Zombicide Green Horde
Zombicide Green Horde
CHAPTERS
                                                                                                                                                   ZOMBIES’ PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
    GAME COMPONENTS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
                                                                                                                                                       STEP 1 – ACTIVATION .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
    INFECTED HUNGER .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5                                                                            Attack  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25	
                                                                                                                                                            Armor Rolls  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26	
    SETUP .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6                                                     Move . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
    GAME OVERVIEW .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8                                                                      PLAYING ORC RUNNERS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
        PLAYERS' PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                            8           STEP 2 – SPAWN .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
        ZOMBIES' PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                            8                Colored Spawn Zones  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
                                                                                                                                                            Extra Activations Cards  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
        END PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                  8                Running Out Of Miniatures .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
        WINNING AND LOSING .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                       8           ORC NECROMANCERS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
    THE BASICS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9 NECROMANCER CABALS .  .  .  .  .  .  .  .  .  .  .  .  . 32
        USEFUL DEFINITIONS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9	
                                                                                                                                                       PLAYING YOUR CABAL .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
        LINE OF SIGHT .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10	
        MOVEMENT .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
                                                                                                                                                   COMBAT .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
                                                                                                                                                       MELEE ACTION .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
        READING AN EQUIPMENT CARD .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
              Weapons And Combat Spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12                                                 RANGED ACTION  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
              Door-Breaching, Zombie-Killing,                                                                                                               Targeting Priority Order . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
              And Noisy Equipment . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13	                                        Friendly Fire . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
              Combat Characteristics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14                                             Reloadable Weapons .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
        NOISE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15	                  MAGIC ACTION .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
        EXPERIENCE, DANGER LEVEL, AND SKILLS .  .  .  .  .  .  .  . 16                                                                                 FIRING A TREBUCHET  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
        INVENTORY .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17                              DRAGON FIRE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
              Hands .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17	
              Body .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17	
                                                                                                                                                   BARRIERS, HEDGES, & WATERHOLES  .  . 37
              Backpack  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17               BARRIERS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
        THE ZOMBIES .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18                                  HEDGES .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
              Orc Walker .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .        18	            WATERHOLE ZONES .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
              Orc Fatty . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .    18	
              Orc Runner .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .        18	        ULTRARED MODE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
              Orc Abomination  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                 18	        PLAYING WITH 7+ SURVIVORS .  .  .  .  .  .  .  . 39
              Orc Necromancer .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                  18
              The Horde .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .      19
                                                                                                                                                   QUESTS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
                                                                                                                                                       QUEST 0 - TUTORIAL: THE EVIL SHRINE  .  .  .  .  .  .  .  .  .  . 40
    PLAYERS’ PHASE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
                                                                                                                                                       QUEST 1: DRAGON BILE QUEST .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
        MOVE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
                                                                                                                                                       QUEST 2: ORC NECROMANCERS? .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
        SEARCH .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
                                                                                                                                                       QUEST 3: KNOW YOUR ENEMY .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 43
        OPEN A DOOR .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
              Spawning In Buildings .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 22                                    QUEST 4: THE RIVER OF THE DEAD .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 44
        REORGANIZE/TRADE .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23                                               QUEST 5: THE CLEANSING FLOOD .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 45
        COMBAT ACTIONS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23                                           QUEST 6: SIEGE BREAKERS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
              Melee Action  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23	                      QUEST 7: FIRE IN THE HORDE! .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
              R anged Action  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23	
              M agic Action  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23                      QUEST 8: CULLING THE HERD .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 50
        ENCHANTMENT ACTION .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24                                                      QUEST 9: FALLEN FORTRESS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 51
        TAKE OR ACTIVATE AN OBJECTIVE .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24                                                                   QUEST 10: A NEW HOME .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 52
        SIEGE ACTIONS - TREBUCHET .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24                                                       SKILLS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                  54
              Moving a Trebuchet . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
              Firing a Trebuchet .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
                                                                                                                                                   INDEX .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                   59
        MAKE SOME NOISE! .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24                                           CREDITS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                       59
        DO NOTHING .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24                            RULES SUMMARY  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .                                                           60
2
         GREEN HORDE - RULES
                                     65 ORC ZOMBIE MINIATURES
    GAME
    COMPONENTS
9 GAME TILES (DOUBLE-SIDED)
                                                   35 Orc Walkers
14 Orc Runners
14 Orc Fatties
  6 SURVIVOR MINIATURES
       AND ID CARDS
                                      1 Orc Necromancer      1 Orc Abomination
                                    48 TRACKERS                6 SURVIVOR
                                                               COLOR BASES
                               6 SURVIVOR DASHBOARDS
                                                                       6 DICE
                                                                                     3
                                 RULES - ZOMBICIDE
                                              68 TOKENS                                                           133 MINI-CARDS
    Doors                                                                              78 Equipment Cards
        Blue  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
        Green .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1       Aaahh!! Orc Walker . . . . . . . . . x4
        Neutral .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x12             Apples  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
                                                                                        Axe .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
                                                                                        Bone Kukri (Vault Weapon) .  .  .  .  . x1
    Dragon Bile  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x4
                                                                                        Bone Sword (Vault Weapon)  .  .  .  . x1
                                                                                        Chainmail Armor .  .  .  .  .  .  .  .  .  .  . x2
    Exit Point .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1                     Crossbow .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
                                                                                        Curved Dagger .  .  .  .  .  .  .  .  .  .  .  .  .  . x4
    First Player  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1                        Death Gale .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
                                                                                        Dragon Bile .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x4
    Noise .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x18                   Dwarven Axe (Vault Weapon) .  .  . x1
                                                                                        Dwarven Hammer .  .  .  .  .  .  .  .  .  . x2
                                                                                        Falchion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
    Free Action  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        Ghost Sight .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        Great Axe . . . . . . . . . . . . . . . . . . x2
    Rotten .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1                Hand Crossbow  .  .  .  .  .  .  .  .  .  .  .  . x2
                                                                                        Healing  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
    Barrier/Hedge .  .  .  .  .  .  .  .  .  .  .  .  . x6                              Lava Burst (Vault Weapon)  .  .  .  .  . x1
                                                                                        Lightning Ball  .  .  .  .  .  .  .  .  .  .  .  .  . x2
    Objectives                                                                          Longbow .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
        Red/Blue .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1             Norse Shield .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
        Red/Green .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1               Norse Sword  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
        Red/Red .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x8           Norse Sword (Starting Equipment)x1
                                                                                        Plate Armor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        Plenty Of Arrows .  .  .  .  .  .  .  .  .  .  . x3
    Zombie Spawn
                                                                                        Plenty Of Bolts .  .  .  .  .  .  .  .  .  .  .  .  . x3
        Red/Blue .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        Repeating Crossbow  .  .  .  .  .  .  .  . x2
        Red/Green .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        Repulse  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
        Red/Necromancer Green .  .  .  .  .  . x1
                                                                                        Salted Meat .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
        Red/Necromancer Brown .  .  .  .  . x1                                          Scimitar .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
        Red/Necromancer Red  .  .  .  .  .  .  . x1                                     Shield .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
        Red/Necromancer Purple .  .  .  .  . x1                                         Short Sword .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
        Red/Necromancer Grey .  .  .  .  .  .  . x1                                     Short Sword (Starting Equipment)x3
        Red/Necromancer Beige .  .  .  .  .  . x1                                       Speed .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
        Red/Red .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x4           Spiked Bow .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        Spiked Bow (Starting Equipment) x1
                                                                                        Steel Bow (Vault Weapon) .  .  .  .  .  . x1
    1 Reference Card                                               54 Zombie Cards      Telekinetic Blast .  .  .  .  .  .  .  .  .  .  .  .  . x1
      (Trebuchet)                                                   (#167 to #220)      Telekinetic Blast
                                                                                        (Starting Equipment) .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        Torch  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x4
                                                                                        Tremor .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x1
                                                                                        War Cleaver (Vault Weapon) .  .  .  . x1
                                                                                        Water .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . x2
4
         GREEN HORDE - RULES
           INFECTED                                                         A ZOMBICIDE IN TIME
than ever, but craved a different kind of food. We              Using the same basic mechanics, all Zombicide core
quickly realized Orc Necromancers were directing the            boxes are designed to be entry points to the game.
