iNano78 wrote:I took the liberty to type out what I could read from the
HD game play summary video,
D6 Generation's pictures on Facebook and
images posted on BGG. Consider it something to tide you (and me) over until an official rule book is released.
Zombie spawning rules
[o]
3 - Spawn
The Mission plans show where Zombies appear at the end of each turn. These are the spawn Zombies. Choose a spawn Zone and draw a card. Place the amount of Zombies which is shown on the card the corresponds to the Danger Levelof the most experienced Survivor still in the game (Blue, yellow, Orange or Red). Repeat this operation for each spawn Zone.
Attention: each Fatty is accompanied by Walkers when it spawns but not when you add to balance a group of Zombies that splits.
NOTE: always begin with the same spawn Zone, then continue clockwise.
EXAMPLE: Wanda has 8 experience points, and is in the Blue Danger Leve. Doug has 12, which puts him in the Yellow. In order to determine how many Zombies appear in the game, read the Yellow line which corresponds to Doug, the most experienced Survivor.
[c]
IT'S TIME
TO KICK SOME BUTT!
AAAAAH! [BGCOLOR=#CC0000]5x [image of walker][/BGCOLOR]
UH-OH [BGCOLOR=#FF3300]2x [image of runner][/BGCOLOR]
WORSE [BGCOLOR=#FFFF00]2x [image of runner][/BGCOLOR]
BAD [BGCOLOR=#0000FF]0 [/BGCOLOR][/c]
If at least one Survivor has reached the Red Danger Level, read this one [arrow points to [BGCOLOR=#CC0000]red line[/BGCOLOR] on card]. 5 Walkers!
Brains ...
If the most experienced Survivor is in the Yellow Danger Level, 2 runners appear when you draw this card.
If all Survivors are still in the Blue Danger Level, read this line [arrow points to [BGCOLOR=#0000FF]blue line[/BGCOLOR] on card].
Phew... nothing.
There are two special cases: the "extra activation" cards and the "manhole" cards. In both cases, no Zombies appear on the designated Zone.
When you reveal an "extra activation" card, all Zombies of the requested type are activated once again (Phase 1 and 2 of the Zombie turn; see above). Notice these cards have no affect on the Blue Danger Level!
[c][can't read name of "extra activation" card]
ALL RUNNERS 1 EXTRA TURN [BGCOLOR=#CC0000][image of 3 runners][/BGCOLOR]
ALL RUNNERS 1 EXTRA TURN [BGCOLOR=#FF3300][image of 3 runnerS][/BGCOLOR]
ALL RUNNERS 1 EXTRA TURN [BGCOLOR=#FFFF00][image of 3 runners][/BGCOLOR]
STILL GOOD (?) [BGCOLOR=#0000FF] [/BGCOLOR][/c]
At the Yellow Danger Level, all Runners are immediately activated. They receive two actions as normal for this activation. [arrows point to [BGCOLOR=#CC0000]red[/BGCOLOR], [BGCOLOR=#FF3300]orange[/BGCOLOR], and [BGCOLOR=#FFFF00]yellow[/BGCOLOR] lines on card]
At the Blue Danger Level, nothing happens. [arrow points to [BGCOLOR=#0000FF]blue line[/BGCOLOR] on card]
When you draw a "manhole" card, no zombie appears on the designated Zone. Instead, place the indicated number and type of zombies in every Zone where a manhole is indicated on the map on every tile where at least a Survivor stands. Manhole invasions never happen on tiles devoid of Survivors.
[c]SEWERS LOCATED ON A TILE WITH
AT LEAST ONE CHARACTER WILL SPAWN:
NO! [BGCOLOR=#CC0000]1x [image of runner][/BGCOLOR]
PLEASE! [BGCOLOR=#FF9900]1x [image of fatty] [/BGCOLOR]
ARGH! [BGCOLOR=#FFFF00]2x [image of walker][/BGCOLOR]
OH! [BGCOLOR=#0000FF]1x [image of walker][/BGCOLOR][/c]
The most experienced Survivor reaches the Danger Level Yellow; place 2 Walkers per manhole.
