Ultimate Bestiary Revenge Of The Horde Pdf Download

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RULES AND QUESTS
CHAPTERS GAME COMPONENTS . . . . . . . . . . . . . . . . . � INFECTED HUNGER . . . . . . . . . . . . . . . . . . . � SETUP ..............................� GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . �
ZOMBIES’ PH PHASE. . . . . . . . . . . . . . . . . . . .� .�� � STEP � – ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . �� A TTACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� OLLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ARMOR R R OLLS OVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVE
PLAYING ORC RUNNER ERS S .. .. .. .. .. .. .. .. .. .. .. ��
PLAYERS' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
STEP � – SPAW N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ��
ZOMBIES' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . � END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
COLORED SPAWN ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . �� EXTRA ACTIVATIONS CARDS . . . . . . . . . . . . . . . . . . . . . . . �� UNNING O INIATURES . . . . . . . . . . . . . . . . . . . . �� R UNNING OUT O OF M M INIATURES
WINNING AND LOSING .. .. .. .. .. .. .. .. .. .. .. .. �
ORC NECR CRO OMA MAN NCERS .. .. .. .. .. .. .. .. .. .. .. .. ��
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . � NECR CRO OMA MAN NCER CA CABAL ALS. S. . . . . . . . . . . . . .� .�� � USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . � LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� READ RE ADIN ING G AN EQ EQUI UIPM PMEN ENT T CA CARD RD . . . . . . . . . . . . . . . ��
PLAYING YOUR CABAL .. .. .. .. .. .. .. .. .. .. .. .. ��
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EAPONS AND COMBAT S W EAPONS SPELLS . . . . . . . . . . . . . . . . . . . . �� ILLING , DOOR -B -BREACHING , ZOMBIE -K ILLING AND NOISY E EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� COMBAT C CHARACTERISTICS . . . . . . . . . . . . . . . . . . . . . . . . .��
RANGED ACTION.............................��
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
MAGIC AC TI TION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EXPERI EXP ERIENC ENCE, E, DANG DANGER ER LEVEL LEVEL, AND AND SKILL SKILLS S . . . . . . . ��
FIR IRIING A TR TRE EBUCH CHE ET. .. .. .. .. .. .. .. .. .. .. .. .. ��
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . �� BODY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .�� BACKPACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . ��
BARRIERS, BARRI ERS, HEDGES, & WATER WATERHOLES HOLES.. . . ��
THE ZOMBIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HEDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ALKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC W ALKER ATTY . ORC F ATTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . UNNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC R UNNER ORC ABOMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC NECROMANCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . HE HORDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . T HE
�� �� �� �� �� ��
PLAYERS’ PHASE .. . . . . . . . . . . . . . . . . . .� .�� � MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� SEARCH ....................................�� OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ARGETING P T ARGETING PRIORITY O ORDER . . . . . . . . . . . . . . . . . . . . . . �� F RIENDLY F IRE RIENDLY F IRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ELOADABLE W EAPONS EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ELOADABLE
BARRIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� WATERHOLE ZONES .. .. .. .. .. .. .. .. .. .. .. .. .. ��
ULTRARED MODE . . . . . . . . . . . . . . . . . . .� .�� � PLAYING WIT ITH H �+ �+ SU SURV RVIV IVOR ORS S . . . . . . . .� .�� � QUESTS ............................�� QUEST � - TU TUT TOR ORIAL IAL:: TH THE E EVI EVILL SH SHRI RINE. NE. . . . . . . . . . �� QUES QU EST T �: DR DRA AGO GON N BI BILE LE QU QUES EST T .. . . . . . . . . . . . . . . . �� QUES QU EST T �: ORC ORC NE NECR CROM OMAN ANCE CERS RS?? . . . . . . . . . . . . . . . �� QUEST �: KNOW Y OU OUR EN ENEMY . . . . . . . . . . . . . . . . . ��
SPAWNING I IN BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: TH THE E RI RIVE VER R OF TH THE E DE DEAD AD . . . . . . . . . . . . . . ��
REORGANIZ IZE E/TR TRA ADE .. .. .. .. .. .. .. .. .. .. .. .. . ��
QUES QU EST T �: THE THE CL CLEA EANS NSIN ING G FL FLOO OOD D . . . . . . . . . . . . . . . ��
COMBAT AC TI TIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: SI SIEG EGE E BREA EAK KER ERS S . . . .. .. . .. . .. .. . .. . . ��
ELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M ELEE ANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ANGED AGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M AGIC
QUES QU EST T �: FI FIRE RE IN TH THE E HO HORD RDE! E!.. . . . . . . . . . . . . . . . . . �� QUES QU EST T �: �: CUL CULLLIN ING G TH THE HER HERD.. D.. .. .. . .. . .. .. . .. . . ��
ENCHANTMENT ACT CTIION .. .. .. .. .. .. .. .. .. .. .. ��
QUES QU EST T �: FAL ALLLEN FO FOR RTR TRES ESS S . . .. . .. .. . .. . .. .. . . ��
TAKE TA KE OR AC ACTI TIVA VATE TE AN OB OBJE JECT CTIV IVE E . . . . . . . . . . . . . . �� SIEGE ACTIONS - T RE REBUCHET. . . . . . . . . . . . . . . . . . . ��
QUEST ��: A NEW H HO OME . . . . . . . . . . . . . . . . . . . . . . ��
OVING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVING A IRING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� F IRING A
MAK MA KE SOME NOISE! . .. .. .. .. .. .. .. .. .. .. .. .. �� DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
SKILLS .............................�� INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� CREDITS............................�� RULES SUMMARY . . . . . . . . . . . . . . . . . .� .�� �
CHAPTERS GAME COMPONENTS . . . . . . . . . . . . . . . . . � INFECTED HUNGER . . . . . . . . . . . . . . . . . . . � SETUP ..............................� GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . �
ZOMBIES’ PH PHASE. . . . . . . . . . . . . . . . . . . .� .�� � STEP � – ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . �� A TTACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� OLLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ARMOR R R OLLS OVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVE
PLAYING ORC RUNNER ERS S .. .. .. .. .. .. .. .. .. .. .. ��
PLAYERS' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
STEP � – SPAW N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ��
ZOMBIES' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . � END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
COLORED SPAWN ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . �� EXTRA ACTIVATIONS CARDS . . . . . . . . . . . . . . . . . . . . . . . �� UNNING O INIATURES . . . . . . . . . . . . . . . . . . . . �� R UNNING OUT O OF M M INIATURES
WINNING AND LOSING .. .. .. .. .. .. .. .. .. .. .. .. �
ORC NECR CRO OMA MAN NCERS .. .. .. .. .. .. .. .. .. .. .. .. ��
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . � NECR CRO OMA MAN NCER CA CABAL ALS. S. . . . . . . . . . . . . .� .�� � USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . � LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� READ RE ADIN ING G AN EQ EQUI UIPM PMEN ENT T CA CARD RD . . . . . . . . . . . . . . . ��
PLAYING YOUR CABAL .. .. .. .. .. .. .. .. .. .. .. .. ��
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EAPONS AND COMBAT S W EAPONS SPELLS . . . . . . . . . . . . . . . . . . . . �� ILLING , DOOR -B -BREACHING , ZOMBIE -K ILLING AND NOISY E EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� COMBAT C CHARACTERISTICS . . . . . . . . . . . . . . . . . . . . . . . . .��
RANGED ACTION.............................��
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
MAGIC AC TI TION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EXPERI EXP ERIENC ENCE, E, DANG DANGER ER LEVEL LEVEL, AND AND SKILL SKILLS S . . . . . . . ��
FIR IRIING A TR TRE EBUCH CHE ET. .. .. .. .. .. .. .. .. .. .. .. .. ��
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . �� BODY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .�� BACKPACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . ��
BARRIERS, BARRI ERS, HEDGES, & WATER WATERHOLES HOLES.. . . ��
THE ZOMBIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HEDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ALKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC W ALKER ATTY . ORC F ATTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . UNNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC R UNNER ORC ABOMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC NECROMANCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . HE HORDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . T HE
�� �� �� �� �� ��
PLAYERS’ PHASE .. . . . . . . . . . . . . . . . . . .� .�� � MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� SEARCH ....................................�� OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ARGETING P T ARGETING PRIORITY O ORDER . . . . . . . . . . . . . . . . . . . . . . �� F RIENDLY F IRE RIENDLY F IRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ELOADABLE W EAPONS EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ELOADABLE
BARRIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� WATERHOLE ZONES .. .. .. .. .. .. .. .. .. .. .. .. .. ��
ULTRARED MODE . . . . . . . . . . . . . . . . . . .� .�� � PLAYING WIT ITH H �+ �+ SU SURV RVIV IVOR ORS S . . . . . . . .� .�� � QUESTS ............................�� QUEST � - TU TUT TOR ORIAL IAL:: TH THE E EVI EVILL SH SHRI RINE. NE. . . . . . . . . . �� QUES QU EST T �: DR DRA AGO GON N BI BILE LE QU QUES EST T .. . . . . . . . . . . . . . . . �� QUES QU EST T �: ORC ORC NE NECR CROM OMAN ANCE CERS RS?? . . . . . . . . . . . . . . . �� QUEST �: KNOW Y OU OUR EN ENEMY . . . . . . . . . . . . . . . . . ��
SPAWNING I IN BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: TH THE E RI RIVE VER R OF TH THE E DE DEAD AD . . . . . . . . . . . . . . ��
REORGANIZ IZE E/TR TRA ADE .. .. .. .. .. .. .. .. .. .. .. .. . ��
QUES QU EST T �: THE THE CL CLEA EANS NSIN ING G FL FLOO OOD D . . . . . . . . . . . . . . . ��
COMBAT AC TI TIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: SI SIEG EGE E BREA EAK KER ERS S . . . .. .. . .. . .. .. . .. . . ��
ELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M ELEE ANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ANGED AGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M AGIC
QUES QU EST T �: FI FIRE RE IN TH THE E HO HORD RDE! E!.. . . . . . . . . . . . . . . . . . �� QUES QU EST T �: �: CUL CULLLIN ING G TH THE HER HERD.. D.. .. .. . .. . .. .. . .. . . ��
ENCHANTMENT ACT CTIION .. .. .. .. .. .. .. .. .. .. .. ��
QUES QU EST T �: FAL ALLLEN FO FOR RTR TRES ESS S . . .. . .. .. . .. . .. .. . . ��
TAKE TA KE OR AC ACTI TIVA VATE TE AN OB OBJE JECT CTIV IVE E . . . . . . . . . . . . . . �� SIEGE ACTIONS - T RE REBUCHET. . . . . . . . . . . . . . . . . . . ��
QUEST ��: A NEW H HO OME . . . . . . . . . . . . . . . . . . . . . . ��
OVING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVING A IRING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� F IRING A
MAK MA KE SOME NOISE! . .. .. .. .. .. .. .. .. .. .. .. .. �� DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
SKILLS .............................�� INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� CREDITS............................�� RULES SUMMARY . . . . . . . . . . . . . . . . . .� .�� �
�� ORC ZOMBIE MINIATURES
GAME COMPONENTS � GAME TILES (DOUBLE DOUBLE--SIDED SIDED))
�� Orc Walkers
�� Orc Runners
�� Orc Fatties
� SURVIVOR MINIATURES AND ID CARDS � Orc Necromancer
� Orc Abomination
� SIEGE ENGINE: TREBUCHET Asim
Rol
Berin
Johannes
Seli
Megan
�� TRACKERS
� SURVIVOR COLOR BASES
� SURVIVOR DASHBOARDS � DICE
�� TOKENS Doors Blue . . . . . . . . . . . . . . . . . . . . . . . x� x� Green . . . . . . . . . . . . . . . . . . . . . . x� Neutral . . . . . . . . . . . . . . . . . . . x� x��
Dragon Bile . . . . . . . . . . . . . . . x� Exit Point . . . . . . . . . . . . . . . . x� First Player . . . . . . . . . . . . . . . x� Noise . . . . . . . . . . . . . . . . . . . x� x�� Free Action . . . . . . . . . . . . . . . x� Rotten . . . . . . . . . . . . . . . . . . . x� Barrier/Hedge. . . . . . . . . . . . . x� Objectives Red/Blue...................x� Red/Green . . . . . . . . . . . . . . . . . x� Red/ Red . . . . . . . . . . . . . . . . . . . x� x�
Zombie Spawn Red/Blue...................x� Red/Green . . . . . . . . . . . . . . . . . x� Red/ Red/Ne Necr crom oman ance cerr Gree Green n . . . . . x� Red/N Red/Necr ecrom oman ance cerr Brown Brown . . . . x� Red/Ne /Necro croman mancer Red Red . . . . . . . x� Red/N Red/Necr ecrom oman ance cerr Purple Purple . . . . x� Red/ Red/Ne Necr crom oman ance cerr Grey Grey . . . . . . x� Red/ Red/Ne Necr crom oman ance cerr Beig Beige. e. . . . . . x� Red/ Red . . . . . . . . . . . . . . . . . . . x�
� Reerence Card (rebuchet)
�� Zombie Cards (#��� to #���)
��� MINIMINI-CARDS �� Equipment Cards Aaahh!! Orc Walker . . . . . . . . . x� Apples.....................x� Axe . . . . . . . . . . . . . . . . . . . . . . . x� x� Bone Kukri (Vault Weapon) . . . . x� Bone Sword (Vault Weapon) . . . . x� Chainmail Armor . . . . . . . . . . . x� Crossbow ..................x� Cur ved Dagger . . . . . . . . . . . . . . x� Death Gale . . . . . . . . . . . . . . . . . x� x� Dragon Bile . . . . . . . . . . . . . . . . x� Dwarven Axe (Vault Weapon) . . x� Dwa Dwarve rven Hammer . . . . . . . . . . x� Falchion . . . . . . . . . . . . . . . . . . . x� x� Ghost Sight . . . . . . . . . . . . . . . . x� Great Axe . . . . . . . . . . . . . . . . . . x� Hand Crossbow . . . . . . . . . . . . . x� Healing....................x� Lava Burst (Vault Weapon) . . . . . x� x� Lightning Ball . . . . . . . . . . . . . . x� Longbow...................x� Norse Shield . . . . . . . . . . . . . . . . x� Norse Sword . . . . . . . . . . . . . . . . x� Norse Sword (Starting Equipment) x� Plate Ar mor . . . . . . . . . . . . . . . . x� Plenty O Arrows . . . . . . . . . . . x� Plenty O Bolts . . . . . . . . . . . . . x� Repeating ing Cr Crossbow. . . . . . . . . x� Repulse....................x� Salted Meat . . . . . . . . . . . . . . . . x� Scimitar . . . . . . . . . . . . . . . . . . . x� x� Shield . . . . . . . . . . . . . . . . . . . . . x� x� Short Sword . . . . . . . . . . . . . . . . x� Short Sword (Starting Equipment)x� Speed. . . . . . . . . . . . . . . . . . . . . . x� Spiked Bow . . . . . . . . . . . . . . . . x� Equipment) x� Spiked Bow (Starting Equipment) Steel Bow (Vault Weapon). . . . . . x� x� elekinetic Bl Blast . . . . . . . . . . . . x� elekinetic Blast (Starting Equipment) Equipment) . . . . . . . . . . . x� orch . . . . . . . . . . . . . . . . . . . . . . x� x� remor . . . . . . . . . . . . . . . . . . . . x� War Cleaver (Vault Weapon) . . . x � Water . . . . . . . . . . . . . . . . . . . . . x� x�
INFECTED HUNGER
T
hi i h W b, a la f black a e, wh h u a ai a cauh i a al ugl  ul h ki. H, au w wih a umach vi, a u hu hav be ai f ai. W a a u l.
W ha be fihi h wil Oc f w ya wh h zmbi lau uck h kim. Ou f ha w by hi w uc a w aii u fam  avi avai. Thy w fihi lik h huy ba hy ha bcm, a w aw i ki.
A ZOMBICIDE IN TIME Te Zombicide game range allows players to battle Zombies in many settings, creating unique atmospheres with dedicated Survivors, Zombies, and other features.
Zombicide: Black Plague is another core box for the fantasy era. Black Plague and Green Horde are set in the same universe and timeline, and are fully compatible.
A Oc a aual-b fih a alay huy, hy w hahly uck by h zmbi lau. Alm a f hm bcam ifc i a h im. W w fihi h zmbi lau a w, a h l fu wa u f alm w wek. Wh h Oc cam back, hy w cha. Thi amy ha ily u zmbi a wa i mi  ava u cuy. Thy w  a hui ha v, bu cav a iff ki f fo. W quickly aliz Oc Ncmac w ici h i wa u, h uviv, h la bacl bwe hm a ulima w. Thi ifc amy i  mach f u uam lv. N mat hw bat u acal hm ha bcm, i i u a u al! Nw i h im f Zmbici!
Classic Zombicide spans � Seasons, following the zombie apocalypse in a modern-day world, over a timespan covering roughly a year. Using the same basic mechanics, all Zombicide core boxes are designed to be entry points to the game. Core boxes and expansions from a given era (classic or fantasy) are fully compatible with each other.
Zombicide: Green Horde is a cooperative game where � to �
players ace hordes o Zombies controlled by the game itsel. Each player controls � to � Survivors in a antasy world invaded by Zombies. Te goal is simply to complete the Quest objectives, survive, and kill as many Zombies as possible! Zombies are slow and predictable, but there are a lot o them. Watch out or their Abomination and Necromancer bosses, too! Survivors use whatever they can get their hands on to kill Zombies. Te better the weapon, the higher the body count, but the more Zombies will appear, attracted by the onslaught! Survivors can trade equipment, and players can share tactics. Only through cooperation can players achieve the Quest objectives and survive. Battling Zombies is un, but players will also need to rescue other Survivors, find ood and weapons, uncover the Necromancers’ secrets, and much more.
SETUP
Also set aside the Equipment cards with the “Vault” keyword: Bone Kukri, Bone Sword, Dwarven Axe, Lava Burst, Steel Bow, and War Cleaver. Tese cards are identified by a blue back. Vault artiacts are usually ound as Objectives. Follow the chosen Quest’s rules to know about the way Objectives enter the game.
A Zombicide: Green Horde game usually features � Survivors, distributed in any way you see fit, among players. We recommend new players join the game with a single Survivor to get a quick grasp on the game mechanics. A veteran player can easily control a whole team of � Survivors and clear hordes of Zombie pests all on their own!
�. �. �. �.
Choose a Quest. Place the tiles. Place the doors, Objectives, and all tokens as indicated by the Quest.
Each player gathers � to � Survivors or them to play. Players sit around the table in any order they choose. As they are cooperating against the game, all players orm a single team.
�.
Players take � Dashboard or each o their Survivors, placing the Survivor’s ID card on it. Tey take a colored plastic base and attach it to the Survivor’s miniature to help identiy it. Tey also take the � plastic trackers o the same color as their base.
Te potent Vault cards are usually ound as Quest Objectives.
Place the rebuchet’s Reerence card within view o all players. Tis card acts as a reminder o the rebuchet’s rules and stats, and does not belong to any single player.
�.
Set aside all Equipment cards with the “Starting Equipment” keyword: � Spiked Bow, � Norse Sword, � elekinetic Blast, and � Short Swords. Tese cards are identified by a grey back.
Slow and cumbersome, the rebuchet can be devastating!
�.
Deal the starting Equipment cards as you see fit among the Survivors. Zombicide: Green Horde is a cooperative game, so decide as a team. Each Survivor starts the game with at least � card. I a Survivor’s starting Skill lists any starting weapons, they receive those cards now, independent o the Starting Equipment you’ve just distributed.
Tese are your team’s Starting Equipment cards.
�.
Shuffle the Zombie cards into one deck and the Equipment cards into another. Place both decks acedown close to the board.
�.
Place the miniatures representing the chosen Survivors on the starting Zone(s) indicated by the Quest. racker on the “�” o the Wound Bar
��.
Each player places their Survivors’ Dashboard(s) in ront o them. Make sure the sliding arrow is on the � space in the blue area o the Danger Bar. Ten, they place a tracker in the � slot o the Wound Bar and another tracker in the slot or the first (blue) Skill. Place � more trackers in the reserve slots on the top o the Dashboard.
� trackers in reserve.
Megan has a Starting Equipment card.
racker on the “�” o the Blue Danger Level
racker on the Blue Skill.
Example Setup o Quest �.
��.
Decide who will be the first player, and give them the First Player token.
GAME OVERVIEW Zombicide: Green Horde is played over a series o Game Rounds, which proceed as ollows:
PLAYERS’ PHASE Te player with the First Player token takes their urn, activating their Survivors one at a time, in the order o their choice. Each Survivor can initially perorm � Actions per urn, though Skills may allow them to perorm extra Actions as the game progresses. Te Survivor uses their Actions to kill Zombies, move around the map, and perorm other tasks to accomplish the various Quest Objectives. Some Actions make noise, and noise attracts Zombies!
Once a player has activated all their Survivors, the player to their lef takes their urn, activating their Survivors in the same manner. When all the players have completed their urns, the Players’ Phase ends. Te Players’ Phase is explained in depth on page ��.
ZOMBIES’ PHASE All the Zombies on the board activate and spend � Action either attacking a Survivor next to them or, i they have nobody to attack, moving toward the Survivors or noisy Zones. Some Zombies, called Runners, get � Actions, so they can attack twice, attack and move, move and attack, or move twice. Once all Zombies have perormed their Actions, new Zom bies appear in all the active Spawn Zones on the board. Te Zombies’ Phase is explained in depth on page ��.
END PHASE All Noise tokens are removed rom the board, and the first player hands the First Player token to the player to their lef. Another Game Round then begins.
WINNING AND LOSING Te game is lost when all the Survivors have been eliminated, or i too many Necromancers escape. Some Quests can be los t when certain conditions are met (losing a single Survivor, or example). Te game is won immediately when all o the Quest Objectives have been accomplished. Zombicide: Green Horde is a cooperative game, so all players win i the Quest Objectives are ulfilled.
THE BASICS USEFUL DEFINITIONS Actor: A Survivor or Zombie. Zone: Inside a building, a Zone is a room. On a street, a Zone is the area between � linear markings (or a linear marking and a tile’s edge) and the walls o buildings along the street. Tis is a street Zone, delimited by linear markings and walls.
Tese � building Zones are separated by a wall with an opening.
Tese are � street Zones. Tey are also delimited by the tiles’ edges.
Tis is a building Zone, delimited by walls.
Tis building has � building Zones, separated by walls.
Tese � street Zones are separated by a linear marking.
LINE OF SIGHT Lines o Sight define whether Actors can see each other, such as i a Survivor can see a Zombie across the street, rom a room to the next in a building, etc.
On the streets, Actors see in straight lines that run parallel to the edges o the board. Actors cannot see diagonally. Teir Line o Sight covers as many Zones as the line can pass through beore reaching a wall or the edge o the board.
Inside a building, an Actor sees into all Zones that share an opening with the Zone the Actor currently occupies. I there is an opening, the walls do not block Line o Sight between � Zones. An Actor’s Line o Sight, however, is limited to the distance o � Zone. I the Survivor is looking out into the street or rom the street into a building, the Line o Sight can go through any number o street Zones in a straight line, but only � Zone into the building. NOE: Hedges (see P. ��) interrupt Lines o Sight.
Megan can see every street Zone in straight lines, up to walls.
Seli’s Line O Sight is limited to � Zone through the building.
Lines O Sight go in straight lines. No diagonal or Berin!
Seli sees through the street, up to the first Zone inside a building.
Lines O Sight extend rom building Zones to street Zones.
Asim can see � Zone away in building Zones Rol cannot see this Zone since the door is closed.
Rol’s Line O Sight is limited to � Zone through the building.
Johannes has Lines O Sight to all straight lines in street Zones. Te Hedge blocks his view, though.
Seli can see through the open door, but not beyond Hedges and walls.
Rol has no Line O Sight outside his own Zone.
Megan sees the whole garden, but not the road.
MOVEMENT Actors can move rom one Zone to the next as long as the first Zone shares at least � edge with the destination Zone. Corners do not count. Tis means Actors cannot make diagonal movements. On streets, movement rom one Zone to another has no restrictions. However, Actors must go through a door (or opening) to move rom a building to the street and vice-versa.
Inside a building, Actors may move rom one Zone to another as long as these Zones are linked by an opening. Te position o a miniature in the Zone and the layout o the walls do not matter as long as the Zones share an opening. NOE: Waterhole Zones are subject to special Movement rules (see. P. ��).
o go to the central Zone, Asim must first Move here…
Asim can’t Move diagonally.
Seli can go to the street through the open door.
o Move here, Seli must first open the door.
… then here.
Seli can go to this Zone through the opening.
READING AN EQUIPMENT CARD W EAPONS AND COMBAT SPELLS
Z
mbi Oc a ivai a la which ha be a wa f w ya. Cauali hav be hru  bh i, bu a l a  f u a, h batl i  v. O h bih i, h a my hu a wa vywh! Zombicide: Green Horde eatures many Equipment cards. Te
ones your Survivors use to blast Zombies all in � categories: Melee weapons, Ranged weapons, or Combat spells. • Melee weapons display a � Range value and thus can only be used in the same Zone as the Survivor. Tey are used with Melee Actions (see P. ��).
Dwarven Hammers and Norse Swords are Melee weapons. Melee weapons are airly common and can ofen be used to open doors (see P. ��)
• Ranged weapons have a maximum Range value o � (or more). Tey are used with Ranged Actions (P. ��). Attacking at Range � with a Ranged weapon is still a Ranged Action.
Steel Bows and Crossbows are Ranged weapons. Tey are great to thin out the Zombie ranks rom aar.
• Combat spells have the distinctive appearance o a scroll and a maximum Range value o � (or more). Tey are used with Magic Actions (P. ��). Attacking at Range � with a Combat spell is still a Magic Action.
Lightning Ball and elekinetic Blast are Combat spells. Tey can be used to hit close or distant targets, and sometimes get deadly special effects.
Some Equipment cards can belong to several types at once. MAGIC EQUIPMENT
Te Spiked Bow is both a Melee and a Ranged weapon.
Tese gems indicate at what Danger Level a Survivor needs to be at in order to use this card. Most Equipment cards display all four gems, so Survivors can use them at any Danger Level. Magic Equipment cards have some of these gems removed, indicating that the card can’t be used while the Survivor is at those Danger Levels (but can be stored in any eligible slot).
DOOR -BREACHING , ZOMBIE-K ILLING , AND NOISY EQUIPMENT
Equipment that allows you to open doors, but requires a die roll to do it, has this symbol. Te die indicates the minimum roll needed to open the door. Equipment that allows you to open doors without a die roll has th is symbol. Equipment that allows you to kill Zombies has Combat characteristics displayed at the bottom:


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Each o these symbols is accompanied by a second symbol related to noise. It defines whether t he Action is noisy or not. Noise attracts Zombies! Tis Action is noisy and produces a Noise token (see P. ��). Tis Action isn’t noisy and does not produce a Noise token.
Tese are the Magic Equipment cards with limited Danger Level access eatured in Zombicide: Green Horde. Please note that all o them are also Vault weapons (see P. ��).
COMBAT CHARACTERISTICS Melee weapons, Ranged weapons, and Combat spells display Combat characteristics used to maim, shoot, or disintegrate Zombies in many ways. DUAL: I you have Dual weapons with the same name in each hand, you may use them both with a single Action (Dual Ranged weapons and Combat spells must be aimed at the same Zone).
HAND: Put this Equipment in Hand in order to use it.
OPEN DOORS: Opens doors without a die roll.
SILEN: Doesn’t produce a Noise token when used in Melee Combat.
NOISY: Produces a Noise token when used to open doors.
RANGE: Min and max number o Zones the weapon can reach. � indicates that the Axe is Melee only.
DICE: Roll this many dice when a Melee Action is spent to use this weapon.
ACCURACY: Each roll that equals or exceeds this value is a success. Lower results are ailures.
DAMAGE: Damage inflicted or each success. A � value (or more) is required to eliminate Fatties.
HAND: Put this Equipment in Hand in order to use it.
SILEN: Doesn’t produce a Noise token when used in Ranged Combat.
RANGE: Min and max number o Zones the weapon can reach. A max Range o � indicates that the Longbow is a Ranged weapon.
DICE: Roll this many dice when a Ranged Action is spent to use this weapon.
ACCURACY: Each roll that equals or exceeds this value is a success. Lower results are ailures.
DAMAGE: Damage inflicted or each success. A � value (or more) is required to eliminate Fatties.
HAND: Put this Equipment in Hand in order to use it. DUAL: I you have Dual spells with the same name in each hand, you may use them both with a single Action (Dual Ranged weapons and Combat spells must be aimed at the same Zone).
SPELL: Spell cards eature a scroll illustration.
DAMAGE: Damage inflicted or each success. A � value (or more) is required to eliminate Fatties.
NOISY: Produces a Noise token when used in magic Combat. Dual weapons (or spells) produce a single Noise token per Action.
RANGE: Min and max number o Zones the spell can reach.
ACCURACY: Each roll that equals or exceeds this value is a success. Lower results are ailures DICE: Roll this many dice when a Magic Action is spent to use this spell.
NOISE
T
h zmbi lau buh ilc  h Ocih h. Hu zmbi ack ca lwly mv au wihu uti a il u, av wh hy cs wa ol  umbl u m bacl. Thi may cha u hai  ei a uviv, huh. A ha i, zmbi Oc ack hi y lsly lik h us h hy a. W f u i  iac hm  lu hm  hi mi. Casting a spell or smashing through a door makes noise, and noise attracts Zombies. Each Action that opens a door with noisy Equipment or attacks with noisy Equipment produces a Noise token.
• Place this token in the Zone where the Survivor resolved the Action. It stays in the Zone where it was produced, even i the Survivor moves. • A single Action can only produce a single Noise token, no matter how many dice are rolled, how many hits are obtained, or whether Dual weapons are used. • Noise tokens are removed rom the board in the End Phase (see P. �).
NOE: Each Survivor miniature also counts as a Noise token. Zombies have acute hearing, and Survivors can’t stay quiet, anyway! EXAMPLE: Berin spends an Action to open a door with an Axe. It’s a noisy way to open a door. Tis produces a Noise token. Ten, he attacks a Zombie in his Zone, knocking it down afer � Melee Actions. Te Axe is a silent killing weapon, so these Melee Actions produce no noise. However, � Noises remain in this Zone: the Noise token produced by opening the door and Berin’s miniature itsel. In another Zone, Megan perorms � Magic Actions with her Death Gale. Although she rolled � dice or each Magic Action, she gets only � Noise tokens in her Zone: � or each Magic Action. Te Noise tokens remain in the Zone where Megan produced them. Tey don’t ollow her when she moves.
EXPERIENCE, DANGER LEVEL, AND SKILLS For each Zombie killed, a Survivor gains � Experience Point and moves up a notch on their Danger Bar. Some Quest Objectives provide more experience, as does eliminating Abominations. Tere are � Danger Levels on the Danger Bar: Blue, Yellow, Orange, and Red. Tese represent everything rom a light drizzle o Zombies to a flash flood.
However, this experience has a side effect. When you draw a Zombie card to spawn Zombies, read the line that corresponds to the Survivor still in play with the highest Danger Level (see Zombie Spawn, P. ��). Te stronger your Survivor is, the more Zombies appear.
At each Danger Level, the Survivor gains � new Skill to help them on their Quest (see Skills, P. ��). Skills stack across Danger Levels, so at Red Level, your Survivor will have � Skills. As new skills are unlocked, place new markers on the Survivor Dashboard to indicate them. • When a Survivor reaches � Experience Points, their Danger Level moves to Yellow. Tey gain a ourth Action. • When a Survivor reaches �� Experience Points, their Danger Level moves to Orange. Tey gain � o the � Skills o their choice indicated on their ID Card. • When they reach �� Experience Points, their Danger Level moves to Red. Choose � o the � Skills indicated on their ID Card.
� to � Experience Points: Blue Level, possess a starting Skill.
� to �� Experience Points: Yellow Level, gain a ourth Action.
Red Level: � Orc Fatties Orange Level: � Orc Walkers Yellow Level: � Orc Runners Blue Level: No Zombies
�� to �� Experience Points: Orange Level, choose a Skill rom between �.
�� Experience Points: Red Level, choose a Skill rom among �.
INVENTORY Each Survivor can carry up to � Equipment cards, divided into � types o Equipment slots on their Dashboard: � Hand s, � Body, and � Backpack slots. You may discard cards rom your inventory to make room or new cards at any time, or ree (even during another player’s urn).
• Alternatively, it can hold the specific Equipment card that is listed on it. It is then considered to be equipped in Hand, representing a special piece o Equipment that this Survivor can draw and use in the blink o an eye. • An Equipment card bearing the Body symbol can only be used when put over the Body.
BACKPACK HANDS
Te Hand symbol marks the Equipment cards that can only be used in Hands.
• Both Hand slots are reserved exclusively or Equipment cards bearing the Hand s ymbol. • An Equipment card bearing the Hand symbol can only be used when equipped in Hand.
BODY
Te Backpack symbol marks the Equipment cards that can only be stored in the Backpack
• Up to � Equipment cards o any ty pe can fit in the Backpack slots. • Equipment cards bearing the Body or Hand symbol can be stored in the Backpack but, while there, they are not in use. Any text on them will not be in effect until they are moved to their appropriate inventory slots. • An Equipment card bearing the Backpack symbol can only be stored in the Backpack and, while there, is always considered to be in use.
Te Body symbol marks the Equipment cards that can only be used on the Body.
• Te Body slot is reserved or Equipment cards bearing the Body symbol. Te Body slot is reserved or either an Equipment card bearing the Body symbol, like an armor, or the listed Equipment card (For Johannes, a Crossbow).
Both Hands are used primarily or combat. Tey can only hold cards bearing the Hand symbol, like weapons and spells.
Te Backpack slots are meant to hold any weapon or spell card you are not currently using, as well as supportoriented cards like Plenty O Bolts.
THE ZOMBIES
ORC ABOMINATION
W a  y cai f h Oc Abmiai’ ii, bu w kw wha fi i b: aw w. I i  uh  i a am li aa i a mm’ ic a imviu  ayhi bu xm ama. S hm a aly a yu ca i ORC W ALKER h wai Ocih h, h la w hi: Oc Walk u  b h ak-a-fil a way  y hm a a ca u. wari f h Ocih waba. Th Damage: � zmbi lau ok hi cuni, bu  Min. Damage to destroy: Damage � f hi h. Each f hm i a  a w Experience provided: � Points rules: w m. Mv, h a a l f hm i Special • Wounds inflicted by Abominations can’t be prevented by Armor rolls (see P. ��). ami au fil, hu, a ui. Green Horde eatures � types o Zombie Orcs. Learning about
their characteristics is the best way to deeat them! Most Zombies have a single Action to spend each time they activate (Runners have �). A Zombie is eliminated as soon as it is successully hit with an attack that has the minimum required Damage value. Ten, its assailant immediately earns the listed Experience Points.
Damage: � Min. Damage to destroy: Damage � Experience provided: � Point ORC F ATTY
• A Damage � weapon is required to kill an Abomination. o slay the monster, you need either a rebuchet (see P. ��), or to throw Dragon Bile in its Zone then ignite it with a orch, creating a Dragon Fire (see P. ��). ORC NECROMANCER
Oc Fati u  b la, hck o, Evil kw  bu, cl,  fc a… w, lai bu. Pay xa fi. A h zmbi lau a, ati  hm: hy a , v by w o bv ha m fiu Oc aa, mai hy ca uch a hl ih am h Ocih h i’ u huh yu ch. If yu hav  apach    i fal, mils, kii machi. Thy w h i cl-qua cmba i a ucha buili,  kei i wih lomy mil, a hi w l mak u yu wa am a cary a fu-laf clv. w bi cru. Th ak cau w h cmac. Thy cau a f hi. Th zmbi Damage: � Min. Damage to destroy: Damage � h i hi wa  a cha a iz w. Experience provided: � Point Thy fle u bi icv i   a ORC R UNNER h ia mwh l. Mak hm yu iiy Oc Run a Gbli, h Oc’ ma a, a ki hm whv sibl. � a fa cui. Thy w alay Damage: Min. Damage to destroy: Damage � ublm i lif, a ifci ma i Experience provided: � Point w. Thy a fa, vy umu, a ay Special rules: Necromancers’ special rules are explained in uicabl. Lik u w huma Run, hy em depth on P. ��.  hav k m f hi uvival iic a hi bhi hi befi cui  avi aliai. Damage: � Min. Damage to destroy: Damage � Experience provided: � Point Special rule: Each Orc Runner has two Actions per Activation.
Tis token marks an Orc Necromancer’s entry Zone. It is called a Necromancer Spawn token.
T HE HORDE ORC ZOMBIES OVERVIEW Zombie cards marked with the Horde symbol are subject to the Horde rules.
Zombicide: Green Horde features Orc Zombies. Tese brutal foes work in almost the same way as the classic, Standard Zombies found in Zombicide: Black Plague. Most of them are physically stronger, displaying a higher Damage value and thus inflicting more Wounds upon attacking Survivors. Tey also benefit from the Horde game mechanics and can invade the board in unpredictable ways. All fantasy Zombicide contents are compatible: Orc Zombie cards may be mixed in any way you see fit with Zombie cards from other boxes.
NOE: Tis effect does not apply with Orc Abominations and Orc Necromancers. Te “Aaahh!! Orc Walker” Equipment card has no effect on the Horde either. Te Horde stands or a growing Orc Zombie crowd, ready to invade the board and violently ambush Survivors rom an unexpected entrance. • Each time a Zombie card with the Horde symbol is drawn to spawn Zombies on the board, set aside � extra Zombie miniature o the same type (Orc Walker, Orc Fatty, or Orc Runner). All miniatures set aside this way collectively orm the Horde and are locked there until the Horde spawns.
Te game is at Blue Level during the Zombies’ Phase Spawn Step (detailed on P. ��). Players draw a Zombie card or this Spawn Zone: � Orc Walker. � Orc Walker miniature is set on the Spawn Zone. Another � is set apart in the Horde.
• Each time a Necromancer card with the Horde symbol is drawn (spawning or re-activating a Necromancer), players add � Orc Walker, � Orc Fatty, and � Orc Runner to the Horde. • Whenever an “Enter the Horde!” card is drawn, the entire Horde spawns in the indicated Zone the Zombie card was drawn or. Such an event ends the Spawn Step / ends the Zombie spawning in the building.
Ten, the players draw a second Zombie card or the second Spawn Zone: � Orc Runners. � Orc Runner miniatures are set on the second Spawn Zone. � extra Orc Runner is set in the Horde.
On the next Game Round, an Orc Abomination is drawn or the first Spawn Zone. Orc Abominations don’t add Zombies to the Horde.
On the third Game Round, an “Enter Te Horde!” card is drawn or the first Spawn Zone. Te entire Horde is emptied into this Zone, representing an Orcish Zombie horde surging onto the board.
An Orc Necromancer card is drawn or the second Spawn Zone! An Orc Necromancer miniature is set, along with a Necromancer Spawn Zone (Necromancer rules are detailed on P. ��). Te Orc Necromancer’s appearance adds � Orc Walker, � Orc Runner, and � Orc Fatty to the Horde. A third Zombie card is drawn or the Necromancer Spawn Zone: � Walker. Another Walker miniature joins the Horde!
Drawing the “Enter Te Horde!” card ended the Spawn Step. No Zombie Cards are drawn here!
PLAYERS’ PHASE
All Orc Zombie cards in Zombicide: Green Horde feature the Horde symbol, except for Extra Activations and “Enter the Horde” cards.
Starting with whoever holds the First Player token, each player activates their Survivors one afer another, in the order o their choice. Each Survivor can execute � Actions at the Blue Danger Level (not counting any ree Action their Blue Level Skill may give them). Te possible Actions are:
MOVE
L h zmbi cm xacly wh yu wa hm, h ik wih a yu mih. If yu ca’  ha, ju ik wih a yu mih. – Rlf Te Survivor moves rom one Zone to the next but cannot move through external building walls or closed doors. I there are Zombies in the Zone the Survivor is attempting to leave, they must spend � extra Action per Zombie to leave the Zone. Entering a Zone containing Zombies ends the Survivor’s Move Action, even i they have a Skill that allows them to move through multiple Zones per Move Action (or the Slippery Skill, see P. ��). EXAMPLE: Berin is in a Zone with � Orc Walkers. o leave this Zone, he spends � Move Action, then � more Actions (� per Walker), or a total o � Actions. I there had been � Zombies in the Zone, Berin would have needed � Actions to move.
NOE: Waterhole Zones ollow special rules to perorm Move Actions (see P. ��). A Survivor must spend an additional Action to leave a Waterhole Zone with a Move Action. Tis rule doesn’t apply i the Survivor leaves the Waterhole Zone via a Bank. Survivors benefiting rom the Speed Enchantment ignore Waterhole effects.
Other Zombicide boxes contain Zombie cards with the Horde symbol, like the Tainted Walkers in the Friends and Foes expansion. Tey are subject to the same Horde rules. Check them out!
Afer searching, the Survivor may reely reorganize their inventory. You may discard cards rom your inventory to make room or new cards at any time, or ree. When the Equipment deck runs out, reshuffle all the discarded Equipment cards (with the exception o Vault cards, but including Starting Equipment cards) to make a new deck.
OPEN A DOOR
Yu e my hu. I e av. Bh a quay il a mu b  wih caui. – Sli
Open a door symbol with die icon.
SEARCH
Ke  loki. W v kw wha w cul fi,  hw w cul u i  u. – Jhan You can only Search building Zones and only i there are no Zombies in that Zone. Te player draws a card rom the Equipment deck. Tey may then place it in the Survivor’s inventory or immediately discard it. A Survivor can only perform a single Search Action per urn (even if it’s an extra free Action).
Te door is open i any die result equals or exceeds the Accuracy value o your Melee weapon! Roll as many dice as the Dice value o your Melee weapon.
Melee weapons with the “Open a door” symbol can be used to open a door next to the Survivor. Spend an Action and roll as many dice as the weapon’s Dice value. Te door is opened i any die result equals or exceeds the Accuracy number o the weapon. Place a Noise token in the Zone.
Many Quests eature colored doors. Usually, these cannot be opened until some conditions are met, like finding an Objective o the matching color. Read the Quest description to know more.
NOE: Opening a door is not a Melee Action. It doesn’t benefit rom Dual wielding, Melee bonuses like Skills, or Daggers’ extra bonus die. Only the printed Dice value o the weapon is used. Some weapons have the “Open a door” symbol without a die symbol on it. Tey can be used to open doors without the need to roll any dice. Just spend an Action to open the door. A Noise token is placed i the weapon is noisy (see Reading An Equipment Card, P. ��).
Te elekinetic Blast spell can be used to open doors rom aar.
SPAWNING IN BUILDINGS Opening a closed building or the first time reveals all the Zombies inside all rooms o the building (a single building extends to all rooms connected by openings, sometimes straddling several tiles). Indicate each Zone o the building, one afer the other in any order you choose, and draw a Zombie card or each Zone. Place the corresponding number and type o Zombies in the indicated Zone (see Zombies’ Phase – Spawn, P. ��). • I you draw an Extra Activation card, immediately perorm the action indicated on the card. • I you draw an “Enter the Horde” card (see P. ��), all Zombies set aside in the Horde spawn in the Zone. Spawning in this building ends right afer the Horde’s arrival. • When the Zombie deck runs out, reshuffle all the discarded cards to make a new deck. NOE: Buildings that are open at the start o the game are never spawned in. No door, don’t spawn Zombies here.
Zombies will spawn in this building as soon as the door is opened.
Johannes opens the door, revealing the building or the first time.
Don’t spawn Zombies here. Te closed door keeps the room unrevealed.
Zombie spawn!
Zombie spawn!
REORGANIZE/TRADE
R ANGED ACTION
Th! Er…if yu ’ hav ay u f ha Engineing i my magic. Lok, with thi csbw, I am, la iv i  m. I e h a a I can invk wodn blt and thw thm at my nmi jut lik yu d with fi and bimtn, but withut th e  cml my csbw! – Jhan
hadach. Mv, yu c a nt watpof.
– Jhan,  Ma
At the cost o � Action, a Survivor can reorganize the cards in their inventory in any way they wish. Te Survivor can simultaneously exchange any number o cards with � (and only �) other Survivor currently in the same Zone. Tis other Survivor reorganizes their own inventory or ree. A rade Action doesn’t have to be equal. You can trade everything or nothing, i both parties agree!
Te Survivor uses a Ranged weapon they are holding in Hand to fire at a single Zone within the Range shown on the weapon’s card (see Combat, P. ��). Survivors shoot at Zones, not Actors. Tis is especially important or argeting Priority Order (see P. ��). Using a Ranged weapon at Range � is still a Ranged Action.
COMBAT ACTIONS
M AGIC ACTION Combat Actions use all types o combat-oriented Equipment cards: Melee, Ranged, or Magic.
M ELEE ACTION
A m i, yu wa’  wi u, a yu am wi u  u. Yu wi u u f arw a bl. Whil yu wi fih f yu liv ba-ha, I wi i ivk lmal w a av yu but. Maic em l-fahi f a a. I wa alway h a alway wi b. – Ma,  Jhan
Wh I cm fm, h i  facis. W ik fa a ha. Of cu, w al cam. L zmbi ha h  f my l! – Rlf Te Survivor uses a Melee weapon they are holding in Hand to attack Zombies in their own Zone (see Combat, P. ��).
Te Survivor uses a Combat spell (a spell with Combat characteristics) they are holding in Hand to attack Zombies. Tis attack ollows the same rules as Ranged Combat.
ENCHANTMENT ACTION
TAKE OR ACTIVATE AN OBJECTIVE
I’m  u abu h iviibl fc a wk, bu whav i i w ca u wh cai h Lok a h ma. Th aifac cul b h, h, cham ’ em  lik zmbi ih!  h. Hw  w ce? – Aim - I h am l way: h h ah, kii vyhi i bwe. – Ma a Rlf Te Survivor takes an Objective or activates an Objective in the same Zone. Te game effects are explained in the Quest’s description.
SIEGE ACTIONS – TREBUCHET Zombicide: Green Horde eatures a rebuchet miniature, used
to kill Zombies at very long distance and help reach Quest Objectives. Te rebuchet is a Siege Engine. It is not an Actor. In order to perorm Siege Actions, a Survivor spends a variable amount o Actions all at once. Tese are Enchantments.
Te Survivor uses an Enchantment (a spell without Combat characteristics) they are holding in Hand. Resolve the game effect(s) described on the card. • Enchantments are cast at target Actors or Zones (check the card description) within the Survivor’s Line O Sight. • I the target is a Survivor, the caster may target themselves. • Most Enchantments bear the note Once per urn. A given Survivor can cast it only once during each o their urns. I they own multiple copies o the same Enchantment, each copy can be cast independently. Te same Enchantment can be cast several times in a Game Round, i Survivors exchange it and cast it as their activations go by.
M OVING A T REBUCHET Action Cost: � Te Survivor and the rebuchet both move rom a Zone to the next. Tis Action uses the standard Move Action rules but does not benefit rom additional Skills and game effects related to Move Actions. A rebuchet is destroyed whenever it is set in a Waterhole Zone. Remove its miniature. F IRING A T REBUCHET Action Cost: � Te Survivor loads and fires the rebuchet, aiming at a Zone at Range � or more (no Line o Sight is required). Firing a rebuchet is explained in depth in the Combat Rules (see P. ��). Firing a rebuchet is not a Combat Action and does not benefit rom Combat Action-related game effects (Equipment or Skills). Firing a rebuchet does not produce Noise.
MAKE SOME NOISE! Te Survivor makes Noise in an attempt to attract Zombies. Place � Noise token in their Zone.
DO NOTHING Te Survivor does nothing and prematurely ends their urn. Teir remaining Actions are lost.
ZOMBIES’ PHASE
T
h m mi a wih Oc Zmbi i hi h, bu i’  h ly . Thy k hi ack maliy, a ifc h i am au, loki f y i alm cml ilc. A h cm hi wi, cru avay. I h blik f a y, a waba ca u a uh yu ii. Nv uima ui cau i la umb. - Ma
Once the players have activated all their Survivors, the Orc Zombies activate. No single player controls them; they do it themselves, perorming the ollowing steps in order:
STEP � – ACTIVATION Each Orc Zombie activates and spends its Act ion on either an Attack or a Move, depending on its situation. Resolve all the Attacks first, then all the Moves. Each Orc Zombie perorms either an Attack OR a Move with a single Action.
A TTACK Each Orc Zombie in the same Zone as Survivors perorms an Attack. An Orc Zombie’s Attack is always successul, does not require any die rolls, and inflicts a specific amount o Wounds, depending on its type: • Orc Walker: � Wounds • Orc Fatty: � Wounds • Orc Runner: � Wound • Orc Abomination: � Wounds, no Armor roll (see next page) • Orc Necromancer: � Wounds Survivors in the same Zones share the Orc Zombie Attacks in any way the players prefer, even if it means dealing th em all to a single Survivor.
Each Orc Zombie Attack deals the corresponding Wound amount. Afer any applicable Armor rolls (see next chapter), the Wound Bar’s tracker is moved � point higher per Wound received. A Survivor is eliminated as soon as their Wound Bar reaches �. Remove their miniature and discard their Equipment. Feeding Frenzy! Zombies fight in groups. All Zombies activated in the same Zone as a Survivor join the Attack, even i there are so many that it would be overkill. EXAMPLE: A group o � Orc Walkers is in the same Zone as � Survivors. � o them would be enough to kill both Survivors, but the players decide to allocate all Zombie Attacks on the same Survivor. Your name will be remembered, pal!
ARMOR R OLLS
M OVE
Zmbi dn’t ned lep, t,  daylight. Phap that’ why thy a  lw mt f th tim. Smhw, thy knw dep inid thy wi ach yu, n way  anth. Why hury?
– Aim Te Orc Zombies that have not attacked use their Action to Move � Zone toward Survivors:
�: Orc Zombies select their destination Zone. • First is the Zone with Survivors in Line O Sight that has the most Noise tokens. Remember, each Survivor counts as a Noise token. • I no Survivors are visible, they move toward the noisiest Zone. In both cases, distance doesn’t matter. An Orc Zombie always goes or the noisiest meal they can see or hear. Armor: Survivors wearing an armor Equipment card in their Body slot can perorm Armor rolls to avoid Attacks. Roll as many dice as the number o Zombie Attacks the Survivor wants to avoid. Each die result that equals or exceeds the Armor number o the armor card negates a Zombie Attack o your choice, on a one-or-one basis. A lucky Survivor could even choose to be the target o all Zombie Attacks or teammates in their Zone and get away without a scratch! Shield: A Hand-held Shield allows Armor rolls i the Survivor isn’t wearing actual armor. I they are wearing armor, the Shield allows re-rolling its Armor rolls once. Re-roll all the dice, and the new result takes the place o the previous one. Abomination Attacks, and being eliminated by a Dragon Fire, can’t be prevented by Armor rolls. EXAMPLE: Rol and Seli are in the same Zone as � Orc Walkers and � Orc Fatty. Both Survivors have ull health and Seli is wearing Chainmail Armor (Armor �+). Te Zombies attack, each Orc Walker inflicting � Wounds and the Orc Fatty inflicting � Wounds. Te players decide how these � Zombie Attacks are distributed among the Survivors: - One o them could try to endure them all. Seli is the obvious choice as a buffer, as her Chainmail Armor can negate Zombie Attacks. - Tey can also share the Zombie Attacks in any way they please. Tey choose to direct � Orc Walker to Rol (no armor) and the other Orc Walker and the Orc Fatty to Seli (Chainmail Armor �+). Rol has no Armor and thus can’t negate the � Wounds he receives. Seli rolls � dice or Armor (� or each Zombie Attack), obtaining • and � . One success! A Zombie Attack is negated. Seli chooses to negate the Orc Fatty Attack, and endures � Wounds rom the Orc Walker Attack her Armor ailed to prevent.
�: Orc Zombies move � Zone toward their destination Zone by taking the shortest available path. In case there are no open paths to the noisiest Zone, Zombies move toward it as i all doors were open, though locked doors still stop them. I there is more than one route o the same length, Orc Zombies split into groups o equal numbers to ollow all possible routes. Tey also split up i different target Zones contain the same number o Noise tokens. If necessary, add Orc Zombies so that all new groups resulting from a splitting group contain the same number of each Orc Zombie type!
Special Cases for Splitting: • Orc Abominations and Orc Necromancers never split. Te players decide which direction they go. • I there aren’t enough Orc Zombie miniatures to add or an even split, decide which Orc Zombie group gets the final reinorcement and which direction the uneven split groups go. It doesn’t generate extra Activations (see P. ��).
• � Orc Walkers go one way, the other � take the other route. • Te Orc Fatty joins one group o Walkers, and a second Orc Fatty is added to the other group. • Te � Orc Runners also split, � joining the first group, and the other joining the second group. Another Orc Runner is added to the latter group so that the groups remain even. Tings just got a lot harder or the Survivors.
EXAMPLE: A group o � Orc Walkers, � Orc Fatty, and � Orc Runners move toward a group o Survivors. Te Orc Zombies can take � routes o the same length, so they split into � groups.
NOE: Orc Necromancers use their own Movement rules. Tey always Move toward the nearest non-Necromancer Spawn Zone (see P. ��).
Asim and Rol are the noisiest, but this Zombie sees Seli.
Seeing several Survivor groups, a Zombie always goes to the noisiest, no matter the distance! Tis Zombie sees no Survivors, so it goes towards the noisiest Zone.
� equal routes to destination: this Zombie group splits in both directions!
PLAYING ORC RUNNERS
O
c Run a ack a, i h w way. Thy am au i ack wih ucany e a f  uicabl e bu. W u  civ Gbli a michivu, aiu cit wih a aa. Nw, hy’ ju m e wih a -ack mi: ki yu.
Orc Runners have � Actions per Activation. Afer all Orc Zombies (including Orc Runners) have gone through the Activation step and resolved their first Action, Orc Runners go through the Activation step again, using their second Action to Attack a Survivor in their Zone or Move i there is nobody to attack. EXAMPLE �: At the beginning o the Zombies’ Phase, a group o � Orc Runners and � Orc Fatty is � Zone away rom a Survivor. For their first Action, since they have nobody they can Attack in their Zone, the Zombies Move into the Zon e with the Survivor. Te Orc Runners then perorm their second Action. Since they now occupy the same Zone as a Survivor, they Attack. Each o the Orc Runners inflicts � Wound, killing the Survivor. EXAMPLE �: An Orc Runner is in the same Zone as a Survivor, and an Orc Walker is in the adjacent Zone. Te Orc Runner Attacks the Survivor with its first Action, inflicting a Wound, a nd the Orc Walker Moves into the Zone, since it sees the Survivor. Ten the Orc Runner perorms its second Action. It Attacks the Survivor again, inflicting a second Wound. EXAMPLE �: A Survivor stands in the same Zone as � Orc Walkers, � Orc Fatty, and � Orc Runners. All Orc Zombies Attack and inflict � Wounds (� Wounds are enough to kill the Survivor). None o the Zombies Move, as they all Atta cked. Ten the Runners resolve their second Action. Tey have no one to Attack, so they Move � Zone toward the noisiest Zone.
STEP � – SPAWN
Ifc  , i mak  iffc. Whav h d, h ly o Oc i a a Oc… h, wai. – Bi Te Quest maps show where Orc Zombies appear at the end o each Zombies’ Phase. Tese are the Spawn Zones.
Zombie Spawn tokens mark the Spawn Zones’ locations.
Indicate a Spawn token and draw a Zombie card. Read the line on the card that corresponds to the color o the Danger Level o the most experienced Survivor still in the game (Blue, Yellow, Orange, or Red). Place the number and type o Orc Zombies shown.
EXTRA ACTIVATIONS CARDS
I lik my f  ff a litl cha. I ke m  h . – Aim
Red Level: � Fatties
At the Yellow, Orange, and Red Danger Levels, all Orc Walkers immediately activate.
Orange Level: � Walkers Yellow Level: � Runners Blue Level: No Zombies
At the Blue Danger Level, nothing happens.
Repeat this or each Spawn token. Always begin with the same Spawn Zone and continue clockwise. When the Zombie deck runs out, reshuffle all the discarded Zombie cards to make a new deck. Remember, Zombie cards with the Horde symbol trigger Horde rules (see P. ��). Whenever you spawn Orc Zombies using one o these cards, put an additional Orc Zombie o the same type in the Horde! EXAMPLE: Asim has � Experience Points, placing him in the Blue Danger Level. Seli has ��, which puts her in Yellow. In order to determine how many Zombies spawn, read the Yellow line, which correspond to Seli, the most experienced Survivor. For the card shown above, you’d spawn � Orc Runners in the Zone and add � Orc Runner to the Horde.
COLORED SPAWN ZONES
When you reveal an Extra Activation card, no Orc Zombies appear in the designated Zone. Instead, all Zombies o the indicated type immediately get an extra Activation (see Activation step, P. ��). Notice that these cards have no effect at the Blue Danger Level!
R UNNING OUT OF M INIATURES Te Zombicide: Green Horde box contains enough Orc Zombies to invade the board. However, players may still run out o miniatures o the indicated type when required to place an Orc Zombie on the board or in the Horde through spawning or populating a building. In this case, the remaining Orc Zombie miniatures are placed (i there are any), and then all Zombies o the indicated type immediately resolve an extra Activation.
NOE: Being unable to set an Orc Zombie in case o a split (see P. ��) doesn’t trigger an extra Activation. Multiple Activations may occur in a row. Tis rule is especi ally important or Orc Abominations and Orc Necromancers, as there is a single miniature o each in the Zombicide: Green Horde core box. Under some circumstances, an Abomination or Necromancer may get several extra Activations in a single Game Round. Several Abominations and Necromancers can roam the board i you own miniatures o them.
Some Quests eature Blue and/or Green colored Spawn Zone tokens. Unless otherwise stated, their Zone doesn’t spawn Zombies until a specific event (like taking an Objective o the matching color) happens and activates them.
Always keep a wary eye on the Orc Zombie population on the board (and especially the Horde) or risk an unexpected Zombie riot!
ORC NECROMANCERS Being traitors to their own species and ev il beyond reason, Orc Necromancers do their best to spread havoc and seize power. Tey don’t have time to battle Survivors on their own and try to flee as soon as they are discovered. Orc Necromancers ollow these special rules:
• Each subsequent drawing o additional Necromancer Zombie cards, no matter the type, gives an Extra Activation to every Necromancer on the board until they flee or die. • Each time an Orc Necromancer card is drawn (spawning or re-activating a Necromancer), players add � Orc Walker, � Orc Fatty, and � Orc Runner to the Horde (see the Horde rules, P. ��).
• An Orc Necromancer is a Zombie or game purposes. • An Orc Necromancer comes with its own inected army. When a Necromancer Spawns, put an additional Zombie Spawn token (on its Necromancer side) in its entry Zone. Ten, immediately resolve a regular Zombie Spawn or it. From now on, the Necromancer Spawn token is active. It spawns Zombies rom the Zombie deck in the same way a standard Spawn Zone would.
• An Orc Necromancer tries to flee the board. I there are no Survivors in its Zone or it to Attack during its Activation (see Zombies’ Phase, P. ��), it Moves � Zone toward the nearest active Spawn Zone (NO its entry Zone or inactive Spawn Zones), ignoring any Surv ivors it might see. I several escape Spawn Zones are at the same distance, choose one.
Te game is immediately lost if a Necromancer manages to escape once there’s a total of � Zombie Spawn tokens on the board (including the Necromancer Zombie Spawn tokens). Te Orc Necromancer tries to escape through the nearest Spawn Zone. It can’t be its entry Zone, marked with the Necromancer Spawn Zone. Te upper Zone is just � Zones away!
An Orc Necromancer Zombie card has been drawn! A Necromancer Spawn token and the matching Orc Necromancer miniature are put here. - Add � Orc Walker, � Orc Fatty, and � Orc Runner to the Horde. - Draw an additional Zombie card or the Necromancer Spawn Zone. From now on, it spawns Zombies like a standard Zombie Spawn Zone.
All other Orc Zombies are on their way to fight Rol and Megan.
SEP � SEP �
• Killing an Orc Necromancer slows the invasion. I you manage to kill it, choose a Spawn Zone (including its own Necromancer Spawn Zone) and remove it rom the board. I the Necromancer Spawn Zone is still on the board afer this removal, replace it with a standard one.
• An Orc Necromancer escapes the board as soon as it activ ates on its escape Spawn Zone. Replace the Orc Necromancer Spawn token it placed on the board with a standard Zombie Spawn token.
Its Necromancer Spawn token is replaced with a regular red Zombie Spawn token.
Te Orc Necromancer activates on its escape Spawn Zone. Remove its miniature as it flees the board.
�- Megan uses a Combat Spell to kill the Orc Necromancer.
�- Players agree to remove this Spawn Zone, clearing the way to the Objective.
SEP �: Good Ending
SEP �: Evil Ending
Te Necromancer Spawn token is replaced with a standard, red Zombie Spawn token.
NECROMANCER CABALS PLAYING YOUR CABAL Necromancer Cabals’ rules allow you to play with multiple Necromancers at once during your Zombicide: Green Horde games. o use these rules, you require extra special Necromancers, such as the ones included in some o the Special Guest Boxes (sold separately).
�. Create your own Necromancer Cabal during Game Setup: Choose the Necromancers you want your Survivor team to ace (the more, the deadlier!). Sort out the � Orc Necromancer cards rom the Zombie pile, and replace them in any combination you see fit with your avorite Necromancer cards. Replace these � tailored cards in the Zombie pile and shuffle. You’re ready to go against the Cabal! EXAMPLE: Your group owns � Orc Necromancer miniatures along with Ostokar and o-Me Ku-Pa. You choose to play all �, and tailor your �-card Cabal this way: Orc Necromancer (x�), Ostokar (x�) and o-Me Ku-Pa (x�). You could choose any other card combination. o-Me Ku-Pa will only app ear once in a while, but his special rules will make it spectacular!
�. Use the Necromancer rules to Spawn and Move Necromancers. Use the colors o the Necromancer Spawn Zones to track where each o them spawned, and to determi ne its escape Spawn Zone. Remember: Drawing a Necromancer Zombie card also gives an extra Activation to all other Necromancers on the board. EXAMPLE: An Orc Necromancer, Ostokar, and o-Me Ku-Pa are already on the board. You draw an Orc Necromancer card. Put an Orc Necromancer miniature in the Zone you just spawned in, along with its additional Necromancer Spawn Zone (don’t orget to fill the Horde as well). All � other Necromancers get an extra Activation. Te end is near!
COMBAT
W
 a   a batlfil. W fac zmbi i u ava via, i f,  mudy u. W ca’ v alk f a  wa, ha ly abu iac. A vy aciv a ay iac, aai a vy aciv a ay iva.
When a Survivor perorms a Melee, Ranged, Magic, or Siege Action to attack Orc Zombies, roll as many dice as the Dice number o the weapon, Dice symbol Combat spell, or Siege Engine being used.
Dual symbol
I the active Survivor has � identical weapons or Combat spells with the Dual symbol equipped in Hands, they can use both weapons at the same time at the cost o a single Action. For Ranged and Magic Actions, both weapons/ spells must be aimed at the same Zone.
EXAMPLE �: Johannes has � Repeating Crossbows in his Hands. Te Repeating Crossbow has the Dual symbol, so Johannes can shoot them both simultaneously. Tis allows him to roll � dice in a single Ranged Action, as each Repeating Crossbow has a Dice number o �!
Dual symbol
�. Beware the dark r itual! Necromancers standing at Range �-� rom each other at the end o a Zombies’ Phase flee the board as i they escaped through their escape Spawn Zone. Replace the Necromancer Spawn tokens they placed on the board with standard Zombie Spawn tokens. �. Each of the special Necromancers have special rules written on their Zombie cards. Tese rules are in effect rom the moment they enter the board until they flee or die.
Dice value: �
EXAMPLE �: Asim is holding � Curved Daggers. As they are identical weapons with the Dual symbol, he can strike with them both at once. In theory, he would roll � dice (� or each Dagger). However, each Curved Dagger gives a bonus o +� Die to another hand-held Melee weapon. Te bonus here is reciprocal, so each Dagger has a Dice value o �, or a total o � dice in Dual wielding!
EXAMPLE: Johannes unloads his � Repeating Crossbows on � Orc Walkers guarding an Orc Fatty and scores � hits. Te first � shots easily blow away the Orc Walkers. However, the Orc Fatty takes the � remaining hits with no consequences, as the Repeating Crossbow only inflicts Damage �. Seli arrives to finish the job with her Norse Sword. She only hits once, but the Norse Sword inflicts � Damage, which is enough to kill that Fatty! I there had been � Orc Runners instead o a Fatty, a single hit with the Norse Sword would not have eliminated the � Orc Runners. Each successul hit can only take out � target. Any remaining Damage is overkill and wasted.
MELEE ACTION Special effect
Dice value: �
Accuracy symbol
Damage symbol
Each die result that equals or exceeds the Accuracy number o the weapon scores a successul hit. Each hit inflicts the amount o Damage specified by the Damage value o the weapon to a single target.
A Survivor holding a Melee weapon (a weapon with a max Range o �) in Hand can attack a Zombie in their own Zone. Each die that rolls equal to or higher than the Accuracy value on the weapon’s card is a successul hit. Te player divides their hits as they wish among the possible targets in the Zone. Missed Melee strikes cannot cause Friendly Fire (see P. ��).
• Orc Walkers, Orc Runners, and Orc Necromancers are killed with a Damage � hit (or more). • Orc Fatties are killed with a Damage � hit (or more). It does not EXAMPLE: Berin attacks an Orc Walker, an Orc Runner, and an matter how many hits you obtain with a weapon that inflicts Orc Fatty with his Scimitar. He rolls a • and � , which means � Damage �. An Orc Fatty will absorb the hits without flinching. hits. He decides to kill the Orc Runner and the Orc Walker, as the • Orc Abominations are killed with a Damage � hit (or more). Scimitar’s Damage value is not high enough to kill the Orc Fatty. As no weapon naturally has Damage � in Zombicide: Green Tough Rol is also in the same Zone, he is sae rom Berin’s slashes. Horde, you’ll have to destroy the monster with Dragon Fire (see P. ��) or the rebuchet (see P. ��).
THREE HANDS? Putting the proper Equipment card in their Body space, a Survivor could effectively be considered as having � cards equipped in Hand. For obvious reasons, they can only use � of them at any given time. Choose any combination of � among these � before resolving Actions or rolls involving the Survivor.
RANGED ACTION
T ARGETING PRIORITY ORDER When using a Ranged weapon (even at Range �), the shooting Survivor does not choose the targets hit by successul rolls. Hits are assigned to Actors in the targeted Zone according to this argeting Priority Order:
� – Orc Walker � – Orc Fatty or Orc Abomination (the shooter chooses) � – Orc Runner � – Orc Necromancer Te hits are assigned to targets o the lowest priority until they’ve all been eliminated, then to targets o the next priority until they’ve all been eliminated, and so on. I several targets share the same argeting Priority Order, players choose the targets hit among them. A Survivor holding a Ranged weapon (a weapon with a max Range o � or more) in Hand can shoot at a Zone they can see (see Line o Sight, P. ��) and that is within the weapon’s Range. Remember: - Inside a building, the Line o Sight is limited to the Zones that share an opening and just � Zone away. - Hedges block Line O Sight (see P. ��). - Missed shots can cause Friendly Fire (see P. ��), so aim careully! Te Range o a weapon, indicated by the Range value on its card, i s the number o Zones it can shoot across. Range symbol
Te first o the � values shows the minimum Range. Te weapon may not shoot at Zones closer than the minimum. In some cases, this is �, meaning the Survivor can shoot at targets in the Zone they currently occupy (it is still a Ranged Action). Te second value shows the maximum Range o the weapon. A weapon cannot fire at Zones beyond its maximum Range. EXAMPLE: Te Longbow has a Range o �-�, which means it can shoot up to � Zones away but can’t be used in the same Zone as the Survivor. Te Hand Crossbow has a Range o �-�, which means it can shoot targets in its owner’s current Zone or at an adjacent Zone. When a Zone is chosen or a Ranged Action, ignore any Actors in the Zones between the shooter and the target. Tis means Survivors may shoot through occupied Zones without danger to either ellow Survivors or Zombies. A Survivor can even shoot at another Zone while there are Orc Zombies in their Zone!
G N I Y T T I E R G O R I A R T P
E G Y A O M R T A S D E D N I O M T
E C N E I S R T E N P I X O E P
E M A N
S N O I T C A

