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Zombicide Black Plague Rules

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0% found this document useful (0 votes)
985 views22 pages

Zombicide Black Plague Rules

rules

Uploaded by

xeyedef377
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

RULES AND QUESTS

ZOMBIES’ PHASE . . . . . . . . . . . . . . . . . . . . . .
STEP 1 – ACTIVATION GAME
CHAPTERS Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor Rolls / Armors and Shields . . . . . . . . . . . . . . . . COMPONENTS
Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
GAME COMPONENTS . . . . . . . . . . . . . . . . . . 3 PLAYING RUNNERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
9 GAME TILES (DOUBLE-SIDED) 65 ZOMBIE MINIATURES
GET MEDIEVAL! . . . . . . . . . . . . . . . . . . . . . . . . STEP 2 – SPAWN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Colored Spawn Zones . . . . . . . . . . . . . . . . . . . . . . . . . . . .
SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Extra Activations Cards . . . . . . . . . . . . . . . . . . . . . . . . .
GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . . . Double Spawn Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Running Out Of Miniatures . . . . . . . . . . . . . . . . . . . . . . .
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . .
NECROMANCERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . 5
LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 walkers
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
READING AN EQUIPMENT CARD . . . . . . . . . . . . . . . . . 5 RANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons And Combat Spells . . . . . . . . . . . . . . . . . . . . . 5 Targeting Priority Order . . . . . . . . . . . . . . . . . . . . . . . . .
Door-Breaching, Zombie-Killing, Reloadable Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
And Noisy Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MAGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Combat Characteristics . . . . . . . . . . . . . . . . . . . . . . . . . . FRIENDLY FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Fatties 14 Runners
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
EXPERIENCE, DANGER LEVEL, AND SKILLS . . . . . . . . . . 6 SURVIVOR MINIATURES
VAULTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . AND ID CARDS
VAULT ZONES AND DOORS . . . . . . . . . . . . . . . . . . . . . . .
Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . VAULT ARTIFACTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Backpack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
PLAYING WITH 7+ SURVIVORS
THE ZOMBIES
Walker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Fatty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . QUESTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Abomination 1 Necromancer
Runner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
QUEST 0 DANSE MACABRE . . . . . . . . . . . . . . . . . . . . . . . Nelly Ann Silas
Abomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Easy / 4+ Survivors / 60 minutes 6 SURVIVOR DASHBOARDS
Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
QUEST 1 BIG GAME HUNTING . . . . . . . . . . . . . . . . . . . .
PLAYERS’ PHASE . . . . . . . . . . . . . . . . . . . . . . . Easy / 6+ Survivors / 60 minutes
MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Quest 2 The Black Book . . . . . . . . . . . . . . . . . . .
Easy / 6+ Survivors / 60 minutes
SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . QUEST 3 THE SHEPERDS . . . . . . . . . . . . . . . . . . . . . . . . .
Spawning In Buildings
Medium / 6+ Survivors / 90 minutes Clovis Baldric Samson
REORGANIZE/TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . QUEST 4 FAMINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Medium / 6 Survivors / R andom
Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Melee Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . QUEST 5 THE COMMANDRY . . . . . . . . . . . . . . . . . . . . . . 6 DICE
R anged Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Medium / 6+ Survivors / 120 minutes
M agic Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . QUEST 6 IN CALIGINE ABDITUS . . . . . . . . . . . . . . . . . . .
ENCHANTMENT ACTION . . . . . . . . . . . . . . . . . . . . . . . . . Medium / 6+ Survivors / 120 minutes 6 SURVIVOR
TAKE OR ACTIVATE AN OBJECTIVE . . . . . . . . . . . . . . . . . QUEST 7 DEAD TRAIL . . . . . . . . . . . . . . . . . . . . . . . . . . . . COLOR BASES
Medium / 6+ Survivors / 150 minutes
MAKE SOME NOISE! . . . . . . . . . . . . . . . . . . . . . . . . . . . .
DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . QUEST 8 THE DEVIL’S CHURCH . . . . . . . . . . . . . . . . . . . .
Hard / 6+ Survivors / 120 minutes 48 TRACKERS
QUEST 9 THE HELLHOLE . . . . . . . . . . . . . . . . . . . . . . . . . .
Hard / 6+ Survivors / 150 minutes
QUEST 10 TRIAL BY FIRE . . . . . . . . . . . . . . . . . . . . . . . . .
Hard / 6+ Survivors / 180 minutes

2 3
BLACK PLAGUE - RULES RULES - ZOMBICIDE
60 TOKENS 125 MINI-CARDS
Doors 71 Equipment cards GET WHAT ABOUT
THE MODERN-ERA ZOMBICIDE?
Blue . . . . . . . . . . . . . . . . . . . . . . . x1
Green . . . . . . . . . . . . . . . . . . . . . . x1 Aaahh!! . . . . . . . . . . . . . . . . . . . . x4
MEDIEVAL!
Neutral . . . . . . . . . . . . . . . . . . . x12 Apples . . . . . . . . . . . . . . . . . . . . x2
Axe . . . . . . . . . . . . . . . . . . . . . . . x2
Chainmail Armor . . . . . . . . . . . x2
Dragon Bile . . . . . . . . . . . . . . . x4 Crossbow . . . . . . . . . . . . . . . . . . x2
Dagger . . . . . . . . . . . . . . . . . . . . . x4
Death Strike . . . . . . . . . . . . . . . x2
Exit point . . . . . . . . . . . . . . . . . x1
Dragon Bile . . . . . . . . . . . . . . . . . x4
Fireball . . . . . . . . . . . . . . . . . . . . x2
First player . . . . . . . . . . . . . . . x1 Great Sword . . . . . . . . . . . . . . . x2
Hammer . . . . . . . . . . . . . . . . . . . . x1
Hammer (starting weapon) . . . . . x1
Noise . . . . . . . . . . . . . . . . . . . x18

Free Action . . . . . . . . . . . . . . . x1
Hand Crossbow . . . . . . . . . . . . x2
Healing . . . . . . . . . . . . . . . . . . . . x1
Inferno . . . . . . . . . . . . . . . . . . . . . x1
Invisibility . . . . . . . . . . . . . . . . . . x1
D eath, injustice, plague, and war are common
things these days, but nothing prepared us
for… Zombies!
Zombicide: Black Plague uses some core mechanics
born from its older, modern-era Zombicide brother.
You could even mix some material among them to
create your own setting (boomstick, anyone?). There
are many rules twists, however, giving Zombicide:
Leather Armor . . . . . . . . . . . . . x2 Black Plague a unique flavor!
Rotten . . . . . . . . . . . . . . . . . . . . x1 Lightning Bolt . . . . . . . . . . . . . x2 They emerged from the deep forests, through the
Long Bow . . . . . . . . . . . . . . . . . . x2 mists, themselves pawns for the necromancers who Zombicide: Black Plague is a cooperative game where one to six
Objectives
Mana Blast . . . . . . . . . . . . . . . . . x1 pointed their fingers at villages and farmholds, players face hordes of Zombies controlled by the game itself.
Mana Blast (starting weapon) . . x1 designating their prey. The zombies swarmed Each player controls one to six Survivors in a fantasy world
Red/Blue . . . . . . . . . . . . . . . . . . . x1
Orcish Crossbow . . . . . . . . . . . . . x1 invaded by Zombies. The goal is simply to complete the Quest
Red/Green . . . . . . . . . . . . . . . . . . x1
Plate Armor . . . . . . . . . . . . . . . . . x1
all around us, biting, ripping, tearing the people objectives, survive, and kill as many Zombies as possible!
Red/Red . . . . . . . . . . . . . . . . . . . . x8 to pieces. And then we could do little but watch, Zombies are slow and predictable, but there are a lot of them.
Plenty Of Arrows . . . . . . . . . . . x3
Watch out for their Abomination and Necromancer bosses, too!
Plenty Of Bolts . . . . . . . . . . . . . x3 horrified, as our dead friends rose as yet more Survivors use whatever they can get their hands on to kill
Zombie Spawn Repeating Crossbow . . . . . . . . x2 zombies. Zombies. The better the weapon, the highest the body count,
Red/Blue . . . . . . . . . . . . . . . . . . . x1 Repulse . . . . . . . . . . . . . . . . . . . . x1 and the more Zombies appear, attracted by the onslaught!
Red/Green . . . . . . . . . . . . . . . . . . x1 Salted Meat . . . . . . . . . . . . . . . . x2 The invasion could have worked, spreading chaos and Survivors can trade equipment, and players can share tactics.
Only through cooperation can you achieve the Quest objectives
Red/Necromancer . . . . . . . . . . x3 Shield . . . . . . . . . . . . . . . . . . . . . x2 death, until they had enough to menace the great and survive. Battling Zombies is fun, but you will also need
Red/Red . . . . . . . . . . . . . . . . . . . . x4 Short Bow . . . . . . . . . . . . . . . . . . x1
cities. With enough zombies, even mighty walls to rescue other Survivors, find food and weapons, uncover the
Short Bow (starting weapon) . . . x1
Short Sword . . . . . . . . . . . . . . . . x1
could be torn down. But the necromancers didn’t Necromancers’ secrets, and much more.
After experiencing Zombicide: Black Plague, your gaming
Vault doors Short Sword (starting weapon) . . x3 take us into account. The rabble. The peasantry. group will be the ultimate monster hunters!
Violet . . . . . . . . . . . . . . . . . . . . . x2 Speed . . . . . . . . . . . . . . . . . . . . . . x1
Yellow . . . . . . . . . . . . . . . . . . . . x2 Sword . . . . . . . . . . . . . . . . . . . . . x2 The necromancers fell victim to the same hubris
Torch . . . . . . . . . . . . . . . . . . . . . . x4 that our ‘mighty lords’ often do. They forget that
Vault Zone Water . . . . . . . . . . . . . . . . . . . . . x2 we’re tough. We’re hardy. And we know how to
Violet . . . . . . . . . . . . . . . . . . . . . . x1
54 Zombie cards (#01 to #54) fight. The necromancers thought us a ready supply
Yellow . . . . . . . . . . . . . . . . . . . . . x1 of fresh corpses.
They were wrong.
Now is the time to take arms, to make out stand
for our lives and freedom! Now is the time for
Zombicide!
4 5
BLACK PLAGUE - RULES RULES - ZOMBICIDE
4. Each player gathers 1 to 6 Survivors for him to play. Play-
ers sit around the table in any order they choose. As they 8. Shuffle the Zombie cards into one deck and the Equip-
ment cards into another. Place both decks face down 9. Place the miniatures representing the chosen Survivors
on the starting Zone(s) indicated by the Quest.

