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NEW
ABOMINATIONS
Created and spread by the Defiler
Necromancers and their lackeys, the zombie
plague has already engulfed most of the Eternal
Empire and will not stop until everything is
consumed. The taint is not only physical but
spiritual as well. Mythical beasts, spirits, and
even heavenly avatars fall to it, transforming into
frightful, raging monsters. However, death leads
to rebirth, and old ways lead to new ones. Inspired
by courage and a sense of unity, a new generation of
heroes is born!
Adding new Abominations into games of Zombicide is easy:
simply add the corresponding Abomination cards to the
Abomination deck during setup.
Unless otherwise stated, these Abominations share the same
general rules.
Actions: 1
Wounds dealt: 1
To eliminate: Damage 3, Cauldron, or Dragon Fire.
Adrenaline provided: 5 points.
Special rules:
* Wounds inflicted by Abominations cannot be prevented
by Armor rolls.
* A Damage 3 weapon is required to kill an Abomination.
Please note no weapon in White Death has a natural
Damage 3 value. It can be reached with Skills (like +1) or
Quest special rules. Dragon Fire or Cauldrons can also kill
an Abomination.
* White Death only: Upon elimination, place a random
Vault Weapon (if any is available), facedown, in the
Abomination's Zone. Any Survivor in this Zone may
spend an Action to take the Vault Weapon. Then, they may
reorganize their inventory for free.
* White Death only: Abominations ignore ramparts
and don't need Stairs to climb on, or leave, Battlement
Walkways.
AMATERASU
Amaterasu is the sun goddess and the
source of life and light across the world
and heavens. Corrupting such a being
should be impossible, and yet shards of her
power have been falling to earth in the
form of corrupted avatars! Ordinarily
such entities are sent on divine missions of healing,
redemption, or vengeance. But these tainted vessels
seek only destruction for anything in their path.
It's not blasphemy to destroy them and cleanse
their power in the true Amaterasu's name!
* Amaterasu can only spawn once per game. As long as
she is on the board, the maximum Range of all weapons
is limited to 1.
* When Amaterasu is eliminated, set her miniature near the
board as a trophy. The maximum Range of all Combat Spells
and Ranged weapons gets +1 until the end of the game.
ASURA
Asura are creatures that feed upon raw
power, often seeking out spiritual avatars
of varying potency to slay and consume.
Yet, you are what you eat, and having
tasted of corruption, now the Asura are
afflicted with the necromantic curse.
It's difficult to tell if this troubles them much, but
their feeding habits have gotten more indiscriminate,
now enjoying living flesh as well as sources of raw
power. They are best destroyed quickly and without
remorse, for they'll have none for their victims.
Roll a die whenever an Asura spawns. The result is the
minimum Damage required to eliminate it.
2 FROZEN FORTRESS - RULES
---
BISHAMON
Bishamon is the warrior-god and
often a protector of divine or sacred
places. Early in the zombie plague his
avatars would appear in holy places or
around tombs of pious individuals to
guard those places against defilement.
Unfortunately, they were not always successful,
and many avatars fell to corruption themselves.
The necromantic curse has made them even more
formidable, and they still wield their weapons
imbued with divine properties. Slay the corrupted
Bishamon, and its weapon is yours for the taking
with the warrior-god's blessing!
* As long as Bishamon is on the board, Survivors cannot
earn new Vault Weapons. They still can use the ones they
already own.
* Upon elimination, place 1D6 random Vault Weapons (if any
is available), facedown, in Bishamon's Zone. Any Survivor
in this Zone may spend an Action to take 1 Vault Weapon.
Then, they may reorganize their inventory for free.
CHIMIMORYÖ
The Chimimoryö were creatures that
largely kept to themselves in their bogs
and swamps, territorial, even vicious,
but often preferring to avoid contact
with civilized races rather than fight.
That has changed now that the zombie
curse has twisted their forms into these creatures of
war, and survivors across the Empire are learning
what terrifying nightmares were stalking the
hinterlands. It would be a mistake to categorize
the shy Chimimoryö as peaceful, but unfortunately
it seems their true ecology and natures will never
be known now that they've been weaponized by the
necromancers.
