Zombies!!! Card List

Zombies!!!

Adrenaline Rush (2 in set)
This card is played before making a die roll. Target player may double movement for one turn or add +2 to a combat roll.

All The Marbles (2 in set)
Play this card in front of you when you are in the Toy Store. Discard this card to prevent all Zombies from moving until after your next turn.

Alternate Food Source (2 in set)
No Zombies attack until the end of your next turn.

Bad Sense of Direction (1 in set)
Move target player back to town square.

Brain Cramp (2 in set)
Play when another player begins to move. You may decide where that player moves.

Butter Fingers (2 in set)
Choose a target player to discard a weapon or up to 2 bullets.

Chainsaw (2 in set)
Play this card in front of you when you are in the Lawn and Garden Center. Discard this card to get +2 against all Zombies for the rest of your turn.

Claustrophobia (2 in set)
Target player may not enter any building during their next turn. If in a building, target player must use all movement to exit.

Fear (2 in set)
Target player may not move during their next turn.

Fire Axe (2 in set)
Play this card in front of you when you are in the Fire Station. Add +1 to all subsequent combat rolls.

First Aid Kit (2 in set)
Play this card when you are in the Hospital or Drug Store. You may discard this card instead of losing a health token as a result of combat.

Grenade (2 in set)
Play this card in front of you when you are in the Army Surplus Store. Discard this card to eliminate all Zombies in a building. You must also lose 1 health.

Hey Look... a Shotgun! (2 in set)
Target player gets a +1 to their next 3 combat rolls.

Hysterical Paralysis (1 in set)
Target player skips their next turn.

I Don't Think They're Dead (2 in set)
Play this card to make target opponent roll two dice. If either die result is 3 or lower, opponent must return two zombies to the zombie pool. Heart and bullet tokens may be used to modify these rolls.
(Note: This text was changed in the Zombies!!! 2: Zombie Corps(e) rules)

Just When You Thought It Couldn't Get Any Worse (2 in set)
Place a Zombie on every space in a building not already occupied by a Zombie.

Lots of Ammo (2 in set)
Play this card in front of you when you are in the Sporting Goods Store. Discard this card to get three additional bullets.

Molotov Cocktail (2 in set)
Play this card in front of you when you are in the Gas Station. Discard this card to add +2 to all combat rolls against all Zombies in one building.

Much Needed Rest (2 in set)
Play this card instead of making a movement roll. Gain 2 health.

Skateboard (2 in set)
Play this card in front of you when you are in the Skate Shop. You may add +2 to all of your movement rolls. The skateboard is considered a weapon.

Slight Miscalculation (2 in set)
Play on a building. The number of Zombies present is doubled, up to all the legal spaces.

The Keys Are Still In It (1 in set)
Move up to 10 spaces in place of making a movement roll.

This Isn't So Bad (2 in set)
Move any 2 Zombies in play to any legal space.

We're Screwed (1 in set)
Place Zombies on any ten spaces where there are no Zombies.

Where Did Everybody Go (2 in set)
Play this card to move target opponent 5 spaces.

Your Shoe's Untied (2 in set)
Divide target player's movement roll in half, rounded down.

Zombie Master (2 in set)
Place 5 Zombies anywhere in town not occupied by a player.

Zombies!!! 2: Zombie Corps(e)

Adjusting Nicely (2 in set)
Play this card when you have collected 13 or more Zombies. When you lose all of your life tokens, discard this card to negate losing any Zombies as a result of dying.

Breakthrough (2 in set)
Play this card to attempt to permanently create a path from a legal space you occupy to a legal space on an adjacent tile. Roll 1 die. On a 5 or 6 you may mark the path and continue movement. If you roll a 4 or less, movement ends and lose 1 life token. This card may not be used to move to or from any helipad

Dynamite (2 in set)
Play this card and roll 1 die. On a 4,5, or 6 kill all Zombies on 3 spaces adjacent to you. If you roll a 1,2,or 3, lose 2 life. Dynamite counts as a weapon.

Govt. Enhanced Zombies! (2 in set)
Play this card to require all players to roll a '5' or better to win any combat rolls until the end of your next turn.

I Feel Alive!!! (2 in set)
Play this card and roll 2 dice. If you roll 4 or btter on each gain 2 life. Playing this card does not allow you to exceed 5 life.

I See the Helicopter (2 in set)
Play this card in front of you after a Helipad has been placed. You may add 1 to all your movement rolls. This card counts as a weapon/item.

I Think It's Over Here (2 in set)
Play this card when an opponent has drawn a map tile to allow you to place that tile. This card may not be played on any Helipad.

In The Zone (2 in set)
Play at the start of your turn. For every natural 6 you roll this turn, draw a card. If you have more than 3 cards in your hand at the end of the turn you must discard down to 3 cards.

