Rulebook Zombicide Dark Side

Download as pdf or txt
Download as pdf or txt
You are on page 1of 42

RULES AND MISSIONS

01 CHAPTERS TAKE OR ACTIVATE AN OBJECTIVE............................................. 25


MAKE NOISE...................................................................................... 25
DO NOTHING...................................................................................... 25
MACHINE ACTIONS........................................................................... 25
02 GAME COMPONENTS.................................................3
› VINDICATOR BOT ACTIONS..............................................................................26
03 THE DARK IS STARING BACK AT YOU....................5 › MAUL SENTRY GUN ACTIONS.........................................................................26
› ZOMBICIDE THROUGH SPACE AND TIME.........................................................5 › SWAPPING BOTS AND SENTRY GUNS..........................................................26
04 SETUP...........................................................................6 10 XENOS' PHASE.......................................................... 27
STEP 1 - ACTIVATION........................................................................27
05 GAME OVERVIEW.......................................................9 › ATTACK................................................................................................................. 27
PLAYERS' PHASE................................................................................9 › MOVE..................................................................................................................... 27
XENOS' PHASE.....................................................................................9 › PLAYING DRILLER HUNTERS...........................................................................28
END PHASE ..........................................................................................9 STEP 2 - SPAWN............................................................................... 29
WINNING AND LOSING ......................................................................9 › COLORED SPAWN ZONES.................................................................................29
› EXTRA ACTIVATION CARDS............................................................................30
06 THE BASICS............................................................... 10 › DRILLER ABOMINATION CARDS.....................................................................30
USEFUL DEFINITIONS....................................................................... 10 › PIT XENO CARD...................................................................................................30
LINE OF SIGHT......................................................................................11 › RUNNING OUT OF MINIATURES.......................................................................30
DARK ZONE..........................................................................................12
11 COMBAT.........................................................................31
MOVEMENT .........................................................................................13
MELEE ACTION....................................................................................31
READING AN EQUIPMENT CARD....................................................14
RANGED ACTION...............................................................................32
› MELEE AND RANGED WEAPONS.....................................................................14 › TARGETING PRIORITY ORDER........................................................................ 33
› AMMO TYPE..........................................................................................................14 › FRIENDLY FIRE....................................................................................................34
› NOISY EQUIPMENT.............................................................................................. 15
CONCENTRATED ATTACK................................................................34
› COMBAT CHARACTERISTICS............................................................................16
› NOISE...................................................................................................................... 17 SEISMIC GRENADES..........................................................................35
EXPERIENCE, DANGER LEVEL, AND SKILLS................................17 12 S PECIAL ZONE: SECURITY ROOMS....................... 36
07 INVENTORY............................................................... 18 13 ULTRARED MODE...................................................... 36
08 THE XENOS................................................................ 19 14 PLAYING WITH 7+ SURVIVORS..............................37
DRILLER WORKER..............................................................................19
DRILLER TANK....................................................................................19
15 TUNING THE DIFFICULTY..........................................37
DRILLER HUNTER...............................................................................19 16 MISSIONS................................................................... 38
DRILLER ABOMINATION..................................................................19 M0 TUTORIAL: THEY CAME FROM BELOW..................................38
PIT RULES.......................................................................................... 20 M1 RECOVERY OPERATION.............................................................39
› PITS AND MOLD..................................................................................................20 M2 STEPS IN THE DARK.................................................................. 40
› OPEN PITS SPECIFIC RULES.............................................................................20 M3 PIT FIGHTERS................................................................................41
› FILLED PITS SPECIFIC RULES...........................................................................21 M4 HARD RESET............................................................................... 42
09 PLAYERS' PHASE.................................................... 22 M5 GALLANT'S BOOK...................................................................... 44
MOVE................................................................................................... 22 M6 PATHS TO THE DARK................................................................ 45
SEARCH............................................................................................... 22 M7 PLAYER KILLER.......................................................................... 46
DOOR ACTIVATION............................................................................23 M8 UNDER PRESSURE.....................................................................47
› COLORED DOORS................................................................................................ 23 M9 POWER DISPLAY....................................................................... 49
REORGANIZE/TRADE.......................................................................23 M10 DEMO SQUAD............................................................................ 50
› ATTACH OR DETACH EQUIPMENT CARDS.................................................... 23
17 SKILLS......................................................................... 52
COMBAT ACTIONS............................................................................ 24
› MELEE ACTION....................................................................................................24 18 INDEX.......................................................................... 55
› RANGED ACTION.................................................................................................24 › CREDITS................................................................................................................55

2 DARK SIDE - RULES


02
64 XENO MINIATURES
GAME
COMPONENTS
9 GAME TILES (DOUBLE-SIDED)

1 Driller Abomination 14 Driller Hunters

14 Driller Tanks

6 SURVIVOR MINIATURES
AND ID CARDS

35 Driller Workers

2 MACHINE MINIATURES

Miranda Drake Reese

Vindicator Bot Maul Sentry Gun

48 TRACKERS 6 SURVIVOR
Miles Umkos Radka COLOR BASES

6 SURVIVOR
DASHBOARDS

6 DICE

RULES - ZOMBICIDE 3
71 TOKENS 128 MINI-CARDS
Doors 74 Equipment Cards
Neutral . . . . . . . . . . . . . . . . . . . . . x5
Green . . . . . . . . . . . . . . . . . . . . . . x1
Ablative Armor . . . . . . . . . . . . . . . x4
Purple . . . . . . . . . . . . . . . . . . . . . . x1
Assault Rifle . . . . . . . . . . . . . . . . . x3
Pink . . . . . . . . . . . . . . . . . . . . . . . . x1
Yellow . . . . . . . . . . . . . . . . . . . . . . x1 Cattle Prod (Starting Equipment) . x6

Chainsaw . . . . . . . . . . . . . . . . . . . x2

Exit Point . . . . . . . . . . . . . . . . . . . . . x1 Chainsword . . . . . . . . . . . . . . . . . . x3

Energy Cell . . . . . . . . . . . . . . . . . . x6

First Player . . . . . . . . . . . . . . . . . . . . x1 Golden Dragon Pistols . . . . . . . . . x1

Heavy Shotgun . . . . . . . . . . . . . . . x3

Machine Activation . . . . . . . . . . . . . x2 Light Machine Gun . . . . . . . . . . . . x2

M.R.E. . . . . . . . . . . . . . . . . . . . . . . x3

Noise . . . . . . . . . . . . . . . . . . . . . . . x18 Minigun . . . . . . . . . . . . . . . . . . . . . x2

Pistol (Starting Equipment) . . . . . . x6

Objectives Pistol . . . . . . . . . . . . . . . . . . . . . . . x2

Red/Red . . . . . . . . . . . . . . . . . . . x10 Pit Saw . . . . . . . . . . . . . . . . . . . . . x1


Red/Pink . . . . . . . . . . . . . . . . . . . . x1 Pit Spawn: 1 Driller Hunter ! . . . . . x2
Red/Green - Bot Remote . . . . . . . x1
Pit Spawn: 1 Driller Tank ! . . . . . . . x2
Red/Purple - Sentry Gun Remote x1
Pit Spawn: 1 Driller Worker ! . . . . . x2
Red/Yellow . . . . . . . . . . . . . . . . . . x1
Plenty of Bullets . . . . . . . . . . . . . . x3

Prototype Assault Rifle . . . . . . . . . x1


Prototype Weapon . . . . . . . . . . . . . x4
Prototype Heavy Shotgun . . . . . . x1

Prototype Light Machine Gun . . . x1


Skill: Camouflage . . . . . . . . . . . . . . x1
Prototype Saw AR . . . . . . . . . . . . x1

Prototype Sniper Rifle . . . . . . . . . x1


Xenos Spawn
Red/Red . . . . . . . . . . . . . . . . . . . . x2 Reaver Sword . . . . . . . . . . . . . . . . x1

Red/Yellow . . . . . . . . . . . . . . . . . . x1 Search Drone (Starting Equip.) . . . x2


Red/Green . . . . . . . . . . . . . . . . . . x1 Searchlight . . . . . . . . . . . . . . . . . . x2
Red/Pink . . . . . . . . . . . . . . . . . . . . x1
Seismic Grenade . . . . . . . . . . . . . x6
Red/Purple . . . . . . . . . . . . . . . . . . x1
Sledge . . . . . . . . . . . . . . . . . . . . . . x3

Maul Sentry Gun . . . . . . . . . . . . . . x1


Pit
Vindicator Bot . . . . . . . . . . . . . . . . x1
Open/Filled . . . . . . . . . . . x15
54 Xeno Cards

4 DARK SIDE - RULES


03 THE DARK
IS STARING
BACK AT YOU
ZOMBICIDE THROUGH SPACE AND TIME
The Zombicide game range allows players to
battle Zombies in many settings, creating unique
atmospheres with dedicated Survivors, Zombies,
and other features.
Using the same basic mechanics, all Zombicide core
Ambition, curiosity, and conquest may be seen as boxes are designed to be entry points to the game.
mixed blessings, but they are part of the human Core boxes and expansions from each era (classic,
condition. From the very beginning, we were made to fantasy, or sci-fi) are fully compatible with each other.
discover new worlds. That’s the moment technology
kicks in: a vessel is needed. The wheel? Boats?
Planes? Spaceships? You name it. As soon as we
left Earth, time became the next challenge. Months
of travel became years and centuries. We needed a
better energy source and the engine to go with it.
The breakthrough came on PK-L7, a remote planet.
Forward observers discovered Xenium, a dark
and organic compound, the perfect fuel for galactic
conquest. It wasn’t long until the governments
Classic Zombicide spans three Seasons, following
of Earth sent civilians to work on it and soldiers the zombie apocalypse in a modern-day world, over
to “protect” the massive investments. We were a timespan covering roughly a year.
not alone: other alien species we previously had
contact with came along as well. It turned into a
new gold rush. We built a mining station on PK-L7,
with laboratories on the surface and drilling facilities
going down below.
Unexpected events happen all the time, but we were
not prepared for this. The Xenos, a species so alien
to us we could barely communicate with it, became
infected with… something… in a very short span.
They redirected their underground galleries to meet
ours and attack everyone on sight. They caught us
by surprise, in the dark. Fantasy Zombicide enters the Dark Ages through
the evil schemes of mad necromancers sweeping
As I record this, the Xenos are destroying their way
through the country with Zombie armies. You and
up to the surface so fast, the army can barely react. your fellow Survivors fight for a better future!
But I’m part of the Green Squad, the sole military
unit to survive so deep below PK-L7. We still receive
instructions from the command HQ. We are survivors,
and there is plenty to do. Let’s move!

