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Question 1: If Survivor A shoots into a zone containing Survivor B, using a 2 damage weapon (i.e. Shotgun), does Survivor B suffer one wound or two?
A: Two.
Question 2: If all the Survivors in play are, in the noisiest zone, inside a building, that has one open door, and one closed door, and there is a group of Zombies outside the building, which (when ignoring doors), taking a path via the closed door, are closer to the Survivors, than taking a path via the open door, do the Zombies take the path via, and stop at, the closed door, or do they go the long route round, via the open door?
A: Zombies always go to the shortest clear path leading to the Survivors. In this case, they take the long route to reach their meal.
Question 3: If a survivor carries two flashlights, can they both be used together to draw 3 cards per search?
A: Yes.
Question 4: Can flashlights be used when searching cars, for example to find both Ma's Shotgun and the Evil Twins in a Pimp Mobile, and if so how does this work with Police cars, do you draw cards two, or three, at a time, and if you draw two, or three, weapons at once can you keep them all?
A: Flashlight: Pick one extra card when searching. Police cars: draw cards until you find a weapon, then discard the others. Pimp mobile: contains either Ma’s shotgun or Evil Twins. These effects don’t really interact with each other.
Police car: keep the first weapon you find.
Pimp mobile: pick a pimp mobile weapon at random.
Question 1: If you spawn fatties, but are out of walkers, do the walkers get an extra turn?
A: Yes.
Question 2: Does the +1 die skill provide +1 die per action or +1 die per weapon?
A: +1 die per weapon. This will be corrected soon on the app.
Question 3a: Can your two zones of movement with a car be back and forth?
A: Yes.
Question 3b: If so, how many attacks would you make on the figures in the two zones, 1 each for the movement, or 2 in your starting zone and 1 in the drive-through zone?
A: 2 in your starting Zone and 1 in the drive-through Zone.
Question 1: If you have a full inventory and draw a scope or rifle, can you combine it with a scope or rifle already in your inventory without having to drop something else first?
A: You have to drop something first.
Question 2: Similarly, if you have a full inventory and draw a glass bottle or gasoline, can you combine it with a glass bottle or gasoline already in your inventory without having to drop something else first?
A: You have to drop something first.
Question: Can car movement be activated more than once per Survivor, on the same turn?
A: Yes.
Question 1: Can 2 sawed off shotguns be reloaded with 1 reload action?
A: Yes.
Question 2a: When combining a glass bottle and gasoline, can the molotov be put into your hand immediately or is it a seperate action?
A: Answer is P. 12 – it can be equipped.
Question 2b: When using a molotov, do you also get a free reorganization or does it leave you with an empty hand?
A: Molotov is a one-use weapon. It leaves your hand empty.
Question 3a: Do discarded cards get removed from the game or put in a discard pile for reshuffling in the event that the equipment deck is empty?
A: They get in a discard pile. This pile is reshuffled when the draw pile is empty (note: no Wound, Molotov, Ma’s shotgun or Evil Twins cards in the reshuffled pile)
Question 3b: How does this impact non-weapon cards discarded from police car searches?
A: They get reshuffled when the pile is empty.
Question 3c: Are zombie Ahhh cards included or removed from this discard?
A: They are included and reshuffled as well.
Question 4: How do you handle starting equipment when starting with fewer than three survivors (Might Makes Right with 1 or 2 players)?
A: Normally. The Survivors) get the starting weapons in a random manner. If there’s only one, he get the whole package (and deserve it).
Question 5: Can a door be opened even if a zombie is already present in the zone?
A: Yes.
Question: If a small group of survivors are all located in one zone in a building and all the entrances have sealed doors (or unopened ones), where do all the zombies go/move towards that have been spawned on the rest of the gameboard not including the building that the survivors populate???
A: They move as if all doors were opened, but stop by closed doors.
Question 1: Must a crowbar or fireaxe be equipped in hand to use it's ability to open doors or can it be in your three back equipment slots?
A: P.8. It must be equipped.
Question 2: Can you open a door while in a car?
A: Yes.
Question: If a car enters, exits, or passes through another zone with a car with survivors in it, does the first car roll for damage against those survivors in the other car? (Simply put, is it possible to "run over" players in another car?)
A: Yes.
(As a sidenote: the way cars are played rises a lot of questions about intuitiveness and realism. I’ll try to schedule as soon as possible a designer’s note about it. In short: cars were designed as a special movement possibility. Designing a whole bunch of special rules with exceptions would have been too heavy and game-breaking in our point of view).
Question 1a: When all 18 noise tokens are on the board, where does the next one come from?
A: If you can’t use extra tokens from another Zombicide game or extra tiles pack, ignore it.
Question 1b: Do we add other tokens of a different sort, or does a noise token get picked up from one on the board and relocated?
A: -
Question 1c: If noise tokens are relocated, what are the rules for determining where the relocated noise tokens come from?
A: -
Question 1d: Should they be taken from the zone furthest away from the survivor that generates the noise, from the quietest zone, or from the noisiest zone?
A: -
Question 1: Should the extra small Spawn deck be used for the scenarios?
A: You may be talking about the “Walk of the Dead” kickstarter special Walkers deck. In that case, this deck was designed for two purposes.
1) Walkers only mission (a.k.a. “Romero mode”). Use the WoD deck instead of the regular deck. It’s deadly fun, you’re warned.
2) As an add-on to the regular deck, to get more Walkers on the board.