Upon elimination, Chimimoryö immediately respawns on the
nearest Necromancer or Defiler Spawn Zone (if none is available,
Chimimoryö does not respawn). If several Necromancer Spawn
Zones are at the same distance, players choose.
HACHIMAN
As the god of war, Hachiman's avatars
could sometimes be found in the most
brutal fighting across the Empire. Which
side they fought for was deemed to be in
Heaven's favor, but that was a matter of
debate for scholars. The other theory was
that the war god simply reveled in battle. So it would
seem that a zombie apocalypse would be the perfect time
to find shards of Hachiman's power destroying zombies
on every front. Alas, the god of war was among the first
corrupted. And, all too easily, no doubt. Slaughter is
slaughter to the war god's eyes. Those who strike down
such an avatar can expect a mighty boon.
* Hachiman can only spawn once per game. As long as
Hachiman is on the board, all Zombies attack twice
whenever they attack.
* The Survivor eliminating Hachiman earns its miniature
and keeps it near their Dashboard as a trophy. The Survivor
earns the +1 Free Combat Action Skill until the end of the
game.
RULES - ZOMBICIDE
---
QILIN
Traditionally the appearance of a Qilin
anywhere in the Empire was seen as a
good omen, signaling a time of prosperity,
good weather, and that Heaven approved
of the Emperor. Indeed, this Emperor's
rule was marked by two such appearances
of these mythological creatures. But it seems
that the necromantic curse had a horrible effect on
these heaven-sent omens. Corrupted Qilins are
fast, incredibly resilient, and abominations against
heaven and earth. Should any survivor manage to
deal the killing blow, the poor beast's freed spirit
will doubtlessly grant a powerful boon.
The player whose Survivor eliminated the Qilin immediately
chooses a Zone on the board. All Zombies in the designated
Zone are eliminated as well. The Survivor earns all
corresponding AP.
NIAN
The Nian are curious creatures that
live in the high mountains and coastal
waters across the Empire. Some
scholars believe they are two distinct
species, but not much is known about
these reclusive beasts. They barely
require food and come out to feed once a year.
They'll eat just about anything, but prefer crops
and easy prey that can't fight back, especially
children. Leaving food out for the beast would
usually appease it. But now, afflicted by the black
plague, the necromancers have roused an eternal
hunger in these abominations, and they rampage
across the land consuming living flesh anywhere
they can find it.
The Nian requires Damage 4 to be eliminated, minus 1 per
Noise token on the board, to a minimum of 1. Cauldrons and
Dragon Fire work as usual.
NOTE: Survivors don't count toward the total. Only actual Noise
tokens count!
KUMIHO
Kumiho are nine-tailed fox spirits with
personalities ranging from mischievous
to malevolent, and only very rarely kind.
Still, there's a broad spectrum of pranks
one can play that goes from scattering a
herd of horses to ripping out a man's heart
or liver for dinner. Dangerous Kumiho were often
hunted, though they're not territorial, and generally
preferred to flee if the odds were against them.
However, Kumiho afflicted by the black plague will
relentlessly torment survivors, and they're no longer
picky about which organs they'll feast on.
As long as Kumiho is on the board, the Players Phase is played
at random. Roll a die for each player who did not play their
Turn yet. The player getting the highest roll plays their Turn.
Re-roll in case of a tie. Keep on until each player has played
their Turn.
KIJIN
Kijin are regarded as demons and
fearsome entities that reside in the
wilderness and often turn invisible
to cause mischief and murder in more
civilized regions. A Kijin can plague a
township for generations, coming and
going as they will until either driven out or destroyed.
And they are not easy to kill. Now with the zombie
apocalypse befalling the Empire, they find that the
usual heroes and adventurers that would ordinarily
hunt them down are too busy trying to survive to
cause any Kijin much trouble! Once identified, it's
best to end their threat quickly.
• The Kijin has 2 Actions per Activation.
• The Kijin can trace Lines of Sight over buildings and
Hedges (Green Horde) to Zones beyond them. Likewise,
Actors in these Zones can trace Lines of Sight to the Kijin.
