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Zombicide: Undead or Alive – Gears & Guns

Expansion for Zombicide: Undead or Alive

Zombicide: Undead or Alive – Gears & Guns Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Advanced Rules
    • The Steam Dice
    • Going Full Steam
    • Refilling Depleted Steam Equipment
    • Keeping Your Equipment
    • New Equipment Traits
      • Armor
      • Steam Bottle
      • Steam Knife
    • Skill-Granting Equipment
    • New Class: Engineer
    • KO / R.I.P. Rules
    • My Little Posse
  • Gears & Guns Rules
    • Steam Tiles
    • The Steam Gauge
    • Steam Machine
    • Nozzle
    • Switch
    • New Abomination: Steam Monster
    • New Equipment: Inventions
  • Campaign Rules
    • Campaign Sheet
    • Gathering a Posse
    • CXP Bar
    • Campaign Skills
    • Bonus Actions
    • Equipment Kept
    • Objective Cards
      • Setup
      • Taking an Objective Card
      • Keywords
      • Travel Companions
  • Gears & Guns Campaign: Dangerous Wonders
    • Campaign Special Rules
    • M1 – Fightin' Words?
    • M2 – A Horse With No Name
    • M3 – Four Rusted Horses
    • M4 – The Relay Station
    • M5 – Fort Bolton
    • M6 – Steam Rush
    • M7 – The Sleeping Machine
    • M8 – Rolling Up Our Sleeves
    • M9 – The Convoy
    • M10 – Release the Pressure
  • New Skills
  • Game Round Summary
    • 1 – Player Phase
    • 2 – Zombie Phase
    • 3 – End Phase
    • Targeting Priority Order

Game Components

Printed component list (rules p. 3 and p. 2).

  • 10 Survivor miniatures: Leonard, Thadeus, Lee, Anthony, Nikolas, Jean, Nora, Bonnie, Marilyn, and Richard.
  • 1 Abomination: the Steam Monster miniature and its Steam Monster Abomination card.
  • 6 Game tiles (double-sided).
  • 6 Steam dice.
  • 87 Equipment cards:
    • Advanced Equipment cards (x57): Chainsaw (x2), Colt SAA (x3), Dynamite (x6), Holy Water (x6), Knife (x4), Machete (x2), Pickaxe (x2), Plenty of Bullets (x4), Plenty of Shells (x4), Remington (x3), Saber (x2), Sawed-Off (x2), Schofield (x3), Shotgun (x2), Tomahawk (x2), Twin Barrel (x2), Water (x6), Winchester (x2).
    • Inventions (x24): Body Armor Type Alpha (x2), Body Armor Type B52 (x2), Brawler Gloves (x2), Gunslinger Fist (x2), Jump Boots (x2), Long Arm (x2), Marksman Goggles (x2), Sprint Boots (x2), Steam Bottle (x6), Steam Vision Goggles (x2).
    • Advanced Bounty Weapons (x6, one each): Asymmetric Tumbling Pistol, Dr. Klaus' Clockwork Rifle, Frontier Industries Rifle, Guillotine's Patriotic Saber, Ma's Troubleshooter, Revolium Pistol.
  • 14 tokens: Steam Gauge (x1), Mobile Spawn Zone token (x1), Steam Jet On/Off (x6), Switch On/Off (x6).
  • 10 ID cards.
  • 78 Objective cards.
  • 1 Campaign Sheet notepad (24 sheets).

Advanced Rules

The Steam Dice

The power of Steam is no longer limited to Trains and has conquered the rest of the Wild West. These advanced rules are meant to represent the Steam revolution and to enhance the Undead or Alive game with new features. They are used in the Dangerous Wonders Campaign (P. 17) and may be used in one-shot Missions as well.

The Steam dice are used like regular dice, with a special "Depleted" symbol replacing the "1". Apply the corresponding game effects whenever a Depleted result is rolled.

The Depleted symbol replaces the "1" on Steam dice.

Going Full Steam

At first, steam-powered gear was for the daring and, sure, accidents happened. Things evolve, though, and nowadays, even your grandma could fire a steam pistol safely. What did you say? Well, yes, I admit, an informed user may push the gears beyond limits, "going Full Steam", so to say, and get impressive results. But, you know, there is a little risk! Show you how it's done? Sure!

These weapons have Steam boost effects. The corresponding Steam bonuses offer extra dice to roll against Zombies, along with nice bonuses (increased Range, better Accuracy, or free Reloads, for example). Be careful! Going Full Steam may Deplete the weapon, making it useless until it is Refilled.

A player may declare going Full Steam before any Combat Action performed by their Survivor using a Steam weapon (a weapon with a Steam Value). Steam bonuses then kick in, offering alternate and better characteristics and game effects. For the ensuing Combat Action, the player uses the weapon's Steam bonuses:

  • They add the written amount of Steam dice to the standard dice to resolve the Action. It's all or nothing. The whole Steam dice amount is added to the pool.
  • Melee weapons get better Accuracy (the target value is 1 point lower). Brawlers, strike hard and true!
  • Rifles get extra Range (the extra Range is taken into account to determine the target Zone, before declaring going Full Steam). Far-seeing Townsfolks, rejoice!
  • Pistols get a free Reload (to be immediately used with the Pistol). Gunslingers, enjoy Fanning like there's no tomorrow!
  • Some weapons may grant other Steam effects. Check the Equipment card to find out more!

