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Level Up! Rulebook: Advanced Rules
Level Up! Rulebook: Advanced Rules
Level Up! Rulebook: Advanced Rules
Rulebook
Advanced Rules
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Credits
Original Designer:
Hermann Luttmann
3rd Edition Design:
Alan Emrich
Developer:
Petra Schlunk
Illustration:
Tim Allen
Clark Miller
Fiction:
David Spangler
Graphic Design:
Noelle Le Bienvenu
Chris Magoun
Barry Pike III
Operation Support:
Deon Carrico
Grant Taylor
Proofreaders:
Noelle Le Bienvenu
Ian Wakeham
Karen Wolterman
Playtesters:
Joshua Carreon, Delphine Echassoux, Avalon Emrich, Wes Erni,
Taylor Flynn, Kevin Fortuna, Nathan Hansen, Larissa Henderson,
Lines Hutter, David Kennedy, Florian Kumschier, Noelle Le Bienvenu,
Beata Madela, Thomas Madela, Noah Massaro, Ryan Mayes,
The Schlunk family (Dawn, Otmar, Torin, Elyra), David Spangler,
Shannen Spangler, Y. Michael Xu
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The levels are listed here in order of difficulty and complexity: Rule 9. Eat Phase ............................................................. 7
9.1 The Eat Phase ..............................................................................................................7
The Basic Game (see The Basic Game Rulebook) 9.2 Supplies Shortage ....................................................................................................7
Level I: Outbreak! (page 4 of this rulebook) Level II: Apocalypse! ...........................................8
Level II: Apocalypse! (page 8 of this rulebook) Rule 4.7 Chaos and Zeds Control .......................................................................8
Level III: Brains! (page 12 of this rulebook) Rule 5.6 Build Improved Defenses (Action Phase).............................9
Rule 7.2 Restore Order (Housekeeping Phase) .................................10
Level IV: Walking Zeds! (page 14 of this rulebook)
Rule 10. 4R Phase (Raiders, Rangers, Refugees, and
Level V: Director’s Cut! (page 18 of this rulebook) Rescuers!) ....................................................................... 10
Versus Game (page 18 of this rulebook) 10.1 4R Movement Procedure ............................................................................10
Each level of this game can be played solo or cooperatively with up to 4 Hero 10.2 Refugees....................................................................................................................10
players (the players representing the Heroes defending Farmingdale). You may also Level III: Brains! ................................................ 12
play each level with an additional player, the Zeds player, representing the Zeds for Rule 5.7 Research (Action Phase) .................................................................12
the Versus game. Rule 7.3 Infection Check (Housekeeping Phase) ............................13
Level IV: Walking Zeds! ................................... 14
Rule 11. The Tunnel Track.......................................... 14
Level V: Director's Cut! ................................... 18
Hold it right there, Recruit! You might have just stepped off the wrong Versus Game ......................................................... 18
bus! Basic Training is in The Basic Game Rulebook, and you have no business
reading this official training manual until you’ve learned how to handle the Rule 12. Versus Game................................................... 18
Zeds in Basic. You’re not ready to sport any swagger with this rulebook 12.1 The Basic Versus Game: .....................................................18
until you’ve had some practice looking into the Zeds’ glowing orange eyes 12.2 Versus Level I: Outbreak! .................................................19
and know how to shoot directly between them. So if this is your first trip to
the rodeo, get back to The Basic Game Rulebook! 12.3 Versus Level II: Apocalypse! ..........................................19
Once you’ve passed Basic, and you'll know it when the time comes, this 12.4 Versus Level III: Brains!........................................................19
is the field manual for you. Here I will train you in the finest Marine 5.8 Arrest (Versus Action Phase Levels III
traditions about the brutal world of intense-Zed-ified survival if you’re to through V) ......................................................................................................................20
be of any real use to the good citizens of Farmingdale! 12.5 Level IV: Walking Zeds!.....................................................21
Now, I want you to know, that no gamer ever won a war by dying as Zeds' 12.6 Level V: Director's Cut!.......................................................21
chow from moronic maneuvers and dilettante decision-making. They won
it by reading the dang rules manual and putting together a plan that takes The Basic Game & Level Up
best advantage of their assets and responding quickly in a crisis. And make Quick Reference Chart................................................ 22
no mistake about it, Shavetail, it’s a crisis you face, and when I’m through
with you, you’ll be up to the challenge! You'll be chewing
nails and crapping ammo by the time we're done...
