Rulebook Zombicide Invader PDF
Rulebook Zombicide Invader PDF
Rulebook Zombicide Invader PDF
01 CHAPTERS
DO NOTHING...................................................................................... 24
MACHINE ACTIONS........................................................................... 25
› PEACEKEEPER BOT ACTIONS..........................................................................25
› FALCHION SENTRY GUN ACTIONS.................................................................25
› SWAPPING BOTS AND SENTRY GUNS..........................................................25
2 INVADER - RULES
02
64 XENO MINIATURES
GAME
COMPONENTS
9 GAME TILES (DOUBLE-SIDED)
1 Spoiler Abomination
14 Hunters 14 Tanks
6 SURVIVOR MINIATURES
AND ID CARDS
35 Workers
2 MACHINE MINIATURES
6 SURVIVOR
DASHBOARDS
6 DICE
RULES - ZOMBICIDE 3
65 TOKENS 125 MINI-CARDS
71 Equipment cards
Doors
Neutral . . . . . . . . . . . . . . . . . . . . . x5
Ablative Armor . . . . . . . . . . . . . . . x4
Green . . . . . . . . . . . . . . . . . . . . . . x1 Assault Shotgun . . . . . . . . . . . . . . x3
Purple . . . . . . . . . . . . . . . . . . . . . . x1 Canister . . . . . . . . . . . . . . . . . . . . . x4
Energy Cell . . . . . . . . . . . . . . . . . . x6
First Player . . . . . . . . . . . . . . . . . . . . x1 Flamethrower . . . . . . . . . . . . . . . . x2
Heavy Cutter . . . . . . . . . . . . . . . . . x3
Machine Activation . . . . . . . . . . . . . x2 Heavy Shotgun . . . . . . . . . . . . . . . x3
Red/Red . . . . . . . . . . . . . . . . . . . . x4 Searchlight . . . . . . . . . . . . . . . . . . x2
Red/Green . . . . . . . . . . . . . . . . . . x1 Sledge . . . . . . . . . . . . . . . . . . . . . . x3
SMG . . . . . . . . . . . . . . . . . . . . . . . x2
Red/Purple . . . . . . . . . . . . . . . . . . x1
SMG (Starting Equipment) . . . . . . x2
Sniper Rifle . . . . . . . . . . . . . . . . . . x2
Mold
Falchion Sentry Gun . . . . . . . . . . . x1
Active/Inactive . . . . . . . . x15
Peacekeeper Bot . . . . . . . . . . . . . x1
54 Xeno Cards
4 INVADER - RULES
03
of the things Centaurans do, but only a few. And if you
INVADER try Thassian cuisine, you’ll be dead in one minute flat.
But these Xenos all survived here on the same stuff.
PROTOCOL It’s just… crazy.”
Magnus paused, considering. “Maybe whoever
dropped them here did it because of the xenium.”
Doctor Vivian Rigby wanted to be back in her lab. More
“Why would you think they were dropped here?”
than anything, this battle would be won there, not out
“Well, they sure didn’t evolve here. Nothing has except
here at the rain-drenched perimeter, looking out over
bacteria, right? But there’s still traces of oxygen in the
the dead landscape. But another wave was imminent,
atmosphere. Ever figure that out?”
and the outpost needed every gun on the walls.
She sighed. “Nope. We guess that there was a
“You know what this reminds me of?” Lieutenant
rudimentary oceanic ecosystem at one point in the
Magnus Berg asked beside her. His modulated voice
recent past, just like on Earth three billion years ago.
sounded sinister coming through his powered armor.
But we’ve only found traces of it. This whole planet
“That movie we saw on Holo-Night last month.”
makes very little sense right down to the xenium.”
She was too tired to remember. Holo-Night was a
“Anyway,” Magnus continued, “they don’t have any
regular victim to Cole Hill’s adoration of new retro
technology and they never acted really smart, so they
movies. “Which one?”
sure didn’t come here on their own.”
“The one with the brave miners getting their rare
“It’s likely some civilization we’ve not encountered yet.
resource raided by those Corporate bastards.”
They’re easy to overlook. The Centaurans knew about
It took her a moment. “Oh right. Yeah, they were quite
Earth, but all the races from Trappist had no idea we
cliché, the brave farmers and miners dreaming of a
were here until we sent a ship, and we’re all practically
free new world, and getting oppressed by the big bad
right next door.”
suits”
They were silent a long moment, listening to the rain.
“Oh. Really?” Magnus’ armor wasn’t suited for a shrug,
Vivian closed her eyes and thought briefly of sleep.
but the massive man accomplished it anyway. “Well,
A mistake, as she found herself nodding, only to be
you know what I mean. Mostly I was thinking we’re
jerked awake by Berg’s next statement. “Well, maybe
stuck in the same damn scenario.”
this isn’t that much like the holo after all. Those miners
Her turn to shrug. “I guess. Except that these Xenos
were intelligent. If these things were intelligent, we’d
are as alien to this rock as we are.”
have made them a deal. We’re not Corporate.”
“That was confirmed?”
“We might’ve corralled them at least,” Vivian said,
“Yeah. I was working on several hypotheses with the
agreeing. “Back when they were docile. But they
base AI before you guys conscripted it out from under
ignored us for almost a year, even after we began
me. Genetic scans show them coming from at least
pumping xenium out of the ground. No one thought
three distinct planetary biomes, maybe more.”
there was any need.”
“I’d heard that. It doesn’t make any sense.”
“Yeah. Any ideas on why they went nuts?”
She chuckled. “Lots of things about this don’t make
“Something changed.”
any sense.”
His sarcasm was plain through his faceplate. “Well, duh.”
“What did they even eat?” He waved his arm across
She gave a brief smile. “Sorry. Just tired. Something
the desolation before them. “There’s nothing here.”
triggered this. I had a line on it, but then we needed
“I believe they were lithotrophs before they developed
everyone at the walls, and I haven’t had any time to
a taste for human flesh. Most of them anyway.”
confirm my hypothesis.”
“Um. What?”
“You mean that infection thing I was briefed on?”
She sighed. “They eat rocks. The minerals, specifically.”
“Yeah. They’ve all got something in their blood. It’s
“Wouldn’t that be a lithovore?”
nearly identical. But it makes no sense, because of
“Who’s the scientist here?” she asked, head cocked.
their genetic diversity.”
“Oh. Right. Sorry.”
“I don’t follow.”
She patted his armored arm. “Don’t sweat it. They
She thought for a moment. “How to explain…. Species
make use of the xenium too. Although why all of them
can serve as carriers for diseases, right? On Earth,
would eat the same thing is still beyond me. They
mosquitoes carry malaria but don’t get it themselves.
share very little DNA. Thirty percent, which is about
We catch it when they bite us. We’re different species.”
the baseline we’ve found for all double-helix lifeforms
“Sure, I get that.”
across known space. Think about it. We can eat some
RULES - ZOMBICIDE 5
“So cross-species infections are crazy rare, even in
species that evolved in the same planetary biome. ZOMBICIDE THROUGH SPACE AND TIME
Here we’ve got species from three different worlds,
The Zombicide game range allows players to
sharing only a third of their DNA, that are all catching
battle Zombies in many settings, creating unique
the same thing. It’s insane. It’d be like you getting the atmospheres with dedicated Survivors, Zombies,
flu from a banana, and you both share sixty percent of and other features.
your DNA being from Earth. With these, it’s even more Using the same basic mechanics, all Zombicide core
far-fetched. If I hadn’t seen it, I wouldn’t believe it.” boxes are designed to be entry points to the game.