Mine Field (2 in set)
Roll a die. You may remove that many Zombies from the road spaces on any one tile and add them to your collection.

No Brains Here (2 in set)
When target player is on the same square as a Zombie, play this card and move that Zombie to an adjacent square

Rocket Launcher (2 in set)
Play this card in front of you when you are in the Armory. Discard this card to remove from play a tile on the current edge of the board. Add all Zombies from that tile to your collection and move any players to town square. This card may not be played on any Helipad.

Weekend Pass: Denied (2 in set)
Play this card on an opponent to make them discard all cards in their hand.

What Is That Smell ?!? (2 in set)
Play this card on an opponent before their movement roll. That opponent must use their movement to move to a different tile and may not move back this turn. If they cannot, they skip their next turn.

You Don't Need That! (2 in set)
Play this card when you are on the same square as another player. You may take one weapon/item in play from that player.

You Lookin' at Me? (2 in set)
Play this card when an opponent has just played a card. Opponent must pick a new, legal target. If there is no target, that card is discarded without effect.

Zombies!!! 3: Mall Walkers

Abandon All Hope (2 in set)
Target player suffers a -1 penalty to all die rolls during their next turn.

Aww, isn't he cute! (2 in set)
Play this card in front of you when you are in the Pet Store. Discard this card from your play area to ignore all Zombie combat on your current tile for the remainder of the turn.

Barricade the Door (2 in set)
Play when you are in a building or store. All Zombies with the building or store are removed and placed on all available spaces directly outside the building or store according to the normal Zombie placement rules.

Cleanup in aisle 5 (2 in set)
Play this card when you are in a building or store. Remove all Zombies from that building or store. Starting with yourself and proceeding clockwise, distribute the Zombies one at a time to all players. These Zombies are added to each player's collection.

Clearance Sale (2 in set)
Play this card to remove all Zombies from the hallway spaces on your current tile and add them to your collection.

Crossbow (2 in set)
Play this card in front of you when you are in the Outfitter. While this card remains in play you may add +1 to one combat roll, once per turn.

Hello, May I help you? (2 in set)
Play this card and place one Zombie on every player's current space including your own.

I will survive! (You, on the other hand, may not) (2 in set)
Play this card when you are in the same square as another player. Both players enter combat with each other and roll one die. The player who played this card may add +1 to the roll. Lowest roll loses one life. No bullets may be spent and the player initiating the combat wins all ties.

Jammed (2 in set)
After playing this card, players may not use weapons or bullet tokens until the end of your next turn.

Lots of luck with that! (2 in set)
Play this card when you are on the same square as another player. Your movement ends and you may take one bullet and one random card from that player.

Lucky Shot (2 in set)
Play this card while in combat. Discard one bullet token to automatically kill the Zombie you are currently fighting.

Now that's just gross! (2 in set)
Play this card in front of you when you are in the Lingerie Shop. Discard this card from your play area and move to any space in an adjoining building or store.

One Man's Garbage (2 in set)
Play this card in front of you when you are in the Consignment Shop. Discard this card to retrieve one card from the top of the discard pile.

Sprinkler System (2 in set)
After playing this card, no Zombies may move until the end of your next turn. All combat occurs as normal.

We're All Gonna Die (2 in set)
Play this card to add one Zombie to every legal space on one tile.

You Want Fries With That? (2 in set)
Play this card in front of you when you are in the Food Court. Discard this card from your play area and mark your current tile. No Zombies may move on to this tile for the remainder of the game.

Zombies!!! 3.5: Not Dead Yet!!!

Did you hear that? (2 in set)
Move all Zombies on your current tile to any legal space on an adjacent tile. Any Zombies that can't be placed legally are returned to the Zombie pool

Don't go to sleep (2 in set)
This card must be played at the beginning of an opponent's turn. That play must immediately roll a 1 or 6 to continue the turn as normal. If any other number is rolled, that player loses the rest of his turn and a Zombie is placed on his current space.

Hey, I got one of those (2 in set)
Play this card when another player plays a weapon/item card. This card is an exact copy of that card and counts as a weapon.

I could use a drink (2 in set)
Discard this card and the rest of the cards in your hand and immediately draw back up to three cards.

I know what you did (2 in set)
Play this card if every other player has more Zombies than you to move yourself from your current tile to any legal space on an adjacent tile.

It's hard being you (2 in set)
Play this card after an opponent has just lost his last life token. Take one weapon/item of your choice that is in play in front of the opponent before they are discarded. Immediately place it in play in front of you.

Lots of running and screaming (2 in set)
Play this card when an opponent rolls their movement. Instead of opponent, immediately use their movement to move your own pawn. After movement, play continues as normal. This does not count as your movement on your next turn.

Machete (2 in set)
Play this card in front of you when you are in the Outfitter, Barracks, or Lawn and Garden Center. As long as you have this card in play add +1 to all combat rolls. Machete counts as a weapon.

