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Zombicide WZC WIP

1) The document describes new advanced rules for the Zombicide board game, including Going All-Out, Keeping Equipment, night rules, and the campaign system. 2) Going All-Out allows survivors to roll special All-Out dice for extra zombie kills but risks breaking their weapon. The dice can also be used to try keeping equipment between missions. 3) Night rules are introduced, with the sun rising and setting on the board.

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0% found this document useful (0 votes)
251 views17 pages

Zombicide WZC WIP

1) The document describes new advanced rules for the Zombicide board game, including Going All-Out, Keeping Equipment, night rules, and the campaign system. 2) Going All-Out allows survivors to roll special All-Out dice for extra zombie kills but risks breaking their weapon. The dice can also be used to try keeping equipment between missions. 3) Night rules are introduced, with the sun rising and setting on the board.

Uploaded by

guigner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

re I N

ss
og k
Pr Wor

WASH I N G T O N D . C .
R ZO MBICIDE
A CAMPAIGN EXPANSION FO

RU LE S & MISS ION S


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#01 CHAPTERS
--GAME CONTENT..........................1

--DARK CAPITAL............................1

--ADVANCED RULES.......................1
ADVANCED EQUIPMENT RULES..........................................1
• Going All-Out...........................................................1
• Keeping your Equipment...........................................1
KO / R.I.P. RULES..............................................................1
THE CLOCK, AND NIGHT RULES.........................................1
• Night Rules..............................................................1
• Lightsources............................................................1

--WASHINGTON Z.C. SPECIAL


RULES...........................................1
SECRET SERVICE..............................................................1
HUMVEE...........................................................................1
SANDBAGS.......................................................................1
WASHINGTON Z.C.

TANK................................................................................1

--CAMPAIGN RULES.......................1
CAMPAIGN SHEET.............................................................1
• CXP Bar...................................................................1
• Campaign Skills.......................................................1
• Bonus Actions..........................................................1

u
• Equipment Kept.......................................................1
•Campaign Achievements
OBJECTIVES CARDS..........................................................1
• Setup.......................................................................1
RULES •

• Taking an Objective Card..........................................1


• Achievements and Keywords

2
#02 GAME
COMPONENTS 6 DOU BLE-SIDED TILES

6 ID CARD

D
1 CAMPAIG N SH EET NOTEPA 97 EQ UI PM ENT CARDS
6 Ad va nc ed
St ar tin g Eq uip me nt
Eq ui pm en t
45 A dvan ce d

8 TO KENS 11 Advanc ed
1 Clock 35 Se cr et Se rvice Pim pwe apo ns

WASHINGTON Z.C.
6 Light Beam

1 Humvee 6 ALL- OUT DICE 95 OB JECTIVE CARDS

RULES •
URES
8 M IN IAT
6 Survivors 2 NPC

Angelo Justin Anton Tess Mindy Ashley The President Taylor

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#03 DARK
CAPITAL #04 ADVANCED
RULES
Where were you when the zombie invasion began? The advanced rules detailed in this chapter are meant to
Of course I remember it. We were in Washington, enhance your Zombicide games with new features. They are
D.C. We didn ’ t know each other yet, we were used in the Black & White campaign (P. XX), and add flavor in
ordinary people, leading ordinary lives. We were one-shot Missions as well!
consumers, with a job and bills. Bricks in the wall.
But as we soon discovered, destiny is never written.
You are the artist. All you need, sometime, is a ADVANCED EQUIPMENT RULES
little push.
Yes, yes. In that case, that was a big push. It ’ s like in the movies. The bad guys keep on
invading the best-armed country in the world.
At first we heard some distant noise, like a rumble
Many people died fighting and left their guns
on the other side of town. We met people running
around as they came back as zombies. So many
on the other way in a hurry, like bats out of hell.
weapons, and just two hands!
Then we heard gunshots, explosions, and screams.
The mayhem leading to the world ’ s fall, and
our ultimate freedom, had begun. On that day,
Washington, D.C. became Washington, Z.C., for
“ Zombie City ” . Let me tell you our story.

