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Marvel Zombies: A Zombicide Game – Hydra Resurrection

Expansion for Marvel Zombies: A Zombicide Game

Marvel Zombies: A Zombicide Game – Hydra Resurrection Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Components
  • The Basics
  • Large Rooms
    • Line of Sight
  • Multiple Floors
  • Movement
  • Stairs
  • Red Skull
  • Hydra Soldiers
  • Fuel Canisters
  • Fire
  • Missions: Red Skull
    • MRS1 – Many Heads, Many Problems
    • MRS2 – No Heads, No Problems
    • MRS3 – Retaking the Helicarrier
    • MRS4 – Hydra, Here, There and Everywhere
  • Missions: Hero Mode
    • MH1 – Escape from the Nightmare Prison
    • MH2 – Explosive Forced Evacuation
    • MH3 – Through the Dimensions
    • MH4 – Clean-Up Operation
  • Missions: Zombie Mode
    • MZ1 – Free-Roaming Lab Rats
    • MZ2 – Storming the Hydra Base
    • MZ3 – Fury in the Slaughterhouse
    • MZ4 – Foodsharing for the Undead
  • Round Overview – Hydra Resurrection
    • Large Rooms
    • Multiple Floors
    • Stairs
    • Red Skull and Hydra Soldiers
    • Target Priority Overview

Introduction

Hydra Resurrection is an expansion for Marvel Zombies: A Zombicide Game. This rulebook covers only the expansion's own rules and the rules it changes; it is used together with the base game rulebook.

Components

  • 6 map tiles (double-sided)
  • 25 figures:
    • 4 Super Heroes: Black Widow, Ant-Man, Vision, She-Hulk
    • 2 Side Characters: Maria Hill, Nick Fury
    • 4 Zombie Heroes: Quicksilver, Loki, Falcon, Hawkeye
    • 15 Enemies: 14 Hydra Soldiers and Red Skull
  • 12 markers
  • 9 door markers
  • 3 fuel canister markers
  • 1 fuel canister overview card
  • 6 Red Skull action cards

Components for Zombie mode (requires the base game Marvel Zombies):

  • 2 Side Character cards
  • 4 Super Hero cards
  • 4 Zombie Hero character sheets
  • 7 Hydra Soldier spawn cards

Components for Hero mode (requires the base game Marvel Zombies: X-Men Resistance):

  • 2 Side Character cards
  • 5 Zombie Hero cards
  • 4 Super Hero character sheets
  • 7 Hydra Soldier spawn cards

The Basics

This expansion can be played in either Zombie mode or Hero mode. Some special rules and components included in the expansion can be used in both modes. Therefore, the following rules apply to both modes:

  • The heroes you control are called player heroes. In Zombie mode, the term player heroes refers to Zombie Heroes; in Hero mode, it refers to Super Heroes.
  • The heroes controlled by the game are called opposing heroes. In Zombie mode, the term opposing heroes refers to Super Heroes; in Hero mode, it refers to Zombie Heroes.
  • Street zones are also called outdoor zones.
  • Building zones are also called indoor zones.

Large Rooms

Large rooms consist of several zones. In large rooms, zones are separated by floor markings and walls.

Example: these 2 indoor zones form one large room.

Line of Sight

In a large room, line of sight runs in a straight line through an unlimited number of zones. Line of sight cannot run diagonally. Line of sight does not run into an adjacent room, unless the figure is in a zone that shares a passage with the adjacent room. Line of sight from adjacent zones into a large room always extends only 1 zone into the room.

Examples (from the rulebook's illustrations):

  • In a large room, Vision can see several zones in a straight line.
  • The zones in the hallway form one large room. Black Widow's line of sight runs in a straight line through several zones, but not into the large room behind the passage.
  • Because She-Hulk stands in a zone that shares a passage with the adjacent zone, she can see into the adjacent room. In the hallway she can see in all directions except diagonally!
  • These corridors are also indoor zones. Together they form a large room that extends across several map tiles.
  • This is a zone in a large room consisting of 3 zones. Ant-Man can see into the first zone of the adjacent large room, but no further.

Multiple Floors

A floor is only considered active as long as at least one player hero is on that floor. This has two effects:

  • If at the end of the player phase no player heroes are on a floor, all revealed Side Characters on that floor are defeated (in Hero mode, this triggers the "Side Character devoured" effects).
  • If during the opposing phase no player heroes are on a floor, the Enemies on that floor are not activated. No spawn cards are drawn for the active spawn markers of that floor either.

Example: In a Hero mode game, during the opposing phase all Super Heroes are on the lowest floor of the Helicarrier. The Enemies, Side Characters and spawn markers on that floor are active as usual. Because there are no Super Heroes on the upper floor, Loki and the Hydra Soldier are not activated. No card is drawn for that spawn marker either.

