Zombicide (2nd Edition) Washington Z.C. · Reference sheet
Zombicide (2nd Edition) Washington Z.C. reference sheet
Overview
- Expansion for Zombicide: 2nd Edition; fully compatible with 2nd Edition range [p.4 — How Dark Capital]
- 1–6 players; cooperative survival against zombie hordes
- Core loop: move, search, fight zombies, complete mission objectives
- Features a 10-mission campaign: Black & White, set in Washington Z.C. [p.4 — How Dark Capital]
- Adds All-Out dice, Keep rules, Clock/Night rules, and Campaign progression [p.4 — How Advanced Rules]
Setup
- Select mission; assemble tiles as shown on mission map [p.15 — Setup]
- Each player takes a Survivor miniature, dashboard, and Campaign Sheet [p.13 — Campaign Sheet]
- Shuffle Equipment decks (use Advanced Core decks; add Secret Service deck if using Washington tiles) [p.4 — Advanced Equipment Rules]
- Place Objective cards on zones as indicated by tile numbers on each card [p.15 — Setup]
- Place Notes facedown near the board [p.15 — Setup]
- Set Clock to the mission's starting hour; use as First Player token [p.7 — The Clock]
- Assign any kept Equipment cards to Survivors before game starts [p.6 — Keeping Your Equipment]
Turn structure
- Player Phase — Each Survivor takes their Actions (3 by default + any Bonus Actions)
- Zombie Phase — Zombies activate; any with Line of Sight on a Light Beam get 1 extra activation first [p.8 — Lightsources]
- End Phase — Advance Clock 1 hour; pass Clock to next player (new First Player) [p.7 — The Clock]
Actions
| Action | Notes |
|---|---|
| Move | Cross Sandbags freely; Tank costs +1 Action to climb [p.10–11] |
| Search | Draws from Secret Service deck on Secret Service Zone or Humvee Zone [p.10 — Secret Service] |
| Combat (All-Out) | Declare before attack; add All-Out dice; Break on any All-Out die = weapon discarded [p.5 — Going All-Out] |
| Turn Flashlight ON/OFF | Costs 1 Action; also turns ON free when Searching or declaring Ranged at Range 0–1 [p.7–8 — Lightsources] |
| Take Objective | Same as taking Objective token; read card aloud; door Objectives taken when door opened [p.16] |
Combat
Standard Attack: Roll weapon's classic dice; hit on Accuracy value or higher [core rules]
Going All-Out:
- Declare before Combat Action; must add ALL All-Out dice shown on card [p.5]
- All-Out dice hit normally; any Break result = weapon discarded after action resolves [p.5]
- Dual weapons: each Break loses one weapon; 2+ Breaks = both lost [p.5]
- All-Out dice cannot be re-rolled (Lucky, Plenty Of Bullets/Shells have no effect on them) [p.5]
Night Ranged Penalty: Accuracy becomes 6 unless target zone is illuminated by Light Beam [p.7 — Night Rules]
Scoring
CXP earned per mission (max 2 standard):
- +1 CXP: reach Orange Danger Level for first time in mission [p.13 — CXP Bar]
- +1 CXP: reach Red Danger Level for first time in mission [p.13 — CXP Bar]
- Ultrared levels do NOT grant CXP [p.13]
- Some missions grant additional CXP per mission description
CXP Milestones unlock choice of: Bonus Action (once per mission, stackable) or Campaign Skill (from list, each once only) [p.13]
End of game
- Mission ends when its Objectives are completed or failed per mission description
- KO: Survivor loses last HP → lay miniature down; another Survivor must Take them as Objective before End Phase of next round or they die [p.6–7 — KO/R.I.P.]
- Dead Survivor: removed from campaign; player picks new Survivor next mission with fresh sheet (loses Equipment, CXP, Bonus Actions, Campaign Skills; keeps Achievements) [p.7]
- Campaign lost if all Survivors are KO or dead simultaneously [p.7]
- Keep Roll (between missions): Roll All-Out dice equal to card's Keep value; any Break = card discarded; no Break = kept for next mission [p.6 — Keeping Your Equipment]
Glossary
- All-Out Dice: Special dice added to attack pool when going All-Out; a Break face on these destroys the weapon [p.5 — Going All-Out]
- Break: Face on All-Out dice; causes weapon discard after action resolves [p.5]
- Keep Value: Number of All-Out dice rolled at mission end to retain an Equipment card; any Break = lost [p.6 — Keeping Your Equipment]
- Clock: First Player token tracking hours; advances 1 hour each End Phase; triggers Night Rules at 7pm [p.7 — The Clock]
- Night Rules: Active 7pm–6am; Zombie LoS Range 0, Survivor LoS Range 0–1, Ranged Accuracy 6 [p.7 — Night Rules]
- Light Beam: Token placed by Flashlight straddling 2 zones; cancels night penalties in those zones; attracts Zombies (extra activation) [p.7–8 — Lightsources]
- Lightsource: Keyword on Flashlight cards enabling Light Beam placement [p.7]
- KO: State when Survivor hits 0 HP; treated as Objective token until end of next round's End Phase [p.6–7 — KO/R.I.P.]
- CXP: Campaign Experience Points; earned by hitting Orange/Red Danger Levels; unlock Milestones [p.13 — CXP Bar]
- Bonus Action: Free extra Action per mission earned at CXP Milestones; replenishes each mission [p.13 — Bonus Actions]
- Campaign Achievement: Keyword written on Campaign Sheet from Objective cards; may affect future missions [p.14 — Campaign Achievements]
- Sandbags: Printed obstacle; blocks Zombie Move Step (ignored during extra Activations); does not block LoS [p.10 — Sandbags]
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