• The Kijin may perform Attacks to its target Zone if it is
within Range 0-1 and within Line of Sight. All Survivors
standing in its target Zone suffer the Attack.
• As long as the Kijin is on the board, each Survivor loses
1 (min. 0) at the start of their Turn.
4 FROZEN FORTRESS - RULES
---
RED HARE
Ancient myths hold that Red Hare was the steed of the First Emperor, capable of leaping across vast rivers and scaling sheer cliffs with ease. This warhorse was a deadly implement in combat, carrying the First Emperor to victory even when his own troops deserted him. Though it grew weaker as it aged, its spirit still burnt bright. Even Death could not bear to put down such a magnificent creature. The Red Hare was instead granted a second life as the patron spirit of all steeds. To see the avatar of such a noble spirit in this state is certainly a pity.
* The Red Hare can only spawn once per game. Each time the Red Hare performs a Move, it Moves 2 Zones instead of 1. The destination Zone is defined before the Move and does not change along the way.
* The Survivor eliminating the Red Hare earns its miniature, set near their Dashboard as a trophy. The Survivor earns the +1 Zone per Move Skill until the end of the game.
SHAKÖKI DOGÜ
The Shaköki Dogü were once ornate clay statues found in ancient grave sites of the old Empire. They possessed no magic, and were thought to be merely ornamental and symbolic guardians of these sites. Many were taken as souvenirs and displayed across the Empire in private collections and museums. But they proved to be heralds of the coming doom. The day the dead came back to life, so to did the Shaköki Dogü. Eyes aflame, they annihilated those that stood in their way, making inroads for the invading horde.
* Shaköki Dogü cannot be eliminated unless it is the only Zombie in its Zone (it also applies to game effects eliminating all Zombies in the target Zone, like Cauldron or Dragon Fire).
* After each Zombie spawn on the board (except Abominations and Necromancers), place a Zombie of the same type in Shaköki Dogü's Zone.
SUSANO-WO
As the god of seas and storms, his temperament is as wild as the roiling waters. While the seas are teeming with life and provide a bountiful harvest, its waters hide horrors that lurk in the abyss and its waves could easily take the life it has sustained for so long. But with his corruption, the rivers dry, storms rage on, and the seas lash out at those who dare traverse it. His mere presence whips up torrential winds. Standing steady before the God of Storms is a challenge in itself.
As long as Susano-wo is on the board, the Accuracy value of all Ranged weapons is considered to be 6.
TAKEMIKAZUCHI
God of thunder and swords, a Deity that is always hungry for battle. Takemikazuchi only desires to seek worthy foes to put his strength to the test. He was one of the first to fall to the necromancer's corruptions, desecrating everything in his path, leaving cities in ruins and allowing no survivors to escape. He is an unstoppable force of nature, with enough strength to shake the very earth, each thunderous blow from his blade could cleave mountains. It would be foolish for anyone to attempt to match blade with the God of Swords.
* Survivors cannot enter Takemikazuchi's Zone.
* Each Survivor standing in a Zone where Takemikazuchi enters, immediately resolves 1 Move to exit this Zone, ignoring Zombies in the starting Zone. These free Moves are resolved in any order of the players' choosing.
RULES - ZOMBICIDE
---
Sōjōbō
While ordinary Tengu are known to
walk the world, the Sōjōbō lived only
in tales of the Empire's founding, when
the first Emperor battled against
nature itself to carve out a place in the
world for mankind. The Sōjōbō was
among his chief opposition, and their battle was
said to have lasted a hundred days with the first
Emperor never yielding despite clearly fighting at
a disadvantage. The Sōjōbō is said to have finally
thrown down his staff in disgust and walked away
in the mountains, never to be heard of again, until
now. Freeing the Sōjōbō from his corruption would
doubtlessly grant mighty boons!
* Sōjōbō has 2 Actions per Activation.
* Sōjōbō can trace Lines of Sight over buildings and Hedges
(Green Horde) to Zones beyond them. Likewise, Actors in
these Zones can trace Lines of Sight to Sōjōbō.
* Sōjōbō may perform Attacks to its target Zone within
Range 0-1 and within Lines of Sight. All Survivors
standing in its target Zone suffer the Attack.
