Marvel Zombies: A Zombicide Game – Promos Box
Marvel Zombies: A Zombicide Game – Promos Box Rulebook
Table of Contents
Table of Contents
- Super Hero Cards
- Super Hero Card: Baron Zemo
- Super Hero Card: Beast
- Super Hero Card: Black Bolt
- Super Hero Card: Black Knight
- Super Hero Card: Blade
- Super Hero Card: Bullseye
- Super Hero Card: Captain America
- Super Hero Card: Captain Marvel
- Super Hero Card: Carnage
- Super Hero Card: Crossbones
- Super Hero Card: Cyclops
- Super Hero Card: Daredevil
- Super Hero Card: Dark Phoenix
- Super Hero Card: Deadpool
- Super Hero Card: Doctor Doom
- Super Hero Card: Doctor Octopus
- Super Hero Card: Electro
- Super Hero Card: Elektra
- Super Hero Card: Emma Frost
- Super Hero Card: Gambit
- Super Hero Card: Ghost Rider
- Super Hero Card: Hawkeye
- Super Hero Card: Hulk
- Super Hero Card: Iceman
- Super Hero Card: Iron Man
- Super Hero Card: Jessica Jones
- Super Hero Card: Juggernaut
- Super Hero Card: Kingpin
- Super Hero Card: Kitty Pryde
- Super Hero Card: Lizard
- Super Hero Card: Loki
- Super Hero Card: Luke Cage
- Super Hero Card: Miles Morales
- Super Hero Card: Moon Knight
- Super Hero Card: Morbius
- Super Hero Card: Namor
- Super Hero Card: Nightcrawler
- Super Hero Card: Psylocke
- Super Hero Card: Sabretooth
- Super Hero Card: Shang-Chi
- Super Hero Card: Spider-Woman
- Super Hero Card: Star-Lord
- Super Hero Card: Vulture
- Super Hero Card: War Machine
- Super Hero Card: Wasp
- Super Hero Card: Winter Soldier
- Zombie Hero Cards
- Zombie Hero Card: Beast
- Zombie Hero Card: Black Cat
- Zombie Hero Card: Bullseye
- Zombie Hero Card: Colossus
- Zombie Hero Card: Daredevil
- Zombie Hero Card: Doctor Strange
- Zombie Hero Card: Elektra
- Zombie Hero Card: Gambit
- Zombie Hero Card: Giant-Man
- Zombie Hero Card: Human Torch
- Zombie Hero Card: Kingpin
- Zombie Hero Card: Kraven
- Zombie Hero Card: Magneto
- Zombie Hero Card: Moon Knight
- Zombie Hero Card: Ms. Marvel
- Zombie Hero Card: Mystique
- Zombie Hero Card: Nightcrawler
- Zombie Hero Card: Nova
- Zombie Hero Card: Rogue
- Zombie Hero Card: Scarlet Witch
- Zombie Hero Card: Scorpion
- Zombie Hero Card: Storm
- Zombie Hero Card: Thor
- Zombie Hero Card: Winter Soldier
- Zombie Hero Card: Wolverine
Super Hero Cards
Super Hero Card: Baron Zemo
Baron Zemo (Super Hero card)
- Genius Mastermind: Once during your Turn, you or another Super Hero within Range 2 may draw 1 Heroic Trait.
- +1 Action (bonus line printed on the card)
- Command: Once during your Turn, you may have 1 other Super Hero within Range 2 perform 1 free Action. Then, resume your Turn.
- Tactician: The first Super Hero activating each Round gains +1 free Action. If you are the last Super Hero to activate, you gain +1 free Action.
Combat: Sword Flurry
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Beast
Beast (Super Hero card)
- Genius Intellect: Once during your Turn, you or another Super Hero within Range 2 may draw 1 Heroic Trait.
- +1 Action (bonus line printed on the card)
- Claw Frenzy: Before attacking with Claw Swipe, you may discard 1 Heroic Trait to roll +2 dice. Each time you attack, for each roll of 6, roll +1 die. These dice may generate additional dice.
- Supreme Agility: You gain +1 free Move Action and ignore Enemies when moving. Each time Enemies spawn within Range 1, before any Rush, you may spend 1 Power to perform 1 free Move Action.
Combat: Claw Swipe
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Black Bolt
Black Bolt (Super Hero card)
- Particle Channel: Each time you attack with Particle Shot, you may automatically eliminate 1 Walker or Runner in the targeted Zone.
- +1 Action (bonus line printed on the card)
- Anti-Electron Flight: Once during your Turn, you may spend 1 Power to move up to 2 Zones, ignoring Enemies, into a Zone containing Enemies. Then, perform 1 free Particle Shot Attack targeting your Zone.
- Sonic Scream: During your Turn, you may spend 4 Power to eliminate all Walkers, Brutes, and Runners in a Zone within Range 1.
Combat: Particle Shot
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Black Knight
Black Knight (Super Hero card)
- The Blade's Might: Enemies suffer -1 Toughness (min. 1) against your Ebony Blade Attack and you may reroll any misses.
- +1 Action (bonus line printed on the card)
- Blood Curse: You may perform 1 free Ebony Blade Attack every Turn. If you don't attack anyone with the first Action of your Turn, you suffer 1 Wound. Each time you eliminate a Zombie Hero, heal 1 Wound.
- Blade Slash: Before attacking with Ebony Blade, you may spend 1 Power to roll +1 die for each Enemy in your Zone. Ignore Zombie Heroes for this Attack.
Combat: Ebony Blade
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Blade
Blade (Super Hero card)
- Conviction: Each time you eliminate a Brute or Zombie Hero, you may draw 1 Heroic Trait.
- +1 Action (bonus line printed on the card)
- Daywalker: Each time a Zombie Hero spawns, you may perform 1 free Attack or Move Action. Each time an Extra Activation card is drawn, you may perform 1 Move Action before that Activation.
- Regeneration: At the start of each End Phase, your Health is fully restored.
