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Zombicide: Compendium 2

Expansion for ZombicideExpansion for Zombicide Season 2: Prison OutbreakExpansion for Zombicide Season 3: Rue Morgue

Zombicide: Compendium 2 Rulebook

Table of Contents

Table of Contents

  • Three Little Wishes Campaign
    • Campaign Rules
    • A Wish for Liberty
    • A Wish for Abundance
    • A Wish for Security
  • Missions A8, A16-A36
    • A8 Relentless
    • A16 A Sea of Tents
    • A17 A Stupid Bet
    • A18 Hunting Santa Claus
    • A19 Madhouse
    • A20 Back in Town
    • A21 Hammam
    • A22 Corpse Piles
    • A23 Mission: Random
    • A24 Closing Operation
    • A25 The Tunnel: Part 1
    • A26 The Tunnel: Part 2
  • Missions C32-C65
    • C32 Race to Death
    • C33 Mumbo Jumbo
    • C34 The Box War
    • C35 Wake-Up Call
    • C36 Zombical Comedy
    • C37 The Mall Defense: Save the Baby
    • C38 Team Tesla
    • C39 Who Let the Dog Out?
    • C40 Brotherly Love
    • C41 Fayots, Bastos and Sparadrap
    • C42 House Cleaning
    • C43 The Great Escape

Three Little Wishes Campaign

Three Little Wishes is a 3-Mission campaign for Zombicide Season 1, Toxic City Mall and Prison Outbreak. Its three Missions are: A Wish for Liberty, A Wish for Abundance and A Wish for Security. The campaign's narrative introduction is omitted.

Campaign Rules

  1. These Missions are designed to be played as episodes. Begin with A Wish for Liberty, continue with A Wish for Abundance and finish with A Wish for Security. Keep the same Survivors from one Mission to the next.
  2. Wounds carry over between Missions. At the end of each Mission, gather the Equipment, Canned Food, Rice and Water cards the team collected. Each card can be spent to heal one Wound suffered by a Survivor during the Mission. Discard unused cards before the next Mission begins.
  3. A Survivor who has been turned into a Zombivor remains a Zombivor until the end of the campaign. Infection is a one-way trip!
  4. If a Survivor is eliminated without being able to become a Zombivor, or if a Zombivor is eliminated, the campaign ends in failure. Try again, and be more careful this time!

A Wish for Liberty

Difficulty: Easy. Survivors: 6+. Time: 60 minutes.

You will need the following tiles for this scenario: 5P, 6P, 7P & 8P.

Objectives: Accomplish the following tasks:

  1. Enter the Prison. Activate the yellow switch to turn the security airlock and gain access to the cells.
  2. Open the cells. The only way to explore the cells is to open them. Activate the white and purple switches.
  3. Rescue the locked-up people. Colored Objectives are hidden among the red ones. Take all the non-red Objectives. Objectives that are red on both sides represent... Zombies!
  4. Get out. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone as long as it contains no Zombies.

Special Rules:

  • Yellow switch for the rotating airlock. When the yellow switch is activated, the airlock turns a quarter turn to the left or to the right (choose the direction of rotation each time the switch is activated). The Survivor who activates the yellow switch for the first time also takes the yellow Objective and gains 5 experience points.
  • White switch for the white doors. Activating the white switch opens all white doors. The Survivor who activates the white switch for the first time also takes the white Objective and gains 5 experience points. The white doors close if the white switch is returned to its original position.
  • Purple switch for the purple doors. Activating the purple switch opens all purple doors. The Survivor who activates the purple switch for the first time also takes the purple Objective and gains 5 experience points. The purple doors close if the purple switch is returned to its original position.
  • Surprise cells. Shuffle two blue Objectives and two green Objectives (face down) among the red Objectives. Place one Objective per cell, for a total of ten. Reveal the Objective when the corresponding cell is opened. If it is red on both sides, remove it from the game and spawn Zombies in the cell. If the Objective is blue or green, do not spawn Zombies in the cell, and leave the Objective in place for the Survivors.
  • Good Samaritans. Each blue or green Objective gives 5 experience points to the Survivor who takes it.

A Wish for Abundance

Difficulty: Medium. Survivors: 6+. Time: 90 minutes.

You will need the following tiles for this scenario: 1M, 3M, 4M & 7M.

Objectives: Accomplish the following tasks:

  1. Clean out every shop. Each shop has a red "X" to help you remember whether it has been cleaned. Take all the red Objectives.
  2. Report to the doctor. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone as long as it contains no Zombies.

Special Rules:

  • Clearance frenzy. Shuffle two blue Objectives and one yellow Objective (face down) among the nine red Objectives. Place one Objective in each shop. When a shop's door is opened, spawn the Zombies inside according to the color of the revealed Objective (blue, yellow or red), regardless of the current Danger Level. Leave the Objectives in place for the Survivors.
  • Soup kitchen. Each Objective gives 5 experience points to the Survivor who takes it.

A Wish for Security

Difficulty: Hard. Survivors: 6+. Time: 120 minutes.

You will need the following tiles for this scenario: 1B, 1C, 2B, 4B, 4D, 5C, 5E & 7B.

Objectives: Accomplish the following tasks:

  1. Find the green key at the hardware store. Red "X"s mark the places where it can be found. Take all the red Objectives until you find the green one. Taking red Objectives afterwards still grants the experience bonus.
  2. Find a portable generator. A blue "X" marks its position in the hardware store. Take the blue Objective.
  3. Bring the generator to the medical office. The Exit Zone token marks the location of the medical office. It won't be easy, as this generator weighs a ton! Reach the Exit Zone with the blue Objective.
  4. Let the doctor examine you. Each Survivor can be examined if they are in the medical office during the End Phase. Each must wait their turn: the doctor can only treat one patient at a time.

Special Rules:

  • Someone was getting ready to defend their shelter. But this "someone" obviously never got the chance. Place a Molotov in the Zone marked with a "1" on the map.
  • Do what needs to be done. Each Objective gives 5 experience points to the Survivor who takes it. Shuffle the green Objective in with the red Objectives, face down. The green door cannot be opened until the green Objective has been taken.
  • They're not going to just hand over the keys. A big battle took place in the main building. When you spawn Zombies in a Zone containing a red Objective, do not use the standard result of the Zombie card. Apply the red Danger Level result, regardless of the current Danger Level.
  • The portable generator. The blue Objective represents the portable generator. Place it on the Identity Card of the Survivor who takes it. The token counts as an Equipment card but does not take up a space in the inventory. The generator is very heavy. The Survivor carrying it is slowed: their movement is limited to two Zones per Players' Phase, regardless of any movement-related Skills (their own or those of their companions). The movement restriction does not apply if the carrier is inside a car. Remember that you can trade the generator! Remove the blue Objective token when its carrier reaches the medical office. If the generator is lost, the Mission ends in failure.
  • Death comes from above. Taking the blue Objective is the last step in waking the Zombies in the upper floors of the dental office. The blue Invasion Zone becomes active as soon as the blue Objective is taken.
  • What's up, Doc? Reaching the medical office with the blue Objective activates the equipment the doctor needs to treat your team. During each following End Phase, place a Noise token on the Identity Card of a single Survivor standing in the Exit Zone. They have been treated! The game is won when all the Survivors have been treated.
  • Driving at full speed. Enjoy the shootouts at the wheel, since you can use the cars!

Missions A8, A16-A36

A8 Relentless

Difficulty: Hard. Survivors: 6. Time: 90 minutes.

You will need the following tiles for this scenario: 2B, 2C, 3C, 5C, 5D & 7B.

Objectives: Kill the Abomination and get out of here. Accomplish the following tasks in this order to win:

  1. Kill the Abomination. The Molotov made with the Bottle and the Gasoline will help.
  2. Reach the Exit Zone with at least one Survivor per player. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Scattered arsenal. Before the game begins, set aside the Bottle, Gasoline, Shotgun, Submachine Gun and Chainsaw cards. The garage on tile 3C (top left) contains a Gasoline card that can be taken as an Objective (with no experience gain).
  • Objectives. Place the blue and green Objectives at random among the red ones, face down. Each Objective gives 5 experience points to the Survivor who takes it.
    • Taking a red Objective gives a Shotgun, a Submachine Gun or a Chainsaw (draw at random from the set-aside cards). The inventory may then be reorganized. The "Two of a Kind" Skill works when a Submachine Gun is acquired this way. Having a Flashlight does not allow you to acquire two cards.
    • Taking the blue Objective gives an Equipment card as above, but sets off an alarm. The blue Invasion Zone then becomes active.
    • Taking the green Objective gives a Bottle.
  • Relentless. At the start of the game, place an Abomination in the Exit Zone, as shown on the map. Even if this Abomination is killed, Zombie cards that would spawn an Abomination instead spawn a Fatty and its escort.
  • Cars. Cars cannot be used.
  • Pimp-mobile. The pimp-mobile can be searched only once. It contains either the Ma's Shotgun or the Evil Twins (draw at random).
  • Police car. The police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.

A16 A Sea of Tents

Difficulty: Medium. Survivors: 6+. Time: 90 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1R, 4V, 5R, 6V, 7R & 8R.

Objectives: Scavenge the area. Reveal all tents and Event Triggers. The Mission is complete as soon as the last tent or the last Event Trigger is revealed.

Special Rules:

  • A sea of tents. Place the tents at random.
  • Zombie watchers. The Zombies are waiting for their next feast. The blue and pink Invasion Zones are inactive until the corresponding door has been opened.

A17 A Stupid Bet

Difficulty: Medium. Survivors: 6+. Time: 60 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1V, 2V, 4V & 5V.

Objectives: Accomplish the following tasks:

  1. Kill the A-Bomb and find the blue key. You choose the order, but you cannot leave the board without the Abomination's head.
  2. Save your skin. Reach the Exit Zone with at least one Survivor. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Where did we come in? The Survivors' starting area can be on any Event Trigger. Choose your favorite. Before the first Players' Phase:
    • Reveal the Event Trigger chosen as the starting area and spawn the Zombies.
    • Place the A-Bomb on the Invasion Zone nearest to the starting area.
  • Zombies! Everywhere! A revealed Event Trigger is flipped back to its "not activated" side as soon as no Survivor is on the tile it occupies. It can be triggered again!
  • Good surprises! Place the blue and pink Objectives at random among the red ones, face down. The blue door can be opened once the blue Objective has been revealed. The Survivor who takes the pink Objective receives a Spiked Bat.
  • That might be useful... Each Objective gives 5 experience points to the Survivor who takes it.

A18 Hunting Santa Claus

Difficulty: Hard. Survivors: 6+. Time: 180 minutes.

Requires: Season 2: Prison Outbreak, Toxic City Mall.

You will need the following tiles for this scenario: 2M, 5M, 6P & 15P.

Objectives: The objectives can be completed in any order:

  • Kill Santa. For today, it will be a Berserker Abomination.
  • Catch the elves. Kill 12 Toxic Zombies.
  • Loot the North Pole. Take all the Objectives.

Special Rules:

  • A lousy party. Each Objective gives 5 experience points to the Survivor who takes it. Place the white, blue, yellow, green and purple Objectives at random, face down, in the Mall Zones indicated (2M and 5M).
    • Colored doors cannot be opened until the corresponding Objective has been taken. (Note: there is no door corresponding to the yellow Objective.)
    • Each time a colored Objective is revealed, activate the corresponding Invasion Zone. Flip the token to its red side. At the start of the game, only one Invasion Zone is active!
  • Catch the 12 elves! A shortage of Toxic Zombies does not cause an extra Activation. Place the Toxic Zombies you kill on the Identity Card of the Survivor who killed them, to count them. Do not go beyond twelve. Do not remove them before the end of the game, even if you run out of Toxic Zombies.
  • I've been good this year. Place the Pa's Gun and the two Gunblades in the Zones indicated on the map. A Survivor in the Zone may spend 1 Action to pick them up, as long as no Zombie is in the Zone. This is not a Search Action.
  • Coming down from the sky. With all the racket we're making in the warehouse, we'll end up attracting a Berserker Abomination! The first Berserker Abomination spawned represents Santa Claus. Kill it to complete the Mission objective!

A19 Madhouse

Difficulty: Hard. Survivors: 6+. Time: 120 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 6P, 9P, 11P, 12P, 14P & 16P.