Movement

In large rooms, movement from one empty zone to another is not restricted. However, figures still cannot move diagonally in large rooms.

Example: Loki can move into any adjacent zone.

Remember: no diagonal movement!

Stairs

IMPORTANT: There is no line of sight between different floors.

Figures can move between floors using stairs. Stairs are not zones in which figures can stop. They only represent the connection between the floors. Figures in a zone adjacent to a staircase can move 1 zone to use the staircase. As part of this movement, they may move into a zone on another floor that is adjacent to a staircase. Enemies can also use stairs, but only if they cannot see anyone on their own floor and their nearest target is on another floor.

IMPORTANT: Whenever a player hero enters a floor for the first time, all Enemies and Side Characters indicated in the entered room and in connected open rooms are immediately spawned.

Red Skull

"Freedom is only for the one who commands the masses! All others must be slaves!"

Red Skull sees the zombie apocalypse as just another way to expand his power. So far he has been spared by the virus, yet he still commands his soldiers, even though they have already joined the ranks of the undead. In this expansion you will witness Red Skull's frightening power. He will oppose you in the Red Skull missions with special rules.

Red Skull can also be added to any other mission as an opponent. To do so, shuffle his Super Hero card into the Super Hero deck in Zombie mode, or his Zombie Hero card into the Zombie Hero deck in Hero mode. Place his shuffled action card deck next to the game board. Without the special rules of the Red Skull missions, Red Skull, once defeated, can only spawn again if he is drawn again from the Super Hero or Zombie Hero deck.

Treat Red Skull as an opposing hero. Like all opposing heroes, Red Skull has 2 actions per activation. However, he differs from them in the following rules:

  • Red Skull counts as LAST in the target priority order.
  • Red Skull can attack from 1 zone away. This means that if he would move, but has line of sight to any target in a zone within Range 1, he attacks that zone instead of moving. If he has line of sight to several such zones, you decide which one he attacks.
  • Whenever Red Skull is in the game, shuffle his action card deck and place it face down next to the game board. At the start of the opposing phase, draw the top card of the action card deck and resolve it. If the action card deck is empty, shuffle all discarded cards into a new deck.

Note for Zombie mode: the Hydra Soldiers follow Red Skull's orders. That is why they fight against the Zombie Heroes even though they are themselves zombies. Hydra has also infiltrated S.H.I.E.L.D., so the two now fight side by side. For this reason, Hydra Soldiers act like the foot soldiers, guards and specialists. In Zombie mode, Hydra Soldiers therefore ignore Side Characters and also do not attack S.H.I.E.L.D. Agents (and vice versa).

Hydra Soldiers

"Heil Hydra! Eternal Hydra! Let no one destroy us! And if one of us is cut off, two more will grow back! We serve no one but the Master! Soon the whole world will serve us! Heil Hydra!"

As with all other zombified humans, the mental abilities and skills of the Hydra Soldiers have remained intact. They are equipped with rifles and act under the rule of Red Skull. For Super Heroes and Zombie Heroes alike, these zombies are a problem. The Hydra Soldiers have particularly nasty tricks up their sleeves.

Hydra Soldiers can also be added to any other mission as Enemies. To do so, simply shuffle their spawn cards into the spawn deck. Whenever you play with the Hydra Soldiers, you should also add Red Skull to the mission (see Red Skull above).

Treat Hydra Soldiers as Enemies.

  • Actions: 1
  • Toughness: 1
  • XP Reward: 1
  • Hydra Soldiers count as LAST in the target priority order. However, if they are in a zone with Red Skull, they are attacked before him.
  • Hydra Soldiers can attack from 1 zone away. This means that if they would move, but have line of sight to any target in a zone within Range 1, they attack that zone instead of moving. If they have line of sight to several such zones, you decide which one they attack.

Fuel Canisters

Fuel canisters are interactive objects that you can use to defeat entire waves of Enemies.

A player hero in a zone with a fuel canister may spend 1 action to throw the canister into a zone within Range 1–2. Place the canister in the target zone and roll a die.

  • 1–2: Nothing happens.
  • 3+: The canister explodes. All figures in the zone are defeated. Flip the marker to its fire side.

If a player hero attacks a zone with a canister, they may also choose the canister as a target (ignoring target priority). If the canister is assigned a hit, it explodes and all figures in the zone are defeated. Then flip the marker to its fire side.

Fire

  • Whenever a player hero ends an action in a zone with fire, they suffer 1 Wound.
  • Opposing heroes suffer no effect from fire.
  • Other Enemies (zombie hordes, S.H.I.E.L.D. Agents, etc.) and Side Characters are defeated when they enter a zone with fire (in Hero mode, this triggers the "Side Character devoured" effects).
  • At the end of each end phase, roll a die for each fire marker. Remove the marker on a 5+.