Zombicide: Washington Z.C. is an expansion for Zombicide: 2nd


Edition. This book features advanced rules for the Zombicide
system, as well as a campaign set in Washington, Z.C.

What is a campaign? A campaign is a series of Missions telling


a story, and your Survivors are the heroes. The choices you
make have a direct influence over the unfolding events. Your
WASHINGTON Z.C.

Survivors improve along the way, earning new Skills and The Advanced Core decks replace Zombicide’s
keeping potent weapons from a game to the next. The best corresponding Equipment decks. The Secret
reward, however, is not loot: it is memories of the story you Service deck is used with the Washington setting.
played and shared with your friends. Both use All-Out and Keep new rules.

Black & White is a 10-Mission campaign using the advanced Zombicide: Washington Z.C. comes with several Equipment
rules featured in the expansion, enhancing the game’s decks using the special All-Out dice.
atmosphere. Among them, new Equipment rules allow • Washington’s Advanced Core decks replaces the Zombicide:
the Survivors to go “All-Out”, rolling special dice for extra 2nd Edition’s Equipment, Starting Equipment, and
Zombie kills, with a risk of breaking their weapon. These dice Pimpweapon decks, with the All-Out and Keep values detailed
may also be used to keep the Equipment from a Mission to below. To use them, simply replace the corresponding
the next, with a little luck. decks with their Advanced counterparts.
New rules also include the Clock, a special First Player token • The Secret Service deck is used with the Zombicide:
RULES •

simulating the time flow. The sun rises and set across the Washington Z.C. campaign and tiles (see P. XX).
board, introducing night fighting rules in the Zombicide world!

! THE ALL-OUT DICE


Zombicide: Washington
Z.C. is an expansion to The All-Out dice are used like regular dice,
Zombicide: 2nd Edition. with a special “Break” symbol replacing
It is fully compatible with the “1”. Apply the corresponding game
the 2nd Edition range. effects whenever a Break is rolled.

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-- GOING ALL-OUT NOTE: All-Out dice cannot be re-rolled in any way (the
Lucky Skill, Plenty Of Bullets, or Plenty Of Shells cards have
Yes, I know it is not supposed to work that way. no effect on these, for example).
Benchmark this!
EXAMPLE 1: Justin goes All-Out with a Baseball Bat. This
weapon rolls 2 classic dice, and 1 All-out die. All 3 dice are
grouped for the roll, with a 3+ Accuracy.
The classic dice roll • and •, obtaining 1 hit. The • is not a
Break, as it is a classic die.
The All-Out die rolls •, adding 1 hit.
The Attack roll obtained 2 hits total.

EXAMPLE 2: Justin goes All-Out with a Shotgun. This


weapon rolls 2 classic dice, and 2 All-Out dice. All 4 dice are
grouped for the roll, with a 4+ Accuracy.
The classic dice roll • and •, obtaining 2 hits.
The All-Out dice roll • and •, obtaining 1 hit and 1 Break.
The Attack roll obtained 3 hits total, and 1 Break. All hits
are attributed normally, then the Shotgun card is discarded.

EXAMPLE 3: Justin goes All-Out with dual Katanas. Each


weapon rolls 2 classic dice, and 2 All-Out dice. All dice are
grouped for dual use, totaling 4 classic and 4 All-out dice,
with a 4+ Accuracy.
The classic dice roll •, •, •, and •, obtaining 2 hits.
The All-Out dice roll •, •, •, and •, obtaining 3 hits and
1 Break.
The Attack roll obtained 5 hits and 1 Break. All hits are
distributed normally, then one of the Katana cards is
discarded. The other Katana can still be used.