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Level I: Outbreak!
Level I: Outbreak! is the first level of advanced gameplay in Dawn of the Zeds, 3rd edition. When you are ready for more
challenge and variety than The Basic Game offers, this is your next stop.
The Outbreak! level includes more of the game's systems, such as tracking the Z.E.D. (Zombie Epidemic Disease) Infection
Level, spawning new Zeds via Outbreaks, as well as Healing and Foraging for Supplies.
The Outbreak! level rules include all The Basic Game rules, in addition to the new rules added here.
In this level you will be paying attention to instructions that include ( for Infection and Infection Level; see Rule 8) and
( for Supplies; see Rule 9).
The Sequence of Play (see Rule 1) for the Outbreak! level begins with the Infection Phase (see Rule 8).
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When a Player unit is in a Hospital Bed and suffers its last Hit, or if it has to take 1 Hit
and already has an EKG marker, it is immediately placed in the Cemetery. 4 4
Comatose Units: Units with an EKG marker cannot perform any of their usual
3rd Heal Action 4th Heal Action
Actions nor can you take advantage of any of their special abilities.
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Disease Spreader » If your roll is higher than the Infection Level, no Outbreak occurs and this Phase is over.
» If your roll is equal to or lower than the Infection Level, an Outbreak occurs: reduce the Infection Level by
the amount of your roll (- zz ). There are fewer infected people around as they turn into Zeds! Then,
follow the Outbreak Procedure (see Rule 8.3).
Use this Memory 1. Make an Outbreak Roll: zz and reduce the Infection Level by the amount of this roll. (- zz )
marker to remind 2. Follow the Outbreak Procedure below, except instead of placing a new random Regular Zeds unit, place a new
you what you random Super Zeds unit, if one is available. Consult The Farmingdale Dossier for specific information about the
were doing before Super Zeds unit that you selected.
the Super Zeds
Outbreak! 8.3 Outbreak Procedure
1. Make a Fate draw (see Rule 2) to determine where the Outbreak occurs; this is the Fated track.
2. Where?: A new Zeds unit will be placed on the Fated track's Village space which is closest to Town Center.
3. Place New Zeds: Draw a Zeds unit from the Zeds Cup or a Super Zeds unit from the Super Zeds Cup ( for
Unchecked Outbreaks), and place it on the closest Village space (as determined in the Where? step above), showing its
full-strength side. Apply the stacking limit if necessary (see Rule 4.6).
4. Fight: If that space is occupied by a Hero or Civilians unit, an immediate Zeds attack ensues (see Rule 6).
5. Plot Twist: Resolve the Fate card's Plot Twist.
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Outbreak Example
During the Infection Phase, the Current Event card shows a zz. You roll a 1 and a 4 to get
an Outbreak roll result of 5. You compare this perilously low result to your Infection Level,
which is currently at 6. A Zeds Outbreak occurs.
First, you reduce the Infection Level by 5 (- ) (the result of your roll), placing
the Infection marker on the “1” space of its track.
Next, draw a Fate card. Your Fate draw states that the Highway track is “Where?”
this Outbreak occurs.
On the Highway track, the only place for a new Zeds unit is the Village of
4
Ingeburg.
You reach into the Zeds Cup and draw a Zeds unit to place in Ingeburg. Since
you have a Civilians unit there, Hand-to-Hand fighting ensues (per
1
Rule 6), which ironically also increases the Infection Level!
