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DoTZ_DC_main_rules_AlphaBeta_DE_1
BARRICADES (see MOVEMENT ACTION-BUILDING) [p8]
CHAOS [p3]
NOELLE [p9]
RAIDERS [p11]
REFUGEES [p12]
RETREAT [p14]
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BARRICADES
CATACOMBS
CHAOS
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.
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.
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)
Zeds unit from the Zeds Cup are placed on the closest (to the Town Center) CHAOS space on the Track.
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FIGHTING ACTION (9.1) (10)
GUNFIRE ATTACK
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
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
Leapers leaping (not moving) into a space are not affected by terrain modifiers (14.3)
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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
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
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FORAGE ACTION (9.4)
Forage table:
4&5 6
SCIENCE Heroes in HOSPITAL (AGEE, SEAVER, WRIGHT) (ELWOOD gives +1 bonus) (DC#79)
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
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MARKERS (DIRECTOR’S CUT)
MARTEUSE (13.4)
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)
• 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
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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
BUILDING
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.
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SEARCH and RETRIEVAL
Pick-up marker(s) to be carried to TOWN CENTER in furthers turns. Max 1 marker per unit.
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)
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OUTBREAK PHASE (6.0)
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
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.
CHAOS: Restore Order at the end of RRR phase, infection +1 (ignore rule 13.2.4 – BGG)
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REFUGEES (5.2)
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.
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
Treated as a normal Refugees unit in all ways except when it reaches the Town Center:
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RESEARCH ACTION (9.6) and RESEARCH LEVEL
SCIENCE Heroes in LABORATORY (AGEE, SEAVER, WRIGHT) (Sacha BROOKS +1) (DC #78)
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 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.
RESTORE ORDER
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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 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)
SECRET ENTRANCE
Supplies shortage: apply 1 Hit to one Friendly unit of your choice on the map (not in Hospital)
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STRONGPOINT
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
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)
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ENTRANCE SPACES
Entrance space are links between Tunnel track and Surface tracks
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)
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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
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
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UNITS : ZEDS
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
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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
o When they attack and win a fight in a space adjacent to any Friendly unit, they move into that space
and attack again.
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
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
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LEAPERS (#44 Leapin Lizards)
o MARTEUSE’S bodyguards
o Full-strength (1) < reduced-strength (6)
o “Brains” event card : 1 > to all their attacks
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ZEDACTYLES (DC#76 It’s a bird, it’s a plane)
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
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