WASHINGTON Z.C.
EXAMPLE 4: Justin goes All-Out with dual Sub-MGs, having
The All-Out value offers extra dice to a Plenty Of Bullets card in his inventory. Each weapon rolls 3
roll against Zombies, with the risk of classic dice, and 3 All-Out dice. All dice are grouped for dual
breaking and losing your weapon. use, totaling 6 classic and 6 All-Out dice, with a 5+ Accuracy.
The classic dice roll •, •, •, •, •, •, and •, obtaining 1 hit.
A player may declare going All-Out before any Combat The All-Out dice roll •, •, •, •, •, and •, obtaining 2
Action performed by their Survivor, using a weapon with an hits and 3 Breaks.
All-Out value. All-Out dice cannot be re-rolled, meaning both Sub-MGs are
For the ensuing Combat Action, the player adds the written lost to the 3 Break results after the Ranged Action is resolved.
amount of All-Out dice to the classic dice, then resolve the The player can use Justin’s Plenty Of Ammo card to re-roll the
Action. It’s all or nothing: the full All-Out dice amount is 6 classic dice and try to improve their results, though!
added to the pool.

The All-Out dice act like classic dice, adding hits if the weapon’s
RULES •
Accuracy value is met. However, rolling a Break (or more) on
any of the All-Out dice (ONLY All-Out dice, classic dice do not
o
generate Break results) means the weapon broke. Discard the
weapon card right after the Combat Action is resolved.

Dual weapons are used normally, adding both weapons’ All-


Out dice to the pool (remember, it’s all or nothing, either you
go All-out, or you go home). Each Break rolled means a single
of these weapons is lost. So, both weapons are lost whenever
2 Breaks (or more) are rolled.

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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 them from a 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 All-Out dice corresponding to the
Keep value of each of these cards, individually:
• If 1 Break (or more) is obtained, the Equipment card is
discarded. It had a malfunction of some sort before the next
-- KEEPING YOUR EQUIPMENT Mission and is lost.
• If no Break is obtained, the Equipment card is kept. The
Really, there are enough weapons around to shot Survivor begins the next Mission with the Equipment. Its card
down all the zombies, and getting food is not that is automatically assigned to them during Setup, in addition
hard to find if you can fight for it. No, the real to any Starting Equipment they get. They can organize their
issue is maintaining and keeping our best guns. inventory as they please before the game starts.
Spare parts are sometimes scarce. So, don’ t get too
attached to it, heh? NOTE: The Keep roll cannot be re-rolled in any way.

Mixed gaming groups may result in not having enough


Equipment cards of a given type for the Survivors. In that
case, players decide which Survivors receive the available
Equipment cards. Other Survivors have lost theirs.

EXAMPLE: Mindy ends a Zombicide game with a Chainsaw


(Keep 5), a Machete (Keep 2), a pair of Sawed-Offs (Keep
4), and a Plenty Of Shells (no Keep value) Equipment cards.
• The Plenty Of Shells Equipment cards has no Keep value.
WASHINGTON Z.C.

It is discarded right away.


• 5 All-Out dice are rolled for the Chainsaw: •, •, •, •,
and •. A single Break is enough to lose the weapon and
discard it.
• 2 All-Out dice are rolled for the Machete: • and •. No
Break, Mindy will have it for the next Mission.
• 4 All-Out dice are rolled for the first Sawed-Off: •, •, •,
and •. No Break, the Sawed-Off is kept as well.
• 4 All-Out dice are rolled for the second Sawed-Off: •, •,
•, and •. 2 Breaks! The Sawed-Off is lost and discarded.

KO / R.I.P. RULES
RULES •

- Witness me!

- Again?

Classic Zombicide games are lost whenever a Survivor is


eliminated. This may not be the case if you play a Campaign
The Keep value allow Survivors to keep using these rules. Using the KO rules provides some extra
Equipment cards from a game to the next. time to save a fallen comrade before they die for good.
Keep a balanced inventory, as the most potent
weapons are often the hardest to keep!