If the Fate card reads “Play this Card,” conduct the Fate card’s Plot
Twist. ighway
Where? H
When that is done, proceed to the Eat Phase. eterm ination
Grim D
• each time a Disease Spreader is on a non-Start space on a track during the Infection Phase; this is +1 Infection
Level per Disease Spreader per turn!
The Infection Level value is decreased:
• - each time a Heal Action is performed.
• - zz (-Outbreak roll ) each time an Outbreak occurs (see Rules 8.1 and 8.2).
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All the named spaces on this track are now Chaos spaces! e spaces
nits “c ontrol” th re
eds u s whe
ntrol: Z or space
Zeds Co tly occupy and/
ren
they cur haos marker.
C
there is a
2 4
Rule 5.6 Build Improved Defenses (Action Phase)
Player units can improve the defenses of a space by placing a Barricade, Strongpoint,
or Minefield marker there.
Barricade: Any Player unit (including Defiant Civilians, but excluding Pickles, Horatius, Refugees, Where are the damned Seabees
and Villagers) can place a Barricade marker in its space by spending 1 Action and 2 Supplies for when you need them?
materials. You cannot perform this Action if you do not have enough Supplies. It looks like you’ll have to build
Effect: A Barricade marker turns that space into a 2 terrain type for defending Player and your own improved defenses,
Raiders units in Hand-to-Hand combat (see Rule 6.1). There is no point in building a Barricade Bunker Brain. Now, I believe in
in a Town space, as it is already a 2 terrain type and only the single best Terrain shift applies in offense and taking the fight to
combat. the Zeds, but you can’t attack
Restrictions: The following restrictions apply: everywhere on a shoestring, and
that’s why we’ve got Barricades
• Only one Barricade OR Strongpoint is allowed per track. to help you hold
• Once placed, a Barricade cannot be removed except by a Zeds unit (of any type) exiting your ground
that space to move towards Town Center (see Rule 4.4). when pressed.
• A Zeds unit retreating from such a space does not destroy a Barricade.
Strongpoint: Only Colonel Kingman can place the single Strongpoint marker (a heavily fortified position)
in his space by spending 1 Action and 3 Supplies. This functions just like a Barricade but turns that space into a 3 terrain type for
defending Player and Raiders units. Once placed, the Strongpoint marker is never removed; it is a permanent terrain feature.
Minefield: Only Colonel Kingman can place the Minefield marker (a field of explosives and anti-personnel mines) in his
space showing its full-strength side by spending 1 Action, 2 Supplies, and 1 Ammo. You cannot perform this Action if you do
not have enough Supplies and Ammo. The Minefield can only be placed once during a game.
Effect: A Minefield marker makes a Gunfire attack against a Zeds unit or mob immediately when it enters its space 3
(see Rule 4.4), before anything else happens. The Strength of that attack is the indicated Strength on the Minefield
marker. After its first use, flip the marker to its reduced-strength side. It is capable of making one more Gunfire
attack against the next Zeds units to enter its space. When it has made this second, lower-Strength Gunfire attack, it
Kingman,
is discarded permanently from the game. Minefield, and
Strongpoint
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10.2 Refugees
Wanna know what I think about Villagers Become Refugees
the National Guard? You can set
your watch by them, ‘cause Defiant Villagers units are immobile until their space becomes Zeds controlled (see Rule
they’re always late! Still, they’re 4.7). This typically occurs when a Zeds unit has won a fight on their Village space and Defiant
the vanguard of the real military now occupies that space. When that happens, immediately flip the Villagers unit to
to follow and your eventual show its Refugees (fleeing) side and move it 1 space closer to Town Center.
rescue; so late or not, they’re the Villagers do not count towards the stacking limit (see Rule 5.2), cannot take any Actions, never take
light at the end of the tunnel. In damage, and are never eliminated; they become Refugees and flee instead. These displaced folks have
the meantime, those yahoos become refugees and begin their terrifying ordeal to the hoped-for safety of Town Center.
should have enough firepower About Refugees Units
and rescue types to put things
right on their way into These are special Player units:
Farmingdale, so quit bellyaching • They are stack free: they do not count toward a space's stacking limit of Player units, except in
and count your blessings! the Hospital.
