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Zombicide Campaign Rules PDF

15 Pages·2012·0.18 MB·English
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Zombicide Campaign Rules Table of Contents 1. Preface ................................................................................................................................................. 1 a. Campaign setting ............................................................................................................................. 2 b. Preparations before first game ....................................................................................................... 2 2. Mission setup ...................................................................................................................................... 3 a. Choose a mission ............................................................................................................................. 3 b. Additional Spawn Zones .................................................................................................................. 3 c. Early Exit conditions ......................................................................................................................... 4 d. Survivors .......................................................................................................................................... 4 3. During a Mission .................................................................................................................................. 4 a. Survivors and companions............................................................................................................... 4 b. Zombivors and Lost ......................................................................................................................... 4 c. VIPs .................................................................................................................................................. 5 d. Miscellaneous rules ......................................................................................................................... 5 4. Aftermath ............................................................................................................................................ 6 a. Survivors/Companions/Dogs ........................................................................................................... 6 b. Equipment ....................................................................................................................................... 6 c. Experience Cards ............................................................................................................................. 7 d. Mission aborted............................................................................................................................... 8 5. Camp phase ......................................................................................................................................... 8 a. Companions ..................................................................................................................................... 8 b. Generator ........................................................................................................................................ 8 c. Camp building .................................................................................................................................. 8 d. Collect Food Units from Camp improvements ................................................................................ 9 e. Food consumption ........................................................................................................................... 9 f. Wounds ............................................................................................................................................ 9 g. Storage limits ................................................................................................................................... 9 6. Event phase ......................................................................................................................................... 9 7. Scouting phase .................................................................................................................................. 12 a. Fuel consumption .......................................................................................................................... 12 b. Scouting results ............................................................................................................................. 12 8. Preparing a new mission ................................................................................................................... 13 a. Mission Roosters ........................................................................................................................... 13 This set of Zombicide Campaign Rules is presented by Kulkmann’s Gamebox www.boardgame.de The campaign rules are intended to be tribute to the great Zombicide boardgame. “Zombicide” is a trademark of Guillotine Games. All rights reserved. 