Sci-Fi Zombicide brings you to PK-L7, a distant planet


with precious resources. The Xenos, an alien species
infected by an unknown agent, begin attacking
everyone on sight!

RULES - ZOMBICIDE 5
04 SETUP
Zombicide: Dark Side is a cooperative game where 1 to 6
players go underground on a foreign planet and face Xenos,
a swarm of infected aliens controlled by the game itself. Each
player controls 1 to 6 Survivors in an underground facility being
quickly overrun by Driller Xenos, a Xenos subspecies living
below the planet’s surface and specialized in mineral extraction. 1 › Choose a Mission.
The goal is simply to choose a Mission and complete its
objective, survive, and kill as many Driller Xenos as possible! 2 › Place the tiles.
Most of the time, Driller Xenos are predictable, but there
are a lot of them and you may not see them coming. The 3 › Place the Objectives, Spawn Zones, and any other tokens
Driller Abomination, for example, creates pits from which its and figures as indicated by the Mission.
brethren may spawn unexpectedly. Danger is growing as the
Driller Xenos are steadily destroying the underground facility. 4 › Select 6 Survivors and distribute them between the
The Green Squad, your Survivors, use whatever weapons players as you see fit. As they are cooperating against the
they can get to eliminate the Driller Xenos and reach their game, all players form a single team. Players sit around the
objectives. However, the more Driller Xenos you slay, the table in any order they choose.
more they come, attracted by the threat you pose!
Survivors of the Green Squad have specific Skills. They all
play together as a team, trading Equipment, and covering A Zombicide: Dark Side game usually features 6
each other. Only through cooperation can players achieve Survivors, distributed in any way you see fit, among
the Mission objectives and win. The Green Squad fights players. We recommend new players join the game
Driller Xenos, recover prototype tech, and much more! with a single Survivor to quickly learn the game
mechanics. A veteran player can easily control a
whole team of 6 Survivors and clear Driller Xeno
swarms all on their own!

Example Setup of a Mission.

6 DARK SIDE - RULES


5 › Players take 1 Dashboard for each of their Survivors, placing • Prototype: Prototype Assault Rifle, Prototype Heavy
the Survivor’s ID Card on it. They take a colored plastic base Shotgun, Prototype Light Machine Gun, and Prototype
and attach it to the Survivor’s miniature to help identify it. They Sniper Rifle. These cards are identified by a red back.
also take 5 plastic trackers of the same color as their base.

6 › Set aside the following Equipment cards:

• Starting Equipment: 6 Cattle Prods, 6 Pistols, and 2 Search


Drones. These cards are identified by a grey back.

Development of prototype weapons were in


its final stages when the Xenos got infected.
Look for them if you want a live test!

Zombicide: Dark Side features all six members of the


Green Squad. Players are free to replace any or all of
them with their favorite Survivor(s) from the Zombicide
This is the standard equipment loadout of the Green series (the starting Equipment may change)!
Squad. Look for better weapons whenever possible!

Miranda is a Soldier. 3 trackers


She may only Search in in reserve.
Security Rooms (P. 36)

Tracker on the Miranda starts


Blue Skill. with Armor 3,
her maximum
amount.

XP Tracker in the
0 slot of the Blue
Danger Level.

As a Green Squad Survivor, Miranda


has at least 2 Starting Equipment
cards: a Pistol and a Cattle Prod.

RULES - ZOMBICIDE 7
• Place the Vindicator Bot and Maul Sentry Gun reference
cards within view of all players. These cards act as reminders
for both Machines’ rules and stats. They do not belong to
any single player.

Cole, from the Zombicide: Invader box,


is a Civilian. Miranda is a Soldier.

The Vindicator Bot and Maul Sentry Gun provide There are 2 Survivor types in Zombicide – Civilians
supporting fire to keep all kinds of Xenos at bay. and Soldiers, as indicated by the symbol on their ID
Card. All Green Squad Survivors are Soldiers.
7 › Every Survivor from the Green Squad receives a Cattle
Prod AND a Pistol from the starting Equipment cards. Then,
up to 2 Search Drones from the starting Equipment cards Civilians may Search in any room Zone
are distributed as you see fit among Green Squad members. and tend to have lower Armor values
A Green Squad Survivor may only receive 1 Search Drone (usually 2).
this way.
Soldiers can only Search in Security
Green Squad Survivors display Rooms but tend to have higher Armor
this symbol on their ID card. values (usually 3).

Unless otherwise stated, other Survivors receive either a


Cattle Prod OR a Pistol from the starting Equipment cards. If a Survivor’s starting Skill lists any starting Equipment,
Zombicide: Dark Side is a cooperative game, so decide as they receive those cards now, independent of the Starting
a team. Each Survivor starts the game with at least 1 card. Equipment you’ve just distributed.

8 › Shuffle the Xeno cards into one deck and the Equipment
cards into another. Place both decks facedown close to
the board.

9 › Place the miniatures representing the chosen Survivors


on the starting Zone(s) indicated by the Mission.

10 › Each Survivor’s maximum Armor amount is indicated on


their ID Card by the highlighted numbers in their Armor Bar.
Place a tracker on the highest slot of their Armor Bar.

11 › Place another tracker in the slot of the first (Blue) Skill.


Place 3 more trackers in the reserve slots on the top of
the Dashboard.

12 › Decide who will be the first player, then give them the
First Player token.

8 DARK SIDE - RULES


05 GAME END PHASE

OVERVIEW 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.

Well, technically, we are surrounded. The Xenos got past WINNING AND LOSING
us to the surface.
The game is lost whenever a starting Survivor has been
– They don’t think like us, if their infection allows them to eliminated, or when the Mission Objectives can no longer
think at all. You must see things out of the box: they are be fulfilled.
like a huge beast, and we’re on its back. Give me a minute
The game is won immediately when all of the Mission
to find the nape… Objectives have been accomplished. Zombicide: Dark Side
– Radka and Drake is a cooperative game, so all players win and lose together.

Zombicide: Dark Side is played over a series of Game


Rounds, which proceed as follows.

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.
The Players’ Phase is explained in depth on page 22.

XENOS’ PHASE
All the Xenos on the board activate and spend 1 Action
either to attack a Survivor standing in their Zone or, if they
have nobody to attack, to move toward the Survivors or
noisy Zones.
Some Xenos, called Driller Hunters, get 2 Actions, so they
can attack twice, attack and move, move and attack, or
move twice. Once all Xenos have performed their Actions,
new Xenos appear in all active Spawn Zones on the board.
The Xenos’ Phase is explained in depth on page 27.

RULES - ZOMBICIDE 9
06 THE BASICS
USEFUL DEFINITIONS
Actor: A Survivor, Xenos, or active Machine.
Zone: Inside a building, a Zone is a room. Anywhere else
(corridor or tunnel), a Zone is the area between two linear
markings (or a linear marking and the board’s edge) and the
I did a quick recon. The uploaded map is still fairly accurate, walls of buildings along the facility.
except for the pits the Xenos opened in these two zones.
I also found a sealed door here, we’ll need a keycard. Our Delineated by outer walls, this building has This is a
foes will probably come from these three directions. Best 4 room Zones separated by inner walls. tunnel Zone.

news: the prototype weapons are still here and… Hey, did
you hear that? They’re coming. The game is on!
– Miles

This tunnel Zone straddles


2 tiles. It is delineated by
linear markings, walls,
and the board’s edge.

This is a
room Zone.

These 2 room Zones


are separated by a
wall with an opening.

This is a corridor Zone,


delineated by linear markings,
walls, and the board’s edge.

10 DARK SIDE - RULES


LINE OF SIGHT NOTE: Zombicide: Dark Side also features dark Zones, with
special rules for Lines of Sight (P. 12).
Lines of Sight define whether Actors can see each other,
such as whether a Survivor can see a Xeno across the Inside a room, an Actor sees into all the Zones that share an
corridor, from one room to the next, into a room, etc. opening with the room the Actor currently occupies. If there
is an opening, the walls do not block Line of Sight between
In corridors and tunnel Zones, Actors see in straight lines two Zones. An Actor’s Line of Sight, however, is limited to
that run parallel to the edges of the board. Actors cannot see the distance of 1 Zone.
diagonally. Their Line of Sight covers as many Zones as the If the Survivor is looking out into a corridor or from a corridor
line can pass through before reaching a wall or the edge of into a room, the Line of Sight can go through any number of
the board. corridor Zones in a straight line, but only 1 Zone into the room.

Being a Survivor, Radka cannot The Driller Hunter sees through


see into the dark Zone (see P. 12). all dark Zones in straight lines.

Radka's Line of Sight to the


Xeno, standing in an enlightened
room Zone, is valid.

Being a Xeno, the Driller Worker is not


hindered by dark Zones. It has a Line of Sight
Radka’s Line of Sight both to the dark Zone and to Radka’s Zone.
is stopped by the wall.

Lines of Sight go
in straight lines.
No diagonals allowed!

Miles sees 1 Zone away


into rooms, but no further.

Drake stands in a corridor Zone. He can The door blocks the opening, The Driller Hunter can see
see every corridor Zone in straight lines, affecting Miles’ Line of only 1 Zone into the building.
up to walls and the board’s edges. Sight into the room.

RULES - ZOMBICIDE 11
DARK ZONES
“Don’t be silly. There is nothing to fear in the dark besides
your own imagination.” That’s it. Famous last words!
Survivors can’t trace Lines of Sight to Dark Zones, except
at Range 0. However, they can trace Lines of Sight past
Dark Zones to other Zones.

Machines with the Prototype


keyword ignore Dark Zone
rules. The Sentry Gun
Survivors can’t trace Lines of Sight to Dark sees the Driller Worker,
Zones, except at Range 0. The Xenos, on the Driller Hunter and the
the other hand, are not hindered! Driller Abomination.