Magnus contemplated that a moment, then looked Core boxes and expansions from each era (classic,
straight at her, his alarm plain. “Don’t tell me humans fantasy, or sci-fi) are fully compatible with each other.
are in danger from this!”
She shook her head. “No, at least not that we’ve seen.
The infection turned the Xenos into some kind of...
zombies.”
“Whew. I guess maybe this isn’t much like that holo
after all,” he said chuckling.
“Only superficially,” she said, sharing a wan smile.
“So what can we do?”
Vivian could only shrug. “Hold out for reinforcements.
Try to get more data. Theoretically, I’d suggest full evac
until we get a handle on it. But shuttles get scarce, and
rarely leave.”
Classic Zombicide spans three Seasons, following
Magnus might’ve been about to say something when
the zombie apocalypse in a modern-day world, over
the outpost klaxon blared. Red lights flashed and
a time span covering roughly a year.
the air filled with Captain Connor’s clipped tones. “All
personnel, incursion, south gate. Repeat: prepare for
incursion, south gate. This is not a drill.”
“Course it’s not a drill,” Vivian grumbled, checking her
weapon over. “We’ve had too much of the real thing.”
Magnus was already on his feet. “No doubt, Doc, but
save it for now. It’s time for some zombicide.”
Zombicide: Invader is a cooperative game where 1 to 6 Survivors use whatever weapon they can get to kill Xenos
players face Xenos, an unfathomable swarm of infected and slow the invasion. The better the weapon, the higher
aliens, controlled by the game itself. Each player controls 1 the body count, but the more Xenos will appear, attracted
to 6 Survivors in a science-fiction setting overwhelmed by by the onslaught!
Xenos. The goal is simply to choose a Mission and complete Survivors can be Civilians or Soldiers, each having specific
its objectives, survive, and kill as many Xenos as possible! Skills. They all play together as a team, trading Equipment,
Most of the time, Xenos are predictable, but there are a lot of and covering each other. Only through cooperation can
them and they use nasty tactics. The Spoiler Abomination, players achieve the Mission objectives and win. Survivors
for example, spreads an alien substance called Mold in the fight Xenos, but also rescue each other, recover vital data,
space complex, slowly turning it into a Xenos’ nest. Danger unveil dark secrets, and much more!
is spreading everywhere.
6 INVADER - RULES
04 SETUP
A Zombicide: Invader 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 Xeno swarms
all on their own!
1 › Choose a Mission.
• Starting Equipment: 4 Cattle Prods and 2 SMGs. These • Oxygen Tank: There are 6 of them. These cards are
cards are identified by a grey back. identified by an Oxygen Supply Room back.
These were supplied to maintain order, not to face a Xenos Your team needs Oxygen Tanks to travel outside the station.
invasion. Search for better weapons as soon as you can! These are found in Oxygen Supply rooms. Protect them!
RULES - ZOMBICIDE 7
• Prototype: Prototype Assault Shotgun, Prototype Heavy 7 › Distribute the Starting Equipment cards as you see fit
Shotgun, Prototype Light Machine Gun, and Prototype among the Survivors. Zombicide: Invader is a cooperative
Sniper Rifle. These cards are identified by a red back. game, so decide as a team. Each Survivor starts the
game with at least 1 card. If a Survivor’s starting Skill
lists any starting Equipment, they receive those cards
now, independent of the Starting Equipment you’ve just
distributed.
8 › Shuffle the Xeno cards into one deck and the Equipment
cards into another. Place both decks face down close to the
board.
The Falchion Sentry Gun and Peacekeeper Bot 12› Decide who will be the first player, then give them the
may help your team wipe out Xenos. First Player token.
8 INVADER - RULES
Baraka is 3 trackers
a Soldier. in reserve.
She may only
Search in Security
Rooms (P. 34)
XP Tracker in the
0 slot of the Blue
Danger Level.
RULES - ZOMBICIDE 9
05 GAME WINNING AND LOSING
PLAYERS’ PHASE
The player with the First Player token takes their Turn,
activating their Survivors one at a time, in the order of their
choice. Each Survivor can initially perform 3 Actions per Turn,
though they may gain Skills allowing them to perform extra
Actions as the game progresses. The Survivor may use their
Actions to kill Xenos, move around the board, and perform
other tasks to accomplish the various Mission Objectives.
Some Actions make Noise, and Noise attracts Xenos!
Once a player has activated all their Survivors, the player
to the left takes their Turn, activating their Survivors in the
same manner.
When all the players have completed their Turns, the Players’
Phase ends.
06
The Players’ Phase is explained in depth on page 22.
THE
XENOS’ PHASE
All Xenos on the board activate and spend 1 Action either
BASICS
to attack a Survivor standing in their Zone or, if they have
nobody to attack, to move toward the Survivors or noisy We’ve all received basic weapon training, at least. But
Zones. these… things… are an unknown and immediate threat.
Some Xenos, called Hunters, get 2 Actions, so they can We don’t even know where to shoot to knock them out.
attack twice, attack and move, move and attack, or move
twice. Once all Xenos have performed their Actions, new
Forget the drill and call upon your instincts!
Xenos appear in all active Spawn Zones on the board. – Cole
The Xenos’ Phase is explained in depth on page 26.
USEFUL DEFINITIONS
END PHASE Actor: A Survivor, Xenos, or active Machine.
Zone: Inside a building, a Zone is a room. Anywhere else
All Noise tokens are removed from the board, and the first (corridor or exterior), a Zone is the area between two linear
player hands the First Player token to the player to their left. markings (or a linear marking and the board’s edge) and the
Another Game Round then begins. walls of buildings along the station.
10 INVADER - RULES
Delimited by thick walls, this
This is an
building has four room Zones
exterior Zone.
separated by inner walls.
LINE OF SIGHT
Lines of Sight define whether Actors can see each other,
such as whether a Survivor can see a Xeno across the
corridor, from one room to the next, into a room, etc.
DARK ZONES
RULES - ZOMBICIDE 11
Cole stands in a corridor Zone. Mitsuki stands in a room Zone.
He can see every corridor She can trace Lines of Sight
Zone in straight lines, up to 1 Zone away into the other
walls and the board’s edges. room Zones nearby and into the
corridor Zone, in straight lines.
Jared’s Line of
Lines of Sight go in straight
Sight is stopped
Vivian stands in lines. No diagonals for Cole!
by the full wall.
a room Zone. Her
Line of Sight goes
1 Zone into the
rooms nearby but
is cut by full walls
(to Magnus) and
closed doors (to
the corridor). 1 Zone away only: this
room Zone is too far for
Mitsuki’s Line of Sight.
Cole’s Line of Sight goes In exterior Zones, Lines of Baraka stands in an Airlock
1 Zone into the room. Sight are traced in the same room (P. 35). Lines of Sight
way as corridor Zones. cannot be traced through
to the exterior Zone.
12 INVADER - RULES
MOVEMENT
Actors can move from a Zone to the next as long as the
first Zone shares at least an edge with the destination Zone. Baraka can enter
Corners do not count. This means Actors cannot make the corridor through
diagonal movements. the destroyed door.
RULES - ZOMBICIDE 13
Weapons fall into 2 categories: Melee weapons and Ranged
weapons. The Melee and Ranged symbols are used to
distinguish each type.
