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Rue - Morgue - Second - Edition-V02 James Fisher
Rue - Morgue - Second - Edition-V02 James Fisher
Rue - Morgue - Second - Edition-V02 James Fisher
2
#01 TIME FOR ZOMBICIDE #02 COMPONENTS NEEDED
IN THE RUE MORGUE Rue Morgue is an expansion for Zombicide: 2nd Edition. This
book features new zombie types as well as new tile types with
new ways to interact with them. New ways to spawn zombies,
new skills and rules for helicopters as transports. This book
also feature missions to be played with these new rules.
To play these missions you will need the components from the
original Zombicide Season 3 Rue Morgue box set.
Zombicide Season 3
Rue Morgue is required
to use this book.
You will need the rules found in Zombicide 2nd Edition for any
rules not covered in this book.
3
en o ug h. to spawn zombies.
#03 THE ZOMBIES Zombicide Season 3: Rue Morgue introduces Skinner Zombies.
If not killed properly, they can turn into half-zombie Crawlers
and keep on chasing Survivors until they receive the
coup-de-grace.
T ime h as pass e d s i nc e the i ni ti al o u tbr ea k .
Su rv ivors evolve d, and s o di d z o mb i e s . W e k i l l ed
many of th em, b u t no t e no u gh, and s om e h a v e
aged . Ol d er z o mb i e s ge t a fe r al appe a r a n c e a n d
a finely h one d hu nti ng i ns ti nc t. We c a l l t h es e
el d er zom bies the Sk i nne r s ; f i r s t b e c a us e t h ei r
perpetu al h unge r made the m le ane r , a n d s ec on d
becau se th ey have a r e ally fr i ghtfu l l ook .
More th an ju s t the i r app e ar anc e mu t a t ed ,
th ou gh . Skinne r s c an s u r vi ve fo r mo n t h s wi t h out
eating anyth i ng and do n’t ne e d s o me or g a n s t o
stay activ e. A s a r e s u lt, s o me w o u nds j us t won ’ t
kil l th em anymo r e . E ve n r i p pe d i n hal f, a
Skinner can s ti ll c has e yo u . W e call t h es e
aggressive remnants C r aw le r s , fo r o b v i ous
reasons. Craw le r s can hi de anyw he r e a n d a m bus h
you , and th ey o ffe r le s s s u r face ar e a t o t a r g et .
Skinner Zombie cards are easily identified by the
Damn th em .
logo in the upper right, their background color, and
the Skinner silhouettes at each Danger Level.
Don’t miss these features if you mix them with
Zombie cards from other Zombicide boxes!
4
x1
JOE JOE
STEP 1: Chainsaw attack! Joe rolls , , , , and STEP 3: After the removal of both Skinners, add a Crawler,
with an Accuracy of 5+. He gets two successes ( as a was rolled.
and ) and a single .
2 – All Crawlers are the same, no matter the Zombie type
(Walker, Brute, or Runner) they were before.
5
Zombicide Rue Morge features 5 types of Zombies. Most have
a single Action to spend each time they activate. A Zombie is
eliminated as soon as it is successfully hit with an attack that ! ZOMBIE RUSH!
has the minimum required Damage value. Its assailant then
immediately earns the listed Adrenaline Points.
BRUTE
A-BOMB ABOMINATION
Big, bloated, and tough, these
Zombies are hard to put down.
Mutated beyond recognition, the Abomination is the Survivors’
Weapons dealing only 1 Damage can’t
worst nightmare. Only weapons dealing 3 Damage or more can
hurt them... at all.
kill this monster. A well-aimed Molotov will do the trick, as it
kills everything in its target Zone.
Wounds dealt: 1
To eliminate: Damage 2
Wounds dealt: 1
Adrenaline provided: 1
To eliminate: Molotov
Adrenaline provided: 5
Special Rules:
Wounds dealt: 1
To eliminate: Damage 1
Adrenaline provided: 1
Special Rules: Crawlers are targeted
last in the Targeting Priority Order.
#05 SPAWN LOCATORS Each time you draw a Zombie card, read the line that
corresponds to the color of the Danger Level of the most
experienced Survivor still in the game (Blue, Yellow, Orange,
The Mission maps show where Zombies appear at the end of or Red). Place the number and type of Zombies shown in the
each Zombies’ Phase. These are the Spawn Zones. corresponding Spawn Zone.
When the Zombie deck runs out, reshuffle all the discarded
Zombie cards to make a new deck.
At each Spawn Step, roll dice to set the way Zombies enter the
board. The dice amount roll depends on the number of
Survivors beginning the game. This amount does not change
during the game (even if Survivors are eliminated). Caution!
