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Made in us
Gargantuan Gargant





New Bedford, MA USA



Official Zombicide FAQ by Guillotine Games

Updated Core Rulebook http://guillotinegames.com/dl/zombicide_rulebook_english_V3.pdf
Toxic City Mall http://guillotinegames.com/dl/tcm_rulebook_web.pdf
Prison Outbreak http://guillotinegames.com/dl/po_rulebook_web.pdf

Free Official Zombicide Game Stuff
CHARACTER CARDS - Survivor and Zombivore http://guillotinegames.com/en/survivors
New MIssions http://guillotinegames.com/en/free-missions

ANDROID APP - https://play.google.com/store/apps/details?id=com.twistedkey.zombicide

Skill List
Spoiler:

+1 Action: The Survivor has an extra Action he may use as he pleases.
+1 Damage with [Equipment]: The Survivor gets a +1 Damage bonus with the specified Equipment.
+1 Damage: [Type]: The Survivor gets a +1 Damage bonus with the specified type of Action (Combat, Melee, or Ranged).
+1 die: Combat: The Survivor’s weapons roll an extra die in Combat (Melee or Ranged). Dual weapons gain a die each, for a total of +2 dice per Dual Combat Action.
+1 die: Melee: The Survivor’s Melee weapons rolls an extra die in Combat. Dual melee weapons gain a die each, for a total of +2 dice per Dual Melee Combat Action.
+1 die: Ranged: The Survivor’s Ranged weapons roll an extra die in Combat. Dual ranged weapons gain a die each, for a total of +2 dice per Dual Ranged Combat Action.
+1 free Combat Action: The Survivor has one free extra Combat Action. This Action may only be used for Melee or Ranged Combat.
+1 free Melee Action: The Survivor has one extra, free Melee Combat Action. This Action can only be used for Melee Combat.
+1 free Move Action: The Survivor has one free extra Move Action. This Action may only be used as a Move Action.
+1 free Ranged Action: The Survivor has one extra, free Ranged Combat Action. This Action can only be used for Ranged Combat.
+1 free Search Action: The Survivor has one free extra Search Action. This Action may only be used to Search and the Survivor can still only Search once per turn.
+1 max Range: The Survivor’s Ranged weapons’ maximum Range is increased by 1.
+1 to dice roll: Combat: The Survivor adds 1 to the result of each die he rolls on a Combat Action (Melee or Ranged). The maximum result is always 6.
+1 to dice roll: Melee: The Survivor adds 1 to the result of each die he rolls in Melee Combat. The maximum result is always 6.
+1 to dice roll: Ranged: The Survivor adds 1 to the result of each die he rolls in Ranged Combat. The maximum result is always 6.
+1 Zone per move: The Survivor can move through one extra Zone each time he performs a Move Action. This Skill stacks with other effects benefitting Move Actions.
1 re-roll per turn: Once per turn, you can re-roll all the dice related to the resolution of an Action made by the Survivor. The new result takes the place of the previous one. This Skill stacks with the effects of Equipment that allow re-rolls.
2 cocktails are better than 1: The Survivor gets two Molotov cards instead of one when he creates a Molotov.
2 Zones per move Action: When the Survivor spends one Action to Move, he can move one or two Zones instead of one.
Ambidextrous: The Survivor treats all Melee and Ranged weapons as if they had the Dual symbol .
Blitz: Each time your Survivor kills the last Zombie of a Zone, he gets 1 free Move Action to use immediately.
Bloodlust: Combat: Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie. He then benefits of a free Combat Action.
Born leader: During the Survivor’s turn, he may give one free Action to another Survivor, to use as he pleases. This Action must be used during the recipient’s next turn or it is lost.
Break-in: The Survivor doesn’t need any Equipment to open doors. He doesn’t make Noise while using this Skill. However, other prerequisites are still mandatory (such as taking a designated Objective). Moreover, the Survivor has one extra, free Door opening Action. This Action can only be used to open doors. Please note the Break-in Skill doesn’t apply to removing barriers.
Can start at [Danger Level]: The Survivor can begin the game at the indicated Danger Level (first experience point of the indicated Danger Level). All players have to agree.
Collector [Zombie type]: The Survivor doubles the experience gained each time he kills a Zombie of the specified type.
Death grasp: Don’t discard an Equipment card when the Survivor receives a Wounded card. This Skill is ignored if there’s no space left in the inventory to receive the Wounded card.
Destiny: The Survivor can use this Skill once per turn when he reveals an Equipment card he drew. Discard that card and draw another Equipment card.
Distributor: Using this skill alters the spawn step during the Zombies’ Phase. When Resolving the spawn step during zombies’ phase, draw as many Zombie cards as there are Spawn Zones. Assign each of them freely to a spawn Zone, then Spawn Zombies Indicated.
Dreadnought: [Zombie Type]: The Survivor Ignores all wounds coming from Standard Zombies of the Specified Type.
Frenzy: Combat: All Weapons the Survivor carries gain =1 die per wound the Survivor suffers. Dual weapons gain a die each, for a total of 2 dice per wound and per dual combat action.
Gunslinger: The Survivor treats all Ranged weapons as if they had the Dual symbol .
Hoard: The Survivor can carry one extra Equipment card in reserve.
Hold your nose: This Skill can be used once per turn. The Survivor gets a free Search Action in the Zone if he has eliminated a Zombie (even outside a building) the very same turn. This Action may only be used to Search and the Survivor can still only Search once per turn.
Is that all you’ve got?: You can use this Skill any time the Survivor is about to get Wounded cards. Discard one Equipment card in your Survivor’s inventory for each Wound he’s about to receive. Negate a Wounded card per discarded Equipment card.
