You are on page 1of 21

DAWN OF THE ZEDS

2D EDITION AND DIRECTOR’S CUT

Main rules alphabetically organized


(Version 2)

Delphine Echassoux 2014

Many thanks to Lines J. Hutter for his valuable contribution to proofreading

DoTZ_DC_main_rules_AlphaBeta_DE_1
BARRICADES (see MOVEMENT ACTION-BUILDING) [p8]

CATACOMBS (see TUNNEL TRACK) [p15]

CHAOS [p3]

FIGHTING ACTION [p4]

FORAGE ACTION [p6]

HEALING ACTION [p6]

LOST (see TUNNEL TRACK) [p15]

MANHUNT ACTION (see MARTEUSE or NOELLE) [p7]

MARKERS (Director’s cut) [p7]

MARTEUSE (Dr) [p7]

MINEFIELD (see MOVEMENT ACTION-BUILDING) [p8]

MOVEMENT ACTION (MOVEMENT – BUILDING – SEARCH & RETRIEVAL) [p8]

NOELLE [p9]

OUTBREAK PHASE [p10]

PETRA’S ANGELS [p10]

RAIDERS [p11]

REFUGEES [p12]

RESEARCH ACTION [p13]

RESTORE ORDER (see CHAOS) [p3]

RETREAT [p14]

SECRET ENTRANCE (see TUNNEL TRACK) [p15]

SUPPLIES CONSUMPTION PHASE [p14]

STRONGPOINT (see MOVEMENT ACTION-BUILDING) [p8]

TUNNEL TRACK [p15]

UNITS (PLAYER) [p17]

UNITS (ZEDS) [p18]

UNITS (SUPER-ZEDS) [p19]

UNITS (OTHERS ) FOR INFO ONLY [p21]

DoTZ_DC_main_rules_AlphaBeta_DE_2
BARRICADES

See MOVEMENT ACTIONS [p8]

CATACOMBS

See TUNNEL TRACK [p15]

CHAOS

 Zeds Control all CHAOS spaces (8.4)

Whenever a Zeds unit moves through or gains control over a Named space without a CHAOS, immediately place a
CHAOS marker there. CHAOS markers are not placed in Clear spaces.

 REFUGEES may enter a CHAOS space: infection +1 (cannot Restore Order)

 Player units entering CHAOS space MUST stop (except PICKLE, DARLING) (9.2.3) and may not exit a CHAOS
space except when forced to RETREAT.

RESTORE ORDER: Automatically remove CHAOS marker at the end of: (9.2.4) (ignore 13.2.4)

o Player’s Action phase (Heroes & regular Civilians & Security Guards)
o PICKLE cannot restore order.
o RRR phase (RANGERS and RAIDERS).
o REFUGEES cannot restore order but may exit CHAOS spaces as normal.

Restoring order => infection + 1 except:

• SEAVER (infection -2, cost 1 Supply OR 1 Ammo)


• AGEE (infection -2 if SUPER-WEAPON, -3 if ANTIDOTE)

 Restrictions (8.4)
o Player units may retreat into a CHAOS space.
o they may not voluntarily enter CHAOS space, except
• to fight a Zeds unit
• to perform a MANHUNT Action
• To Restore Order

 FORAGE action is NOT possible in CHAOS space (9.4) (even with PICKLE)

 RETRIEVAL ACTION (see MOVEMENT ACTION p 8) is NOT possible in CHAOS space (except with PICKLE)

 MANHUNT vs Noelle (not Marteuse) with Player unit in any CHAOS space (9.7) (13.5)

 CHAOS space and OUTBREAK (6.2)

Zeds unit from the Zeds Cup are placed on the closest (to the Town Center) CHAOS space on the Track.

DoTZ_DC_main_rules_AlphaBeta_DE_3
FIGHTING ACTION (9.1) (10)

o Unit FV = unit strength


o ZEDS MOB strength : total of both Zeds units (three if Morphed DC)
o Starting spaces are NO-FIGHT Zones

GUNFIRE ATTACK

 Ammo -1 point for each attack


o except RUSTY: may gunfire, once per turn, without spending ammo
o except PETRA’S ANGEL (DC): performs Gunfire attack without consuming Ammo points
 Any Player unit (except PICKLES and DARLING) may use gunfire

 RANGE ATTACK
o May target adjacent space on the same track
(Tunnel spaces connected with surface are not considered to be adjacent)
o Start space cannot be attacked by gunfire
o 1 > for SUPER-WEAPON (optional rule: spend 1 Supply for each SW use)
o 2 > for JOHNSON with Heavy Weapons
o 2 > for WRIGHT with Crack Shot when attacking