Missions: Red Skull

The following missions can be played in Zombie mode or in Hero mode. For simplicity, the following missions are shown with the Hero mode components. If you play in Zombie mode, use the corresponding Zombie mode components. To play these missions in Zombie mode, you need the rules and components of the base game Marvel Zombies. To play these missions in Hero mode, you need the rules and components of the base game Marvel Zombies: X-Men Resistance.

MRS1 – Many Heads, Many Problems

Hard / 60 minutes

"Even in a zombie apocalypse, Hydra never stops scheming … Apparently Red Skull has seized the opportunity and is now using the power of the Cosmic Cube to gain control over the living and the living dead … If we do not stop him now, this madman could be our downfall … And as we know Hydra, they surely have a Plan B up their sleeve …"

Required map tiles: 23R, 24R, 25R, 26R, 27R, 28R.

Objectives: Defeat Red Skull. Complete the tasks in order:

  1. Collect all objectives.
  2. Defeat Red Skull (see Special Rules).

Components shown on the mission sheet: player hero start zone; Side Character cards ×10; fuel canisters ×2; spawn markers ×3; open doors ×2; closed doors ×8; objectives ×7; spawn marker ×1 for 5–6 players.

Special Setup:

  • Red Skull's Initiates. Set aside Red Skull's hero card and the 7 "Hydra Soldiers" spawn cards.
  • Lying in Wait. Shuffle the blue objective randomly and place it face down under the red objectives.
  • 5–6 Player Heroes. The green spawn marker is used only in games with 5 to 6 player heroes. It is already active at the start of the game.

The mission sheet shows the map layout of tiles 23R–28R, with the start zone and the spawn markers as printed.

Special Rules:

  • Hydra's Secrets. Each red objective gives 5 XP to the player hero who collects it.
  • Hydra's Hidden Secrets. The blue and the green objective each give ALL player heroes 5 XP when collected.
  • Red Skull Is Here! When the blue objective is collected, place Red Skull in the zone with the start spawn marker.
  • Alarm! Whenever a red objective is collected, draw 1 "Hydra Soldiers" spawn card for the start spawn marker.
  • Cosmic Power. Red Skull can only be defeated once all objectives have been collected. If Red Skull is defeated before all objectives have been collected, place him at the end of the next opposing phase in the zone with the start spawn marker.
  • Cell Lock. The red doors cannot be opened. As soon as the green objective is collected, all red doors open immediately.

MRS2 – No Heads, No Problems

Hard / 90 minutes

"I can't believe it … they have captured us! But luckily we were able to escape from our cells. And Hydra's arrogance was our cell key. But just because we escaped our cells does not mean we are free. We still have to escape from this place. And to do that, we first have to find Red Skull and take the security key from him!"

Required map tiles: 23R, 25R, 26R, 27R, 28R.

Objectives: Cut off the heads. Complete the tasks in order:

  1. Find and defeat the 4 Bodyguards (see Special Rules).
  2. Defeat Red Skull.
  3. Reach the exit zone with all player heroes and escape. A player hero may escape through this zone at the end of their turn, if there are no Enemies in it.

Special Setup:

  • Hidden Bodyguards. Shuffle the two "Secret Mission" Side Character cards together with 5 other Side Character cards, then place the 7 cards randomly and face down on the indicated spots on the game board.
  • Active Bodyguards. Place 2 random opposing heroes in the indicated zones on tile 27R and place their hero cards face up next to the game board. Do not draw a spawn card for the spawn point marked with the warning triangle in this room.
  • On Red Skull's Orders. Place Red Skull's hero card in the indicated zone. Remove the "Teleport" and "Reinforcement" cards from his action card deck.
  • 5–6 Player Heroes. The green spawn marker is used only in games with 5 to 6 player heroes. It is already active at the start of the game.

Special Rules:

  • Bodyguards. Red Skull has 4 Bodyguards: 2 on tile 27R and 2 hidden on the game board. When a "Secret Mission" Side Character card is revealed, spawn an opposing hero in the same zone.
  • Red Skull's Orders. Whenever a Bodyguard is defeated, draw a card from Red Skull's action card deck and resolve it.
  • Hidden. Side Characters are only revealed when a player hero enters their zone, not when their rooms are opened.
  • Duty of the Heroes. Each Side Character gives 5 XP to the player hero who rescues or devours it.
  • Secure Bunker. The blue door cannot be opened. As soon as all 4 Bodyguards have been defeated, Red Skull immediately spawns in the zone where his hero card lies. Then the blue door opens automatically.

MRS3 – Retaking the Helicarrier

Hard / 90 minutes

"Somehow Hydra, in the chaos of the zombie apocalypse, has not only infiltrated the S.H.I.E.L.D. Helicarrier but taken it over entirely! On this aircraft carrier Red Skull has stationed his zombie retinue. That ends now! We are on the verge of retaking it, but first we have to throw every last Hydra Soldier overboard!"

