Zombicide: Chronicles is one of the latest arrivals in the house Need Games. This role-playing game, born from the famous board game Zombicide published by CMON, fully traces the atmosphere of his "relative".
The goal of the game is simple: to survive. In this game you will play the survivors of a zombie apocalypse. You will be called to work together, trust your companions, create ever new strategies to fight the plague and survive together.
Then, boy, there's Ottone. For this alone it must be played!
But let's take a look at the manual in its entirety and the opinions on the game together!

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Cover Zombicide: Chronicles
Role play cover Zombicide: Chronicles

Analysis of the chapters of the manual Zombicide: Chronicles

In this paragraph we will analyze all the chapters of Zombicide: Chronicles, focusing, in particular, on Survivors and Game.

Chapter 1 - Introduction

In this chapter we can find an introduction to the role-playing game of Zombicide, on who are the survivors, on the role of the "players" and on that of the "gamemaster".
There is a handbook of some rules and advice on what these roles are. In this chapter the structure of the game with its is also mentioned Refuge phase, an introductory part to the game where the PCs check the resources at their disposal and gather information, and the Mission phase, where the Survivors leave their Refuge for the real adventure.
Lastly, it explains what is needed to play, i.e. card, dice and adrenaline counter, and how they work during the game.

Chapter 2 - Survivors

The second chapter talks about Survivors, that is the individuals that the players will play.
There are twelve archetypes already pre-generated, with the possibility of buying miniatures separately, and the rules for creating your own Survivor from scratch, in nine steps, always starting from one of the twelve archetypes presented earlier in the chapter.
This section concludes with seven tables on which to randomly roll to decree how your Survivor learned about the epidemic, his first experience as a witness, his first Zombicide and much more.

The second part of the chapter goes into the specifics of the Attributes, Skills and other numerical and regulatory characteristics that define your Survivor.

- Attributes that determine the basic abilities of the Survivor are three: Muscles (strength and toughness), Brain (intellect and reasoning) and Liver (personality and discipline) of the Survivor.
Le Expertise instead they are the strengths and weaknesses of the character and they are six: Athletics (physicality and coordination), Background (previous experiences), Combat (both in melee and at a distance), Perception (the shot eye and the ability to explore), Survival (the ability to recover and repair useful objects) and Style (or personality). Skills are always associated with at least three actions: for example, the Athletics actions are Prowess, Stealth and Stamina, in turn associated with one of the three Attributes. Then there are the other stats like Stress, Hit Points, Adrenaline and Skill.

The chapter closes with the initial equipment, the Refuge (which refers to a separate section later) and advice on the first mission.

Chapter 3 - The game

Chapter three is the focus of the manual, where all the rules are explained in full.
Il game system it's very simple: a dice pool is created equal to the sum of the Attribute of the Proficiency linked to the action the character wants to undertake. At this point an equal number of six-sided dice are rolled. A molotov cocktail (equivalent to 6) on the die indicates a success, a zombie head (a 1) is a failure, while the numbers 2 to 5 indicate a failure which can be transformed into success by achieving Stress. The number of Molotovs obtained indicates whether the success is ordinary, superior or extraordinary. All modifiers tested, whether positive or negative, turn into more or less dice to roll.

The game uses dice of two different colors: the game-specific ones are black and white.
The white dice are defined standard nuts, while the black ones are said dice mastery. The latter come into play when more than six dice are rolled. The difference between these nuts is best explained in the manual.

The chapter proceeds with the section on combat, which sees the Survivors acting first and then the Zombies, indicating the latter's slowness.
Interestingly, ranged weapons are used before the actual fight begins, in the named phase Opening shots. This is where the Survivors fire one or more shots, depending on the range of the weapon, at the zombies that are heading towards them. Once this phase is over, we move on to the actual action. It's time to do some ZOMBICIDE.
The chapter then proceeds with the Survivor's Equipment, Skills, and leveling up.

Chapter 4 - Managing the Game

This chapter is dedicated to the Gamemaster.
In addition to various tips, there are rules for prolonged actions, opposing actions, rules for searching with tables for random finds, rules for camps when Survivors are on a mission, and many more.

The most interesting part of the chapter is the one concerning the organization of the Zombicide. It then deals with the clash with the dead and the Zombipedia, or the section on the various types of zombies that can be encountered and how to integrate them into a horde.
The second part of the chapter sees particular zombies, animal zombies and Non-Playing Survivors, or the Survivors managed by the Gamemaster with relative rules for clashes with the latter. And how TWD e Z Nation they teach us, other Survivors are often worse than the zombies themselves.
The chapter ends with the Mission phase, with the various types available, ea Refuge phase, ranging from inventory control to mission planning through specific actions. In this phase there is the preparation of the various resources and environments with which the Refuge can be "furnished", such as the Alarm, which prevents the Survivors from being taken by surprise.

Chapter 5 - The World of Zombicide: Chronicles

The last chapter of the manual talks aboutsetting.
This is where we see a generic post-outbreak city. Each of the ten neighborhoods described here has a Threat Level, a list of available Mission Types and a generic and specific description of some places within it. For example, the Amusement Zone has a Threat Level 3 and you can undertake the missions Finding a New Refuge, Making Contact and Rescue. Here you will find the Stadium, the Luna Park, the Multiplex and the Beach. Obviously, this is just one of the examples of the neighborhood that you can find.

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Conclusions on Zombicide: Chronlices

Zombicide: Chronicles it is quick and easy to understand, just like the board game it was born from. There are few basic mechanics, so even newbies will be able to identify with their Survivor immediately.
The one-shot played was very simple. A trivial recovery of basic necessities in a supermarket full of zombies. One little thing, you might say. Instead, the DRAMS! As I imagined, everyone had a great time and the game rarely stopped to clarify the mechanics, mostly in combat.
I'd be interested in trying a slightly longer campaign, to see how the game works in the long run. For one-shot the result was excellent and surely the players will want to continue playing to discover every corner of the City described in the manual.
So immerse yourself in the world of Zombicide: Chronicles. And let the Zombicide begin!