                                                                Core boxes and expansions from a given era (classic
tide toward us, the survivors, the last obstacle between        or fantasy) are fully compatible with each other.
them and ultimate power.
Their infected army is no match for our untamed resolve.
                                                            Zombicide: Green Horde is a cooperative game where 1 to 6
No matter how battered our ancestral home has become,       players face hordes of Zombies controlled by the game itself.
it is ours and ours alone! Now is the time for Zombicide!   Each player controls 1 to 6 Survivors in a fantasy world
                                                            invaded by Zombies. The goal is simply to complete the Quest
                                                            objectives, survive, and kill as many Zombies as possible!
                                                            Zombies are slow and predictable, but there are a lot of them.
                                                            Watch out for their Abomination and Necromancer bosses, too!
                                                            Survivors use whatever they can get their hands on to kill
                                                            Zombies. The better the weapon, the higher the body count,
                                                            but the more Zombies will appear, attracted by the onslaught!
                                                            Survivors can trade equipment, and players can share
                                                            tactics. Only through cooperation can players achieve the
                                                            Quest objectives and survive. Battling Zombies is fun, but
                                                            players will also need to rescue other Survivors, find food and
                                                            weapons, uncover the Necromancers’ secrets, and much more.
                                                                                                                              5
                                                            RULES - ZOMBICIDE
                                                                       Also set aside the Equipment cards with the “Vault” keyword:
                                                                       Bone Kukri, Bone Sword, Dwarven Axe, Lava Burst, Steel
                 SETUP                                                 Bow, and War Cleaver. These cards are identified by a blue
                                                                       back. Vault artifacts are usually found as Objectives. Follow
                                                                       the chosen Quest’s rules to know about the way Objectives
                                                                       enter the game.
        A Zombicide: Green Horde game usually features 6
        Survivors, distributed in any way you see fit, among
        players. We recommend new players join the game
        with a single Survivor to get a quick grasp on the
        game mechanics. A veteran player can easily control
        a whole team of 6 Survivors and clear hordes of
        Zombie pests all on their own!
1. Choose a Quest.
6
       GREEN HORDE - RULES
8.     Shuffle the Zombie cards into one deck and the
       Equipment cards into another. Place both decks
facedown close to the board.
                                                               10.        Each player places their Survivors’ Dashboard(s) in
                                                                          front of them. Make sure the sliding arrow is on the
                                                               0 space in the blue area of the Danger Bar. Then, they place a
                                                               tracker in the 0 slot of the Wound Bar and another tracker in
                  Tracker on                    3 trackers
                 the “0” of the                 in reserve.
                  Wound Bar
      Megan has
      a Starting
    Equipment card.
                                                               11.       Decide who will be the first player, and give them
                                                                         the First Player token.
                                                                                                                                   7
                                                               RULES - ZOMBICIDE
                 GAME                                                 Once a player has activated all their Survivors, the player to
                                                                      their left takes their Turn, activating their Survivors in the
                                                                          END PHASE
                                                                      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.
8
       GREEN HORDE - RULES
             THE BASICS
    USEFUL DEFINITIONS
Actor: A Survivor or Zombie.
Zone: Inside a building, a Zone is a room. On a street, a Zone
is the area between 2 linear markings (or a linear marking
and a tile’s edge) and the walls of buildings along the street.
              This is a building
               Zone, delimited
                  by walls.
                                                                                                                              9
                                                                   RULES - ZOMBICIDE
                  LINE OF SIGHT                                             Inside a building, an Actor sees into all Zones that share an
                                                                            opening with the Zone the Actor currently occupies. If there
           Lines of Sight define whether Actors can see each other, such    is an opening, the walls do not block Line of Sight between
           as if a Survivor can see a Zombie across the street, from a      2 Zones. An Actor’s Line of Sight, however, is limited to the
           room to the next in a building, etc.                             distance of 1 Zone.
                                                                            If the Survivor is looking out into the street or from the street
           On the streets, Actors see in straight lines that run parallel   into a building, the Line of Sight can go through any number of
           to the edges of the board. Actors cannot see diagonally.         street Zones in a straight line, but only 1 Zone into the building.
           Their Line of Sight covers as many Zones as the line can pass
           through before reaching a wall or the edge of the board.         NOTE: Hedges (see P. 37) interrupt Lines of Sight.
                                                                                                                               Lines Of Sight
                                                                                                                                extend from
                                                                                                                              building Zones
                                                                                                                              to street Zones.
10
              GREEN HORDE - RULES
       Johannes has Lines Of
         Sight to all straight
        lines in street Zones.
          The Hedge blocks
          his view, though.
    MOVEMENT
Actors can move from one Zone to the next as long as the         Inside a building, Actors may move from one Zone to another
first Zone shares at least 1 edge with the destination Zone.     as long as these Zones are linked by an opening. The position
Corners do not count. This means Actors cannot make              of a miniature in the Zone and the layout of the walls do not
diagonal movements.                                              matter as long as the Zones share an opening.
On streets, movement from one Zone to another has no
restrictions. However, Actors must go through a door (or         NOTE: Waterhole Zones are subject to special Movement rules
opening) to move from a building to the street and vice-versa.   (see. P. 37).
                             To go to the central
                              Zone, Asim must
                              first Move here…
                                                                                             Seli can go to
                                                                                           the street through
                                                                                             the open door.
        Asim
                                                                        To Move here,                       Seli can go to
     can’t Move
                                                                        Seli must first                   this Zone through
     diagonally.
                                                                        open the door.                       the opening.
… then here.
                                                                                                                                 11
                                                                 RULES - ZOMBICIDE
         READING AN EQUIPMENT CARD
     Weapons And Combat Spells
            Steel Bows and Crossbows are Ranged weapons.                    Lightning Ball and Telekinetic Blast are Combat
         They are great to thin out the Zombie ranks from afar.           spells. They can be used to hit close or distant targets,
                                                                                 and sometimes get deadly special effects.
12
        GREEN HORDE - RULES
Some Equipment cards can belong to several types at once.