Orc Walker




Orc Fatty / Orc Abomination

�/�
�/�

Orc Runner




Orc Necromancer



EXAMPLE: Armed with � Hand Crossbows (Range �-�, Dice �, Accuracy �+, Damage �, Dual Ranged weapons), Seli shoots at � Orc Walkers, � Orc Fatty, and � Orc Runners standing � Zone away. She rolls � dice (� or each Hand Crossbow, Dual weapons) and gets: �, • , �, and � . Te Hand Crossbows hit on �, �, �, or �, which means � hits. Te first � kill both Orc Walkers, as they are first in the argeting Priority Order. Te last hit lands on the Orc Fatty, but doesn’t kill it, since a Dama ge value o � is required to eliminate an Orc Fatty.
F RIENDLY F IRE
Oo. – Yu (fm) b fi A Survivor can’t hit themselves with their own attacks. However, emergency situations can call or Ranged, Magic, or Siege Actions aimed at a Zone where a teammate is stuck.
EXAMPLE: Seli holds � Hand Crossbows at the beginning o her urn. She unloads them both with her first Action, reloads them with her second Action, then fires them off again with the third. Te Hand Crossbows are now empty. At the End Phase, both Hand Crossbows are reloaded or ree.
MAGIC ACTION
In that case, misses on the attack roll automatically land on Survivors standing in the target Zone. Assign these Friendly Fire hits in any way you want. Armor rolls are allowed, successes cancelling Friendly Fire hits on a �-to-� basis. Each remaining Friendly Fire hit inflicts on the Survivor as many Wounds as the Damage value o the weapon (or Combat spell) used. Remember: Friendly Fire doesn’t apply to Melee Actions. Killing a Survivor earns no experience. EXAMPLE �: Johannes shoots with a Crossbow (Dice �, Accuracy �+, Damage �) at a Zone containing Berin and � Orc Walkers. He rolls • and ⚁: � hit and � miss! Te hit kills an Orc Walker, and the miss means a bolt hits his ellow Survivor. Berin endures � Wounds. Ouch. EXAMPLE �: In an emergency, Megan casts a dual elekinetic Blast (Dice �+�, Accuracy �+, Damage �) at a Zone where Seli and an Orc Runner stand. She rolls • and � , � successes! One is enough to kill the Orc Runner. Te other success is lost. Only missed shots are assigned to Survivors, so Seli is sae.
A Survivor equipped with a Combat spell (a spell with Combat characteristics) in Hand can blast a Zone they can see (and within the spell’s Range). Magic Actions share the same rules as Ranged Actions.
FIRING A TREBUCHET
EXAMPLE �: Seli shoots a Hand Crossbow (Range �-�, Dice �, Accuracy �+, Damage �) in her own Zone, where she stands along Rol and � Orc Walkers. She rolls � and � , � success and � miss. Te success kills an Orc Walker. Te botched bolt automatically lands on Rol, as a Survivor can’t hit themselves with their own attacks. Rol endures a Wound.
For � Actions, the Survivor loads and fires the rebuchet standing in their Zone. Tis Action does not benefit rom additional Skills and game effects related to Combat Actions. Firing the rebuchet does not produce Noise.
R ELOADABLE W EAPONS
�. Te player designates any Zone on the board, at Range � or more, as a target (it can even be a building Zone). No Line O Sight is required.
While most weapons can be used repeatedly, a ew, like the Hand Crossbow, require spending an Action to reload them between shots i you want to fire multiple times in the same Game Round. You can turn the card upside down to remember that the weapon is empty and needs to reload to fire again. At the End Phase o the Game Round, all such weapons are reely reloaded, so that they always start the Round ready to fire. • I such a weapon is fired and passed to another Survivor without reloading, it must still be reloaded beore the new owner can use it in the same Game Round. • When equipped with � identical Dual weapons that require reloading, a single Action reloads both. • Survivors may fire a single Dua l reloadable weapon at a Zone and then execute another Ranged Action to fire at another Zone with the other Dual reloadable weapon.
�. Choose which ammunition type you want to use (all � are always available), then perorm an attack: - Scattershot. � dice. Accuracy �+. Damage �. - Grapeshot. � dice. Accuracy �+. Damage �. - Boulder. � die. Accuracy �+. Damage �. Te Accuracy is lowered to �+ i any Survivor (not necessarily the shooter!) has a Line O Sight on the target Zone. �. Hits and casualties are applied as per standard rules. argeting Priority Order and Friendly Fire apply. Bombarding the Horde: Te rebuchet can be used to shoot at the Horde. In that case, treat all Zombies set aside in the Horde as standing in a single Zone (there is no Line O Sight on the Horde). argeting Priority Order applies.
DRAGON FIRE
Wh a l fail, ca u a. – Ma
Dragon Bile pools can be ignited with a orch.
Later, another Action can be spent to discard a orch card rom Hand and ignite a Dragon Bile pool at Range �-� within Line O Sight, creating a Dragon Fire. Every Actor and Siege Engine in the token’s Zone is killed/destroyed, no matter its Damage threshold, Armor values, or remaining Wounds. Dragon Fire produces no Noise. Te Dragon Bile pool is then removed, and the Survivor who threw the orch earns all applicable Experience Points. Use Dragon Fire to set blazing Zombie traps! I all Dragon Bile tokens are already on the board and you need to set a new one, choose one o them and move it to the new Zone.
Surrounded by Zombies, Asim throws a Dragon Bile bottle in his own Zone. A Dragon Bile token is set. Ten Asim Moves away.
At the cost o � Action, a Dragon Bile card can be discarded rom Hand to put a Dragon Bile pool at Range �-� o the Survivor, and within Line O Sight.
All Zombies moved to chase Asim. Te Survivor now throws his orch in the Dragon Bile, creating Dragon Fire! All Zombies in the token’s Zone are eliminated. Asim earns all the Experience Points!
BARRIERS, HEDGES, & WATERHOLES Zombicide: Green Horde eatures a countryside environment with ew buildings. High Hedges border fields and gardens. Te region’s stormy weather creates Waterholes o varying shapes and sizes, bordered by Banks and Ledges.
• Hedges inter rupt Li nes O Sight (or Surv ivors and Zombies alike). Actors sta nding on a tower Zone (see the Wulsburg expansion) are not aected by this rule. • Roll a die whenever a Survivor crosses a Hedge without any Survivor having a Line O Sight to the destination Zone. On a �, add an Orc Walker in the destination Zone (it was wandering around, unseen so ar). Tis Spawn has no effect on the Horde but can trigger extra Activations i you run out o miniatures (see P. ��).
BARRIERS
• Additional Hedges can be created by putting Hedge tokens on straight borders between � Zones. Use them in a strategic way to introduce variations to your avorite Quests and to create your own custom Quests! Barriers are set on straight borders between � Zones, preventing Move Actions/Steps between those Zones, without blocking Lines O Sight. Tey are useul to trap Zombies and thin their ranks w ith Ranged attacks. • Survivors can’t Move through a Barrier. However, they can still perorm Actions (Magic Actions, Ranged Actions, etc.) and use Skills (Jump, etc.) with Line O Sight requirements through Barriers. • Barriers are obstacles that prevent Zombies’ Move Step. Tey redefine their route around the Barriers to reach their destination Zone. I no other route can be taken to reach their destination Zone, adjacent Zombies destroy the Barrier, or ree, beore perorming their Move Step. Remove the Barrier token beore moving Zombies.
WATERHOLE ZONES Waterhole Zones represent Street Zones where Actors stand waist-deep in water. Most o them connect with dry Zones either via Banks or Ledges. A Bank represents a smooth, easy passage rom the Waterhole to a dry Zone. Teir common border is designed as a gradual, irregular shore. It’s light and oamy. A Ledge represents a steep division between the Waterhole and a dry Zone. Teir common border is designed as a strict, dark divide. A dark, straight divide? It’s a Ledge! Zombies can’t leave through it. Survivors spend an extra Action to leave through it.
• Quest descriptions may eature additional rules or Barriers.
HEDGES
Alway la f a fih wh csi h, f   kw wha luk bhi. D  b aifi wih bi a uviv, bcm a a!
Tis is a Waterhole Zone. It slows down Survivors.
- Rlf Hedges are printed on tiles and are also available as tokens to customize the layouts o Quests. Shortening Lines O Sight in a significant way, Hedges play a major role in Movement, Ranged Combat in any orm, and defining Zombie routes. Tey literally allow Survivors and Zombies to play a deadly game o hide-and-seek with each other.
A light, gradual shore? It’s a Bank! Easy route or everyone.
Actors can move rom a dry Zone into a Waterhole Zone normally, with no special restrictions. However, perorming an Action to leave a Waterhole Zone has different results depending on the destination and what’s at the edge o the Waterhole:
LEAVING A WATERHOLE ZONE TO ANOTHER WATERHOLE ZONE R O V I V R U S E I B M O Z
Spend an additional Action
No penalty
THROUGH A BANK
THROUGH A LEDGE
No penalty
Spend an additional Action
No penalty
Zombies can’t leave through a Ledge. Select another route.
• Other eatures on the common border still apply: walls prevent Movement and Line O Sight, Hedges prevent Lines o Sight, etc. • Survivors benefitting rom the Speed Enchantment ignore Waterhole effects. • Siege Engines are destroyed whenever they are set in a Waterhole Zone. Remove the miniature. • Dragon Fire (rom any origin) has no effect in Waterhole Zones. • Actors moving rom a dry Zone to a Waterhole Zone, whether it is through a Bank or a Ledge, ollow the normal movement rules with no special limitations. Te examples below highlight the Banks and Ledges around the Waterholes, and how they affect gameplay. Te Bank is the only route or both these Orc Zombies to reach Rol. Tey can’t cross Ledges!
Tis Zombie can cross a Ledge to go rom dry land to a Waterhole but not the other way around.
Te Orc Zombie aces a Ledge, preventing it rom reaching Asim. Te Zombie traces its route all around the block, crossing the Bank through the southern door to reach its target.
Tis Orc Zombie is in the same situation but aces a Bank. It can reach Megan in a straight line.
ULTRARED MODE Zmbi may b , bu hy a a a, a fa a I kw, h a ca’ la fm xic. O h h ha, w uviv a fw, bu w u u wi  liv  fih back, la… a vlv. – Sli
PLAYING WITH �+ SURVIVORS Zombicide has an expanding gallery o Survivors to play with.
Sooner or later, you may be tempted to try playing wit h more than � Survivors. o do so, you’ll need the extra Survivor dashboards, plastic markers, color bases, and Starting Equipment cards contained in expansions that are sold separately, such as Wulfsburg and the Hero Box. Playing with an increased number o Survivors (or players!) is quite easy. Follow these guidelines, and adjust them to fit your challenge level.
Te Ultrared mode allows your Survivors to gain Experience Points beyond the Red Danger Level and pick up additional Skills. Tis mode is great to reach amazing body counts and complete very large boards.
Ultrared Mode: When your Survivor reaches the Red Level, move the experience tracker back to � and add any Expe rience Points gained past the minimum required to hit the Red Level. Your Survivor is still on the Red Level and keeps their Skills. Count additional Experience Points as usual and gain unselected Skills upon reaching Danger Levels again. When all the Survivor’s Skills have been selected, choose a Skill among all o the Zombicide: Green Horde Skills (except those eaturing brackets, such as Starts with [Equipment], or example) upon reaching Orange and then Red Level. EXAMPLE: Seli just earned her ��rd Experience Point, getting to the Red Level. She has the ollowing Skills: Jump (Blue), +� Action (Yellow), +� ree Melee Action (Orange), and +� ree Move Action (Red). Te player moves the experience tracker back to the start as the zombicide continues. Seli is still at Red Level and keeps on earning Experience Points as she kills Zombies. Seli doesn’t get an additional Skill upon reaching the Blue and Yellow Levels or the second time since she has a ll available Skills or these Levels. Upon reaching the Orange Level again, she gains “Hit & run”, her second Orange Level Skill. Reaching the Red Le vel again, the player chooses a new Skill among the � remaining ones or this Level and goes or “Zombie link”. Te experience counter returns to the start. During her third go through the experience bar, Seli doesn’t get any Skill at Blue, Yellow, or Orange Levels, as she already has them all. Upon reaching the Red Level or the third time, she earns the last Red Level Skill: “Roll �: +� die Combat”. Te experience counter goes to the start again. From now on, Seli still earns Experience Points and gets a playerchosen Skill every time she reaches the Orange Level, and then another upon reaching the Red Level.
• For each Survivor above the sixth, add � additional Starting Equipment card rom the expansion to the pool o cards that will be distributed among Survivors during Setup. • Add � additional Zombie Spawn token per � Survivors above the sixth (rounded up). Stack these additional Spawn tokens in the same Zones as existing ones or in any new Spawn Zone o your choice, i you have several available. Yes, that means some Zones will double or even triple their spawn rate! • In a �-Survivors game, once there are � Zombie Spawn tokens on the board, the game is over i a Necromancer escapes. Tis Spawn token limit is increased by � or every � Survivors above the sixth (rounded up).
ADDITIONAL # SURVIVORS SPAWN TOKENS
SPAWN TOKEN LIMIT
Up to �


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SKILLS Each Survivor in Zombicide: Green Horde has specific Skills with effects described in this section. In case o a conflict with the general rules, the Skill rules have priority. Te effects o the ollowing Skills and/or bonuses are immediate and may be used the urn in which they are acquired. Tis means that i an Action causes a Survivor to level up and gain a Skill, that Skill may be used immediately i the Survivor has any Actions remaining (or the Survivor may use any extra Actions the Skill grants).
+� Action – Te Survivor has an extra Action they may use as they please.
+� free Combat Action – Te Survivor has � extra ree Combat Action. Tis Action may only be used or Melee, Ranged, or Magic Actions. +� free Enchantment Action – Te Survivor has � extra ree Enchantment Action. Tis Action may only be used or Enchantment Actions. +� free Magic Action – Te Survivor has � extra ree Magic Action. Tis Action may only be used or Magic Actions. +� free Melee Action – Te Survivor has � extra ree Melee Action. Tis Action may only be used or a Melee Action. +� free Move Action – Te Survivor has � extra ree Move Action. Tis Action may only be used as a Move Action.
+� Damage: [ype] – Te Survivor gets a +� Damage bonus with the specified type o Combat Action (Magic, Melee, or Ranged). +� Damage with [Equipment] – Te Survivor gets a +� Damage bonus with the specified Equipment. +� to dice roll: Combat – Te Survivor adds � to the result o each die they roll on a Combat Action (Melee, Ranged, or Magic). Te maximum result is always �. +� to dice roll: Magic – Te Survivor adds � to the result o each die they roll on a Magic Action. Te maximum result is always �. +� to dice roll: Melee – Te Survivor adds � to the result o each die they roll on a Melee Action. Te maximum result is always �.
+� free Ranged Action – Te Survivor has � extra ree Ranged Action. Tis Action may only be used as a Ranged Action. +� free Search Action – Te Survivor has � extra ree Search Action. Tis Action may only be used to Search, and the Survivor can still only Search once per urn.
+� to dice roll: Ranged – Te Survivor adds � to the result o each die they roll on a Ranged Action. Te maximum result is always �.
+� max Range – Te Survivor’s Ranged weapons and Combat spells’ maximum Range is increased by �.
+� die: Combat – Te Survivor’s weapons and Combat spells roll an extra die in Combat (Melee, Ranged, or Magic). Dual weapons and spells each gain a die, or a total o +� dice per Dual Combat Action.
+� Zone per Move – Te Survivor can move through � extra Zone each time they perorm a Move Action. Tis Skill stacks with other effects benefiting Move Actions. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
+� die: Magic – Te Survivor’s Combat spells roll an extra die or Magic Actions. Dual Combat spells each gain a die, or a total o +� dice per Dual Magic Action.
� Zones per Move Action – When the Survivor spends � Action to Move, they can Move � or � Zones instead o �. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
+� die: Melee – Te Survivor’s Melee weapons roll an extra die or Melee Actions. Dual Melee weapons each gain a die, or a total o +� dice per Dual Melee Action. +� die: Ranged – Te Survivor’s Ranged weapons roll an extra die or Ranged Actions. Dual Ranged weapons each gain a die, or a total o +� dice per Dual Ranged Action.
Ambidextrous – Te Survivor treats all Combat spells, Melee, and Ranged weapons as i they had the Dual symbol. Barbarian – When resolving a Melee Action, the Survivor may substitute the Dice number o the Melee weapon(s) they use with the number o Zombies standing in the targeted Zone. Skills affecting the dice value, like +� die: Melee, still apply.
Battle rage – Te Survivor gains an extra die to roll or subsequent Melee Actions whenever they kill at least � Zombie with a Melee Action. Te bonus is cumulative i the Survivor gets at least � Zombie kill in the subsequent Melee Actions and applies until the end o the Survivor’s Activation. Blitz – Each time the Survivor kills the last Zombie in a Zone, they get � ree Move Action to use immediately. Bloodlust: Combat – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Combat Action (Melee, Ranged, or Magic). Bloodlust: Magic – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Magic Action to use immediately. Bloodlust: Melee – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Melee Action to use immediately. Bloodlust: Ranged – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Ranged Action to use immediately. Born leader – During the Survivor’s urn, the Survivor may give � ree Action to another Survivor to use as they please. Tis Action must be used during the recipient’s next urn or it is lost. Break-in – In order to open doors, the Survivor rolls no dice and needs no Equipment (but still spends an Action to do so). Tey don’t make Noise while using this Skill. However, other prerequisites still apply (such as taking a designated Objective beore a door can be opened). Moreover, the Survivor gains � extra ree Action that can only be used to open doors. Brother in arms: [game effect] – Te Survivor can use this Skill whenever standing in the same Zone as at least � other Survivor. As long as Brother in arms is active, each Survivor in the Zone (including the one with this Skill) benefits rom the indicated Skill or game effect. Charge – Te Survivor can use this Skill or ree, as ofen as they please, during each o their urns: they move up to � Zones to a Zone containing at least � Zombie. Normal Movement rules still apply. Entering a Zone containing Zombies still ends the Survivor’s Move Action. Collector: [Zombie type] – Te Survivor gains double the experience each time they kill a Zombie o the specified type.
Destiny – Te Survivor can use thi s Skill once per urn when they reveal an Equipment card they drew. Tey can ignore and discard that card, then draw another Equipment card. Double casting – Every time the Survivor perorms an Enchantment Action, they can select an extra target or the same Enchantment or ree. First, designate both targets, then resolve one application afer the other, in any order. Free reload – Te Survivor reloads reloadable weapons (Hand Crossbows, or example) or ree. Frenzy: Combat – All weapons and Combat spells the Survivor carries gain +� die per Wound the Survivor suffers. Dual weapons and spells each gain a die, or a total o +� dice per Wound and per Dual Combat Action (Melee, Ranged, or Magic). Frenzy: Magic – Combat spells the Survivor carries gain +� die per Wound the Survivor suffers. Dual Combat spells each gain a die, or a total o +� dice per Wound and per Dual Magic Action.
Frenzy: Melee – Melee weapons the Survivor carries gain +� die per Wound the Survivor suffers. Dual Melee weapons each gain a die, or a total o +� dice per Wound and per Dual Melee Action. Frenzy: Ranged – Ranged weapons the Survivor carries gain +� die per Wound the Survivor suffers. Dual Ranged weapons each gain a die, or a total o +� dice per Wound and per Dual Ranged Action. Hit & Run – Te Survivor can use this Skill or ree, just afer they resolved a Magic, Melee, or Ranged Action resulting in at least � Zombie kill. Tey can then resolve a ree Move Action. Te Survivor benefits rom the effects o the Slippery Skill or this Move Action.
Jump – Te Survivor can use this Skill once during each o their urns. Te Survivor spends � Action: they move � Zones into a Zone to which they have Line O Sight. Movement related Skills (like +� Zone per Move Action or Slippery) are ignored, but Movement penalties (like having Zombies in the starting Zone) apply. Ignore everything in the intervening Zone. Lifesaver – Te Survivor can use this Skill, or ree, once during each o their urns. Select a Zone containing at least � Zombie at Range � rom your Survivor. Choose Survivors in the selected Zone to be dragged to your Survivor’s Zone without penalty. Tis is not a Move Action. A Survivor can decline the rescue and stay in the selected Zone i their controller chooses. Both Zones need to share a clear path. A Survivor can’t cross closed doors or walls and can’t be extracted into or out o a Vault (see Zombicide: Black Plague). Tey can cross Barriers and Hedges, though.
Hold Your Nose – Tis Skill can be used once per urn. Te Survivor gets a ree Search Action in the Zone i they have eliminated a Zombie (even in a Street Zone or Vault - see Low Profile – Te Survivor can’t get hit by Survivors’ Magic Zombicide: Black Plague) in the same Game Round. Tis Action and Ranged Actions (Siege Actions still apply). Ignore them may only be used to Search, and the Survivor can still only when casting a Combat spell or shooting in the Zone they stand in. Game effects that kill everything in the targeted Search once per urn. Zone, like Dragon Fire, still kill them, though. Ironclad: [Zombie type] – Te Survivor ignores all Wounds coming rom Zombies having the indicated keyword in its Lucky – Te Survivor can re-roll once all the dice or each name (such as “Walker”, “Runner”, etc.). “Ironclad: Walker” Action (or Armor roll) they take. Te new result takes the place o the previous one. Tis Skill stacks with the effects o works with Orc Walkers, or example. other Skills and Equipment that allows re-rolls. Iron Hide – Te Survivor can make Armor rolls with a �+ Armor value, even when they are not wearing armor on their Mana Rain – When resolving a Magic Action, the Survivor Body slot. When wearing armor, the Survivor adds � to the may substitute the Dice number o the Combat spell(s) they result o each die they roll or Armor rolls. Te maximum use with the number o Zombies standing in the targeted Zone. result is always �. Skills affecting the dice value, like +� die: Magic, still apply. Marksman – Te Survivor may reely choose the targets o all their Magic and Ranged Actions. Misses don’t hit Survivors. Matching Set! – When a Survivor perorms a Search Action and draws an Equipment card with the Dual symbol, they can immediately take a second card o the same type rom the Equipment deck. Shuffle the deck aferward.
Iron Rain – When resolving a Ranged Action, the Survivor may substitute the Dice number o the Ranged weapon(s) they use with the number o Zombies standing in the targeted Zone. Skills affecting the dice value, like +� die: Ranged, still apply.
Point-Blank – Te Survivor can perorm Ranged and Magic Actions in their own Zone, no matter the minimum Range. When resolving a Magic or Ranged Action at Range �, the Survivor reely chooses the targets and can kill any type o Zombies. Teir Combat spells and Ranged weapons still need to inflict enough Damage to kill the targets. Misses don’t hit Survivors.
Reaper: Combat – Use this Skill when assigning hits while resolving a Melee, Ranged, or Magic Action. � o these hits can reely kill � additional identical Zombie in the same Zone. Is Tat All You’ve Got? – You can use this Skill any time the Only a single additional Zombie can be killed per Action Survivor is about to get Wounded. Discard � Equipment card when using this Skill. Te Survivor gains the experience or in your Survivor’s inventory or each Wound they’re about to the additional Zombie. receive. Negate � Wound per discarded Equipment card.
Reaper: Magic – Use this Skill when assigning hits while resolving a Magic Action. � o these hits can reely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. Te Survivor gains the experience or the additional Zombie.
Scavenger – Te Survivor can Search in any Zone ree o Zombies. Tis includes street Zones, Waterhole Zones, etc.
Reaper: Melee – Use this Skill when assigning hits while resolving a Melee Action. � o these hits can reely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. Te Survivor gains the experience or the additional Zombie.
Shove – Te Survivor can use this Skill, or ree, once during each o their urns. Select a Zone at Range � rom your Survivor. All Zombies standing in your Survivor’s Zone are pushed to the selected Zone. Tis is not a Movement. Both Zones need to share a clear path. A Zombie can’t cross closed doors, ramparts (see the Wulfsburg expansion), or walls, but can be shoved in or out o a Vault (see Black Plague), a Waterhole Zone, and through a Barrier or Hedge.
Reaper: Ranged – Use this Skill when assigning hits while resolving a Ranged Action. � o these hits can reely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. Te Survivor gains the experience or the additional Zombie. Regeneration – At the end o each Game Round, remove all Wounds the Survivor received. Regeneration doesn’t work i the Survivor has been eliminated.
Search: +� card – Draw � extra card when Searching with this Survivor.
Slippery – Te Survivor does not spend extra Actions when they perorm a Move Action out o a Zone containing Zombies. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
Roll �: +� die Combat – You may roll an additional die or each � rolled on any Melee, Ranged, or Magic Action. Keep on rolling additional dice as long as you keep getting �. Game effects that allow re-rolls (the Plenty O Arrows Equipment card, or example) must be used beore rolling any additional dice or this Skill. Roll �: +� die Magic – You may roll an additional die or each � rolled on a Magic Action. Keep on rolling additional dice as long as you keep getting �. Game effects that allow re-rolls must be used beore rolling any additional dice or this Skill. Roll �: +� die Melee – You may roll an additional die or each � rolled on a Melee Action. Keep on rolling additional d ice as long as you keep getting �. Game effects that allow re-rolls must be used beore rolling any additional dice or this Skill. Roll �: +� die Ranged – You may roll an additional die or each � rolled on a Ranged Action. Keep on rolling additional dice as long as you keep getting �. Game effects that allow re-rolls must be used beore rolling any additional dice or this Skill. Rotten – At the end o their urn, i the Survivor has not resolved any Combat Action (Melee, Ranged, or Magic), not Fired a Siege Engine, and not produced a Noise token, place a Rotten token next to their base. As long as they have this token, they are totally ignored by all Zombies and are not considered a Noise token. Zombies don’t attack them and will even walk past them. Te Survivor loses their Rotten token i they resolve any kind o Combat Action (Melee, Ranged, or Magic), Fire a Siege Engine, or makes noise. Even with the Rotten token, the Survivor still has to spend extra Actions to move out o a Zone crowded with Zombies.
Spellbook – All Combat spells and Enchantments in the Survivor’s Backpack are considered equipped in Hand. With this Skill, a Survivor could effectively be considered as having several Combat spells and Enchantments cards equipped in Hand. For obvious reasons, they can only use � identical D ual Combat Spells at any given time. Choose any combination o � beore resolving Actions or rolls involving the Survivor. Spellcaster – Te Survivor has � extra ree Action. Tis Action may only be used or a Magic Action or an Enchantment Action. Sprint – Te Survivor can use this Skill once during each o their urns. Spend � Move Action with the Survivor: they may move � or � Zones instead o �. Entering a Zone containing Zombies still ends the Survivor’s Move Action. Super Strength – Consider the Damage value o Melee weapons used by the Survivor to be �. Starts with a [Equipment] – Te Survivor begins the game with the indicated Equipment. Its card is automatically assigned to them during Setup.
Steady Hand – Te Survivor can ignore other Survivors o their choosing when missing with a Magic or Ranged Action. Te Skill does not apply to game effects killing everything in the targeted Zone (such as a Dragon Fire, or example). Swordmaster – Te Survivor treats all Melee weapons as i they had the Dual symbol. actician – Te Survivor’s urn can be resolved anytime during the Players’ Phase, beore or afer any other Survivor’s urn. I several Survivors benefit rom this Skill at the same time, choose their urn order. aunt – Te Survivor can use this Skill, or ree, once during each o their urns. Select a Zone your Survivor can see. All Zombies standing in the selected Zone immediately gain an extra Activation: they try to reach the taunting Survivor by any means available. aunted Zombies ignore all other Survivors. Tey do not attack them and leave the Zone they are standing in i needed to reach the taunting Survivor. ough – Te Survivor ignores the first Wound they receive rom a single Zombie every Zombies’ Phase. ransmutation – Te Survivor can use this Skill as ofen as they please, during each o their urns. Spend � Action and discard an Equipment card rom your inventory: draw a new Equipment card. Te Survivor can reorganize their Inventory or ree. Tis is not a Search Action. 'Aaahh!!' cards are resolved as usual. rick Shot – When the Survivor is equipped with Dual Combat spells or Ranged weapons, they can aim at different Zones with each spell/weapon in the same Action. Zombie Link – Te Survivor plays an extra urn each time an Extra Activation card is drawn rom the Zombie pile. Tey play beore the extra-activated Zombies. I several Survivors benefit rom this Skill at the same time, choose their urn order.
INDEX Abomination............................................................................. �� Accuracy ..............................................................................��, �� Actions ....................................................................................... �� Actor..............................................................................................� Armor ......................................................................................... �� Backpack Slot ........................................................................... �� Barrier ........................................................................................ �� Body Slot ................................................................................... �� Building ........................................................................................� Combat.................................................................................��, �� Combat Spell ............................................................................. �� Damage ................................................................................��, �� Danger Level ............................................................................. �� Dice .......................................................................................��, �� Door Opening .....................................................................��, �� Dragon Fire ................................................................................ �� Dual ......................................................................................��, �� Enchantment Action ............................................................... �� End Phase .....................................................................................� Equipment ................................................................................. �� Experience ................................................................................. �� Extra Activation .................................................................��, �� Fatty ........................................................................................... �� Friendly Fire.............................................................................. �� Hand Slot.............................................................................��, �� Hedge ......................................................................................... �� Horde.......................................................................................... �� Inventory ................................................................................... �� Line o Sight .............................................................................. �� Magic Action ......................................................................��, �� Melee Action.......................................................................��, �� Melee Weapon.......................................................................... �� Move........................................................................................... �� Movement ................................................................................. �� Necromancer .......................................................................��, �� Noise.............................................................................. ��, ��, �� Objectives .................................................................................. �� Orc Zombies .............................................................................. �� Players’ Phase ........................................................................ �, �� Quests ........................................................................................ �� Range ...................................................................................��, �� Ranged Action....................................................................��, �� Ranged Weapon ....................................................................... �� Reloadable Weapons................................................................ �� Reorganize/rade ..................................................................... �� Room .............................................................................................� Runner .................................................................................��, �� Search ........................................................................................ �� Setup .............................................................................................� Shield ......................................................................................... �� Siege Actions ......................................................................��, �� Silent ...........................................................................................��
Skills ....................................................................................��, �� Spawn ..................................................................................��, �� Starting Equipment....................................................................� Street .............................................................................................� argeting Priority..................................................................... �� rebuchet.............................................................................��, �� Vault Artiacts .....................................................................�, �� Walker ....................................................................................... �� Waterhole .................................................................................. �� Wounds...................................................................................... �� Zombie Activation ................................................................... �� Zombie Attack .......................................................................... �� Zombie Move ............................................................................ �� Zombies’ Phase .....................................................................�, �� Zone...............................................................................................�
CREDITS GAME DESIGNERS: Raphaël GUION, Jean-Baptiste LULLIEN, a nd Nicolas RAOUL EXECUTIVE PRODUCER: Tiago ARANHA ART: Jérémy MASSON, Nicolas FRUCUS, and Louise COMBAL GRAPHIC DESIGN: Mathieu HARL AU, Louise COMBAL, and Marc BROUILLON SCULPTORS: Patrick MASSON, Tierry MASSON, Elried PEROCHON, Edgar SKOMOROWSKI, Remy REMBLAY, Carles VAQUERO, Raal ZELAZO RN Estudio: Carlos GARCIA and Raael NAVAJAS Bigchild Creatives: Hugo GOMEZ BRIONES, Alejandro MUNOZ, Adrian RIO, Arica MIR, Raul FERNANDEZ ROMO, and Lua GARO EDITING: Jason KOEPP and Colin YOUNG PUBLISHER: David PREI PLAYTEST: Leo ALMEIDA, Christophe CHAUVIN, Edgard CHAUVIN, Lancelot CHAUVIN, Louise COMBA L, Yuri FANG, Odin GUION, Mathieu HAR LAU, Eric NOUHAU, and Raal ZELAZO. © 2017 CMON Global Limited, all rights reserved. No part o this product may be reproduced without specific permission. Guillotine Games, and the Guillotine Games logo are trademarks o Guillotine Games. CMON, and the CMON logo are trademarks o CMON Global Limited. Actual components may vary rom those shown. Made in China.
THIS PRODUC T IS NOT A TOY. NOT INTENDE D FOR USE OF PERSONS �� YEARS OF AGE OR YOUNGER.

