X-Men Resistance
X-Men Resistance
X-Men Resistance
WOR GRE S
RO RPT
I N P E X CE
x-men Resistance
RULES MARVEL ZOMBIES
TABLE OF CONTENTS
GAME COMPONENTS 3 ENEMY PHASE 15 POWER 20
1. ACTIVATE ENEMIES...........................................................15
INTRODUCTION 5 • Attack.......................................................16
BYSTANDERS 20
ZOMBIE MODE / HERO MODE ..............................................5 • Bystanders Under Attack..................16 BYSTANDERS.......................................................................20
• Move.........................................................16 BYSTANDER IN DANGER.....................................................20
SETUP 5 • Runners and Zombie Heroes........... 17
• Bystander Devoured!.........................20
2. SPAWN ENEMIES...............................................................17 ACTIVATING BYSTANDERS.................................................21
GAME OVERVIEW 7 • Normal Spawn......................................18
WINNING AND LOSING........................................................... 7
• Rush!.........................................................18 INTERACTIVE OBJECTS 21
• Extra Activation....................................18
GAME ROUNDS.......................................................................7 • Hidden Bystander................................18 SENTINEL HAND....................................................................21
• Player Phase ...........................................7 • Special Action.......................................18
• Enemy Phase ...........................................7 • Zombie Hero..........................................18 INDEX 22
• End Phase ................................................7 • Running Out of Enemies.....................19
• Spawning in Buildings........................19 CREDITS 23
THE BASICS 8 COMBAT.................................................................................19
USEFUL DEFINITIONS............................................................. 8 • Target Priority.......................................19 ROUND SUMMARY 24
LINE OF SIGHT........................................................................9
MOVEMENT............................................................................10
READING AN ID CARD..........................................................10
EXPERIENCE, DANGER LEVEL, AND SKILLS....................... 11
ENEMIES 12
WALKER – MULTIPLE MAN................................................12
BRUTE - REAVER...................................................................12
RUNNER – HELLFIRE SOLDIER...........................................12
ZOMBIE HERO........................................................................12
PLAYER PHASE 13
MOVE......................................................................................13
OPEN DOOR.............................................................................13
GAIN TRAIT...........................................................................13
ATTACK..................................................................................13
RESCUE BYSTANDER............................................................16
POWER UP..............................................................................14
INTERACT WITH OBJECTIVE...............................................14
END OF TURN.........................................................................14
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WORK IN PROGRESS
WORK IN PROGRESS
GAME COMPONENTS
87 GAME PIECES
6 SUPER HEROES
6 ZOMBIE HEROES
63 ZOMBIES
x7 x7 x7 x7 x7
x7 x7 x7 x7
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A ZOMBICIDE GAME
RULES MARVEL ZOMBIES
136 CARDS 51 TOKENS
• Elevator Token............................................ 1
• Activation Tokens.....................................6
INTRODUCTION
When the zombie invasion took over the world’s mightiest heroes, most
assumed everything was lost. What hope could there be for normal
people to survive the ravenous onslaught of these Zombie Heroes?
But some Super Heroes still remain. Holed up in Xavier’s School for
Gifted Youngsters, the X-Men are mounting their last stand against
the undead. Former enemies join their ranks, as the desperate battle
between the living and the dead escalates. Old allies will need to be
put down before they can devour every single last person on the planet.
So, assemble you Super Hero team, muster all the power you can, and
become humanity’s last hope. This will not be a world of Marvel Zombies
as long as the X-Men Resistance lives on!
HERO MODE / ZOMBIE MODE and place them facedown near the board:
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A ZOMBICIDE GAME
RULES MARVEL ZOMBIES
ENEMIES
There are 4 types of Enemies. Most Enemies have only a single
Action they perform when they activate. The exceptions to this
are Runners and Zombie Heroes, who each have 2 Actions per
Activation. An Enemy is eliminated as soon as it is assigned enough
Hits during a single Attack Action to match its Toughness value.
The Super Hero that eliminates the Enemy gains 1 Experience
Point, except in the case of Zombie Heroes, which grant
Experience equal to their Toughness value.
BRUTE - REAVER
Cybernetically enhanced zombies, Reavers
are literal tanks, slow and tough. But these
brutes’ overdrive assault can overpower
Super Heroes, depleting their Power.
• Actions: 1
• Toughness: 2
• XP Reward: 1
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WORK IN PROGRESS
WORK IN PROGRESS
PLAYER PHASE • Some Missions feature colored doors. Usually, these cannot
be opened until some condition is met, like finding a specific
Objective. Read the Mission description to learn more.
During each Player Phase, the following steps must be taken, in order:
GAIN TRAIT
MOVE The player draws the top card from the Heroic Trait deck and
places it in one of the 2 Heroic Trait slots on that Super Hero’s
The Super Hero moves from their Zone to the next (they cannot Dashboard. A Super Hero can only perform a single Gain Trait
move through walls or closed doors). Action per Turn, though other effects might grant them extra
Heroic Trait cards.
• A Super Hero must spend 1 additional Action per Enemy standing
in the Zone they’re attempting to leave. • Each Super Hero may only have up to 2 Heroic Traits at any
time. If they already have 2 when they draw a new one, they may
Example: Wolverine is in a Zone with 2 Walkers. To leave this discard the newly drawn Trait, or discard and replace one of the
Zone, he spends 1 Move Action +2 additional Actions (1 per Walker), 2 on their Dashboard.
for a total of 3 Actions. If there had been 3 Enemies in the Zone, • If the Trait deck ever runs out, reshuffle all the discarded cards
Wolverine would have needed 4 Actions (1+3) to move. to make a new deck.
