a campaign for zombicide · forewords this campaign is made of 10 scenarios. each can be played on...

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- A campaign for Zombicide -

FOREWORDS ...................................................................................................................................................................................... 4 COMMON RULES of the Campaign ....................................................................................................................................................... 5 D-01 (first day) A SAFER PLACE............................................................................................................................................................. 6 D-2A (a day after) F*** DOORS! ............................................................................................................................................................. 7 N-2B (Next night) SEAL THE PLACE ........................................................................................................................................................ 9 N-2C (The following night) NO VACANCY ............................................................................................................................................ 11 N-3A (This night) JACK IN THE BOX ..................................................................................................................................................... 12 D-3B (That day) THE MANIAC’S MANSION ............................................................................................................................................ 15 D-3C (This day) THE CROSSROAD ....................................................................................................................................................... 18 D-4A (Final day) ESCAPING THE PRISON .............................................................................................................................................. 20 D-4B (The last day) A DEAD END? ....................................................................................................................................................... 22 N-4C (Final night) A BIT OF LUCK ........................................................................................................................................................ 24 The FORGOTTEN FILES of CROWD CITY ................................................................................................................................................ 26

FOREWORDS to the Forgotten Files................................................................................................................................................ 27 FORGOTTEN COMMON RULES of the Campaign ................................................................................................................................ 28 D-01-f .......................................................................................................................................................................................... 29 D-2A-f .......................................................................................................................................................................................... 32 N-2B-f .......................................................................................................................................................................................... 34 N-2C-f .......................................................................................................................................................................................... 36 N-3A-f .......................................................................................................................................................................................... 38 D-3B-f ......................................................................................................................................................................................... 40 D-3C-f ......................................................................................................................................................................................... 42 D-4A-f .......................................................................................................................................................................................... 44 D-4B-f .......................................................................................................................................................................................... 46 N-4C-f .......................................................................................................................................................................................... 48

FOREWORDS This campaign is made of 10 scenarios. Each can be played on its own, but it is much more fun if you play them one after one to unfold a story. In fact, the unique story of your group of Survivors. Refer to the [CAMPAIGN] sections. As a matter of fact, some scenarios have secret events or rules. They are in the Forgotten Files. You may read the booklet in full and discover them. It is more fun if you do not, but for one player who will act as a narrator. Like your Survivor, you would not be aware of what could happen. The first scenario (D-01) has three different issues. You can play them one after one. You can have three different groups of Survivors, of Players! who play them in parallel. Refer to [MULTI-GROUP] sections.

COMMON RULES of the Campaign

DURING PLAY: • We know this place already. When the starting zone of the Survivors is in a building, the entire tile cannot be searched. • I’ll take a quick look! As soon as a Survivor has a line of sight into a building or a part of a building, Zombies reveal in it or in the part of it, if it did not reveal earlier in the game. No matter if the Survivor actually intended to use this line of sight or not. Walking or driving through an area with a valid line of sight counts as well. • This is the right choice, right? When a Survivor picks a skill for his (or her) danger level, the choice stays until the end of the campaign.

D-01 (first day) A SAFER PLACE We were in the airport express when it started. Some of us were on their way to work, others on their way to home. Most were tourists in the wagon. We managed to hide in the subway. It was a good idea at first but it now proves dead wrong. We are overrun!! What is left of us decided to split into smaller groups, in order to be discreet and find some new place in the outside area. And then… Well, no one knows but it sure will be better than down here. I could kill for some fresh air.

OBJECTIVES: • Find your safe house. Activate the green objective. Its building must contain no Zombies. Welcome!

SPECIAL RULES: • Reveal an objective to prove the building has been checked. If red, it is not safe enough. 5XP for every checker. • 1C’s rooms and 1B’s rooms are separate buildings. There is no access between the two. You can use door tokens to seal existent access, as long as you make sure for the players that they cannot be opened under any circumstances.

You will need the following tiles for this scenario: 1B, 1C, 2C and 5C.

Survivors starting zone

Zombie spawn zone

Closed door

Opened door

Checked and unsafe building

Checked and safe building

D-2A (a day after) F*** DOORS! Computer screens were lit. “This place has an emergency generator! It mus…” Philip did not end his sentence. He ran to the desk and played with cables and things of what looked like an old telephone switch, while Joshua took a look around. We seem to be in a police dispatch office. That’d explain the bad taste of the decoration, maybe the smell. The radio went on eventually, with a lot of crackling. Someone is stuck in the precinct car park, and cannot go out because of the automatic doors and the horde of course. “Did he said “car” and “door”?” went Joshua “Caus’ we have the same problems down here!”. He told us about the two things he noticed through a keyhole: a nice looking car and its not-so-nice looking garage door. We gathered round the radio to come with some plan. No matter who was helping us thank to the radio, because he sounded like he knew the place!

