Zombicide Green Horde
Zombicide Green Horde
Zombicide Green Horde
CHAPTERS
ZOMBIES’ PHASE . . . . . . . . . . . . . . . . . . . 25
GAME COMPONENTS . . . . . . . . . . . . . . . . . . 3
STEP 1 – ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . . 25
INFECTED HUNGER . . . . . . . . . . . . . . . . . . . . 5 Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Armor Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . . 8 PLAYING ORC RUNNERS . . . . . . . . . . . . . . . . . . . . . . . 28
PLAYERS' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 STEP 2 – SPAWN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
ZOMBIES' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Colored Spawn Zones . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Extra Activations Cards . . . . . . . . . . . . . . . . . . . . . . . 29
END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Running Out Of Miniatures . . . . . . . . . . . . . . . . . . . . . 29
WINNING AND LOSING . . . . . . . . . . . . . . . . . . . . . . . . . 8 ORC NECROMANCERS . . . . . . . . . . . . . . . . . . . . . . . . . 30
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . 9 NECROMANCER CABALS . . . . . . . . . . . . . 32
USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . 9
PLAYING YOUR CABAL . . . . . . . . . . . . . . . . . . . . . . . . . 32
LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
READING AN EQUIPMENT CARD . . . . . . . . . . . . . . . . 12
Weapons And Combat Spells . . . . . . . . . . . . . . . . . . . . 12 RANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Door-Breaching, Zombie-Killing, Targeting Priority Order . . . . . . . . . . . . . . . . . . . . . . . 34
And Noisy Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Friendly Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Combat Characteristics . . . . . . . . . . . . . . . . . . . . . . . . 14 Reloadable Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 MAGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
EXPERIENCE, DANGER LEVEL, AND SKILLS . . . . . . . . 16 FIRING A TREBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . 35
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
BARRIERS, HEDGES, & WATERHOLES . . 37
Backpack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 BARRIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
THE ZOMBIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 HEDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Orc Walker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 WATERHOLE ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Orc Fatty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Orc Runner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 ULTRARED MODE . . . . . . . . . . . . . . . . . . . 39
Orc Abomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 PLAYING WITH 7+ SURVIVORS . . . . . . . . 39
Orc Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
The Horde . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
QUESTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
QUEST 0 - TUTORIAL: THE EVIL SHRINE . . . . . . . . . . 40
PLAYERS’ PHASE . . . . . . . . . . . . . . . . . . . . 21
QUEST 1: DRAGON BILE QUEST . . . . . . . . . . . . . . . . . . 41
MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
QUEST 2: ORC NECROMANCERS? . . . . . . . . . . . . . . . . 42
SEARCH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
QUEST 3: KNOW YOUR ENEMY . . . . . . . . . . . . . . . . . . 43
OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Spawning In Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . 22 QUEST 4: THE RIVER OF THE DEAD . . . . . . . . . . . . . . . 44
REORGANIZE/TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . 23 QUEST 5: THE CLEANSING FLOOD . . . . . . . . . . . . . . . . 45
COMBAT ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 QUEST 6: SIEGE BREAKERS . . . . . . . . . . . . . . . . . . . . . 46
Melee Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 QUEST 7: FIRE IN THE HORDE! . . . . . . . . . . . . . . . . . . 48
R anged Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
M agic Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 QUEST 8: CULLING THE HERD . . . . . . . . . . . . . . . . . . . 50
ENCHANTMENT ACTION . . . . . . . . . . . . . . . . . . . . . . . 24 QUEST 9: FALLEN FORTRESS . . . . . . . . . . . . . . . . . . . . 51
TAKE OR ACTIVATE AN OBJECTIVE . . . . . . . . . . . . . . . 24 QUEST 10: A NEW HOME . . . . . . . . . . . . . . . . . . . . . . . 52
SIEGE ACTIONS - TREBUCHET . . . . . . . . . . . . . . . . . . . 24 SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Moving a Trebuchet . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Firing a Trebuchet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
MAKE SOME NOISE! . . . . . . . . . . . . . . . . . . . . . . . . . . 24 CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 RULES SUMMARY . . . . . . . . . . . . . . . . . . 60
2
GREEN HORDE - RULES
65 ORC ZOMBIE MINIATURES
GAME
COMPONENTS
9 GAME TILES (DOUBLE-SIDED)
35 Orc Walkers
14 Orc Runners
14 Orc Fatties
6 SURVIVOR MINIATURES
AND ID CARDS
1 Orc Necromancer 1 Orc Abomination
48 TRACKERS 6 SURVIVOR
COLOR BASES
6 SURVIVOR DASHBOARDS
6 DICE
3
RULES - ZOMBICIDE
68 TOKENS 133 MINI-CARDS
Doors 78 Equipment Cards
Blue . . . . . . . . . . . . . . . . . . . . . . . x1
Green . . . . . . . . . . . . . . . . . . . . . . x1 Aaahh!! Orc Walker . . . . . . . . . x4
Neutral . . . . . . . . . . . . . . . . . . . x12 Apples . . . . . . . . . . . . . . . . . . . . x2
Axe . . . . . . . . . . . . . . . . . . . . . . . x2
Bone Kukri (Vault Weapon) . . . . . x1
Dragon Bile . . . . . . . . . . . . . . . x4
Bone Sword (Vault Weapon) . . . . x1
Chainmail Armor . . . . . . . . . . . x2
Exit Point . . . . . . . . . . . . . . . . . x1 Crossbow . . . . . . . . . . . . . . . . . . x2
Curved Dagger . . . . . . . . . . . . . . x4
First Player . . . . . . . . . . . . . . . x1 Death Gale . . . . . . . . . . . . . . . . . x2
Dragon Bile . . . . . . . . . . . . . . . . . x4
Noise . . . . . . . . . . . . . . . . . . . x18 Dwarven Axe (Vault Weapon) . . . x1
Dwarven Hammer . . . . . . . . . . x2
Falchion . . . . . . . . . . . . . . . . . . . x2
Free Action . . . . . . . . . . . . . . . x1
Ghost Sight . . . . . . . . . . . . . . . . . x1
Great Axe . . . . . . . . . . . . . . . . . . x2
Rotten . . . . . . . . . . . . . . . . . . . . x1 Hand Crossbow . . . . . . . . . . . . x2