* Sōjōbō can only defeated by a Survivor with a Vault
Weapon in their inventory. When Sōjōbō is eliminated:
- The Survivor who eliminated it earns the usual 5 AP,
then earns enough AP to get to the first notch of the
next Danger Level AND another Skill of their choosing
on their ID Card, no matter the Danger Level.
- All other Survivors earn enough AP to get to the first
notch of the next Danger Level.
TOYOL
These disgusting little imps are not
unique to the plague. They're not
actually children, but demon-possessed
corpses employed by shamans to spy
on their enemies and to pillage from
them. They are usually harmless to
their owners despite being demons but only if they
are always rewarded with toys and candies for
their efforts. The black plague has imbued them
with a surge of necromantic energy giving them a
huge boost to their strength and resilience. Any
hero battling one best keep a tight hold on all their
possessions, lest the Toyol rob them blind.
* Toyol has 3 Actions per Activation.
* For each Wound it would inflict, Toyol instead steals
1 random Equipment card from its target Survivor's
inventory. Place these stolen cards near the board, in a pile.
* The Survivor eliminating Toyol immediately earns all
stolen cards. They can reorganize their inventory, for free.
YETI
The Yeti are tribal peoples who live in
the highest peaks across the Empire's
many mountain ranges. They're rarely
seen, and not just because their tiny
villages are so remote. Yeti possess a
unique ability to not be noticed until
they're quite close to their observer, usually within
just a few paces! This makes them the perfect
hunters, though they rarely included meat in their
diets. Sadly, the zombie plague has turned them
into the most ravenous carnivores and they still
possess the ability to sneak up on prey unseen. And
by the way, their prey is you.
No Line of Sight can be traced to the Yeti, unless a Survivor
stands within Range 0-1 of it.
6 FROZEN FORTRESS - RULES
---
NEW
NECROMANCERS
efiler necromancers achieved success in
corrupting the Eternal Empire because the
Emperor's heirs were too absorbed or too selfish
to set their differences apart and to unite again
the threat. They fell one by one, either turned
into necromancers themselves, or defeated by the
growing might of the zombie horde. Had they made
other choices, these men and women of valor could
have been heroes. Now, they are just part of the
zombie problem. And you are the solution!
Adding new Necromancers into games of Zombicide is easy:
simply add the corresponding Necromancer cards to the
Necromancer deck during setup.
Unless otherwise stated, these Necromancers share the same
general rules.
Wounds dealt: 1
To eliminate: Damage 1
Adrenaline provided: 1 point.
Special rules:
* Necromancers are Zombies for game purposes.
* White Death only: Whenever a Necromancer is
eliminated, place a random Vault Weapon (if any is
available), facedown, in its Zone. Any Survivor in this
Zone may spend an Action to take the Vault Weapon.
Then, they may reorganize their inventory for free.
Bomoh
The Bomoh of the South Eastern
peninsula practiced forms of magic
both esoteric and strange, and decidedly
toeing the line towards the forbidden
Arts. For this reason, their magics
stood the best chance at undoing the vile
curse wrought by the necromancers, and thus they
were the first targeted by the necromancers in their
rise to power. Bomoh today are twisted, horrific
abominations of their former selves, and even more
formidable than they were in life. Destroying one
does not guarantee its death, for just like living
Bomoh they have a chance of returning to the field
unharmed and even further enraged!
Roll a die after eliminating the Bomoh (rewards are still earned):
- : Nothing happens.
- : The Bomoh respawns immediately on the Starting
Spawn Zone.
RULES - ZOMBICIDE
7
---
DEATH NOTES
Death Notes are a legendary pair of sorcerers who have studied the dark arts and many profane tomes. Once wandering artists that wanted to spread their music, but they quickly gave up because they found little success as wandering minstrels. However, they found great success with their mastery of necromantic magics. They offered their services to anyone willing to pay, and people were willing to pay a hefty price. Finding it difficult to fully detach themselves from their love of music, they now use their instrument as a conduit to channel their magic through.
* Death Notes produce 3 Noise tokens at the start of each Game Round.