ATTENTION: The Danger Level is set by the Survivor with the highest Danger Level and still in game. If this Survivor is eliminated, the Danger Level drops to that of the next most experienced Survivor.
SO MANY ZOMBIES, SO FEW MINIATURES!
The Zombicide box contains enough Zombies to invade a city. However it is possible that a player draws a card during the Spawn Phase and there are not enough miniatures of the requested Zombie type.
In this case, the remaining Zombies are placed (if there are any) THEN all the Zombies of the requested type gain an extra activation at once.[/o]
Special abilities
[o]
Born Leader: During the Survivor's turn, he may give one free Action to another Survivor. This Action must be used during the next turn of the recipient; otherwise, it is lost.
Destiny: The Survivor can use this ability once per turn, when he receives a card he drew. Discard that card and draw another one of the same type.
Gunslinger: The Survivor treats all ranged weapons as if they had the Dual symbol.
Hoard: The Survivor can carry one extra equipment card.
Hold your nose: The Survivor can search in any Zone where he killed a Zombie during his turn.
Is that all you've got?: When a Survivor with this skill is wounded, he discards an Equipment card, but does not receive a Wounded card. If he has no Equipment card to discard, or he doesn't want to discard an Equipment card, then he receives Wounded card.
Lock it down: At the cost of one Action, the Survivor can close an open door.
Loud: Once per turn, the Survivor can make a huge amount of Noise! Until the next turn of this Survivor, this Zone is considered having the most Noise tokens on the entire map.
If different Survivors have this ability, only the last one who used it applies its effects.
Lucky: The Survivor can re-roll once all the dice of each Action. The new result takes the place of the previous one. This ability stacks with the effects of other abilities ("1 re-roll per turn" for example) and Equipment that allows re-rolls.
Matching Set: When a Survivor draws a Weapon card with the Dual symbol, he can immediately search for a second card of the same type in the deck of Equipment cards. Shuffle the deck afterwards.
Medic: Once per turn, the Survivor can remove one Wounded card from a Survivor that is in the same Zone as him. He may also heal himself.
Ninja: The Survivor makes no Noise. At all. His presence does not count as a Noise token, and his use of Equipment or Weapons produces no Noise tokens either!
Slippery: The Survivor does not spend extra Actions when he moves through a Zone where there are Zombies.
Sniper: The Survivor chooses freely the targets of all the Ranged Combat actions.
Starts with a [Equipment]: The Survivor begins the game with the shown Equipment. The Equipment card is mandatorily assigned to him before the beginning of the game.
Swordmaster: The Survivor treats all Melee Weapons as if they had the Dual symbol.
Tough: The Survivor ignores the first Wounded card he receives each time he is Wounded.
Trick Shot: When the Survivor is equipped with Dual Ranged Weapons, he can aim at targets that are in different Zones with each Weapon in the same Action.[/o]
Scenario # 00
[o]
00 - TUTORIAL
We were with some friends when the first siren began to wail, quickly followed by countless others. In less than an hour, everything changed: the television and the radio announced horrible news. We decided to take shelter at our neighbor's house which was much safer. We just had to cross the street.
But THEY were already there...
You will need the following tiles for this scenario:
1B & 2B.
OBJECTIVE:
- Take the Objective token.
SPECIAL RULES:
-
Reduced Zombie deck. Take the Zombie cards numbered 1, 2, 3, 4 and 41 to make the Zombie deck. Put the other ones in the box.
-
Special starting equipment. Do not deal the "Pistol", "Axe" and "Crowbar" cards as starting Equipment. Instead, put them at the top of the Equipment deck. They will be the first three cards of the deck when a Survivor searches a Zone.[/o]
Scenario # 01
[o]
01 - CITY BLOCKS
Our shelter is safe... for now. Unfortunately our food supplies are not going to last long. We've decided to arm ourselves and go explore the surrounding houses. We cannot come back empty-handed.
You will need the following tiles for this scenario:
2C, 1C, 4B, 5C, 7B, 5D, 6B, 5E & 1B.
