How to Play Zombicide: Invader – Soldier Extras

CMON Global Limited, Guillotine Games, BoardM Factory · Board game · 2019
1–6 Solo — Weight 2.0/5
— rating Ludopedia
8.2 rating BGG

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Step by step

Game Objective

The objective of the game is to survive and eliminate the emerging Xeno threats. Players control Survivors who must face various Abominations and Xenos, each with their own rules and special abilities. Victory is achieved by fulfilling specific mission objectives, which are not detailed in this context, but involve eliminating threats and surviving.

Setup

Refer to the manual for details on this section.

Game Flow

The game progresses in phases, including the Xeno Phase and the Survivor Phase. During the Xeno Phase, Abominations are activated. During the Survivor Phase, Survivors can activate Machines such as the Buddy Bot or the I.R.I.S. Sentry Gun. Specific events can interrupt the normal flow, such as the Mother-In-Law Abomination which, when targeted by a Ranged Attack and not eliminated, causes an immediate extra Activation for her, interrupting the Survivor Phase and then resuming it. Eliminating the Babyface Abomination also grants an extra Activation to all Xenos on the board. Additionally, each time a Seeker Xeno card is drawn, all Seeker Workers already on the board receive an extra Activation before new Seekers are placed.

Actions and How to Play

Common Abomination Rules

  • Actions: 1
  • Damage dealt: 3
  • Minimum damage to destroy: 3
  • Experience provided: 5 points
  • Special rule: A Damage 3 weapon is required to eliminate an Abomination. Concentrated attacks resulting in Damage 3 (or more), as well as game effects that eliminate all Actors in the Zone (Hellfire, Seismic Blast), can also kill it.

Abomination Types and their Special Rules

  • Xenium Horror Abomination: Appears 2 Zones away from the loudest Zone on the board, with an open route. If multiple Zones are eligible, players choose. If there is no open route, the Xeno card is discarded and another is drawn. Places an Active Mold token in its Spawning Zone (not in exterior Zones).
  • Brood Mother Abomination: Spawns 8 Brood Children in its Zone when it finishes a Movement Action within 2 Zones (or less) of a Survivor. No Line of Sight or open route is required. The Brood Children then perform a Movement Action. Each Brood Mother can perform this special spawn only once.
  • Brood Children:
    • Actions: 1
    • Damage dealt: 1
    • Minimum damage to destroy: 1
    • Experience provided: 1 point
    • Special rules: Share the same Target Priority level as Workers. Move up to 2 Zones per Activation to reach their destination Zone, determined before movement. Do not change course if a new target appears. Have only one Action per Activation (movement or attack).
  • Roguemachine Abominations (Buddy Bot I.R.I.S. Sentry Guns): Are uncontrolled Machines, attacking both Survivors and Xenos. They are both an Abomination and a Machine (Bot or Sentry Gun). They cannot be used as the starting Bot or Sentry Gun for a Mission, entering play only when the Xeno card summons them. They activate as Abominations in the Xeno Phase and as Machines in the Survivor Phase by Survivors with the corresponding Skill or Remote Control token. They possess the Prototype keyword, being able to fire from exterior Zones and ignore Dark Zone rules.
  • BDY-42 Buddy Bot:
    • As Abomination: Attacks whenever it activates and has Line of Sight to a Zone with any Survivor at a Distance of 1-3. Deals 3 Damage to Survivors in the target Zone, distributed as preferred. Target priority: 1) Zone with most Survivors, 2) loudest Zone, 3) Players choose. Cannot attack Survivors in its own Zone.
    • As Bot: Controlled by Survivor with Machine Action. Cannot perform Movement Action, only Ranged Action. Ranged Attack hits Zone at Distance of 1-3 with two firing modes (following Target Priority Order):
      • Up to 3 Xenos suffer Ranged Attack of Damage 1.
      • 1 Xeno suffers Ranged Attack of Damage 3 (no roll needed).
      Does not receive Machine Activation token and is not considered a Survivor. Cannot attack Xenos in its own Zone.
  • I.R.I.S. Sentry Gun:
    • As Abomination: Attacks whenever it activates and has Line of Sight to a Zone with any Survivor at a Distance of 1-3. Deals 3 Damage to Survivors in the target Zone, distributed as preferred. Target priority: 1) Zone with most Survivors, 2) loudest Zone, 3) Players choose. Cannot attack Survivors in its own Zone. Never moves. However, if there are no Survivors to attack when it receives an extra Activation, it moves up to 3 Zones to reach its destination Zone, determined before movement. Does not change course.
    • As Sentry Gun: Controlled by Survivor with Machine Action. Cannot perform Movement Action, only Ranged Action. Ranged Attack hits Zone at Distance of 1-3 with two firing modes (following Target Priority Order):
      • Up to 3 Xenos suffer Ranged Attack of Damage 1.
      • 1 Xeno suffers Ranged Attack of Damage 3 (no roll needed).
      Does not receive Machine Activation token and is not considered a Survivor. Cannot attack Xenos in its own Zone.
  • Baby Face Abomination: Whenever it is eliminated, all Xenos on the board immediately receive an extra Activation. Additional rule (house-rule): Xenos that start their activations in the Babyface's Zone gain an extra action.
  • Mother-In-Law Abomination: Each time its Zone is targeted by a Ranged Attack and it is not eliminated, the Survivor Phase is interrupted. It immediately performs an extra Activation, and then the Survivor Phase resumes. This effect can occur multiple times in the same Survivor Phase.
  • Shadow Abomination: Shares the same Target Priority level as Hunters. Can only be eliminated with a Melee Combat Action or with an effect that eliminates all Actors in the Zone (Hellfire, Seismic Blast).
  • Widowmaker Abomination: Moves up to 2 Zones per Activation to reach its destination Zone, determined before movement. Does not change course. Receives one Action per Activation (movement or attack). Attacks whenever it activates with Line of Sight to a Zone with any Survivor at a Distance of 0-1. Performs an Attack targeting all Zones with any Survivor at a Distance of 0-1 and within Line of Sight. Allocates each Attack as preferred.