                                                                                MAGIC EQUIPMENT
Door-Breaching, Zombie-Killing,
And Noisy Equipment
0 1 4+ 1
                                                                                                                         13
                                                                   RULES - ZOMBICIDE
            Combat Characteristics
                                                                 OPEN DOORS:
                                                                  Opens doors
          SILENT: Doesn’t produce                               without a die roll.
            a Noise token when
           used in Melee Combat.
                                                                   NOISY: Produces a
        RANGE:                                                      Noise token when
 Min and max number of                                             used to open doors.
  Zones the weapon can                                                                                  HAND: Put this
 reach. 0 indicates that                                                                              Equipment in Hand
  the Axe is Melee only.                                             DAMAGE: Damage
                                                                                                       in order to use it.
                                                                       inflicted for each
                                                                    success. A 2 value (or
                                                                     more) is required to
                                                                      eliminate Fatties.
             DICE: Roll this many         ACCURACY: Each
              dice when a Melee            roll that equals
              Action is spent to           or exceeds this
               use this weapon.           value is a success.                 SILENT: Doesn’t
                                            Lower results                      produce a Noise
                                             are failures.                   token when used in
                                                                              Ranged Combat.
14
                                                                                                     are failures.
                  NOISY: Produces a
                Noise token when used
                in magic Combat. Dual
                  weapons (or spells)
                                                                                      ACCURACY: Each roll
                 produce a single Noise
                                                                                      that equals or exceeds
                   token per Action.
                                                                                      this value is a success.
                                                                                     Lower results are failures
    NOISE
                                                                • Place this token in the Zone where the Survivor resolved the
                                                                   Action. It stays in the Zone where it was produced, even if
                                                                   the Survivor moves.
                                                                • A single Action can only produce a single Noise token,
                                                                   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 in the End Phase
                                                                                                                                      15
                                                              RULES - ZOMBICIDE
            EXPERIENCE, DANGER LEVEL, AND SKILLS
       For each Zombie killed, a Survivor gains 1 Experience Point and   However, this experience has a side effect. When you draw a
       moves up a notch on their Danger Bar. Some Quest Objectives       Zombie card to spawn Zombies, read the line that corresponds
       provide more experience, as does eliminating Abominations.        to the Survivor still in play with the highest Danger Level
       There are 4 Danger Levels on the Danger Bar: Blue, Yellow,        (see Zombie Spawn, P. 28). The stronger your Survivor is, the
       Orange, and Red. These represent everything from a light          more Zombies appear.
       drizzle of Zombies to a flash flood.
       At each Danger Level, the Survivor gains 1 new Skill to help                                              Red Level:
       them on their Quest (see Skills, P. 54). Skills stack across                                             2 Orc Fatties
       Danger Levels, so at Red Level, your Survivor will have 4
       Skills. As new skills are unlocked, place new markers on the                                             Orange Level:
       Survivor Dashboard to indicate them.                                                                     5 Orc Walkers
       • When a Survivor reaches 7 Experience Points, their Danger
                                                                                                                Yellow Level:
          Level moves to Yellow. They gain a fourth Action.                                                    4 Orc Runners
       • When a Survivor reaches 19 Experience Points, their Danger
          Level moves to Orange. They gain 1 of the 2 Skills of their                                            Blue Level:
          choice indicated on their ID Card.                                                                     No Zombies
       • When they reach 43 Experience Points, their Danger Level
          moves to Red. Choose 1 of the 3 Skills indicated on their ID
          Card.
           0 to 6                   7 to 18                                             19 to 42                       43 Experience
     Experience Points:        Experience Points:                                 Experience Points:                  Points: Red Level,
     Blue Level, possess       Yellow Level, gain                                Orange Level, choose a                 choose a Skill
      a starting Skill.         a fourth Action.                                 Skill from between 2.                 from among 3.
16
          GREEN HORDE - RULES
    INVENTORY                                                  • A lternatively, it can hold the specific Equipment card that
                                                                  is listed on it. It is then considered to be equipped in Hand,
Each Survivor can carry up to 8 Equipment cards, divided          representing a special piece of Equipment that this Survivor
into 3 types of Equipment slots on their Dashboard: 2 Hands,      can draw and use in the blink of an eye.
1 Body, and 5 Backpack slots. You may discard cards from       • An Equipment card bearing the Body symbol can only be
your inventory to make room for new cards at any time, for        used when put over the Body.
free (even during another player’s Turn).
                                                               Backpack
Hands
                                                                                                                                        17
                                                               RULES - ZOMBICIDE
         THE ZOMBIES                                                                  Orc Abomination
     Green Horde features 5 types of Zombie Orcs. Learning about             We are not yet certain of the Orc
     their characteristics is the best way to defeat them!
     Most Zombies have a single Action to spend each time they
                                                                             Abomination’s origin, but we know
     activate (Runners have 2). A Zombie is eliminated as soon as            what defines it best: raw power. It
                                                          is strong enough to rip an armored soldier apart in
     it is successfully hit with an attack that has the minimum
     required Damage value. Then, its assailant immediately earns
     the listed Experience Points.                        a moment’s notice and impervious to anything but
                                                          extreme damage. Spot them as early as you can in
               Orc Walker
                                                          the wandering Orcish hordes, then plan two things:
               Orc Walkers used to be the rank-and-file a way to destroy them and an escape route.
               warriors of the Orcish warbands. The Damage: 3
               zombie plague took their cunning, but none Min. Damage to destroy: Damage 3
     of their strength. Each of them is as strong as two Experience provided: 5 Points
     grown men. Moreover, there are a lot of them still Special    rules:
                                                          • Wounds inflicted by Abominations can’t be prevented by
     roaming around fields, houses, and ruins.               Armor rolls (see P. 26).
                                                                     •A
                                                                       Damage 3 weapon is required to kill an Abomination. To
     Damage: 2                                                        slay the monster, you need either a Trebuchet (see P. 24), or
     Min. Damage to destroy: Damage 1                                 to throw Dragon Bile in its Zone then ignite it with a Torch,
     Experience provided: 1 Point                                     creating a Dragon Fire (see P. 36).
                 Orc Fatties used to be leaders, shock troops,                 Evil knows no bounds, color, or
                 enforcers and… well, plain brutes. Pay extra                  frontier. As the zombie plague spread,
                 attention to them: they are strong, even by                   we soon observed that some figures
     Orc standards, meaning they can punch a hole right                        among the Orcish hordes didn’t turn
     through your chest. If you have to approach one or go into feral, mindless, killing machines. They were the
     into close-quarters combat in an uncharted building, ones keeping still with gloomy smiles, as their own people
     make sure you wear armor and carry a four-leaf clover. were being corrupted. These dark creatures were the
     Damage: 3                                                 necromancers. They caused all of this. The zombie
     Min. Damage to destroy: Damage 2                          horde is their weapon to spread chaos and seize power.
     Experience provided: 1 Point
                                                               They flee upon being discovered in order to spread
               Orc Runner                                      the disease somewhere else. Make them your priority
               Orc Runners are Goblins, the Orcs’ smaller target, and kill them whenever possible.
               and faster cousins. They were already Damage:            2
                                                               Min. Damage to destroy: Damage 1
               troublesome in life, and infection made it Experience provided: 1 Point
     worse. They are fast, very numerous, and really Special rules: Necromancers’ special rules are explained in
     unpredictable. Like our own human Runners, they seem depth on P. 30.
     to have kept some of their survival instinct and hide
     behind their beefier cousins to avoid retaliation.
