Zombicide: Dead West
Zombicide: Dead West Rulebook
Table of Contents
Table of Contents
New Abominations
Adding new Abominations into games of Zombicide is easy: simply add the corresponding Abomination cards to the Abomination deck during setup. Unless otherwise stated, these Abominations share the same general rules.
- Actions: 1
- Wounds dealt: 1
- To eliminate: Damage 3 (or Dynamite).
- Adrenaline provided: 5 points.
- Special rule: A Dynamite or Damage 3 weapon is required to eliminate an Abomination. Game effects eliminating all Actors in the Zone can also kill it.
Alpha Bane
The Alpha Bane has 3 Actions per Activation. After all Zombies (including Runners) have gone through the Activation Step and resolved their first Action, the Alpha Bane goes through the Activation step again, using its second Action to attack a Survivor in their Zone or Move if there is nobody to Attack. Then, the Alpha Bane goes through the Activation step for a third time, using its third Action to attack a Survivor in their Zone, or Move if there is nobody to attack.
Cactus Queen
When the Cactus Queen is eliminated, each Actor within Range 0-1 and Line of Sight suffers Damage 1. The Survivor who eliminated the Cactus Queen earns all related AP.
Deathgrasp
At the end of the Zombie Phase, any Survivor that is at Range 1 and within Line of Sight of the Deathgrasp is dragged into its Zone. Place their miniature in the Deathgrasp's Zone. This is not a Move Action.
Fat Mace
The Fat Mace's Attacks deal 2 Wounds.
Gore Geyser
Whenever the Gore Geyser activates within Line of Sight of a Zone with one or more Survivors, it performs an Attack aimed at that Zone (if several Zones are eligible, players choose.) Each Survivor in the target Zone is dealt 1 Wound.
Little Trickster
When the Trickster is on the board, Survivors cannot re-roll dice in any way. They also cannot gain extra dice from Skills or game effects. They cannot gain Bounty Weapons. The ones they already have can still be used, though. For example, Objectives granting AP and a Bounty Weapon when being taken only grant AP.
Melting Pot
Each time the Melting Pot activates, before it moves, place 2 Walkers in its Zone. If there are not enough Walkers, ignore this special rule.
Plymouth Hound
The Plymouth Hound can only be eliminated by the Survivor with the lowest amount of AP. If several Survivors share the lowest amount, all of them can kill the Abomination.
Pusbag
The Pusbag creates a BOOM! in its Zone upon elimination. Place the BOOM! Noise token in the Zone. All Actors in its Zone are eliminated as well. The Survivor who eliminated the Pusbag earns all related AP.
Rotten Claw
If the Rotten Claw is within Line of Sight and Range 0-1 of a Zone with Survivors when it Activates, it attacks. Deal 1 Wound to all Survivors in every Zone within that Range and Line of Sight.
Swamp Tongue
Any Survivor at Range 0-1 and within Line of Sight of the Swamp Tongue must spend an additional Action to leave their Zone.
The Great Trickster
Well, we used to say whatever we wanted about the supernatural. But now, the zombies are here, so all bets are off. The strange things out there didn't disappoint. A bunch of oddities are now bumping in the night. And all of... this, you know, stirred something even greater. Ancient spirits fall upon us, wreaking chaos wherever they go. Most of us simply flee these wild gods on the spot.
And yet, some resist, doing whatever it takes to get them back where they belong. And this task takes a lot, trust me!
Special rules:
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The Great Trickster's attacks deal 3 Wounds. One does not mess with ancient spirits without consequences!
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The Great Trickster has 3 avatars, each represented by a different totem head. Each of them has to be eliminated individually, and in the order detailed below, before the Great Trickster is gone for good.
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When the Great Trickster is eliminated, remove its current head and replace it with the next, up to the third one.
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Each head has its own Damage threshold, individual ability, and provides 5 AP when eliminated.
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(1) First totem head: RAVEN
- Raven is eliminated with a Damage 2 (or more) hit.
- When Raven Spawns, each Survivor's miniature takes the place of the next Survivor's miniature playing right after them, in Turn order. This is not a Move Action.
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(2) Second totem head: COYOTE
- Coyote is eliminated with a Damage 3 (or more) hit.
- As long as Coyote is on the board, other Zombies don't provide AP when eliminated.
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(3) Third totem head: RABBIT
- Rabbit is only eliminated with Dynamite (or any effect eliminating all Actors in its Zone).
- Rabbit's Zone is considered to be a Spawn Zone.
Wendigo
The monster we call Wendigo defies reality and fantasy alike. We don't know where it comes from, what it used to be, even if it was once alive at all. Sometimes, its seen wandering in the wilds, slowly travelling to unknown destinations. And sometimes, it appears all of a sudden to fight us with all its ungodly might, shrouded in an aura of despair and dread. Even the faithful have a hard time defining it. It cannot be a devil, or a fallen force of nature. The Wendigo is the zombie curse incarnate.
As long as the Wendigo is on the board, Survivors roll 1 less die for their Combat Actions (minimum of 1 die.)
Daily Duel House Rules
Daily Duel walkers are used like an extra walker figure, but they each have a special rule of their own that players can use to spice up their game.
Revenant
He has returned. AGAIN.
His flesh may be long gone, but there's more than just remains. Nothing seems to stop the Revenant from returning, not even death.
When there's a corpse, there's a way.
When killed, this Walker respawns on the closest Corpse Pile whether Active or Inactive.
Other Walkers
The source prints no section heading over the walkers below; they are grouped here under this heading for reference. Flavour text is omitted.
Gunslinger
The Gunslinger Walker retains the ability to fire his gun accurately. His Attacks have a range of 0-2!
Teacher
Seeing the zombified teacher is unnerving, making survivors blank out and forget all they have learned. Survivors with a Line of Sight to the Teacher are unable to use any Skills they've unlocked by gaining AP (but they can still use their Blue Skill.)
Lumberjack
When selecting his destination Zone and moving towards it, the Lumberjack ignores any walls in his path.
Miner
The Miner's bag is loaded with highly explosive dynamite. When eliminated with a Ranged Attack, he explodes, killing all Actors in his Zone. Place the BOOM! token in his Zone. He can also be eliminated normally with a Melee Attack. The Survivor who does this gains a Dynamite!
Snake Oil Salesman
Beware this swindler! During his Activation, he'll randomly discard 1 Equipment out of a Survivor's Backpack instead of attacking.
Station Master
The Station Master spawns on the backmost tile of the Train, if possible. While on the Train, he has 3 Actions per Activation.
Stagecoach Driver
The Stagecoach Driver always spawns in the Wagon's Zone (if there's one in the game). When he moves, the Wagon moves with him. If he enters a Zone containing Survivors, he runs them over, dealing 1 Wound to each of them!
Soldier
The Soldier is every bit as lethal with his rifle as any gunslinger, and is no less fearsome in close combat! When Activated, the Soldier can attack Survivors at Range 0-2. When attacking in his own Zone, he deals 2 Wounds.
Mariachi
The sounds of the Mariachi are very distracting, making it hard to attack. Any Attack Action directed at his Zone requires +1 its Accuracy value to hit.
Note: the printed text reads "requires +1 its Accuracy value to hit"; the wording is transcribed as printed.
Horse Head Walker
With his newfound speediness and unsteady gait, the Horse Head Walker can run like the wind! He may make an extra Move per Activation.