• They cannot fight or retreat.
• They ignore Chaos and cannot restore order (see Rule 7.2).
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• They are devoured should they ever occupy the same space as a Zeds unit without any defending unit to protect them.
» When devoured: Increase the Infection Level by 2 ( ) and make a Saving Roll to see if the Refugees
unit goes to the Hospital or gets eliminated (see Rule 6.3).
» Devouring is not a “win.” This affects Brains! cards.
» Villagers units are not devoured; instead, they retreat and become Refugees units (which can be devoured
when those Zeds move again!).
• Refugees receive frequent free moves during the 4R Phase. You can also move Refugees units by performing Move
Actions on them in the Action Phase (see Rule 5.2). They move 1 space per Move Action. However, Refugees can
never conduct other normal actions such as Forage, Heal, Gunfire, etc.
• You can never voluntarily move them into a space with a Zeds unit.
Deliver Us from Zeds
When a Refugees unit reaches Town Center:
1. Increase the Infection Level by 1 ( ).
2. Place that Refugees unit in the Refugee Camp (which has no stacking limit).
a. Refugees units in the camp enhance your epilogue.
b. Equip Refugees: Later, if you are desperate, you can equip one encamped Refugees unit per Action
Phase as a free Action: Remove a Refugees unit from the Refugee Camp and Equip it by placing it
in the Cemetery, taking one Regular Civilians unit of your choice from the Cemetery (only), and
placing it showing its reduced-strength side in Town Center. Flip the Equip Refugees marker to its
Spent side as a reminder that this Action is no longer available for this turn.
Abilities:
Keys to the City:
Add one (+1) to all Forage die rolls made in a Town or
Town Center space.
The Citadel:
Once per Action Phase, he may spend his Citadel Action
marker to give a unit in Town Center a free Gunfire attack
(it still costs 1 Ammo) with a 1. Place the Citadel marker
on this card to keep track of when you have used this ability.
Motivational Speech:
Once per game, he may spend his Motivational Speech
2
Action marker to give a powerful, gripping speech. Every
other Player unit in a Town space, inspired by it,
immediately receives 1 free Action. Place the Motivational
Speech marker on this card to remind you about this ability.
During the 4R Phase, after having completed the Raiders and Rangers Steps, the Current Event card indicates “1” free Refugees move
is available. You select a Refugees unit on the #2 Suburbs track space and advance it to its #1 space (the Farmingdale Suspension Bridge)
just outside of town.
Needing more fighting units badly, during your Action Phase, you opt to spend 1 Action to move that Refugees unit again, this time
to the #0 space in town (Suburbia). Since Mayor Hernandez is in play, his Traffic Control ability (see his Hero card) says that Town
Center can be entered for 0 Movement Point cost by any moving unit; thus, whoosh!, that Refugees unit makes it to Town Center and
enters the Refugee Camp!
Its arrival increases the Infection Level by 1 ( ).
You decide to Equip these Refugees ( flipping the Equip Refugees marker to show its Spent side): you place this Refugees unit in the
Cemetery and take the 4-strength Regular Civilians unit out of the Cemetery, placing it directly in Town Center with its reduced-strength
(2-strength) side showing.