Lifesaver: The Survivor can use this Skill for free, once during each of his turns. Select a Zone containing at least one Zombie at Range 1 from your Survivor. All friendly Survivors in the selected Zone can be dragged to your Survivor’s Zone without penalty. This is not a Movement. A Survivor can decline the rescue and stay in the selected Zone if his controller wants to. Both Zones need to share a clear path: a Survivor can’t cross barricades, fences, or walls. Lifesaver can’t be used by a Survivor in a car or in an observation tower, nor can it be used to drag Survivors out of a car or an observation tower.
Lock it down: At the cost of one Action, the Survivor can close an open door. Opening it again later does not trigger a new Zombie Spawn.
Loud: Once per turn, the Survivor can make a huge amount of noise! Until this Survivor’s next turn, the Zone he used this Skill in is considered to have the highest number of Noise tokens on the entire map. If different Survivors have this Skill, only the last one who used it applies the effects.
Low profile: The Survivor can’t be targeted by allied Ranged Attacks and can’t be hit by car attacks. Ignore him when shooting in or driving through the Zone he stands in. Weapons that kill everything in the targeted Zone, like the Molotov, still kill him.
Lucky: The Survivor can re-roll once all the dice of each Action he takes. The new result takes the place of the previous one. This Skill stacks with the effects of other Skills (“1 re-roll per turn”, for example) and Equipment that allows re-rolls.
Matching set!: When a Survivor performs a Search Action and draws a weapon card with the Dual symbol, he can immediately take a second card of the same type from the Equipment deck. Shuffle the deck afterward.
Medic: Once per turn, the Survivor can freely remove one Wounded card from a Survivor in the same Zone. He may also heal himself.
Ninja: The Survivor makes no Noise. At all. His miniature does not count as a Noise token, and his use of Equipment or weapons produces no Noise tokens either! The Survivor may choose not to use this Skill at any time, if he wishes to be noisy.
Point Blank: When Firing at range 0, the Survivor chooses freely the targets of his Ranged Combat Actions and can kill any type of zombies (Including Berserker Zombies). His Ranged weapons still need to inflict enough Damage to kill his target.
Reaper: Combat: Use this skill when assigning hits while resolving a Combat Action. One of these hits can freely kill an additional identical Zombie in the same Zone. Only one single Zombie can be killed per Action when using this skill.
Regeneration: At the end of each game turn, discard all Wounds the Survivor received. Regeneration doesn’t work if the Survivor has been eliminated.
Roll 6: +1 die Combat: You may roll an additional die for each “6” rolled on any attack, Melee or Ranged. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill or the “Plenty of ammo” Equipment card, for example) must be used before rolling any additional dice for this Skill.
Roll 6: +1 die Melee: You may roll an additional die for each “6” rolled on a Melee attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill, for example) must be used before rolling any additional dice for this Skill.
Roll 6: +1 die Ranged: You may roll an additional die for each “6” rolled on a Ranged attack. Keep on rolling additional dice as long as you keep getting “6”. Game effects that allow re-rolls (the “1 re-roll per turn” Skill or the “Plenty of ammo” Equipment card, for example) must be used before rolling any additional dice for this Skill.
Rotten: At the end of his turn, if the Survivor has not taken a Combat Action, driven a car, and has not produced a Noise token, place a Rotten token next to his base. As long as he has this token, he is totally ignored by any and all types of Zombies (except Zombivors) and is not considered a Noise token. Zombies don’t attack him and will even walk past him. The Survivor loses his Rotten token if he takes any Combat Action or makes noise. Even with the Rotten token, the Survivor still has to spend extra Actions to move out of a Zone crowded with Zombies.
Shove: The Survivor can use this skill for free, once during each of his turns. Select a Zone at Range 1 from your Survivor. All Zombies standing in the Survivor’s Zone are pushed to the selected zone. This is not a movement. Both Zones need to share a clear path: a Zombie can’t cross barricades, Fences, or walls. Shove can’t be used by Survivors in a Car.
Slippery: The Survivor does not spend extra Actions when he performs a Move Action through a Zone where there are Zombies.
Sniper: The Survivor may freely choose the targets of all his Ranged Combat Actions.
Starts with a [Equipment]: The Survivor begins the game with the indicated Equipment; its card is automatically assigned to him before the beginning of the game.
Steady Hand: Allied Miniatures are ignored when the Survivor uses a Ranged Attack or Drives a Car through a Zone. The Skill does not apply to a Ranged weapon killing everything in the targeted zone (such as a Molotov Cocktail, for example).
Super strength: Consider the Damage value of Melee weapons used by the Survivor to be 3.
Swordmaster: The Survivor treats all Melee weapons as if they had the Dual symbol .
Tactician: The Survivor’s turn can be resolved anytime during the Players’ Phase, Before or After any other Survivor’s Turn.
Taunt: The Survivor can use this skill for free, once during each of his 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 all means available. Taunted zombies ignore all other Survivors: They do not attack them and cross the zone they stand in if needed to reach the taunting Survivor.
Tough: The Survivor ignores the first Attack he receives from a single Zombie every Zombies’ Phase.
Toxic Immunity: The Survivor is immune to Toxic Blood Spray.
Trick shot: When the Survivor is equipped with Dual Ranged weapons, he can aim at targets in different Zones with each weapon in the same Action.
Webbing: All equipment in the Survivor’s inventory is considered equipped in hand.
Zombie link: The Survivor plays an extra turn each time an extra activation card is drawn in the Zombie pile. He plays before the extra-activated Zombies. If several Survivors benefit from this Skill at the same time, the players choose their activation order.


