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& missions
#1 Toxic City Mall
game contents
4 game tiles (double-sided)
14 Survivor miniatures
#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)
#13 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
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
Small x4 Large x2
Skill counters x12
Rubble TOKEN
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
:
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.
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.
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.
Experience
to destroy
Targeting
priority
Min Dmg
Actions
points
Name
1 Toxic Walker 1 1 1
2 Walker 1 1 1
5 Toxic Runner 2 1 1
8
The third Wound lands on Raoul. The player discards
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.
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.
…mostly. This
Zone can’t be
walked on or
through (even
with a car!).
13
reaching Orange and then Red Level. Red Level. Who will get the highest body count?
#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!
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.
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.
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
Police car
you can drive
Pimpmobile
you can drive
Rubble Rubble
(small) (big)
Toxic Zombie
16
Walker Spawn Zone
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.
Player Exit
starting
area
Objective (5 XP)
Pimpmobile
you can drive
Rubble Rubble
(small) (big)
Toxic
Walker x2
Zombie
18
Spawn Zone
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.
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)
• 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.
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.
20
as usual and interrupts the search.
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.
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.
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.
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.
¡
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.
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.
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.
• 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.
#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
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!
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
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