OBJECTIVES
- Take all the objective tokens.
- Find at least one Canned Food card, at least one Rice card and at least one Water card.
- Once you have reached the previous Objective, reach the exit area that's shown on the map with at least one Survivor. Gather the Equipment and Survivor that escaped. You win if you have at least one Canned food card, one Rice card and one Water card.
SPECIAL RULES
Each Objective token gives 5 experience points to the Survivor that takes it.[/o]
Scenario # 02
[o]
02 - Y-ZONE
The living are losing ground. The pockets of resistance fall one after the other and our CB radio, once bustling with messages, is now silent. We must leave. The zombies are growing in numbers and our supplies are getting scarce.
I could kill for some toothpaste.
You will need the following tiles for this scenario:
4B, 4E, 1B, 7B, 4D, 6B, 3C, 4C & 2C.
OBJECTIVE
Reach the exit zone shown on the plan with at least one Survivor.
SPECIAL RULE
The objective token represents a medicine cabinet. The Survivor who takes it immediately loses a Wounded card.[/o]
Scenario # 03
[o]
03 - THE 24HRS RACE OF ZOMBICITY
There's a large rest home in sight. The buildings do not look too damaged and some cars look like they could still run. The supply room must be full.
We immediately understood why the looters hadn't lingered here: the area is swarming with zombies. The previous inhabitants couldn't really put up a fight. Before exploring, we have to put up a fight.
I dream of bubblegum.
You will need the following tiles for this scenario:
2C, 4D, 4B, 5C, 6B, 5F, 1B, 3C & 4E.
OBJECTIVE
Reach the red Danger Level with at least one Survivor.
SPECIAL RULES
- Each Objective token gives 5 experience points to the Survivor who takes it.
- You can use cars.
- You can search a pimp mobile only once. It contains either the Ma's Shotgun or the Evil Twins (choose randomly). Some missions may contain many pimp mobiles. In this case, you can only get the weapons that haven't been obtained yet. When there're no more... there are no more.
- You can search a police car more than once. Draw cards until you find a Weapon. Discard the other cards. The "Aaahh!" cards trigger the appearance of a zombie as usual and interrupt the search.[/o]
Scenario # 04
[o]
04 - DRIVE-BY SHOOTING (?)
Our new shelter is not enough ...
zombies just keep coming. We lack sleep ...
are beginning to lose their grip. We ...
must be a nest around here. In the [basement?] ...
near the subway entrance. As long as this ...
isn't neutralized, we'll be continuously attacked.
I could use a new pair of shoes my size.
You will need the following tiles for this scenario:
3C, 4D, 2C, 5F, 4E, 4B, 2B & 5C.
OBJECTIVES
- Take all the objective tokens.
- Once you have reached the previous objective, place the surviving characters on a zombie spawn zone that has no zombies in it (to prevent further spawning).
SPECIAL RULES
- Each Objective token gives 5 experience points to the Survivor who takes it.
- You can use cars.
- You can search a pimp mobile only once. It contains either the Ma's Shotgun or the Evil Twins (choose randomly). Some missions may contain many pimp mobiles. In this case, you can only get the weapons that haven't been obtained yet. When there're no more... there are no more.
- You can search a police car more than once. Draw cards until you find a Weapon. Discard the other cards. The "Aaahh!" cards trigger the appearance of a zombie as usual and interrupt the search.[/o]
Scenario # 05
[o]
05 - BIG W
Zombies are dangerous but maybe their not the greatest threat. We always have to find new resources: food, weapons, ammo and above all safe shelters. Here we are in the city center, a cemetery of concrete and glass. The big office buildings are infested that's for sure. Here we should find means of survival for a few more days.
Reminder: We must not open more than one door at a time and must not make too much noise or all the zombies of the city will be on us in a few minutes.
I dream of bacon.
You will need the following tiles for this scenario:
5D, 2C, 1C, 7B, 5C, 6B, 5E, 1B & 4B.
OBJECTIVE
Take all the objective tokens.