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odds in your fight against the Zeds. In addition, whether you You can begin researching the
cure for Z.E.D.s.
discover the cure or not greatly impacts the end-game narrative
and the fate of the world! As ground zero for the outbreak of the Zombie
Epidemic Disease (Z.E.D.s), downtown Farmingdale's
Research uses a Research deck with the DPC Commission card prestigious High School of the Sciences' laboratory
was quickly annexed by the Department of Plague
starting the game as the first Current Research card in the ontrol as a field station dedicated to com ating t is
sco rge and finding an antidote
3 4 5 6+
The bottom of the Current Research card always shows what
is necessary to advance Research in terms of the results of a Research Discard Pile (DPC Research deck (Early Research
Research die roll and any Supply cost. A Research advance Commission is always the first on the top, Late Research on
turns over the next card in the Research deck and places it in Current Research card) the bottom)
the Research Discard pile as the new Current Research card.
1. Performing a Research Action: You can only perform a Research Action if there is Next Research
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2. The Antidote: If you discover the Antidote, replace the Infection marker with the Antidote marker (the other side of
the Final Component). The Antidote decreases Infection by 1 (- ) at the end of every Housekeeping Phase!
3. The Super Weapon: It is possible to develop a Super Weapon through diligent research. If this is the first
component you develop, place the Super Weapon marker on the Super Weapon box and select a Component for
the Super Weapon from among the following options:
• Zeds Knuckles: 1 for all your Hand-to-Hand attacks.
• Hypo “Z” Gun: 1 for all your Gunfire attacks.
• Double Phosphor Rounds: For all your Gunfire attacks: If the Gunfire attack causes 2 or more Hits in damage,
all Zeds units in the targeted space must retreat (see Rule 6.4).
• Gas Grenade: Spend 1 Action to launch an attack on an adjacent space, distributing a total of 4 Hits as evenly as
possible over any Zeds units on that space, including Disease Spreaders. It also adds a Chaos marker to that space
even if the space is not named. If the space already has a Chaos marker, simply add another Chaos marker to that
space. Remember that only 1 Chaos marker can be removed from a space per turn (see Rule 7.2).
• Zeds Treats: Any time Player units (only) defend against Zeds' Hand-to-Hand attacks,
they inflict 1 extra (+1) Hit after combat on the attacking Zeds unit or mob. You can’t have enough better
Place the appropriate marker by your Super Weapon to remind you that you have the Component ways to kill Zeds, and that’s the
you selected. These components do not get spent like other markers, but remain in effect as long as gospel according to Hauser.
you have them in play. Seems like the eggheads at the
The only units with access to the Super Weapon are: Laboratory are hatching up
some new toys for us to play
• All Civilians units with, and then you can be like a
• Hero units (including Pickles and Horatius) kid with a new BB gun for
• The National Guard, but only after it has arrived in a Town or Town Center space Christmas – just don’t shoot your
eye out!
After resetting all Action markers (see Rule 7.1), and Restoring Order (see Rule 7.2), decrease
Infection by 1 (- ) if the Antidote has been discovered.
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Catacomb Spaces: The two Catacombs spaces (#3 and #5) are special because:
• They are not named spaces.
• There is unlimited Zeds and Player unit stacking in these spaces, but Zeds Mobs (see Rule 4.6) are never formed on
a Catacombs space.
• When the Tunnel track is activated, Zeds units attempt to exit Catacombs spaces one at a time, in order from
strongest to weakest.
• Any unit (Zeds or Player) can freely enter a Catacombs space or retreat into or out of a Catacombs space when
required to do so.
» If a Player unit enters a Catacombs space where multiple Zeds units are present, it must fight them, one at
a time, in any order the player decides, until either every Zeds unit there is eliminated or retreated, or that
Player unit is eliminated, sent to the Hospital, or retreated.
» If a Zeds unit enters a Catacombs space where multiple Player units are present, select which unit to defend
with and conduct combat there normally (with normal Hits and retreats; see Rule 6.4). If the Player unit
must retreat, all non-Zeds units on that space retreat as well.