     Damage: 1
     Min. Damage to destroy: Damage 1
     Experience provided: 1 Point
     Special rule: Each Orc Runner has two Actions per Activation.        This token marks an Orc Necromancer’s entry Zone.
                                                                 NOTE: This effect does not apply with Orc Abominations and Orc
                                                                 Necromancers. The “Aaahh!! Orc Walker” Equipment card has no
                                                                 effect on the Horde either.
The Horde stands for a growing Orc Zombie crowd, ready to
invade the board and violently ambush Survivors from an          • Each time a Necromancer card with the Horde symbol is
unexpected entrance.                                                drawn (spawning or re-activating a Necromancer), players
                                                                    add 1 Orc Walker, 1 Orc Fatty, and 1 Orc Runner to the Horde.
• Each time a Zombie card with the Horde symbol is drawn
   to spawn Zombies on the board, set aside 1 extra Zombie       • Whenever an “Enter the Horde!” card is drawn, the entire
  miniature of the same type (Orc Walker, Orc Fatty, or Orc         Horde spawns in the indicated Zone the Zombie card was
  Runner). All miniatures set aside this way collectively form      drawn for. Such an event ends the Spawn Step / ends the
  the Horde and are locked there until the Horde spawns.            Zombie spawning in the building.
                                                                                                                                    19
                                                                 RULES - ZOMBICIDE
                       On the next Game Round,      An Orc Necromancer card is drawn
                         an Orc Abomination         for the second Spawn Zone! An Orc
                         is drawn for the first     Necromancer miniature is set, along
                           Spawn Zone. Orc           with a Necromancer Spawn Zone
                        Abominations don’t add     (Necromancer rules are detailed on P.
                         Zombies to the Horde.    30). The Orc Necromancer’s appearance
                                                     adds 1 Orc Walker, 1 Orc Runner,
                                                       and 1 Orc Fatty to the Horde.
                                                       A third Zombie card is drawn
                                                        for the Necromancer Spawn
                                                     Zone: 1 Walker. Another Walker
                                                         miniature joins the Horde!
        On the third Game Round, an
      “Enter The Horde!” card is drawn
     for the first Spawn Zone. The entire
                                                   Drawing the “Enter The Horde!”
       Horde is emptied into this Zone,
                                                     card ended the Spawn Step.
       representing an Orcish Zombie
                                                  No Zombie Cards are drawn here!
        horde surging onto the board.
20
        GREEN HORDE - RULES
             PLAYERS’                                                  All Orc Zombie cards in Zombicide: Green Horde
                                                                       feature the Horde symbol, except for Extra
    MOVE
Let the zombies come exactly where you want
them, then strike with all your might. If you can’t                    Other Zombicide boxes contain Zombie cards with
                                                                       the Horde symbol, like the Tainted Walkers in the
do that, just strike with all your might.                              Friends and Foes expansion. They are subject to the
                                                                       same Horde rules. Check them out!
                                                        – Rolf
The Survivor moves from one Zone to the next but cannot
move through external building walls or closed doors. If            After searching, the Survivor may freely reorganize their
there are Zombies in the Zone the Survivor is attempting to         inventory. You may discard cards from your inventory to
leave, they must spend 1 extra Action per Zombie to leave           make room for new cards at any time, for free.
the Zone. Entering a Zone containing Zombies ends the               When the Equipment deck runs out, reshuffle all the
Survivor’s Move Action, even if they have a Skill that allows       discarded Equipment cards (with the exception of Vault
them to move through multiple Zones per Move Action (or             cards, but including Starting Equipment cards) to make a
the Slippery Skill, see P. 57).                                     new deck.
                                                                                                          Open a door
                                                                                                          symbol with
    SEARCH                                                                                                  die icon.
                                                                                                                                  21
                                                                    RULES - ZOMBICIDE
     Melee weapons with the “Open a door” symbol can be used to         Many Quests feature colored doors. Usually, these cannot
     open a door next to the Survivor. Spend an Action and roll as      be opened until some conditions are met, like finding an
     many dice as the weapon’s Dice value. The door is opened if        Objective of the matching color. Read the Quest description
     any die result equals or exceeds the Accuracy number of the        to know more.
     weapon. Place a Noise token in the Zone.
                                                                        NOTE: Buildings that are open at the start of the game are never
                                                                        spawned in.
                                                      Zombie
                                                      spawn!
      Johannes opens
     the door, revealing
      the building for
       the first time.
                                                                                                   Zombie
                                                                                                   spawn!
22
        GREEN HORDE - RULES
    REORGANIZE/TRADE                                            R anged Action
There! Err…if you don’t have any use for that E      ngineering is my magic. Look, with this crossbow, I
armor, please give it to me. I see the spare part I can invoke wooden bolts and throw them at my enemies
need to complete my crossbow!                       just like you do with fire and brimstone, but without the
                                                    headache. Moreover, your scrolls are not waterproof.
                                        – Johannes
                                                                                      – Johannes, to Megan
At the cost of 1 Action, a Survivor can reorganize the cards
in their inventory in any way they wish. The Survivor can
simultaneously exchange any number of cards with 1 (and
only 1) other Survivor currently in the same Zone. This other
Survivor reorganizes their own inventory for free.
A Trade Action doesn’t have to be equal. You can trade
everything for nothing, if both parties agree!
                                                                                                                                  23
                                                                RULES - ZOMBICIDE
         ENCHANTMENT ACTION                                                  TAKE OR ACTIVATE AN
     I’m not sure about the invisible forces at work,                        OBJECTIVE
     but whatever it is we call upon when casting these Look at the map. The artifact could be here, here,
     enchantments doesn’t seem to like zombies either! or there. How do we proceed?
                                                – Asim - In the same old way: the shortest path, killing
                                                        everything in between.
                                                                                       – Megan and Rolf
                                                                         The Survivor takes an Objective or activates an Objective in
                                                                         the same Zone. The game effects are explained in the Quest’s
                                                                         description.
                                                                             DO NOTHING
                                                                         The Survivor does nothing and prematurely ends their Turn.
                                                                         Their remaining Actions are lost.
24
        GREEN HORDE - RULES
          ZOMBIES’                                     Once the players have activated all their Survivors, the Orc
                                                       Zombies activate. No single player controls them; they do it
                                                                                                                          25
                                                       RULES - ZOMBICIDE
     Armor Rolls                                                               Move
     EXAMPLE: Rolf and Seli are in the same Zone as 2 Orc Walkers
     and 1 Orc Fatty. Both Survivors have full health and Seli is
     wearing Chainmail Armor (Armor 4+). The Zombies attack, each
     Orc Walker inflicting 2 Wounds and the Orc Fatty inflicting
     3 Wounds. The players decide how these 3 Zombie Attacks are
     distributed among the Survivors:
     - One of them could try to endure them all. Seli is the obvious choice
        as a buffer, as her Chainmail Armor can negate Zombie Attacks.
     - They can also share the Zombie Attacks in any way they please.