OBJECTIVES: There is no order to complete the mission’s objectives. • Create a short-circuit to open the doors of the car depot: - Activate the green objective switch to unlock the green generator door. 5XP for the unlocker. - Bring an Abomination into the generator room (marked with the blue objective) - Push the Abomination on the blue electric grid (i.e. activate the blue objective while an Abomination is in the generator room)

• Close Survivors’ garage: - Shut the two garage’s door (3C tile). That must be done from the inside, with the cost of two actions per door. - The police dispatch office (building made with 2C and 3C) must contain no Zombies.

SPECIAL RULES: • Blood frenzy. The Abomination has one extra action per “Wound” card among Survivor’s inventories. These extra actions occur first. Any Survivor may wound himself at the cost of one action. He (or she) doesn’t lose any Equipment card, except if his (or her) inventory is full. That is an actual wound, so it cannot be done if there is already a wound card in the inventory, and it can be healed (and the extra move number immediately changes as well). The extra • The green door cannot be opened until the green objective has been turned off. • Cars cannot be driven • You can search a police car more than once. Draw cards until you find a weapon. Discard the other cards. The “Aaahh!” cards trigger the appearance of a zombie as usual and interrupt the search. • Any search works as a police car search.

Survivors begin at yellow level. [CAMPAIGN] Any survivor can take one (and one only) Equipment card from his personal stock or the team stock. You will need the following tiles for this scenario: 2B, 2C, 3C, 4C, 5E and 7B.

Survivors starting zone

Zombie spawn zone

Closed door

Opened door

Police car (search only)

Green objective switch

Green door to the generator

Blue electric grid

N-2B (Next night) SEAL THE PLACE We understood a few things after we gathered in the greasy room. To begin with, it was a garage; then, that it was filled with no car but a good bunch of Zombies we’ll have to keep out. That was a starter like another. Speaking of starter, I miss fresh tomatoes.

OBJECTIVES: • Lock all the access: There are 4 open doors on the outer walls of your new home (1B and 3C tiles building). These (and only these) must be closed and protected: Use red metal bars. They can be found in dumps around. They are represented by red objective tokens. Once activated, they can be handled by a Survivor as an Equipment card. If the holder dies, put the carried

token(s) on the area where it happened, for further revealing. • Secure the place. There must be no Zombies in your new home.

SPECIAL RULES: • The car cannot be driven. • You can search the Pimpmobile only once. It contains either Ma’s Shotgun or the Evil Twins (choose randomly). Some Missions may contain many pimpmobiles. In this case, you can only get the weapons that haven’t been obtained yet. When there’re no more…there are no more.

Survivors begin at yellow level. [CAMPAIGN] Any survivor can take one (and one only) Equipment card from his personal stock or the team stock. You will need the following tiles for this scenario: 1B, 3C, 5B, 5C, 5E and 6C.

Survivors starting zone

Zombie spawn zone

Closed door

Opened door

Pimpmobile (search only)

Red metal bar

N-2C (The following night) NO VACANCY One thing is certain: this place must have had a lot of success before all of this. How would you explain otherwise all the people that are still in. If we want to feel like home, we have to do some cleaning first.

OBJECTIVES: • The whole building must contain no Zombies. • Check everywhere. All the objectives must be revealed. They are to be treated like doors, which cannot be closed back.

SPECIAL RULES: • Reduced spawn deck. The sewer spawning cards are set aside (or are discarded during play, replaced by next one, until it is not a sewer spawning card). • How big is this place? Each tile represents a distinctive part of the hotel. Zombies in a part do not move until an access to the tile’s part has been breached. Also reveal Zombies as usual in a part when an access has been breached.

Survivors begin at yellow level. [CAMPAIGN] Any survivor can take one (and one only) Equipment card from his personal stock or the team stock. You will need the following tiles for this scenario: 1B, 1C, 2B, 2C, 4C and 4E.

Survivors starting zone

Zombie spawn zone

Closed door

Red closed door

N-3A (This night) JACK IN THE BOX No matter how the first steps of our plan went on, we decided to stick to it: get the one who was stuck, get the missing pieces for our car – if we can get some. We do not have the radio anymore since the generator went off, so forget about any synchro.

OBJECTIVES: There is no order to complete the mission’s objectives. • Save the one who was stuck in the car.

See the special rules about the areas. The Survivor in the car must reach the Exit Zone. There must be no Zombies in the zone. • Find the blue battery and the green transmission cable. They can be found under the hood of a police car (except the one in 3C).

The blue battery is the blue objective token. The green transmission cable is the green objective token. Once activated, they can be handled by a Survivor as an Equipment card. If the holder dies, put the token(s) on the same area where it happens, for further revealing. Both tokens must be taken back to the EXIT Zone.

SPECIAL RULES: • No front door. The green door cannot be opened under any circumstances. • 2C and 3C rooms do not connect under any circumstances. • 1B and 2B are two different parts of the same building. They reveal independently. • Both garage doors do not need any Equipment to be opened, but still an action.