6
A Survivor losing their last Health point is considered KO Representing hours and the cycle of night and day, the
(but not dead). Lay down their miniature in the Zone they Clock acts as the First Player token. The chosen Mission’s
currently occupy and discard all Equipment cards they may description details the Clock’s starting hour. From then on,
have (no Keep roll allowed). the Clock is moved forward 1 hour during each End Phase,
The Survivor is now considered as an Objective token until the right before passing it to the next First Player.
End Phase of the subsequent Game Round (not the ongoing Classic rules apply during daytime (from 7am to 6pm).
one). They can be taken by another Survivor, using a Take An Night rules (see below) apply during nighttime (from 7pm
Objective Action. If they are not taken by the deadline, well… to 6am).
they’re dead (see below).
The Clock, and Night rules, may be used during your classic
• If the KO Survivor is taken, place their miniature on their Zombicide games. In that case, use the current real hour as
own Dashboard. The KO Survivor is not dead, but cannot be the Clock’s starting hour, as the game begins.
played until the next Mission.
-- NIGHT RULES
• If the KO Survivor is not taken, they are dead for good.
Remove their miniature. Check out the Mission’s Objectives, • Lines of Sight for Zombies are limited to Range 0.
as they may state it is lost whenever a Survivor dies. The dead • Lines Of Sight for Survivors are limited to Range 0-1.
Survivor cannot be played until the end of the Campaign. • Ranged Attacks have Accuracy 6 (rolling 6 is required to
Keep note of all Survivors that die, to make sure they aren’t hit). Game effects altering the Accuracy still apply (like +1
used in the same Campaign. to dice roll: Ranged, for example). Automatic success, like
throwing a Molotov, also still apply.
The dead Survivor’s player may choose another Survivor
for the next Mission, starting with a new Campaign Sheet. -- LIGHTSOURCES
Choosing another Survivor results in a loss of all Equipment,
CXP, Bonus Actions and Campaign Skills (see P. XX). Campaign
Achievements and the name list of the RIP section, on the
other hand, are kept from a dead Survivor to their successor.

If there is no Survivor left to play (everyone is KO or dead),


the Campaign is lost for all players.

WASHINGTON Z.C.
THE CLOCK, AND NIGHT RULES
Zombies don’ t need to eat, rest, or sleep. And they Flashlights have the Lightsource keyword.
don’ t need entertainment, too. What a boring A Light Beam token is set on the board
undeath of theirs. Whatever. Don’ t be a zombie: whenever a Survivor uses one. The light cancels
keeping track of time may save your lunch, your most night rules, but attracts Zombies!
life, and sense of humor!
Flashlights have the Lightsource keyword, and may be used
to illuminate Zones during nighttime. These rules have no
effect during daytime.

A Flashlight is turned ON under these circumstances.


• The Survivor spends 1 Action to turn the Flashlight on.
RULES •
• The Survivor performs a Search Action, using their Flashlight.
• The Survivor declares a Ranged Action at Range 0-1 and
chooses to use their Flashlight. The token is set before the
Ranged Action is resolved.

Put a Light Beam token straddling 2 Zones: the Survivor’s


Zone, and another adjacent Zone (no diagonal). The token
As an advanced form of First Player token, the Clock follows the Survivor whenever they Move, and is orientated in
tracks the time passing as the Mission goes by. Sooner the direction of your choosing before the Survivor performs
or later, the night falls, enforcing its own dark rules. each Action. In case of a Ranged Action at Range 0-1, the other
Zone covered by the token is automatically the target Zone.

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A Flashlight is turned OFF under these circumstances. • Ranged Actions aimed at the Zone are no longer affected
• The Survivor spends 1 Action to turn the Flashlight off. by nighttime Accuracy penalties.
• The Survivor Trades or discard the Flashlight they used to • Right before the Zombie’s Phase, any Zombie having a Line
illuminate the Zones. Of Sight on a Light Beam (or more) immediately performs an
Remove the Light Beam token the Survivor created. extra Activation. Then, the classic Zombies’ Phase is played
normally. Each Zombie may only get a single extra Activation
Zones illuminated by Light Beams are subject to the per Game Round due to Light Beams. Keep in mind Light
following rules: Beams can be seen from very far, as Actors may trace Line of
• Actors may trace Lines of Sight to them normally. Sights to them normally!

