좀비사이드 (2판)
좀비사이드 2판은 더욱 빠르고 부드러우며 영화 같은 게임플레이로 협동 좀비 서바이벌이라는 현대적인 고전 게임을 다시 선보입니다!
2021년에 출시된 이 대히트작 좀비사이드의 새로운 에디션은 과격한 좀비 사냥, 팀워크, 그리고 점점 고조되는 혼란이라는 원작 게임의 유산을 계승합니다.
플레이어들은 죽은 자들로 들끓는 도시에서 함께 싸우는 평범한 생존자 역할을 맡습니다. 좀비는 게임 시스템에 의해 조종되므로, 생존자 일행은 이동을 조율하고, 소음을 관리하며, 무기와 장비를 탐색해야 합니다. 그리고 좀비 무리가 점점 더 위협적으로 변할수록 과감하게 위험을 감수해야 합니다.
이번 2판은 간소화된 규칙, 업데이트된 원거리 공격 우선순위, 단순화된 문 상호작용, 개선된 차량 규칙, 그리고 생존자들이 너무 가까이 다가갈 때까지 좀비들이 숨어 있을 수 있는 새로운 다크 존 시스템을 통해 좀비사이드 1판의 경험을 한층 더 발전시켰습니다.
플레이어는 25개의 미션을 통해 자원을 수집하고, 레벨을 올리고, 강력한 장비를 해제하고, 감염된 거리를 헤쳐나가며 필사적인 생존 투쟁과 폭발적인 좀비 사냥 액션을 경험하게 됩니다!
플레이어 수: 1 - 6
게임 시간: 50 mn
복잡성: 2 / 5
좀비사이드 (2판) 및 다른 게임 1347개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
좀비사이드 (2판) 및 다른 게임 1347개를 온라인으로 즐겨보세요.
다운로드가 필요없으며, 웹 브라우저에서 바로 플레이할 수 있습니다.
친구들과 그리고 전세계의 수많은 게이머들과.
무료.
규칙 요약
Overview
Zombicide is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by zombies. Each mission has its own win condition, shown in the top right.
Game Mechanics
Unless the mission states otherwise, players take control of six Survivors (some may control more than one, depending on the number of players). Some are adults (3 HP) and some are kids (2 HP), identified by a yellow icon on their character card. Kids have one less HP than adults, but start with the Slippery skill (ignore zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)
Zones
The board/map consists of square zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board's edge).
Survivors have line-of-sight in any non-diagonal direction to any other street zones up to the board's edge as long as they aren't blocked. However, a Survivor can only see as far as one zone into a building with an open door (and must be directly adjacent to the zone). From an inside zone, a Survivor can only see as far as one zone to any adjacent room through an open door, but can see into the street with no limit.
Equipment
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor's hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.
Weapons
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. "Pimpweapons" (special strong found in yellow crates) are red.
Each weapon has four numbers at the bottom.
| Range | Dice | Accuracy | Damage |
|---|---|---|---|
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. | Number of dice that are rolled when using the weapon. | Each die that reaches this number counts as a success/hit. | The amount of damage that each successful hit does. |
Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.
Watch out for friendly fire: If a zone contains a mix of zombies and Survivors, any unsuccessful hits on a ranged attack will hit a Survivor of the player's choice. Multiple failed hits can be distributed among multiple Survivors.
Adrenaline Points (AP) and Danger Level
Each time a character kills a zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red) Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one.
But this has a trade-off. When zombies spawn, the highest Danger Level of any Survivor determines which and how many zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the zombie spawn will be of orange level. Therefore, it's a smart strategy to stay around the same level as your fellow Survivors.
Zombies
Zombies do not "retain" their HP counts (as in an RPG). To kill a zombie, you have to do all your damage at once to kill it. Therefore, weapons that only do one damage are useless against Runners and Abominations, and BGA will not allow the combat action if they are the only available targets. Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply. Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply. Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.
| Type | Icon | HP | # of actions | AP Reward | Total |
|---|---|---|---|---|---|
| Walker | 1 | 1 | 1 | 40 | |
| Runner | 1 | 2 | 1 | 16 | |
| Brute (a.k.a. Fatty) | 2 | 1 | 1 | 16 | |
| Abomination | 3 | 1 | 5 | 4 |
Zombies can spawn from the following events:
- Beginning of the game (as part of the setup)
- When a door is opened
- During the zombie phase
- When searching a room
Types of zombie spawns are:
- Normal: Zombies spawn but do not move/attack
- Rush: Zombies spawn and move/attack
- Extra Activation: Zombies of the indicated type take a second move/attack
Abominations
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead.
Abominations require 3 damage to kill, but no weapon can do more than 2 damage. However, 3 damage can be reached using skill cards or special rules for a mission.
There are four possible types of Abomination:
Gameplay
Player Turn
If you are controlling multiple characters, fully complete one character's turn before taking a different character's turn, but you can choose the order in which your characters act
A character starts with 3 Actions per turn, but this can be increased as they level. The actions are as follows:
- Move - 1 Action to move to an adjacent Zone +1 Action per zombie in current zone. This means with the base 3 actions, if a character has 3 zombies in their zone, they cannot move. If movement takes a character into a zone with zombies they cannot continue moving even if they have enough actions to progress.
- Search - Whilst in an Inside Zone with no Zombies, 1 action to draw an equipment card and either put it in Hand, put it in Backpack, or Discard it. If they put it in Hand/Backpack, they get a free action to redistribute the cards they currently hold however they like. If they have no space for the new item, during the redistribution they can choose a different item to discard. A Character can only perform 1 Search per turn, if they have a skill which gives them a Free Search this also counts as their 1 Search per turn.
- Open Door - If the character holds an item in hand which contains the door symbol on the top left, they can spend 1 action to open a door adjacent to the zone they are in. Abnormal doors may require a mission based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a Light Zone.
- Trade - For 1 action, you can either trade with one other character in the same zone or redistribute your items between your Backpack and Hand. A trade does not have to be equal, it can be 1-for-1 or it could be a full take or a full give or some other arrangement agreed upon between the controlling players. The other character in the trade gets a free redistribution.
- Noise - For 1 action you can place a noise token in your zone
- Interact with Objective - For 1 Action you can interact with or take an objective, this effect can vary based on the Mission, but typically gives 5AP unless the Mission states otherwise.
- Combat - For 1 action, you can use a weapon against a zone with Zombies, if you satisfy the condition for Dual Wield you can use a single action to use both weapons.
- Wait - You can pass on any actions you don't wish to take
After all players have had a turn, the first player becomes the subsequent payer. The previous first player will become the last player in the next round.
Zombie Turn
After all characters and thus all players have taken their turns, the zombies activate
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they'd like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.
Game End
Win Conditions
The game is won when the Mission Objectives are all complete
Loss Conditions
The game is lost if any Survivor dies
The game is lost if a game state causes a Mission Objective to be impossible to complete
The game is lost if a Mission specific Loss criteria is met