• When activated to move out of a Catacombs space, units must always z on
the Catacombs table (see below) to see if they are successful navigating their
way out. They make this effort regardless of whether or not there is room for
them on their target space. They are wandering about and might get lost. If
there is no room for them on their target space, they do not move forward. The Catacombs: The Tunnel track’s
Catacombs are quite vast and confusing to
• Red Diamond Clearance: Units with the Red Diamond symbol ( ) do navigate without getting lost. Sometimes
not get lost and never have to roll on the Catacombs table (see below). people (and Zeds) never come out!
The Catacombs Table (This is the exception to the Rule that Low is Bad and High is good)
• 1, 2, or 3 = That unit moves normally, if able.
• 4 or 5 = That unit remains on the Catacombs space.
• 6 = Follow the Lost! Procedure (see below).
The Lost! Procedure
1. z again (this is the Lost! Roll).
2. Place the lost unit on the z space of the Tunnel track (i.e., if you rolled a 2, it would emerge from the Catacombs on
the #2 space of the Tunnel track).
a. If the die roll result would place it back in its starting Catacombs space, that unit is lost forever and
immediately eliminated without any Saving Roll; a Player unit lost forever is placed directly in the Cemetery.
b. If the die roll result places the unit on any other space:
i. Apply the stacking limit (see above or the The A to Zeds Book, Rules 4.6 and 5.2), if necessary.
ii. Conduct any Hand-to-Hand combat; the “lost” unit is the attacker.
iii. If the lost unit is placed farther back in the Tunnel track, it may not move again during the Tunnel
track’s current activation unless that is part of its normal movement, such as moving an extra space as a
Fast Zeds unit or Were-Zeds (see The Farmingdale Dossier).
You gotta be careful in those tunnels, Gung-Ho. Intel reports that the catacombs are worse than any hospital corridors you’ve
ever seen, and my XO, Mrs. Hauser, reports that green-skins are popping up here and there all around the Farmingdale area thanks to
the underground access they’re wandering into. This makes establishing a front line tricky, because those rotting Zeds could just pop
up from the ground behind you!
The tunnels are a rotten place to visit, but plenty of Zeds live there, and it’s going to take a major effort to clear them
out. Corkscrew and blowtorch tactics worked in the Pacific, but expect hand-to-hand fighting in these tunnels!
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1. The closest Zeds on that track to Town Center is a 4-strength Zeds unit in the Catacombs #3 space. To try to leave this space, it
must make a Catacombs roll. It succeeds and leaves the Catacombs, but before it can enter Kingman’s space it must roll again as
part of a Hello Movement Event (see The A to Zeds Book, Appendix II and Rule 4.4) because Colonel Kingman has a Defensive
Perimeter. The Zeds unit succeeds in that die roll as well and enters the #2 space of the Tunnel track. Because the Minefield is on
this space, there is another Hello Movement Event! This time the Zeds unit is barraged by a 7-strength Gunfire explosion. It takes
2 Hits and the Minefield marker is flipped over to show its reduced-strength side since it has been used once (see Rule 5.6). Finally,
the 4-strength Zeds unit attacks Colonel Kingman who wins, inflicts 2 more Hits on the Zeds unit, flipping it to its reduced
2-strength side with a 1-Hit marker, and forces it to retreat back to the Catacombs #3 space.
2. The next closest Zeds on the Tunnel track is the Ravagers Super Zeds on Dr. Marteuse’s Office space. The Ravagers attempt to
move into the #3 space. Before they can do so, they must roll against Kingman’s Defensive Perimeter! They succeed. As there is no
stacking limit in Catacombs spaces, there is room for the Ravagers.
The next closest space, the Catacombs #5 space, contains a 6-strength Zeds unit, the Leapers unit, and the Were-Zeds unit!
3. The strongest unit moves first, so the 6-strength Zeds make a Catacombs roll. They succeed and enter Dr. Marteuse’s Office.