NOTE: A Light Beam does not illuminate through obstacles blocking Line of Sight like closed doors, walls, and tanks. It can
be directed toward a wall to avoid illuminating a second Zone, though.

The night has fallen. Anton’s Line Of Sight is limited to Range 0-1, and These Runners’ Line Of Sight was limited to
Runners are nearby. Anton may use his Shotgun against them, but the Range 0. They didn’t see Anton or Angelo across
night gets the weapon’s Accuracy to 6. Anton performs a Ranged Action the street, and their path was only defined by
and turns his Flashlight on, for free, before the dice are rolled. A Light Noise. Since Anton turned his Flashlight on, the
Beam token is set, straddling both Anton and the Runners’ Zones. The Runners now have a Line Of Sight on Anton’s
Shotgun’s Accuracy is back to 4+, but both Zones are now illuminated. Zone, as it is illuminated by the Light Beam.

ANTON

TESS

Being a Survivor,
Angelo has Lines of
Sight at Range 0-1
during nighttime,
and his Sniper Rifle
WASHINGTON Z.C.

has Accuracy 6. As
Anton illuminated the
Runners’ Zone, Angelo ANGELO
now has a Line OF
Sight on it as well, and
may fire his Sniper
Due to nighttime’s Line Of Sight limitations, Tess performs a Search Action, and chooses to
Rifle at the Runners
the Fatty has a Line Of Sight on the use her Searchlight to draw an additional card.
without penalty.
Runner’s Zone, but not on Angelo’s Zone. A Light Beam token is set in her Zone. Tess
If the Fatty still have a Line Of Sight on a chooses to place it toward the wall. Her own
Light Beam right before the Zombies’ Phase, Zone is illuminated, but not the Zone behind
it will perform a free extra Activation, the wall (the wall is an obstacle blocking
but will Move toward the noisiest Zone Lines Of Sight). Thus, the Walker in the street
(no matter where the Light Beam is). has no Line Of Sight on the Light Beam.

1
RULES •

Being at Yellow Danger Level,


Mindy plays her Turn during
nighttime. Her first Action is
a Ranged Action, using her
Shotgun, against a Fatty at
Range 1. She turns her Flashlight
on, for free, illuminating
both Zones. The nighttime
Accuracy penalties don’t
apply! The dice are rolled and
Mindy eliminates the Fatty.

MINDY

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2
Mindy performs a Move
For her third Action, Mindy
as her second Action. Her
fires at the Walkers’ illuminated
Flashlight is still on, and
Zone, without nighttime penalty.
is orientated toward the
MINDY One of them is eliminated.
couple Walkers, for free.

3
For her fourth and last Action, Mindy Moves
toward the White House. She orientates her
Light Beam toward the building. Both her
MINDY Zone and the building Zone are illuminated.
t

WASHINGTON Z.C.
MINDY

Right before the Zombie’s Phase, players check for


Zombies having Lines Of Sight on Light Beams. One
of the Walkers sees such an illuminated Zone, and
immediately performs an extra Activation, for free.

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RULES •

MINDY

After the extra


Activation is done,
the Zombies’ Phase is
resolved normally. Both
Walkers Move as usual.

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WASHINGTON Z.C. HUMVEE
#05 SPECIAL RULES
The rules detailed in this chapter are dedicated to
The Humvee token allows Survivors to Search for Secret
Service Equipment in its Zone. It cannot be driven. Use it to
Washington tiles, and Secret Service’ specific game effects. feature Secret Service in Missions not using Washington tiles!
Like Advanced Rules, they are used in the Black & White

à
campaign (P. XX).

SECRET SERVICE
As we learned later, the secret service did their
best to contain the first zombie waves, protect the
White House, and help as many people as possible to
escape. Many heroes died on day one. I know it ’ s
strange, but for that reason, we have some respect
for the equipment and facilities they left behind.
Unfortunately, they were not build to last, and
often break easier than their civilian counterparts.