Xenos ignore this rule, and can trace Lines of Sight normally.
Survivors performing a Ranged Action with a Prototype
Weapon, or a Machine Action with a Machine with
the Prototype keyword, can also trace Lines of Sight
normally. Dark Zones have no
effect at Range 0. Miles
sees the Abomination
in his own Zone...

... but not the


Driller Hunter 1
Zone away. Both
Drake sees the Driller Worker Xenos see him.
standing in a normal Zone.

The Abomination, on the other hand,


stands in a Dark Zone. No Line of Sight
for Drake. Both Xenos ignore Dark
Zone rules, and see the Survivor.

... but sees the


Dark Zones block Line of Sight to Driller Tank on the
them, but not past them. Miranda other side. Both
does not see the Driller Hunter... Xenos see her.

12 DARK SIDE - 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.
Corners do not count. This means Actors cannot make Reese can’t
diagonal movements. Move diagonally.

In corridor and tunnel Zones, movement from one Zone


to another has no restrictions. However, Actors must go
through an open door (or opening) to move from a room to
a corridor, or from a room to a tunnel Zone, and vice-versa.

Inside a room, Actors may move from one Zone to another


as long as their Zones are linked by an opening. The position
of a miniature in the Zone and the layout of the walls do not
matter as long as the Zones share an opening.

To go around this
corner, Reese must
first Move here… … then here.

Miles can enter


the corridor through
Miles can go to
the opening.
this Zone through
the opening.

To Move here,
Miles must first
open the door.

Miles can go to
this Zone through
the destroyed door.

RULES - ZOMBICIDE 13
READING AN EQUIPMENT CARD Ranged weapons bear the Ranged symbol.
They usually have a Range value of 1 (or more).
MELEE AND RANGED WEAPONS They are used with Ranged Actions (P. 32).
Attacking at Range 0 with a Ranged weapon
is still a Ranged Action.

Wanna hear a secret? I was shooting that thing in my turf,


in the good ol’ days. Ah, teenage time.
– Reese

Zombicide: Dark Side features different kinds of Equipment


cards. The ones your Survivors use to eliminate Xenos have
Combat characteristics displayed at the bottom:

Assault Rifles and Pistols are Ranged weapons.

AMMO TYPE

Most weapons use solid ammunition or a power source to


Weapons fall into 2 categories: Melee weapons and Ranged eliminate Xenos. They have infinite ammo (enjoy!). However,
weapons. The Melee and Ranged symbols are used to the type of Ammo influences several game effects.
distinguish each type.
Weapons with the Bullet symbol use solid
Melee weapons bear the Melee symbol. They ammunition of some sort (no matter the caliber).
have a Range 0 value and thus can only be
used in the same Zone as the Survivor. They
are used with Melee Actions (P. 31).

Cattle Prods and Chainsaws are Melee weapons. Heavy Shotguns and Pistols use Bullets as ammunition.

14 DARK SIDE - RULES


Weapons with the Energy symbol use a power NOISY EQUIPMENT
source to function (no matter the battery type).
At some point, I hoped we would see doubt in their eyes as
NOTE: Prototype weapons do not possess their own we laid down hell in their ranks with automated weapons,
power source. They may only be used when an Energy Cell and forced them to retreat. That’s when we understood the
Equipment card is Attached to them (P. 23).
Xenos were beyond redemption. Zombies have no fear.
– Radka
Some Equipment is noisy and will produce a Noise token
whenever it is used. Noise attracts Xenos!
Noise rules are detailed on page 17.

Equipment bearing the Noise symbol


produces a Noise token whenever an Action
is spent to use it. Set a Noise token in the
Survivor’s Zone.

Equipment bearing the Silent symbol doesn’t


produce a Noise token when used.

Cattle Prods and Chainswords use Energy as a power


source. Prototype weapons, like the Prototype Light
Machine Gun, require an Attached Energy Cell to work.

Weapons featuring multiple Ammo types may be equipped


with the corresponding Ammo cards. The game effect only
applies to Attacks of their type.

Cattle Prods are silent weapons to kill with.


Pistols produce Noise upon firing. Note
the Prototype Assault Rifle is Silent!

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. 18), 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. 34).
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. 18), 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. 34).

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 DARK SIDE - RULES


NOISE There are 4 Danger Levels on the Danger Bar: Blue, Yellow,
Orange, and Red. At each Danger Level, the Survivor gains
The Xenos are entrenched in their pits, and may soon a new Skill (P. 52) to help them on their Mission. Skills stack
destroy the objective. We must act now. Ask Drake to play across Danger Levels, so at Red Level, your Survivor has 4
his damn pop music in the nearest loudspeakers. The noise Skills. As new Skills are unlocked, place new trackers on the
Survivor Dashboard to indicate them.
will lure them out of their pits and directly into our line of fire. • A Survivor moves to the Yellow Danger Level upon reaching
- What? Why me? How do you know I… Damn you! 7 Experience Points. They gain a fourth Action.
• The Orange Danger Level is reached at 19 Experience
Firing a machine gun or throwing a Points. Choose a Skill among the 2 indicated at this Level.
seismic grenade makes Noise, and • The Red Danger Level is reached at 43 Experience Points.
Noise attracts Xenos. Each Action Choose a Skill among the 3 indicated at this Level.
used to attack with noisy Equipment
produces a Noise token. 0 TO 6 EXPERIENCE POINTS:
7 TO 18
Blue Level, possess a starting Skill.
• Place this token in the Zone where the Survivor resolved EXPERIENCE
the Action. It stays in the Zone where it was produced, even POINTS: Yellow
if the Survivor moves. Level, gain a
• A single Action can only produce a single Noise token, fourth Action.
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 during the End
Phase (P. 09). 19 TO 42
EXPERIENCE
NOTE: Each Survivor miniature also counts as a Noise token. POINTS:
Machines also count as Noise tokens when possessing a Orange Level,
Machine Activation token (P. 26). Xenos have senses humans choose a Skill
can’t comprehend, and Survivors are never quiet, anyway! from the 2
available.
EXAMPLE: Drake spends his first Action with a Sledge to
eliminate a Xeno in his own Zone. The Sledge is a Silent
weapon and doesn’t produce Noise tokens. 43 EXPERIENCE POINTS: Red Level,
The second Action is spent to fire one Zone away with an choose a Skill from the 3 available.
Assault Rifle. It is a noisy weapon. Even if multiple dice were
rolled, only a single Action was spent, so a single Noise
token is set in Drake’s Zone. However, gaining Experience has a side effect. When you
The Survivor spends his third Action to Move away. The draw a Xeno card to spawn Xenos, read the line that
Noise token remains in the Zone it was produced, and does corresponds to the Survivor with the highest Danger
not follow Drake. Level (see Xenos Spawn, P. 29).
The stronger your Survivor is, the more Xenos appear.
EXPERIENCE, DANGER LEVEL, AND SKILLS
It’s all about remembering the training, surfing on pure RED LEVEL:
adrenaline, calling on our camaraderie and discovering 8 Driller Workers
powers lying dormant within you. This is what happens
with survivors. This is what happens when you stare right
ORANGE LEVEL:
at the face of death and smile at it like a defiant teen.
6 Driller Workers
– Drake
For each Xeno eliminated, a Survivor gains 1 Experience YELLOW LEVEL:
Point (XP) and moves up a notch on their Danger Bar. Some 4 Driller Workers
Mission Objectives provide more experience, as does
eliminating Abominations.
BLUE LEVEL:
2 Driller Workers

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).

There’s no such thing as “measured response”. Go full auto, The Hand symbol marks the Equipment cards
or go home! that can only be used in Hand slots.

– Miranda
The Body symbol marks the Equipment cards
Each Survivor can carry up to 9 Equipment cards, divided that can only be used in Body slots.
into three types of Equipment slots on their Dashboard: 2
Hand, 2 Body, and 5 Backpack slots (not counting cards
Attached to other cards). You may discard cards from your The Backpack can hold up to 5 Equipment cards of any type
Survivor’s inventory to make room for new cards at any time, (Hand, Body, or no symbol). Characteristics and game effects
for free (even during another player’s Turn). 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
Search Drone. 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 DARK SIDE - RULES


08 THE XENOS
DRILLER TANK
Driller Tanks were the heavy-duty
workforce of their species. After being
infected, they lead the pack as front-line
warriors. Like armored vehicles, they are
Always see the bright side of life: since we encountered immune to small weapons and deal grisly
the Xenos, I almost miss my mother-in-law. Oh. Did I just say blows to anything standing in their way.
that out loud? Other Drillers hide behind them, so grab
your highest caliber!
– Drake
Damage dealt: 2
Zombicide: Dark Side introduces a Xeno subspecies known as To eliminate: Damage 2 (3 if standing in an Open Pit Zone at
Driller Xenos. They prosper underground, and possess unique Range 1+).
body features enabling them to drill galleries at industrial Experience provided: 1 point
speed. They gather precious resources through mineral veins.
In Zombicide, they are the first Xenos to be infected, and thus DRILLER HUNTER
the first to go on a killing spree. They drill through human
installations, enabling their whole kind to attack from below! Armed with feral features leaving no
doubt about their past role, Driller
The game features four types of Driller Xenos. Most of them Hunters deal with threats in a fast
have a single Action to spend each time they activate (Driller and gruesome way. As the Xenos
Hunters have 2). A Driller Xeno is eliminated as soon as were mostly peaceful, Hunters were
it is successfully hit with an attack that has the minimum a rare sight. The infection awoke
required Damage value. Then its assailant immediately something within them, and now
earns the listed Experience Points. they’re here to deal with us.

IMPORTANT: Driller Xenos standing in an Open Pit Damage dealt: 1


Zone are resilient to Ranged Attacks beyond Range 0, To eliminate: Damage 1 (2 if standing in an Open Pit Zone
requiring 1 extra Damage to eliminate. at Range 1+).
Experience provided: 1 point
DRILLER WORKER Special rule: Driller Hunters have 2 Actions every time they
are activated (P. 27).
The most common of their underground
species, Driller Workers toiled tirelessly
for days, without need for food or rest.
The infection turned them into a legion
of mindless killers, using their huge
claws to rip everything apart.