Healing . . . . . . . . . . . . . . . . . . . . x1
Barrier/Hedge . . . . . . . . . . . . . x6 Lava Burst (Vault Weapon) . . . . . x1
Lightning Ball . . . . . . . . . . . . . x2
Objectives Longbow . . . . . . . . . . . . . . . . . . x2
Red/Blue . . . . . . . . . . . . . . . . . . . x1 Norse Shield . . . . . . . . . . . . . . . x2
Red/Green . . . . . . . . . . . . . . . . . . x1 Norse Sword . . . . . . . . . . . . . . . . x1
Red/Red . . . . . . . . . . . . . . . . . . . . x8 Norse Sword (Starting Equipment)x1
Plate Armor . . . . . . . . . . . . . . . . . x1
Plenty Of Arrows . . . . . . . . . . . x3
Zombie Spawn
Plenty Of Bolts . . . . . . . . . . . . . x3
Red/Blue . . . . . . . . . . . . . . . . . . . x1
Repeating Crossbow . . . . . . . . x2
Red/Green . . . . . . . . . . . . . . . . . . x1
Repulse . . . . . . . . . . . . . . . . . . . . x1
Red/Necromancer Green . . . . . . x1
Salted Meat . . . . . . . . . . . . . . . . x2
Red/Necromancer Brown . . . . . x1 Scimitar . . . . . . . . . . . . . . . . . . . x2
Red/Necromancer Red . . . . . . . x1 Shield . . . . . . . . . . . . . . . . . . . . . x2
Red/Necromancer Purple . . . . . x1 Short Sword . . . . . . . . . . . . . . . . . x1
Red/Necromancer Grey . . . . . . . x1 Short Sword (Starting Equipment)x3
Red/Necromancer Beige . . . . . . x1 Speed . . . . . . . . . . . . . . . . . . . . . . x1
Red/Red . . . . . . . . . . . . . . . . . . . . x4 Spiked Bow . . . . . . . . . . . . . . . . . x1
Spiked Bow (Starting Equipment) x1
Steel Bow (Vault Weapon) . . . . . . x1
1 Reference Card 54 Zombie Cards Telekinetic Blast . . . . . . . . . . . . . x1
(Trebuchet) (#167 to #220) Telekinetic Blast
(Starting Equipment) . . . . . . . . . . . x1
Torch . . . . . . . . . . . . . . . . . . . . . . x4
Tremor . . . . . . . . . . . . . . . . . . . . . x1
War Cleaver (Vault Weapon) . . . . x1
Water . . . . . . . . . . . . . . . . . . . . . x2
4
GREEN HORDE - RULES
INFECTED A ZOMBICIDE IN TIME
than ever, but craved a different kind of food. We Using the same basic mechanics, all Zombicide core
quickly realized Orc Necromancers were directing the boxes are designed to be entry points to the game.
Core boxes and expansions from a given era (classic
tide toward us, the survivors, the last obstacle between or fantasy) are fully compatible with each other.
them and ultimate power.
Their infected army is no match for our untamed resolve.
Zombicide: Green Horde is a cooperative game where 1 to 6
No matter how battered our ancestral home has become, players face hordes of Zombies controlled by the game itself.
it is ours and ours alone! Now is the time for Zombicide! Each player controls 1 to 6 Survivors in a fantasy world
invaded by Zombies. The goal is simply to complete the Quest
objectives, survive, and kill as many Zombies as possible!
Zombies are slow and predictable, but there are a lot of them.
Watch out for their Abomination and Necromancer bosses, too!
Survivors use whatever they can get their hands on to kill
Zombies. The better the weapon, the higher the body count,
but the more Zombies will appear, attracted by the onslaught!
Survivors can trade equipment, and players can share
tactics. Only through cooperation can players achieve the
Quest objectives and survive. Battling Zombies is fun, but
players will also need to rescue other Survivors, find food and
weapons, uncover the Necromancers’ secrets, and much more.
5
RULES - ZOMBICIDE
Also set aside the Equipment cards with the “Vault” keyword:
Bone Kukri, Bone Sword, Dwarven Axe, Lava Burst, Steel
SETUP Bow, and War Cleaver. These cards are identified by a blue
back. Vault artifacts are usually found as Objectives. Follow
the chosen Quest’s rules to know about the way Objectives
enter the game.
A Zombicide: Green Horde game usually features 6
Survivors, distributed in any way you see fit, among
players. We recommend new players join the game
with a single Survivor to get a quick grasp on the
game mechanics. A veteran player can easily control
a whole team of 6 Survivors and clear hordes of
Zombie pests all on their own!
1. Choose a Quest.
6
GREEN HORDE - RULES
8. Shuffle the Zombie cards into one deck and the
Equipment cards into another. Place both decks
facedown close to the board.
10. Each player places their Survivors’ Dashboard(s) in
front of them. Make sure the sliding arrow is on the
0 space in the blue area of the Danger Bar. Then, they place a
tracker in the 0 slot of the Wound Bar and another tracker in
Tracker on 3 trackers
the “0” of the in reserve.
Wound Bar
Megan has
a Starting
Equipment card.
11. Decide who will be the first player, and give them
the First Player token.
7
RULES - ZOMBICIDE
GAME Once a player has activated all their Survivors, the player to
their left takes their Turn, activating their Survivors in the
END PHASE
All Noise tokens are removed from the board, and the first
player hands the First Player token to the player to their left.
Another Game Round then begins.
8
GREEN HORDE - RULES
THE BASICS
USEFUL DEFINITIONS
Actor: A Survivor or Zombie.
Zone: Inside a building, a Zone is a room. On a street, a Zone
is the area between 2 linear markings (or a linear marking
and a tile’s edge) and the walls of buildings along the street.
This is a building
Zone, delimited
by walls.
9
RULES - ZOMBICIDE
LINE OF SIGHT Inside a building, an Actor sees into all Zones that share an
opening with the Zone the Actor currently occupies. If there
Lines of Sight define whether Actors can see each other, such is an opening, the walls do not block Line of Sight between
as if a Survivor can see a Zombie across the street, from a 2 Zones. An Actor’s Line of Sight, however, is limited to the
room to the next in a building, etc. distance of 1 Zone.
If the Survivor is looking out into the street or from the street
On the streets, Actors see in straight lines that run parallel into a building, the Line of Sight can go through any number of
to the edges of the board. Actors cannot see diagonally. street Zones in a straight line, but only 1 Zone into the building.
Their Line of Sight covers as many Zones as the line can pass
through before reaching a wall or the edge of the board. NOTE: Hedges (see P. 37) interrupt Lines of Sight.
Lines Of Sight
extend from
building Zones
to street Zones.
10
GREEN HORDE - RULES
Johannes has Lines Of
Sight to all straight
lines in street Zones.
The Hedge blocks
his view, though.