Unofficial Zombicide FAQ
Spoiler:

FAQ - Updated 9/23/2012

Q: If Survivor A shoots into a zone containing Survivor B, using a 2 damage weapon (i.e. Shotgun), does Survivor B suffer one wound or two?
A: Two.

Q: If all the Survivors in play are, in the noisiest zone, inside a building, that has one open door, and one closed door, and there is a group of Zombies outside the building, which (when ignoring doors), taking a path via the closed door, are closer to the Survivors, than taking a path via the open door, do the Zombies take the path via, and stop at, the closed door, or do they go the long route round, via the open door?
A: Zombies always go to the shortest clear path leading to the Survivors. In this case, they take the long route to reach their meal.

Q: If a survivor carries two flashlights, can they both be used together to draw 3 cards per search?
A: Yes.

Q: Can flashlights be used when searching cars, for example to find both Ma's Shotgun and the Evil Twins in a Pimp Mobile, and if so how does this work with Police cars, do you draw cards two, or three, at a time, and if you draw two, or three, weapons at once can you keep them all?
A: Flashlight: Pick one extra card when searching. Police cars: draw cards until you find a weapon, then discard the others. Pimp mobile: contains either Ma’s shotgun or Evil Twins. These effects don’t really interact with each other.
Police car: keep the first weapon you find.
Pimp mobile: pick a pimp mobile weapon at random.

Q: If you spawn fatties, but are out of walkers, do the walkers get an extra turn?
A: Yes.

Q: Does the +1 die skill provide +1 die per action or +1 die per weapon?
A: +1 die per weapon. This will be corrected soon on the app.

Q:Can your two zones of movement with a car be back and forth?
A: Yes.

Question 3b: If so, how many attacks would you make on the figures in the two zones, 1 each for the movement, or 2 in your starting zone and 1 in the drive-through zone?
A: 2 in your starting Zone and 1 in the drive-through Zone.

Q: If you have a full inventory and draw a scope or rifle, can you combine it with a scope or rifle already in your inventory without having to drop something else first?
A: You have to drop something first.

Q: Similarly, if you have a full inventory and draw a glass bottle or gasoline, can you combine it with a glass bottle or gasoline already in your inventory without having to drop something else first?
A: You have to drop something first.

Q: Can car movement be activated more than once per Survivor, on the same turn?
A: Yes.

Q: Can 2 sawed off shotguns be reloaded with 1 reload action?
A: Yes.

Q: When combining a glass bottle and gasoline, can the molotov be put into your hand immediately or is it a seperate action?
A: Answer is P. 12 – it can be equipped.

Q: When using a molotov, do you also get a free reorganization or does it leave you with an empty hand?
A: Molotov is a one-use weapon. It leaves your hand empty.

Q: Do discarded cards get removed from the game or put in a discard pile for reshuffling in the event that the equipment deck is empty?
A: They get in a discard pile. This pile is reshuffled when the draw pile is empty (note: no Wound, Molotov, Ma’s shotgun or Evil Twins cards in the reshuffled pile)

Q: How does this impact non-weapon cards discarded from police car searches?
A: They get reshuffled when the pile is empty.

Q: Are zombie Ahhh cards included or removed from this discard?
A: They are included and reshuffled as well.

Q: How do you handle starting equipment when starting with fewer than three survivors (Might Makes Right with 1 or 2 players)?
A: Normally. The Survivors) get the starting weapons in a random manner. If there’s only one, he get the whole package (and deserve it).

Q: Can a door be opened even if a zombie is already present in the zone?
A: Yes.

Q: If a small group of survivors are all located in one zone in a building and all the entrances have sealed doors (or unopened ones), where do all the zombies go/move towards that have been spawned on the rest of the gameboard not including the building that the survivors populate???
A: They move as if all doors were opened, but stop by closed doors.

Q: Must a crowbar or fireaxe be equipped in hand to use it's ability to open doors or can it be in your three back equipment slots?
A: Pg.8. It must be equipped.

Q: Can you open a door while in a car?
A: Yes.

Q: If a car enters, exits, or passes through another zone with a car with survivors in it, does the first car roll for damage against those survivors in the other car? (Simply put, is it possible to "run over" players in another car?)
A: Yes.
(As a sidenote: the way cars are played rises a lot of questions about intuitiveness and realism. I’ll try to schedule as soon as possible a designer’s note about it. In short: cars were designed as a special movement possibility. Designing a whole bunch of special rules with exceptions would have been too heavy and game-breaking in our point of view).

Q: When all 18 noise tokens are on the board, where does the next one come from?
A: If you can’t use extra tokens from another Zombicide game or extra tiles pack, ignore it.