SANDBAGS
Sandbags helped us realize your average zombie is not
really smart, and lacks the coordination to perform most
trivial tasks. Imagine our faces as we were hiding behind
sandbags and expected them to jump on us, and saw our
foes being stopped, trying to get around.
WASHINGTON Z.C.

Sandbags slow down Zombies, without


interrupting Lines Of Sight. Fire at will!

Sandbags are obstacles printed on tiles, on straight borders


The Secret Service Equipment cards can be between 2 Zones. They slow down Zombies between those
found on Washington tiles, specifically in Zones, without blocking Lines Of Sight. They are useful to
RULES •

Secret Service Zones and Humvees. trap Zombies and thin their ranks with Ranged Actions.
• Sandbags do not interrupt Lines Of Sight.
The Secret Service Equipment cards form a deck of their own, • Survivors may Move across Sandbags without penalty.
as written on their back, displaying a distinctive (color) color. • Sandbags prevent Zombies’ Move Step. They redefine their
As with other decks, they are shuffled and placed as a pile, route around the Sandbags to reach their destination Zone.
facedown, close to the board, during Step 6 of the Setup. Secret This rule is ignored during extra Activations: In that case,
Service cards use the Advanced Equipment rules (P. XX). the Sandbags are simply ignored to determine the Zombies’
Unless otherwise stated, any Survivor performing a Search route and resolve their Move Step.
Action on a Secret Service Zone or a Zone featuring a
Humvee draws from the Secret Service deck. Look out for
these Zones on Washington tiles!

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TANK
Ok, ok, It ’ s a tank. I’ve seen a lot of people driving The Tank is an obstacle printed on Tile 10V, straddling 2 Zones.
them around in movies, it must not be that hard... • The Tank interrupts Lines Of Sight to all Actors not standing
Where is the ignition key? on it. An Actor standing on it can trace Lines of Sight normally.
They may also Move to the other Tank Zone, or exit it, with
classic Move (and Move Step) rules.
• A Survivor may Move on a Tank Zone at the price of 1
additional Action. They are then considered as standing on
it. Getting off the tank does not cost additional Actions.
• The Tank prevents Zombies’ Move Step. They redefine their
route around it to reach their destination Zone. This rule is
ignored during extra Activations: In that case, the Tank is
not considered as an obstacle to determine the Zombies’
route and resolve their Move Step (it still prevents Lines Of
Sight). Zombies may then stand on the Tank. They may get
off it without penalty.
The tank prevents Lines Of Sight and
Movement unless climbed upon.

The Walker has a Line of Sight on


Justin, yet cannot reach him with
a single Move due to the Sandbags.
The Zombie has to go all the way
around them to reach the Survivor.

The figures define the Zones between


the city and the no-man’s land.

WASHINGTON Z.C.
JUSTIN

The Zones’ common border


is not fully closed with
Sandbags. The Fatty can reach
RULES •
Justin with a single Move.

Ashley has a Line Of Sight on The Runner has a Line Of Sight on Ashley,
the Runner, but not to the Fatty yet cannot reach her in any way, unless a
(and the other way around): the Runner extra Activation occurs. In that
Tank blocks Lines Of Sight. ASHLEY case, the Runner will cross the Sandbags.

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CAMPAIGN CAMPAIGN SHEET
#06 RULES It ’ s not really a secret, the best way to know
about a survivor is looking at the trinkets they
The Campaign rules detailed in this chapter complete carry around. Most of us like to bring something
Zombicide’s core and advanced rules, to be used specifically of the past wherever we go, to remember who we
with the Black & White Campaign (P. XX). are and where we come from. And you, what are
your gimmicks?

CXP BAR: Check the boxes as All along the Campaign, Survivors gain Campaign Experience
your Survivor earn CXP. Reaching
the indicated Milestones grants Points (CXP) to earn Bonus Actions and Campaign Skills.
the Survivor with Bonus Actions The decisions made may unlock specific Achievements and
or Campaign Skills (P. XX).
change the course of the story.

