discarded Equipment card.
Lifesaver – The Survivor can use this Skill once during each
of their Turns, for free. Select a Zone containing at least 1
Xeno and at least 1 Survivor at Range 1 from your Survivor.
Both Zones need to share a clear path and a Line of Sight.
Choose Survivors in the selected Zone to be dragged to your
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 controller chooses.
Low profile – The Survivor can’t get hit by Friendly Fire
(Hellfire still applies). Ignore them when shooting at the Zone
they stand in.
Lucky – The Survivor can re-roll once all the dice for each
Action they take. The new result takes the place of the
previous one. This Skill stacks with the effects of Equipment
that allows re-rolls.
53
Survivor at Range 1 from your Survivor Both Zones need to share a clear path and a Line of Sight Choose Survivors in the selected Zone to be dragged to your 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 controller chooses Low profile The Survivor can t get hit by Friendly Fire Hellfire still applies Ignore them when shooting at the Zone they stand in Lucky The Survivor can re roll once all the dice for each Action they take The new result takes the place of the previous one This Skill stacks with the effects of Equipment that allows re rolls 53
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Medic – This Skill is used for free during each End Phase.
The Survivor, and any Survivor standing in the same Zone,
may restore 1 Armor, up to their base level.
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 Xenos.
Their Ranged weapons still need to inflict enough Damage
to eliminate the targets. Friendly Fire is ignored.
Predator – When resolving a Melee Action, the Survivor
may substitute the Dice number of the Melee weapon(s) they
use with the number of Xenos standing in their Zone. Skills
affecting the dice value, like +1 die: Melee, still apply.
Reaper: [Action] – Use this Skill 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 Xeno in the same Zone. Only a single additional
Xeno can be eliminated per Action when using this Skill. The
Survivor gains the experience for the additional Xeno.
Remote control: [Machine] – The Survivor may perform
Machine Actions (P. 25) with Machines of the indicated type
(Bot, Sentry Gun, or All).
Roll 6: +1 die [Action] – You may roll an additional die for
each 6 rolled on an Action of the specified type (Combat,
Melee, or Ranged). Keep on rolling additional dice as long as
you keep 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 room or
corridor Zone. Basic Search rules apply (no Search in Mold
or in Zones with Xenos).
Search: 2 cards – Draw 2 cards when Searching with
the Survivor.
Shove – The Survivor can use this Skill, for free, once during
each of their Turns. Select a Zone at Range 1 from your
Survivor. Both Zones need to share a clear path. All Xenos
standing in your Survivor’s Zone are pushed to the selected
Zone. This is not a Movement.
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
Xenos still ends the Survivor’s Move Action.
Starts with [X] Armor Points – The Survivors starts with
the indicated amount of Armor Points.
Starts with a [Equipment] – The Survivor begins the game
with the indicated Equipment. Its card is automatically
assigned to them during Setup.
Super strength – Consider the Damage value of Melee
weapons used by the Survivor to be 3.
Tactician – The Survivor’s Turn can be resolved anytime
during the Player’s Phase, before or after any other Survivor’s
Turn. If several Survivors benefit from this Skill at the same
time, players choose their Turn order.
Taunt – The Survivor can use this Skill, for free, once during
each of their Turns. Select a Zone up to 2 Zones away from
the Survivor, and having a clear path to the Survivor (no wall
or closed door). No Line of Sight is needed.
All Xenos standing in the selected Zone immediately gain
an extra Activation: they try to reach the taunting Survivor
by any means available. Taunted Xenos 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 Damage they receive
during each Attack Step (Xenos’ Phase) and during Friendly
Fire (Survivor’s Ranged Action).
Unstoppable – The Survivor does not spend extra Actions
when they perform a Move Action out of a Zone containing
Xenos. Entering a Zone containing Xenos still ends the
Survivor’s Move Action.
Xenos link – The Survivor plays an extra Turn each time
an Extra Activation card (NOT Abomination cards) is drawn
from the Xenos pile. They play before the extra-activated
Xenos. If several Survivors benefit from this Skill at the same
time, players choose their Turn order.
Zero-G run – The Survivor can use this Skill once during
each of their Turns. The Survivor spends 1 Action. They
move 2 Zones. Ignore everything in the intervening Zone,
except airlocks, walls and closed doors.
Movement related Skills (like +1 Zone per Move or
Unstoppable) are ignored, but Movement penalties (like
having Xenos in the starting Zone) apply.
