Zone Wars Core Rules
Zone Wars Core Rules
Zone Wars is a skirmish battle game for two or more This Zone Wars core set kit includes five characters
players that takes place in the Mutant: Year Zero for the Ark Mutants and the Genlab Tribe, while the
setting, previously explored in a tabletop RPG and Robots & Psionics expansion includes five characters
video game. Players each take control of a small group each for the Nova Cult and Mechatron Hive.
of Stalkers fighting in a post-apocalyptic wasteland
– the Zone – for artifacts from the old world so that COMPONENTS
they can survive and, perhaps, thrive in the new one. K This rulebook
K 5 Ark Mutant miniatures
K 5 Genlab Tribe miniatures
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Zone Wars
DICE
TOKENS BASE DICE
Tokens are used in the game to keep track Zone Wars uses special yellow six-sided dice for
of model status and cut down on book- resolving combat and attribute tests.
keeping. You will find these included in Base dice have the following faces:
the Zone Wars core set.
These tokens are:
number of action tokens equal to the The black gear dice are gained from equipment like
number of models in the game go in a weapons and armor. They are additive to attribute
cup or bag at the start of each round and dice when making attacks.
are drawn one at a time to determine the Gear dice have the following faces:
order the factions act in. The player
decides which model to activate, but each
model can only act once per round. One
side of the action token has a symbol for
overwatch status (page 5). DICE MODIFIERS
Zone: Zone tokens are included in Dice in Zone Wars are modified by rolling more or
the cup with action tokens. Drawing less dice depending on circumstances. Such modi-
one of these indicates a random encounter fiers only ever affect base dice, never gear dice. If a
with the Zone’s many dangers occurs. negative modifier reduces the number of base dice
Damage: Damage tokens are placed to zero or less, one base die (and any gear dice) is
on character cards and artifact still rolled.
cards to show they are damaged.
Artifact: Artifact tokens are used to
show the location of potentially valu-
able old-world artifacts on the battlefield. MEASURING
M-points: M-point tokens mark a In Zone Wars, measuring distances for movement
player’s current number of m-points, and shooting is done using the model’s base. When
used to activate mutations or modules moving no part of a model’s base can travel beyond
for all models in the faction. the allotted distance. When shooting, measure from
Victory points: These determine the closest point on the shooting model’s base to
who wins the game. How players the closest point on the target model’s base.
get these is determined by the scenario
(page 16 and forward). TURNING AND FIRE ARCS
Direction: This token is flipped on Most models in Zone Wars turn freely when moving
the battlefield to indicate a random but are limited to firing at targets to their front.
direction. Turning and fire arcs are covered in more detail
Monsters: These tokens represent later, but the same designations are used throughout
A
Zone monsters such as the Ravenous the rules. In regard to models the normal primary
S
R
D E V E N O UR
VO U R E
Devourer and the Razorback on the facings and fire arcs are 180 degrees Front (F) and
battlefield. Back (B).
Experience: These tokens are used
only in campaign play.
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CHARACTERS you roll one base die for each point of the attribute.
To succeed, you must roll at least one /. If you want,
A game of Zone Wars is fought with unique models you can push (re-roll) a roll for Ranged or Melee
representing each combatant. Each mode is featured (but not for Survival) – but with a risk of damaging
on a character card included in this boxed set. The your weapon, and a chance to gain m-points. Read
character card indicated the model’s base attributes, more about pushing on page 9.
starting gear and mutations/modules. One side of
the character card is marked Bloodied – flip the card MUTATIONS AND MODULES
over to this side when then model has been Broken In addition to their core attributes, models have
by damage (page 10). mutations (for mutants) or modules (for robots).
Mutations and modules have unique, powerful
ATTRIBUTES effects. You will find a range of mutations and mod-
All characters have attribute scores that indicate ules on cards in this boxed set.
how accomplished they are in different areas of
ability. The core attributes are: M-points: Mutations and modules are powered by
m-points. Each player has a pool of m-points to use
K Ranged for all of their models as they see fit. Typically, each
K Melee player starts the game with just a single m-point
K Survival each and gains more by pushing rolls during combat
K Health or via Zone cards. When activating a mutation or
module, you may never use more than three (3)
m-points.