Required map tiles: 23V, 24V, 25V, 26V, 27V, 28V.

Objectives: Until the bitter end. Complete the tasks in any order:

  • Defeat all Hydra Soldiers.
  • Defeat Red Skull.

Components shown on the mission sheet: player hero start zone; fuel canister; spawn markers ×3; "Hydra Soldiers" spawn cards ×6; open doors ×4; Side Character cards ×6; spawn marker ×1 for 5–6 players.

Special Setup:

  • Hydra's Occupation. Do not shuffle the 6 "Hydra Soldiers" spawn cards into the deck. Instead, place them randomly and face down on the indicated spots on the game board. (Then shuffle only the Hydra Soldiers' "Extra Activation!" card into the spawn deck.)
  • Hidden Skull. Set aside Red Skull's hero card. Shuffle the "Secret Mission #1" Side Character card together with 5 other Side Character cards, then place the 6 cards randomly and face down on the indicated spots on the game board.
  • The Air Is Clear. Do not place Side Character cards in the rooms connected to the player hero start zone by passages and open doors. Also do not draw spawn cards for those rooms for the spawn point marked with the warning triangle.
  • 5–6 Player Heroes. The green spawn marker is used only in games with 5 to 6 player heroes. It is already active at the start of the game.

Special Rules:

  • Posted Guards. When a room with a "Hydra Soldiers" spawn card is opened or entered for the first time, reveal that card and resolve the Red danger level. Then remove the card from the game. This applies in addition to the usual spawns you make in that room.
  • Highest Alert. Whenever Hydra Soldiers receive an extra activation, they perform 2 actions instead of the usual 1.
  • Duty of the Heroes. Each Side Character gives 5 XP to the player hero who rescues or devours it.
  • Find Red Skull. When the "Secret Mission #1" Side Character card is revealed, place Red Skull in the same zone.
  • Strike Team. When Red Skull is defeated, he gives ALL player heroes 5 XP instead of the usual XP. Red Skull cannot spawn again.

MRS4 – Hydra, Here, There and Everywhere

Very hard / 60 minutes

"Red Skull has used the power of the Cosmic Cube to open dimensional rifts everywhere on the Helicarrier. Now the Helicarrier is being flooded and overrun by loyal and brainwashed Hydra masses. Luckily we already know how to destabilize these rifts. And perhaps we can then use their powers to our advantage."

Required map tiles: 25V, 26V, 27V, 28V.

Objectives: Focus the rifts. Complete the tasks in order:

  1. Focus the rifts (move all spawn markers into the highlighted zone).
  2. Blow up the rifts and Red Skull (with a fuel canister).

Components shown on the mission sheet: player hero start zone; spawn markers ×3; open doors ×3; objectives ×5; Red Skull; highlighted zone; fuel canisters ×2; Side Character cards ×5.

Special Setup:

  • Troublemakers. Shuffle the green and the blue objective randomly and place them face down under the red objectives.
  • Cosmic Master. Place Red Skull in the highlighted zone and place his hero card face up next to the game board.
  • The Air Is Clear. Do not place Side Character cards in the rooms connected to the player hero start zone by passages and open doors. Also do not draw spawn cards for those rooms for the spawn point marked with the warning triangle.
  • 5–6 Player Heroes. During each opposing phase, draw 1 additional spawn card for the start spawn marker.

Special Rules:

  • Interdimensional Battle Plans. Each objective gives 5 XP to the player hero who collects it.
  • Containing the Rifts. Once 2 red objectives have been collected, move the start spawn marker into the highlighted zone. When the blue objective is collected, move the blue spawn marker into the highlighted zone. When the green objective is collected, move the green spawn marker into the highlighted zone.
  • Summoned Elite. Whenever you are to draw a spawn card for the start spawn marker and no opposing heroes (except Red Skull) are on the game board, spawn 1 opposing hero there instead.
  • Red Skull Is Back! If Red Skull is not on the game board at the end of the opposing phase, spawn Red Skull in the zone with the start spawn marker.
  • Cosmic Blast. As soon as all spawn markers are in the highlighted zone, Red Skull is lured into the zone, and a fuel canister there is made to explode, winning the mission.

Missions: Hero Mode

To play these missions, you need the rules and components of the base game Marvel Zombies: X-Men Resistance.

MH1 – Escape from the Nightmare Prison

Medium / 60 minutes

"When the zombie apocalypse caught us by surprise, Hydra took several Super Heroes captive. Hydra's base was overrun, and now our allies are still trapped inside. Before the apocalypse it was already a dangerous place; now it is truly deadly. And yet we cannot leave them to their fate. We have to go in, switch off the cell locking system and rescue our friends!"

Required map tiles: 23R, 24R, 25R, 26R, 27R, 28R.