Q Should the extra small Spawn deck be used for the scenarios?
A: You may be talking about the “Walk of the Dead” kickstarter special Walkers deck. In that case, this deck was designed for two purposes.
1) Walkers only mission (a.k.a. “Romero mode”). Use the WoD deck instead of the regular deck. It’s deadly fun, you’re warned.
2) As an add-on to the regular deck, to get more Walkers on the board.
Eiher way, using this deck is optionnal but strongly recommended to get a fresh experience about the delightful secrets of Zombie deck building. Expect another designer’s note about it soon. I love the Wod. Really, I do.

Q: Should the extra tray of minis be used?
A: Feel free to use it. It’s yours. On the positive side, it will prevent an “instawipe” by zombie-lacking extra activations. On the negative side, there will be more zombies on the board. Oh, wait. Extra zombies? Isn’t it called Zombicide? On a more serious manner, these was added as a stretch goal. Expansions and free stuff we keep in store will put these extra zombies to use if you have them. But in no way these extra zombies shall be mandatory to play. Never.

Q: Regarding the Tough ability, if an extra activation during the 'building population phase' causes a Runner to move one space and attack a Tough survivor, do they shrug off the damage?
A: No. the Tough Skill works on the Zombie phase.

Q: Do they shrug off one damage from cars?
A: No

Q: Also, same game round, during the zombies phase, do they also shrug off the first damage, even if they have previously shrugged off 1 damage that game round?
A: Tough deflects *only* the first Wound inflicted during the Zombie phase.

Q: The Medic skill could be read that they can heal themselves and another survivor in the same turn. Can a Survivor with the Medic Skill heal either (a) one person per turn, or (b) one survivor PLUS themself per turn?
A: One person.

Q: Can a car be searched by the same survivor several times in a turn, or is it several times during a game, but limited to once per survivor per turn as with rooms?
A: One Search Action per Survivor and per turn, wherever the Search is made in (car or room).

Q: The new campaign rules state that a survivor that reaches the red zone and successfully completes a mission may keep one piece of equipment for starting the next mission. Does this include the Pimp-mobile weapons (Ma's Shotgun and Evil Twins)?
A: Yes. Enjoy.

Q: If so, how are Pimp-mobile weapons distributed in future missions if there are more Pimp-mobiles than such weapons remaining?
A: Normally. When there are no more, there are no more.

Q: Can a slippery survivor get into a car with a zombie in the same zone?
A: No. No interaction between effects. anyway, getting into a car isn’t considered a Move Action.

Q: Can a survivor get out of a car if there is a zombie in the car's zone (whether the survivor is slippery or otherwise)?
A: Yes.

Q: In missions where you can gain survivors at random during the mission (e.g. "Might Makes Right" and "The Skyscraper" from the "Switch City" campaign), what do you do if you gain a character with a "Starts with a..." blue-level ability and there are none of that weapon left in the item deck (because some are in the discard pile and/or they are already being used by other survivors)?
A: Whatever the case, you can look for the weapon in the draw pile or discard pile alike (so, go to the discard pile first !) Do whatever it takes to get this poor soul the weapon he deserves.

Q: Is there any chance we could get a couple of "Sniper Rifle" promo cards to use when a scope is combined with a rifle, analogous to the Molotov cards that replace bottle and gasoline? (Perhaps they could be included with the expansion...)
A: We’ve talked about it several times. No promise, but we’ll do our best.

Q: In scenario 8, there is a door lined up with a crosswalk in the lower right corner. should this be on the lower zone?
A: That door should lead to the Zone containing the police car.


Q: Must a molotov be equipped to be used?
A: Yes.

Q: Can you search a car while inside another car?
A: Yes.

Q: Can you find gasoline and the bottle in a cop car?
A: No. They’re not weapons by themselves.

Q: What about the scope?
A: Same answer.

Q: Does the inital card dispersement count as a draw? i.e., does matching set apply if doug draws the pistol?
A: No.

Q: What do Zombies do if they are already on the noisiest zone?
A: Unless there’s someone in sight, they don’t move.

Q: If you start a scenario in a building, when you break the door to get out, do you spawn zombies in the street zones?
A: No.

Q: If Zombies have two equivilent paths to follow to the same group of survivors/sound, but the first move on these paths is the same, do the zombies split? (example: If I have one zombie and I can go left, left,and down, to reach the noisiest group, or left, down, left, do I put two zombies in the left room?)
A: No. Splitting occurs when zombies which step to take next to go to their meal.

Q: If Zombies have two overlapping paths to follow to different groups of survivors/sound, do the zombies split? (example: If I have one zombie and there are two noisiest groups, left and left, as well as left, left and down, do I put two zombies in the left room?)
A: No.

Q: Can the zombie movement in closed rooms detailed in the downloadable scenario be moved to the rulebook as opposed to the scenario map?
A: We’ll discuss about it.

Q: Can scenarios be officially rated for difficulty?
A: We’re planning a new way to rate Missions’ difficulty. You’ll know about it soon, with a free downloadable Mission.

Q: Do cars produce noise tokens?
A: No.

Q: Does it cost an Action to use the Medic?
A: No.

Q: Regarding the Tough skill - the PDF rules state that "The Survivor ignores the first attack he receives every Zombies' turn", does this really mean the first entire attack in the Zombies' turn, or should that say "Zombie's turn"?
A: The first Wound he should receive.