The Steam dice act like standard dice, adding hits if the weapon's Accuracy value is met. However, rolling on any of the Steam dice (ONLY Steam dice, standard dice do not generate Depleted results) means the weapon is Depleted. Turn the Depleted weapon's card upside down immediately after the Combat Action is resolved. It cannot be used anymore until is it Refilled (see the sidebar). A Depleted weapon is still an Equipment card. It still occupies a slot in the inventory and can be discarded or traded as usual (trading a weapon does not automatically Refill it).

  • Steam dice cannot be re-rolled unless a game effect specially states so. The Lucky Skill or Plenty of Shells cards have no effect on Steam Dice, but +1 Steam re-roll Skill does!
  • Depleted weapons lose all their characteristics (including their Keep value, see P. 7) and special effects, until being Refilled.
  • Dual weapons add both weapons' Steam dice to the pool. Each Depleted result rolled means one of these weapons is Depleted. So, both weapons are Depleted whenever 2 (or more) are rolled.

Rolled a Depleted result? Turn the Equipment card upside down. It can no longer be used until being Refilled!

EXAMPLE 1: Bonnie goes Full Steam with a Saber. The weapon rolls 2 standard dice and 1 Steam die. Its Accuracy also goes from 3+ to 2+! All 3 dice are grouped for the roll with a 2+ Accuracy. The standard dice are rolled, obtaining 1 hit. A Depleted face on a standard die is not a Depleted, as it is a standard die. The Steam die rolls a hit, which is enough to hit thanks to the Accuracy bonus! The Attack obtained 2 hits total.

EXAMPLE 2: Nora goes Full Steam with a Winchester. The weapon rolls 2 standard dice and 1 Steam die. Its Range also goes from 1-3 to 1-4. The standard dice obtain 2 hits. The Steam die rolls a Depleted result! The Attack roll obtained 2 hits and 1 Depleted result. Both hits are assigned as usual. Then the Winchester's card is turned upside down. The rifle cannot be fired until it is Refilled!

EXAMPLE 3: Richard goes Full Steam with Dual Machetes. Each weapon rolls 1 standard die and 1 Steam die. All dice are grouped for Dual use, totaling 2 standard dice and 2 Steam dice, with an enhanced 2+ Accuracy. The standard dice obtain 2 hits. The Steam dice roll a hit and a Depleted result, obtaining 1 hit and 1 Depleted. The Attack roll obtained 3 hits and 1 Depleted result. After all hits are assigned, 1 of the Machetes is turned upside-down. The other Machete can still be used.

EXAMPLE 4: Thadeus goes Full Steam with Dual Sawed-Offs, having a Plenty of Shells card in his inventory. Each weapon rolls 2 standard dice and 1 Steam die. All dice are grouped for Dual use, totaling 4 standard and 2 Steam dice with 3+ Accuracy. The standard dice obtain 2 hits. The Steam dice roll 2 Depleted results. Steam dice cannot be re-rolled, meaning both Sawed-Offs will be Depleted after the Ranged Action is resolved. The player can use Thadeus' "Plenty of Ammo" card to re-roll the 4 standard dice and try to improve his results, though!

Editor's note: Example 4 prints "Plenty of Ammo" in its last sentence, but the card it is about (named in the same example's first sentence and in the Plenty of Shells entries above) is the Plenty of Shells card. Transcribed as printed.

Refilling Depleted Steam Equipment

Discarding a Steam Bottle is the most practical way, but not the only one, to Refill Depleted Equipment.

Depleted Equipment may be Refilled in several ways:

  • By discarding a Steam Bottle.
  • An Engineer Class Survivor may spend 1 Action and Deplete 1 Equipment to Refill another (P. 9).
  • By spending 1 Action in an active Nozzle's Zone (P. 11).

Some Equipment cards, like the Knife, may grant additional Steam dice. The same goes with the Engineers' Class Ability (P. 9) and dedicated Skills (P. 30)!

Keeping Your Equipment

Players may want to play consecutive Zombicide games with the same Survivors or play a Campaign like the one featured in this expansion. In these cases, the Keep value simulates the Equipment cards' durability, allowing Survivors to keep some of their gear from one Mission to the next.

Each Survivor's inventory is discarded at the end of each Mission, save for the Equipment cards featuring a Keep value. Roll an amount of Steam dice corresponding to the Keep value of each of these cards, individually:

  • If 1 Depleted result or more is rolled, the Equipment card is discarded. It had a malfunction of some sort before the next Mission and is lost.
  • If no Depleted result is rolled, the Equipment card is kept. The Survivor begins the next Mission with the Equipment. Its card is automatically assigned to them during Setup, in addition to any Starting Equipment they get. They can organize their inventory as they please before the mission starts.

NOTE: The Keep roll cannot be re-rolled in any way.

IMPORTANT: Depleted Equipment cards do NOT have Keep values, and won't be kept from one game to the next. Make sure all Steam weapons are Refilled before the game ends!

NOTE: If there are ever insufficient Equipment cards available to distribute among Survivors with Equipment Kept for that Mission, players decide which Survivors receive the Equipment (the others simply lose them).

EXAMPLE: Jean ends a mission with a Chainsaw (Keep 6), a Knife (Keep 4), a pair of Sawed-Off (Keep 5), and a Plenty of Shells (no Keep value) Equipment cards.