 LONG RANGE FIRE


o HUNT, PIAZZA, RANGERS
o May attack from 2 spaces away (up to 3 spaces for PIAZZA)
o < 1 penalty HUNT, RANGERS (PIAZZA penalties: see character’s card)
o Not through TOWN CENTER (i.e. Downtown to Suburbia) or CATACOMBS

 MAYOR HERNANDEZ IN TOWN CENTER


o If HERNANDEZ takes no Action this turn, one gunfire attack from Town Center will get 1 >

HAND-TO-HAND

 Players units, RAIDERS, BUBBA’S BAND ending their movement in same space with Zeds
(except PICKLES and Stealth or DARLING and Cloaked, see character’s cards)
 Player units and RAIDERS: infection +1
 Were-Zeds: infection +2
 Note: Unguarded REFUGEES are automatically killed, infection +2

 Terrain Shifts (Player units only) (only best shift applies)


o < 1: NAMED space (non-Town)
o < 2: TOWN space left or right (favorable): SCHMIDT on non-town Forest or Mountain track
o < 2: BARRICADE
o < 3: STRONGPOINT
 Other shifts (stack with each other and Terrain shifts)
o 1 >: for SUPER-WEAPON (only as attacker) (optional rule: spend 1 Supply for each SW use)
o < 1 >: (favorable): SCHMIDT on non-Town Forest or Mountain track
o < 1: RANGERS and KINGMAN when defending
o 1 >: RAVAGERS attacking during Brains!
o 1 > : BUBBA’S BAND (see RAIDERS p 11) when attacking

 Leapers leaping (not moving) into a space are not affected by terrain modifiers (14.3)
DoTZ_DC_main_rules_AlphaBeta_DE_4
HITS RESULTS (10.5)

Apply Hits first to Zeds (Zeds-MOB, distribute Hits between both Zeds as desired (10.5.1)), then to other units

UNIT NUMBER OF STEPS “ELIMINATION”

6
Normal zed : back to cup
Zeds DREAD-ZED = TOUGH
Super-zeds: remove from play
(1d6=4,5,6 : Hit is canceled)

2
(except PICKLE: 1 step) Remove from play
Heroes
HUNT, SCHMIDT = TOUGH except Morphed DC

(1d6=4,5,6 : Hit is canceled)

Civilians (regular & specials) 4 To hospital

Raiders (including Bubbas) 4 Remove from play

Refugees 0 Remove from play

DoTZ_DC_main_rules_AlphaBeta_DE_5
FORAGE ACTION (9.4)

Any player unit (included unreleased Civilians) in space WITHOUT CHAOS

o roll one die


o GREEN Heroes (PICKLE, WILSON, JOHNSON) roll 2 dice (use EITHER result not both, except doubles)
o RUSTY (DC) rolls 1 die and receives +1 supply if foraging in MOUNTAINS or FOREST.
o HERNANDEZ in TOWN CENTER: if not acting, gives +1 to die result of any forage action in TOWN or TOWN
CENTER.

Forage table:

SPACE FORAGED DIE ROLL FOR SUCCESS

4&5 6

Village & Town & Town center 1 Supply 1 Supply or 1 Ammo

Farm 1 Supply 2 Supplies

Mine & Security Guard Post 1 Ammo 2 Ammo

Other Named spaces 1 Supply 1 Supply

HEALING ACTION (9.5)

SCIENCE Heroes in HOSPITAL (AGEE, SEAVER, WRIGHT) (ELWOOD gives +1 bonus) (DC#79)

 Act on wounded units in HOSPITAL


• Heroes moved voluntary to Hospital via Town Center
• Regular and Special Civilians “eliminated” from map or moved to Hospital via Town Center

 Cost 1 Supply if RESEARCH > 2.

o Roll 1 die (SEAVER: 2 dice, choose 1) ; (ELWOOD gives +1 bonus to die result)
o Result ≥ green die on Research track = success.
o Place healed unit back in TOWN CENTER
• Civilians (reduced side)
• Heroes (full strength side)

LOST

See TUNNEL TRACK [p15]

MANHUNT ACTION (9.7)

See MARTEUSE [p7] and NOELLE [p9]

DoTZ_DC_main_rules_AlphaBeta_DE_6
MARKERS (DIRECTOR’S CUT)

 Electric Fence (DC Fate card: Handy electrician) (errata thread)


o Placed with a barricade only (not with strongpoint)
o Any Zeds who enters the space immediately suffers 3 Hits
o Removed after use or if barricade is destroyed

 Killing zone (DC#84]


o Place on empty space adjacent to assigned Player’s unit (except PICKLES and DARLING)
o Any Zeds unit who enters this space immediately suffers 1 Hit
o Removed when assigned Player’s unit moves.