* As long as there is a least 1 Noise token in Death Notes' Zone, each hit rolled while attacking Zombies in this Zone (including Death Notes themselves) is cancelled, removing 1 Noise token from this Zone instead (even if it was not produced by Death Notes in the first place). Game effects killing all Zombies in the target Zone (Cauldron or Dragon Fire) are not affected by this rule.
KAGUYA
While mysteries surround Kaguya's life, it eventually became known that this woman of exceptional beauty, who refused the Emperor's pleas for marriage, was a princess from the Moon. When her people came to reclaim her, it is said that they expunged her feelings towards Earth, the Empire, and her family. She was forcefully taken by the heavenly host, never to be seen again - until now. The strictures placed upon her by her Lunar family has transformed her. The once gentle Kaguya now wields powerful necromantic magic and uses it to torment those that inhabit Earth.
Each time Kaguya activates, Spawn 1 Walker in each Corruption Zone with 1 or more Survivor.
FROZEN FORTRESS - RULES
HANNYA
The Hannya are demonic entities born of the hatred for the living and those who have wronged them in their past life. They envy those that led happy, fulfilling lives as the Hannya were not able to previously. The only reprieve they receive is to rob the living of any happiness continuing the endless cycle of suffering, creating more Hannya in the process. Should you earn the ire of the Hannya, there is little you can do to abate their anger as they will pursue you to the ends of the earth.
Each miss rolled while attacking Zombies in Hannya's Zone (including Hannya itself) inflicts 1 Wound to the Survivor performing the attack. This rule applies for Combat Actions (Magic, Melee, or Ranged) and Siege Actions (Green Horde). Armor rolls are allowed.
TENGU
Contrary to traditional folklore, the Tengu are not demons but supernatural creatures akin to the Bake-danuki. That said, they often seek to cause chaos and conflict, rarely attacking people outright, but assuming various shapes or possessing people to achieve their goals. Throughout history, various conflicts were likely caused by the meddling of a Tengu. The black plague has cursed them into an even more horrific form, now their desire for conflict has morphed into the need for bloodshed. Survivors must work together for any chance of success.
* Tengu has 2 Actions per Activation.
* The Survivor eliminating Tengu earns the usual 5 AP for eliminating an Abomination, then earn enough AP to get to the first notch of the next Danger Level.
---
YUKI-ONNA
Ancient tales of the Yuki-onna tell
of a young maiden who would appear
to people in the fiercest blizzards. She
might guide them home to safety or lead
them into a snowy valley to die. She
might appear at one's doorstep in the
worst winter storm and seek warmth, only to depart
within a few hours, sometimes whirling into snow
to vanish up the chimney. Many wondered, was this
one apparition or many? In time, common scholarly
wisdom called Yuki-onna a single entity, and now
it appears she is allied with the Necromancers, able
to command their hordes and, as ever, bring frozen
death to any who gaze upon her.
* At the start of each Game Round, each Survivor having
a Line of Sight on the Yuki-Onna gets 1 Freeze token on
their Dashboard, representing the Necromancer's icy hold
over them.
* A Survivor with a Freeze token loses 1 Action at the start
of their ensuing Turn. Then, discard the Freeze token.
DAILY SPAWN
ZOMBIES
WALKERS
BAKE-DANUKI
The Bake-danuki are akin to the
Kumiho, mischievous spirits that could be
benevolent or malicious at times. They
usually assume the form of a regular
tanuki but they're rarely seen in that
form. These shapeshifters love taking
on a human form to engage in human vices such as
drinking and gambling. It's not usually dangerous,
but the black plague has taken these little pranksters
and brought out their most savage natures. Their
shapeshifting powers allow them to become fearsome
abominations, much tougher and deadlier than their
appearances let on.
At the beginning of the Players phase roll
a die. Until the end of the Round, Bake-
danuki is considered as:
- : an Abomination
- : a Runner
- : a Brute
- : a Walker
RULES - ZOMBICIDE
9
---
KAPPA
The Kappa were a semi-intelligent, semi-
tribal species who lived in rarely traveled
waterways across the Empire. For a
long time, few doubted their intelligence,
though they do seem to have a language
of their own. They build nothing and
have no houses but seemed to understand the concept
of territory. Imperial citizens were advised to steer
clear, though the Kappa were vegetarian and generally
not aggressive unless approached. Like so many other
creatures and peoples though, they've fallen victim to
the plague. Now they crave for flesh, and their already
sharp claws have grown all the sharper.