        They choose to direct 1 Orc Walker to Rolf (no armor) and the
        other Orc Walker and the Orc Fatty to Seli (Chainmail Armor
        4+). Rolf has no Armor and thus can’t negate the 2 Wounds he
        receives. Seli rolls 2 dice for Armor (1 for each Zombie Attack),
        obtaining • and •. One success! A Zombie Attack is negated.
        Seli chooses to negate the Orc Fatty Attack, and endures 2
        Wounds from the Orc Walker Attack her Armor failed to prevent.
26
        GREEN HORDE - RULES
Special Cases for Splitting:                                     • 2 Orc Walkers go one way, the other 2 take the other route.
• Orc Abominations and Orc Necromancers never split. The        • The Orc Fatty joins one group of Walkers, and a second Orc Fatty
   players decide which direction they go.                          is added to the other group.
• If there aren’t enough Orc Zombie miniatures to add for an    • The 3 Orc Runners also split, 2 joining the first group, and the
   even split, decide which Orc Zombie group gets the final         other joining the second group. Another Orc Runner is added to
   reinforcement and which direction the uneven split groups        the latter group so that the groups remain even.
   go. It doesn’t generate extra Activations (see P. 29).        Things just got a lot harder for the Survivors.
EXAMPLE: A group of 4 Orc Walkers, 1 Orc Fatty, and 3 Orc        NOTE: Orc Necromancers use their own Movement rules. They
Runners move toward a group of Survivors. The Orc Zombies can    always Move toward the nearest non-Necromancer Spawn Zone
take 2 routes of the same length, so they split into 2 groups.   (see P. 30).
                                 2 equal routes to
                                 destination: this
                               Zombie group splits
                                in both directions!
                                                                                                                                       27
                                                                 RULES - ZOMBICIDE
        PLAYING ORC RUNNERS
                                                                  STEP 2 – SPAWN
                                                             Infected or not, it makes no difference. Whatever
                                                             the odds, the only good Orc is a dead Orc… oh, wait.
                                                                                                       – Berin
                                                             The Quest maps show where Orc Zombies appear at the end of
                                                             each Zombies’ Phase. These are the Spawn Zones.
28
       GREEN HORDE - RULES
Indicate a Spawn token and draw a Zombie card. Read the              Extra Activations Cards
line on the card that corresponds to the color of the Danger
Level of the most experienced Survivor still in the game             I like my foes to offer a little challenge. It keeps
(Blue, Yellow, Orange, or Red). Place the number and type of
Orc Zombies shown.
                                                                     me on the edge.
                                                                                                                 – Asim
                                             Red Level:
                                             2 Fatties                                                         At the Yellow,
                                           Orange Level:                                                      Orange, and Red
                                            5 Walkers                                                          Danger Levels,
                                                                                                              all Orc Walkers
                                           Yellow Level:                                                        immediately
                                            4 Runners                                                             activate.
                                            Blue Level:
                                            No Zombies                                                          At the Blue
                                                                                                              Danger Level,
                                                                                                             nothing happens.
                                                                                                                                          29
                                                                     RULES - ZOMBICIDE
               ORC NECROMANCERS                                              • Each subsequent drawing of additional Necromancer Zombie
                                                                                cards, no matter the type, gives an Extra Activation to every
           Being traitors to their own species and evil beyond reason, Orc      Necromancer on the board until they flee or die.
           Necromancers do their best to spread havoc and seize power.
           They don’t have time to battle Survivors on their own and         • Each time an Orc Necromancer card is drawn (spawning or
           try to flee as soon as they are discovered. Orc Necromancers         re-activating a Necromancer), players add 1 Orc Walker, 1 Orc
           follow these special rules:                                          Fatty, and 1 Orc Runner to the Horde (see the Horde rules, P.
                                                                                19).
           • An Orc Necromancer is a Zombie for game purposes.
                                                                             • An Orc Necromancer tries to flee the board. If there are no
           • An Orc Necromancer comes with its own infected army.              Survivors in its Zone for it to Attack during its Activation
              When a Necromancer Spawns, put an additional Zombie               (see Zombies’ Phase, P. 25), it Moves 1 Zone toward the
              Spawn token (on its Necromancer side) in its entry Zone.          nearest active Spawn Zone (NOT its entry Zone or inactive
              Then, immediately resolve a regular Zombie Spawn for it.          Spawn Zones), ignoring any Survivors it might see. If several
              From now on, the Necromancer Spawn token is active. It            escape Spawn Zones are at the same distance, choose one.
              spawns Zombies from the Zombie deck in the same way a
              standard Spawn Zone would.                                     The game is immediately lost if a Necromancer manages
                                                                             to escape once there’s a total of 6 Zombie Spawn tokens
                                                                             on the board (including the Necromancer Zombie Spawn
                                                                             tokens).
STEP 1
STEP 2
30
              GREEN HORDE - RULES
                                                                  •
                                                                   K illing an Orc Necromancer slows the invasion. If you
                                                                   manage to kill it, choose a Spawn Zone (including its own
                                                                   Necromancer Spawn Zone) and remove it from the board. If
                                                                   the Necromancer Spawn Zone is still on the board after this
                                                                   removal, replace it with a standard one.
                                                                                                                                   31
                                                                  RULES - ZOMBICIDE
                  NECROMANCER
                  CABALS                                                               COMBAT
         PLAYING YOUR CABAL
     Necromancer Cabals’ rules allow you to play with multiple
     Necromancers at once during your Zombicide: Green
                                                                          W         e are not on a battlefield. We face
                                                                                    zombies in our ravaged villages, in
                                                                         forests, on muddy ground. We can’t even talk of a
     Horde games. To use these rules, you require extra special          proper war, perhaps only about resistance. A very
     Necromancers, such as the ones included in some of the
     Special Guest Boxes (sold separately).                              active and angry resistance, against a very active
                                                                         and angry invader.
     1. Create your own Necromancer Cabal during Game Setup:
     Choose the Necromancers you want your Survivor team to
     face (the more, the deadlier!). Sort out the 6 Orc Necromancer                   hen a Survivor performs a Melee, Ranged,
                                                                                     W
     cards from the Zombie pile, and replace them in any                             Magic, or Siege Action to attack Orc Zombies, roll
     combination you see fit with your favorite Necromancer                          as many dice as the Dice number of the weapon,
     cards. Replace these 6 tailored cards in the Zombie pile and        Dice symbol Combat spell, or Siege Engine being used.
     shuffle. You’re ready to go against the Cabal!
                                                                                        If the active Survivor has 2 identical weapons
     EXAMPLE: Your group owns 2 Orc Necromancer miniatures                               or Combat spells with the Dual symbol
     along with Ostokar and To-Me Ku-Pa. You choose to play all 4,                       equipped in Hands, they can use both weapons
     and tailor your 6-card Cabal this way: Orc Necromancer (x3),        Dual symbol     at the same time at the cost of a single Action.
     Ostokar (x2) and To-Me Ku-Pa (x1). You could choose any other                       For Ranged and Magic Actions, both weapons/
     card combination. To-Me Ku-Pa will only appear once in a while,                     spells must be aimed at the same Zone.
     but his special rules will make it spectacular!
                                                                         EXAMPLE 1: Johannes has 2 Repeating Crossbows in his Hands.