1. Preface If the Zombicide Compendium and the missions published in the main games/expansions are taken together, quite a lot of different scenarios have been released by now. Some of these scenarios have been linked into mini-campaigns (like Switch City, Boomtown), but so far no official set of campaign rules has been released. This article tries to consolidate the existing missions and Zombicide extras into a larger campaign. Ownership of the following Zombicide products is strongly recommended to use these campaign rules: - Zombicide 1 - Zombicide 2 - Zombicide 3 - Toxic City Mall Expansion - Angry Neighbors Expansion - Zombicide Compendium 1 - Team-building Deck - Experience Deck - Lost Zombivors - Zombie Dogz - Dog Companions - Promo Survivors a. Campaign setting The players begin the campaign with a small group of Survivors, searching for weapons, food and other useful equipment. After each mission the players will go through a special “camp” phase in which issues like food consumption, camp building, recovery etc. are resolved. When the players have collected enough gasoline, they will be able to go on scouting missions, ultimately searching for some kind of sanctuary. b. Preparations before first game Choosing starting Survivors: A campaign should be started with 6 Survivors which are distributed equally between the players. These six Survivors may be chosen from all available Survivors. Equipment deck: The Equipment cards from Seasons 1, 2 and 3 and the expansions should be combined into one big Equipment deck. To keep the deck balanced, the following composition is suggested: 10 cards: Aaahh! 7 cards: Gasoline 6 cards: Bag of Rice, Canned Food, Energy Drink, Glass Bottles, Pan, Water 4 cards: Baseball Bat, Chainsaw, Claw Hammer, Crowbar, Fire Axe, Flashlight, Hatchet, Knife, Laser Pointer, Machete, Pistol, Plenty of ammo (heavy), Plenty of ammo (light), Rifle, Sawed Off, Scope, Shotgun, Sub MG, Zomb’ Knuckles 2 2 cards: .44 Magnum, AK-47, Assault Rifle, Automatic Shotgun, Bow, Cookies, Crossbow, Double Barrel, Goalie Mask, Gas Mask, Gunblade, Handcannon, Hollow Point Rounds, Katana, Kukri, Mac-10, Meat Cleaver, MP 5, Nails, Nightstick, Riot Shield, Saber, SBF, Spare Change, Sword, Urban Mace, Wakizachi, Winchester 1 card: Concrete Saw, Flamethrower Starting Equipment: The normal Season 1 starting equipment (Gun, Crowbar, Fire Axe, 3 Pans) is available to the players only at the beginning of the campaign. During the campaign these six cards are treated like any other equipment. Pimp Weapon cards: All available Pimp Weapon cards should be combined into one Pimp Weapon deck. Team-building deck: A Survivor deck of all available Survivors (minus the six starting Survivors chosen by the players) is created and shuffled. If Companions/Dog Companions are used, all Companion Cards are shuffled into this deck as well. Before the first mission two of these cards are randomly drawn and shuffled into the Equipment deck. Zombie Spawn card deck: The deck of Zombie Spawn cards can be prepared to the players liking. A good suggestion can be found in Zombicide Compendium 1 (page 91), mixing Season 1 basic Zombies with Berserkers and Toxic Zombies. It is recommended to add Zombie Dogz or Season 3 Zombie Types/Crowz for more variety, but these cards should be used sparsely in order to keep the deck balanced. More cards (like VIPs, Skinners etc.) can be added at the players’ liking. The Lost Zombivor cards are not yet added to the deck. 2. Mission setup A suitable and thematically fitting mission for starting the campaign would be mission C-23: Day Zero which can be found on page 54 in the Zombicide Compendium. a. Choose a mission During the whole campaign, missions should be determined in a random fashion, using the “Standard Mission” rooster at the end of these rules. The “Special Building Complex” rooster is only used on special occasions. Each mission is set up following the normal setup routine, but whenever possible the use of Spawn Locators (Season 3) is suggested in order to distribute Zombies more randomly. If the mission does not yet use Spawn Locators, try to assign one Locator to each Zombie Spawn Zone. b. Additional Spawn Zones If the players add companions or dogs to their mission team, one additional Spawn zone/dice is added for each two companions/dogs. 3 c. Early Exit conditions Before starting a mission, the players should discuss and agree on a possibility to abort the mission (an additional Exit Zone, driving a car off the board etc.). This is not mandatory, but it seems more realistic if the characters can flee the scene, and in addition the campaign gets much harder if all missions must be won at any price. d. Survivors At the beginning of the campaign the players will be restricted to their chosen group of 6 Survivors. Later during the campaign, only one of the initial team of six Survivors must participate in every mission, the other participating Survivors may be chosen or drawn randomly from the Survivor pool available to the players. If all six initial Survivors have been killed the whole campaign is lost! 3. During a Mission Each mission is played normally with the players trying to reach the mission goal. a. Survivors and companions If a player draws a Survivor/Companion/Dog Companion card while searching, he may take the Survivor’s dashboard /add the Companion/Dog to his team/inventory. To befriend a Dog, the player must discard one card of Cans, Bag of Rice, Water or Cookies. To make friends with a new Survivor or a Companion, the player must discard one Weapon card. During the Zombies’ Phase, one additional Spawn Zone/dice is added for every two Survivors/Companions/Dogs which have been found during the current mission. Note: In contrast to the rules, Companion Cards and Dog Cards do not require a slot in a Survivor’s inventory. b. Zombivors and Lost If a Survivor is killed, he is replaced by his Zombivor Version. If a Zombivor is killed, he is removed from the game and a Lost card is shuffled into the Zombie Spawn deck. The Lost card remains in the Zombie Spawn deck even when the mission is over, possibly resulting in more than one Lost card being available in the Spawn deck. When the Lost card is revealed during a mission, the lost Zombivor returns as a Zombie. If several Lost cards are in the deck, randomly determine which lost Zombivor is spawned. If the players succeed in killing a lost Zombivor, the Lost card is removed from the Zombie Deck and returned to the stocks. The killed lost Zombivor is retired from the campaign. The player killing the lost Zombivor is awarded a freely chosen Equipment card (no Companion or Dog) or he may randomly draw a Pimp Weapon card. In addition to the normal Lost-rules, a Lost has several special powers: • a Lost has its own Zombie entourage. If a Lost is spawned, one additional Spawn card is drawn for the Lost’s zone during each round’s Spawning Phase. • a Lost in play gains an extra activation whenever a Lost card or a Seeker card is drawn. 4 • a Lost can make ranged attacks. Whenever it activates while having a Line Of Sight on a Survivor (or more) at Range 0-2, it performs a standard Zombie Attack on the designated Zone. If several Zones are eligible, it chooses the target according to these priorities: 1- The Zone with the most Survivors. 2- The noisiest Zone. 3- If all Zones have the same amount of Survivors and Noise, the players choose. If a ranged attack is made in this fashion, the Lost does not move. c. VIPs Whenever a spawning card for VIP’s Standard Walkers is drawn, the sculpts of the VIP miniatures are not chosen at random but instead they come in groups of two. In case the number of VIP’s is odd one additional miniature of another sculpt is added. Whenever a player has succeeded in collecting VIP miniatures of 5 different sculpts, he makes a dice roll on the following table to see what kind of benefit he gets: 1 “There must be something of use…” The player draws a card from the Equipment deck. Ignore “Aaargh” cards, Companions and dogs. 2 “He must have been a …. Tourist?!” Make another roll to see what you have found: 1-2: Cookies – take a Cookies card from the Equipment deck 3: Energy Drink – take an Energy Drink card from the Equipment deck 4: Water Bottles - take a Water card from the Equipment deck 5: A city map! For your next mission you may choose to roll on the Roll on the Mall, Prison or Hospital mission rooster. 6: A vacation brochure of “Zombie-free Island”! Gain 1 Scouting Mission! 3 “That’s certainly a cop!” Make another roll to see what you have found: 1-2: Flashlight – take a Flashlight card from the Equipment deck 3-4: Pistol – take a Pistol card from the Equipment deck 5-6: Shotgun - take a Shotgun card from the Equipment deck 4 “A paramedic! Hopefully she has some equipment left…” One Survivor of the player’s choice may discard all “Wound” cards. 5 “I knew that this was the guy we have been looking for!” The player may look through the Equipment deck and take a card of his choice. Ignore “Aaargh” cards, Companions and dogs. 6 “Let’s nuke them!!!” The player draws a card from the Pimp Weapon deck. d. Miscellaneous rules Aaargh cards: Instead of adding a Walker, a Spawn card is drawn, spawning Zombies according to the current Danger level. Wounds: A wounded Survivor loses a random Equipment card and – if applicable – an Experience card of the player’s choice. 5 Pimp Weapons: If the players gain a Pimp Weapon card, the card is randomly drawn from the deck of Pimp Weapon cards. Bowling Ball and Will’s Comet Launcher are one-use items. Flaming Nailbat: A Nailbat can be discarded together with a Gasoline card to get a “Flaming Nailbat”. The weapon can be used for 1D6 turns (use a dice to mark this) and is discarded afterwards. 4. Aftermath a. Survivors/Companions/Dogs The players will keep the Survivors, Companions and Dogs, including the Survivors/Companions/Dogs found in the current mission. This way the players will accumulate a bigger Character Pool for future missions. If a Survivor has been killed during a mission, he will have turned into a Zombivor. However, as Zombivors slowly loose all signs of humanity, a Zombivor will not stay with the players’ characters and so he cannot be used during a follow-up mission. The Zombivor is removed from the Character Pool and a Lost card is added to the Spawn deck for the next mission (see above “Zombivors and Lost”). All killed Survivors and Dogs are removed from the game. Companions are returned to the team- building deck. b. Equipment All Equipment cards carried by the Survivors will be checked whether they can be kept or whether they have been used up or are damaged beyond repair. The only exception to this rule is Survivor specific equipment (see below). Survivor specific equipment (“Starts with…” skills): Each Survivor keeps his specific equipment unless the equipment card has been lost/discarded during the mission. In this case the “Starts with…” skill becomes inactive until the Survivor once again finishes a mission with a matching piece of equipment or is assigned a matching Equipment card from the camp’s inventory. Firearms: A ranged weapon may be kept if the players discard a duplicate weapon of the same type or a fitting Ammo card. Alternatively, a fitting unit of Ammo (AU) from the player’s camp can be discarded. • Small Ammo: Pistol, Rifle, Assault Rifle, Winchester, Thompson • Big Ammo: Sawed Off, Shotgun, Double Barrel, Automatic Shotgun, Ma’s Shotgun, SPAS 12 • Hollow Point Rounds: Magnum, Pistol, Rifle, Gunblade, Evil Twins, Pa’s Gun, Desert Eagle • Ross’ Bowling Ball and Will’s Comet Launcher are one-use items. The players may keep them if they have not been used. • Other Pimp Weapons: if the cards cannot be kept, but are shuffled back into the Pimp Weapon deck. • Molotov Cocktail: May be kept if it has not been used. 6 Melee weapons and archery weapons: A dice must be rolled to see whether these weapons can be kept. They can be kept on a roll of “4” to “6”. Scope/Laserpointer: If they are attached to a weapon, they are kept/discarded together with this weapon (this includes Survivor specific starting weapons). If they have not been attached to a weapon, they are kept following the rules for other equipment. Food / Gasoline / Ammo / Pans: All these items can be stored in the players’ camp in form of generic “units”. In this case the stocks are recorded on the Camp Inventory Sheet and the Equipment cards are returned to the Equipment deck. Food Units (FU): 1 FU: 1 card of Cookies, Energy Drink 2 FU: 1 card of Cans, Bag of Rice, Water Pan: can be discarded to double a 2 FU-card to 4 FU. Gasoline Units (GU): 1 GU: 1 Gasoline card Ammo Units (AU – small, big, hollow): 1 AU: 1 Ammo Card Storage Limits will be checked during Camp Phase. To avoid problems with storage capacity, the players can chose to keep some of these cards as normal Equipment cards (observing the applicable storage limit). Tools: Collected tools can be converted into generic Building Units (BUs). Since BUs represent unfinished works, the players can keep an unlimited amount of BUs. Building Units (BU): 1 BU: Hatchet, Crowbar, Bottles 2 BU: Fire axe, Claw Hammer, Nails 5 BU: Chainsaw, Concrete Saw Once again, the players may choose to keep some of these items in form of Equipment cards (observing the applicable storage limit) instead of turning them into BU’s. Other equipment: A dice must be rolled to see whether these items can be kept. They can be kept on a roll of “4” to “6”. c. Experience Cards Any Survivor who has reached the Red Danger Level in the current mission is entitled to one Experience Card. Weapon-specific Experience cards can only be chosen if the character finished the current mission with such a weapon and if this card has not been discarded during aftermath (see above). When taking a weapon-specific Experience card, the player may decide to take either a “Starts with…” card matching this weapon or draw a random Experience card for this weapon type. During the campaign, all Experience cards will be kept by the individual Survivors, and a Survivor can gain a maximum of 3 Experience Cards. 7 d. Mission aborted If the players have choosen to give up (flee) before fulfilling the final mission goal, all Equipment cards in the Survivor’s inventories are subject to an additional lost-check. A dice is rolled for every equipment card, with a 1 to 2 indicating that the card has been lost on the flight. After this lost-check the normal rules for keeping equipment still apply. In addition, no new Experience cards can be gained by fleeing Survivors. 5. Camp phase At the beginning of the campaign the players first will focus on finding some weapons and equipment and possibly improve their camp to make it a bit more save. However, their main focus will lie in finding enough Gasoline to go on scouting missions in order to find a sanctuary… a. Companions Companions can be used at any time during this phase to gain certain benefits. If the players decide to get the associated benefit, this companion must be shuffled back into the Team-building deck. • Sniper: Roll a dice to gain Food Units: 1-2: 0 FU 3-4: 1 FU 5: 2 FU 6: 3 FU • Searcher: Draw 4 Equipment cards and keep one. Ignore Companions, Dogs and Zombies. • Handyman: Gain 3 Building Units. • Gunman: Make a re-roll of one dice roll during the whole Camp phase. The following steps should be performed in sequential order: b. Generator If the players possess a Generator, one GU can be discarded to gain 5 additional BUs. c. Camp building The players may spend some or all of their collected BUs to build improvements for their camp. All improvements are recorded on the Camp Inventory Sheet, and some of them can be built multiple times. - Garden (5 BU): gain 1 FU during each camp phase (x3) - Locker (5 BU): Store up to 3 additional Equipment cards (x4) - Archery Weapon (5 BU): Discard a Knife Equipment card in order to gain a Bow Equipment card. - Ammo Locker (10 BU): Store an unlimited number of Ammo Units. - Water Tank (10 BU): collects water. - Gasoline Tank (10 BU): Store up to 4 GU (x4) - Generator (15 BU): Additional BUs and event related benefits - Cellar (15 BU): store up to 20 Food Units - Sickbay (15 BU): heal one Wound. (x2) 8 - Barricades (15 BU): players may take two Barricade tokens on their next mission. Each Barricade Token needs 3 free slots on a Survivor’s inventory. The Survivor may only move one zone each turn until he has dropped the Barricade token. - Fence (20 BU): event related benefits - Watchtower (20 BU): event related benefits - Scouting Car (25 BU): event related benefits d. Collect Food Units from Camp improvements • 1 FU per Garden • One Dice roll for the Water Tank: 1-2: No rain 3-4: 1 FU 5: 2 FU 6: 3 FU e. Food consumption Each Survivor/Companion/Dog consumes 1 FU. If the community does not possess enough FU to feed everybody, they must turn out some characters, shuffling their cards back into the Team- building deck. All Experience cards collected by cast out Survivors are lost. In addition, every Survivor or Companion who is cast out must be assigned an Equipment card from the players’ stocks (card is discarded). f. Wounds Wounded Survivors will keep their wounds. However, at this point one wound each can be healed by: • discarding 3 FU (can be applied multiple times) • every Survivor with the Medic skill in the Character Pool (including a character who gained the Medic-skill during the just finished mission) • a Sickbay (Maximum: 2) g. Storage limits At this point all storage limits will be checked. Surplus Equipment cards, Food, Gasoline and Ammo Units must be discarded if they cannot be stored. Each Survivor in the player’s Character Pool gives a storage capacity of 1 Equipment card, not including Survivor specific starting weapons. Storage capacities for Food Units, Gasoline Units, Ammo Units and additional Equipment cards are generated through various camp improvements. Building Units can be stored without limitations. Weapons with attached targeting gadgets count as one piece of equipment. 6. Event phase After a Zombie-Apocalypse, life is full of surprises, and so the players have to roll a dice to see what kind of event is happening during this camp phase: 9 11-12 Plunderers come at night! The players loose 2D6 Equipment cards. The result of this roll is reduced by three each for a Fence or a Watchtower. The event is ignored if the players possess both improvements and if they have used a Generator during this camp phase. Alternatively, This event also can be ignored if the character pool contains a Gunman Companion. The Gunman must be shuffled back into the Team- building deck. 13-14 Fire due to a short-circuit fault in town Roll a dice for each camp improvement. It is destroyed on a roll of “1” or “2”. All dice rolls are increased by one if the players possess a Watchtower. Gasoline chain reaction: If one of the players’ Gasoline Tanks catches fire, all Gasoline Tanks will be destroyed (including all GUs). The loss of camp improvements can be avoided if the players possess a Water Tank. It costs 3 FUs each to save an improvement, and the decision can be made after all dice rolls. Note: Storing limits for Equipment cards, FUs and AU’s will only be checked during next camp phase. 15-16 Rotten Food The players loose 1D6 stored FUs. 21-22 Epidemic A random character from the Character pool receives one wound. This includes Companions and Dogs. This event carries on in following camp phases and ends only if the players possess at least one sickbay and discard 1D6 FUs from storage. If the players do not possess enough FUs, all FU’s are consumed and the Epidemic continues next camp phase. 23-24 Rats The players loose 2D6 stored FUs. This event is ignored of the players possess a Fence. 25-26 Davy Jones’ Locker: Well, not really, but if the players possess an Ammo Locker there has been water leaking in due to heavy rain. All stored AU’s are lost. The Ammo Locker is lost, too, unless the players instantly spend 4 BU’s to repair it. 31-32 Winter The players have to spend 1D6 BP for fireplaces. For each BP not spent the group has to take a Wound (assign randomly). The result of the dice roll is reduced by two if the players have used a generator during this camp phase. 33-34 Ice Rain All Gardens are destroyed. 35-36 Lots of Snow The players must skip the next Scouting Phase. 41-42 Zombie Attack The group must take 1D6 random Wounds. The result of this roll is reduced by 1 for a Fence or a Watchtower. If the players possess both improvements the result is lowered by 3. 43 Wild Dogs The players loose 1D6 stored FU’s and the group must take 1D3 random wounds. These losses can be ignored if the players possess a Fence. During the next mission all Zombie Dogs spawnings are increased by two additional dogs. 44 Zombie Horde A huge group of wandering Zombies has arrived in town. Roll a dice to see on which Danger Level Spawning will begin during the next mission: 1-4: Yellow, 5-6: Orange The result of the dice roll is lowered by 2 if the players possess a Scouting Car and have at least one GU in storage. Note: the characters still begin the following mission at Blue level. If the players have a Fence, a Watchtower and enough FU’s for all characters in the pool, they may wait until the Zombie Horde has passed. They can skip the next mission and go directly to the next camp phase. 45 Lost! Add a Lost card to the Zombie Spawn deck. The card is removed when the Lost has been defeated. 46 Here comes the Boss! Roll on the following table for the first Abomination spawned during the next mission. This result can be ignored if the character pool contains a Sniper Companion. The Sniper must be shuffled back 10

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If the players add companions or dogs to their mission team, one additional Spawn . Ammo Units (AU – small, big, hollow): 1 AU: 1 Ammo Card.
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.