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Game Objective
In Zombicide: Fort Hendrix, players take on the role of survivors in a post-apocalyptic world infested by zombies. The story unfolds in a 10-mission campaign called "The Star-Spangled Banner," where survivors seek to understand the origin of the zombie infection at Fort Hendrix, an imaginary military base that conducted mysterious experiments. The main objective is to survive, discover the truth about Dr. Kirkland (Penny's mother, a civilian companion) and the infection, and win the war against the zombie army. Player choices influence events, and survivors improve throughout the campaign, gaining new Skills and keeping powerful equipment. The campaign is lost if the companion Penny dies.
Setup
The setup for Zombicide: Fort Hendrix involves assembling the board, distributing components, and configuring cards for each mission of "The Star-Spangled Banner" campaign.
- Game Components: The game includes 6 Go For Broke Dice, 1 Campaign Log Pad (with 24 logs), 1 Clock, 6 Light Beams, 7 Tokens, 6 ID Cards, 6 Double-Sided Map Tiles, 6 Survivors (Michelle, Riley, Wayne, Marian, Karl, Javier miniatures), 1 Companion (Penny), 6 Zombies (Shooter Walker), 6 Advanced Starting Equipment, 11 Advanced Pimped Weapons, 50 Military Equipment, 30 Advanced Equipment, 91 Objective Cards, 40 Zombie Cards, and 97 Equipment Cards.
- Deck Replacement: The Fort Hendrix Advanced decks replace the Equipment, Starting Equipment, and Pimped Weapon decks from Zombicide: 2nd Edition. The Military deck is used with the Fort Hendrix campaign and map tiles.
- Campaign Log: Each Survivor receives their own Campaign Log from the pad.
- Map Tiles: The Double-Sided Map Tiles are assembled according to the description of the chosen mission. All map tiles in Fort Hendrix are military map tiles and do not have sidewalks.
- Military Deck: The Military Equipment cards form their own deck, with a distinct military uniform on the back. They are shuffled and placed in a face-down pile next to the board during Setup Step 6. Any Survivor performing a Search Action in a military map tile draws cards from this deck.
- Objective Cards: Each campaign mission has its own Objective Set. Objective Cards are positioned as described on the mission map. Some Objective Cards, called Notes, are placed face-down next to the board to be read during the mission.
- Pimped Weapon Boxes: Pimped Weapon Boxes are not replaced by cards and are placed and collected as usual.
- Clock: The Clock is positioned at the initial time detailed in the mission description.
- Companion Penny: Penny accompanies the team as a Companion. Players decide which Survivor is Penny's Leader and position her miniature accordingly.
- Starting Zombies: Zombies are placed on the board according to the mission instructions. For example, in M8, 20 Walkers, 8 Fatties, 8 Runners, and 1 Shooter Walker are placed in the central Zone of map tile 21V.
- Survivor Starting Zones: Survivors are positioned in the Survivor Starting Zones according to the mission instructions.
Game Flow
The game progresses in a turn and phase structure, with the addition of a Clock that simulates the passage of time and introduces night rules.
- Survivors' Turn: Players perform their Survivors' actions.
- End Phase:
- The Clock hand advances 1 hour.
- Night Rules apply during the night (7 p.m. to 6 a.m.). Classic Rules apply during the day (7 a.m. to 6 p.m.).
- Before the Zombie Phase, any Zombie that has 1 or more Light Beams in its Line of Sight immediately performs an extra Activation. Each Zombie can only receive a single extra Activation per round due to Light Beams.
- Zombie Phase: The classic zombie phase happens normally, with the addition of Shooter Walkers.
- When a Zombie card with the "Shooter Zombie" symbol is drawn:
- Each Shooter Walker already on the board performs a targeted Zombie Attack for each Zone from which it has Line of Sight and where there are 1 or more Survivors. Dark Zone rules and Night Rules are ignored.
- Each Shooter Walker deals 1 Wound, distributed by players among the Survivors in the attacked Zones.
- The standard Zombies indicated on the Zombie Card with the "Shooter Zombie" symbol appear.
- 1 Shooter Walker enters each Zone with a Zombie of the indicated type (Walker, Fatty, or Runner) that has Line of Sight to a Zone with 1 or more Survivors. Dark Zone rules and Night Rules are ignored. Shooter Walkers do not enter Zones that another Shooter Walker already occupies. If there are not enough miniatures, place the remaining ones in valid Zones of the player's choice.
- Then, all Shooter Walkers on the board perform an extra Activation (they do not shoot in this activation).
- In their normal Activations, Shooter Walkers act exactly like regular Walkers.
- When a Zombie card with the "Shooter Zombie" symbol is drawn:
Actions and How to Play
Players control Survivors who perform actions to achieve objectives, fight zombies, and manage equipment. Actions are influenced by advanced equipment rules, unconsciousness, and the day/night cycle.