  • The Plenty of Shells Equipment cards has no Keep value. It is discarded right away.
  • 6 Steam dice are rolled for the Chainsaw. A single Depleted is enough to lose and discard the weapon.
  • 4 Steam dice are rolled for the Knife. No Depleted result. Jean will have it for the next Mission.
  • 5 Steam dice are rolled for the first Sawed-Off. No Depleted, the Sawed-Off is kept as well.
  • 5 Steam dice are rolled for the second Sawed-Off. 2 Depleted rolls! The Sawed-Off is lost and discarded.

New Equipment Traits

Armor

The Body Armor Type B52 grants Armor rolls against Zombies. Survivors with an Equipment card with an Armor number (like the Body Armor Type B52, with a 4+ number) in their inventory can perform Armor rolls to avoid Attacks. Roll as many dice as the number of Zombie Attacks the Survivor wants to avoid. Each die result that equals or exceeds the Armor number of the armor card negates a Zombie Attack of the Player's choice on a one-for-one basis.

  • Armors have no effect on Abomination Attacks, nor on effects eliminating all Actors in the Zone.
  • Multiple Armors don't stack. Choose one when the Zombies attack. Then roll for armor.

EXAMPLE: Wearing a Body Armor Type B52 (Armor 4+), Anthony endures Zombies Attacks from 2 Walkers and the Steam Monster. The Steam Monster is an Abomination. Thus, the Wound it deals cannot be prevented. Each of the 2 Walkers make their Attack. Anthony rolls 2 dice, with a target value of 4+ (the Armor's number). He obtains 1 success! One Walker Attack is cancelled by the Armor. Anthony endures 2 Wounds total: 1 from the Steam Monster and another 1 from a Walker.

Steam Bottle

"Patented, pressurized equipment. Keep away from fire, pointy objects, and animals". Haha, yeah, sure!

Steam Bottles are precious assets to any Steam user out there! At the cost of 1 Action, a Survivor may discard a Steam Bottle (as an Invention, it doesn't take up a slot in the inventory! See P. 12) to produce one of these effects:

  • Refill a Depleted Steam weapon in the inventory. If the Refilled weapon is equipped in Hand, it may be used right away, under usual conditions.
  • Place the Steam Bottle's card at Range 0-1, and within Line of Sight. It may not be retrieved. Later, it may be specifically targeted by a Ranged Action (ignoring Target Priority Order). If hit, discard the Steam Bottle's card and all Actors in the target Zone are eliminated (including Abominations). The Survivor earns all related AP. Place the Noise token on its BOOM! side in the target Zone.

Steam Knife

The Steam version of the Knife offers bonus dice for attacks and an additional Steam die when going Full Steam.

Skill-Granting Equipment

Some Steam Equipment grant their owners a Skill. These Skills are described on page 30.

NOTE: Inventions (P. 12) have a special ability of their own. They don't take up slot in the inventory! Keep them beside your Survivor's Dashboard.

New Class: Engineer

Nikolas, Leonard, Marilyn, and Jean are Engineers.

Gears & Guns is all about Steam, and some Survivors make the best use of it: the Engineers! Engineers are geniuses, tinkering with any kind of tech they come across. They push Steam rules one step beyond and prove invaluable to any team relying on Steam power to hunt Zombies.

  • Class Ability: Full Steam: +1 die Combat. Engineers benefit from the +1 die: Combat Skill whenever going Full Steam. Each of the Engineer's weapons roll an extra die with Combat Actions (Melee or Ranged). Dual weapons each gain a die, for a total of +2 dice per Dual Action of the specified type.
  • Class Ability: Emergency Refill. Once per Turn, an Engineer may spend 1 Action and Deplete 1 Steam weapon of their choice from their inventory to Refill another Steam weapon of their choice in their inventory. If the Refilled weapon is equipped in Hand, it may be used right away, under usual conditions.

EXAMPLE: Surrounded by Zombies, Leonard just Depleted his Chainsaw while going Full Steam with a Melee Action. The Chainsaw's card is turned upside down. For his next Action, Leonard uses his Emergency Refill Class Ability. He Depletes a Colt SAA from his Backpack to Refill his Chainsaw. The Colt SAA cannot be used for now and its card is turned upside down. On the other hand, the Chainsaw can be used again and its card is turned back into position.

KO / R.I.P. Rules

Zombicide games are typically lost whenever a Survivor is eliminated. This may not be the case if you play a Campaign using these rules. The KO rules provides extra time to save a fallen comrade before they're gone for good.

A Survivor losing their last Health point is considered KOed (BUT NOT DEAD). Lay down their miniature in the Zone they currently occupy and discard all Equipment cards they may have (no Keep rolls allowed).

The Survivor is now considered an Objective token until the End Phase of the subsequent Game Round (not the current one). They can be taken by another Survivor using a Take An Objective Action. If they are not taken by the deadline, well… they're dead.

  • If the KOed Survivor is taken, place their miniature on their own Dashboard. The KOed Survivor is not dead, but cannot be played until the next Mission.
  • If the KOed Survivor is not taken, they are dead for good. Remove their miniature. Check out the Mission's Objectives, as they may state the Mission is lost whenever a Survivor dies. The dead Survivor cannot be played until the end of the Campaign.

NOTE: Keep note of all Survivors that die to make sure they aren't used in the same Campaign. The dead Survivor's player may choose another available Survivor for the next Mission. Unless they use the My Little Posse rules (see below), the new Survivor will start with a new Campaign sheet, losing all Equipment, CXP, Bonus Actions, Posse members, and Campaign Skills (P. 14). If there is no Survivor left to play (everyone is KOed or dead), the Campaign is lost for all players.