Survivors begins at Orange level. [CAMPAIGN] Any survivor can take one (and one only) Equipment card from his personal stock or the team stock. You will need the following tiles for this scenario: 1B, 2B, 2C, 3C, 5C and 5F.

Survivors starting zone

Zombie spawn zone

EXIT zone

Closed door

Opened door

Red useless mechanic thing

Green transmission cable

Blue battery

Red police master key

Police car (see special rules)

PLAYING THE STUCKED ONE

• One player might play The Stucked One. He (or she) chooses first his (or her) Survivor. The Stucked One starts at blue level but benefits from the [CAMPAIGN] card and the starting Equipment. • While in the car, The Stucked One does not get any attention. The Zombies move as if he (or she) is not there. • With the cost of one action, the Stucked One manages to unlock the car he (or she) is in. All parts are unlocked (see below). • The blue level of The Stucked One does not apply in the game. The Danger Level is set by the Survivors, regarding any effect, even one triggered by The Stucked One. • As soon as The Stucked one is for the first time in the same area as a Survivor, he (or she) get the same danger level as the littlest one among living Survivors (if it is higher than his (or her) current danger level). The controller picks his (or her) skill(s). Before that happens, the Stucked One cannot activate the trunk’s objectives (see below). • [AUTO MODE] If no one plays The Stucked One. Pick randomly one Survivor. He (or she) does nothing until a Survivor unlocks the car he (or she) is in. The player of this Survivor now controls The Stucked One. The Stucked One plays after his (or her) savior.

THE POLICE CAR PARK

• Police cars cannot be driven or searched under usual rules. • The car park rooms can be entered only by their “north” side, where a car is “through” the wall. • No 5C and 5F tiles’ car park building area can be searched.

• The three police cars are divided in three different sections: the hood (front), the seats (middle) and the trunk (back). • A red master key is represented by the red objective token in the 1B police station. Once activated, it can be handled by a Survivor as Equipment that does not occupy any slot. If the holder dies, put the token on the same area. It can be used in a car park area with a car (free action) to unlock this car entirely: - the hood for objective token activation (see below), - the seats for the release of who is inside (see below), - the trunk for drawing what is inside (see below). • Mix the six tokens and put them randomly, on their red side, two by two as shown (blue and green are shown as an example). • They can be activated (free action) once the car hood has been opened. This opening is done either by spending an action with an opening Equipment card in the street area or by using freely the master key. Put the token in the street area once the hood is open. • Take a “Water Bottle”, an “Aaahh!” and a “Molotov” card from the Equipment deck. Randomly put one in each trunk. [CAMPAIGN] If lacking, take from any stock, beginning with the team’s. • They can be drawn (free action) once the car trunk has been opened. This is done either by spending an action with an opening Equipment card in the car park area or by using freely the master key. Put the card in the car park area once the trunk is open. • Take two Fatties (and retinue) and the Survivor representing The Stucked One. Randomly decide which seats zone gets The Stucked one. Set a Fatty in each other. • Either can go out of the car once the car seats have been opened. This is done either by spending an action with an opening Equipment card in the car park area or by using freely the master key. The Zombies are considered in the car park area as soon as the seats get unlocked.

D-3B (That day) THE MANIAC’S MANSION We could not believe that: one of us has been shot to death! That is not a Z’ way to deal with living people. We’ve got to take care of that, no matter who that is.

OBJECTIVES: • Kill The Maniac. • Enough is enough. No Survivor can die.

SPECIAL RULES: • No back door. The green door cannot be opened under any circumstance. • Someone was here before! Once a ranged weapon has been found in a building (except The Maniac’s Mansion), none can be found anymore. Put an objective token in the building as a reminder. If you continue searching, any ranged weapon you draw is discarded (until you draw another kind of Equipment card). • The car cannot be driven. • Hey, this is my car! You can search The Maniac’s pimpmobile only once. It contains either Ma’s Shotgun or the Evil Twins (choose randomly). Some Missions may contain many pimpmobiles. In this case, you can only get the weapons that haven’t been obtained yet. When there’re no more…there are no more. • Barricade. The blue objective token on the blue door to The Maniac’s refuge represents a barricade. During the game it may be there, and the blue door is considered barricaded. It may not be there, and the blue door is a regular door.