Combat: Katana
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Bullseye
Bullseye (Super Hero card)
- I Never Miss!: You ignore Target Priority when attacking with Throwing Knives. After rolling, you may spend 1 Power to reroll any misses.
- +1 Action (bonus line printed on the card)
- Anything Is a Weapon: During your Turn, you may discard a Heroic Trait card to perform a free Attack Action with +1 Range. This can be done multiple times.
- Deadly Marksman: Enemies suffer -1 Toughness (min. 1) against your Attacks. Throwing Knives gains +2 Range and doesn't require Line of Sight, being able to go around corners but not through walls.
Combat: Throwing Knives
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Captain America
Captain America (Super Hero card)
- I Can Do This All Day!: Once during your Turn, you may spend 1 Power to perform 1 free Move Action, or spend 3 Power to heal 1 Wound.
- +1 Action (bonus line printed on the card)
- Ricochet: Once during your Turn, after attacking with Vibranium Shield, you may perform 1 free Vibranium Shield Attack.
- Heroic Leader: Once during your Turn, you may have 1 other Super Hero within Range 2 perform 2 free Actions. Then, resume your Turn.
Combat: Vibranium Shield
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Captain Marvel
Captain Marvel (Super Hero card)
- Energy Focus: Enemies suffer -1 Toughness (min. 1) against your Mighty Punches Attack. When attacking with Mighty Punches, you may spend 1 Power to gain +1 Range.
- +1 Action (bonus line printed on the card)
- Danver's Special: Once during your Turn, you may spend 1 Power to move up to 2 Zones, ignoring Enemies, into a Zone containing Enemies. Then, perform 1 free Mighty Punches Attack.
- Binary Explosion: Once during your Turn, you may perform 1 free Power-Up Action. Once during your Turn, you may spend 4 Power to eliminate all Walkers and Runners in your Zone.
Combat: Mighty Punches
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Carnage
Carnage (Super Hero card)
- Deadly Adaptation: Once per Turn, when attacking with Symbiote Blades, you may spend 1 Power to gain 1 of the following effects, or spend 2 Power to gain both:
- +1 Range
- +1 to dice results
- +1 Action (bonus line printed on the card)
- Not a Hero: During your Turn, you may discard a Bystander card or deal 1 Wound to another Super Hero within Range 1 to heal 1 Wound, perform 1 free Power-Up Action, and then perform 1 free Action.
- Maximum Carnage: At the start of your Turn, roll a die. On a 1-2, draw 1 Heroic Trait. On a 3-4, perform 1 free Power-Up Action. On a 5-6, perform 1 free Attack Action.
Combat: Symbiote Blades
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Crossbones
Crossbones (Super Hero card)
- Explosive Shot: When you attack with Grenade Launcher, you may replace your base dice with 1 die for each Enemy in the target Zone (before any bonuses), ignoring Zombie Heroes for this Attack.
- +1 Action (bonus line printed on the card)
- Nothing Personal: During your Turn, you may discard a Bystander to move all Enemies in your Zone into an adjacent Zone. Then, perform 1 free Action.
- Collateral Damage: Each time you attack with Grenade Launcher, you deal half the number of Hits rolled (rounded up) to each other Zone adjacent to the targeted Zone.
Combat: Grenade Launcher
- Range 0-1. 2 dice. Accuracy 4+.
Super Hero Card: Cyclops
Cyclops (Super Hero card)
- Focused Shot: When you attack with Optic Blast, you may spend 1 Power to gain +1 Range and ignore Target Priority.
- +1 Action (bonus line printed on the card)
- Optic Wave: When you attack with Optic Blast, you may replace your base dice with 1 die for each Enemy in the Zone (before any bonuses), ignoring Zombie Heroes for this Attack.
- Mutant Leader: Once during your Turn, you may have 1 other Super Hero within Range 2 perform 1 free Action. Then, resume your Turn.
Combat: Optic Blast
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Daredevil
Daredevil (Super Hero card)
- Beatdown: When attacking with Baton Rush, for each roll of 6, roll +1 die. These dice may generate additional dice.
- +1 Action (bonus line printed on the card)
- Baton Grapple: Once during your Turn, you may spend 1 Power to choose a Zone within Range 1 and move into that Zone, ignoring Enemies, OR move 1 game piece from that Zone into your Zone.
- Man Without Fear: When Enemies spawn within Range 2, you may perform 1 free Attack or Move Action. If a Rush card was drawn, you can perform this Action before or after the card is resolved.
Combat: Baton Rush
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Dark Phoenix
Dark Phoenix (Super Hero card)
- Telekinesis: Once during your Turn, you may spend 1 Power to have yourself or another Super Hero within Range 1 perform 1 free Move Action.
- +1 Action (bonus line printed on the card)
- Limitless Power: Once during your Turn, you or another Super Hero within Range 1 may increase their Power to 4.
- The Immortal Phoenix: Enemies within Range 1 suffer -1 Toughness (min. 1) against all Attacks. Each time you would be eliminated, roll a die. On a 3+, you don't lose your last Health. You may spend 1 Power to reroll this die.
Combat: Psychic Bolts
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Deadpool
Deadpool (Super Hero card)
- Yeah, I Count as a Hero!: Once during your Turn, you may spend 1 Power to draw 1 Heroic Trait. Each time you eliminate a Zombie Hero, draw 1 Heroic Trait.
- +1 Action (bonus line printed on the card)
- Merc With a Mouth: Once during your Turn, you may select 1 Zone within Range 2. All Enemies in that Zone immediately activate and attempt to move into your Zone.
- I'm the Greatest, Baby!: Once during your Turn, you may perform 1 free Power-Up Action. You may reroll any misses. Each roll of 6 deals 2 Hits to a single Enemy.
Combat: Dual Katanas
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Doctor Doom
Doctor Doom (Super Hero card)
- Behold the Might of Doom: Each time you eliminate a Zombie Hero, draw 1 Heroic Trait. Once during your Turn, you may discard 1 Heroic Trait to gain 2 Power.