Meat Cleaver (2 in set)
Play this card in front of you when your are in any building or store. You gain +1 to all your combat rolls until you lose a life token in combat. Meat Cleaver counts as a weapon

My, you look familiar (2 in set)
Play this card to look at the top three cards of any event deck. After looking, discard one, place one on the bottom of the deck, and replace one on top of the deck from which it came.

No Guts, No Glory (2 in set)
Until the end of your next turn, no player may spend any bullets in Zombie combat.

Oooooh, what luck! (2 in set)
Play this card when you are in any building or store. You may immediately play any weapon from your hand and place it in front of you as if you just found it. The weapon may then be used as normal.

Power outage (2 in set)
Play this card anytime. No one may pick up tokens until the end of your next turn.

Sheer determination (2 in set)
Discard 1 bullet and 1 life token to take any card from your discard pile into your hand. You may not violate normal hand size by using this card.

That's not so scary (2 in set)
Play only during your turn. If you have exactly 1 life and 1 bullet tokens, take another turn,.

There You Are! (2 in set)
Place your pawn on the same square as the nearest opponent's pawn. Your choice if more than one is the same distance away.

They're coming for you, _______ (2 in set)
Place a Zombie on every legal square on an opponent's tile.

Too...tired...to...run (2 in set)
After this card is played no movement rolls are made until the end of your next turn. Players may still move due to card effects.

Troubled Childhood (2 in set)
Look at the cards in one opponent's hand.

What could possibly be behind that door? (2 in set)
Play this card when you enter a building a store. Roll a die. On a 4, 5, or 6, remove all Zomibes from that building or store and place them back into the Zombie pool. On a 1, 2, or 3, add Zombies to all the legal spaces in that building or store.

Where did he go? (2 in set)
Play this card in front of you when an opponent has just killed a Zombie in combat. Place that Zombie on this card. You may discard this card at any time to place that Zombie anywhere on the board. This counts as a weapon/item.

Where is that music coming from? (2 in set)
Play this card to cancel any event card that is directly played on you. You may not violate normal card playing rules with this card.

Why don't we go some place more private? (2 in set)
Play when your pawn occupies the same space as another pawn. Both pawns continue to move as one until that movement phase is done. Combat and all other turn aspects are as normal.

Why won't you die?!?!? (2 in set)
Play when an opponent has just killed a Zombie. Opponent must re-fight that Zombie.

With friends like you... (2 in set)
Play this card at any time if you have a weapon/item in play. All players (including the one who played this card) must discard all weapons/items in play.

Zombies!!! 4: The End...

Amulet (2 in set)
Play this card in front of you when on the Abandoned Cars tile. Discard this card to teleport (move) to any adjacent tile, any square.

Bad Zombie, No Biscuit (3 in set)
Move all the zombies on your tile to an adjacent tile. This card may not be used on any Cabin or Helipad tile.

Clair Warlock (3 in set)
Move an opponent to an adjacent woods tile.

Dog Repellent (3 in set)
After playing this card, no dogs may move any closer to you until the end of your next turn. Any dogs encountered during movement are fought as normal.

Full Moon Fever (2 in set)
During the next turn, target player turns into a werewolf and can attack the other players. Noth roll 1 die and may add bullets to increase their roll. aThe loser moves immediately to the Bridge tile (any square).

Fully Loaded (3 in set)
Play this card to take enough bullets and life tokens to equal the bullet and life tokens of any other player.

Here Doggie! (3 in set)
When this card is played in front of you, fill the Pet Cemetery up with zombie dogs (9).

Lost in the Woods (2 in set)
Target opponent may not move off of their current tile until the end of their next turn.

Magic Key (2 in set)
Play this card in front of you when you are in one of the caves. Discard this card to look at an opponent's hand and take one of their cards. You must discard down to three cards if you have more than three cards.

Monkeys are Funny! (2 in set)
After playing this card you may move through wodded squares as if swinging from the trees. You may not fight any zombies on those squares. This card remains in play until you enter a non-wooded square then it is discarded.

Portal (2 in set)
Play this card when on the Altar tile. Immediately switch places with another player.

Return to Sender (2 in set)
Remove this card from play to teleport opponent out of the cabin to a different square on the cabin tile.

Rolled-Up Newspaper (2 in set)
Move on your square to an opponent's square immediately.

Sickle (2 in set)
Play this card in front of you when you are in any named Zombies!!! 4 building. For each combat add 1 to first attack roll and move another zombie dog in the same square to an adjacent square.

Something Doesn't Feel Quite Right... (3 in set)
Remove this card from the game to remove 3 non-Book of the Dead pages from any deck permanently

Spear (2 in set)
Play this card in front of you when your are in any named Zombies!!! 4 building. Add +1 to all attacks.

