Rules Horde Box
Rules Horde Box
CHAPTERS
FERAL DRAGON . . . . . . . . . . . . . . . . . . . . . . . . . . 2
FERAL DRAGON SPAWNING . . . . . . . . . . . . . . . . . . . . . 3
FERAL DRAGON ACTIVATION . . . . . . . . . . . . . . . . . . . . 4
VULNERABILITY CARDS . . . . . . . . . . . . . . . . . . . . . . . . 4
SIEGE ENGINE: BALLISTA . . . . . . . . . . . . . . . . . . 4
NEW ZOMBIES: FATTY BURSTERS . . . . . . . . . . . 5
GIANTS: FINARTON AND ZOMBIE GIANT . . . . 6
GIANT SURVIVOR: FINARTON . . . . . . . . . . . . . . . . . . . 6
ZOMBIE GIANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
NEW ZOMBIES: EXTRA ABOMINATIONS . . . . . 7
ABOMINABUNNY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
CHROMATIZ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
GORGOMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
VAULT WARDEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
HORDE BROTHER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
SWAMP LURKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SIEGE BREAKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
WEREZOMBIE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
THE MAGENTA COVFEFE OF AARGH . . . . . . . . . . . . . . 11
EXTENDED TARGETING PRIORITY ORDER . . . . . 12
FERAL
DRAGON
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HORDE BOX - RULES
FERAL DRAGON SPAWNING
Feral Dragon Zombie cards spawn at Danger Level Yellow or
higher. The Feral Dragon miniature is set in the center Zone of
the corresponding tile, no matter the Zone its card was drawn for.
Then, it performs a Dragon Stomp, following these steps in
order:
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RULES - ZOMBICIDE
FERAL DRAGON ACTIVATION VULNERABILITY CARDS
The Feral Dragon is Activated using standard Zombies’ Phase The Feral Dragon is removed from the board whenever it is
rules (Attack Step, then Move Step), with these changes: hit with a Damage 2 (or more) weapon matching its current
Vulnerability card or a Ballista. It flies away, waiting for a
Attack Step: Fire Breath better moment to strike again.
- The attacking Survivor gains 1 experience point and a
The Feral Dragon fires at the Zone with the most Survivors random Vault Weapon card (if there are any available).
within Range 0-1 (if there are any). No Line Of Sight is - The corresponding Vulnerability card is discarded until the
required, and the fire breath can be done diagonally. If several end of the game. If it was the last from the pile, the Feral
Zones are eligible, players choose. All Zombies standing Dragon is killed for good. From then on, any Feral Dragon
in the target Zone are killed, no matter their type and Zombie card drawn has no effect. The dragon slayers have
immunities. No experience is gained. Survivors automatically earned a little respite!
scramble to escape the Dragon Breath unscathed. Roll a die
on the Compass card for each Survivor and Siege Engine
miniature in the target Zone. It is pushed 1 Zone away in SIEGE ENGINE:
the corresponding direction (this is not a Move). A Survivor
or Siege Engine can’t leave the board or cross a wall this way.
Instead, it stays in the Zone.
BALLISTA
A Survivor still standing in the target Zone suffers 2 Wounds Survivors may start the game with a Ballista whenever
(no Armor roll). a Dragon (any type) is used. If several Dragons are played,
A Siege Engine still standing in the target Zone is destroyed. Survivors may begin with the same number of Ballistae. The
If the target Zone is a Waterhole Zone, the Dragon doesn’t corresponding miniature(s) is placed in their Player Starting
Attack (it knows fire would be a waste). Area during Setup. The Ballista is a Siege Engine. It is not an
Actor.
Move Step: Dragon Stomp Deploying a Ballista in the game unlocks the following Siege
Actions for Survivors.
If the Feral Dragon did not Attack during the Attack Step, it
Moves after all Zombies. Use standard Move Step rules to • Moving a Ballista
define the destination Zone, but move the Feral Dragon 1 tile Action cost: 2
away in that direction instead. Set it in the center Zone of The Survivor and the Ballista both move from a Zone to the
the next tile. The Feral Dragon can’t enter Vaults and doesn’t next. This Action uses the standard Move Action rules, but
Move if all the Survivors are in Vaults. it does not benefit from additional Skills and game effects
Upon landing in its target Zone, the Feral Dragon performs related to Move Actions.
a Dragon Stomp. The target Zone and its Actors endure the A Ballista is destroyed whenever it is set in a Waterhole Zone.
same effects as a Feral Dragon Spawning. These beasts are Remove its miniature.
flying fast and they hit hard!
• Firing a Ballista
Action cost: 2
The Survivor loads and fires the Ballista. Firing a Ballista
is not a Combat Action and does not benefit from Combat
Action related game effects (Equipment or Skills). Firing a
Ballista does not produce Noise.
