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
- Choose a Mission and place tiles as indicated [p.6 — Setup]
- Place Spawn Zones, tokens, and miniatures per Mission layout [p.6 — Setup]
- Select Survivors; distribute among players; attach colored bases [p.6 — Setup]
- Each player takes 1 Dashboard per Survivor + 5 trackers of matching color [p.6 — Setup]
- Shuffle separately: Starting Equipment (grey), Equipment (blue), Pimpweapons (red), Zombies (yellow), Abominations [p.6 — Setup]
- Deal Starting Equipment cards randomly and as evenly as possible among Survivors [p.6 — Setup]
- 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)
- Active player activates their Survivors one at a time, in any order [p.8 — Player Phase]
- Each Survivor performs up to 3 Actions (choose from actions list) [p.19 — Player Phase]
- Next player takes their turn; continue until all players done [p.8 — Player Phase]
ZOMBIE PHASE
- All Zombies Attack (if Survivors in same Zone) — resolve all Attacks first [p.23 — Step 1: Activation]
- Remaining Zombies Move 1 Zone toward noisiest visible target [p.24 — Move]
- Runners take their 2nd Action (Attack or Move) [p.25 — Playing Runners]
- Spawn Zombies at each Spawn Zone clockwise from Starting Spawn Zone [p.25 — Step 2: Spawn]
END PHASE
- 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]