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Additional Rules

& missions
#1 Toxic City Mall
game contents
4 game tiles (double-sided)

14 Survivor miniatures

#1 Toxic City Mall game contents . . . . . . . . . . . . . . . 2 Derek


the locator
Elsa
the cat burglar
Wanda
the waitress
(standard and Zombivor version) (standard and Zombivor version) (Zombivor version)

#2 Introducing Toxic City Mall . . . . . . . . . . . . . . . . . . 4

#3 New Zombies: Toxic Zombies . . . . . . . . . . . . . . . . . . . . 4

#4 Zombivors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Neema Raoul Goth


the executive the contractor Amy
#5 New tiles: the mall & parking . . . . . . . . . . . . . . . . . 9 (standard and Zombivor version) (standard and Zombivor version) (Zombivor version)

#6 Barricades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

#7 Rubble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Crazy Josh Phil Doug
#8 Ultrared mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Ned
(Zombivor version)
the thug
(Zombivor version)
the cop
(Zombivor version)
the office guy
(Zombivor version)

#9 Stashing Equipment in cars . . . . . . . . . . . . . . . . . . . 14 29 Zombie miniatures


#10 Playing with 7+ Survivors . . . . . . . . . . . . . . . . . . . . 14

#11 Additional Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15


16 Toxic Walkers
#12 Toxic City Mall Missions . . . . . . . . . . . . . . . . . . . . 16

#13 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

#14 Designer’s Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27


4 Toxic Fatties 8 Toxic Runners 1 Toxic Abomination
10 double-sided Survivor ID cards 56 mini-cards
Equipment cards
.44 Magnum . . . . . . . . . . x2
911 Special . . . . . . . . . . . x1
Assault Rifle . . . . . . . . . . x2
Betty . . . . . . . . . . . . . . . . x1
Doug’s Dream . . . . . . . . x1
Cookies . . . . . . . . . . . . . x2
Gas mask . . . . . . . . . . . . x2
Derek Elsa Jack & Jill . . . . . . . . . . . . x1
the locator the cat burglar
(standard and Zombivor version) (standard and Zombivor version)
Flamethrower . . . . . . . . . x1
Hollow-point rounds . . . x2
Laser pointer . . . . . . . . . x4
Ned’s Atomic Flashlight . x1
Pa’s Gun . . . . . . . . . . . . . x1
Pan . . . . . . . . . . . . . . . . . x4
Spare change . . . . . . . . . x2
Sweet Sisters . . . . . . . . . x1

Zombie cards
Neema Raoul Toxic Zombies cards . . . x12
the executive the contractor
(standard and Zombivor version) (standard and Zombivor version)
Wounded cards . . . . . . . . . . . . x16

49 tokens

First Player Token


Crazy Doug
Ned the office guy
(standard and Zombivor version) (standard and Zombivor version)

Small x4 Large x2
Skill counters x12
Rubble TOKEN

experience trackers x10

Barricade token x4
Goth Josh
Amy the thug
(standard and Zombivor version) (standard and Zombivor version)
Rotten Skill token x2

Blue x1 Standard x4
Mall double door Mall door token x16

Phil Wanda
Red/Green x1 Red/White x1 Red/Yellow x1 Red/Violet x1
the cop the waitress

3
(standard and Zombivor version) (standard and Zombivor version) Zombie spawn token

Toxic city Mall - Rules


#2  Introducing
Toxic City Mall
People hung around malls for as long as I can
#3  New Zombies:
Toxic Zombies
Maybe it ’ s a side effect of radiation, a mutation, or
remember. They loitered, watched ads, ate bad just something nasty they ate, but Toxic Zombies
food, and bought useless things just to feel, well, have something in their blood. Going up close and
alive. Now I realize most-if not all-of them were personal with them isn’ t a good idea.

:
zombies before they turned into infected monsters.
Not too long ago, they ran after the latest handbag
or shoes. Now, they run after the best meal around. Toxic Zombies rules
That means you. Me. All of us; the survivors.
Welcome to the mall: it ’ s Black Friday and YOU are 1- Upon elimination, a Toxic Zombie inflicts 1 Wound
the best offer. on its assailant if they are both in the same Zone. This
is called a Toxic Blood Spray. Toxic Blood Sprays are
It gets worse, though. The zombies we found in the Zombie attacks.
mall are strange. When you hit them, they release
some kind of toxic-stuff. It ’ s in their blood, and
it sticks around. Simple exposure irritates skin.
Breathing or swallowing it can be lethal. Watch
out for your eyes, too. Nobody knows how their
blood got so toxic. Personally, I think it ’ s the food.
Eating mall food for so long can’ t be good.

Malls were favored shelters when the first zombies


appeared; lots of space and stuff to live on while
waiting for rescue. It was a bad idea. When the
rescue squads came, malls became traps. Malls are
easy to spot and hard to defend, so the whole area
turned into a battlefield. Some buildings collapsed,
and barricades went up everywhere. Some blocks
even look like they got hit by an air strike.

You’d like to play with Toxic City Mall? Unless stated oth-
erwise in the Mission’s briefing, add all Zombicide Expan-
sion: Toxic City Mall’s Equipment and Zombie cards to their
respective standard piles.
Put aside the following card: Pa’s Gun.

Toxic Zombies and


standard Zombies
Toxic Zombies: Zombies with the Toxic Blood
Spray ability and featured with green Zombie minia-
tures. Introduced in Toxic City Mall.

Standard Zombies: Zombies without special


ability and featured with grey Zombie miniatures.
Core Game Zombies.

4 Toxic city Mall - Rules


_
EXAMPLE 1: Elsa attacks and kills a Toxic Walker
standing in her Zone. The Toxic Walker is eliminated
and hits Elsa with a Toxic Blood Spray, inflicting 1
Wound on her.
EXAMPLE 2: While standing in an adjacent Zone,
Neema shoots a Toxic Runner with her sniper rifle be-
fore it can grab Elsa. The kill doesn’t wound Neema,
because she and her target are in different Zones.
As there’s no Toxic Blood Spray, Elsa isn’t wounded
either.

Neema shoots down


the Toxic Zombie
with her sniper rifle.
This does not cause a
Toxic Blood Spray, as
Neema killed it from
another Zone.

Elsa knocks out a Toxic


Zombie with her bat.
As they both stand in
the same Zone, the
Zombie delivers a Toxic
Blood Spray, and Elsa
suffers a Wound.

2- Toxic Zombies exist in all types: Fatties, Runners, First salvo. With two
Walkers, etc. They have the same characteristics and hits, Derek kills the
get the same targeting priority level as their counter- Toxic Walker and a
parts but are removed first in Ranged Combat (and car Standard Walker.
attacks). Players still choose the targets in Melee Combat.

EXAMPLE: Derek shoots with an Assault Rifle in a


Zone where two Walkers, a Toxic Walker, a Runner,
and a Toxic Runner stand.
He scores two hits with his first Ranged Combat Ac-
tion. A Toxic Walker and a Walker are removed.
Derek scores two more hits with his second Ranged
Combat Action. The last Walker and the Toxic Runner
are removed.
A Runner remains. Let’s roll the dice! Second salvo. Two more
hits. Derek kills the
last Standard Walker
and the Toxic Runner.