Eiher way, using this deck is optionnal but strongly recommended to get a fresh experience about the delightful secrets of Zombie deck building. Expect another designer’s note about it soon. I love the Wod. Really, I do.
Question 2: Should the extra tray of minis be used?
A: Feel free to use it. It’s yours. On the positive side, it will prevent an “instawipe” by zombie-lacking extra activations. On the negative side, there will be more zombies on the board. Oh, wait. Extra zombies? Isn’t it called Zombicide? On a more serious manner, these was added as a stretch goal. Expansions and free stuff we keep in store will put these extra zombies to use if you have them. But in no way these extra zombies shall be mandatory to play. Never.
Question 3a: Regarding the Tough ability, if an extra activation during the 'building population phase' causes a Runner to move one space and attack a Tough survivor, do they shrug off the damage?
A: No. the Tough Skill works on the Zombie phase.
Question 3b: Do they shrug off one damage from cars?
A: -
Question 3c: Also, same game round, during the zombies phase, do they also shrug off the first damage, even if they have previously shrugged off 1 damage that game round?
A: Tough deflects *only* the first Wound inflicted during the Zombie phase.
Question4: The Medic skill could be read that they can heal themselves and another survivor in the same turn. Can a Survivor with the Medic Skill heal either (a) one person per turn, or (b) one survivor PLUS themself per turn?
A: One person.
Question: Can a car be searched by the same survivor several times in a turn, or is it several times during a game, but limited to once per survivor per turn as with rooms?
A: One Search Action per Survivor and per turn, wherever the Search is made in (car or room).
Question 1a: The new campaign rules state that a survivor that reaches the red zone and successfully completes a mission may keep one piece of equipment for starting the next mission. Does this include the Pimp-mobile weapons (Ma's Shotgun and Evil Twins)?
A: Yes. Enjoy.
Question 1b: If so, how are Pimp-mobile weapons distributed in future missions if there are more Pimp-mobiles than such weapons remaining?
A: Normally. When there are no more, there are no more.
Question 2a: Can a slippery survivor get into a car with a zombie in the same zone?
A: No. No interaction between effects. anyway, getting into a car isn’t considered a Move Action.
Question 2b: Can a survivor get out of a car if there is a zombie in the car's zone (whether the survivor is slippery or otherwise)?
A: Yes.
Question 3: In missions where you can gain survivors at random during the mission (e.g. "Might Makes Right" and "The Skyscraper" from the "Switch City" campaign), what do you do if you gain a character with a "Starts with a..." blue-level ability and there are none of that weapon left in the item deck (because some are in the discard pile and/or they are already being used by other survivors)?
A: Whatever the case, you can look for the weapon in the draw pile or discard pile alike (so, go to the discard pile first !) Do whatever it takes to get this poor soul the weapon he deserves.
Question 4: Is there any chance we could get a couple of "Sniper Rifle" promo cards to use when a scope is combined with a rifle, analogous to the Molotov cards that replace bottle and gasoline? (Perhaps they could be included with the expansion...)
A: We’ve talked about it several times. No promise, but we’ll do our best.
Question 1: In scenario 8, there is a door lined up with a crosswalk in the lower right corner. should this be on the lower zone?
A: That door should lead to the Zone containing the police car.
Question 2: Must a molotov be equipped to be used?
A: Yes.
Question 3: Can you search a car while inside another car?
A: Yes.
Question 4a: Can you find gasoline and the bottle in a cop car?
A: No. They’re not weapons by themselves.
Question 4b: What about the scope?
A: Same answer.
Question 5: Does the inital card dispersement count as a draw? i.e., does matching set apply if doug draws the pistol?
A: No.
Question 6: What do Zombies do if they are already on the noisiest zone?
A: Unless there’s someone in sight, they don’t move.
Question 7: If you start a scenario in a building, when you break the door to get out, do you spawn zombies in the street zones?
A: No.
Question 8: If Zombies have two equivilent paths to follow to the same group of survivors/sound, but the first move on these paths is the same, do the zombies split? (example: If I have one zombie and I can go left, left,and down, to reach the noisiest group, or left, down, left, do I put two zombies in the left room?)
A: No. Splitting occurs when zombies which step to take next to go to their meal.
Question 9: If Zombies have two overlapping paths to follow to different groups of survivors/sound, do the zombies split? (example: If I have one zombie and there are two noisiest groups, left and left, as well as left, left and down, do I put two zombies in the left room?)
A: No.
Question 10: Can the zombie movement in closed rooms detailed in the downloadable scenario be moved to the rulebook as opposed to the scenario map?
A: We’ll discuss about it.
Question 11: Can scenarios be officially rated for difficulty?
A: We’re planning a new way to rate Missions’ difficulty. You’ll know about it soon, with a free downloadable Mission.
Question: Do cars produce noise tokens?
A: No.
Question 1: Does it cost an Action to use the Medic?
A: No.
Question 2: Regarding the Tough skill - the PDF rules state that "The Survivor ignores the first attack he receives every Zombies' turn", does this really mean the first entire attack in the Zombies' turn, or should that say "Zombie's turn"?
A: The first Wound he should receive.
Question 3: Page 7 of the rules, 'Danger Bar and Experience', states that a Survivor reaches Red Danger Level at 44 XP, but the Survivor ID Cards make it look like 43, which is it?
A: 43.
Question: Must the flashlight be equipped to gain its benefit?
A: No.
Have some happy zombicides
Nicolas