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Zombicide: Mission C11 – Flooded with zombies thumbnail

Zombicide: Mission C11 – Flooded with zombies

Expansion for Zombicide

Zombicide: Mission C11 – Flooded with zombies Rulebook

Table of Contents

Table of Contents

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

Scenario Details

  • Difficulty: Hard
  • Survivors: 4+
  • Length: 120 minutes
  • Tiles needed: 5B, 6B, 5C, 2C, 1C, and 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 Layout

The six tiles form a 3 x 2 grid, as printed on the sheet. The top row, left to right, is tiles 5B, 6B and 5C. The bottom row, left to right, is tiles 2C, 1C and 3B. The printed tile labels are visible on 6B, 5C, 2C, 1C and 3B; the top-left tile carries no printed label on the sheet and is 5B by elimination from the tile list.

Top row, tile 5B (top-left): The Player starting area is in the top-left corner, on the street. A building sits on the street with two rooms side by side. An open door is in its north wall, in the western half, next to the Player starting area. A closed door is in the wall between the two rooms, in the upper half of the building.

Top row, tile 6B (top-middle): A building with three rooms side by side: a bathroom with toilets and sinks on the west, a long central room with red seating or tables, and a kitchen with a checkered floor on the east. A closed door is in the north wall, right of centre. A closed door is in the south wall, left of centre.

Top row, tile 5C (top-right): A building with two rooms side by side. The west room holds rubble. The east room holds the green Objective (the rowboat). A closed door is in the east wall, in the upper half of the building.

Bottom row, tile 2C (bottom-left): A building with rooms on its west and east sides. Four red Objectives (oars) are inside this building: two in the upper-west room and two in the lower-east room (approximate). A closed door is in the north wall, at the west end. A closed door is in the east wall, in the upper half.

Bottom row, tile 1C (bottom-middle): The Exit Zone (yellow) is on the west side of the building, inside the room at its north end (approximate). The rest of the building holds a kitchen with a checkered floor on the east side and a bedroom in the south-east.

Bottom row, tile 3B (bottom-right): A building with a bathroom (toilets and sinks) in the south-west part and a larger room with red pillars on the east. Two closed doors are in the north wall, at the east end of the tile. Both must be open for the rowboat to fit into the building (see the rowboat rule under Special Rules).

Map Components

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

  • Player starting area: one area, top-left corner of the map (tile 5B).
  • Zombie Spawn Zone: four. One on the north street at the 6B/5C join; one at the north-east corner of tile 5C; one on the street between the two rows at the junction of tiles 6B, 5C, 1C and 3B; one at the south edge of the map at the 2C/1C join.
  • Exit Zone: one, inside tile 1C (see Map Layout).
  • Door: eight closed doors, placed as described under Map Layout.
  • Open door: one, in the north wall of tile 5B.
  • Red Objective (oar, 10 XP): four, all inside tile 2C.
  • Green Objective (rowboat, 10 XP): one, inside tile 5C.

The street vehicles printed on the tiles are scenery. The sheet's legend and rules assign them no function.

Disclosed Gaps

  • The sheet prints tile labels on 6B, 5C, 2C, 1C and 3B only. The top-left tile is taken to be 5B from the tile list; the sheet does not print it.
  • The map positions for doors, Objectives, Zombie Spawn Zones and the Exit Zone were read from the printed image and are approximate. Check against the physical tiles when setting up.
  • The sheet does not state the number of Zombies placed at each Zombie Spawn Zone. The base game rules apply.
  • No errata or additional rules were found on the sheet.