Damage dealt: 1
To eliminate: Damage 1 (2 if standing in an Open Pit Zone
at Range 1+).
Experience provided: 1 point

RULES - ZOMBICIDE 19
DRILLER ABOMINATION PIT RULES
A few days ago, lines were still clear. The Xenos were
minding their own business while the rest of the world was
having a gold rush. Then, the Xenos went mad and drilled
huge pits in our mines, pouring in wave after wave of mad,
infected warriors. Whenever you look into a Xeno pit, keep
in mind something may look back at you.
– Radka

These hulking instruments of war drill large tunnels at a


staggering pace. They were the first to emerge in our mining
facilities, and guided their infected brethren straight to us.
You will need maximum firepower to deal with them. Oh, and
expect the area to crumble as pits open everywhere, spilling
Xeno reinforcements.

Damage dealt: 3 Pit tokens on their Open and Filled sides, respectively.
To eliminate: Damage 3 (4 if standing in an Open Pit Zone
at Range 1+). Apply these game effects whenever a Pit token (be it Open
Experience provided: 5 points or Filled) is set in a Zone, turning it into a Pit Zone.
Special rules: • A Pit Zone cannot be Searched.
• A Damage 3 weapon is required to eliminate a Driller • A Pit Zone cancels any special Zone characteristics it
Abomination. It may also be done with either a Seismic previously had.
Grenade (P. 35) or a Concentrated Attack (P. 34). • A Dark Zone maintains its characteristics along with it
• Driller Abominations drill Pits across Zones. Whenever a being a Pit Zone.
Driller Abomination stands in a Zone without an Open Pit
and gets an extra Activation, set a Pit token in the Zone, on NOTE: Airlocks from Zombicide: Invader may still be crossed
its Open side. It is now a Pit Zone. If the Zone has a Pit token from, and to, exterior Zones.
on its Filled side, flip it back on its Open side instead. Drilling
a Pit replaces the Driller Abomination’s extra Activation. OPEN PITS SPECIFIC RULES
If the Zone already contains an Open Pit, the Driller
Abomination performs its extra Activation normally. • Throwing a Seismic Grenade (P. 35) into an Open Pit Zone
flips the token to its Filled side.
• Driller Xenos standing on an Open Pit Zone are more
PITS AND MOLD resistant to Ranged Actions performed from another
Zone. An additional Damage is required to eliminate these
Zombicide: Dark Side and Zombicide: Invader
entrenched monsters:
are fully compatible, allowing players to face the
- Driller Workers and Driller Hunters are eliminated with
combined threat of two Xenos subspecies, and mix
Damage 2.
Pit and Mold rules. Pits have these additional effects
when used in conjunction with Zombicide: Invader. - Driller Tanks are eliminated with Damage 3.
- Pits and Mold tokens may overlap each other. - Driller Abominations are eliminated with Damage 4.
- Pits don’t neutralize Airlocks. Melee Actions and Ranged Actions performed at Range 0
- Driller Xenos are the only ones to benefit from the (inside the Pit Zone) are not affected by this rule.
Pits’ Damage protection.
- Hellfire eliminates all Actors in a Pit Zone. The Pit
token is not flipped, though.
- Seismic Blasts eliminate all Actors in a Mold Zone.
The Mold token is not flipped, though.

20 DARK SIDE - RULES


FILLED PITS SPECIFIC RULE

A Driller Abomination getting an extra Activation while


standing on a Filled Pit Zone, flips the Filled Pit token to its
Open side instead.

The Pit does not hinder


Miranda’s Line of Sight.

The Driller Worker is more resistant


as long as it stands in an Open Pit.
Radka needs a weapon inflicting
1 more Damage than required
(Damage 1 to Damage 2) to eliminate
it with a Ranged Attack. If she Moves
into the Driller Worker’s Zone to A Seismic Grenade was thrown
perform a Melee Attack, no Damage in the Pit, turning it into a Filled Pit.
modifier applies. Trench warfare! It no longer spawns Xenos, but the Zone still
loses its abilities and cannot be Searched.

The Pit neutralizes


the Security Room’s
special ability.
The Zone cannot
be Searched at all.

A Driller Abomination Xeno card is drawn


while the Driller Abomination is already on
the board. It does not get an extra Activation,
but drills an Open Pit instead. Had a Filled Pit
been in the Zone, it would have been flipped
to its Open side again.Had an Open Pit been
in the Zone, the Driller Abomination would
have received the usual extra Activation.

RULES - ZOMBICIDE 21
09 PLAYERS’
PHASE
Starting with whoever holds the First Player token, each
player activates their Survivors one after the other, in the
order of their choice. Each Survivor can execute up to
3 Actions at the Blue Danger Level (not counting any free
Action 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 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, see P. 54).

EXAMPLE: Miranda is in a Zone with 2 Driller Workers. To


leave this Zone, she spends 1 Move Action, then 2 more
Actions (1 per Worker), for a total of 3 Actions. If there had
been 3 Xenos in the Zone, Miranda would have needed 4
Actions (1 + 3) to Move.
Civilian Survivors can Search in any room Zones (including
SEARCH Security Rooms), and only if there are no Xenos in that Zone.

The invasion went so quick, the miners and scientists The player draws a card from the Equipment deck. They may
spread weapons of all kinds everywhere. They are hard to then place it in the Survivor’s inventory and reorganize it for
find without a search drone, though. Let’s bless the officer free, or immediately discard it.
A Survivor can only perform a single Search Action per Turn
who convinced everyone to build compact security rooms (even if it’s an extra free Action).
in every sector! Some cards, like Pit Spawns, are discarded after resolution,
allowing the player to draw another card.
Soldier Survivors, like Green Squad members, can only
Search Security Rooms (P. 36) and only if there are no Xenos
in that Zone.
The Search Drone Equipment cards allow Soldiers to Search
in any building Zone. They are precious to the Green Squad!

Are you a Soldier? You may only Search for Equipment in


these Security Rooms. Civilians may Search there too!

22 DARK SIDE - RULES


DOOR ACTIVATION
COLORED DOORS
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 can be
performed on a door opening shared with a Pit Zone.
Destroyed doors cannot be removed this way (P. 27).
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. Some Missions feature colored doors. Read the
Mission description to know the special rules
Umkos needs to apply.
a little more time
in the Security
Room. He closes
the door between REORGANIZE/TRADE
the Driller Hunter
The Survivor can reorganize the cards in their inventory in
and himself.
any way the player wishes.
The Survivor can simultaneously exchange any number
of cards and Remote tokens with 1 (and only 1) other
Survivor currently in the same Zone. This other Survivor may
The door has been previously reorganize their own inventory for free.
destroyed and cannot be closed. A Trade Action doesn’t have to be equal. You can trade
Drake faces the Tank (and enjoys it). everything for nothing if both parties agree!

NOTE: Reorganizing the inventory allows you to change


Attached Equipment (see below).

ATTACH OR DETACH EQUIPMENT CARDS

Radka may close any door in


this Room, including the one
leading to the Open Pit. This will
help contain the Driller Hunter!

Energy Cell and Plenty Of Bullets Equipment cards may be


Attached to Energy and Bullet weapons, respectively, to
provide them with additional re-rolls. Attaching an ammo
card can be done anytime the Survivor reorganizes their
inventory (Search, Reorganize/Trade, etc.). To do so, simply
put the ammo card in the horizontal slot under the weapon
card. They are now considered as a single Equipment card.
Both cards are automatically detached whenever they are
stored in the Backpack.

RULES - ZOMBICIDE 23
• An ammo card can only be Attached to a single weapon, COMBAT ACTIONS
but a weapon can receive multiple ammo cards.
• Weapons featuring multiple ammo types may be equipped Combat Actions use Melee and Ranged Equipment cards to
with the corresponding ammo cards. The game effect only eliminate Xenos.
applies to Attacks of their type.
• An ammo card is enough to feed Dual weapons used as a MELEE ACTION
pair (Attach the ammo card to either of the weapons).
• Prototype weapons can only be used when an Energy Cell
card is Attached to them.

The Survivor uses a Melee weapon they are holding in Hand


to attack Xenos in their own Zone (see Combat, P. 31).

RANGED ACTION

The Survivor uses a Ranged weapon they are holding in


Hand to fire at a single Zone within the Range shown on the
weapon’s card and within Line of Sight (see Combat, P. 31).
Survivors shoot at Zones, not Actors. This is especially
important for Targeting Priority Order (P. 33). Using a Ranged
weapon at Range 0 is still a Ranged Action.

24 DARK SIDE - RULES


TAKE OR ACTIVATE AN OBJECTIVE MACHINE ACTIONS
The Survivor takes an Objective or activates an Objective – Friends, the cameras on our bot and sentry gun show
in the same Zone. The game effects are explained in the incoming Xenos reinforcements.
Mission’s description.
– We are so close. Umkos, can you buy us some…

– Sure. Both machines already opened fire.

– Buddy, is that an alien smile we see on your face?

Zombicide: Dark Side features Prototype weapon tokens,


marking the places where such advanced weapons can be
found. They can be taken in the same way as Objectives.
The Survivor immediately earns a random Prototype weapon
from among those still available. They can then reorganize
their inventory for free.

Machines can be remote-controlled to execute deadly


Actions from the other side of the board. They can be used
and even sacrificed for the team’s benefit.

Zombicide: Dark Side features 2 deadly Machines: a


REMEMBER: Prototype weapons can only be used with an Vindicator Bot and a Maul Sentry Gun. Their reference cards
Attached Energy Cell (P. 23). list their abilities, Equipment, and Skills.
A Survivor can control a Machine by possessing either
MAKE NOISE the corresponding Remote token or Remote control Skill
(P. 54). At the cost of 1 Action, the Survivor may perform 1 of
The Survivor makes Noise in an attempt to attract Xenos. the Actions listed below with a Machine they control. Unless
Place a Noise token in the Survivor’s Zone. they are Machine-related, the Survivor’s other Skills don’t
apply to the Machine. The Survivor gains all Experience
DO NOTHING Points earned by the Machine’s Actions.
A Survivor may activate several Machines under their control
The Survivor does nothing and prematurely ends their Turn. during their Turn, in any order the player wants.
Any remaining Actions are lost. Machines can’t trade their Equipment.