 Morphed (DC Fate: I feel strange)


o Any hero who would be eliminated is flipped over his full-strength instead and receives the morphed
marker (PICKLE receive a “5/3” FV)
o Act as a Zed except:
• Can stack with a ZEDS mob as third unit
• When attacked in HAND-TO-HAND combat, the attacker receives < 2
• Takes 2 hits to be eliminated like any hero.

MARTEUSE (13.4)

Dr Marteuse enters play via Event card. (#23 The doctor is « in »)

 cannot be attacked by any unit


 Doesn't count for stacking
 Doesn't move during Zeds phase
 Dr Marteuse Office is a normal Named space.

 ACTIVATED via Events cards, is active while on relevant space. Has an effect on Super-Zeds.
 ARRESTED via MANHUNT by Player unit in same space (unlimited attempts possible as long as Actions left)

o Roll 1 die (2 dice if Tan Law enforcement unit : HUNT, SCHMIDT, WRIGHT + Green Diamond Guards)

o If result ≤ to Player's unit strength: success: Marteuse is under arrest:

• Carry him back to TOWN CENTER (place him in INTERROGATION ROOM)


• Interrogate him (cost 1 action): Research +1 (place him in HOLDING CELL : he is out of the game)
• If carrying Player's unit is killed during travel, Marteuse flees to his office, ACTIVATED.

o If result > Player's unit strength : failure : Marteuse flees:

• Marteuse makes a standard LOST roll (1d6 result = tunnel track # = Place Marteuse ACTIVATED)
• If already in resulting location, place him in his office, ACTIVATED

MINEFIELD

See MOVEMENT- BUILDING [p8] if KINGMAN in play

DoTZ_DC_main_rules_AlphaBeta_DE_7
MOVEMENT ACTION

Each Friendly unit may conduct ONE action TYPE per turn Action type: Movement / building / Search and retrieval.

MOVEMENT

o Allowance: Refugees (1) / Civilians (2) / PETRA’S ANGEL (4) / Heroes (4) / Fast Heroes = PICKLE, PIAZZA,
DARLING (5)

• REFUGEES and RANGERS who moved during RRR can move again during Action Phase
• if HERNANDEZ in Town Center: no movement allowance cost to enter/pass Town Center for Friendly
unit.
• WILSON may shortcut between spaces with same number on adjacent surface tracks

o Movement restriction

• UnReleased Civilians cannot move


• New REFUGEES move immediately 1 space closer to Town after conversion to fleeing Refugees
• Player’s units cannot enter Start space. If forced to => eliminated (except CARTER)
• Player’s units cannot stack in a space (except in TOWN CENTER)
• PETRA’S ANGEL (DC#77) cannot share or move through space with friendly units (except in TOWN
CENTER). However, friendly unit may move through space occupy by PETRA’S ANGEL
• CHAOS space: Player’s unit entering space MUST stop (except PICKLE, DARLING)
• CARTER cannot enter Tunnel track.
• CATACOMBS: role 1 die when trying to exit, except green diamond units (GREEN DIAMOND SECURITY
GUARDS, AGEE, HUNT, HERNANDEZ, PICKLES, SEAVER, WRIGHT) (see TUNNEL TRACK [p15])
o LOST: roll 1 die. Result = tunnel track # where to move. If current unit’s location #, eliminate unit.

BUILDING

o BARRICADE: max 1 per track; cost 2 Supplies


• May be built by any Player unit (including unreleased Civilians - except PICKLE)
• < 2 Terrain shift on combat table (as defender only) (not useful in Town: Terrain shifts do not stack)
• Destroyed when Zeds “voluntary” exit the space (not when RETREATING – see p12)

o STRONGPOINT : once per game only - not same track as BARRICADE - cost 3 Supplies
• Only KINGMAN can build strongpoint, in his space.
• < 3 Terrain shifts
• Remain in place during entire game.

o MINEFIELD : once per game; cost 2 Supplies + 1 Ammo. (9.2.6)


• Only KINGMAN can build Minefield, in his space.
• Explodes when Zeds EXIT the space
• Use Gunfire attack table. FV= Mine Value.
After first explosion, flip to reduced side. After second explosion, remove from play.