- +1 Action (bonus line printed on the card)
- I Am Doom!!!: Once per Turn, before attacking with Lightning, you may spend Power to gain the following effects. Choose a different one for each Power spent:
- +1 Range
- +1 to dice results
- Enemy has -1 Toughness (min. 1)
- The Will of Doom: Once during your Turn, you may have 1 other Super Hero within Range 2 perform 1 free Action. Then, resume your Turn.
Combat: Lightning
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Doctor Octopus
Doctor Octopus (Super Hero card)
- Genius Mastermind: Once during your Turn, you or another Super Hero within Range 2 may draw 1 Heroic Trait.
- +1 Action (bonus line printed on the card)
- Knock Aside: Once during your Turn, you may spend 1 Power to move all Enemies in a Zone within Range 1 into a Zone adjacent to it.
- Lashing Tentacles: Each time you attack with Tentacles, the same number of Hits dealt to the target Zone can also be dealt to another Zone within Range 1 of you.
Combat: Tentacles
- Range 0-1. 3 dice. Accuracy 4+.
Super Hero Card: Electro
Electro (Super Hero card)
- Arcing Bolt: Each time you attack with Electric Bolts, you may eliminate 1 additional Walker or Runner within Range 1 of the target Zone.
- +1 Action (bonus line printed on the card)
- Power Battery: Each time you Power-Up, eliminate 1 Walker in your Zone. During your Turn, you may discard Heroic Trait cards to perform 1 free Power-Up Action per card discarded.
- Electric Travel: Once during your Turn, you may eliminate 1 Walker, Brute, or Runner in your Zone. Then, move up to 3 Zones, ignoring Enemies. Eliminate all Walkers, Brutes, and Runners in the Zone you end in.
Combat: Electric Bolts
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Elektra
Elektra (Super Hero card)
- Critical Strike: When attacking with Dual Sai, each roll of 6 deals 2 Hits to a single Enemy.
- +1 Action (bonus line printed on the card)
- Assassin's Instinct: You ignore Target Priority and do not spend extra Actions when leaving Zones with Enemies. Each time you eliminate a Zombie Hero, you may perform 1 free Move Action.
- Hand-to-Hand Expert: You may reroll any misses. Once during your Turn, you may perform 1 free Dual Sai Attack.
Combat: Dual Sai
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Emma Frost
Emma Frost (Super Hero card)
- Induce Pain: During your Turn, you may spend any amount of Power. For each Power spent, deal 1 Hit to 1 Walker, Runner, or Brute within Range 1.
- +1 Action (bonus line printed on the card)
- Mind Cloak: At the start of the Enemy Phase, you may spend 1 Power to select 1 Zone within Range 2. During this phase, Enemies ignore 1 Bystander and 1 Super Hero in that Zone.
- Omega Telepath: Once during your Turn, you may have 1 Super Hero draw 1 Heroic Trait, another Super Hero perform 1 free Move Action, and another Super Hero perform 1 free Attack Action.
Combat: Mind Bolt
- Range 0-1. 1 die. Accuracy 2+.
Super Hero Card: Gambit
Gambit (Super Hero card)
- Card Throw: Once during your Turn, you may discard a Heroic Trait card to eliminate 2 Walkers or Runners within Range 1.
- +1 Action (bonus line printed on the card)
- Charged Toss: When using Card Throw, you may spend 1 Power to eliminate all Walkers and Runners in the targeted Zone, or spend 2 Power to eliminate all Brutes in that Zone.
- Kinetic Mastery: Once during your Turn, you may spend 1 Power to perform 1 free Action.
Combat: Bo Staff
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Ghost Rider
Ghost Rider (Super Hero card)
- Supernatural Durability: You have 3 Health. Once during each Round, you may ignore 1 Wound you would receive.
- +1 Action (bonus line printed on the card)
- Penance Stare: Set your Health to 4 when this is unlocked. Once during your Turn, you may spend any amount of Power to automatically deal that many Hits to 1 Enemy in your Zone.
- Supernatural Stamina: Set your Health to 5 when this is unlocked. Once during your Turn, after you perform a Power-Up Action, you may perform 1 free Attack and 1 free Move Action.
Combat: Mystic Chains
- Range 0-1. 3 dice. Accuracy 4+.
Stat track (as printed): the skull box on this card shows the values 1 to 5, not 1 to 3.
Super Hero Card: Hawkeye
Hawkeye (Super Hero card)
- Expert Marksman: When you attack with Arrows, you may spend 1 Power to gain +1 Range and ignore Target Priority.
- +1 Action (bonus line printed on the card)
- 2-Arrow Shot: Once during your Turn, after attacking with Arrows, you may perform 1 free Arrows Attack on the same Zone or a Zone adjacent to it (respecting the Attack's Range).
- Explosive Precision: Once during your Turn, you may perform 1 free Arrows Attack. Each successful die roll on this Attack deals 3 Hits to a single Enemy.
Combat: Arrows
- Range 0-2. 1 die. Accuracy 2+.
Super Hero Card: Hulk
Hulk (Super Hero card)
- Gamma Power: You have 5 Health. Enemies suffer -1 Toughness (min. 1) against your Smash!!! Attack.
- +1 Action (bonus line printed on the card)
- Thunderclap: When attacking with Smash!!!, you may replace your base Dice with 1 die for each Enemy in the Zone (before any bonuses), ignoring Zombie Heroes for this Attack.
- Unlimited Rage: You gain +1 free Attack Action. At the start of each of your Turns, you gain +1 Power for each Wound you have suffered.
Combat: Smash!!!
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Stat track (as printed): the skull box on this card shows the values 1 to 5, not 1 to 3.
Super Hero Card: Iceman
Iceman (Super Hero card)
- Ice Slide: Once during your Turn, you may spend 1 Power to have yourself or another Super Hero within Range 1 perform 1 free Move Action.