4. The Were-Zeds go next; they make a Catacombs roll even though they cannot leave because the Office space is full (with a stacking
limit of 1). They are wandering around and in danger of getting lost. The Were-Zeds roll a 6, so they do get lost! They roll again to
discover where they will appear. The result is a 6, so they should reappear on the #6 space of the Tunnel track. However, this space
is already full; applying the stacking limit, the Were-Zeds move back to the Chromotechnics Lab. The Were-Zeds cannot move
forward again, even though they normally move two spaces, because they are blocked by the unit in the #6 space.
5. Now it’s the Leapers turn to make a Catacombs roll. They roll a 4, so they remain where they are and do not get lost.
6. Finally the 4-strength unit on the #6 space advances into the Catacombs #5 space. The Were-Zeds that were placed in the
Chromotechnics Lab are in the next space, but they do not move because they have already moved during this activation.
That was only the first activation! The Tunnel track now activates again.
1. On the #3 space of the Tunnel track, the stronger, 2-strength Zeds unit gets to move first. It makes a Catacombs roll but gets lost.
It rolls again and the Lost! roll result is 3. When a Lost! roll places a unit back in its original space, that unit is eliminated instead.
2. Now, it’s the Ravagers turn. They roll a 1, succeeding with their Catacombs roll, but they must now attempt to move into
Kingman’s space. They have to roll again against his Defensive Perimeter. This time they don’t make it and have to stay in the
Catacombs.
3. The next closest unit is the 6-strength Zeds unit in Dr. Marteuse’s Office. They roll against Kingman’s Defensive Perimeter and do
succeed, so they enter the Catacombs #3 space with the Ravagers. In the #5 space, we have the Leapers unit and a 4-strength unit.
Stronger Zeds units will move first, but these two are tied.
4. Selecting the Leapers unit to go first, it makes a Catacombs roll. It fails and remains where it is.
5. The 4-strength unit now also makes a Catacombs roll and succeeds, moving into Dr. Marteuse’s Office space.
6. Finally, the Were-Zeds on the #7 space move forward 2 spaces (they get a double movement), re-entering the Catacombs #5 space.
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DawnofofthetheZeds
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W
V
6
L
4 1 4
3
1st Activation
1
3
W 4 W
V V
4 2
6
6
1 2 1 2
4
6 5 2 3
4
L
W V
6 1
4 2 3
2nd Activation
L
4 2
6
W W V
6 1
4 4 3
5 6
2 3
1
Lost &
Result of 2nd Activation Eliminated
L
V
W 4
1
6
3
DevelopedbybyPetra
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AlanEmrich
Emrich 1717
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Versus Game
Rule 12. Versus Game
In the Versus game, an actual Zeds player represents Dr. Marteuse and his “Un-Zed” henchmen! The opponents playing as
the normal Player units are the Hero players.
The Special Rules for this version of the game are introduced by the level in which they first appear. Just as for the other
levels, all rules up to and including the level you are playing apply.
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Lock a Track: Once per Zeds Phase, the Hero players may discard 1 “Hold for Later” Fate card (without applying its
effect) to prevent 1 entire track from being activated at all during the Zeds Phase.
Combat
Applying Hits: The Hero players decide which Zeds units take Hits when they do damage to a Zeds Mob.
Action Phase
The Hero players never receive fewer than 1 Event Action per turn, regardless of what the Current Event card states.
Victory
The Hero players win when all Phases of the last Event card are resolved.
The Zeds player wins as soon as a Zeds unit enters Town Center.
Developed
DevelopedbybyPetra
PetraSchlunk
Schlunkand
andAlan
AlanEmrich
Emrich 1919
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Zeds Phase
The Zeds player gets additional options for Zeds Actions:
• Un-Zeds Ability: Many Un-Zeds unit abilities are performed “as a Zeds Action,” meaning that they cost 1 Zeds
Action to perform.
• Move Un-Zeds: In addition to performing special abilities as Zeds Actions, Un-Zeds may spend 1 Zeds Action
to move in the same way as Player units do (see Rule 5.2). The number of spaces the Un-Zeds unit may move is
marked on its card. However, Un-Zeds may also move forward 1 space for free at the proper time when the Zeds
player activates their track.