RULES - ZOMBICIDE 25
A Machine Activation token.

A Machine performing at least 1 Action gets a Machine


Activation token. The Machine is considered to be a Survivor
as long as it possesses the token. The token is removed
during the End Phase.
A Machine without an Activation token is ignored by Xenos.

A Machine is destroyed when it takes 1 Damage (or more), or its


Zone is blasted by a Seismic Grenade (P. 35). Unless otherwise
stated, destroying a Machine is not a defeat condition. VINDICATOR BOT ACTIONS

• Move.
• Ranged Action (use the Vindicator’s Ranged weapon).
Having the Prototype keyword, the Vindicator ignores Dark
Zone rules.
• Whenever the controlling Survivor stands in the same
Zone as the Vindicator Bot and performs a Move Action,
the Vindicator Bot may also perform 1 Move Action for free.
The Vindicator Bot’s movement is not affected by Xenos.
Both the Bot and the Survivor must end their Move Action
in the same destination Zone. The Survivor may not use
Movement-related Skills (like Zero-G run, for example) to
benefit from that effect.

MAUL SENTRY GUN ACTIONS

• Ranged Action (use the Maul’s Ranged weapon). Having


the Prototype keyword, the Maul ignores Dark Zone rules.

NOTE: A Survivor standing on a Maul Sentry Gun’s Zone


may control it as if they had the corresponding Remote
token or Remote control Skill.

SWAPPING BOTS AND SENTRY GUNS


The Zombicide sci-fi range features several kinds of
Bots and Sentry Gun miniatures. Unless otherwise
stated by the chosen Mission, Bot miniatures can be
swapped from one kind to another, as well as Sentry
Gun miniatures.
For the same reason, game effects mentioning “Bot”
or “Sentry Gun,” without a specific name, apply to any
Machine of the indicated type. For example, the Remote
control: Bot Skill applies to any Bot, whatever its name.

26 DARK SIDE - RULES


10 XENOS’
PHASE
Once the players have activated all their Survivors, the
Xenos activate. No single player controls them: they do it
themselves, performing the following steps in order.

STEP 1 – ACTIVATION
– We should investigate the Xenos infection. This planet will
be under quarantine until everyone is sure only the Xenos Xenos fight in groups: All Xenos activated in the same
are affected. Zone as a Survivor join the Attack, even if there is so much
Damage that it would be overkill.
– I won’t be the first bite. They are hunting us now, but
something deeper below got them infected first. Right? NOTE: Machines can be lost without losing the game. This
rule makes it useful to sacrifice a Machine to a band of Xenos.
Each Xeno activates and spends its Action on either an
Attack or a Move, depending on its situation. Resolve all the EXAMPLE: 2 Driller Workers (Damage 1) are in the same
Attacks first, then all the Moves. Each Xeno performs either Zone as 2 unscathed Survivors, a Civilian (Armor 2) and a
an Attack OR a Move with a single Action. Soldier (Armor 3). The Xenos inflict 2 Damage, which can be
allocated in 3 ways:
- 2 Damage on the Civilian, killing them and ending the game.
- 2 Damage on the Soldier, seriously hurting them.
- 1 Damage on each Survivor.

MOVE

The Xenos that have not Attacked use their Action to Move 1
Zone toward Survivors:

1– Xenos select their destination Zone.


• The first Zone they select is the one with Survivors in Line
ATTACK of Sight that has the most Noise tokens. Remember, each
Survivor counts as a Noise token.
Each Xeno in the same Zone as Survivors performs an Attack. • If no Survivors are visible, they select the noisiest Zone.
A Xeno’s Attack is always successful, does not require any die In both cases, distance doesn’t matter. A Xeno always goes
rolls, and inflicts a specific amount of Damage, depending on for the noisiest target they can see or hear.
its type:
• Driller Worker: 1 Damage 2– Xenos move 1 Zone toward their destination Zone by
• Driller Tank: 2 Damage taking the shortest available path. IMPORTANT: Closed
• Driller Hunter: 1 Damage doors are not taken into account to determine that path.
• Driller Abomination: 3 Damage If a closed door bars the path to the next Zone toward their
destination, all Xenos in the Zone spend their Action destroying
Survivors in the same Zone split the Xenos’ Attacks in any way it instead of moving. Flip the door token on its destroyed side.
the players prefer, even if it means dealing them all to a single The way is now open. A destroyed door cannot be closed again.
Survivor (or Machine with an Activation token). Each successful
Xeno Attack deals the corresponding Damage amount.

The targeted Survivors lose Armor points. Move the Armor


Bar 1 point lower per Damage received. The Survivor is
eliminated as soon as the Armor Bar drops to 0.

REMEMBER: The game is lost if any starting Survivor is


eliminated (Machines don’t count). Xenos destroy doors on their path toward Survivors.

RULES - ZOMBICIDE 27
If there is more than one route of the same length, Xenos Uneven Xeno groups are split the same way. Decide which
split into groups of equal numbers and types to follow all splitting group gets the extra Xeno and which direction the
possible routes. They also split up if different target Zones uneven split groups go. In case of a single Xeno being offered
contain the same number of Noise tokens. multiple routes, the players decide which direction it goes.

Xenos favor sight


over Noise. Despite
Miranda and Umkos
being the noisiest,
the Xeno Moves
toward Drake, a
visible target.

Seeing several Survivor


groups, a Xeno always
goes to the noisiest, no
matter the distance.

With no target in sight,


Xenos favor Noise.
Despite Reese being
closer, the Xeno Moves
toward Miranda and
Umkos, the noisiest.

Two equal routes to the


destination: this Xeno group
splits in both directions.

PLAYING DRILLER HUNTERS EXAMPLE 2: A group of 2 Driller Hunters and 1 Driller Tank is
1 Zone away from a Survivor. For their first Action, since they
Driller Hunters have 2 Actions per Activation. After all Xenos have nobody to Attack in their Zone, the Xenos Move into
(including Driller Hunters) have gone through the Activation the Survivor’s Zone. The Driller Hunters then perform their
step and resolved their first Action, Driller Hunters go through second Action. Since they now occupy the same Zone as a
the Activation step again, using their second Action to attack Survivor, they Attack. Each Driller Hunter inflicts 1 Damage.
a Survivor in their Zone or Move if there is nobody to Attack.
EXAMPLE 3: A Survivor stands in the same Zone as 3 Driller
EXAMPLE 1: At the beginning of the Xenos’ Phase, a Driller Workers, 1 Driller Tank, and 2 Driller Hunters. All the Xenos
Hunter stands in the same Zone as a Survivor. The Xeno Attack and inflict 7 Damage (3 Damage is enough to kill the
spends its first Action to Attack, inflicting 1 Damage. Then, Survivor; the 4 remaining Damage is ignored). None of the
the Driller Hunter performs its second Action, Attacking Xenos Move, as they all Attacked. Then the Driller Hunters
again for another 1 Damage. resolve their second Action. They have no one to Attack, so
they Move 1 Zone toward their destination Zone.

28 DARK SIDE - RULES


COLORED SPAWN ZONES

STEP 2 – SPAWN
The Mission maps show where Xenos appear at the end of
each Xenos’ Phase. These are the Spawn Zones. Some Missions feature Purple and/or Green-colored Spawn
Zone tokens. Unless otherwise stated, these Zones don’t
spawn Xenos until a specific event (like taking an Objective
of the matching color) happens, which then activates them.

Xenos Spawn tokens mark the Spawn Zones’ locations.

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.
Always begin with the same Spawn Zone (you choose) and
continue clockwise. When the Xeno deck runs out, reshuffle
all the discarded Xeno cards to make a new deck.

This Xeno card spawns


Driller Hunters.

RED DANGER LEVEL:


8 Driller Hunters

ORANGE DANGER LEVEL:


6 Driller Hunters

YELLOW DANGER LEVEL:


2 Driller Hunters

BLUE DANGER LEVEL:


2 Driller Hunters

EXAMPLE: Miles has 5 Experience Points, placing him


in the Blue Danger Level. Radka has 12, which puts her
in Yellow. In order to determine how many Xenos spawn,
read the Yellow line, which correspond to Radka, the most
experienced Survivor.

RULES - ZOMBICIDE 29
EXTRA ACTIVATION CARDS PIT XENO CARDS

I would love to say we’re done, but I sense activity all around
us. They are coming up the galleries, going and drilling past
our position. Soon, the surface base will be invaded as well.
Expect trouble coming from everywhere at once.
At the Yellow, Orange, – Umkos
and Red Danger Levels,
all Driller Workers
immediately activate.

At the Blue Danger


Level, nothing happens.

When you reveal an Extra Activation card, no Xenos appear


in the designated Zone. Instead, all Xenos of the indicated
type immediately get an extra Activation (see Activation
step, P. 27). Notice that these cards have no effect at the
Blue Danger Level! Upon drawing a Pit Xeno card, set the indicated amount of the
corresponding Driller Xeno type in every Open Pit Zone (P. 20).
DRILLER ABOMINATION CARDS If there are not enough miniatures to fill all Open Pit Zones, place
the remaining Driller Xenos in any Open Pit Zone which didn’t
Like a kid in a sandbox. A horrible, monstrous, bloodthirsty receive some yet, then perform the following effects in order:
kid. In our sandbox. (1) All Abominations on the board immediately perform an
extra Activation. A Driller Abomination standing in a Zone
– Miranda not containing an Open Pit drills an Open Pit instead.
(2) Place a Driller Abomination (if you have any) on 1 of the
Open Pit Zones which didn’t receive enough Driller Xenos
of the indicated type (if there are multiple eligible Zones,
players choose). If no Driller Abomination miniature is
available, ignore this step. Running out of Driller Abomination
miniatures does not create an extra Activation.