     2. Use the Necromancer rules to Spawn and Move                      The Repeating Crossbow has the Dual symbol, so Johannes can
     Necromancers. Use the colors of the Necromancer Spawn               shoot them both simultaneously. This allows him to roll 6 dice in
     Zones to track where each of them spawned, and to determine         a single Ranged Action, as each Repeating Crossbow has a Dice
     its escape Spawn Zone.                                              number of 3!
     Remember: Drawing a Necromancer Zombie card also gives
     an extra Activation to all other Necromancers on the board.
32
        GREEN HORDE - RULES
EXAMPLE 2: Asim is holding 2 Curved Daggers. As they are                EXAMPLE: Johannes unloads his 2 Repeating Crossbows on 3
identical weapons with the Dual symbol, he can strike with them         Orc Walkers guarding an Orc Fatty and scores 5 hits. The first
both at once. In theory, he would roll 2 dice (1 for each Dagger).      3 shots easily blow away the Orc Walkers. However, the Orc
However, each Curved Dagger gives a bonus of +1 Die to another          Fatty takes the 2 remaining hits with no consequences, as the
hand-held Melee weapon. The bonus here is reciprocal, so each           Repeating Crossbow only inflicts Damage 1.
Dagger has a Dice value of 2, for a total of 4 dice in Dual wielding!   Seli arrives to finish the job with her Norse Sword. She only hits
                                                                        once, but the Norse Sword inflicts 2 Damage, which is enough to
                                                                        kill that Fatty!
                                                                        If there had been 2 Orc Runners instead of a Fatty, a single
                                                                        hit with the Norse Sword would not have eliminated the 2 Orc
                                                                        Runners. Each successful hit can only take out 1 target. Any
                                                                        remaining Damage is overkill and wasted.
                                                                             MELEE ACTION
            Special
             effect
Dice value: 1
                       THREE HANDS?
    Putting the proper Equipment card in their Body
    space, a Survivor could effectively be considered as
    having 3 cards equipped in Hand. For obvious reasons,
    they can only use 2 of them at any given time. Choose
    any combination of 2 among these 3 before resolving
    Actions or rolls involving the Survivor.
                                                                                                                                                 33
                                                                        RULES - ZOMBICIDE
         RANGED ACTION                                                   Targeting Priority Order
                                                                         	          1 – Orc Walker
                                                                         	          2 – Orc Fatty or Orc Abomination (the shooter chooses)
                                                                         	          3 – Orc Runner
                                                                         	          4 – Orc Necromancer
                                                                                                                            MIN DAMAGE
     Range of 1 or more) in Hand can shoot at a Zone they can see
TO DESTROY
                                                                                                                                         EXPERIENCE
                                                                             TARGETING
     (see Line of Sight, P. 10) and that is within the weapon’s Range.
PRIORITY
ACTIONS
                                                                                                                                         POINTS
     Remember:
                                                                                         NAME
     - Inside a building, the Line of Sight is limited to the Zones
     that share an opening and just 1 Zone away.
     - Hedges block Line Of Sight (see P. 37).
     - Missed shots can cause Friendly Fire (see P. 35), so aim
                                                                              1
     carefully!
                                                                                         Orc Walker                1           1            1
                   The Range of a weapon, indicated by the Range
                   value on its card, is the number of Zones it can
                   shoot across.
       Range                                                                             Orc Fatty /
       symbol                                                                 2          Orc Abomination
                                                                                                                   1         2/3          1/5
adjacent Zone.
     When a Zone is chosen for a Ranged Action, ignore any Actors        EXAMPLE: Armed with 2 Hand Crossbows (Range 0-1, Dice 2,
     in the Zones between the shooter and the target. This means         Accuracy 3+, Damage 1, Dual Ranged weapons), Seli shoots at 2
     Survivors may shoot through occupied Zones without danger           Orc Walkers, 1 Orc Fatty, and 2 Orc Runners standing 1 Zone
     to either fellow Survivors or Zombies. A Survivor can even          away. She rolls 4 dice (2 for each Hand Crossbow, Dual weapons)
     shoot at another Zone while there are Orc Zombies in their          and gets: •, •, •, and •. The Hand Crossbows hit on 3, 4, 5, or
     Zone!                                                               6, which means 3 hits. The first 2 kill both Orc Walkers, as they
                                                                         are first in the Targeting Priority Order. The last hit lands on the
                                                                         Orc Fatty, but doesn’t kill it, since a Damage value of 2 is required
                                                                         to eliminate an Orc Fatty.
34
        GREEN HORDE - RULES
Friendly Fire                                                       EXAMPLE: Seli holds 2 Hand Crossbows at the beginning of her
                                                                    Turn. She unloads them both with her first Action, reloads them
Oooops.                                                             with her second Action, then fires them off again with the third.
                                                                    The Hand Crossbows are now empty.
                            – Your (former) best friend             At the End Phase, both Hand Crossbows are reloaded for free.
                                                                                                                                        35
                                                                    RULES - ZOMBICIDE
         DRAGON FIRE                                                Later, another Action can be spent to discard a Torch card from
                                                                    Hand and ignite a Dragon Bile pool at Range 0-1 within Line
     When all else fails, call upon dragons.                        Of Sight, creating a Dragon Fire. Every Actor and Siege Engine
                                                                    in the token’s Zone is killed/destroyed, no matter its Damage
                                                       – Megan      threshold, Armor values, or remaining Wounds. Dragon Fire
                                                                    produces no Noise.
                                                                    The Dragon Bile pool is then removed, and the Survivor who
                                                                    threw the Torch earns all applicable Experience Points.
                                                                    Use Dragon Fire to set blazing Zombie traps! If all Dragon Bile
                                                                    tokens are already on the board and you need to set a new
                                                                    one, choose one of them and move it to the new Zone.
36
                                                                            Dragon Fire! All Zombies in the token’s Zone are
                                                                           eliminated. Asim earns all the Experience Points!
    HEDGES
Always plan for a fight when crossing hedges, for                                                                 This is a
no one knows what lurks behind. Do not be satisfied                                                              Waterhole
                                                                                                                Zone. It slows
with being a survivor, become a predator!                                                                      down Survivors.
                                                       - Rolf
                                                                     A light, gradual
Hedges are printed on tiles and are also available as tokens to         shore? It’s a
customize the layouts of Quests. Shortening Lines Of Sight           Bank! Easy route
in a significant way, Hedges play a major role in Movement,            for everyone.
Ranged Combat in any form, and defining Zombie routes.
They literally allow Survivors and Zombies to play a deadly
game of hide-and-seek with each other.
                                                                                                                                    37
                                                                  RULES - ZOMBICIDE
     Actors can move from a dry Zone into a Waterhole Zone normally,           The Orc Zombie faces a
     with no special restrictions. However, performing an Action             Ledge, preventing it from
     to leave a Waterhole Zone has different results depending on           reaching Asim. The Zombie
     the destination and what’s at the edge of the Waterhole:                traces its route all around
                                                                               the block, crossing the
                       LEAVING A WATERHOLE ZONE
                                                                            Bank through the southern
                 TO ANOTHER                                                   door to reach its target.