- +1 Action (bonus line printed on the card)
- Cryokinesis: Once during each Enemy Phase, when the Enemies in a Zone of your choice within Range 2 would move, you may spend 1 Power to prevent them from moving.
- Sub-Zero: Once during your Turn, you may spend any amount of Power to deal 1 Enemy within Range 2 that many Hits.
Combat: Ice Beams
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Iron Man
Iron Man (Super Hero card)
- Missile Barrage: When attacking with Repulsor, you may spend 1 Power to replace your base Dice with 1 die for each Enemy in the Zone (before any bonuses), ignoring Zombie Heroes for this Attack.
- +1 Action (bonus line printed on the card)
- Evasive Maneuvers: After completing any Attack that eliminates at least 1 Enemy, you may perform 1 free Move Action, ignoring Enemies.
- Friday A.I.: Once during your Turn, you may perform 1 free Move or Attack Action.
Combat: Repulsor
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Jessica Jones
Jessica Jones (Super Hero card)
- Knockout Punch: All Enemies suffer -1 Toughness (min. 1) against your Mighty Punches Attack. Once during your Turn, you may perform 1 free Open Door Action.
- +1 Action (bonus line printed on the card)
- Flying Charge: Once during your Turn, you may spend 1 Power to move up to 2 Zones, ignoring Enemies, into a Zone containing Enemies, and then perform 1 free Mighty Punches Attack.
- Psionic Protection: You cannot be affected by the Abilities of Zombie Heroes. Each time you perform a Power-Up Action, draw 1 free Heroic Trait.
Combat: Mighty Punches
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Juggernaut
Juggernaut (Super Hero card)
- Know Who I Am?: You have 5 Health. Once during your Turn, you may spend 1 Power to perform 1 free Move Action and 1 free Open Door Action.
- +1 Action (bonus line printed on the card)
- I'm the Juggernaut!: When performing Move Actions, you eliminate 1 Walker, Brute, or Runner in each Zone you enter, and may spend 1 Power to move +1 Zone.
- Unstoppable: You do not suffer Wounds from Walkers or Runners. You move 2 Zones per Move Action.
Combat: Body Slam
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Stat track (as printed): the skull box on this card shows the values 1 to 5, not 1 to 3.
Super Hero Card: Kingpin
Kingpin (Super Hero card)
- The Boss: Once during your Turn, you may have 1 other Super Hero within Range 2 perform 1 free Attack Action. You gain 1 XP for each Enemy this eliminates. Then, resume your Turn.
- +1 Action (bonus line printed on the card)
- Out of My Way: Once during your Turn, you may move all Enemies in your Zone into an adjacent Zone. Then, perform 1 free Move Action.
- Criminal Mastermind: Once during your Turn, you may have both yourself and another Super Hero within Range 2 gain 1 Power and draw 1 Heroic Trait.
Combat: Cane and Fist
- Range 0 (same Zone). 2 dice. Accuracy 4+.
Super Hero Card: Kitty Pryde
Kitty Pryde (Super Hero card)
- Intangible: You ignore Enemies when moving and may perform Open Door Actions for free.
- +1 Action (bonus line printed on the card)
- Phase Out: At the start of each Enemy Phase, you may spend up to 2 Power. For each Power spent, 1 Bystander or Super Hero in your Zone cannot be allocated Wounds during this phase.
- Selective Phasing: During your turn, you may spend 1 Action and 3 Power to automatically eliminate 1 Enemy in your Zone.
Combat: Lockheed
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Lizard
Lizard (Super Hero card)
- Lesser Regeneration: At the start of each of your Turns, you heal 1 Wound or gain 1 Power.
- +1 Action (bonus line printed on the card)
- Lizard's Fury: Enemies suffer -1 Toughness (min. 1) against your Fangs and Claws Attacks. Your Fangs and Claws Attack gains +1 to dice results.
- Lash Out: Each time Enemies move into your Zone, you may spend 1 Power to perform 1 free Melee Attack or 1 free Move Action ignoring Enemies.
Combat: Fangs and Claws
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Loki
Loki (Super Hero card)
- Not Who You Expected: Once during your Turn, you may spend 1 Power to select 1 Super Hero or Bystander within Range 2. Switch the positions of Loki and that Super Hero/Bystander.
- +1 Action (bonus line printed on the card)
- Deception: Once during your Turn, you may select 1 Zone within Range 2. All Enemies in that Zone immediately activate and attempt to move into your Zone.
- I Am a God! You Will Kneel!: Once during each Enemy Phase, you may select 1 Zone within Range 2. Walkers, Brutes, and Runners in that Zone do not activate this phase.
Combat: Scepter
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Luke Cage
Luke Cage (Super Hero card)
- Tough as Steel: Once during each Enemy Phase, you may ignore 1 Wound you would receive.
- +1 Action (bonus line printed on the card)
- Hero for Hire: During their Turn, other Super Heroes within Range 1 may discard 1 Heroic Trait to have you perform 1 free Action. Then, they resume their Turn.
- Ain't That Tough: Enemies suffer -1 Toughness (min. 1) against your Indomitable Fists Attack and you may reroll any misses. Each time your Hero for Hire Skill is used, you gain 1 Power.
Combat: Indomitable Fists
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Miles Morales
Miles Morales (Super Hero card)
- Camouflage: At the end of your Turn, if there are no Enemies in your Zone, you may spend 1 Power to have all Enemies ignore you during the next Enemy Phase.
- +1 Action (bonus line printed on the card)
- Venom Strike: During your turn, you may spend 1 Power to choose: move all Enemies in your Zone into an adjacent Zone OR allow all Super Heroes to reroll any misses when attacking your Zone this round.
- Spider-Sense: Once per Enemy Phase, when an Enemy spawns, before any Rush, you may perform 1 free Attack and 1 Move Action, in any order.
Combat: Acrobatics
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Moon Knight
Moon Knight (Super Hero card)
- Charging Throw: Once during your Turn, after completing a Move Action, you may spend 1 Power to perform 1 free Crescent Darts Attack targeting your Zone.