MOVEMENT
Actors can move from one Zone to the next as long as the Inside a building, Actors may move from one Zone to another
first Zone shares at least 1 edge with the destination Zone. as long as these Zones are linked by an opening. The position
Corners do not count. This means Actors cannot make of a miniature in the Zone and the layout of the walls do not
diagonal movements. matter as long as the Zones share an opening.
On streets, movement from one Zone to another has no
restrictions. However, Actors must go through a door (or NOTE: Waterhole Zones are subject to special Movement rules
opening) to move from a building to the street and vice-versa. (see. P. 37).
To go to the central
Zone, Asim must
first Move here…
Seli can go to
the street through
the open door.
Asim
To Move here, Seli can go to
can’t Move
Seli must first this Zone through
diagonally.
open the door. the opening.
… then here.
11
RULES - ZOMBICIDE
READING AN EQUIPMENT CARD
Weapons And Combat Spells
Steel Bows and Crossbows are Ranged weapons. Lightning Ball and Telekinetic Blast are Combat
They are great to thin out the Zombie ranks from afar. spells. They can be used to hit close or distant targets,
and sometimes get deadly special effects.
12
GREEN HORDE - RULES
Some Equipment cards can belong to several types at once.
MAGIC EQUIPMENT
Door-Breaching, Zombie-Killing,
And Noisy Equipment
0 1 4+ 1
13
RULES - ZOMBICIDE
Combat Characteristics
OPEN DOORS:
Opens doors
SILENT: Doesn’t produce without a die roll.
a Noise token when
used in Melee Combat.
NOISY: Produces a
RANGE: Noise token when
Min and max number of used to open doors.
Zones the weapon can HAND: Put this
reach. 0 indicates that Equipment in Hand
the Axe is Melee only. DAMAGE: Damage
in order to use it.
inflicted for each
success. A 2 value (or
more) is required to
eliminate Fatties.
DICE: Roll this many ACCURACY: Each
dice when a Melee roll that equals
Action is spent to or exceeds this
use this weapon. value is a success. SILENT: Doesn’t
Lower results produce a Noise
are failures. token when used in
Ranged Combat.
14
are failures.
NOISY: Produces a
Noise token when used
in magic Combat. Dual
weapons (or spells)
ACCURACY: Each roll
produce a single Noise
that equals or exceeds
token per Action.
this value is a success.
Lower results are failures
NOISE
• Place this token in the Zone where the Survivor resolved the
Action. It stays in the Zone where it was produced, even if
the Survivor moves.
• A single Action can only produce a single Noise token,
no matter how many dice are rolled, how many hits are
obtained, or whether Dual weapons are used.
• Noise tokens are removed from the board in the End Phase
15
RULES - ZOMBICIDE
EXPERIENCE, DANGER LEVEL, AND SKILLS
For each Zombie killed, a Survivor gains 1 Experience Point and However, this experience has a side effect. When you draw a
moves up a notch on their Danger Bar. Some Quest Objectives Zombie card to spawn Zombies, read the line that corresponds
provide more experience, as does eliminating Abominations. to the Survivor still in play with the highest Danger Level
There are 4 Danger Levels on the Danger Bar: Blue, Yellow, (see Zombie Spawn, P. 28). The stronger your Survivor is, the
Orange, and Red. These represent everything from a light more Zombies appear.
drizzle of Zombies to a flash flood.
At each Danger Level, the Survivor gains 1 new Skill to help Red Level:
them on their Quest (see Skills, P. 54). Skills stack across 2 Orc Fatties
Danger Levels, so at Red Level, your Survivor will have 4
Skills. As new skills are unlocked, place new markers on the Orange Level:
Survivor Dashboard to indicate them. 5 Orc Walkers
• When a Survivor reaches 7 Experience Points, their Danger
Yellow Level:
Level moves to Yellow. They gain a fourth Action. 4 Orc Runners
• When a Survivor reaches 19 Experience Points, their Danger
Level moves to Orange. They gain 1 of the 2 Skills of their Blue Level:
choice indicated on their ID Card. No Zombies
• When they reach 43 Experience Points, their Danger Level
moves to Red. Choose 1 of the 3 Skills indicated on their ID
Card.
0 to 6 7 to 18 19 to 42 43 Experience
Experience Points: Experience Points: Experience Points: Points: Red Level,
Blue Level, possess Yellow Level, gain Orange Level, choose a choose a Skill
a starting Skill. a fourth Action. Skill from between 2. from among 3.
16
GREEN HORDE - RULES
INVENTORY • A lternatively, it can hold the specific Equipment card that
is listed on it. It is then considered to be equipped in Hand,
Each Survivor can carry up to 8 Equipment cards, divided representing a special piece of Equipment that this Survivor
into 3 types of Equipment slots on their Dashboard: 2 Hands, can draw and use in the blink of an eye.
1 Body, and 5 Backpack slots. You may discard cards from • An Equipment card bearing the Body symbol can only be
your inventory to make room for new cards at any time, for used when put over the Body.
free (even during another player’s Turn).
Backpack
Hands
17
RULES - ZOMBICIDE
THE ZOMBIES Orc Abomination
Green Horde features 5 types of Zombie Orcs. Learning about We are not yet certain of the Orc
their characteristics is the best way to defeat them!
Most Zombies have a single Action to spend each time they
Abomination’s origin, but we know
activate (Runners have 2). A Zombie is eliminated as soon as what defines it best: raw power. It
is strong enough to rip an armored soldier apart in
it is successfully hit with an attack that has the minimum
required Damage value. Then, its assailant immediately earns
the listed Experience Points. a moment’s notice and impervious to anything but
extreme damage. Spot them as early as you can in
Orc Walker
the wandering Orcish hordes, then plan two things:
Orc Walkers used to be the rank-and-file a way to destroy them and an escape route.
warriors of the Orcish warbands. The Damage: 3
zombie plague took their cunning, but none Min. Damage to destroy: Damage 3
of their strength. Each of them is as strong as two Experience provided: 5 Points
grown men. Moreover, there are a lot of them still Special rules:
• Wounds inflicted by Abominations can’t be prevented by
roaming around fields, houses, and ruins. Armor rolls (see P. 26).
•A
Damage 3 weapon is required to kill an Abomination. To
Damage: 2 slay the monster, you need either a Trebuchet (see P. 24), or
Min. Damage to destroy: Damage 1 to throw Dragon Bile in its Zone then ignite it with a Torch,
Experience provided: 1 Point creating a Dragon Fire (see P. 36).