Toxic city Mall - Rules 5


May I refrain from killing? Toxic Abomination
A Survivor may not refrain from killing Toxic Zombies. The Toxic Abomination has an additional game effect: all Zom-
bies standing in its Zone at the end of the Zombies’ Phase be-
In other words, when you score more successes come Toxic Zombies. Replace their miniatures with matching
than needed to kill Standard Zombies while there Toxic Zombie miniatures. If there aren’t enough Toxic Zombie
are Toxic Zombies in the Zone, the extra successes miniatures, any remaining Zombies are simply not replaced.
are distributed among Toxic Zombies. Replacing Standard Zombies with Toxic Zombies in this way
doesn’t generate a new activation for the Toxic Zombies.
This effect only applies to Standard Zombies.
3- Toxic Fatties come with an escort of 2 Toxic Walkers.
EXAMPLE: Three Walkers, two Runners, and a Fatty
4- Toxic Zombies do not benefit from the extra activa- are joined by a Toxic Abomination. The players’ Zom-
tion cards of other Zombie types. bie stock contains four Toxic Walkers, a single Toxic
Runner, and a single Toxic Fatty. The players replace
5- Eliminating a Toxic Zombie with a car all the Walkers and the Fatty with their Toxic counter-
attack does not cause a Toxic Blood parts, but they can only replace a single Runner. The
Spray. last Runner remains the same.
ï

6 Toxic city Mall - Rules


0
#4 Zombivors
Toxic City Mall Zombie ecology

Experience
to destroy
Targeting
priority

Min Dmg
Actions

points
Name

1 Toxic Walker 1 1 1

2 Walker 1 1 1

Toxic Fatty (1) 1 2 1


3
Toxic Abomination (3) 1 3 5
Fatty (2) 1 2 1
4
Abomination 1 3 5

5 Toxic Runner 2 1 1

6 Runner 2 1 1 These guys are infected but somehow managed to


keep their free will. Most of them grow a strange
sense of humor helping them to cope with an
(1) Each Toxic Fatty comes with 2 Toxic Walkers when it Spawns. overwhelming urge for murder. Yes, we all agree
(2) Each Fatty comes with 2 Walkers when it Spawns. they don’ t smell very nice, but their sheer resilience
(3) Toxic Abomination: All Standard Zombies standing in its Zone at the and willpower are awe-inspiring.
end of the Zombies’ Phase become Toxic Zombies.
Toxic City Mall introduces a new kind of Survivor: Zombie

Toxic City Mall Targeting Priority


Survivors called “Zombivors”. The Zombivors’ status is in-
dicated with on the Survivors’ Identity Card. All Survivor
rules apply to them.
Ranged hits are assigned in the following order. At each The killer feature about Zombivors is their incredible endurance:
step, Toxic Zombies are removed first. a Zombivor is only eliminated by five Wounded Cards in his
1- Survivors who are in the Zone (except the shooter) Inventory (instead of two for a standard Survivor).
2- Walkers (Toxic first, then Standard)
3- Fatties or Abominations (Toxic first, then Standard)
4- Runners (Toxic first, then Standard) Zombivors are great tanks. There’s a serious draw-
back, though (besides the foul breath): at Yellow
Level, Zombivors don’t gain the +1 Action Skill of
standard Survivors. They’re tougher but somewhat
An Abomination (Toxic or not) counts as a Fatty for slower, and thus offer a whole different gaming ex-
targeting purposes. perience. You’ll see!

Toxic city Mall - Rules 7


Resurrection mode
The Resurrection mode lets you to begin the game with your
favorite Survivors in their “standard” version and then switch
them to their “Zombivor” version when things go awry. You
read it right: if your Survivor gets eliminated, he comes back
as a Zombie! You can also “play dead” and begin the game
with a Zombivor.
The Resurrection mode is great for beginners, campaign-
driven players, and super-heroic Missions.

Resurrection mode: When any standard Survivor gets his


second Wound, lay down his miniature. Getting killed by a
team member doesn’t grant a resurrection. A standard
Survivor can’t receive more than two Wounds. If he receives
more Wounds than needed to kill him, distribute these
Wounds to other Survivors, or ignore them if nobody can
take them. Ignore the downed Survivor for all game effects
until his resurrection, as if he was removed from the board.
At the beginning of any following Players’ Phase, before the first

player acts, resurrect the Survivor. Discard all of his Wounded


a
cards, and replace his downed miniature by his standing Zom-
bivor miniature. Flip his Survivor Identity Card to its Zombivor
version side. The new Zombivor immediately gains:
- Any remaining Equipment cards his standard version had.
The inventory is reorganized for free.
- As many experience points as the standard version had.
Choosing new Skills is allowed.
Ongoing game effects previously applied to the standard
version no longer apply. Except for Resurrection, all rules
affect Zombivors the same way they do Survivors.

Example: Elsa and Raoul stand in a Zone with four


Walkers.
Elsa is unharmed, has 21 experience points and two
Equipment cards: a Chainsaw and a Sub MG. Neema
just gave her an additional Action thanks to her Born
leader Skill.
Raoul has a single Wound, 27 experience points,
and four Equipment cards: a Katana, Hollow-point
rounds, a Rifle, and some Cookies.
An unexpected extra activation allows the four Walk-
ers to attack, inflicting four Wounds to share between
Elsa and Raoul.
The first and second Wounds go to Elsa. The player
discards the Chainsaw and Sub MG. Elsa is elimi-
nated, and her miniature is laid down in the Zone.
She has no Equipment left.

8
The third Wound lands on Raoul. The player discards

Toxic city Mall - Rules


the Cookies and, as Raoul now has two Wounds and is
eliminated, lays the miniature down. Raoul keeps his
remaining Equipment cards (Katana, Hollow-points,
and Rifle).
The fourth Wound is ignored, as there’s no one left
to harm.
At the beginning of the next Players’ Phase, Elsa and
Raoul’s players decide to resurrect their fallen he-
roes. Zombivor Elsa and Zombivor Raoul are put in
the Zone, replacing the laid down miniatures.
Zombivor Elsa has no Equipment, loses the addition-
al Action granted by Neema, but has 21 experience
points. The player can choose an Orange level Skill
for her.
Zombivor Raoul still has the Katana, Hollow-points,
and Rifle cards, along with 27 experience points. The
player can choose an Orange level Skill for him.

#5  New tiles: THE The Survivors standing


in the street can see

mall & parking these Zombies, since


the door is open and
the mall indoor alley is
The mall tiles offer new opportunities for playing original
considered a street.
and themed Missions by mixing indoor and outdoor rules
(see below). For all game purposes shops are treated as
buildings and indoor alley spaces are treated as streets.