- +1 Action (bonus line printed on the card)
- Multiple Personalities: Once during your Turn, you may roll a die. On a 1-3, draw 1 Heroic Trait. On a 4-5, perform 1 free Power-Up Action. On a 6, gain +1 to dice results and +1 free Attack Action this Turn.
- Khonshu's Foresight: Once during each Enemy Phase, when a Spawn card is drawn, you may draw 2 additional cards and select 1 of them, shuffling the others back into the deck.
Combat: Crescent Darts
- Range 0-1. 3 dice. Accuracy 4+.
Super Hero Card: Morbius
Morbius (Super Hero card)
- Living Vampire: Each time you eliminate a Brute with Vampiric Claws, gain 1 Power. Each time you eliminate a Zombie Hero with Vampiric Claws, gain 2 Power.
- +1 Action (bonus line printed on the card)
- Transvection: Once during your Turn, you may spend 1 Power to perform 1 free Move Action, moving +2 additional Zones and ignoring Enemies.
- Regeneration: At the start of each End Phase, your Health is fully restored.
Combat: Vampiric Claws
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Namor
Namor (Super Hero card)
- Vestigial Wings: You ignore Enemies when moving. You may spend 1 Power when moving to move +1 Zone.
- +1 Action (bonus line printed on the card)
- Namor's Ambition: Once during your Turn, you may spend 1 Power to draw 1 Heroic Trait. Then, perform 1 free Attack or Move Action.
- Deep Vengeance: Each time you would suffer Wounds, you may spend 1 Power. Roll 1 die for each Wound. On a 3+, prevent that Wound and eliminate 1 Walker, Runner, or Brute in your Zone.
Combat: Deep Crush
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Nightcrawler
Nightcrawler (Super Hero card)
- BAMF!: Once during your Turn, you may spend 1 Power to move to any Zone on the board containing a Super Hero.
- +1 Action (bonus line printed on the card)
- Gotcha!: When using BAMF!, you may select 1 Bystander, Super Hero, or Enemy in your Zone and move them with you.
- Surprise Shot: Each time you enter or leave a Zone with Enemies, you may eliminate 1 Walker, Brute, or Runner in that Zone.
Combat: Acrobatics
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Psylocke
Psylocke (Super Hero card)
- Psychic Bolt: Once during your Turn, you may automatically eliminate 1 Walker or Runner within Range 1.
- +1 Action (bonus line printed on the card)
- Psionic Focus: Once during your Turn, you may spend 2 Power to perform 1 free Attack or Move Action, or spend 1 Power to draw 1 Heroic Trait.
- Precognition: During the Enemy Phase, you may draw as many Spawn cards as there are active Spawn Points and choose which card applies to each Spawn Point.
Combat: Psionic Blade
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Sabretooth
Sabretooth (Super Hero card)
- Claw Frenzy: When attacking with Feral Claws, for each roll of 6, roll +1 die. These dice may generate additional dice.
- +1 Action (bonus line printed on the card)
- Leaping Charge: Once during your Turn, you may spend 1 Power to move up to 2 Zones, ignoring Enemies, into a Zone containing Enemies. Then, perform 1 free Feral Claws Attack.
- Alpha Predator: At the start of each of your Turns, you may draw 1 Heroic Trait. You may reroll any misses when attacking Zones containing Zombie Heroes.
Combat: Feral Claws
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Shang-Chi
Shang-Chi (Super Hero card)
- Iron Resolve: Enemies suffer -1 Toughness (min. 1) against your Martial Arts Attacks. During your Turn, you may spend 3 Power to heal 1 Wound.
- +1 Action (bonus line printed on the card)
- Chi Manipulation: Once during your Turn, you may discard 1 Heroic Trait to perform 1 free Power-Up Action. Each time you eliminate a Zombie Hero, draw 1 Heroic Trait.
- Ten Rings Empowerment: Each time you perform a Power-Up Action, gain 1 Power and eliminate 1 Walker, Brute, or Runner in your Zone. Once during your Turn, you may spend 1 Power to perform 1 free Action.
Combat: Martial Arts
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: Spider-Woman
Spider-Woman (Super Hero card)
- Venom Blast: After attacking with Martial Arts, you may spend 1 Power to move all Enemies in your Zone into an adjacent Zone.
- +1 Action (bonus line printed on the card)
- Pheromones: Once during your Turn, you may select 1 Zone within Range 1. All Enemies in that Zone immediately activate and attempt to move into your Zone.
- Hand-to-Hand Expert: You may reroll any dice when attacking with Martial Arts. Once during your Turn, you may perform 1 free Martial Arts Attack.
Combat: Martial Arts
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Super Hero Card: Star-Lord
Star-Lord (Super Hero card)
- Boosters: Once during your Turn, you may spend 1 Power to perform 1 Move Action, moving up to 3 Zones. You do not ignore Enemies.
- +1 Action (bonus line printed on the card)
- Huddle Up!: Once during your Turn, you or another Super Hero within Range 2 may draw 1 Heroic Trait. You may spend 2 Power to have all Super Heroes within Range 2 draw 1 Heroic Trait each instead.
- We Got This!: Once during your Turn, you may spend 1 Power to have 1 other Super Hero within Range 2 either heal 1 Wound or perform 1 free Action. Then, resume your Turn.
Combat: Laser Pistols
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Vulture
Vulture (Super Hero card)
- Flying Slash: Each time you perform a Move Action, eliminate 1 Walker in 1 Zone you entered or left.
- +1 Action (bonus line printed on the card)
- Take Flight: Once during your Turn, you may perform 1 free Move Action, moving up to 3 Zones and ignoring Enemies.
- Enhanced Suit: Each time you perform a Move Action, you move +1 Zone and gain 1 Power.
Combat: Wing Slash
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Super Hero Card: War Machine
War Machine (Super Hero card)
- Gatling Gun: When attacking with Armory, for each roll of 6, roll 1 additional die. These dice may generate additional dice.