RUNNING OUT OF MINIATURES

The Zombicide: Dark Side box contains enough Driller


Xenos to invade a mining facility. However, players may still
run out of miniatures of the indicated type when required to
place a Xeno on the board through spawning. In this case,
the remaining Xenos miniatures are placed (if there are any),
then perform the following effects in order:
Driller Abomination Xeno cards spawn Driller Abominations, (1) All Abominations on the board immediately perform an
make them drill Pits, and also provide an extra Activation to extra Activation. A Driller Abomination standing in a Zone
all Abominations you may have on the board. not containing an Open Pit drills an Open Pit instead.
Perform the following effects in order: (2) Place an available Abomination you may have (any
(1) All Abominations on the board immediately perform an type) in the Spawn Zone. If you have none, ignore this step.
extra Activation. A Driller Abomination standing in a Zone Running out of Abomination miniatures does not create an
not containing an Open Pit drills an Open Pit instead (see extra Activation.
P. 20). If the Zone already contains an Open Pit, the Driller
Abomination performs its extra Activation normally. Always keep an eye on the Xeno population on the board,
(2) Place a Driller Abomination on the Spawn Zone, if you or risk seeing Abominations rushing at your position (and
have any. If you don’t have any, ignore this step. drilling Pits everywhere) in an instant!

30 DARK SIDE - RULES


11 COMBAT
• Driller Workers and Driller Hunters are eliminated with a
Damage 1 (or more) hit.

• Driller Tanks are eliminated with a Damage 2 (or more) hit.


Damage 1 has no effect on them, no matter the amount of
times a Survivor hits them (except for a Concentrated Attack
When a Survivor performs a Melee, Ranged, – see P. 34).
or Machine Action to attack Xenos, roll as
many dice as the Dice number of the weapon • Driller Abominations are eliminated with a Damage 3 (or
or Machine being used. more) hit. Damage 3 weapons are rare, but the monster
can also be eliminated with a Seismic Grenade (P. 35) or a
Concentrated Attack (P. 34).

EXAMPLE: Drake stands in a Zone along with 3 Driller


Workers and performs a Melee Action with a Cattle Prod. 2
hits! Both of them are allocated to different Driller Workers
If the active Survivor has 2 identical weapons with the and inflict Damage 1, eliminating 2 Driller Workers. Drake
Dual symbols equipped in their Hands, they can use both hits again with a second Melee Action, scoring 2 hits again.
weapons at the same time at the cost of a single Action. 1 of them is enough to eliminate the last Driller Worker. The
Both weapons must be aimed at the same Zone. remaining hit is lost.

MELEE ACTION

EXAMPLE: Radka has two Pistols in her Hands. The


Pistol has the Dual symbol, so Radka can shoot them both
simultaneously. This allows her to roll 2 dice (1 for each Melee weapons are marked with the Melee symbol.
Pistol) with a single Ranged Action.
A Survivor holding a Melee weapon in their Hand can
Each die result that equals or exceeds the attack Xenos in their own Zone. Each die that rolls equal to
Accuracy value of the weapon scores a or higher than the Accuracy value on the weapon’s card is
successful hit. a successful hit. The player divides their hits as they wish
among the possible targets in the Zone.
Missed Melee strikes cannot cause Friendly Fire (P. 34).
Each hit inflicts the amount of Damage
specified by the Damage value of the weapon EXAMPLE: Miles and Umkos are in the same Zone as a Driller
to a single target. If all targets get eliminated, Tank, a Driller Hunter, and a Driller Worker. Miles attacks with
extra hits are lost. his Sledge. He rolls a •, •, and •, which means 2 hits.
The Sledge has Damage 1 and cannot hurt the Driller Tank.
Miles' player allocates his first hit to the Driller Hunter and
the second to the Driller Worker, eliminating them both. It is
a Melee Action: although a miss was obtained, Umkos is safe
from Mile’s swings.

RULES - ZOMBICIDE 31
RANGED ACTION

Ranged weapons are marked with the Ranged symbol.

A Survivor holding a Ranged weapon in their Hand can shoot


at a Zone within the weapon’s Range and Line of Sight (P. 11).

REMEMBER:
• Inside a room, the Line of Sight is limited to the Zones that
share an opening and just 1 Zone away.
• In corridor and tunnel Zones, the Line of Sight goes in a
straight line parallel to the board’s edge until it meets a wall
or the board’s edge. Dark Zones affect Survivors’ Lines
of Sight (P. 12).
• Missed shots can cause Friendly Fire (P. 34), so carefully
consider the risks!

The Range of a weapon, indicated by the


Range value on its card, is the number of
Zones it can shoot across.
The first of the two values shows the minimum
Range. The weapon may not shoot at Zones
closer than the minimum. In some cases, it may be 0,
meaning the Survivor can shoot at targets in the Zone they
currently occupy (it is still a Ranged Action).
The second value shows the maximum Range of the weapon.
A Weapon cannot fire at Zones beyond maximum Range.

EXAMPLE 1: The Pistol has a Range of 1-1. It can shoot 1


Zone away, no more, no less.

EXAMPLE 2: The Light Machine Gun has a Range of 1-3,


which means it can shoot up to 3 Zones away but cannot be
used to fire at the same Zone as the Survivor.

Ignore any Actors in the Zones between the shooter and


the target Zone. Survivors may shoot through occupied
Zones without danger to either fellow Survivors or Xenos.
A Survivor can even shoot at another Zone while there are
Xenos in their own Zone!

32 DARK SIDE - RULES


TARGETING PRIORITY ORDER

When using a Ranged weapon (even at Range 0), the shooting


Survivor does not choose the targets hit by successful rolls.
Hits are assigned to Actors in the targeted Zone according
to the Targeting Priority Order:

1– Driller Tank or Driller Abomination (the shooter chooses)


2– Driller Worker
3– Driller Hunter

The hits are assigned to targets of the lowest priority until


they have all been eliminated, then to targets of the next
Priority Level until they have all been eliminated, and so on.
If several targets share the same Targeting Priority Order,
players choose the targets hit among them.

REMEMBER: Targeting Priority doesn’t apply to Melee Actions.

UNIVERSAL TARGETING PRIORITY ORDER


The Targeting Priority Order doesn’t take the Xeno
subspecies into account. Standard Xenos from
Zombicide: Invader and Driller Xenos share the same
Targeting Priority Order by type (Worker, Tank, Hunter
and Abomination). Same Priority Order? Players choose!

EXPERIENCE EARNED
MIN DAMAGE TO
TARGETING

ELIMINATE
PRIORITY

ACTIONS
NAME

EXAMPLE: Armed with a Heavy Shotgun (Damage 2), Miles


performs a Ranged Action at a Zone with 1 Driller Tank, 2
Driller Workers, and 2 Driller Hunters.
• Miles rolls • and • for his first Action. Hits are obtained
with 4 or more, which means 2 hits. Following the Targeting
Priority Order, the first hit is assigned to the Driller Tank,
eliminating it (Damage 2). The second hit is assigned to a
Driller Worker, eliminating it as well (1 hit = 1 target).
• Miles rolls • and • with his second Action, obtaining 2 DRILLER TANK/
hits. The Targeting Priority Order lists the Driller Worker as
the first target, so it’s eliminated. The second hit is allocated 1 DRILLER
ABOMINATION
1 2/3 1/5
to either Driller Hunter, eliminating it as well. A single Driller
Hunter remains.

DRILLER
NOTE: Driller Tanks are first in the Targeting Priority Order
and are immune to Damage 1 weapons. It means they can 2 WORKER
1 1 1
protect all Driller Workers and Driller Hunters in their Zone
from all Damage 1 Ranged Actions, as they need to be
DRILLER
removed before getting to Driller Workers and Driller Hunters.
The same applies to Driller Abominations, requiring Damage 3 HUNTER
2 1 1
3 to be eliminated.

RULES - ZOMBICIDE 33
FRIENDLY FIRE
A Ranged Concentrated Attack still follows the Targeting
Yes, yes, I know you had no choice, it’s just a paint scratch, Priority rules. Misses are dealt among fellow Survivors as
and you saved my life. But please, if you absolutely have to Friendly Fire. Apply the weapon’s base Damage value (no
do it again, keep your eyes open! matter the amount of hits obtained).

– Drake
A Survivor can’t hit themselves with their own attacks.
However, emergency situations can call for Ranged or
Machine Actions aimed at a Zone where a teammate is stuck.
In that case, misses on the Attack roll automatically hit
Survivors standing in the target Zone. Assign these Friendly
Fire hits in any way you want and apply Damage normally.

REMEMBER: Friendly Fire doesn’t apply to Melee Actions.

EXAMPLE 1: Armed with a Light Machine Gun (Damage


1), Umkos fires at a Zone with 2 Driller Tanks and 3 Driller
Workers. Target Priority Order shows Driller Tanks are hit
first, and the weapon’s Damage value is not enough to
eliminate any. Umkos decides to Concentrate his Attack on
one of them and rolls 5 dice, obtaining •, •, •, •, and
•. 3 successes raise the Damage value to 3 (base 1, x3
successes). It’s more than enough to bring the Driller Tank
down (though the other Driller Tank and Driller Workers are
left unscathed).

EXAMPLE: Miranda shoots with an Assault Rifle at a Zone


containing Drake and 2 Driller Workers. Rolling •, •, and
•, she obtains 2 hits… and a miss. Each hit eliminates a
Driller Worker. The miss, however, hits Drake for Damage 1.
Drake loses 1 Armor point.

CONCENTRATED ATTACK
Mmmmmh, full auto mode. You, my friend, are about to die
from massive lead consumption.
– Reese
A Survivor performing a Melee or Ranged Action (either
by themselves or using a Machine) may concentrate their EXAMPLE 2: Armed with a pair of Cattle Prods, Miles stands in
Attack toward a single target to increase their chance of the same Zone as a Driller Abomination. No matter how many
overcoming its defenses and eliminating it. dice he rolls (Dual Cattle Prods roll 4 dice), the basic 1 Damage
To make a Concentrated Attack, designate a single specific value is not enough to eliminate the Driller Abomination
target among those the Attack may hit before rolling dice. (Damage 3 is required), so Miles Concentrates his Attack on
Multiply the Damage value by the amount of hits obtained the Xeno and rolls 4 dice: •, •, •, and •. 3 successes! The
(1 success: Damage x1. 2 successes: Damage x2. 3 Damage value is raised to 3 (base 1, x3 successes), which is
successes: Damage x3, etc.). Only the designated target is enough to eliminate the Driller Abomination!
hit by successful rolls. Leftover Damage is lost.

