Board Game Zombicide. 2nd Edition
The second edition of the cult cooperative game about the zombie apocalypse, which has refined and improved rules. The game has added the mechanics of zombie onslaught and new rules for monsters, companions and driving cars, as well as rules for hitting your own. New game modes will significantly diversify the game. Many skills have been updated to match the new edition. Many new skills have been added. Once per turn, children can use the "Crutko" skill.
The second edition has improved the rules for determining the priority of targets. Zombies appear in dark areas of buildings. The playing field now shows doors, places for target tokens and boxes with super weapons. Instead of experience points, the new edition uses adrenaline points. Ammunition and other symbols have appeared on equipment cards. You no longer need to use several cards to create a Molotov cocktail or a sniper rifle. Now these are the only equipment cards.
How to survive the zombie apocalypse
This is a cooperative game in which 1 to 6 players become heroes who have survived in this apocalyptic world. They try to stop the invasion of zombies, which are controlled by the game itself. Players will have to interact with each other, make difficult decisions and overcome all sorts of obstacles, even if at first it seems impossible. During the game, the adrenaline level increases, and the number of living dead increases.
The goal of the game is to choose a mission and complete its tasks, killing as many zombies as possible. In the box you will find 12 heroes (6 adults and 6 children), from which you will create your dream team. You are offered 25 exciting missions of three difficulty levels. Each mission is played on a unique modular board made up of different map tiles.
Gameplay
In a normal game, players use 6 heroes. For beginners, we recommend playing with a full 6-player team: then each player will control one hero. Experienced players can control multiple heroes.
A game consists of a series of rounds. Each round is divided into several phases.
- Hero Phase
The player with the first player token goes first. He activates his heroes one by one in any order. During activation, each hero can perform 3 actions. Thanks to some skills, he can perform additional actions. After a player activates all of their heroes, the next player moves clockwise.
Possible actions:
- Move. Move the hero 1 zone. If the hero leaves a zone with zombies, he loses 1 action for each zombie.
- Search (1 time per turn). Only in a building zone without zombies. Take a card from the equipment deck. If the hero takes a crate with a super weapon, take a card from the super weapon deck.
- Open a door. The hero uses an equipment card with the open door symbol. No dice need to be rolled.
- Arrange inventory / exchange equipment. The hero can arrange the cards in his inventory as he sees fit. At the same time, he can exchange any number of cards with one hero in his zone. That other hero can immediately rearrange the cards in his inventory without spending an action.
- Take or activate a target in the hero zone.
- Make noise. Place a noise token in the hero zone.
- Do nothing. The hero loses all remaining actions.
- Combat action. For melee combat, a melee weapon must be in the hand slot, and for ranged combat, a ranged weapon. When performing a melee or ranged action, the hero rolls the number of dice indicated on the weapon card. Any result rolled that is equal to or greater than the weapon`s success value is considered a success. Misses during ranged combat can result in hitting your own.
For each success, the hero inflicts as many wounds on the zombie as indicated on the weapon card. Wanderers and runners die after 1 wound. To kill a fat man, you need to inflict 2 wounds on him at a time. The monster can only be killed with weapons that inflict 3 wounds at a time. A Molotov cocktail is also a good choice. When using ranged weapons (even in your own zone), the hero does not choose targets in the event of a successful roll. Wounds are distributed among the characters in the zone the hero shot at according to the target priority table.
- Zombie Phase
- Zombie Activation
Each zombie on the board is activated and takes 1 action to attack a hero in its zone. A zombie attack is always considered successful. There is no need to roll a die to do this. Each zombie inflicts 1 wound. The attacked heroes decide for themselves how to distribute all wounds from all zombies in their zone among themselves. For each wound suffered, the hero moves the marker down one space on the wound track. If the marker reaches the last space on the track, the hero dies. Then all players are immediately defeated.
If there are no heroes in the zombie zone, the zombie moves towards the hero to the zone in line of sight with the most noise tokens. Some zombies, called runners, have 2 actions. The runner can attack 2 times, attack and move, move and attack, or move 2 times.
- Zombie spawning
In each spawn zone, zombies spawn on the field. For each such zone, reveal a zombie card. Place the required number of zombies of the specified type in this zone. It is indicated on the line corresponding to the highest level of danger among all heroes (blue, yellow, orange, or red).
- Final phase
All noise tokens are removed from the playing field. The first player passes the first player token to his neighbor on the left.
Victory and Defeat
- Players win if they complete all of the mission`s objectives.
- Players lose if at least 1 hero dies, if the mission`s objectives cannot be completed, or if the defeat conditions are met.
Publisher: Geekach
Language: Ukrainian
Players: 1-6
Play time: 60-180 m
Age: 14+
- 88 figures
- 12 heroes
- 40 wanderers
- 16 fat guys
- 16 runners
- 4 monsters - 6 colored hero stands
- 6 plastic hero boards
- 12 hero cards
- 107 mini cards
- 63 equipment cards
- 40 zombie cards
- 4 monster cards - 9 double-sided map tiles
- 6 dice
- 48 markers
- 71 tokens
- rulebook