- +1 Action (bonus line printed on the card)
- Rocket Launcher: When attacking with Armory, you may replace your base Dice with 1 die for each Enemy in the Zone (before any bonuses), ignoring Zombie Heroes for this Attack.
- Seeker Missile: Once during your Turn, you may perform 1 free Armory Attack, targeting any 1 Zone on the board. This Attack can eliminate only 1 Enemy and ignores Target Priority.
Combat: Armory
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Wasp
Wasp (Super Hero card)
- Exploit Openings: You ignore Target Priority when attacking. Once during your Turn, you may eliminate 1 Walker or Runner in your Zone.
- +1 Action (bonus line printed on the card)
- Bio-Synthetic Wings: Once during your Turn, you may spend 1 Action to perform 1 Move Action, moving up to 3 Zones and ignoring Enemies.
- Fly-By Attack: Each time you enter or leave a Zone, you may eliminate 1 Walker, Brute, or Runner in that Zone.
Combat: Wasp's Sting
- Range 0-1. 2 dice. Accuracy 3+.
Super Hero Card: Winter Soldier
Winter Soldier (Super Hero card)
- Assassinate: Each time you attack with Combat Blade, you may automatically eliminate 1 Walker or Runner in your Zone.
- +1 Action (bonus line printed on the card)
- Limitless Stamina: Each time a Rush card is drawn, you may perform 1 Move Action before that Activation.
- Hand-to-Hand Expert: You may reroll any misses with Combat Blade. Once during your Turn, you may perform 1 free Combat Blade Attack.
Combat: Combat Blade
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Zombie Hero Cards
Zombie Hero Card: Beast
Beast (Zombie Hero card)
- Zombie Genius: Once during your Turn, you or another Zombie Hero within Range 2 may draw 1 Zombie Trait.
- +1 Action (bonus line printed on the card)
- Claw Frenzy: Before attacking with Claw Swipe, you may discard 1 Zombie Trait to roll +2 dice. When attacking with Claw Swipe, for each roll of 6, roll +1 die. These dice may generate additional dice.
- Supreme Agility: You gain +1 free Move Action and may ignore Enemies when moving. Each time Enemies spawn within Range 1, before any Rush, you may increase Hunger to perform 1 free Move Action.
Combat: Claw Swipe
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Black Cat
Black Cat (Zombie Hero card)
- Bad Luck: Once per Enemy Phase, when Enemies move into a Zone within Range 1, you may increase Hunger by any number to eliminate the same number of Troopers in that Zone.
- +1 Action (bonus line printed on the card)
- Claw Frenzy: Before attacking with Cat Claws, you may discard 1 Zombie Trait to roll +2 dice. When attacking with Cat Claws, for each roll of 6, roll +1 die. These dice may generate additional dice.
- Hand-to-Hand Expert: You may reroll any dice when attacking. Once during your Turn, you may perform 1 free Attack Action.
Combat: Cat Claws
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Bullseye
Bullseye (Zombie Hero card)
- I Never Miss!: You ignore Target Priority when attacking with Throwing Knives. After rolling, you may increase Hunger to reroll any misses.
- +1 Action (bonus line printed on the card)
- Focused Assassin: After successfully devouring an Enemy or Bystander, you may perform 1 free Throwing Knives Attack or 1 free Move Action ignoring Enemies.
- Undead Marksman: Enemies suffer -1 Toughness (min. 1) against your Attacks. Throwing Knives gains +2 Range and doesn't require Line of Sight, being able to go around corners but not through walls.
Combat: Throwing Knives
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Colossus
Colossus (Zombie Hero card)
- Tough as Steel: Once during each Enemy Phase, you may ignore 1 Wound you would receive.
- +1 Action (bonus line printed on the card)
- Charge: Once during your Turn, you may increase Hunger to move up to 2 Zones, ignoring Enemies. Then, perform 1 free Pummeling Fists Attack in your Zone.
- Ground Slam: Once per Turn, when attacking with Pummeling Fists, you may roll +1 die for each Enemy in your Zone, ignoring Super Heroes for this Attack. After this Attack, you may push all Enemies in your Zone into an adjacent Zone.
Combat: Pummeling Fists
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Daredevil
Daredevil (Zombie Hero card)
- Beatdown: When attacking with Baton Rush, for each roll of 6, roll +1 die. These dice may generate additional dice.
- +1 Action (bonus line printed on the card)
- Baton Snare: Once during your Turn, you may select a Zone within Range 1 and move 1 Enemy or Bystander from that Zone into your Zone. Then, perform 1 free Devour Attack targeting them.
- Hunger Senses: Each time Enemies spawn within Range 2, before or after any Rush, you may perform 1 free Attack or Move Action.
Combat: Baton Rush
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Doctor Strange
Doctor Strange (Zombie Hero card)
- Precognition: Once during each Enemy Phase, when a Spawn card is drawn, you may increase Hunger to discard that card and draw a new one.
- +1 Action (bonus line printed on the card)
- Grasping Portal: Once during your Turn, you may increase Hunger by any amount and select 1 Zone within Range equal to the amount increased. Eliminate all Troopers in that Zone.
- Undead Sorcerer: Once during your Turn, you may perform 1 free Devour Attack with additional Range equal to your Hunger level. If this successfully eliminates someone, you may perform 1 free Action.
Combat: Mystic Bolts
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Elektra
Elektra (Zombie Hero card)
- Critical Strike: When attacking with Dual Sai, each roll of 6 deals 2 Hits to a single Enemy.
- +1 Action (bonus line printed on the card)
- Undead Assassin: When performing a Devour Attack, you may eliminate 1 Trooper, Guard, or Specialist instead of rolling dice. After devouring someone, you may perform 1 free Move Action, ignoring Enemies.
- Hand-to-Hand Expert: You may reroll any misses. Once during your Turn, you may perform 1 free Attack Action.
