Short expiry (for more details simply read from Rezi Kolegen Barth ;-)):
Early in the game the players decide on a scenario or pull it by chance. This scenario is also the common goal. In addition, all players draw a personal, secret goal, which they pursue in addition to the common goal. It may well be that in these secret objectives is also a Verräterziel, which unlike the normal secret goals very clearly against the colony works.
Each round is divided into player and colony phase. In the Player phase a crisis map is revealed, the action thrown dice and each player perform their actions.
In the colony phase, all the nice things are done that make life difficult: survivors must be supplied with food, zombies fall on the land, too much garbage in the colony makes for bad mood and a crisis makes the players may the life difficult.
At the beginning of his actions the player draws the right of the current players a fate card, which enters into force under certain conditions. Which they are, the current player learns only when the time comes, that is, it makes calmly his actions and will face depending on release with a situation that forces him or the group to make decisions that may be far from simple (The Walking Dead says hello).
Actions that may make with his action dice the active player, ranging from zombies to fight, on sites (eg police station, school, gas station) for useful search to barricades set up or the colony clean (waste disposal) - there's more, but This should be enough as an example.
In addition to the actions with dice, there are still those without dice, that they can always be performed, even if the dice are used, which have been thrown at the beginning. The actions can be, such as hand Playing Cards (food contribute to the common good, to contribute something to tackle the crisis, etc.), move survivors, players ask for maps, a vote to ban a player start etc.
The great thing about the game is the constant balance between the own goal, the welfare of the colony, the joint mission objective and the uncertainty as to whether a traitor in your own center is for me. It can be lied and cheated, like crazy to achieve your goals. Here it comes quickly to crisis of conscience: Do I keep the gasoline on my hand, because I need it for my own goal or I wear for coping with a crisis for which the fuel is needed for? If I do it, the effects of the crisis are acceptable? Or: We absolutely need more food in stock, so that in the colony phase is enough to eat there, so the morale does not sink ... hmm, but I need food for my goals ...
A player on the basis of these considerations behaving suspiciously, another player can call a vote, a decision is made in whether the suspect should be banished from the colony. If this happens, he has to leave and henceforth gonna wind in the border regions, where he has to deal with other tasks, as in the colony with his characters the colony - this it gives off its old secret goal and gets a special "Verbannungs target" ...
No matter what you do so, the mortality of the characters is high. As a stribt to frostbite, here is a bit of zombie and there we overrun the petrol station of undead hordes, in the stupidly anyone was on Versorgunsgtour. The theme of the zombie apocalypse is implemented very well for me, including the moral decay and the motto "Everyone is his own neighbor". Where Zombicide em can be closely compared to Zombieland / Dawn of the Dead, I would compare the winter dead most likely with "The Walking Dead". The zombies are indeed there and also represent a threat far greater threat comes but from his own center and through all of the "nice" side effects of an apocalypse.
Although the package are not miniatures at (only cardboard cutout), the entire graphic presentation is but exceedingly / consistently / completely coherent, thematically matching and from a single source - my friends know the game is not as if they already excited about the character style and design talked. I would have liked that the board of the secondary locations would have been a little thicker and the instructions could be something more structured (but the rules are not complicated nor konplex) - both good for the game but not spoil, so I would also deduct any stars.
Conclusion: Must have! for those who are on theamtische (semi-) Koop games and can begin with what zombies. Even for couples make winter the dead really fun!