Objectives: Accomplish the following tasks:

  1. Open the yellow door. You can either activate the yellow switch or find the yellow key.
  2. Grab the cutting-edge medical equipment. It is marked by the blue and green Objectives. You will need to activate two switches, the white and the purple, to open the doors that lead to it.
  3. Go home. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Medical stuff. Always useful. Each Objective gives 5 experience points to the Survivor who takes it.
  • One way to open the yellow door. Place the yellow Objective at random among the red ones, face down. Once the yellow Objective has been taken, the yellow door can be opened.
  • An unpredictable door system. Place the yellow Invasion Zone at random among the red ones, face down. Once the yellow switch has been activated, flip all the Invasion Zones and remove the yellow one.
  • Switches! Each switch can be activated only once.
    • Activating the purple switch opens all purple doors (the standard purple door and the purple cell doors). The Survivor who activates this switch also takes the purple Objective and gains 5 experience points.
    • Activating the yellow switch opens the yellow door. It grants no experience points.
  • Our escape cars. They can be used. The pimp-mobile and the hippie-mobile can each be searched only once. Each contains a Gunblade.

A20 Back in Town

Difficulty: Medium. Survivors: 6+. Time: 180 minutes.

Requires: Season 1, Toxic City Mall.

You will need the following tiles for this scenario: 3C, 3M, 4B, 4M, 5D & 5E.

Objectives: Exploring the area should not pose any problems. We have already done it. Each sector is marked by a large red "X". Take all the Objectives.

Special Rules:

  • Unfinished business. Each Objective gives 5 experience points to the Survivor who takes it.
  • Event Triggers. A tile containing an Objective spawns Zombies only once a Survivor is, for the first time, in one of its building or inner-alley Zones at the end of an Action. The Survivor takes the Objective to signify that the tile has been explored. Do not spawn Zombies in the building Zones of that tile when a door leading to them is opened; spawn them only when a Survivor enters the tile.
  • Do you remember why this place was closed? Place the blue and green Objectives at random among the red ones, face down. When a Survivor takes the blue or the green Objective, the corresponding Invasion Zone is activated. Flip it to its red side as a reminder.
  • The batteries have been dead for a long time. You cannot use cars.
  • Locked! And nobody remembers where the key was hidden! The blue and green doors cannot be opened.
  • Wesh! My old pimp-mobile! I remember leaving something in the trunk... Pimp-mobiles can be searched only once. They contain the Evil Twins, the Ma's Shotgun or the Pa's Gun (draw at random).
  • Phil's car. The police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.

A21 Hammam

Difficulty: Hard. Survivors: 6. Time: 180 minutes.

Requires: Season 1, Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 2C, 3P, 4D, 5B, 5C, 6P, 7B, 14P & 18P.

Objectives: Accomplish the following tasks:

  1. Find the keys to the hammam. There are two doors, and you will need both keys, because you will probably not be able to use the door you came in through to escape. Search the small buildings until you find the blue and green Objectives.
  2. Take a hot bath until you feel clean and refreshed. Each Survivor must stand on a (hammam) Objective until the Danger Level reaches Red (see Special Rules).
  3. Get back to adventuring. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Everything is devastated. Don't expect to find anything here. The Survivors' starting area cannot be searched.
  • Keys to paradise (of the bath). The staff lived in the surrounding buildings. The hammam keys are probably there. In the small buildings of tiles 3P, 5B, 5C and 18P, place the blue, yellow, green and purple Objectives at random, face down. Each Objective gives 5 experience points to the Survivor who takes it.
  • Don't worry about the camera. There's no one left to watch. Each time a colored Objective is revealed, activate the corresponding Invasion Zone. Flip the Invasion Zone token to its red side. At the start of the game, only one Invasion Zone is active!
  • Locked behind armored doors. The hammam doors are solid. Do not try to open them without the keys. The blue and green doors cannot be opened until the corresponding Objectives have been taken.
  • A good hot bath. A Survivor in a bathroom Zone (the Zones with Objectives inside the large building) may choose to take a bath. Only one Survivor at a time can take a bath on each Objective. Once they have started, they cannot perform any Actions other than bathing (including fighting): they gain 5 experience points per Action used in this way. Once the Survivor has reached the Red Danger Level (or is already there), remove one Objective from the Zone. The bath is over, and the Survivor can play normally again.
  • Batteries have been dead for a long time. You cannot use cars.
  • Piiiiiimp-mobile! (and a hippie-mobile) The pimp-mobiles and the hippie-mobile can each be searched only once. They contain the Evil Twins, the Ma's Shotgun or a Gunblade (draw at random).

A22 Corpse Piles

Difficulty: Medium. Survivors: 6+. Time: 90 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1V, 2V, 4V & 5V.

Objectives: Check all the piles of corpses and kill everything that moves. The Mission is complete as soon as the last Invasion Zone is removed (see Special Rules).

Special Rules:

  • Don't put your hands in there, I saw something move! When you draw an extra Activation card, flip every revealed Event Trigger located on tiles with no Survivors back to its "not revealed" side. These Event Triggers are activated again as soon as a Survivor finishes a Move Action onto one of these tiles. Great!
  • It's all good here! As soon as the last Zombie on a tile containing an Event Trigger is killed or leaves the tile during its Movement, remove the Event Trigger and the Invasion Zone from the tile. Place the Invasion tokens on another Invasion Zone of your choice. Once the last Invasion Zone has been removed in this way, the Mission is complete.

A23 Mission: Random

Difficulty: Medium. Survivors: 6+. Time: 90 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1R, 4V, 5R, 6V, 7V & 9R.

Objectives: Find the... thing. The Mission is complete as soon as the pink Objective is taken. You may need to use the helicopter to open the hospital's blue door.

Special Rules:

  • This isn't what we're looking for, but it's not so bad. Each Objective gives 5 experience points to the Survivor who takes it.
  • Mysterious camp. Place the tents at random, face down.
  • Undefined entry point. There is no Survivors' starting area on this Mission's map. Roll a die. The Survivors begin the Mission in the corresponding Invasion Zone.
  • The thing we're looking for! Place the pink Objective at random among the seven red ones, face down.
  • Quarantine. The blue door cannot be opened until the blue Objective has been taken.

Because of its many random elements, which apply to key aspects of the game, this Mission offers great replayability with Zombicide Season 3: Rue Morgue.

A24 Closing Operation

Difficulty: Hard. Survivors: 6+. Time: 150 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1R, 2V, 3V, 6V, 7V & 8R.

Objectives: Accomplish the following tasks in order:

  1. Find the hospital keys and use them. Search the places marked by a large red "X". Take the Objectives until you find the blue and the pink ones. Use them to lock the hospital's two doors.
  2. Fill the hospital. Kill Zombies until none remain on the board, except in the hospital. Victory! Your group sets fire to the hospital and walks away, enjoying the silence.

Special Rules:

  • A very special patient. Before the game begins, place an A-Bomb Abomination in the indicated Zone.
  • Who lost that? At the start of the game, place La Guillotine in the indicated Zone.
  • The hospital keys. Place the blue and pink Objectives at random among the red ones, face down.
  • Nothing is useless. Each Objective gives 5 experience points to the Survivor who takes it. You can still pick them up once the blue and pink ones have been found.
  • Closing the hospital. Once the blue Objective has been taken, any Survivor in the blue door's Zone may spend 1 Action to open or close it. Once the pink Objective has been taken, any Survivor in the pink door's Zone may spend 1 Action to open or close it. No Equipment is required. Reopening the hospital no longer causes a building Invasion.
  • Zombies at the door. When the blue door is closed, the blue Invasion Zone is activated. When the pink door is closed, the pink Invasion Zone is activated. During the Invasion Step, start with these Zones (if they are active, of course!), then move on to the Zones bearing Invasion tokens.

A25 The Tunnel: Part 1

Difficulty: Medium. Survivors: 4-8. Time: 180 minutes.

Requires: Zombicide Season 3: Rue Morgue, Angry Neighbors.

You will need the following tiles for this scenario: 1R, 3R, 4R, 6R, 10R & 11V.

Objectives: You have just reached the end of the tunnel. Explore the other side. Take all the Objectives.

Be careful! You must avoid fighting Zombies in the tunnel. The Mission fails if a Zombie reaches the Survivors' starting area.

Special Rules:

  • A little help wouldn't hurt. Each Survivor begins the game with a Companion (see Angry Neighbors) of the player's choice.
  • Hey, look what I found! Each Objective gives 5 experience points to the Survivor who takes it.
  • It's not paradise. You will soon find out why they barricaded the doors. Destroyed barricades can be rebuilt.

A26 The Tunnel: Part 2

Difficulty: Hard. Survivors: 4-8. Time: 180 minutes.

Requires: Zombicide Season 3: Rue Morgue, Angry Neighbors.

You will need the following tiles for this scenario: 2R, 4R, 7R, 8R, 10V & 12V.

Objectives: Condemn the tunnels! Cause the tunnels to collapse by using Molotov cocktails on the blue and pink Invasion Zones (see Special Rules).

Special Rules:

  • They're coming from everywhere! Drawing a blue or green Bed card allows all Zombies in collapsed Zones to immediately resolve 3 Move Actions. They come out of the hole!
  • Oh, that's pretty! Each Objective gives 5 experience points to the Survivor who takes it.
  • Noises in the dark. The blue and pink Invasion Zones are active from the start.
  • Thanks, Mr. Molotov! Place the blue and green Objectives at random among the red ones, face down. Taking one of these Objectives gives the Survivor a Molotov. If no Molotov is available, the Survivor gains only the experience points.
  • Boom! Throwing a Molotov into a collapsed Zone also removes the Invasion Zone in it. The Survivor gains 10 additional experience points.

A27 The Red Cap's Lair

Difficulty: Medium. Survivors: 4+. Time: 45 minutes.

Requires: Zombicide Season 3: Rue Morgue, Angry Neighbors.

You will need the following tiles for this scenario: 1R, 4R, 11V & 12R.

Objectives: Full-scale looting. Activate all Event Triggers and take all the Objectives.

Special Rules:

  • We're looking for... Each Event Trigger token gives 5 experience points to the Survivor who takes it.
  • ...some meds, a battery, Marseille soap and a water purifier. Each Objective gives 5 experience points to the Survivor who takes it.
  • Anti-survivor barricades. Barricades can be destroyed only by Zombies.
  • Infested sector. Tent tokens straddle two tiles. They count as being on both tiles for Bed cards.

* Ben's figure and Identity Card are included in the Special Guest: Karl Kopinski box.

A28 The Bunker of Hell

Difficulty: Hard. Survivors: 4+. Time: 180 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 11P, 12P, 13P, 14P, 15P & 16P.

Objectives: Escape Hell. Reach the following objectives in the order given to complete the Mission:

  1. Take at least three Objectives.
  2. Activate the rotating security airlock and reach the Exit Zone with all starting Survivors. A Survivor can escape through this Zone at the end of their Activation, as long as it contains no Zombies.

Special Rules:

  • Setup.
    • Set aside 2 red Objectives and one blue Objective to form the Emergency Switch pile (see "Emergency Switches").
    • Place the white, yellow and purple Objectives at random among the red ones, face down. Each Objective gives 5 experience points to the Survivor who takes it.
    • Draw one Zombie card for each room of tile 16P (the starting tile) and spawn the corresponding Zombies.
  • Doomed to Hell. When a Survivor finishes a Move Action onto a tile where no other Survivor is, draw one Zombie card for each room of that tile and spawn the corresponding Zombies.
  • Bank security. Switches cannot be activated until the corresponding Objective has been taken.
  • In the depths. The white, yellow and purple Invasion Zones are not active at the start. Each of these Zones is activated as soon as the corresponding switch is activated for the first time.
  • Emergency switches. Each time a switch is activated, draw an Objective at random from the Emergency Switch pile.
    • Red: Nothing happens. The Objective is removed from the pile.
    • Blue: Turn the rotating security airlock a quarter turn to the left or to the right (your choice).

A29 A Game Called Survival

Difficulty: Hard. Survivors: 4+. Time: 60 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 5B, 5C, 5D, 5E, 6B & 6C.

Objectives: Loot everything, as if it were the end of the world. As soon as the first Players' Phase has begun, your team has 60 minutes to take all the Objectives.

Special Rules:

  • Follow your instinct. Each Objective gives 5 experience points to the Survivor who takes it. Keep the token on the Survivor's Identity Card. It does not take up an inventory space. This token can be discarded when the Zombies receive an extra Activation: the Survivor immediately gains the Zombie Link Skill (single use per discarded token; several tokens may be discarded in succession).
  • Locked doors. Place the blue and green Objectives at random among the red ones, face down. The blue door can be opened once the blue Objective has been taken. The green door can be opened once the green Objective has been taken.
  • Police car. A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • Discount police cars. Each police car can be used only once to attack Zombies. It stops in the first Zone where it makes an attack. The attack is resolved normally, but the car is then out of order. It can no longer be searched or used after that. You may flip it over to its pimp-mobile side to remember this.

A30 Zombie Burger

Difficulty: Medium. Survivors: 6+. Time: 180 minutes.