Orc Fatties used to be leaders, shock troops, Evil knows no bounds, color, or
enforcers and… well, plain brutes. Pay extra frontier. As the zombie plague spread,
attention to them: they are strong, even by we soon observed that some figures
Orc standards, meaning they can punch a hole right among the Orcish hordes didn’t turn
through your chest. If you have to approach one or go into feral, mindless, killing machines. They were the
into close-quarters combat in an uncharted building, ones keeping still with gloomy smiles, as their own people
make sure you wear armor and carry a four-leaf clover. were being corrupted. These dark creatures were the
Damage: 3 necromancers. They caused all of this. The zombie
Min. Damage to destroy: Damage 2 horde is their weapon to spread chaos and seize power.
Experience provided: 1 Point
They flee upon being discovered in order to spread
Orc Runner the disease somewhere else. Make them your priority
Orc Runners are Goblins, the Orcs’ smaller target, and kill them whenever possible.
and faster cousins. They were already Damage: 2
Min. Damage to destroy: Damage 1
troublesome in life, and infection made it Experience provided: 1 Point
worse. They are fast, very numerous, and really Special rules: Necromancers’ special rules are explained in
unpredictable. Like our own human Runners, they seem depth on P. 30.
to have kept some of their survival instinct and hide
behind their beefier cousins to avoid retaliation.
Damage: 1
Min. Damage to destroy: Damage 1
Experience provided: 1 Point
Special rule: Each Orc Runner has two Actions per Activation. This token marks an Orc Necromancer’s entry Zone.
NOTE: This effect does not apply with Orc Abominations and Orc
Necromancers. The “Aaahh!! Orc Walker” Equipment card has no
effect on the Horde either.
The Horde stands for a growing Orc Zombie crowd, ready to
invade the board and violently ambush Survivors from an • Each time a Necromancer card with the Horde symbol is
unexpected entrance. drawn (spawning or re-activating a Necromancer), players
add 1 Orc Walker, 1 Orc Fatty, and 1 Orc Runner to the Horde.
• Each time a Zombie card with the Horde symbol is drawn
to spawn Zombies on the board, set aside 1 extra Zombie • Whenever an “Enter the Horde!” card is drawn, the entire
miniature of the same type (Orc Walker, Orc Fatty, or Orc Horde spawns in the indicated Zone the Zombie card was
Runner). All miniatures set aside this way collectively form drawn for. Such an event ends the Spawn Step / ends the
the Horde and are locked there until the Horde spawns. Zombie spawning in the building.
19
RULES - ZOMBICIDE
On the next Game Round, An Orc Necromancer card is drawn
an Orc Abomination for the second Spawn Zone! An Orc
is drawn for the first Necromancer miniature is set, along
Spawn Zone. Orc with a Necromancer Spawn Zone
Abominations don’t add (Necromancer rules are detailed on P.
Zombies to the Horde. 30). The Orc Necromancer’s appearance
adds 1 Orc Walker, 1 Orc Runner,
and 1 Orc Fatty to the Horde.
A third Zombie card is drawn
for the Necromancer Spawn
Zone: 1 Walker. Another Walker
miniature joins the Horde!
On the third Game Round, an
“Enter The Horde!” card is drawn
for the first Spawn Zone. The entire
Drawing the “Enter The Horde!”
Horde is emptied into this Zone,
card ended the Spawn Step.
representing an Orcish Zombie
No Zombie Cards are drawn here!
horde surging onto the board.
20
GREEN HORDE - RULES
PLAYERS’ All Orc Zombie cards in Zombicide: Green Horde
feature the Horde symbol, except for Extra
MOVE
Let the zombies come exactly where you want
them, then strike with all your might. If you can’t Other Zombicide boxes contain Zombie cards with
the Horde symbol, like the Tainted Walkers in the
do that, just strike with all your might. Friends and Foes expansion. They are subject to the
same Horde rules. Check them out!
– Rolf
The Survivor moves from one Zone to the next but cannot
move through external building walls or closed doors. If After searching, the Survivor may freely reorganize their
there are Zombies in the Zone the Survivor is attempting to inventory. You may discard cards from your inventory to
leave, they must spend 1 extra Action per Zombie to leave make room for new cards at any time, for free.
the Zone. Entering a Zone containing Zombies ends the When the Equipment deck runs out, reshuffle all the
Survivor’s Move Action, even if they have a Skill that allows discarded Equipment cards (with the exception of Vault
them to move through multiple Zones per Move Action (or cards, but including Starting Equipment cards) to make a
the Slippery Skill, see P. 57). new deck.
Open a door
symbol with
SEARCH die icon.
21
RULES - ZOMBICIDE
Melee weapons with the “Open a door” symbol can be used to Many Quests feature colored doors. Usually, these cannot
open a door next to the Survivor. Spend an Action and roll as be opened until some conditions are met, like finding an
many dice as the weapon’s Dice value. The door is opened if Objective of the matching color. Read the Quest description
any die result equals or exceeds the Accuracy number of the to know more.
weapon. Place a Noise token in the Zone.
NOTE: Buildings that are open at the start of the game are never
spawned in.
Zombie
spawn!
Johannes opens
the door, revealing
the building for
the first time.
Zombie
spawn!
22
GREEN HORDE - RULES
REORGANIZE/TRADE R anged Action
There! Err…if you don’t have any use for that E ngineering is my magic. Look, with this crossbow, I
armor, please give it to me. I see the spare part I can invoke wooden bolts and throw them at my enemies
need to complete my crossbow! just like you do with fire and brimstone, but without the
headache. Moreover, your scrolls are not waterproof.
– Johannes
– Johannes, to Megan
At the cost of 1 Action, a Survivor can reorganize the cards
in their inventory in any way they wish. The Survivor can
simultaneously exchange any number of cards with 1 (and
only 1) other Survivor currently in the same Zone. This other
Survivor reorganizes their own inventory for free.
A Trade Action doesn’t have to be equal. You can trade
everything for nothing, if both parties agree!
23
RULES - ZOMBICIDE
ENCHANTMENT ACTION TAKE OR ACTIVATE AN
I’m not sure about the invisible forces at work, OBJECTIVE
but whatever it is we call upon when casting these Look at the map. The artifact could be here, here,
enchantments doesn’t seem to like zombies either! or there. How do we proceed?
– Asim - In the same old way: the shortest path, killing
everything in between.
– Megan and Rolf
The Survivor takes an Objective or activates an Objective in
the same Zone. The game effects are explained in the Quest’s
description.
DO NOTHING
The Survivor does nothing and prematurely ends their Turn.
Their remaining Actions are lost.