Xeno Types and their Special Rules

  • Flingers:
    • Actions: 1
    • Damage dealt: 1
    • Minimum damage to destroy: 1
    • Experience provided: 1 point
    • Special rules: Share the same Target Priority level as Workers. Possess the Enhanced Senses Skill: Can draw Lines of Sight 1 Zone further in interior Zones. Ignore Dark Zones for drawing Lines of Sight. Attack whenever they are activated and have Line of Sight to a Zone with any Survivor at a Distance of 0-2. Target priority: 1) Zone with most Survivors, 2) loudest Zone, 3) Players choose.
  • Seeker Workers:
    • Actions: 1
    • Damage dealt: 1
    • Minimum damage to destroy: 1
    • Experience provided: 1 point
    • Special rules: Share the same Target Priority level as Workers. Do not benefit from Worker Extra Activation cards. All Seeker Workers already on the board receive an extra Activation each time a Seeker Xeno card is drawn.
  • Xenomoths:
    • Actions: 1
    • Damage dealt: 1
    • Minimum damage to destroy: 1
    • Experience provided: 1 point
    • Special rules: Share the same Target Priority level as Workers. Cannot be eliminated by Melee Combat Actions. Move up to 3 Zones per Activation to reach their destination Zone, determined before movement. Do not change course. Receive one Action per Activation (movement or attack).

End of Game and Scoring

Refer to the manual for details on this section.

Tips for Winning

  • Prioritize eliminating Abominations with Damage 3 weapons or effects that eliminate all Actors in the Zone, such as Hellfire or Seismic Blast, as they provide 5 Experience points and are significant threats.
  • When facing Roguemachine Abominations like the Buddy Bot or the I.R.I.S. Sentry Gun, consider controlling them with a Machine Action if you have the corresponding Skill or Remote Control token. This allows you to use them to attack Xenos, taking advantage of their Damage 1 (up to 3 Xenos) or Damage 3 (1 Xeno) firing modes, turning a threat into a temporary ally.
  • Be aware of extra Activations. Eliminating the Babyface Abomination grants an extra Activation to all Xenos, and drawing Seeker Xeno cards activates all Seeker Workers already on the board. Plan your movements and attacks to mitigate the impact of these unexpected activations.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Zombicide: Invader – Soldier Extras rulebook or browse it online with our AI rules assistant.
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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Zombicide: Invader – Soldier Extras?
The objective of the game is to survive and eliminate the emerging Xeno threats. Players control Survivors who must face various Abominations and Xenos, each with their own rules and special abilities. Victory is achieved by fulfilling specific mission objectives, which are not detailed in this context, but involve eliminating threats and surviving.
How do you set up Zombicide: Invader – Soldier Extras?
Refer to the manual for details on this section.
How do you play Zombicide: Invader – Soldier Extras?
The game progresses in phases, including the Xeno Phase and the Survivor Phase. During the Xeno Phase, Abominations are activated. During the Survivor Phase, Survivors can activate Machines such as the Buddy Bot or the I.R.I.S. Sentry Gun. Specific events can interrupt the normal flow, such as the Mother-In-Law Abomination which, when targeted by a Ranged Attack and not eliminated, causes an immediate extra Activation for her, interrupting the Survivor Phase and then resuming it. Eliminating…
How does Zombicide: Invader – Soldier Extras end, and how do you score?
Refer to the manual for details on this section.
What are some tips for winning Zombicide: Invader – Soldier Extras?
Prioritize eliminating Abominations with Damage 3 weapons or effects that eliminate all Actors in the Zone, such as Hellfire or Seismic Blast, as they provide 5 Experience points and are significant threats. When facing Roguemachine Abominations like the Buddy Bot or the I.R.I.S. Sentry Gun, consider controlling them with a Machine Action if you have the corresponding Skill or Remote Control token. This allows you to use them to attack Xenos, taking advantage of their Damage 1 (up to 3 Xenos)…
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