Objectives: Rescue mission. Complete the tasks in order:

  1. Open the cells (see Special Rules).
  2. Reach the exit zone with all Super Heroes and all rescued Super Heroes and escape. A Super Hero may escape through this zone at the end of their turn if there are no Enemies in it.

Components shown on the mission sheet: Super Hero start zone; locked doors ×6 (red, blue and green); fuel canisters ×3; exit zone; open doors; objectives ×5; spawn markers ×3; inactive spawn marker; captive Super Heroes ×2; Side Character cards ×8; spawn marker ×1 for 5–6 players.

Special Setup:

  • Hidden Codes. Shuffle the green and the blue objective randomly and place them face down under the red objectives.
  • Captive Heroes. Do not place Side Character cards in the 2 cell rooms on tile 24R behind the green and blue doors. Instead, place 1 random unused Super Hero in each of the zones. Place their Super Hero cards face up next to the game board.
  • 5–6 Super Heroes. The green spawn marker is used only in games with 5 to 6 Super Heroes. It is already active at the start of the game.

Special Rules:

  • Access Codes. The blue and the green objective each give ALL Super Heroes 5 XP when collected.
  • False Code. Each red objective gives 5 XP to the Super Hero who collects it.
  • Locked Cells. The green door can only be opened once the green objective has been collected. The blue door can only be opened once the blue objective has been collected.
  • Ambush! The red doors cannot be opened. All red doors open automatically once the second red objective has been collected. When you draw spawn cards for the spawn point marked with the warning triangle in these rooms, do not resolve your current danger level as usual; resolve the next higher one instead.
  • Hero Rescue. The 2 Super Heroes on tile 24R are captive Super Heroes. Treat them as combat Side Characters. Once they are rescued, use their Super Hero card like a Side Character card that has only the following ability: "At the start of each player phase, you gain +1 [sunburst icon]." (The icon is shown as a sunburst in the German rulebook; the transcriber could not identify its English name from the German text, so it is left as the icon.) The mission is immediately lost if a captive Super Hero is discarded or defeated.
  • Alarm Triggered! When the second captive Super Hero is rescued, immediately draw a card for the blue spawn marker. The blue spawn marker becomes active at once.

MH2 – Explosive Forced Evacuation

Medium / 60 minutes

"Hydra has turned this place into a makeshift 'operations base.' Who would have thought this hellhole could get any worse? We have a few numbers and now know that we must blow up the missile silo so this base collapses like a house of cards. There is just one small problem: we still need the right access codes, and then the matter of the explosives …"

Required map tiles: 23R, 25R, 26R, 27R, 28R.

Objectives: 10 minutes until the detonation. Complete the tasks in order:

  1. Collect the key code (see Special Rules).
  2. Place 2 fuel canisters in the missile silo zone (see Special Rules).
  3. Reach the exit zone with all Super Heroes and escape. A Super Hero may escape through this zone at the end of their turn if there are no Enemies in it.

Components shown on the mission sheet: Super Hero start zone; locked doors ×2; inactive spawn marker; exit zone; fuel canisters ×3; missile silo zone; Side Character cards ×6; spawn markers ×3; spawn marker ×1 for 5–6 players.

Special Setup:

  • Hidden Key Code. Do not place a Side Character card in the missile silo zone on tile 28R. Shuffle the "Secret Mission #1" and "Secret Mission #2" Side Character cards together with 4 other Side Character cards, then place the 6 cards randomly and face down on the indicated spots on the game board.
  • 5–6 Super Heroes. The green spawn marker is used only in games with 5 to 6 Super Heroes. It is already active at the start of the game.

Special Rules:

  • Access Code for the Silo. The red doors can only be opened once both "Secret Mission" Side Character cards have been revealed.
  • Countdown to Destruction. During each end phase, all Super Heroes gain 5 XP.
  • Unexpected Arrival. The blue spawn marker becomes active as soon as a "Secret Mission" Side Character card has been revealed.
  • Preparing the Explosives. A Super Hero in a zone with a fuel canister may spend 1 action to pick the canister up or set it down.
  • 5–6 Super Heroes. All 3 fuel canisters must be placed in the missile silo zone in order to complete the second objective.

MH3 – Through the Dimensions

Hard / 90 minutes

"The shuttles were supposed to be infection-free, after all … But we were wrong. Nick Fury has declared the Helicarrier lost and ordered an evacuation through the (hopefully still functional) dimensional teleporter. The lockdown protocol has been activated, and only Fury can lift it. We have to bring him to the terminal and lift this blockade!"

Required map tiles: 23V, 24V, 25V, 26V, 27V, 28V.

Objectives: Switch on the teleporter. Complete the tasks in order:

  1. Rescue Nick Fury.
  2. Reach the exit zone with all Super Heroes and Nick Fury and escape. A Super Hero may escape through this zone at the end of their turn if there are no Enemies in it.