24
GREEN HORDE - RULES
ZOMBIES’ Once the players have activated all their Survivors, the Orc
Zombies activate. No single player controls them; they do it
25
RULES - ZOMBICIDE
Armor Rolls Move
EXAMPLE: Rolf and Seli are in the same Zone as 2 Orc Walkers
and 1 Orc Fatty. Both Survivors have full health and Seli is
wearing Chainmail Armor (Armor 4+). The Zombies attack, each
Orc Walker inflicting 2 Wounds and the Orc Fatty inflicting
3 Wounds. The players decide how these 3 Zombie Attacks are
distributed among the Survivors:
- One of them could try to endure them all. Seli is the obvious choice
as a buffer, as her Chainmail Armor can negate Zombie Attacks.
- They can also share the Zombie Attacks in any way they please.
They choose to direct 1 Orc Walker to Rolf (no armor) and the
other Orc Walker and the Orc Fatty to Seli (Chainmail Armor
4+). Rolf has no Armor and thus can’t negate the 2 Wounds he
receives. Seli rolls 2 dice for Armor (1 for each Zombie Attack),
obtaining • and •. One success! A Zombie Attack is negated.
Seli chooses to negate the Orc Fatty Attack, and endures 2
Wounds from the Orc Walker Attack her Armor failed to prevent.
26
GREEN HORDE - RULES
Special Cases for Splitting: • 2 Orc Walkers go one way, the other 2 take the other route.
• Orc Abominations and Orc Necromancers never split. The • The Orc Fatty joins one group of Walkers, and a second Orc Fatty
players decide which direction they go. is added to the other group.
• If there aren’t enough Orc Zombie miniatures to add for an • The 3 Orc Runners also split, 2 joining the first group, and the
even split, decide which Orc Zombie group gets the final other joining the second group. Another Orc Runner is added to
reinforcement and which direction the uneven split groups the latter group so that the groups remain even.
go. It doesn’t generate extra Activations (see P. 29). Things just got a lot harder for the Survivors.
EXAMPLE: A group of 4 Orc Walkers, 1 Orc Fatty, and 3 Orc NOTE: Orc Necromancers use their own Movement rules. They
Runners move toward a group of Survivors. The Orc Zombies can always Move toward the nearest non-Necromancer Spawn Zone
take 2 routes of the same length, so they split into 2 groups. (see P. 30).
2 equal routes to
destination: this
Zombie group splits
in both directions!
27
RULES - ZOMBICIDE
PLAYING ORC RUNNERS
STEP 2 – SPAWN
Infected or not, it makes no difference. Whatever
the odds, the only good Orc is a dead Orc… oh, wait.
– Berin
The Quest maps show where Orc Zombies appear at the end of
each Zombies’ Phase. These are the Spawn Zones.
28
GREEN HORDE - RULES
Indicate a Spawn token and draw a Zombie card. Read the Extra Activations Cards
line on the card that corresponds to the color of the Danger
Level of the most experienced Survivor still in the game I like my foes to offer a little challenge. It keeps
(Blue, Yellow, Orange, or Red). Place the number and type of
Orc Zombies shown.
me on the edge.
– Asim
Red Level:
2 Fatties At the Yellow,
Orange Level: Orange, and Red
5 Walkers Danger Levels,
all Orc Walkers
Yellow Level: immediately
4 Runners activate.
Blue Level:
No Zombies At the Blue
Danger Level,
nothing happens.
29
RULES - ZOMBICIDE
ORC NECROMANCERS • Each subsequent drawing of additional Necromancer Zombie
cards, no matter the type, gives an Extra Activation to every
Being traitors to their own species and evil beyond reason, Orc Necromancer on the board until they flee or die.
Necromancers do their best to spread havoc and seize power.
They don’t have time to battle Survivors on their own and • Each time an Orc Necromancer card is drawn (spawning or
try to flee as soon as they are discovered. Orc Necromancers re-activating a Necromancer), players add 1 Orc Walker, 1 Orc
follow these special rules: Fatty, and 1 Orc Runner to the Horde (see the Horde rules, P.
19).
• An Orc Necromancer is a Zombie for game purposes.
• An Orc Necromancer tries to flee the board. If there are no
• An Orc Necromancer comes with its own infected army. Survivors in its Zone for it to Attack during its Activation
When a Necromancer Spawns, put an additional Zombie (see Zombies’ Phase, P. 25), it Moves 1 Zone toward the
Spawn token (on its Necromancer side) in its entry Zone. nearest active Spawn Zone (NOT its entry Zone or inactive
Then, immediately resolve a regular Zombie Spawn for it. Spawn Zones), ignoring any Survivors it might see. If several
From now on, the Necromancer Spawn token is active. It escape Spawn Zones are at the same distance, choose one.
spawns Zombies from the Zombie deck in the same way a
standard Spawn Zone would. The game is immediately lost if a Necromancer manages
to escape once there’s a total of 6 Zombie Spawn tokens
on the board (including the Necromancer Zombie Spawn
tokens).
STEP 1
STEP 2
30
GREEN HORDE - RULES
•
K illing an Orc Necromancer slows the invasion. If you
manage to kill it, choose a Spawn Zone (including its own
Necromancer Spawn Zone) and remove it from the board. If
the Necromancer Spawn Zone is still on the board after this
removal, replace it with a standard one.
31
RULES - ZOMBICIDE
NECROMANCER
CABALS COMBAT
PLAYING YOUR CABAL
Necromancer Cabals’ rules allow you to play with multiple
Necromancers at once during your Zombicide: Green
W e are not on a battlefield. We face
zombies in our ravaged villages, in
forests, on muddy ground. We can’t even talk of a
Horde games. To use these rules, you require extra special proper war, perhaps only about resistance. A very
Necromancers, such as the ones included in some of the
Special Guest Boxes (sold separately). active and angry resistance, against a very active
and angry invader.
1. Create your own Necromancer Cabal during Game Setup:
Choose the Necromancers you want your Survivor team to
face (the more, the deadlier!). Sort out the 6 Orc Necromancer hen a Survivor performs a Melee, Ranged,
W
cards from the Zombie pile, and replace them in any Magic, or Siege Action to attack Orc Zombies, roll
combination you see fit with your favorite Necromancer as many dice as the Dice number of the weapon,
cards. Replace these 6 tailored cards in the Zombie pile and Dice symbol Combat spell, or Siege Engine being used.
shuffle. You’re ready to go against the Cabal!
If the active Survivor has 2 identical weapons
EXAMPLE: Your group owns 2 Orc Necromancer miniatures or Combat spells with the Dual symbol
along with Ostokar and To-Me Ku-Pa. You choose to play all 4, equipped in Hands, they can use both weapons
and tailor your 6-card Cabal this way: Orc Necromancer (x3), Dual symbol at the same time at the cost of a single Action.