SETUP cooperate against the game, all players form a single team. close to the board.

10. Each player places his Survivors’ Dashboard(s) in

1. Choose a Quest. 5. Players take one 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 Tracker on
front of him. He makes sure the sliding arrow is
on the “0” space in the blue area of the Danger Bar. He then
places a tracker in the “0” slot of the Wound Bar and another
3 Trackers
identify it. They also take the 5 plastic trackers in the same the “0” of the in reserve tracker in the slot for the first (blue) Skill. Place 3 more track-

2. Place the tiles. color. Wound Bar ers in the reserve slots on the top of the dashboard.

3. Place the doors, Objectives, and all tokens as indicated


by the Quest.
6. Put aside all Equipment cards with the “Starting
Equipment” keyword: a Hammer, a Mana Blast, a Short
Bow and three Short Swords.

A Zombicide: Black Plague game always features 6


Survivors, distributed in any way you see fit among Clovis has
players. We recommend new players to join the a Starting
game with a single Survivor, to get a quick grasp Equipment card.
on the game mechanics. A veteran player can eas-
ily control a whole team of 6 Survivors and clean
Zombie pests on his own!

Tracker on the “0” Tracker on


of the Danger Bar the Blue Skill

These are your team’s Starting Equipment cards 11. Decide who will be the first player, and give him the
first player token.

Also set aside the Equipment cards with the “Vault” keyword:
Inferno and Orcish Crossbow.

The potent Vault cards are usually hidden


on the board as treasures.

7. Deal the starting Equipment as you see fit amongst


Survivors. Zombicide: Black Plague is a cooperative game,
so decide as a team. Each Survivor starts the game with at
least one card. If a Survivor’s starting Skill lists any starting
weapons, he receives those cards now, independent of the
starting Equipment you’ve just distributed.

6 7
BLACK PLAGUE - RULES RULES - ZOMBICIDE
END PHASE
GAME THE
OVERVIEW All Noise tokens are removed from the board, and the first
player hands the first player token to the player to his left.
Another Game Round then begins.
BASICS
Zombicide: Black Plague is played over a series of Game Rounds,
which go as follows: USEFUL DEFINITIONS
WINNING AND LOSING
Actor: A Survivor or Zombie.
PLAYERS’ PHASE The game is lost when all Survivors have been eliminated. Zone: Inside a building, a Zone is a room. On a street, a Zone
Some Quests can be lost when certain conditions are met is the area between two linear markings (or a linear marking
The player with the first player token takes his Turn, activat- (losing a single Survivor or letting too many Necromancers and a tile’s edge) and the walls of buildings along the street.
ing his Survivors one at a time, in the order of his choice. escape, for example).
Each Survivor can initially perform three Actions per Turn, The game is won immediately when all of the Quest objec-
though Skills may allow him to perform extra Actions as tives have been accomplished. Zombicide: Black Plague is a
the game progresses. The Survivor uses his Actions to kill cooperative game, so all players win if the Quest objectives
This is a street
Zombies, move around the map, and performs other tasks to are fulfilled.
Zone, delimited by
accomplish the various Quest objectives. Some Actions make
linear markings
noise, and noise attracts Zombies!
and walls.
Once a player has activated all his Survivors, the player to
his left takes his Turn, activating his Survivors in the same
manner.
When all the players have completed their Turns, the Players’
Phase ends.
These are four street
The Players’ Phase is explained in depth in page 19.
Zones: Zones are
also delimited by
the tiles’ edges.
ZOMBIES’ PHASE
All of the Zombies on the board activate and spend one These two
Action either attacking a Survivor next to them or, if they building Zones
have nobody to attack, moving toward the Survivors or noisy are separated
Zones. Some Zombies, called Runners, get two Actions, so by a wall.
they can attack twice, attack and move, move and attack, or
move twice.
Once all Zombies have performed their Actions, new Zom-
bies appear in all of the active Spawn Zones on the board.
The Zombies’ Phase is explained in depth in page 23. This is a building
Zone, delimited
by walls.

This building has


four building Zones, These two street Zones
separated by walls are separated by a
linear marking.

8 9
BLACK PLAGUE - RULES RULES - ZOMBICIDE
LINE OF SIGHT Inside a building, an Actor sees into all Zones that share an MOVEMENT
opening with the Zone the Actor currently occupies. If there
How do I know if a Zombie sees me or if I see it? is an opening, the walls do not block Line of Sight between Actors can move from one Zone to the next as long as the first
On the streets, Actors see in straight lines that run paral- two Zones. An Actor’s Line of Sight, however, is limited to the Zone shares at least one edge with the destination Zone. Cor-
lel to the edges of the board. Actors cannot see diagonally. distance of one Zone. ners do not count. This means Actors cannot make diagonal
Their Line of Sight covers as many Zones as the line can pass movements.
through before reaching a wall or the edge of the board. On streets, the movement from one Zone to another has
no restrictions. However, Actors must go through a door (or
opening) to move from a building to the street and vice-versa.
Ann can see the first Inside a building, Actors may move from one Zone to another
Ann cannot see Ann’s Line of Sight
Zone of this building as long as these Zones are linked by an opening. The position
this Zone since is limited to one Zone
through the open door. of a miniature in the Zone and the layout of the walls do not
the door is closed. through the building.
matter as long as the Zones share an opening.

Baldric sees all the


Samson
way through the street,
can’t move
up to the first Zone
diagonally.
inside the building.

Ann cannot see Silas cannot


this Zone since she see this Zone
can only see in a since there
straight line. is a wall.

To go to the
central Zone,
he must first
Move here… …then here.
Ann can see
every street Zone
in a straight line,
up to the wall.

Clovis can go to Clovis can go to


the street through this Zone through
the open door the opening.

To move here,
Clovis has
Nelly’s Line of to open the
Sight is limited door first.
to one Zone
trough the tower.

NOTE: If the Survivor is looking out into the street, or from


the street into a building, the Line of Sight can go through any
number of street Zones in a straight line, but only one Zone into
the building.

10 11
BLACK PLAGUE - RULES RULES - ZOMBICIDE
READING AN EQUIPMENT CARD • Ranged weapons have a maximum Range value of “1” (or Some Equipment cards can belong to several types at once.
more). They are used with Ranged Actions (P. 32). Attacking
at Range 0 with a Ranged weapon is still a Ranged Action.
Weapons And Combat Spells

W e went to the king’s country estate.


It was nearby, and though we weren’t
allowed on his lands, we figured the situation
warranted some leeway from His Majesty. We
found the castle shattered. Wrecked. The few
survivors had holed up in the cellars. Imagine their
surprise when they opened the doors to human voices,
and found a peasant army armed with pitchforks
and torches. The king’s forces had proved no match
for the ravening horde. But now, at least, we had The Orcish Crossbow is both
a Melee and a Ranged weapon.
a few wizards and men-at-arms on our side. And
weapons. Lots of weapons. There were plenty left Door-Breaching, Zombie-Killing,
over after the slaughter. Zombies don’t use swords. You’ll soon drop your starting Short Bow
And Noisy Equipment
in favor of more potent Ranged weapons.
Zombicide: Black Plague features many Equipment cards. The
ones your Survivors use to blast Zombies fall in three catego- Equipment that allows you to
ries: Melee weapons, Ranged weapons or Combat spells. • Combat spells have a distinctive scroll appearance and a open doors but require a die roll
maximum Range value of “1” (or more). They are used with to do it has this symbol.
• Melee weapons display a “0” Range value and thus can only Magic Actions (P. 34). Attacking at Range 0 with a Combat
be used in the same Zone as the Survivor. They are used with spell is still a Magic Action.
Melee Actions (see P. 32). Equipment that allows you
to open doors without any
dice roll has this symbol.

0 1 4+ 1

Equipment that allows you to kill Zombies has Combat char-


acteristics displayed at the bottom.

Each of these symbols is accompanied by a second symbol


related to noise. It defines if the Action is noisy or not. Noise
attracts Zombies!

This Action is noisy and produces a Noise token (see


Noise, page 15).

Axe or Sword? There are many ways This Action isn’t noisy and does not produce a
to hack and slice Zombies! Fireball and Mana Blast Noise token.
are Combat Spells.

12 13
BLACK PLAGUE - RULES RULES - ZOMBICIDE
Combat Characteristics HAND: Put this
Equipment in Hand
Melee weapons, Ranged weapons and Combat spells display in order to use it.
Combat characteristics used to maim, shoot or disintegrate DUAL: If you have Dual SPELL: Spell cards
Zombies in many ways. weapons with the same feature a scroll
name in each hand, you illustration.
These gems indicate at what Danger Level a Survivor
may use them both in
needs to be to be able to use this card. All cards in this
DUAL: If you have Dual weapons with a single Action (dual
HAND: Put this box display all four gems, so Survivors can use them
the same name in each hand, you may Ranged weapons and
Equipment in at any level. Expansions will contain cards with some
use them both in a single Action (dual Combat spells must be DAMAGE: Damage
Hand in order of these gems removed, indicating the card can’t be
Ranged weapons and Combat spells aimed at the same Zone). inflicted for each
to use it. used while the Survivor is at those Danger Levels.
must be aimed at the same Zone). success. A “2” value
(or more) is required
to eliminate Fatties.

NOISY: Produces a
OPEN DOORS: Noise token when used
Opens doors without in magic Combat. Dual
any dice roll. weapons (or spells)
SILENT: Doesn’t produce ACCURACY: Each roll
produce a single Noise
a Noise token when that equals or exceeds this
token per Action.
used in Melee Combat. value is a success. Inferior
results are failures.