Ultimate Bestiary Revenge Of The Horde Pdf Download Full

Ultimate bestiary revenge of the horde pdf download mac

Ultimate Bestiary Revenge Of The Horde Pdf Download Full

RULES AND QUESTS
CHAPTERS GAME COMPONENTS . . . . . . . . . . . . . . . . . � INFECTED HUNGER . . . . . . . . . . . . . . . . . . . � SETUP ..............................� GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . �
ZOMBIES’ PH PHASE. . . . . . . . . . . . . . . . . . . .� .�� � STEP � – ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . �� A TTACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� OLLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ARMOR R R OLLS OVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVE
PLAYING ORC RUNNER ERS S .. .. .. .. .. .. .. .. .. .. .. ��
PLAYERS' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
STEP � – SPAW N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ��
ZOMBIES' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . � END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
COLORED SPAWN ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . �� EXTRA ACTIVATIONS CARDS . . . . . . . . . . . . . . . . . . . . . . . �� UNNING O INIATURES . . . . . . . . . . . . . . . . . . . . �� R UNNING OUT O OF M M INIATURES
WINNING AND LOSING .. .. .. .. .. .. .. .. .. .. .. .. �
ORC NECR CRO OMA MAN NCERS .. .. .. .. .. .. .. .. .. .. .. .. ��
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . � NECR CRO OMA MAN NCER CA CABAL ALS. S. . . . . . . . . . . . . .� .�� � USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . � LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� READ RE ADIN ING G AN EQ EQUI UIPM PMEN ENT T CA CARD RD . . . . . . . . . . . . . . . ��
PLAYING YOUR CABAL .. .. .. .. .. .. .. .. .. .. .. .. ��
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EAPONS AND COMBAT S W EAPONS SPELLS . . . . . . . . . . . . . . . . . . . . �� ILLING , DOOR -B -BREACHING , ZOMBIE -K ILLING AND NOISY E EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� COMBAT C CHARACTERISTICS . . . . . . . . . . . . . . . . . . . . . . . . .��
RANGED ACTION.............................��
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
MAGIC AC TI TION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EXPERI EXP ERIENC ENCE, E, DANG DANGER ER LEVEL LEVEL, AND AND SKILL SKILLS S . . . . . . . ��
FIR IRIING A TR TRE EBUCH CHE ET. .. .. .. .. .. .. .. .. .. .. .. .. ��
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . �� BODY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .�� BACKPACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . ��
BARRIERS, BARRI ERS, HEDGES, & WATER WATERHOLES HOLES.. . . ��
THE ZOMBIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HEDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ALKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC W ALKER ATTY . ORC F ATTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . UNNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC R UNNER ORC ABOMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC NECROMANCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . HE HORDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . T HE
�� �� �� �� �� ��
PLAYERS’ PHASE .. . . . . . . . . . . . . . . . . . .� .�� � MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� SEARCH ....................................�� OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ARGETING P T ARGETING PRIORITY O ORDER . . . . . . . . . . . . . . . . . . . . . . �� F RIENDLY F IRE RIENDLY F IRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ELOADABLE W EAPONS EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ELOADABLE
BARRIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� WATERHOLE ZONES .. .. .. .. .. .. .. .. .. .. .. .. .. ��
ULTRARED MODE . . . . . . . . . . . . . . . . . . .� .�� � PLAYING WIT ITH H �+ �+ SU SURV RVIV IVOR ORS S . . . . . . . .� .�� � QUESTS ............................�� QUEST � - TU TUT TOR ORIAL IAL:: TH THE E EVI EVILL SH SHRI RINE. NE. . . . . . . . . . �� QUES QU EST T �: DR DRA AGO GON N BI BILE LE QU QUES EST T .. . . . . . . . . . . . . . . . �� QUES QU EST T �: ORC ORC NE NECR CROM OMAN ANCE CERS RS?? . . . . . . . . . . . . . . . �� QUEST �: KNOW Y OU OUR EN ENEMY . . . . . . . . . . . . . . . . . ��
SPAWNING I IN BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: TH THE E RI RIVE VER R OF TH THE E DE DEAD AD . . . . . . . . . . . . . . ��
REORGANIZ IZE E/TR TRA ADE .. .. .. .. .. .. .. .. .. .. .. .. . ��
QUES QU EST T �: THE THE CL CLEA EANS NSIN ING G FL FLOO OOD D . . . . . . . . . . . . . . . ��
COMBAT AC TI TIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: SI SIEG EGE E BREA EAK KER ERS S . . . .. .. . .. . .. .. . .. . . ��
ELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M ELEE ANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ANGED AGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M AGIC
QUES QU EST T �: FI FIRE RE IN TH THE E HO HORD RDE! E!.. . . . . . . . . . . . . . . . . . �� QUES QU EST T �: �: CUL CULLLIN ING G TH THE HER HERD.. D.. .. .. . .. . .. .. . .. . . ��
ENCHANTMENT ACT CTIION .. .. .. .. .. .. .. .. .. .. .. ��
QUES QU EST T �: FAL ALLLEN FO FOR RTR TRES ESS S . . .. . .. .. . .. . .. .. . . ��
TAKE TA KE OR AC ACTI TIVA VATE TE AN OB OBJE JECT CTIV IVE E . . . . . . . . . . . . . . �� SIEGE ACTIONS - T RE REBUCHET. . . . . . . . . . . . . . . . . . . ��
QUEST ��: A NEW H HO OME . . . . . . . . . . . . . . . . . . . . . . ��
OVING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVING A IRING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� F IRING A
MAK MA KE SOME NOISE! . .. .. .. .. .. .. .. .. .. .. .. .. �� DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
SKILLS .............................�� INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� CREDITS............................�� RULES SUMMARY . . . . . . . . . . . . . . . . . .� .�� �
CHAPTERS GAME COMPONENTS . . . . . . . . . . . . . . . . . � INFECTED HUNGER . . . . . . . . . . . . . . . . . . . � SETUP ..............................� GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . �
ZOMBIES’ PH PHASE. . . . . . . . . . . . . . . . . . . .� .�� � STEP � – ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . �� A TTACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� OLLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ARMOR R R OLLS OVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVE
PLAYING ORC RUNNER ERS S .. .. .. .. .. .. .. .. .. .. .. ��
PLAYERS' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
STEP � – SPAW N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ��
ZOMBIES' PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . � END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �
COLORED SPAWN ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . �� EXTRA ACTIVATIONS CARDS . . . . . . . . . . . . . . . . . . . . . . . �� UNNING O INIATURES . . . . . . . . . . . . . . . . . . . . �� R UNNING OUT O OF M M INIATURES
WINNING AND LOSING .. .. .. .. .. .. .. .. .. .. .. .. �
ORC NECR CRO OMA MAN NCERS .. .. .. .. .. .. .. .. .. .. .. .. ��
THE BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . � NECR CRO OMA MAN NCER CA CABAL ALS. S. . . . . . . . . . . . . .� .�� � USEFUL DEFINITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . � LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� READ RE ADIN ING G AN EQ EQUI UIPM PMEN ENT T CA CARD RD . . . . . . . . . . . . . . . ��
PLAYING YOUR CABAL .. .. .. .. .. .. .. .. .. .. .. .. ��
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� MELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EAPONS AND COMBAT S W EAPONS SPELLS . . . . . . . . . . . . . . . . . . . . �� ILLING , DOOR -B -BREACHING , ZOMBIE -K ILLING AND NOISY E EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . �� COMBAT C CHARACTERISTICS . . . . . . . . . . . . . . . . . . . . . . . . .��
RANGED ACTION.............................��
NOISE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
MAGIC AC TI TION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
EXPERI EXP ERIENC ENCE, E, DANG DANGER ER LEVEL LEVEL, AND AND SKILL SKILLS S . . . . . . . ��
FIR IRIING A TR TRE EBUCH CHE ET. .. .. .. .. .. .. .. .. .. .. .. .. ��
INVENTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
DRAGON FIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . �� BODY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .�� BACKPACK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .� . ��
BARRIERS, BARRI ERS, HEDGES, & WATER WATERHOLES HOLES.. . . ��
THE ZOMBIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
HEDGES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ALKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC W ALKER ATTY . ORC F ATTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . UNNER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC R UNNER ORC ABOMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ORC NECROMANCER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . HE HORDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . T HE
�� �� �� �� �� ��
PLAYERS’ PHASE .. . . . . . . . . . . . . . . . . . .� .�� � MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� SEARCH ....................................�� OPEN A DOOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
ARGETING P T ARGETING PRIORITY O ORDER . . . . . . . . . . . . . . . . . . . . . . �� F RIENDLY F IRE RIENDLY F IRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� ELOADABLE W EAPONS EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ELOADABLE
BARRIERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� WATERHOLE ZONES .. .. .. .. .. .. .. .. .. .. .. .. .. ��
ULTRARED MODE . . . . . . . . . . . . . . . . . . .� .�� � PLAYING WIT ITH H �+ �+ SU SURV RVIV IVOR ORS S . . . . . . . .� .�� � QUESTS ............................�� QUEST � - TU TUT TOR ORIAL IAL:: TH THE E EVI EVILL SH SHRI RINE. NE. . . . . . . . . . �� QUES QU EST T �: DR DRA AGO GON N BI BILE LE QU QUES EST T .. . . . . . . . . . . . . . . . �� QUES QU EST T �: ORC ORC NE NECR CROM OMAN ANCE CERS RS?? . . . . . . . . . . . . . . . �� QUEST �: KNOW Y OU OUR EN ENEMY . . . . . . . . . . . . . . . . . ��
SPAWNING I IN BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: TH THE E RI RIVE VER R OF TH THE E DE DEAD AD . . . . . . . . . . . . . . ��
REORGANIZ IZE E/TR TRA ADE .. .. .. .. .. .. .. .. .. .. .. .. . ��
QUES QU EST T �: THE THE CL CLEA EANS NSIN ING G FL FLOO OOD D . . . . . . . . . . . . . . . ��
COMBAT AC TI TIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
QUES QU EST T �: SI SIEG EGE E BREA EAK KER ERS S . . . .. .. . .. . .. .. . .. . . ��
ELEE ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M ELEE ANGED ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� R ANGED AGIC ACTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M AGIC
QUES QU EST T �: FI FIRE RE IN TH THE E HO HORD RDE! E!.. . . . . . . . . . . . . . . . . . �� QUES QU EST T �: �: CUL CULLLIN ING G TH THE HER HERD.. D.. .. .. . .. . .. .. . .. . . ��
ENCHANTMENT ACT CTIION .. .. .. .. .. .. .. .. .. .. .. ��
QUES QU EST T �: FAL ALLLEN FO FOR RTR TRES ESS S . . .. . .. .. . .. . .. .. . . ��
TAKE TA KE OR AC ACTI TIVA VATE TE AN OB OBJE JECT CTIV IVE E . . . . . . . . . . . . . . �� SIEGE ACTIONS - T RE REBUCHET. . . . . . . . . . . . . . . . . . . ��
QUEST ��: A NEW H HO OME . . . . . . . . . . . . . . . . . . . . . . ��
OVING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . �� M OVING A IRING A T REBUCHET REBUCHET . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� F IRING A
MAK MA KE SOME NOISE! . .. .. .. .. .. .. .. .. .. .. .. .. �� DO NOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ��
SKILLS .............................�� INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . �� �� CREDITS............................�� RULES SUMMARY . . . . . . . . . . . . . . . . . .� .�� �
�� ORC ZOMBIE MINIATURES
GAME COMPONENTS � GAME TILES (DOUBLE DOUBLE--SIDED SIDED))
�� Orc Walkers
�� Orc Runners
�� Orc Fatties
� SURVIVOR MINIATURES AND ID CARDS � Orc Necromancer
� Orc Abomination
� SIEGE ENGINE: TREBUCHET Asim
Rol
Berin
Johannes
Seli
Megan
�� TRACKERS
� SURVIVOR COLOR BASES
� SURVIVOR DASHBOARDS � DICE
�� TOKENS Doors Blue . . . . . . . . . . . . . . . . . . . . . . . x� x� Green . . . . . . . . . . . . . . . . . . . . . . x� Neutral . . . . . . . . . . . . . . . . . . . x� x��
Dragon Bile . . . . . . . . . . . . . . . x� Exit Point . . . . . . . . . . . . . . . . x� First Player . . . . . . . . . . . . . . . x� Noise . . . . . . . . . . . . . . . . . . . x� x�� Free Action . . . . . . . . . . . . . . . x� Rotten . . . . . . . . . . . . . . . . . . . x� Barrier/Hedge. . . . . . . . . . . . . x� Objectives Red/Blue...................x� Red/Green . . . . . . . . . . . . . . . . . x� Red/ Red . . . . . . . . . . . . . . . . . . . x� x�
Zombie Spawn Red/Blue...................x� Red/Green . . . . . . . . . . . . . . . . . x� Red/ Red/Ne Necr crom oman ance cerr Gree Green n . . . . . x� Red/N Red/Necr ecrom oman ance cerr Brown Brown . . . . x� Red/Ne /Necro croman mancer Red Red . . . . . . . x� Red/N Red/Necr ecrom oman ance cerr Purple Purple . . . . x� Red/ Red/Ne Necr crom oman ance cerr Grey Grey . . . . . . x� Red/ Red/Ne Necr crom oman ance cerr Beig Beige. e. . . . . . x� Red/ Red . . . . . . . . . . . . . . . . . . . x�
� Reerence Card (rebuchet)
�� Zombie Cards (#��� to #���)
��� MINIMINI-CARDS �� Equipment Cards Aaahh!! Orc Walker . . . . . . . . . x� Apples.....................x� Axe . . . . . . . . . . . . . . . . . . . . . . . x� x� Bone Kukri (Vault Weapon) . . . . x� Bone Sword (Vault Weapon) . . . . x� Chainmail Armor . . . . . . . . . . . x� Crossbow ..................x� Cur ved Dagger . . . . . . . . . . . . . . x� Death Gale . . . . . . . . . . . . . . . . . x� x� Dragon Bile . . . . . . . . . . . . . . . . x� Dwarven Axe (Vault Weapon) . . x� Dwa Dwarve rven Hammer . . . . . . . . . . x� Falchion . . . . . . . . . . . . . . . . . . . x� x� Ghost Sight . . . . . . . . . . . . . . . . x� Great Axe . . . . . . . . . . . . . . . . . . x� Hand Crossbow . . . . . . . . . . . . . x� Healing....................x� Lava Burst (Vault Weapon) . . . . . x� x� Lightning Ball . . . . . . . . . . . . . . x� Longbow...................x� Norse Shield . . . . . . . . . . . . . . . . x� Norse Sword . . . . . . . . . . . . . . . . x� Norse Sword (Starting Equipment) x� Plate Ar mor . . . . . . . . . . . . . . . . x� Plenty O Arrows . . . . . . . . . . . x� Plenty O Bolts . . . . . . . . . . . . . x� Repeating ing Cr Crossbow. . . . . . . . . x� Repulse....................x� Salted Meat . . . . . . . . . . . . . . . . x� Scimitar . . . . . . . . . . . . . . . . . . . x� x� Shield . . . . . . . . . . . . . . . . . . . . . x� x� Short Sword . . . . . . . . . . . . . . . . x� Short Sword (Starting Equipment)x� Speed. . . . . . . . . . . . . . . . . . . . . . x� Spiked Bow . . . . . . . . . . . . . . . . x� Equipment) x� Spiked Bow (Starting Equipment) Steel Bow (Vault Weapon). . . . . . x� x� elekinetic Bl Blast . . . . . . . . . . . . x� elekinetic Blast (Starting Equipment) Equipment) . . . . . . . . . . . x� orch . . . . . . . . . . . . . . . . . . . . . . x� x� remor . . . . . . . . . . . . . . . . . . . . x� War Cleaver (Vault Weapon) . . . x � Water . . . . . . . . . . . . . . . . . . . . . x� x�
INFECTED HUNGER
T
hi i h W b, a la f black a e, wh h u a ai a cauh i a al ugl  ul h ki. H, au w wih a umach vi, a u hu hav be ai f ai. W a a u l.
W ha be fihi h wil Oc f w ya wh h zmbi lau uck h kim. Ou f ha w by hi w uc a w aii u fam  avi avai. Thy w fihi lik h huy ba hy ha bcm, a w aw i ki.
A ZOMBICIDE IN TIME Te Zombicide game range allows players to battle Zombies in many settings, creating unique atmospheres with dedicated Survivors, Zombies, and other features.
Zombicide: Black Plague is another core box for the fantasy era. Black Plague and Green Horde are set in the same universe and timeline, and are fully compatible.
A Oc a aual-b fih a alay huy, hy w hahly uck by h zmbi lau. Alm a f hm bcam ifc i a h im. W w fihi h zmbi lau a w, a h l fu wa u f alm w wek. Wh h Oc cam back, hy w cha. Thi amy ha ily u zmbi a wa i mi  ava u cuy. Thy w  a hui ha v, bu cav a iff ki f fo. W quickly aliz Oc Ncmac w ici h i wa u, h uviv, h la bacl bwe hm a ulima w. Thi ifc amy i  mach f u uam lv. N mat hw bat u acal hm ha bcm, i i u a u al! Nw i h im f Zmbici!
Classic Zombicide spans � Seasons, following the zombie apocalypse in a modern-day world, over a timespan covering roughly a year. Using the same basic mechanics, all Zombicide core boxes are designed to be entry points to the game. Core boxes and expansions from a given era (classic or fantasy) are fully compatible with each other.
Zombicide: Green Horde is a cooperative game where � to �
players ace hordes o Zombies controlled by the game itsel. Each player controls � to � Survivors in a antasy world invaded by Zombies. Te goal is simply to complete the Quest objectives, survive, and kill as many Zombies as possible! Zombies are slow and predictable, but there are a lot o them. Watch out or their Abomination and Necromancer bosses, too! Survivors use whatever they can get their hands on to kill Zombies. Te better the weapon, the higher the body count, but the more Zombies will appear, attracted by the onslaught! Survivors can trade equipment, and players can share tactics. Only through cooperation can players achieve the Quest objectives and survive. Battling Zombies is un, but players will also need to rescue other Survivors, find ood and weapons, uncover the Necromancers’ secrets, and much more.
SETUP
Also set aside the Equipment cards with the “Vault” keyword: Bone Kukri, Bone Sword, Dwarven Axe, Lava Burst, Steel Bow, and War Cleaver. Tese cards are identified by a blue back. Vault artiacts are usually ound as Objectives. Follow the chosen Quest’s rules to know about the way Objectives enter the game.
A Zombicide: Green Horde game usually features � Survivors, distributed in any way you see fit, among players. We recommend new players join the game with a single Survivor to get a quick grasp on the game mechanics. A veteran player can easily control a whole team of � Survivors and clear hordes of Zombie pests all on their own!
�. �. �. �.
Choose a Quest. Place the tiles. Place the doors, Objectives, and all tokens as indicated by the Quest.
Each player gathers � to � Survivors or them to play. Players sit around the table in any order they choose. As they are cooperating against the game, all players orm a single team.
�.
Players take � Dashboard or each o their Survivors, placing the Survivor’s ID card on it. Tey take a colored plastic base and attach it to the Survivor’s miniature to help identiy it. Tey also take the � plastic trackers o the same color as their base.
Te potent Vault cards are usually ound as Quest Objectives.
Place the rebuchet’s Reerence card within view o all players. Tis card acts as a reminder o the rebuchet’s rules and stats, and does not belong to any single player.
�.
Set aside all Equipment cards with the “Starting Equipment” keyword: � Spiked Bow, � Norse Sword, � elekinetic Blast, and � Short Swords. Tese cards are identified by a grey back.
Slow and cumbersome, the rebuchet can be devastating!
�.
Deal the starting Equipment cards as you see fit among the Survivors. Zombicide: Green Horde is a cooperative game, so decide as a team. Each Survivor starts the game with at least � card. I a Survivor’s starting Skill lists any starting weapons, they receive those cards now, independent o the Starting Equipment you’ve just distributed.
Tese are your team’s Starting Equipment cards.
�.
Shuffle the Zombie cards into one deck and the Equipment cards into another. Place both decks acedown close to the board.
�.
Place the miniatures representing the chosen Survivors on the starting Zone(s) indicated by the Quest. racker on the “�” o the Wound Bar
��.
Each player places their Survivors’ Dashboard(s) in ront o them. Make sure the sliding arrow is on the � space in the blue area o the Danger Bar. Ten, they place a tracker in the � slot o the Wound Bar and another tracker in the slot or the first (blue) Skill. Place � more trackers in the reserve slots on the top o the Dashboard.
� trackers in reserve.
Megan has a Starting Equipment card.
racker on the “�” o the Blue Danger Level
racker on the Blue Skill.
Example Setup o Quest �.
��.
Decide who will be the first player, and give them the First Player token.
GAME OVERVIEW Zombicide: Green Horde is played over a series o Game Rounds, which proceed as ollows:
PLAYERS’ PHASE Te player with the First Player token takes their urn, activating their Survivors one at a time, in the order o their choice. Each Survivor can initially perorm � Actions per urn, though Skills may allow them to perorm extra Actions as the game progresses. Te Survivor uses their Actions to kill Zombies, move around the map, and perorm other tasks to accomplish the various Quest Objectives. Some Actions make noise, and noise attracts Zombies!
Once a player has activated all their Survivors, the player to their lef takes their urn, activating their Survivors in the same manner. When all the players have completed their urns, the Players’ Phase ends. Te Players’ Phase is explained in depth on page ��.
ZOMBIES’ PHASE All the Zombies on the board activate and spend � Action either attacking a Survivor next to them or, i they have nobody to attack, moving toward the Survivors or noisy Zones. Some Zombies, called Runners, get � Actions, so they can attack twice, attack and move, move and attack, or move twice. Once all Zombies have perormed their Actions, new Zom bies appear in all the active Spawn Zones on the board. Te Zombies’ Phase is explained in depth on page ��.
END PHASE All Noise tokens are removed rom the board, and the first player hands the First Player token to the player to their lef. Another Game Round then begins.
WINNING AND LOSING Te game is lost when all the Survivors have been eliminated, or i too many Necromancers escape. Some Quests can be los t when certain conditions are met (losing a single Survivor, or example). Te game is won immediately when all o the Quest Objectives have been accomplished. Zombicide: Green Horde is a cooperative game, so all players win i the Quest Objectives are ulfilled.
THE BASICS USEFUL DEFINITIONS Actor: A Survivor or Zombie. Zone: Inside a building, a Zone is a room. On a street, a Zone is the area between � linear markings (or a linear marking and a tile’s edge) and the walls o buildings along the street. Tis is a street Zone, delimited by linear markings and walls.
Tese � building Zones are separated by a wall with an opening.
Tese are � street Zones. Tey are also delimited by the tiles’ edges.
Tis is a building Zone, delimited by walls.
Tis building has � building Zones, separated by walls.
Tese � street Zones are separated by a linear marking.
LINE OF SIGHT Lines o Sight define whether Actors can see each other, such as i a Survivor can see a Zombie across the street, rom a room to the next in a building, etc.
On the streets, Actors see in straight lines that run parallel to the edges o the board. Actors cannot see diagonally. Teir Line o Sight covers as many Zones as the line can pass through beore reaching a wall or the edge o the board.
Inside a building, an Actor sees into all Zones that share an opening with the Zone the Actor currently occupies. I there is an opening, the walls do not block Line o Sight between � Zones. An Actor’s Line o Sight, however, is limited to the distance o � Zone. I the Survivor is looking out into the street or rom the street into a building, the Line o Sight can go through any number o street Zones in a straight line, but only � Zone into the building. NOE: Hedges (see P. ��) interrupt Lines o Sight.
Megan can see every street Zone in straight lines, up to walls.
Seli’s Line O Sight is limited to � Zone through the building.
Lines O Sight go in straight lines. No diagonal or Berin!
Seli sees through the street, up to the first Zone inside a building.
Lines O Sight extend rom building Zones to street Zones.
Asim can see � Zone away in building Zones Rol cannot see this Zone since the door is closed.
Rol’s Line O Sight is limited to � Zone through the building.
Johannes has Lines O Sight to all straight lines in street Zones. Te Hedge blocks his view, though.
Seli can see through the open door, but not beyond Hedges and walls.
Rol has no Line O Sight outside his own Zone.
Megan sees the whole garden, but not the road.
MOVEMENT Actors can move rom one Zone to the next as long as the first Zone shares at least � edge with the destination Zone. Corners do not count. Tis means Actors cannot make diagonal movements. On streets, movement rom one Zone to another has no restrictions. However, Actors must go through a door (or opening) to move rom a building to the street and vice-versa.
Inside a building, Actors may move rom one Zone to another as long as these Zones are linked by an opening. Te position o a miniature in the Zone and the layout o the walls do not matter as long as the Zones share an opening. NOE: Waterhole Zones are subject to special Movement rules (see. P. ��).
o go to the central Zone, Asim must first Move here…
Asim can’t Move diagonally.
Seli can go to the street through the open door.
o Move here, Seli must first open the door.
… then here.
Seli can go to this Zone through the opening.
READING AN EQUIPMENT CARD W EAPONS AND COMBAT SPELLS
Z
mbi Oc a ivai a la which ha be a wa f w ya. Cauali hav be hru  bh i, bu a l a  f u a, h batl i  v. O h bih i, h a my hu a wa vywh! Zombicide: Green Horde eatures many Equipment cards. Te
ones your Survivors use to blast Zombies all in � categories: Melee weapons, Ranged weapons, or Combat spells. • Melee weapons display a � Range value and thus can only be used in the same Zone as the Survivor. Tey are used with Melee Actions (see P. ��).
Dwarven Hammers and Norse Swords are Melee weapons. Melee weapons are airly common and can ofen be used to open doors (see P. ��)
• Ranged weapons have a maximum Range value o � (or more). Tey are used with Ranged Actions (P. ��). Attacking at Range � with a Ranged weapon is still a Ranged Action.
Steel Bows and Crossbows are Ranged weapons. Tey are great to thin out the Zombie ranks rom aar.
• Combat spells have the distinctive appearance o a scroll and a maximum Range value o � (or more). Tey are used with Magic Actions (P. ��). Attacking at Range � with a Combat spell is still a Magic Action.
Lightning Ball and elekinetic Blast are Combat spells. Tey can be used to hit close or distant targets, and sometimes get deadly special effects.
Some Equipment cards can belong to several types at once. MAGIC EQUIPMENT
Te Spiked Bow is both a Melee and a Ranged weapon.
Tese gems indicate at what Danger Level a Survivor needs to be at in order to use this card. Most Equipment cards display all four gems, so Survivors can use them at any Danger Level. Magic Equipment cards have some of these gems removed, indicating that the card can’t be used while the Survivor is at those Danger Levels (but can be stored in any eligible slot).
DOOR -BREACHING , ZOMBIE-K ILLING , AND NOISY EQUIPMENT
Equipment that allows you to open doors, but requires a die roll to do it, has this symbol. Te die indicates the minimum roll needed to open the door. Equipment that allows you to open doors without a die roll has th is symbol. Equipment that allows you to kill Zombies has Combat characteristics displayed at the bottom:


�+

Each o these symbols is accompanied by a second symbol related to noise. It defines whether t he Action is noisy or not. Noise attracts Zombies! Tis Action is noisy and produces a Noise token (see P. ��). Tis Action isn’t noisy and does not produce a Noise token.
Tese are the Magic Equipment cards with limited Danger Level access eatured in Zombicide: Green Horde. Please note that all o them are also Vault weapons (see P. ��).
COMBAT CHARACTERISTICS Melee weapons, Ranged weapons, and Combat spells display Combat characteristics used to maim, shoot, or disintegrate Zombies in many ways. DUAL: I you have Dual weapons with the same name in each hand, you may use them both with a single Action (Dual Ranged weapons and Combat spells must be aimed at the same Zone).
HAND: Put this Equipment in Hand in order to use it.
OPEN DOORS: Opens doors without a die roll.
SILEN: Doesn’t produce a Noise token when used in Melee Combat.
NOISY: Produces a Noise token when used to open doors.
RANGE: Min and max number o Zones the weapon can reach. � indicates that the Axe is Melee only.
DICE: Roll this many dice when a Melee Action is spent to use this weapon.
ACCURACY: Each roll that equals or exceeds this value is a success. Lower results are ailures.
DAMAGE: Damage inflicted or each success. A � value (or more) is required to eliminate Fatties.
HAND: Put this Equipment in Hand in order to use it.
SILEN: Doesn’t produce a Noise token when used in Ranged Combat.
RANGE: Min and max number o Zones the weapon can reach. A max Range o � indicates that the Longbow is a Ranged weapon.
DICE: Roll this many dice when a Ranged Action is spent to use this weapon.
ACCURACY: Each roll that equals or exceeds this value is a success. Lower results are ailures.
DAMAGE: Damage inflicted or each success. A � value (or more) is required to eliminate Fatties.
HAND: Put this Equipment in Hand in order to use it. DUAL: I you have Dual spells with the same name in each hand, you may use them both with a single Action (Dual Ranged weapons and Combat spells must be aimed at the same Zone).
SPELL: Spell cards eature a scroll illustration.
DAMAGE: Damage inflicted or each success. A � value (or more) is required to eliminate Fatties.
NOISY: Produces a Noise token when used in magic Combat. Dual weapons (or spells) produce a single Noise token per Action.
RANGE: Min and max number o Zones the spell can reach.
ACCURACY: Each roll that equals or exceeds this value is a success. Lower results are ailures DICE: Roll this many dice when a Magic Action is spent to use this spell.
NOISE
T
h zmbi lau buh ilc  h Ocih h. Hu zmbi ack ca lwly mv au wihu uti a il u, av wh hy cs wa ol  umbl u m bacl. Thi may cha u hai  ei a uviv, huh. A ha i, zmbi Oc ack hi y lsly lik h us h hy a. W f u i  iac hm  lu hm  hi mi. Casting a spell or smashing through a door makes noise, and noise attracts Zombies. Each Action that opens a door with noisy Equipment or attacks with noisy Equipment produces a Noise token.
• Place this token in the Zone where the Survivor resolved the Action. It stays in the Zone where it was produced, even i the Survivor moves. • A single Action can only produce a single Noise token, no matter how many dice are rolled, how many hits are obtained, or whether Dual weapons are used. • Noise tokens are removed rom the board in the End Phase (see P. �).
NOE: Each Survivor miniature also counts as a Noise token. Zombies have acute hearing, and Survivors can’t stay quiet, anyway! EXAMPLE: Berin spends an Action to open a door with an Axe. It’s a noisy way to open a door. Tis produces a Noise token. Ten, he attacks a Zombie in his Zone, knocking it down afer � Melee Actions. Te Axe is a silent killing weapon, so these Melee Actions produce no noise. However, � Noises remain in this Zone: the Noise token produced by opening the door and Berin’s miniature itsel. In another Zone, Megan perorms � Magic Actions with her Death Gale. Although she rolled � dice or each Magic Action, she gets only � Noise tokens in her Zone: � or each Magic Action. Te Noise tokens remain in the Zone where Megan produced them. Tey don’t ollow her when she moves.
EXPERIENCE, DANGER LEVEL, AND SKILLS For each Zombie killed, a Survivor gains � Experience Point and moves up a notch on their Danger Bar. Some Quest Objectives provide more experience, as does eliminating Abominations. Tere are � Danger Levels on the Danger Bar: Blue, Yellow, Orange, and Red. Tese represent everything rom a light drizzle o Zombies to a flash flood.
However, this experience has a side effect. When you draw a Zombie card to spawn Zombies, read the line that corresponds to the Survivor still in play with the highest Danger Level (see Zombie Spawn, P. ��). Te stronger your Survivor is, the more Zombies appear.
At each Danger Level, the Survivor gains � new Skill to help them on their Quest (see Skills, P. ��). Skills stack across Danger Levels, so at Red Level, your Survivor will have � Skills. As new skills are unlocked, place new markers on the Survivor Dashboard to indicate them. • When a Survivor reaches � Experience Points, their Danger Level moves to Yellow. Tey gain a ourth Action. • When a Survivor reaches �� Experience Points, their Danger Level moves to Orange. Tey gain � o the � Skills o their choice indicated on their ID Card. • When they reach �� Experience Points, their Danger Level moves to Red. Choose � o the � Skills indicated on their ID Card.
� to � Experience Points: Blue Level, possess a starting Skill.
� to �� Experience Points: Yellow Level, gain a ourth Action.
Red Level: � Orc Fatties Orange Level: � Orc Walkers Yellow Level: � Orc Runners Blue Level: No Zombies
�� to �� Experience Points: Orange Level, choose a Skill rom between �.
�� Experience Points: Red Level, choose a Skill rom among �.
INVENTORY Each Survivor can carry up to � Equipment cards, divided into � types o Equipment slots on their Dashboard: � Hand s, � Body, and � Backpack slots. You may discard cards rom your inventory to make room or new cards at any time, or ree (even during another player’s urn).
• Alternatively, it can hold the specific Equipment card that is listed on it. It is then considered to be equipped in Hand, representing a special piece o Equipment that this Survivor can draw and use in the blink o an eye. • An Equipment card bearing the Body symbol can only be used when put over the Body.
BACKPACK HANDS
Te Hand symbol marks the Equipment cards that can only be used in Hands.
• Both Hand slots are reserved exclusively or Equipment cards bearing the Hand s ymbol. • An Equipment card bearing the Hand symbol can only be used when equipped in Hand.
BODY
Te Backpack symbol marks the Equipment cards that can only be stored in the Backpack
• Up to � Equipment cards o any ty pe can fit in the Backpack slots. • Equipment cards bearing the Body or Hand symbol can be stored in the Backpack but, while there, they are not in use. Any text on them will not be in effect until they are moved to their appropriate inventory slots. • An Equipment card bearing the Backpack symbol can only be stored in the Backpack and, while there, is always considered to be in use.
Te Body symbol marks the Equipment cards that can only be used on the Body.
• Te Body slot is reserved or Equipment cards bearing the Body symbol. Te Body slot is reserved or either an Equipment card bearing the Body symbol, like an armor, or the listed Equipment card (For Johannes, a Crossbow).
Both Hands are used primarily or combat. Tey can only hold cards bearing the Hand symbol, like weapons and spells.
Te Backpack slots are meant to hold any weapon or spell card you are not currently using, as well as supportoriented cards like Plenty O Bolts.
THE ZOMBIES
ORC ABOMINATION
W a  y cai f h Oc Abmiai’ ii, bu w kw wha fi i b: aw w. I i  uh  i a am li aa i a mm’ ic a imviu  ayhi bu xm ama. S hm a aly a yu ca i ORC W ALKER h wai Ocih h, h la w hi: Oc Walk u  b h ak-a-fil a way  y hm a a ca u. wari f h Ocih waba. Th Damage: � zmbi lau ok hi cuni, bu  Min. Damage to destroy: Damage � f hi h. Each f hm i a  a w Experience provided: � Points rules: w m. Mv, h a a l f hm i Special • Wounds inflicted by Abominations can’t be prevented by Armor rolls (see P. ��). ami au fil, hu, a ui. Green Horde eatures � types o Zombie Orcs. Learning about
their characteristics is the best way to deeat them! Most Zombies have a single Action to spend each time they activate (Runners have �). A Zombie is eliminated as soon as it is successully hit with an attack that has the minimum required Damage value. Ten, its assailant immediately earns the listed Experience Points.
Damage: � Min. Damage to destroy: Damage � Experience provided: � Point ORC F ATTY
• A Damage � weapon is required to kill an Abomination. o slay the monster, you need either a rebuchet (see P. ��), or to throw Dragon Bile in its Zone then ignite it with a orch, creating a Dragon Fire (see P. ��). ORC NECROMANCER
Oc Fati u  b la, hck o, Evil kw  bu, cl,  fc a… w, lai bu. Pay xa fi. A h zmbi lau a, ati  hm: hy a , v by w o bv ha m fiu Oc aa, mai hy ca uch a hl ih am h Ocih h i’ u huh yu ch. If yu hav  apach    i fal, mils, kii machi. Thy w h i cl-qua cmba i a ucha buili,  kei i wih lomy mil, a hi w l mak u yu wa am a cary a fu-laf clv. w bi cru. Th ak cau w h cmac. Thy cau a f hi. Th zmbi Damage: � Min. Damage to destroy: Damage � h i hi wa  a cha a iz w. Experience provided: � Point Thy fle u bi icv i   a ORC R UNNER h ia mwh l. Mak hm yu iiy Oc Run a Gbli, h Oc’ ma a, a ki hm whv sibl. � a fa cui. Thy w alay Damage: Min. Damage to destroy: Damage � ublm i lif, a ifci ma i Experience provided: � Point w. Thy a fa, vy umu, a ay Special rules: Necromancers’ special rules are explained in uicabl. Lik u w huma Run, hy em depth on P. ��.  hav k m f hi uvival iic a hi bhi hi befi cui  avi aliai. Damage: � Min. Damage to destroy: Damage � Experience provided: � Point Special rule: Each Orc Runner has two Actions per Activation.
Tis token marks an Orc Necromancer’s entry Zone. It is called a Necromancer Spawn token.
T HE HORDE ORC ZOMBIES OVERVIEW Zombie cards marked with the Horde symbol are subject to the Horde rules.
Zombicide: Green Horde features Orc Zombies. Tese brutal foes work in almost the same way as the classic, Standard Zombies found in Zombicide: Black Plague. Most of them are physically stronger, displaying a higher Damage value and thus inflicting more Wounds upon attacking Survivors. Tey also benefit from the Horde game mechanics and can invade the board in unpredictable ways. All fantasy Zombicide contents are compatible: Orc Zombie cards may be mixed in any way you see fit with Zombie cards from other boxes.
NOE: Tis effect does not apply with Orc Abominations and Orc Necromancers. Te “Aaahh!! Orc Walker” Equipment card has no effect on the Horde either. Te Horde stands or a growing Orc Zombie crowd, ready to invade the board and violently ambush Survivors rom an unexpected entrance. • Each time a Zombie card with the Horde symbol is drawn to spawn Zombies on the board, set aside � extra Zombie miniature o the same type (Orc Walker, Orc Fatty, or Orc Runner). All miniatures set aside this way collectively orm the Horde and are locked there until the Horde spawns.
Te game is at Blue Level during the Zombies’ Phase Spawn Step (detailed on P. ��). Players draw a Zombie card or this Spawn Zone: � Orc Walker. � Orc Walker miniature is set on the Spawn Zone. Another � is set apart in the Horde.
• Each time a Necromancer card with the Horde symbol is drawn (spawning or re-activating a Necromancer), players add � Orc Walker, � Orc Fatty, and � Orc Runner to the Horde. • Whenever an “Enter the Horde!” card is drawn, the entire Horde spawns in the indicated Zone the Zombie card was drawn or. Such an event ends the Spawn Step / ends the Zombie spawning in the building.
Ten, the players draw a second Zombie card or the second Spawn Zone: � Orc Runners. � Orc Runner miniatures are set on the second Spawn Zone. � extra Orc Runner is set in the Horde.
On the next Game Round, an Orc Abomination is drawn or the first Spawn Zone. Orc Abominations don’t add Zombies to the Horde.
On the third Game Round, an “Enter Te Horde!” card is drawn or the first Spawn Zone. Te entire Horde is emptied into this Zone, representing an Orcish Zombie horde surging onto the board.
An Orc Necromancer card is drawn or the second Spawn Zone! An Orc Necromancer miniature is set, along with a Necromancer Spawn Zone (Necromancer rules are detailed on P. ��). Te Orc Necromancer’s appearance adds � Orc Walker, � Orc Runner, and � Orc Fatty to the Horde. A third Zombie card is drawn or the Necromancer Spawn Zone: � Walker. Another Walker miniature joins the Horde!
Drawing the “Enter Te Horde!” card ended the Spawn Step. No Zombie Cards are drawn here!
PLAYERS’ PHASE
All Orc Zombie cards in Zombicide: Green Horde feature the Horde symbol, except for Extra Activations and “Enter the Horde” cards.
Starting with whoever holds the First Player token, each player activates their Survivors one afer another, in the order o their choice. Each Survivor can execute � Actions at the Blue Danger Level (not counting any ree Action their Blue Level Skill may give them). Te possible Actions are:
MOVE
L h zmbi cm xacly wh yu wa hm, h ik wih a yu mih. If yu ca’  ha, ju ik wih a yu mih. – Rlf Te Survivor moves rom one Zone to the next but cannot move through external building walls or closed doors. I there are Zombies in the Zone the Survivor is attempting to leave, they must spend � extra Action per Zombie to leave the Zone. Entering a Zone containing Zombies ends the Survivor’s Move Action, even i they have a Skill that allows them to move through multiple Zones per Move Action (or the Slippery Skill, see P. ��). EXAMPLE: Berin is in a Zone with � Orc Walkers. o leave this Zone, he spends � Move Action, then � more Actions (� per Walker), or a total o � Actions. I there had been � Zombies in the Zone, Berin would have needed � Actions to move.
NOE: Waterhole Zones ollow special rules to perorm Move Actions (see P. ��). A Survivor must spend an additional Action to leave a Waterhole Zone with a Move Action. Tis rule doesn’t apply i the Survivor leaves the Waterhole Zone via a Bank. Survivors benefiting rom the Speed Enchantment ignore Waterhole effects.
Other Zombicide boxes contain Zombie cards with the Horde symbol, like the Tainted Walkers in the Friends and Foes expansion. Tey are subject to the same Horde rules. Check them out!
Afer searching, the Survivor may reely reorganize their inventory. You may discard cards rom your inventory to make room or new cards at any time, or ree. When the Equipment deck runs out, reshuffle all the discarded Equipment cards (with the exception o Vault cards, but including Starting Equipment cards) to make a new deck.
OPEN A DOOR
Yu e my hu. I e av. Bh a quay il a mu b  wih caui. – Sli
Open a door symbol with die icon.
SEARCH
Ke  loki. W v kw wha w cul fi,  hw w cul u i  u. – Jhan You can only Search building Zones and only i there are no Zombies in that Zone. Te player draws a card rom the Equipment deck. Tey may then place it in the Survivor’s inventory or immediately discard it. A Survivor can only perform a single Search Action per urn (even if it’s an extra free Action).
Te door is open i any die result equals or exceeds the Accuracy value o your Melee weapon! Roll as many dice as the Dice value o your Melee weapon.
Melee weapons with the “Open a door” symbol can be used to open a door next to the Survivor. Spend an Action and roll as many dice as the weapon’s Dice value. Te door is opened i any die result equals or exceeds the Accuracy number o the weapon. Place a Noise token in the Zone.
Many Quests eature colored doors. Usually, these cannot be opened until some conditions are met, like finding an Objective o the matching color. Read the Quest description to know more.
NOE: Opening a door is not a Melee Action. It doesn’t benefit rom Dual wielding, Melee bonuses like Skills, or Daggers’ extra bonus die. Only the printed Dice value o the weapon is used. Some weapons have the “Open a door” symbol without a die symbol on it. Tey can be used to open doors without the need to roll any dice. Just spend an Action to open the door. A Noise token is placed i the weapon is noisy (see Reading An Equipment Card, P. ��).
Te elekinetic Blast spell can be used to open doors rom aar.
SPAWNING IN BUILDINGS Opening a closed building or the first time reveals all the Zombies inside all rooms o the building (a single building extends to all rooms connected by openings, sometimes straddling several tiles). Indicate each Zone o the building, one afer the other in any order you choose, and draw a Zombie card or each Zone. Place the corresponding number and type o Zombies in the indicated Zone (see Zombies’ Phase – Spawn, P. ��). • I you draw an Extra Activation card, immediately perorm the action indicated on the card. • I you draw an “Enter the Horde” card (see P. ��), all Zombies set aside in the Horde spawn in the Zone. Spawning in this building ends right afer the Horde’s arrival. • When the Zombie deck runs out, reshuffle all the discarded cards to make a new deck. NOE: Buildings that are open at the start o the game are never spawned in. No door, don’t spawn Zombies here.
Zombies will spawn in this building as soon as the door is opened.
Johannes opens the door, revealing the building or the first time.
Don’t spawn Zombies here. Te closed door keeps the room unrevealed.
Zombie spawn!
Zombie spawn!
REORGANIZE/TRADE
R ANGED ACTION
Th! Er…if yu ’ hav ay u f ha Engineing i my magic. Lok, with thi csbw, I am, la iv i  m. I e h a a I can invk wodn blt and thw thm at my nmi jut lik yu d with fi and bimtn, but withut th e  cml my csbw! – Jhan
hadach. Mv, yu c a nt watpof.
– Jhan,  Ma
At the cost o � Action, a Survivor can reorganize the cards in their inventory in any way they wish. Te Survivor can simultaneously exchange any number o cards with � (and only �) other Survivor currently in the same Zone. Tis other Survivor reorganizes their own inventory or ree. A rade Action doesn’t have to be equal. You can trade everything or nothing, i both parties agree!
Te Survivor uses a Ranged weapon they are holding in Hand to fire at a single Zone within the Range shown on the weapon’s card (see Combat, P. ��). Survivors shoot at Zones, not Actors. Tis is especially important or argeting Priority Order (see P. ��). Using a Ranged weapon at Range � is still a Ranged Action.
COMBAT ACTIONS
M AGIC ACTION Combat Actions use all types o combat-oriented Equipment cards: Melee, Ranged, or Magic.
M ELEE ACTION
A m i, yu wa’  wi u, a yu am wi u  u. Yu wi u u f arw a bl. Whil yu wi fih f yu liv ba-ha, I wi i ivk lmal w a av yu but. Maic em l-fahi f a a. I wa alway h a alway wi b. – Ma,  Jhan
Wh I cm fm, h i  facis. W ik fa a ha. Of cu, w al cam. L zmbi ha h  f my l! – Rlf Te Survivor uses a Melee weapon they are holding in Hand to attack Zombies in their own Zone (see Combat, P. ��).
Te Survivor uses a Combat spell (a spell with Combat characteristics) they are holding in Hand to attack Zombies. Tis attack ollows the same rules as Ranged Combat.
ENCHANTMENT ACTION
TAKE OR ACTIVATE AN OBJECTIVE
I’m  u abu h iviibl fc a wk, bu whav i i w ca u wh cai h Lok a h ma. Th aifac cul b h, h, cham ’ em  lik zmbi ih!  h. Hw  w ce? – Aim - I h am l way: h h ah, kii vyhi i bwe. – Ma a Rlf Te Survivor takes an Objective or activates an Objective in the same Zone. Te game effects are explained in the Quest’s description.
SIEGE ACTIONS – TREBUCHET Zombicide: Green Horde eatures a rebuchet miniature, used
to kill Zombies at very long distance and help reach Quest Objectives. Te rebuchet is a Siege Engine. It is not an Actor. In order to perorm Siege Actions, a Survivor spends a variable amount o Actions all at once. Tese are Enchantments.
Te Survivor uses an Enchantment (a spell without Combat characteristics) they are holding in Hand. Resolve the game effect(s) described on the card. • Enchantments are cast at target Actors or Zones (check the card description) within the Survivor’s Line O Sight. • I the target is a Survivor, the caster may target themselves. • Most Enchantments bear the note Once per urn. A given Survivor can cast it only once during each o their urns. I they own multiple copies o the same Enchantment, each copy can be cast independently. Te same Enchantment can be cast several times in a Game Round, i Survivors exchange it and cast it as their activations go by.
M OVING A T REBUCHET Action Cost: � Te Survivor and the rebuchet both move rom a Zone to the next. Tis Action uses the standard Move Action rules but does not benefit rom additional Skills and game effects related to Move Actions. A rebuchet is destroyed whenever it is set in a Waterhole Zone. Remove its miniature. F IRING A T REBUCHET Action Cost: � Te Survivor loads and fires the rebuchet, aiming at a Zone at Range � or more (no Line o Sight is required). Firing a rebuchet is explained in depth in the Combat Rules (see P. ��). Firing a rebuchet is not a Combat Action and does not benefit rom Combat Action-related game effects (Equipment or Skills). Firing a rebuchet does not produce Noise.
MAKE SOME NOISE! Te Survivor makes Noise in an attempt to attract Zombies. Place � Noise token in their Zone.
DO NOTHING Te Survivor does nothing and prematurely ends their urn. Teir remaining Actions are lost.
ZOMBIES’ PHASE
T
h m mi a wih Oc Zmbi i hi h, bu i’  h ly . Thy k hi ack maliy, a ifc h i am au, loki f y i alm cml ilc. A h cm hi wi, cru avay. I h blik f a y, a waba ca u a uh yu ii. Nv uima ui cau i la umb. - Ma
Once the players have activated all their Survivors, the Orc Zombies activate. No single player controls them; they do it themselves, perorming the ollowing steps in order:
STEP � – ACTIVATION Each Orc Zombie activates and spends its Act ion on either an Attack or a Move, depending on its situation. Resolve all the Attacks first, then all the Moves. Each Orc Zombie perorms either an Attack OR a Move with a single Action.
A TTACK Each Orc Zombie in the same Zone as Survivors perorms an Attack. An Orc Zombie’s Attack is always successul, does not require any die rolls, and inflicts a specific amount o Wounds, depending on its type: • Orc Walker: � Wounds • Orc Fatty: � Wounds • Orc Runner: � Wound • Orc Abomination: � Wounds, no Armor roll (see next page) • Orc Necromancer: � Wounds Survivors in the same Zones share the Orc Zombie Attacks in any way the players prefer, even if it means dealing th em all to a single Survivor.
Each Orc Zombie Attack deals the corresponding Wound amount. Afer any applicable Armor rolls (see next chapter), the Wound Bar’s tracker is moved � point higher per Wound received. A Survivor is eliminated as soon as their Wound Bar reaches �. Remove their miniature and discard their Equipment. Feeding Frenzy! Zombies fight in groups. All Zombies activated in the same Zone as a Survivor join the Attack, even i there are so many that it would be overkill. EXAMPLE: A group o � Orc Walkers is in the same Zone as � Survivors. � o them would be enough to kill both Survivors, but the players decide to allocate all Zombie Attacks on the same Survivor. Your name will be remembered, pal!
ARMOR R OLLS
M OVE
Zmbi dn’t ned lep, t,  daylight. Phap that’ why thy a  lw mt f th tim. Smhw, thy knw dep inid thy wi ach yu, n way  anth. Why hury?
– Aim Te Orc Zombies that have not attacked use their Action to Move � Zone toward Survivors:
�: Orc Zombies select their destination Zone. • First is the Zone with Survivors in Line O Sight that has the most Noise tokens. Remember, each Survivor counts as a Noise token. • I no Survivors are visible, they move toward the noisiest Zone. In both cases, distance doesn’t matter. An Orc Zombie always goes or the noisiest meal they can see or hear. Armor: Survivors wearing an armor Equipment card in their Body slot can perorm Armor rolls to avoid Attacks. Roll as many dice as the number o Zombie Attacks the Survivor wants to avoid. Each die result that equals or exceeds the Armor number o the armor card negates a Zombie Attack o your choice, on a one-or-one basis. A lucky Survivor could even choose to be the target o all Zombie Attacks or teammates in their Zone and get away without a scratch! Shield: A Hand-held Shield allows Armor rolls i the Survivor isn’t wearing actual armor. I they are wearing armor, the Shield allows re-rolling its Armor rolls once. Re-roll all the dice, and the new result takes the place o the previous one. Abomination Attacks, and being eliminated by a Dragon Fire, can’t be prevented by Armor rolls. EXAMPLE: Rol and Seli are in the same Zone as � Orc Walkers and � Orc Fatty. Both Survivors have ull health and Seli is wearing Chainmail Armor (Armor �+). Te Zombies attack, each Orc Walker inflicting � Wounds and the Orc Fatty inflicting � Wounds. Te players decide how these � Zombie Attacks are distributed among the Survivors: - One o them could try to endure them all. Seli is the obvious choice as a buffer, as her Chainmail Armor can negate Zombie Attacks. - Tey can also share the Zombie Attacks in any way they please. Tey choose to direct � Orc Walker to Rol (no armor) and the other Orc Walker and the Orc Fatty to Seli (Chainmail Armor �+). Rol has no Armor and thus can’t negate the � Wounds he receives. Seli rolls � dice or Armor (� or each Zombie Attack), obtaining • and � . One success! A Zombie Attack is negated. Seli chooses to negate the Orc Fatty Attack, and endures � Wounds rom the Orc Walker Attack her Armor ailed to prevent.
�: Orc Zombies move � Zone toward their destination Zone by taking the shortest available path. In case there are no open paths to the noisiest Zone, Zombies move toward it as i all doors were open, though locked doors still stop them. I there is more than one route o the same length, Orc Zombies split into groups o equal numbers to ollow all possible routes. Tey also split up i different target Zones contain the same number o Noise tokens. If necessary, add Orc Zombies so that all new groups resulting from a splitting group contain the same number of each Orc Zombie type!
Special Cases for Splitting: • Orc Abominations and Orc Necromancers never split. Te players decide which direction they go. • I there aren’t enough Orc Zombie miniatures to add or an even split, decide which Orc Zombie group gets the final reinorcement and which direction the uneven split groups go. It doesn’t generate extra Activations (see P. ��).
• � Orc Walkers go one way, the other � take the other route. • Te Orc Fatty joins one group o Walkers, and a second Orc Fatty is added to the other group. • Te � Orc Runners also split, � joining the first group, and the other joining the second group. Another Orc Runner is added to the latter group so that the groups remain even. Tings just got a lot harder or the Survivors.
EXAMPLE: A group o � Orc Walkers, � Orc Fatty, and � Orc Runners move toward a group o Survivors. Te Orc Zombies can take � routes o the same length, so they split into � groups.
NOE: Orc Necromancers use their own Movement rules. Tey always Move toward the nearest non-Necromancer Spawn Zone (see P. ��).
Asim and Rol are the noisiest, but this Zombie sees Seli.
Seeing several Survivor groups, a Zombie always goes to the noisiest, no matter the distance! Tis Zombie sees no Survivors, so it goes towards the noisiest Zone.
� equal routes to destination: this Zombie group splits in both directions!
PLAYING ORC RUNNERS
O
c Run a ack a, i h w way. Thy am au i ack wih ucany e a f  uicabl e bu. W u  civ Gbli a michivu, aiu cit wih a aa. Nw, hy’ ju m e wih a -ack mi: ki yu.
Orc Runners have � Actions per Activation. Afer all Orc Zombies (including Orc Runners) have gone through the Activation step and resolved their first Action, Orc Runners go through the Activation step again, using their second Action to Attack a Survivor in their Zone or Move i there is nobody to attack. EXAMPLE �: At the beginning o the Zombies’ Phase, a group o � Orc Runners and � Orc Fatty is � Zone away rom a Survivor. For their first Action, since they have nobody they can Attack in their Zone, the Zombies Move into the Zon e with the Survivor. Te Orc Runners then perorm their second Action. Since they now occupy the same Zone as a Survivor, they Attack. Each o the Orc Runners inflicts � Wound, killing the Survivor. EXAMPLE �: An Orc Runner is in the same Zone as a Survivor, and an Orc Walker is in the adjacent Zone. Te Orc Runner Attacks the Survivor with its first Action, inflicting a Wound, a nd the Orc Walker Moves into the Zone, since it sees the Survivor. Ten the Orc Runner perorms its second Action. It Attacks the Survivor again, inflicting a second Wound. EXAMPLE �: A Survivor stands in the same Zone as � Orc Walkers, � Orc Fatty, and � Orc Runners. All Orc Zombies Attack and inflict � Wounds (� Wounds are enough to kill the Survivor). None o the Zombies Move, as they all Atta cked. Ten the Runners resolve their second Action. Tey have no one to Attack, so they Move � Zone toward the noisiest Zone.
STEP � – SPAWN
Ifc  , i mak  iffc. Whav h d, h ly o Oc i a a Oc… h, wai. – Bi Te Quest maps show where Orc Zombies appear at the end o each Zombies’ Phase. Tese are the Spawn Zones.
Zombie Spawn tokens mark the Spawn Zones’ locations.
Indicate a Spawn token and draw a Zombie card. Read the line on the card that corresponds to the color o the Danger Level o the most experienced Survivor still in the game (Blue, Yellow, Orange, or Red). Place the number and type o Orc Zombies shown.
EXTRA ACTIVATIONS CARDS
I lik my f  ff a litl cha. I ke m  h . – Aim
Red Level: � Fatties
At the Yellow, Orange, and Red Danger Levels, all Orc Walkers immediately activate.
Orange Level: � Walkers Yellow Level: � Runners Blue Level: No Zombies
At the Blue Danger Level, nothing happens.
Repeat this or each Spawn token. Always begin with the same Spawn Zone and continue clockwise. When the Zombie deck runs out, reshuffle all the discarded Zombie cards to make a new deck. Remember, Zombie cards with the Horde symbol trigger Horde rules (see P. ��). Whenever you spawn Orc Zombies using one o these cards, put an additional Orc Zombie o the same type in the Horde! EXAMPLE: Asim has � Experience Points, placing him in the Blue Danger Level. Seli has ��, which puts her in Yellow. In order to determine how many Zombies spawn, read the Yellow line, which correspond to Seli, the most experienced Survivor. For the card shown above, you’d spawn � Orc Runners in the Zone and add � Orc Runner to the Horde.
COLORED SPAWN ZONES
When you reveal an Extra Activation card, no Orc Zombies appear in the designated Zone. Instead, all Zombies o the indicated type immediately get an extra Activation (see Activation step, P. ��). Notice that these cards have no effect at the Blue Danger Level!
R UNNING OUT OF M INIATURES Te Zombicide: Green Horde box contains enough Orc Zombies to invade the board. However, players may still run out o miniatures o the indicated type when required to place an Orc Zombie on the board or in the Horde through spawning or populating a building. In this case, the remaining Orc Zombie miniatures are placed (i there are any), and then all Zombies o the indicated type immediately resolve an extra Activation.
NOE: Being unable to set an Orc Zombie in case o a split (see P. ��) doesn’t trigger an extra Activation. Multiple Activations may occur in a row. Tis rule is especi ally important or Orc Abominations and Orc Necromancers, as there is a single miniature o each in the Zombicide: Green Horde core box. Under some circumstances, an Abomination or Necromancer may get several extra Activations in a single Game Round. Several Abominations and Necromancers can roam the board i you own miniatures o them.
Some Quests eature Blue and/or Green colored Spawn Zone tokens. Unless otherwise stated, their Zone doesn’t spawn Zombies until a specific event (like taking an Objective o the matching color) happens and activates them.
Always keep a wary eye on the Orc Zombie population on the board (and especially the Horde) or risk an unexpected Zombie riot!
ORC NECROMANCERS Being traitors to their own species and ev il beyond reason, Orc Necromancers do their best to spread havoc and seize power. Tey don’t have time to battle Survivors on their own and try to flee as soon as they are discovered. Orc Necromancers ollow these special rules:
• Each subsequent drawing o additional Necromancer Zombie cards, no matter the type, gives an Extra Activation to every Necromancer on the board until they flee or die. • Each time an Orc Necromancer card is drawn (spawning or re-activating a Necromancer), players add � Orc Walker, � Orc Fatty, and � Orc Runner to the Horde (see the Horde rules, P. ��).
• An Orc Necromancer is a Zombie or game purposes. • An Orc Necromancer comes with its own inected army. When a Necromancer Spawns, put an additional Zombie Spawn token (on its Necromancer side) in its entry Zone. Ten, immediately resolve a regular Zombie Spawn or it. From now on, the Necromancer Spawn token is active. It spawns Zombies rom the Zombie deck in the same way a standard Spawn Zone would.
• An Orc Necromancer tries to flee the board. I there are no Survivors in its Zone or it to Attack during its Activation (see Zombies’ Phase, P. ��), it Moves � Zone toward the nearest active Spawn Zone (NO its entry Zone or inactive Spawn Zones), ignoring any Surv ivors it might see. I several escape Spawn Zones are at the same distance, choose one.
Te game is immediately lost if a Necromancer manages to escape once there’s a total of � Zombie Spawn tokens on the board (including the Necromancer Zombie Spawn tokens). Te Orc Necromancer tries to escape through the nearest Spawn Zone. It can’t be its entry Zone, marked with the Necromancer Spawn Zone. Te upper Zone is just � Zones away!
An Orc Necromancer Zombie card has been drawn! A Necromancer Spawn token and the matching Orc Necromancer miniature are put here. - Add � Orc Walker, � Orc Fatty, and � Orc Runner to the Horde. - Draw an additional Zombie card or the Necromancer Spawn Zone. From now on, it spawns Zombies like a standard Zombie Spawn Zone.
All other Orc Zombies are on their way to fight Rol and Megan.
SEP � SEP �
• Killing an Orc Necromancer slows the invasion. I you manage to kill it, choose a Spawn Zone (including its own Necromancer Spawn Zone) and remove it rom the board. I the Necromancer Spawn Zone is still on the board afer this removal, replace it with a standard one.
• An Orc Necromancer escapes the board as soon as it activ ates on its escape Spawn Zone. Replace the Orc Necromancer Spawn token it placed on the board with a standard Zombie Spawn token.
Its Necromancer Spawn token is replaced with a regular red Zombie Spawn token.
Te Orc Necromancer activates on its escape Spawn Zone. Remove its miniature as it flees the board.
�- Megan uses a Combat Spell to kill the Orc Necromancer.
�- Players agree to remove this Spawn Zone, clearing the way to the Objective.
SEP �: Good Ending
SEP �: Evil Ending
Te Necromancer Spawn token is replaced with a standard, red Zombie Spawn token.
NECROMANCER CABALS PLAYING YOUR CABAL Necromancer Cabals’ rules allow you to play with multiple Necromancers at once during your Zombicide: Green Horde games. o use these rules, you require extra special Necromancers, such as the ones included in some o the Special Guest Boxes (sold separately).
�. Create your own Necromancer Cabal during Game Setup: Choose the Necromancers you want your Survivor team to ace (the more, the deadlier!). Sort out the � Orc Necromancer cards rom the Zombie pile, and replace them in any combination you see fit with your avorite Necromancer cards. Replace these � tailored cards in the Zombie pile and shuffle. You’re ready to go against the Cabal! EXAMPLE: Your group owns � Orc Necromancer miniatures along with Ostokar and o-Me Ku-Pa. You choose to play all �, and tailor your �-card Cabal this way: Orc Necromancer (x�), Ostokar (x�) and o-Me Ku-Pa (x�). You could choose any other card combination. o-Me Ku-Pa will only app ear once in a while, but his special rules will make it spectacular!
�. Use the Necromancer rules to Spawn and Move Necromancers. Use the colors o the Necromancer Spawn Zones to track where each o them spawned, and to determi ne its escape Spawn Zone. Remember: Drawing a Necromancer Zombie card also gives an extra Activation to all other Necromancers on the board. EXAMPLE: An Orc Necromancer, Ostokar, and o-Me Ku-Pa are already on the board. You draw an Orc Necromancer card. Put an Orc Necromancer miniature in the Zone you just spawned in, along with its additional Necromancer Spawn Zone (don’t orget to fill the Horde as well). All � other Necromancers get an extra Activation. Te end is near!
COMBAT
W
 a   a batlfil. W fac zmbi i u ava via, i f,  mudy u. W ca’ v alk f a  wa, ha ly abu iac. A vy aciv a ay iac, aai a vy aciv a ay iva.
When a Survivor perorms a Melee, Ranged, Magic, or Siege Action to attack Orc Zombies, roll as many dice as the Dice number o the weapon, Dice symbol Combat spell, or Siege Engine being used.
Dual symbol
I the active Survivor has � identical weapons or Combat spells with the Dual symbol equipped in Hands, they can use both weapons at the same time at the cost o a single Action. For Ranged and Magic Actions, both weapons/ spells must be aimed at the same Zone.
EXAMPLE �: Johannes has � Repeating Crossbows in his Hands. Te Repeating Crossbow has the Dual symbol, so Johannes can shoot them both simultaneously. Tis allows him to roll � dice in a single Ranged Action, as each Repeating Crossbow has a Dice number o �!
Dual symbol
�. Beware the dark r itual! Necromancers standing at Range �-� rom each other at the end o a Zombies’ Phase flee the board as i they escaped through their escape Spawn Zone. Replace the Necromancer Spawn tokens they placed on the board with standard Zombie Spawn tokens. �. Each of the special Necromancers have special rules written on their Zombie cards. Tese rules are in effect rom the moment they enter the board until they flee or die.
Dice value: �
EXAMPLE �: Asim is holding � Curved Daggers. As they are identical weapons with the Dual symbol, he can strike with them both at once. In theory, he would roll � dice (� or each Dagger). However, each Curved Dagger gives a bonus o +� Die to another hand-held Melee weapon. Te bonus here is reciprocal, so each Dagger has a Dice value o �, or a total o � dice in Dual wielding!
EXAMPLE: Johannes unloads his � Repeating Crossbows on � Orc Walkers guarding an Orc Fatty and scores � hits. Te first � shots easily blow away the Orc Walkers. However, the Orc Fatty takes the � remaining hits with no consequences, as the Repeating Crossbow only inflicts Damage �. Seli arrives to finish the job with her Norse Sword. She only hits once, but the Norse Sword inflicts � Damage, which is enough to kill that Fatty! I there had been � Orc Runners instead o a Fatty, a single hit with the Norse Sword would not have eliminated the � Orc Runners. Each successul hit can only take out � target. Any remaining Damage is overkill and wasted.
MELEE ACTION Special effect
Dice value: �
Accuracy symbol
Damage symbol
Each die result that equals or exceeds the Accuracy number o the weapon scores a successul hit. Each hit inflicts the amount o Damage specified by the Damage value o the weapon to a single target.
A Survivor holding a Melee weapon (a weapon with a max Range o �) in Hand can attack a Zombie in their own Zone. Each die that rolls equal to or higher than the Accuracy value on the weapon’s card is a successul hit. Te player divides their hits as they wish among the possible targets in the Zone. Missed Melee strikes cannot cause Friendly Fire (see P. ��).
• Orc Walkers, Orc Runners, and Orc Necromancers are killed with a Damage � hit (or more). • Orc Fatties are killed with a Damage � hit (or more). It does not EXAMPLE: Berin attacks an Orc Walker, an Orc Runner, and an matter how many hits you obtain with a weapon that inflicts Orc Fatty with his Scimitar. He rolls a • and � , which means � Damage �. An Orc Fatty will absorb the hits without flinching. hits. He decides to kill the Orc Runner and the Orc Walker, as the • Orc Abominations are killed with a Damage � hit (or more). Scimitar’s Damage value is not high enough to kill the Orc Fatty. As no weapon naturally has Damage � in Zombicide: Green Tough Rol is also in the same Zone, he is sae rom Berin’s slashes. Horde, you’ll have to destroy the monster with Dragon Fire (see P. ��) or the rebuchet (see P. ��).
THREE HANDS? Putting the proper Equipment card in their Body space, a Survivor could effectively be considered as having � cards equipped in Hand. For obvious reasons, they can only use � of them at any given time. Choose any combination of � among these � before resolving Actions or rolls involving the Survivor.
RANGED ACTION
T ARGETING PRIORITY ORDER When using a Ranged weapon (even at Range �), the shooting Survivor does not choose the targets hit by successul rolls. Hits are assigned to Actors in the targeted Zone according to this argeting Priority Order:
� – Orc Walker � – Orc Fatty or Orc Abomination (the shooter chooses) � – Orc Runner � – Orc Necromancer Te hits are assigned to targets o the lowest priority until they’ve all been eliminated, then to targets o the next priority until they’ve all been eliminated, and so on. I several targets share the same argeting Priority Order, players choose the targets hit among them. A Survivor holding a Ranged weapon (a weapon with a max Range o � or more) in Hand can shoot at a Zone they can see (see Line o Sight, P. ��) and that is within the weapon’s Range. Remember: - Inside a building, the Line o Sight is limited to the Zones that share an opening and just � Zone away. - Hedges block Line O Sight (see P. ��). - Missed shots can cause Friendly Fire (see P. ��), so aim careully! Te Range o a weapon, indicated by the Range value on its card, i s the number o Zones it can shoot across. Range symbol
Te first o the � values shows the minimum Range. Te weapon may not shoot at Zones closer than the minimum. In some cases, this is �, meaning the Survivor can shoot at targets in the Zone they currently occupy (it is still a Ranged Action). Te second value shows the maximum Range o the weapon. A weapon cannot fire at Zones beyond its maximum Range. EXAMPLE: Te Longbow has a Range o �-�, which means it can shoot up to � Zones away but can’t be used in the same Zone as the Survivor. Te Hand Crossbow has a Range o �-�, which means it can shoot targets in its owner’s current Zone or at an adjacent Zone. When a Zone is chosen or a Ranged Action, ignore any Actors in the Zones between the shooter and the target. Tis means Survivors may shoot through occupied Zones without danger to either ellow Survivors or Zombies. A Survivor can even shoot at another Zone while there are Orc Zombies in their Zone!
G N I Y T T I E R G O R I A R T P
E G Y A O M R T A S D E D N I O M T
E C N E I S R T E N P I X O E P
E M A N
S N O I T C A