Q: Page 7 of the rules, 'Danger Bar and Experience', states that a Survivor reaches Red Danger Level at 44 XP, but the Survivor ID Cards make it look like 43, which is it?
A: 43.

Q: Must the flashlight be equipped to gain its benefit?
A: No.



Original Write ups for Martin and Eva, before they were rewritten.
Spoiler:

Eva

HISTORY
"Skill is a matter of life AND death."
Inspired and gifted, Eva was unsatisfied with her humble life as an accountant. Being part of the rank and file was like being a zombie to her. So, in her spare time, Eva danced, drew, sculpted and even took Japanese fencing lessons. Like everyone else, the zombie invasion changed Eva’s life: acting normal is now a nonsense and she feels more alive than ever. Extroverted and hyperactive, Eva is a messenger between survivors groups. No way she’s going to give up on her old activities: her notebook is full of sketches and that sword sure comes in handy.

SKILLS
Blue / Starts with a katana
Yellow / +1 Action
Orange A / Slippery
Orange B / Swordmaster
Red A / +1 free Combat Action
Red B / +1 to dice roll: Melee
Red C / +1 to dice roll: Ranged

GAMEPLAY
• Eva Duran is the dream Survivor for any player looking for a melee character with a fluid, neat and deadly style. The artist starts with a katana, whose two dice allows to quickly get rid of a zombie crowd. The experience points earned this way, along with what the team finds, then allows to specialize Eva at the Orange Level. You’re dreaming of dual-style katanas? Eva has it with the Swordmaster Skill. Any other melee weapon can do the trick but slightly changes her gameplay: used in pair, axes have less dice but more Damage against fatties. A chainsaw pair... and our graceful wardancer becomes a combine harvester. The Slippery Skill comes for an assassin’s gameplay, preferably with distinct weapons in each hand. In this case, the sub-MG suits this. Whatever the choice you make for her, Eva becomes a mass murderer in endgame.
• Eva Duran is definitely a brawler. Melee is her obvious choice: if you take her along the bushido path, Eva will benefit from a quick and harmonious progression, especially with a katana in each hand. Going for a hybrid way or dropping melee for ranged combat is possible: her progression will be a bit slower but the final result will be the same. Anyway, the inventory is vast enough to hold a pair of katanas, two sub-MG’s and Ma’s Shotgun, so why hold back?
• Eva is a great solo warrior but needs a team if she wants to cope with her two weaknesses. First, her playstyle isn’t really fit to 2-Damage rated weapons. So the artist mostly avoids fatties or leaves them to her more macho teammates. On the other hand, she doesn’t have team-oriented Skills like Born leader or Medic. She’s nevertheless a dream bodyguard and perfectly matches any support-oriented Survivor!

Marvin

HISTORY
"Trust me and you’ll live."
Marvin Redfield’s mother always told her son he was born under a lucky star, that he was promised a great destiny. And she was right: the little boy was gifted with incredible luck. Yet Marvin didn’t ask for anything. Being left in peace was all he wanted. Marvin’s life was turned upside down the day his family was caught in a grisly accident. The boy was extracted from the rubbles without a scratch but was now an orphan.
Years flew by and Marvin became a bodyguard. As if to ward off the past, he used his luck to better protect his fellow Survivors. When the zombie apocalypse came, Marvin was not afraid for himself but for his friends.
Nowadays, Marvin scouts the city trying to save as much people as possible. His legendary luck hasn’t left him and gives him an aura of “redemption angel”: some people pray to him and beg him to find their lost ones amidst the death vortex. Marvin’s still cool: no way he’s going to become some kind of messiah. His dearest wish hasn’t changed since his childhood: all he wants is be left in peace.

SKILLS
Blue / Destiny
Yellow / +1 Action
Orange A / Loud
Orange B / Lucky
Red A / Born leader
Red B / +1 free Combat Action
Red C / +1 to dice roll: Combat

GAMEPLAY
• There’s no bad surprise with Marvin Redfield. Destiny, his starting Skill, allows him to Search without fearing of an unexpected zombie. Equipped with a flashlight, he becomes the one to quickly deliver quality material to the whole team. In this case, everybody wants to keep as close as possible to this bodyguard! At Orange Level, player’s choice of a new Skill is crucial for Marvin’s gameplay: with the Loud Skill, he becomes a great controller and can guide tides of zombies for the greater good. Lucky, he becomes a good fighter able to efficiently use luck-oriented weapons (chainsaw, sawed-off, sub-MG). Red Level’s Skill choice is made according to the needs. In an extended team, Born leader allows a fellow Survivor to get away from a sticky situation with increased chances. The free Combat Action and the bonus to dice rolls really make Marvin a great fighter, according to his endgame arsenal.
• Marvin Redfield’s first game turns are mainly for Searching, so he finds good equipment for his allies and himself. Afterwards, the Destiny Skill is recommended for Search-oriented missions (finding some food, creating a Molotov, etc.) As aforementioned, Orange Level’s Skill choice has a great influence on Marvin’s abilities. Better choose Luck in a tight or veteran team and use the best from tricky weapons. In extended group or rookie team with noise management, the Loud Skill makes a difference. Whatever his Danger Level, Marvin can really act as an altruist Survivor and succeed all along. This last point mainly relies on the weapons he keeps in his inventory.
• Marvin Redfield is a cohesive team’s pillar, where his legendary luck makes him a great ally. Giving him a flashlight is a basic good practice to makes the best of his Destiny Skill. Afterwards, a smart team will leave him have a chainsaw and/or a pair of sub-MG : he’s the best at using them at full potential. Marvin’s only weakness is his slowed experience gain compared to combat specialists. Time spent to search and distribute equipment is not spent to earn some precious XP! In this case, courtesy asks to let him take the objectives and use Molotov cocktails to catch up any delay he could have in experience.