NOISY: Produce
a Noise token when RANGE: Min and
RANGE: DICE: Roll as many dice
used to open doors. max number of Zones
Min and max number as this value when a
the spell can reach.
of Zones the weapon HAND: Put this Magic Action is spent
can reach. “0” indicates Equipment in Hand to use this spell.
the Axe is Melee only. DAMAGE: Damage in order to use it.
inflicted for each
success. A “2” value NOISE
(or more) is required
to eliminate Fatties. • Place this token in the Zone where the Survivor resolved the
DICE: Roll as many ACCURACY: Each
Action. It stays in the Zone where it was produced, even if the
dice as this value roll that equals
Survivor moves.
when a Melee or exceeds this
• A single Action can only produce a single Noise token no
Action is spent to value is a success. SILENT: Doesn’t matter how many dice are rolled, how many hits are obtained,
use this weapon. Inferior results produce a Noise or if Dual weapons are used.
are failures. token when used in • Noise tokens are removed from the board in the End Phase

T
Ranged Combat. (see page 8).
he shufflers hunt by sight and sound. If they
NOTE: Each Survivor miniature also counts as a Noise token.
RANGE: Min and max number
see you, you’ll hear ‘em gasping and moaning Zombies have an accurate hearing, and Survivors can’t stay quiet
of Zones the weapon can for your flesh. But when it’s quiet, they’re quiet. Any anyway!
reach. A max Range of “1”
or more indicates the Short
noise, anything at all, and they’ll come poking around.
EXAMPLE: Clovis spends an Action to open a door with an Axe.
Bow is a Ranged weapon. You wouldn’t believe how quiet a dead man can be. … It’s a noisy way to open a door. This produces a Noise token. He
Well, ‘course you would, but a walking dead man can then attacks a Zombie in his Zone, knocking it down after two
Melee Actions. The Axe is a silent killing weapon, so these Melee
DICE: Roll as many
be just as quiet as a resting corpse. No battle cries. No Actions produce no noise. Two “noises” remain in this Zone, how-
DAMAGE: shouts. Some folks take to gagging themselves voluntarily,
dice as this value ever: the Noise token produced by opening the door and Clovis’
Damage inflicted
when a Range just so they can’t cry out in surprise (or horror). miniature itself.
ACCURACY: for each success.
Action is spent to In another Zone, Baldric executes two Magic Actions with his
Each roll that A “2” value (or
use this weapon. Fireball. Although he rolled three dice for each Magic Action, he
equals or exceeds more) is required
Casting a spell or smashing through a door makes noise, and gets only two Noise tokens in his Zone, one for each Magic Ac-
this value to eliminate
noise attracts Zombies. Each Action that opens a door with a tion. The Noise tokens remain on the Zone where Baldric produced
is a success. Fatties.
noisy Equipment or attacks with a noisy Equipment produces them; they don’t follow him when he moves.
Inferior results
a Noise token.

14 are failures.
15
BLACK PLAGUE - RULES RULES - ZOMBICIDE
EXPERIENCE, DANGER LEVEL, AND SKILLS INVENTORY
For each Zombie killed, a Survivor gains one experience • When a Survivor reaches 7 experience points, his Danger Each Survivor can carry up to eight Equipment cards, divided • Alternatively, it can hold the specific Equipment card that
point and moves up a notch on his Danger Bar. Some Quest Level moves to Yellow. He gains a fourth Action. into three types of Equipment slots on his Dashboard: Two is listed on it. It is then considered to be equipped in Hand,
objectives provide more experience, as does eliminating • When a Survivor gets 19 experience points, his Danger Level Hands, a Body and five Backpack slots. You may discard cards representing a special Equipment that Survivor can draw and
Abominations. moves to Orange. He gains one of the two Skills indicated on from your inventory to make room for new cards at any time, use in the blink of an eye.
There are four Danger Levels on the Danger Bar: Blue, Yellow, his ID Card, your choice. for free (even during another player’s Turn). • An Equipment card bearing the Body symbol can only be
Orange, and Red. These represent everything from a light • At 43 experience points, his Danger Level moves to Red. used when put over the Body.
drizzle of Zombies to a flash flood. Choose one of the three Skills indicated on his ID Card. Hands
Backpack
At each Danger Level, the Survivor gains one new Skill to This experience has a side effect, however. When you draw
help him on his Quest (see Skills, page 37). Skills add to each a Zombie card to spawn Zombies, read the line that corre- • Up to five Equipment cards of any type can fit in the Back-
The Hand symbol marks the Equipment
other across Danger Levels: at Red Level, your Survivor will sponds to the Survivor still in play with the highest Danger pack slots.
cards that can only be used in Hands.
have four Skills. As new skills are unlocked, place new mark- Level (see Zombie Spawn, page 25). The stronger your Survi- • Equipment cards bearing the Body or Hand symbol can be
ers on the Survivor Dashboard to indicate it. vor is, the more Zombies appear. • Both Hand slots are reserved exclusively for Equipment stored in the Backpack, but while there they are not in use.
cards bearing the Hand symbol. Any text on them will not be in effect until they are moved
• An Equipment card bearing the Hand symbol can only be to their appropriate inventory slots.
used when equipped in Hand. • An Equipment card bearing the Backpack symbol can only
be stored in the Backpack, and while there is always consid-
Body ered to be in use.

The Body symbol marks the Equipment cards


The Backpack symbol marks the Equipment
that can only be used on the Body.
cards that can only be stored in the Backpack
• The Body space is reserved for Equipment cards bearing the
Body symbol.

The Body slot is reserved to The Backpack slots


either an Equipment card are meant to hold
bearing the Body symbol, like an any weapon or spell
armor, or the listed Equipment card you are not
card (For Nelly, a Dagger). currently using, as
well as support-
oriented cards like
Plenty Of Arrows.

0 to 6 experience points: 7 to 18 experience points: 19 to 42 experience points: 43 experience points:


Blue Level, possess a Yellow Level, gain Orange Level, choose Red Level, choose a Skill
starting Skill. a fourth Action. a Skill from between two. from among three.

Both Hands are primarily for combat.


They can only hold cards bearing the
Hand symbol, like weapons and spells.

16 17
BLACK PLAGUE - RULES RULES - ZOMBICIDE
THE ZOMBIES Abomination OPEN A DOOR
Haven’t seen an Abomination yet?
PLAYERS’ … and that was the day Clovis invented what he
Zombicide: Black Plague features five types of Zombies. A good
Survivor quickly learns their strengths and weaknesses!
Most Zombies have a single Action to spend each time they
Count yourself lucky, neighbor. PHASE calls “knock-knock” jokes.
activate (Runners have two). A Zombie is eliminated as soon You’ll recognize one as soon as you see Starting with whoever holds the first player token, each – Ann
as it is successfully hit with an attack that has the minimum it. Weapons don’t work. Armor don’t player activates his Survivors one after another, in the order
required Damage value. Its assailant then immediately earns of his choice. Each Survivor can execute three Actions at the Melee weapons with the “Open a door” symbol can be used to
the listed experience points. work. Running… well, it might work if you’re really Blue Danger Level (not counting any free Action his Blue open a door next to the Survivor. Spend an Action and roll as
fast. But these are relentless. Fire is what you need. Level Skill may give him). many dice as the weapon’s Dice value: the door is opened if
Walker The possible Actions are: any die result equals or exceeds the Accuracy number of the
A good hot fire. It’s the only thing that works. weapon. Place a Noise token in the Zone.
Once peasants, craftsmen, merchants, or Min. Damage to destroy: Damage 3
townsfolk, these poor unfortunates were Experience provided: 5 points MOVE
Special rules:
taken unawares. These were everyday people, with • Wounds inflicted by Abominations can’t be prevented by Outnumbered seven to one, you say? Now, that’s
their own hopes and dreams, now just zombies all Armor rolls (see page 23).
a game!
• A Damage 3 weapon is required to kill an Abomination. Open a door
with a singular purpose. We call them Walkers, There is no such weapon in Zombicide: Black Plague’s core box. – Samson symbol with
the dumbest and most numerous of the lot. But To slay the monster, your team needs to throw Dragon Bile in die icon
its Zone and ignite it with a Torch, creating a Dragon Fire (see The Survivor moves from one Zone to the next but cannot
never underestimate them. In numbers, they’re page 34). Samson can also achieve this at Red Level, using a move through external building walls or closed doors. If
very dangerous, and they certainly have numbers. Damage 2 Melee weapon in conjunction with his +1 Damage: there are Zombies in the Zone the Survivor is attempting to The door is open
Melee Skill (see page 37). leave, he must spend one extra Action per Zombie to leave if any die results
Min. Damage to destroy: Damage 1 the Zone. Entering a Zone containing Zombies ends the Sur- equals or exceeds the
Experience provided: 1 point Necromancer vivor’s Move Action, even if he has a Skill that allows him to Accuracy value of
move through multiple Zones per Move Action (or the Slip- your Melee weapon!
Fatty Everyone’s heard the children’s pery Skill, see page 41).

Fatties are what we call the… well, fat ones. stories, of the necromancers that EXAMPLE: Silas is in a Zone with two Walkers. To leave this Roll as many dice as the Dice

But there’s more to that blubber than just live in the woods, that’ll steal little Zone, he spends one Move Action, then two more Actions (one per value of your Melee weapon.

a dead rich merchant or noble. They ignore pain, just children that wander too far. The Walker), for a total of three Actions. If there had been three Zom-
bies in the Zone, Silas would have needed four Actions to move. NOTE: Opening a door is not a Melee Action. It doesn’t benefit
like most dead men. You need a strong arm to finish stories worked, and kept most kids close to home. from Dual wielding, Melee bonuses like Skills or Daggers’ extra

these. Or a powerful weapon. Or a wizard. Fire No one thought they were real, not in this day and bonus die. Only the raw Dice value of the weapon is used.

age. We don’t know where they came from, or what SEARCH


works, of course. Use it well to send them to their Some weapons have the “Open a door” symbol without a dice

eternal rest. they want, except maybe to just destroy every living Hey, look what I found! A dead magician. I symbol on it. They can be used to open doors without the

Min. Damage to destroy: Damage 2


thing except themselves. They’re immune to the wonder if there is something useful in his spellbook… need to roll any dice. Just spend an Action to open the door. A
Noise token is placed if the weapon is noisy (see Reading An
Experience provided: 1 point plague somehow, but that figures since they control – Nelly Equipment Card, page 12).
the hordes. Kill them on sight, and burn the corpses.
Runner You can only Search building Zones and only if there are no
It’s the only way to be sure. Zombies in the Zone. The player draws a card from the Equip-
Runners are fast. Faster than anything on Min. Damage to destroy: Damage 1 ment deck. He may then place it in the Survivor’s inventory
Experience provided: 1 point or immediately discard it. A Survivor can only perform a
two legs should be. I’ve seen ‘em outrun a Special rules: Necromancers’ special rules are explained in single Search Action per Turn (even if it’s an extra, free
galloping horse, though only barely. But still, the depth on Page 28. Action). After searching, the Survivor may freely reorganize
poor cavalryman didn’t stand a chance. his inventory.
Open a door
Remember, you may discard cards from your inventory to
Min. Damage to destroy: Damage 1 make room for new cards at any time, for free. symbol without
Experience provided: 1 point When the Equipment deck runs out, reshuffle all the dis- die icon
Special rule: Each Runner has two Actions per Activation carded Equipment cards (with the exception of Vault cards
(see Runners, page 25). like Inferno and Orcish Crossbow, but including starting
Equipment cards) to make a new deck.
This token marks a Necromancer’s entry Zone.

18 19
It is called a Necromancer Spawn token.