• Hey, this is my house! The barricaded open blue door cannot be entered and only The Maniac can see through. It only means that The Maniac is in a firing position (under a “Wait for it!” action or not). The barricade blue token can be removed: use an opening Equipment (noise apply) and spend one action in the street area. 5XP to each “remover”. Taking away the barricade closes immediately the blue door. If The Maniac wants to go out, he (or she) has to spend one action to open the blue door and one action to remove his (or her) barricade token. Both actions have to be done during the same turn. • Zombies do not reveal in The Maniac’s Mansion. • Covert fire. Survivors can interfere with The Maniac’s position by shooting at the blue door, which does not require any roll or targeting priority (but requires a ranged weapon and to be at range): flip the blue door to closed position. If you shoot at the barricaded and closed blue door, put a noise token on it. The Maniac has to spend one action to remove a noise token, and can only get into position when there is no noise token on the blue door. These covert fire noise tokens do not count regarding Zombie moves. • We are enemies! When moving, Survivors handicap The Maniac as Zombies, except that no skill may apply (such as “Slippery”).

Survivors begins at Orange level. [CAMPAIGN] Any survivor can take one (and one only) Equipment card from his personal stock or the team stock. You will need the following tiles for this scenario: 1C, 2B, 5B, 5C, 5D and 5E.

Survivors starting zone

Zombie spawn zone

The Maniac’s starting zone

Barricaded closed blue door

Closed door

Opened door

Pimpmobile (search only)

PLAYING THE MANIAC

• One player might play The Maniac. He (or she) chooses first his (or her) Survivor. As The Maniac starts at red level, he (or she) chooses his (or her) skills as well. • The red level of The Maniac does not apply in the game. The Danger Level is set by the Survivors, regarding any effect, even one triggered by The Maniac. • He (or she) also gets an assembled sniper rifle as a starting equipment. If lacking for one, take from a stock, the team’s to begin with.

• The Maniac starts in the area. • The Maniac plays first every turn. • Regarding Targeting priority, The Maniac comes last. • [AUTO MODE] If no one plays The Maniac. Pick randomly one Survivor and his (or her) skills. At his (or her) turn, The Maniac uses all actions to get into position (see below), and shoot. The Maniac declares a “wait for it!” action (see below) if there is no valid target – or any more. • Hey, this is my neighborhood! Behind the barricaded door only, The Maniac can spend one action to get into firing position: flip open the blue – barricaded – door token. Any action of The Maniac, including shooting, interrupt this: flip closed the blue – barricaded – door token. The Maniac can end his (or her) turn in a firing position. The Maniac has to spend one action to end a firing position without shooting: flip closed the blue – barricade – door token. When in a firing position, The Maniac can see and shoot on any area on the main avenue, regardless weapon’s range. • Wait for it! If The Maniac is in a firing position and has an action left he (or she) can declare a “wait for it!” action. As a result, his (or her) turn ends and he shoots on the first Survivor who becomes a valid target as soon as it happens. Put the green objective token near The Maniac as a reminder. • Maniac shooting. One shot of The Maniac, regardless the number of dice or the weapon used, causes a maximum of one wound. If more than one Survivor is in the area where the shoot is targeted, the Survivors choose who get the wound. The wounded doesn’t lose any Equipment card, except if his (or her) inventory is full. • Get to cover! One given Survivor may only be wounded once per turn by The Maniac. • Hey, these were my people! From inside, The Maniac shoots only Survivors. • Hey, I told you this is MY house! The Maniac can spend one action to close his (or her) blue door. He (or she) can spend one action to get a new barricade. It can be done from inside the refuge only with an open blue door. If The Maniac does it, he (or she) has to end with a closed – barricaded – blue door before continuing his (or her) turn. • [HARDCORE OPTIONS] On drugs. The Maniac has all his skills activated. Loaded. The Maniac gets an “Extra Ammo” card for his (or her) sniper rifle as well. Elite sniper. The Maniac chooses the wounded.

D-3C (This day) THE CROSSROAD Neville was right, Carmen’s injury is going worse. We could find no medicine in the hotel. We decided to look for some around the block while it looks quiet.

OBJECTIVES: • Find all medicines tokens (blue, red, green) and bring them back to the hotel (EXIT zone). • Bring the wounded Survivor alive back to the hotel. • [HARDCORE OPTION] Enough is enough. No Survivor dies.

SPECIAL RULES: • The hotel (tile 5D) cannot be searched. • Once an objective token is activated, a medicine token is put on the inventory of the founder. It does not occupy any slot. It can be exchanged. If a Survivor carrying medicine(s) dies, the token(s) is (are) put on the same area, for further revealing.

PLAYING THE WOUNDED

• One player is the wounded Survivor. • Fever. At the beginning of Survivors’ turn, roll a die. Result is the position at which the wounded plays (1, first; 2 second, etc). If the wounded has first player token and doesn’t roll 1, second becomes first. • Infected wound. The wounded Survivor begins with a Wound card. It can be healed, but that doesn’t change the objectives or the “fever”.

Survivors begins at Orange level. [CAMPAIGN] Any survivor can take one (and one only) Equipment card from his personal stock or the team stock. You will need the following tiles for this scenario: 2B, 5D, 5E and 5F.