The mall indoor alleys


Don’t resolve a Zombie
The mall tiles feature large marble indoor alleys. Indoor alleys spawn in the mall indoor
count as street Zones for all purposes (see the Zombicide alleys when you open
rulebook). Cars can be driven inside the indoor alleys, as the mall door. They
long as they got in by an opened double door. Yes, cars can count as street Zones.
get in the mall!
This Zone
This influences:
can’t be
• Lines of sight: Lines of sight cover as many Zones as the
Searched.
line can go through before reaching a wall or the edge of the
All mall
board.
indoor
• Search: You can’t Search in a mall indoor alley.
alleys are
considered

The mall shops street Zones.

The shops are separated by walls. This influences: Resolve a Zombie


• Movement: You can only enter a shop through an opened spawn in the shop if
door. its door is opened.
• Lines of sight: Shops are building Zones.
• Search: You can Search in shops.
This shop is a
• Zombie spawning: Opening a shop’s door generates a
building Zone and
Zombie spawn in the shop. The same happens if the shop door
can be Searched.
is opened (or missing) when the mall double door is opened.

Toxic city Mall - Rules 9


#6 Barricades
Parking

We ’ve all heard about a survivor named Jericho


piling up tons of junk to put a wall between the
zombie world and him. And we can all guess how it
ends. He finally feels safe. He lets his guard down.
And then the wall falls under some undead weight.

incomplete Barricade

_
Covered by 9 street Zones, parking is a real arena for your
Survivors. This tile’s great for outdoor shooting and Zombie
complete Barricade
splitting. The central area counts as a single Zone.
Survivors build barricades to keep Zombies at bay. Unfor-
tunately, hastily built barricades are temporary at best and
always break down sooner or later. Barricades can only be
built in specified locations, indicated on the Mission's map.
Unless otherwise stated in the Mission's briefing, when
there's a barricade on the map it can be rebuilt in the same
spot when it's broken down.

Barricade tokens have two facings indicating their two states,


“incomplete” and “complete”. On his turn, any Survivor can
spend 3 Actions at once to start or finish building a barricade
in the Zone he stands in. The Zone must be free of Zombies.
1- To start building a barricade, a single Survivor spends 3
Actions at once. Put a Barricade token, with its “incomplete”
face showing, over a straight border of the Zone the Survivor
stands in. An incomplete barricade doesn’t have any effect.
2- To complete a barricade, one Survivor may select an “in-
complete” barricade on a border of the Zone he stands in,
spend 3 Actions at once, and flip the token to the “complete”
No path to Survivors! side. All Survivors who took part in the construction of the
barricade earn 5 experience points.
On rare occasions, Zombies may not have any suit- A barricade can be completed in a single turn if two Survi-
able path to get to the Survivors. A Survivor may use vors spend 3 Actions each. The first Survivor spends 3 Ac-
the Lock it down Skill to trap Zombies in a building, tions to start it, then the second Survivor spends 3 Actions
for example. to complete it.

In that case, Zombies follow the shortest route


to the noisiest Zone as if all doors were opened, Designer’s note: “Free” Actions can’t be spent to
though locked doors still stop them. build or finish a barricade.

10 Toxic city Mall - Rules


Here’s how barricades work: 5- Whenever Zombies get an extra activation (because of a
1- Adjacent Zones are set apart if their common border is card, miniatures lacking or another game effect), remove all
fully blocked by any combination of walls and barricades. barricades tokens from Zones where at least one Zombie of
Half street Zones and doors only need one complete bar- the indicated type stands. These Zombies spend their entire
ricade token to be blocked, but a mall double door and activation to destroy the barricade, even if they have several
standard street Zones need two complete barricade tokens Actions to spend. If a Runner gets an extra activation that
to be blocked. A single barricade in a Zone that needs two moves him into a Zone with a barricade on his first Action,
has no effect. he’ll use his second Action to destroy the barricade.
2- Barricades can’t be crossed but don’t block line of sight. 6- The Zombies follow the shortest route to the noisiest
You can shoot over them! Zombies can see over barricades. Zone or visible Survivor, as if there was no barricade, though
3- Complete barricades aren’t considered doors for spawn- complete barricades still stop them. They pile there until a
ing. They don’t isolate rooms from the rest of the building. shorter path is defined or the barricade is destroyed.
4- A Survivor can entirely break a barricade in the same way
he could open a door. He still needs to have a door-opening
weapon (Axe, Chainsaw, etc.) in hand to do so.

This barricade
works fine; a door is
efficiently blocked by
This barricade
only one barricade.
is useless; a
street needs
two barricades
to be blocked.

Zombies will choose to


go this way, since they
act as if there were no
barricades. For them, The Zombies
the path is clear! won’t take this
way. It’s the
shortest, but it’s
blocked by a door
that the Zombies
can’t open.
They’ll go to the
barricade!

Toxic city Mall - Rules 11


÷ #7 Rubble
Toxic City Mall introduces Rubble. A Zone even partially cov-
ered with one or more Rubbles can’t be entered or crossed
and blocks line of sight. Don’t spawn Zombies in Zones cov-
ered by rubble or made inaccessible by it.

Zombies can’t see the Survivors and vice


This shop is
versa. Zombies will wait behind the door while
covered with a
the Survivors skirt around the rubble in the
Rubble. It can’t be
street through the mall. Then it’ll be lunchtime!
entered.

This building is collapsed. Nobody


can enter it, but the streets
surrounding it are still usable…

…mostly. This
Zone can’t be
walked on or
through (even
with a car!).