CAMPAIGN SKILLS: Each BONUS ACTIONS: Each time EQUIPMENT KEPT: Write
time your Survivor earns a your Survivor earns a Bonus down here the Equipment
Campaign Skill, choose one Action, check a box here. They are the Survivor will keep for
from the list and check the cumulative, but each can be used the next Mission (P. XX).
corresponding box (P. XX). only once per Mission! (P. XX).
WASHINGTON Z.C.
RULES •

CAMPAIGN ACHIEVEMENTS: Write down


here the keywords epitomizing the Survivor’s
significant choices or feats. They have
an impact on campaign events (P. XX).

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-- CAMPAIGN SKILLS

We survivors know a few good ways to learn new tricks. And


it doesn’t necessarily involve pain. The best one is through
experience. If you really want to learn something, put your
hands on it, as soon as you can!

q
The Survivor earns 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 gets the chosen Skill at Blue Level,
in addition to any Blue Level Skill(s) they already possess. It
can be used immediately.
The Campaign Sheet is used to track a Survivor’s individual Some Campaign Skills are new, and detailed on P. XX.
progress. As the Campaign begins, each Survivor gets their
own Campaign Sheet from the notepad. Write down your EXAMPLE: Anton’s player goes for the Lifesaver Campaign
heroes’ story! Skill. From now on, Anton has both the All-out: +1 die: Ranged
The different sections are explained below. Skill, and Lifesaver, as Blue Level Skills. Lifesaver may even be
used immediately!
-- CXP BAR

The jocks among us often say chasing zombies feels


like practicing intensive sport. At some point, you
grow addicted to adrenaline. It could explain lots
and LOTS of things, if you ask me!

Each Survivor may earn up to 2 CXP per Mission:


• 1 for reaching the Orange Danger Level for the first time in -- BONUS ACTIONS
the Mission.
• 1 for reaching the Red Danger Level for the first time in We’re accustomed to giving out our best to survive and

WASHINGTON Z.C.
the Mission. get what we want. For some people, it sometimes means
Reaching Ultrared Levels (Core rule book, P. XX) don’t count. going all-out with themselves, reaching beyond human
Some Missions may allow Survivors to earn additional CXP. limits for a second. It’s a rare and impressive show.

EXAMPLE: Anton reached the Orange Danger Level during The Survivor earns a free Action to spend in any way they
the Campaign’s first Mission, but not the Red Level. He please, once per Mission.
earned 1 CXP, and the player checked the “1 CXP” box on This reward may be selected multiple times across the
Anton’s Campaign Sheet. This CXP is earned for the entire Campaign. Check the corresponding amount in the “Reserve”
Campaign (or until the Survivor dies). boxes of the Bonus Actions’ section.
Check a “Spent” box with a pencil each time the Survivor
CXP is kept throughout the Campaign: check the corresponding spends 1 Bonus Action, up to the “Reserve” amount. The
boxes as the Survivor’s CXP reserve grows. Reaching the Survivor may use several Bonus Actions in the same Turn.
indicated Milestones earns the Survivor the corresponding The Reserve is fully replenished at the end of each Mission:
reward(s).
CXP is earned as the Mission goes on: Milestone rewards
erase the “Spent” marks. RULES •
are immediate and may be used the Turn in which they EXAMPLE: Ashley got the “+1 Bonus Action” reward 3
are acquired. times across the course of the Campaign. She has up to
With each Milestone comes a reward choice: either a Bonus 3 Bonus Actions to spend during each Mission, in any way
Action or a Campaign Skill. the player pleases. Bonus Actions are recovered at the end
of each Mission.
EXAMPLE: The team is now playing the Campaign’s second
Mission. Anton reaches the Orange Level again, earning -- EQUIPMENT KEPT
another CXP. He now has 2, which is enough to unlock a
reward. The player chooses between a Bonus Action or a The Keep rules (P. XX) allow Survivors to keep Equipment
Campaign Skill. from a Mission to the next. This section may be used to write
down the list with a pencil, for an easier tracking.

