Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
More strategic control
How it plays
How does it play?
Guide a team of survivors through sprawling hospital missions, manage noise and equipment, and hold back evolving Skinner zombies in cooperative tactical mayhem.
Core mechanisms
Key systems that shape the decisions players make.
Cooperative Game
Players coordinate their actions toward a shared objective and win or lose together.
Modular Board
Build the play area from interchangeable sections that vary between games.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Read the full game description
Zombicide Season 3: Rue Morgue is a cooperative miniatures game of survival in a city overwhelmed by zombies. Players control distinct survivors who spend action points to move, search rooms, trade equipment, open doors, attack, drive vehicles, or complete scenario objectives. Every noisy action draws danger: zombies follow the loudest sound and spawn at the end of each round according to the most experienced survivor’s danger level. As heroes gain experience they unlock powerful skills, but the same progress introduces larger and tougher waves. Rue Morgue adds team-versus-team scenarios, helicopter operations, hospital tiles, barricades, tent zones, and Skinner zombies whose failed kills can leave Crawlers behind. The expanded survivor roster supports very large groups, while smaller tables can divide multiple characters between players. Weapons range from improvised tools to firearms, and friendly fire makes careless shooting a genuine threat. Modular maps and scenario-specific objectives turn each mission into a different spatial puzzle. Cooperation, route planning, and controlled escalation matter as much as lucky dice: the team must become stronger without letting the board become impossible first.