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Zombicide: Mission A2 – Roundabout

Expansion for Zombicide

Zombicide: Mission A2 – Roundabout Rulebook

Table of Contents

Table of Contents

  • Scenario Details
  • Special Rules
  • Objectives
  • Map Layout
  • Map Components
  • Disclosed Gaps

Scenario Details

  • Difficulty: Easy
  • Survivors: 4+
  • Length: 90 minutes
  • Tiles needed: 1B, 2B, and 7B

Special Rules

  • Cars can't be driven.
  • Could the key be here? Taking an objective gives 5 experience points to the Survivor who takes it.
  • Have you ever seen zombies circling a traffic circle? Put 3 Walkers in each of the nine Zones marked with a "3". Yep, you guessed it: They are actually walking around the traffic circle. Just don't expect them to follow the traffic laws if they see some fresh meat.
  • Woohoo, a pimpmobile! Damn. Out of gas. 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.
  • Out of gas but packed with weapons. 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

Where's the key? I thought you had it! Take all three objective tokens. The key could be under either one. Well... actually it isn't, but you must check.

Once you've taken all the objectives, get all starting Survivors to the Exit Zone. Then the REAL mission begins: convincing Ned that you have fully and seriously searched the place and didn't find his key. But that's another story, isn't it?

Map Layout

The three tiles are placed side by side in one row, as printed on the sheet. Read left to right, the row has a house section on the left, a street section with the traffic circle in the middle, and a house section on the right. The sheet does not print which tile number goes in which position, so the positions below are described from the printed map, not from tile codes.

Left section (house): a kitchen and bathroom along the top-left, a living room with a round table on the right side of the section, and a bedroom in the lower-left. The Objective is in the top-left kitchen room. Locked doors are on the east wall of the living room and on the lower wall of the house facing the street. The Exit Zone sits on the street just below this section.

Middle section (street and traffic circle): a two-lane street crossing the section with crosswalks. At the centre is the traffic circle: a raised block with a building in it. The Objective is in the centre of that block, and there are two locked doors on its west and east sides. Around the block are the vehicles listed in Map Components below.

Right section (house): a bedroom with a bed across the upper-left room, a lower-left room holding the second Objective, and a bathroom in the lower-right corner. The Player starting area is on the street at the top-right corner of this section, just outside a locked door in the top wall. There is a further locked door on the west wall of the right house, upper half.

Map Components

Components as printed in the legend on the sheet and placed on the map:

  • Player starting area: one area, top-right corner of the right section.
  • Locked door: six doors. Two on the traffic circle block, one on the east wall of the left-section living room, one on the lower wall of the left house facing the street, one on the west wall of the right house, and one in the top wall of the right section near the starting area.
  • Police Car: two, one north and one south of the traffic circle block, each blocking part of the street.
  • Pimpmobile: two, one west and one east of the traffic circle block, each parked along the street.
  • Objective (5 XP): three, one in each section: the top-left kitchen of the left house, the centre of the traffic circle block, and the lower-left room of the right house.
  • Exit Zone: one, on the street at the bottom-left of the left section.
  • 3 Walkers: one marker per Zone that receives 3 Walkers at setup. The sheet says nine such Zones. The map as printed shows eight "3" markers: one on the north street, one on the upper-left and upper-right street Zones, two on the mid-street Zones beside the pimpmobiles and traffic circle, two on the lower street Zones, and one just south of the south police car. The ninth marker could not be confirmed from the image, so it is not transcribed as a position here.

Disclosed Gaps

  • The sheet does not print which tile number (1B, 2B, 7B) goes in which position. The layout above follows the printed map.
  • The sheet says nine Zones receive 3 Walkers; the printed map shows eight "3" markers. This is a discrepancy in the printed material, not resolved by this transcription.
  • Map positions and wall descriptions were read from the printed image and are approximate. Check against the physical tiles when setting up.
  • No errata or additional rules were found on the sheet.