• Heroic Traits have powerful effects but are discarded after a
• Entering a Zone containing Enemies ends the Super Hero’s Move single use. Each Heroic Trait is unique, with specific instructions
Action (this is important for Skills or effects that allow Super for its effects, so read each one carefully!
Heroes to move multiple Zones per Move Action).
OPEN DOOR
The Super Hero breaks open a door in their Zone. Place a Door
Token with its open side where the closed door was (or, in the case
that there was already a Closed Door token there, simply flip it to
its open side).
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A ZOMBICIDE GAME
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ATTACK INTERACT WITH OBJECTIVE
The Super Hero attacks an Enemy they are able to target. Combat The Zombie Hero takes and/or activates an Objective in their
is explained in detail on page 19. Zone. The specific effects of doing this will be detailed in the
Mission description.
RESCUE BYSTANDER
If they are in the same Zone as a Bystander, and there are no
Enemies in that Zone, the Super Hero may Rescue that Bystander.
The Bystander game piece is removed from the board and the
Super Hero gains their unique Bystander Card, placing it in the left
slot on their Dashboard.
• A Super Hero may only have 1 Bystander card at any time. Should Objective tokens
they Rescue another Bystander, they may replace the old card
with the new one or discard the new one.
• When a Super Hero Rescues a Bystander, they immediately fill
their Power Track to its maximum (whether they keep their
card or not).
• Rescuing a Bystander typically does not award any Experience,
but many Missions might modify this.
• Unlike Heroic Traits, Bystander cards are typically not discarded
upon use, but instead offer a permanent ability for the Super Hero.
• Any time a Super Hero would suffer Wounds, they may discard
their Bystander card to prevent 1 Wound. This should not be
done lightly, though, as it triggers Bystander Devoured (see
page 20)!
POWER UP
While Super Heroes automatically gain 1 Power at the start of
each Round, they may also, during their Turn, perform a Power
Up Action in order to increase their Power Track by 2. This can be
done more than once per Turn.
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WORK IN PROGRESS
WORK IN PROGRESS
The Super Heroes and Bystanders in the Zone share the Wounds
in any way the players prefer, even if it means inflicting them all
onto a single Super Hero!
ENEMY PHASE
Once all players have activated their Super Heroes, the Player Phase
ends, and the Enemy Phase begins. No single player controls them,
they do it themselves, performing the following steps, in order:
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BYSTANDERS
Example: At the start of the Round, Storm has 0 . The Player BYSTANDER DEVOURED!
Phase starts, automatically giving her 1 . During her Turn, she
performs a Power Up Action, increasing her Power by 2 to a total of If a Bystander is eliminated, they are removed from the board. This
3. She then performs a Lightning Bolt Attack and decides to spend is a heavy blow for all the Super Heroes, as they have failed their
2 on it, rolling a total of 4 dice (2 from the base Attack + 2 from primary purpose of protecting the innocent. Each Bystander that
Power). Afterwards, she decides to spend her last to activate gets eliminated immediately triggers both of these effects:
her Gust skill, moving all remaining Enemies out of her Zone.
• ALL Super Heroes lose 1 (if they have any).
• ALL Super Heroes must discard 1 Heroic Trait (if they have any).
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WORK IN PROGRESS
WORK IN PROGRESS
The spent Sentinel Hand may still be thrown once. After this
Attack is used, remove the token from the game gameboard.
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A ZOMBICIDE GAME
ROUND SUMMARY HERO MODE
1. PLAYER PHASE 2. ENEMY PHASE
1. INCREASE POWER TRACKS 1. ACTIVATE ENEMIES
2. REFRESH ACTIVATION TOKENS Each Enemy activates and spends its Action on either an
Attack or a Move, depending on the situation. Runners and
3. ACTIVATE SUPER HEROES Zombie Heroes get 2 Actions, so they can Attack twice,
Attack and Move, Move and Attack, or Move twice.
Super Heroes activate in any order. On
their Turn, each Super Hero can perform 3 • ATTACK: Each Enemy in the same Zone as a Super Hero
Actions. or Bystander performs an Attack, dealing 1 Wound.
• MOVE: Costs 1 extra Action per Enemy in • MOVE: Enemies that have not Attacked use their Action to
your Zone. Move 1 Zone toward the closest Super Hero or Bystander.
• OPEN A DOOR: When a building is first 2. SPAWN ENEMIES
opened, Spawn its Zones and reveal
Bystanders. Starting from the Starting Spawn Zone and going
clockwise, draw and resolve 1 Spawn card for each Spawn
• GAIN TRAIT: Only once per Turn. Zone. Read the line corresponding to the highest Danger
Level among Super Heroes.
• POWER UP: Gain 2 .
• RESCUE BYSTANDER: No Enemies in your BYSTANDERS: Are targeted like Super Heroes.
Zone. Fill your track. Are eliminated with 1 Wound.
• SACRIFICE: Player may discard their Bystander to
• INTERACT WITH OBJECTIVE
ignore 1 Wound.
• ATTACK: Use your unique Attack. • COMBAT BYSTANDER: Ignore 1 Wound per 5+ rolled.
• May spend to roll extra Dice. • DEVOURED: If a Bystander is eliminated, all Super
• Deal Hits equal to a target’s Toughness Heroes lose 1 and 1 Heroic Trait.
to eliminate them, always following the • ACTIVATION: After Enemies, Move 1 Zone towards the
Target Priority order. closest Super Heroes (unless Enemies are present).
3. END PHASE
Perform any effects indicated to take place during the End Phase.
If any Zombie Heroes are eliminated, the players lose. Otherwise, start a new Round.
TARGET LIST
TARGET PRIORITY NAME ACTIONS TOUGHNESS XP REWARD
1 ZOMBIE HERO 2 See card Equal to Toughness
2 BRUTE 1 2 1
3 WALKER 1 1 1
4 RUNNER 2 1 1