Ostokar (x2) and To-Me Ku-Pa (x1). You could choose any other For Ranged and Magic Actions, both weapons/
card combination. To-Me Ku-Pa will only appear once in a while, spells must be aimed at the same Zone.
but his special rules will make it spectacular!
EXAMPLE 1: Johannes has 2 Repeating Crossbows in his Hands.
2. Use the Necromancer rules to Spawn and Move The Repeating Crossbow has the Dual symbol, so Johannes can
Necromancers. Use the colors of the Necromancer Spawn shoot them both simultaneously. This allows him to roll 6 dice in
Zones to track where each of them spawned, and to determine a single Ranged Action, as each Repeating Crossbow has a Dice
its escape Spawn Zone. number of 3!
Remember: Drawing a Necromancer Zombie card also gives
an extra Activation to all other Necromancers on the board.
32
GREEN HORDE - RULES
EXAMPLE 2: Asim is holding 2 Curved Daggers. As they are EXAMPLE: Johannes unloads his 2 Repeating Crossbows on 3
identical weapons with the Dual symbol, he can strike with them Orc Walkers guarding an Orc Fatty and scores 5 hits. The first
both at once. In theory, he would roll 2 dice (1 for each Dagger). 3 shots easily blow away the Orc Walkers. However, the Orc
However, each Curved Dagger gives a bonus of +1 Die to another Fatty takes the 2 remaining hits with no consequences, as the
hand-held Melee weapon. The bonus here is reciprocal, so each Repeating Crossbow only inflicts Damage 1.
Dagger has a Dice value of 2, for a total of 4 dice in Dual wielding! Seli arrives to finish the job with her Norse Sword. She only hits
once, but the Norse Sword inflicts 2 Damage, which is enough to
kill that Fatty!
If there had been 2 Orc Runners instead of a Fatty, a single
hit with the Norse Sword would not have eliminated the 2 Orc
Runners. Each successful hit can only take out 1 target. Any
remaining Damage is overkill and wasted.
MELEE ACTION
Special
effect
Dice value: 1
THREE HANDS?
Putting the proper Equipment card in their Body
space, a Survivor could effectively be considered as
having 3 cards equipped in Hand. For obvious reasons,
they can only use 2 of them at any given time. Choose
any combination of 2 among these 3 before resolving
Actions or rolls involving the Survivor.
33
RULES - ZOMBICIDE
RANGED ACTION Targeting Priority Order
1 – Orc Walker
2 – Orc Fatty or Orc Abomination (the shooter chooses)
3 – Orc Runner
4 – Orc Necromancer
MIN DAMAGE
Range of 1 or more) in Hand can shoot at a Zone they can see
TO DESTROY
EXPERIENCE
TARGETING
(see Line of Sight, P. 10) and that is within the weapon’s Range.
PRIORITY
ACTIONS
POINTS
Remember:
NAME
- Inside a building, the Line of Sight is limited to the Zones
that share an opening and just 1 Zone away.
- Hedges block Line Of Sight (see P. 37).
- Missed shots can cause Friendly Fire (see P. 35), so aim
1
carefully!
Orc Walker 1 1 1
The Range of a weapon, indicated by the Range
value on its card, is the number of Zones it can
shoot across.
Range Orc Fatty /
symbol 2 Orc Abomination
1 2/3 1/5
adjacent Zone.
When a Zone is chosen for a Ranged Action, ignore any Actors EXAMPLE: Armed with 2 Hand Crossbows (Range 0-1, Dice 2,
in the Zones between the shooter and the target. This means Accuracy 3+, Damage 1, Dual Ranged weapons), Seli shoots at 2
Survivors may shoot through occupied Zones without danger Orc Walkers, 1 Orc Fatty, and 2 Orc Runners standing 1 Zone
to either fellow Survivors or Zombies. A Survivor can even away. She rolls 4 dice (2 for each Hand Crossbow, Dual weapons)
shoot at another Zone while there are Orc Zombies in their and gets: •, •, •, and •. The Hand Crossbows hit on 3, 4, 5, or
Zone! 6, which means 3 hits. The first 2 kill both Orc Walkers, as they
are first in the Targeting Priority Order. The last hit lands on the
Orc Fatty, but doesn’t kill it, since a Damage value of 2 is required
to eliminate an Orc Fatty.
34
GREEN HORDE - RULES
Friendly Fire EXAMPLE: Seli holds 2 Hand Crossbows at the beginning of her
Turn. She unloads them both with her first Action, reloads them
Oooops. with her second Action, then fires them off again with the third.
The Hand Crossbows are now empty.
– Your (former) best friend At the End Phase, both Hand Crossbows are reloaded for free.
35
RULES - ZOMBICIDE
DRAGON FIRE Later, another Action can be spent to discard a Torch card from
Hand and ignite a Dragon Bile pool at Range 0-1 within Line
When all else fails, call upon dragons. Of Sight, creating a Dragon Fire. Every Actor and Siege Engine
in the token’s Zone is killed/destroyed, no matter its Damage
– Megan threshold, Armor values, or remaining Wounds. Dragon Fire
produces no Noise.
The Dragon Bile pool is then removed, and the Survivor who
threw the Torch earns all applicable 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.
36
Dragon Fire! All Zombies in the token’s Zone are
eliminated. Asim earns all the Experience Points!
HEDGES
Always plan for a fight when crossing hedges, for This is a
no one knows what lurks behind. Do not be satisfied Waterhole
Zone. It slows
with being a survivor, become a predator! down Survivors.
- Rolf
A light, gradual
Hedges are printed on tiles and are also available as tokens to shore? It’s a
customize the layouts of Quests. Shortening Lines Of Sight Bank! Easy route
in a significant way, Hedges play a major role in Movement, for everyone.
Ranged Combat in any form, and defining Zombie routes.
They literally allow Survivors and Zombies to play a deadly
game of hide-and-seek with each other.
37
RULES - ZOMBICIDE
Actors can move from a dry Zone into a Waterhole Zone normally, The Orc Zombie faces a
with no special restrictions. However, performing an Action Ledge, preventing it from
to leave a Waterhole Zone has different results depending on reaching Asim. The Zombie
the destination and what’s at the edge of the Waterhole: traces its route all around
the block, crossing the
LEAVING A WATERHOLE ZONE
Bank through the southern
TO ANOTHER door to reach its target.
THROUGH THROUGH
WATERHOLE
A BANK A LEDGE
ZONE
SURVIVOR
Spend an Spend an
additional No penalty additional
Action Action
Zombies can’t
ZOMBIE
leave through
No penalty No penalty
a Ledge. Select
another route. This Orc Zombie is in
the same situation
but faces a Bank.
