Zombicide: Mission A4 – Dougs Dream
Zombicide: Mission A4 – Dougs Dream Rulebook
Table of Contents
Table of Contents
Scenario Details
- Difficulty: Medium
- Survivors: 4+
- Length: 120 minutes
- Tiles needed: 7B, 2B, 4B, 5E, 1C & 4C
Special Rules
Doug's map and Objectives. Each Objective token gives 5 experience points to the Survivor who takes it.
I found the k–– What's this noise?!? 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. It makes a lot of noise. 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).
Hey, a police car. Policemen generally have lots of guns! 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.
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. The nice part of this plan. 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. We can't find Doug's dream weapon, but we have enough guns and ammo to make him forget this little disappointment. 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.
Map Layout
The six tiles form a 3-by-2 grid. The sheet prints the tile codes 7B, 2B and 4B along the top row, and 1C and 4C along the bottom row. The tile in the bottom-middle position has no legible code in the printed render; the tile list gives it as 5E. The positions below are described from the printed map.
Top row, left to right:
- 7B (top-left): a street tile with a small building in its upper-left area. The Player starting area (blue survivors icon) is inside that building. A locked door sits on the building's lower wall, facing the street. The Pimpmobile is parked on the street to the right of this building, at the boundary with the middle top tile.
- 2B (top-middle): a street band along the top edge, with a red Zombie Spawn Zone on the top street edge. The house below has several rooms (bedroom, bathroom, and rooms below them). Locked doors are on its west (street-facing) wall, on the walls between its rooms, and in the lower wall that separates the upper rooms from the lower rooms.
- 4B (top-right): a street band along the top edge and a house below with a bathroom and tiled room on the left, and two rooms on the right. There are Objectives (red) in the upper-right room and in the lower-right room (round table).
Bottom row, left to right:
- 1C (bottom-left): a building in the lower-left area. The green Objective (Doug's dream, gun shop) sits in its upper room. The Exit Zone is on the street at the bottom-left corner of the map. The blue door is on the south-east corner of this building, on the wall facing the street. The blue Zombie Spawn Zone and a red Zombie Spawn Zone are on the west edge of the map, in the middle street band between the top and bottom rows.
- 5E (bottom-middle): a house with several rooms, including a kitchen and a bedroom on the upper side and a living room with a round table on the lower side. The Police Car is parked on the street to the left of this house. A red Zombie Spawn Zone sits on the bottom street edge. Locked doors are on the walls between its rooms, on the upper wall of the house, and on the wall between the kitchen and the bedroom.
- 4C (bottom-right): a house with a checkered-floor room on the left and two rooms on the right. There are Objectives (red) in the upper-right room (dining) and the lower-right room. Locked doors are on the walls between its rooms.
Map Components
Components as printed in the legend on the sheet and placed on the map:
- Player starting area: one area, in the building on the top-left tile (7B).
- Exit Zone: one, on the street at the bottom-left corner of the map.
- Locked door (red frame): eight on the map, in the buildings of the top-middle, top-left, bottom-middle and bottom-right tiles.
- Blue door: one, on the south-east corner of the bottom-left building.
- Objectives (5 XP, red X): four, in the two right-hand house tiles (two on the top-right tile, two on the bottom-right tile). One of them holds the blue Objective token, placed face down at setup.
- 5 XP Doug's dream (green X): one, in the upper room of the bottom-left building (gun shop).
- Zombie Spawn Zone (red): three, on the top street edge of the top-middle tile, on the west edge of the map, and on the bottom street edge of the bottom-middle tile.
- Zombie blue Spawn Zone: one, on the west edge of the map beside the red spawn, activated only when the blue Objective is taken.
- Police Car: one, on the street between the bottom-left building and the bottom-middle house.
- Pimpmobile: one, on the top-left street, next to the starting-area building.
Disclosed Gaps
- The sheet does not print which tile code goes in which position, and the bottom-middle tile has no legible code in the render. The layout above follows the printed map and is read from the image. Check against the physical tiles when setting up.
- The map shows a yellow-outlined street marking on the top street band of the top-middle tile. It is not in the legend and is not transcribed as a component.
- Door and Objective positions, and the exact wall each door sits on, were read from the printed image and are approximate. Room contents are described only where the render makes them clear. Every red-framed door is listed as a locked door, matching the legend's locked-door symbol; any door that is already open is not distinguishable in the render. Check against the physical tiles when setting up.
- No errata or additional rules were found on the sheet.