Zombicide Cheat Sheet

Zombie Phase

  1. Giants: throws zombie (not a Dragon or Giant) 2 zones towards nearest survivors

  2. Deadeyes: Attack largest or noisiest group of survivors within line of sight, range 0-3. 

  3. All zombies (sans Deadeyes that have attacked & Dragons): Take 1 action

    1. Crowz: Can move up to 3 squares, ignores all obstacles

    2. Ratz: Can move up to 2 squares, ignores obstacles except walls & doors

  4. Wolfz, Giants, & Runners: Take 2nd action

  5. Wolfz: Take 3rd action.

  6. Dragon: Special Attack at Range 0-1 or Dragon stomp to tile w/ most survivors 

  7. Draw Zombie Cards: 

    1. Ratz & Fatty Bursters: Gain extra activation for every card of their type drawn. 

Target Priority

Zombie

Attack

Minimum dmg to kill

XP

1

Survivor (misses from ranged, magic, & siege attacks)

none

2

Dragon/Giant

Special

2 dmg

1 + Vault 

3

Crow/Rat

1 dmg 

1 dmg

1

4

Orc Walker

2 dmg

1 dmg

1

Tainted Walker

2 dmg

1 dmg (if killed at Range 0, makes a final melee atk)

1

Walkers & Deadeyes

1 dmg

1 dmg

1

Spectral

1 dmg

1 dmg (via magic, ballista, Vault, or dragon fire)

1

5

Orc Fatty

3 dmg

2 dmg

1

Fatty

1 dmg

2 dmg 

1

Fatty Burster (will explode to attack)

2 dmg to all in zone 

2 dmg (will explode if killed) 

1

Abomination

Special

3 dmg/ Dragon Fire

5

6

Runners

1 dmg

1 dmg

1

7

Wolf

1 dmg

1 dmg

1

8

Orc Necromancer

2 dmg

1 dmg 

1

Other Necromancer

1 dmg + card effects

1 dmg

1

Abominations 

Name

Attack

Special Rules

Ablobination

1 dmg, ignores Armor

Makes 1 attack on single survivor at Range 0-1, then attacks ALL survivors within range 0-1, unless blocked by obstacle or line of sight.

Abominalpha

1 dmg, ignores Armor

3 actions per activation (follows Wolf rules). While on the board, all Runner spawn cards spawn Wolfz instead.

Abominabunny

Kills all survivors in zone

Can only be killed by Dragon Fire

Abominarat

1 dmg, ignores Armor

Spawns 1 zone away with clear passage from noisiest zone on board

Abominataur

2 dmg, ignores Armor

Destroys walls & doors when moving 

Abominatroll

1 dmg, ignores Armor

3 Actions per activation if it has line of sight on a survivor (follows Wolf rules)

Chromatiz

3 Dmg (or 2 if male survivors within line of sight), ignores Armor

3 Actions per activation, or 2 if there’s a female survivor within line of sight. 

Doom and Gloom

1 Dmg, ignores Armor

Spawn w/ Lord of Skulls, only leave him if survivor w/in line of sight. 

Moves up to 2 zones per activation.

Gorgomination

1 Dmg, ignores Armor

Appears on the noisiest building zone on the board, or closest building zone to it. Ignores all obstacles and walls.

Horde Brother

3 Dmg, ignores Armor

When it spawns, place any Abomination from reserves into the Horde (if none available, Horde brother gains extra activation) 

Magenta Cofefe of Aargh

1 Dmg, ignores Armor

Survivors within line of sight, but not the same zone, must spend extra action to move

Orc Abomination

3 Dmg, ignores Armor

none

Tainted Abomination

3 Dmg, ignores Armor

If killed at range 0, makes a final melee attack (armor check allowed)

Siege Breaker

1 Dmg, ignores Armor (destroys siege engines)

Always moves to nearest siege engine. 

Swamp Lurker

1 Dmg, ignores Armor

Cannot be killed in Water Hole

Swamp Troll

1 Dmg, ignores Armor

Spawns in water hole closest to a survivor

Vault Warden

1 Dmg, ignores Armor

Killing grants a random Vault Weapon

Werezombie

1 Dmg, ignores Armor

If killed, replace with new Abomination (if none available, all Abominations on board gain extra activation)

Wolfbomination

1 Dmg, ignores Armor

3 Actions per activation (following Wolfz rules)

Giants and Dragons

Name

Attack

Special Rules

Feral Dragon

Target zone with most survivors, Range: 0-1 (including diagonal). 

If the zone is NOT a waterhole, resolve the effects of a Dragon Stomp (sans the moving and debris card). 

Can only be killed by ballista and attacks listed on Vulnerability card 

Dragon Stomp: If no attack possible, move to tile with most survivors. 

After move or spawn, place the dragon on the center zone of the tile.

If new zone is a building, remove all objective tokens, then draw and place a debris card. Kill all zombies on the zone. Resolve a compass roll for all survivors and siege weapons in the zone. If possible, move all survivors and siege according to the roll. Unmoved survivors take 2 wounds, ignoring armor. Unmoved siege weapons are destroyed. 

Necromatic Dragon

Target zone with most survivors, Range: 0-1 (including diagonal). 

Draw and resolve a zombie spawn card (spawned zombies do not activate this round). If card is a dragon, discard and draw another. 

Zombie Giant

1 Dmg, Range 0-1

Has line of sight over obstacles and buildings, but not thru walls or doors. Will throw a zombie (not Dragon) 2 zones toward survivors before activating. 2 Actions per activation.  

Trebuchet: 3 action to move, 3 actions to fire. Can be fired at any zone or the Horde regardless of line of sight. Accuracy increases by 1 if target zone is in any survivor’s line of sight.  

Ballista: 2 actions to move, 2 actions to fire. Make attack roll for each zone in a straight line from the ballista to a wall or the edge of the board. Ballista will kill all struck targets regardless of type. Accuracy increases by 1 for each zone is in any survivor’s line of sight.

Hedges: Blocks line of sight. If a survivor crosses a hedge to a zone that’s out of the survivors’ line of sight, roll a die. On a 1, place an Orc Walker there. 

Barriers: Blocks movement, but not line of sight or ranged attacks. If a barrier blocks a zombies only route to their target zone, they will destroy it before activating. 

Water Hole: Blocks the use of dragon fire. If a siege engine enters a Water Hole, it is destroyed. 

Familiars: 

  • If on the same zone as their handler, can move for free to keep pace with them. 

  • Survivors can spend their own actions to activate their familiar instead. 

  • Will die if they receive a single wound.  

  • If it has the ability, it can perform a search, even if they’re handler has already done so.

  • Can hold, but not use, one item found during a search. 

  • Bird’s Eye View: Has line of sight over buildings and hedges, but not into walls and closed doors. 

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