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Zombicide (Inventory (Reserve Slots (Iten in Reserve One, Iten in Reserve…
Zombicide
Inventory
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if a survivor get's injured by a Zombie, they must use one of their Inventory Slots to carry a Wound Card
Some Items must be in a Hand Slot to be used, but others can be used from any Slot
A Survivor can't hold more than 5 Cards at any given moment. If such is the case, they dicard Cards until there are 5 or less cards remaining in their Inventory
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Zombies
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Abomination
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There can only be 1 Abomination active in the game at any given time. If chance dictates that another Abomination should appear, Spawn a Fat with 2 Slows instead.
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Every Zombie except for the Runners have 1 Action to Spend during the Zombie Phase of the game. This Action can be Spent either Attacking a Survivor if there is any in it's Current Zone, or Moving to a different Zone
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During an Agent's turn
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No matter the Agent
When any action that isn't "Move" is executed, check to see if there are any Survivors and if the objective was completed
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Movement
Agents can move from one Zone to another provided the Zones have at least one contact border (corners don't count)
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Zones
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Entrance Zones
At the end of the Enemy Phase, all Entrance Zones spawns zombies based on the highest Danger Level survivor
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Combat
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Survivor
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Weapons
Always has
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Dice
When attacking, roll the indicated number of dices. the ammount of dices whose values exced the Weapon's Precision represents how many attacks hit the Target
Precision
Represents how big a Dice roll for a Weapon Attack must be in order to be successful. The higher the Precision, the lower the chances of a successful hit
Maybe has
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Open Doors
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Loudly
Opens the Target Door, but adds a Noise Value to the Survivor's Current Zone
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is Inside a Car
is the Driver of a Car
Deals 1 damage to every Agent in all Zones the Car goes through whem moving (including the Zones the Car starts and stops) - :warning:
if any Zombies are Killed by this action, the Driver receives all the Experience it generates
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