Teenage Mutant Ninja Zombicide Turtles!

Between 17 July and 5 August, CMON ran pre-orders for a very special promo set for Zombicide. IDW Games had teamed up with CMON to bring the heroes in a half-shell into the Zombicide universe! I almost jumped out of my pants. Fortunately, the promos were still available when I went to the Backerkit page. I didn’t think twice: ordered them both! And to hell with shipping and the most likely 60% import duties I’d have to pay. It’s Ninja Turtles, shellhead!

All these months, I was chomping at the bits. There was very little communication from IDW or Backerkit, but those are two trustworthy companies, so I didn’t fret much. I just wanted my minis. Finally, I was made aware that they were shipping, and they arrived here very quickly, in a nice and sturdy cardboard box. And here they are:

I don’t have a vanilla Zombicide edition anymore — I sold it to finance my backing of Zombicide Invader. And, really, the Turtles fit way better into the fight against space mutants than regular zombies, don’t they? Besides Leonardo, Donatello, Raphael, and Michelangelo, the two boxes also come with Shredder, suited-up Krang, Bebop, and Rocksteady. I got dashboards for Zombicide 1st Edition and the upcoming 2nd Edition. There’s only a slight mistake here: the character cards fit sideways on the Zombicide Invader dashboard central slot. Maybe the cards were designed before changes to the upcoming 2nd edition, or perhaps the dashboard for the regular Zombicide 2nd edition is different from Invader? Tell me if you know.

The promo also comes with seven weapon cards. Obviously the Turtles accessories: two sai, two ninjato, two nunchaku, and a bo staff. The double weapons work adding +1 die when wielded together. The promo literature suggests mixing them up with the other Zombicide cards so that any character can find them. Only I won’t do that, of course. Shredder, Krang, Bebop, and Rocksteady don’t come with their own bespoke weapons, but they don’t really need them — have them use the regular weaponry found searching rooms.

The promo also comes with seven equipment cards, the Turtles accessories: two sai, two ninjato, two nunchaku, and a bo staff. The double weapons work adding +1 die when wielded together. The promo literature suggests mixing them up with the other Zombicide cards so that any character can find them. Only I won’t do that, of course. Shredder, Krang, Bebop, and Rocksteady don’t come with their own bespoke weapons, but they don’t really need them — have them use the regular weaponry found searching rooms.

Each miniature is supposed to work just as any other extra for Zombicide: they start with one extra special ability: Donatello starts with Shove, Rocksteady has +1 ranged attack, Raphael has +1 dice melee, Krang starts with Zombie Link, etc. All extra powers found on the base game’s rules manual. As they accrue XP and move to another experience level, they can choose between a couple of new power, just like any other normal Zombicide character.

In the end, what did I get here? I got the Turtles, dude! Turtle Power! The miniatures are reasonably detailed (I’d say they’re the same quality of all the other Zombicide minis), are made with different coloured plastics so they’re easy to spot on the map, and now I can, unexpectedly, play with my favourite mutants and a couple of their enemies on one of my go-to board games to play with family and friends! Everybody plays Zombicide, and everybody loves the Turtles. It’s a win-win situation.

I want more!

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