Requires: Zombicide Season 1. (Optional: Toxic City Mall.)

You will need the following tiles for this scenario: 1B, 2B, 5B, 5D, 6C & 7B.

Objectives: Find Fat Joe's stocks of special ingredient. Take all the Objectives.

Special Rules:

  • Fat Joe's keys and special ingredient stocks.
    • Place 2 red Objectives on tiles 1B and 2B.
    • Shuffle all the other red Objectives with the blue and green ones, face down. Place 6 of them at random on tiles 5B, 5C and 6C. Set the remaining Objectives aside as a special "Fat Joe" pile, face down, next to the board. Each Objective gives 5 experience points to the Survivor who takes it.
    • Optional: If you are using Toxic City Mall, create a separate draw pile for Toxic Zombies.
  • Abandoned subway station. There is nothing to loot here. The Survivors' starting area cannot be searched.
  • Where is Fat Joe? Killing a Fatty allows the Survivor to take one of the tokens from the Fat Joe pile (and earns 5 extra experience points).
  • Fat Joe's keys. The blue door cannot be opened until the blue Objective has been taken. The green door cannot be opened until the green Objective has been taken.
  • Optional: Zombie Burger. Use this rule only if you are playing with Toxic City Mall. Taking a red Objective that is red on both sides (whether on the board or from the Fat Joe pile) reveals a stock of special ingredient. During the next Spawn Step, draw cards from the Toxic deck instead of the usual one. Taking several red Objectives in the same turn has no additional effect.

A31 Just a Nightmare

Difficulty: Hard. Survivors: 6. Time: 150 minutes.

Requires: Season 2: Prison Outbreak. (Optional: Zombicide Season 1, Season 3: Rue Morgue, Angry Neighbors, Toxic City Mall.)

You will need the following tiles for this scenario: 8P, 11P, 12P, 13P, 14P & 15P.

Objectives: You are not locked in with the Zombies. They are locked in with you! Accomplish the objectives in the order given to win the game:

  1. Reach the Orange Danger Level with all the Survivors. It's time for zombicide!
  2. Find the exit. Take Objectives until you find the yellow one. Replace it with the Exit token.
  3. Leave this nightmare. Reach the Exit Zone with all starting Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Setup: a prison for your soul.
    • Place one yellow Objective at random among the three red ones, face down. These Objectives cannot be taken until all Survivors have reached the Orange Danger Level. Each Objective gives 5 experience points to the Survivor who takes it.
    • Spawn Zombies in the building Zones of the starting tile (14P).
  • From the depths of imagination.
    • At the start of each Game Turn, before the first player takes their turn, spawn Zombies in all building Zones of the starting tile (14P).
    • Each time a Survivor enters a tile where no other Survivor is, spawn Zombies in all building Zones of that tile.
  • I see people who are rotting! The white and purple Invasion Zones are inactive at the start of the game. Flip the Invasion token to its red side as soon as a Zombie enters the Zone.
  • The switches of the Triumphant Will.
    • Activate the purple switch to flip the purple Invasion Zone to its inactive (purple) side.
    • Activate the white switch to flip the white Invasion Zone to its inactive (white) side. Activating a switch gives 5 experience points to the Survivor. A switch cannot be activated if the corresponding Invasion token is on its colored side.
  • Optional: from one dream to another. If you are using Rue Morgue, Angry Neighbors and/or Toxic City Mall, make separate Equipment and Zombie decks. Start the game with the Prison Outbreak cards. Each time a Survivor reaches a new Danger Level, draw one card from each Zombie deck, shuffle them together, then draw one at random. Until a Survivor reaches a new Danger Level, use the Equipment and Zombie decks of the corresponding box.

A32 Go to Bed

Difficulty: Hard. Survivors: 6. Time: 150 minutes.

Requires: Zombicide Season 3: Rue Morgue. (Optional: Zombicide Season 1, Season 2: Prison Outbreak, Angry Neighbors, Toxic City Mall.)

You will need the following tiles for this scenario: 1R, 6V, 7V & 9V.

Objectives: Find as many beds as the group needs, and take them with you. Accomplish the following tasks:

  1. Explore the tents until you find enough beds. See "Finding a Bed" in the Special Rules. This Objective is complete once the team has one bed per Survivor.
  2. Good night, my darlings! Reach the Exit Zone with all starting Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Complications. When a "6" is rolled during an Invasion Step, spawn a Crawler on each bed.

  • Optional: "Zoned" Equipment distribution. If you are using Prison Outbreak, Angry Neighbors and/or Toxic City Mall, the Equipment deck drawn from depends on the tile searched:

    • 1R: Rue Morgue
    • 6V: Prison Outbreak
    • 7V: Angry Neighbors
    • 9V: Toxic City Mall

    For the tent straddling tiles 7V and 9V, draw from either deck of your choice. If you do not own all of these expansions, replace the missing decks with the Rue Morgue deck.

  • Setup.

    • Place the tents at random.
    • Make separate Equipment decks from all the base game and expansion boxes you own.
    • Set aside one blue, one pink and one red Objective per starting Survivor. Shuffle these tokens, face down, to form a Bed pile.
  • Finding a Bed. Draw an Objective from the Bed pile each time a Survivor reveals a Tent card.

    • Red: The Survivor gains 5 experience points and finds an army bed. The Objective is kept in the Inventory, where it takes up one space. It can be traded. If it is destroyed or lost, the Mission fails.
    • Blue and pink: The Survivor gains 5 experience points. In each tent revealed, spawn a Crawler on every bed that shares the color or colors of the beds in the tent revealed by the Survivor.

A33 Drive-By Bombing

Difficulty: Very Hard. Survivors: 6. Time: 45 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1B, 1C, 2B, 5B, 5D & 5E.

Objectives: Destroy all Invasion Zones. Use a Molotov, or blow up a car (see Special Rules), on each ACTIVE Invasion Zone. You may ignore the blue Invasion Zone while it is not activated (in which case you will also have to blow it up). The Mission fails if a Survivor is eliminated.

Special Rules:

  • Setting the scene. Place the blue and green Objectives at random among the red ones, face down.
  • Gas canisters. Each Objective gives 5 experience points to the Survivor who takes it. When a Survivor takes a red Objective, they place it in their inventory. It takes up one space and can be traded. If it is destroyed or lost, the Mission fails. The blue and green Objectives are not placed in the inventory.
  • Blowing up cars. A Survivor in a car carrying a red Objective may spend 1 Action to place the Objective in the vehicle they occupy. Place the Objective on the car. Cars bearing a red Objective can be targeted by Ranged Actions (with the same priority order as a Survivor). The targeted car explodes when a 6 is rolled on the Ranged Action. Generate a Molotov effect in the Zone occupied by the vehicle. The shooter gains all the experience points. This rule can be used to neutralize active Invasion Zones.
  • Stopping the zombie arrival. An Invasion token is removed when the Zone it occupies suffers a Molotov effect. Place this token on any other active Invasion Zone (increasing that Zone's Invasion rate!). The Mission succeeds as soon as there are no other Invasion Zones on which to place the removed tokens.
  • Gas smells! The gas canister you just recovered is leaking! When the blue Objective is taken, leave it in the Zone and apply the following effects:
    • The blue Invasion Zone is activated.
    • At the end of the current Players' Phase, discard the blue Objective. All Actors in the same building as the blue Objective are eliminated. No experience points are gained.
  • Metal shutter. The green door cannot be opened normally. It opens automatically as soon as the green Objective is taken. Resolve the building Invasion immediately. Yes, the green key may be behind the green door. Bad luck...

A34 Zombicide 101

Difficulty: Medium. Survivors: 4+. Time: 90 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1C, 2B, 2C, 3B, 4D, 5B, 5C, 5E & 7B.

Objectives: Clean up the neighborhood. Accomplish the objectives in any order to win the game:

  • Take all the red Objectives.
  • Throw a Molotov into the Zone of the green Objective (see Special Rules).
  • Kill all the Zombies in the buildings.

The Mission fails if a Survivor is eliminated.

Special Rules:

  • Zombie influx. At the end of a Survivor's Action, open all doors in their Zone. If a building is opened this way, place an Invasion token in the Zone of that building where the Objective is located. Then spawn Zombies normally, including for the newly placed Invasion token. If you have no Invasion tokens left in reserve, the door cannot be opened until a token becomes available.
  • It's my territory! Each red Objective gives 5 experience points to the Survivor who takes it. The corresponding Invasion token is also removed. The green Objective cannot be taken. It is removed, along with its Invasion token, when a Molotov is thrown into the Zone. The green Objective gives 5 experience points to the Survivor who removes it.
  • You can use cars.
    • A pimp-mobile can be searched only once. It contains either the Ma's Shotgun or the Evil Twins (draw at random).
    • A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!!" cards cause a Walker to appear and interrupt the search.
  • Hidden threat (optional). The blue Invasion token is not active. During setup, you may replace it with a red Invasion token and switch to "Hard".

A35 When Santa Came to Town

Difficulty: Hard. Survivors: 6+. Time: 60 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1C, 2B, 3B, 5E, 6C & 7B.

Objectives:

  • Symbols of the Christmas spirit. Take all the Objectives to recover the Christmas spirit, the only way to defeat the Santabomination! Each Objective gives 5 experience points to the Survivor who takes it. The last Objective taken represents the recovered Christmas spirit. Place this token in the Survivor's inventory. It takes up no space and can be traded like an Equipment card. If the Survivor holding it is killed, place the token in the Zone they occupied. It can be picked up by spending 1 Action (with no experience gain).
  • Kill the Santabomination! A Survivor in the same Zone as the Santabomination who holds the Christmas spirit may spend 1 Action to roll 1 die. The Santabomination is killed on a result of 3+ (a result of 2 or less means the Survivor did not believe enough). The Survivors immediately win the game.

Special Rules:

  • At all costs. The Mission fails only when all the Survivors have been eliminated.
  • The Santabomination. The Santabomination replaces the standard Abomination. Any effect that applies to the Abomination applies to the Santabomination. The Santabomination can be killed only with the Christmas spirit. It is activated at the start of each Zombies' Phase: roll 1 die for each Survivor in Line of Sight. On a result of 3+, it considers that Survivor to be "not good!" and spawns 1 Runner (Zombie Elf) in that Survivor's Zone.
  • The strength of tradition. All Rice, Canned Food and Water cards become Treats. A Survivor attacked by the Santabomination may discard 1 Treats card to cancel that attack. During their turn, a Survivor may drop Treats for free in the Zone they occupy. If the Abomination is activated with 3 Zones or fewer between it and a Treats token, it moves toward that Zone first. Remove the Treats when it enters the Zone.
  • Christmas presents. Place the blue and green Objectives at random among the red ones, face down. They give experience points normally. The Survivor who takes the blue Objective also receives the Evil Twins. The Survivor who takes the green Objective also receives a Chainsaw.
  • Christmas Eve vigil. If it is Christmas Eve, the Santabomination has 2 Actions per Activation.

A36 This Is Our Ground

Difficulty: Competitive Mode. Players: 4-6.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1V, 2V, 3V, 4V, 5V, 6V, 7R, 8R & 9R.

Objectives: Rival gangs. The game ends when all the Survivors of one team have been eliminated and the remaining ones have barricaded the doors.

Special Rules:

  • Competitive Mode. This Mission uses Competitive Mode. The difficulty, the number of Survivors and the duration depend on each player's abilities.
  • Two teams. Each team begins in its own starting area. The defending team may deploy on the red Objective of its choice and must defend its territory while fending off Zombies. The attacking team's Survivors begin in the Survivors' starting area and must seize the hospital by eliminating their opponents.
  • Easy as pie. Closed doors are not locked. Any Survivor may spend an Action to open them.
  • Lock the main doors! The pink Objective can be taken only when all members of the opposing team have been eliminated. When it is picked up, the main doors close and that team wins! If all the Survivors are killed before they can lock the doors, the only winners are the Zombies.

Missions C32-C65

C32 Race to Death

Difficulty: Hard. Survivors: 4+. Time: 90 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 8P, 11P, 12P, 14P, 15P & 16P.

Objectives: Escape! Reach the Exit Zone with all the remaining Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

  • The Great Escape: All Survivors reach the Exit Zone.
  • Acceptable losses: Only one Survivor is lost.
  • The beginning of the end: More than one Survivor is lost.
  • Disaster: All Survivors die.