34 DARK SIDE - RULES


SEISMIC GRENADES Perform a Ranged Action with a Seismic Grenade equipped
in Hand, discard the card, and blast! A Seismic Blast is
created in the targeted Zone:
• All Actors and Machines are eliminated. The Survivor earns
all related Experience Points.
• Remove any Objective tokens.
• Any Open Pit token (P. 20) in the Zone is flipped to its Filled side.
• Set a Noise token in the destination Zone.

NOTE: If you play with Zombicide: Invader, Seismic


Seismic Grenades are great for blasting all Grenades can be thrown at exterior Zones.
opposition in a Zone, and filling Pits!

RULES - ZOMBICIDE 35
12 SPECIAL ZONE:
SECURITY ROOMS 13 ULTRARED
MODE
It’s quite a challenge, actually. Am I the only one to start
Check the inventory for heavy weapons. No inventory? enjoying this? No need to report, no secret defense. It’s
Check the log. No computer? Oh, well. Grab a gun from the absolute freedom, and life or death choices at every corner.
toy chest and open fire! That sounds rock n’ roll!
– Miles
The Ultrared Mode allows your Survivors to gain Experience
Points beyond the Red Danger Level and pick up additional
Skills. This mode is great for reaching amazing body counts
and completing very large scenarios.

Ultrared Mode: When your Survivor reaches the Red


Level, move the experience tracker back to 0 and add any
Experience Points gained past the minimum required to hit
the Red Level. Your Survivor is still on the Red Level and
keeps their Skills. Count additional Experience Points as
Security Rooms are the only Zones usual and gain unselected Skills upon reaching Danger
the Green Squad may Search. Levels again.
When all the Survivor’s Skills have been selected, choose a
All members of the Green Squad are Soldiers. Thus, Skill among all of the Zombicide: Dark Side Skills (except for
they can only perform Search Actions in Security Rooms. the Starts with [Equipment] Skill) upon reaching Orange and
Equipment cards, like Search Drones, or Skills may allow then Red Level.
them to Search in other ways. Civilian Survivors are allowed
to Search in Security Rooms, too! EXAMPLE: Reese just earned her 43rd Experience Point,
Security Rooms lose their properties whenever a Pit is getting to the Red Level. She has the following Skills: Point-
set in them. blank (Blue), +1 Action (Yellow), +1 free Ranged Action
(Orange) and +1 to dice roll: Ranged (Red).
The player moves the experience tracker back to the start as
the Mission continues. Reese is still at Red Level and keeps
on earning Experience Points as she kills Driller Xenos.
Reese doesn’t get an additional Skill upon reaching the
Blue and Yellow Levels for the second time since she has all
available Skills for these Levels. Upon reaching the Orange
Level again, she gains Shove, her second Orange Level Skill.
Reaching the Red Level again, the player chooses a new
Skill among the 2 remaining ones for this Level and goes for
+1 free Combat Action. The experience counter returns to
the start.
During her third progression through the experience bar,
Reese doesn’t get any Skill at Blue, Yellow, or Orange Levels,
as she already has them all. Upon reaching the Red Level for
the third time, she earns the last Red Level Skill: Hit & run.
The experience counter goes to the start again.
From now on, Reese still earns Experience Points and gets
a player-chosen Skill every time she reaches the Orange
Level, and then another upon reaching the Red Level.

36 DARK SIDE - RULES


14 PLAYING WITH
7+ SURVIVORS
The Zombicide sci-fi range has an expanding gallery of
15 TUNING
THE DIFFICULTY
Survivors to play with. Sooner or later, you may be tempted to
try playing with more than 6 Survivors. To do so, you’ll need
the extra Survivor dashboards, plastic trackers, color bases,
and Starting Equipment cards contained in expansions that
are sold separately.
Playing with an increased number of Survivors (or players!)
is quite easy. Follow these guidelines, and adjust them to fit
your challenge level.

Zombicide: Dark Side’s difficulty may be tuned


up or down using the card numbers.
Cards #1 to #54 are featured in Zombicide: Invader.
Cards #55 to #60 are featured in Zombicide: Black Ops.

Xenos are the perfect aliens. Human concepts like mercy,


self-preservation, or restraint are unknown to them. But
• For each Survivor above the sixth, add 1 additional Starting sometimes, the game may be too easy, or just too hard, for
Equipment card from the expansion to the pool of cards that you or your playing group. In that case, sort your Xeno cards
will be distributed among Survivors during Setup. If you using their card number.
don’t have any, the extra Survivors enter the game with no
Starting Equipment. • Xeno cards #61 to #85 form the easier part of a Driller Xeno
Be careful, some Equipment may be reserved to invasion. These Driller Xenos appear in a limited amount
Survivors of a given category. Check their special rules without extra Activations. Driller Xeno specialties, like Driller
to know more. Abomination and Pit opening, are still present.

• Add 1 additional Xeno Spawn token per 2 Survivors above • Xeno cards #86 to #110 are the harder part. Driller Xenos
the sixth (rounded up). Stack these additional Spawn tokens come in greater numbers, especially at low Danger Levels.
in the same Zones as existing ones or in any new Spawn Keep them for experienced player groups and Zombicide
Zone of your choice, if you have several available. Yes, that veterans.
means some Zones will double or even triple their spawn rate!
• Xenos cards #111 to #114 are extra Activations. Add them
for an element of surprise, tuning the difficulty up.
ADDITIONAL
SURVIVORS SPAWN TOKENS These elements can be mixed in any way you see fit to create
your own game experience!

7-8 1
9-10 2
11-12 3

RULES - ZOMBICIDE 37
17 SKILLS
Each Survivor in Zombicide: Dark Side has specific Skills
with effects described in this section. In case of a conflict
with the general rules, the Skill rules have priority.
The effects of the following Skills and/or bonuses are
immediate and may be used the Turn in which they are
acquired. This means that if an Action causes a Survivor to +1 Action – The Survivor has an extra Action they may use
level up and gain a Skill, that Skill may be used immediately if as they please.
the Survivor has any Actions remaining (or the Survivor may
use any extra Actions the Skill grants). +1 Damage: [Action] – The Survivor gets a +1 Damage bonus
with the specified type of Action (Combat, Melee, or Ranged).

+1 Damage with [Equipment] – The Survivor gets a +1


Damage bonus with the specified Equipment.

+1 to dice roll: [Action] – The Survivor adds 1 to the result of


each die they roll with Actions of the specified type (Combat,
Melee, or Ranged). The maximum result is always 6.

+1 die: [Action] – Each of the Survivor’s weapons roll an


extra die with Actions of the specified type (Combat, Melee,
or Ranged). Dual weapons each gain a die, for a total of +2
dice per Dual Action of the specified type.

+1 free [Action] Action – The Survivor has 1 extra free


Action of the specified type (Combat, Machine, Melee,
Move, Ranged, or Search). This Action may only be used
to perform an Action of the specified type. Free Machine
Actions still require control of a Machine, either through a
Skill or Remote token.

+1 max Range – The maximum Range of Ranged weapons


the Survivor uses is increased by 1.

+1 Zone per Move – When the Survivor spends 1 Action to


Move, they can Move 1 or 2 Zones instead of 1. Entering a
Zone containing Xenos still ends the Survivor’s Move Action.

Ambidextrous – The Survivor treats all weapons as if they


had the Dual symbol.

Auto repair – During each End Phase, restore the Survivor’s


Armor to its base level.

Blademaster – The Survivor treats all Melee weapons as if


they had the Dual symbol.

Bloodlust: [Action] – The Survivor can use this Skill once


during each of their Turns. The Survivor spends 1 Action:
they Move up to 2 Zones to a Zone containing at least 1
Xeno. They then gain 1 free Action of the specified type
(Combat, Melee, or Ranged). Normal Movement rules apply.

52 DARK SIDE - RULES


Born leader – During the Survivor’s Turn, the Survivor may Escalation: [Action] – The Survivor gains 1 extra die to
give 1 free Action to another Survivor to use as they please. roll for subsequent Actions of the specified type (Combat,
This Action is used immediately, then the Born leader Melee, or Ranged). The bonus is cumulative and applies until
Survivor resumes their Turn. the end of the Survivor’s Turn. The bonus is lost whenever
the Survivor performs another kind of Action.
Brother in arms: [game effect] – The Survivor can use
this Skill whenever they are standing in the same Zone as at EXAMPLE: A Survivor with the Escalation: Ranged Skill
least one other Survivor. As long as Brother in arms is active, spends their first Action performing a Ranged Action with a
each Survivor in the Zone (including the one with this Skill) Pistol (Dice 1). Their second Action is also spent for a Ranged
benefits from the indicated Skill or game effect. Action, adding an additional die thanks to the Escalation
NOTE: Brother in arms may be shortened to B.I.A. Skill (Dice 2). The third Action is spent for a Move Action: the
Escalation bonus is lost.
Camouflage – The Survivor may gain a Camouflage token
at the start of their turn if no Xeno has a Line of Sight on Full auto – When resolving a Ranged Action, the Survivor
them. Place the token next to their base. The Survivor may may substitute the Dice number of the Ranged weapon(s)
keep the token (even from one Game Round to the next) until they use with the number of Xenos standing in the targeted
they resolve any kind of Combat or Machine Action or make Zone. Skills affecting the dice value, like +1 die: Ranged,
Noise. It may be gained again in the same way. still apply.
As long as they have this token, the Survivor is ignored by
all Xenos and is not considered a Noise token. Xenos don’t Hit & run – The Survivor can use this Skill for free, just
attack them and will even move past them. after they resolved a Melee or Ranged Action resulting in a
Even with the Camouflage token, the Survivor still has to spend least 1 Xeno being eliminated. They can then resolve a free
extra Actions to move out of a Zone crowded with Xenos. Move Action. The Survivor does not spend extra Actions
to perform this free Move Action if Xenos are standing in
their Zone.

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.