12 Toxic city Mall - Rules


#8  Ultrared
mode
The sun’ s kiss on my bloodied face never felt so
good. If anyone had asked, I would never have bet
on any of us living through this crazy night. And
yet, we survived.
I think the gates of hell opened right before us
as we entered that nightclub. We barely got out,
and with a zombie horde on our tail. We ran from
building to building, raiding a gun store and then a
mall just to cope with their numbers. It seemed like
whenever we dropped a zombie, two took its place.
I believe we made it out because, somewhere amid
all the fury, the smell of blood and gunpowder, we
entered a trance. The killer instinct took over, and
we got lost in it. I get the occasional flash memories.
I remember Doug firing his dual sub-MGs until he
built a pile of corpses. Or Amy dropping her katana,
because its blade got dull from the killing, and
dancing with machetes among the infected like
a blood-drenched ballerina. Was it Wanda roller-
skating in the alleys like an angel, the flames of her
Molotov licking her wondrous legs as she blasted a
zombie cluster in a grocery store?
At some point that night, each of us became
something more, something beyond ourselves. And
yet, as daylight comes, we ’ re back to being humans;
blood-covered, exhausted, but alive. Example: Elsa (standard version) just earned her 43rd
We are survivors. experience point, getting to the Red Level. She has
the following Skills: Break-in (Blue), +1 Action (Yel-
The Ultrared mode allows your Survivors to gain experience low), Slippery (Orange), and +1 free Combat Action
points beyond the Red Danger Level and pick up additional (Red). The player puts the experience tracker back to
Skills. It also allows them to use Ultrared weapons, awesome the start as the zombicide continues. Elsa is still at
killing machines for Red Level Survivors. This mode is great to Red Level.
reach amazing body counts and complete very large boards. - Elsa won’t get an additional Skill upon reaching the
Toxic City Mall introduces Ultrared weapons: 911 Special, Blue and Yellow Levels for the second time. She has
Betty, Doug’s Dream, Jack & Jill, Ned’s Atomic Flashlight, all available Skills for these Levels. Reaching the Or-
and Sweet Sisters. ange Level again, she gains “+1 free Ranged Action”,
These weapons are so powerful they can only be used by her second Orange Level Skill. Reaching the next Red
Red Level Survivors. Any Survivor can discard an Ultrared Level again, the player chooses a new Skill among
weapon on his turn to gain 5 experience points immediately. the two remaining ones for this Level and goes for “+1
free Move Action”. The experience counter ­returns to
Ultrared mode: Put all Ultrared weapons in the Equipment the start.
pile and shuffle it. When your Survivor reaches the Red - During her third run on the experience bar, Elsa
Level, put the experience tracker to “0” and add any expe- doesn’t get any Skill at Blue, Yellow, or Orange Lev-
rience points gained past the minimum required to hit the els, as she already has them all. Upon reaching the
Red Level. Your Survivor is still on the Red Level and keeps Red Level for the third time, she earns the last Red
his Skills. Count additional experience points as usual and Level Skill: “2 Zones per Move Action”. The experi-
gain unselected Skills upon reaching Danger Levels again. ence counter goes to the start again.
When all the Survivor’s Skills have been selected, choose From now on, Elsa still earns experience points and
a Skill among any Zombicide Skills (except those featuring gets a player-chosen Skill every time she reaches the
brackets, such as Start with [Equipment], for example) upon Orange level, and then another upon reaching the

13
reaching Orange and then Red Level. Red Level. Who will get the highest body count?

Toxic city Mall - Rules


H
#9  STAshing
Equipment in cars
At the cost of 1 Action, a Survivor can store Equipment cards
in a car standing in the same Zone. Remove the Equipment
cards from the Survivor’s inventory and put them under the
car token.

Taking any Equipment card stashed in a car cost 1 Action as


well. Look at the Equipment cards stored in the car and move
any amount of them from the car to the Survivor’s inventory.

Both of these Actions can be accomplished by the car’s


driver and passengers.

Example: Elsa owns Glass bottles and Raoul, stand-


ing a few Zones away, has Gasoline. Meeting and ex-
changing stuff would allow the mixing of a delicious
Molotov cocktail. Unfortunately, the body count is
getting very high in the block, and the Survivors can’t
afford to lose any turns.
A police car is parked in Elsa’s Zone. She spends an
Action to move the Glass bottles Equipment card from
her inventory to the police car before moving on.
Later, Raoul gets into the police car’s Zone. He
spends an Action and takes the Glass bottles Equip-
ment card into his inventory. The Molotov’s ready!

#10 
• Add 1 additional Spawn token per 2 Survivors above the

 Playing with sixth (round up). Stack these additional Spawn tokens in the
same Zones as existing ones or in any new Spawn Zone of

7+ Survivors your choice, if you have several available. Yes, that means
some Zones will double or even triple their spawn rate!

Basically, there are two conflicting philosophies • Classic starting Equipment cards won’t be enough to fit a 7+
about Survivor groups. Survivors game. Include an additional Pan per odd additional
The first believes in small, tight, quick travelling Survivor (7, 9, 11, etc.) and an additional weapon (Axe, Pistol,
teams. These commando-wannabes are really agile or Crowbar, you choose!) per even additional Survivor (8, 10,
but vulnerable whenever the unexpected occurs. 12, etc.). Everyone must begin the “zombicide” with a weapon.
If something comes up they’ re not prepared
or equipped for, be it an open wound or a single
reinforced door, it can turn out to be lethal.
The other side favors strength in numbers. An army
7+ Survivors / 7+ players
of people can look and feel invincible, but remember
Zombicide allows the players to move around with
that we are prey for the zombies. Food. And the one, two, three, or more Survivors each. Playing
more of us there are, the more we look, smell, and with 7+ Survivors is easy and fun, as players learn to
sound like a walking buffet. manage growing teams of zombie killers.

Zombicide has an expanding gallery of Survivors to play Zombicide can be played with 7+ PLAYERS as well,
with. Sooner or later, you may be tempted to try playing with though it wasn’t originally designed that way. The
7 or more Survivors. Playing with an increased number of game time extends, as it takes longer to complete
Survivors (or players!) is quite easy. Follow these guidelines, every players’ turn. On the other hand, playing with
and adjust them to fit your challenge level. a lot of friends can be a lot of fun!

14 Toxic city Mall - Rules


#11 Additional Roll 6: +1 die Combat – You may roll an additional die for
each “6” rolled on any attack, Melee or Ranged. Keep on

Skills rolling additional dice as long as you keep getting “6”. Game
effects that allow re-rolls (the “1 re-roll per turn” Skill or the
“Plenty of ammo” Equipment card, for example) must be
Add these Skills to the Core Game’s Skills list. Feel free to used before rolling any additional dice for this Skill.
use them with your custom Survivors!
Roll 6: +1 die Melee – You may roll an additional die for each
+1 Damage with [Equipment] – The Survivor gets a +1 “6” rolled on a Melee attack. Keep on rolling additional dice
Damage bonus with the specified Equipment. as long as you keep getting “6”. Game effects that allow re-
rolls (the “1 re-roll per turn” Skill, for example) must be used
+1 Damage: [Type] – The Survivor gets a +1 Damage bonus before rolling any additional dice for this Skill.
with the specified type of Action (Combat, Melee or Ranged).
Roll 6: +1 die Ranged – You may roll an additional die for
+1 free Melee Action – The Survivor has one extra, free Me- each “6” rolled on a Ranged attack. Keep on rolling addi-
lee Combat Action. This Action can only be used for Melee tional dice as long as you keep getting “6”. Game effects
Combat. that allow re-rolls (the “1 re-roll per turn” Skill or the “Plenty
of ammo” Equipment card, for example) must be used be-
+1 free Ranged Action – The Survivor has one extra, free fore rolling any additional dice for this Skill.
Ranged Combat Action. This Action can only be used for
Ranged Combat.

÷
2 cocktails are better than 1 – The Survivor gets two Molo-
tov cards instead of one when he creates a Molotov.

Break-in – The Survivor doesn’t need any Equipment to


open doors. He doesn’t make Noise while using this Skill.
However, other prerequisites are still mandatory (such as
taking a designated Objective). Moreover, the Survivor has
one extra, free Door opening Action. This Action can only be
used to open doors.
Please note the Break-in Skill doesn’t apply to removing bar- Rotten – At the end of his turn, if the Survivor has not taken a
ricades (See P. 10). Combat Action, driven a car, and has not produced a Noise
token, place a Rotten token next to his base. As long as he
Can start at [Danger Level] – The Survivor can begin the has this token, he is totally ignored by any and all types of
game at the indicated Danger Level (first experience point of Zombies (except Zombivors) and is not considered a Noise
the indicated Danger Level). All players have to agree. token. Zombies don’t attack him and will even walk past him.
The Survivor loses his Rotten token if he takes any Combat
Collector: [Zombie type] – The Survivor doubles the ex- Action or makes noise. Even with the Rotten token, the Sur-
perience gained each time he kills a Zombie of the specified vivor still has to spend extra Actions to move out of a Zone
type. crowded with Zombies.