DoTZ_DC_main_rules_AlphaBeta_DE_8
SEARCH and RETRIEVAL

Pick-up marker(s) to be carried to TOWN CENTER in furthers turns. Max 1 marker per unit.

 FINAL COMPONENT or ARTIFACT or Dc MARTEUSE or LOADED marker (CARTER)


o Any Player’s unit, in same space, can pick up Final Component or Artifact for 1 Movement Action
o CARTER can load his truck on any START space
o The space cannot have a CHAOS marker
However PICKLES can pick up in a CHAOS space (12.1) [PICKLES doesn’t restore order]
o FINAL COMPONENT brought to TOWN CENTER allows research for ANTIDOTE (RESEARCH ACTION p13)

o ARTIFACT
• Enters play via Event (#20 Space Artifact found)
• Place it on map accordingly
• When brought back to TOWN CENTER, Research +2 or +3 if SCIENCE Hero (AGEE, SEAVER, WRIGHT)
on the map (but NOT in HOSPITAL)

o LOADED MARKERS

Only CARTER, beginning his turn on Surface START space may pick-up Loaded marker.

• Marker enters play when CARTER enters game OR reloads truck on a START space.
• CARTER can deliver the marker to TOWN CENTER to receive 6 Supplies and 2 Ammo

NOELLE (13.5)

Noelle enters play via Event card. (#17 Noelle « Hell » Razer)

 Immediately increase infection +1


 Replace infection marker with Noelle marker to remember
 Increase infection +1 at the START of each OUTBREAK phase
 MANHUNT to Eliminate Noelle: in any CHAOS space (unlimited attempts possible as long as Actions left)

o Roll 1 die (2 dice if SUPER-WEAPON, choose 1)

o If result ≤ to Player's unit strength: success. Noelle is eliminated forever.

o If result > Player's unit strength: failure. Nothing else happen.

RESTORE ORDER at the end of Action phase as usual.

DoTZ_DC_main_rules_AlphaBeta_DE_9
OUTBREAK PHASE (6.0)

If NOELLE marker is in play: infection +1 at beginning of each OUTBREAK phase

If infection ≥ Outbreak number or Outbreak=Yes, Outbreak immediately occurs:

o Decrease infection level by 5

o Make Fate draw to determine on which track the Outbreak occurs:


• Fate card: “Where? Zeds are weakest/strongest” (see ZEDS STRENGTH AND FATE CARD p 19)
• WRIGHT, when in TOWN CENTER, allows to draw a second fate card and choose one of the
tracks. But both Fate card’s effects must be resolved (official ruling, BGG)

o Draw 1 new Zeds unit from cup and place it (following priority order)
1 on the CHAOS space closest to Town Center on that track, or
2 on any VILLAGE on that track, or
3 on START space

• If resulting non-start space is already full (2 Zeds on surface space, 1 Zed in Tunnel except
CATACOMBS unlimited), place Zed on next higher-number space

• If space occupied by Player’s unit


 Infection +1
 Immediate HAND-TO-HAND combat

• If space occupied by lone REFUGEES


 Infection +2
 Remove refugees from play

o Perform the Fate card(s)

PETRA’S ANGELS (DC#77 Petra’s Angel Motorcycle Gang)

 Special Civilians Unit


 May move up to 4 spaces (PETRA’S ANGEL cannot share or move through space with friendly units (except
in TOWN CENTER). However, friendly unit may move through space occupy by PETRA’S ANGEL)
 Gunfire Attack without spending Ammo
 To perform any Action with this unit, spend 1 Supply each Turn
DoTZ_DC_main_rules_AlphaBeta_DE_10
RAIDERS (13.2)

Enter play via event (#39 Raiders Appears)

 MOVEMENT
o Automatically moves one space closer to Town Center each RRR phase
o Cannot enter Tunnel track (if Fate card is Tunnel’s track = Players’ choice)

 FIGHTING
o HAND-TO-HAND combat with any units (Zeds units & Player’s units)
• Fighting Zeds: Infection +1
• Fighting Players:
 defending unit gets terrain benefits (if any)
 SUPER-WEAPON has no effect.