BLACK PLAGUE - RULES RULES - ZOMBICIDE


Many Quests feature colored doors. Usually, these cannot be • Some game effects allow an open door to be locked up. If
opened until some conditions are met, like finding an Ob- it is opened again afterward, it won’t trigger a new Zombie COMBAT ACTIONS R anged Action
jective of the matching color. Read the Quest description to Spawn.
know more. • When the Zombie deck runs out, reshuffle all the discarded Combat Actions use all types of combat-oriented Equipment Where did you learn to use a
cards to make a new deck. cards: Melee, Ranged or Magic.
Spawning In Buildings Buildings that are open at the start of the game are never
crossbow?
spawned in. Melee Action - Back in the day, I used to
When you’re strong enough, go hunting with my father.
REORGANIZE/TRADE decapitating becomes an option. - Isn’t poaching forbidden on
Give me that spell, you don’t even know how to read! – Clovis the lord’s hunting grounds?
- I think I just shot the
- Then give me that crossbow before you hurt The Survivor uses a Melee weapon
sheriff.
Opening a closed building for the first time reveals all the he is holding in Hand to attack
Zombies inside all rooms of the building (a single building
someone. Zombies in his Zone (see Combat, – Ann and Nelly
extends to all rooms connected by openings, sometimes – Baldric and Silas page 31).
straddling several tiles). Indicate each Zone of the building, The Survivor uses a Ranged weapon he is holding in Hand to
one after the other in any order you choose, and draw a Zom- At the cost of one Action, a Survivor can reorganize the cards fire at a single Zone within the Range shown on the weapon’s
bie card for each Zone. Place the corresponding number and in his Inventory in any way he wishes. The Survivor can si- card (see Combat, page 31). In Zombicide: Black Plague, people
type of Zombies on the indicated Zone (see Zombies’ Phase multaneously exchange any number of cards with one (and shoot at Zones, not Actors. This is especially important for
– Spawn, page 25). only one) other Survivor currently in the same Zone. This Targeting Priority Order (see page 33).
• If you draw an Extra Activation, immediately perform the other Survivor reorganizes his own inventory for free. Remember, using a Ranged weapon at Range 0 is still a
action indicated on the card. A Trade Action doesn’t have to be fair; you can trade every- Ranged Action.
• If you draw a Double Spawn card (see page 26), don’t spawn thing for nothing, if both parties agree!
Zombies in this Zone, and spawn two cards’ worth of Zom- M agic Action
bies on the next (one card after the other).
For years, we convinced people
No closed door here, this Don’t spawn Zombies that magic was reserved to an
Zombies will spawn building was revealed here. The closed elite few. Sure, some rituals
in this building from the start. Don’t door keeps the
as soon as the spawn Zombies here. room unrevealed. require some skill, but we created
door is opened. fireballs to be cast by our dumbest
students in case of emergency.
These days, these spells are the
only ones that matter.
– Baldric
The Survivor uses a Combat spell (a spell with combat
characteristics) he is holding in Hand to attack Zom-
bies. This attack follows the same rules as Ranged
Nelly opens the door,
Actions.
revealing the building
for the first time.

Zombie Zombie Zombie Zombie


spawn! spawn! spawn! spawn!

20 21
BLACK PLAGUE - RULES RULES - ZOMBICIDE
ENCHANTMENT ACTION Armor Rolls

Please give me a little speed magic, old man. And


The Survivor uses an Enchantment (a spell without combat
characteristics) he is holding in Hand. Resolve the game ZOMBIES’
forgive me if I giggle, it makes me feel like an Elf!
effect(s) described on the card.
• Enchantments are cast at target Actors or Zones (check the
card description) within the Survivor’s Line Of Sight.
PHASE
– Clovis, to Baldric • If the target is a Survivor, the caster may target himself.
• Most Enchantments bear the note “Once per Turn”: a given
Survivor can cast it only once during each of his Turns. If he
owns multiple copies of the same Enchantment, each copy
can be cast independently. The same Enchantment can be
cast several times in a Game Round, if Survivors exchange it
F or all their ferocity, zombies are dumb as dirt.
You pretty much know what they’re gonna
do. Unless there’s a necromancer around, of course.
and cast it as their activations go by. That’s when you’ve gotta be smarter. A determined
group, even a small one, can hold the stupid hordes at
TAKE OR ACTIVATE bay. Just keep careful, keep quiet, and strike without
AN OBJECTIVE mercy, cause you sure won’t get any from them.
How many nuns are needed to light a torch? Once the players have activated all their Survivors, the
Zombies play. Nobody takes their role; they do it themselves,
These are Enchantments. - One. We are efficient and have no humor. performing the following steps in order:

– Ann and Clovis


STEP 1 – ACTIVATION
The Survivor takes an Objective or activates an Objective in Armor: Survivors wearing an armor Equipment card on the
the same Zone. The game effects are explained in the Quest’s Body slot can execute Armor rolls to avoid Wounds. Roll as
description. Each Zombie activates and spends its Action on either an At- many dice as the number of Wounds the Survivor is about
tack or a Move, depending on its situation. Resolve all the At- to receive. Each die result that equals or exceeds the Armor
tacks first, then all the Moves. Each Zombie performs either number of the armor card negates a Wound. A lucky Survivor
an Attack OR a Move with a single Action. could even choose to endure all Wounds for his team and get
out without a scratch!
Attack
Each Zombie in the same Zone as Survivors performs an At- Shield: A Hand-held Shield allows Armor rolls if the Survi-
tack. A Zombie’s Attack is always successful, does not require vor isn’t wearing actual armor. If he is wearing armor, the
any dice rolls, and inflicts one Wound. Survivors in the Zone Shield allows re-rolling its Armor rolls once. Re-roll all the
share the Wounds in any way the players prefer, even if it dice, and the new result takes the place of the previous one.
means inflicting them all on a single Survivor. In some cases (with a 5+ Leather Armor, for example), the
Shield could offer a better Armor value than the armor itself:
the Survivor may choose to use the Shield’s Armor value in-
stead, but then he won’t be allowed a re-roll.

Wounds inflicted by Abominations and being eliminated


by a Dragon Fire can’t be prevented by Armor rolls.
MAKE SOME NOISE! After any applicable Armor roll, the Wound Bar’s tracker is
moved one point higher per Wound received. A Survivor is EXAMPLE: Baldric and Clovis are in the same Zone as three
The Survivor makes Noise in an attempt to attract Zombies. eliminated as soon as his Wound Bar reaches 3. Remove his Walkers. Both Survivors have full health and Clovis wears a
Place one Noise token in his Zone. miniature and discard his Equipment. Chainmail Armor (Armor 4+). The Walkers attack, each one in-
flicting one Wound. The players decide about the way these three
Feeding Frenzy! Zombies fight in groups. All Zombies acti- Wounds are distributed among the Survivors:
DO NOTHING vated in the same Zone as a Survivor join the Attack, even if - One of them could endure them all. Clovis is the obvious choice
there are so many that it would be overkill. as a buffer, as his Chainmail Armor can negate Wounds.
The Survivor does nothing and prematurely ends his Turn. - They can also share the Wounds in any way they please. They
His remaining Actions are lost. EXAMPLE: A group of seven Walkers is in the same Zone as two choose to give one to Baldric, and two to Clovis. Baldric has no
Survivors. Six of them would be enough to kill both Survivors, but Armor, and thus can’t negate the Wound he receives. Clovis rolls
the players decide to allocate all Wounds on the same Survivor. two dice for Armor (one for each Wound), obtaining • and •.
Your name will be remembered, pal! One success! A Wound is negated, and Clovis takes the Wound his
Armor failed to prevent.

22 23
BLACK PLAGUE - RULES RULES - ZOMBICIDE
Move Ann, Nelly and Silas may PLAYING RUNNERS STEP 2 – SPAWN
be the noisiest, but this
When facing impossible This Zombie Zombie only sees Baldric.

odds, use terrain to


your advantage. Walls
and doors are our allies.
Just avoid dead ends!
is set toward
the three
Survivors. T You’re telling me a never-ending flow of them is
he ones we call “runners” use their coming, and expect me to panic? You’re kidding,
predatory instinct and unnatural speed to that’s the happiest day of my life!
compensate for their lack of judgment. They can
tear a man to shreds in seconds, so act accordingly. – Clovis
– Silas Keep your trusty crossbow ready, and don’t let any
of them get close to you.
The Zombies that have not
attacked use their Action
to Move one Zone toward This Zombie sees
Survivors: no Survivors, so
it goes toward the
Zombie Spawn tokens mark
1: Zombies select their noisiest Zone.
the Spawn Zones’ locations.
destination Zone.
• First is the Zone with Sur-
vivors in Line Of Sight that The Quest maps show where Zombies appear at the end of each
has the most Noise tokens. Zombies’ Phase. These are the Spawn Zones.
Remember, each Survivor Indicate a Spawn Zone and draw a Zombie card. Read the line
counts as a Noise token. on the card that corresponds to the color of the Danger Level of
• If no Survivor is vis- the most experienced Survivor still in the game (Blue, Yellow,
ible, they move toward the Orange, or Red). Place the number and type of Zombies shown.
noisiest Zone.
In both cases, distance
doesn’t matter. A Zombie
always goes for the noisiest Runners have two Actions per Activation. After all Zombies Red Level:
meal he can see or hear. (including the Runners) have gone through the Activation 2 Fatties
step and resolved their first Action, the Runners go through
Orange Level:
2: Zombies move 1 Zone the Activation step again, using their second Action to At-
5 Walkers
toward their destination tack a Survivor in their Zone or Move if there is nobody to
Zone by taking the short- attack. Yellow Level:
est available path. 2 Runners
In case there are no open EXAMPLE 1: At the beginning of the Zombies’ Phase, a group
Blue Level:
paths to the noisiest Zone, of three Runners and a Fatty is one Zone away from a Survivor.
Seeing several Survivor groups, a Two equal routes to No Zombies
Zombies move toward it For their first Action, since they have nobody they can Attack in
Zombie always goes for the noisiest destination: Zombie group
as if all doors were open, their Zone, the Zombies Move into the Zone with the Survivor. The
(Baldric being closest doesn’t matter). splits in both directions!
though locked doors still Runners then perform their second Action. Since they now occupy
stop them. the same Zone as a Survivor, they Attack. Each of the Runners
inflicts one Wound, killing the Survivor.
If there is more than one route of the same length, the Zom- EXAMPLE: A group of four Walkers, one Fatty, and three Run- Repeat this for each Spawn Zone.
bies split into groups of equal numbers to follow all possible ners move toward a group of Survivors. The Zombies can take two EXAMPLE 2: A Runner is in the same Zone as a Survivor, and a Always begin with the same Spawn Zone and continue
routes. They also split up if different target Zones contain the routes of the same length, so they split into two groups. Walker is in the adjacent Zone. The Runner Attacks the Survivor clockwise.
same number of Noise tokens. If necessary, add Zombies so • Two Walkers go one way, the other two take the other route. with its first Action, inflicting a Wound, and the Walker Moves When the Zombie deck runs out, reshuffle all the discarded
that all new groups resulting from a splitting group con- • The Fatty joins one group of Walkers, and a second Fatty is into the Zone, since he sees the Survivor. Then the Runner per- Zombie cards to make a new deck.
tain the same number of each Zombie type! added to the other group. forms its second Action. It Attacks the Survivor again, inflicting
• The three Runners also split, two joining the first group, and the a second Wound. EXAMPLE: Ann has 5 experience points, placing her in the Blue
Splitting special cases: other joining the second group. Another Runner is added to the Danger Level. Clovis has 12, which puts him in the Yellow. In
• Abominations and Necromancers never split; decide which latter group so that the groups remain even. EXAMPLE 3: A Survivor stands in the same Zone as three Walk- order to determine how many Zombies spawn, read the Yellow
direction they go. Things just got a lot harder for the Survivors. ers, two Fatties, and two Runners. All the Zombies Attack and line, which correspond to Clovis, the most experienced Survivor.
• If there aren’t enough Zombie miniatures to add for an even inflict seven Wounds (three Wounds are enough to kill the Sur-
split, decide which Zombie group gets the final reinforce- IMPORTANT: Necromancers use their own Movement rules. vivor). None of the Zombies Move, as they all Attacked. Then the
ment, and which direction the uneven split groups go. It They always Move toward the nearest non-Necromancer Runners resolve their second Action. They have no one to Attack,
doesn’t generate extra Activations (see P. 28). Spawn Zone (see P. 28) so they Move one Zone toward the noisiest Zone.