Orc Walker




Orc Fatty / Orc Abomination

�/�
�/�

Orc Runner




Orc Necromancer



EXAMPLE: Armed with � Hand Crossbows (Range �-�, Dice �, Accuracy �+, Damage �, Dual Ranged weapons), Seli shoots at � Orc Walkers, � Orc Fatty, and � Orc Runners standing � Zone away. She rolls � dice (� or each Hand Crossbow, Dual weapons) and gets: �, • , �, and � . Te Hand Crossbows hit on �, �, �, or �, which means � hits. Te first � kill both Orc Walkers, as they are first in the argeting Priority Order. Te last hit lands on the Orc Fatty, but doesn’t kill it, since a Dama ge value o � is required to eliminate an Orc Fatty.
F RIENDLY F IRE
Oo. – Yu (fm) b fi A Survivor can’t hit themselves with their own attacks. However, emergency situations can call or Ranged, Magic, or Siege Actions aimed at a Zone where a teammate is stuck.
EXAMPLE: Seli holds � Hand Crossbows at the beginning o her urn. She unloads them both with her first Action, reloads them with her second Action, then fires them off again with the third. Te Hand Crossbows are now empty. At the End Phase, both Hand Crossbows are reloaded or ree.
MAGIC ACTION
In that case, misses on the attack roll automatically land on Survivors standing in the target Zone. Assign these Friendly Fire hits in any way you want. Armor rolls are allowed, successes cancelling Friendly Fire hits on a �-to-� basis. Each remaining Friendly Fire hit inflicts on the Survivor as many Wounds as the Damage value o the weapon (or Combat spell) used. Remember: Friendly Fire doesn’t apply to Melee Actions. Killing a Survivor earns no experience. EXAMPLE �: Johannes shoots with a Crossbow (Dice �, Accuracy �+, Damage �) at a Zone containing Berin and � Orc Walkers. He rolls • and ⚁: � hit and � miss! Te hit kills an Orc Walker, and the miss means a bolt hits his ellow Survivor. Berin endures � Wounds. Ouch. EXAMPLE �: In an emergency, Megan casts a dual elekinetic Blast (Dice �+�, Accuracy �+, Damage �) at a Zone where Seli and an Orc Runner stand. She rolls • and � , � successes! One is enough to kill the Orc Runner. Te other success is lost. Only missed shots are assigned to Survivors, so Seli is sae.
A Survivor equipped with a Combat spell (a spell with Combat characteristics) in Hand can blast a Zone they can see (and within the spell’s Range). Magic Actions share the same rules as Ranged Actions.
FIRING A TREBUCHET
EXAMPLE �: Seli shoots a Hand Crossbow (Range �-�, Dice �, Accuracy �+, Damage �) in her own Zone, where she stands along Rol and � Orc Walkers. She rolls � and � , � success and � miss. Te success kills an Orc Walker. Te botched bolt automatically lands on Rol, as a Survivor can’t hit themselves with their own attacks. Rol endures a Wound.
For � Actions, the Survivor loads and fires the rebuchet standing in their Zone. Tis Action does not benefit rom additional Skills and game effects related to Combat Actions. Firing the rebuchet does not produce Noise.
R ELOADABLE W EAPONS
�. Te player designates any Zone on the board, at Range � or more, as a target (it can even be a building Zone). No Line O Sight is required.
While most weapons can be used repeatedly, a ew, like the Hand Crossbow, require spending an Action to reload them between shots i you want to fire multiple times in the same Game Round. You can turn the card upside down to remember that the weapon is empty and needs to reload to fire again. At the End Phase o the Game Round, all such weapons are reely reloaded, so that they always start the Round ready to fire. • I such a weapon is fired and passed to another Survivor without reloading, it must still be reloaded beore the new owner can use it in the same Game Round. • When equipped with � identical Dual weapons that require reloading, a single Action reloads both. • Survivors may fire a single Dua l reloadable weapon at a Zone and then execute another Ranged Action to fire at another Zone with the other Dual reloadable weapon.
�. Choose which ammunition type you want to use (all � are always available), then perorm an attack: - Scattershot. � dice. Accuracy �+. Damage �. - Grapeshot. � dice. Accuracy �+. Damage �. - Boulder. � die. Accuracy �+. Damage �. Te Accuracy is lowered to �+ i any Survivor (not necessarily the shooter!) has a Line O Sight on the target Zone. �. Hits and casualties are applied as per standard rules. argeting Priority Order and Friendly Fire apply. Bombarding the Horde: Te rebuchet can be used to shoot at the Horde. In that case, treat all Zombies set aside in the Horde as standing in a single Zone (there is no Line O Sight on the Horde). argeting Priority Order applies.
DRAGON FIRE
Wh a l fail, ca u a. – Ma
Dragon Bile pools can be ignited with a orch.
Later, another Action can be spent to discard a orch card rom Hand and ignite a Dragon Bile pool at Range �-� within Line O Sight, creating a Dragon Fire. Every Actor and Siege Engine in the token’s Zone is killed/destroyed, no matter its Damage threshold, Armor values, or remaining Wounds. Dragon Fire produces no Noise. Te Dragon Bile pool is then removed, and the Survivor who threw the orch earns all applicable Experience Points. Use Dragon Fire to set blazing Zombie traps! I all Dragon Bile tokens are already on the board and you need to set a new one, choose one o them and move it to the new Zone.
Surrounded by Zombies, Asim throws a Dragon Bile bottle in his own Zone. A Dragon Bile token is set. Ten Asim Moves away.
At the cost o � Action, a Dragon Bile card can be discarded rom Hand to put a Dragon Bile pool at Range �-� o the Survivor, and within Line O Sight.
All Zombies moved to chase Asim. Te Survivor now throws his orch in the Dragon Bile, creating Dragon Fire! All Zombies in the token’s Zone are eliminated. Asim earns all the Experience Points!
BARRIERS, HEDGES, & WATERHOLES Zombicide: Green Horde eatures a countryside environment with ew buildings. High Hedges border fields and gardens. Te region’s stormy weather creates Waterholes o varying shapes and sizes, bordered by Banks and Ledges.
• Hedges inter rupt Li nes O Sight (or Surv ivors and Zombies alike). Actors sta nding on a tower Zone (see the Wulsburg expansion) are not aected by this rule. • Roll a die whenever a Survivor crosses a Hedge without any Survivor having a Line O Sight to the destination Zone. On a �, add an Orc Walker in the destination Zone (it was wandering around, unseen so ar). Tis Spawn has no effect on the Horde but can trigger extra Activations i you run out o miniatures (see P. ��).
BARRIERS
• Additional Hedges can be created by putting Hedge tokens on straight borders between � Zones. Use them in a strategic way to introduce variations to your avorite Quests and to create your own custom Quests! Barriers are set on straight borders between � Zones, preventing Move Actions/Steps between those Zones, without blocking Lines O Sight. Tey are useul to trap Zombies and thin their ranks w ith Ranged attacks. • Survivors can’t Move through a Barrier. However, they can still perorm Actions (Magic Actions, Ranged Actions, etc.) and use Skills (Jump, etc.) with Line O Sight requirements through Barriers. • Barriers are obstacles that prevent Zombies’ Move Step. Tey redefine their route around the Barriers to reach their destination Zone. I no other route can be taken to reach their destination Zone, adjacent Zombies destroy the Barrier, or ree, beore perorming their Move Step. Remove the Barrier token beore moving Zombies.
WATERHOLE ZONES Waterhole Zones represent Street Zones where Actors stand waist-deep in water. Most o them connect with dry Zones either via Banks or Ledges. A Bank represents a smooth, easy passage rom the Waterhole to a dry Zone. Teir common border is designed as a gradual, irregular shore. It’s light and oamy. A Ledge represents a steep division between the Waterhole and a dry Zone. Teir common border is designed as a strict, dark divide. A dark, straight divide? It’s a Ledge! Zombies can’t leave through it. Survivors spend an extra Action to leave through it.
• Quest descriptions may eature additional rules or Barriers.
HEDGES
Alway la f a fih wh csi h, f   kw wha luk bhi. D  b aifi wih bi a uviv, bcm a a!
Tis is a Waterhole Zone. It slows down Survivors.
- Rlf Hedges are printed on tiles and are also available as tokens to customize the layouts o Quests. Shortening Lines O Sight in a significant way, Hedges play a major role in Movement, Ranged Combat in any orm, and defining Zombie routes. Tey literally allow Survivors and Zombies to play a deadly game o hide-and-seek with each other.
A light, gradual shore? It’s a Bank! Easy route or everyone.
Actors can move rom a dry Zone into a Waterhole Zone normally, with no special restrictions. However, perorming an Action to leave a Waterhole Zone has different results depending on the destination and what’s at the edge o the Waterhole:
LEAVING A WATERHOLE ZONE TO ANOTHER WATERHOLE ZONE R O V I V R U S E I B M O Z
Spend an additional Action
No penalty
THROUGH A BANK
THROUGH A LEDGE
No penalty
Spend an additional Action
No penalty
Zombies can’t leave through a Ledge. Select another route.
• Other eatures on the common border still apply: walls prevent Movement and Line O Sight, Hedges prevent Lines o Sight, etc. • Survivors benefitting rom the Speed Enchantment ignore Waterhole effects. • Siege Engines are destroyed whenever they are set in a Waterhole Zone. Remove the miniature. • Dragon Fire (rom any origin) has no effect in Waterhole Zones. • Actors moving rom a dry Zone to a Waterhole Zone, whether it is through a Bank or a Ledge, ollow the normal movement rules with no special limitations. Te examples below highlight the Banks and Ledges around the Waterholes, and how they affect gameplay. Te Bank is the only route or both these Orc Zombies to reach Rol. Tey can’t cross Ledges!
Tis Zombie can cross a Ledge to go rom dry land to a Waterhole but not the other way around.
Te Orc Zombie aces a Ledge, preventing it rom reaching Asim. Te Zombie traces its route all around the block, crossing the Bank through the southern door to reach its target.
Tis Orc Zombie is in the same situation but aces a Bank. It can reach Megan in a straight line.
ULTRARED MODE Zmbi may b , bu hy a a a, a fa a I kw, h a ca’ la fm xic. O h h ha, w uviv a fw, bu w u u wi  liv  fih back, la… a vlv. – Sli
PLAYING WITH �+ SURVIVORS Zombicide has an expanding gallery o Survivors to play with.
Sooner or later, you may be tempted to try playing wit h more than � Survivors. o do so, you’ll need the extra Survivor dashboards, plastic markers, color bases, and Starting Equipment cards contained in expansions that are sold separately, such as Wulfsburg and the Hero Box. Playing with an increased number o Survivors (or players!) is quite easy. Follow these guidelines, and adjust them to fit your challenge level.
Te Ultrared mode allows your Survivors to gain Experience Points beyond the Red Danger Level and pick up additional Skills. Tis mode is great to reach amazing body counts and complete very large boards.
Ultrared Mode: When your Survivor reaches the Red Level, move the experience tracker back to � and add any Expe rience Points gained past the minimum required to hit the Red Level. Your Survivor is still on the Red Level and keeps their Skills. Count additional Experience Points as usual and gain unselected Skills upon reaching Danger Levels again. When all the Survivor’s Skills have been selected, choose a Skill among all o the Zombicide: Green Horde Skills (except those eaturing brackets, such as Starts with [Equipment], or example) upon reaching Orange and then Red Level. EXAMPLE: Seli just earned her ��rd Experience Point, getting to the Red Level. She has the ollowing Skills: Jump (Blue), +� Action (Yellow), +� ree Melee Action (Orange), and +� ree Move Action (Red). Te player moves the experience tracker back to the start as the zombicide continues. Seli is still at Red Level and keeps on earning Experience Points as she kills Zombies. Seli doesn’t get an additional Skill upon reaching the Blue and Yellow Levels or the second time since she has a ll available Skills or these Levels. Upon reaching the Orange Level again, she gains “Hit & run”, her second Orange Level Skill. Reaching the Red Le vel again, the player chooses a new Skill among the � remaining ones or this Level and goes or “Zombie link”. Te experience counter returns to the start. During her third go through the experience bar, Seli doesn’t get any Skill at Blue, Yellow, or Orange Levels, as she already has them all. Upon reaching the Red Level or the third time, she earns the last Red Level Skill: “Roll �: +� die Combat”. Te experience counter goes to the start again. From now on, Seli still earns Experience Points and gets a playerchosen Skill every time she reaches the Orange Level, and then another upon reaching the Red Level.
• For each Survivor above the sixth, add � additional Starting Equipment card rom the expansion to the pool o cards that will be distributed among Survivors during Setup. • Add � additional Zombie Spawn token per � Survivors above the sixth (rounded up). Stack these additional Spawn tokens in the same Zones as existing ones or in any new Spawn Zone o your choice, i you have several available. Yes, that means some Zones will double or even triple their spawn rate! • In a �-Survivors game, once there are � Zombie Spawn tokens on the board, the game is over i a Necromancer escapes. Tis Spawn token limit is increased by � or every � Survivors above the sixth (rounded up).
ADDITIONAL # SURVIVORS SPAWN TOKENS
SPAWN TOKEN LIMIT
Up to �


�-�


�-��


��-��


SKILLS Each Survivor in Zombicide: Green Horde has specific Skills with effects described in this section. In case o a conflict with the general rules, the Skill rules have priority. Te effects o the ollowing Skills and/or bonuses are immediate and may be used the urn in which they are acquired. Tis means that i an Action causes a Survivor to level up and gain a Skill, that Skill may be used immediately i the Survivor has any Actions remaining (or the Survivor may use any extra Actions the Skill grants).
+� Action – Te Survivor has an extra Action they may use as they please.
+� free Combat Action – Te Survivor has � extra ree Combat Action. Tis Action may only be used or Melee, Ranged, or Magic Actions. +� free Enchantment Action – Te Survivor has � extra ree Enchantment Action. Tis Action may only be used or Enchantment Actions. +� free Magic Action – Te Survivor has � extra ree Magic Action. Tis Action may only be used or Magic Actions. +� free Melee Action – Te Survivor has � extra ree Melee Action. Tis Action may only be used or a Melee Action. +� free Move Action – Te Survivor has � extra ree Move Action. Tis Action may only be used as a Move Action.
+� Damage: [ype] – Te Survivor gets a +� Damage bonus with the specified type o Combat Action (Magic, Melee, or Ranged). +� Damage with [Equipment] – Te Survivor gets a +� Damage bonus with the specified Equipment. +� to dice roll: Combat – Te Survivor adds � to the result o each die they roll on a Combat Action (Melee, Ranged, or Magic). Te maximum result is always �. +� to dice roll: Magic – Te Survivor adds � to the result o each die they roll on a Magic Action. Te maximum result is always �. +� to dice roll: Melee – Te Survivor adds � to the result o each die they roll on a Melee Action. Te maximum result is always �.
+� free Ranged Action – Te Survivor has � extra ree Ranged Action. Tis Action may only be used as a Ranged Action. +� free Search Action – Te Survivor has � extra ree Search Action. Tis Action may only be used to Search, and the Survivor can still only Search once per urn.
+� to dice roll: Ranged – Te Survivor adds � to the result o each die they roll on a Ranged Action. Te maximum result is always �.
+� max Range – Te Survivor’s Ranged weapons and Combat spells’ maximum Range is increased by �.
+� die: Combat – Te Survivor’s weapons and Combat spells roll an extra die in Combat (Melee, Ranged, or Magic). Dual weapons and spells each gain a die, or a total o +� dice per Dual Combat Action.
+� Zone per Move – Te Survivor can move through � extra Zone each time they perorm a Move Action. Tis Skill stacks with other effects benefiting Move Actions. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
+� die: Magic – Te Survivor’s Combat spells roll an extra die or Magic Actions. Dual Combat spells each gain a die, or a total o +� dice per Dual Magic Action.
� Zones per Move Action – When the Survivor spends � Action to Move, they can Move � or � Zones instead o �. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
+� die: Melee – Te Survivor’s Melee weapons roll an extra die or Melee Actions. Dual Melee weapons each gain a die, or a total o +� dice per Dual Melee Action. +� die: Ranged – Te Survivor’s Ranged weapons roll an extra die or Ranged Actions. Dual Ranged weapons each gain a die, or a total o +� dice per Dual Ranged Action.
Ambidextrous – Te Survivor treats all Combat spells, Melee, and Ranged weapons as i they had the Dual symbol. Barbarian – When resolving a Melee Action, the Survivor may substitute the Dice number o the Melee weapon(s) they use with the number o Zombies standing in the targeted Zone. Skills affecting the dice value, like +� die: Melee, still apply.
Battle rage – Te Survivor gains an extra die to roll or subsequent Melee Actions whenever they kill at least � Zombie with a Melee Action. Te bonus is cumulative i the Survivor gets at least � Zombie kill in the subsequent Melee Actions and applies until the end o the Survivor’s Activation. Blitz – Each time the Survivor kills the last Zombie in a Zone, they get � ree Move Action to use immediately. Bloodlust: Combat – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Combat Action (Melee, Ranged, or Magic). Bloodlust: Magic – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Magic Action to use immediately. Bloodlust: Melee – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Melee Action to use immediately. Bloodlust: Ranged – Spend � Action with the Survivor: they Move up to � Zones to a Zone containing at least � Zombie. Tey then gain � ree Ranged Action to use immediately. Born leader – During the Survivor’s urn, the Survivor may give � ree Action to another Survivor to use as they please. Tis Action must be used during the recipient’s next urn or it is lost. Break-in – In order to open doors, the Survivor rolls no dice and needs no Equipment (but still spends an Action to do so). Tey don’t make Noise while using this Skill. However, other prerequisites still apply (such as taking a designated Objective beore a door can be opened). Moreover, the Survivor gains � extra ree Action that can only be used to open doors. Brother in arms: [game effect] – Te Survivor can use this Skill whenever standing in the same Zone as at least � other Survivor. As long as Brother in arms is active, each Survivor in the Zone (including the one with this Skill) benefits rom the indicated Skill or game effect. Charge – Te Survivor can use this Skill or ree, as ofen as they please, during each o their urns: they move up to � Zones to a Zone containing at least � Zombie. Normal Movement rules still apply. Entering a Zone containing Zombies still ends the Survivor’s Move Action. Collector: [Zombie type] – Te Survivor gains double the experience each time they kill a Zombie o the specified type.
Destiny – Te Survivor can use thi s Skill once per urn when they reveal an Equipment card they drew. Tey can ignore and discard that card, then draw another Equipment card. Double casting – Every time the Survivor perorms an Enchantment Action, they can select an extra target or the same Enchantment or ree. First, designate both targets, then resolve one application afer the other, in any order. Free reload – Te Survivor reloads reloadable weapons (Hand Crossbows, or example) or ree. Frenzy: Combat – All weapons and Combat spells the Survivor carries gain +� die per Wound the Survivor suffers. Dual weapons and spells each gain a die, or a total o +� dice per Wound and per Dual Combat Action (Melee, Ranged, or Magic). Frenzy: Magic – Combat spells the Survivor carries gain +� die per Wound the Survivor suffers. Dual Combat spells each gain a die, or a total o +� dice per Wound and per Dual Magic Action.
Frenzy: Melee – Melee weapons the Survivor carries gain +� die per Wound the Survivor suffers. Dual Melee weapons each gain a die, or a total o +� dice per Wound and per Dual Melee Action. Frenzy: Ranged – Ranged weapons the Survivor carries gain +� die per Wound the Survivor suffers. Dual Ranged weapons each gain a die, or a total o +� dice per Wound and per Dual Ranged Action. Hit & Run – Te Survivor can use this Skill or ree, just afer they resolved a Magic, Melee, or Ranged Action resulting in at least � Zombie kill. Tey can then resolve a ree Move Action. Te Survivor benefits rom the effects o the Slippery Skill or this Move Action.
Jump – Te Survivor can use this Skill once during each o their urns. Te Survivor spends � Action: they move � Zones into a Zone to which they have Line O Sight. Movement related Skills (like +� Zone per Move Action or Slippery) are ignored, but Movement penalties (like having Zombies in the starting Zone) apply. Ignore everything in the intervening Zone. Lifesaver – Te Survivor can use this Skill, or ree, once during each o their urns. Select a Zone containing at least � Zombie at Range � rom your Survivor. Choose Survivors in the selected Zone to be dragged to your Survivor’s Zone without penalty. Tis is not a Move Action. A Survivor can decline the rescue and stay in the selected Zone i their controller chooses. Both Zones need to share a clear path. A Survivor can’t cross closed doors or walls and can’t be extracted into or out o a Vault (see Zombicide: Black Plague). Tey can cross Barriers and Hedges, though.
Hold Your Nose – Tis Skill can be used once per urn. Te Survivor gets a ree Search Action in the Zone i they have eliminated a Zombie (even in a Street Zone or Vault - see Low Profile – Te Survivor can’t get hit by Survivors’ Magic Zombicide: Black Plague) in the same Game Round. Tis Action and Ranged Actions (Siege Actions still apply). Ignore them may only be used to Search, and the Survivor can still only when casting a Combat spell or shooting in the Zone they stand in. Game effects that kill everything in the targeted Search once per urn. Zone, like Dragon Fire, still kill them, though. Ironclad: [Zombie type] – Te Survivor ignores all Wounds coming rom Zombies having the indicated keyword in its Lucky – Te Survivor can re-roll once all the dice or each name (such as “Walker”, “Runner”, etc.). “Ironclad: Walker” Action (or Armor roll) they take. Te new result takes the place o the previous one. Tis Skill stacks with the effects o works with Orc Walkers, or example. other Skills and Equipment that allows re-rolls. Iron Hide – Te Survivor can make Armor rolls with a �+ Armor value, even when they are not wearing armor on their Mana Rain – When resolving a Magic Action, the Survivor Body slot. When wearing armor, the Survivor adds � to the may substitute the Dice number o the Combat spell(s) they result o each die they roll or Armor rolls. Te maximum use with the number o Zombies standing in the targeted Zone. result is always �. Skills affecting the dice value, like +� die: Magic, still apply. Marksman – Te Survivor may reely choose the targets o all their Magic and Ranged Actions. Misses don’t hit Survivors. Matching Set! – When a Survivor perorms a Search Action and draws an Equipment card with the Dual symbol, they can immediately take a second card o the same type rom the Equipment deck. Shuffle the deck aferward.
Iron Rain – When resolving a Ranged Action, the Survivor may substitute the Dice number o the Ranged weapon(s) they use with the number o Zombies standing in the targeted Zone. Skills affecting the dice value, like +� die: Ranged, still apply.
Point-Blank – Te Survivor can perorm Ranged and Magic Actions in their own Zone, no matter the minimum Range. When resolving a Magic or Ranged Action at Range �, the Survivor reely chooses the targets and can kill any type o Zombies. Teir Combat spells and Ranged weapons still need to inflict enough Damage to kill the targets. Misses don’t hit Survivors.
Reaper: Combat – Use this Skill when assigning hits while resolving a Melee, Ranged, or Magic Action. � o these hits can reely kill � additional identical Zombie in the same Zone. Is Tat All You’ve Got? – You can use this Skill any time the Only a single additional Zombie can be killed per Action Survivor is about to get Wounded. Discard � Equipment card when using this Skill. Te Survivor gains the experience or in your Survivor’s inventory or each Wound they’re about to the additional Zombie. receive. Negate � Wound per discarded Equipment card.
Reaper: Magic – Use this Skill when assigning hits while resolving a Magic Action. � o these hits can reely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. Te Survivor gains the experience or the additional Zombie.
Scavenger – Te Survivor can Search in any Zone ree o Zombies. Tis includes street Zones, Waterhole Zones, etc.
Reaper: Melee – Use this Skill when assigning hits while resolving a Melee Action. � o these hits can reely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. Te Survivor gains the experience or the additional Zombie.
Shove – Te Survivor can use this Skill, or ree, once during each o their urns. Select a Zone at Range � rom your Survivor. All Zombies standing in your Survivor’s Zone are pushed to the selected Zone. Tis is not a Movement. Both Zones need to share a clear path. A Zombie can’t cross closed doors, ramparts (see the Wulfsburg expansion), or walls, but can be shoved in or out o a Vault (see Black Plague), a Waterhole Zone, and through a Barrier or Hedge.
Reaper: Ranged – Use this Skill when assigning hits while resolving a Ranged Action. � o these hits can reely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. Te Survivor gains the experience or the additional Zombie. Regeneration – At the end o each Game Round, remove all Wounds the Survivor received. Regeneration doesn’t work i the Survivor has been eliminated.
Search: +� card – Draw � extra card when Searching with this Survivor.
Slippery – Te Survivor does not spend extra Actions when they perorm a Move Action out o a Zone containing Zombies. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
Roll �: +� die Combat – You may roll an additional die or each � rolled on any Melee, Ranged, or Magic Action. Keep on rolling additional dice as long as you keep getting �. Game effects that allow re-rolls (the Plenty O Arrows Equipment card, or example) must be used beore rolling any additional dice or this Skill. Roll �: +� die Magic – You may roll an additional die or each � rolled on a Magic Action. Keep on rolling additional dice as long as you keep getting �. Game effects that allow re-rolls must be used beore rolling any additional dice or this Skill. Roll �: +� die Melee – You may roll an additional die or each � rolled on a Melee Action. Keep on rolling additional d ice as long as you keep getting �. Game effects that allow re-rolls must be used beore rolling any additional dice or this Skill. Roll �: +� die Ranged – You may roll an additional die or each � rolled on a Ranged Action. Keep on rolling additional dice as long as you keep getting �. Game effects that allow re-rolls must be used beore rolling any additional dice or this Skill. Rotten – At the end o their urn, i the Survivor has not resolved any Combat Action (Melee, Ranged, or Magic), not Fired a Siege Engine, and not produced a Noise token, place a Rotten token next to their base. As long as they have this token, they are totally ignored by all Zombies and are not considered a Noise token. Zombies don’t attack them and will even walk past them. Te Survivor loses their Rotten token i they resolve any kind o Combat Action (Melee, Ranged, or Magic), Fire a Siege Engine, or makes noise. Even with the Rotten token, the Survivor still has to spend extra Actions to move out o a Zone crowded with Zombies.
Spellbook – All Combat spells and Enchantments in the Survivor’s Backpack are considered equipped in Hand. With this Skill, a Survivor could effectively be considered as having several Combat spells and Enchantments cards equipped in Hand. For obvious reasons, they can only use � identical D ual Combat Spells at any given time. Choose any combination o � beore resolving Actions or rolls involving the Survivor. Spellcaster – Te Survivor has � extra ree Action. Tis Action may only be used or a Magic Action or an Enchantment Action. Sprint – Te Survivor can use this Skill once during each o their urns. Spend � Move Action with the Survivor: they may move � or � Zones instead o �. Entering a Zone containing Zombies still ends the Survivor’s Move Action. Super Strength – Consider the Damage value o Melee weapons used by the Survivor to be �. Starts with a [Equipment] – Te Survivor begins the game with the indicated Equipment. Its card is automatically assigned to them during Setup.
Steady Hand – Te Survivor can ignore other Survivors o their choosing when missing with a Magic or Ranged Action. Te Skill does not apply to game effects killing everything in the targeted Zone (such as a Dragon Fire, or example). Swordmaster – Te Survivor treats all Melee weapons as i they had the Dual symbol. actician – Te Survivor’s urn can be resolved anytime during the Players’ Phase, beore or afer any other Survivor’s urn. I several Survivors benefit rom this Skill at the same time, choose their urn order. aunt – Te Survivor can use this Skill, or ree, once during each o their urns. Select a Zone your Survivor can see. All Zombies standing in the selected Zone immediately gain an extra Activation: they try to reach the taunting Survivor by any means available. aunted Zombies ignore all other Survivors. Tey do not attack them and leave the Zone they are standing in i needed to reach the taunting Survivor. ough – Te Survivor ignores the first Wound they receive rom a single Zombie every Zombies’ Phase. ransmutation – Te Survivor can use this Skill as ofen as they please, during each o their urns. Spend � Action and discard an Equipment card rom your inventory: draw a new Equipment card. Te Survivor can reorganize their Inventory or ree. Tis is not a Search Action. 'Aaahh!!' cards are resolved as usual. rick Shot – When the Survivor is equipped with Dual Combat spells or Ranged weapons, they can aim at different Zones with each spell/weapon in the same Action. Zombie Link – Te Survivor plays an extra urn each time an Extra Activation card is drawn rom the Zombie pile. Tey play beore the extra-activated Zombies. I several Survivors benefit rom this Skill at the same time, choose their urn order.
INDEX Abomination............................................................................. �� Accuracy ..............................................................................��, �� Actions ....................................................................................... �� Actor..............................................................................................� Armor ......................................................................................... �� Backpack Slot ........................................................................... �� Barrier ........................................................................................ �� Body Slot ................................................................................... �� Building ........................................................................................� Combat.................................................................................��, �� Combat Spell ............................................................................. �� Damage ................................................................................��, �� Danger Level ............................................................................. �� Dice .......................................................................................��, �� Door Opening .....................................................................��, �� Dragon Fire ................................................................................ �� Dual ......................................................................................��, �� Enchantment Action ............................................................... �� End Phase .....................................................................................� Equipment ................................................................................. �� Experience ................................................................................. �� Extra Activation .................................................................��, �� Fatty ........................................................................................... �� Friendly Fire.............................................................................. �� Hand Slot.............................................................................��, �� Hedge ......................................................................................... �� Horde.......................................................................................... �� Inventory ................................................................................... �� Line o Sight .............................................................................. �� Magic Action ......................................................................��, �� Melee Action.......................................................................��, �� Melee Weapon.......................................................................... �� Move........................................................................................... �� Movement ................................................................................. �� Necromancer .......................................................................��, �� Noise.............................................................................. ��, ��, �� Objectives .................................................................................. �� Orc Zombies .............................................................................. �� Players’ Phase ........................................................................ �, �� Quests ........................................................................................ �� Range ...................................................................................��, �� Ranged Action....................................................................��, �� Ranged Weapon ....................................................................... �� Reloadable Weapons................................................................ �� Reorganize/rade ..................................................................... �� Room .............................................................................................� Runner .................................................................................��, �� Search ........................................................................................ �� Setup .............................................................................................� Shield ......................................................................................... �� Siege Actions ......................................................................��, �� Silent ...........................................................................................��
Skills ....................................................................................��, �� Spawn ..................................................................................��, �� Starting Equipment....................................................................� Street .............................................................................................� argeting Priority..................................................................... �� rebuchet.............................................................................��, �� Vault Artiacts .....................................................................�, �� Walker ....................................................................................... �� Waterhole .................................................................................. �� Wounds...................................................................................... �� Zombie Activation ................................................................... �� Zombie Attack .......................................................................... �� Zombie Move ............................................................................ �� Zombies’ Phase .....................................................................�, �� Zone...............................................................................................�
CREDITS GAME DESIGNERS: Raphaël GUION, Jean-Baptiste LULLIEN, a nd Nicolas RAOUL EXECUTIVE PRODUCER: Tiago ARANHA ART: Jérémy MASSON, Nicolas FRUCUS, and Louise COMBAL GRAPHIC DESIGN: Mathieu HARL AU, Louise COMBAL, and Marc BROUILLON SCULPTORS: Patrick MASSON, Tierry MASSON, Elried PEROCHON, Edgar SKOMOROWSKI, Remy REMBLAY, Carles VAQUERO, Raal ZELAZO RN Estudio: Carlos GARCIA and Raael NAVAJAS Bigchild Creatives: Hugo GOMEZ BRIONES, Alejandro MUNOZ, Adrian RIO, Arica MIR, Raul FERNANDEZ ROMO, and Lua GARO EDITING: Jason KOEPP and Colin YOUNG PUBLISHER: David PREI PLAYTEST: Leo ALMEIDA, Christophe CHAUVIN, Edgard CHAUVIN, Lancelot CHAUVIN, Louise COMBA L, Yuri FANG, Odin GUION, Mathieu HAR LAU, Eric NOUHAU, and Raal ZELAZO. © 2017 CMON Global Limited, all rights reserved. No part o this product may be reproduced without specific permission. Guillotine Games, and the Guillotine Games logo are trademarks o Guillotine Games. CMON, and the CMON logo are trademarks o CMON Global Limited. Actual components may vary rom those shown. Made in China.
THIS PRODUC T IS NOT A TOY. NOT INTENDE D FOR USE OF PERSONS �� YEARS OF AGE OR YOUNGER.