 HIT STEPS: Same as Civilians (4 steps)

 REFUGEES: Co-exist peacefully with refugees

 CHAOS: Restore Order at the end of RRR phase, infection +1 (ignore rule 13.2.4 – BGG)

 THEY’RE IN : when in TOWN CENTER:


o Immediately reduce each available Ammo and Supplies by the current Raiders’ strength (down to 0)
o Remove Raiders from play

BUBBA’S BAND (# Fate card: Bubba De Nardo’s Band)

Special raiders unit

Act like Raiders, except:

o Receive 1 > when attacking


o When in TOWN CENTER:
• inflict 1 Hit to each Player’s unit located in any TOWN SPACE
• + normal RAIDERS effects

DoTZ_DC_main_rules_AlphaBeta_DE_11
REFUGEES (5.2)

 Friendly units (not Player units)


 do not count towards stacking limit
 Raiders don’t attack refugees
 May be chosen to take a Hit if supply shortage (7.3) (0 Hits steps = immediately removed from play )

RELEASED : (VILLAGERS become REFUGEES)

VILLAGERS in Zeds controlled space (after retreat or elimination of civilians in starting Village space), are flipped to
Refugees’ side and move one space toward Town Center.

FLEEING/MOVEMENT (RRR phase and/or Action phase)

o Move 1 space toward Town Center during RRR phase


(0,1 or 2 Refugees may move according to event card )
o May be moved as an Action during Action phase: 1 space toward Town Center.
o May enter CHAOS space: infection +1,
o Do not Restore order
o May exit CHAOS space (8.4)
o May not voluntarily enter a Zeds-occupied space

SLOW FOOD

When alone with Zeds at the end of Zeds phase (in a non-start space), Refugees become food (remove from play);
infection +2

SAFE : Enter TOWN CENTER, infection +1.

Player may choose to: (5.2.4)

o EQUIP REFUGEES = replenish up to 2 REGULAR Civilians (on map or Hospital)


• REGULAR Civilians in Hospital: return to Town Center on reduced strength side
• REGULAR Civilians on map: flip from reduced side to full strength side (keep casualties marker)

(Player may do both with one single REGULAR Civilian unit)

o PROTECT REFUGEES = move them to Refugees’ camp and


• Leave them in Refugees camp till the end: see epilogue
• Change your mind and equip them later at the start of action phase (see above)
(no Action cost; not with VIP survivors)

VIP SURVIVORS (13.1)

Enter play via Unidentified Mob Appears Event

Treated as a normal Refugees unit in all ways except when it reaches the Town Center:

o Place in Refugees camp (forever, cannot be equipped)


o Player choose one bonus:
• CDC Lab Technician: Research +1 - OR - Infection -3
• EMT Expert: Heal any two units in the Hospital at no Supply cost (9.5)
• Resourceful Gatherer: Supply +4 and Ammo +2

DoTZ_DC_main_rules_AlphaBeta_DE_12
RESEARCH ACTION (9.6) and RESEARCH LEVEL

SCIENCE Heroes in LABORATORY (AGEE, SEAVER, WRIGHT) (Sacha BROOKS +1) (DC #78)

 Cost 1 Supply if Research > 2


o Roll 1 die (AGEE: 2 dice)
o Result ≥ blue die on track = success
• Sacha BROOKS gives a +1 bonus to die roll
• If Player’s unit in CHROMOTECH LAB : +1 bonus to die roll

 Research and ARTIFACT : If you successfully return the ARTIFACT in Town center, (13.6)
o Research +2, or
o If there is a SCIENCE Hero on the map (but NOT in HOSPITAL): Research +3

 Research track 6+ = deploy SUPER WEAPON (9.6.1)


• Gunfire and HAND-TO-HAND attacks: 1 > (only as attacker)
• Zeds (except Dread Zeds) receiving 2+ Hits from gunfire must retreat 1 space toward Start space
• MANHUNT Action against Noelle (not against Marteuse): roll 2 dice instead of 1 and choose one.

 Research track 7 = place FINAL COMPONENT (9.6.2)


• Draw Fate card = track.
• Place FINAL COMPONENT :
 Highway: Nuclear plant
 Forest: Farm
 Suburbs: University
 Mountain: Mine
 Tunnel: Dr Marteuse Office
• Resolve Fate card

 Research track 8 = ANTIDOTE discovery (only if FINAL COMPONENT was brought back to TOWN)
• flip Research counter to Eureka side.
• Antidote effects: WRIGHT (Cleaner action) and AGEE (Decontamination action) and Epilogues.

