Actually, if you have 8 walkers in one zone and there are 2 valid paths to get to the most noisy zone, you literally split them : you get 2 groups of 4 walkers.
There can only be one zombie added when splitting: in the case you have an even number of zombies. Eg: If you have 9 zombies in one zone, 5 go one way (A), 4 go the other way (B) + an additional one ...
Plenty of Ammo cards can be used once per action and are not discarded when used.
Some card types, including “Plenty Of Ammo” cards, are always in effect.
Each Survivor can carry up to five pieces of Equipment but
can only have two equipped and ready to use (one in each hand) at any
given time. While all weapons must be in a hand slot ...
On the streets a zone is a variable-sized area edged by building walls and pedestrian crossings.
From the Zombicide rulebook (page 5):
Inside a building, a Zone is a room.
On the street, a Zone is the area between two pedestrian
crossings and the walls of buildings along
the street. A single Zone may extend over two tiles
or even four tiles.
From the rules for melee combat,
Each die roll equal or higher than the Accuracy value on the
weapon’s card is a successful hit. The player divides his hits as
he wishes among the possible targets in the Zone.
This means that a melee attack landing three hits could target and kill up to three creatures.
Ranged combat works the same way, except there are ...
The version 3 rules have been updated to read:
Shuffle the Zombie cards into one deck and the Equipment cards into another, then place them face down close to the board
Which makes things clearer. I still stand by my point that for a "gentler" start, having the Zombie deck in order is a good way to start, but for greater challenge a shuffled deck is the ...
No, you can't use jump to move into/out of a tower, as the towers are surrounded by ramparts which specifically block movement.
From the Wulfsburg rules (page 5):
Tower tiles feature both building and street Zones, bordered
by ramparts ....
Ramparts can’t be crossed but don’t block Lines of Sight.
Clovis: He was mostly setup for close combat at full, give him an armor and send him to kill, IF you get to find the 2 bustard swords the sword master skill becomes useful and a great add on, if not go for the other one and get a good sword with a dagger and start to kill more dice = more kills
Samson: he is surely a tank, just with iron hide the 3+ armour ...
It seems like the likelihood of drawing a three damage weapon is quite low with all the cards together.
S1 alone is the worst. S1+S2 is about the same as just S2. Adding TCM greatly improves the odds.
S1: 2/52 = 3.8% (2 sets of Molotov ingredients)
S2: 3/71 = 4.2% (2 sets of Molotov ingredients, Concrete Saw)
S1+S2: 5/123 = 4.1%
S1+TCM* = 5:/69 = 7.2% (2 ...
The rules as written state: The Survivor plays an extra turn each time an
extra activation card is drawn in the Zombie pile. (source).
This explicitly states that the extra turn is only gained when an activation card is drawn (those that say "all X 1 extra turn").
Note: this ability would also trigger at blue threat level, even though the zombies do not get ...
I think Ken Herbert has a good explanation on what constitutes a "Zone" in Zombiecide. From his answer, page 5 of the core rulebook suggests:
Inside a building, a Zone is a room.
With that in mind, the red droplets in your image would be the correct spawns. The top area, while double-wide, is still just 1 big room. The bottom area is separated ...
No, if the scope is combined with the gun, it counts as one card.
You can see this in the rules:
Specific Equipment cards can be combined to build im-proved
weaponry. Take the two appropriate cards, which must be
already stored in the Survivor’s inventory, and combine them
into the new weapon. This does not cost an Action, ...
I think, you can safely assume that, because it is not in the rules (I checked all the instances of fatties and the relevant sections) they do not get an escort.
But if you think that is too easy, you can always add them.
The rulebook of the Rue Morgue expansion, at page 25, includes crawlers in the extra activation rule when running out of miniatures.
The Zombicide Season 3: Rue Morgue box contains enough Zombies to invade a city. However, players may still run out of miniatures of the indicated type when required to place a Zombie on the board through spawning (...
We too played the first couple of quests in Zombicide: Black Plague and it took us about 2 hours for quests 2 and 3 and we have played previous Zombicide games.
The first quest we played with 2 people (each controlling 2 survivors) and it took us about an hour and a half, but that included a lot of rules checking (there are huge differences in the rules ...
Most gaming kits come with supplies to provide prize support for multiple people (whether it be players, people who help moderate the events, or other qualifications).
Regarding playing the same character, there's nothing that prevents you from doing this, although typically you'd want to have more diversity of roles (and some characters could make the game ...