24 25
BLACK PLAGUE - RULES RULES - ZOMBICIDE
Ann opened the door, Zombie
Colored Spawn Zones Double Spawn Cards spawn in the building! The First building
players chose this Zone to be Zone: A Double
the first, and draw a Double Spawn card.
Spawn card. No Zombies here…

Some Quests feature blue and/or green colored Spawn Zone


tokens. Unless otherwise stated, their Zone doesn’t spawn
Zombies until a specific event (like taking an Objective of
the matching color) happens and activates them. No Zombie in this Zone, but
double trouble on the next!
…The players choose this
• When you draw a Double Spawn card, no Zombies appear Zone to be the second.
in the designated Zone. The next Zombie Spawn is resolved Two Zombie cards
by drawing two Zombie cards instead of one for the next are drawn to fill it. Second building Zone: Two This Zone is selected as
Spawn Zone (if drawn during Spawn Step) or building Zone Zombie cards are drawn the third: Four Zombie
(if drawn when spawning in a building). These Zombie cards here. Both are Double Spawn cards are drawn here.
are drawn and resolved one after the other. • If another Double Spawn card is then drawn, apply it to the cards! No spawn occurs here. Spawn as usual.
following Spawn Zone or building Zone.
• If you draw two Double Spawn cards on the same Zone, the
Extra Activations Cards Spawn Step! The players
next Zone receives four cards’ worth of Zombies! • If the Double Spawn card is drawn for the last Spawn Zone
The Spawn

Uh-oh. They are not so predictable, after all. chose this Spawn Zone
to be the first. They draw
Step is resolved
clockwise. Going First Spawn Zone: Second Spawn Zone:
Two Zombie cards. The
or building Zone, use it for an extra double Spawn on the first
Spawn Zone or first building Zone (even if you previously
spawned Zombies in it!).
a Double Spawn card! to the next A Double Spawn card.
– Nelly No Zombies here… Spawn Zone! Let’s go clockwise. first is standard (spawn If, during this extra double Spawn, you draw a new Double
as usual), the next is Spawn card, continue on to the next Spawn Zone or building
When you reveal an Extra Activation card, no Zombies appear another Double Spawn. Zone, until you stop drawing Double Spawn cards.
in the designated Zone. Instead, all Zombies of the indicated
type immediately get an extra Activation (see Activation A Double Spawn card
step, page 23). Notice that these cards have no effect at the is drawn here, for
Blue Danger Level! the last Spawn Zone.
Back to the first!

At the Yellow,
Orange, and Red
Danger Levels,
all Walkers
immediately
activate.
…Two Zombie
cards are
At the Blue drawn for this
Danger Level, Spawn Zone.
nothing happens.

Third Spawn Zone:

26 27
Two Zombie cards.
Spawn as usual.

BLACK PLAGUE - RULES RULES - ZOMBICIDE


• A Necromancer tries to flee the board. If there are no Survi-
NECROMANCERS vors in his Zone for him to Attack during his Activation (see
The Zombie Spawn Zombie’s Phase, page 23), he Moves 1 Zone toward the near-
began here. The players A Double Spawn card est Spawn Zone (NOT his entry Zone), ignoring any Survivors
chose to resolve the is drawn for the last Being the most evil of all opponents, Necromancers do their he might see. If several escape Spawn Zones are at the same
building’s zombie building Zone. Draw best to spread havoc and seize power. They don’t have time to distance, choose one.
spawn following the two Zombie cards for battle Survivors on their own, and try to flee as soon as they
marked route, one the first building Zone! are discovered. Necromancers follow these special rules:
Zone after the other.
• A Necromancer is a Zombie for game purposes. The Necromancer
tries to escape
• A Necromancer comes with his own infected army. When through the nearest
a Necromancer appears, put an additional Zombie Spawn Spawn Zone. It
token (on its “Necromancer” side) on his entry Zone. Then, can’t be his entry
resolve immediately a regular Zombie Spawn for it. From Zone, marked with
now on, the Necromancer Spawn Zone is active: it spawns the Necromancer
Zombies in the same way a standard Spawn Zone would. Spawn Zone. The
The game is immediately lost if a Necromancer manages upper one is just
to escape once there’s a total of 6 Zombie Spawn tokens three Zones away!
on the board (including the Necromancer Zombie Spawn
token).

A Necromancer Zombie
card has been drawn!
A Necromancer Spawn
Running Out Of Miniatures token and the matching
Necromancer miniature All Zombies are
The Zombicide: Black Plague box contains enough Zombies to are put here. Draw an on their way
invade a village. However, players may still run out of minia- additional Zombie card to fight Clovis
tures of the indicated type when required to place a Zombie for the Necromancer and Silas.
on the board through spawning or populating a building. In Spawn Zone. From now
this case, the remaining Zombie miniatures are placed (if on, the Necromancer
there are any), and then all Zombies of the indicated type Spawn Zone spawns
immediately resolve an extra Activation. Zombies in the same
way a standard
Multiple Activations may occur in a row. This rule is espe- Zombie Spawn Zone.
cially important to Abominations and Necromancers, as
there is a single miniature of each in the Zombicide: Black
Plague core box. Under some circumstances, an Abomination
or Necromancer may get several extra Activations in a single
Game Round.
Several Abominations can roam the board if you own min-
STEP 2
iatures of them.
On the other hand, there can be only one Necromancer on the
board at any time (see page 30).

Always keep a wary eye on the Zombie population on the


board or risk an unexpected Zombie riot!

STEP 1

28 29
BLACK PLAGUE - RULES RULES - ZOMBICIDE
• A Necromancer escapes the board as soon as he activates • Killing a Necromancer slows the invasion. If you manage EXAMPLE 2: Samson is holding two Daggers. As they are identi-
on his escape Spawn Zone. Replace the Necromancer Spawn to kill it, choose a Spawn token (including the Necromancer cal weapons with the Dual symbol, he can strike with them both
token with a standard Zombie Spawn token. Spawn token) and remove it from the board. If the Necro-
mancer Spawn token is still on the board after this removal,
replace it with a standard one.
COMBAT at once. In theory, he would roll 2 dice (one for each Dagger).
However, each Dagger gives a bonus of +1 Die to another hand-
held Melee weapon. The bonus here is reciprocal, so each Dagger
The Necromancer activates on
his escape Spawn Zone. Remove
his miniature as he flees the
board to spread the zombie
plague in another place.
A ny fool can charge the enemy with an axe.
Killing quickly and efficiently though,
that’s the thing that takes guts and skill. And with
has a Dice value of 2, for a total of 4 dice in Dual wielding!

3– The Necromancer zombies, well, not every hit will do the trick. Hack
Spawn token is replaced a man’s arm off, and he’s down for the count. Hack
with a standard, red
The Necromancer Zombie Spawn token
a zombie’s arm off, and he can still get you with
Spawn token t’other. You gotta be swift and sure, or you’ll wind
is replaced
with a regular
up as one of them. Special
red Zombie 1– Silas uses a effect
Spawn token. bow to kill the When a Survivor executes a Melee, Ranged or
Necromancer. Magic Action to attack Zombies, roll as many
dice as the Dice number of the weapon (or Com-
Dice symbol bat spell) being used.
2– Players agree
to remove this If the active Survivor has two identical weap-
Spawn Zone, ons or Combat spells with the Dual symbol Dice value: 1
clearing the way equipped in Hands, he can use both weapons
to the Objective. at the same time at the cost of a single Action.
Dual symbol
For Ranged and Magic Actions, both weap-
ons/spells must be aimed at the same Zone.
THREE HANDS?
EXAMPLE 1: Silas has two Repeating Crossbows in his Hands. Putting the proper Equipment card in his Body space,
The Repeating Crossbow has the Dual symbol, so Silas can shoot a Survivor could effectively be considered as having
them both simultaneously. This allows him to roll 6 dice in a three cards equipped in Hand. For obvious reasons, he
single Ranged Action, as each Repeating Crossbow has a Dice can only use two of them at any given time. Choose
number of 3! any combination of two among these three before
resolving Actions or rolls involving the Survivor.

STEP 3: Good ending Each die result that equals or exceeds the
Dual
Accuracy number of the weapon scores a suc-
Symbol
• There can be only one Necromancer, and one Necromancer Accuracy cessful hit.
Spawn Zone, on the board at any time. Each subsequent draw- symbol
ing of additional Necromancer Zombie cards, no matter the
STEP 3: Evil ending
type, gives an Extra Activation to the Necromancer until he
flees or dies. Each hit inflicts the amount of Damage speci-
fied by the Damage value of the weapon to a
Damage single target.
In special circumstances, all Spawn Zone tokens symbol
may end in the same Zone. In that case, a Necro-
mancer still comes with an additional Necromancer • Walkers, Runners and Necromancers are killed with a 1
Spawn token, but flees as soon as he activates. Damage hit (or more).
• Fatties are killed with a 2 Damage hit (or more). It does not
Dice value: 3 matter how many hits you obtain with a weapon that inflicts
1 Damage. A Fatty will absorb the hits without flinching.