 If Research is reduced (marker goes backwards): level advantage is lost

RESTORE ORDER

See CHAOS [p3]

DoTZ_DC_main_rules_AlphaBeta_DE_13
RETREAT (10.6)

 WHEN?
o HAND-TO-HAND combat: red result must retreat one space (if not eliminated)
o Gunfire with SUPER-WEAPON 2+ Hits on Zeds unit (except Dread Zeds)
o Gunfire strength on Zeds attack: see Event card

 NO ACTION COST
o Involuntary move, therefore not consider as an Action
o When retreating into a space occupied by enemy, new fight immediately ensues and do not cost
additional Action

 WHO-WHERE?

o RAIDERS: retreat toward their starting space

o PLAYER UNITS:
• Defending: toward Town Center
• Attacking: back to space they came from
• CARTER (13.8) : with Loaded marker will retreat toward his current starting space
• If retreat causes overstacking, unit keeps retreating one additional space at a time until it reaches a
legal space.
• CHAOS space :
 A Player’s unit may retreat into a CHAOS space
 A Player’s unit may leave a CHAOS space when retreating (8.4)

o ZEDS UNITS: retreat toward Start space


• If retreat causes overstacking, place Zeds unit in the closest higher-numbered space with available
space for another Zeds unit. (8.1)
• Do not destroy BARRICADE (see MOVEMENT-BUILDING p 8)
• Activate MINEFIELD (see MOVEMENT-BUILDING p8)

SECRET ENTRANCE

See TUNNEL TRACK [p15]

SUPPLIES CONSUMPTION PHASE (7.0)

 Max limit resource = 19 Ammo and 19 Supplies

 If “consume Supplies” # ≤ number of full-strength REGULAR Civilians: consume 1 Supply

 Supplies shortage: apply 1 Hit to one Friendly unit of your choice on the map (not in Hospital)

DoTZ_DC_main_rules_AlphaBeta_DE_14
STRONGPOINT

only KINGMAN : See MOVEMENT- BUILDING [p8]

TUNNEL TRACK (8.0)

STACKING

 CATACOMBS (#3, #5) : no stacking limit for Zeds. Zeds units are independent (do not form a MOB)
 Others Tunnel spaces: Max 1 Zeds unit

CATACOMBS (space #3 and #5):

 not Named Space (i.e. no CHAOS marker)


 Gunfire attacks can be made into but not through CATACOMBS space.
 CATACOMBS and Movements
o Enter CATACOMBS: units act normally
o Retreat into or out of CATACOMBS: units act normally
o Leave CATACOMBS: roll 1 die per Movement attempt
• Green Diamond units DO NOT ROLL A DIE, they exit CATACOMBS as if they were normal space
(9.2.3)
GREEN DIAMOND SECURITY GUARDS, AGEE, HUNT, HERNANDEZ, PICKLES, SEAVER, WRIGHT

DIE ROLL RESULT CONSEQUENCE

1,2,3 Unit may move normally

4,5 Movement is cancelled

6 LOST (see below)

LOST

 Roll 1 die
 Move unit to numbered space of the Tunnel track equal to the die roll.
o If die roll = units’ current location: eliminated and removed from play
o If die roll result causes overstacking:
• Zeds: the moving unit is placed on the closest higher-numbered available space.
• Player’s unit: moving unit is placed on closest legal available space
(see RETREAT p14)

DoTZ_DC_main_rules_AlphaBeta_DE_15
ENTRANCE SPACES

 Entrance space are links between Tunnel track and Surface tracks

o Tunnel (#7) Chromotech Lab <-> Suburbs (#4) University

o Tunnel (#6) <-> Highway (#3) Nuclear Plant

o Tunnel (#3) <-> Secret entrance (13.7)

• Revealed through Event card (#08)


• Roll 1 die; 1-3 = FOREST track, 4-6 = MOUNTAIN track
• Roll 1 die and place the marker on track number # = die roll result #

 During Zeds’ Action phase, Zeds switch tracks when:

o Track with entrance listed on event card


o Zeds unit are located on an Entrance space
o Other linked track has at least 2 fewer Zeds than current track
o The switch does not cause overstacking

 When considering a Zeds MOB, only the stronger Zeds unit switches track
(Super-Zeds are stronger than Regular Zeds)

 Units that switch tracks will move a second time if the new track is on current card and movement hasn’t
been resolved there

 Linked spaces are not considered adjacent. (i.e. you cannot perform gunfire from 1 track to a linked track)

DoTZ_DC_main_rules_AlphaBeta_DE_16
UNITS: PLAYER

o Friendly units:
• HEROES
• REGULAR CIVILIANS : light blue square token
• SPECIAL CIVILIANS : Green Diamond Security Guards, RANGERS, PETRA’S ANGELS (see PETRA p 10)
• REFUGEES
o Player units: all of the above except REFUGEES (see REFUGEES p12)

 STACKING LIMITS :
o Player’s units cannot stack in a single space (except in TOWN CENTER: # unlimited)
o Retreat one more space if retreating space is occupied by another Player’s unit (RETREAT p14)

 2 DICE ABILITY (some Heroes): use EITHER result, not both except for doubles (p17 official rules)

 CHARACTERISTICS

o LAW ENFORCEMENT UNITS (Tan)


• HUNT, SCHMIDT, WRIGHT
• Green Security Diamond Guards
o MILITARY UNITS (Red)
• KINGMAN , PIAZZA
• Rangers
o SCIENCE (light blue)
• AGEE, SEAVER, WRIGHT
o CIVILIAN (Blue)
• CARTER , DARLING, JOHNSON, HERNANDEZ
o FORAGER (green)
• JOHNSON , PICKLE, RUSTY, WILSON
o GREEN DIAMOND UNITS : GREEN DIAMOND SECURITY GUARDS, AGEE, HUNT, HERNANDEZ, PICKLES,
SEAVER, WRIGHT (do not need to roll to leave CATACOMBS space – see TUNNEL TRACKS p15)

 PETRA’S ANGELS (see PETRA’S ANGELS p10)

 REFUGEES (see REFUGEES p12)

 RANGERS: (12.4) enter via Event Card (#21 Ranger scout team deploys)
o +4 Ammo when entering play
o Do not consume Supplies
o May move up to 2 spaces during RRR phase or as Action during Action phase
o Long Range attack
o < 1 when attacked
o RESTORE ORDER at the end of RRR phase when moved into CHAOS space during RRR; infection +1

 GREEN DIAMOND SECURITY GUARDS (12.4)


o Do not consume supplies
o Do not need to roll to leave CATACOMBS space (see TUNNEL TRACK p15)

DoTZ_DC_main_rules_AlphaBeta_DE_17
UNITS : ZEDS

 STACKING LIMIT (8.1)


o Start space : # Zeds units is unlimited
o Tunnel track: Max 1 Zeds unit except CATACOMBS (# Zeds units is unlimited in CATACOMBS)
o Surface : Max 2 Zeds units (except Morphed – see MARKERS DC p7); Form a ZEDS MOB (see below)
o Space already fully stacked: place new Zeds unit arriving there in closest higher-numbered space
available

 ZEDS MOBS
o treated as one large unit in HAND-TO-HAND combat
• add Zeds units’ strength
• Player choose to distribute Hits between both Zeds (10.5.1)
o if Super-Zed in Zeds MOB, the full mob gains the Super-Zed abilities, except:
• LEAPERS: leap alone. The other unit is left behind.
• WERE-ZEDS : whenever sharing a space with other Zeds units, the Were-Zeds immediately
inflict 1 Hit on each other Zeds units.

 MOVEMENT
o MOVING ALONG A TRACK (8.0)
• Zeds unit (including Zeds MOBS) move one at a time (order: units closer to TOWN CENTER
then units farther away)
• Each Zeds unit’s full movement is completed before the next Zeds unit moves
• X2: move one extra space (HAND-TO-HAND combat in each space if necessary), one space at
a time except:
 Fast Zeds’ Marker: move 3 spaces
 Leapers will jump over (no combat, no CHAOS) 2 spaces and land on the 3d one
(they only get one combat, if any)
o EXITING a space: (8.2)
• Destroy BARRICADE when Zeds “voluntary” exit the space (not when RETREATING – see p12)
• When exiting a space with MINEFIELD, the MINEFIELD explodes (see p8)
• Space shared with PICKLES; roll 1 die = 4,5,6 : Movement is cancelled

o ENTERING a space: (8.3)


• With Explosive marker: roll 1 die; Result = number of Hits taken by Zeds. Remove marker
• With Player’s unit: HAND-TO HAND combat, infection +1
• With Raiders: HAND-TO-HAND combat, infection +1 (13.2.2)
• TOWN CENTER: GAME OVER
• With REFUGEES alone : slow-food; remove REFUGEES from play, infection +2
• During Zed’s phase, if moving to a space adjacent to KINGMAN, roll 1 die= 4,5,6 : movement
is cancelled
• When entering a space with PIAZZA, roll 1 die: Result 4,5,6: 1 Hit to Zeds, PIAZZA retreats
• When entering a space with PICKLES, roll 1 die: Result 2-6: Zeds don´t attack and coexist
with PICKLES

DoTZ_DC_main_rules_AlphaBeta_DE_18
 ZEDS STRENGTH AND FATE CARD (where Zeds are weakest – strongest) (11.1)
o A track without Zeds unit is the weakest
o Add current strength of each Zeds unit on a track (Dead Marker do not affect Zeds’ Strength)
o Compare total strength of the Zeds unit(s) on each track
o If tie, player choose the track.

 CONTROL (8.4)
• All CHAOS space (see CHAOS p3)
• Any space occupied by Zeds unit at the end of any phase.
• Any space occupied by Zeds unit after any HAND-TO-HAND combat is resolved

UNITS : SUPER-ZEDS (14.0)

 Enter game via Events


 Removed from game when eliminated
 if Super-Zed in ZEDS MOB, the full MOB gains the Super-Zed abilities, except
o LEAPERS: leap alone. The other unit is left behind
o WERE-ZEDS : whenever sharing a space with other Zeds units, the Were-Zeds immediately inflict
1 Hit on each other Zeds units.

BERSERKERS (#43 Those things have a bad attitude)

o When they attack and win a fight in a space adjacent to any Friendly unit, they move into that space
and attack again.

DOOM ZEDS (DC #72 From the depths of Hell)

o After their move, if adjacent to one or more Player’s units, roll a die for each unit
• Result 1,2,3: no effect
• Result 4,5 : unit RETREATS one space (except in Town Center)
• Result 6: unit RETREAT (except in Town Center) and suffers 1 Hit

DREAD ZEDS (#42 We’re going to need a bigger gun)

o Tough: for each hit they take, roll 1 die; Result 4,5,6, = Hit is cancelled (10.5.1)
o Are immune to Super-Weapon retreat’s effect

DoTZ_DC_main_rules_AlphaBeta_DE_19
LEAPERS (#44 Leapin Lizards)

o Jump TWO spaces toward TOWN CENTER when moving


o Leapers have no effect on spaces jumped over and vice versa (8.0 p13)
o On a 2X move result, leapers will jump over 2 spaces and land on the 3d space (8.0p14)
o Only moves ONCE per TURN (except with “Brains” event card)
o Arriving space :
• Space occupied by Player’s unit : HAND-TO-HAND combat
• Space already fully stacked: jump cancelled and conduct a normal move instead.
o Are not affected by terrain modifiers if they jump directly into combat.
o Leapers do not form a Zeds MOB. They always jump alone.

FRENZIED JUMP (“Brains” event card)

o Only when not in Tunnel track


o Jump onto ADJACENT SURFACE track, to SAME numbered space
o Examine “Brains” Card number:
• Even: jump clockwise
• Odd: jump counter-clockwise
o Frenzy jump counts as 1 space movement: Leaper can continue to move and fight on current track
until they lose a combat or kill REFUGEES.

RAVAGERS (#23 The Doctor is “in”)

o MARTEUSE’S bodyguards
o Full-strength (1) < reduced-strength (6)
o “Brains” event card : 1 > to all their attacks

WERE-ZEDS (#45 oh look, cute puppies)

o Always move 2 spaces (like x2 move result)


o HAND-TO-HAND combat: infection +2
o When entering a space with other Zeds units, immediately inflict 1 Hit to each other Zeds unit

DoTZ_DC_main_rules_AlphaBeta_DE_20
ZEDACTYLES (DC#76 It’s a bird, it’s a plane)

 Start on space #6 of the Forest track


 Never retreats
 HAND-TO-HAND combat against Zedactyls is not allowed.

 Moves every time a Fate card is drawn (before the fate card event)
o Destination track (see Where? On Fate card)
• Any track, except tunnel: place Zedactyls on the next lower-numbered space
• Tunnel track: move Zedactyls to the forest track on the next lower-numbered space

o Occupied space
• By Zeds (even if only 1 Unit): move the Zedactyls to the closest highest-numbered space of that track
• By Player units: conduct a SWOOP attack
o Gunfire Attack on the column #1 of the combat table. No terrain shift. Infection +1
o After the attack, the Zedactyls will coexist in an occupied space until they move again.

UNITS OTHERS

BUBA’S BAND: see RAIDERS p 11

MARTEUSE: See MARTEUSE p7

NOELLE: see NOELLE p9

PETRA’S ANGELS: see PETRA’S ANGEL p 10

RAIDERS: See RAIDERS p11

VIP SURVIVORS: see REFUGEES p12

DoTZ_DC_main_rules_AlphaBeta_DE_21

You might also like