Companions-like Dog Companions, for example-do not count
as Survivors for determining the dice amount.
Basically, the number of Spawn dice to roll is 4, plus 1 die
per 2 Survivors (rounded up) above the sixth.
7
EXAMPLE: Eight Survivors are engaged in a Zombicide. A first card is drawn for the . As the highest Danger
The most experienced Survivor is James: 12 Adrenaline Level among Survivors is Yellow, the Yellow line is read:
points put him in the Yellow Danger Level. 3 Skinner Walkers are put on Spawn Zone labeled #1.
Four Spawn Zones are displayed on the board. The first is Another card is then drawn for the : 1 Skinner Brute is
labeled with Spawn locator #1. Going clockwise, the second put on Spawn Zone #2.
is labeled with Spawn locator #2. The third is labeled with
Spawn locators #3 and #4. The fourth is labeled with No card is drawn for Spawn Zone #3/#4: no dice rolled
Spawn locators #5 and #6. or .
During the Zombies’ Phase, 5 dice are rolled to Spawn Three cards (corresponding to , , and ) are drawn
Zombies: , , , , . The die showing is allocated and resolved one after the other for Spawn Zone #5/#6:
to the first Spawn Zone (Spawn locator #1. The goes to 1 Skinner Runner, then 2 Skinner Walkers, then an Extra
the second Spawn Zone. No die goes to the third Spawn Activation for all Skinner Runners. This final card allows all
Zone. Both and the go the fourth Spawn Zone. Skinner Runners on the board, even those the players just
put on the Spawn Zones, to resolve an extra Activation
immediately.
James is at
Yellow Level. Read
the Yellow line on
Zombie cards.
MADDIE BEAR
A Skinner Brute.
LAURIE
LOUISE
JOE
Final card
Nothing
drawn: Extra
happens
Activation
here.
for Skinner
Walkers!
8
NO SPAWN LOCATOR?
A Spawn Zone without Spawn locators is still played in the
Spawn phase. Draw a single Zombie card for it at each Spawn
#06 SPECIAL LOCATIONS
HOSPITAL TILES
Step, no matter the dice results. Resolve such a Spawn after
resolving the regular Spawns, clockwise.
Some Missions may not display Spawn locators at all,
especially Missions from previous Seasons. In that case,
choose the first Spawn Zone to play for the whole game, and
draw a single Zombie card for each of them (no matter how
many Survivors are played), at each Spawn Step.
The hospital tiles are 1V, 2V, 3V, 4V, 5V and 6V.
Indoor
Alley
This is
a locker room.
ALLEYS
The hospital tiles feature indoor alleys. Indoor alleys count as
street Zones for all purposes. This influences:
1 – Lines of Sight: Lines of Sight cover as many Zones as the
line can go through before reaching a wall or the edge of the
board.
2 – Search: You can’t Search in an indoor alley.
3 – Spawn: Don’t spawn Zombies in indoor alleys (unless
there is a Spawn Zone, of course).
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HOSPITAL ROOMS
The hospital tiles feature rooms. They count as building Zones
for all purposes, and share these rules:
CAMP TILES AND TENTS
1 – Movement: You can only enter a room through an opened
door. In t h e fi r s t week s of t h e i n v a s i on , the mi l i ta ry
2 – Search: You can’t Search in hospital rooms except for es t a bl i s h ed c a m ps i n t h e c i t y pa r k s a n d i n
locker rooms.
s ur r oun d i n g a r ea s . U n for t un a t el y, most pl a c es
3 – Zombie spawning: Opening a hospital room’s door
d on ’ t s t a y s ec ur e for l on g wh en z o mbi es a re
generates a Zombie spawn in the Dark Zone rooms. The same
i n v ol v ed , a n d m a n y c a m ps fel l a ft e r p u tti n g u p a
happens if the room door is opened (or missing) when the
hospital door is opened. h el l of a fi g h t . R em n a n t s r em a i n , someti mes
wi t h g ood wea pon s a n d a m m o t o g ra b. An d then
t h er e a r e t h e t en t s , g i a n t a n d r a g g ed p i ec es of
m a t er i a l wi t h s t uff a n d z om bi es ju st wa i ti n g for
you t o open t h em up. T h ey’ r e l i k e ma g i c ba g s
Bear can see wi t h pr i z es i n s i d e. Wh o d oes n ’ t l ove tha t?
through the
BEAR • The camp tiles are 7V (also called wasteland for helicopter
whole indoor
piloting), 8V and 9V.
alley, as it is
• All camp Zones are street Zones. Most of them can receive
considered a tent cards, as indicated on the Mission map.
street.
Don’t resolve a
Zombie spawn
in the indoor
alleys when you
open the door.