Special Rules:

  • The purple switch. Activating the purple switch opens the purple cell doors and triggers the purple Invasion Zone. The purple Invasion Zone becomes active only after the purple switch has been activated. The switch cannot be returned to its original position.
  • The white switch. Activating the white switch opens the white cell doors and triggers the white Invasion Zone. The white Invasion Zone becomes active only after the white switch has been activated. The switch cannot be returned to its original position.
  • The yellow switch for the rotating airlock. When the yellow switch is activated, the airlock turns a quarter turn to the left or to the right (choose the direction of rotation each time the switch is activated).
  • How do you kill these things? When an Abomination is killed, place its figure in the Survivors' starting Zone.

C33 Mumbo Jumbo

Difficulty: Hard. Survivors: 4+. Time: 180 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1C, 3B, 4B, 4D, 4E, 5C, 6B & 6C.

Objectives: Accomplish the following tasks:

  1. Find the anesthetic and the medicine cabinet keys. You will find the anesthetic on the bedside table in the room marked with a green "X". The keys are in one of the rooms marked with a red "X".
  2. Perform the operation. Don't be afraid. You are a Survivor. It will be fine.
  3. Find somewhere to rest. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone as long as it contains no Zombies.

Special Rules:

  • The Patient. At the start of the game, roll a die for each Survivor. The patient is the Survivor with the lowest result (re-roll ties).
  • On the road. The Survivors have been on the run since they had to abandon their shelter, but they have had time to equip themselves. In addition to their starting Equipment, distribute a Carbine, a Sawed-Off Shotgun, a Shotgun, an extra Pistol and a Submachine Gun.
  • That's not exactly what we were looking for, but... Each Objective gives 5 experience points to the Survivor who takes it.
  • Closed rooms. Some building Zones are isolated by doors. They count as separate buildings for Zombie spawning.
  • Where is the dentist's body? Shuffle the blue Objective, face down, in with the red Objectives. Place the Objective token on the Identity Card of the Survivor who takes it. It can be traded like an Equipment card, but does not take up a space in the inventory. If the Survivor carrying it is eliminated, the Mission ends in failure.
  • I found the sleeping... the anesthetic. The anesthetic is represented by the green Objective. Place the token on the Identity Card of the Survivor who takes it. It can be traded like an Equipment card, but does not take up a space in the inventory. If the Survivor carrying it is eliminated, the Mission ends in failure.
  • The operation. To perform the operation, the patient, the "anesthetic" (the green Objective) and the medicine cabinet key (the blue Objective) must all be in the dental office (on tile 4B). The "surgeon" (who can be any Survivor, even one carrying none of the colored Objectives) must spend three Actions to perform the operation. Completing the operation gives five experience points, to both the surgeon and the patient. After the operation, the patient can perform only Move Actions.
  • Noisy cops. Police cars cannot be used or searched. They can generate Noise if their siren is activated, and then they become the noisiest Zones on the board until they are switched off. To switch a police car's siren on or off, a Survivor must be in the vehicle's Zone and spend an Action. Place a Noise token on the car's Zone to indicate that the siren is on (do not remove it during the End Phase). Remove it immediately when the siren is switched off. At the start of the game, the police car with the Noise token has its siren activated (see map).

C34 The Box War

Difficulty: Hard. Survivors: 4+. Time: 60 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1C, 2B, 2C, 3B, 5B, 5C, 5D, 5E & 7B.

Objectives: Accomplish the following tasks:

  1. Family jewels. Take all the red Objectives.
  2. Shut up and row. Reach the Exit Zone with all the remaining Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • My precious. Each Objective gives 5 experience points to the Survivor who takes it.
  • The green key. The green door cannot be opened until the green Objective has been taken.
  • The blue key. The blue door cannot be opened until the blue Objective has been taken. Taking the blue Objective also activates the blue Invasion Zone.
  • Ned's uncle. It looks like Ned's uncle had the same idea as us, but he messed it up. Now he will do everything he can to keep us from taking his boat. Once the three red Objectives have been taken, immediately spawn an Abomination (Ned's uncle) in the Exit Zone.
  • The return of Ned's uncle. Ned's uncle has devoured all the Abominations around here. When a Zombie card would spawn an Abomination, place a Fatty and its escort of Walkers instead.

C35 Wake-Up Call

Difficulty: Easy. Survivors: 4+. Time: 60 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1B, 1C, 2B, 2C, 4B, 4C, 4D & 4E.

Objectives: Get out of the building through the Exit Zone. That's all. Good luck... Reach the Exit Zone with all the remaining Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Who gets the top bunk? Do not spawn Zombies in the building at the start of the game or when the first door is opened. When the Mission begins, the Survivors are sleeping in the rooms judged safest (the farthest from the exterior doors). Roll a die for each Survivor before the start of the game and place their figure in the corresponding room on the map.
  • Surprise! In this Mission, the Zombies have the initiative. Perform an Invasion Step before the first Survivors' turn. Time to get moving, you maggots!
  • A painful awakening. Survivors must spend an Action to wake up and climb out of their makeshift sleeping bags. Each Survivor therefore has one fewer Action during the first turn. Waking up in a hurry, they begin the game without any Equipment (not even a Frying Pan!). Survivors who start with the "Has [Equipment]" Skill are an exception: they begin with the appropriate weapon. (As it happens, Phil really does sleep with his gun under his pillow!)
  • Where are the keys? Shuffle the blue and green Objectives in with the red Objectives, face down. The Objectives represent the keys to the three doors, carelessly dropped by the last person to use them. But were they left near the right door? Each Objective gives 5 experience points to the Survivor who takes it.
  • Armored main door with three locks and three keys. Once the three red Objectives have been taken, the red door can be opened.
  • Green emergency door. Once the green Objective has been taken, the green door can be opened.
  • Blue emergency door. Once the blue Objective has been taken, the blue door can be opened and the blue Invasion Zone is activated.

C36 Zombical Comedy

Difficulty: Hard. Survivors: 4+. Time: 90 minutes.

Requires: Zombicide Season 1, Toxic City Mall, Prison Outbreak.

You will need the following tiles for this scenario: 1M, 1P, 2B, 2M, 3B, 4M, 5E, 6C, 6M, 8P, 9P & 18P.

Objectives: Accomplish the following tasks in order:

  1. Opening: the warehouse key. Its position is marked by a white "X". Take the white Objective.
  2. First Movement (pianissimo): find the Ultrared weapons. Take all the Ultrared weapons.
  3. Second Movement (fortissimo): use the Ultrared gear. Reach the Red Danger Level with all the Survivors.
  4. The Grand Finale! Reach the Exit Zone with all the remaining Survivors. At least one of them must drive the taxi. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • You found a ticket. Each Objective gives 5 experience points to the Survivor who takes it.
  • A Zombie spectator is already seated in his box. At the start of the game, place a Toxic Abomination in the indicated Zone.
  • Stage setup. Place all the Ultrared weapons in the indicated Zone. When a Survivor searches the Zone, they receive the Ultrared weapon of their choice among those still available.
  • First Movement (pianissimo). Taking the white Objective triggers the opening of the white cell doors. Once this Objective has been taken, the white door leading to the Ultrared weapons can be opened and the white Invasion Zone is activated.
  • The Grand Finale (Taxi-ssimo). Once the blue Objective has been taken, both blue doors can be opened and the blue Invasion Zone is activated.
  • You can use cars.
  • Stuff forgotten in a taxi. A taxi can be searched several times. It is searched like a building Zone, but Flashlight cards have no effect. "Aaahh!" cards cause a Walker to appear and interrupt the search.

C37 The Mall Defense: Save the Baby

Difficulty: Medium. Survivors: 6+. Time: 180 minutes.

Requires: Toxic City Mall.

You will need the following tiles for this scenario: 1M, 2M, 3M & 5M.

Objectives: Accomplish the following tasks:

  1. Protect the mother and her baby. Prevent Zombies from entering the Survivors' starting area (hatched green). If a Zombie enters this Zone, the Mission ends in failure.
  2. The best defense is attack. Once the baby is born and asleep (see Special Rules), clear the last Zombies on the board. You win as soon as there are no Zombies left on the board.

Special Rules:

  • We need better weapons... Do not distribute the starting Equipment the usual way. Instead, randomly distribute a Baseball Bat, a Katana, a Chainsaw and enough Frying Pans and/or Tonfas so that each Survivor has one card.
  • ...and there are plenty around here! Remove all food cards (Canned Food, Water and Rice) from the Equipment deck. They are not used in this Mission.
  • Look what I found! Remove a .44 Magnum, a Shotgun, an Assault Rifle and a Submachine Gun from the Equipment deck. Shuffle these cards and place them, face down, next to the board. When a Survivor takes a red Objective, they gain 5 experience points and draw a card at random from this pile. If a Survivor with the "Two of a Kind" Skill draws either the .44 Magnum or the Submachine Gun, they receive the second copy of that card from the Equipment deck, if available. The Survivor may then reorganize their inventory for free.
  • Collector weapons! When a Survivor takes the blue Objective, they gain 5 experience points and receive the Pa's Gun. When a Survivor takes the blue Objective, they gain 5 experience points and receive another pimp-mobile weapon drawn at random. Note: the printed sheet gives the blue Objective for both of these entries; the second is probably meant for a different Objective, but it is transcribed as printed.
  • It must be stopped! The barricades on the card represent Permanent Defense Structures. They cannot be removed, either by Survivors or during a Zombie Activation. They block Movement and Line of Sight for Survivors and Zombies. Survivors can make Ranged Attacks from a Zone adjacent to a Permanent Defense Structure. However, Ranged Attacks from a more distant Zone are blocked.
  • This shop has been looted. The starting Zone (hatched green) cannot be searched.
  • Childbirth is noisy... Before the baby is born:
    1. Every turn, at the start of each Players' Phase, add a Permanent Noise token to the starting Zone (hatched green) until the baby is born. Permanent Noise tokens are not removed at the end of the turn.

C38 Team Tesla

Difficulty: Hard. Survivors: 6+. Time: 120 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 1P, 2P, 3P, 4P, 5P, 7P, 17P & 18P.

Objectives: Accomplish the following tasks:

  1. Restore the power. Take all the red Objectives.
  2. Open the prison's main door. The switch is in the watchtower.
  3. Go further into the prison. Reach the Exit Zone with all the remaining Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • A Zombie basketball game, with Zombie teams and Zombie fans. Sometimes some Zombies fall back into their old habits. And two of them were superstars! During setup, place a Berserker Abomination and a standard Abomination in the indicated Zones. The two red Invasion Zones represent the teams and the fans.

  • Unlimited power. Each Objective gives 5 experience points to the Survivor who takes it. Once all four red Objectives have been taken, the white switch can be activated.

  • One switch to rule them all! Activating the white switch opens all white doors: the prison's main door as well as the white cell doors. The Survivor who first activates the white switch also takes the white Objective and gains 5 experience points.

  • The price of power. Once four red Objectives have been taken, the blue and green Invasion Zones are activated.

  • Did you say "light machine gun"? The military had placed a light machine gun in the watchtower (represented by the green Objective). It cannot be picked up or moved, but a Survivor in the same Zone may use it to mow down Zombies. The light machine gun has the following characteristics:

    • Range: 1-3 (includes the watchtower bonus)
    • Dice: 6
    • Accuracy: 5+
    • Damage: 2

    Only one Survivor can use the machine gun each turn, but they may spend as many Actions as they like to fire it. The machine gun overheats, so it cannot be used again in the same turn.

  • A wrecked police car. It will not go anywhere, but you can still search it. A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.

C39 Who Let the Dog Out?

Difficulty: Hard. Survivors: 4+. Time: 120 minutes.

Requires: Season 2: Prison Outbreak, Zombie Dogz.

You will need the following tiles for this scenario: 1P, 5P, 6P, 8P, 10P & 13P.

Objectives: Trust me: just follow the plan and everything will be fine.

  1. Find the key to the clinic door. Find the blue Objective.
  2. Find the medical supplies. Large red "X"s mark the possible locations. Take the 3 red Objectives. Once the third has been picked up, you may continue taking Objectives, but this is not mandatory.
  3. We don't leave anyone behind, but we don't show them where we're going! Reach the Exit Zone with all the starting Survivors. A Survivor can escape through this Zone at the end of their turn, as long as the Zombies have no Line of Sight to the exit.

Special Rules:

  • The key must be somewhere. Shuffle face down one yellow, one green, one purple and three red Objectives. Place four of them at random in the Zones marked "1". Then add a white and a blue Objective (face down) to the remaining ones, shuffle them, and place them at random in the Zones marked "2".
  • Things start to get interesting... When a Survivor takes an Objective, flip it over to reveal its effect. Each Objective gives 5 experience points to the Survivor who takes it.
    • Red: medical supplies. That's what you came for.
    • Blue: key to the clinic door. Once the blue Objective has been taken, the blue door can be opened and the blue Invasion Zone is activated.
    • Green: once the green Objective has been taken, the green Invasion Zone is activated.
    • Yellow: once the yellow Objective has been taken, the yellow Invasion Zone is activated.
    • Purple: once the purple Objective has been taken, the purple cell doors open, freeing the Zombie dogs from their kennel.
    • White: once the white Objective has been taken, the white cell doors open, freeing the Zombie dogs from their kennel.
  • It's a kennel. What did you expect? During setup, place a Zombie Dog in each of the indicated Zones. Do not spawn additional Zombies when the cell doors are opened.