- Combat Actions and Go For Broke:
- Before performing a Combat Action with a weapon that has a Go For Broke value, the player can declare that they will "Go For Broke."
- In the subsequent Combat Action, the player adds the number of Go For Broke Dice described on the weapon card to the conventional dice.
- Go For Broke Dice function as conventional dice, adding hits if the weapon's Accuracy value is met.
- Rolling 1 or more Break symbols (which replace the 1 on the Go For Broke Dice) on any of the Go For Broke Dice (only on these dice) means the weapon broke. The weapon card is discarded after the action is resolved.
- Dual Weapons: If "Go For Broke" with Dual Weapons, the Go For Broke Dice values of both weapons are added to the roll. Each Break result means 1 of those weapons is lost. Both are lost with 2 or more Break results.
- Restriction: Go For Broke Dice cannot be rerolled (abilities like "Lucky" or cards like "Plenty of Bullets" or "Plenty of Shells" have no effect on them).
- Keep Equipment:
- At the end of each mission, each Survivor's inventory is discarded, except for Equipment cards that contain a Keep value.
- For each card with a Keep value, roll the number of Go For Broke Dice corresponding to the printed value.
- If 1 or more Break faces are obtained, the Equipment card is discarded.
- If no Break faces are obtained, the Equipment card is kept, and the Survivor starts the next mission with it, automatically assigned during Setup.
- Restriction: The dice roll for Keep cannot be rerolled.
- Unconsciousness / Death:
- A Survivor who loses their last Life point is considered Unconscious (not dead).
- Place the Survivor's miniature lying down in the Zone they occupy and discard all Equipment cards (rolling dice for Keep is not allowed).
- The Unconscious Survivor is considered an Objective token until the End Phase of the subsequent round.
- Another Survivor can rescue them using an Objective Grab Action.
- If rescued, position the miniature on the respective Survivor Dashboard. The Unconscious Survivor is not dead but cannot be used to play until the next mission.
- If not rescued, they truly die. Remove the miniature. The dead Survivor cannot be used to play until the end of the campaign. The player can choose another Survivor for the next mission, starting with a new Campaign Log, losing all XP, Bonus Actions, and Campaign Skills. Campaign Achievements are kept.
- Night Rules (7 p.m. to 6 a.m.):
- 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 (a roll of 6 is needed to hit). Effects that alter Accuracy still apply. Automatic successes (like Molotov) still apply.
- Light Sources (Flashlights):
- Flashlights have the Light Source keyword. A Light Beam token is placed on the board when a Survivor uses a Flashlight.
- A Flashlight is ON if: the Survivor spends 1 Action to turn it on; the Survivor performs a Search Action and chooses to use their Flashlight; or the Survivor declares a Ranged Action of Range 0-1 and chooses to use their Flashlight (the token is placed before the action is resolved).
- Place a Light Beam token covering 2 Zones: the Survivor's Zone and another adjacent (non-diagonal) Zone. The token follows the Survivor when Moving, and the direction can be chosen freely with each Action. For a Ranged Action of Range 0-1, the other Zone covered by the token automatically becomes the target Zone.
- A Flashlight is OFF if: the Survivor spends 1 Action to turn it off; or the Survivor Trades or discards the Flashlight. Remove the Light Beam token.
- Zones illuminated by Light Beams:
- Agents' Lines of Sight extend to them normally.
- Ranged Actions that target the illuminated Zone are not affected by the Night Accuracy penalty.
- Before the Zombie Phase, any Zombie with a Light Beam in its Line of Sight performs an extra Activation.
- A Light Beam does not illuminate through obstacles that block Line of Sight (closed doors, walls). It can be directed at a wall to avoid illuminating a second Zone.
- Shooter Walkers:
- Use the Fort Hendrix Zombie Cards. They have 1 Action, deal 1 Wound, require 1 Damage to be eliminated, and grant 1 Adrenaline point.
- Share the same Priority Levels as Walkers and do not benefit from Walkers' extra Activation cards.
- Only shoot when a "Shooter Zombie" card is drawn (see game flow). In their normal Activations, they act like regular Walkers.
- Campaign Log:
- XP Bar: Mark the boxes as the Survivor gains XP. Each Survivor can receive up to 2 XP per mission: 1 for reaching the Orange Danger Level for the first time and 1 for reaching the Red Danger Level for the first time. XP is kept throughout the campaign. Reaching Milestones grants immediate rewards (Bonus Action or Campaign Skill).
- Campaign Skills: Upon receiving a Campaign Skill, choose one from the list and mark the box. Each Campaign Skill can only be acquired once. The Survivor receives the chosen Skill at the Blue Level and can use it immediately.
- Bonus Actions: The Survivor receives a free Action to spend once per mission. It can be selected multiple times. Mark the "Reserve" and "Spent" boxes. The
Rules manual
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