AMMO TYPE
Cattle Prods and Heavy Cutters are Melee weapons. Weapons with the Bullets symbol use solid
ammunition of some sort (no matter the
Ranged weapons bear the Ranged symbol. caliber). Bullet-fed weapons cannot be
They usually have a Range value of 1 (or more). used in exterior Zones.
They are used with Ranged Actions (P. 31).
Attacking at Range 0 with a Ranged weapon
is still a Ranged Action.
14 INVADER - RULES
Weapons with the Energy symbol use a power
source to function (no matter the battery type).
Energy-fed weapons can be used in any Zone.
NOISY EQUIPMENT
Wait, wait, wait! If you pull the trigger, the gunfire will attract
more of them to our position! There must be another way!
– Look me in the eye and tell me you’re not starting to
enjoy this.
– […] Don’t tell anyone.
RULES - ZOMBICIDE 15
COMBAT CHARACTERISTICS
HAND
Weapons display Combat characteristics used to eliminate Put this Equipment in Hand
Xenos in many inventive ways. in order to use it.
SILENT
This Equipment doesn’t DUAL
produce a Noise token when If you have Dual weapons with the same
used in Melee Combat. name in each Hand slot (P. 30), you may
use them both with a single Action (they
must be aimed at the same Zone).
AMMO TYPE
This Equipment uses Energy. DAMAGE
Damage inflicted for each success.
Damage does not stack up with
multiple successes unless it is
WEAPON TYPE a Concentrated Attack (P. 33).
This Equipment is
a Melee weapon.
ACCURACY:
Each roll that equals or exceeds
this value is a success. Lower
RANGE DICE results are failures.
Min and max number of Roll this many
Zones the weapon can reach. dice when a
0 indicates it can only be Melee Action
used in the Survivor’s Zone. is spent to use
this weapon.
HAND
NOISY Put this Equipment in Hand
This Equipment places in order to use it.
a Noise token when used
in Ranged Combat.
DUAL
If you have Dual weapons with the same
name in each Hand slot (P. 30), you may
AMMO TYPE use them both with a single Action (they
This Equipment uses Bullets. must be aimed at the same Zone).
DAMAGE
WEAPON TYPE Damage inflicted for each success.
This Equipment is Damage does not stack up with
a Ranged weapon. multiple successes unless it is a
Concentrated Attack (P. 33).
RANGE
Min and max number of DICE ACCURACY
Zones the weapon can Roll this many Each roll that
reach. 1-1 indicates it can dice when a equals or exceeds
be used to shoot at 1 Zone Ranged Action this value is a
away, no more, no less, is spent to use success. Lower
and within Line of Sight. this weapon. results are failures.
16 INVADER - RULES
NOISE • A Survivor moves to the Yellow Danger Level upon reaching
7 Experience Points. They gain a fourth Action.
Firing a machine gun or a sniper rifle makes Noise, and • The Orange Danger Level is reached with 19 Experience
Noise attracts Xenos. Each Action used to attack with noisy Points. Choose a Skill among the 2 indicated at this Level.
Equipment produces a Noise token. • The Red Danger Level is reached with 43 Experience
• Place this token in the Zone where the Survivor resolved Points. Choose a Skill among the 3 indicated at this Level.
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, 7 TO 18 0 TO 6 EXPERIENCE POINTS:
no matter how many dice are rolled, how many hits are EXPERIENCE Blue Level, possess a starting Skill.
obtained, or whether Dual weapons are used. POINTS:
• Noise tokens are removed from the board during the End Yellow Level,
Phase (P. 10). gain a fourth
Action.
NOTE: Each Survivor miniature also counts as a Noise token.
Machines also count as Noise tokens when possessing a
Machine Activation token (P. 25). Xenos have senses humans
can’t comprehend, and Survivors are never quiet, anyway! 19 TO 42
EXPERIENCE
EXAMPLE: Magnus spends his first Action with a Sledge POINTS:
to eliminate a Xeno in his own Zone. The Sledge is a Silent Orange Level,
weapon, and doesn’t produce Noise tokens. choose a Skill
The second Action is spent to fire 1 Zone away with an from the 2
Assault Shotgun. It is a noisy weapon. Even if multiple dice available.
were rolled, only a single Action was spent: a single Noise
token is set in Magnus’ Zone.
The Survivor spends his third Action to Move away. The
Noise token remains in the Zone it was produced and does 43 EXPERIENCE POINTS:
not follow Magnus. Red Level, choose a Skill
from the 3 available.
There are 4 Danger Levels on the Danger Bar: Blue, Yellow, ORANGE LEVEL: 6 Workers
Orange, and Red. At each Danger Level, the Survivor gains
a new Skill (P. 52) to help them on their Mission. Skills stack YELLOW LEVEL: 4 Workers
across Danger Levels, so at Red Level, your Survivor has 4
Skills. As new Skills are unlocked, place new trackers on the
BLUE LEVEL: 2 Workers
Survivor Dashboard to indicate them.
RULES - ZOMBICIDE 17
07 INVENTORY
A Hand Equipment or Body Equipment slot is
reserved exclusively for Equipment cards bearing the
corresponding symbol (Hand Equipment in a Hand slot,
Body Equipment in a Body slot).
Overpowered? I’d rather say they’re the right tools, for the The Hand symbol marks the Equipment cards
right work. that can only be used in Hand slots.
– Jared
Each Survivor can carry up to 9 Equipment cards, divided The Body symbol marks the Equipment cards
into three types of Equipment slots on their Dashboard: 2 that can only be used in Body slots.
Hand, 2 Body, and 5 Backpack slots (not counting cards
Attached to other cards). You may discard cards from your
Survivor’s inventory to make room for new cards at any time, The Backpack can hold up to 5 Equipment cards of any type
for free (even during another player’s Turn). (Hand, Body, or no symbol). Characteristics and game effects
described on Hand/Body Equipment cards cannot be used
until they are moved to their appropriate inventory slots.
BACKPACK:
The Backpack slots are meant to
store any weapon card the Survivor
is not currently using, as well as BODY SLOTS:
support-oriented cards like the M.R.E. Both Body slots are used mostly
to hold specialist items, like a
Searchlight. They can only hold
cards bearing the Body symbol.
HAND SLOTS:
Both Hands are used primarily for Combat.
They can only hold cards bearing the Hand
symbol, like weapons.
18 INVADER - RULES
08 THE
XENOS
Zombicide: Invader features four types of Xenos. Most
of them have a single Action to spend each time they
activate (Hunters have 2). A Xeno is eliminated as soon as
it is successfully hit with an attack that has the minimum
required Damage value. Then its assailant immediately
earns the listed Experience Points.
WORKER
Workers are the most common Xenos. While they seem to
be the weakest among their species, each one is strong
enough to tear a human apart, and there are enough of them
to swarm the entire place multiple times over!
Damage dealt: 1
To eliminate: Damage 1
Experience provided: 1 point
TANK
Shrugging off any damage except the most potent blows, the
towering Tanks protect their brethren from incoming attacks HUNTER
and lead the charge. They gruesomely kill unprotected
targets with a single punch, rending exo-armors in seconds. Faster and more cunning than their brethren, the Hunters’
function among the Xenos is clearly defined: seek and
destroy. These predators are smart enough to hide behind
others to avoid damage, and they strike mercilessly with
unparalleled speed.
