Marvel Zombies: A Zombicide Game – Clash of the Sinister Six
Marvel Zombies: A Zombicide Game – Clash of the Sinister Six Rulebook
Table of Contents
Table of Contents
Game Contents
- 4 double-sided board tiles
- 14 miniatures:
- 6 Super Heroes: Venom, Mysterio, Black Cat, Kraven, Scorpion, Sandman
- 6 Zombie Heroes: Green Goblin, Lizard, Vulture, Electro, Doctor Octopus, Rhino
- 2 Bystanders: Gwen Stacy, Flash Thompson
- 6 tokens: 3 base tokens for the zombie team and 3 base tokens for the living team
- 52 cards: 12 zombie team cards and 12 living team cards
- Cards for Hero Mode (requires the base box of Marvel Zombies: X-Men Resistance): 2 Bystander cards, 6 Zombie Hero cards, 6 Super Hero identification cards
- Cards for Zombie Mode (requires the base box of Marvel Zombies): 2 Bystander cards, 6 Super Hero cards, 6 Zombie Hero identification cards
New Board Modules
This expansion adds two new double-sided board modules. On one side of the tiles included in this expansion is the New York subway station, with platform, offices, shop, subway tracks and railway cars. On the other side is Central Park.
Metro Station
- Offices, the shop and railway cars are building zones; each zone counts as a room.
- The station and the subway tracks count as outdoor zones, following the same rules as street zones. Zones are divided by linear markings on the ground.
- The subway train is a building consisting of 2 rooms.
- Each railway car is a separate building zone.
Central Park
- All zones in Central Park count as street zones.
- Stage: The stage zone is closed on the back and sides. This means that movement and line of sight are possible only through the front side of the stage.
- Fountain: Entering the fountain zone is impossible. However, the fountain does not block line of sight.
Line of sight and movement examples from the rulebook:
- From its railway car, Black Cat can see Sandman in the railway car opposite, across the platform.
- Black Cat can see Electro in the adjacent railway car, but cannot see Brute in the railway car behind it.
- Kraven can see a Walker in the first room, but not Vulture in the room behind it.
- Kraven can see Lizard in the railway car across the platform and the subway tracks.
- Venom can move and see all zones around him, though he cannot enter the fountain zone and, as always, no diagonals!
- Venom has line of sight through the fountain to Rhino, who is 5 zones away.
- Scorpion's line of sight and movement are limited by the open side of the stage.
Team vs Team Mode
In Team vs Team mode, from 2 to 8 players take part in a competitive game divided into 2 opposing teams: a living team of 3 or 4 Super Heroes and a zombie team of 3 or 4 Zombie Heroes. The teams compete by attacking each other and holding objectives, in order to accumulate enough victory points to win the game.
Each team uses the components and rules from its corresponding base box, with the exceptions detailed in the following sections:
- The zombie team uses the rules and components of Zombie Mode from the Marvel Zombies box.
- The living team uses the rules and components of Hero Mode from the X-Men Resistance box.
Each team also relies on its own minions, controlled by the players:
- Zombie team minions: Walkers, Runners and Brutes.
- Living team minions: Soldiers, Specialists and Guards.
Setup
- Choose a mission from the "Team vs Team" missions section of this rulebook. Each mission states whether to play with 3 or 4 heroes per team, regardless of the number of players.
- Place the tiles and tokens as shown on the mission card. Each team has its own base tokens, regular spawn points and base objectives (colored objective tokens, placed during setup), in the matching color: blue for the living team and green for the zombie team.
- Place the minion miniatures of each team in the zones indicated on the mission card.
- Place a random Bystander miniature on each Bystander symbol on the tiles. Then take the corresponding Bystander cards for Zombie Mode and Hero Mode, and place them face up next to the game board, beside the corresponding teams. Any remaining Bystander cards will not be used.
- Return the following cards to their decks, reshuffle, and place them face down next to the game board, beside the corresponding teams (blue cards with the living team, green cards with the zombie team). Remove the indicated cards from each deck before shuffling:
- Team decks: Each team draws 2 cards and places them face down next to its deck.
- Attribute decks: Remove the Ambush! card from both decks.
- Spawn decks: For the zombie team, use the Zombie Horde spawn deck from Hero Mode. For the living team, use the S.H.I.E.L.D. Agents spawn deck from Zombie Mode.
