Game Objective
In Marvel Zombies: Clash of the Sinister Six, the war between the living and the dead intensifies in New York. In Team vs. Team mode, 2 to 8 players face off in a competitive match. A Living Team (composed of 3 or 4 Super Heroes) faces a Zombie Team (composed of 3 or 4 Zombie Heroes). The objective is to attack the opponent and defend strategic objectives to accumulate Victory Points (VP). The team that first reaches the mark of 43 VP wins the game.
Setup
- Mission Selection: Select a mission from the Team vs. Team section, which will define whether each team will have 3 or 4 Heroes.
- Map Assembly: Position the tiles and tokens according to the mission map, including Team Base Tokens, Spawn Points, and Base Objectives (Blue for the Living Team and Green for the Zombie Team).
- Minion Placement: Place each team's Minions in the indicated zones. The Zombie Team uses Walkers, Runners, and Brutes; the Living Team uses Troopers, Specialists, and Guards.
- Spectators: Place a random Spectator tile on each corresponding symbol. Keep the Spectator Cards face up next to the board.
- Hero Distribution: Each team chooses their Heroes and distributes them among the players. Each player receives the ID Card, Dashboards, tracker cubes, colored base, and activation marker. All Heroes start with 3 Health.
- Initial Placement: Place the Heroes in their respective Team Base Zones.
- Decks:
- Team Decks: Each team draws 2 starting cards.
- Spawn Decks: The Zombie Team uses the Zombie Horde Spawn deck and the Living Team uses the SHIELD Agent Spawn deck.
- Trait Decks: Remove the Ambush! card from both decks.
- Scoring: Each team uses an extra empty Dashboard and the Danger Bar to track their Victory Points.
- Initiative: Flip the Avengers Signal token. If it lands on the intact side, the Living Team starts; if it lands on the damaged side, the Zombie Team starts.
Game Flow
The game is organized into rounds, each composed of the following phases:
- Player Phase: The team with the Avengers Signal activates a Hero. Then, the other team activates a Hero. This alternating process continues until all Heroes from both teams have been activated.
- Minion Phase: Teams activate their Minions (SHIELD Agents and Zombie Hordes), moving them towards the Enemy Base Line. Minions do not attack during this phase.
- Scoring Phase: Teams determine who controls each Red Objective to score Victory Points.
- Spawn Phase:
- Each team spawns 1 Walker/Trooper on each Team Base token.
- Each team draws 1 Spawn card for each of their Spawn Points (following the order: colored, then red). The number of reinforcements depends on the highest Danger Level among the team's own Heroes.
- End Phase: The Avengers Signal passes to the other team and each team draws 2 Team Cards.
Actions and How to Play
Hero Actions
- Attack: The player must choose, before rolling the dice, whether the target is enemy Minions or Heroes. A single attack cannot affect both simultaneously. When attacking Minions, follow the Target Priority (Brute > Walker > Runner or Guard > Trooper > Specialist).
- Rescue/Devour: By spending 1 Action, a Super Hero can rescue a Spectator or a Zombie Hero can devour a Spectator in their zone, even if enemies are present.
- Minion Activation: Once per turn, a Hero in the opposing Team Base Objective zone can spend 1 Action to make all Minions of a single type from their own team perform an extra Activation, moving towards the Enemy Base Line.
Specific Mechanics
- Hero Abilities: Can only be used once per round.
- Team Cards: Each Hero can only use 1 Team Card per turn. Using a card grants +3 XP to the Hero. Zombie Heroes can use them even when Ravenous.
- Hero Resistance: Each point of a Hero's Health has Resistance 2 (2 Hits are needed to cause 1 Wound).
- Spectators: Any Hero can discard a Spectator card to ignore 1 Wound.
- Elimination and Resurgence: When eliminated, the Hero loses all Traits and Spectators, and their Power/Hunger track is reset. They immediately reappear on one of their Team Base Tokens with 3 Health.
End of Game and Scoring
The game ends immediately when any team reaches the last space on the scoring track (43 VP).
Scoring Criteria:
- Eliminate an Enemy Hero: 3 VP for the team (and 5 XP for the Hero who eliminated them).
- Control a Red Objective: 3 VP per objective. Control is defined by the team with the most game pieces (Heroes and Minions) in the zone. In case of a tie, both teams gain 3 VP.
- Move a Minion to the Enemy Base Line: 1 VP. The Minion is removed from the board upon reaching the line.
Tips for Winning
- Objective Control: Focus on positioning the largest number of pieces (Heroes and Minions) in the Red Objective Zones, as they guarantee 3 VP each Scoring Phase.
- Minion Use: Use the extra activation action on the opposing Team Base Objective to accelerate the movement of your Minions towards the Enemy Base Line, ensuring constant points.
- Spectator Management: Use Spectator cards strategically to ignore Wounds, allowing your Heroes to survive longer in combat.
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