30 31
BLACK PLAGUE - RULES RULES - ZOMBICIDE
• Abominations are killed with a 3 Damage hit (or more). As RANGED ACTION When a Zone is chosen for a Ranged Action, ignore any Ac- Friendly Fire
no weapon naturally has Damage 3 in Zombicide: Black Plague, tors in the Zones between the shooter and the target. This
you have to destroy the monster with Dragon Fire (see page means Survivors may shoot through occupied Zones without Hey! The Elf asked you to hand him the crossbow
X) or with Samson using a Damage 2 Melee weapon in con- danger to either fellow Survivors or Zombies. A Survivor can
junction with his +1 Damage: Melee Skill. even shoot at another Zone while Zombies stand on his own!
for a reason!
– Clovis
EXAMPLE: Silas unloads his two Repeating Crossbows on three When using a Ranged weapon (even at Range 0), the shooting
Walkers guarding a Fatty and scores five hits. The first three shots Survivor does not choose the targets hit by successful rolls. A Survivor can’t hit himself with his own attacks. However,
easily blow away the Walkers. However, the Fatty takes the two Hits are assigned to Actors in the targeted Zone according to emergency situations can call for a Ranged or Magic Action
remaining hits with no consequences, as the Repeating Crossbow this targeting priority order: aimed at a Zone where a teammate is stuck. In that case,
inflicts only 1 Damage. misses on the attack roll automatically land on Survivors
Ann arrives to finish the job with her Hammer. She only hits once, 1 – Walker standing in the target Zone. Assign these Friendly Fire hits
but the Hammer inflicts 2 Damage, which is enough to crush that 2 – Fatty or Abomination (the shooter chooses) in any way you want.
Fatty down! 3 – Runner Armor rolls are allowed, successes cancelling Friendly Fire
If there had been two Runners instead of a Fatty, a single hit with 4 – Necromancer hits on a one-to-one basis. Each remaining Friendly Fire
the Hammer would not have eliminated the two Runners. Each hit inflicts on the Survivor as many Wounds as the Damage
successful hit can only take out one target, and any remaining The hits are assigned to targets of the lowest priority until value of the weapon (or Combat spell) used.
Damage is overkill and wasted. they’ve all been eliminated, then to targets of the next prior- Remember: Friendly Fire doesn’t apply to Melee Actions.
A Survivor holding a Ranged weapon (a weapon with a max ity until they’ve all been eliminated, and so on. If several tar- Killing a Survivor earns no experience.
Range of “1” or more) in Hand can shoot at a Zone he can see gets share the same Targeting Priority Order, players choose
MELEE ACTION (see Line of Sight, page 10) and that is within the weapon’s the targets hit among them. EXAMPLE 1: Baldric shoots with a Crossbow (Dice 2, Accuracy
Range. 4+, Damage 2) at a Zone containing Clovis and two Walkers.
A Survivor holding a Melee weapon (a weapon with a max
Range of “0”) in Hand can attack a Zombie in his own Zone.
Remember:
- Inside a building, the Line of Sight is limited to the Zones
TARGETING He rolls • and •: one hit and one miss! The hit kills a Walker,
and the miss means a bolt hits his fellow Survivor. Clovis takes 2
Each die roll equal or higher than the Accuracy value on the
weapon’s card is a successful hit. The player divides his hits as
that share an opening and just one Zone away.
- Missed shots can cause Friendly Fire (see Page 33), so aim PRIORITY ORDER Wounds. Ouch.

he wishes among the possible targets in the Zone. carefully! EXAMPLE 2: In an emergency, Nelly casts a dual Mana Blast
(Dice 1+1, Accuracy 4+, Damage 1) at a Zone where Ann and a

MIN DAMAGE
TO DESTROY

EXPERIENCE
TARGETING
Runner stand. She rolls • and •, two successes! One is enough

PRIORITY

ACTIONS
The Range of a weapon, indicated by the Range to kill the Runner. The other success is lost. Only missed shots are

POINTS
assigned to Survivors, so Ann is safe.

NAME
value on its card, is the number of Zones it can
Range shoot across.
symbol EXAMPLE 3: Samson shoots a Hand Crossbow (Range 0-1, Dice

The first of the two values shows the minimum Range. The 1 Walker 1 1 1
2, Accuracy 3+, Damage 1) in his own Zone, where he stands
along Silas and two Walkers. He rolls • and • , a success and
weapon may not shoot at Zones closer than the minimum. In a miss. The success kills a Walker. The botched bolt automatically
Fatty /
some cases this is 0, meaning the Survivor can shoot at targets
in the Zone he currently occupies (it is still a Ranged Action).
2 Abomination (1)
1 2/3 1/5 lands on Silas, as a Survivor can’t hit himself with his own at-
tacks. Silas takes a Wound.
The second value shows the maximum Range of the weapon.
A weapon cannot fire at Zones beyond the maximum Range. 3 Runner (2) 2 1 1 Reloadable Weapons

4 Necromancer 1 1 1 While most weapons can be used repeatedly, a few, like the
Hand Crossbow and Orcish Crossbow (when used for Ranged
(1) Abomination: Ignore Armor rolls. Actions), require spending an Action to reload them between
Missed melee strikes cannot cause Friendly Fire (see page 33). (2) Runner: 2 Actions per Activation. shots if you want to fire multiple times in the same Game
Round. You can turn the card upside down to remember
EXAMPLE: Samson attacks a Walker, a Runner, and a Fatty with EXAMPLE: Armed with two Hand Crossbows (Range 0-1, Dice 2, the weapon is empty and needs a reload to fire again. At the
his Sword. He rolls a • and •, which means two hits. He decides Accuracy 3+, Damage 1, Dual Ranged weapons), Nelly shoots at End Phase of the Game Round, all such weapons are freely
to kill the Runner and the Walker, as the Sword’s Damage value two Walkers, a Fatty and two Runners standing one Zone away. reloaded, so that they always start the Round ready to fire.
is not high enough to kill the Fatty. Though Clovis is also in the She rolls 4 dice (two for each Hand Crossbow, Dual weapons) and • If such a weapon is fired and passed to another Survivor
same Zone, he is safe from Samson’s slashes. obtains: •, • , • and •. The Hand Crossbows hit on 3, 4, 5 without reloading, it must still be reloaded before the new
or 6, which means three hits. The first two kill both Walkers, as owner can use it in the same Game Round.
EXAMPLE: The Long Bow has a Range of 1-3, which means it can they get the highest Targeting Priority Order. The last hit lands • When equipped with two identical Dual weapons that re-
shoot up to three Zones away but can’t be used in the same Zone on the Fatty, but doesn’t kill it: a Damage value of 2 is required quire reloading, a single Action reloads both.
as the Survivor. The Hand Crossbow has a Range of 0-1, which to eliminate a Fatty. • Survivors may fire a single Dual reloadable weapon at a Zone
means it can shoot targets in its owner’s current Zone or at an and then execute another Ranged Action to fire at another
adjacent Zone. Zone with the other Dual reloadable weapon.

32 33
BLACK PLAGUE - RULES RULES - ZOMBICIDE
EXAMPLE: Nelly holds two Hand Crossbows at the beginning of
her Turn. She unloads them both with her first Action, reloads
them with her second Action, then fires them off again with the
third. The Hand Crossbows are empty.
At the End Phase, both Hand Crossbows are reloaded for free.
VAULTS
VAULT ZONES AND DOORS
MAGIC ACTION
Our ancestors used to store food reserves in caches
Dragon Bile pools can be ignited with a Torch.
of some sort. We discovered they used them to hide
A Dragon Bile card can be discarded from Hand to put a powerful weapons, too. What kind of threat were
Dragon Bile pool at Range 0-1 of the Survivor. they expecting?
Later, a Torch card can be discarded from Hand to ignite a
Dragon Bile pool at Range 0-1 and create a Dragon Fire: ev-
ery Actor in the token’s Zone is killed, no matter its Damage
threshold, Armor values or remaining Wounds. A Dragon
Fire produces no Noise.
The Dragon Bile pool is then removed, and the Survivor who
threw the Torch earns all experience points.
Use Dragon Fire to set blazing Zombie traps! If all Dragon Bile
tokens are already on the board and you need to set a new
one, choose one of them and move it to the new Zone.
Step 1. Silas needs to go through the violet Vault to get
the Dragon Bile and Torch represented by the Objective. He
Moves in and opens the violet Vault door. There is no Zombie
A Survivor equipped with a Combat spell (a spell with com-
Spawn in a Vault, and Silas has no Line of Sight to it.
bat characteristics) in Hand can blast a Zone he can see (and
within the spell’s Range). Magic Actions share the same rules
as Ranged Actions.

DRAGON FIRE

Step 1: Surrounded by Zombies, Ann throws a


Dragon Bile bottle in her own Zone. A Dragon
Bile token is set. Then Ann Moves away.
Vaults, secret rooms and underground lairs are fairly com-
mon in Zombicide: Black Plague. They can be great shortcuts for
Survivors… and Zombies!
Whenever the Quest map shows one (or more) Vault doors,
set Vault Zone tokens of the matching colors near the board.
• Vault doors can be opened like standard doors (unless oth-
erwise stated in the Quest’s description).
• Open Vault doors give access to the Vault of the matching
color, as if they were connected. However, there is no Line Of
Sight between the Vault and the Zone it connects to.
• Vaults are building Zones. They can’t be Searched. Don’t
Spawn Zombies in Vaults when they are revealed. Step 2. Silas Moves into the violet Vault. He opens the
Most problems may be solved by torching them. • A Vault door can be opened from inside its Vault Zone. other violet Vault door from the inside, triggering a
Zombie Spawn in the building. Two Walkers are here!
– Ann Step 2: All Zombies moved to chase Ann. The nun now throws her NOTE: Quests featuring Vaults can have special rules detailing The Elf has no Line of Sight on the other side, and thus
Torch in the Dragon Bile: Dragon Fire! All Zombies in the token’s the way they’re played. They have priority over the rules listed here. can’t shoot to kill the Zombie standing right there.
Zone are eliminated. Burn! Ann earns 10 experience points!

34 35
BLACK PLAGUE - RULES RULES - ZOMBICIDE
PLAYING WITH +1 to dice roll: Melee – The Survivor adds 1 to the result of
each die he rolls in Melee Actions. The maximum result is

7+ SURVIVORS SKILLS always 6.