- Remove the following cards from the Zombie Mode deck:
- 6 Super Hero cards
- 4 Extra Activation cards
- 2 Accompanying Bystander cards
- 2 "Open Fire!" Soldier cards
- 2 "Drop In!" Specialist cards
- Remove the following cards from the Hero Mode deck:
Round Structure
The round structure differs from the base game and includes the following phases:
- Player Phase: The team with the Avengers Sign token plays first and activates any 1 of its heroes. Then the other team chooses and activates any 1 of its heroes. Both teams continue to take turns activating heroes until all heroes have finished. When all heroes have been activated, the Minion Phase begins.
- Minion Phase: Each team activates all of its minions (S.H.I.E.L.D. agents and zombie hordes), moving them toward the opponent's base line. Minions do not attack during activation.
- Scoring Phase: The teams determine which team controls each red objective, and score victory points according to the scoring rules described on page 8 of the rulebook.
- Spawn Phase: Each team creates 1 Walker / Soldier on each of its base tokens. Then each team draws 1 Spawn card for each of its spawn points, starting with the colored spawn points (blue for the living team, green for the zombie team) and continuing in order with the red ones.
- End Phase: Each team plays 2 Team cards. The Avengers Sign token passes to the other team. A new round begins.
Diagram labels for the board: 1 – Living team base line; 2 – Living team base; 3 – Living team objective; 4 – Living team spawn point; 5 – Zombie team base line; 6 – Zombie team spawn point; 7 – Zombie team objective; 8 – Zombie team base.
NOTE: For all skills and abilities, treat the enemy's phase as any moment when the opposing team acts (activation or spawning of heroes or minions).
Basic Rules
Each team uses the rules of its corresponding game mode, with the following changes.
Winning and Losing
Both teams fight each other, destroying enemy heroes and minions and trying to control objectives with their miniatures in order to score victory points. The game ends when any team reaches the last space of its victory point track (43 VP).
- 3 VP – Control of each red objective (see Scoring Phase).
- 1 VP – A minion moves onto the enemy base (see Minion Phase).
- 3 VP – Destroying an enemy hero (see Combat).
Team Cards
Each team has a deck of Team cards that it can use to catch its opponent off guard and adjust its strategy.
- Both teams start the game with 2 Team cards, and each team draws 2 additional cards during the End Phase of each round.
- Team cards belong to the whole team. They are kept face down, hidden from the opposing team. All players on a team may look at them, since they can be used by any of the team's heroes.
- Each hero may use only 1 Team card during its turn.
- A Team card gives +3 experience points to the hero who uses it.
- Zombie Heroes may use a Team card even while in the "Hungry" state.
Heroes
- Once during its turn, a hero in a zone containing an enemy team's base objective (blue or green objectives) may spend 1 Action and choose one type of minion from its team: all minions of that type perform an extra activation, moving toward the enemy's base line. Base objectives of a team do not give victory points and can never be collected.
- Each hero ability may be used only once per round.
- Whether used during the hero's own turn, outside its turn, or as a consequence of another minion's or hero's action, an ability can be used only once during each round.
Hero attacks may target only heroes or minions of the enemy team. When a hero attacks, minions belonging to its own team are always ignored. Remember that only heroes attack; minions never do.
Each point of a hero's health is considered to have Toughness 2. This means that 2 hits are required to inflict 1 Wound on a hero.
When attacking a zone, players must choose, before rolling dice, whether they want to attack the minions or the heroes present there. A single attack can never affect both minions and heroes. If they choose to target minions, they follow the usual target priority, ignoring heroes:
- Brute > Walker > Runner
- Guard > Soldier > Specialist
If they choose to target heroes, they may distribute the hits among the heroes as they wish.
Any hero may discard a Bystander card to ignore 1 Wound it would receive. This does not trigger the "Devour Bystander!" effect, so Super Heroes do not lose their strength or any attributes.
When a hero destroys an enemy minion, it gains 1 experience point. When a hero destroys an enemy hero, it gains 5 experience points, and its team earns 3 victory points. Use the victory point track to keep score for each team.
When a hero is eliminated, discard all attribute cards and Bystander cards from its board, and reset its strength / hunger indicator to zero. The eliminated hero chooses any one of its team's base tokens, where it immediately appears. It recovers its health to 3, but keeps its activation token on the same side it was on.
Bystanders
- All Bystanders start the game face up.
- Bystanders never move.
- Combat Bystanders are treated as Peaceful Bystanders, so they never attack or defend.
- As an action, a Zombie Hero may Devour a Bystander in its zone, even if enemies are in that zone, ignoring target priority. This is not an attack, and no dice roll is required.
- As an action, a Super Hero may Save a Bystander in its zone, even if enemies are in that zone.
- Both Super Heroes and Zombie Heroes may discard their Bystander card to ignore 1 Wound they would receive. Super Heroes are never affected by the "Devour Bystander!" effect, even when they discard their Bystander card to ignore a Wound.