•
Other features on the common border still apply: walls It can reach Megan
prevent Movement and Line Of Sight, Hedges prevent Lines in a straight line.
of Sight, etc.
•
Siege Engines are destroyed whenever they are set in a
Waterhole Zone. Remove the miniature.
38
GREEN HORDE - RULES
ULTRARED PLAYING WITH
MODE 7+ SURVIVORS
Zombicide has an expanding gallery of Survivors to play with.
Zombies may be strong, but they are dead and, as Sooner or later, you may be tempted to try playing with more
than 6 Survivors. To do so, you’ll need the extra Survivor
far as I know, the dead can’t learn from experience. dashboards, plastic markers, color bases, and Starting
On the other hand, we survivors are few, but we Equipment cards contained in expansions that are sold
use our will to live to fight back, learn… and evolve. separately, such as Wulfsburg and the Hero Box.
Playing with an increased number of Survivors (or players!)
– Seli is quite easy. Follow these guidelines, and adjust them to fit
your challenge level.
The Ultrared mode allows your Survivors to gain Experience
Points beyond the Red Danger Level and pick up additional
Skills. This mode is great to reach amazing body counts and
complete very large boards.
11-12 3 9
39
RULES - ZOMBICIDE
+1 free Combat Action – The Survivor has 1 extra free
Combat Action. This Action may only be used for Melee,
+1 die: Combat – The Survivor’s weapons and Combat spells +1 Zone per Move – The Survivor can move through 1 extra
roll an extra die in Combat (Melee, Ranged, or Magic). Dual Zone each time they perform a Move Action. This Skill stacks
weapons and spells each gain a die, for a total of +2 dice per with other effects benefiting Move Actions. Entering a Zone
Dual Combat Action. containing Zombies still ends the Survivor’s Move Action.
+1 die: Magic – The Survivor’s Combat spells roll an extra die 2 Zones per Move Action – When the Survivor spends 1
for Magic Actions. Dual Combat spells each gain a die, for a Action to Move, they can Move 1 or 2 Zones instead of 1.
total of +2 dice per Dual Magic Action. Entering a Zone containing Zombies still ends the Survivor’s
Move Action.
+1 die: Melee – The Survivor’s Melee weapons roll an extra
die for Melee Actions. Dual Melee weapons each gain a die, Ambidextrous – The Survivor treats all Combat spells, Melee,
for a total of +2 dice per Dual Melee Action. and Ranged weapons as if they had the Dual symbol.
+1 die: Ranged – The Survivor’s Ranged weapons roll an extra Barbarian – When resolving a Melee Action, the Survivor may
die for Ranged Actions. Dual Ranged weapons each gain a substitute the Dice number of the Melee weapon(s) they use
die, for a total of +2 dice per Dual Ranged Action. with the number of Zombies standing in the targeted Zone.
Skills affecting the dice value, like +1 die: Melee, still apply.
54
GREEN HORDE - RULES
Battle rage – The Survivor gains an extra die to roll for Destiny – The Survivor can use this Skill once per Turn when
subsequent Melee Actions whenever they kill at least 1 they reveal an Equipment card they drew. They can ignore
Zombie with a Melee Action. The bonus is cumulative if the and discard that card, then draw another Equipment card.
Survivor gets at least 1 Zombie kill in the subsequent Melee
Actions and applies until the end of the Survivor’s Activation. Double casting – Every time the Survivor performs an
Enchantment Action, they can select an extra target for the
Blitz – Each time the Survivor kills the last Zombie in a Zone, same Enchantment for free. First, designate both targets,
they get 1 free Move Action to use immediately. then resolve one application after the other, in any order.
Bloodlust: Combat – Spend 1 Action with the Survivor: they Free reload – The Survivor reloads reloadable weapons (Hand
Move up to 2 Zones to a Zone containing at least 1 Zombie. Crossbows, for example) for free.
They then gain 1 free Combat Action (Melee, Ranged, or Magic).
Frenzy: Combat – All weapons and Combat spells the
Bloodlust: Magic – Spend 1 Action with the Survivor: they Survivor carries gain +1 die per Wound the Survivor suffers.
Move up to 2 Zones to a Zone containing at least 1 Zombie. Dual weapons and spells each gain a die, for a total of +2 dice
They then gain 1 free Magic Action to use immediately. per Wound and per Dual Combat Action (Melee, Ranged, or
Magic).
Bloodlust: Melee – Spend 1 Action with the Survivor: they
Move up to 2 Zones to a Zone containing at least 1 Zombie. Frenzy: Magic – Combat spells the Survivor carries gain
They then gain 1 free Melee Action to use immediately. +1 die per Wound the Survivor suffers. Dual Combat spells
each gain a die, for a total of +2 dice per Wound and per Dual
Bloodlust: Ranged – Spend 1 Action with the Survivor: they Magic Action.
Move up to 2 Zones to a Zone containing at least 1 Zombie.
They then gain 1 free Ranged Action to use immediately.
55
RULES - ZOMBICIDE
Frenzy: Melee – Melee weapons the Survivor carries gain Jump – The Survivor can use this Skill once during each of their
+1 die per Wound the Survivor suffers. Dual Melee weapons Turns. The Survivor spends 1 Action: they move 2 Zones into
each gain a die, for a total of +2 dice per Wound and per Dual a Zone to which they have Line Of Sight. Movement related
Melee Action. Skills (like +1 Zone per Move Action or Slippery) are ignored,
but Movement penalties (like having Zombies in the starting
Frenzy: Ranged – Ranged weapons the Survivor carries gain Zone) apply. Ignore everything in the intervening Zone.
+1 die per Wound the Survivor suffers. Dual Ranged weapons
each gain a die, for a total of +2 dice per Wound and per Dual Lifesaver – The Survivor can use this Skill, for free, once
Ranged Action. during each of their Turns. Select a Zone containing at least
1 Zombie at Range 1 from your Survivor. Choose Survivors
Hit & Run – The Survivor can use this Skill for free, just after in the selected Zone to be dragged to your Survivor’s Zone
they resolved a Magic, Melee, or Ranged Action resulting without penalty. This is not a Move Action. A Survivor can
in at least 1 Zombie kill. They can then resolve a free Move decline the rescue and stay in the selected Zone if their
Action. The Survivor benefits from the effects of the Slippery controller chooses. Both Zones need to share a clear path.
Skill for this Move Action. A Survivor can’t cross closed doors or walls and can’t be
extracted into or out of a Vault (see Zombicide: Black Plague).
