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WASHINGTON D.C. A CAMPAIGN EXPANSION FOR ZOMBICIDE
RULES & MISSIONS
Work In Progress
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RULES •
WASHINGTON D.C. 2R WIP
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 D.C. SPECIAL
RULES...........................................1
SECRET SERVICE..............................................................1
HUMVEE...........................................................................1
SANDBAGS.......................................................................1
TANK................................................................................1
--CAMPAIGN RULES.......................1
CAMPAIGN SHEET.............................................................1
• CXP Bar...................................................................1
• Campaign Skills.......................................................1
• Bonus Actions..........................................................1
• Equipment Kept.......................................................1
• Campaign Achievements
OBJECTIVES CARDS..........................................................1
• Setup.......................................................................1
• Taking an Objective Card..........................................1
• Achievements and Keywords u
#01
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RULES •
WASHINGTON D.C.
GAME COMPONENTS
6 ALL-OUT DICE
#02
6 ID CARD
6 DOUBLE-SIDED TILES
1 CAMPAIGN SHEET NOTEPAD
1 Clock
1 Humvee
6 Light Beam
8 TOKENS
6 Survivors
8 MINIATURES
Tess Mindy Ashley Anton Justin Angelo Taylor The President
2 NPC
6 Advanced Starting Equipment
11 Advanced Pimpweapons
35 Secret Service
45 Advanced Equipment
95 OBJECTIVE CARDS
97 EQUIPMENT CARDS
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RULES •
WASHINGTON Z.C. 4R WIP
DARK
CAPITAL
Where were you when the zombie invasion began?
Of course I remember it. We were in Washington,
D.C. We didn’t know each other yet, we were
ordinary people, leading ordinary lives. We were
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
little push.
Yes, yes. In that case, that was a big push.
At first we heard some distant noise, like a rumble
on the other side of town. We met people running
on the other way in a hurry, like bats out of hell.
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
Survivors improve along the way, earning new Skills and
keeping potent weapons from a game to the next. The best
reward, however, is not loot: it is memories of the story you
played and shared with your friends.
Black & White is a 10-Mission campaign using the advanced
rules featured in the expansion, enhancing the game’s
atmosphere. Among them, new Equipment rules allow
the Survivors to go “All-Out”, rolling special dice for extra
Zombie kills, with a risk of breaking their weapon. These dice
may also be used to keep the Equipment from a Mission to
the next, with a little luck.
New rules also include the Clock, a special First Player token
simulating the time flow. The sun rises and set across the
board, introducing night fighting rules in the Zombicide world!
ADVANCED
RULES
The advanced rules detailed in this chapter are meant to
enhance your Zombicide games with new features. They are
used in the Black & White campaign (P. XX), and add flavor in
one-shot Missions as well!
ADVANCED EQUIPMENT RULES
It’s like in the movies. The bad guys keep on
invading the best-armed country in the world.
Many people died fighting and left their guns
around as they came back as zombies. So many
weapons, and just two hands!
The Advanced Core decks replace Zombicide’s
corresponding Equipment decks. The Secret
Service deck is used with the Washington setting.
Both use All-Out and Keep new rules.
Zombicide: Washington Z.C. comes with several Equipment
decks using the special All-Out dice.
• Washington’s Advanced Core decks replaces the Zombicide:
2nd Edition’s Equipment, Starting Equipment, and
Pimpweapon decks, with the All-Out and Keep values detailed
below. To use them, simply replace the corresponding
decks with their Advanced counterparts.
• The Secret Service deck is used with the Zombicide:
Washington Z.C. campaign and tiles (see P. XX).
Zombicide: Washington
Z.C. is an expansion to
Zombicide: 2nd Edition.
It is fully compatible with
the 2nd Edition range.
!
The All-Out dice are used like regular dice,
with a special “Break” symbol replacing
the “1”. Apply the corresponding game
effects whenever a Break is rolled.
THE ALL-OUT DICE
#03 #04
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RULES •
WASHINGTON Z.C. y 5WIP
--GOING ALL-OUT
Yes, I know it is not supposed to work that way.
Benchmark this!
The All-Out value offers extra dice to roll against Zombies, with the risk of breaking and losing your weapon.
A player may declare going All-Out before any Combat Action performed by their Survivor, using a weapon with an All-Out value.
For the ensuing Combat Action, the player adds the written amount of All-Out dice to the classic dice, then resolve the Action. It’s all or nothing: the full All-Out dice amount is added to the pool.
The All-Out dice act like classic dice, adding hits if the weapon’s 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 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.
NOTE: All-Out dice cannot be re-rolled in any way (the Lucky Skill, Plenty Of Bullets, or Plenty Of Shells cards have no effect on these, for example).
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.
EXAMPLE 4: Justin goes All-Out with dual Sub-MGs, having a Plenty Of Bullets card in his inventory. Each weapon rolls 3 classic dice, and 3 All-Out dice. All dice are grouped for dual use, totaling 6 classic and 6 All-Out dice, with a 5+ Accuracy.
The classic dice roll •, •, •, •, •, •, and •, obtaining 1 hit.
The All-Out dice roll •, •, •, •, •, and •, obtaining 2 hits and 3 Breaks.
All-Out dice cannot be re-rolled, meaning both Sub-MGs are lost to the 3 Break results after the Ranged Action is resolved.
The player can use Justin’s Plenty Of Ammo card to re-roll the 6 classic dice and try to improve their results, though! o
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RULES •
WASHINGTON Z.C. 6R WIP
--KEEPING YOUR EQUIPMENT
Really, there are enough weapons around to shoot
down all the zombies, and getting food is not that
hard to find if you can fight for it. No, the real
issue is maintaining and keeping our best guns.
Spare parts are sometimes scarce. So, don’t get too
attached to it, heh?
The Keep value allows Survivors to keep
Equipment cards from one game to the next.
Keep a balanced inventory, as the most potent
weapons are often the hardest to keep!
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 one Mission to the next.
Each Survivor’s inventory is discarded at the end of each
Mission, save for the Equipment cards featuring a Keep
value. Roll an amount of 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
Mission and is lost.
• If no Break is obtained, the Equipment card is kept. The
Survivor begins the next Mission with the Equipment. Its card
is automatically assigned to them during Setup, in addition
to any Starting Equipment they get. They can organize their
inventory as they please before the game starts.
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.
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
- Witness me!
- Again?
Classic Zombicide games are lost whenever a Survivor is
eliminated. This may not be the case if you play a Campaign
using these rules. Using the KO rules provides some extra
time to save a fallen comrade before they die for good.
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RULES •
WASHINGTON Z.C. y 7WIP
A Survivor losing their last Health point is considered KO
(but not dead). Lay down their miniature in the Zone they
currently occupy and discard all Equipment cards they may
have (no Keep roll allowed).
The Survivor is now considered as an Objective token until the
End Phase of the subsequent Game Round (not the ongoing
one). They can be taken by another Survivor, using a Take An
Objective Action. If they are not taken by the deadline, well…
they’re dead (see below).
• If the KO Survivor is taken, place their miniature on their
own Dashboard. The KO Survivor is not dead, but cannot be
played until the next Mission.
• If the KO Survivor is not taken, they are dead for good.
Remove their miniature. Check out the Mission’s Objectives,
as they may state it is lost whenever a Survivor dies. The dead
Survivor cannot be played until the end of the Campaign.
Keep note of all Survivors that die, to make sure they aren’t
used in the same Campaign.
The dead Survivor’s player may choose another Survivor
for the next Mission, starting with a new Campaign Sheet.
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.
THE CLOCK, AND NIGHT RULES
Zombies don’t need to eat, rest, or sleep. And they
don’t need entertainment, too. What a boring
undeath of theirs. Whatever. Don’t be a zombie:
keeping track of time may save your lunch, your
life, and sense of humor!
As an advanced form of First Player token, the Clock
tracks the time passing as the Mission goes by. Sooner
or later, the night falls, enforcing its own dark rules.
Representing hours and the cycle of night and day, the
Clock acts as the First Player token. The chosen Mission’s
description details the Clock’s starting hour. From then on,
the Clock is moved forward 1 hour during each End Phase,
right before passing it to the next First Player.
Classic rules apply during daytime (from 7am to 6pm).
Night rules (see below) apply during nighttime (from 7pm
to 6am).
The Clock, and Night rules, may be used during your classic
Zombicide games. In that case, use the current real hour as
the Clock’s starting hour, as the game begins.
--NIGHT RULES
• Lines of Sight for Zombies are limited to Range 0.
• Lines Of Sight for Survivors are limited to Range 0-1.
• Ranged Attacks have Accuracy 6 (rolling 6 is required to
hit). Game effects altering the Accuracy still apply (like +1
to dice roll: Ranged, for example). Automatic success, like
throwing a Molotov, also still apply.
--LIGHTSOURCES
Flashlights have the Lightsource keyword.
A Light Beam token is set on the board
whenever a Survivor uses one. The light cancels
most night rules, but attracts Zombies!
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.
• 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
follows the Survivor whenever they Move, and is orientated in
the direction of your choosing before the Survivor performs
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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RULES •
WASHINGTON Z.C. 8R WIP
A Flashlight is turned OFF under these circumstances.
• The Survivor spends 1 Action to turn the Flashlight off.
• The Survivor Trades or discard the Flashlight they used to illuminate the Zones.
Remove the Light Beam token the Survivor created.
Zones illuminated by Light Beams are subject to the following rules:
• Actors may trace Lines of Sight to them normally.
• Ranged Actions aimed at the Zone are no longer affected by nighttime Accuracy penalties.
• Right before the Zombie’s Phase, any Zombie having a Line Of Sight on a Light Beam (or more) immediately performs an extra Activation. Then, the classic Zombies’ Phase is played normally. Each Zombie may only get a single extra Activation per Game Round due to Light Beams. Keep in mind Light Beams can be seen from very far, as Actors may trace Line of 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 Runners are nearby. Anton may use his Shotgun against them, but the night gets the weapon’s Accuracy to 6. Anton performs a Ranged Action and turns his Flashlight on, for free, before the dice are rolled. A Light Beam token is set, straddling both Anton and the Runners’ Zones. The Shotgun’s Accuracy is back to 4+, but both Zones are now illuminated.
ANGELO
TESS
ANTON
These Runners’ Line Of Sight was limited to Range 0. They didn’t see Anton or Angelo across the street, and their path was only defined by Noise. Since Anton turned his Flashlight on, the Runners now have a Line Of Sight on Anton’s Zone, as it is illuminated by the Light Beam.
Being a Survivor, Angelo has Lines of Sight at Range 0-1 during nighttime, and his Sniper Rifle has Accuracy 6. As Anton illuminated the Runners’ Zone, Angelo now has a Line OF Sight on it as well, and may fire his Sniper Rifle at the Runners without penalty.
Due to nighttime’s Line Of Sight limitations, the Fatty has a Line Of Sight on the Runner’s Zone, but not on Angelo’s Zone. If the Fatty still have a Line Of Sight on a Light Beam right before the Zombies’ Phase, it will perform a free extra Activation, but will Move toward the noisiest Zone (no matter where the Light Beam is).
Tess performs a Search Action, and chooses to use her Searchlight to draw an additional card. A Light Beam token is set in her Zone. Tess chooses to place it toward the wall. Her own Zone is illuminated, but not the Zone behind the wall (the wall is an obstacle blocking Lines Of Sight). Thus, the Walker in the street has no Line Of Sight on the Light Beam.
MINDY
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.
1
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RULES •
WASHINGTON D.C.
MINDY
MINDY
MINDY
MINDY
Mindy performs a Move as her second Action. Her Flashlight is still on, and is orientated toward the couple Walkers, for free.
2
3
4
5
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.
After the extra Activation is done, the Zombies’ Phase is resolved normally. Both Walkers Move as usual.
For her third Action, Mindy fires at the Walkers’ illuminated Zone, without nighttime penalty. One of them is eliminated.
For her fourth and last Action, Mindy Moves toward the White House. She orientates her Light Beam toward the building. Both her Zone and the building Zone are illuminated.
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WASHINGTON D.C. 10R WIP
WASHINGTON D.C.
SPECIAL RULES
The rules detailed in this chapter are dedicated to
Washington tiles, and Secret Service’ specific game effects.
Like Advanced Rules, they are used in the Black & White
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 built to last, and
often break easier than their civilian counterparts.
The Secret Service Equipment cards can be
found on Washington tiles, specifically in
Secret Service Zones and Humvees.
The Secret Service Equipment cards form a deck of their own,
as written on their back, displaying a distinctive (color) color.
As with other decks, they are shuffled and placed as a pile,
facedown, close to the board, during Step 6 of the Setup. Secret
Service cards use the Advanced Equipment rules (P. XX ).
Unless otherwise stated, any Survivor performing a Search
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!
HUMVEE
The Humvee token allows Survivors to Search for Secret
Service Equipment in its Zone. It cannot be driven. Use it to
feature Secret Service in Missions not using Washington tiles!
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.
Sandbags slow down Zombies, without
interrupting Lines Of Sight. Fire at will!
Sandbags are obstacles printed on tiles, on straight borders
between 2 Zones. They slow down Zombies between those
Zones, without blocking Lines Of Sight. They are useful to
trap Zombies and thin their ranks with Ranged Actions.
• Sandbags do not interrupt Lines Of Sight.
• Survivors may Move across Sandbags without penalty.
• Sandbags prevent Zombies’ Move Step. They redefine their
route around the Sandbags to reach their destination Zone.
This rule is ignored during extra Activations: In that case,
the Sandbags are simply ignored to determine the Zombies’
route and resolve their Move Step.
#05
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WASHINGTON D.C. 11WIP
TANK
Ok, ok, It’s a tank. I’ve seen a lot of people driving
them around in movies, it must not be that hard...
Where is the ignition key?
The tank prevents Lines Of Sight and
Movement unless climbed upon.
The Tank is an obstacle printed on Tile 10V, straddling 2 Zones.
• The Tank interrupts Lines Of Sight to all Actors not standing
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.
ASHLEY
JUSTIN
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.
Ashley has a Line Of Sight on
the Runner, but not to the Fatty
(and the other way around): the
Tank blocks Lines Of Sight.
The figures define the Zones between
the city and the no-man’s land.
The Runner has a Line Of Sight on Ashley,
yet cannot reach her in any way, unless a
Runner extra Activation occurs. In that
case, the Runner will cross the Sandbags.
The Zones’ common border
is not fully closed with
Sandbags. The Fatty can reach
Justin with a single Move.
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RULES •
WASHINGTON Z.C. 12R WIP
CAMPAIGN
RULES
The Campaign rules detailed in this chapter complete
Zombicide’s core and advanced rules, to be used specifically
with the Black & White Campaign (P. XX).
CAMPAIGN SHEET
It’s not really a secret, the best way to know
about a survivor is looking at the trinkets they
carry around. Most of us like to bring something
of the past wherever we go, to remember who we
are and where we come from. And you, what are
your gimmicks?
All along the Campaign, Survivors gain Campaign Experience
Points (CXP) to earn Bonus Actions and Campaign Skills.
The decisions made may unlock specific Achievements and
change the course of the story.
#06
CXP BAR: Check the boxes as
your Survivor earns CXP. Reaching
the indicated Milestones grants
the Survivor with Bonus Actions
or Campaign Skills (P. XX).
CAMPAIGN SKILLS: Each
time your Survivor earns a
Campaign Skill, choose one
from the list and check the
corresponding box (P. XX).
BONUS ACTIONS: Each time
your Survivor earns a Bonus
Action, check a box here. They are
cumulative, but each can be used
only once per Mission! (P. XX).
CAMPAIGN ACHIEVEMENTS: Write down
here the keywords epitomizing the Survivor’s
significant choices or feats. They have
an impact on campaign events (P. XX).
EQUIPMENT KEPT: Write
down here the Equipment
the Survivor will keep for
the next Mission (P. XX).
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RULES •
WASHINGTON Z.C. y 13WIP
The Campaign Sheet is used to track a Survivor’s individual
progress. As the Campaign begins, each Survivor gets their
own Campaign Sheet from the notepad. Write down your
heroes’ story!
The different sections are explained below.
--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
the Mission.
• 1 for reaching the Red Danger Level for the first time in
the Mission.
Reaching Ultrared Levels (Core rule book, P. XX) don’t count.
Some Missions may allow Survivors to earn additional CXP.
EXAMPLE: Anton reached the Orange Danger Level during
the Campaign’s first Mission, but not the Red Level. He
earned 1 CXP, and the player checked the “1 CXP” box on
Anton’s Campaign Sheet. This CXP is earned for the entire
Campaign (or until the Survivor dies).
CXP is kept throughout the Campaign: check the corresponding
boxes as the Survivor’s CXP reserve grows. Reaching the
indicated Milestones earns the Survivor the corresponding
reward(s).
CXP is earned as the Mission goes on: Milestone rewards
are immediate and may be used the Turn in which they
are acquired.
With each Milestone comes a reward choice: either a Bonus
Action or a Campaign Skill.
EXAMPLE: The team is now playing the Campaign’s second
Mission. Anton reaches the Orange Level again, earning
another CXP. He now has 2, which is enough to unlock a
reward. The player chooses between a Bonus Action or a
Campaign Skill.
--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!
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.
Some Campaign Skills are new, and detailed on P. XX.
EXAMPLE: Anton’s player goes for the Lifesaver Campaign
Skill. From now on, Anton has both the All-out: +1 die: Ranged
Skill, and Lifesaver, as Blue Level Skills. Lifesaver may even be
used immediately!
--BONUS ACTIONS
We’re accustomed to giving out our best to survive and
get what we want. For some people, it sometimes means
going all-out with themselves, reaching beyond human
limits for a second. It’s a rare and impressive show.
The Survivor earns a free Action to spend in any way they
please, once per Mission.
This reward may be selected multiple times across the
Campaign. Check the corresponding amount in the “Reserve”
boxes of the Bonus Actions’ section.
Check a “Spent” box with a pencil each time the Survivor
spends 1 Bonus Action, up to the “Reserve” amount. The
Survivor may use several Bonus Actions in the same Turn.
The Reserve is fully replenished at the end of each Mission:
erase the “Spent” marks.
EXAMPLE: Ashley got the “+1 Bonus Action” reward 3
times across the course of the Campaign. She has up to
3 Bonus Actions to spend during each Mission, in any way
the player pleases. Bonus Actions are recovered at the end
of each Mission.
--EQUIPMENT KEPT
The Keep rules (P. XX) allow Survivors to keep Equipment
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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RULES •
WASHINGTON D.C. 14R WIP
--CAMPAIGN ACHIEVEMENTS
Keep on doing your best, but don’t let people put
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!
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!
Pimpweapon Crates are not replaced with cards. These
tokens are set and taken as usual.
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RULES •
WASHINGTON D.C. y 15 WIP
--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.
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. : 6
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.
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RULES •
WASHINGTON D.C. 16R WIP
— TAKING AN OBJECTIVE CARD
• Objective cards set in Objective Zones are taken in the same
way as classic Objective tokens.
• Objective cards straddling doors are taken whenever the
corresponding door is opened.
NOTE: Unless otherwise stated, taking an Objective card
does not grant AP.
Whenever an Objective card is taken, read it out loud for
all the team to enjoy, and apply the game effects described
on the card. In descriptions, “the Survivor” designates the
Survivor who took the Objective card. Some cards may lead
the team to talk about decisions to make. Zombicide is a
cooperative game!
Unless otherwise stated, Objective cards are discarded
after their effects are resolved. Some of them may ask you to
“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.
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!
These Notes hold secret
information about choices made
by Survivors along the Mission.
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!
Objective cards
#03, #04, #06
and #07 straddle
doors. They are
taken whenever a
Survivor opens the
corresponding door.
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RULES •
WASHINGTON D.C. 17 WIP
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?
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