Components shown on the mission sheet: Super Hero start zone; spawn markers ×2; inactive spawn markers ×2; open doors ×4; locked doors ×4; exit zone; objectives ×5; Nick Fury; Side Character cards ×7; spawn marker ×1 for 5–6 players.

Special Setup:

  • The Fury. Place Nick Fury in the indicated zone and place his Side Character card face up next to the game board. Do not place Side Character cards in this room, and do not draw spawn cards for the spawn point marked with the warning triangle in it.
  • 5–6 Super Heroes. During each opposing phase, draw 2 spawn cards instead of 1 for each active spawn marker.

Special Rules:

  • Overwrite. Each objective gives ALL Super Heroes 5 XP when collected.
  • First Lock (green). The green door can only be opened once the green objective has been collected. Once the green door has been opened, the green spawn marker becomes active. Immediately draw a spawn card for this zone.
  • Second Lock (blue). The blue door can only be opened once the blue objective has been collected. Once the blue door has been opened, the blue spawn marker becomes active. Immediately draw a spawn card for this zone.
  • Third Lock (red). The red door can only be opened once the red objective has been collected.
  • The Final Lock. The closed door leading to the exit zone can only be opened once both objectives on tile 26V have been collected.

MH4 – Clean-Up Operation

Hard / 60 minutes

"The speed of the infection rate is terrifying. The Helicarrier was overrun faster than we could say 'uh-oh.' Worse still, it has claimed some of our most important allies. But we cannot simply give up and vanish! Under no circumstances — we have to fight and win back the Helicarrier. We need it for the coming war."

Required map tiles: 25V, 26V, 27V, 28V.

Objectives: Put an end to the threat. Complete the tasks in any order:

  • Defeat Hawkeye permanently (see Special Rules).
  • Every Super Hero must reach danger level Red.

Components shown on the mission sheet: Super Hero start zone; fuel canisters ×3; spawn markers; Hawkeye; Side Character cards ×6; inactive spawn markers ×3; closed doors ×3; open doors ×3.

Special Setup:

  • Broken Arrow. Place Hawkeye in the indicated zone and place his Zombie Hero card face up next to the game board.

Special Rules:

  • Unstoppable Legions. In the opposing phase, draw 1 additional spawn card for the start spawn marker.
  • Shooting Down the Bird. Hawkeye can only be defeated by a fuel canister. If he is defeated by a canister for the 3rd time, he is permanently defeated. Each time before the 3rd defeat, flip his figure over and place any marker on his Zombie Hero card to show how many times you have defeated him. Set him up again during the next end phase.
  • Canister Transport. If a Super Hero in a zone with a canister performs a movement action, they may move the canister along with them.
  • Escalation. During each end phase, all Super Heroes gain 5 XP.
  • The Green Door. Once the green door has been opened, the green spawn marker becomes active. Immediately draw a spawn card for this zone.
  • The Blue Door. Once the blue door has been opened, the blue spawn marker becomes active. Immediately draw a spawn card for this zone.
  • The Red Door. The red non-start spawn marker is inactive. Once the red door has been opened, the red spawn marker becomes active. Immediately draw a spawn card for this zone.
  • 5–6 Super Heroes. In the opposing phase, draw 1 additional spawn card for the start spawn marker.

Missions: Zombie Mode

To play these missions, you need the rules and components of the base game Marvel Zombies – A Zombicide Game.

MZ1 – Free-Roaming Lab Rats

Hard / 90 minutes

"Hydra wants to study the effects of the zombie infection in the most precise detail, so they tracked us down and locked us up to hand us over to the labs as lab rats. What do they take us for? We broke out of our cells without much trouble! But that set off the emergency lockdown, and several laser grids now shimmer between us and the exit. They seriously think they have locked us in, but no way! We are the hungry lab rats, and those up there stand beneath us in the food chain."

Required map tiles: 23R, 24R, 25R, 26R, 27R, 28R.

Objectives: Escape. Complete the tasks in order:

  1. Defeat the two Super Heroes who spawn in the exit zone (see Special Rules).
  2. Reach the exit zone with all Zombie Heroes and escape. A Zombie Hero may escape through this zone at the end of their turn if there are no Enemies in it.

Components shown on the mission sheet: Zombie Hero start zone; exit zone; open doors ×3; inactive spawn markers ×2; locked doors ×4; Side Character cards ×11; objectives ×8; spawn markers ×2.

Special Setup:

  • Green Access Card. Shuffle the green objective randomly and place it face down under the 3 red objectives that you place face down on tiles 24R and 26R.
  • Blue Access Card. Shuffle the blue objective randomly and place it face down under the 3 red objectives that you place face down on tiles 23R and 27R.
  • 5–6 Zombie Heroes. The green spawn marker is used only in games with 5 to 6 Zombie Heroes. It is already active at the start of the game.

