--- title: Zombicide 2E custom map - Zombie Horde tags: zombicide # 🔵🟡🟠🔴 # 🟫🟥🟩🟦 --- # Zombicide 2E custom map - Zombie Horde **Difficulty:** Hard **Time:** 90 minutes ## Layout ``` 5V 9V 6R 2R 7R 4R 8R 1R 3R ``` **Required tokens:** * Exit Zone * 9x Objective Crate * 9x Pimpweapon Crate * 1x 🟫First, 2x 🟥Red, 1x 🟩Green, 1x 🟦Blue Zombie Spawns * 1x 🟩Green Door ![](https://i.imgur.com/mA45A73.jpg) ## Objectives In order: 1. Take at least 7 Objectives. 2. [Optional] Take an 8th Objective. 3. [Optional] Take a 9th Objective. 4. **Reach the Exit with all Survivors.** Any Survivor may escape through this Zone at the end of their Turn, even if there are Zombies in it. ## Setup Place all the tokens accordingly to the map image. Things to note: * A Green Door on the `3R` tile. * A Green Zombie Spawn on the `3R` tile. * A Blue Zombie Spawn on the zone between the `2R` and `7R` tiles. Place Pimpweapon Crates and Objective Crates as usual. ## Special rules ### Initial conditions When starting the mission, the 🟦Blue and 🟩Green Zombie Spawns are inactive. ### Pimpweapon Crates Each Pimpweapon Crate gives a random Pimpweapon, among those still available, to the Survivor who takes it. They can then reorganize their inventory for free. ### Objective Crates Each Objective gives 5 AP to the Survivor who takes it. The 8th Objective grants 5 AP to ALL Survivors instead. The 9th Objective grants 10 AP to ALL Survivors instead. ### 🟩Green Door and Zombie Spawn Opening any door to the building on tiles `1R` and `3R` also opens the 🟩Green Door on the `3R` tile and activates the 🟩Green Zombie Spawn. ### 🟦Blue Zombie Spawn The 🟦Blue Zombie Spawn is replaced with the 🟫First Zombie Spawn after the Zombie Horde is activated for the first time. See the next special rule. ### Zombie Horde At the end of the turn, after activating zombies, but before spawning new zombies, if the current Danger Level is 🟠Orange or above, activate the Zombie Horde. If any Survivors are present on zones with Horde tokens when activating the Zombie Horde, they are removed from the map and considered dead. When activated for the first time, place a Horde token on the zone with the 🟫First Zombie Spawn token. Replace the 🟦Blue Zombie Spawn token (between tiles `2R` and `7R`) with the 🟫First Zombie Spawn token. For all other activations, determine all zones that are adjacent and connected by an open path or a door to any zone with an existing Horde token. For all of those: * If the current Danger Level is 🟡Yellow: * If there is a closed door between that zone and the zone with a Horde token, open the door. * Otherwise, place a Horde token on that zone. * If the current Danger Level is 🟠Orange or above: * Place a Horde token on the zone. * If it is an exterior zone, place a Horde token on all adjacent exterior zones. :::info To help with new Horde token placement, you may instead want to use two-sided tokens with different faces -- active and inactive. Before activating the Zombie Horde, flip all existing Horde tokens from their active to their inactive face. ::: When placing a Horde token, remove all actors and other tokens from that zone. Additionally remove any door tokens that have Horde tokens on both sides of the door. * Survivors removed this way are considered dead. * Zombies removed this way do not grant AP. * Objective Crates removed this way are NOT considered to be taken by Survivors. Treat zones with Horde tokens as if they contained 10 Walker zombies. Both Melee and Ranged actions can be used on the Zombie Horde and successful hits grant AP accordingly. After the action is resolved, the zone is still treated as if there were 10 Walker zombies in it. A Molotov can be thrown on Zombie Horde zones (unless it is the only Horde token on the map), removing the Horde token from that zone. This action grants 10 AP to the Survivor that used the Molotov. :::info Survivors can still move through Zombie Horde zones, as long as they do not stay on those tiles at the End Phase. This means you can use skills like **Slippery**, **Jump** and **Lifesaver** to move through the Zombie Horde, if needed. ::: The skill **Shove** can be used when standing on a zone with a Horde token. Doing so moves the Horde token to a selected adjacent zone. If there was already a Horde token in that zone, remove one of them instead. The skill **Taunt** can be used on a zone with a Horde token. When doing so, place a Horde token on a zone without a Horde token, adjacent and connected by an open path or a door, that is the closest to the Survivor using the skill. Zombies moving into zones with Zombie Horde tokens are removed (they join the horde). Zombies removed this way do not grant AP. #### 🟡Yellow Danger Level example Turn-by-turn: 1. The initial Zombie Horde state. 2. At 🟡Yellow Danger Level the Zombie Horde cannot move directly through closed doors, but it can break down any doors it is adjacent too. Two doors are broken down. Additionally, the Zombie Horde proceeds through the street. 3. The Zombie Horde can now enter the rooms via broken doors. 2 rooms now contain the Zombie Horde. Additionally, the Zombie Horde proceeds through the street. ![](https://i.imgur.com/vNrnfdU.jpg) #### 🟠Orange Danger Level example Turn-by-turn: 1. The initial Zombie Horde state. 2. At 🟠Orange Danger Level the Zombie Horde can move directly through closed doors. The Horde moves 1 room or 2 exterior zones per turn. 2 rooms now contain the Zombie Horde. Additionally, the Zombie Horde proceeds 2 zones through the street. 3. 5 additional rooms are now adjacent to the Zombie Horde, so now they also contain the Zombie Horde (for a total of 7 rooms). Additionally, the Zombie Horde proceeds 2 more zones through the street. 4. The Zombie Horde proceeds through the rooms like always. The Horde proceeds 2 more zones through the street, but because there was one more door leading to the street, it also proceeds 2 zones through that door -- first outside, then both left and right at once. This means a total of 4 exterior zones now also contain the Zombie Horde. ![](https://i.imgur.com/wjpuz23.jpg)