• Bail: When the Current Event card has a 4R value of 2, the
Zeds player can spend 1 Zeds Action to release 1 Un-Zeds unit
from Jail. Place the released unit directly on any available named
space of the Zeds player's choice, observing normal stacking
limits (see Rule 5.2).
Un-Zeds Character Actions: Some Un-Zeds have Character Actions. These Actions are explained on the unit's card and
have an associated Character Action marker that gets spent, instead of spending a Zeds Action, to use this ability.
Un-Zeds Movement during Track Activation: During a track activation, Un-Zeds may, but are not required to, move 1
space for free towards Town Center, at the appropriate time, as Zeds units do. Un-Zeds already in Town Center do not
benefit from this free move.
Un-Zeds in Jail: When an Un-Zeds unit is in Jail, it cannot exert any of its effects, spend its Character Action marker, or do
anything except use a Zeds Action to make Bail. If the Un-Zeds unit has already spent their Character Action during a turn,
before getting Arrested, that Action's effects remain until the end of the turn.
Combat
When an Un-Zeds unit is in the same space as any Zeds unit (this includes Super Zeds and Disease Spreaders), a normal
Hand-to-Hand combat ensues, including increase and appropriate Chaos placement.
Who Defends: When a Zeds unit or Zeds Mob attacks a space containing one Player unit and one Un-Zeds unit, the Hero
player rolls a die (z) to determine which unit defends in that space:
• On a 1, 2, or 3: The Hero players' unit must defend.
• On a 4, 5, or 6: The Zeds player's unit must defend.
Only the defending unit can take damage. Excess Hits are lost.
Regardless of which unit defends, if the battle is lost, both units must retreat.
Defensive Terrain: Un-Zed units take advantage of Terrain shifts normally when defending against a Zeds unit's Hand-to-
Hand attack.
Retreat Direction: Un-Zed units retreat towards Town Center, just like Player units.
Gunfire Attacks: Un-Zed units cannot conduct Gunfire attacks.
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HermannLuttmann
Luttmannand
andVictory
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DawnofofthetheZeds
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LevelUp!
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DevelopedbybyPetra
Developed PetraSchlunk
Schlunkand
andAlan
AlanEmrich
Emrich 2121
4R Phase (Rule 10) The Basic Game & Level Up
1. Raiders units must move 1 space towards Town Quick Reference Chart
Center fighting everything in their path. Sequence of Play
2. Rangers units may move 1 space in a 1. Turn over the next Event card
direction of your choice which can result in 2. 4R Phase (see Rule 10)
Hand-to-Hand combat.
3. Infection Phase (see Rule 8)
3. Refugees units must move 1 space towards Town 4. Eat Phase (see Rule 9)
Center, if possible. The maximum number of
5. Zeds Phase (Rules 4 and 6)
Refugees units that can move is indicated on the
Current Event card. 6. Action Phase (see Rule 5)
7. Housekeeping Phase (see Rule 7)
4. Rescuers (National Guard unit) may move 1
space in a direction of your choice which can
result in Hand-to-Hand combat.
ce
In a V e r su s g ame, on
ck :
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ha s e , th a rd to
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discard 1 “ r e tr ack from b
eing
e n ti se.
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ta ll
activate d a
Action Phase (Rule 5) Use Player and Event Actions for normal Heal Action (Rule 5.5)
In any order: Actions: • Maximum of 1 Heal Action per
Spend Character Actions • Move unit per turn
Spend Player Actions (may trigger Hand-to-Hand combat) • Spend 1 Action (and 1 Supply
Spend Event Actions if necessary)
• Forage
( Minimum of 1 in Versus Game) • Remove 1 Hit (may automatically
• Gunfire Attack discharge healed unit)
Spend Free Actions
• Heal • -
• Discharge units from the
Hospital (unlimited) • Build
• Equip Refugees (1/turn) • Research
• Arrest