54
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18
INDEX
Abomination......................................20
Accuracy.....................................16, 30
Actions..............................................22
Airlock...............................................35
Ammo..........................................14, 16
Attach/Detach Equipment................23
Backpack Slots.................................18
Body Slots.........................................18
Bot.................................................8, 25
Building.............................................10
Bullets Weapon.................................14
Civilian.................................................8
Combat.................................16, 24, 30
Concentrated Attack.........................33
Corridor.............................................10
Damage.................................16, 26, 30
Danger Level.....................................17
Dark Zone..........................................11
Dice.............................................16, 30
Doors...........................................22, 26
Dual.............................................16, 30
End Phase.........................................10
Energy Weapon.................................15
Equipment.........................................13
Experience........................................17
Exterior Zone.....................................10
Extra Activation.................................29
Friendly Fire.......................................32
Hand Slots..................................16, 18
Hellfire...............................................34
Hunter..........................................19, 28
Inventory...........................................18
Line of Sight......................................11
Machine Action.................................25
Melee Action...............................24, 31
Melee Weapon .................................14
Missions............................................38
Mold............................................20, 29
Move..................................................22
Movement.........................................13
Noise......................................15, 17, 24
Objectives.........................................24
Oxygen Supply Room.......................35
Oxygen Tank.................................7, 3 4
Players’ Phase.............................10, 22
Prototype Weapon........................ 8, 23
Range..........................................16, 31
Ranged Action............................24, 31
Ranged Weapon...............................14
Remote..............................................25
Reorganize/Trade..............................23
Room.................................................10
Search...............................................22
Security Room............................22, 34
Sentry Gun....................................8, 25
Setup...................................................7
Silent.................................................16
Skills.............................................17, 52
Soldier.................................................8
Spawn...............................................28
Spoiler Abomination...................20, 29
Starting Equipment.............................7
Survivor.........................................8, 10
Tank...................................................19
Targeting Priority Order....................32
Ultrared Mode...................................36
Worker...............................................19
Xeno Activation.................................26
Xeno Attack.......................................26
Xeno Move........................................26
Xenos................................................19
Xenos’ Phase..............................10, 26
Zone..................................................10
CREDITS
GAME DESIGNERS:
Raphaël GUITON, Jean-Baptiste LULLIEN,
and Nicolas RAOULT
LEAD PRODUCER:
Thiago ARANHA
PRODUCTION:
Patricia GIL , Thiago GONÇALVES , Guilherme GOULART ,
Isadora LEITE , Renato SASDELLI , and Bryan STEELE
DEVELOPMENT:
Fábio HIRSCH
ART:
Adrian SMITH, Henning LUDVIGSEN , Saeed JALABI ,
Pedro NUÑEZ , Adrian PRADO , and Alexandre CANO
RODRIGUEZ
LEAD GRAPHIC DESIGNER:
Mathieu HARLAUT
GRAPHIC DESIGN:
Louise COMBAL and Marc BROUILLON
BIGCHILD ART DIRECTOR:
Jose Manuel PALOMARES
SCULPTING MANAGER:
Hugo GÓMEZ
SCULPTORS:
Daniel FERNÁNDEZ-TRUCHAUD , Lua GARO , Alex MUÑOZ
MARTIN, David ARBERAS RECONDO , Adrián RIO MOURE ,
and Raul FERNANDEZ ROMO
WRITING:
Eric KELLEY
EDITING:
Colin YOUNG and Hervé DAUBET
PUBLISHER:
David PRETI
PLAYTEST:
Rod MENDES, João José GOES , Caio QUINTA , Julio
CAMPOS, Mario CIOFFI , Ricardo LIMONETE, Flavio OOTA ,
Rodrigo SONNESSO and Pedro YOUKAI
© 2018 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 Games. Zombicide, CMON, and the CMON logo are
trademarks of CMON Global Limited. Actual components may vary from those shown.
Made in China.
THIS PRODUCT IS NOT A TOY.
NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.
55
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TARGETING
PRIORITY
NAME ACTIONS
MIN DAMAGE
TO ELIMINATE
EXPERIENCE
EARNED
1
TANK/ ABOMINATION 1 2/3 1/5
2
WORKER 1 1 1
3
HUNTER 2 1 1
TARGETING PRIORITY ORDER
When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.
GAME ROUND SUMMARY
GAME RULES OVERRIDE THIS ROUND SUMMARY.
EACH ROUND BEGINS WITH:
01 - PLAYERS’ PHASE
The first player 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 Xenos in
starting Zone).
• Search (1x per Turn): In a room Zone free of Xenos only. Draw
a card from the Equipment deck. Soldiers can only Search in
Security Rooms.
• Door Activation (FREE, 1x per Turn): Place or remove a
closed door token on a door opening in the Zone the Survivor
occupies. Not in a Mold Zone or if there's a destroyed door.
• Reorganize/Trade:
Exchange Equipment with another Survivor standing
in the same Zone. You can trade however you want – it
doesn’t have to be even.
Attach/Detach Equipment cards: Plenty of Bullets for
Bullets weapons, Energy Cell for Energy weapon, and
Canister for Flamethrower.
• 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.
• Machine Actions: The corresponding Skill or Remote Control
token is needed. A Sentry Gun may be controlled by any Survivor
in the same Zone. The Survivor’s Skills don’t apply to the Machine.
Move (Bot only)
Melee Action (Melee weapon required)
Ranged Action (Ranged weapon required)
WHEN EVERY PLAYER HAS FINISHED
02 - XENOS’ PHASE
STEP 1 – ACTIVATION: ATTACK OR MOVE
All Xenos spend 1 Action doing 1 of these 2 things:
• Xenos in the same Zone as at least 1 Survivor Attack them.
• The Xenos who didn’t Attack, Move instead. Spoiler
Abominations place Mold tokens in room and corridor Zones.
Each Xeno favors visible Survivors, then Noise. Choose the
shortest path, ignoring closed doors. If several paths share
the same length, split the Xenos in equal groups (any uneven
Xeno goes with 1 of the groups of your choosing). If there's a
closed door in the way, Xenos spend their action destroying it
instead.
NOTE: Hunters get 2 Actions per Activation. Once all Xenos
have taken their first Action, Hunters go through the Activation
Step again to resolve their second Action.
STEP 2 – SPAWN
• Always draw Xeno cards for all Spawn Zones in the same
order (play clockwise).
• Danger Level uses: Highest Danger Level among the Survivors.
• No more minis of a specified type (except Abomination): place the
remaining ones. Then, all Abominations get 1 extra Activation.
Finally, place a Spoiler Abomination in 1 Spawn Zone.
03 - END PHASE
• Remove all Noise tokens from the board.
• The next player receives the First Player token (play clockwise).
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