Information from Kickstarter (which is over)
Spoiler:





Zombicide is a collaborative game for 1 to 6 players developed by Guillotine Games and published by CoolMiniOrNot. A game lasts for 20min (beginner board) to 3 hours (expert board).


Each player controls from one (for 6 players) to four (solo game) "survivors", human beings in a zombie-infested town. In fact, "survivors" hastily change to "hunters" to smash zombies through and through. However, the team must constantly keep the balance between survival and slaughter: as the zombicide's going on, the "Danger level" is going up and infected are growing in numbers. Any misstep can turn to disaster.

Zombicide is a fun and easy game with cool minis in an archetypical, popular and comics-inspired environment. Ambiance is constantly kept between "beat'em up" and "survival horror" as characters keep on turning from preys to predators. Humor and gloom happily marry in a zombie-fest.


They started a Kickstarter for it to drive down production cost and increase the first print run size. They were pleasantly suprised to get eh game 900+% funded and they have throwing in all kinds of Exclusive game extras every 100% of the funding

If you go in at Abomination $100 + $20 for extras (Marvin,Eva). It's like buying the game, it's $30 design your adventure supplement, and getting both shipped for free.

Zombicide is a $89 game
71 miniatures (28mm "Heroic" scale): 6 Survivors, 40 Walkers, 16 Runners, 8 Fatties and 1 Abomination
110 mini-cards (42 Zombie cards, 62 Equipment cards, 6 Wounded cards)
9 gaming tiles
6 dice
6 Survivor Identity Cards
24 advancement counters
4 Cars tokens (police car and pimp mobile)
18 Noise tokens
10 Objective tokens
12 Door tokens
6 Zombie spawn tokens
1 "First player" token
1 Exit point token



The Exrtas are big enough to be a supplement on their own
+ 6 Additional Exclusive Survivors with their own rules
(Marvin,Eagle,Nick, El Cholo, Dave, Eva)
+5 Additional Exclusive Zombie versions of Survivors
(Marvin,,Nick, El Cholo, Dave, Eva)
+ 4 Extra Fatties
+ 1 Extra Abomination
+ 6 Extra Runners
+ 20 Extra Walker
+12 additional Alert Cards
+ 6 Zombicide Black Dice (Zombie Head, Molitov Cocktail, bullet holes instead of pips) not included in the main game
+ 6 Zombicide Glow in the Dark Dice (Zombie Head, Molitov Cocktail, bullet holes instead of pips) not included in the main game
+ 1 Zombicide T- Shirt (Zombie Head, Molitov Cocktail, bullet holes instead of pips) not included in the main game
+ 1 Downloadable Scenario
+ 1 Downloadable Map & Scenario Editor

Broce Willis, er,, umm, I mean NIck, the Bad Cop



Machete !, No No I meant El Cholo, Zombie Hunter



Sheldon, so sorry, I meant Dave, the Geek



The Chick from Kill Bill, or is it Eva Duran ?


CHUCK F'N NORRIS !!! - Eagle Chaz


Marvin Redfield - Tired of these Muda F'n Zombies on his Plane







Zombie Nick


Zombie El Cholo


Zombie Dave


Zombie Eva


Zombie Marvin


Zombie Eagle - When we reach 340K


Oh, yeah, I guess I should include a link if you are interested. CLICK HERE


Spoiler:


Kickstarter for Season 3 of Zombicide over





Previouls Zombicide Thread can be found here

This message was edited 46 times. Last update was at 2015/06/27 23:39:14


   
Made in us
Fixture of Dakka






Sacramento, CA

Looking forward to it

-Emily Whitehouse| On The Lamb Games
 
   
Made in gb
RogueSangre



West Sussex, UK

It's up - https://www.kickstarter.com/projects/coolminiornot/zombicide-season-3
   
Made in ie
Fixture of Dakka






It's live

https://www.kickstarter.com/projects/coolminiornot/zombicide-season-3

EBs flyiing out 400 to start


Automatically Appended Next Post:
$140 - EBs sold out!


Automatically Appended Next Post:
$100,000 target funded in 7 minutes


Automatically Appended Next Post:
Stretch goals







This message was edited 4 times. Last update was at 2014/06/29 19:10:01


 
   
Made in us
[SWAP SHOP MOD]
Robot Cat






OH-I Wanna get out of here

Man, glad I backed before I bothered to read anything.

Just noticed that the base game comes with 12 survivors, but not their zombivor versions. Guess we know 12 of the stretch goals.

This message was edited 1 time. Last update was at 2014/06/29 19:17:19


 
   
Made in gb
Calculating Commissar






Reading, Berks

 whalemusic360 wrote:
Man, glad I backed before I bothered to read anything.

Just noticed that the base game comes with 12 survivors, but not their zombivor versions. Guess we know 12 of the stretch goals.