Last in target priority. Kappa's attacks deal 3 Wounds.
At the beginning of the Zombies phase, a Survivor in Kappa's
Zone may discard an Apple or Salted Meat card, if they do,
Kappa does not activate during this Enemy Phase.
YAKSHA
The Yaksha are usually benign in
nature. They might play the occasional
prank but were otherwise benevolent to
those who meant no harm and respected
the natural world around them. Should
you incur its wrath, it is almost certain
you will not make it out of its domain alive. However,
these Yaksha, corrupted by the necromantic curse,
are far more powerful and deadly than they ever
were in the wild. Their corrupted spirits cry out
for release even as they deal death and destruction
to all in their sight.
Yaksha's attacks deal 3 Wounds. When Yaksha is eliminated,
the Survivor who eliminated it, receives a Vault Weapon.
10 FROZEN FORTRESS - RULES
---
RAKSHASA
In truth the Rakshasa were not always
an evil people who sought to disrupt and
destroy the Empire. Yet events of the
past caused the cultures to violently
conflict, and ever since then a seething
hatred has existed with Rakshasa living
in hidden communities scattered across the Empire.
They are powerful foes, though thankfully
few, particularly now that the black plague has
twisted many of this species into abominations and
nightmares. As always it is best advised to destroy
one quickly, but, more than that, survivors must be
prepared for the horrific wounds their claws will
inflict.
Last in target priority.
When Rakshasa attacks, all Survivors in his Zone suffer 2
Wounds.
RUNNER
ONRYŌ
This Onryō has manifested as a deadly
Runner with a, single-minded style of
attack. Which is not to say zombies
aren't generally single-minded, but
what makes this Onryō so peculiar is its
obsession with battling what it perceives
as the strongest survivor its senses can detect. He
will charge straight at this individual for an all-out
assault without regard for its own survival. Given
that most Onryō wear tattered samurai armor,
this holdover from life makes sense. Samurai are
renowned for testing themselves in battle against
the strongest opponents they can find, which in a
way makes the Onryō an almost pitiable creature.
Onryō always targets the Survivor with the most AP.
BRUTES
MENG HUO
Meng Huo led the southern barbarian
tribes in a vast uprising which prompted
the beginnings of the Great Southern
Campaign. At his root, he was a leader
who wished to retake ancestral lands
he claimed had been seized by the First
Emperor in the distant past. Yet no evidence of the
seizure nor prior ownership has ever been produced
or proved. The Emperor initially sought a peaceful
resolution, but Meng Huo sent back his emissary's
head in a gilded box. Undeath hasn't improved Meng
Huo's disposition much, but granted him the power
to return again and again after his destruction.
When Meng Huo would be eliminated, place him in the first
Spawn Zone instead.
ZHU BAJIE
An obscure member of the Celestial
Pantheon, Zhu Bajie was banished for
attempting to seduce the moon goddess
while in an alcoholic stupor. He was
sentenced to live a thousand lives in the
mortal realm, each life destined to end
horribly. Whispers across the Empire speak of a
giant and gruesome pig-faced man appearing from
thin air, claiming to be the banished deity. While in
his zombified state, Bajie's movements are far too
uncoordinated to be a real threat in battle, but he
remains difficult to kill and gives a mighty boost to
all zombies around him.
Zhu Bajie cannot perform Move Actions. At the beginning
of each Zombies phase, all other Zombies in his Zone gain 1
extra Activation.
RULES - ZOMBICIDE
11
---
KICKSTARTER
EXCLUSIVE
SURVIVOR: REBECCA
I'm... just passing through, but I can see you all
need some serious help."