C40 Brotherly Love

Difficulty: Hard. Survivors: 6+. Time: 180 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 6P, 8P, 10P, 11P, 13P, 14P, 15P & 16P.

Objectives: The duty of a brother. Kill Sledge and reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • We've already searched here. The starting Zone cannot be searched.
  • Fulfilling a sacred duty. Each Objective gives 5 experience points to the Survivor who takes it.
  • Sledge! During setup, place a Berserker Abomination in the indicated Zone. It represents Sledge. Sledge is a new type of Berserker Abomination and can be killed only by a Survivor of at least Orange Level (in addition to having an appropriate weapon). Otherwise he behaves like a standard Berserker Abomination. When Sledge is defeated for the first time, lay his figure down instead of removing it. During the next Zombies' Phase, he spends his Activation getting back up. This happens only once per game. Experience for killing an Abomination is distributed normally: when he is killed the first time, and when he is defeated for good.
  • Berserker the Great. If you must spawn an Abomination and Sledge is still in play, open all the doors in Sledge's Zone! If there are no closed doors in his Zone, Sledge gains an extra Activation. If Sledge has already been eliminated, spawn the Abomination normally.
  • Sledge's confinement: the purple doors. The refectory has been sealed, with Sledge inside. If he is even half as hard to contain today as he was when alive, he will not stay locked up long once we stir up the hornets' nest. None of the purple doors can be opened by normal means. When Sledge eventually breaks through the purple door that keeps him locked up, he causes a malfunction in the system. All purple doors, whatever their type, are opened.
  • Containing the flow. The white Invasion Zone is active at the start of the game. Activating the white switch opens all white cell doors and deactivates the white Invasion Zone (remove it from the game). The white door remains open. The switch grants no experience points and cannot be returned to its original position.

C41 Fayots, Bastos and Sparadrap

The title is French slang and is kept as printed; no English equivalent was verified.

Difficulty: Hard. Survivors: 4+. Time: 120 minutes.

Requires: Zombicide Season 1, Toxic City Mall.

You will need the following tiles for this scenario: 1C, 2C, 3M, 4D, 4E, 4M, 5B, 7M & 8M.

Objectives: Accomplish the following tasks:

  1. Fayots, bastos and sparadrap. Gather one card of each type of ammunition (Hollow Point Bullets, Plenty of Ammo small caliber and large caliber). Also gather one Canned Food, Cookies, Water and Rice card. Each of these cards gives 5 experience points to the Survivor who finds it. You will also need two of the five red Objectives. They represent medical supplies and give 5 experience points.
  2. Gear up! Take the six weapons in the gunsmith.
  3. All for one. All Survivors must make it out with the required Equipment cards. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • The gunsmith. It's not the North Pole, but it feels like Christmas! During setup, build a deck from the gunsmith containing the following cards: .44 Magnum (x1), Assault Rifle (x1), Evil Twins, Ma's Shotgun, Pa's Gun, Submachine Gun (x1). When you search the gunsmith, draw a card at random from this deck. Once all the cards have been drawn, the gunsmith can be searched normally.
  • We need it! Each Objective gives 5 experience points to the Survivor who takes it. Food cards (Canned Food, Cookies, Water or Rice), ammunition cards (Plenty of Ammo small and large caliber, Hollow Point Bullets) and the six Equipment cards from the gunsmith also give 5 experience points each.
  • Damn alarm! The blue Invasion Zone is activated when the Mall's blue double door is opened.

C42 House Cleaning

Difficulty: Hard. Survivors: 6+. Time: 120 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 6P, 7P, 8P, 10P, 12P, 13P, 14P, 15P & 16P.

Objectives: Accomplish the following tasks:

  1. Find the block's key. A large blue "X" marks its position. Take the blue Objective.
  2. Condemn the block. Remove all Invasion Zones.
  3. Clean it all up! Open all the doors and kill all the Zombies around. You win when all the doors are open and there are no Zombies left on the board.

Special Rules:

  • No key needed for these colored doors. The yellow and purple doors can be opened like normal doors. If you own other Zombicide boxes, replace them with standard doors.
  • It's so much better when it's clean. Each Objective gives 5 experience points to the Survivor who takes it.
  • Condemning the block. The red Objectives cannot be taken before the blue one. Taking a red Objective removes the associated Invasion Zone.
  • Don't forget the cells. Activating the purple switch opens all purple cell doors (with no experience gain). Activating the white switch opens all white cell doors (with no experience gain).
  • Police car. It cannot be used. A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • Secure access. The rotating security airlock represents an access point. It cannot turn.

C43 The Great Escape

Difficulty: Medium. Survivors: 4-8. Time: 120 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 6P, 8P, 9P, 10P, 11P, 12P, 14P & 15P.

Objectives: Accomplish the following tasks:

  1. Find weapons. There is a gunsmith near the cells. Search the marked Zone until all the weapons have been recovered.
  2. Find the green access card. The green door is all that stands between you and the exit. Search the Zones marked with a red "X" until you find the green Objective.
  3. Go through the rotating security airlock. You must activate the correct switch to open it.
  4. Open the prison's main door. It opens using the purple switch.
  5. You need a car to flee the prison. Reach the Exit Zone with all the Survivors aboard as many cars as needed. A car and its passengers can escape through this Zone at the end of the driver's turn, as long as the Zone contains no Zombies.

Special Rules:

  • Go straight to jail. All Survivors begin the game in one of the marked cells. Distribute the Survivors randomly among the cells. Each cell can hold up to two Survivors. NOTE: One of the cells is open, since you have just forced the lock!
  • Hands off the €200. The Survivors begin the game without any Equipment cards. Set aside an Axe, a Hammer, a Pistol and three Tonfas to form a reserve deck. When a Survivor reaches the marked Zone, they receive one of these Equipment cards at random. Once the reserve is exhausted, the Zone can be searched normally. The starting weapons of Survivors with the "Has [Equipment]" Skill are set aside and recovered for free the first time the marked Zone is searched (together with a weapon from the reserve, if any remain).
  • Reinforcements to the rescue... and more trouble. Activating the white switch opens all white cell doors and activates the white Invasion Zone. Do not spawn Zombies in cells containing Survivors. The Survivor who activates the white switch takes the white Objective and gains 5 experience points. This switch can be activated only once.
  • Damn green access card. Place the green Objective at random among the red ones, face down. This is the green access card. The other red Objectives represent useful equipment: toothpaste, clean socks, sausages and other things you will regret not having taken. They give no experience points: discard them when they are revealed. The green Objective gives 5 experience points. Once the green Objective has been taken, the green door can be opened.
  • The yellow switch for the rotating security airlock. When the yellow switch is activated, the airlock turns a quarter turn to the left or to the right (choose the direction of rotation each time the switch is activated). The Survivor who activates the yellow switch for the first time also takes the yellow Objective, gains 5 experience points and activates the yellow Invasion Zone. The yellow Invasion Zone remains active even if the switch is used several times.
  • The purple switch opens the prison's main purple door. The Survivor who activates the switch also takes the purple Objective, gains 5 experience points and activates the purple Invasion Zone. This switch can be activated only once.

C44 Kennel Stroll

Difficulty: Medium. Survivors: 4-8. Time: 120 minutes.

Requires: Dog Companions, Season 2: Prison Outbreak, Zombie Dogz.

You will need the following tiles for this scenario: 1P, 2P, 4P, 5P, 7P & 17P.

Objectives: Save the dogs!

  1. Good boy! Find at least one Canned Food card and one Water card.
  2. Man's best friend. Find at least 3 Dog Companions. A large white "X" marks where you can find 6 of them.
  3. Head home with your new buddies. Reach the Exit Zone with at least three Survivors, three Dog Companions, one Canned Food card and one Water card. A Survivor or a Dog Companion can escape through this Zone at the end of their turn, as long as it contains no Zombies. Gather the Equipment cards of the Survivors who escaped. You win if you have at least one Canned Food card, one Water card and three Dog Companion cards and figures.

Special Rules:

  • Good dog, bad dog. Before the game begins, place 6 Dog Companions in the indicated Zone. Also place one Standard Walker and one Zombie Dog in each indicated Zone. These guys were walking their dogs!
  • Canigou. Set aside one Canned Food card and one Water card. Place the first under the blue Objective and the second under the green one. The card is recovered when the corresponding Objective is taken (no Search required). Each of these Objectives gives 5 experience points to the Survivor who takes it.
  • Food makes them crazy. As soon as you have collected Canned Food and Water cards (whether by searching or by taking the Objectives), the Dog Companions go crazy and tear through the fence with their teeth. Place a Torn Barbed Wire token at the indicated location.
  • Police car. The police car cannot be used. It can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • Getting a Dog Companion. To get a Dog Companion, a Survivor must go to the white Objective and spend an Action to recover the dog. The white Objective is removed once all 6 Dog Companions have been taken. However, you need only 3 of them to win the game.

C45 Escape from La Santé

Difficulty: Medium. Survivors: 6+. Time: 180 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 1P, 2P, 5P, 6P, 7P, 12P, 13P & 16P.

Objectives: Rescue, resupply and escape, in that order.

  1. Rescue. Prisoners are trapped in their cells. Save the survivors. Red "X"s mark occupied cells, possibly by a corpse. You will only know for sure once you have opened the door. Find the blue and green Objectives. You may still take the other Objectives afterwards.
  2. Resupply. A large white "X" marks the prison's stores. Take the white Objective. You will need to activate the rotating security airlock to do so.
  3. Escape. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Zombies everywhere. At the start of the game, place all the required Zombies (Standards and Berserkers of all types, except Fatties) in the indicated Zones.
  • Getting it done. Each Objective gives 5 experience points to the Survivor who takes it.
  • There are only two Survivors. Place the blue and green Objectives at random among the red ones, face down. The player who takes either of these Objectives may replace it with a Survivor of their choice, whom they will then control. The Survivor starts with no Equipment and no experience. If no Survivor is available, ignore this rule.
  • A switch for the cells... Activating the purple switch opens the purple cell doors. Do not spawn Zombies inside. The Survivor who activates the switch also takes the corresponding Objective and gains 5 experience points. This switch can be activated only once.
  • ...and a switch for trouble. When the yellow switch is activated, the rotating airlock turns a quarter turn to the left or to the right. Spawn Zombies in the two Zones beyond the airlock whose doors are open, as if a door leading to that part of the prison had just been opened. The yellow Invasion Zone is also activated. The Survivor who activates the switch also takes the corresponding Objective and gains 5 experience points. This switch can be activated only once.
  • Police car. A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • The car can be used.

C46 Subway Cleanup

Difficulty: Medium. Survivors: 6+. Time: 180 minutes.

Requires: Season 2: Prison Outbreak, Toxic City Mall.

You will need the following tiles for this scenario: 1M, 2M, 3M, 3P, 5M, 5P, 6P, 10P & 13P.

Objectives: Here's the plan. Follow it to the letter: this gas does not forgive. The first and second Objectives can be accomplished in any order.

  1. Find the nerve gas. Check each cell (marked by large red "X"s) until you find the right one. Open all the cell doors until you find the blue Objective.
  2. Divert the ventilation system and activate it. The white switch controls the diversion, and the yellow switch controls the power. Activate them both.
  3. Connect the gas canister to the ventilation system. The green Objective represents the backup pump. Take it. Do not let the Zombies reach the place where the pump was, or the Mission fails.
  4. Kill all the Zombies. The Mission is complete when the Toxic City Mall Zombie deck (see Special Rules) is exhausted and all the Zombies on the board have been eliminated.