Hold Your Nose – This Skill can be used once per Turn. The They can cross Barriers and Hedges, though.
Survivor gets a free Search Action in the Zone if they have
eliminated a Zombie (even in a Street Zone or Vault - see Low Profile – The Survivor can’t get hit by Survivors’ Magic
Zombicide: Black Plague) in the same Game Round. This Action and Ranged Actions (Siege Actions still apply). Ignore them
may only be used to Search, and the Survivor can still only when casting a Combat spell or shooting in the Zone they
Search once per Turn. stand in. Game effects that kill everything in the targeted
Zone, like Dragon Fire, still kill them, though.
Ironclad: [Zombie type] – The Survivor ignores all Wounds
coming from Zombies having the indicated keyword in its Lucky – The Survivor can re-roll once all the dice for each
name (such as “Walker”, “Runner”, etc.). “Ironclad: Walker” Action (or Armor roll) they take. The new result takes the
works with Orc Walkers, for example. place of the previous one. This Skill stacks with the effects of
other Skills and Equipment that allows re-rolls.
Iron Hide – The Survivor can make Armor rolls with a 5+
Armor value, even when they are not wearing armor on their Mana Rain – When resolving a Magic Action, the Survivor
Body slot. When wearing armor, the Survivor adds 1 to the may substitute the Dice number of the Combat spell(s) they
result of each die they roll for Armor rolls. The maximum use with the number of Zombies standing in the targeted Zone.
result is always 6. Skills affecting the dice value, like +1 die: Magic, still apply.
56
GREEN HORDE - RULES
Reaper: Magic – Use this Skill when assigning hits while Scavenger – The Survivor can Search in any Zone free of
resolving a Magic Action. 1 of these hits can freely kill an Zombies. This includes street Zones, Waterhole Zones, etc.
additional identical Zombie in the same Zone. Only a single
additional Zombie can be killed per Action when using this Skill. Search: +1 card – Draw 1 extra card when Searching with
The Survivor gains the experience for the additional Zombie. this Survivor.
Reaper: Melee – Use this Skill when assigning hits while Shove – The Survivor can use this Skill, for free, once during
resolving a Melee Action. 1 of these hits can freely kill an each of their Turns. Select a Zone at Range 1 from your
additional identical Zombie in the same Zone. Only a single Survivor. All Zombies standing in your Survivor’s Zone are
additional Zombie can be killed per Action when using this Skill. pushed to the selected Zone. This is not a Movement. Both
The Survivor gains the experience for the additional Zombie. Zones need to share a clear path. A Zombie can’t cross closed
doors, ramparts (see the Wulfsburg expansion), or walls,
Reaper: Ranged – Use this Skill when assigning hits while but can be shoved in or out of a Vault (see Black Plague), a
resolving a Ranged Action. 1 of these hits can freely kill an Waterhole Zone, and through a Barrier or Hedge.
additional identical Zombie in the same Zone. Only a single
additional Zombie can be killed per Action when using this Skill. Slippery – The Survivor does not spend extra Actions when
The Survivor gains the experience for the additional Zombie. they perform a Move Action out of a Zone containing
Zombies. Entering a Zone containing Zombies still ends the
Regeneration – At the end of each Game Round, remove all Survivor’s Move Action.
Wounds the Survivor received. Regeneration doesn’t work if
the Survivor has been eliminated.
Roll 6: +1 die Magic – You may roll an additional die for each
6 rolled on a Magic Action. Keep on rolling additional dice as
long as you keep getting 6. Game effects that allow re-rolls
must be used before rolling any additional dice for this Skill.
Roll 6: +1 die Melee – You may roll an additional die for each Spellbook – All Combat spells and Enchantments in the
6 rolled on a Melee Action. Keep on rolling additional dice as Survivor’s Backpack are considered equipped in Hand. With
long as you keep getting 6. Game effects that allow re-rolls this Skill, a Survivor could effectively be considered as having
must be used before rolling any additional dice for this Skill. several Combat spells and Enchantments cards equipped in
Hand. For obvious reasons, they can only use 2 identical Dual
Roll 6: +1 die Ranged – You may roll an additional die for Combat Spells at any given time. Choose any combination
each 6 rolled on a Ranged Action. Keep on rolling additional of 2 before resolving Actions or rolls involving the Survivor.
dice as long as you keep getting 6. Game effects that allow
re-rolls must be used before rolling any additional dice for Spellcaster – The Survivor has 1 extra free Action.
this Skill. This Action may only be used for a Magic Action or an
Enchantment Action.
Rotten – At the end of their Turn, if the Survivor
has not resolved any Combat Action (Melee, Sprint – The Survivor can use this Skill once during each
Ranged, or Magic), not Fired a Siege Engine, and of their Turns. Spend 1 Move Action with the Survivor:
not produced a Noise token, place a Rotten token they may move 2 or 3 Zones instead of 1. Entering a Zone
next to their base. As long as they have this token, they are containing Zombies still ends the Survivor’s Move Action.
totally ignored by all Zombies and are not considered a Noise
token. Zombies don’t attack them and will even walk past Super Strength – Consider the Damage value of Melee
them. The Survivor loses their Rotten token if they resolve weapons used by the Survivor to be 3.
any kind of Combat Action (Melee, Ranged, or Magic), Fire
a Siege Engine, or makes noise. Even with the Rotten token, Starts with a [Equipment] – The Survivor begins the game
the Survivor still has to spend extra Actions to move out of a with the indicated Equipment. Its card is automatically
Zone crowded with Zombies. assigned to them during Setup.
57
RULES - ZOMBICIDE
Steady Hand – The Survivor can ignore other Survivors of
their choosing when missing with a Magic or Ranged Action.
The Skill does not apply to game effects killing everything in
the targeted Zone (such as a Dragon Fire, for example).
Taunt – The Survivor can use this Skill, for free, once during
each of their Turns. Select a Zone your Survivor can see. All
Zombies standing in the selected Zone immediately gain
an extra Activation: they try to reach the taunting Survivor
by any means available. Taunted Zombies ignore all other
Survivors. They do not attack them and leave the Zone they
are standing in if needed to reach the taunting Survivor.
58
GREEN HORDE - RULES
Skills.....................................................................................16, 54
Spawn...................................................................................22, 28
59
RULES - ZOMBICIDE
GAME ROUND SUMMARY
GAME RULES OVERRIDE THIS ROUND SUMMARY!
1 Orc Walker 1 2 1 1
Orc Fatty /
2 Orc Abomination (1)
1 3 2/3 1/5
3 Orc Runner 2 1 1 1
4 Orc Necromancer 1 2 1 1