Combat: Dual Sai
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Gambit
Gambit (Zombie Hero card)
- Kinetic Charge: Once during your Turn, you may discard a Zombie Trait card to perform a free Card Throw Attack, rolling only 1 die (no bonuses possible). A successful roll deals a number of Hits equal to 1 + your Hunger Level to a single Enemy.
- +1 Action (bonus line printed on the card)
- Explosive Impact: Each time you attack with Card Throw, you may roll +1 die for each Enemy in your Zone (before any other bonuses), ignoring Super Heroes for this Attack.
- Kinetic Mastery: Once during your Turn, you may increase Hunger to perform 1 free Move Action. When attacking with Card Throw, you may increase Hunger by any amount to increase Range by that amount.
Combat: Card Throw
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Giant-Man
Giant-Man (Zombie Hero card)
- Giant Size, Giant Hunger: You move +1 Zone per Move Action. Your Devour Attack rolls +2 dice and may eliminate multiple Enemies.
- +1 Action (bonus line printed on the card)
- Crush: Once during your Turn, you may automatically deal 1 Enemy within Range 1 a number of Hits equal to your Hunger level.
- Stomp: Once during your Turn, you may automatically eliminate all Troopers in your Zone.
Combat: Giant Fists
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0-1. 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Human Torch
Human Torch (Zombie Hero card)
- A Warm Meal: Each time you eliminate a Super Hero with Flame On!, you may decrease Hunger by 1 and draw 1 Zombie Trait.
- +1 Action (bonus line printed on the card)
- Fire Flight: Once during your Turn, you may increase Hunger to perform 1 free Move Action, ignoring Enemies. You may eliminate 1 Trooper or Specialist in the Zone you start and 1 in the Zone you end in.
- Nova Burst: When you become Ravenous, automatically eliminate all Troopers, Guards, and Specialists in your Zone. Then, you may immediately perform 2 free Move Actions.
Combat: Flame On!
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Kingpin
Kingpin (Zombie Hero card)
- Zombie Boss: Once during your Turn, you may have 1 other Zombie Hero within Range 2 perform 1 free Attack Action. You gain 1 XP for each Enemy this eliminates. Then, resume your Turn.
- +1 Action (bonus line printed on the card)
- Taunt: Once during your Turn, you may select 1 Zone within Range 1. All Enemies in that Zone immediately activate and attempt to move into your Zone.
- Adapt to the Hunger: Once during your Turn, you may draw 1 Zombie Trait. When drawing Zombie Traits, you draw 2 cards and select 1, discarding the other.
Combat: Cane and Fist
- Range 0 (same Zone). 2 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Kraven
Kraven (Zombie Hero card)
- Choice Prey: When you activate, if there are any Super Heroes within Range 2, you may draw 1 Zombie Trait. You may reroll any misses when attacking Zones containing Super Heroes.
- +1 Action (bonus line printed on the card)
- Thrill of the Chase: Each time a Super Hero spawns, you may perform 1 free Move Action. When you activate, if there are any Super Heroes within Range 2, you gain +1 Action.
- Apex Hunter: Before attacking, you may discard Zombie Traits to roll +2 dice per Zombie Trait discarded. While your Hunger level is 3 or higher, you move +1 Zone per Move Action and may reroll any misses.
Combat: Hunter's Tools
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Magneto
Magneto (Zombie Hero card)
- Magnetic Pull: Once during your Turn, you may increase Hunger to select 1 Bystander, Enemy, or Zombie Hero within Range 2 and move them into your Zone.
- +1 Action (bonus line printed on the card)
- Crush: Once during your Turn, you may increase Hunger by any number to deal the same number of Hits to 1 Enemy within Range 2. If this eliminates a Super Hero, draw 1 Zombie Trait.
- Undead Commander: Once during your Turn, you may allow 1 other Zombie Hero to perform 1 free Action. Then, resume your Turn.
Combat: Shrapnel
- Range 0-1. 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Moon Knight
Moon Knight (Zombie Hero card)
- Personality Shift: Each time you devour a Bystander or Enemy, roll a die. On a 1, increase Hunger by 3. On a 2-4, draw 1 Zombie Trait. On a 5-6, perform 1 free Attack Action.
- +1 Action (bonus line printed on the card)
- Insanity and Immortality: Each time you would suffer a Wound, you may discard 1 Zombie Trait to prevent that Wound. Each time you become Ravenous, draw 1 Zombie Trait.
- Khonshu's Foresight: Once during each Enemy Phase, when a Spawn card is drawn, you may draw 2 additional cards and select 1 of them, shuffling the others back into the deck.
Combat: Crescent Darts
- Range 0-1. 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Ms. Marvel
Ms. Marvel (Zombie Hero card)
- Grab: Once during your Turn, you may increase Hunger to select 1 Bystander, Enemy, or Zombie Hero within Range 1 and move them into your Zone.
- +1 Action (bonus line printed on the card)
- Undead Morphogenetics: At the start of your Turn, you may draw 1 Zombie Trait. During your Turn, you may discard 1 Zombie Trait and increase Hunger to perform 1 free Action.
- Palm Smash: Each time you attack with Oversized Fist, you may roll +1 die for each Enemy in the targeted Zone (before any other bonuses), ignoring Super Heroes for this Attack.
Combat: Oversized Fist
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Mystique
Mystique (Zombie Hero card)
- Shapeshift: At the end of your Turn, if there are no Enemies in your Zone, you may increase Hunger to have all Enemies ignore you during the next Enemy Phase.
- +1 Action (bonus line printed on the card)
- Illusion of Safety: Once during your Turn, you may select 1 Bystander or Enemy within Range 2 and move them into your Zone. Then, perform 1 free Devour Attack targeting them.
- Unseen Threat: You may reroll any misses. Each time you eliminate an Enemy, you may perform 1 free Move Action, ignoring Enemies.