Survivors starting zone

EXIT zone

Closed door

Red pharmaceutical component

Green pharmaceutical component

Blue pharmaceutical component

D-4A (Final day) ESCAPING THE PRISON Some said prison is hell. It definitely is. We’ve got to get out of here as fast as we can.

OBJECTIVES: • Take the prison fence down. The red objective tokens represent the fence’s polls. One token requires 2 actions and a melee Equipment to be taken down. Remove them to get access to your EXIT zone. • Escape. The Survivors must reach their EXIT zone in their car. There must be no Zombies in the zone.

SPECIAL RULES: • No car can be driven, except the car the team begins in. • The car the team begins in can only be driven by its team. When deciding the order of play, a team decides which Survivor is currently on the wheel as well. • The car the team begins with has 6 passenger seats: three in the front and three in the back. • The car in 5C cannot be searched. The building it is in can also be accessed from the “north” side, where the car stands out. This building can be searched.

• You can search the 7B police car more than once. Draw cards until you find a weapon. Discard the other cards. The “Aaahh!” cards trigger the appearance of a zombie as usual and interrupt the search. • 4B and 1B on one hand, 2C and 1C on the other hand do not connect under any circumstances. They reveal independently. • A driven car can move anywhere, as long as there is no red poll on the area. • Some buildings reveals from the start, yes. You were warned! • We are friends, are we? If two teams are in play: - Double the number of Zombie spawn zones: the blue Zombie spawn zones activate as usual. Otherwise they do not activate at all. You can use red Zombie spawn zones (put three or six as required). - The order of play is: turn 1: number 1 of team 1, then number 1 of team 2, number 2 of team 1, number 2 of team 2, and so on. Turn 2: number 1 of team 2, number 1 of team 1, and so on. Decide as you wish which is team 1. - A Survivor cannot shoot on a Survivor if there is any zombie on the board. If there isn’t, then it is up to you. You were friends, weren’t you? Regarding Targeting priorities, other team comes last.

[CAMPAIGN] & [MULTI-GROUP] RULES

• If the team comes from N-3A (This night) JACK IN THE BOX, the starting area is on 5C. The Exit area is on 4D. • If the team comes from D-3B (That day) THE MANIAC’S MANSION, the starting area is on 1C. The Exit area is on 5E. • If you have enough play material, play with the two teams on the board. The first to complete both objectives wins. • If not playing [CAMPAIGN] mode, choose as you wish one starting zone and one exit zone.

Survivors begins at red level. [CAMPAIGN] Any survivor can take two (and two only) Equipment cards from his personal stock or the team stock. You will need the following tiles for this scenario: 1B, 1C, 2C, 4D, 5B, 5C, 5E, 6B and 7B.

Survivors starting zone

Zombie spawn zone

Extra Zombie spawn zone (2 teams)

Closed door

Opened door

Police car (see rules)

Red fence’s poll

EXIT zone

D-4B (The last day) A DEAD END? Only two words came to my mind as I picked an eye to the nearest street: “Oh, no!”. It was swarming with Zombies. Something must have gone really wrong somewhere… I mean, more wrong… The only thing that was left for us was to run for our lives while we have one. I miss my jogging sessions.

OBJECTIVES:

• Escape. Survivors must reach the Exit Zone. There must be no Zombies in the zone.

SPECIAL RULES: None. You are on your own.

Survivors begins at red level. [CAMPAIGN] Any survivor can take one (and one only) Equipment card from his personal stock or the team stock. You will need the following tiles for this scenario: 1B, 1C, 4C, 4E, 5B, 5D, 5F, 6B and 6C.

Survivors starting zone

EXIT zone

Closed door

Opened door

Zombie spawn zone

N-4C (Final night) A BIT OF LUCK The least to say is that we are outnumbered to find our way out of here. Everyone hope the luck will be on our side. I mean, it’s not like the horde needs it anymore!

OBJECTIVES: • Escape. The Survivors must reach the Exit Zone in the Pimpmobile, the only car with a significant amount of gas left. There must be no Zombies in the zone.

SPECIAL RULES: • You can use cars. • You can search a pimpmobile only once. It contains either Ma’s Shotgun or the Evil Twins (choose randomly). Some Missions may contain many pimpmobiles. In this case, you can only get the weapons that haven’t been obtained yet. When there’re no more…there are no more.

• You can search a police car more than once. Draw cards until you find a weapon. Discard the other cards. The “Aaahh!” cards trigger the appearance of a zombie as usual and interrupt the search. • Former resistance pocket. Most buildings of this area do not have any disposable access. You can drive a car through a wall (counts as one space drive). The building immediately reveals, then deal damages on Zombies in the room the car crashed in as usual. The car immediately becomes out of order. The car is considered both in the room and in the street, and the broken wall is an open access. • Narrow streets. A car cannot drive into or through an area already occupied, even partially, by another car. The two cars initially put partially on the crossroad are considered on the actual crossroad street area, regarding driving moves.