                                   THROUGH            THROUGH
                 WATERHOLE
                                    A BANK             A LEDGE
                    ZONE
      SURVIVOR
                  Spend an                            Spend an
                  additional       No penalty         additional
                    Action                              Action
                                                    Zombies can’t
      ZOMBIE
                                                    leave through
                  No penalty       No penalty
                                                    a Ledge. Select
                                                    another route.        This Orc Zombie is in
                                                                           the same situation
                                                                            but faces a Bank.
     •
      Other features on the common border still apply: walls               It can reach Megan
      prevent Movement and Line Of Sight, Hedges prevent Lines              in a straight line.
      of Sight, etc.
     •
      Siege Engines are destroyed whenever they are set in a
      Waterhole Zone. Remove the miniature.
38
          GREEN HORDE - RULES
              ULTRARED                                                              PLAYING WITH
              MODE                                                                  7+ SURVIVORS
                                                                       Zombicide has an expanding gallery of Survivors to play with.
Zombies may be strong, but they are dead and, as                       Sooner or later, you may be tempted to try playing with more
                                                                       than 6 Survivors. To do so, you’ll need the extra Survivor
far as I know, the dead can’t learn from experience.                   dashboards, plastic markers, color bases, and Starting
On the other hand, we survivors are few, but we                        Equipment cards contained in expansions that are sold
use our will to live to fight back, learn… and evolve.                 separately, such as Wulfsburg and the Hero Box.
                                                                       Playing with an increased number of Survivors (or players!)
                                               – Seli                  is quite easy. Follow these guidelines, and adjust them to fit
                                                                       your challenge level.
The Ultrared mode allows your Survivors to gain Experience
Points beyond the Red Danger Level and pick up additional
Skills. This mode is great to reach amazing body counts and
complete very large boards.
11-12 3 9
                                                                                                                                          39
                                                                       RULES - ZOMBICIDE
                                                                      +1 free Combat Action – The Survivor has 1 extra free
                                                                      Combat Action. This Action may only be used for Melee,
     +1 die: Combat – The Survivor’s weapons and Combat spells        +1 Zone per Move – The Survivor can move through 1 extra
     roll an extra die in Combat (Melee, Ranged, or Magic). Dual      Zone each time they perform a Move Action. This Skill stacks
     weapons and spells each gain a die, for a total of +2 dice per   with other effects benefiting Move Actions. Entering a Zone
     Dual Combat Action.                                              containing Zombies still ends the Survivor’s Move Action.
     +1 die: Magic – The Survivor’s Combat spells roll an extra die   2 Zones per Move Action – When the Survivor spends 1
     for Magic Actions. Dual Combat spells each gain a die, for a     Action to Move, they can Move 1 or 2 Zones instead of 1.
     total of +2 dice per Dual Magic Action.                          Entering a Zone containing Zombies still ends the Survivor’s
                                                                      Move Action.
     +1 die: Melee – The Survivor’s Melee weapons roll an extra
     die for Melee Actions. Dual Melee weapons each gain a die,       Ambidextrous – The Survivor treats all Combat spells, Melee,
     for a total of +2 dice per Dual Melee Action.                    and Ranged weapons as if they had the Dual symbol.
     +1 die: Ranged – The Survivor’s Ranged weapons roll an extra     Barbarian – When resolving a Melee Action, the Survivor may
     die for Ranged Actions. Dual Ranged weapons each gain a          substitute the Dice number of the Melee weapon(s) they use
     die, for a total of +2 dice per Dual Ranged Action.              with the number of Zombies standing in the targeted Zone.
                                                                      Skills affecting the dice value, like +1 die: Melee, still apply.
54
        GREEN HORDE - RULES
Battle rage – The Survivor gains an extra die to roll for         Destiny – The Survivor can use this Skill once per Turn when
subsequent Melee Actions whenever they kill at least 1            they reveal an Equipment card they drew. They can ignore
Zombie with a Melee Action. The bonus is cumulative if the        and discard that card, then draw another Equipment card.
Survivor gets at least 1 Zombie kill in the subsequent Melee
Actions and applies until the end of the Survivor’s Activation.   Double casting – Every time the Survivor performs an
                                                                  Enchantment Action, they can select an extra target for the
Blitz – Each time the Survivor kills the last Zombie in a Zone,   same Enchantment for free. First, designate both targets,
they get 1 free Move Action to use immediately.                   then resolve one application after the other, in any order.
Bloodlust: Combat – Spend 1 Action with the Survivor: they        Free reload – The Survivor reloads reloadable weapons (Hand
Move up to 2 Zones to a Zone containing at least 1 Zombie.        Crossbows, for example) for free.
They then gain 1 free Combat Action (Melee, Ranged, or Magic).
                                                                  Frenzy: Combat – All weapons and Combat spells the
Bloodlust: Magic – Spend 1 Action with the Survivor: they         Survivor carries gain +1 die per Wound the Survivor suffers.
Move up to 2 Zones to a Zone containing at least 1 Zombie.        Dual weapons and spells each gain a die, for a total of +2 dice
They then gain 1 free Magic Action to use immediately.            per Wound and per Dual Combat Action (Melee, Ranged, or
                                                                  Magic).
Bloodlust: Melee – Spend 1 Action with the Survivor: they
Move up to 2 Zones to a Zone containing at least 1 Zombie.        Frenzy: Magic – Combat spells the Survivor carries gain
They then gain 1 free Melee Action to use immediately.            +1 die per Wound the Survivor suffers. Dual Combat spells
                                                                  each gain a die, for a total of +2 dice per Wound and per Dual
Bloodlust: Ranged – Spend 1 Action with the Survivor: they        Magic Action.
Move up to 2 Zones to a Zone containing at least 1 Zombie.
They then gain 1 free Ranged Action to use immediately.
                                                                                                                                    55
                                                                  RULES - ZOMBICIDE
     Frenzy: Melee – Melee weapons the Survivor carries gain            Jump – The Survivor can use this Skill once during each of their
     +1 die per Wound the Survivor suffers. Dual Melee weapons          Turns. The Survivor spends 1 Action: they move 2 Zones into
     each gain a die, for a total of +2 dice per Wound and per Dual     a Zone to which they have Line Of Sight. Movement related
     Melee Action.                                                      Skills (like +1 Zone per Move Action or Slippery) are ignored,
                                                                        but Movement penalties (like having Zombies in the starting
     Frenzy: Ranged – Ranged weapons the Survivor carries gain          Zone) apply. Ignore everything in the intervening Zone.
     +1 die per Wound the Survivor suffers. Dual Ranged weapons
     each gain a die, for a total of +2 dice per Wound and per Dual     Lifesaver – The Survivor can use this Skill, for free, once
     Ranged Action.                                                     during each of their Turns. Select a Zone containing at least
                                                                        1 Zombie at Range 1 from your Survivor. Choose Survivors
     Hit & Run – The Survivor can use this Skill for free, just after   in the selected Zone to be dragged to your Survivor’s Zone
     they resolved a Magic, Melee, or Ranged Action resulting           without penalty. This is not a Move Action. A Survivor can
     in at least 1 Zombie kill. They can then resolve a free Move       decline the rescue and stay in the selected Zone if their
     Action. The Survivor benefits from the effects of the Slippery     controller chooses. Both Zones need to share a clear path.