Death grasp – Don’t discard an Equipment card when the Super strength – Consider the Damage value of Melee
Survivor receives a Wounded card. This Skill is ignored if weapons used by the Survivor to be 3.
there’s no space left in the Inventory to receive the Wounded
card. Toxic immunity – The Survivor is immune to Toxic Blood
Spray.
Low profile – The Survivor can’t be targeted by allied
Ranged Attacks and can’t be hit by car attacks. Ignore him Webbing – All equipment in the Survivor’s inventory is con-
when shooting in or driving through the Zone he stands in. sidered equipped in hand.
Weapons that kill everything in the targeted Zone, like the
Molotov, still kill him. Zombie link – The Survivor plays an extra turn each time an
extra activation card is drawn in the Zombie pile. He plays
Regeneration – At the end of each game round, discard all before the extra-activated Zombies. If several Survivors
Wounds the Survivor received. Regeneration doesn’t work if benefit from this Skill at the same time, the players choose

15
the Survivor has been eliminated. their activation order.

Toxic city Mall - Rules


#12  TCM Tiles needed: 1B, 1M, 2B, 2M, 3C, 3M, 4M, 5C & 7B.

missions Objectives
Missions 01 to 06 were conceived and tested with Zom- We have a plan! Accomplish the following tasks in this order:
bicide Season 1 and Toxic City Mall contents. 1– Explore this area. The would-be Survivors are likely
Missions 07 to 10 were designed with Zombicide Season 2: in one of the Zones marked with a red “X”. We have to
Prison Outbreak and Toxic City Mall contents. save both Survivors or, if there’s only one alive, take all
Feel free to alter them to suit your tastes...at your own risk! Objectives.
2– Get out! The mall isn’t a nice place on Saturday, even
less since the Zombies appeared. Fortunately, there are

M01The Big
Rubble
EASy / 4 to 12 Survivors / 150 minutes
lots of cars waiting for us. So, we just have to reach the Exit
Zone with all Survivors aboard as many cars as needed.
Any car may escape through this Zone at the end of its
driver’s turn, as long as it’s free of Zombies. An escaped
We ’ve heard someone shooting. One, maybe two car is removed from the board, with its passengers and
shooters. It ’ s coming from a building in a severely their Equipment, upon reaching the Exit Zone.
damaged block downtown. We have to check it out 3– Be careful! We don’t leave anybody behind. If there’s
to see if there is someone still alive, but to get there, at least one Survivor left on the board and no means to
we ’ ll have to go through this giant, half-crumbled reach the Exit in a car, the game is lost.
mall. And it ’ s Saturday. I hate malls on Saturdays.

Objective Door
(5 XP, see
special rules)

Player Green
starting open
area door

Mall door Exit

Police car
you can drive

Pimpmobile
you can drive

Rubble Rubble
(small) (big)

Toxic Zombie

16
Walker Spawn Zone

Toxic city Mall - Missions


Special rules
• One, maybe two shooters. The board contains 7 Objec-
M02 Row
Death
MEDIUM / 6+ Survivors / 90 minutes
tives. Up to two of them may reveal Survivors to rescue.
When setting up the game, take 6 “neutral” Objectives (red This street looks like a zombie-filled death row.
on both sides), plus the green-sided and blue-sided Ob- We think something is drawing all these zombies
jectives, totaling 8. Shuffle them (red side up) and put 7 of here, probably an abomination of this new
them at random in the indicated Zones. No one should know “ toxic ” kind. It must hide in the general store
which Objective is neutral or not. Put the eighth Objective on the other side. This place is surely filled with
aside without looking at it. toxic zombies, but probably with food and ammo
Each Objective, whatever the color, gives 5 experience points as well! It will be hard, but the reward is worth
to the Survivor who takes it. Revealing a colored Objective the risk.
allows the player who took it to add a new hero to the team And one last thing: last time we found sauerkraut
and play him. The blue Objective reveals a standard Sur- without sausages. That was nasty. This time, I
vivor. The green Objective reveals a random Zombivor (put take the sausages first; no way I fight this
aside the Zombivors matching any Survivor on the board). abomination without finding some.
The new Zombivor or Survivor is revealed and placed with-
out experience or equipment on the Zone where the Objec- Tiles needed: 1B, 4M, 5B & 6B.
tive was taken. He may now be played as normal. Revealing

Objectives
a “neutral” Objective doesn’t grant an additional Survivor
but still grants 5 experience points.

•  Toxic roamers. Put a Toxic Walker in each Zone of the 1– Find the sausages! They are represented by the two red
mall’s indoor alley. Objectives.
2– Find the keys! The General Store is locked down with an
• You can use cars. iron curtain. The key is under the blue Objective.
3– Kill the Toxic Abomination. It waits in the general store.
• Each pimpmobile can be searched only once. It contains

Special rules
either the Evil Twins, Ma’s Shotgun, or Pa’s Gun (draw
randomly).

• You can search a police car more than once. Draw cards • Mmm...sausage. Each Objective gives 5 experience
until you find a weapon. Discard the other cards. The Aaahh! points to the Survivor who takes it.
card triggers the appearance of a Walker as usual and inter-
rupts the search. • The iron curtain. The blue door cannot be opened until
the blue Objective has been taken. Taking the blue Objective
also activates the blue Spawn Zone.
Zombie Zombie Blue Toxic Fatty
Door Player Spawn Zone Spawn Zone (w/ 2 Walkers • Toxic roamers. Put a Toxic Fatty (with its two Toxic Walker
starting escorts) escorts) in each Zone of the mall’s indoor alley.
area
• Toxic Abomination’s haven. Put the Toxic Abomination in
Objective Blue Objective Toxic
Blue Door Mall door (5 XP) (5 XP) Abomination the designated area.

Toxic city Mall - Missions 17


Objectives
M03 Zombie
Square
EASY / 4+ Survivors / 60 minutes We just have to do this in the right order:
1– Find the spare parts. The places where they may be
This was a nice place to walk around before hidden have been marked with a red “X” on the map. You
the zombies. Now, zombies come pouring out also will need at least 2 Gasoline cards.
of the four sewer holes whenever anyone 2– Fly away! Reach the Exit Zone with the remaining Survi-
comes around. Makes it less nice than it vors and at least 2 Gasoline cards. Any Survivor may escape
was. through this Zone at the end of his turn, as long as it’s free
We wouldn ’ t be here at all but for the of Zombies.
helicopter. It needs gas, but that ’ s the
easy part. Peering through his scope, Raoul
saw that some smart ass had removed some... Special rules
well, we need spare parts for this baby to
take off. The missing parts are probably • Spare parts. Each Objective gives 5 experience points to
around somewhere, likely crawling with the the Survivor who takes it.
genius that took them.
We must be nuts to explore this area. • Toxic roamers. Put two Toxic Walkers in each Zone of the
At least nobody has been able to plunder mall’s indoor alley.
anything here.
I wonder what scares me more, flying or • You can use cars.
zombies. Guess I’ ll find out.
• Each pimpmobile can be searched only once. It contains ei-
Tiles needed: 1B, 1C, 2B, 2C, 3M, 4M, 5B, 7M & 8M. ther the Evil Twins, Ma’s Shotgun, or Pa’s Gun (draw randomly).