Survivors begins at red level. [CAMPAIGN] Any survivor can take two (and two only) Equipment cards from his personal stock or the team stock. You will need the following tiles for this scenario: 1B, 1C, 2B, 4B, 5C, 5D, 5E, 5F and 6C.

Survivors starting zone

EXIT zone

Zombie spawn zone

Closed door

Opened door

Police car

Pimpmobile

The FORGOTTEN FILES of CROWD CITY

Not to be read by everyone

Secret rules and events of the Crowd City campaign for

Zombicide

FOREWORDS to the Forgotten Files Here are presented the tricks and secrets that may happen during the Crowd City Campaign. There are also some hidden objectives. They are not mandatory. The players will receive bonus at the end if they reach them, may they be aware of them or not.

FORGOTTEN COMMON RULES of the Campaign

ONCE A SCENARIO IS OVER: • So close, we were so close. If the Survivors fail, the Mission can be tried again: - Any Survivor looses one Equipment card of his (or her) stock to heal a wound, two to recover from a near death. If a personal stock is empty, take from the team stock. If cards are lacking, the wound stays or the Survivor is really dead. The Campaign is either started again, or continues without the player. - Use a danger level below the one previously used. At blue danger, personal stocks or team stock cannot be used, begin with the common starting equipment. • Look what I found! At the end of each successful scenario, each living Survivor chooses for each Equipment on his (or her) inventory at that time if: - It goes on the team stock; - It goes on his (or her) personal stock; - It is discarded. • Bored of that. For each Equipment already in his (or her) personal stock, he (or she) may put it on the team stock or discard it.

ONCE A CAMPAIGN IS OVER: • Scoring Each living Survivor brings 10 victory points. Each food Equipment card in a stock brings 5 victory points. Each weapon Equipment card in a stock brings 2 victory points. A cleared hidden objective brings 10 victory points. Failed try of a Scenario costs 20 victory points.

D-01-f

HIDDEN OBJECTIVES: • Reveal all objectives.

SPECIAL RULES: • Put three red objective tokens on initial setting. • Definitely not that one! Once the first one is revealed, discard all three. Take one green objective token and one red. Randomly set these two, on their red side, on the two subsistent places. The green objective token on the map is therefore an example. • Anyone here? The first opened building is revealed as usual. For the second one, roll a D6 - 1-2 > 1 room revealed one danger level higher. - 3-4 > 2 rooms revealed one danger level higher. - 5-6 > 3 rooms revealed one danger level higher. Players choose which room(s). For the third one, it’s the same, but roll until higher result than the second building’s one. If the first was 5 or 6, the result of this one is automatically 6.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • Home sweet home.

You ended on the 2C safe place, Adam Attaway’s “Dispatch Area Office” I don’t know about the others, but I don’t like this place. I reckon it is safe, but the wallpaper is just hideous. And THAT calendar is not staying, no matter what the guys say. You might continue the adventure with D-2A (a day after) F*** DOORS!.

You ended on the 1B safe place, Bobby Blomberg’s “Body Part Shop”. Gosh! That was a close one! It smells like car oil and gaz, but that’s better than rotten flesh. Franck thinks that we better double check our new stash. We all agree, because we remember how our last good idea ended!! You might continue the adventure with N-2B (Next night) SEAL THE PLACE.

You ended on the 1C safe place, Cassie Cochran’s “Cozy Corner Hotel”. We finally met some luck! Might have been some kind of guest house or hotel. Still comfy in its way. Looks bigger than what we managed to secure though, so we’ll have to go and see what’s behind these doors!! You might continue the adventure with N-2C (The following night) NO VACANCY.

For this mission, the map does not need any more information.

Survivors starting zone

Zombie spawning zone

Closed door

Opened door

Checked and unsafe building

Checked and safe building

WANNA HAVE CHOICE?

[CAMPAIGN] & [MULTI-GROUP] RULES If the actual group of Survivor want to or has to end in a different place. The objective token in the building(s) to be avoided must mandatorily be revealed first (and second)

The players do not know The secret [CAMPAIGN] rules

The players know The secret [CAMPAIGN] rules

If one building is to be avoided, that one is the one revealing as usual, no matter when it is opened. The two others use “Anyone here?”. If two buildings are to be avoided, first opened out of both and second opened out of both reveal as first and second of “Anyone here?”. Ignore the higher result rule for the third if it cannot apply. In such case, results of 1 or 2 must reroll.

If one building is to be avoided, it must be opened first. The “Anyone here?” applies normally. If two buildings are to be avoided, they must be opened first and second (in any order). The “Anyone here?” applies normally.

D-2A-f

SPECIAL RULES: • The Zombie blue spawn zone works as normal once the blue electric grid has fried. It does not spawn before. Do not put the Zombie blue spawn zone on initial setting. • That sounded too easy. The Abomination does not get pushed that easily. The Survivor who activates the blue objective has to sacrifice himself in the process. He (or she) dies immediately.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE?