+1 to dice roll: Ranged – The Survivor adds 1 to the result of


Zombicide has an expanding gallery of Survivors to play Each Survivor in Zombicide: Black Plague has specific Skills with each die he rolls in Ranged Actions. The maximum result is
with. Sooner or later, you may be tempted to try playing with effects described in this section. In case of conflict with the general always 6.
more than 6 Survivors. To do so you’ll need the extra Survivor rules, the Skill rules have priority.
dashboards, plastic markers, color bases, and Starting Equip- The effects of the following Skills and/or bonuses are immediate +1 die: Combat – The Survivor’s weapons and Combat spells
ment cards contained in expansions that are sold separately, and may be used the Turn in which they are acquired. This means roll an extra die in Combat (Melee, Ranged or Magic). Dual
such as Wulfsburg, and the Heroes Box. that if one Action causes a Survivor to level up and gain a Skill, weapons and spells gain a die each, for a total of +2 dice per
Playing with an increased number of Survivors (or players!) is that Skill may be used immediately if the Survivor has any Actions Dual Combat Action.
quite easy. Follow these guidelines, and adjust them to fit your remaining (or the Survivor may use any extra Actions the Skill
challenge level. grants). +1 die: Magic – The Survivor’s Combat spells roll an extra die
for Magic Actions. Dual Combat spells gain a die each, for a
+1 Action – The Survivor has an extra Action he may use as total of +2 dice per Dual Magic Action.
he pleases.
+1 die: Melee – The Survivor’s Melee weapons roll an extra
+1 Damage: [Type] – The Survivor gets a +1 Damage bonus die for Melee Actions. Dual Melee weapons gain a die each,
with the specified type of Combat Action (Magic, Melee or for a total of +2 dice per Dual Melee Action.
Ranged).
+1 die: Ranged – The Survivor’s Ranged weapons roll an ex-
+1 Damage with [Equipment] – The Survivor gets a +1 Dam- tra die for Ranged Actions. Dual Ranged weapons gain a die
Step 3. The Zombies closed in. A Walker entered the Vault
age bonus with the specified Equipment. each, for a total of +2 dice per Dual Ranged Action.
through the open door. Silas killed him, then Moved into the
building, and finally killed the second Walker. The way to the
+1 to dice roll: Combat – The Survivor adds 1 to the result
Objective is clear as the Abomination is about to enter the Vault!
of each die he rolls on a Combat Action (Melee, Ranged or
Magic). The maximum result is always 6.
• For each Survivor above the sixth, add 1 additional Starting
VAULT ARTIFACTS Equipment card to the pool of cards that will be distributed among +1 to dice roll: Magic – The Survivor adds 1 to the result of
Survivors during Setup. These additional cards are freely chosen each die he rolls on a Magic Action. The maximum result is
Powerful weapons and spells are set aside during Setup (see among the available Hammer, Mana Blast, Short Bow and Short always 6.
page 6) to be found in Vaults. These are called Vault artifacts, Swords Starting Equipment cards.
and bear the keyword “Vault” on their card.
• Add 1 additional Zombie 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!

• On a 6-Survivors game, once there are 6 Zombie Spawn tokens on


the board, the game is over if a Necromancer escapes. This Spawn
token limit is increased by 1 for every 2 Survivors above the sixth
(rounded up).

A PEEK FROM THE FUTURE


ADDITIONAL SPAWN
# SURVIVORS SPAWN TOKENS TOKENS LIMIT If you played the modern era Zombicide Seasons, you
may have noticed some familiar Skills with differ-
Up to 6 0 6 ent names. It’s all about theme!
- Dreadnought: [Zombie type] became Ironclad:
7-8 1 7 [Zombie type]
- Full auto became Iron rain.
A Survivor can spend an Action to take a Vault artifact - Sniper became Marksman.
9-10 2 8
stored in a Vault. It is not a Search Action and thus can be You may also notice a slight adjustment in the Bar-
done multiple times if the Vault holds several artifacts. barian, Full auto/Iron rain and Mana rain Skills.
The Quest description may hold additional special rules for 11-12 3 9
them. Check them out!

36 37
BLACK PLAGUE - RULES RULES - ZOMBICIDE
+1 free Combat Action – The Survivor has one extra free +1 free Melee Action – The Survivor has one extra free Melee Bloodlust: Ranged – Spend one Action with the Survivor: Hit & run – The Survivor can use this Skill for free, just after
Combat Action. This Action may only be used for Melee, Action. This Action may only be used for a Melee Action. He Moves up to two Zones to a Zone containing at least he resolved a Magic, Melee or Ranged Action resulting in at
Ranged or Magic Actions. one Zombie. He then gains one free Ranged Action, to use least a Zombie kill. He can then resolve a free Move Action.
+1 free Move Action – The Survivor has one extra free Move immediately. The Survivor does not spend extra Actions to perform this
+1 free Dog Action – The Survivor has one extra free Action Action. This Action may only be used as a Move Action. free Move Action if Zombies are standing in his Zone.
to use with Dog Companions. This Action may only be used Born leader – During the Survivor’s Turn, he may give one
with Dog Companions. +1 free Ranged Action – The Survivor has one extra free free Action to another Survivor to use as he pleases. This Ac- Hoard – The Survivor can carry one extra Equipment card in
Ranged Action. This Action may only be used as a Ranged tion must be used during the recipient’s next Turn or it is lost. his Backpack.
+1 free Enchantment Action – The Survivor has one extra Action.
free Enchantment Action. This Action may only be used for Break-in – The Survivor doesn’t need any Equipment or to Hold your nose – This Skill can be used once per Turn. The
Enchantment Actions. +1 free Search Action – The Survivor has one extra free roll dice to open doors (but still spends an Action to do so). Survivor gets a free Search Action in the Zone if he has elimi-
Search Action. This Action may only be used to Search, and He doesn’t make Noise while using this Skill. However, other nated a Zombie (even in a Vault or a street Zone) the same
+1 free Magic Action – The Survivor has one extra free Magic the Survivor can still only Search once per Turn. prerequisites still apply (such as taking a designated Objective Game Round. This Action may only be used to Search, and
Action. This Action may only be used for Magic Actions. before a door can be opened). Moreover, the Survivor gains one the Survivor can still only Search once per Turn.
+1 max Range – The Survivor’s Ranged weapons and Combat extra free Action that can only be used to open doors.
spells’ maximum Range is increased by 1. Ironclad: [Zombie type] – The Survivor ignores all Wounds
Can start at [Danger Level] – The Survivor can begin the coming from Zombies of the specified type (such as “Walker”,
+1 Zone per Move – The Survivor can move through one game with experience points equal to the first point of the “Runner”, etc.).
extra Zone each time he performs a Move Action. This Skill indicated Danger Level. All players have to agree.
stacks with other effects benefiting Move Actions. Entering Iron hide – The Survivor can make Armor rolls with a 5+
a Zone containing Zombies ends the Survivor’s Move Action. Charge – The Survivor can use this Skill for free, as often as he Armor value, even when he does not wear an armor on his
pleases, during each of his Turns: He moves up to two Zones Body slot. Wearing an armor, the Survivor adds 1 to the re-
1 re-roll per Turn – Once per Turn, you can re-roll all the dice to a Zone containing at least one Zombie. Normal Movement sult of each die he rolls for Armor rolls. The maximum result
related to the resolution of an Action (or Armor roll) made by rules still apply. Entering a Zone containing Zombies ends is always 6.
the Survivor. The new result takes the place of the previous the Survivor’s Move Action.
one. This Skill stacks with the effects of Equipment that al- Iron rain – When resolving a Ranged Action, the Survivor
low re-rolls. Collector: [Zombie type] – The Survivor gains double the can forfeit the Dice number of the Ranged weapon(s) he uses,
experience each time he kills a Zombie of the specified type. to roll instead a dice amount equal to the number of Zombies
2 Zones per Move Action – When the Survivor spends one standing in the targeted Zone. Skills affecting the dice value,
Action to Move, he can move one or two Zones instead of Destiny – The Survivor can use this Skill once per Turn when like +1 die: Ranged, still apply.
one. Entering a Zone containing Zombies ends the Survivor’s he reveals an Equipment card he drew. You can ignore and
Move Action. discard that card, then draw another Equipment card. Is that all you’ve got? – You can use this Skill any time the
Survivor is about to get Wounds. Discard one Equipment
Ambidextrous – The Survivor treats all Combat spells, Melee Free reload – The Survivor reloads reloadable weapons (Hand card in your Survivor’s inventory for each Wound he’s about
and Ranged weapons as if they had the Dual symbol. Crossbows, Orcish Crossbow, etc.) for free. to receive. Negate a Wound per discarded Equipment card.

Barbarian – When resolving a Melee Action, the Survivor Frenzy: Combat – All weapons and Combat spells the Survi- Jump – The Survivor can use this Skill once during each of his
can forfeit the Dice number of the Melee weapon(s) he uses, vor carries gain +1 die per Wound the Survivor suffers. Dual Turns. The Survivor spends one Action: He moves two Zones
to roll instead a dice amount equal to the number of Zombies weapons gain a die each, for a total of +2 dice per Wound and into a Zone to which he has Line Of Sight. Movement related
standing in his Zone. Skills affecting the dice value, like +1 per Dual Combat Action (Melee, Ranged or Magic). Skills (like +1 Zone per Move Action or Slippery) are ignored,
die: Melee, still apply. but Movement penalties (like having Zombies in the starting
Frenzy: Magic – Combat spells the Survivor carries gain Zone) apply. Ignore all Actors in the intervening Zone. Any
Blitz – Each time the Survivor kills the last Zombie in a Zone, +1 die per Wound the Survivor suffers. Dual Combat spells obstacles other than Actors in the intervening Zone prevent
he gets 1 free Move Action to use immediately. gain a die each, for a total of +2 dice per Wound and per Dual the use of this Skill.
Magic Action.
Bloodlust: Combat – Spend one Action with the Survivor: Lifesaver – The Survivor can use this Skill, for free, once
He Moves up to two Zones to a Zone containing at least Frenzy: Melee – Melee weapons the Survivor carries gain during each of his Turns. Select a Zone containing at least
one Zombie. He then gains one free Combat Action (Melee, +1 die per Wound the Survivor suffers. Dual Melee weapons one Zombie at Range 1 from your Survivor. Choose Survivors
Ranged or Magic). gain a die each, for a total of +2 dice per Wound and per Dual in the selected Zone to be dragged to your Survivor’s Zone
Melee Action. without penalty. This is not a Move Action. A Survivor can
Bloodlust: Magic – Spend one Action with the Survivor: He decline the rescue and stay in the selected Zone if his control-
Moves up to two Zones to a Zone containing at least one Zom- Frenzy: Ranged – Ranged weapons the Survivor carries gain ler chooses. Both Zones need to share a clear path. A Survivor
bie. He then gains one free Magic Action, to use immediately. +1 die per Wound the Survivor suffers. Dual Ranged weapons can’t cross closed doors or walls, and can’t be extracted into
gain a die each, for a total of +2 dice per Wound and per Dual or out of a Vault.
Bloodlust: Melee – Spend one Action with the Survivor: He Ranged Action.
Moves up to two Zones to a Zone containing at least one Zom-
bie. He then gains one free Melee Action, to use immediately.