I thought exactly the same thing when I finally got around to reading what I'd just backed

   
Made in se
Dakka Veteran




What do you guys think, if you grab the $90 EB will you be able to pledge for everything that is in the $140 for the same cost? Like last few KS? I better go grab one just in case. Who can say no to a saving of $10 in addition to the bonus +$10 you get for backing KS2!

Edit: And they answered the question the Update 1:
Spoiler:
You can also pledge $140 and choose the $90 early bird level, if you wish to pledge for Patient Zero - it's a limitation of Kickstarter that they can't share a common pool - so snag yourself an extra discount!

This message was edited 1 time. Last update was at 2014/06/29 19:25:55


   
Made in us
Painting Within the Lines





CO

If you didn't have enough zombies before, this sure is a way to get them. At $100 you'll be getting a ton of those Skinner zombies at less than a $1 a mini.

Also, really happy with the survivor direction this time round - they all seem more functional than previous seasons.

~iPaint


Automatically Appended Next Post:
grefven wrote:
What do you guys think, if you grab the $90 EB will you be able to pledge for everything that is in the $140 for the same cost? Like last few KS? I better go grab one just in case. Who can say no to a saving of $10 in addition to the bonus +$10 you get for backing KS2!

Edit: And they answered the question the Update 1:
Spoiler:
You can also pledge $140 and choose the $90 early bird level, if you wish to pledge for Patient Zero - it's a limitation of Kickstarter that they can't share a common pool - so snag yourself an extra discount!


See the latest update:

https://www.kickstarter.com/projects/coolminiornot/zombicide-season-3/posts/894224

~iPaint

This message was edited 1 time. Last update was at 2014/06/29 19:27:36


iPaint's Workbench - a blog for all of my painting endeavors
Currently painting: 20mm WW2, 28mm Zombicide
In the pipeline: 28mm Reaper Bones, Dwarven Forge Game Tiles 
   
Made in gb
Calculating Commissar






Reading, Berks

grefven wrote:
What do you guys think, if you grab the $90 EB will you be able to pledge for everything that is in the $140 for the same cost? Like last few KS? I better go grab one just in case. Who can say no to a saving of $10 in addition to the bonus +$10 you get for backing KS2!


Keep in mind that the $90 early bird doesn't include the Audrey figure and she's unlikely to appear as an add-on

   
Made in us
Regular Dakkanaut



Philadelphia, PA

Over $200k already (perhaps unsurprising given how popular the first 2 games are).
   
Made in gb
RogueSangre



West Sussex, UK

 endtransmission wrote:
grefven wrote:
What do you guys think, if you grab the $90 EB will you be able to pledge for everything that is in the $140 for the same cost? Like last few KS? I better go grab one just in case. Who can say no to a saving of $10 in addition to the bonus +$10 you get for backing KS2!


Keep in mind that the $90 early bird doesn't include the Audrey figure and she's unlikely to appear as an add-on


They have confirmed in the comments that if you upgrade the $90 early bird to $140 then you will also get Audrey.



Automatically Appended Next Post:
New Stretch Goals are up -



This message was edited 2 times. Last update was at 2014/06/29 19:38:09


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA


And we're funded.. and we've hit our first two stretch goals!

We're already funded and hit our fist stretch goal in only a few minutes! Yowza!


All Infected and Patient 0 level backers will receive a purple Zombicide storage box containing all the promo Dashboards released before Season 3, even the ultra rare Kyoko!


We've already well passed our second goal of $150k, adding 8 more skinner walkers to all Patient 0 and Infected pledges!

We're also almost at our goal of 175k!


Zombicide 2 backers: a quick note on the $10 optional item credit we're giving to Season 2 backers. This credit is applied at Patient 0, Infected, and their early bird levels. Please refer to the FAQ for full information.

You can also pledge $140 and choose the $90 early bird level, if you wish to pledge for Patient Zero - it's a limitation of Kickstarter that they can't share a common pool - so snag yourself an extra discount!




   
Made in us
Brutal Black Orc




The Empire State

1.7 million is my guess. ($1,748,734.00)

If I can, and if anyone wants to, can I create a separate thread (not sure which forum) person who guesses to the final amount (you can be a specific as you want to for the final total) gets a Kyoko figure?

I have about 30 of them around me. :(

This message was edited 1 time. Last update was at 2014/06/29 19:39:55


 
   
Made in se
Dakka Veteran




While this is the type of company that does not need any support through Kickstarter, the game is honestly really good, and that will buy my pledge this time around, too. But they are kind of abusing the system a bit now, and the small guys that really need the support through KS is less likely to be albe to get their projects funded because these kind of project. But I ain't really in a position to complain about it, as I'm joining in on this, too.

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

The goals are going from locked to funded faster than I can keep up.

I'll update unlocked stretch goals in the forst post later on after things have slowed down a bit.

The 4th goal unlocked before they posted the first update, mentioning the first 3 goals being unlocked

   
Made in us
[SWAP SHOP MOD]
Robot Cat






OH-I Wanna get out of here

 Piston Honda wrote:
1.7 million is my guess. ($1,748,734.00)

If I can, and if anyone wants to, can I create a separate thread (not sure which forum) person who guesses to the final amount (you can be a specific as you want to for the final total) gets a Kyoko figure?

I have about 30 of them around me. :(


Cincy was talking about doing similar guessing that as well as a survivor cameo guess.
   
