無盡殺戮(第二版)
《無盡殺戮:第二版》將這款合作喪屍生存的現代經典之作重新搬上桌面,並帶來了更快、更流暢且更具電影感的遊戲體驗!
這款於 2021 年推出的暢銷大作《無盡殺戮》全新版本,承襲了原版遊戲的經典精髓,帶來更痛快誇張的喪屍斬殺、團隊合作以及不斷升級的混亂場面。
玩家將扮演在喪屍橫行的城市中並肩作戰的平凡倖存者。喪屍則由遊戲系統自身控制,迫使團隊必須互相協調行動、管理噪音、搜尋武器與裝備,並在喪屍群變得愈發危險之際,冒險做出大膽的決擇。
這款版本精簡了原版《無盡殺戮》的遊戲體驗,帶來了更流暢的規則、更新了遠程攻擊優先順序、簡開門後的互動、改進的載具規則,以及全新的黑暗區域系統能讓喪屍在暗處潛伏,直到倖存者過於靠近時才會現身。
在 25 個任務中,玩家將四處搜刮、升級、解鎖強大裝備,並在受感染的街道上殺出一條血路,展開一場為了生存的殊死搏鬥,以及火爆痛快的斬殺喪屍行動!
玩家人數: 1 - 6
遊戲歷時: 50 mn
複雜度 2 / 5
在線上玩 無盡殺戮(第二版) 以及 1347 款其他遊戲。
無需下載──直接用你的網路瀏覽器玩。
與你的朋友以及全世界成千上萬的玩家們。
免費。
在線上玩 無盡殺戮(第二版) 以及 1347 款其他遊戲。
無需下載──直接用你的網路瀏覽器玩。
與你的朋友以及全世界成千上萬的玩家們。
免費。
規則摘要
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