Damage dealt: 1
To eliminate: Damage 1
Damage dealt: 2 Experience provided: 1 point
To eliminate: Damage 2 Special rule: Hunters have 2 Actions
Experience provided: 1 point every time they are activated (P. 28).
RULES - ZOMBICIDE 19
SPOILER ABOMINATION MOLD RULES
Spoiler Abominations stand amongst their kind as hulking Is that a joke?!? I don’t care about this thing’s scientific
machines of destruction. They are immune to mundane value! It’s ugly, corrosive, slimy, sticky, and stinks like a
damage and destroy anyone standing in their path. zombie! Gimme dat… damn… flamethrower!
Destruction, however, does not seem to be their ultimate
goal. They cover our buildings with a disgusting substance – Magnus
we call “mold”.
20 INVADER - RULES
The Airlock can
still be used, even
if it was turned
into a Mold Zone.
The Inactive Mold is considered to Baraka’s Line of
be a corridor for Line of Sight. The Sight through the
token is set in a room, yet it has corridor ends in
been so ravaged, Mitsuki and Jared the Mold Zone and
have a Line of Sight on each other! cannot go further.
The Spoiler Abomination just moved The Active Mold acts Both the Security
into the Security Room and turned it as a room Zone for Line Room and the Oxygen
into a Mold Zone. An Active Mold token of Sight. Cole has a Supply Room have
is set. The door and the Objective view to the Mold Zone, been spoiled and lost
are removed. All walls, including the but cannot see Jared their special abilities.
northern one, now have an opening. on the other side.
The room can no longer be Searched.
RULES - ZOMBICIDE 21
09 PLAYERS’ A Survivor can only Search room Zones and only if there
are no Xenos in that Zone. The player draws a card from
PHASE the Equipment deck. They may then either place it in the
Survivor’s inventory, reorganizing it for free, or immediately
discard it.
A Survivor can only perform a single Search Action per Turn
Starting with whoever holds the First Player token, each (even if it’s an extra free Action).
player activates their Survivors one after the other, in the
order of their choice. Each Survivor can execute up to NOTE: Soldiers can only Search in Security Rooms (P. 34).
3 Actions at the Blue Danger Level (not counting any free
Actions their Blue Level Skill may give them). The possible
Actions are listed below.
MOVE
The Survivor moves from a Zone to the next but cannot move
through external building walls or closed doors.
• A Survivor must spend 1 additional Action per Xeno
standing in the Zone they’re attempting to leave.
• Entering a Zone containing Xenos ends the Survivor’s
Move Action (even if they have a Skill allowing them to move
through several Zones per Move Action or the Unstoppable
Skill).
EXAMPLE: Mitsuki is in a Zone with 2 Workers. To leave this Are you a Soldier? You may only Search for Equipment in
Zone, she spends 1 Move Action, then 2 more Actions (1 per these Security Rooms. Civilians may Search there too!
Worker), for a total of 3 Actions. If there had been 3 Xenos
in the Zone, Mitsuki would have needed 4 Actions (1 + 3) to
Move. DOOR ACTIVATION
This Action is free and can be performed once per Turn.
The Survivor either places or removes a closed Door token
on a door opening in a Zone they occupy. This Action
cannot be performed on a door opening shared with
a Mold Zone, or if there's a destroyed Door token there.
The neutral door reserve is capped at 5. Once they are set,
Survivors can't close more doors until some get back in
the reserve.
22 INVADER - RULES
Cole, being
busy in the ATTACH OR DETACH EQUIPMENT CARDS
Security Room,
closes the door
between the
Hunter and him.
RULES - ZOMBICIDE 23
COMBAT ACTIONS TAKE OR ACTIVATE AN OBJECTIVE
– 11, 12, 13, hellfire incoming, get ready… The Survivor takes an Objective or activates an Objective
in the same Zone. The game effects are explained in the
– 17, 18, ding! Don’t bother, I win! Mission’s description.
The Survivor uses a Melee weapon they are holding in Hand DO NOTHING
to attack Xenos in their own Zone (see Combat, P. 30).
The Survivor does nothing and prematurely ends their Turn.
Any remaining Actions are lost.
RANGED ACTION
24 INVADER - RULES
MACHINE ACTIONS A Machine performing at least 1 Action gets a Machine
Activation token. The Machine is considered to be a Survivor
– Mitsuki scares me a little, to be honest. She looks evil as long as it possesses the token. The token is removed
whenever she highjacks another bot. during the End Phase.
A Machine without an Activation token is ignored by Xenos.
– I guess she likes teddy bears with chainsaws.
RULES - ZOMBICIDE 25
10 XENOS’ REMEMBER: The game is lost if any starting Survivor is
eliminated (Machines don’t count).
PHASE Xenos fight in groups: all Xenos activated in the same Zone
as a Survivor join the Attack, even if there is so much Damage
that it would be overkill.
Once the players have activated all their Survivors, the
Xenos activate. No single player controls them; they do it NOTE: Machines can be lost without losing the game. This
themselves, performing the following steps in order. rule makes it useful to sacrifice a Machine to a band of
Xenos.
ATTACK
Survivors in the same Zone split the Xenos’ Attacks in any way MOVE
the players prefer, even if it means dealing them all to a single
Survivor (or Machine with an Activation token). Each successful The Xenos that have not Attacked use their Action to Move 1
Xeno Attack deals the corresponding Damage amount. Zone toward Survivors:
The targeted Survivors lose Armor points. Move the Armor 1– Xenos select their destination Zone.
Bar 1 point lower per Damage received. The Survivor is • The first Zone they select is the one with Survivors in Line
eliminated as soon as the Armor Bar drops to 0. of Sight that has the most Noise tokens. Remember, each
Survivor counts as a Noise token.
• If no Survivors are visible, they select the noisiest Zone.
In both cases, distance doesn’t matter. A Xeno always
chooses the noisiest target they can see or hear.
26 INVADER - RULES
If there is more than one route of the same length, Xenos
split into groups of equal numbers and types to follow all
possible routes. They also split up if different target Zones
contain the same number of Noise tokens.
Uneven Xenos groups are split the same way. Decide which
splitting group gets the extra Xeno and which direction the
uneven split groups go. In case of a single Xeno being offered
multiple routes, the players decide which direction it goes.
Xenos destroy doors on their path toward Survivors.
RULES - ZOMBICIDE 27
Select a Spawn Zone and draw a Xeno card. Read the Xeno
type and the line that corresponds to the Danger Level of the
most experienced Survivor (Blue, Yellow, Orange, or Red).
Place the indicated amount of the corresponding Xeno type
in the Spawn Zone.
Repeat this for each Spawn Zone.
PLAYING HUNTERS
EXAMPLE 2: A group of 2 Hunters and 1 Tank is 1 Zone away Always begin with the same Spawn Zone (you choose) and
from a Survivor. For their first Action, since they have nobody continue clockwise. When the Xeno deck runs out, reshuffle
to Attack in their Zone, the Xenos Move into the Survivor’s all the discarded Xeno cards to make a new deck.
Zone. The Hunters then perform their second Action. Since
they now occupy the same Zone as a Survivor, they Attack. EXAMPLE: Cole has 5 Experience Points, placing him in
Each Hunter inflicts 1 Damage. the Blue Danger Level. Mitsuki has 12, which puts her in
Yellow. In order to determine how many Xenos spawn, read
EXAMPLE 3: A Survivor stands in the same Zone as 3 the Yellow line, which corresponds to Mitsuki, the most
Workers, 1 Tank, and 2 Hunters. All the Xenos Attack and experienced Survivor.
inflict 7 Damage (3 Damage is enough to kill the Survivor; the
4 remaining Damage is ignored). None of the Xenos Move, COLORED SPAWN ZONES
as they all Attacked. Then the Hunters resolve their second
Action. They have no one to Attack, so they Move 1 Zone
toward their destination Zone.