• We made it! Is it a good plan? Nope. Does it work out? So far yes, unfortunately for poor Sammie. She’s not the first friend we lose in this madness, but none get used to the strange feeling afterward (Neville might). In the meantime, we checked the car. It lacks a battery and a transmission cable. Something we’ll found easily when rescuing the sheriff. It’s not as if this type of car would not be common in his earlier trap. You might continue the adventure with N-3A (This night) JACK IN THE BOX

Check the forgotten map for hidden information.

Survivors starting zone

Zombie spawn zone

Zombie blue spawn zone

Closed door

Opened door

Police car (search only)

Green objective switch

Green door to the generator

Blue electric grid

N-2B-f

SPECIAL RULES:

• Put 3 Walkers in the rooms marked . • We’re not alone. The first Survivor to enter the vertical street formed by 5E and 5C and 5B and 6C get immediately a (shot) wound. The Survivor doesn’t lose any Equipment card (unless the inventory is full). This wound cannot heal in any way. The Survivor dies at the end of the game. If this is his (or her) second wound, then it is instant death.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • We made it! The good news is that we are now totally safe. The bad news is that Carmen is dead. Maybe she is safer than we are? You might continue the adventure with D-3B (That day) THE MANIAC’S MANSION

Check the forgotten map for hidden information.

Survivors starting zone

Zombie spawn zone

3 Walkers

Closed door

Opened door

Pimpmobile (search only)

Red metal bar

N-2C-f

HIDDEN OBJECTIVES: • The streets around as well.

SPECIAL RULES:

• Put one Walker Zombie in each room with a . • Tricked door. Flip a revealed red objective. If red, nothing happens. If green or blue, the Survivor is immediately wounded. The wound does not cause the loss of an Equipment card, except if the inventory is full. It can be healed. If that is the second wound, it is instant death. • Upper floor. Each turn, before spawning the two regular Zombie spawn zones, roll two dice. The first one indicates which tile has a hole in the ceiling As an example: - 1 > 1C - 2 > 1B

- 3 > 4C - 4 > 4E - 5 > 2C - 6 > 2B The second one indicates in which room. Decide randomly how to proceed. NB: the random rules are set once and for all before the rolls. As a matter of fact, this extra spawning can happen in any room, including a starting one or one with Survivor(s) in it.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • We made it! We finally get rid of them all, but that has not been easy. Carmen felled into a trap that has been set by who knows who. Someone who has had the same idea we are running now? Anyway, it got infected. Neville say we have to do something before it goes too bad. You might continue the adventure with D-3C (This day) THE CROSSROAD

Check the forgotten map for hidden information.

Survivors starting zone

Zombie spawn zone

Closed door

1 Walker

Red closed door

N-3A-f

HIDDEN OBJECTIVES: • Clean all the Car Park. Activate all hood’s objectives, draw all trunk’s Equipments, kill all Zombies in the seats.

SPECIAL RULES: • The two Zombie red spawn zones work as usual. • Dark hours. Before Spawning, the two Zombie blue spawn zones move as an Abomination. Use red Zombie spawn zones everywhere, as long as one stays on each initial area all along.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE?

• We made it! Definitely a crappy plan!! In the end, it gave us a working car and a new fellow, but we did not expect the Prison to be connected to the generator. Everything got loose! We cannot stay any longer. You might continue the adventure with D-4A (Final day) ESCAPING THE PRISON

PLAYING THE STUCKED ONE

• [CAMPAIGN] The Stucked One is the Survivor that has sacrificed himself during D-2A (a day after) F*** DOORS!

Check the forgotten map for hidden information.

Survivors starting zone

Zombie spawn zone

Moving Zombie blue spawn zone

EXIT zone

Closed door

Opened door

Red useless mechanic thing

Green transmission cable

Blue battery

Red police master key

Police car (see special rules)

D-3B-f

HIDDEN OBJECTIVES: • Find a ranged weapon in every building. • Use a Molotov to kill The Maniac.

SPECIAL RULES: • Hey, what’s that noise?

- Numbers indicate the number of Walker Zombies that must be placed during initial setting. - Every shoot, of anyone, anywhere, triggers a blue level spawn at the Zombie blue spawn area. This Zombie blue spawn area does not spawn otherwise. The Maniac does not waste his (or her) bullets. That spawn is under The Maniac responsibility, if a player plays him (or her). Put the Zombie blue spawn zone (and spawn) after the first shoot of the game.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • So close, we were so close. You might continue the adventure with D-4B (The last day) A DEAD END?

• We made it! I still not believe there are people like this in a world like today’s. Isn’t it hard enough to cope with the Z? I think we made our point clear now. And we could bring this maniac’s odd car back home. There is no way we could not fix it for a longer run. Meaning out of this hell!! You might continue the adventure with D-4A (Final day) ESCAPING THE PRISON [CAMPAIGN] & [MULTI-GROUP] This continuity needs the D-2A (a day after) F*** DOORS! to be completed. Or You might continue the adventure with D-4B (The last day) A DEAD END?