My Little Posse

Note that in the Dangerous Wonders Campaign (P. 17), players will gather a Posse of their own. This means that if their current Survivor dies, a player may select a Posse member as their Survivor for the next mission instead. This new Survivor inherits all game effects written on the Campaign Sheet.

Gears & Guns Rules

The rules detailed in this chapter are meant to be used in the Dangerous Wonders Campaign. They can also be used in your own custom Missions using the Steam tiles!

Steam Tiles

Gears & Guns' tiles (tiles 13 to 18) are Steam tiles. Each of them features a Steam Machine, a Switch, and a Nozzle. These three devices represent a single machine spreading across the whole tile. They are invaluable, yet potentially dangerous tools.

The Steam Gauge

The Steam Gauge replaces the First Player token. The pressures raises as it goes from player to player, with dire effects on the game!

Apart from monitoring the pressure level of the steam grid covering the entire city, the Steam Gauge also acts as the First Player token. Unless otherwise stated, the Steam Gauge starts at 0. It is moved forward 2 increments during each End Phase, right before passing it to the next First Player.

As soon as the Steam Gauge reaches 14 (or higher), any Survivor standing in an active Steam Jet (P. 11) at the start of their Turn, or spending an Action while standing in an active Steam Jet, endures 1 Wound. The raging steam has no effect on Zombies.

As soon as the Steam Gauge reaches 20, the game is lost. The whole steam grid breaks and explodes!

Steam Machine

This is a Steam Machine. The space it occupies is not a Zone. It prevents Movement and Lines of Sight. It represents the link between the Switch and the Nozzle on the tile.

The space occupied by the Steam Machine is not a Zone. Thus, it prevents Movement and Lines of Sight. It cannot be entered or interacted with.

Nozzle

This is a Nozzle. While active, it can be used to Refill Steam weapons. Whenever Broken by the Steam Monster Abomination (P. 12), an active Nozzle produces a dangerous Steam Jet instead!

Active Nozzles can be used to Refill Steam Equipment. The Steam Monster Abomination can break Nozzles, though, making them produce an uncontrollable Steam Jet instead!

Any Survivor standing in an active Nozzle's Zone (remember, "active" means the Switch is On), may spend 1 Action (with Zombies or not) to Refill a single Depleted Steam Equipment of their choosing in their inventory. Simply flip the corresponding Steam equipment card back upright. If the Refilled weapon was equipped in Hand, it may be used immediately, under the usual conditions.

ACTIVE: An active, yet Broken Nozzle spews an active Steam Jet. Stay clear of it whenever possible!

INACTIVE: An inactive, yet Broken Nozzle does nothing… for now. Mark the place with an inactive Steam Jet token. It will flip as soon as the Nozzle becomes active.

A Nozzle is Broken whenever a Steam Monster (P. 12) enters its Zone for the first time. From then on, it still can be active or inactive, but can no longer be used to Refill Depleted Equipment.

  • Whenever active, a Broken Nozzle spews a steam cloud. Place a Steam Jet token, on its active side, in the Nozzle's Zone. An active Steam Jet blocks Lines of Sight (for all Actors, including Zombies). As soon as the Steam Gauge (P. 10) reaches 14 (or higher), any Survivor beginning their Turn or performing an Action in a Zone with an active Steam Jet suffers 1 Wound. The raging steam does not deal damage to Zombies.
  • Whenever inactive, a Broken Nozzle leaks water. Place a Steam Jet token, on its inactive side, in the Nozzle's Zone.

Switch

This is a Switch. It can be turned On, activating the Nozzle, or Off, shutting it down.

Use Switches to turn the Steam Machines On or Off. The Switch controls the Steam Machine. Any Survivor in the Switch's Zone (with Zombies or not) may spend 1 Action to flip the corresponding Switch token to its On or Off side.

  • On: The tile's Nozzle is now active. The Steam is on!
  • Off: The tile's Nozzle is inactive.

Unless otherwise stated, all Switches are On at the start of the game.

Invention Equipment cards (P. 12) may only be found in building Zones featuring a Switch. Any Survivor standing on the edge of steam technology should Search them whenever possible!

New Abomination: Steam Monster

As impressive as this monster might seem, don't flee, unless you want to run out of steam and be defenseless against the zombie horde. Always keep a nice treat for the Steam Monster and it will let you live. Dynamite and exploding Steam Bottles, for example!

The Steam Monster Abomination is Gears & Guns' main antagonist. To add it to your games, add its card to the Abomination deck, during setup. Steam tiles may then be used to their fullest: the Steam Monster breaks all Nozzles on its route, filling the board with Steam Jets, posing a major challenge to Survivors!

The Steam Monster Abomination breaks all Nozzles on its way, filling the area with burning-hot steam.

  • Wounds dealt: 1.
  • To eliminate: Damage 3 (or any effect eliminating all Actors in the Zone, like Dynamite or Steam Bottle).
  • Adrenaline provided: 5 points.
  • Special rules:
    • The Steam Monster is an Abomination.
    • Any Nozzle in a Zone that the Steam Monster enters gets Broken.

New Equipment: Inventions

Invention Equipment cards have a silver border and orange back. They can only be found when Searching in building Zones featuring a Switch.

Inventions are Equipment cards that form a deck of their own. They display a distinctive silver border and orange back. As with other decks, they are shuffled and placed facedown close to the board during Setup.

Any Survivor performing a Search Action in a building Zone featuring a Switch draws from the Invention deck.

