Zombicide: Mission A6 – Trick or T(h)reat
Zombicide: Mission A6 – Trick or T(h)reat Rulebook
Table of Contents
Table of Contents
Scenario Details
- Difficulty: Hard (as printed on the sheet)
- Survivors: 6+
- Length: 190 minutes
- Tiles needed: 7B, 2C, 4B, 5C, 5E, 5D, 3B, 1C and 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. They're Halloween surprises for you to enjoy! Ready for a trick or treat?
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 give 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).
The whole block was Jack's cage and we freed it. If a triple is rolled for a "Mainframe madness" test, any Abomination on the board is now invincible until the end of the game. Even a Molotov can't take it down. If there's no Abomination on the board yet, just place one on the Exit Zone. Jack doesn't need to run, honey, he'll catch you sooner or later. Unless the Keymaster (see below) has anything to say about it...
The Keymaster. The building on the 7B tile hosts the mainframe for the whole block. Taking the blue objective gives 5 XP to the Survivor who takes it. First good news: from now on, you no longer roll for "Mainframe madness". Second good news: spending an Action with a Survivor standing inside the mainframe building allows the player to flip a single door token of his choosing anywhere on the board. This task can be done multiple times in a turn but is forbidden if any Zombies stand in the mainframe building. Discover unlimited power!
You can use cars.
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.
Map Layout
The sheet prints the map as a picture only, with the tile codes printed on the streets: 7B, 2C, 4B, 5E, 5C, 5D, 3B, 1C and 6B. The text does not state how the tiles are arranged; follow the printed map and check it against the physical tiles when setting up.
Map Components
Components as printed in the legend on the sheet:
- Player starting area: one area, shown on the map as the blue Survivor icon on the street at the bottom right, beside the Exit Zone.
- Exit Zone: one, on the street at the bottom right of the map, next to the Player starting area.
- Zombie Spawn Zone: the red zombie icons printed on the street edges of the map.
- Objective tokens: red objective tokens (5 XP, plus Trick or Treat), a green objective token (5 XP), and a blue objective token (5 XP, plus Keymaster). The Trick or Treat cards are placed under the red objectives; see Special Rules.
- Police Car: listed in the legend. The sheet gives no rule for it.
- Pimpmobile: two vehicle markers are printed on the map; Search rules are in Special Rules.
- Locked door: a red-framed door marker, printed as a closed door on the map.
- Opened door: a red-framed door marker, printed as an open door on the map.
Disclosed Gaps
- The map and its component positions (objective tokens, doors, Spawn Zones, vehicles) are printed as a picture on the sheet and are not given in text. The Map Layout and Map Components above list only what is legible as printed; check placement against the printed map when setting up.
- The sheet does not print a Walker count for the Zombie Spawn Zones or a count for the Zombie spawns from opened doors. Spawns follow the Zombicide base game rules.
- The sheet's Special Rules use "Mainframe madness" and "Keymaster" as named rules and "Jack" as an in-story character; no separate card or stat block for Jack is printed on the sheet.
- No errata or additional rules were found on the sheet.