Zombicide 2nd Edition
Zombicide: 2nd Edition brings the modern classic of cooperative zombie survival back to the table with faster, smoother, and more cinematic gameplay!
Released in 2021, this new edition of the smash-hit Zombicide builds on the original game’s legacy of over-the-top zombie slaying, teamwork, and escalating chaos.
Players take on the roles of everyday Survivors fighting together in a city overrun by the undead. The Zombies are controlled by the game itself, forcing the group to coordinate their movement, manage noise, search for weapons and equipment, and take bold risks as the horde grows more dangerous.
This edition refines the original Zombicide experience with streamlined rules, updated ranged attack priority, simplified door interactions, improved vehicle rules, and a new Dark Zone system that lets zombies lurk unseen until the survivors get too close.
Across 25 missions, players will scavenge, level up, unlock powerful gear, and fight their way through the infected streets in a desperate struggle for survival and explosive zombie-slaying action!
Number of players: 1 - 6
Game duration: 51 mn
Complexity: 2 / 5
Play Zombicide 2nd Edition and 1378 other games online.
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Play Zombicide 2nd Edition and 1378 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Rules summary
Overview
Zombicide is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by Zombies. Each mission has its own win condition, shown in the top right.
Game Mechanics
Zones
The board/map consists of square Zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board's edge).
Survivors have line-of-sight in any non-diagonal direction to any other street Zones up to the board's edge as long as they aren't blocked. However, a Survivor can only see as far as one Zone into a building with an open door (and must be directly adjacent to the Zone). From an inside Zone, a Survivor can only see as far as one Zone to any adjacent room through an open door, but can see into the street with no limit.
Survivors
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Adults have 3 HP and kids (identified by a yellow emoji icon
have 2 HP. Kids have 1 less HP than adults, but start with the Slippery skill (ignore Zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)
Survivor Skills
- Ambidextrous: All weapons are treated as if they had the Dual symbol
. - Charge: Move up to 2 Zones to a Zone containing at least 1 Zombie. Entering a Zone containing Zombies ends the Move Action. Free action. Can only be used once per turn.
- Jump: Move 2 Zones, ignoring everything except walls and closed doors. Costs 1 action. Can only be used once per turn. Ignores movement-related skills (like +1 Zone or Slippery).
- Lucky: For each action, you may re-roll all dice once.
- Matching Set: If you find a weapon with the Dual symbol
, you immediately receive a second card of the same type. - Medic: You and all Survivors in the same Zone may heal 1 HP. You earn 1 AP per wound healed this way. Free action. Can only be used at the end of a round.
- Shove: All Zombies standing in the Survivor's Zone are pushed to an adjacent Zone chosen by you. Free Action. Can only be used once per turn.
- Slippery: The Survivor ignores Zombies when performing Move Actions and does not spend extra Actions when performing a Move Action out of a Zone with Zombies.
- Sniper: Choose targets when performing Ranged actions and ignore Friendly Fire.
- Sprint: You may move 2 or 3 zones instead of 1. Costs 1 Move action. Can only be used once per turn.
- Tough: The Survivor ignores the first Wound received during each Zombie Attack or Friendly Fire incident.
Equipment
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor's hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.
Weapons
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. "Pimpweapons" (special strong found in yellow crates) are red.
Each weapon has four numbers at the bottom.
| Range | Dice | Accuracy | Damage |
|---|---|---|---|
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. | Number of dice that are rolled when using the weapon. | Each die that reaches this number counts as a success/hit. | The amount of damage that each successful hit does. |
Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.
Watch out for friendly fire! If a zone contains a mix of Zombies and Survivors, any unsuccessful hits on a ranged attack will hit a Survivor of the player's choice. Multiple failed hits can be distributed among multiple Survivors.
Adrenaline Points (AP) and Danger Level
Each time a character kills a Zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red). Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one.
But this has a trade-off. When Zombies spawn, the highest Danger Level of any Survivor determines which and how many Zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the Zombie spawn will be at the orange level. Therefore, staying around the same level as your fellow Survivors is a smart strategy.
Zombies
Zombies do not "retain" HP as in an RPG. To kill a Zombie, you have to deal all your damage at once. Therefore, weapons that only do 1 damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets.
All Zombies (Walkers, Brutes, etc.) do 1 wound each.
Zombies can spawn from the following events:
- Beginning of the game (as part of the setup)
- When a door is opened
- During the Zombie Phase
- When searching a room
Abominations
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead. There are four possible types of Abomination:
Gameplay
Player Turn
When controlling multiple characters, you must choose which character to perform the actions for. You must complete that character's turn before any others. You cannot alternate turns between characters.
Each character starts with 3 Actions per turn. However, leveling up can increase this number. When all players have had a turn, the first player token is passed to the next player. The previous first player becomes the last player in the next round.
Zombie Turn
After all players have had their turn, the Zombies activate.
Zombies Activate
Each Zombie has essentially one Action to either attack or move. They never do both.
First, Zombies attack any Survivors in their Zone. If the Zone has multiple characters, the First Player chooses the characters that are hit. Each attack deals 1 Wound.
Second, Zombies move towards the Zone with Survivors in Line of Sight with the most Noise tokens. (Each Survivor counts as a Noise token.) If no Survivors are in Line of Sight, they go towards the zone with the most Noise tokens (distance doesn't matter). If the Zombies' path towards its target is blocked, the Zombie does not move at all. Zombies split up if the path has multiple routes of equal distance.
Note: Runners have 2 actions. They can attack twice, move twice, or move then attack. If they move twice, their target might change in the middle of their activation if they see a juicier target.
Spawn
For each red Zombie Spawn location, a card is drawn. Each Spawn card has a Zombie type and a line that corresponds to the Danger Level (the highest Adrenaline of any Survivor) that indicates the number of Zombies that spawn. If there are not enough Zombies of a type to spawn what is needed, those Zombies are activated instead.
Some Missions feature a blue and/or green Zombie Spawn location. These Zones don't spawn Zombies until a specific event happens. Then they immediately activate and will spawn on the next Zombie Phase.
Types of Zombie spawns are:
- Normal: Zombies spawn but do not move/attack
- Rush: Zombies spawn and move/attack
- Extra Activation: Zombies of the indicated type take a second move/attack
Game End
The players win when all Mission Objectives are complete.
The players lose if...
- ...any Survivor dies.
- ...a Mission Objective becomes impossible to complete.
- ...a mission-specific loss criteria is met.