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-- CAMPAIGN ACHIEVEMENTS
Pimpweapon Crates are not replaced with cards. These
Keep on doing your best, but don’ t let people put tokens are set and taken as usual.
a label on you. We rarely get the nicknames we ’d
like to have.

Campaign Missions may either require an important decision


to make, or get Survivors to perform a significant feat. The
choice or feat may result in writing a Campaign Achievement,
usually a descriptive keyword (like “Praetorian” or “Tunnel
Dweller”, for example), in the corresponding section of the
Campaign Sheet.
Campaign Achievements may be individual or collective.
They may have an impact on future Missions: obtaining a
specific Achievement may unlock special events, influence
the behavior of non-playing characters toward the Survivor,
or change the course of the Campaign itself.

OBJECTIVE CARDS
We ’ve seen our share of weird things and
unexpected events since our Washington days.
First, we never grew accustomed to them. Second,
we don’ t want them to stop!
WASHINGTON Z.C.
RULES •

In Campaign Missions, Objective tokens are replaced with


Objective cards. These cards are designed to be set in specific
Zones, or straddling doors. Their back blends with the tile’s
environment. Don’t read Objective cards until a Survivor
takes them up, as it would spoil your gaming experience!

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-- SETUP

Each Campaign Mission has its own set of Objective cards,

:
gathered in an Objective pack. 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 setting,
Objective cards feature the number(s) of the tile(s) 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.

This is a basic campaign Mission layout. Everything is the same, except the Objective tokens have been replaced
with Objective cards. When a Survivor picks one up, the player reads it aloud, and apply the corresponding game
effects. Sometimes, choices have to be made! Also, please note the Pimpweapon Crate stay the same.

WASHINGTON Z.C.
RULES •

These are Notes. They can be picked up and


read along the game, according to situations
or choices made with the Objective cards. For
example, Objective Card #14 may lead you to
choose between two options. Each of them is then
explained on its corresponding Note, #1 or #2.

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-- TAKING AN OBJECTIVE CARD Whenever an Objective card is taken, read it out loud for
all the team to enjoy, and apply the game effects described
• Objective cards set in Objective Zones are taken in the same on the card. In descriptions, “the Survivor” designates the
way as classic Objective tokens. Survivor who took the Objective card. Some cards may lead
• Objective cards straddling doors are taken whenever the the team to talk about decisions to make. Zombicide is a
corresponding door is opened. cooperative game!
Unless otherwise stated, Objective cards are discarded
NOTE: Unless otherwise stated, taking an Objective card after their effects are resolved. Some of them may ask you to
does not grant AP. “keep them revealed”: keep them on the Zone they were picked
up, or near the board, as reminders of game effects to apply.

This Mission layout is a bit


more unusual! The Objective
card #01 does not replace
an Objective token. It is
added to the Mission, and
can be taken in the same
way as an Objective token.

Objective cards
#03, #04, #06
and #07 straddle
doors. They are
taken whenever a
WASHINGTON Z.C.

Survivor opens the


corresponding door.

The Blue Door allows a passage


to a Zone that would normally
be closed by walls. The way to
open it is probably explained
on an Objective card!
RULES •

These Notes hold secret


information about choices made
by Survivors along the Mission.
This tile is not connected to
the main board! Yet there
are things to do on it. The
Mission may reveal a way for
the Survivors to reach it!

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-- ACHIEVEMENTS AND KEYWORDS

Objective cards may feature Achievements to write down on


Campaign Sheets (see P. XX).
Some Objective cards also feature capitalized keywords,
linking them to other Objective cards in a narrative way.

EXAMPLE: Tess takes a door Objective card. The player


reads it and discovers it cannot be opened as a KEYCARD is
needed. But when it is done, players may read Note #1. The
Objective card is placed back on the door.
Later, Angelo takes an Objective card featuring a KEYCARD.
The door Tess previously found can now be opened. As soon
as it is done, Note #1 is read. What secret lies inside this
locked room?

WASHINGTON Z.C.
RULES •

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