Special Rules:

  • Setting up the Mission.
    • Set aside the Toxic City Mall Equipment and Zombie cards. Do not shuffle these cards with the others. Create two additional separate decks.
    • Set aside all the pimp-mobile weapons you own, as well as the Flamethrower card.
    • The bonus Zone token marks the subway entrance.
  • The gas canister is in a cell. It was probably a safe hiding place before the invasion. Place the blue Objective at random among the red ones, face down.
  • Old-fashioned cells. Cell doors open like ordinary doors (no switch is needed; a weapon capable of forcing doors is enough). When a cell is opened, reveal the Objective first. If it is red, spawn Zombies normally. If it is blue, draw a card from the Toxic City Mall deck. The Survivor who opens the cell also takes the Objective, whatever its color, and gains 5 experience points (no Action is needed to pick it up).
  • They know we're here. The blue Invasion Zone is activated as soon as the blue Objective is taken.
  • Switch trouble. When a switch is activated, the Invasion Zone of the same color is activated. The Survivor who activates the switch also takes the corresponding Objective and gains 5 experience points. Each switch can be activated only once.
  • The armory is marked on the purple door. Oh yeah. Activating the purple switch opens the purple door (but not the purple cell doors). Searching the marked Zones allows you to draw a card from the Toxic City Mall Equipment deck, OR choose a pimp-mobile weapon, OR take the Flamethrower card.
  • They're all Toxic now! Once the green Objective has been taken, use the cards from the Toxic City Mall deck when spawning Zombies. Do not reshuffle this deck when it runs out. You win when the deck is exhausted and all the Zombies have been eliminated.

C47 Coup de Grâce

Difficulty: Medium. Survivors: 6 Zombivors. Time: 150 minutes.

Requires: Season 2: Prison Outbreak, Toxic City Mall.

You will need the following tiles for this scenario: 1P, 2M, 5P, 8M, 9P & 12P.

Objectives: Behave like zombie heroes. Here's how.

  1. Save these poor souls (the wounded). Their possible positions are marked by large red "X"s.
  2. Put the other poor soul (the madman) out of his misery. Remove the 4 Noise tokens from the Watchtower Zone.
  3. Back toward civilization, or what's left of it. Reach the Exit Zone with all the Zombivors. A Zombivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Undead rescuers. In this Mission, it is recommended to use Zombivors from the start.
  • People to save. Place, face down and at random, one blue, one yellow, one green and two red Objectives in the Zones indicated on the map. Find the two red Objectives to complete the first part of the Mission. Each Objective gives 5 experience points to the Survivor who takes it.
  • Shoot the madman... He is in the Watchtower. He is represented by the 4 Noise tokens. These tokens symbolize the madman's Wounds, and they are not removed in the standard way. The Watchtower can be the target of attacks. Remove one Noise token for each Damage inflicted (a Molotov attack removes them all). The madman is eliminated as soon as the last token is removed, which completes the second part of the Mission.
  • ...Or he'll get you! At the end of each Zombies' Phase, the madman makes simultaneous Ranged Attacks targeting all the Zones indicated on the map. Each of these four attacks is considered silent and has the following characteristics:
    • Dice: 4
    • Accuracy: 4+
    • Damage: 1
  • Switches. Activate the purple switch to open the prison's main purple door. Activate the white switch to open all white cell doors. The switches cannot be returned to their original positions. The Survivor who activates a switch gains 5 experience points.
  • Alarms everywhere! Taking the blue, yellow or green Objective also activates the corresponding Invasion Zone.
  • No more gas. The hippie-mobile cannot be used, but it can be searched once. It contains either the Pa's Gun or a pair of Gunblades.

C48 Starving, Parched and Dangerous

Difficulty: Medium. Survivors: 6+. Time: 180 minutes.

Requires: Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 5P, 6P, 11P, 12P, 16P & 18P.

Objectives: Accomplish the following tasks:

  1. Find the food. Find at least one food card (Canned Food, Water or Rice) per remaining Survivor. Eliminated Survivors do not count toward the total.
  2. Find the medical equipment. We will probably have to deal with the nurse first. And she doesn't look like the sexy type! Take the three red Objectives on tile 11P.
  3. Find a quiet corner to have a picnic. Reach the Exit Zone with all the remaining Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies. The Mission is a success if you have at least one food card (Canned Food, Water or Rice) per remaining Survivor.

Special Rules:

  • Not so sexy, the nurse... Before the game begins, place a female Fatty in the infirmary. The injection hurts a bit at first, but after that you don't feel a thing.
  • We're going to stuff our bellies! Each Objective gives 5 experience points to the Survivor who takes it.

C49 Apartment Survivor Search

The title is printed as "Survivant Recherche Appartement" and is translated here from the French; no English title was verified.

Difficulty: Hard. Survivors: 6+. Time: 180 minutes.

Requires: Season 1, Toxic City Mall.

You will need the following tiles for this scenario: 1M, 2M, 3B, 3C, 3M, 4E, 5B, 5C & 7B.

Objectives: Accomplish the following tasks:

  1. Cut through the roller shutter with a torch so a car can pass. The roller shutters of the two garages have security locks that must be cut. Find the acetylene gas cylinder (the blue Objective) and the torch (the green Objective).
  2. Find gas for the cars. One gas can is enough to move the four cars. At least one Fuel card must be in the inventory of any Survivor so that the four cars can be moved in front of the Mall's four destroyed doors.
  3. Clean the Mall. Destroy the building's four Invasion Zones and massacre all the Zombies left in the Mall.

Special Rules:

  • Useful stuff. Each Objective gives 5 experience points to the Survivor who takes it.
  • The acetylene cylinder and the torch. Place the blue and green Objectives at random among the red ones, face down. Once both Objectives have been taken, the blue and green doors can be opened. Both doors of each garage must be opened for a car to leave.
  • A roller shutter makes noise. The blue Invasion Zone is activated when the blue door is opened. The green Invasion Zone is activated when the green door is opened.
  • Let's roll! You can use the cars if a Survivor has a Fuel card in their inventory.
  • Protect and serve. The police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • What's in this pimp-mobile? Each pimp-mobile can be searched only once. Each contains either the Evil Twins, the Ma's Shotgun or the Pa's Gun (draw at random).
  • Blocking car. An empty car (containing neither Survivors nor stored Equipment), parked in the Zone facing one of the Mall's doors, becomes an obstacle. Place the car token against the door to block it. Actors can no longer pass through the door, but the vehicle does not block Line of Sight.
  • Neutralizing Invasion Zones. A Survivor may spend an Action to destroy a Mall Invasion Zone they are standing in, as long as it contains no Zombies.

C50 Fell Off the Truck

Difficulty: Hard. Survivors: 6+. Time: 120 minutes.

Requires: Season 2: Prison Outbreak, Dog Companions, Zombie Dogz.

You will need the following tiles for this scenario: 3P, 4P, 17P & 18P.

Objectives: Accomplish the following tasks:

  1. Get the keys from the guards. The good news is that the security office keys are not far away. The bad news is that the guards are dead and not happy about it. Kill the Zombie guards and take the associated Objectives.
  2. Disable the alarms on the lockers. The door alarms seem to still work, unlike the electric roller shutters. The alarm must be neutralized before opening. Activate the white switch.
    • Optional Objective: security cameras. Some lockers are watched by cameras. It seems Kim's old boss was the paranoid type. If we manage to connect to the system, we should be able to avoid nasty surprises! Activate the yellow switch before opening the lockers. You may ignore this Objective if you wish.
  3. Search the lockers. We don't know what these lockers contain, since there was no real official inventory. We will have to open them all. Take the six Objectives in the lockers.
  4. Let's get out! Reach the Exit Zone with all the remaining Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Follow the plan. Each Objective gives 5 experience points to the Survivor who takes it.
  • Oops, it won't open. The purple doors cannot be opened.
  • Where's the boss? Do not spawn Berserker Abominations until the white Objective has been taken (see below). If a card would spawn a Berserker Abomination, replace it with a Berserker Fatty and its escort of two Berserker Walkers.
  • The security office keys. During setup, place a Berserker Walker, a Berserker Runner and a Berserker Fatty in the indicated Zones. Take two red Objectives and one yellow Objective and place them at random, face down, under each Zombie figure. These Objectives move together with the Zombies. These Zombies are inseparable: as with Abominations, you choose the path they take if they are separated. The Survivor who kills one of these Zombies also recovers the associated Objective. Once the yellow Objective has been taken, the yellow door can be opened and the yellow Invasion Zone is activated. Looks like they heard you!
  • Cut the door alarms. The white doors are not powered: they must be opened the old-fashioned way, after being unlocked! You cannot open them before the white switch has been activated. Activating the white switch grants no experience points.
  • The lockers (events). The card shows six lockers, each containing an Objective. Place the white, blue, green and purple Objectives at random among the red ones, face down. When an Objective is taken, apply the result for its color:
    • Blue: the blue Invasion Zone is activated.
    • Green: you have triggered a remote alarm. The green Invasion Zone is activated.
    • Purple: the purple Invasion Zone is activated.
    • Red: nothing... it is almost too quiet.
    • White: you have woken something up, and it is not happy! A Berserker Abomination appears in the Objective's Zone.

C51 Raid on the Police Station

Difficulty: Medium. Survivors: 4-8. Time: 120 minutes.

Requires: Season 1, Season 2: Prison Outbreak, Toxic City Mall, Zombie Dogz.

You will need the following tiles for this scenario: 1B, 1C, 1P, 2P, 4D, 6P, 7B, 9P & 10P.

Objectives: Accomplish the following tasks:

  1. Enter the police station and loot the gunsmith. Large red "X"s mark where the gunsmith may be located. Search until you find it. You must activate the yellow switch and/or the purple switch to get in. Take all the Equipment cards from the gunsmith.
  2. Open the impound lot and take as many cars as needed. Activate the white switch to enter the lot. Take the cars.
  3. Let's get out! Reach the Exit Zone with all the Survivors aboard as many cars as needed. A car can escape through this Zone at the end of its driver's turn, as long as the Zone contains no Zombies.

Special Rules:

  • Bonuses. Each Objective gives 5 experience points to the Survivor who takes it.
  • Setup: police cars. This replaces the police car search rule. During setup, remove the following cards from the Equipment deck. Each police car contains one copy of each of these cards. A Survivor may choose one of the cards available each time they search the car. An empty police car can no longer be searched.
    • Riot Shield x2
    • Shotgun x2
    • Tonfa x2
  • Setup: the gunsmith. During setup, remove the following cards from the Equipment deck and set them aside to form the gunsmith. A Survivor may choose one card from this reserve each time they search the gunsmith Zone (see "Loot the gunsmith!" below). A Survivor may search the gunsmith Zone several times during their Activation. Once the last card has been taken, the gunsmith can no longer be searched.
    • .44 Magnum x2
    • Hollow Point Bullets x1
    • Carbine x1
    • Automatic Shotgun x1
    • Assault Rifle x2
    • Plenty of Ammo (large caliber) x2
    • Plenty of Ammo (small caliber) x2
    • Submachine Gun x2
    • Laser Pointer x2
    • Scope x1
  • Loot the gunsmith! Mix 3 red Objectives, the blue one and the green one, face down, and place them at random in the indicated Zones. When an Objective is taken, apply one of the following results depending on its color:

C52 Passe-Partout

"Passe-Partout" is a nickname meaning "master key" and is kept as printed.

Difficulty: Hard. Survivors: 4+. Time: 90 minutes.

Requires: Prison Outbreak, Toxic City Mall.

You will need the following tiles for this scenario: 1M, 2M, 3P, 8P, 9P, 11P, 16P & 18P.

Objectives: To succeed, accomplish the objectives in order:

  1. Find Passe-Partout. He should be hanging around here. You cannot miss him: he is dressed all in blue. Find the Zombie holding the blue Objective. If this Zombie is killed before the purple switch is activated, the Mission fails.
  2. Activate the three switches to access the storage room. Sounds simple? Except you will have to haul a Zombie along to get there. A Riot Shield might come in handy, along with someone able to provoke Passe-Partout so that he goes to the right place.
  3. Take your new toys. A large red "X" marks the storage area. Use the red Objective to acquire the Ultrared weapons.
  4. Try out your new toys. Reach the Red Danger Level with all the Survivors.

Special Rules:

  • My buddy the Zombie. Place a Standard Walker on the blue Objective in the indicated Zone. He represents Passe-Partout. To avoid confusing him with another Zombie, always move him together with his blue Objective token.
  • Your future new toys. Set aside all the Ultrared weapons. The red Objective cannot be taken, but the Survivor who activates it gets the Ultrared weapon of their choice.
  • Give me your hand and take mine. A Survivor in the white switch's Zone with Passe-Partout may spend 1 Action to force the Zombie to place his hand on the security panel. Any Survivor may then spend 1 Action to activate the white switch. Activating the white switch opens the white door. Returning it to its starting position closes the door. The whole procedure must then be repeated if you want to open the white door again. The Survivor who activates the white switch for the first time takes the white Objective and gains 5 experience points.
  • Oh, you've got lovely eyes! A Survivor in the yellow switch's Zone with Passe-Partout may spend 1 Action to force the Zombie to present his eyes to the security panel. Any Survivor may then spend 1 Action to activate the yellow switch. When the yellow switch is activated, the rotating security airlock turns a quarter turn to the left or to the right (choose the direction each time the switch is activated). The yellow Invasion Zone becomes active. Activating the switch again does not deactivate the Invasion Zone. The Survivor who activates the yellow switch for the first time takes the yellow Objective and gains 5 experience points.
  • We have ways to make you talk! A Survivor in the purple switch's Zone with Passe-Partout may spend 1 Action to force the Zombie to "talk" in front of the security panel. Any Survivor may then spend 1 Action to activate the purple switch. Activating the purple switch opens the purple door. Returning it to its starting position closes the door. The whole procedure must then be repeated if you want to open the purple door again. The Survivor who activates the purple switch for the first time takes the purple Objective and gains 5 experience points.
  • A police car? I've always wanted to drive one! The police car can be used. It can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.

