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Cars, food or guns?

Each Mission brings its own answer to

GAMING
this question, and a nice reward too! Choose your priorities
and play them all in the order of your choosing. In the end,
you might have a definitive guess on the subject.

NIGHT #1
CARS, FOOD OR GUNS
GAMINGNIGHTMODE
The Gaming Night Mode allows you to play all night long
without being bothered by sudden death. Defeated Survi
vors rise up in the middle of the battle to keep on fighting with
their friends. The goal here is simple: never getting singled
out of a game because your Survivors were defeated! To
play with the Gaming Night Mode, apply these rules.

1- Gaming Night rules replace Resurrection rules (featured in


Toxic City Mall or Prison Outbreak).

2- When a Survivor is defeated, lay down his miniature.


Ignore him for all game effects until his return, as if he was
removed from the board.
At the beginning of any following Player's Phase, before
the first player acts, return the Survivor (in his Survivor or
Zombivor aspect, you choose). Discard all of his Equipment
and Wounded cards. He loses his experience points as well.

INTRODUCTION: Upon his return, he gains:


- As many experience points as the least experienced Survi
vor on the board. You don't have to choose the same Orange
CARS, FOOD OR GUNS? and Red Skills as the Survivor previously had.
- Equipment: Draw Equipment cards until you find two
Af» AirAAiweH" s+Av+ed AnnoytA survivors. V/kA+ is -five weapons. Discard the other cards (including Aaahh!! cards).
iv»os+ iiwpov+Ah"!" *H\(>A t>\ savvc'vaT? Dou^ A^d Pkil Ongoing game effects previously applied to the Survivor no
^AVotr ^Ar>s. as *H\eg t/oW AWAij AK\tj obs+Acle. cTosk A|*d longer apply. And remember: getting killed voluntarily is for
V/A^dA ^ve^ev cavs. as "H\e^ d^ive aoa 4"o SA-fe+tj A^d sissies.
ca«*\ta Aftg-HvirtA, aoa wu^M" -ftW. Aiwa, Ahd Ned speAk If odds seem too strong after a team wipe, don't be afraid
aIoat J^ooJL beccku.se rf s a kAst'c kAittAyt yteed- to start the Mission again. Having fun shall be the only rule.
V/oaW aoa kelp as ser+lt'^A, +kis?

Cars, Food Or Guns is a 3-Missions campaign designed to SETTING


play Zombicide all night long. A Season 1 Core Game box is
needed to enjoy it. Assemble your gaming group(s). Each group discuss and
choose which Mission to start with:
- Cars (P. 2)
- Food (P. 3)
- Guns (P. 4)

Once the first Mission is done, choose the second Mis


sion between the two you didn't choose at first. End your
memorable.

Don't forget to apply Mission rewards! After the third Mis


sion, you can play a Mission again to benefit from the last
reward.

ZOMBICIDE - GAMING NIGHT #i


M01 CARS!
HARD / 4 TO 6 SURVIVORS / 90 MINUTES
• Crashed police car. The police car can't be driven. You
can Search it more than once. Draw cards until you find a
weapon. Discard the other cards. The Aaahh! card triggers
the appearance of a Walker as usual and interrupts the
V/e re keve ^or +ke cavs. 13e-(oire 4"ke zombies. Search.
i+ Was "l"ke plAce +0 -fe>d +A¥\ed cavs. overpowered
CARS! - MISSION
el^t'l^es A^d 0e+ t> Wild a^akv vAces. Ft>dt>0 a \f\ice
yimymobiie v*i\l te eAS£ kere.
we Wok* + Ka^ oy\ keve .(or +00 lof\A. -rkok^k.
^ ^a^4^mC O M
JMP l j T I. O
4 mi l R EAW
*mARC

i
~Z-ombi.es Ave akead^ A-(+ev as. At*o+kev deA+k **Ace Start the next Mission with two pimpmobiles set
Kas beAAKt. on the Player starting area. They can be driven but
can't be Searched. Survivors can begin the next
Tiles needed: 1B, 1C, 2B, 2C, 4B, 4C, 4D, 5E & 7B. Mission in the cars.

OBJECTIVES
1- Find all the car keys. Car keys are spread all across
the place. There is a red "X" in each room containing one of
Player Exit Police car you Pimpmobile you
them. Take all Objectives.
starting area can't drive could drive
2- Crush zombies until everyone reach the Red Danger (see special rules)
Level. Reach the Red Danger Level with all Survivors.

SPECIRt RUtES Door Open Door token Spawn Zone Objectives (5 XP)

• Driving lessons. Each Objective gives 5 experience


T T T T T T T T T T T
points to the Survivor who takes it.
Put the blue and green Objectives
randomly among the Objectives,
face down. These Objectives don't
give experience when they are
taken: you thought it was car keys,
but it wasn't!

• A police car in the grocery


store. A police car crashed in the
grocery store. The car alarm and
the shop's alarm are a bit noisy. Six
Noise tokens are set in the marked
Zone at the beginning of the game
and aren't removed at the end of
each turn. At the cost of 1 Action, a
Survivor standing in the noisy Zone
can remove or put back three of
them (to a maximum of 6).

• These zombies are accustomed


to noise. The blue Spawn Zone ac
tivates if there is NO Noise token on
the board (Survivors don't count).
• Pimpmobile keys. The pimpmo
biles can be driven when all Objec
tives have been taken. Until then,
you can't drive them. They can't be
Searched.