Combat: Adaptive Weapons
- Range 0-1. 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Nightcrawler
Nightcrawler (Zombie Hero card)
- BAMF!: Once during your Turn, you may increase Hunger to move to any Zone on the board containing a Zombie Hero.
- +1 Action (bonus line printed on the card)
- Surprise!!!: Immediately after using BAMF!, you may select 1 Bystander or Enemy in your Zone and perform 1 free Attack against them.
- Rapid BAMFs: When you eliminate a Bystander or Enemy with Surprise!!!, you may increase Hunger to move into any Zone within Range 3, ignoring Enemies, and eliminate all non-Super Hero Enemies in that Zone.
Combat: Acrobatics
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Nova
Nova (Zombie Hero card)
- Cosmic Awareness: Each time Enemies spawn within Range 1, before any Rush, you may perform 1 free Nova Shots Attack.
- +1 Action (bonus line printed on the card)
- Hypergate: Once during your Turn, you may spend 1 Action to have yourself or 1 Zombie Hero within Range 2 perform 1 free Move Action, moving +1 Zone and ignoring Enemies.
- Undead Nova Host: You do not suffer Wounds from Troopers. When you successfully Devour, you may choose to reduce Hunger by 1, instead of to 0.
Combat: Nova Shots
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Rogue
Rogue (Zombie Hero card)
- Undead Strengh (spelled as printed on the card): All Enemies suffer -1 Toughness (min. 1) against your Attacks. Once during your Turn, you may perform 1 free Open Door Action.
- +1 Action (bonus line printed on the card)
- Absorb Abilities: Once during your Turn, you may increase Hunger to copy any Attack, unlocked Skill, or Bystander ability of any other Zombie Hero within Range 1 until the end of the Round.
- Hunger Ambition: While your Hunger level is 2 or higher, you may reroll any dice, move +1 Zone per Move Action, and not increase Hunger to use Bystander abilities.
Combat: Mighty Punches
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Scarlet Witch
Scarlet Witch (Zombie Hero card)
- Alternate Timelines: Once during your Turn, you may increase Hunger by any amount. For each level increased, 1 Zombie Hero may draw 1 Zombie Trait. Then, roll a die. On a 5+, each Zombie Hero who gained a Trait increases Hunger by 1.
- +1 Action (bonus line printed on the card)
- Warp Reality: Once during your Turn, you may increase Hunger to select 1 Zone within Range 1. Replace all Guards and Specialists in that Zone with Troopers.
- No More Troopers: Once during your Turn, you may increase Hunger to automatically eliminate all Troopers in a Zone within Range 1.
Combat: Hex Blast
- Range 0-1. 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Scorpion
Scorpion (Zombie Hero card)
- Skewer and Devour: After attacking with Scorpion's Tail, you may move 1 Enemy from the target Zone into your Zone. Then, perform 1 free Devour Attack targeting that Enemy. They suffer -1 Toughness against this Attack (min. 1).
- +1 Action (bonus line printed on the card)
- Tail Sweep: When attacking with Scorpion's Tail, you may increase Hunger to roll +1 die for each Enemy in the target Zone, ignoring Super Heroes for this Attack.
- Scorpion's Fury: Once during your Turn, you may perform 1 free Attack Action. While you are Ravenous, you move +1 Zone per Move Action.
Combat: Scorpion's Tail
- Range 0-1. 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Storm
Storm (Zombie Hero card)
- Gust: Once during your Turn, you may increase Hunger and select a Zone within Range 1. Move all Enemies in that Zone into a Zone adjacent to it.
- +1 Action (bonus line printed on the card)
- Flesh Cyclone: After using Gust, automatically eliminate a number of Troopers, Guards, and/or Specialists in that Zone equal to your Hunger level.
- Chain-Lightning: Once during your Turn, after attacking with Lightning Bolt, you may perform 1 free Lightning Bolt Attack using the same number of dice as the initial Attack.
Combat: Lightning Bolt
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Thor
Thor (Zombie Hero card)
- Not Worthy, Still Strong: Enemies suffer -1 Toughness (min. 1) against your Attacks. Each time a Super Hero ends their Move within Range 1, you may increase Hunger to perform 1 free Imitation Hammer Attack with Range 0-1.
- +1 Action (bonus line printed on the card)
- Reckless Charge: Once during your Turn, you may increase Hunger to level 3 to move up to 2 Zones. Then, perform 1 free Imitation Hammer Attack in your Zone.
- Undead God's Hunger: Your Devour Attack gains +1 to dice results. While your Hunger level is 3 or 4, you move +1 Zone per Move Action and may reroll any misses.
Combat: Imitation Hammer
- Range 0 (same Zone). 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Winter Soldier
Winter Soldier (Zombie Hero card)
- Assassin's Reflexes: Each time you eliminate an Enemy or Bystander with a Devour Attack, you may also eliminate 1 Trooper in your Zone.
- +1 Action (bonus line printed on the card)
- Undead Stamina: Each time a Rush card is drawn, you may perform 1 free Move Action before that Activation.
- Hand-to-Hand Expert: You may reroll any misses when Attacking. Once during your Turn, you may perform 1 free Attack Action.
Combat: Spear
- Range 0-1. 2 dice. Accuracy 3+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.
Zombie Hero Card: Wolverine
Wolverine (Zombie Hero card)
- Undead Rage: When attacking with Adamantium Claws, add +1 to your dice results if you are wounded. For each roll of 6, roll +1 die. These dice may generate additional dice.
- +1 Action (bonus line printed on the card)
- Lash Out: Once during each Enemy Phase, when Enemies move into your Zone, you may increase Hunger to perform 1 free Attack Action.
- Relentless: You do not suffer Wounds from Troopers or Specialists.
Combat: Adamantium Claws
- Range 0 (same Zone). 3 dice. Accuracy 4+.
Combat: Devour
- Range 0 (same Zone). 1 die. Accuracy 4+. If this eliminates a target, reduce Hunger Level to 0.
Stat tracks (as printed): the Hunger track runs 0 to 4; the skull box shows 1 to 5.