PLAYING THE MANIAC

• [CAMPAIGN] The Maniac is the Survivor that has been shot to death during N-2B (Next night) SEAL THE PLACE

Check the forgotten map for hidden information.

Survivors starting zone

Zombie spawn zone

Zombie blue spawn zone

The Maniac’s starting zone

Walker(s)

Barricaded closed blue door

Closed door

Opened door

Pimpmobile (search only)

D-3C-f

SPECIAL RULES: • Were do they come from? - When the door of the hotel is opened, spawn as usual

each area marked with . If at a given time, there is no Zombie any more in the street areas, repeat. - When an objective is revealed, put one regular Zombie spawn zone on each area marked with a spawn zone of the same colour. The Zombie spawning zones stay to the end and work as usual once set.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • So close, we were so close. You might continue the adventure with D-4B (The last day) A DEAD END? • We made it!

And say I hated the cough syrup… At least Sammie managed to heal Carmen. The side effect is that we were less to patrol the hotel. It’s going mayhem all around. We’ve got to get out of here. It is all over again. At least we had fresh air. You might continue the adventure with N-4C (Final night) A BIT OF LUCK Or You might continue the adventure with D-4B (The last day) A DEAD END?

PLAYING THE WOUNDED

• [CAMPAIGN] The wounded Survivor is one of the Survivors that has been wounded during N-2C (The following night) NO VACANCY

Check the forgotten map for hidden information.

Survivors starting zone

EXIT zone

Area wich reveal (see rules)

Closed door

Red pharmaceutical component

Zombie spawn zone (when Red activates)

Green pharmaceutical component

Zombie spawn zone (when Green activates)

Blue pharmaceutical component

Zombie spawn zone (when Blue activates)

D-4A-f

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • We made it!

We had an enormous laugh as we reach the city’s limits. There was this board saying “See you soon!”. Check the forgotten map for hidden information.

Survivors starting zone

Zombie spawn zone

Extra Zombie spawn zone (2 teams)

Closed door

Opened door

Police car (see rules)

Red fence’s poll

EXIT zone

D-4B-f

SPECIAL RULES: • Former resistance hero. Put an Abomination on the

area marked with . This Abomination does not move, vicious, waiting for the perfect moment to strike. It is really strong too (see below) • You think you are fast? If a Survivor enters an area (room or street) with the blue door, it launches a still effective alarm system. The sound obviously draws attention. The Zombie blue spawn area immediately spawns, and works as usual from now on. It does not spawn before that. For initial setting, use a regular door and do not put the Zombie blue spawn zone until it has been triggered, for the surprise’s effect! • You think you are smart? - If they are extra zombies available for playing (such as an Abomination pack), you must display an abomination each time one is drawn, no matter what. If you lack miniature, put an Objective counter on a Fatty to transmute it.

- All Abominations, the one on the area to begin with, cannot be killed but with the use of a Molotov. This is to be known by the players only at the first time they try to get it down with something or someone else. • [HARDCORE OPTION] If there is an available Abomination pack and it is planned to be used by the players, then the famous “Walk of the Dead” Zombie cards pack must be used as well (if available too).

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • We made it! “Ah ah ah ah ah!” I cannot stop giggling. The irony of the situation is killing me. You would not believe what we saw in front of us around the corner, would you? A brand new, solid and high concrete wall! F***ing wall all over the way!!! We’ve got to face the situation: it is not the irony that will actually kill me. Not today.

Check the forgotten map for hidden information.

Survivors starting zone

EXIT zone

Closed door

Opened door

Zombie spawn zone

Zombie blue spawn zone

Abomination

N-4C-f

HIDDEN OBJECTIVES: • Visit and reveal all buildings.

SPECIAL RULES: • Unpredictable horde. On the first turn, all six Zombie spawning zones work as usual. On other turns, before spawning, roll a die. - 1-2 > 4 Zombie spawn zones do spawn. - 3-4 > 5 Zombie spawn zones do spawn. - 5-6 > 6 Zombie spawn zones do spawn. To determinate which Zombie spawn zones to use, roll a die for each. A result of 1 activates the Zombie

spawning zone marked , and so on. If a number comes several times, the same zone spawns. • Former resistance hero. Any Abomination cannot be killed in any way. It does forbid the driving through any street area it occupies. This is not to be known by the players until first such contact.

[CAMPAIGN] NOW WE ARE SAFE, AREN’T WE? • We made it! We had an enormous laugh as we reach the city’s limits. There was this board saying “See you soon!”.

Check the forgotten map for hidden information.

Survivors starting zone

EXIT zone

Zombie spawn zone

Random number

Closed door

Opened door

Police car

Pimpmobile