Special Rules:

  • Escape Plan. Each objective gives 5 XP to the Zombie Hero who collects it.
  • Disabling the Laser Grid. The green door can only be opened once the green objective has been collected. The blue door can only be opened once the blue objective has been collected. The red doors can only be opened once both objectives on tile 25R have been collected.
  • Security Alarm! Once the green objective has been collected, the green spawn marker becomes active. Once the blue objective has been collected, the blue spawn marker becomes active.
  • Last Bastion. When the first red door is opened, spawn 2 Super Heroes in the exit zone.
  • 5–6 Zombie Heroes. In the opposing phase, draw 1 additional spawn card for the start spawn marker.

MZ2 – Storming the Hydra Base

Hard / 60 minutes

"When Hydra caught wind of the attack on their base, they surely thought it was an ambush by S.H.I.E.L.D. or the Avengers. But they certainly did not reckon with us, and least of all with our bear-sized hunger. Although the rotting foot soldiers will make a fine appetizer, the Super Heroes remain our main course. But not to be devoured! (At least we will try to resist the urge.) We will try to transform them. Sure, then we will have more mouths to feed in the end, but their knowledge and experience will lead us to our next feast all the faster."

Required map tiles: 23R, 24R, 25R, 26R, 27R, 28R.

Objectives: The big feast. Complete the tasks in any order:

  • Each Zombie Hero must devour 1 Side Character. The mission is immediately lost if at some point there are not enough Side Characters left to fulfill this objective.
  • Each Zombie Hero must transform 1 Super Hero into a Zombie by devouring them (see Special Rules).
  • Defeat the two Super Heroes who are locked in the cells (tile 24R).

Components shown on the mission sheet: Zombie Hero start zone; Side Character cards ×10; Super Hero cards ×7; spawn markers ×3; fuel canisters ×3; objective; locked doors ×8; spawn marker ×1 for 5–6 players.

Special Setup:

  • Agents or Captives? Remove all 6 "Super Hero!" cards from the spawn deck. Place 7 random Super Hero cards face down in the indicated zones.
  • 5–6 Zombie Heroes. The green spawn marker is used only in games with 5 to 6 Zombie Heroes. It is already active at the start of the game.

Special Rules:

  • Nerve Food. Each Side Character gives 5 XP to the Zombie Hero who devours it.
  • Old Friends. When the door to a zone that contains a Super Hero is opened, reveal that card and spawn the corresponding Super Hero there.
  • Cell Block. The red doors cannot be opened.
  • Cell Block Control Station. The red objective gives ALL Zombie Heroes 5 XP when collected. As soon as the red objective has been collected, all red doors open immediately.
  • Transformed! When a Zombie Hero defeats a Super Hero with a devouring attack, place that Super Hero's card next to their player board to show that they have transformed the Super Hero into a Zombie.

MZ3 – Fury in the Slaughterhouse

Hard / 90 minutes

"We were so close! The dimensional teleporter, and with it a whole multiverse full of meals, was within our reach! And then Fury came between us. He has triggered an Omega lockdown and has now cowardly barricaded himself in the bunker's command center. But luckily Maria Hill has the master key. If we can find her, we will also reach Fury and can get the teleporter running again!"

Required map tiles: 23V, 24V, 25V, 26V, 27V, 28V.

Objectives: Get the teleporter running. Complete the tasks in any order:

  • Devour Maria Hill and Nick Fury.
  • Each Zombie Hero must devour 1 Side Character. The mission is immediately lost if at some point there are not enough Side Characters left to fulfill this objective.

Then:

  • Reach the exit zone with all Zombie Heroes and escape. A Zombie Hero may escape through this zone at the end of their turn if there are no Enemies in it.

Components shown on the mission sheet: Zombie Hero start zone; open door; closed doors ×2; locked door; exit zone; Nick Fury; Side Character cards ×7; Super Hero card; inactive spawn markers ×2; spawn markers ×4.

Special Setup:

  • Fury! Place Nick Fury in the indicated zone and place his Side Character card face up next to the game board. Do not place a Side Character card in this zone. Instead, place a random Super Hero card in this zone.
  • Find Maria Hill. Shuffle the "Maria Hill" Side Character card together with 6 other Side Character cards, then place the 7 cards randomly and face down on the indicated spots on the game board.
  • Lying in Wait. Remove both "Rescued!" cards from the Side Character deck.