Round Phases in Detail
Minion Phase
- Minions do not attack enemy minions, heroes or Bystanders when they activate.
- The only possible action of a minion is to move toward the enemy base by the shortest open path.
- When moving, minions ignore Bystanders and enemy minions or heroes.
- Moving minions are not hindered by enemy minions or heroes in their zone.
- Each time a minion reaches a zone on the opponent's base line, it is immediately removed from the game board, and its team gains 1 victory point.
Scoring Phase
Both teams use their minions and heroes to control the red objectives on the game board. Objectives are never collected. In the Scoring Phase of each round, compare the total number of minions and heroes each team has in each red objective zone.
- The team with the most miniatures in a red objective zone controls that objective and scores 3 victory points.
- If both teams have the same number of miniatures there, both teams control the objective and each scores 3 victory points.
- If neither team has any miniatures in a red objective zone, no one scores for that objective.
Example 1: During the Scoring Phase, the living team has 4 miniatures trying to control the central red objective, while the zombie team has only 2 miniatures. The living team controls the red objective and scores 3 victory points.
Example 2: Both teams have 2 miniatures trying to control the central red objective, so both teams score 3 victory points during the Scoring Phase.
Spawn Phase
- Both teams spawn 1 Walker or Soldier on each of their base tokens. The living team spawns Soldiers, while the zombie team spawns Walkers.
- Then each team draws 1 Spawn card for each of its spawn points, starting with the colored spawn points (blue for the living team, green for the zombie team) and continuing in order with the red spawn points.
- The more experienced a team is, the more reinforcements it can field against its opponents. For this reason, each team reads the row matching the highest danger level among its own heroes, not the enemy's heroes.
Example: Sandman is the most experienced of the living heroes currently alive, at Orange danger level. So when the living team draws this card, it spawns 8 Soldiers on its own spawn point.
NOTE: Warning-symbol spawn icons on the tiles are not used in Team vs Team mode.
Optional Rule: Eternal Death
Players who have experience with different heroes and with Team vs Team mode may add more variety by using the Eternal Death rule. Whenever a hero is destroyed, simply remove them from the game instead of having them respawn. Select another hero and place their miniature on one of the base tokens of their team, as usual. The new hero keeps the same experience as the eliminated hero, and their activation token remains on the same side it was on.
Team vs Team Missions
MTVT1 – Skirmish in the Park
Heroes: 3 vs 3
Rumor has it that during the zombie outbreak in Central Park, the Infinity Stone was lost. Both Super Heroes and Zombie Heroes can use this precious item either to stop the zombies or to increase their own power! Control of the Park is of enormous importance to the dominant team, which will have more time to search for the stone.
Board tiles needed: 6R, 7R, 29R, 32R
Components:
- 3 living team spawn points
- 3 zombie team spawn points
- 6 open doors
- 4 Bystanders
- 3 objectives
- Base objective of the zombie team
- Base objective of the living team
- 2 living team bases
- 2 zombie team bases
- 6 Soldiers, 2 Specialists, 3 Guards
- 6 Walkers, 2 Runners, 3 Brutes
- Base line of the living team
- Base line of the zombie team
MTVT2 – Clash in the Metro
Heroes: 3 vs 3
Some stations of the New York subway have become refuges for survivors. Others are crawling with zombies. Both teams have dug in and are now fighting for a long-term goal: control of the entire city's subway. Therefore, the clashes for control take place station by station.
Board tiles needed: 29V, 30V, 31V, 32V
Components:
- 3 living team spawn points
- 3 zombie team spawn points
- 8 open doors
- 10 Bystanders
- 3 objectives
- Base objective of the zombie team
- Base objective of the living team
- Living team base
- Zombie team base
- Soldiers (6), Specialists, Guards (3)
- Walkers (6), Runners (2), Brutes (3)
- Base line of the living team
- Base line of the zombie team
MTVT3 – The Evil Streets of Manhattan
Heroes: 4 vs 4
Manhattan is a huge place where many people are still hiding. Taking control of the streets will give the winning team time to find them (to protect them or to devour them). The main thing is that the island is enormous! This is the decisive clash for control over the city.
Board tiles needed: 1R, 4V, 5R, 6R, 7R, 9V
Components:
- 6 Bystanders
- 3 sealed doors
- 4 living team spawn points
- 4 zombie team spawn points
- 2 living team base objectives
- 2 zombie team base objectives
- 4 objectives
- 18 open doors
- 3 living team bases
- 3 zombie team bases
- 8 Soldiers, 3 Specialists, 4 Guards
- 8 Walkers, 3 Runners, 4 Brutes
- Base line of the living team
- Base line of the zombie team
Special rules:
- Locked. Blue and green doors cannot be opened.