C53 The Madman

Difficulty: Hard. Survivors: 4+. Time: 90 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 3B, 3C, 5B, 5C, 5D, 5E, 6B & 7B.

Objectives: Accomplish the following tasks:

  1. A pipe bomb should do the trick! Large red "X"s mark where you can find the two items needed to build the pipe bomb. Take the two red Objectives. These items work the same way as the Bottles and Gasoline for the Molotov, and the bomb has the same Range as the Molotov.
  2. Get rid of Eddie. Throw the bomb into the building where Eddie is to end this. (Killing Eddie gives 5 experience points.)
  3. Get out. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Stick to the plan. Each Objective gives 5 experience points to the Survivor who takes it.
  • Hail of lead. Eddie has a serious gun and a clear view from every window (assume Eddie is always at the right window when he fires). At the end of the Players' Phase, he spends all his Actions firing into the noisiest street Zone containing Survivors. If no Survivor is in his line of sight, he fires on the Zone containing the most Zombies (the target priority order applies). In case of a tie between Zones, you choose where Eddie fires. Each shot is considered a Ranged Attack from a high-powered rifle:
    • Range: 1-6
    • Dice: 1
    • Accuracy: 3
    • Damage: 1
  • Practice makes perfect. Eddie starts with 3 Actions. He gains one additional Action each time a new Danger Level is reached.
  • Covering fire. It is possible to shoot at the windows (the open doors of the garage). A successful Ranged Attack that targets the windows temporarily costs Eddie 1 Action, as he has to take cover. It is possible to reduce Eddie to 0 Actions this way. Covering fire ignores the weapon's Range. Each Ranged Attack can cost him only one Action.
  • What was that? Blowing up the pipe bomb kills Eddie, but also activates the blue Invasion Zone.
  • Closed doors. The green door cannot be opened until the green Objective has been taken. The blue door cannot be opened until the blue Objective has been taken.
  • Fortress. Eddie has barricaded himself in the garage. It is not possible to enter this building. The open doors represent windows.

C54 The Banner

Difficulty: Hard. Survivors: 4+. Time: 90 minutes.

Requires: Season 2: Prison Outbreak, Toxic City Mall, Zombie Dogz.

You will need the following tiles for this scenario: 3P, 4P, 9P, 2M, 3M & 8M.

Objectives: Let's raise the national flag! Objectives 1, 2 and 3 can be accomplished in any order. Objectives 4 and 5 must be accomplished in order, after the first three.

  1. Grease for the pulley. We should find plenty at the Fatty Burger in the Mall. Take the white Objective.
  2. The cable needs repairing. We should be able to find one in the gym. Take the green Objective.
  3. Something to tie the flag to the cable. Handcuffs should do the trick. Take the red Objective in the police station's cell.
  4. Return to the square to grease the pulley, hoist the cable, tie the flag and raise the colors! (See Special Rules.)
  5. Get out of here. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Is that barking I hear? Set aside the Zombie Dog cards. You will need them once the flag is raised (see "Soup Time!").
  • Gather the gear. Each Objective gives 5 experience points to the Survivor who takes it. The white, red and green Objectives (but not the purple one) are considered Equipment. Each occupies a space in the inventory of the Survivor who picks it up. It can be traded like an Equipment card. If a Zombie tears an Objective token away during an attack, or if the Survivor carrying one is killed, the Mission fails.
  • The Mall alarm. The two blue doors can be opened normally. As soon as one of them is opened, an alarm goes off and the blue Invasion Zone is activated.
  • The police station cell. Activating the purple switch opens the purple door and activates the purple Invasion Zone. The Survivor who activates the switch takes the purple Objective and gains 5 experience points. The switch cannot be returned to its starting position.
  • The last stand. The police put up solid defenses. The barricades are permanent and cannot be destroyed.
  • The police car also made its last stand. It cannot be used. A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • Raise the colors! Once the white, red and green Objectives have been taken, the Survivors may move to the hatched Zone on the map.
    • The Survivor carrying the white Objective must perform eight "Make Noise" Actions to grease the pulley. Use Progress markers to count these Actions. Why is it so noisy? Because you cannot repair Old Glory without singing the national anthem, of course!
    • Once the pulley is greased, the Survivor carrying the green Objective must perform eight "Make Noise" Actions to attach the new cable. Use Progress markers to count these Actions. This Survivor also cannot resist singing the national anthem.

C55 A Little Trip Around Town

Difficulty: Hard. Survivors: 4+. Time: 90 minutes.

Requires: Season 1, Toxic City Mall.

You will need the following tiles for this scenario: 1B, 1C, 1M, 2M, 3M, 4B, 4D, 4M & 5F.

Objectives: We have our work cut out for us. Accomplish the following tasks:

  1. Find the right tools and the right gear. They are marked by red "X"s. Take all the red Objectives.
  2. After shopping, we head home. Reach the Exit Zone with at least one Survivor. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Watch out for the sewer manhole! Each Objective gives 5 experience points to the Survivor who takes it. Each time an Objective is picked up, draw four Zombie cards for the blue Invasion Zone. The blue Invasion Zone spawns Zombies only in these circumstances.
  • Let me see that wound. The blue and green Objectives can only be picked up if at least two Survivors are in their Zone. The Survivor who takes either one may discard a Wounded card.
  • Blue door, green door. These doors are linked and open like normal doors. When one of them is opened (or closed), the other does the same.
  • Check the trunk! Each Survivor may search the police car only once. Draw cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • Pimp Magic! The pimp-mobile can be searched only once. It contains either the Evil Twins, the Ma's Shotgun or the Pa's Gun.
  • You cannot use cars.

C56 In Order: Pillage

The title is printed as "En règle / Pillage" and is translated here from the French; no English title was verified.

Difficulty: Hard. Survivors: 4+. Time: 90 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1B, 1C, 2B, 2C, 4B, 4C, 5D, 5E & 7B.

Objectives: A plan this simple can only work! Accomplish the following tasks:

  1. Resupply... The things we need are marked by red "X"s. Take all the Objectives.
  2. Storage... Store 3 food cards (Canned Food, Water or Rice) and 3 Plenty of Ammo cards (small or large caliber) in the bunker (see Special Rules).
  3. ...and back to shelter! You win as soon as the six cards and all the remaining Survivors are in the starting Zone and no Zombie occupies it.

Special Rules:

  • No entry. The north (tile 5D) and south (tile 5E) buildings have no door. You cannot enter them.

  • Closed rooms. Some building Zones are separated by doors. They count as separate buildings only for Zombie spawning.

  • We need it! Each Objective gives 5 experience points to the Survivor who takes it. When an Objective is taken, draw Equipment cards until you find one of the following cards:

    • Canned Food
    • Water
    • Rice
    • Plenty of Ammo (any type)
    • Aaahh!

    Discard the other cards. "Aaahh!" cards cause a Walker to appear.

  • Already looted! The starting Zone cannot be searched.

  • An organized storage. Survivors may transfer Canned Food, Water, Rice or Plenty of Ammo cards from their inventory to the bunker (the starting Zone). The Survivor must be in the bunker and spend one Action per card. Place the deposited cards on the starting Zone or on the side of the board. They represent the stored supplies.

C57 Hold the Line!

Difficulty: Hard. Survivors: 4+. Time: 45 minutes.

Requires: Season 1, Season 2: Prison Outbreak, Toxic City Mall.

You will need the following tiles for this scenario: 1M, 2M, 3P, 4P, 5E & 5F.

Objectives: You want a plan? It's simple: zombicide everything that moves until the way is clear!

  • Clean the area. You win when there are no Zombies left in the building Zones or in the Zones that contain an Objective.
  • Women and children first! OK, OK, the old and the sick too... You lose if a Zombie reaches the Zone containing the 12 Noise tokens.

Special Rules:

  • The children, the old, the sick and the wounded... During setup, place 12 Noise tokens in the indicated Zone. They are never removed.
  • Zombies approaching! During setup, place the Zombies as shown on the map.
  • It's just signage. Objectives cannot be taken.
  • Riot gear. The Survivors have got hold of riot gear. Use the list below as starting Equipment. Distribute the cards among the Survivors as evenly as possible. They replace the standard starting Equipment.
    • Riot Shield x2
    • Axe x2
    • Hammer x1
    • Crowbar x2
    • Pistol x2
    • Tonfa x3

C58 An Alarming Situation

Difficulty: Hard. Survivors: 4+. Time: 180 minutes.

Requires: Zombicide Season 1, Zombicide Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 1C, 2B, 4C, 4D, 5B, 5P, 6C, 6P & 17P.

Objectives: Hold on. Empty the Zombie Berserker deck (see Special Rules) and kill all the Berserkers on the board.

Special Rules:

  • During setup:
    • Place 3 red Invasion Zones at random, on their red side, plus one white and one purple Invasion Zone. Do not look to see where the white and purple Zones are!
    • Create a separate Zombie deck made up only of Berserker cards (79 to 90). Do not use these cards when spawning Zombies.
    • Place two green Objectives at random, face down, among the red ones.
  • The tricks of the trade. Each Objective gives 5 experience points to the Survivor who takes it. Taking a green Objective lets the Survivor acquire a pimp-mobile weapon at random (Evil Twins, Gunblade or Ma's Shotgun).
  • A foolproof system. The white switch cannot be activated before the white Objective has been taken. Activating the white switch opens all white doors. The white doors close if the white switch is returned to its starting position.
  • Not sure this is a good idea. The purple switch can be used only once. When it is activated, open all the purple cell doors. Then flip all the Invasion Zones and remove them from the game, except the white and the purple ones. From then on, during the Invasion Step:
    • White Invasion Zone: spawn one card from the Standard Zombie deck.
    • Purple Invasion Zone: spawn four cards from the Berserker Zombie deck. When the Berserker Zombie deck is exhausted, do not reshuffle the discard pile to create a new one. There are none left!

C59 The Boom-Boom Solution

Difficulty: Very Hard. Survivors: 4+. Time: 180 minutes.

Requires: Zombicide Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 6P, 7P, 10P, 12P, 15P & 16P.

Objectives: To win using the boom-boom solution, follow this plan:

  1. Two stashes of booze? Ben has probably collapsed, dead drunk, in one of the storerooms. Activate the white and purple switches to access these rooms.
  2. A drunk old grouch. Reveal the blue Objective to find Grindlock's great-uncle sleeping it off, and recover the detonators.
  3. Finish the job. Use the detonators. Reveal the five Invasion Zone tokens.
  4. Survive! Reach the Exit Zone with at least one Survivor. A Survivor can escape through this Zone as long as it contains no Zombies.

Special Rules:

  • Setup. Place the following Invasion Zones at random, on their red side: three red, one blue and one yellow. Place the blue Objective at random, face down, among the red ones.
  • A dead-drunk old man. Each Objective gives 5 experience points to the Survivor who takes it.
  • Protected storerooms. Activating a switch opens the corresponding door. The Survivor who activates the switch for the first time also takes the associated Objective and gains 5 experience points. Each switch can be activated only once.
  • The boom-boom solution. This special rule can be used only after the blue Objective has been taken. When a Survivor is on an Invasion Zone, flip the token:
    • Red: boom! The path is now blocked. Alas, the Zombies have found another way to reach you. Move the token to another Invasion Zone.
    • Blue: it's a dud. The explosion does not happen. No effect: the Zombies keep arriving from here.
    • Yellow: that's the exit! Replace the yellow Invasion Zone token with the Exit token. If other Invasion Zone tokens are present, move them to another Invasion Zone.
  • It's broken! You cannot activate the rotating security airlock.

C60 Ambush!

Difficulty: Easy. Survivors: 6+. Time: 90 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 2R, 3R, 5R & 6R.

Objectives: Accomplish the following tasks:

  1. Show them you are real Survivors. Loot everything you can. Take all the Objectives.
  2. Survive the ambush. Reach the Exit Zone with all the Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • A job for Survivors. Place the blue Objective, face down, at random among the red ones. Each Objective gives 5 experience points to the Survivor who takes it.
  • Infested building. The pink Invasion Zone is the only one active at the start of the game.
  • The door to safety. The blue door cannot be opened until the blue Objective has been taken.
  • Here they come! Taking the blue Objective activates the blue Invasion Zone. Taking any red Objective activates ALL the red Invasion Zones.