Special Rules:

  • The Air Is Clear. Do not draw spawn cards for the room with the warning triangle that is connected to the Zombie Hero start zone by an open door.
  • Gourmet. Each Side Character gives 5 XP to the Zombie Hero who devours it.
  • No Escape. Side Characters cannot leave the game board through zones with spawn markers. If they reach such zones, they remain there.
  • Main Meal. When Maria Hill and Nick Fury are devoured, each gives ALL Survivors 5 XP.
  • Emergency Protocol. When Nick Fury is devoured, the green and blue spawn markers become active, and ALL doors on the game board open immediately.
  • Fury's Bunker. The green door can only be opened once Maria Hill has been devoured. When the green door is opened, draw 1 spawn card for the warning-triangle spawn point in the room behind it. Reveal the Super Hero card lying there and spawn the corresponding Super Hero.
  • 5–6 Zombie Heroes. During the opposing phase, draw 1 additional spawn card for the start spawn marker.

MZ4 – Foodsharing for the Undead

Hard / 90 minutes

"We are infected now, that's that. So we have to keep eating to survive. Unfortunately there is hardly any food left here on the Helicarrier. But in the wide world outside we definitely need support … So let's take what we can get and recruit some new allies along the way."

Required map tiles: 23V, 24V, 25V, 26V, 27V, 28V.

Objectives: Recruit and devour. Complete the tasks in any order:

  • Each Zombie Hero must devour 1 Side Character. The mission is immediately lost if at some point there are not enough Side Characters left to fulfill this objective.
  • Each Zombie Hero must devour 1 Super Hero (see Special Rules).

Components shown on the mission sheet: Zombie Hero start zones ×2; inactive spawn markers ×2; spawn markers ×2; objectives ×2; open doors ×3; locked doors ×2; fuel canisters ×2; Side Character cards ×7.

Special Setup:

  • Separated. Divide the Zombie Heroes as evenly as possible between the 2 start zones.
  • Lying in Wait. Remove both "Rescued!" cards from the Side Character deck. Shuffle the "Secret Mission #1" and "Secret Mission #2" Side Character cards together with 5 other Side Character cards, then place the 7 cards randomly and face down on the indicated spots on the game board.
  • The Air Is Clear. Do not place Side Character cards, and do not draw spawn cards for the spawn point marked with the warning triangle, in the Zombie Hero start zones and in the rooms connected to them by open doors.

Special Rules:

  • Cuckoo! Side Characters are not revealed when their rooms are opened. Instead, they are only revealed when a Zombie Hero enters their zone. When a "Secret Mission" Side Character card is revealed, spawn 1 Side Character in this zone and draw 1 spawn card for the start spawn marker.
  • Super Strong Reinforcements. Whenever you are to draw a spawn card for the start spawn marker and no Super Heroes are on the game board, spawn 1 Super Hero there instead.
  • Control Panel. The blue and the green objective each give ALL Zombie Heroes 5 XP when collected.
  • Gourmet. Each Side Character gives 5 XP to the Zombie Hero who devours it.
  • Spreading the Infection. When a Zombie Hero defeats a Super Hero with a devouring attack, place that Super Hero's card next to their player board. This Super Hero cannot spawn again.
  • Lockdown. The blue door can only be opened once the blue objective has been collected. The green door can only be opened once the green objective has been collected.
  • Let Them Come! Once the green objective has been collected, the green spawn marker becomes active. Once the blue objective has been collected, the blue spawn marker becomes active.
  • 5–6 Zombie Heroes. During the opposing phase, draw 1 additional spawn card for the start spawn marker.

Round Overview – Hydra Resurrection

This section reproduces the expansion's round overview sheet, which summarizes the rules above.

Large Rooms

The hallways of Hydra bases and many rooms count as large rooms, which consist of several zones.

  • Line of sight can run through an unlimited number of zones, but never diagonally.
  • Line of sight does not run into an adjacent room, unless the figure is in a zone that shares a passage with the adjacent room.
  • Line of sight from adjacent zones into a large room always extends only 1 zone into the room.

Multiple Floors

  • A floor is only active as long as at least one player hero is on it.
  • No Enemies spawn on inactive floors and they are not activated. At the end of the player phase, all revealed Side Characters on inactive floors are defeated.
  • Whenever a player hero enters a floor for the first time, all Enemies and Side Characters indicated in the entered room and in connected open rooms are immediately spawned.

Stairs

  • Figures in a zone adjacent to a staircase can move 1 zone to use the staircase. Through this movement they may move into a zone on another floor that is adjacent to a staircase.
  • There is no line of sight between different floors.

Red Skull and Hydra Soldiers

  • At the start of each opposing phase, draw the top card of Red Skull's action card deck and resolve it.
  • If Hydra Soldiers would move, but have line of sight to any target in a zone within Range 1, they attack that zone from 1 zone away instead of moving.

Target Priority Overview

Target priorityNameActionsToughnessXP reward
1Opposing hero2see cardequal to Toughness value
2Fatty / Guard121
3Shambler / Foot soldier111
4Runner / Specialist211
LASTHydra Soldier111

In the printed table, Hydra Soldiers and Red Skull are both marked as last in target priority; the rules above say that Hydra Soldiers in a zone with Red Skull are attacked before him.

LASTRed Skull255