- Landmarks. Each controlled red objective gives only 2 VP instead of 3 VP during the Scoring Phase.
Hero Mode Missions
To play these missions, the rules and components found in the base box of Marvel Zombies: X-Men Resistance are required.
MH1 – View of the Park
Difficulty: Hard / 120 minutes
The view of Central Park is absolutely beautiful at this time of year. Unfortunately, it's full of zombies! Although the subway may be a cleaner place to live. I never thought I'd say that, but let's clean up this park just enough so we can come back if needed. Then we'll go down into the subway.
Board tiles needed: 2V, 3R, 29R, 30R, 31R, 32R
Objectives: Clear the park. Complete these objectives in order:
- Collect the blue and green objectives.
- Bring all Super Heroes to Red danger level.
- Escape through the exit with all Super Heroes. A Super Hero may freely leave this zone at the end of its turn, if there are no enemies in it.
Special setup:
- Horde. Place 8 Walkers, 2 Brutes and 2 Runners as shown on the card.
- 5-6 Super Heroes. The green and blue spawn points are used only in games with 5 or 6 Super Heroes. They are active from the start of the game.
Components (as shown on the mission card): Super Hero start zone; 8 Walkers; 2 Brutes; 2 Runners; 4 spawn points, plus 2 more spawn points for 5-6 Super Heroes; Avengers Sign token; exit zone; 7 objectives (blue, green and red). The card also shows a Bystander card icon whose label is not legible in the PDF.
Special rules:
- Hide and seek with Bystanders. Bystanders appear only when a Super Hero enters their zone.
- Consumables. Each objective gives 5 experience points to the Super Hero who collects it.
- Experienced heroes. The green objective can be collected only after any Super Hero reaches Orange danger level.
- Veteran heroes. The blue objective can be collected only after any Super Hero reaches Red danger level.
MH2 – We Go Down
Difficulty: Hard / 30 minutes
We went down, but the zombies followed our trail. In the subway we found many people in desperate need of help. We must do everything possible to keep the few remaining survivors safe.
Board tiles needed: 29V, 30V, 31V, 32V
Objectives: Hide them. Keep them safe. Complete these objectives in order:
- Rescue 8 Bystanders (9 with 5-6 Super Heroes).
- Escape through the exit with all Super Heroes. A Super Hero may freely leave this zone at the end of its turn, if there are no enemies in it.
Special setup:
- Overcrowded subway station. All 10 Bystanders on the map are already revealed.
- Unfriendly villains. Place Vulture and Green Goblin in the indicated zones, with their Zombie Hero cards placed face up next to the game board.
- You can't escape! Remove both Bystander cards from the Spawn deck.
- 5-6 Super Heroes. The green spawn point is used only in games with 5 or 6 Super Heroes. It is active from the start of the game.
Components (as shown on the mission card): Super Hero start zone; Green Goblin; Vulture; 10 Bystanders; 2 spawn points, plus 1 spawn point for 5-6 Super Heroes; 10 open doors; 4 Walkers; 2 Runners; 2 locked doors (blue and green); 4 sealed doors; exit zone; respawn zones (red-striped and yellow-striped).
Special rules:
- Locked doors. The 4 closed red doors cannot be opened. The blue and green doors open only when the "Surprise!" effect triggers (see below).
- Special diet. Vulture and Green Goblin always choose Bystanders as their primary targets, ignoring Super Heroes (they never attack Super Heroes). Each time they enter a zone with Super Heroes, each Super Hero there loses 1 STRENGTH.
- Tough villains. When Vulture is destroyed, make its spawn, in the zone highlighted in yellow, during the following End Phase. When Green Goblin is destroyed, make its spawn, in the zone highlighted in red, during the following End Phase.
- Surprise! When a Bystander is rescued, roll a die. On a 1, immediately open the blue and green doors. When only 2 Bystanders remain in the central locked room, if the blue and green doors are still not open, immediately open them.
- Unmoving and safe. Bystanders do not move. Each Bystander gives 5 experience points to the Super Hero that rescues them.
- They keep arriving! During each End Phase, create 1 Walker in each designated zone.
- 5-6 Super Heroes. Super Heroes must rescue 9 instead of 8 random Bystanders to complete their objective.
Zombie Mode Missions
To play these missions, the rules and components found in the base box of Marvel Zombies: A Zombicide Game are required.
MZ1 – Social Center
Difficulty: Medium / 90 minutes
The park is a great place for a picnic! On today's menu we have brains! But these annoying living creatures are smarter than they look, and they hid pretty well, waiting for someone to save them. We need to learn their secret password to gain their trust and lure them out of hiding.