Inventions don't take up an inventory Slot. Keep them beside the Survivor's Dashboard! They are considered to be equipped at all times.

NOTE: Inventions don't use Steam dice. They cannot be Depleted and thus cannot be used by Engineers to Refill Steam Equipment.

Campaign Rules

The Campaign rules detailed in this chapter complete the core and advanced rules to be used specifically with the Dangerous Wonders Campaign (P. 17).

Campaign Sheet

The Campaign Sheet is used to track your Posse's progress. As the Campaign begins, each Survivor gets their own Campaign Sheet from the notepad. Write down your Posse's story! The different sections are explained below.

  • CXP Bar: Check the boxes as your Survivor earn CXP (P. 14). Reaching the indicated Milestones grants the Survivor Bonus Actions or Campaign Skills.
  • Campaign Skills: Each time a Survivor earns a Campaign Skill, choose one from the list and check the corresponding box (P. 14). The Campaign Skill may be used the Turn it is acquired.
  • Bonus Actions: Each time your Survivor earns a Bonus Action, check a Reserve box. They are cumulative, but each can be used only once per Mission! (P. 15). Bonus Actions may be used the Turn they are earned.
  • Equipment Kept: Write down the Equipment the Survivor will keep for the next Mission here. (P. 15).
  • Posse: Write down the names of the Companions that have been rallied throughout the Campaign. (P. 14).

Gathering a Posse

Each player controls their own Posse, a band gathered by their starting Survivor. The members of a Posse are written on the player's Campaign Sheet.

All throughout the Campaign, Survivors gain Campaign Experience Points (CXP) to earn Bonus Actions and Campaign Skills:

  • 1 for reaching the Orange Danger Level for the first time in the Mission.
  • 1 for reaching the Red Danger Level for the first time in the Mission.

Each Survivor may earn up to 2 CXP per Mission. Reaching Ultrared Levels (See Undead or Alive, P. 43) doesn't count. Some Missions may allow Survivors to earn additional CXP.

Every time a Survivor ends a Mission as a leader of new Companions, the player writes down their name on the Survivor's Campaign Sheet, forming their own Posse as the Campaign unfolds. Companions who don't join the Posse are not kept from one Mission to the next. During Setup of the ensuing Missions, the player may choose any member of their Posse as a Survivor to play with. The replacing Survivor inherits all of the game effects written down on the Campaign Sheet.

When a Survivor is killed, they cannot be played until the end of the Campaign (both as a Survivor or a Companion). The player may choose any member of their Posse to continue the Campaign (See My Little Posse, P. 9) or start a new Campaign Sheet by choosing a new Survivor.

  • The Campaign is lost whenever a player no longer has any Survivors to play with.
  • A Survivor belongs to a single Posse. In other words, Posses may not have several copies of the same Survivor and Players cannot find the same Companion in different Missions.
  • Players may freely trade Posse members between Missions.

NOTE: Missions will state whether a Survivor has to start the Mission with a Companion linked to them.

EXAMPLE: Nora reached the Orange Danger Level during the Campaign's first Mission, but not the Red Level. She earned 1 CXP, and her player checked the "1 CXP" box on Nora's Campaign Sheet. This CXP is earned for the entire Campaign (or until Nora dies).

CXP are earned and accumulated throughout the Campaign. Check the corresponding boxes as the Posse's CXP reserve grows. Reaching the indicated Milestones earns the Posse either a Bonus Action or a Campaign Skill to choose from. Milestone rewards are immediate and may be used the Turn in which they are acquired.

EXAMPLE: The team is now playing the Campaign's second Mission. Nora reaches the Orange Level again, earning another CXP. She now has 2, which is enough to unlock a reward. The player chooses between a Bonus Action or a Campaign Skill.

CXP Bar

Check the boxes as your Survivor earn CXP (P. 14). Reaching the indicated Milestones grants the Survivor Bonus Actions or Campaign Skills.

Campaign Skills

By earning CXP, the Posse can gain a Campaign Skill of your choosing among the list. Check the corresponding box. Each Campaign Skill can be acquired only once.

From then on, the Survivor used for the Mission gets the chosen Skill at Blue Level, in addition to any Blue Level Skill(s) they already possess. It can be used immediately.

Some Campaign Skills are new and are detailed on page 30.

EXAMPLE: Nora's player goes for the Steady hand Campaign Skill. From now on, Nora has both the Sprint Skill and Steady hand as Blue Level Skills! Steady hand may be used immediately.

Bonus Actions

When earning CXP, the Posse may choose to gain a free Bonus Action to spend in any way they please, once per Mission. This reward may be selected multiple times across the Campaign. Make a check mark in a Reserve box of the Bonus Actions' section on the Campaign Sheet.

Check a Spent box with a pencil each time the Survivor spends 1 Bonus Action, up to the Reserve amount. The Survivor may use several Bonus Actions in the same Turn.

The Reserve is fully replenished at the end of each Mission: erase the "Spent" marks.

EXAMPLE: Nikolas got the "+1 Bonus Action" reward 3 times across the course of the Campaign. He has up to 3 Bonus Actions to spend during each Mission, in any way the player pleases.

Equipment Kept

The Keep rules (P. 7) allow the Posse to keep Equipment from one Mission to the next. This section may be used to write down the list with a pencil for an easier tracking.

Objective Cards

In Campaign Missions, Objective tokens are replaced with Objective cards. These cards are designed to be set in specific Zones (mostly Objective Zones, but not only), as shown on the Mission map. Their back blends in with the tile's environment. Don't read Objective cards until a Survivor takes them, as it would spoil your gaming experience!