Player Exit
starting
area

Objective (5 XP)

Mall door Door

Pimpmobile
you can drive

Rubble Rubble
(small) (big)

Toxic
Walker x2

Zombie

18
Spawn Zone

Toxic city Mall - Missions


M04 Heliport
HARD / 6+ Survivors / 120 minutes

The helicopter dropped us in the parking


lot. We have to explore the buildings,

e
find some food, and come back ASAP.
Unfortunately, every zombie in the area
heard us land. Hell of a crowd! I should
have kept some gasoline for a Molotov.
I screamed like a little girl when we
lifted off the ground. I think I prefer
zombies.

Tiles needed: 1B, 2C, 2M, 4M, 7B & 8M.

Objectives
Simple plans never work as we want. Accom-
plish the following tasks in this order:
1– Resupply! Special, extremely important
supplies (bacon, new socks, toothpaste, more
bacon) are under the Objectives. Also collect
at least one supply card per remaining Survi-
vor. The supply cards can be Canned food,
Cookies, Rice, or Water cards.
2– Fly away with all these treasures! Reach
the Exit Zone with the remaining Survivors. Any Survivor
may escape through this Zone at the end of his turn, as
long as it’s free of Zombies. Gather the Equipment cards
and Survivors that escaped. You win if you have at least one
supply card per Survivor. Door
Permanent Noise token
(1+ #Survivors)

Special rules Player


starting area Mall double door
• Enjoy the little things. Each Objective gives 5 experience
Zombie
points to the Survivor who takes it.
Spawn Zone

• Let’s call this baby the noisycopter. Place one Noise Mall door
Toxic
token per Survivor, plus one on the Exit Zone. They’re never Walker x2
removed.
Objective (5 XP)
• Toxic roamers. Put two Toxic Walkers in each Zone of the Exit

19
mall’s indoor alley.

Toxic city Mall - Missions


M05 Mall
Raid
MEDIUM / 4 TO 12 Survivors / 180 minutes
Tiles needed: 1M, 3B, 3C, 5B, 5C, 5M, 6M, 7B & 7M.

Objectives
Never, NEVER get separated by more than twenty Rescue our friends and get out in the parked cars. Es-
yards. Craving food and supplies, some of us cape through the Exit Zone with all starting and rescued
improvised a small excursion to the mall and got Survivors, aboard as many cars as needed.
trapped inside. One barely escaped to tell us the
others are barricaded and left defenseless. We
have to jump in quick and escape as fast as we can, Special rules
or we ’ ll lose some friends. Stupid friends, I have to
say, but friends nonetheless. • Objectives. Each Objective gives 5 experience points to
Hey, both these police cars belong to a private security the Survivor who takes it.
company. Could we expect automatic weapons?
• Cornered! The Zones in the upper left tile 6M can’t spawn
Player Green Objective Zombies and Survivors cannot Search in them. The barri-
Survivors
starting (5 XP, see special rules) cades can be broken but not rebuilt.
to save
area Put one Survivor of your choice per player in the designated
Blue Objective
(5 XP, see special rules) Zone of tile 6M, up to a maximum of 12 Survivors on the board.
Door
Objective They don’t have any Equipment (even those with the Starts
Mall double door
Open (5 XP, see special rules) with [Equipment] Skill). Each cornered Survivor is played
door normally and doesn’t count toward the maximum number of
Police car
Complete you can drive Survivors a player can start with (see the rulebook).
Mall door
barricade
Zombie Pimpmobile
Exit you can drive • Hello, my little friend! Put aside all Assault Rifle Equip-
Spawn Zone
ment cards before the game starts. Each red Objective in
tiles 5B and 5C give one of these Assault Rifle Equipment
cards to the Survivor who takes it.

• Behind the wheel. All cars are


locked. They can be searched normally
but not driven until you find the match-
ing keys.
- The blue and red Objectives in tile 3B
are the police cars keys. Taking one of
them unlocks a single police car for any
Survivor to use (choose one). Taking
both unlocks both police cars.
- The green Objective in tile 3C is the
pimpmobile keys. Taking it unlocks the
pimpmobile for any Survivor to use.

• You can use cars. Remember you


need the matching keys to unlock them
(see the Behind the wheel special rule).

• The pimpmobile can be searched


only once. It contains either the Evil
Twins, Ma’s Shotgun, or Pa’s Gun
(draw randomly).

• You can search a police car more than


once. Draw cards until you find a weap-
on. Discard the other cards. The Aaahh!
card triggers the appearance of a Walker

20
as usual and interrupts the search.

Toxic city Mall - Missions


M06  Zombie
Riot
HARD / 6+ Survivors / 5 HOURS
• Toxic roamers. Put a Toxic Fatty (with its two Toxic Walker
escorts) in each marked Zone of the mall’s indoor alley. Put
two Toxic Runners in each marked Zone of the mall’s indoor
alley. Put a Toxic Abomination in the marked Zone of the
Some people tried to secure the area with barricades, mall’s indoor alley.
but it looks like the zombies came at them from
behind. The whole thing became a deadly trap. • You cannot use the car.
Anyway, there ’ s lots of ammo, electronic parts,
food, fuel, and weapons; useful stuff they salvaged • The pimpmobile can be searched only once. It contains
“ just in case ” . Pa’s Gun.
We ’ re all feeling funny. What are the odds that
it ’ s just the flu? Player
Complete
barricade starting
Tiles needed: 1B, 1M, 2B, 2M, 3C, 5B, 5C, 6C & 6M. area

Door Exit Pimpmobile


you can’t drive

Œ
Closed Mall door Toxic Abomination
Open Mall door Toxic Fatty
(w/ 2 Walker escorts)
Mall
double door Toxic Runner

Objective Zombie
(5 XP, see special rules) Spawn Zone

Objectives
We could all turn to Zombivors.
Take all the Objectives. When that’s
done, reach the Exit Zone with all
Survivors. Any Survivor may escape
through this Zone at the end of his
turn, as long as it’s free of Zombies.

Special rules
• Lust for life. You may only start
with Survivors, not Zombivors.

• Objectives. Each Objective gives 5


experience points to the Survivor who
takes it.

• Just in case. Put the blue and


green Objectives randomly among
the Objectives, face down. Each of
them gives a Molotov Equipment card
(if there are any) to the Survivor who
takes it. If there’s no Molotov cards
left, ignore this special rule.