Board tiles needed: 6V, 8V, 9V, 30R, 31R, 32R
Objectives: Picnic in the park. Complete these objectives in order:
- Find the green objective.
- Each Zombie Hero must devour at least 1 Bystander.
- Run through the exit with all Zombie Heroes. A Zombie Hero may freely leave this zone at the end of its turn, if there are no enemies in it.
Special setup:
- Secret password. Place the green objective randomly, face down, among the red objectives.
- Super trap! Place the Bystander card "Secret Mission No. 1" randomly among the 6 Bystander cards that start on the game board.
- Hide. Remove both "Rescued!" cards from the Bystander deck.
- 5-6 Zombie Heroes. The green spawn point is used only in games with 5 or 6 Zombie Heroes. It is active from the start of the game.
Components (as shown on the mission card): Zombie Hero start zone; 3 spawn points, plus 1 spawn point for 5-6 Zombie Heroes; 4 objectives; 6 Bystander cards; exit zone.
Special rules:
- Secret words. Each objective gives 5 experience points to the Zombie Hero who collects it.
- Which password? Bystanders can be discovered only after the green objective is collected. Then Bystanders are discovered only when a Zombie Hero enters their zone.
- Summoning reinforcements! When the Bystander card "Secret Mission No. 1" is revealed, immediately create 1 Super Hero at the first spawn point.
- Multitalented. Each Bystander gives 5 experience points to the Zombie Hero who devours it.
MZ2 – Undermined Efforts
Difficulty: Hard / 60 minutes
Most of the living are trapped in the subway. They have no way out! But like an animal cornered, if there is no escape, they will fight! We must be careful not to lose our vigilance. The hunted can become the hunter.
Board tiles needed: 29V, 30V, 31V, 32V
Objectives: Hunt. Complete these objectives in order:
- Collect all 6 objectives.
- Run through the exit with all Zombie Heroes. A Zombie Hero may freely leave this zone at the end of its turn, if there are no enemies in it.
Special setup:
- 5-6 Zombie Heroes. The green spawn point is used only in games with 5 or 6 Zombie Heroes. It is active from the start of the game.
Components (as shown on the mission card): Zombie Hero start zone; 3 spawn points, plus 1 spawn point for 5-6 Zombie Heroes; 10 Bystander cards; 6 objectives; closed door; exit zone.
Special rules:
- Snacks. A Zombie Hero that collects an objective gains 5 experience points and reduces its Hunger by 1. When an objective is collected, roll a die. On a 1 or 2, create 3 Soldiers in this zone.
- Not that man. When a Bystander is discovered, roll a die. On a 1 or 2, do not place this Bystander. Instead, draw a spawn card for this zone.
Team vs Team Rules Summary
Scoring: The first team to score 43 VP wins.
- 3 VP – Control of each red objective
- 1 VP – A minion moves onto the enemy base
- 3 VP – Destroying an enemy hero
Round structure:
- Player Phase: The team holding the Avengers Sign activates 1 hero. The teams take turns activating heroes until all heroes have been activated.
- Minion Phase: Activate all minions, moving them toward the enemy base line. Minions do not attack; they only move. If a minion reaches the enemy base line, it is removed and its team gains 1 VP.
- Scoring Phase: The team with the most miniatures in each red objective zone scores 3 VP. If the teams are tied, both score 3 VP.
- Spawn Phase: Each team creates 1 Walker / Soldier on each of its base tokens. Each team draws 1 Spawn card for each of its spawn points, reading the row for the highest danger level among its own heroes.
- End Phase: Each team draws 2 Team cards. The Avengers Sign passes to the other team.
Base rules:
- Team cards: Teams start with 2 Team cards. Each hero may use 1 Team card per turn, gaining 3 experience points. Zombie Heroes may use Team cards even when Hungry.
- Heroes: Once per turn, a hero may spend 1 Action while in a zone with an enemy base objective to activate all minions of one type from its team. Each hero ability can be used only once per round. A hero never has more than 3 Health.
- Bystanders: Bystanders never move or attack. A hero can rescue or devour a Bystander by spending 1 Action, even if enemies are in the zone. Any hero may discard a Bystander card to ignore 1 Wound it would receive.
- Combat: 2 hits are required to inflict 1 Wound on a hero. Each attack may target either the minions or the heroes in a zone, never both. Attacks on minions follow the target priority. Destroying an enemy hero gives 5 experience points to the hero and 3 VP to the team. Destroyed heroes immediately reappear on their team's base token, without any Attribute, Bystander or Strength / Hunger cards.