Setup

Each Campaign Mission has its own set of Objective cards, gathered in an Objective set. Make sure to take the right set for the chosen Mission and place the Objective cards as described on the Mission map. For an easier setup, Objective cards display the number of the tile they are placed on.

Some Objective cards, called Notes, are placed facedown close to the board. They may be read during the Mission, according to the decisions the Survivors make. These are Notes. They may be picked up and read over the course of the game, according to situations or choices made with the Objective cards. For example, Objective Card #10 may lead you to choose between two options. Each of them is then explained on its corresponding Note, #1 or #2.

Taking an Objective Card

Objective cards set in Objective Zones are taken in the same way as Objective tokens.

Whenever an Objective card is taken, read it out loud for all the team to enjoy and apply the game effects described on the card. In descriptions, "the Survivor" refers to the Survivor who took the Objective card. Some cards may lead the team to talk about decisions to make. Zombicide is a cooperative game!

Unless otherwise stated, Objective cards do not grant AP and are discarded after their effects are resolved. Some of them may ask you to keep them revealed. Keep them faceup in the Zone they were picked up from, or near the board, as reminders of game effects to apply.

Keywords

Some Objective cards feature capitalized keywords linking them to other Objective cards in a narrative way.

EXAMPLE: Thadeus takes an Objective card explaining that he found a reinforced army chest. It could hold precious weapons, but needs a KEY to be opened. This Objective card stays on the board for now. Later on, Marilyn takes another Objective card where a KEY is found on a dead cavalry officer. From now on, the chest Thadeus found may be opened!

Travel Companions

  • Unless otherwise stated, Missions are NOT lost whenever a Companion is eliminated.
  • Most Missions require placement of Survivors of a given Class, to be played as Companions you find along the way. In case there aren't enough miniatures of the required Class, you may choose any Class instead.

In case there aren't enough Survivor miniatures to add as such Companions, simply don't place any! The people that have been saved are grateful and get away on their own.

Gears & Guns Campaign: Dangerous Wonders

Dangerous Wonders is a 10-Mission Campaign for 6 Survivors. It uses the core rules and all rules detailed in this expansion. Provide each Survivor with a Campaign Sheet, play the Missions in order, and enjoy the story!

Campaign Special Rules

All Inclusive: Missions have no Class limitations for the starting Survivors.

Keywords and Travel Companions are described under Campaign Rules above.

M1 – Fightin' Words?

MEDIUM / 60 MINUTES

Tiles needed: 2R, 10R, 12R, 14V, 15R, 16V, 17R, & 18R.

Objectives: Investigate. Take all Objective cards.

Special Rules:

  • Setup. The Nozzles on tiles 16V and 17R are Broken. Set active Steam Jets in their Zones.

M2 – A Horse With No Name

MEDIUM / 60 MINUTES

Tiles needed: 1V, 8R, 9R, 13R, 14V, 16V, 17R, & 18V.

Objectives: Find horses. Accomplish the Objectives in this order to win the game:

  1. Get horses. Reveal Objective cards #10 (tile 8R), and #3 (tile 13R).
  2. Exit. Reach the Exit with all Survivors. A Survivor may escape through this Zone at the end their Turn, as long as there are no Zombies in it.

Special Rules: This Mission has no special rules.

M3 – Four Rusted Horses

HARD / 60 MINUTES

Tiles needed: 1R, 5R, 8V, 15V, 16R, & 17R.

Objectives: Secure the gambling house. Accomplish these Objectives in any order:

  • Explore. Take all Objective cards.
  • Purge. Gather the Mobile Spawn tokens and the Abomination Spawn token in the Starting Spawn Zone (see Special Rules).

THEN

  • Secure. Destroy the Starting Spawn Zone (see Special Rules).

Special Rules:

  • Blowing steam. Mobile and Abomination Zombie Spawn tokens (active or inactive) are moved to the Starting Spawn Zone whenever a Steam Bottle explodes in their Zone. Once these Spawn tokens are gathered in the Starting Spawn Zone, Survivors can blow them all up in the same way, winning the Mission!

M4 – The Relay Station

HARD / 90 MINUTES

Tiles needed: 5R, 8R, 9V, 14V, 16V, & 18R.

Objectives: Check the relay station. Take Objective cards #7 (tile 5R) and #6 (tile 8R).

Special Rules:

  • Setup.
    • All Nozzles are Broken. Set active Steam Jets in the indicated Zones.
    • The Steam Gauge is set at 18. This value does not increase after each round.
  • Too hot to handle. Switches cannot be turned Off until both "Damaged Steam Machines" (Objective card #3 and #4) have been taken.

M5 – Fort Bolton

HARD / 60 MINUTES

Tiles needed: 1R, 5R, 7V, 8V, 14R, 15R, 16V, & 18R.

Objectives: Save your Posse. Take Objective cards #8 (tile 1R) and #9 (tile 5R). The game is lost whenever a Zombie reaches one of the highlighted Zones on tile 1R and 5R. (These are the Zones where Companions are placed during Setup.)

Special Rules:

  • Setup.
    • The Corpse Piles on tiles 1R and 5R are inactive.
    • Place the BOOM! Noise token in the highlighted Zone on tile 1R.
    • Place 3 random Companions in both highlighted Zones on tiles 1R and 5R. They can be rallied as usual.
  • Noisy company. At the start of each Game Round, place the BOOM! Noise token in the highlighted Zone #1, on tile 1R.
  • Barricade! Objective card #9 has a barricade effect, preventing the Zombies from entering from the street. The barricade effect is removed when a Survivor enters the building in this Zone.