SPECIAL RULES
Each objective token gives 5 experience points to the Survivor who takes it.[/o]
Scenario # 06
[o]
06 - THE ESCAPE
In the first hours of the infection, ...
to the department stores to get food. A big ...
public places were swarmed with zombies.
We've reached one of these stores in the [suburbs?].
Till now, everybody who entered just increased the number of infected.
Today is our turn. We've finished the last of our supplies. We have no choice, but we have experience... and team work.
I need a bigger gun and... cotton swabs.
You will need the following tiles for this scenario:
4C, 2C, 7B, 3C, 1B & 5D.
OBJECTIVES
Accomplish the following tasks in this order:
1. Place six Supply cards under the Car tokens (see the special rules). The Supply cards can be either Canned Food, Rice or Water cards.
2. Get into a car with the surviving characters.
3. Reach the zone that's shown on the plan with the surviving characters in the car. A car that reaches this zone leaves the gameboard with its occupants and the supplies it contains.
SPECIAL RULES
[couldn't read this, but assume it contains at least the following, along with something about placing supply cards on cars]
- You can use cars.
- You can search a pimp mobile only once. It contains either the Ma's Shotgun or the Evil Twins (choose randomly). Some missions may contain many pimp mobiles. In this case, you can only get the weapons that haven't been obtained yet. When there're no more... there are no more.
- You can search a police car more than once. Draw cards until you find a Weapon. Discard the other cards. The "Aaahh!" cards trigger the appearance of a zombie as usual and interrupt the search.[/o]
Scenario # 07
[o]
07 - GRINDHOUSE
While everything was collapsing, there was an accident at the nuclear power plant nearby. Before disappearing, the authorities place a large number of the power plant technicians in a wing of the hospital under quarantine.
We must make sure these people are sealed off there forever, especially if they are infected. Why? Because there's worse than a zombie: A radioactive zombie.
I wonder where all the dogs went.
You will need the following tiles for this scenario:
3C, 2C, 2B & 4C.
OBJECTIVE
Neutralize the Zombie spawn zones (see special rules).
SPECIAL RULES
- Each objective token gives 5 experience points to the Survivor who takes it.
- Zombie Exit: Two zones shown on the plan contain three permanent noise counters. These zones represent the exits through which the Zombies might escape. If a Zombie reaches one of these zones, remove it from the gameboard and place it aside. If 4 Zombies leave the gameboard in this way, the game is immediately lost.
- Neutralizing the Zombie spawn zones: A survivor can neutralize a spawn zone in ... zone as him for the cost of one ... zone must contain no Zombie ... Noise token. When a Zombie ... permanent Noise tokens ... game. If four ... lost.[/o]
Scenario # 08
[o]
08 - ZOMBIE POLICE (?)
We killed a zombie that happened to be ...
of this town. It was carrying a fax from ...
of police explaining how to reach a safe [house? haven?]...
old underground facility that had been turned into a bunker close to the police station.
Apparently it contains an armory, food supplies and even a shower. This bunker would be the perfect shelter for us. Its entrance however is controlled from a distance and the district is swarming with zombies. This is a dangerous mission but the [gain? game? gamble?] is well worth it.
What doesn't kill you today just might tomorrow.
You will need the following tiles for this scenario:
2C, 7B, 4B, 1B, 5C & 3C.
OBJECTIVE
Place at least one Survivor in the "bunker" zone shown on the plan.
SPECIAL RULES
- The blue door cannot be opened until the blue objective has been taken.
[more special rules that I couldn't read][/o]
Scenario # 09
[o]
09 - MIGHT MAKES RIGHT
We've found a shelter and we have enough supplies to feed a small army. There's also a radio and it's still working. Thanks to this we've found another group of survivors in the suburbs of the city. They are defenseless and surrounded by zombies. There's no reason for this to be a trap. United we stand. Let's make new friends.
Found dental floss today. It felt like X-mas.
You will need the following tiles for this scenario:
1B, 2B, 2C & 7B.
