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Zombicide 2nd Edition · Reference sheet

Zombicide 2nd Edition reference sheet

Overview

  • Cooperative game for 1–6 players; all win or lose together [p.5 — Time for Zombicide]
  • Goal: complete the Mission's objective(s) before a Survivor is eliminated [p.8 — Winning and Losing]
  • Players control Survivors; Zombies are controlled by the game [p.5 — Time for Zombicide]
  • Each round: Player Phase → Zombie Phase → End Phase [p.8 — Game Overview]
  • Killing Zombies earns Adrenaline Points → unlocks Skills → spawns more Zombies [p.15 — Adrenaline, Danger Level, and Skills]
  • Game is lost immediately when any Survivor is eliminated [p.8 — Winning and Losing]

Setup

  1. Choose a Mission and place tiles as indicated [p.6 — Setup]
  2. Place Spawn Zones, tokens, and miniatures per Mission layout [p.6 — Setup]
  3. Select Survivors; distribute among players; attach colored bases [p.6 — Setup]
  4. Each player takes 1 Dashboard per Survivor + 5 trackers of matching color [p.6 — Setup]
  5. Shuffle separately: Starting Equipment (grey), Equipment (blue), Pimpweapons (red), Zombies (yellow), Abominations [p.6 — Setup]
  6. Deal Starting Equipment cards randomly and as evenly as possible among Survivors [p.6 — Setup]
  7. Place Survivor miniatures in Starting Zone(s); set Danger Bar to 0 (blue); place Wound tracker and Blue Skill tracker [p.6 — Setup]
  • Classic Survivors start with Health 3; Kids start with Health 2 [p.7 — Setup]

Turn structure

PLAYER PHASE (repeat for each player, clockwise)

  1. Active player activates their Survivors one at a time, in any order [p.8 — Player Phase]
  2. Each Survivor performs up to 3 Actions (choose from actions list) [p.19 — Player Phase]
  3. Next player takes their turn; continue until all players done [p.8 — Player Phase]

ZOMBIE PHASE

  1. All Zombies Attack (if Survivors in same Zone) — resolve all Attacks first [p.23 — Step 1: Activation]
  2. Remaining Zombies Move 1 Zone toward noisiest visible target [p.24 — Move]
  3. Runners take their 2nd Action (Attack or Move) [p.25 — Playing Runners]
  4. Spawn Zombies at each Spawn Zone clockwise from Starting Spawn Zone [p.25 — Step 2: Spawn]

END PHASE

  1. Remove all Noise tokens; pass First Player token left [p.8 — End Phase]

Actions

Action Cost Effect Limit
Move 1 Action (+1 per Zombie in starting Zone) Move 1 Zone; stops on entering a Zone with Zombies
Search 1 Action Draw top Equipment card (building Zones only, no Zombies in Zone) 1× per Turn
Door Action 1 Action Open a door in your Zone using Door-opening Equipment; no roll needed
Reorganize/Trade 1 Action Reorganize inventory; optionally swap any cards with 1 Survivor in same Zone
Melee Attack 1 Action Attack Zombies in your Zone with equipped Melee weapon; roll dice vs Accuracy
Ranged Attack 1 Action Shoot a Zone within Range and Line of Sight; misses cause Friendly Fire
Take/Activate Objective 1 Action Take or activate an Objective token in your Zone (usually +5 AP)
Make Noise 1 Action Place a Noise token in your Zone
Do Nothing 1 Action End Turn early; lose remaining Actions

Combat

Melee Action

  • Roll dice equal to weapon's Dice value; each die ≥ Accuracy = 1 hit [p.27 — Melee Action]
  • Assign hits freely among Zombies in your Zone [p.27 — Melee Action]
  • Misses do NOT cause Friendly Fire [p.27 — Melee Action]

Ranged Action

  • Roll dice equal to weapon's Dice value; each die ≥ Accuracy = 1 hit [p.27 — Combat]
  • Hits assigned by Targeting Priority Order: 1) Fatty/Abomination → 2) Walker → 3) Runner [p.28 — Targeting Priority Order]
  • Misses automatically hit Survivors in the target Zone (Friendly Fire) [p.28 — Friendly Fire]
  • Minimum Accuracy is always 2+ regardless of modifiers [p.5 — From Original Zombicide]

Damage thresholds

  • Walker/Runner: Damage 1+ to kill | Fatty: Damage 2+ | Abomination: Damage 3 or Molotov [p.27 — Combat]

Molotov

  • Eliminates ALL Actors in target Zone regardless of Damage threshold; discard card after use [p.29 — Molotov]

End of game

  • Win: Complete all Mission objectives [p.8 — Winning and Losing]
  • Lose: Any Survivor is eliminated (Wound Bar reaches 0) [p.8 — Winning and Losing]
  • Lose: Mission objectives can no longer be fulfilled [p.8 — Winning and Losing]
  • Lose: A Mission-specific losing condition is triggered [p.8 — Winning and Losing]
  • Classic Survivors eliminated at 3 Wounds; Kids at 2 Wounds [p.23 — Attack]

Glossary

  • Zone: A room inside a building, or a street area between two linear markings [p.9 — Useful Definitions]
  • Actor: Any Survivor or Zombie on the board [p.9 — Useful Definitions]
  • Danger Level: One of 4 tiers (Blue/Yellow/Orange/Red) on the Adrenaline track; determines Zombie spawn quantity and Survivor Skills [p.15 — Adrenaline, Danger Level, and Skills]
  • Adrenaline Point (AP): Earned by killing Zombies or taking Objectives; advances Danger Level [p.15 — Adrenaline, Danger Level, and Skills]
  • Dark Zone: An unlit room inside a building; spawns Zombies when the building is first opened [p.20 — Spawning in Buildings]
  • Spawn Zone: A board location marked with a Zombie Spawn token where Zombies appear each Zombie Phase [p.25 — Step 2: Spawn]
  • Zombie Rush: Keyword on Zombie cards; newly placed Zombies immediately perform a free Activation [p.17 — The Zombies]
  • Pimpweapon: Powerful weapon drawn from the red deck; found in Pimpweapon Crates [p.22 — Take or Activate an Objective]
  • Friendly Fire: Missed Ranged shots automatically hit Survivors in the target Zone [p.28 — Friendly Fire]
  • Dual: Weapon symbol allowing two identical weapons to be used simultaneously with 1 Action [p.27 — Combat]
  • Reload: Weapon trait; weapon must be reloaded (1 Action) before firing again in the same round; auto-reloads during End Phase [p.29 — Reload]
  • Companion: A Survivor miniature used as an objective or support character; follows its Leader, has no Actions or inventory [p.33 — Companions]

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