M6 – Steam Rush

HARD / 60 MINUTES

Tiles needed: 1V, 2R, 4V, 9V, 10R, 11R, 13R, 15V, 16V, & 17R.

Objectives: Save as many Companions as possible. Remember! In this Campaign, the game is not lost whenever a Companion is eliminated. As soon as there are no Companions left to rally on the board, take Note #1.

Special Rules:

  • Setup. Place random Companions in the indicated Zones. Please note some of them are attached to Objective cards. Place their miniature on top of the card.

  • Eat this, you zombie scum! During each End Phase, in any order players want, each non-rallied Companion performs a single Ranged Attack at a Zone of your choice.

    • Range 0-2 (within Line of Sight)
    • 1 automatic hit (Targeting Priority Order still applies)
    • Damage 2

    Companions cannot hit other Survivors and there is no Friendly Fire, but Targeting Priority Order still applies.

  • Saving a Companion. Companions leave the board as soon as they are rallied, earning their Leader 3 AP.

    • Companions without an Objective card may be rallied as usual.
    • Companions attached to an Objective card can only be rallied under special circumstances. As soon as a Survivor spends 1 Action to rally one, read the corresponding Objective card instead.
  • Gone too soon. If a Companion is eliminated before their Objective Card is taken, discard the Objective Card.

M7 – The Sleeping Machine

HARD / 60 MINUTES

Tiles needed: 5V, 8V, 9R, 10R, 11V, 12V, 13R, 17V, & 18R.

Objectives: Awaken the machine. Accomplish the Objectives in this order to win the game:

  1. Blow the whistle! Get the Steam Gauge to 20. The game is not lost when the Steam Gauge reaches 20.
  2. Leave the board. Get the Train to leave the board, with all Survivors on it.

The game is lost if a Zombie leaves the board in the Train, or if a Survivor is not in the Train as the Train leaves the board.

Special Rules:

  • Setup.
    • Each Survivor may start the game with a Companion of their choice. Each Engineer must start the game with such a Companion.
    • The team must have an Engineer (Survivor or Companion), or more.
  • An unusual wagon. The Wagon cannot be used until the Objective card in its Zone has been taken. The Wagon cannot be moved.
  • Warm up the boiler. The Steam Gauge value starts at 0, and does not vary by usual means. You have to find the way to raise it to 20 during the game! The game is not lost when the Steam Gauge reaches 20.
  • Running Train. The Train starts as soon as the Steam Gauge reaches 20, and there is an Engineer (Survivor or Companion) on board. From then on, the Train does not stop!

M8 – Rolling Up Our Sleeves

HARD / 90 MINUTES

Tiles needed: 2V, 3R, 4R, 10R, 11V, 15R, 17R, & 18R.

Objectives: Prepare for a new journey. Take all Objective cards.

Special Rules:

  • The more, the merrier. Each Survivor starts the game with a Companion chosen among their own Posse (if any is available). They may start with additional Posse Companions: these ones do not provide additional Class Abilities, but will prove useful to gather supplies along the game!
  • Enter the Wagon. The Wagon cannot be used until the Objective card in its Zone has been taken.

M9 – The Convoy

VERY HARD / 90 MINUTES

Tiles needed: 2R, 3V, 4R, 5R, 9V, 10R, 11R, 13V, 14V, & 17V.

Objectives: Get on the Train! Reach 20 with the Steam Gauge. The game is not lost when the Steam Gauge reaches 20. The game is won if all Survivors (including Companions and the Convoy, see special rules) are aboard the Train during the ensuing End Phase. The game is lost if any Survivor (including Companions and Convoy members) is KO-ed.

Special Rules:

  • The convoy. Each Survivor starts the game with a Companion chosen among their own Posse (if any is available). All other Posse members are set in the Survivor Starting Zone during Setup. They form the Convoy. Convoy members are still Survivors. They cannot be rallied, or interacted with, by other Survivors. At the start of each End Phase, Convoy members move 1 Zone toward the train car (tile 11R), taking the shortest route, and ignoring Zombies in their Zone.
  • Explorers. Objective cards are revealed whenever a Convoy member (NOT a Survivor) has a Line of Sight on them. Player-controlled Survivors may still take them as usual as well.

M10 – Release the Pressure

HARD / 90 MINUTES

Tiles needed: 3R, 4R, 10R, 11R, 13V, 15R, 16V, & 17V.

Objectives: So long, Bolton's Reach. Accomplish the Objectives in this order to win the game:

  1. Look for survivors. Take Objective cards #2 (tile 3R), #1 (tile 4R), and #3 (tile 13V).
  2. Exit. Reach the Exit with all Survivors. A Survivor may escape through this Zone at the end of their Turn, as long as there are no Zombies in it.

Special Rules:

  • Setup.
    • All Nozzles are Broken. Set Active Steam Jets in the indicated Zones.
    • The Steam Gauge starts at 18.
  • A mysterious mark. The Green Objective cannot be taken.

New Skills

In case of a conflict with the general rules, the Skill rules have priority. The effects of the following Skills and/or bonuses are immediate and may be used the Turn in which they are acquired. This means that if an Action causes a Survivor to level up and gain a Skill, that Skill may be used immediately if the Survivor has any Action remaining (or the Survivor may use any extra Actions the Skill grants).

