Cover of the game Zombicide (2nd Edition): Washington Z.C.

How to Play Zombicide (2nd Edition): Washington Z.C.

CMON Global Limited, BoardM Factory, Guillotine Games · Board game · 2021
Players
1–6 · best 6
Players
Solo
Play Time
60 min
Weight
Weight 2.8/5
Year
Year 2021
Minimum age
Minimum age 14+
2.0 rating Ludopedia
8.1 rating BoardGameGeek

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Step by step

Objective of the Game

Zombicide: Washington Z.C. is an expansion for Zombicide: 2nd Edition, featuring advanced rules and a campaign set in Washington, Z.C., also known as "Zombie City." The game is a cooperative experience where players take on the roles of Survivors, who are the heroes of a series of Missions telling a story. The ultimate goal is not just to collect loot, but to create and share memories of the unfolding story with friends. Survivors improve throughout the campaign, earning new Skills and keeping powerful weapons from one Mission to the next. The campaign, "Black & White," consists of 10 Missions, enhancing the game's atmosphere with advanced rules.

Preparation (Setup)

To set up Zombicide: Washington Z.C., follow these steps:

  • Game Components: Gather the 6 ALL-OUT DICE, 6 ID CARDS, 6 DOUBLE-SIDED TILES, 1 CAMPAIGN SHEET NOTEPAD, 1 Clock, 1 Humvee, 6 Light Beam tokens, 8 TOKENS, 6 Survivor miniatures (Tess, Mindy, Ashley, Anton, Justin, Angelo, Taylor, The President), 2 NPC miniatures, 6 Advanced Starting Equipment cards, 11 Advanced Pimpweapons cards, 35 Secret Service cards, 45 Advanced Equipment cards, 95 OBJECTIVE CARDS, and 97 EQUIPMENT CARDS.
  • Replacing Decks: The Washington’s Advanced Core decks replace Zombicide: 2nd Edition’s Equipment, Starting Equipment, and Pimpweapon decks. Simply replace the corresponding decks with their Advanced counterparts.
  • Secret Service Deck: The Secret Service deck is used with the Zombicide: Washington Z.C. campaign and tiles. It forms a deck of its own, shuffled and placed facedown near the board during Step 6 of the Setup.
  • Campaign Sheets: As the Campaign begins, each Survivor gets their own Campaign Sheet from the notepad.
  • Objective Cards: Each Campaign Mission has its own set of Objective cards, gathered in an Objective pack. Take the correct set for the chosen Mission and place the Objective cards as described on the Mission map. Objective cards feature the number(s) of the tile(s) they are placed on for easier setting.
  • Notes: Some Objective cards, called Notes, are placed facedown close to the board.
  • Clock: The chosen Mission’s description details the Clock’s starting hour.

Fluxo do Jogo

The game progresses through a series of turns and phases, with special rules for time flow and nighttime:

  • The Clock: The Clock acts as the First Player token, tracking the time passing and representing hours and the cycle of night and day. It is moved forward 1 hour during each End Phase, right before passing it to the next First Player.
  • Daytime Rules: Classic Zombicide rules apply during daytime (from 7 am to 6 pm).
  • Night Rules: Night rules apply during nighttime (from 7 pm to 6 am).
    • Lines of Sight for Zombies: Limited to Range 0.
    • Lines Of Sight for Survivors: Limited to Range 0-1.
    • Ranged Attacks: Have Accuracy 6 (rolling 6 is required to hit). Game effects altering Accuracy still apply (e.g., +1 to dice roll: Ranged). Automatic successes (e.g., throwing a Molotov) also still apply.
  • Lightsources: Flashlights have the Lightsource keyword and can be used to illuminate Zones during nighttime. These rules have no effect during daytime.
    • Turning a Flashlight ON:
      • 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 Light Beam token is set before the Ranged Action is resolved.
    • Light Beam Token Placement: 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.
    • Turning a Flashlight OFF:
      • The Survivor spends 1 Action to turn the Flashlight off.
      • The Survivor Trades or discards the Flashlight they used to illuminate the Zones.
      Remove the Light Beam token the Survivor created.
    • Illuminated Zones 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.
    • Light Beam Obstacles: 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.
  • End Phase: The Clock is moved forward 1 hour during each End Phase.

Ações e Como Jogar

Survivors have various actions and special rules available to them:

  • Going All-Out:
    • 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. It’s all or nothing: the full All-Out dice amount is added to the pool.
    • All-Out dice act like classic dice, adding hits if the weapon’s Accuracy value is met.
    • 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: Add both weapons’ All-Out dice to the pool. Each Break rolled means a single of these weapons is lost. Both weapons are lost whenever 2 Breaks (or more) are rolled.
    • All-Out dice cannot be re-rolled in any way (e.g., the Lucky Skill, Plenty Of Bullets, or Plenty Of Shells cards have no effect on these).
  • Keeping Your Equipment:
    • The Keep value allows Survivors to keep Equipment cards from one game to the next, simulating their durability.
    • At the end of each Mission, a Survivor’s inventory is discarded, except for 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.
      • If no Break is obtained, the Equipment card is kept. The Survivor begins the next Mission with the Equipment, automatically assigned during Setup, in addition to any Starting Equipment they get. They can organize their inventory as they please before the game starts.
    • The Keep roll cannot be re-rolled in any way.
  • Secret Service Equipment:
    • These cards form a deck of their own and use the Advanced Equipment rules.
    • 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.
  • Humvee: The Humvee token allows Survivors to Search for Secret Service Equipment in its Zone. It cannot be driven.
  • Sandbags:
    • Sandbags are obstacles printed on tiles, on straight borders between 2 Zones.
    • They 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.
  • Tank:
    • The Tank is an obstacle printed on Tile 10V, straddling 2 Zones.
    • It interrupts Lines Of Sight to all Actors not standing on it. An Actor standing on it can trace Lines of Sight normally.
    • Actors on a Tank 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 and get off it without penalty.
  • 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.
    • Unless otherwise stated, taking an Objective card does not grant AP.
    • When an Objective card is taken, read it out loud and apply the game effects. "The Survivor" designates the Survivor who took the card.
    • Unless otherwise stated, Objective cards are discarded after their effects are resolved. Some may ask you to "keep them revealed" as reminders of game effects.
  • Campaign Sheet Progress:
    • CXP Bar: Survivors earn up to 2 CXP 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. Reaching Ultrared Levels doesn't count. Some Missions may allow additional CXP. CXP is kept throughout the Campaign. Reaching indicated Milestones earns the Survivor corresponding reward(s) immediately.
    • Milestone Rewards: With each Milestone comes a reward choice: either a Bonus Action or a Campaign Skill.
    • Campaign Skills: The Survivor earns a Campaign Skill of your choosing from the list. Each Campaign Skill can be acquired only once. The Survivor gets the chosen Skill at Blue Level, in addition to any Blue Level Skill(s) they already possess, and it can be used immediately.
    • Bonus Actions: The Survivor earns a free Action to spend in any way they please, once per Mission. This reward may be selected multiple times. Check the corresponding amount in the "Reserve" boxes. Check a "Spent" box each time a Bonus Action is used. The Reserve is fully replenished at the end of each Mission.
    • Equipment Kept: This section is used to write down the list of Equipment the Survivor will keep for the next Mission, based on the Keep rules.
    • Campaign Achievements: Campaign Missions may require important decisions or significant feats, resulting in writing a Campaign Achievement (a descriptive keyword) on the Campaign Sheet. These can be individual or collective and may impact future Missions, unlocking special events, influencing NPCs, or changing the campaign's course.

Fim de Jogo e Pontuação

The game's end conditions and scoring are as follows:

  • KO / R.I.P. Rules:
    • A Survivor losing their last Health point is considered KO (but not dead). Lay down their miniature in their current Zone and discard all Equipment cards they may have (no Keep roll allowed).
    • The KO Survivor is now considered an Objective token until the End Phase of the subsequent Game Round. They can be taken by another Survivor using a Take An Objective Action.
    • If the KO Survivor is taken by the deadline, 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 by the deadline, they are dead for good. Remove their miniature. Check the Mission’s Objectives, as they may state the Mission 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 ensure 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. However, Campaign Achievements and the name list of the RIP section 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.
  • Campaign Achievements: These are keywords written on Campaign Sheets based on significant choices or feats. They have an impact on campaign events and can influence the course of the story.
  • Objective Cards: Campaign Missions have specific Objective cards. The conditions for victory or defeat are typically described on these cards or in the Mission's description.

Dicas para Vencer

  • Manage Equipment Durability: Be mindful of the Keep value of your weapons. While powerful weapons often have harder Keep rolls, successfully keeping them from Mission to Mission can provide a significant advantage. Balance the risk of going All-Out with the desire to retain your best gear.
  • Utilize Nighttime Light Sources Strategically: During nighttime, Lines of Sight are severely limited for both Zombies and Survivors. Using a Flashlight to create a Light Beam can restore normal Lines of Sight and remove Accuracy penalties for Ranged Actions in illuminated Zones. However, be aware that Light Beams attract Zombies, causing them to perform extra Activations. Use them to your advantage to thin Zombie ranks, but be prepared for the consequences.
  • Leverage Campaign Progress: Actively pursue earning CXP to unlock Bonus Actions and Campaign Skills. These rewards are immediate and can be used in the same turn they are acquired, providing crucial boosts. Choose Campaign Skills that complement your Survivor's playstyle or address weaknesses in your team composition. Remember that Bonus Actions replenish each Mission, so don't hesitate to use them when needed.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Zombicide (2nd Edition): Washington Z.C. rulebook or browse it online with our AI rules assistant.
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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Zombicide (2nd Edition): Washington Z.C.?
Zombicide: Washington Z.C. is an expansion for Zombicide: 2nd Edition, featuring advanced rules and a campaign set in Washington, Z.C., also known as "Zombie City." The game is a cooperative experience where players take on the roles of Survivors, who are the heroes of a series of Missions telling a story. The ultimate goal is not just to collect loot, but to create and share memories of the unfolding story with friends. Survivors improve throughout the campaign, earning new Skills and keeping…
How do you set up Zombicide (2nd Edition): Washington Z.C.?
To set up Zombicide: Washington Z.C., follow these steps: Game Components: Gather the 6 ALL-OUT DICE, 6 ID CARDS, 6 DOUBLE-SIDED TILES, 1 CAMPAIGN SHEET NOTEPAD, 1 Clock, 1 Humvee, 6 Light Beam tokens, 8 TOKENS, 6 Survivor miniatures (Tess, Mindy, Ashley, Anton, Justin, Angelo, Taylor, The President), 2 NPC miniatures, 6 Advanced Starting Equipment cards, 11 Advanced Pimpweapons cards, 35 Secret Service cards, 45 Advanced Equipment cards, 95 OBJECTIVE CARDS, and 97 EQUIPMENT CARDS. Replacing…
How do you play Zombicide (2nd Edition): Washington Z.C.?
The game progresses through a series of turns and phases, with special rules for time flow and nighttime: The Clock: The Clock acts as the First Player token, tracking the time passing and representing hours and the cycle of night and day. It is moved forward 1 hour during each End Phase, right before passing it to the next First Player. Daytime Rules: Classic Zombicide rules apply during daytime (from 7 am to 6 pm). Night Rules: Night rules apply during nighttime (from 7 pm to 6 am). Lines of…
How does Zombicide (2nd Edition): Washington Z.C. end, and how do you score?
The game's end conditions and scoring are as follows: KO / R.I.P. Rules: A Survivor losing their last Health point is considered KO (but not dead). Lay down their miniature in their current Zone and discard all Equipment cards they may have (no Keep roll allowed). The KO Survivor is now considered an Objective token until the End Phase of the subsequent Game Round. They can be taken by another Survivor using a Take An Objective Action. If the KO Survivor is taken by the deadline, place their…
What are some tips for winning Zombicide (2nd Edition): Washington Z.C.?
Manage Equipment Durability: Be mindful of the Keep value of your weapons. While powerful weapons often have harder Keep rolls, successfully keeping them from Mission to Mission can provide a significant advantage. Balance the risk of going All-Out with the desire to retain your best gear. Utilize Nighttime Light Sources Strategically: During nighttime, Lines of Sight are severely limited for both Zombies and Survivors. Using a Flashlight to create a Light Beam can restore normal Lines of…
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