     Skill for this Move Action.                                        A Survivor can’t cross closed doors or walls and can’t be
                                                                        extracted into or out of a Vault (see Zombicide: Black Plague).
     Hold Your Nose – This Skill can be used once per Turn. The         They can cross Barriers and Hedges, though.
     Survivor gets a free Search Action in the Zone if they have
     eliminated a Zombie (even in a Street Zone or Vault - see          Low Profile – The Survivor can’t get hit by Survivors’ Magic
     Zombicide: Black Plague) in the same Game Round. This Action       and Ranged Actions (Siege Actions still apply). Ignore them
     may only be used to Search, and the Survivor can still only        when casting a Combat spell or shooting in the Zone they
     Search once per Turn.                                              stand in. Game effects that kill everything in the targeted
                                                                        Zone, like Dragon Fire, still kill them, though.
     Ironclad: [Zombie type] – The Survivor ignores all Wounds
     coming from Zombies having the indicated keyword in its            Lucky – The Survivor can re-roll once all the dice for each
     name (such as “Walker”, “Runner”, etc.). “Ironclad: Walker”        Action (or Armor roll) they take. The new result takes the
     works with Orc Walkers, for example.                               place of the previous one. This Skill stacks with the effects of
                                                                        other Skills and Equipment that allows re-rolls.
     Iron Hide – The Survivor can make Armor rolls with a 5+
     Armor value, even when they are not wearing armor on their         Mana Rain – When resolving a Magic Action, the Survivor
     Body slot. When wearing armor, the Survivor adds 1 to the          may substitute the Dice number of the Combat spell(s) they
     result of each die they roll for Armor rolls. The maximum          use with the number of Zombies standing in the targeted Zone.
     result is always 6.                                                Skills affecting the dice value, like +1 die: Magic, still apply.
56
        GREEN HORDE - RULES
Reaper: Magic – Use this Skill when assigning hits while            Scavenger – The Survivor can Search in any Zone free of
resolving a Magic Action. 1 of these hits can freely kill an        Zombies. This includes street Zones, Waterhole Zones, etc.
additional identical Zombie in the same Zone. Only a single
additional Zombie can be killed per Action when using this Skill.   Search: +1 card – Draw 1 extra card when Searching with
The Survivor gains the experience for the additional Zombie.        this Survivor.
Reaper: Melee – Use this Skill when assigning hits while            Shove – The Survivor can use this Skill, for free, once during
resolving a Melee Action. 1 of these hits can freely kill an        each of their Turns. Select a Zone at Range 1 from your
additional identical Zombie in the same Zone. Only a single         Survivor. All Zombies standing in your Survivor’s Zone are
additional Zombie can be killed per Action when using this Skill.   pushed to the selected Zone. This is not a Movement. Both
The Survivor gains the experience for the additional Zombie.        Zones need to share a clear path. A Zombie can’t cross closed
                                                                    doors, ramparts (see the Wulfsburg expansion), or walls,
Reaper: Ranged – Use this Skill when assigning hits while           but can be shoved in or out of a Vault (see Black Plague), a
resolving a Ranged Action. 1 of these hits can freely kill an       Waterhole Zone, and through a Barrier or Hedge.
additional identical Zombie in the same Zone. Only a single
additional Zombie can be killed per Action when using this Skill.   Slippery – The Survivor does not spend extra Actions when
The Survivor gains the experience for the additional Zombie.        they perform a Move Action out of a Zone containing
                                                                    Zombies. Entering a Zone containing Zombies still ends the
Regeneration – At the end of each Game Round, remove all            Survivor’s Move Action.
Wounds the Survivor received. Regeneration doesn’t work if
the Survivor has been eliminated.
Roll 6: +1 die Magic – You may roll an additional die for each
6 rolled on a Magic Action. Keep on rolling additional dice as
long as you keep getting 6. Game effects that allow re-rolls
must be used before rolling any additional dice for this Skill.
Roll 6: +1 die Melee – You may roll an additional die for each      Spellbook – All Combat spells and Enchantments in the
6 rolled on a Melee Action. Keep on rolling additional dice as      Survivor’s Backpack are considered equipped in Hand. With
long as you keep getting 6. Game effects that allow re-rolls        this Skill, a Survivor could effectively be considered as having
must be used before rolling any additional dice for this Skill.     several Combat spells and Enchantments cards equipped in
                                                                    Hand. For obvious reasons, they can only use 2 identical Dual
Roll 6: +1 die Ranged – You may roll an additional die for          Combat Spells at any given time. Choose any combination
each 6 rolled on a Ranged Action. Keep on rolling additional        of 2 before resolving Actions or rolls involving the Survivor.
dice as long as you keep getting 6. Game effects that allow
re-rolls must be used before rolling any additional dice for        Spellcaster – The Survivor has 1 extra free Action.
this Skill.                                                         This Action may only be used for a Magic Action or an
                                                                    Enchantment Action.
Rotten – At the end of their Turn, if the Survivor
has not resolved any Combat Action (Melee,                          Sprint – The Survivor can use this Skill once during each
Ranged, or Magic), not Fired a Siege Engine, and                    of their Turns. Spend 1 Move Action with the Survivor:
not produced a Noise token, place a Rotten token                    they may move 2 or 3 Zones instead of 1. Entering a Zone
next to their base. As long as they have this token, they are       containing Zombies still ends the Survivor’s Move Action.
totally ignored by all Zombies and are not considered a Noise
token. Zombies don’t attack them and will even walk past            Super Strength – Consider the Damage value of Melee
them. The Survivor loses their Rotten token if they resolve         weapons used by the Survivor to be 3.
any kind of Combat Action (Melee, Ranged, or Magic), Fire
a Siege Engine, or makes noise. Even with the Rotten token,         Starts with a [Equipment] – The Survivor begins the game
the Survivor still has to spend extra Actions to move out of a      with the indicated Equipment. Its card is automatically
Zone crowded with Zombies.                                          assigned to them during Setup.
                                                                                                                                       57
                                                                    RULES - ZOMBICIDE
     Steady Hand – The Survivor can ignore other Survivors of
     their choosing when missing with a Magic or Ranged Action.
     The Skill does not apply to game effects killing everything in
     the targeted Zone (such as a Dragon Fire, for example).
     Taunt – The Survivor can use this Skill, for free, once during
     each of their Turns. Select a Zone your Survivor can see. All
     Zombies standing in the selected Zone immediately gain
     an extra Activation: they try to reach the taunting Survivor
     by any means available. Taunted Zombies ignore all other
     Survivors. They do not attack them and leave the Zone they
     are standing in if needed to reach the taunting Survivor.
58
        GREEN HORDE - RULES
                                                                                                        Skills.....................................................................................16, 54
                                                                                                        Spawn...................................................................................22, 28
                                                                                                                                                                                                                59
                                                                                                        RULES - ZOMBICIDE
         GAME ROUND SUMMARY 
          
                                  GAME RULES OVERRIDE THIS ROUND SUMMARY!
1 Orc Walker 1 2 1 1
                   Orc Fatty /
       2           Orc Abomination (1)
                                                        1                     3                    2/3                    1/5
3 Orc Runner 2 1 1 1
4 Orc Necromancer 1 2 1 1