Toxic city Mall - Missions 21


M07 Administration
MEDIUM / 6+ Survivors / 120 minutes

The prison administrative offices are near a mall

Á
we used to know. We can surely find some valuable
information here, as the place was used as an
emergency HQ at the beginning of the invasion. We
could find out where the main zombie hordes are,
or where food, weapons, and medicine are stashed.
We plan to use the mall to reach the administration
building unnoticed by zombies. And as long as we ’ re
in the mall, we can probably grab some stuff there
too.

Tiles needed: 2M, 3M, 4M, 5P, 6P & 10P.

Objectives
Let’s follow the plan carefully:
1– Explore all shops. Each shop is marked with a red “X”.
Take all red Objectives in the mall (tiles 2M, 3M, and 4M).
2– Look for the emergency files. They are in one of the
Administrative Player Violet Prison Door
three rooms marked with a red “X” in the headquarters. Take area starting area main entry door
the red Objectives in the administrative building (tiles 10P,
6P, and 5P) until you find the green one.
3– Run as you never have. Reach the Exit Zone with all
Survivors. Any Survivor may escape through this Zone at the Exit Zombie Mall door Blue door
Spawn Zone
end of his turn, as long as it’s free of Zombies.
Complete Objective
barricade (5 XP, see special rules)
Special rules
Police car Blue Objective
• Emergency stuff. Each Objective gives 5 experience you can drive (5 XP, see special rules)
points to the Survivor who takes it.

• Where are these files marked with an “X”? Put the • Police cars are ready to go. You can drive the police
green Objective randomly among the three red Objectives of cars.
the administrative areas, face down.
• You can search a police car more than once. Draw cards
• The blue pass for the blue door! Once the blue Objective until you find a weapon. Discard the other cards. The Aaahh!
is taken, the blue door can be opened. card triggers the appearance of a Walker as usual and inter-

22
rupts the search.

Toxic city Mall - Missions


M08 Out
Of Rags
MEDIUM / 6+ Survivors / 120 minutes

Killing zombies is a dirty job. Our clothes are really


suffering from blood spray, stinking from rotten
flesh, and of course, from being grabbed by filthy
zombie hands. We desperately need some new rags,
so it ’ s time to go shopping. We need more gasoline
for the car, as we don’ t have enough to get back to
our shelter. Time to fuel up.

Tiles needed: 2M, 3P, 4M, 4P, 6M, 8M, 10P & 17P.

Objectives
You can’t do real shopping without a plan:
1– Take the blue key. The mall is locked down, but you can
see the corpse of the parking guard in its entry box. He has
the key. Take the blue Objective.
2– Explore all shops. Each shop is marked with a red “X”.
Take all red Objectives in the mall.
3– Find a Gasoline card. Search the area until you find a
Gasoline card to refuel the car.
4– Go back to the car. Reach the Exit Zone with all Survi-
vors. Any Survivor may escape through this Zone at the end
of his turn, as long as it’s free of Zombies. You win if there
is at least one Gasoline card in the inventory of a Survivor.

Special rules
• Fashion victims. Each Objective gives 5 experience
points to the Survivor who takes it.

• The blue key for the blue door! Once the blue Objective
is taken, the blue door can be opened.

• Our pimpmobile is out of fuel. You can’t drive the car.

• Ma’s fitness club. Do you remember Ned? His mother


used to work out here, and she stored one of her “special”
weapons in the gym. Set a Gunblade card in the fitness club.
Any Survivor searching in this Zone can take it instead of an
Equipment card.
Zombie Player
Gunblade card Spawn Zone starting area
• Ma’s sparring partner. One of the security guards was
Ma’s sparring partner. He left his own gunblade in his entry Rubble
box. Set another Gunblade card in the specified entry box. (big)
Exit Mall door Door
Any Survivor searching in this Zone can take it instead of an
Equipment card. Blue mall
double door Objective (5 XP)
• The pimpmobile can be searched only once. It contains
Pimpmobile Blue Objective
Pa’s Gun.
you can’t drive (5 XP, see special rules)

Toxic city Mall - Missions 23


M09 Ultrared
District
HARD / 6+ Survivors / 60-180 minutes

We heard about a police station used to store


some really dangerous evidence, custom weapons of
unmatched efficiency. The station is locked down
since all cops went to the nearby mall in a useless
fight. Everybody is now dead. We just have to

¡
search the corpses until we find the pass to enter
the station. The only question is: can we use these
weapons? Some of us think we should explore the
entire mall and kill all zombies until we feel strong
enough. Of course, that will take time, meaning
more and more zombies will show up.

Tiles needed: 1M, 2M, 5M, 6M, 6P & 10P.


Put aside six Ultrared weapon cards. They are put in the
Zone marked as an “Evidence Room”.

Objectives
We want these weapons, and there is only one way to get
them. Exit
1–Find the pass to enter the police station. We need a
police white pass to enter the station. The place where the White Prison Player Evidence Room
main entry door Mall door starting area (see special rules)
bodies are is marked with a red “X”. Take the red Objectives
until you find the white one.
2– Search the police station. Search the Zone marked
“Evidence Room” to find all six Ultrared weapons. Violet Prison Violet Zombie Door Complete
main entry door Switch Spawn Zone barricade
3– Go home with your new toys. Reach the Exit Zone with
Violet Objective Objective
all Survivors. At least one of them has to possess an Ultrared (5 XP) (5 XP, see special rules)
weapon in his inventory. Any Survivor may escape through this
Zone at the end of his turn, as long as it’s free of Zombies.
• The violet switch. Activating the violet Switch opens the

Special rules
violet door. The Survivor switching the violet Switch for the
first time also takes the violet Objective and gains 5 experi-
ence points. The violet door closes when the violet Switch is
• Sense of accomplishment. Each Objective gives 5 expe- placed back in its original setting.
rience points to the Survivor who takes it.
• Ultrared weapons. A Zone is marked “Evidence Room”
• The white pass! Put the white Objective randomly, face in the police station. Stored here are six Ultrared weapons.
down, among the ten red Objectives. Once this Objective Any Survivor Searching in the Evidence Room can choose
is taken, the White prison main entry door can be opened. and take one of the remaining Ultrared weapons instead of a

24
regular Equipment card.

Toxic city Mall - Missions


¡
M10 Running
Mall
HARD / 6+ Survivors / 120 minutes
The mall is huge but we have finally reached its
end: the administrative section and storage area.
There is only a delivery door between us and the
exit. Unfortunately, it ’ s a great iron curtain. We
need to get some power back to the mall to open this
thing. Not an easy task.
Zombie Blue Zombie Exit Complete
Player Spawn Zone Spawn Zone barricade Tiles needed: 1M, 3M, 4M, 6P, 7M, 11P, 14P, 15P & 16P.
starting area

Blue door Green door Mall


Rubble
double door
(small)

Mall door Yellow White Violet


Switch Switch Switch

Objective Yellow Objective White Objective Violet Objective


(5 XP) (5 XP) (5 XP) (5 XP)

Objectives
The great escape is a
three steps plan.
1– Find the keys to the
security rooms. There
are two security rooms
in the storage area of the
mall. We need the keys
to open their reinforced
doors. We have marked
the place where the key
could be with red “X’s”.
Take the red Objectives
until you find the blue and
green ones.
2– Activate the three
switches. Marked as the
exit, the rear entrance of
the mall is closed. We
need to start the emer-
gency generator to open
the rear door. Activate
the three Switches, and
the delivery door will
open!
3– Fly, you fools! Go
past the Exit Zone with
all Survivors.