Made in us
Brutal Black Orc




The Empire State

Yeah, they are abusing the system. But every "true intention of a kickstarter" argument ends up the same. It's like a Christian vs Atheist debate. We know how it ends.

I think of it like this

1.) Kickstarter will not (unless there is bad press) noose CMON/GG for doing a KS. Not when there is some heavy coin coming towards them.

2.) People will vote with their wallets.

3.) A large flow of cash via KS will allow them to make components that would not have existed with kickstarter, know what the exact demand is or would have taken longer and we get a lot of freebies in return.


Would be interesting to see what the can do without kickstarter but don't think that will happen as they seem to rely on it completely.

But at least they present great opportunity to get LE minis with KS.


Automatically Appended Next Post:
 whalemusic360 wrote:
 Piston Honda wrote:
1.7 million is my guess. ($1,748,734.00)

If I can, and if anyone wants to, can I create a separate thread (not sure which forum) person who guesses to the final amount (you can be a specific as you want to for the final total) gets a Kyoko figure?

I have about 30 of them around me. :(


Cincy was talking about doing similar guessing that as well as a survivor cameo guess.


So can I do a small little contest or no?

Not sure what the rules are?

I'll state the obvious, I, like everyone else, did not read the CoC when I signed up for Dakka.

This message was edited 2 times. Last update was at 2014/06/29 19:54:42


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Zombicide Kickstarters are for funding the extras

They would have enough capitol to make the basic game, but the KS gets us a boat load of extras. Arguing against that is madness.



I'm pretty pumped about this extra. It's a nice thank you for new players, and a we're sorry for not numbering some of the cards in the last KS. Plus we get the case.



   
Made in us
[SWAP SHOP MOD]
Robot Cat






OH-I Wanna get out of here

I like how it's a kickstarter exclusive item, with a retail value. It could have a retail value of 300 million, moot point if it never sees retail.
   
Made in us
[MOD]
Solahma






RVA

 Piston Honda wrote:
So can I do a small little contest or no?

Not sure what the rules are?
No Dakka rules against it.

   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

I had to back it, its still the boys fave board game so far this past year. So more tiles, survivors and options are too good to miss.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in us
Incorporating Wet-Blending






 Piston Honda wrote:
1.) Kickstarter will not (unless there is bad press) noose CMON/GG for doing a KS. Not when there is some heavy coin coming towards them.


So, basically, KS is violating KS (which sounds pretty perverted). Whom do we report them to?

And... all 1000 EBs are gone in 1 hours and 12 minutes.

Crimson Scales and Wildspire Miniatures thread on Reaper! : https://forum.reapermini.com/index.php?/topic/103935-wildspire-miniatures-thread/ 
   
Made in ie
Fixture of Dakka






New stretch goals



Leon



This message was edited 1 time. Last update was at 2014/06/29 20:22:57


 
   
Made in gb
Twisting Tzeentch Horror




Spoiler:

Update #4 - Jun 29 2014
275k reached! Next three stretch goals revealed!
We've hit the $275k mark!



And since we're moving so fast we're going to announce the next three stretch goals!








And beaten to it....

This message was edited 1 time. Last update was at 2014/06/29 20:22:47


DS:80S++G++MB+I+Pw40k92/f#+D+A++/areWD156R++T(R)DM+ 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

At least now we have hot the all important dice benchmark !!

Can't have any serious KS without exclusive dice.

Also, is it me or dis this guy bare a slight resemblance to Rob Zombie ?



This message was edited 1 time. Last update was at 2014/06/29 20:30:58


   
Made in us
Fixture of Dakka






Sacramento, CA

I hate those dice, with icons on 1 & 6.

-Emily Whitehouse| On The Lamb Games
 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

 Cyporiean wrote:
I hate those dice, with icons on 1 & 6.


Zombies Bad (1)
Molotovs Good (6)

If you don't like them, I'll be more than perfectly happy to give your sets a perfectly loving home, and reimburse you for postage.

   
Made in ie
Fixture of Dakka






New Zombie Rules

Season 3 - Rue Morge
Skinner Zombies: Just like standard zombie types, but when you kill them you spawn a Crawler for each "1" you roll.
Crawlers: Half a zombie, just like a standard zombie but last in the targeting priority list.
A-Bomb Abomination: Just like a standard abomination, but at the end of his activation he pulls all adjacent Survivors to his zone.

Angry Neighbours
Seeker Zombies: All Seekers on the board get an activation whenever a Seeker spawn card is drawn.

VIP - Very Infected People
VIP Walkers: Just like normal walkers. When you kill one you can keep it on your card. If you discard a set of 5 VIPs with different sculpts you get a pimpweapon of your choice.


VIP rules are interesting but if they displace equipment it's a bit of a risk to collect all 5. There are at least 10 different VIP sculpts and Seekers only come in one type so no seeker runners or fatties.

I like the dice - I wouldn't pay extra for them but if they are putting them in as stretch goals I'll take em pity the green and blue ones were part of a game night box.

This message was edited 2 times. Last update was at 2014/06/29 20:44:47


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

I don't think they would displace cards. I'm guessing is you put the acutal models on your card to keep track, like tokens.

   
Made in us
[SWAP SHOP MOD]
Robot Cat






OH-I Wanna get out of here

Who is Lucius supposed to be, Leon the Professional?
   
 
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