C61 Take the Hospital

Difficulty: Hard. Survivors: 6+. Time: 180 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1V, 2V, 3V, 4V, 5V & 6V.

Objectives: Complete the following objectives in order to win the game. This hospital will be ours!

  1. Block the Zombies' entrances. Remove all the Invasion Zones located inside the hospital.
  2. Lock the main entrance. Take the blue key (the blue Objective) and use it to lock the blue door.
  3. Zombicide all the intruders. Kill all the Zombies inside the hospital. All Event Triggers must have been revealed. The Mission is complete as soon as the last Zombie is killed!

Special Rules:

  • Roaming patients. Before the game begins, perform an Invasion Step.
  • A hospital full of useful things. Each Objective gives 5 experience points to the Survivor who takes it.
  • Block the Zombies' entrances. A Survivor standing on an Invasion Zone that is free of Zombies may spend 1 Action to remove it from the game and place its Invasion tokens on the outside Invasion Zone (the one with Invasion token #1).
  • Lock the main entrance. Once the blue Objective has been taken, the blue door can be opened or closed at will. Opening it does not spawn Zombies.

C62 Turn Off Those Lights!

Difficulty: Easy. Survivors: 6+. Time: 90 minutes.

Requires: Zombicide Season 3: Rue Morgue.

You will need the following tiles for this scenario: 1R, 2R, 4R, 5R, 6V & 8R.

Objectives: Accomplish the following tasks:

  1. Darkness, it's dark. Turn off the lights first. Take all the Objectives.
  2. Goodbye forever. Return to the secured area. Return to the starting building.
  3. Good night, little ones. Barricade the door (see Special Rules) and clear the starting building of any Zombie presence. The Mission succeeds if at least two Survivors (Zombivors do not count) are still alive when the door is barricaded and the building has been emptied of all Zombies.

Special Rules:

  • Workforce. Each Objective gives 5 experience points to the Survivor who takes it.
  • Emergency door. The blue door cannot be opened until the blue Objective has been taken.
  • The horde is coming. When the blue Objective is taken, the blue Invasion Zone is activated.
  • The roof is falling on us... Once the blue Objective has been taken, roll four dice. Place a Noise token (or a small Rubble token) in each room whose number matches the result of one of the dice. All Actors in the Zones receiving such a token are killed. Survivors killed this way cannot come back as Zombivors. These Zones can no longer be entered, and they block Line of Sight. These Noise tokens are not removed during the End Phase.
  • Barricade the door. Once the last Objective has been taken, any Survivor in the starting Zone may spend Actions to place Noise tokens in the Zone. The door is locked as soon as the Zone contains 10 Noise tokens. These Noise tokens are not removed during the End Phase.

C63 The Tattoo

Difficulty: Medium. Survivors: 6+. Time: 90 minutes.

Requires: Zombicide Season 2: Prison Outbreak.

You will need the following tiles for this scenario: 3P, 4P, 8P, 9P, 17P & 18P.

Objectives: Accomplish the following tasks:

  1. Free the guy. Free the Berserker Abomination. It is locked in one of the padded cells.
  2. Free the tattoo. Sever this guy's hand by succeeding in a Melee Action on the Berserker Abomination. The equipment used does not need to be capable of killing the Abomination, since the goal is not to kill it... yet! Being one-handed changes nothing for the monster.
  3. Free yourselves. Reach the Exit Zone with all the Survivors and the tattooed hand. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Veteran gear. After the starting Equipment is distributed, each Survivor draws Equipment cards until they find a weapon. If an "Aaahh!" card is drawn, the Survivor does not get a weapon and a Walker is placed in the starting Zone. The other Survivors may still draw cards. This is not considered a Search.
  • A barcode behind bars. Place a red Objective under the Berserker Abomination. It represents the tattoo (and the hand that goes with it). The Survivor who takes this Objective gains 5 experience points and places it in their inventory, where it counts as an Equipment card. The Mission fails if the tattoo is discarded.
  • Inside the asylum. When a building Zone is revealed, apply the Danger Level one level above the current one (Yellow instead of Blue, for example). Red remains the maximum. This rule does not apply during the Invasion step of the Zombies' Phase.
  • Disabling the security locks. Activating the purple switch opens the purple cell doors. The Prison's main purple door does not open, but it can now be opened normally. The purple Invasion Zone is activated. The Survivor who activates the switch also gains 5 experience points. The switch can be activated only once.
  • Rotating security airlock. When the yellow switch is activated:
    • The airlock turns a quarter turn to the left or to the right (choose the direction of rotation each time the switch is activated).
    • Place a Progress token on the yellow Invasion Zone (see the printed cross-reference "No more rotating security airlocks?"; the sheet has no entry under that heading).
  • Merry-go-round. During the Zombies' Phase, draw a Zombie card for the yellow Invasion Zone for each Progress token on it. Do not draw a card if there is no token.
  • The Hippiemobile. It can be searched once. It contains two Gunblades. It can be used.

C64 Three Kings

Difficulty: Hard. Survivors: 6+. Time: 180 minutes.

Requires: Zombicide Season 2: Prison Outbreak, Toxic City Mall.

You will need the following tiles for this scenario: 1P, 3P, 4P, 8M, 17P & 18P.

Objectives: Reach the following objectives to win. You may complete the first two in any order.

  • Three kings will fall. Kill the Standard, Berserker and Toxic Abominations.
  • Plunder the kingdom of the infected. The food stocks are marked by a large red "X". Take all the Objectives.

THEN:

  • Return to the castle. Reach the Exit Zone with at least four Survivors. A Survivor can escape through this Zone at the end of their turn, as long as it contains no Zombies.

Special Rules:

  • Royal banquet. Each Objective gives 5 experience points to the Survivor who takes it.
  • Three kings on their thrones. Before the game begins, place the Abominations as shown on the map. No other Abomination may be spawned during this Mission; replace them with Fatties and their escort of Walkers if necessary. Abominations located in building Zones do not move until the doors leading to them are opened.
  • Me, myself and I. When the doors of a building are opened for the first time, do not spawn Zombies in the Zones that contain an Abomination.

C65 Between the Hammer and the Anvil

Difficulty: Medium. Survivors: 4+. Time: 90 minutes.

Requires: Zombicide Season 1.

You will need the following tiles for this scenario: 1C, 2C, 4E, 5C, 5D & 7B.

Objectives: Accomplish the following tasks:

  1. Find the green key to the portal control room. Find and take the green Objective.
  2. Close the portal. Use the blue Objective to close the portal.
  3. Barricade the police station. Deactivate the three Invasion Zones inside the police station.

Special Rules:

  • Where is this damn key? Potential locations for the green key are marked by red "X"s. Place the green Objective at random among the red ones, face down. Each Objective gives 5 experience points to the Survivor who takes it. Once the green Objective has been taken, the green door can be opened. Remove all the remaining red Objectives.
  • Closing the portal manually. A Survivor in the blue Objective's Zone may spend 1 Action to close one of the five doors that make up the portal. Once all five doors are closed, the portal is locked. Closing one of these doors grants 5 experience points to the Survivor who does so. The blue Objective cannot be taken.
  • The portal is a bit noisy. On the first Action spent to close the portal, the blue Invasion Zone is activated.
  • No Zombies allowed. A Survivor standing on an Invasion Zone may spend 1 Action to remove it from the game, as long as no Zombie is in it.
  • Wreck of a car. The car cannot be used.
  • Cop car = guns! A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • A27 The Red Cap's Lair
  • A28 The Bunker of Hell
  • A29 A Game Called Survival
  • A30 Zombie Burger
  • A31 Just a Nightmare
  • A32 Go to Bed
  • A33 Drive-By Bombing
  • A34 Zombicide 101
  • A35 When Santa Came to Town
  • A36 This Is Our Ground
  • C44 Kennel Stroll
  • C45 Escape from La Santé
  • C46 Subway Cleanup
  • C47 Coup de Grâce
  • C48 Starving, Parched and Dangerous
  • C49 Apartment Survivor Search
  • C50 Fell Off the Truck
  • C51 Raid on the Police Station
  • C52 Passe-Partout
  • C53 The Madman
  • C54 The Banner
  • C55 A Little Trip Around Town
  • C56 In Order: Pillage
  • C57 Hold the Line!
  • C58 An Alarming Situation
  • C59 The Boom-Boom Solution
  • C60 Ambush!
  • C61 Take the Hospital
  • C62 Turn Off Those Lights!
  • C63 The Tattoo
  • C64 Three Kings
  • C65 Between the Hammer and the Anvil
  • Pimp-mobile. Each pimp-mobile can be searched only once. Each contains either the Evil Twins, a Gunblade, the Ma's Shotgun or the Pa's Gun.
  • Police car. A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!" cards cause a Walker to appear and interrupt the search.
  • You can use cars.
    • A pimp-mobile can be searched only once. It contains either the Ma's Shotgun or the Evil Twins (draw at random).
    • A police car can be searched several times. Draw Equipment cards until you find a weapon. Discard the others. "Aaahh!!" cards cause a Walker to appear and interrupt the search.
  • Then roll two dice and add the results. If the total is greater than or equal to the number of Permanent Noise tokens in the starting Zone (hatched green), add one additional Permanent Noise token to that Zone.
  • ...and almost unpredictable! The baby is born when the number of Permanent Noise tokens in the starting Zone (hatched green) reaches thirteen.
  • Night-night... After the baby is born:
    1. Every turn, at the start of each Players' Phase, remove one Permanent Noise token from the starting Zone (hatched green) until the baby is asleep.
    2. Then roll two dice and add the results. If the total is less than or equal to the number of Permanent Noise tokens in the starting Zone (hatched green), remove one additional Permanent Noise token from that Zone.
  • ...you'll get some milk. The baby is asleep when the number of Permanent Noise tokens in the starting Zone (hatched green) drops to 0. Remove all Invasion Zone tokens from the board.
  • Yippee, a hippie-mobile! You can use this car. A hippie-mobile can be searched only once. It contains a Gunblade. You may add the other pimp-mobile weapons you own (Evil Twins, Ma's Shotgun, etc.) and draw one at random.

  • No time to waste! Cars can be used, but you cannot search them.
  • Pumps are fragile and delicate. Once the green Objective has been taken, its original Zone (marked by a green "X") is considered the noisiest Zone on the board. The Mission fails if a Zombie enters this Zone.
  • The lockers (loot). Don't forget why we came here. During setup, set aside the following Equipment cards and sort them into pairs as shown. Then place one pair under each of the locker Objectives. A Survivor who takes an Objective from a locker gains the corresponding pair of cards and may reorganize their inventory for free.
    • Spiked Bat + Automatic Shotgun.
    • Carbine + Scope.
    • Concrete Saw + Riot Shield.
    • Both Gunblades.
    • Plenty of Ammo, small and large caliber.
    • Canned Food + Rice.
  • Security cameras. After the yellow switch has been activated, flip over all the Objectives still on the board. The Equipment cards in the lockers are not revealed.
  • Lone guard dog. Take the 6 Dog Companion cards and place one, face down, in the security office, as shown on the card. Shuffle the others into the Equipment deck. The Survivor who opens the yellow door gains the Dog Companion hidden here.
    • Blue: you run into the Two-Two unit. Place 2 Zombie Dogs in the Zone.
    • Green: the gunsmith! This Zone now represents the gunsmith.
    • Red: nothing happens.
  • Cars! Police cars cannot be used. The pimp-mobile and the sports car can be used, but not searched.
  • The police station switches. Activating the purple switch opens the purple door. Activating the yellow switch opens the yellow door. Neither of these switches grants experience points. Returning them to their starting positions does not close the doors.
  • The white switch unlocks the impound lot. The prison courtyard on tiles 1P and 2P represents the impound lot. The two Mall double doors giving access to it cannot be opened until the white switch has been activated. The pimp-mobile and the sports car are placed in the indicated Zones.
  • Once the new cable is attached, the Survivor carrying the red Objective must perform eight "Make Noise" Actions to tie the flag. Yes, they are singing too... Use Progress markers to count these Actions.
  • Finally, a Survivor of your choice must perform eight "Make Noise" Actions to raise the flag. Impossible to sing the anthem any lower now that you know the song! As soon as Old Glory flies in the wind, each Survivor gains 5 experience points.
  • Soup time! Once Old Glory is raised, the wind makes the flag clang against the pole, like a soup bell. It also carries the smell of the cable grease. The white Invasion Zone is activated. Use only the Zombie Dog cards for this Zone.