Although she speaks fluent Imperial Standard, Rebecca
says she's from a 'very distant place' far from the Empire
that few are likely to understand. Indeed, her manner of
arrival left the survivors she rescued speechless, seeming
to step from.... somewhere and nowhere at once, if that
makes sense. Which of course it doesn't, but that's what
they saw. Wherever she came from, and third-eye
notwithstanding, Rebecca's battle skills are incomparable.
Literally. It seems there's nothing she can't do and
no creature she can't slay, given some preparation.
Whatever gods have brought her here are owed a debt
of thanks by the Empire's few remaining survivors.
The player can choose any Skill from White Death or Eternal
Empire for Rebecca at Blue Level. If the chosen Skill features
brackets (like +1 Free [Action] Action, for example), the player
chooses the corresponding keyword.
NEW VAULT
WEAPONS:
WINTERGRAD
CLOTHES
Wintergrad Clothes are Kickstarter exclusive Vault Weapons.
To play with them, simply shuffle them among the Vault
Weapon deck during Setup.
There are 4 Wintergrad Clothes: Fur, Gloves, Hat, and Shoes.
Wintergrad Fur
Vault: ARMOR 5+, HO
SET 1/4. FULL SET
Gain all your Red Sk
May be used in the Back
Wintergrad Glo
Vault: +1 DIE: COMB
SET 2/4. FULL SET
Gain all your Red Sk
May be used in the Ba
Wintergrad Hat
Vault: +1 DIE: COMB
SET 3/4. FULL SET
Gain all your Red Sk
May be used in the Ba
Wintergrad Shoes
Vault: +1 FREE MOVE ACTION
SET 4/4. FULL SET
Gain all your Red Skills.
May be used in the Backpack.
They do not take up space in the inventory, and grant the
indicated Skill to the Survivor. These Equipment cards
form
a set of their own: a Survivor possessing the whole set of 4
can use all their Red Level Skills, no matter the amount of AP
they possess and the current Danger Level!
CREDITS
GAME DESIGN:
Raphaël GUITON, Jean-Baptiste LULLIEN, Nicolas RAOULT, and
David PRETI
DEVELOPMENT:
Fel BARROS, Fabio TOLA, Rodrigo SONNESSO, and Toi VON
GLEHN
PRODUCTION:
Rebecca HO (Lead), Thiago ARANHA, Daryl CHOO, Randall CHUA,
Marcela FABRETI, Guilherme GOULART, Isadora LEITE, Shafiq
RIZWAN, Nicholas SIA, Kenneth TAN,
and Gregory VARGHESE
ART:
Jérémy MASSON, Giorgia LANZA, Dany ORIZIO, and Simon
TESSUTO
ART DIRECTOR:
Mathieu HARLAUT
GRAPHIC DESIGN:
Gabriel BURGHI (Lead), Matteo CERESA (Lead), Marc
BROUILLON, Louise COMBAL, Fabio DE CASTRO, Max DUARTE,
and Júlia FERRARI
SCULPT ENGINEERING:
Vincent FONTAINE and Aragorn MARKS
SCULPTING:
BigChild Creatives, Jason HENDRICKS, Aragorn MARKS, Elfried
PEROCHON, Carles VAQUERO, and Rafal ZELAZO
WRITING:
Eric KELLEY and Christopher LITES
PROOFREADING:
Jason KOEPP
PUBLISHER:
David PRETI
© 2024 CMON Global Limited. All rights reserved. No part of this product may be reproduced without specific permission. Guillotine Games and the Guillotine
Games logo are trademarks of Guillotine Press Ltd. Zombicide, CMON, and the CMON logo are registered trademarks of CMON Global Limited. Actual components
may vary from those shown. Figures and plastic components included are pre-assembled and unpainted. Made in China.
12 FROZEN FORTRESS - RULES
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Por que perguntar ao BoardGamesBot
Em vez de folhear o manual inteiro- Respostas precisas Baseadas exatamente neste manual, com a página de origem.
- Economize tempo Ache a regra em segundos, sem folhear 12 páginas.
- A qualquer hora Tire dúvidas no meio da partida, direto do celular.
- 100% grátis Crie sua conta grátis e comece a usar agora.
Como funciona
Três passos até a resposta- 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
- 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
- 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.
Expansão de
Conteúdo adicional publicado
Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .