Zombicide: Compendium 1
Zombicide: Compendium 1 Rulebook
Table of Contents
Table of Contents
Switch City Campaign
Switch City is a 6-Mission campaign. Its missions are: Pull the Switch, The Skyscraper, Fast Food, The Subway, Ye Who Enter Here... and ...Abandon All Hope.
Campaign Rules
Missions with a Special Starting Danger Level
Each Mission has its specified Danger Level. All Survivors begin at the lowest value of the Danger Level indicated in the Mission.
For example, the Fast Food Mission is set at the Yellow Level. The Survivors will therefore begin at the Yellow Danger Level with 7 experience points.
Beginning the Campaign
The campaign begins with one of the two Blue Level Missions: Pull the Switch or The Skyscraper. Choose your starting Mission freely.
Going from One Mission to the Next
Except for ...Abandon All Hope, the last Mission, all the Missions end on one or more Exit Zones. Each Exit Zone determines the next Mission played: the one with the matching starting area.
Keeping Equipment from One Mission to the Next
A Survivor who reached the Red Level at the end of any Mission can begin the next Mission with a single Equipment card from the previous Mission. Only one card is allowed.
This means that, for example, you can't keep a sniper rifle. You'll have to choose between the scope and the rifle. On the other hand, if you already created a Molotov cocktail, you can keep it since it's a single card, even though you had to collect two cards (Gasoline and Glass Bottles) to make your cocktail.
Advice: the Molotov cocktail is a good choice, maybe the best one for the last Mission.
What If... a Survivor Is Eliminated?
Survivors are hard to kill. He begins the next Mission with a Wounded card.
What If... a Survivor Ends a Mission with a Single Wounded Card?
It's just a flesh wound. The Wounded card is removed between Missions.
Pull the Switch
Danger Level: Blue
You will need the following tiles for this scenario: 1B, 1C, 2B, 2C, 4B, 4E, 5D, 5C & 7B.
Objectives: Accomplish the following tasks in this order:
- Take all the objective tokens.
- Reach any Exit Zone shown on the map with the surviving characters. The Zone must contain no Zombies.
Special Rules:
- Each objective token gives 5 experience points to the Survivor who takes it.
- The blue door cannot be opened until the blue objective has been taken.
- The green door cannot be opened until the green objective has been taken.
- 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.
- There are two Exit Zones but only one can be used. All the surviving characters must be on the same Exit Zone to achieve the last objective. The chosen Exit Zone determines the next Mission either Fast Food or The Subway.
Map key: Player starting area, Zombie spawn zone, Exit, Objectives (blue and green), Blue door, Green door, Locked door, Cars you can drive.
The Skyscraper
Danger Level: Blue
You will need the following tiles for this scenario: 1B, 2B, 2C, 4E, 4C & 7B.
Objectives: Accomplish the following tasks in this order:
- Take all the Objective tokens.
- Reach any Exit Zone shown on the map with the surviving characters. The Zone must contain no Zombies.
Special Rules:
- Each objective token gives 5 experience points to the Survivor who takes it.
- Each time you take one of the first three objective tokens, you gain a new Survivor. The player who controls the fewest Survivors randomly chooses a new Survivor and puts him in play in the objective's Zone. In case of a tie, the player who took the objective chooses which player controls the new Survivor. The new Survivor may now be played as normal. He starts at the Orange Danger level but with no equipment. This rule applies only to the first three objective tokens.
- 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.
- Place an Abomination on each Zone marked with a yellow "1" in a red dot.
- There are two Exit Zones, but only one can be used. All the surviving characters must be on the same Exit Zone to complete the mission. The chosen Exit Zone determines the next Mission either Fast Food or Ye Who Enter Here...
Zombies in a Skyscraper
The big building with a Spawn Zone in it is going to generate a lot of different ways for Zombies to get out, no matter where they want to go. It will get even worse with the opening of the first door, since all Zones will receive Zombies. Marked below are the shortest routes from the Spawn Zone to each door.
Inside a closed building, Zombies move as usual. They follow the shortest route to the noisiest Zone but stop behind the doors.
Fast Food
Danger Level: Yellow
You will need the following tiles for this scenario: 2B, 3B, 3C, 5B, 6C & 7B.
Objectives: Accomplish the following tasks in this order:
- Take all the objective tokens.
- Reach the Exit Zone shown on the map with the surviving characters. The Zone must contain no Zombies.
Special Rules:
- Yellow Danger Level: The Survivors begin this Mission at the Yellow Danger Level, not the Blue Danger Level.
- Place five Walkers on each of the four Zones marked with a yellow "5" in a red dot.
- Each objective token gives 5 experience points to the Survivor who takes it.
- The blue door cannot be opened until the blue objective has been taken.
- 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.
- There are two starting areas but only one can be used. All the Survivors begin on the Zone corresponding to the previous Mission.
The Subway
Danger Level: Orange
You will need the following tiles for this scenario: 1B, 1C, 4E, 4C, 4D & 7B.
Objectives: Accomplish the following tasks in this order:
- Take all the objective tokens.
- Reach the Exit Zone shown on the map with the surviving characters. The Zone must contain no Zombies.
Special Rules:
- Orange Danger level: The Survivors begin this Mission at the Orange Danger Level, not the Blue Danger Level.
- Each objective token gives 5 experience points to the Survivor who takes it.
- Place a Runner on each of the five Zones marked with a yellow "1" in a red dot.
Ye Who Enter Here...
Danger Level: Orange
You will need the following tiles for this scenario: 3C, 4E, 5C & 7B.
Objectives: Accomplish the following tasks in this order:
- Take all the objective tokens.
- Reach the Exit Zone shown on the map with the surviving characters. The Zone must contain no Zombies.
Special Rules:
- Orange Danger Level: The Survivors begin this Mission at the Orange Danger Level, not the Blue Danger Level.
- Each objective token gives 5 experience points to the Survivor who takes it.
- The blue door cannot be opened until the blue objective has been taken.
- 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.
- The cars in the garage zone can go out into the street if the two garage doors are opened. Cars can go back into the garage Zone but can't enter other building Zones.
- Place an Abomination on each Zone marked with a yellow "1" in a red dot.
...Abandon All Hope!
Danger Level: Red
You will need the following tiles for this scenario: 1B, 1C, 2B & 5C.
Objectives: Take both objective tokens. It's as simple as that.
Special Rules:
- Red Danger level: The Survivors begin this Mission at the red Danger Level, not the Blue Danger Level.
- 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.
- Place an Abomination on each Zone marked with a yellow "1" in a red dot.
- Place a Fatty (with its two Walker escorts) on each Zone marked with a yellow "3" in a red dot.
- There are three starting areas but only one can be used. All the Survivors begin on the Zone corresponding to the previous Mission.
Final note on this Mission: this Mission was designed for players that have the extra Walkers, Fatties and Abomination featured in the Kickstarter's Abomination pack. It can be played without these extras but it becomes a real challenge.
Missions A1-A7
Missions A1-A7 are transcribed from the official individual scenario sheets. Each scenario states its Difficulty, minimum Survivors and time limit where printed.
A1 Lost!
Difficulty: Easy/Medium. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this scenario: 2B, 2C, 1C, 1B, 4E & 4D.
Objectives: Accomplish the following tasks:
- Methodically explore this Area. Open all doors.
- Replenish supplies! Collect at least one Plenty of Ammo card or one supply card per remaining Survivor. The supply cards can be either Canned Food, Rice or Water cards.
- Get out! Reach the Exit Zone with the remaining Survivors. It must be empty of Zombies. Gather the Equipment cards and Survivors that escaped: you win if you have at least one Plenty of Ammo card or one supply card per remaining Survivor.
Special Rules:
- A Survivor who finds a supply card (Canned Food, Rice or Water cards) when Searching gains 5 experience points (Plenty of Ammo cards do not grant any experience points).
Map key: Player starting area, Zombie Spawn Zone, Exit Zone, Locked door, Objectives.
A2 Roundabout
Difficulty: Easy. Survivors: 4+. Time: 90 minutes.
You will need the following tiles for this scenario: 1B, 2B & 7B.
Special Rules:
- Cars can't be driven.
- Taking an objective gives 5 experience points to the Survivor who takes it.
- Put 3 Walkers in each of the nine Zones marked with a "3".
- 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 are 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! card triggers the appearance of a Walker as usual and interrupts the search.
Objectives: Take all three objective tokens. The key could be under either one. Once you've taken all the objectives, get all starting Survivors to the Exit Zone.
Map key: Player starting area, Locked door, Objective (5 XP), Exit Zone, Police Car, Pimpmobile, 3 Walkers.
A3 Wanda's Revenge
Difficulty: Medium. Survivors: 4+. Time: 90 minutes.
You will need the following tiles for this Mission: 1C, 5E, 6B, 1B, 5B & 6C.
Objectives: Wanda has a clear plan for her revenge. Let's do it as she wants.
- Find the clingy ex-boyfriend and the fat boss. Wanda designated her clingy ex-boyfriend as "green Objective" and her fat ex-boss as "blue Objective". It means once we have found the green Objective a Runner will appear and once we found the blue Objective, a Fatty will appear. We just have to take them down.
- Let's finish the job with all the other painful customers. We are going to head for the drive-in and kill everybody (i.e. all Zombies within the building Zones of the 6B and 6C tiles, both those already there and those who are going to spawn after opening the first door). The drive-in must be empty and no Zombies must get out. Otherwise... the mission fails and Wanda gets quite disappointed.
- Go home and make Wanda enjoy her revenge. Reach the Exit Zone with all the Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in the Zone.
Special Rules:
- Wanda's six-step revenge program. Each of the six Objective tokens gives 5 experience points to the Survivor who takes it.
- Clingy ex-boyfriend's step. Put the green Objective token randomly among the Objective tokens, face down. When this token is taken, a Runner immediately appears in the Zone where the token was. Kill the Runner to achieve this objective. If other Runners join the Zone where the clingy ex-boyfriend is, lay down the Clingy ex-boyfriend Runner to know where he is. Killing the clingy ex-boyfriend gives five extra experience points to Wanda if she takes part in the Mission, on top of the normal one point for the Survivor who kills him.
- Fat boss step. Put the blue Objective token randomly among the Objective tokens, face down. When this token is taken, a Fatty immediately appears in the Zone where the token was. Kill the Fatty to achieve this objective. If other Fatties join the Zone where the fat boss is, lay down the fat boss Fatty to know where he is. Killing the fat boss gives five extra experience points to Wanda if she takes part in the Mission, on top of the normal one point for the Survivor who kills him.
- Ex-customers never leave the drive-in. At the beginning of the game place 2 Fatties and 4 Walkers in each Zone marked on the map.
- You can use cars.
- You can search each pimpmobile only once per game. It contains either Ma's Shotgun, or the Evil Twins (draw randomly). Only the weapons that have not yet been taken can be inside them. When there are no more... there are no more.
Note: If either the clingy ex-boyfriend or the fat boss ever need to split, play them just like the Abomination: do not add an extra Zombie figure and choose which path they take.
Map key: Objectives (5 XP), Exit Zone, Player Zombie Spawn Zone, Player starting area, Locked door, Cars you can drive.
A4 Doug's Dream
Difficulty: Medium. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this Mission: 7B, 2B, 4B, 5E, 1C & 4C.
Objectives: You just have three things to do:
- Find the gun shop's key. The gunsmith lived in the nearby building. Doug doesn't remember where exactly, but you can search each place until you find the right one. There are red crosses where the key could be. Take each red Objective until you find the blue one. It's not necessary to take any remaining red Objective tokens after that, though you're free to do it.
- Search the gun shop. Doug has put a green mark on the map to indicate the store. At the moment the green Objective is taken, all Survivors currently in the Objective's Zone (beginning with the one who took the token) immediately draw Equipment cards to completely fill their inventories. Ignore and discard all cards that are not Plenty of Ammo (any type), a weapon or a Scope. Keep on drawing until all Inventories are full.
- Let's go back home. Reach the Exit Zone with all remaining Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in the Zone.
Special Rules:
- Each Objective token gives 5 experience points to the Survivor who takes it.
- You can Search the police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! cards trigger the appearance of a Walker as usual and interrupt the Search.
- Put the blue Objective token randomly among the red Objective tokens, face down. When this token is taken, the blue door can be opened. Unfortunately, the gunsmith set an alarm on the box holding the key. The blue spawn Zone activates when the blue Objective token is taken and starts spawning Zombies every turn.
- Closed rooms. Some building Zones are isolated by doors. They are considered as separate buildings for Zombie spawning purpose only.
- You cannot use cars.
- Gunsmith pimpmobile! You can Search the pimpmobile only once per game. It contains either Ma's Shotgun, or the Evil Twins (draw randomly).
Map key: Player starting area, Exit Zone, Objectives (5 XP), Doug's dream, Zombie blue Spawn Zone, Blue door, Zombie Spawn Zone, Locked door, Police Car, Opened door, Pimpmobile.
A5 Phil's Birthday
Difficulty: Hard. Survivors: 6+. Time: 150 minutes.
You will need the following tiles for this scenario: 4B, 5D, 4E, 3B, 7B, 3C, 2B, 5C & 2C.
Objectives: The surprise gift relies on a simple plan. Complete these steps in order:
- Find the fuel for the local emergency generator. Josh did some recon and found that the police cars are parked in a garage closed by a metal roller shutter that is electrically activated. The place hasn't had any power for weeks, but policemen are cautious guys: they have an emergency power generator. Unfortunately, this generator ran out of fuel. Josh has already discovered where you can find some more. He marked the place with a green "X". Once you've taken the green Objective you can proceed to the next step.
- Start the emergency power generator. Once you have the fuel, restart the generator so the police station gets some juice. Josh has set a blue "X" where the machine is. Take the blue Objective to restart the machine.
- Commandeer at least one police car. Reach the Exit Zone with all Survivors aboard as many police cars as needed. Any car and its passengers may escape through this Zone at the end of its driver's turn, as long as there are no Zombies in the Zone. No, you can't escape with pimpmobiles. You need police cars!
Special Rules:
- Each of the four Objective tokens gives 5 experience points to the Survivor who takes it, though it's not mandatory to take the red Objectives.
- The fuel THEN the power generator. The blue Objective can't be taken until the green one has been taken. Taking the green Objective doesn't open the green door.
- You can Search each pimpmobile only once per game. They contain either Ma's Shotgun or the Evil Twins (draw randomly). Only the weapons that have not yet been taken can be inside them. When there are no more... there are no more.
- You can Search a police car more than once per game. Draw cards until you find a weapon. Discard the other cards. The Aaahh! cards trigger the appearance of a Walker as usual and interrupt the Search.
- The central single-zone building is sealed-off and can't be entered.
- The roller shutter switch has been left in the "open" position when the police station ran out of power. As soon as the blue Objective is taken, the rusty doors open: open the blue and the green doors and spawn Zombies in each room.
- You can use cars.
- The police parking. Cars can go in and out of the garage Zone in tile 3B if both garage doors are opened. Cars can't go into other building zones.
- The rusty, noisy roller shutter. All Zombies in the area are warned that some fresh meat is wandering around. Once the blue Objective has been taken, the blue Spawn Zone is activated and spawns Zombies every turn.
Map key: Player starting area, Exit Zone, Blue objective (5 XP), Zombie blue Spawn Zone, Green objective (5 XP), Red Objective (5 XP), Zombie Spawn Zone, Blue locked door, Green locked door, Red locked door, Police Car, Pimpmobile.
A6 Trick or T(h)reat!
Difficulty: Hard. Survivors: 6+. Time: 190 minutes.
You will need the following tiles for this scenario: 7B, 2C, 4B, 5C, 5E, 5D, 3B, 1C & 6B.
Objectives: It's Halloween, let's tour a haunted mansion and have the last party on Earth! Take all the Objective tokens (experiencing some zombie trick or treating in the process). Once you're done, return to the Exit Zone with all remaining Survivors.
Special Rules:
-
Trick or treat! Put aside the following cards before beginning the Mission:
- Aaahh! x3
- Chainsaw x1
- Shotgun x1
- Sub MG x1
Each card is dealt face down and randomly under each red Objective token. Each red Objective token gives 5 experience points to the Survivor who takes it, and the matching Equipment card is revealed.
- If a weapon is revealed this way, TREAT! The Survivor gets the weapon (the Matching Set! Skill works for the Sub MG) and can reorganize his inventory for free.
- If an Aaahh! card is revealed instead, TRICK! Immediately draw a Zombie card to spawn Zombies in the Zone where the Survivor stands.
-
Amy's secret ingredients. The building's doors in 6B and 5D are open. Taking the green objective gives 5 experience points to the Survivor who takes it, as he finds the ingredients required for Amy's secret cakes.
-
Mainframe madness. Roll 3 dice after completing each Spawn phase on the Zombies' Turn.
- On a double, flip all door tokens on the tiles that match the number (for example: double 6 = flip both door tokens on the 6B tile; double 5 = flip the door tokens on 5C, 5D and 5E). Obviously, the 7B tile is never affected. Opening a door of a completely closed and empty building results in a Zombie spawn, as if a Survivor just opened it for the first time, even if the building had already been opened. No spawn is resolved if a Survivor or Zombie is still in the building. Zombies trapped in a closed building move as if the doors were all opened, but stop by the closed doors.
- On a triple, Jack appears (see below).
Map key: Player starting area, Exit Zone, Zombie Spawn Zone, Locked door, Opened door, 5 XP Red objectives + Trick or Treat, 5 XP Green objective, 5 XP Blue objective + Keymaster, Police Car, Pimpmobile.
A7 House Cleaning
Difficulty: Easy. Survivors: 4+. Time: 45 minutes.
You will need the following tiles for this scenario: 5B, 3C, 1B & 2C.
Objectives: The cleaning operation has two steps:
- Cleaning operation. Search each house for spare parts. A red "X" has been set in each area to be searched. Take all the Objective tokens.
- Back to shelter! When objective #1 is complete, reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in the Zone.
Special Rules:
- Police siren. The police car's siren is still working. At the beginning of the game, it's on. Any Survivor standing in the police car Zone can spend an Action to switch the police siren on or off. As long as the siren is on, the blue Zombie Spawn Zone is active and three Noise tokens are put on the police car token. These Noise tokens stay on the car token even if it's driven around. They aren't cumulative if the siren is switched multiple times in a single turn and are removed only if the siren is switched off.
- Alarm! Red Objective tokens mark the places where the spare parts can be found. Each Objective token, either red or blue, gives 5 experience points to the Survivor who takes it. Put the blue-sided Objective token randomly among the red Objectives, with the blue face down. It stands for a house alarm triggered by accident. The blue Zombie Spawn Zone becomes permanently active when the blue Objective is revealed. In this case, switching off the police siren doesn't disable the blue Zombie Spawn Zone anymore.
- You can use the police car.
- You can Search the police car more than once per game. Draw cards until you find a weapon. Discard the other cards. The Aaahh! cards trigger the appearance of a Walker as usual and interrupt the Search.
Map key: Player starting area, Locked door, Zombie Spawn Zone, Zombie blue Spawn Zone, Exit Zone, 5 XP Red Objective, Noise token (if the police siren is ON), Police Car.
Missions C1-C31
Missions C1-C31 are transcribed from the official individual scenario sheets. Each scenario states its Difficulty, minimum Survivors and time limit where printed.
C1 Apartment Assault
Difficulty: Hard. Survivors: 6+. Time: 120 minutes.
You will need the following tiles for this scenario: 1C, 4B, 1B, 2C, 4C, 2B, 5E, 7B & 5D.
Objectives: Follow the plan to organize a nice party in this huge apartment:
- Retrieve the apartment key from the diner across the street. It's marked on the map with a blue "X". Take the blue Objective token.
- Retrieve Amy's supplies and delivery door key from her apartment. This time, it's marked on the map with a green "X". Take the green Objective token.
- Find appetizers. Two red "X"s have been set where you can find some. Take the red Objective tokens.
- Dinner time. Let's have a fine dinner, never mind the zombies! Collect at least one supply card per Survivor still in game. The supply cards can be either Canned Food, Rice or Water cards. You win as soon as you have at least one supply card per Survivor still in game.
Special Rules:
- Party approaching! Each of the four Objective tokens gives 5 experience points to the Survivor who takes it.
- Blue front door. The blue door cannot be opened until the blue Objective has been taken. Taking the blue Objective gives 5 experience points to the Survivor who takes it.
- Green rear door. The green door cannot be opened until the green Objective has been taken. Taking the green Objective gives 5 experience points to the Survivor who takes it.
- The cars can 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 Walker as usual and interrupt the Search.
- This is a pimpmobile. You can Search a pimpmobile only once. It contains either Ma's Shotgun, or the Evil Twins (draw randomly).
- When you retrieve Wanda's key an alarm wails. The alarm echoes out the front of the building and into the subway station across the street. When the blue Objective is taken the blue Zombie Spawn Zone is activated for the rest of the game.
Map key: Player starting area, Blue Spawn Zone, Zombie Spawn Zone, 5 XP red objectives, 5 XP green objective, 5 XP blue objective, Locked door, Opened door, Green door, Blue door, Police Car, Pimpmobile, Cars you can drive.
C2 Under Siege
Difficulty: Medium. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this Mission: 1C, 4B, 1B, 2B, 4E & 2C.
Objectives: The map must be cleaned of all Zombies. Don't reshuffle the Zombie deck after the last Zombie card is drawn.
Special Rules:
- There is an end to this fight! Don't shuffle the Zombie cards when you reach the end of the deck. Once the last card is drawn, the Zombie Spawn phase is ignored, but the game still goes on until there are no more Zombies in the game... Or no more Survivors.
- Less people means less noise. If you play with four Survivors or less, don't use the spawn cards #37, #38, #39 and #40. Set these cards apart before beginning the game.
- More people means more Zombies. If you play with six Survivors, use the Blue Spawn Zone in addition to the Red ones.
- We came from nowhere. If Under Siege is played as a standalone Mission, all Survivors begin with seven experience points, at the Yellow Danger Level.
- That's where we come from. You can play this Mission after having successfully completed "02 Y-Zone", from the Zombicide core game. In this case, all Survivors begin "Under Siege" with the Equipment cards and experience points they had at the end of Y-Zone (Survivors who didn't survive Y-Zone begin without equipment cards or experience point). The Survivor that was the first to reach the Exit Zone in Y-Zone also receives five more experience points.
Map key: Player starting area, Zombie Spawn Zone, Blue Spawn Zone, Opened door, Objectives.
C3 Car Wash
Difficulty: Medium. Survivors: 6+. Time: 90 minutes.
You will need the following tiles for this scenario: 5F, 5C, 2B & 2C.
Objectives: Here is the plan to escape the FBI office building:
- Get the FBI master key. Take the red Objective token on tile 2B. Once taken, treat the Objective token as an Equipment card.
- Escape. All Survivors, including the one with the FBI master key in one hand (occupying a "card in hand" inventory slot) must reach the Exit Zone. The Zone must contain no Zombies.
Special Rules:
- Does this car work? The cars may be driven. Put two red Objective tokens, one blue Objective token and one green Objective token, face down, randomly, on each police car. From inside the police car, the Survivor must spend one Action to try to start the car: flip the Objective token. If red, the car cannot be driven. If green or blue, the car can be driven as usual.
- Out of the FBI car parking. A police car can only leave its parking garage if both doors are open.
- In the FBI building, there are only police cars. It's a good thing, since these cars contain lots of guns! You can Search a police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
- There's your door! To reach the underground rooms, crash a car through a wall. This Action counts as a two-Zones drive. Once crashed:
- Spawn Zombies in the building as usual.
- Perform the car attack as usual in the room you crashed into, excluding the people in the car.
- Put the car token halfway in the street Zone it comes from, halfway in the room it crashed into. It is out of commission. From now on it counts only as an open door.
- Satisfaction of accomplishment. Each of the five Objective tokens gives 5 experience points to the Survivor who takes it.
Map key: Player starting area, Zombie Spawn Zone, FBI master key (5 XP), Exit Zone, Locked door, Red Objective (5 XP), Police Car (you may drive, special rules).
C4 Save the Cheerleader
Difficulty: Medium. Survivors: 4-5. Time: 120 minutes.
You will need the following tiles for this Mission: 2B, 4E, 2C & 4C / 1B, 4B, 1C & 4D.
Save The Cheerleader has two game boards of four tiles each. No player can start the game with Wanda.
Objectives: Let's do this in the right order:
- Find the girl. The places where she can be hidden are marked on the map with a red "X". Take the red Objective tokens until you find the blue one.
- Save Wanda. Once you save her, reach the Exit Zone with Wanda and at least one other Survivor.
Special Rules:
- Wanda already has some equipment. Put aside a Flashlight and a Pan cards from the Equipment deck.
- Two floors building. Each map depicts a floor of the building.
- Map #01 is the ground floor. You can access the second floor from the room containing the open blue door (this represents a stairway and cannot be closed). By spending a Move Action there, the Survivor moves to the room with the green open door in Map #02.
- Map #02 is the second floor. You can go back to the ground floor by using the green open door, and come in the room with the blue open door, using the rules stated above.
- Zombies from the second floor don't mind you if you don't bother them. When you open the first door of the building, reveal only the Zombies for the ground floor, not for the second floor. When you reach the second floor for the first time, reveal the Zombies for this floor's rooms, including the one in which the green door is. Once revealed, the Zombies can use the stairs to travel between floors. There is no line of sight between floors, and using the stairs count as a one-Zone movement.
- Closed rooms. Some building Zones are isolated by doors. They are considered as separate buildings for Zombie spawning purpose only.
- You can't drive the police car.
- Zombicide Vet? You may increase the difficulty by starting the game with 7 points of experience for each Survivor.
- Zombies want the girl! Double red-sided Objective tokens stand for a horde of zombies attracted by Wanda's cries! Draw and resolve two Zombie cards in the room where the Objective was taken. The Survivor who revealed the Objective token receives only 1 experience point.
- Why policemen are never there when we need them? At least, they left a police car, probably full of guns. You can Search the police car more than once per game. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
- Hi, my name's Wanda! Put the blue Objective token randomly among the red Objective tokens, face down. When this token is taken:
- The Survivors who takes it gains five experience points.
Map key: Map #01 Ground floor and Map #02 Second floor; Player starting area, Police Car, Zombie Spawn Zone, Exit Zone, Objectives (1 or 5 XP, see rules), Locked door, Stairway to ground floor, Stairway to 2nd floor.
C5 Rescuing Samantha
Difficulty: Medium. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this Mission: 1B, 6C, 5B, 5D, 1C, 5C, 5E & 7B.
Objectives: Save Samantha! But don't be stupid, you'll need lots of things if you hope to survive the zombie invasion. Let's follow this plan:
- Gather useful stuff. You know what to do in case of zombie invasion. Gather food, weapons, radio, and so on. Places where you can find them have been marked on the map with a red "X". Take all red Objective tokens.
- Find a first aid kit. Samantha is badly wounded, she'll need it. There is a green "X" where the medical office stands. Take the green Objective token.
- Samantha passed out and won't be able to open the technical room door. You will need a lockpick. Find it in the locksmith office. It's marked with a blue "X" on the map. Take the blue Objective token.
- Reach the Exit Zone with Samantha and at least one Survivor before Samantha turns into a zombie.
Special Rules:
- Satisfaction of accomplishment. Each Objective token gives 5 experience points to the Survivor who takes it.
- Samantha! Samantha is in the 7B tile building, as marked on the map. Use a female Zombie with a mark on its base to represent the wounded girl. Don't spawn Zombies when the door of this building is opened.
- Samantha needs medical care. The green Objective token represents a first aid kit and the key to the green door. Once it has been taken, treat this Objective token as an Equipment card. If it's lost, the game is over.
- Samantha is really badly wounded. The first Survivor to enter the Zone where Samantha stands must have the first aid kit (the green Objective token) in his inventory. Once Samantha has been discovered, she will stay with the Survivor who discovered her. Every time the Survivor takes a Move Action, he must spend an extra Move Action to lift Samantha and carry her along (she benefits from any movement-related Skills the Survivor may have). If Samantha is left alone, the Mission is lost. You must reach the Exit Zone within 5 turns after Samantha has been discovered. If you fail to do so, the mission is lost.
- The locksmith office is closed. You will need something to open the technical room door: Samantha has passed out. You will probably find the locksmith's key with the first aid kit. When the green Objective token is taken, the green door can be opened.
- The locksmith office is also watched by the police. Criminals would enjoy all the tools in this workshop, so there is an alarm that sounds directly in the nearest precinct. When the blue Objective token is taken, the blue Spawn Zone activates.
- Hope you like music... The pimpmobile radio is playing and someone has damaged it beyond repair. The three Noise tokens are permanently set and can't be removed. The car is also too damaged and cannot be driven.
- At least, a pimpmobile is a pimpmobile. You can Search the pimpmobile only once per game. It contains either Ma's Shotgun, or the Evil Twins (draw randomly).
Map key: Player starting area, Locked door, Blue door, Exit Zone, Zombie Spawn Zone, Blue Spawn Zone, Green door, Pimpmobile (you can't drive), Samantha's location.
C6 Shortcut
Difficulty: Medium. Survivors: 4+. Time: 90 minutes.
You will need the following tiles for this scenario: 1B, 2B, 4D, 5B, 5E & 7B.
Objectives: You must clear the way out in order to escape!
- Find the chainsaws. The places where you can find Chainsaw cards are marked on the map.
- Clear the way out. Two electric poles fell and are blocking the road. They are represented by both pairs of Objective tokens over tiles 2B/7B and 5E/1B. Use chainsaws to cut them.
- Drive out. Reach the Exit Zone with all Survivors and the car. Any Survivor may escape through this Zone at the end of his turn, as long as it's free of Zombies.
Special Rules:
- Survivor's car. The Survivors have got the pimpmobile from a previous Mission. It can be driven, but not searched. At the beginning, place the Survivors inside or outside the car as you wish. Declare who's in the driver's seat.
- Chainsaws. Put one "Chainsaw" card on each Zone marked on the map. The first Search on these Zones gives the matching Chainsaw card.
- Electric poles. They have to be cut into pieces so the car will not be damaged. A Survivor with an equipped Chainsaw can spend an Action in the same Zone as an Objective token to make a cut: remove an Objective token and gain 5XP.
Map key: Player starting area, Zombie Spawn Zone, Pimpmobile (you can drive), Exit Zone, Locked door, Pole (destroy for 5 XP), Chainsaw.
C7 300
Difficulty: Medium. Survivors: 4+. Time: 90 minutes.
You will need the following tiles for this scenario: 1C, 1B, 2C & 2B.
Objective: The Survivors have to kill 300 Zombies. Add together the experience points on Survivors' Identity Cards to track the body count. If a Survivor dies, his experience points still count towards this total.
Special Rules:
- Abomination counts as 5 Zombies. Killing an Abomination add 5 to the body count rather than just one.
Map key: Player starting area, Open door, Zombie Spawn Zone.
The second page of the C7 sheet is a preview of the Toxic City Mall expansion, not a rule of this scenario. It is transcribed below as printed, under its own heading, so that it is not confused with the C7 rules.
Preview: Ultrared Mode (Toxic City Mall Preview)
The Ultrared mode allows your Survivors to gain experience points beyond the Red Danger Level and pick up additional Skills. This mode is great for reaching amazing body counts and completing very large boards.
Ultrared mode: When your Survivor reaches the Red Danger Level, move the experience tracker back to "0" and add any experience points gained past the minimum required to hit the Red Level. Your Survivor is still on the Red Level and keeps his Skills. Count additional experience points as usual and gain unselected Skills upon reaching Danger Levels again. When all the Survivor's Skills have been selected, choose a Skill among any Zombicide Skills (except those featuring brackets, such as Start with [Equipment], for example) upon reaching Orange and then Red Level again.
Example: Wanda just earned her 43rd experience point, getting to the Red Level. She has the following Skills: 2 Zones per move Action (Blue), +1 Action (Yellow), Slippery (Orange), and +1 Zone per Move (Red). The player puts the experience tracker back to the start as the zombicide continues. Wanda is still at Red Level.
- Wanda won't get an additional Skill upon reaching the Blue and Yellow Levels for the second time. She has all available Skills for these Levels. Reaching the Orange Level again, she gains "+1 to dice roll: Melee", her second Orange Level Skill. Reaching the next Red Level again, the player chooses a new Skill among the two remaining ones for this Level and goes for "+1 free Move Action". The experience counter returns to the start.
- During her third run on the experience bar, Wanda doesn't get any Skill at Blue, Yellow, or Orange Levels, as she already has them all. Upon reaching the Red Level for the third time, she earns the last Red Level Skill: "+1 die: Combat". The experience counter goes to the start again.
From now on, Wanda still earns experience points and gets a player-chosen Skill every time she reaches the Orange level, and then another upon reaching the Red Level.
C8 Belly of the Beast
Difficulty: Hard. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this scenario: 1B, 1C, 4C, 2B, 7B, 5E, 4B, 2C & 4D.
Objectives: You have to trap the Abomination inside the bunker. Here is the plan:
- Find the bunker key. The places where you can find it are marked with a red "X". Take the red Objectives until you find the green one.
- Lure the Abomination into the bunker. Yes, everybody will probably have to play the bait. The bunker is the player starting room, in tile 7B.
- Lock down the bunker with the Abomination inside. You can lock the green door once you have the green Objective.
- Flee! Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- No cocktail... Set aside the Gasoline and Glass Bottles cards. You can't use Molotov Cocktails.
- ... But an Abomination! Before the game begins, throw a die. The result indicates on which Zombie Spawn Zone an Abomination is standing. On a "6", choose the Spawn Zone.
- A bunker key and other supplies of interest. Each Objective gives 5 experience points to the Survivor who takes it.
- The bunker key. Put the green Objective randomly among the red Objectives, face down. When this Objective is taken, put it on the ID card of the Survivor who found it. It can be exchanged as an Equipment but takes no space in the inventory. If the Survivor carrying this key is killed, the Mission is lost.
- The bunker door. The Survivor carrying the green Objective can spend an Action to close the green door if he's in a Zone adjacent to the green door. His Zone must be free of zombies (except for the Abomination, in case the Survivor is crazy enough to lock himself in with it).
Map key: Player starting area, Exit Zone, 5 XP red objectives, Locked door, Green door, Zombie Spawn Zone.
C9 Part 1: Gauntlet
Difficulty: Easy. Survivors: 4+. Time: 45 minutes.
This is a two-part Mission. The goals are simple: manage to get through the first map without gaining a lot of experience, and survive the second map until you are extracted.
You will need the following tiles for this Mission: 1C, 4E, 4C, 2B, 2C, 4B, 4D, 1B.
Objectives: Take all the Objectives and reach the Exit Zone with at least one Gasoline card in a Survivor's inventory.
Special Rules:
- Colored doors. The blue door can only be opened if the blue Objective has been taken. The green door can only be opened if the green Objective has been taken.
- Gas! Gas! Gas! Set aside the Gasoline cards. When a Survivor takes an Objective, he receives a Gasoline card and 5 experience points.
- Private property. Trespassing at your own risk. Once the first Objective is taken (whatever its color), the blue Zombie Spawn Zone activates.
- Don't leave anything to zombies. Keep your Survivor's experience points, Equipment cards and Wounded cards after you finished the Mission. You will begin the next Mission ("Extraction") with them. If your Survivor has been killed, he begins with nothing (no experience nor Equipment cards).
- Closed rooms. Some building Zones are isolated by doors. They are considered as separate buildings for Zombie spawning purpose only.
- Open buildings. Some buildings have open doors. Don't spawn Zombies inside.
Note: Having Ned along for the Mission is a good idea, seeing as you can already "stock up" in order to survive the Extraction!
Map key: Exit Zone, Player starting area, Zombie Spawn Zone, Blue door, Blue Spawn Zone, 5 XP green objective, Green door, Locked door, Open door, 5 XP blue objective, Blue objective.
C9 Part 2: Extraction
Difficulty: Medium. Survivors: 4+. Time: 90 minutes.
This Mission follows Part 1, "Gauntlet".
You will need the following tiles for this Mission: 1B, 4E, 2B, 5D, 7B, 5C, 1C, 2C, 4B.
Objectives: Let's extract everybody! You are going to be saved, one way or another. Here is the plan.
- The generator. Reach the generator (the green "X" on the map) and discard one Gasoline card in the Zone. There must be no Zombies in it.
- Wait until your extraction. Reach the Red Danger Level with at least one Survivor and have this Survivor finish his turn in the generator's Zone.
Special Rules:
- You passed the gauntlet. This Mission follows the previous one, "The Gauntlet". The Survivors begin with all the experience points, Equipment cards and Wounded cards they had at the end of the Gauntlet.
- Open building. Some southern building have an open door. Don't spawn Zombies in its building Zones. The Zombie Spawn Zone acts normally.
- Additional gas stock. Set aside any available Gasoline card. A Survivor taking a red Objective receives 1 Gasoline card (if available) and 5 experience points.
- Hot stuff! Someone used some of the generator's gas to make a Molotov cocktail! A Survivor taking the blue Objective receives 1 Molotov card (if available, 2 if Dave picks it up) but no experience point.
- Gas-powered generator. The green Objective can't be taken. It represents the building's generator. Once a Gasoline card is discarded in the same Zone, the generator starts (provided there's no Zombie in the Zone). It produces 4 Noise tokens at the start of each game turn.
- Zombies hate the generator. If there are ever any Zombies in the generator's Zone, the generator stops and requires another Gasoline card to start again (provided there are no Zombies standing in the Zone).
Map key: Player starting area, Door, Open door, Zombie Spawn Zone, 5 XP red Objective (Gasoline card), Green objective (Generator), Blue objective (Molotov).
C10 Moving On
Difficulty: Medium. Survivors: 4+. Time: 90 minutes.
You will need the following tiles for this Mission: 4B, 2C, 4C, 3B, 1C & 2B.
Objectives:
- Food and water. There is some food and water in this area! Take this opportunity to eat and drink as much as you can. Zones where you can find food and drinks are marked with a red "X". Take all the Objective.
- Escape the horde. Reach the Exit Zone with all remaining Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies.
Special Rules:
- It's so good to eat and drink! Each Objective gives 5 experience points to the Survivor who takes it.
- The horde. The Zombies you are trying to outrun reach the board at the second turn and keep on coming afterwards. When you spawn the Zombies for the second turn, the Zombie blue Spawn Zone activates. Read the Zombie cards drawn for this Spawn Zone at the Yellow Danger Level, no matter which Danger Level has been reached by the Survivors.
- You can use the cars.
- Pimpmobile. The pimpmobile can be searched only once. It contains either Ma's Shotgun, or the Evil Twins (draw randomly).
- Police car. You can search the police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
Map key: Cars you can drive, Exit Zone, Objectives (5 XP), Player starting area, Zombie Spawn Zone, Zombie blue Spawn Zone, Door.
C11 Flooded with Zombies
Difficulty: Hard. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this Mission: 5B, 6B, 5C, 2C, 1C & 3B.
Objectives: You'll survive the flood if you manage to follow this 3 steps plan:
- S.O.S. Lucky for the gang, someone abandoned their old rowboat when they left town. Take the green Objective (which represents this boat) and carry it to the shelter (marked by the Exit Zone).
- Row row row your boat. The gang can't get anywhere after the storm without the rowboat's oars! They are marked with red "X". Take each Objective from its current location on the map to the shelter (marked by the Exit Zone).
- And now we play the waiting game. Once the rowboat, all 4 oars, and all remaining Survivors have reached the Exit Zone, you must wait out the storm! All Survivors must last four consecutive game turns at the shelter in order for the Mission to be a success.
Special Rules:
- Closed rooms. Some building Zones are isolated by doors. They are considered as separate buildings for Zombie spawning purpose only.
- Well this is oar-gasmic. Each Objective gives 10 experience points to the Survivor who takes it for the first time.
- It's no Titanic. But the rowboat is pretty big. The green Objective token is considered as Equipment and occupies two inventory slots of the Survivor who picks it up. It can't be traded. The Survivor who carries it to the shelter must spend an extra Action at the beginning of his turn in order to lift and carry the rowboat. Otherwise, he can't move. Both doors in tile 3B must be open in order to fit the rowboat into the building.
- Why couldn't it be a motorboat? Each red Objective token is considered as Equipment and occupies one inventory slot of the Survivor who picks it up. They can be traded as any other Equipment cards.
- My kingdom for an oar! If a Zombie takes an oar after attacking or if a Survivor carrying one of these oars dies, the oar is taken away by the Zombies and lost. Mission failed.
Map key: Player starting area, Zombie Spawn Zone, Exit Zone, Door, Open door, Red Objective (oar, 10 XP), Green Objective (rowboat, 10 XP).
C12 Axes & Alleys
Difficulty: Medium. Survivors: 4+. Time: 60 minutes.
You will need the following tiles for this scenario: 4E, 6B, 5C, 1C, 5B, 5D, 3B, 2C & 5F.
Objectives:
- One last sweep. Areas of interest are shown on the map with a red "X". Visit each of them and take all Objectives.
- Food stocking. Find at least 1 Canned Food, 1 Rice and 1 Water cards.
- Leaving the town. Reach the Exit Zone with the remaining Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies. Gather the Equipment and Survivors that escaped. You win if you have at least one Canned Food, one Rice and one Water cards.
Special Rules:
- Looking for supplies. Each Objective gives 5 experience points to the Survivor who takes it.
- You've found the nest. You're so lucky. Put the blue Objective randomly among the Objectives, face down. When this Objective is taken, replace it by the blue Spawn Zone, draw immediately a Zombie card and place the requested Zombies in the Zone. Extra activations and sewer spawning Zombie cards are ignored for this draw.
- You can't use the car.
- A derelict police car. This car doesn't work anymore, but maybe the previous owner forgot some weapons in the trunk? You can Search the police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
Map key: Player starting area, Zombie Spawn Zone, Police Car, Objectives (5 XP), Door, Exit Zone.
C13 Sanctuary
Difficulty: Hard. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this scenario: 5D, 5B, 5C, 5E, 1C, 2C, 7B, 1B & 2B.
Objectives: You are going to create a sanctuary against zombies. How? This way:
- Shut down the security system. The key to your sanctuary is stored in a secured building with an electrically closed blue door. You just have to shut down the power in the electrical room (there is a blue "X" on the map) and you will be able to open the secured blue door. Take the blue Objective.
- Get the green key. It opens your future sanctuary. Take the green Objective.
- Clear it out! The building in the lower right corner of the map must be cleared. Zombies have been entering it from the crawl spaces that lead to the back alley. Clear out the Zombies and secure the building. Take all red Objectives to stop the Zombies infiltration. You win when they're taken and the building contains no Zombies at the end of a Zombies' Phase.
Special Rules:
- Satisfaction of accomplishment. Each Objective gives 5 experience points to the Survivor who takes it.
- Electrically actuated security door. The blue door cannot be opened until the blue Objective has been taken.
- Heavy main entry door. The green door cannot be opened until the green Objective has been taken.
- Zombie infiltration through the crawl spaces. Zombies can enter the building through the crawl spaces in the back (they are represented by the open doors), but Survivors can't. Once a Zombie has entered through a crawl space, it can't go back out through it.
- Barricading the crawl space. Take a red Objective to close the crawl space standing next to it (represented by an open door). It can't be opened anymore.
- Are they electric zombies? They could also be electricians that became zombies as they were working, but it's less funny. At the beginning of the game, place three Walkers in the Zone marked on the map, on the lower left tile 7B.
- Noisy alarm. Two sirens have been triggered by zombies. Set 5 Noise tokens in each Zone marked on the map. They stay there until the blue Objective is taken. They are then removed as usual.
Map key: Player starting area, Noise token, Green door, Blue door, Blue Objective (5 XP), Zombie Spawn Zone, Objective (5 XP), Green Objective (5 XP), Door, Open door (crawl space).
C14 Do You Want Fries With That?
Difficulty: Medium. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this scenario: 5B, 6C, 5C & 7B.
Objectives:
- Get the food crates for the winter. You'll find them in the fast food restaurant. There are red "X"s showing where to go. Get all the Objectives in the fast food place and take them to the Exit Zone.
Special Rules:
- Yum! Each Objective gives 5 experience points to the Survivor who takes it for the first time.
- Closed rooms. Some building Zones are isolated by doors. They are considered as separate buildings for Zombie spawning purpose only.
- Enough food for the winter. Place a number of Objective tokens equal to the number of Survivors +2. The first 6 tokens are placed following the map, any remaining tokens are put in the fast-food diner's biggest room (the one with the blue door).
- Can crates are heavy. When a Survivor takes an Objective from the fast food place, put the token on his ID card, equipped in hand (he can reorganize his Inventory for free). A Survivor obviously can't take more than two tokens this way. While carrying two food crates, he can't use Actions to attack. Dropping a food crate is free (watch your toes!): place the Objective token in the Survivor's Zone and this Survivor can immediately reorganize his Inventory for free.
- The old chap spoke about "other stuff". At the start of the game, set apart 1 Gasoline card and 3 other randomly chosen Equipment cards. Place them face down in the room marked by a green Objective. Reveal all the cards once the door is opened. If you're in the building Zone, these cards can be equipped or exchanged as if you were "trading" with the room. A Survivor may take all the cards at once. You do not need to Search because the old man told you where to look.
- The old man said we'd better not use the main entrance. The blue door can be opened like any other door. Opening it activates the restaurant's alarm. Immediately draw 3 Zombie cards, and place the matching Zombie miniatures on the blue Spawn Zone. Then remove the blue Spawn Zone.
Map key: Player starting area, Door, Zombie Spawn Zone, Zombie blue Spawn Zone, Exit Zone, Objective (5 XP), Blue door, Green Objective (5 XP).
C15 Road Closed
Difficulty: Medium. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this scenario: 3C, 3B, 4B, 4C, 4E & 4D.
Objectives: Just do the things in the right order if you don't want to blow yourself up:
- Gather the gas cylinders. There are red "X"s to show you where they are. Take all the Objectives.
- Set the explosive device. Place six Objective tokens in the cars' Zone.
- Blow up the cars.
- Run for your life! Reach the Exit Zone shown on the map with at least one Survivor.
Special Rules:
- Looking for gas cylinders. Each Objective gives 5 experience points to the Survivor who takes it for the first time.
- Road closed! A Survivor can't go in the Exit Zone until the cars have been destroyed.
- Closed rooms. Some building Zones are isolated by doors. They are considered separate buildings for Zombie spawning purpose only.
- Heavy duty. Gas cylinders are really heavy and have to be carried to the cars. Place the Objective tokens taken by a Survivor on his ID Card. He can't carry more than two such tokens at the same time. If a Survivor who has at least one Objective token on his ID Card dies, put the tokens in the Zone where he died.
- Setting the explosive device. Any Survivor standing in the cars' Zone and carrying at least one Objective token can spend one Action to place the token(s) in the Zone.
- Blowing up the cars. When all six Objective tokens have been placed in the cars' Zone, any Survivor on the adjacent Zone can spend one Action to make the gas cylinders explode:
- Remove the cars and the Objective tokens from the game.
- The Survivor blowing up the Zone gains 5 experience points.
- Any Zombies (including Abominations) standing in the Zone are eliminated. The Survivor blowing up the Zone gets the experience points.
- Any Survivor standing in the cars' Zone is eliminated and can't return as a Zombivor.
- You cannot use the cars.
- They haven't emptied the cars! You can Search the pimpmobile only once. It contains either Ma's Shotgun or the Evil Twins (choose randomly).
- Not even the police car! You can Search the police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
Map key: Pimpmobile, Player starting area, Exit Zone, Objective (5 XP, see special rules), Zombie Spawn Zone, Police Car, Door.
C16 The Zomvazion
Difficulty: Hard. Survivors: 4+. Time: 120 minutes.
You will need the following tiles for this scenario: 4C, 1C, 2C, 2B, 7B & 1B.
Objectives: You can use this miscalculation to your advantage. Follow each step of this plan and everything will be fine:
- Collect explosives and supplies. Since you must explore the area to find more explosives, you should also take any supplies you can find. There is a red "X" on the map wherever useful stuff can be found. Take all the Objectives.
- Seal off your little town. Neutralize the Spawn Zones (see special rules).
- Additional Objective: If players wish, after they have neutralized all of the Spawn Zones, they can continue playing until all Zombies left on the board have been killed. However, the Survivors can still lose the Mission should any Zombies escape from the board during this killing spree.
Special Rules:
- Enjoy finding useful stuff. Each Objective gives 5 experience points to the Survivor who takes it.
- An Abomination leads the charge. At the beginning of the game, put an Abomination in the marked Zone.
- A heavy metal door. Such heavy doors only protect valuable or dangerous stuff... like explosives! Let's find the key. The blue door cannot be opened until the blue Objective has been taken.
- So that was what was making so much noise... The storage area has an alarm that a wandering Zombie triggered. Once you have the blue key, you can shut it down. The blue Spawn Zone starts the game activated and is removed from the board once the blue Objective has been taken.
- Sealing off your private town. Once all Objectives have been taken, any Survivor can spend one Action to neutralize a Spawn Zone in the Zone he is in. The Zone must contain no Zombie. Remove the Spawn Zone from the game.
- You cannot use the car.
- Hey, a police car that we haven't searched! You can Search the police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
- Don't let zombies invade our haven! The Exit Zone contains six permanent Noise tokens. This Zone represents an entry into the sealed town through which the Zombies might invade, and you don't want that. If a Zombie begins its activation in this Zone, remove it from the board. Mark down that it has successfully escaped (by either using tokens or by writing it down on a piece of paper). If 10 Zombies leave the board this way, the game is immediately lost.
Map key: Door, Player starting area, Abomination, Blue Spawn Zone, Blue door, Noise token, Police car you can't drive, Zombie Spawn Zone, Blue Objective (5 XP), Red Objective (5 XP).
C17 The Last Stand
Difficulty: Hard. Survivors: 6+. Time: 90 minutes.
Tiles needed: 1B, 3C, 5B, 5E, 6C & 7B.
Objectives:
- Get inside the military HQ. Find the green Objective in order to open the green door.
- Try to establish contact with the military. Use the radio (the blue Objective) to establish communications with the remaining military personnel in town.
- Defend yourself! Survive until help comes!
- Get out! Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- Look what I found... Each Objective gives 5 experience points to the Survivor who takes it.
- It's a radio! The blue Objective cannot be taken. You can just activate it. Doing so doesn't grant experience points.
- The key to the HQ. Put the green Objective randomly among the red Objectives, face down. When this token is taken, the green door can be opened.
- How to turn it on? A Survivor standing in the blue Objective's Zone can spend one Action to use the radio. At the first use, put a 6-sided die showing "1" near the blue Objective. This is the "Radio Die". Each time the radio is used again, add 1 to the Radio Die. This can be done only once per Players' Phase.
- Can anyone hear us? If the radio was used at least once, roll a die at the end of each Zombies' Phase. If the result is equal to or lower than the current Radio Die value, you establish contact with the military and must now just wait for the rescue.
- Hold on a little longer! Once you've established contact with the military, turn the Radio Die to "6". At each End Phase, lower the number by 1. To make things worse, from now on the blue Spawn Zone is active.
- They're here! After surviving 6 game turns, when you are supposed to turn the die from "1" to "0", roll it instead. Place an Exit Zone token on the Zone corresponding to the die's result.
- Out of fuel. You can't use cars.
- Police car. You can Search the police car more than once. Draw cards until you find a weapon. Discard other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
Map key: Player starting area, Objectives (5 XP), Doors, Car you can't drive, Spawn Zones.
C18 Dry Run
Difficulty: Medium. Survivors: 2-4. Time: 120 minutes.
Source note: the C18 sheet has no text layer in the PDF. This section was transcribed from the page image.
You will need the following tiles for this Mission: 5B, 5C, 5D, 5E, 5F & 6B.
Objectives: Refuelling on a highway by siphoning from wrecked cars. Never thought you would do something like that, did you?
- Get the cans. The green "X" shows where they are.
- Siphon the pimpmobiles. The pimpmobiles stopped here because their drivers were dead or zombified, so their tanks must still contain some fuel.
- Fill your own tank. You'll need a can full of fuel to do this!
- Continue your journey. At least one Survivor must reach the Exit Zone with the police car. The car may escape through this Zone at the end of its driver's turn, as long as the Zone is free of Zombies. An escaped car is removed from the board, with its passengers and their Equipment, upon reaching the empty Exit Zone.
Special Rules:
- Setting up the game. Put aside all Glass Bottles cards and all Gasoline cards before the game begins.
- Where are the cans? The green Objective can't be taken, but a Survivor can spend one Action to Search the Zone where it is. He receives 5 experience points and one Glass Bottles card, which represents an empty can. When all the Glass Bottles are taken, ignore this special rule.
- Here is the fuel! A Survivor with a Glass Bottles card in his Inventory can spend one Action to Search the Zone where a pimpmobile stands. He receives a Gasoline card, which represents a can full of fuel. Each pimpmobile can only be searched once this way.
- Refuelling. A Survivor with a Gasoline card in his Inventory can spend one Action in the Zone where the police car stands to fill it, discarding the Gasoline card. Once two Actions have been spent this way, the police car can be driven.
- Don't waste the fuel! You can't create Molotov cocktails in this Mission.
- We said, don't waste the fuel! Pimpmobiles can't be driven.
- Out of gas. The police car can't be driven until its tank has been filled (see "Refuelling").
- Hey, it's your car! Of course, you have already taken anything useful from your car. The police car can't be searched.
- What's in the trunk? Each pimpmobile can be searched only once. It contains either the Evil Twins or Ma's Shotgun (draw randomly).
Map key: Player starting area, Zombie Spawn Zone, Police Car, Green Objective (Special Rules), Door, Exit Zone, Pimpmobile (you can't drive).
Preview: Additional Skills (Toxic City Mall)
This list is printed on the second page of the C18 sheet. It is a skills preview for Toxic City Mall, not a rule of C18.
Add these Skills to the Core Game's Skills list. Feel free to use them with your custom Survivors!
- +1 Damage with [Equipment] – The Survivor gets a +1 Damage bonus with the specified Equipment.
- +1 Damage: [Type] – The Survivor gets a +1 Damage bonus with the specified type of Action (Combat, Melee or Ranged).
- +1 free Melee Action – The Survivor has one extra, free Melee Combat Action. This Action can only be used for Melee Combat.
- +1 free Ranged Action – The Survivor has one extra, free Ranged Combat Action. This Action can only be used for Ranged Combat.
- 2 cocktails are better than 1 – The Survivor gets two Molotov cards instead of one when he creates a Molotov.
- Break-in – The Survivor doesn't need any Equipment to open doors. He doesn't make Noise while using this Skill. However, other prerequisites are still mandatory (such as taking a designated Objective). Moreover, the Survivor has one extra, free Door opening Action. This Action can only be used to open doors. Please note the Break-in Skill doesn't apply to removing barricades (See P. 10).
- Can start at [Danger Level] – The Survivor can begin the game at the indicated Danger Level (first experience point of the indicated Danger Level). All players have to agree.
- Collector: [Zombie type] – The Survivor doubles the experience gained each time he kills a Zombie of the specified type.
- Death grasp – Don't discard an Equipment card when the Survivor receives a Wounded card. This Skill is ignored if there's no space left in the Inventory to receive the Wounded card.
- Low profile – The Survivor can't be targeted by allied Ranged Attacks and can't be hit by car attacks. Ignore him when shooting in or driving through the Zone he stands in. Weapons that kill everything in the targeted Zone, like the Molotov, still kill him.
C19 A Little Setback
Difficulty: Easy. Survivors: 2. Time: 45 minutes.
You will need the following tiles for this mission: 5B, 6B & 7B.
This is a quick mission, suitable for one or two players. There are only two Survivors in play.
Objectives:
- Reunion. Have both Survivors stand together in the same Zone. You can't take the red Objective until this is done.
- Reactivate the generator. The generator room is marked with a red "X". Take the red Objective.
- Reach the Exit Zone. Reach the Exit Zone shown on the map with both Survivors. If one of them dies, the mission fails.
Special Rules:
- The generator. The Objective gives 5 experience points to the Survivor who takes it.
- It's quiet, for the moment at least. Use only Zombie Cards #1 to #24 from Zombicide Season 1.
- Wandering threat. At the beginning of the game, place three Walkers in the Zone marked on the map with a "3".
- Split without enough weapons. Survivors start in different locations and with specific Equipment. The one on tile 6B starts with a Crowbar. The one on tile 7B starts with a Fire Axe.
- Where is the key? Only the Survivor starting on tile 6B can open the green door. He has already taken the key (that's why I have to rescue the dum@&%Ss), so he starts with 5 experience points.
Map key: Player starting area, Doors, Objective (5 XP), Exit Zone, Zombie Spawn Zone, Open door, 3 Walkers.
C20 The Secret Prison
Difficulty: Medium. Survivors: 6+. Time: 120 minutes.
You will need the following tiles: 1B, 2C, 3C, 4C, 4D, 5B, 5E, 6B & 7B.
Objectives: You need to access the CIA secret shelter, but it won't be easy. Try to follow this plan:
- Search the office for a clue. The green Objective marks a map and a secret key code for the green door, behind which you will find the elevator to the secret prison.
- Reach the shelter, but don't forget to gather some supplies. Who knows what awaits in this shelter? Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it. Gather the Equipment cards and Survivors that escaped. You win if you have all nine supply cards (Canned Food, Rice, and Water).
Special Rules:
- Successful search. Each Objective gives 5 experience points to the Survivor who takes it.
- Searching for supplies. When you take a red Objective, draw cards until you find a supply card (Canned Food, Rice, or Water). Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the drawing of cards.
- The local CIA director had a company pimpmobile! The pimpmobile can be Searched only once. It contains either Ma's Shotgun or the Evil Twins (draw randomly).
- Yeah! A police car! You can Search police cars more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
- You can use the cars.
- The CIA garage. You have to open both doors in tile 3C to get out with the police car. Note that through the garage you can get into the building unnoticed by the zombies (i.e. without activating the blue Spawn Zone, see "Zombies floors" below).
- Zombies floors. If you open the blue door, the Zombies in the upper floors hear you, and the blue Spawn Zone becomes active. No key is needed to open the blue door, and the Survivor who opens it receives 5 experience points.
- Stopping the invasion. The blue Objective represents a heavy cabinet that can be used to barricade the stairway door. Remove the blue Spawn Zone when you take the blue Objective.
- Not to worry, you've got the key! The green door can only be opened once the green Objective has been taken.
- Other Survivors received the message. Play this rule if a Survivor has been eliminated. After opening a building door but before spawning Zombies in the building, place a new Survivor, equipped with a Pan (if available), in the Zone closest to the building door. Don't spawn Zombies in that Zone. This Survivor begins with 10 experience points.
Map key: Player starting area, CIA shelter entry, Cars you can drive, Map and code for the CIA shelter (5 XP), Doors, Heavy cabinet (5 XP), Spawn Zones, Supplies (5 XP).
C21 Let's Walk the Block
Difficulty: Hard. Survivors: 6 to 12. Time: 150 minutes.
You will need the following tiles for this Mission: 1B, 2B, 2C, 3C, 5B, 5C, 5D, 5E & 7B.
Objectives: Method is the key. Just follow this plan:
- Explore the block methodically. Take all the Objectives.
- Go back home, with cars, it's too cold to walk. Reach the Exit Zone with all Survivors aboard as many cars as needed. Any car may escape through this Zone at the end of its driver's turn, as long as the Zone is free of Zombies. An escaped car is removed from the board, with its passengers and their Equipment, upon reaching the Exit Zone.
- Nobody wants to freeze to death! If there's at least one Survivor left on the board with no means to reach the Exit in a car, the game is lost.
Special Rules:
- I found something! Each Objective gives 5 experience points to the Survivor who takes it.
- The blue metal door. Once the blue Objective is taken, the blue door can be opened.
- The green main entrance. Once the green Objective is taken, the green door can be opened. Note that you can access the building by a side door that doesn't require a key.
- What is this? A blizzard?! The temperature is dropping, and the Survivors must get to safety. For every third consecutive turn a Survivor is outside (in street Zones), put a Noise token on his ID card. A Survivor loses 1 Action for each Noise token he receives this way. Free actions cannot be lost. A Survivor cannot have less than 1 Action. Remove all Noise tokens from a Survivor that enters a building Zone or a car.
- Police came and abandoned a car. It's a good thing, since these cars contain lots of guns! You can Search a police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
- Pimpmobile. The pimpmobile can be Searched only once. It contains either Ma's Shotgun or the Evil Twins (draw randomly).
- You can use the cars.
- Finicky cars! The cold is affecting the wiring! The wiring in the cars is frozen over, and this causes the car alarms to randomly go off. Whenever a car is Searched or moved, roll a single die. On a roll of 1, place six temporary Noise tokens on the car. Each car alarm can only be activated once per turn.
- Activating this alarm is a really bad thing. The first time a car alarm is sounded, activate the blue Spawn Zone for the remainder of the game.
Map key: Cars you can drive, Player starting area, Spawn Zones, Exit, Doors, Objectives (5 XP).
C22 Tunnel Rats
Difficulty: Medium. Survivors: 2-4. Time: 120 minutes.
You will need the following tiles for this Mission: 1B, 2B, 3C, 4B, 4C, 4E, 5D, 6C & 5F.
Objectives: This plan is very simple:
- Find the supplies. Take all the Objectives.
- Navigating in the dark. Once the green and blue doors are opened, a Survivor may use one Action to quickly travel from the green door Zone to the blue door Zone and vice versa, as long as there are no Zombies in the Zone in which he begins this Action. Each time a Survivor does so, the player must roll a die.
Special Rules:
- We crave sustenance. Each Objective gives 5 experience points to the Survivor who takes it.
- Order up. The Survivor who takes the green or blue Objectives from the diner (tile 6C) may discard one Wounded card.
- Bad drivers. The cars on the board are wreckage. No Actor can move into a Zone containing a car. They obviously can't be driven or searched.
- What lies beneath... The green door and the blue door represent the entrances to a connected series of maintenance tunnels. They can be opened like any other door, except that when one is opened the other opens as well. This will trigger a Zombie Spawn if it's the first door opened in a building.
- Roll a 1: Something's down here... Move the Survivor to the other door and draw the top card from the Zombie deck. Place the indicated Zombies in the Zone the Survivor just arrived in.
- Roll a 2: Something's squishy... The Survivor touches something gross and screams like a little girl. He gets laughed at and feels embarrassed. Move the Survivor to the other door, and place a Noise token in that Zone. A Survivor with a Flashlight may ignore this effect and simply move to the new Zone.
- Roll a 3, 4, or 5: Move to the other Zone. Nothing else happens.
- Roll a 6: Something's shiny... Draw the top card of the Equipment deck and place it in the Survivor's inventory. If an Aaahh! card is drawn, spawn a Walker in the Zone the Survivor just arrived in. This does not count as a Search.
- It's a secret. Zombies can't use the blue and green doors.
- The ravenous horde. Zombie packs can break down doors if their numbers are high enough. Each Fatty, Runner, or Walker counts as 1 Zombie point. Abominations count as 5 Zombie points. If a Zone contains 5 or more Zombie points, Zombies within treat doors as open when moving. If they have to go through a closed door, open the door first, then proceed to moving all Zombies (as other Zombies' routes may be redefined by opening the door). Opening the first closed door of a building leads, as usual, to a Zombie Spawn.
Map key: Player starting area, Maintenance tunnel entrances, Cars you can't drive or Search, Door, Spawn Zones, Supplies (5 XP).
C23 Day Zero
Difficulty: Hard. Survivors: 6+. Time: 150 minutes.
You will need the following tiles for this Mission: 1B, 1C, 4E, 5B, 5C, 5D, 6B & 7B.
Objectives: Escape through the Exit Zone with at least one Survivor at the Red Danger Level. Any Survivor at the Red Danger Level may escape through this Zone at the end of his turn, as long as it's free of Zombies. How many will survive to continue the Zombicide?
Special Rules:
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Place the Survivors where they were when it all began. The following numbers indicate each Survivor's starting location:
- (1) Place Doug at his desk.
- (2) Place Amy in her kitchen.
- (3 & 4) Place Phil and Josh on the street.
- (5) Place Ned outside his bunker.
- (6) Place Wanda in the diner.
This Mission is intended for the 6 Survivors in Zombicide: Season 1. If the players choose to use different or additional Survivors, place them in the diner (number 6) as patrons. Don't spawn Zombies in buildings the Survivors start in. Some of them may not have Equipment to open doors. Wait for your friends, or Search for door-opening stuff!
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You are doing just fine. Each Objective gives 5 experience points to the Survivor who takes it.
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A pimpmobile! The pimpmobile can be Searched only once. It contains either Ma's Shotgun or the Evil Twins (draw randomly).
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A police car! You can Search a police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
-
You can use the cars.
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Ned's bunker! The blue and green Objectives are inside Ned's bunker, behind the blue door, which only opens with Ned's key. The blue Objective is his arsenal, and the green one is a reusable medkit! Too bad Ned lost the key, and you have no way to get in. No, the key isn't located anywhere on the board either. What a sad day.
Map key: Cars you can drive, Exit, Objectives (5 XP), Spawn Zones, Doors, Open door, Starting positions: Doug, Amy, Phil and Josh, Ned, Wanda.
C24 Want a Mini for Xmas
Difficulty: Medium. Survivors: 6+. Time: 180 minutes.
You will need the following tiles for this Mission: 1C, 2B, 2C, 3B, 4B & 4C.
Objectives: Repairing the car is the main objective, but it would be a crime not to use this machine gun, wouldn't it?
- Find the cylinder head. Take the blue Objective.
- Escape the horde. Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- Pete was working on a pimpmobile. The pimpmobile can be Searched only once. It contains either Ma's Shotgun or the Evil Twins (draw randomly).
- A derelict police car. It won't go anywhere, but who knows what's in it? You can Search the police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
- Army weapon stock. The red Objectives represent stashed weapons. When one is picked up, draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker, but keep drawing cards until you find a weapon.
- This is a cylinder head. The blue Objective represents the cylinder head. It gives 10 experience points to each Survivor.
- You can't use the cars.
- Just what I wanted for Christmas. The green Objective represents a mounted minigun. It cannot be moved and can't shoot through a Zone containing Zombies. Only one Survivor can make use of it per turn due to the barrels overheating, but he can use multiple Actions to shoot with it. Place the Survivor miniature on top of the green Objective token to indicate he is manning the gun. Here are its characteristics:
- Range: 1-3
- Dice: 5
- Accuracy: 4
- Damage: 3
- Say hello to Pete! Once you open the door leading to the garage, spawn Pete, in the form of a Fatty, along with Pete's crew (4 Walkers).
- Pete's apartment is closed. Once the blue Objective is taken, the blue door can be opened.
Map key: Pete and his crew, Doors, Weapon stock, Exit Zone, Spawn Zones, Cars you can't drive, Cylinder head, Player starting area, The minigun.
C25 A Star Is Falling
Difficulty: Hard. Survivors: 4+. Time: 180 minutes.
You will need the following tiles for this scenario: 1B, 1C, 2B & 2C.
Objectives: This poison must have a cure, and the Chemist is the only guy that could have it. So, here is what you'll have to do...
- It's a binary compound. The Chemist must have what you need in one of the Zones marked with a red "X". Search these Zones until you find the blue and the green Objectives.
- Cure the poison. The poisoned Survivor must be cured!
- So long, zombies. Reach the Exit Zone with the poisoned Survivor. He may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- American Eagle Power! All Survivors start at the beginning of the Yellow Danger Level. By mutual agreement, players can choose to start at a higher Danger Level (including Ultrared). The poisoned Survivor starts at the beginning of the next lower Danger Level (if the team starts at Yellow, he'll start at Blue, for example).
- Final vengeance! Select a Survivor at random. That Survivor's arch-nemesis from his past has slipped him a slow acting poison. The Mission fails if the poisoned Survivor dies. The poisoned Survivor must roll a single die at the start of each of his turns. On a 1 or 2, he loses 2 Actions and can't use his Skills for that entire turn. The following Skills are not affected: Starts with [Equipment], Can start at [Danger Level], and Rotten.
- What's wrong with these doors? The blue and the green door can be opened normally. However, the red doors are permanently locked and divide the building in two.
- Anything in this building is pretty hungry. All Zombies spawned in the building are Walkers. Keep turning over Zombie cards until you get a card displaying Walkers for the current Danger Level. Manhole and Extra Activation cards are ignored.
- The plot twist. The antidote is a binary compound! Put the blue and the green Objectives randomly among the red Objectives, face down. Flip over the Objective token when it's taken.
- If it's red, the Survivor who takes it earns 5 experience points and resolves a free Search (this does not count as the Survivor's Search action for the turn).
- If it is blue or green, the Survivor earns 10 experience points and has found half the antidote. Put the Objective token on the Survivor's ID card. It doesn't take a slot in the Inventory and can be traded. If a Survivor dies before giving the token to the poisoned Survivor, place the token in the Zone where he died. Any other Survivor can pick this token up with an Action.
- This should get you back on your feet. The poisoned Survivor is cured if he owns both antidote tokens and spends three Actions in a row. Then he no longer suffers from the "Final vengeance!" effect.
Map key: Doors you can open, Door you can't open, Exit Zone, Player starting area, Compound, Spawn Zone.
Tip printed on the sheet: if you own it, you can use the Walk Of The Dead #1 Zombie deck instead.
C26 Military Base
Difficulty: Hard. Survivors: 4+. Time: 180 minutes.
You will need the following tiles for this scenario: 1B, 1C, 2B, 2C, 5C, 5D, 5E & 5F.
Objectives: Take the ammunition and return to town.
- Take all the ammunition and search the barracks until you have found all the weapons! Take all the Objectives and the three "ammo cache" cards.
- Back to town. Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- Dead soldiers don't need ammo. They died where red "X"s have been set. Each Objective gives 5 experience points to the Survivor who takes it.
- Dead officers don't need keys. Put the green Objective randomly among the red Objectives, face down. Once the green Objective has been taken, the green and the blue doors can be opened.
- Special ammo cache in the barracks. Remove one Shotgun, one Sub MG, one Rifle, two Plenty of Ammo (one of each type), and two Aaahh! cards from the Equipment deck. Shuffle these cards and draw three of them, face down. These are the ammo cache. Place them near the blue Objective. Shuffle the other cards back into the Equipment deck. When a Survivor takes the blue Objective, he receives the 3 ammo cache cards. Any Aaahh! cards revealed when the cache is taken triggers the appearance of a Walker as usual.
- Stop this noise! When the blue Objective is taken, the blue Spawn Zone activates.
- What is this police car doing here? You can Search a police car more than once. Draw cards until you find a weapon. Discard the other cards. The Aaahh! card triggers the appearance of a Walker as usual and interrupts the Search.
- I said, "Stop this noise!" When the police car is Searched, its alarm goes off. Place two Noise tokens on the police car. They stay there until the alarm is turned off. This is not cumulative if the police car is Searched again while its alarm is on. A Survivor in the police car's Zone can spend one Action to turn off the alarm, removing both Noise tokens.
- You can't use the cars.
Map key: Ammo cache, Doors, Exit Zone, Player starting area, Police car you can't drive, Dead soldier, Spawn Zones.
C27 Breaking Down
Difficulty: Hard. Survivors: 6+. Time: 180 minutes.
You will need the following tiles for this Mission: 2B, 2C, 3B, 3C, 4B, 4C, 4D & 4E.
Objectives: We need a new car!
- A driveshaft and some fuel. Take the driveshaft from the police car and find two Gasoline cards.
- Repair and refuel the minivan. It's represented by the pimpmobile on tile 3B.
- Open the roller door. You'll need to find the green Objective to do this. It's represented by the blue and green doors on tile 3B.
- Flee the horde! Escape through the Exit Zone with the minivan. The car may escape through this Zone at the end of the driver's turn, as long as it's free of Zombies.
Special Rules:
- This is exactly what we need. Each Objective gives 5 experience points to the Survivor who takes it.
- Closed rooms. Some building Zones are isolated by doors. They are considered separate buildings for Zombie Spawning only.
- On the run. Each Survivor starts the mission with 7 experience points, at the Yellow Danger Level, and packing a bonus weapon in addition to the standard starting Equipment. Before the game begins, starting with the first player, draw from the Equipment deck until each Survivor gets a weapon. Ignore non-weapon Equipment cards.
- The gun collector lived near here. Place Ma's Shotgun and the Evil Twins in the Equipment deck AFTER each Survivor receives his bonus weapon. These weapons can be found by Searching around town.
- Mechanics have Gasoline. Before the game begins, remove both Gasoline cards from the Equipment deck, and place one in each mechanic Zone (marked as such on the map). The first Search in these Zones gives the matching Gasoline card. If used, place the Gasoline cards in the discard pile.
- Where can we find a driveshaft? The Survivor who takes the blue Objective receives the driveshaft. The blue Objective token counts as an Equipment card. The driveshaft is very heavy and cumbersome: it can only be placed in one of the hand slots. Losing the driveshaft ends the game.
- The roller door. Put the green Objective randomly among the red Objectives, face down. Once the green Objective has been found, the roller door can be opened. It is represented by both the green and the blue door on tile 3B. Both doors open simultaneously. Opening the roller door is very loud. Treat the Survivor who opens it as having used the Loud Skill.
- Repairing the minivan. A Survivor can spend one Action with either a Gasoline card or the driveshaft to put them in the minivan. Once two Gasoline cards and the driveshaft have been stashed this way, the minivan can be driven. It can be driven through the roller door of tile 3B.
- Cars around town. Cars can't be Searched or driven. Repairing the minivan allows it to be driven. The minivan seats 6 Survivors.
- It's FIXED! Let's try not to break it again. Once repaired, the minivan can only be driven a maximum of 2 Zones per game round.
Map key: Door, Mechanic Zone (Gasoline), Exit Zone, Minivan, Player starting area, Police car, Roller door, Spawn Zone, Where the key could be (5 XP).
C28 King Rotbelly
Difficulty: Hard. Survivors: 4+. Time: 90 minutes.
Material needed: Season 1.
You will need the following tiles for this Mission: 1B, 1C, 2B, 2C, 4B, 4C, 5E & 7B.
Objectives: Kill Rotbelly and escape with your life.
- Kill Rotbelly. It's an Abomination, so this won't be easy.
- Back home. Reach the Exit Zone with all remaining Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as it's free of Zombies.
Special Rules:
- Rotbelly is here! At the start of the game, place an Abomination in the Zone marked on the map. This is Rotbelly!
- We'll have to head out. Survivors cannot Search the Zone they start in.
- King Rotbelly's Zombie Court. The Abomination acts like a mobile Spawn Zone. During the Spawn phase, draw an additional Zombie card and place the indicated Zombies in Rotbelly's Zone.
- No hurry for Rotbelly. When Rotbelly has to move, roll a die. On a result of 4 or more, it stays where it is. On a result of 3 or less, it moves normally.
Map key: Player starting area, King Rotbelly, Door, Open door, Spawn Zone, Exit Zone.
C29 Let's See More C4
Difficulty: Hard. Survivors: 4+. Time: 90 minutes.
Material needed: Season 1.
You will need the following tiles for this Mission: 1C, 2B, 5B, 5C, 5D & 7B.
Objectives: Detonate this building. Red on red and so on. Just do everything in the right order, because explosives don't like it when you mess with them.
- Where are my detonators? Take the blue Objective.
- Place the C4. Place a red Objective in each of the locations on the map marked with a (1). You'll need to get them from the storage room first!
- 2, 4, 6, 8. Now it's time to detonate! After you have placed a C4 pack in each Zone marked with a (1), the Survivor with the detonator must spend an Action to detonate them. All marked locations must detonate at least once.
- Yippie Ki Yay, Bullet Sucker! Reach the Exit Zone with at least one Survivor. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- These are selective frequency detonators (and their remote control). The blue Objective represents the detonators and their remote control. Place this Objective token on the inventory of the Survivor who took it. The detonators can be exchanged like an Equipment card and take up one space in the Survivor's inventory. If the blue Objective is lost, the Mission fails. Taking this Objective doesn't grant experience points.
- There's a lotta boom in this room! The nine red Objectives on the map represent C4 packets. When a C4 packet is taken with an Action, place the red Objective token on the inventory of the Survivor who took it. The C4 token can be exchanged like an Equipment card and takes up one space in the Survivor's inventory. If a Survivor carrying a Red Objective is killed, the C4 packet is lost. Taking a red Objective doesn't grant experience points.
- Planting C4. C4 packets may be placed in any Zone as an Action, but to fulfil this Mission's objective, one of them must be placed in each of the five Zones marked on the map. If there aren't enough C4 packet tokens left to detonate all the marked Zones, the Mission fails.
- Selective frequency detonation. As an Action, the Survivor with the blue Objective (the detonator) may detonate one or more planted red C4 tokens. Treat the Zone where the selected C4 is detonated as if it was hit with a Molotov Cocktail.
Map key: Player starting area, Door, Detonators, Exit Zone, Where to place the C4, C4 packet, Spawn Zone.
C30 Zombies at the Door
Difficulty: Hard. Survivors: 4+. Time: 90 minutes.
Material needed: Season 1.
You will need the following tiles for this Mission: 3B, 4B, 6C, 6B, 5E, 5F, 5C & 5D.
Objectives: Get out! Reach the Exit Zone with at least one Survivor. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- The blue door. Randomly place a red Objective and the blue Objective, face down, in each blue Zone. Once the blue Objective has been taken, the blue door can be opened.
- Uh-oh. An alarm. Once the blue Objective has been taken, the blue Spawn Zone activates.
- Will you dare open the blue door? The blue door can only be opened by a Survivor who has reached the Yellow Danger Level or above.
- The green door. Randomly place a red Objective and the green Objective, face down, in each green Zone. Once the green Objective has been taken, the green door can be opened.
- You don't dare open the green door, do you? The green door can only be opened by a Survivor who has reached the Orange Danger Level or above.
Map key: Exit Zone, Player starting area, Spawn Zones, Where the green key could be, Where the blue key could be, Doors.
C31 Zombie Factory
Difficulty: Hard. Survivors: 6+. Time: 120 minutes.
Material needed: Season 1.
You will need the following tiles for this Mission: 5B, 5C, 5D, 5E, 5F & 6C.
Objectives: Guys, it won't be easy, but it has to be done. Let's see the plan.
- Get the explosives from the warehouse. Take all red Objectives.
- Set them inside each of the four zombie power plants. Place one red Objective on each red Spawn Zone.
- Get the detonator from the Abomination. Kill the Abomination to get the blue Objective.
- Get away before blowing the place apart. Reach the Exit Zone with all remaining Survivors and the blue Objective. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Special Rules:
- Let's get this job done, and well done. Each Objective gives 5 experience points to the first Survivor who takes it. Place each taken Objective on the ID Card of the Survivor who took it. The explosives (red) and the detonator (blue) can be exchanged as Equipment cards and occupy one space in the Survivor's inventory. If any Objective is lost, the Mission fails. To place a red Objective on a Spawn Zone, the Survivor carrying it simply needs to spend an Action while in that Zone.
- Give the detonators to daddy if you don't want a serious spanking. The blue Objective can only be taken once the Abomination carrying it has been killed. It follows the Abomination when it moves.
- It was so quiet before we opened the doors... Each Spawn Zone only activates once the door of the building in which it stands is opened.
- What did this one eat to become like this? The blue Spawn Zone spawns only once, when its building is opened, producing a single Abomination.
- Pimpmobile! The pimpmobile can be Searched only once. It contains either Ma's Shotgun or the Evil Twins (draw randomly).
- Out of gas! The car can't be driven.
- Watch your feet. The factory continues below ground, and there are Runners running in the pipes! At the End Phase of each turn after the first one, roll one die. On an odd result, place one Runner on each manhole on a tile occupied by Survivors, as if you just drew a "manhole" card. On an even result, nothing happens.
Map key: Detonators, Explosives, Door, Exit Zone, Player starting area, Spawn Zones, Pimpmobile you can't drive.