Talk to the Hand (2 in set)
When you play this card, target opponent on your tile is moved to the adjacent tile of your choice.

That Didn't Just Happen!?! (2 in set)
Cancel any card that was just played.

The Trees Are Alive! (2 in set)
Remove this card from play to make all other opponents who are on a wooded square perform one combat against the tree/shrub in that square. Players need a 4 or better to defeat it.

Tranquilizer Gun (2 in set)
Play this card in front of you when you are in any named Zombies!!! 4 building. Discard this card to defeat all the dogs in one square.

Twist of Fate (2 in set)
Remove this card from play to take 1 bullet from all other players.

We're all Friends Here (2 in set)
Take one Book of the Dead page that is in play and place it in front of you as if you had just played it.

Zombies!!! 5: School's Out Forever!

Bat (2 in set)
Put this card into play while you are on any Zombies!!! 5 tile. While in play the bat adds + 2 to all your combat die rolls. Discard the bat if you are forced to spend any Life or Bullet tokens during combat.

Cram Session (3 in set)
When you play this card, look at the top three timles from any tile stack. Replace them in any order.

Electro Shock Therapy (2 in set)
Target player gains 3 guts tokens.

Go Team Go!!! (2 in set)
You may play this card on any player. Target player bypasses all combat on one tile for one turn.

I've got a bike! (2 in set)
Put this card into play when you are on any Zombies!!! 5 tile. While in play the Bike addes _2 to all movement die rolls. Discard the Bike if you enter any building.

Pillow Fight (2 in set)
When you play this card all bullet tokens are worth half their normal value. Discard this card at the end of your next turn.

Pool Cue (2 in set)
Put this card into play when you are in the Rec Hall. While in play the Pool Cue adds +1 to all combat die rolls. Discard the Pool Cue if you must spend any Life or Bullet tokens during combat.

Raise your hand... (2 in set)
Play this card to immediately cancel any card played on you.

Scalpel (2 in set)
Play this card when you are in any hospital, science center, or Lab and give it to an opponent. Womever posesses this card suffers a -1 penalty to all combat rolls. At the end of their turn, owner may discard one bullet, life, or guts token to give this card to another player. The scalpel must be used and is an item.

Sedatives (2 in set)
Target player may take one guts token from any other player.

Shots (2 in set)
When this card is played all players gain 1 guts token.

Straight Jacket (2 in set)
Target players loses all guts tokens they currently possess.

Student Loan (2 in set)
Play this card to "borrow" (and use, if possible) one item, currently in play, from any player. Return the item at the end of the current turn.

Valedictorian (3 in set)
Play this card when drawing a map tile. Look at the top three map tiles of that stack, choose one and play it as normal. Return the other two tiles to the draw stack in any order.

Where's the Admin Bldg.? (2 in set)
Target player must use all movement to move toward the Administration Building. If the Administration Building is not in play, the player must use all movement to move toward the town square.

Zombies!!! 6: Six Feet Under

Are you scared yet? (2 in set)
All weapon/item cards have no effect until the end of your next turn.

Back at Ya! (2 in set)
Play this card when a card is played that targets a player. That card now affects target as well as the player who originally played the card.

Easy Come... Easy Go! (2 in set)
All players remove all cards in their hands from the game.

Finders Keepers (2 in set)
Pay two bullets to a player to take one weapon already in play in front of them.

Flashlight (3 in set)
Play flashlight when you are in a building. Movement is doubled in the sewers with a flashlight.

Flood (2 in set)
All players currently using the sewers must place their pawn in the standing position. They are no longer in the sewer and are considered to be back on the surface streets.

I Could Use That! (2 in set)
Steal one bullet or guts token from another player.

Inflated Self Esteem! (2 in set)
When in the liquor store, skip your next turn to max out at 5 health

It seemed like a good idea at the time. (2 in set)
Add a zombie to all sewer and subway entrance spaces.

It WAS Here!?! (2 in set)
Move helipad to another legal spot on the board.

Missed Stop (3 in set)
A player exiting the subway must exit using another subway building.

Next Stop...Hell!!! (2 in set)
Send target player to any space in the building with the most Zombies. If there are two buildings with an equal number, the player who played this card decides which building to choose.

Oh... That's New! (2 in set)
Block one sewer (flip the sewer token) until the end of your next turn. No player may move in or out of that sewer. If playing this card will cause a player to die, it may not be played on that sewer.

We gotta get out of this place! (2 in set)
All players movement is doubled until the end of your next turn.

Zombies!!! Come Out and Play! (2 in set)
Add 1 Zombie to every legal space adjacent to every player.

Zombies!!! Promos

Master Zombie
When this card is played, all players must discard all event cards from their hands. Cards in play are not affected.

Zombies!!! Yo!
When you play this card, all player must discard all of the bullet tokens they have in play.