STEP 2 – SPAWN
The Mission maps show where Xenos appear at the end of
each Xenos’ Phase. These are the Spawn Zones.
28 INVADER - RULES
EXTRA ACTIVATION CARDS
At the Yellow,
Orange, and Red
Danger Levels,
all Workers
immediately
activate.
At the Blue
Danger Level, MOLD XENO CARDS
nothing happens.
How did they spawn here? We should have seen them
coming!
When you reveal an Extra Activation card, no Xenos appear
in the designated Zone. Instead, all Xenos of the indicated – One thing at a time. For now, pull the trigger!
type immediately get an extra Activation (see Activation
step, P. 26). Notice that these cards have no effect at the – Do I smell…xenium?
Blue Danger Level!
RULES - ZOMBICIDE 29
11 COMBAT
RUNNING OUT OF MINIATURES
EXAMPLE: Vivian has 2 SMGs in her Hands. The SMG has the
Dual symbol, so Vivian can shoot them both simultaneously.
This allows her to roll 4 dice (2 for each SMG) with a single
Ranged Action.
30 INVADER - RULES
• Workers and Hunters are eliminated with a Damage 1 (or RANGED ACTION
more) hit.
EXAMPLE: Jared and Vivian are in the same Zone as a EXAMPLE 2: The Assault Shotgun has a Range of 1-1. It can
Tank, a Hunter, and a Worker. Jared attacks with his Sledge. shoot 1 Zone away, no more, no less.
He rolls a •, •, and •, which means 2 hits. The Sledge
has Damage 1, so it cannot hurt the Tank. Jared allocates Ignore any Actors in the Zones between the shooter and
his first hit to the Hunter and the second to the Worker, the target Zone. Survivors may shoot through occupied
eliminating them both. It is a Melee Action: although a miss Zones without danger to either fellow Survivors or Xenos.
was obtained, Vivian is safe from Jared’s swings. A Survivor can even shoot at another Zone while there are
Xenos in their own Zone!
RULES - ZOMBICIDE 31
TARGETING PRIORITY ORDER
TO ELEMINATE
MIN DAMAGE
EXPERIENCE
TARGETING
When using a Ranged weapon (even at Range 0), the shooting
PRIORITY
Survivor does not choose the targets hit by successful rolls.
ACTIONS
EARNED
Hits are assigned to Actors in the targeted Zone according
NAME
to the Targeting Priority Order:
FRIENDLY FIRE
(*general whistling*)
NOTE: Tanks are first in the Targeting Priority Order and are
immune to Damage 1 weapons. It means they can protect
all Workers and Hunters in their Zone from all Damage 1 EXAMPLE: Mitsuki shoots with an Assault Shotgun at a
Ranged Actions, as they need to be removed before getting Zone containing Jared and 2 Workers. Rolling •, •, and
to Workers and Hunters. •, she obtains 2 hits… and a miss. Each hit eliminates a
The same applies to Abominations, requiring Damage 3 to Worker. The miss, however, hits Jared for Damage 1. Jared
be eliminated. loses 1 Armor point.
32 INVADER - RULES
A Ranged Concentrated Attack still follows the Targeting
Priority rules. Misses are dealt among fellow Survivors as
Friendly Fire: apply the weapon’s base Damage value (no
matter the amount of hits obtained).
CONCENTRATED ATTACK
Why… (WHACK)… don’t… (CRUNCH)… you… (SMASH)… just…
(KRAKK)… DIE?!? EXAMPLE 2: Armed with a pair of Cattle Prods, Vivian
stands in the same Zone as a Spoiler Abomination.
A Survivor performing a Melee or Ranged Action (either No matter how many dice she rolls (Dual Cattle Prods roll 4
by themselves or using a Machine) may concentrate their dice), the basic 1 Damage value is not enough to eliminate
Attack toward a single target to increase their chance of the Spoiler Abomination (Damage 3 is required) so Vivian
overcoming its defenses and eliminating it. Concentrates her Attack on the Xeno and rolls 4 dice: •,
To perform a Concentrated Attack, designate a single •, •, and •. 3 successes! The Damage value is raised to
specific target among those the Attack may hit, before 3 (base 1, x3 successes), which is enough to eliminate the
rolling dice. Multiply the Damage value by the amount of hits Spoiler Abomination!
obtained (1 success: Damage x1. 2 successes: Damage x2.
3 successes: Damage x3, etc.). Only the designated target
may be hit by successful rolls. Leftover Damage is lost.
RULES - ZOMBICIDE 33
12 SECURITY ROOMS,
OXYGEN SUPPLY
ROOMS, AND AIRLOCKS
Zombicide: Invader features special rooms used to provide
Equipment to Soldiers, exit the mining station, and go on
exterior Zones. The fight against Xenos heads out onto PK-
L7, the planet’s surface!
Except for Airlocks, these special Zones lose their
properties whenever covered with Mold (P. 20).
SECURITY ROOM
HELLFIRE I think we lost Magnus here. Magnus? Magnus? Buddy,
is there anybody in that head?
Why bring flamethrowers to a space mining facility?
Because we can!
34 INVADER - RULES
OXYGEN SUPPLY ROOM Marked with Airlock writing, Airlocks are frontiers between
the mining station and exterior Zones.
Aim your flamethrower the other way, please. No, really. • No Line of Sight can be traced through the door separating
Trust me. an Airlock and an exterior Zone.
• Getting through the Airlock to an exterior Zone requires
an equipped (Body slot) Oxygen Tank. The Oxygen Tank
needs to be Equipped as long as the Survivor is outside.
Xenos, on the other hand, can go back and forth normally.
• Moving back and forth is possible even if the Airlock turns
into a Mold Zone.
AIRLOCKS
RULES - ZOMBICIDE 35
13 ULTRARED
MODE 14 PLAYING WITH
7+ SURVIVORS
– There are so many of them, these are impossible odds! Zombicide: Invader has an expanding gallery of Survivors to
play with. Sooner or later, you may be tempted to try playing
– That’s music to my ears. with more than 6 Survivors. To do so, you’ll need the extra
Survivor dashboards, plastic trackers, color bases, and
– Cole and Jared Starting Equipment cards contained in expansions that are
sold separately.
The Ultrared Mode allows your Survivors to gain Experience Playing with an increased number of Survivors (or players!)
Points beyond the Red Danger Level and pick up additional is quite easy. Follow these guidelines, and adjust them to fit
Skills. This mode is great for reaching amazing body counts your challenge level.
and completing very large scenarios.
EXAMPLE: Baraka just earned her 43rd Experience Point, • For each Survivor above the sixth, add 1 additional Starting
getting to the Red Level. She has the following Skills: Lucky Equipment card from the expansion to the pool of cards that
(Blue), +1 Action (Yellow), Remote control: Sentry Gun will be distributed among Survivors during Setup. If you
(Orange), and +1 die: Combat (Red). don’t have any, the extra Survivors enter the game with no
The player moves the experience tracker back to the start as Starting Equipment.
the Mission continues. Baraka is still at Red Level and keeps Be careful, some Equipment may be reserved for
on earning Experience Points as she kills Xenos. Survivors of a given category. Check their special rules
Baraka doesn’t get an additional Skill upon reaching the to know more.