The Ballista fires at every Zone in a designated straight line
starting from the Ballista’s Zone. No Line Of Sight is required,
but the shot cannot go through walls or closed doors. Make a
separate attack roll for each targeted Zone. The Ballista uses
the following characteristics:
Range: 1+
Dice: 3
Accuracy: 4+
Damage: Special. All targets hit by the Ballista are killed, no
matter their type and immunities.
The Accuracy is lowered to 3+ if a Survivor has a Line Of
Sight on a target Zone. Targeting Priority Order and Friendly
Fire rules apply.
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HORDE BOX - RULES
Johannes fires the Ballista. The Ballista bolt ignores Megan has a Line Of
The bolt goes in a straight line, Line Of Sight and goes Sight on these Zombies,
ignoring Line Of Sight, until through the Hedge. 3 dice lowering the Accuracy
it meets the eastern wall. with Difficulty 4+ are to 3+. •, •, •: 2 hits!
rolled to kill the Walker.
Dragons can be hit by Ballistae, no matter 3 dice with Difficulty 4+ are Targeting Priority
their current vulnerability. 3 dice are rolled rolled for the Abomination: Order applies,
to hit the monster. The normal Accuracy •, •, •. 1 hit! The Ballista leaving the Runner.
is 4+, lowered to 3+ as Johannes has a has no Damage value, The rampage stops
Line Of Sight on the beast. •, •, •: 1 everything it hits is eliminated. here as the bolt
hit is enough, the Dragon is removed. Bye bye, Abomination! hits the wall.
NEW ZOMBIES:
FATTY BURSTERS
The zombies we call “Fatty Bursters” were people struck with potent
diseases in their former life. Illness caused a weird change in the
zombie plague, turning them into bloated, infected corpses. More
than their horrendous complexion, their most surprising feature is
unexpected bursts of speed. Certainly haunted by former memories,
they rush all of a sudden to avoid an invisible and inescapable fate.
And when Bursters are close enough, they simply stop trying to
keep their corpses together and disintegrate in an explosion of gas,
gore, and pus. No one wants to die like that!
Actions: 1
Damage: 2 (No Armor roll, see explosion rule below)
Min. Damage to destroy: Damage 2
Experience provided: 1 point
Special rules:
• Fatty Bursters are Fatties, but do no benefit from Fatty Extra
Activation Zombie cards.
• Drawing a Fatty Burster card first provides an extra
Activation to all Fatty Bursters on the board, then spawns a
Fatty Burster in the indicated Zone.
• Fatty Bursters don’t Attack. Instead, they explode whenever The explosion inflicts Damage 2 (no Armor roll) to all Actors
a Survivor stands in their Zone or ends a Move Action in their in the Zone. A Survivor eliminating a Fatty Burster with a
Zone. Fatty Bursters also explode upon being eliminated by a Combat or Siege Action earns all experience from additional
Survivor’s Combat or Siege Action. Zombies eliminated by the ensuing explosion.
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RULES - ZOMBICIDE
GIANTS: Giant – The Survivor may trace Lines Of Sight over buildings
and Hedges to Zones beyond them (but not into a building
AND ZOMBIE GIANT can use this special Line of Sight to perform Attacks (and
vice-versa).
Throw – The Survivor can use this Skill, for free, once during
each of their Turns. Choose an Actor in the same Zone
(Dragons and Giants are excluded). The Actor’s miniature is
removed from the Zone, then placed in a target Zone within
Range 1-2 and Line Of Sight of the thrower. A Ranged Attack
is then performed in the target Zone: it automatically hits
a Zombie, ignoring the thrown Actor. The Attack inflicts as
much Damage as an equipped weapon of the thrown Survivor
or the Damage value of the thrown Zombie.
ZOMBIE GIANT
“The plague can infect giants?? How do we even
fight that??”
— Distraught Survivor
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HORDE BOX - RULES
There may be more magic involved in turning giants into zombies
than the plague alone, yet this huge, terrifying monstrosity has NEW ZOMBIES:
been sighted more than once, striding across the battlefield and
crushing anything in its path (survivor or zombie alike). Living EXTRA
giants tell of an ancient, forgotten time before humankind when
their once-thriving civilization faced a similar crisis. With any
luck, ‘Shaggrant’ as he has become known is a singular creation.
ABOMINATIONS
Alas, the survivors are often rather short on luck. Getting an extra Abomination into your game is easy: simply
add the corresponding Zombie cards to the standard Zombie
pile, then shuffle it.
Unless otherwise stated, these Abominations share the same
general rules.
Damage: 1
Min. Damage to destroy: Damage 3
Experience provided: 5 points
Special rules:
• Wounds inflicted by Abominations can’t be prevented by
To get the Zombie Giant into your game, simply add its Armor rolls.
Zombie cards into the standard Zombie pile, then shuffle it. • A Damage 3 (or more) weapon or Dragon Fire is required to
Be careful: a Zombie Giant is a fierce opponent and may raise kill an Abomination.
the difficulty quickly under some circumstances. Feel free to
remove some of these Zombie cards to suit your playstyle.
