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Zombicide: Gear Up box art
Rich game profile

Zombicide: Gear Up

Zombicide: Gear Up is a co-operative flip-and-write game set in the world of Zombicide. To set up, each player takes a survivor card, which shows four weapons, along with damage, armor, and ammo tracks. Determine the level of play (easy to nightmare), then give each player the ap...

Players

1-6

Time

?-?

Age

14+

Weight

1.79

Rating

7.19

Should this hit the table?

Quick read before the metadata.

Zombicide: Gear Up has a high level of direct confrontation with battles and competitive actions having immediate impact on opponents. The game also offers strategic depth with players' decisions indirectly affecting others through resource denial and positioning. There is frequent interaction as players need to be aware of and react to others' strategies. While there is some level of cooperation required, it is not the main focus of the game. Overall, Zombicide: Gear Up has a good level of player interaction.

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Zombicide: Gear Up has a high level of direct confrontation with battles and competitive actions having immediate impact on opponents. The game also offers strategic depth with players' decisions indirectly affecting others through resource denial and positioning. There is frequent interaction as players need to be aware of and react to others' strategies. While there is some level of cooperation required, it is not the main focus of the game. Overall, Zombicide: Gear Up has a good level of player interaction.

Replay value

Zombicide: Gear Up offers a high degree of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is 3.8, indicating a moderate level of interaction. Zombicide: Gear Up scales well with different numbers of players, maintaining its appeal and balance. While it may take some time to learn, with an easiness to learn score of 4.5, the depth it offers makes it worth the effort. Overall, Zombicide: Gear Up has a strong replayability score of 7.85, making it a game that can be enjoyed multiple times.

Luck profile

Zombicide: Gear Up has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, Zombicide: Gear Up provides a good balance between luck and player agency.

Overview

What ABG knows about this game

Zombicide: Gear Up is a co-operative flip-and-write game set in the world of Zombicide. To set up, each player takes a survivor card, which shows four weapons, along with damage, armor, and ammo tracks. Determine the level of play (easy to nightmare), then give each player the appropriate number of random regular and special zombie cards to place next to the "third street level" of their card. Shuffle the ten turn cards, then lay out nine in a row, placing seven spawn cards by the last seven of these cards. On a turn, reveal the next turn card, which shows which color weapon each player activates. Each weapon has a "hit shape" (typically a polyomino), and you must fit the hit shape into the outline of a zombie to use it, with no overlaps to any damage you've dealt previously. Some zombies might then advance toward players, moving from their third street to their second one. If a zombie is on your "first street" and would advance, you take damage equal to the unmarked red stars on that card. If you mark off ammo or armor on a zombie, you circle those symbols on your survivor card; you can spend one ammo to mark off a single zombie space, and you can spend armor instead of taking damage. After the third turn, you reveal the first spawn card, which will put more zombies in play, with players collectively deciding how to add those cards to their third streets. Whenever you mark off the final space on a zombie card, remove it from play, then upgrade one of your weapons, perhaps gaining the ability to use it multiple times or gain armor when you cover red stars. After nine turns, reshuffle the ten turn cards, then lay out nine of them, along with the level 1 and 2 boss cards under the final seven turn cards. Place the boss in front of one player. During a turn, if the boss is in front of you or if you have an activated long-range weapon, you can attack the boss instead of zombies close to you. If you defeat the boss before the ninth turn ends in the second round, you win; if not — or if any player is killed by damage — then you lose the game. For the solitaire mode of Zombicide: Gear Up, take companion cards for three survivors not in play and place them next to your survivor card. When a turn card has a smiley face on it, you can activate the power of one of your companions, in addition to your own weapon. Each companion can be used only once in a round.

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