38 39
BLACK PLAGUE - RULES RULES - ZOMBICIDE
Lock it down – At the cost of one Action, the Survivor can Reaper: Melee – Use this Skill when assigning hits while Search: +1 card – Draw an extra card when Searching with Spellcaster – The Survivor has one extra free Action. This Ac-
close an open door in his Zone. Opening or destroying it resolving a Melee Action. One of these hits can freely kill an the Survivor. tion may only be used for a Magic Action or an Enchantment
again later does not trigger a new Zombie Spawn. additional identical Zombie in the same Zone. Only a single ad- Action.
ditional Zombie can be killed per Action when using this Skill. Shove – The Survivor can use this Skill, for free, once dur-
Loud – Once during each of his Turns, the Survivor can make a The Survivor gains the experience for the additional Zombie. ing each of his Turns. Select a Zone at Range 1 from your Sprint – The Survivor can use this Skill once during each
huge amount of noise! Until this Survivor’s next Turn, the Zone Survivor. All Zombies standing in your Survivor’s Zone are of his Turns. Spend one Move Action with the Survivor: He
he used this Skill in is considered to have the highest number of Reaper: Ranged – Use this Skill when assigning hits while pushed to the selected Zone. This is not a Movement. Both may move two or three Zones instead of one. Entering a Zone
Noise tokens on the entire board. If different Survivors have this resolving a Ranged Action. One of these hits can freely kill an Zones need to share a clear path. A Zombie can’t cross closed containing Zombies ends the Survivor’s Move Action.
Skill, only the last one who used it applies the effects. additional identical Zombie in the same Zone. Only a single ad- doors or walls, but can be shoved in or out of a Vault.
ditional Zombie can be killed per Action when using this Skill. Super strength – Consider the Damage value of Melee weap-
Low profile – The Survivor can’t get hit by Survivors’ Magic The Survivor gains the experience for the additional Zombie. Slippery – The Survivor does not spend extra Actions when ons used by the Survivor to be 3.
and Ranged Actions. Ignore him when casting a Combat spell he performs a Move Action out of a Zone containing Zom-
or shooting in the Zone he stands in. Game effects that kill Regeneration – At the end of each Game Round, remove all bies. Entering a Zone containing Zombies ends the Survivor’s Starts with a [Equipment] – The Survivor begins the game
everything in the targeted Zone, like Dragon Fire, still kill Wounds the Survivor received. Regeneration doesn’t work if Move Action. with the indicated Equipment; its card is automatically as-
him, though. the Survivor has been eliminated. signed to him during Setup.
Spellbook – All Combat spells and Enchantments in the Sur-
Lucky – The Survivor can re-roll once all the dice for each Roll 6: +1 die Combat – You may roll an additional die for vivor’s Inventory are considered equipped in Hand. Steady hand – The Survivor can ignore other Survivors of his
Action (or Armor roll) he takes. The new result takes the place each “6” rolled on any Combat Action (Melee, Ranged or Mag- choosing when missing with a Magic or Ranged Action. The
of the previous one. This Skill stacks with the effects of other ic). Keep on rolling additional dice as long as you keep getting Skill does not apply to game effects killing everything in the
Skills (1 re-roll per Turn, for example) and Equipment that “6”. Game effects that allow re-rolls (the 1 re-roll per Turn targeted Zone (such as a Dragon Fire, for example).
allows re-rolls. Skill or the Plenty Of Arrows Equipment card, for example)
must be used before rolling any additional dice for this Skill. Swordmaster – The Survivor treats all Melee weapons as if
Mana rain – When resolving a Magic Action, the Survivor they had the Dual symbol.
can forfeit the Dice number of the Combat spell(s) he uses, to Roll 6: +1 die Magic – You may roll an additional die for each
roll instead a dice amount equal to the number of Zombies “6” rolled on a Magic Action. Keep on rolling additional dice Tactician – The Survivor’s Turn can be resolved anytime
standing in the targeted Zone. Skills affecting the dice value, as long as you keep getting “6”. Game effects that allow re- during the Players’ Phase, before or after any other Survivor’s
like +1 die: Magic, still apply. rolls (the 1 re-roll per Turn Skill, for example) must be used Turn. If several Survivors benefit from this Skill at the same
before rolling any additional dice for this Skill. time, choose their Turn order.
Marksman – The Survivor may freely choose the targets of
all his Magic and Ranged Actions. Misses don’t hit Survivors. Roll 6: +1 die Melee – You may roll an additional die for each Taunt – The Survivor can use this Skill, for free, once during
“6” rolled on a Melee Action. Keep on rolling additional dice each of his Turns. Select a Zone your Survivor can see. All
Matching set! – When a Survivor performs a Search Action as long as you keep getting “6”. Game effects that allow re- Zombies standing in the selected Zone immediately gain an
and draws an Equipment card with the Dual symbol, he can rolls (the 1 re-roll per Turn Skill, for example) must be used extra Activation: They try to reach the taunting Survi-
immediately take a second card of the same type from the before rolling any additional dice for this Skill. vor by any means available. Taunted Zombies ignore
Equipment deck. Shuffle the deck afterward. all other Survivors. They do not attack them and cross
Roll 6: +1 die Ranged – You may roll an additional die for the Zone they stand in if needed to reach the taunting
Point-blank – The Survivor can resolve Ranged and Magic each “6” rolled on a Ranged Action. Keep on rolling additional Survivor.
Actions in his own Zone, no matter the minimum Range. dice as long as you keep getting “6”. Game effects that allow
When resolving a Magic or Ranged Action at Range 0, the re-rolls (the 1 re-roll per Turn Skill or the Plenty Of Arrows Tough – The Survivor ignores the first Wound he
Survivor freely chooses the targets and can kill any type of Equipment card, for example) must be used before rolling any receives from a single Zombie every Zombies’ Phase.
Zombies. His Combat spells and Ranged weapons still need additional dice for this Skill.
to inflict enough Damage to kill his targets. Misses don’t hit Trick shot – When the Survivor is equipped with Dual
Survivors. Rotten – At the end of his Turn, if the Survivor has not re- Combat spells or Ranged weapons, he can aim at different
solved a Combat Action (Melee, Ranged or Magic) and not Zones with each spell/weapon in the same Action.
Reaper: Combat – Use this Skill when assigning hits while produced a Noise token, place a Rotten token next to his
resolving a Combat Action (Melee, Ranged or Magic). One base. As long as he has this token, he is totally ignored by all Zombie link – The Survivor plays an extra Turn each time an
of these hits can freely kill an additional identical Zombie Zombies and is not considered a Noise token. Zombies don’t Extra Activation card is drawn from the Zombie pile. He
in the same Zone. Only a single additional Zombie can be attack him and will even walk past him. The Survivor loses plays before the extra-activated Zombies. If
killed per Action when using this Skill. The Survivor gains his Rotten token if he resolves any kind of Combat Action several Survivors benefit from this Skill at
the experience for the additional Zombie. (Melee, Ranged or Magic) or makes noise. Even with the Rot- the same time, choose their Turn order.
ten token, the Survivor still has to spend extra Actions to
Reaper: Magic – Use this Skill when assigning hits while move out of a Zone crowded with Zombies.
resolving a Magic Action. One of these hits can freely kill an
additional identical Zombie in the same Zone. Only a single ad- Scavenger – The Survivor can Search in any Zone. This in-
ditional Zombie can be killed per Action when using this Skill. cludes street Zones, Vault Zones, etc.
The Survivor gains the experience for the additional Zombie.

40 41
BLACK PLAGUE - RULES RULES - ZOMBICIDE
ROUND SUMMARY
GAME RULES OVERRIDE THIS ROUND SUMMARY RULES.

1 FIRST STEP
Choose the first player. He receives the “first player” token. When every pla yer’s finished:
3– ZOMBIES’ PHASE
a ch G a m e Ro u n d be g in s w it h:
E Step 1– Activation: Attack OR Move
All Zombies spend one Action doing one of these two things:
2– PLAYERS’ PHASE • Zombies in the same Zone as at least one Survivor attack them.
The first player activates all of his or her Survivors, one after • The Zombies which didn’t Attack, Move.
the other, in any order. When he or she’s done, the next player’s Each Zombie favors visible Survivors, then noise.
turn begins. Play clockwise. Each Survivor has three Actions to
Choose the shortest path. If several paths share the same length, split
spend, chosen from the following list. Unless stated otherwise,
the Zombies in equal groups.
each Action may be performed several times per Activation.
• Move: Move one Zone. NOTE: Runners get two Actions per Activation. Once all Zombies
have taken their first Action, Runners, go through the Activation
• Search (1x/Activation and per Survivor): Building Zone only.
step again to resolve their second Action.
Draw a card in the Equipment deck.
• Open a door: Melee weapon required. Spawn Zombies inside a Step 2– Spawn
building if it’s the first door. • Always draw Zombie cards for all Spawn Zones in the same order
• Reorganize/Trade: Equipment exchange with another Survivor (play clockwise).
standing in the same Zone is possible. You can trade everything •
Danger Level used: highest Danger Level among active
for nothing. Survivors.

• Combat Action: Magic Action: Equipped Combat spell required • No more minis of specified type? All Zombies of specified type
get an extra Activation!
Melee Action: Equipped Melee weapon required
Ranged Action: Equipped Ranged weapon required
• Enchantment Action: Equipped Enchantment required END PHASE
• Take or activate an Objective in the Survivor’s Zone. • Remove all Noise tokens from the board.

• Make Noise. Put a Noise token in the Survivor’s Zone. • The next player receives the “first player” token (play clockwise).

• Do Nothing. All remaining Actions are lost.

TARGETING PRIORITY ORDER


When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.

TARGETING MIN DAMAGE TO EXPERIENCE


PRIORITY NAME ACTIONS DESTROY POINTS

1 Walker 1 1 1

Fatty /
2 Abomination (1)
1 2/3 1/5

3 Runner (2) 2 1 1

4 Necromancer 1 1 1

(1) Abomination: Ignore Armor rolls. (2) Runner: 2 Actions per Activation.

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