  • +1 free Refill – The Survivor has 1 extra free Action to Refill a Depleted weapon (P. 6).
  • +1 Steam die: [Action] – The Survivor rolls an extra die with Actions of the specified type (Combat, Melee, or Ranged) when going Full Steam with a weapon. Dual weapons each gain a die, for a total of +2 dice per Dual Action of the specified type.
  • +1 Steam re-roll – Once during each of their Turns, the Survivor can re-roll once all Steam dice for an Action they take. The new result takes the place of the previous one. This Skill stacks with the effects of Equipment that allows Steam dice re-rolls.
  • Destiny – The Survivor can use this Skill once per Turn when they reveal an Equipment card they drew. They can ignore and discard that card. Then, draw another Equipment card from the same deck.
  • Double Steam dice – The Survivor may double the Steam dice amount written on the Equipment card(s) they use whenever going Full Steam.
  • Double Steam dice: [Equipment] – The Survivor may double the Steam dice amount written on the specified Equipment card(s) whenever going Full Steam.
  • Emergency Refill – Once per Turn, an Engineer may spend 1 Action and Deplete a Steam weapon of their choice from their inventory to Refill another Steam weapon of their choice in their inventory. If the Refilled weapon is equipped in Hand, it may be used right away.
  • Engineer – The Survivor is considered to be an Engineer (P. 9) in addition to their starting Class.
  • Full Steam: [Game Effect] – The Survivor benefits from the indicated Skill or game effect whenever going Full Steam.

Game Round Summary

Reference card, printed on the last page of the rulebook.

Each round begins with:

1 – Player Phase

The first player activates all of their Survivors, one after the other, in any order. When they're done, the next player's Turn begins. Play clockwise. Each Survivor has 3 Actions to spend, chosen from the following list. Unless stated otherwise, each Action may be performed several times per Turn.

  • Move: Move 1 Zone (spend extra Actions if there are Zombies).
  • Search (1x per Turn, except Townsfolk): In a building Zone free of Zombies only. Draw a card from the Equipment deck.
  • Reorganize/Trade: The Survivor can reorganize the cards in their inventory in any way the player wishes. The Survivor can simultaneously exchange any number of cards with 1 other Survivor currently in the same Zone. This other Survivor may reorganize their own inventory for free.
  • Combat Action:
    • Melee Action: Equipped Melee weapon required.
    • Ranged Action: Equipped Ranged weapon required.
  • Take or Activate an Objective in the Survivor's Zone.
  • Make Noise: Place a Bang! Noise token in the Survivor's Zone.
  • Do Nothing: All remaining Actions are lost.

After all players have completed their turn, resolve a TRAIN movement.

When every player has finished:

2 – Zombie Phase

Step 1 – Activation: Attack or Move. All Zombies spend 1 Action doing 1 of these 2 things:

  • Attack: Zombies in the same Zone as at least 1 Survivor Attack them.

  • Move: The Zombies who didn't Attack, Move. Each Zombie favors visible Survivors, then Noise. Choose the shortest path. If several paths share the same length, split the Zombies in equal groups (any odd-numbered Zombie goes with the group of the player's choosing).

    NOTE: Runners get 2 Actions per Activation. Once all Zombies have taken their first Action, Runners go through the Activation Step again to resolve their second Action.

Step 2 – Spawn

  • Always draw Zombies cards for all Spawn Zones in the same order (play clockwise).
  • Uses Highest Danger Level among the Survivors.
  • No more minis of a specified type? Set the remaining ones. Then, spawn an Abomination. If there is already one on the board, it gets an extra Activation.
  • If an Abomination is Spawned, activate all Abomination Spawn Zones. They spawn if players haven't already past them during the Spawn Step.

3 – End Phase

  • Flip the Noise token to its Bang! side. If there is only a Bang!, it is moved to the Zone with the most Survivors.
  • The next player receives the First Player token (play clockwise).

Targeting Priority Order

When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.

Targeting PriorityNameActionsMin. Damage to eliminateAdrenaline earned
1Brute / Abomination12/31/5
2Walker111
3Runner211
  • Hold your nose – The Survivor draws an Equipment card (from the Core Equipment deck only) whenever the last Zombie standing in their Zone is eliminated (by the Survivor themselves, another Survivor, or any game effect). This Skill works in any Zone, even a street Zone, and can be used multiple times in the same Turn. This is NOT considered a Search Action.
  • Sidestep – Whenever any Zombies spawn within Range 0-1, the Survivor may immediately perform a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in their Zone. Entering a Zone containing Zombies still ends a Survivor's Move Action. The Survivor may use this Skill once per Zombie card drawn.
  • Steady hand – The Survivor can ignore other Survivors of their choosing when missing with a Ranged Action. This Skill does not apply to game effects killing everything in the targeted Zone (such as a Dynamite, for example).
  • Steam derivation – The Survivor may Refill Depleted Equipment within Range 0-1 of any active (and intact) Nozzle. No Line of Sight is required.
  • Super strength – Consider the Damage value of Melee weapons used by the Survivor to be 3.
  • Toolbox – Each time the Survivor gets a Depleted result (or more) on a Melee or Ranged Action, they may discard a Steam weapon card of the corresponding type (Ranged or Melee) to ignore all these results.
  • Tough – The Survivor ignores the first Wound they receive during each Attack Step (Zombie Phase) and during Friendly Fire (Survivor's Ranged Action).