Blue and Yellow Levels for the second time since she has
all available Skills for these Levels. Upon reaching the • Add 1 additional Xeno Spawn token per 2 Survivors above
Orange Level again, she gains +1 die: Combat, her second the sixth (rounded up). Stack these additional Spawn tokens
Orange Level Skill. Reaching the Red Level again, the player in the same Zones as existing ones or in any new Spawn Zone
chooses a new Skill among the 2 remaining ones for this of your choice, if you have several available. Yes, that means
Level and goes for Remote control: Bot. The experience some Zones will double or even triple their spawn rate!
counter returns to the start.
During her third progression through the experience bar,
Baraka doesn’t get any Skill at Blue, Yellow, or Orange SURVIVORS ADDITIONAL
Levels, as she already has them all. Upon reaching the Red
Level for the third time, she earns the last Red Level Skill:
SPAWN TOKENS
Sniper. The experience counter goes to the start again.
From now on, Baraka still earns Experience Points and gets 7-8 1
a player-chosen Skill every time she reaches the Orange
Level, and then another upon reaching the Red Level.
9-10 2
11-12 3
36 INVADER - RULES
15 TUNING
THE DIFFICULTY
Xenos are the perfect aliens. Human concepts like mercy,
self-preservation, or restraint are unknown to them. But
sometimes, the game may be too easy, or just too hard, for
you or your playing group. In that case, sort your Xeno cards
using their card number.
• Xeno cards #26 to #50 are the harder part. Xenos come
in greater numbers, especially at low Danger Levels. Keep
them for experienced player groups and Zombicide veterans.
• Xeno cards #51 to #54 are extra Activations. Add them for
an element of surprise, tuning the difficulty up.
These elements can be mixed in any way you see fit to create
Zombicide: Invader’s difficulty may be your own game experience!
tuned up or down using the card numbers.
RULES - ZOMBICIDE 37
16
MISSIONS
M0 BREACH!
TUTORIAL:
Player Objectives
Starting Area (5 XP)
Sentry Gun
Active Mold
Bot
38 INVADER - MISSIONS
M1 GATHERING
FORCES
EASY / 6+ SURVIVORS / 60 MINUTES
06-R 09-R
01-R 05-R
02-R 07-R
OBJECTIVES
SPECIAL RULES
• Setup.
- Place the Green and the Purple Objectives
randomly among the Red Objectives,
facedown.
- Survivors are split in 2 groups as evenly
as possible, then placed at random in the
indicated Player starting areas.
MISSIONS - ZOMBICIDE 39
M2 ROCK’N
ROLLY
Tiles needed: 01-R, 02-R, 03-R, 04-R, 05-R, & 09-R.
SPECIAL RULES
• Setup.
- Place the Green, Purple and White Objectives
randomly among the Red Objectives, facedown.
- Each Survivor starts with an equipped
Oxygen Tank.
Closed Door
Objectives
(5 XP) Active Mold
40 INVADER - MISSIONS
M3 THE
REARGUARD
Tiles needed: 01-V, 02-V, 04-V, 06-V, 07-V, & 09-V.
SPECIAL RULES
Spawn Zone
Noise Objective
token (5 XP)
Exit Zone
MISSIONS - ZOMBICIDE 41
M4 THE
ENGINEERS
MEDIUM / 6+ SURVIVORS / 90 MINUTES
42 INVADER - MISSIONS
OBJECTIVES SPECIAL RULES
Rescue the engineers. Accomplish the Objectives in this • Setup. Each Survivor starts with an equipped Oxygen Tank.
order to win the game:
1– Find the scientists. Take the Blue and White Objectives. • Field testing, the true way. Each Objective gives 5
2– Exit the scene. Reach the Exit with all Survivors. Any Experience Points to the Survivor who takes it. Each Red
Survivor may escape through this Zone at the end of their Objective provides a random Prototype weapon as well.
Turn, as long as there are no Xenos in it.
• A nice hideout. The scientists are represented by the Blue
and the White Objectives. They are not considered to be
Survivors, do not attract Xenos, and don’t produce Noise.
MISSIONS - ZOMBICIDE 43
M5 ARMS
RACE
MEDIUM / 6+ SURVIVORS / 60 MINUTES
05-V 07-V
06-V 04-V
02-V 08-V
OBJECTIVES
SPECIAL RULES
44 INVADER - MISSIONS
M6 PLAYING
WITH FIRE
Tiles needed: 01-V, 02-V, 05-R, 07-R, 08-R, & 09-R.
07-R 05-R
It’s time for some payback. We are carefully (well, almost)
going up the Xenos’ road to get a better idea on their origin
09-R 08-R
and contamination. It seems we found a major Xenos route
coming from an extensive laboratory, a couple hours away
02-V 01-V
from our shelter. We just have been spotted, and prepare
for engagement with the enemy.
It seems we were not the first ones to come here. I see
military bodies here and there, all belonging to the OBJECTIVES
same squadron.
Find the Xenos route. Find and destroy the Purple Spawn
They were wielding prototype weaponry, too! token to win the game.
SPECIAL RULES
Player Objectives
Starting Area (5 XP)
Bot
Active Mold
MISSIONS - ZOMBICIDE 45
M7 XENIUM
BURGER
Tiles needed: 01-R, 02-R, 03-R, 04-R, 05-R, 06-R, 07-R,
08-R, & 09-R.
Player
Starting Area Doors
Objective
(5 XP) Bot
Spawn Zones
Active Mold
46 INVADER - MISSIONS
SPECIAL RULES • Hot, hot, hot! Spawn tokens may be removed with Hellfire
(the Active Mold is turned into Inactive Mold, as usual). No
• Setup. additional experience is gained.
- Place the Purple and the Green Objectives randomly
among the Red Objectives, facedown. • We’re not welcome.
- Each Survivor starts with an equipped Oxygen Tank. - The Purple and Green doors can be opened normally.
- The Purple Spawn Zone activates whenever the Purple
• On top of my shopping list. Each Objective gives 5 Experience Objective is taken OR the Purple door is removed or destroyed.
Points to the Survivor who takes it. Each Red Objective provides - The Green Spawn Zone activates whenever the Green
a random Prototype weapon as well (if any is available). Objective is taken OR the Green door is removed or destroyed.
MISSIONS - ZOMBICIDE 47
M8 CODE
ORANGE
Tiles needed: 01-R, 02-R, 03-V, 04-R, 05-R, 06-R, 07-R,
08-R, & 09-R.
48 INVADER - MISSIONS
OBJECTIVES • Superior firepower! Each Objective gives 5 Experience
Points to the Survivor who takes it. Each Red Objective
Show the Xenos who’s the boss. Accomplish the provides a random Prototype weapon as well.
Objectives in any order to win the game:
• Take all Objectives. • Secured door. The Exit token represents the entrance of a
• Reach the Orange Level (or more) with all Survivors. secured Airlock. To remove this token, move the Bot in front
of the door, then spend 1 Action with it.
