Rulebook Zombicide Dark Side
Rulebook Zombicide Dark Side
Rulebook Zombicide Dark Side
14 Driller Tanks
6 SURVIVOR MINIATURES
AND ID CARDS
35 Driller Workers
2 MACHINE MINIATURES
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
Energy Cell . . . . . . . . . . . . . . . . . . x6
Heavy Shotgun . . . . . . . . . . . . . . . x3
M.R.E. . . . . . . . . . . . . . . . . . . . . . . x3
Objectives Pistol . . . . . . . . . . . . . . . . . . . . . . . x2
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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!
XP Tracker in the
0 slot of the Blue
Danger Level.
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.
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).
8 › Shuffle the Xeno cards into one deck and the Equipment
cards into another. Place both decks facedown close to
the board.
12 › Decide who will be the first player, then give them the
First Player token.
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.
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.
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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 is a
room Zone.
Lines of Sight go
in straight lines.
No diagonals allowed!
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.
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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.
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...
To go around this
corner, Reese must
first Move here… … then here.
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.
AMMO TYPE
Cattle Prods and Chainsaws are Melee weapons. Heavy Shotguns and Pistols use Bullets as ammunition.
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.
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.
Damage dealt: 1
To eliminate: Damage 1 (2 if standing in an Open Pit Zone
at Range 1+).
Experience provided: 1 point
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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
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.
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).
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!
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.
RANGED ACTION
RULES - ZOMBICIDE 25
A Machine Activation token.
• 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.
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:
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.
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.
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.
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.
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.
MELEE ACTION
RULES - ZOMBICIDE 31
RANGED ACTION
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!
EXPERIENCE EARNED
MIN DAMAGE TO
TARGETING
ELIMINATE
PRIORITY
ACTIONS
NAME
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.
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.
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.
• 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).
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.
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
RULES - ZOMBICIDE 55
GAME ROUND SUMMARY
GAME RULES OVERRIDE THIS ROUND SUMMARY.
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).