OBJECTIVES
- Reveal all the objective tokens.
- Return to the starting area with at least 6 Survivors. A character who's placed on the starting area can leave the gameboard during his game turn. Put him aside with his equipment. You win when 6 Survivors have left the board.
SPECIAL RULES
- Each player begins the game with a single Survivor.
- Four Objectives are victims on the map. Three of them are "neutral" with identical sides. The fourth is "marked" with a standard recto and blue verso. Place the counters face down and randomly so no one knows where the marked counter is.
- Each objective token gives 5 experience points to the Survivor who takes it. Each time a "neutral" Objective token is taken, the player who owns the Survivor picks a new Survivor randomly (in ... player who gets the token decides). ... is revealed and placed without ... Zone where the Objective token ... be played as normal. ... Objective token doesn't ... still grant 5 experience points.
[more special rules that I couldn't read][/o]
Scenario # 10
[o]
10 - SMALL TOWN
Return to basics: We're exploring the surrounding area in wider and wider concentric circles around our hideout. Several weeks have passed since the beginning of the infection and the zombie population peaked. What may apparently seem a routine mission is in truth an ordeal where the smallest mistake could be fatal.
Glad I quit smoking or all this running around would kill me.
You will need the following tiles for this scenario:
7B, 2B, 5B & 5C.
OBJECTIVE
- Take the objective tokens.
SPECIAL RULE
- Each objective token gives 5 experience points to the Survivor who takes it.[/o]
Turn summary (back cover)
[o]
TURN SUMMARY
(by courtesy of your favorite survivors)
[BGCOLOR=#CC0000]GAME RULES OVERRIDE THESE "TURN SUMMARY" ONES.[/BGCOLOR]
1 - FIRST GAMETURN ->
Choose First Player (receives "First Player" token).
EACH TURN BEGINS WITH:
2 - SURVIVORS GAMETURN ->
(as explained by Ned)
The First Player plays all of his/her survivors, one after the other, in the order of his/her choice. When he/she's done, the next player's turn begins. Play clockwise. Each survivor has 3 actions to spend, chosen in the following list. Unless stated otherwise, each action may be chosen several times.
X -
MOVE: Move one zone.
X -
SEARCH: Indoor only. Draw a card in the Equipment pile
(1 search per turn and per Survivor only)
X -
OPEN A DOOR: special equipment or skill required.
X -
REORGANIZE INVENTORY: equipment exchange with another survivor (in the same zone) is possible.
X -
RANGED COMBAT: equipped ranged weapon required.
X -
HAND-TO-HAND COMBAT: equipped hand-to-hand weapon required.
X -
GET IN OR GET OUT OF A CAR (if allowed by the scenario).
X -
TAKEN AN OBJECTIVE TOKEN OR ACTIVATE AN OBJECT (in the survivor's zone).
X -
DO NOTHING (and live with it)
WHEN EVERY PLAYER'S FINISHED:
3 - ZOMBIES GAMETURN ->
(as observed by Josh)
Resolve the following phases in the following order:
1.
ATTACK
2.
MOVE > > >
- Each zombie favors visible survivors, then noise.
- Choose the shortest way. If needed, split groups and add zombies to make even groups.
3.
SPAWN > > >
- Always activate the spawn zones in the same order (play clockwise)
- Danger level chosen = most elevated Danger level among active survivors.
- Fatties come with two walkers.
- No more minis of specified type? All zombies of specified type get an extra turn!
4. END OF GAMETURN ->
- Remove all "Noise" tokens.
- The next player is given the "First Player" token (play clockwise).
! - ZOMBIES ECOLOGY ->
(written down by Amy)
[c]Name Actions Min
Dmg Value to Destroy
Walker 1 1
Runner 2 1
Fattie(*) 1 2
Abomination 1 3[/c]
(*) Each Fattie comes with 2 walkers during spawn phase.
[there is another column, but I couldn't get a good image]
* - TARGETING PRIORITY
(... by Phil)
Survivor > Walker > Fattie > Runner
Abomination counts as a Fattie for targeting purposes