SPECIAL RULES
Spawn Zone
Player
Starting Area
Exit Zone
Objective
(5 XP)
Active Mold
MISSIONS - ZOMBICIDE 49
M9 UNINVITED
GUESTS
HARD / 6+ SURVIVORS / 60 MINUTES
Exit Zone
Our shelter didn’t last long. The Xenos greeted us upon Sentry Gun Bot
our return, and are now invading the area at a growing Player
pace. The time to leave is not yet upon us, though: both our Starting Area Spawn Zone
scientist friends are still here, with monsters on their heels.
As if we needed a good reason to meet the Xenos head-on
and bully them with every next-gen weapon available! Objective (5 XP) Scientists Active Mold
01-V 07-V
09-V 04-V
02-V 06-V
OBJECTIVES
SPECIAL RULES
50 INVADER - MISSIONS
M10 BACK TO
THE ROOTS 05-R 09-R 01-V
MISSIONS - ZOMBICIDE 51
17 SKILLS
SPECIAL RULES
• Setup.
- Set apart the Blue and the White Objectives.
- Place the Purple and the Green Objectives randomly among
the Red Objectives, facedown.
- Each Survivor starts with an equipped Oxygen Tank. It is Each Survivor in Zombicide: Invader has specific Skills with
discarded as soon as they enter an airlock. effects described in this section. In case of a conflict with
the general rules, the Skill rules have priority.
• We will need this. Each Objective gives 5 Experience The effects of the following Skills and/or bonuses are
Points to the Survivor who takes it. Each Red Objective immediate and may be used the Turn in which they are
provides a random Prototype weapon as well. acquired. This means that if an Action causes a Survivor to
level up and gain a Skill, that Skill may be used immediately if
• Xeno samples. Gather the following samples. Each the Survivor has any Actions remaining (or the Survivor may
of them gives an additional 5 Experience Points to the use any extra Actions the Skill grants).
Survivor collecting it (on top of the XP granted by killing the
corresponding Xeno). Set the corresponding miniatures or +1 Action – The Survivor has an extra Action they may use
tokens apart to keep track. as they please.
- Eliminate a Worker, a Tank, and a Hunter with a Melee
Action (5 XP each, keep the miniature). +1 Damage: [Action] – The Survivor gets a +1 Damage bonus
- Eliminate a Spoiler Abomination with a Melee Action (5XP, with the specified type of Action (Combat, Melee or Ranged).
take the Blue Objective).
- Spend an Action on a Spawn Zone to gather some Mold +1 Damage with [Equipment] – The Survivor gets a +1
(5XP, take the White Objective). Damage bonus with the specified Equipment.
52 INVADER - RULES
Bloodlust: [Action] – The Survivor can use this Skill once Enhanced senses – The Survivor can trace Line of Sight 1
during each of their Turns. The Survivor spends 1 Action: Zone farther in room Zones. They also ignore Dark Zones
they Move up to 2 Zones to a Zone containing at least 1 rules to trace Lines Of Sight (Dark Zones are featured in
Xeno. They then gain 1 free Action of the specified type expansions).
(Combat, Melee, or Ranged). Normal Movement rules apply.
Escalation: [Action] – The Survivor gains 1 extra die to
Born leader – During the Survivor’s Turn, the Survivor may roll for subsequent Actions of the specified type (Combat,
give 1 free Action to another Survivor to use as they please. Melee, or Ranged). The bonus is cumulative and applies until
This Action is used immediately, then the Born leader the end of the Survivor’s Turn. The bonus is lost whenever
Survivor resumes their Turn. the Survivor performs another kind of Action.
Brother in arms: [game effect] – The Survivor can use EXAMPLE: A Survivor with the Escalation: Ranged Skill
this Skill whenever they are standing in the same Zone as spends their first Action performing a Ranged Action with a
at least one other Survivor. As long as Brother in arms is SMG (Dice 2). Their second Action is also spent for a Ranged
active, each Survivor in the Zone (including the one with Action, adding an additional die thanks to the Escalation
this Skill) benefits from the indicated Skill or game effect. Skill (Dice 3). The third Action is spent for a Move Action: the
NOTE: Brother in arms may be shortened to B.I.A. Escalation bonus is lost.
Camouflage – The Survivor may earn a Camouflage token Full auto – When resolving a Ranged Action, the Survivor may
at the start of their Turn, if no Xeno has a Line of Sight on substitute the Dice number of the Ranged weapon(s) they use
them. Place the token next to their base. The Survivor may with the number of Xenos standing in the targeted Zone. Skills
keep the token (even from a Game Round to the next) until affecting the dice value, like +1 die: Ranged, still apply.
they resolve any kind of Combat or Machine Action, or make
Noise. It may be earned again in the same way. Hit & run – The Survivor can use this Skill for free, just after
As long as they have this token, the Survivor is ignored by they resolved a Melee or Ranged Action resulting in a least
all Xenos and is not considered a Noise token. Xenos don’t 1 Xeno being eliminated. They can then resolve a free Move
attack them and will even move past them. Action. The Survivor does not spend extra Actions to perform
Even with the Camouflage token, the Survivor still has to spend this free Move Action if Xenos are standing in their Zone.
extra Actions to move out of a Zone crowded with Xenos.
Ironclad: [Xeno type] – The Survivor ignores all Damage
coming from Xenos having the indicated keyword in its name.
Ironclad: Worker works with any Workers, for example.
Is That All You’ve Got? – You can use this Skill any time
This is a Camouflage token. the Survivor is about to take Damage. Negate 1 Damage
for each Equipment card you discard from your Survivor's
Charge – The Survivor can use this Skill once during inventory.
each of their Turns, for free. They move up to 2 Zones to
a Zone containing at least 1 Xeno. Normal Movement rules Lifesaver – The Survivor can use this Skill once during each
still apply. Entering a Zone containing Xenos still ends the of their Turns, for free. Select a Zone containing at least 1
Survivor’s Move Action. Xeno and at least 1 Survivor at Range 1 from your Survivor.
Both Zones need to share a clear path and a Line of Sight.
Combat reflexes – Whenever any Xenos spawn within their Choose Survivors in the selected Zone to be dragged to your
Line of Sight, the Survivor may immediately perform a free Survivor’s Zone without penalty. This is not a Move Action.
Combat Action against them. This Action may eliminate A Survivor may decline the rescue and stay in the selected
more Xenos than have spawned. Ranged Actions must still Zone if their controller chooses.
be aimed at the Zone where the Xenos spawned. This Skill
may be used once per Xeno card drawn. Low profile – The Survivor can’t get hit by Friendly Fire
(Hellfire still applies). Ignore them when shooting at the Zone
Concentrated Attack expert – Whenever the Survivor makes they stand in.
a Concentrated Attack with 2 dice (or more), the base Damage
value of the weapon gets +1, and there is no Friendly Fire. Lucky – For each Action the Survivor takes, you may
choose to re-roll all dice an additional time. The new result
Dual expert – The Survivor has a free Combat Action as replaces the previous one. This Skill stacks with the effects
long as they have Dual weapons equipped. This Action may of Equipment that allows re-rolls.
only be used with the Dual equipped weapons.
RULES - ZOMBICIDE 53
Medic – This Skill is used for free during each End Phase.
The Survivor, and all other Survivors standing in the same
Zone, may restore 1 Armor, up to their base level.