ABOMINABUNNY
The Zombie Giant follows these rules:
Damage: 1 “Awwww, look at the little— Oh Gods, my Face!!”
Min. Damage to destroy: Damage 3
Experience provided: 5 points. The Survivor also earns a
random Vault Weapon card (if any are available).
Special rules:
• The Zombie Giant can trace Lines Of Sight over buildings
and Hegdes to Zones beyond them. Likewise, Actors in these
Zones can trace Lines Of Sight to the Zombie Giant.
• At the start of each Zombies’ Phase, before any Zombies
activate, a Zombie Giant throws a Zombie standing in its
Zone at the Survivors (Dragons and Giants are excluded).
The thrown Zombie is chosen following the Targeting
Priority Order. Its miniature is removed from the board,
then placed up to 2 Zones closer to its target Zone, within
the Zombie Giant’s Line Of Sight. If several Zombies share
the same Priority Order, and several destination Zones can be
designated, players choose. "Beware its grin", the old tales say of the Abominabunny. While the
• The Zombie Giant has 2 Actions per Activation. legendary stalker of the old shire woodlands was always considered
• The Zombie Giant may perform Attacks if its target Zone a fable, the necromancers herding the green horde seem to have
is within Range 0-1 and within Line Of Sight. All Survivors found this lurking menace to man and beast, making it all the more
standing in its target Zone suffer the Attack (Armor rolls are terrifying. Survivors speak in fearful whispers of the fate of those
allowed). said to have seen a cute little bunny amidst all the carnage. Beware
and take care, and mind any vast fields strewn with bones stripped
of flesh!
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RULES - ZOMBICIDE
CHROMATIZ
“Well now that’s just wrong.”
Common survivor
reaction to Chromatiz
The fabled Chromatic Unicorns from the elven realms were
always rather curious creatures. Literally: they’re curious
about everything. Strangers to their woods would often
find themselves watched from afar, or turn about to spot a
unicorn following their trail by scent. Most had little to fear
from these beasts, lest they enter the wood with evil intent.
Then, they’d discover that the unicorns were far from
helpless. But now, with the black plague sweeping the world,
it seems at least one of these noble beasts has developed an
intense curiosity concerning the taste of living flesh!
GORGOMINATION
“How can something that
big move that fast?!”
The Gorgomination represents a significant achievement
for the necromancers engineering the black plague. It
is somehow able to walk through walls as if it moved
across a different plane of existance. When unleashed,
the Gorgomination can and will seek the nearest living
flesh and rend it to pieces. Its appetite knows no limits,
and its rage knows no bounds. Survivors who have seen
the beast have only done so from a distance. Anyone
getting too close risks their scent catching its attention.
Fortunately, no one has managed to duplicate this
brutal beast, as it slew its creators in the initial process.
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HORDE BOX - RULES
VAULT WARDEN HORDE BROTHER
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RULES - ZOMBICIDE
SWAMP LURKER
Wading into flooded streets in a zombie-
infested village was never a good idea.
People just don’t do well inside a
waterhole. They slow us down terribly,
and who knows what might be lurking in
those murky waters? Well, now we know,
and it’s terrifying! The Swamp Lurker is
an Abomination that’s in its element
in a waterhole. It’s flat out impossible
to put this monster down unless you’re
able to lure it out of its pestilent waters.
And good luck with that!
SIEGE BREAKER
Siege engines are great, aren’t they? When Survivors
first realized they could use Trebuchets and Ballistae
to keep the zombies at bay, it really seemed like
overcoming the plague was within our grasp. Of
course, the zombies were none too happy about
that. Being destroyed in droves before they could
even realize what was going on did not sit well
with the more pro-active among them. Enter the
Siege Breaker! This Abomination realized the real
threat wasn’t the fleshy sacks of blood, but their
great wooden contraptions. It has learned to control
its hunger long enough to focus its brute energy
towards first turning the siege engines into piles of
splinters, THEN mauling anybody around them.
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HORDE BOX - RULES
WEREZOMBIE
Imagine fighting a desperate battle against
a monstrous wolf-like Abomination. After
almost dying half a dozen times, you somehow
manage to vanquish the beast. Its ruined,
deformed body lies motionless on the blood-
stained pavement. Only it doesn’t remain
motionless for long. Before you can catch
your breath, the undead mass starts changing
shape, transforming itself into an entirely
different kind of Abomination. It opens its
evil, bloodshot eyes and charges at you once
more! That is the curse of the Werezombie.
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RULES - ZOMBICIDE
EXTENDED TARGETING PRIORITY ORDER
This extended Targeting Priority Order replaces the one found in Zombicide: Black Plague, and completes the one from Zombicide:
Green Horde.
1 Survivor - - -
7 Zombie Wolfz 3 1 1
When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.