This is a Camouflage token. Is That All You’ve Got? – You can use this Skill any time the
Survivor is about to take Damage. Negate 1 Damage for each
Charge – The Survivor can use this Skill once during Equipment card you discard from your Survivor’s 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
(Seimic Grenades still apply). Ignore them when shooting at
Concentrated Attack expert – Whenever the Survivor the Zone they stand in.
makes a Concentrated Attack with 2 or more dice, the base
Damage value of the weapon gets +1, with 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.
Medic – This Skill is used for free during each End Phase.
Enhanced senses – The Survivor can trace Line of Sight 1 The Survivor, and all other Survivors standing in the same
Zone farther in room Zones. They also ignore Dark Zones Zone, may restore 1 Armor up to their base level.
rules to trace Lines of Sight (P. 11).

RULES - ZOMBICIDE 53
Point-blank – The Survivor can perform Ranged Actions Sniper – The Survivor may freely choose the targets of all
in their own Zone, no matter the minimum Range. When their Ranged Actions. Friendly Fire is ignored.
resolving a Ranged Action at Range 0, the Survivor freely
chooses the targets and can eliminate any type of Xenos. Sprint – The Survivor can use this Skill once during each of
Their Ranged weapons still need to inflict enough Damage their Turns. Spend 1 Move Action with the Survivor: they may
to eliminate the targets. Friendly Fire is ignored. move 2 or 3 Zones instead of 1. Entering a Zone containing
Xenos still ends the Survivor’s Move Action.
Predator – When resolving a Melee Action, the Survivor
may substitute the Dice number of the Melee weapon(s) they Starts with [X] Armor Points – The Survivor starts with the
use with the number of Xenos standing in their Zone. Skills indicated amount of Armor Points. This is their base level.
affecting the dice value, like +1 die: Melee, still apply.
Starts with a [Equipment] – The Survivor begins the game
Reaper: [Action] – Use this Skill when assigning hits while with the indicated Equipment. Its card is automatically
resolving an Action of the specified type (Combat, Melee, assigned to them during Setup.
or Ranged). 1 of these hits can freely eliminate an additional
identical Xeno in the same Zone. Only a single additional Super strength – Consider the Damage value of Melee
Xeno can be eliminated per Action when using this Skill. The weapons used by the Survivor to be 3.
Survivor gains the experience for the additional Xeno.
Tactician – The Survivor’s Turn can be resolved anytime
during the Player’s Phase, before or after any other Survivor’s
Turn. If several Survivors benefit from this Skill at the same
time, players choose their Turn order.

Taunt – The Survivor can use this Skill, for free, once during
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
or closed door). No Line of Sight is needed.
All Xenos standing in the selected Zone immediately gain
an extra Activation: they try to reach the taunting Survivor
by any means available. Taunted Xenos ignore all other
Survivors. They do not attack them and leave the Zone they
are standing in if needed to reach the taunting Survivor.

Remote control: [Machine] – The Survivor may perform Tough – The Survivor ignores the first Damage they receive
Machine Actions (P. 25) with Machines of the indicated type during each Attack Step (Xenos’ Phase) and during Friendly
(Bot, Sentry Gun, or All). Fire (Survivor’s Ranged Action).

Roll 6: +1 die [Action] – You may roll an additional die for Unstoppable – The Survivor does not spend extra Actions
each 6 rolled on an Action of the specified type (Combat, when they perform a Move Action out of a Zone containing
Melee, or Ranged). Keep on rolling additional dice as long as Xenos. Entering a Zone containing Xenos still ends the
you keep getting 6. Game effects that allow re-rolls must be Survivor’s Move Action.
used before rolling any additional dice for this Skill.
Xenos link – The Survivor plays an extra Turn each time
Scavenger – The Survivor may Search in any room or an Extra Activation card (NOT Abomination cards) is drawn
corridor Zone. Basic Search rules apply (no Search in Pit from the Xenos pile. They play before the extra-activated
Zones or in Zones with Xenos). Xenos. If several Survivors benefit from this Skill at the same
time, players choose their Turn order.
Search: 2 cards – Draw 2 cards when Searching with the
Survivor. Zero-G run – The Survivor can use this Skill once during
each of their Turns. The Survivor spends 1 Action. They
Shove – The Survivor can use this Skill, for free, once during move 2 Zones. Ignore everything in the intervening Zone,
each of their Turns. Select a Zone at Range 1 from your except walls and closed doors.
Survivor. Both Zones need to share a clear path, but no Line Movement related Skills (like +1 Zone per Move or
of Sight is needed. All Xenos standing in your Survivor’s Zone Unstoppable) are ignored, but Movement penalties (like
are pushed to the selected Zone. This is not a Movement. having Xenos in the starting Zone) apply.

54 DARK SIDE - RULES


18 INDEX
Dual............................................. 16, 31 Remote..............................................25
End Phase...........................................9 Reorganize/Trade..............................23
Energy Weapon................................. 15 Room................................................. 10
Equipment............................. 14, 15, 18 Search...............................................22
Experience........................................ 17 Security Room............................22, 36
Abomination................................ 19, 30 Extra Activation.................................30 Seismic Blast....................................35
Accuracy..................................... 16, 31 Friendly Fire.......................................34 Sentry Gun....................................8, 25
Actions..............................................22 Hand Slots.................................. 16, 18 Setup...................................................6
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...............................................29
Bot.................................................8, 25 Melee Action............................... 24, 31 Starting Equipment.............................7
Building............................................. 10 Melee Weapon.................................. 14 Survivor......................................... 8, 10
Bullet Weapon................................... 14 Missions............................................38 Tank................................................... 19
Civilian.................................................8 Move..................................................22 Targeting Priority Order....................33
Combat................................. 16, 24, 31 Movement......................................... 13 Tunnel Zone....................................... 10
Concentrated Attack.........................34 Noise......................................15, 17, 25 Ultrared Mode...................................36
Corridor............................................. 10 Objectives.........................................25 Worker............................................... 19
Damage..................................16, 27, 31 Pit......................................................20 Xeno Activation.................................26
Danger Level.......................................7 Players’ Phase...............................9, 22 Xeno Attack.......................................26
Dark Zone.......................................... 12 Prototype Weapon........................ 7, 24 Xeno Move........................................26
Dice............................................. 16, 31 Range.......................................... 16, 32 Xenos................................................ 19
Doors........................................... 23, 27 Ranged Action............................ 24, 32 Xenos’ Phase.............................. 10, 26
Driller Xenos...................................... 19 Ranged Weapon............................... 14 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:
Isadora LEITE, Aaron MONTGOMERY, Renato SASDELLI, Eric KELLEY

Bryan STEELE, and Safuan TAY EDITING:


Hervé DAUBET, Jason KOEPP, and Colin YOUNG
DEVELOPMENT:
Fábio HIRSCH PUBLISHER:
David PRETI
ART:
Adrian SMITH, Henning LUDVIGSEN, Saeed JALABI, PLAYTEST:
Pedro NUÑEZ, Adrian PRADO, and Alexandre CANO Rod MENDES, João José GOES, Caio QUINTA, Julio
RODRIGUEZ CAMPOS, Mario CIOFFI, Ricardo LIMONETE, Flavio OOTA,
Rodrigo SONNESSO, and Pedro YOUKAI
LEAD GRAPHIC DESIGNER:
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.

EACH ROUND BEGINS WITH: WHEN EVERY PLAYER HAS FINISHED


01 - PLAYERS’ PHASE 02 - XENOS’ PHASE
The first player activates all of their Survivors, one after the STEP
other, in any order. When they’re done, the next player’s Turn 1 – ACTIVATION: ATTACK OR MOVE
begins. Play clockwise. Each Survivor has 3 Actions to spend,
chosen from the following list. Unless otherwise stated, each All Xenos spend 1 Action doing 1 of these 2 things:
Action may be performed several times per Activation. • Xenos in the same Zone as at least 1 Survivor Attack them.
• Move: Move 1 Zone (spend extra Actions if there are Xenos). • The Xenos who didn’t Attack, Move instead. Each Xeno favors
• Search (1x per Turn): In a room Zone free of Xenos only. Draw visible Survivors, then Noise. Choose the shortest path,
a card from the Equipment deck. Soldiers can only Search in ignoring closed doors. If several paths share the same length,
Security Rooms. split the Xenos in equal groups (any uneven Xenos go with one
• Door Activation (FREE, 1x per Turn): Place or remove a of the groups of your choosing). If there’s a closed door in the
closed door token on a door opening in a Zone the Survivor way, Xenos spend their Action destroying it instead.
occupies. Not if there's a destroyed door.
• Reorganize/Trade: NOTE: Hunters get 2 Actions per Activation. Once all Xenos
 E xchange Equipment with another Survivor standing have taken their first Action, Hunters go through the Activation
in the same Zone. You can trade however you want – it Step again to resolve their second Action.
doesn’t have to be even (may trade Remote tokens).
 Attach/Detach Equipment cards: Plenty of Bullets for STEP 2 – SPAWN
Bullets weapons, Energy Cell for Energy weapon.
• Combat Action: • Always draw Xeno cards for all Spawn Zones in the same
Melee Action: Equipped Melee weapon required. order (play clockwise).
Ranged Action: Equipped Ranged weapon required. • Danger Level used: Highest Danger Level among the Survivors.
•T  ake or Activate an Objective in the Survivor’s Zone. • No more miniatures of a specified type (except Abominations):
•M  ake Noise: Put a Noise token in the Survivor’s Zone. Place the remaining ones. Then, all Abominations get 1 extra
• Do Nothing: Any remaining Actions are lost. Activation (Driller Abominations drill a Pit instead). Finally, place
• Machine Actions: The corresponding Skill or Remote Control a Driller Abomination in the Spawn Zone.
token is needed. A Sentry Gun may be controlled by any Survivor
in the same Zone. The Survivor’s Skills don’t apply to the Machine. 03 - END PHASE
Move (Bot only)
Melee Action (Melee weapon required) • Remove all Noise tokens from the board.
Ranged Action (Ranged weapon required) • The next player receives the First Player token (play clockwise).

TARGETING PRIORITY ORDER


When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.

TARGETING MIN DAMAGE EXPERIENCE


NAME ACTIONS
PRIORITY TO ELIMINATE EARNED
1 TANK/ ABOMINATION 1 2/3 (3/4)* 1/5

2 WORKER 1 1 (2)* 1

3 HUNTER 2 1 (2)* 1
* For Driller Xenos standing in an Open Pit Zone at Range 1+ (see P. 20).

You might also like