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Zone Wars
ENDING ACTION
THE GAME DESCRIPTIONS
A game is over when either: MOVE & ATTACK
An action that’s handy in most circumstances.
K Only one player has any models left that are Complete a move with the model and then make
not Taken Out or off the table. a ranged or melee attack against an enemy. Note
or that weapons with the Aimed Fire feature cannot
K The scenario conditions state that the game ends. be used for the Move & Attack action – they can
only be used for the Aimed Fire action.
See the scenarios on page 16 and forward for
more on ending the game. The Move: A model taking a move action moves up
to Medium distance across the tabletop. A model
can turn as many times as it likes as it moves, but it
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LEAVING THE TABLE damage tokens, and takes another action immediately.
A model can leave the battlefield if they move However, the model is now Bloodied (page 11)
across a table edge. Immediately remove the and now risks being Taken Out. Flip the character
model’s action token from the game and card over to its Bloodied side to indicate this status.
don’t replace it for subsequent rounds. Once If the Survival roll fails, the model stays down
a model has left the table, it may not return. this round but automatically succeeds at the Recover
Some scenarios may have restrictions for action on their next activation (with the effects as
leaving the table. No model can be forced off per above) – no further roll is needed.
the table due to an involuntary movement – To indicate if a model has made a Survival roll
instead, it stops at the table edge. for the Recover action yet or not, you can place the
model face down when first Broken and then turn
it face up after the (failed) Survival roll. Remember
that Survival rolls cannot be pushed.
CHARGE
A charge is much like a Move & Attack action but
EXAMPLE
can only be used to move a model up to Long dis-
tance into base contact with an enemy, and then Franton (Health 4) has suffered four points of trauma
performing a melee attack. A Charge attack gets a and so he is Broken. When Franton is activated, all
+1 modifier. The move can only be horizontal in the he can do is attempt to Recover so try he does, rolling
model’s forward arc, cannot cross any obstacles, and three base dice for his Survival attribute. Franton
the model can make no turns along the way – the rolls one / meaning he gets back on his feet and
movement must be in a straight line. immediately removes all damage tokens and chooses
another action. He is now Bloodied however, and will
SPRINT be Taken Out if again reduced to zero Health.
When a model takes a Sprint action, it moves up
Long distance. The same rules apply to moving as ASSIST RECOVERY
for Move & Attack, except that a sprinting model can The Assist Recovery action allows a model to help
only move into its forward arc and may not change a Broken friendly model to recover. The assisting
facing after its move. A Sprint may be horizontal, model first moves up to its base Move distance to
or vertical within a building, or combination of the get into base contact with the model being assisted.
two, just like Move & Attack. To Assist Recovery, roll one base die for each point
of Survival attribute the assisting model has plus one
ACTIVATE MUTATION/MODULE base die for each point of Survival the model being
To use a mutation or module of the Action type (with assisted has. If one or more / is rolled, the Broken
an arrow on it) requires an action. You need to spend model stands up, removes all damage tokens, and takes
at least 1 m-point, but you can spend no more than another action immediately. However, the model is now
3. Read the mutation/module card for the specific Bloodied (page 11) and now risks being Taken Out.
effects. Enhance and Reflex mutations don’t require
an action to activate. Read more on page 12. SIMPLE OPERATION
A Simple Operation is an action that allows the
RECOVER model to interact with the environment or a piece
A Recover action can only be used by a model which of equipment or even another model in a way not
is Broken due to accruing damage points equal to covered by other actions. Examples might include
or exceeding its Health characteristic, and it is the picking up an artifact from the ground or a Broken
only action that can be taken by a Broken model. model, giving an artifact or other item to a character
When using Recover, the model makes a Survival in base contact, dropping an artifact to the ground,
roll. If it succeeds, the model stands up, removes all opening a door, or searching a container.
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When a model takes a Simple Operation, it 7. Decide if to push the roll, re-rolling all dice not
moves up to Medium distance into base contact showing / or =/ and potentially inflicting
with the object it’s going to interact with and then damage to the weapon and/or giving m-points.
undertakes the operation. The operation must occur 8. Roll a number of gear dice (black) for the
at the end of the move.. armor and cover of the target, if any. If any /
are rolled, the attack’s damage is reduced for
COMPLEX OPERATION each / rolled.
A Complex Operation action allows a model to 9. Place damage tokens on the injured charac-
interact with the environment or an object with ter’s card. If total damage equals or exceeds
their full attention. Examples include picking up Health, turn the model on its side to indicate
multiple artifacts from the ground or a Broken model, it is Broken.
repairing a damaged weapon or piece of armor, or
rebooting an ancient machine. MELEE ATTACKS
When a model takes a Complex Operation Melee attacks may only be made against models in
action, it can only make a “step” move (one base base-to-base contact with the attacker. A ranged weapon
width) to come into base contact with its intended can be used in a melee attack – except for rifles (any
objective and then undertake the operation. weapon with the Aimed Fire feature). Such weapons
cannot be used when in base contact with the target.
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If the target model is partially obscured by terrain, K If you roll on a gear die when pushing, in
the shot can be made but the target gains the benefits the initial roll or the pushed roll, your weapon
of cover (page 10), unless the shooter itself is in takes damage to its Bonus rating, The Bonus
base contact with the covering terrain piece. is reduced by 1 for each rolled. If the bonus
If the target model is partially obscured by is reduced to zero, the weapon is Busted and
another model, line of sight is blocked and a dif- cannot be used. Place a damage token on the
ferent target must be chosen (unless the attack- card for each point of damage. The victory
ing weapon or mutation states otherwise). Broken point value of a Busted weapon is reduced
models do not block line of sight in any way. to one single point. A Busted weapon can be
repaired by a Survival roll (Complex Opera-
MAKING THE ATTACK tion) – each / removes one point of damage.
Take a number of base dice (yellow) equal to the K For each = on a base die, in the initial roll or
attacker’s Ranged or Melee stat as appropriate. Add the pushed roll, you earn 1 m-point.
a number of gear dice (black) equal to their weap-
on’s Bonus score. Only one weapon may be used The above effects are only triggered when you push
in a single attack. a roll – they never happen on the initial roll.
The following bonuses apply to the number of
base dice rolled:
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Zone Wars
KNOCKBACK COVER
An attack with Knockback can hurl models back for A model that is trying to avoid an incoming ranged
the point of attack. If the attack hits, it will push the attack can gain additional protection by being
target Close distance directly away from the attack- behind cover. The general rules for this are simple
ing model. Note that the damage doesn’t have to – if the target model is partially obscured by cover
be inflicted for the Knockback to take effect – even terrain that the attacker is not in contact with, the
if armor mitigates some or all of the damage, the defender gains the benefits of cover.
Knockback still occurs. Models that are knocked A model behind terrain of any kind gains 2
back into impassable terrain or other models take gear dice to roll for protection against any ranged
1 additional damage from the attack. attack. As for armor, each / rolled equals one
point of damage prevented. Armor and cover can
OVERWATCH FIRE be combined. If the target model is in base contact
A model that has an action token by it with the with a piece of terrain that the ranged attack has
Overwatch side up can declare an overwatch attack to cross to hit it the armor dice is doubled to 4
against an enemy model activating within their front instead of 2.
arc and within their line of sight. Note that cover is only effective against ranged
An overwatch attack is a ranged attack, up to the attacks, not melee attacks. Also, cover has no effect
maximum range of the weapon, including Aimed against area effects (page 10).
Fire. No movement is possible, and the attack roll
may not be pushed. The active model’s action is DAMAGE
paused until the overwatch model has completed its Place a damage token on the target model’s charac-
attack. If the target model also performs an attack, ter card for each point of damage that isn’t stopped
that attack is resolved after the overwatch attack. by armor. Damage tokens are cumulative and remain
Note that some mutations and gear can prohibit on a model until removed by a card or action, or
the use of overwatch fire. until the model is Broken.
Once a model suffers a total number of damage
points equal to or greater than its Health attribute,
ARMOR BROKEN
Armor grants a number of gear dice to models roll- A Broken model can only choose the Recover action
ing to resist damage suffered from a hit. Each / when it is activated. It can still use Reflex and Enhance
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Zone Wars
Flying: Mutations or modules that provide flight Name: For easy identification.
to a model can be used to move in any straight
line, even diagonally, directly between two points Type: There are three ways a mutation or module
of different elevation. can function. Only one mutation or module, regard-
less of type, may be used as part of a single activa-
Falling: If a model falls from an elevated position (for tion, unless stated otherwise.
example as a result of involuntary movement or if a
Building the model is standing on collapses for any K Action: These cards are triggered by an
reason), it suffers 1 point of damage for each start- activating model using Activate Muta-
ing Medium height of the fall, i.e. 1 point if the fall is tion/Module action.
Medium height or lower, 2 points if it’s higher than K Enhance: These cards can be triggered
Medium but no higher than Long, etc. Armor does by an activated model as part of making
not protect against falling damage. another action, increasing the effectiveness of
this action in some way. It is allowed to acti-
vate several Enchance mutations/modules in
& MODULES K
must be paid separately for each.
Reflex: These cards can be triggered
Mutation and module cards are special and highly instantly and out of turn, usually in
unstable powers possessed by some models. Muta- response to a threat to a model. Reflex cards
tions and modules cost a number of m-points to can be used at any time as long as the model
unleash as noted on their card. Most mutations/mod- has m-points to spend – even by Broken
ules allow a variable number of m-points to be spent. models. However, each Reflex card can only
influence an event once. Note that some gear
Spending M-points: Some mutations are used in and mutations/modules prohibits the use of
combination with an attack that requires an attri- Reflex abilities.
bute roll. In such cases, the player must declare how
many m-points are used before any dice are rolled Effects: This section will detail what the card does.
(exception: Flesh Eater). If a failed roll negates the Ranged attacks follow the normal rules like range
effects of a mutation, the m-points are still spent. and requiring line of sight and targets can make
armor and cover saves unless specified otherwise.
Important Note: No more than 3 (three) m-points
may ever be used to activate a mutation or module
in each instance.
There are four types of mutation/module cards. ARTIFACTS
Artifact cards represent treasure to the Zone Stalk-
K Physical Mutations – Used by Ark Mutants. ers – objects and materials from the old world that
K Psionic Mutations – Used by the Nova Cult can either be used right away or stripped down for
Mutants. parts back at base. Each artifact card has an victory
K Feral Mutations – Used by Genlab Tribe point value noted on it to show how valuable it is. In
Mutants. scenarios and campaigns, the hunters that accumu-
K Modules – Used by Mechatron Robots. late the most victory points are usually the winners.
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that if an artifact is Busted while in use (page 9), this battle (i.e. they have an artifact token on it), the
its victory point value is reduced to a measly 1 point. artifacts are dropped at the model’s location. Place the
cards themselves on the battlefield with the artifact
Single Use: An artifact indicated as “single use” tokens on top. Artifacts that the model had at the
can only be used once. Once used, the artifact is start of the fight are removed along with the model.
removed from the game.
Melee: As mentioned on page 11, an attacker
Starting Gear: Most characters will start the game who makes a model Broken or Taken Out while in
with weapon cards of their own. These are typically base contact may immediately take one artifact card
improvised weapons built from scrap, and have from the target, without using an additional action.
no victory point value. In some scenarios, and in
campaign play, characters can start a game with LEAVING THE TABLE
valuable artifacts – these do not count toward the Models carrying retrieved artifacts can leave the
victory point value at the end, even if captured by table if they move across a table edge by any means.
another player. Starting gear can be lost or taken Immediately remove remove one action token for
during a battle just like other gear, but have no the faction from the game, from the cup and don’t
victory point value. In campaign play, such lost or replace it for subsequent rounds. Once a model
taken starting gear is restored for the next scenario. has left the table, it may not return.
FINDING ARTIFACTS
Artifact tokens are often placed on the battlefield,
according to the scenario setup. One artifact token ZONE TOKENS
in base contact can be picked up using a Simple
Operation. Any number of artifact tokens can be & ZONE CARDS
picked up using a Complex Operation, as long as Zone tokens and Zone cards represent the perils
they all are in base contact. and opportunities of the Zone itself – dangerous
When an artifact token is picked up, draw a mutated flora and fauna, strange energies, corrosive
random artifact card for it immediately. Place the Rot and even potential finds of valuable artifacts.
artifact card next to the character card, and the artifact
token on top of it – this is important to discern newly PREPARATIONS
found artifacts from those brought onto the battlefield Shuffle the Zone cards at the beginning of the game
by the characters themselves. Only newly discovered and put them to one side face-down. Scenarios will
artifacts give victory points to win the game. often affect the setup of the Zone card deck at the
Once a model picks up an artifact token, the beginning of the game, but unless stated otherwise,
artifact card it creates stays with that model until all Zone cards are included.
they lose it. In scenarios that use trigger cards (below), a
new draw deck is created for each round.
LOSING ARTIFACTS Place a number of Zone tokens equal to the
Broken: If a model is Broken while carrying one number of players into the cup at the start of each
or more artifact cards, they stay with the model round. Draw a Zone card each time a Zone token
but one such artifact card can be stolen by another comes up in the initiative draw, and resolve its
model in base contact performing a Simple Opera- effects. Place the drawn Zone token outside of the
tion. Picking up several at the same time requires cup until the end of the round.
a Complex Operation.
EFFECTS
Taken Out: If a model is Taken Out (page 11) The effects of a Zone card always affect the model that
while carrying one or more artifact cards found in was most recently activated, unless stated otherwise.
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If a Zone token is drawn first in a round, place it back for attacking them in the rear (including the
into the cup an re-draw until a faction’s action token Razorback).
is drawn. If a model affected by a Zone card has just K A model that moves away from a monster in
left the battlefield, the model that was activated before base contact triggers a free and immediate
it is affected instead. attack from the monster (unless the monster
Some Zone cards instead affect an area of the description says otherwise).
battlefield, or even all of it. If a second Zone token K Monsters are killed and removed when the
is drawn right after the first one, place it back into damage they have taken equals or exceeds
the cup and re-draw. Never resolve two Zone cards their Health (place damage tokens on top of
in a row (unless instructed to do so by the scenario). the monster token to indicate).
K In rare cases, monsters can attack each other.
ZONE CARD DATA Resolve this as attacks on models.
A zone card will have the following information on it:
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artifacts to keep for the next battle. Such artifacts do MUTATIONS & MODULES
not give any victory points in the next battle. Choose one mutation or module as appropriate
A model is allowed to collect multiple artifacts for the character’s faction, and draw a second one
over the course of a campaign. randomly.
EXPERIENCE
After each battle in a campaign, the winning player
(or players, in a shared victory) may give an experi- CHARACTER
ence token to one model of their choice, to increase
one of the model’s attributes (Ranged, Melee, Sur- CONVERSION
vival, or Health) by one (1). Zone Wars takes place in the same universe as the
In the next battle, place the experience token Mutant: Year Zero roleplaying game, and if you
on the model’s character card. like you can let your characters join the fray on
A model may receive several experience tokens the battlefield. The following rules let you quickly
over the course of a campaign, but never more than convert a Mutant: Year Zero character to Zone Wars.
one for the same attribute.
ATTRIBUTES
To convert Mutant: Year Zero attributes and skills
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Zone Wars
SCENARIOS Deploy Models: Place the action tokens for all par-
ticipating factions (one per model) in the Action
cup. Then draw one token at a time, and let that
SCENARIO 1: faction’s player choose which corner to deploy from
and then deploy one model anywhere within Long
THROW DOWN distance of that corner. Then draw another action
Rival Stalkers come to blows inside the Zone after token, and let that faction’s player choose a corner
spotting a seam of particularly juicy-looking rubble and place a model, until all players have chosen a
and scrap metal that will likely contain artifacts. But corner and deployed all models. After a player has
storm clouds are gathering above and the Stalkers chosen a corner, all further models from the same
have limited time to grab the artifacts and leave faction must be deployed within Long distance of
before the acid rain starts to pour down… that same corner, and no other player may deploy
in that corner.
This scenario can be played with 2–4 players. Each
player freely chooses which faction to play. If more
DE
NE EN
than one player wants the same faction, resolve the
PL ZON
ZO YM
OY E
conflict with a die roll.
M
PL
EN
DE
T
THE PREP
Choosing Models: Throw Down is best suited for
three models per player, but can be played with up
to five models per player. Each player freely chooses
which characters to use.
T
NE EN
PL ZON
ZO YM
pile, and shuffle. These cards are not implemented,
OY E
O
M
PL
but instead become the draw deck for the round.
EN
DE
T
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Zone Wars
K Objectives: At the end of each round, each Zone Cards: Take the trigger cards out of the stack
player gets 2 victory points for each objective of Zone cards. Shuffle the rest. Trigger cards are not
they hold. To hold an objective means that a used in this scenario. Draw one random Zone card
model is placed (in an elevated position) on every time a Zone token is drawn from the cup and
the objective, while no model from any other implement its effects.
faction is on the objective. Broken models
do not count. If an objective collapses for Terrain: Street Fight should ideally be played on a 3×3-
any reason and is removed from the game, it foot (90×90 cm) battlefield. Slightly smaller or larger is
gives no further victory points. fine. Split the battlefield into three strips of equal size
K Broken Enemies: When a model is Broken by as shown in the diagram below. The middle strip is
an attack from another player (not by a Zone the Street, and the two others are the Ruins. Randomly
card), the attacking player gains 1 victory point. select which player goes first, then go around the table
Note that this only happens when the model is taking turns placing terrain pieces on the board. No
initially Broken, not when it’s Taken Out. Blocking terrain may be placed in the Street.
K Artifacts: At the end of the game, any artifact
card with an artifact token held by a model Artifact Tokens: Once the terrain is placed, put
on the battlefield is worth its printed value in three artifact tokens in the Street, one in the very
victory points. A Busted artifact is only worth center of the board and the other two on either side,
1 victory point. at Long distance from it.
ENDING THE GAME Deploy Models: Place the action tokens for all par-
The game ends after five full rounds, or when models ticipating factions (one per model) in the Action
from only one faction remain on the battlefield, cup. Then draw one token at a time, and let that
whichever occurs first. Then, count victory points faction’s player choose which corner to deploy from,
to determine the winner. In case of a tie, the player and then deploy one model anywhere within Long
holding the most objectives at the end of the game distance of that corner. Then draw another action
wins. If still tied, share the victory! token, and let that faction’s player choose a corner
and place a model, until all players have chosen a
corner and deployed all models. After a player has
SCENARIO 3:
STREET FIGHT
T
DE
NE EN
OY E
a seam of particularly juicy-looking scrap metal that
O
M
PL
EN
DE
the middle of the street with little cover from enemy fire.
THE PREP
Choosing Models: Street Fight can be played with
3–5 models per player. Each player freely chooses
DE
T
NE EN
PL ZON
O
M
PL
EN
DE
T
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chosen their corner, all further models from the This scenario is best suited for three players, but can
same faction must be deployed in the same corner, be played with only two. It is not suitable for four
and no other faction may deploy in it. players. Each player freely chooses which faction to
play. If more than one player wants the same faction,
THE FIGHT resolve the conflict with a die roll.
Pick of the Litter: The artifacts in this area are
particularly juicy. When drawing the artifact card THE PREP
for either of the side artifacts, draw two cards and Choosing Models: First, randomly determine which
choose one to keep, putting the other either on the player will be the Runner. The others will be Hunters.
bottom or the top of the Artifact deck. Do the same The number of players in the game decides how
for the middle artifact, except draw three cards. many models each team uses – see the adjacent
table. Each player freely chooses which characters
Leaving the Table: Models carrying retrieved Arti- to use. The Runner player gets 3 M-points at the
facts can leave the table if they move beyond a table start of the game instead of 1.
edge by any means.
THE SPOILS
The goal of the game is to gain the most victory PLAYERS HUNTERS RUNNERS
points. The players can gain these in two ways: 2 5 3
3 3 per player 3
K Killed Enemies: When a model is Broken or
Taken Out by an attack from another player
(not by a Zone card), the attacking player
gains 1 victory point. Mutations: In this scenario, each faction may only,
K Artifacts: At the end of the game, any artifact across all its models, have ONE of the following
card with an artifact token held by a model mutations and modules: Frog Legs, Insect Wings,
on the battlefield is worth its printed value in Telekinesis, Burrower, Sprinter, Jet Pack. If a faction
victory points. A Busted artifact is only worth has more than one of these abilities, all except one
1 victory point. must be replaced by another, randomly drawn, abil-
ity of the same type. If a faction has none of these
ENDING THE GAME abilities, the player may choose one of them, of the
The game ends after five full rounds, or when models appropriate type for the faction (Physical/Psionic/
from only one faction remain on the battlefield, Feral/Module), to replace one ability for one of its
whichever occurs first. Then, count victory points models. In a campaign game, these changes are
to determine the winner. In case of a tie, the player temporary and revert after the scenario.
with the least amount of Taken Out models wins.
If still tied, share the victory! Zone Cards: Take the trigger cards and the Killer
Tree card out of the stack of Zone cards, as those
cards are not used in this scenario. Shuffle the rest.
SCENARIO 4: Draw one random Zone card every time a Zone token
THE CHASE is drawn from the cup and implement its effects.
A group of Stalkers have gotten their hands on some
juicy artifacts in the Zone and are heading back to Zone Tokens: Use the default of one Zone token
their Ark. Just as they think that they are home free, per player in the action cup.
the battlecries of rival Stalkers echo across the Zone.
Can they make it to safety, or will their precious finds Terrain: The Chase should ideally be played on a
fall into the hands of their enemies? 3×3-foot (90×90 cm) battlefield. Slightly smaller or
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Zone Wars
larger is fine. Split the battlefield into three strips just with a Step move), but no model may Charge
of equal size as shown in the diagram (page 20). during this initial move. With three players, once a
Randomly select which player goes first, then Hunter model has entered the battlefield, all other
go around the table taking turns to place terrain models from the same faction must enter from the
pieces on the board. At least one terrain piece must same table edge, and the other Hunter faction must
be placed in each strip by each player. No Blocking enter from the other Ruins table edge.
terrain may be placed in the central strip. The side
strips are the Ruins. THE FIGHT
The Stash: Stash cards function like normal artifact
Artifact Tokens: No artifact tokens are placed on cards in all respects except that they may not be
the table in this scenario. viewed or used until flipped over. To flip a stash
card over is a Simple Operation, after which the
Deploy Models: The Runner player decides which artifact can be used normally.
battlefield edge will be their starting edge. The
opposite edge will be their escape edge. The Runner Leaving the Table: Runner models can only leave
player then draws six artifact cards, without show- the battlefield across their escape table edge. Hunter
ing them to the other players, and places one each models can leave the battlefield across any edge
of these, face down, by the three Runner models’ (but will have little reason to). When a model has
Character cards. The three unused cards are dis- left the battlefield, it cannot re-enter.
carded. The three face-down artifact cards held by
the Runner models are called “stash cards.” Place an THE SPOILS
artifact token on each stash card. Then, the Runner The goal of the game is to gain the most victory
player deploys all models in the middle strip within points. The players can gain these in two ways:
Long distance of their starting edge.
The Hunter models begin play off the battle- K Escaping Runners: Each model that leaves
field. When an action token for a Hunter faction the battlefield across the escape edge is worth
is drawn for the first time, the player must move a 1 victory point for the Runner player.
model onto the battlefield from either Ruins table K Broken Enemies: When a model is Broken by
edge. This move is part of a normal action (even if an attack from another player (not by a Zone
card), the attacking player gains 1 victory
point. This only happens when the model is
initially Broken, not when it’s Taken Out.
K Artifacts: When a Runner model carries an
artifact card with an artifact token on it off
the escape edge, they gain its value in victory
points. At the end of the game, Hunter play-
ers gain the listed amount of victory points
for any artifact card with an artifact token
RUINS STREET RUINS held by a model on the battlefield. A Busted
artifact is worth 1 victory point instead of the
listed amount.
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Rules
21
Zone Wars
22
Rules
Helper models will stay in Long range of friendly LEAD GAME DESIGN
models and out of sight of enemies, only exposing Andy Chambers, Tomas Härenstam
themselves as needed for using their abilities (such
as Warning Call). The Helper will attempt to use SOLO RULES
its mutation or module to help its comrades. If no Ivan Sorensen
m-points are available, it will attack the nearest
non-Broken enemy, using a ranged weapon if it ADDITIONAL DESIGN
has one. Martin Takaichi, Nils Karlén
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Zone Wars
E
G
H J
I
CARDBOARD TERRAIN
The cardboard terrain included in this boxed corresponding letter and a number. The ter-
set is shown assembled here. The completed rain pieces are assembled by gently pushing
pieces are designated with the letters A–J, the parts together. No glue is required.
and each punchout part is marked with the
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