Toxic city Mall - Missions 25


ê
Special rules
• Tense as a thriller. Each Objective gives 5 experience
points to the Survivor who takes it.

• The green key! Put the green Objective randomly, face


down, among the red Objectives. Once this Objective is
taken, the green door can be opened.

• The blue key! Put the blue Objective randomly, face down,
among the red Objectives. Once this Objective is taken, the
blue door can be opened.

• Stop the silent alarms. Remove one Spawn Zone (any


color, even the blue one) when you find the blue Objective
and a second one when you find the green Objective.

• A silent alarm. Where does it ring? In a place full of zom-


bies, of course. The blue Spawn Zone activates when the
blue Objective is taken. It can be selected for immediate
removal with the “Stop the silent alarms” special rule.

• The white switch. Activating the white Switch is a step


to opening the rear door. The Survivor switching the white
Switch for the first time also takes the white Objective.

• The violet switch. Activating the violet Switch is a step


to opening the rear door. The Survivor switching the violet
Switch for the first time also takes the violet Objective.

#13 Index
• The yellow switch. Activating the yellow Switch is a step
to opening the rear door. The Survivor switching the yellow
Switch for the first time also takes the yellow Objective.

• The three switches open the rear door. Once the white,
violet, and yellow Switches have been activated, Survivors Barricades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10-11
can cross the Exit. Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-3
Extra successes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Á
Indoor alleys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Mall shops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16-26
No path to Survivors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Parking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Playing with 7+ Survivors . . . . . . . . . . . . . . . . . . . . . . . . . 14
Resurrection mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Rubble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Stashing Equipment in cars . . . . . . . . . . . . . . . . . . . . . . . 14
Targeting priority (TCM update) . . . . . . . . . . . . . . . . . . . . . 7
Toxic Abomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Toxic Blood Spray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-5
Toxic Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4-7
Ultrared mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Ultrared weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

26
Zombivors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7-8

Toxic city Mall - Missions


House ruling
#14 Designers’ notes We wanted Zombicide to have very flexible features and

The Guillotine Spirit –


easy rules. This combination opens endless possibilities for
house ruling. You don’t like a rule? Change or ignore it. You
Liberté, égalité, fraternité want a token to represent something we didn’t think about?
Surprise us. You’ve thought about your own Survivor or have
a miniature you’d like to play? Blank ID cards and Equipment
“Liberté, égalité, fraternité” (liberty, equality, brotherhood) is cards are available for download on Guillotine Games’ web-
the French motto and Guillotine Games’ motto as well. We site (http://guillotinegames.com). Let your imagination open
believe in cooperation, friendship, and trust to reach suc- the gates of your own zombie world. Having fun shall be

ï
cess in a challenging world. We took inspiration from these the only rule.
values to create our company and design Zombicide. That is
the Guillotine Spirit.

Zombivors
When players saw the Zombivor drawings for the first time,
many thought about the introduction of Player vs Player
rules to the game or, at least, heroes joining the zombie force
against other players. We thought about these options. But
another idea slowly arose.
The Guillotine Spirit inspired us to create heroes turning
into zombies and remaining heroes by sheer willpower.
This allowed us to introduce changes in their game profile
with new features and a new feel. Creating Zombivors also
seemed a unique way to strengthen the Zombicide universe.
Survivors are heroes strong enough to face infection and
death, and win. What can be learned from Zombivors about
the zombie infection? What place will they hold in the future
of Zombicide? Zombivors introduced concepts of “before”
and “after” in Zombicide and thus, the beginning of a lasting
storyline.

Lines of sight
Some game components, especially the parking tile, raised
questions in our team. How can an Actor just see in straight
lines in an open field like a parking lot?
As most of us had designed war games before, we studied
ways to introduce diagonal lines of sight to the game. Such a
change was possible but had numerous consequences, the
first of them being greater complexity in the core rules. After
a while, we chose to keep the original rules. Rules simplicity
is a pillar for Zombicide’s popularity and, on a winky side
note, we don’t want our wives and kids out of the game!

Toxic city Mall - Rules 27


CREDITS
Game designers: Playtest:
© 2013 Guillotine Games, all rights
reserved. No part of this product may be
Raphaël GUITON, Jean-Baptiste LULLIEN Thiagho ARANHA, Violeta BAFILE, Thiago reproduced without specific permission.
and Nicolas RAOULT BRITO, Christophe CHAUVIN, Edgard Zombicide, Guillotine Games, and the
CHAUVIN, Lancelot CHAUVIN, Yuri FANG, Guillotine Games logo are trademarks
Executive Producer: Guilherme GOULART, Michelle GOULART, of Guillotine Games. Coolminiornot, and
Percy DE MONTBLANC Vitor GRIGOLETO, Odin GUITON, the CoolMiniOrNot logo are trademarks
Mathieu HARLAUT, Thaissa LAMHA, Eric of CoolMiniOrNot, Inc. Coolminiornot is
Art: NOUHAUT, Frederico PERRET, David located at 1290 Old Alpharetta Road,

Miguel COIMBRA, Nicolas FRUCTUS, PRETI, Renato SASDELI and Rafal ZELAZO. Alpharetta, Georgia 30005, U.S.A.
Retain this information for your records.
Edouard GUITON, Mathieu HARLAUT, Guillotine Games would like to thank Not suitable for children under 36
Antonio MAINEZ and Eric NOUHAUT David Preti, Marbella Mendez, David months due to small parts. Actual
Doust, Chern Ng Ann, Jérémy Masson,
Graphic DEsign: Jacopo Camagni, Stephen Yau, Didier
components may vary from those
shown. Made in China.
Mathieu HARLAUT Fancagne and our great friend Paolo
Parente. Toxic City Mall
Sculptors: Great thanks to Yoann Le Nevé and the
First Edition: August 2013

Elfried PEROCHON and Rafal ZELAZO THIS PRODUCT IS NOT A


Hellfest for their support.
TOY. NOT INTENDED FOR
Editing: Super thanks to Christophe Chauvin and USE OF PERSONS 13 YEARS
Christopher Bodan and Thiago ARANHA to woodbrass.com for their support. OF AGE OR YOUNGER.

Toxic City Mall Zombie ecology

Experience
to destroy
Targeting
priority

Min Dmg
Actions

points
Name

1 Toxic Walker 1 1 1

2 Walker 1 1 1

Toxic Fatty 1 2 1
3
Toxic Abomination 1 3 5
Fatty 1 2 1
4
Abomination 1 3 5

5 Toxic Runner 2 1 1

6 Runner 2 1 1

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