Reaper: [Action] – Use this Skill when assigning hits while Super strength – Consider the Damage value of Melee
resolving an Action of the specified type (Combat, Melee, weapons used by the Survivor to be 3.
or Ranged). 1 of these hits can freely eliminate an additional
identical Xeno in the same Zone. Only a single additional Tactician – The Survivor’s Turn can be resolved anytime
Xeno can be eliminated per Action when using this Skill. The during the Player’s Phase, before or after any other Survivor’s
Survivor gains the experience for the additional Xeno. Turn. If several Survivors benefit from this Skill at the same
time, players choose their Turn order.
Remote control: [Machine] – The Survivor may perform
Machine Actions (P. 25) with Machines of the indicated type Taunt – The Survivor can use this Skill, for free, once during
(Bot, Sentry Gun, or All). each of their Turns. Select a Zone up to 2 Zones away from
the Survivor, and having a clear path to the Survivor (no wall
Roll 6: +1 die [Action] – You may roll an additional die for or closed door). No Line of Sight is needed.
each 6 rolled on an Action of the specified type (Combat, All Xenos standing in the selected Zone immediately gain
Melee, or Ranged). Keep on rolling additional dice as long as an extra Activation: they try to reach the taunting Survivor
you keep getting 6. Game effects that allow re-rolls must be by any means available. Taunted Xenos ignore all other
used before rolling any additional dice for this Skill. Survivors. They do not attack them and leave the Zone they
are standing in if needed to reach the taunting Survivor.
Scavenger – The Survivor may Search in any room or
corridor Zone. Basic Search rules apply (no Search in Mold Tough – The Survivor ignores the first Damage they receive
or in Zones with Xenos). during each Attack Step (Xenos’ Phase) and during Friendly
Fire (Survivor’s Ranged Action).
Search: 2 cards – Draw 2 cards when Searching with
the Survivor. Unstoppable – The Survivor does not spend extra Actions
when they perform a Move Action out of a Zone containing
Shove – The Survivor can use this Skill, for free, once during Xenos. Entering a Zone containing Xenos still ends the
each of their Turns. Select a Zone at Range 1 from your Survivor’s Move Action.
Survivor. Both Zones need to share a clear path, but no Line
of Sight is needed. All Xenos standing in your Survivor’s Zone Xenos link – The Survivor plays an extra Turn each time
are pushed to the selected Zone. This is not a Movement. an Extra Activation card (NOT Abomination cards) is drawn
from the Xenos pile. They play before the extra-activated
Sniper – The Survivor may freely choose the targets of all Xenos. If several Survivors benefit from this Skill at the same
their Ranged Actions. Friendly Fire is ignored. time, players choose their Turn order.
Sprint – The Survivor can use this Skill once during each of Zero-G run – The Survivor can use this Skill once during
their Turns. Spend 1 Move Action with the Survivor: they may each of their Turns. The Survivor spends 1 Action. They
move 2 or 3 Zones instead of 1. Entering a Zone containing move 2 Zones. Ignore everything in the intervening Zone,
Xenos still ends the Survivor’s Move Action. except airlocks, walls and closed doors.
Movement related Skills (like +1 Zone per Move or
Starts with [X] Armor Points – The Survivor starts with the Unstoppable) are ignored, but Movement penalties (like
indicated amount of Armor Points. This is their base level. having Xenos in the starting Zone) apply.
54 INVADER - RULES
18 INDEX
End Phase......................................... 10 Ranged Action............................ 24, 31
Energy Weapon................................. 15 Ranged Weapon............................... 14
Equipment......................................... 13 Remote..............................................25
Experience........................................ 17 Reorganize/Trade..............................23
Exterior Zone..................................... 10 Room................................................. 10
Abomination......................................20 Extra Activation.................................29 Search...............................................22
Accuracy..................................... 16, 30 Friendly Fire.......................................32 Security Room............................22, 34
Actions..............................................22 Hand Slots.................................. 16, 18 Sentry Gun....................................8, 25
Airlock...............................................35 Hellfire...............................................34 Setup...................................................7
Ammo.......................................... 14, 16 Hunter.......................................... 19, 28 Silent................................................. 16
Attach/Detach Equipment................23 Inventory........................................... 18 Skills.............................................17, 52
Backpack Slots................................. 18 Line of Sight...................................... 11 Soldier.................................................8
Body Slots......................................... 18 Machine Action.................................25 Spawn...............................................28
Bot.................................................8, 25 Melee Action............................... 24, 31 Spoiler Abomination...................20, 29
Building............................................. 10 Melee Weapon ................................. 14 Starting Equipment.............................7
Bullets Weapon................................. 14 Missions............................................38 Survivor......................................... 8, 10
Civilian.................................................8 Mold............................................20, 29 Tank................................................... 19
Combat................................. 16, 24, 30 Move..................................................22 Targeting Priority Order....................32
Concentrated Attack.........................33 Movement......................................... 13 Ultrared Mode...................................36
Corridor............................................. 10 Noise......................................15, 17, 24 Worker............................................... 19
Damage................................. 16, 26, 30 Objectives......................................... 24 Xeno Activation.................................26
Danger Level..................................... 17 Oxygen Supply Room.......................35 Xeno Attack.......................................26
Dark Zone.......................................... 11 Oxygen Tank................................. 7, 34 Xeno Move........................................26
Dice............................................. 16, 30 Players’ Phase............................. 10, 22 Xenos................................................ 19
Doors........................................... 22, 26 Prototype Weapon........................8, 23 Xenos’ Phase.............................. 10, 26
Dual............................................. 16, 30 Range.......................................... 16, 31 Zone.................................................. 10
CREDITS
GAME DESIGNERS: SCULPTING MANAGER:
Raphaël GUITON, Jean-Baptiste LULLIEN, Hugo GÓMEZ
and Nicolas RAOULT
SCULPTORS:
LEAD PRODUCER: Daniel FERNÁNDEZ-TRUCHAUD, Lua GARO, Alex MUÑOZ
Thiago ARANHA MARTIN, David ARBERAS RECONDO, Adrián RIO MOURE,
and Raul FERNANDEZ ROMO
PRODUCTION:
Patricia GIL, Thiago GONÇALVES, Guilherme GOULART, WRITING:
Eric KELLEY
Isadora LEITE, Renato SASDELLI, and Bryan STEELE
DEVELOPMENT: EDITING:
Colin YOUNG and Hervé DAUBET
Fábio HIRSCH
PUBLISHER:
ART:
David PRETI
Adrian SMITH, Henning LUDVIGSEN, Saeed JALABI,
Pedro NUÑEZ, Adrian PRADO, and Alexandre CANO PLAYTEST:
RODRIGUEZ Rod MENDES, João José GOES, Caio QUINTA, Julio
CAMPOS, Mario CIOFFI, Ricardo LIMONETE, Flavio OOTA,
LEAD GRAPHIC DESIGNER: Rodrigo SONNESSO and Pedro YOUKAI
Mathieu HARLAUT © 2019 CMON Global Limited, all rights reserved. No part of this product may be
reproduced without specific permission. Guillotine Games, and the Guillotine Games
GRAPHIC DESIGN: logo are trademarks of Guillotine Games. Zombicide, CMON, and the CMON logo are
Louise COMBAL and Marc BROUILLON trademarks of CMON Global Limited. Actual components may vary from those shown.
Made in China.
BIGCHILD ART DIRECTOR: THIS PRODUCT IS NOT A TOY.
Jose Manuel PALOMARES NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.
RULES - ZOMBICIDE 55
GAME ROUND SUMMARY
GAME RULES OVERRIDE THIS ROUND SUMMARY.
2 WORKER 1 1 1
3 HUNTER 2 1 1