ZGMBICIDE - GAMING NIGHT i


• "All your food are belong to us". Each Objective gives

M02 FOOD!
MEDIUM / 4 TO 6 SURVIVORS / 90 MINUTES
5 experience points to the Survivor who takes it. The player
can also look for a food card (Canned Food, Rice or Water)
in the Equipment pile and discard pile, and put it in his Sur
vivor's inventory. If you look in the Equipment pile, shuffle it
Skeetr |Ack. V/e -fou.^d a custom-made so|av pAytel afterwards.
SO«+J>A OA+ 0-( A VOO-f 14" leAds S+VA«aM" +0 A ^AS+
J(ooJL. V/e -H\c>\k c+ could fov/er +ke ^rid^es. nfteAM>\A • Fatty's fate. The survivor finally got infected and came
■rkctre is some .fresk J{ood ©a+ +keire! Havi'i^a a *eA| back as a zombie. A Fatty and his escorts are hanging in the
meal could. briY\Q us bAck some ef\erAh Ahd rnovAle. fast food. Before the beginning of the game, put a Fatty and
Comi^ closer. We see *H\e -plAce is \?esieQed b% its 2 Walker escorts in the fast food.
zombies. Tke^ soiwekoW rviArAAAed +© eyvhev wi+koAT
• Hell of a TV. The solar panel was feeding a TV with a VCR.
WeaMir>^ +ke door. Ar>d wk a+ a!?o a+ -rkts loASg nriASic
We keAtr .fror* a yxeAvbg koAse? It must have lured zombies with music, as the volume is set
on the maximum right. A Noise token is set in the marked
Tiles needed: 1B, 5B, 5E & 6C. Zone at the beginning of the game and is not removed at
the end of each turn. At the cost of 1 Action, a Survivor can
destroy the TV and remove the Noise token for good.
OBJECTIVES
• Zombie feast. Lured by the TV sound and the smell of
1- The right place to be. The previous owner obviously an open freezer, zombies have dig a hole in the ground and
died. There is plenty of food waiting to be eaten. All Survi keep on coming from the sewers to the fast food's back
vors have to eat in the fast food and get an Objective token room. The blue Spawn Zone activates if there is one or more
(see special rules) noise Token on the board (Survivors don't count).
2- Stock for the hard days to come. Reach the Exit with all
Survivors. Any Survivor may escape through this Zone at the
end of his turn, as long as there are no Zombies.
Note: Taking as many food cards as you can will give your
team a reward. Taking Objectives allows you to look for food Fast food Noise 1 Fatty and
Player
cards in the Equipment pile. starting area Zone token 2 Walkers

SPECIALRULES
Spawn Zone Door Objectives (5 XP)
• Burger assault. At the end of each Zombies' Phase, a
T T T T ▼▼▼
single Survivor standing in the fast food can receive an Ob
jective token. This token figures his full belly, is put on his ID
card and doesn't grant experience points. A Survivor can
carry only one of these tokens at any given time. It can't be
granted if any Zombie stand in the fast food or if you don't
have enough Objective tokens available (take Objectives on
the board to get some).

FOOD! - MISSION

Gather the food cards (Canned Food, Rice or Water)

t your team found and distribute them among your


Survivors at the beginning of the next Mission.

For the whole duration of the next Mission, Survi


vors can discard a food card when their turn comes

i
to play. Each food card discarded that way gives
back the Survivor all his Actions. He can spend
them again. Multiple food cards can be spent that
way in a row to refresh Actions.

'/QMBICIDE - GAMING NIGHT fX


M03 GUNS!
MEDIOM / 4 TO 6 SURVIVORS / 90 MINUTES

A Qu\f\ is like a skeletal keu. V/i+k a Qood QUY\. hou


cakv cvAsk Ar>b oppoyteyvh drive ak\|j ca\t uou Wak\+ A^d
avaI a|| -fke $ood aoa ca/\ coxru.
V/e ky\oW A^on-r akn AireA crowded W»+k zoimoies A^d
le.fl" of\ c+s own devices siy\ce +ke .ftVs+ dA^s o-f +ke
t>\VAStoy\. As i+ Was a s-hroytAkold -(or eAvlg SA^Vivovs,
t+ SAve kAS lo+s of rffeff ^° finder. (>clM.d(>0 gA^s.
1+ s a vevt) dAy\AevoAS plAce. koWeveir. Af\d seCAirt>A
fT Will require some serves.

Tiles needed: 1B, 1C, 5D & 5E.

OBJECTIVES
This dangerous Mission requires a simple and robust plan.
Follow each step.
1- Seek and destroy. Explore each house, empty them of
Zombies and take all Objectives.
2- Assemble for the next operation. Reach the Player
starting area with all Survivors. You win if, at any End Phase,
they all stand here while there are no Zombies in the building
Zones.

SPECIAL RULES
• Objective: 0 zombies. An Objective can only be taken if
there is no Zombie in the whole building containing it. Each
Objective gives 5 experience points to the Survivor who
takes it.

GUNS! - MISSION

Your Survivors keep all weapons and Plenty of

i
Ammo cards they have at the end of this Mis
sion. They begin their next Mission with them. All
other cards in inventories are discarded, including
Wounded cards.

ZQMBICIDE - GAMING NIGHT#1

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