They count as
street Zones. On
the other hand,
This Zone is a spawn Zombies
locker room. in the Dark
It can be rooms with a
Searched. missing door.
TENTS
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#07 EVENT TRIGGERS
The Administrative
tent (can be Searched).
This is
a trigger.
HELIPAD AND STAIRS
Stairs token
on the fence
Laurie is about to
execute a Move
Action to go from
tile 4V to tile 1V.
It will activate the
LAURIE
trigger on tile 1V.
CATHY
The Event
trigger covers
Zombie Zombie
these Zones.
Spawn! Spawn!
LAURIE
Zombie
Spawn!
Cathy starts
a Move
Action from
CATHY here.
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Cathy opens
the door.
CATHY
No spawn here,
there is a trigger
on the tile.
Open door
and no
trigger:
Zombie a Zombie
Spawn! spawn is Zombie
resolved on Spawn!
this tile.
Zombie
Spawn!
Building
connection
through the door:
Zombie spawn
on this tile!
No spawn here either,
there is a trigger
on the tile too.
The door prevents
any spawn
until opened.
13
#08 HELICOPTER ACTIONS TAKE OFF OR LAND
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FLYING A HELICOPTER
While a landed helicopter can’t move at all, a flying helicopter
can cross the board very easily.
• The Survivor pilot can move the flying helicopter one or two
Zones per Action spent.
• A helicopter flies from Zone to Zone using straight lines that
run parallel to the edges of the board. Ignore all obstacles
including walls, fences, doors, and Zombies.
• The helicopter can fly over a building by moving from room
to room (it is not considered to be inside the rooms).
• Flying a helicopter is not a Move and is not subject to
movement modifiers, such as a Free Move Action or increased
movement.
• Survivors inside a flying helicopter cannot interact with PARKER
Actors outside the helicopter and vice-versa, even with Skills
(like Born leader or Lifesaver, for example). A Molotov has no
effect on a flying helicopter. No Line of Sight can be traced Parker begins her
between the inside and the outside of a flying helicopter
Activation flying a
(Zombies can see the helicopter, but not the Survivors inside
helicopter.
it). This is especially important to define the routes Zombies
take when they move.
SPECIAL: A flying helicopter is always considered to have the
most Noise tokens on it each round and has the Loud skill.
Easy / 60 minutes Get to the chopper! You win the game when all starting
Survivors are in the Exit Zone during an End Phase.
A cou pl e m onths have pas s e d s i nc e th e i n i t i a l
zombie ou tbre ak . M any o f u s s u r vi vo r s h a v e
• SPECIAL RULES
fou nd and jo i ne d a te am, c o mmu ni ty , fa m i l y, • Objectives. Each Objective gives 5 Adrenaline points to the
gang...w h ateve r y o u w ant to c all i t. T h e t h i n g i s , Survivor who takes it.
su ppl ies are g e tti ng s c ar c e . T he ne ar by a r ea s
h ave been pick e d c le an. W e ne e d to c ov er m or e • Tools of the trade. Each Epic Weapon Crate gives a
grou nd , more q u i c k ly , to b e o n the s p o t wh en ev er random Epic Weapon, among those still available, to the
opportu nities ar i s e . C ar s ar e n’t that s a fe Survivor who takes it. They can reorganize their inventory for
anymore, bad thi ngs can hap pe n o n th e r oa d .
free.
We ov erlooke d the fe w r e mai ni ng he l i c opt er s for • The helicopter can’t be flown.
too long. Su re , the y c o ns u me a lo t o f g a s , but
th ey all ow an y o ne that c an fly the m t o r ea c h
anyw h ere in no ti me . J o e thi nk s w e s h oul d g i v e
it a try and s e e i f any o f u s c an pi lo t on e of
th em. I knew I s ho u ld have r e ad the v i d eo
gam e m anu al s .
2V 4V
6V 7V
Survivor
Starting Zone
3x 3x
Objectives Epic Weapon
(5AP) Crates
Exit
Zones
Spawn Zones
16 Spawn locators
M00 - TUTORIAL #2 To accomplish this Mission, you need at least one Survivor with
the Helicopter pilot Skill and another with the Fast roping Skill.
SMELLS LIKE TEAM SPIRIT
• OBJECTIVES
Easy / 60 minutes
Secure the haven. Reach the Exit with all starting Survivors.
We fo und a nice pla c e to land o u r ne w Any Survivor may escape through this Zone at the end of his
he lico pt er. E xpl oring and s c ave ngi ng the ar ea turn, as long as there are no Zombies in it.
m a y ta k e a few d ays, s o w e ne e d a s af e have n .
Te r ry th inks th e bu i ldi ng ne ar b y w i ll do f i ne • SPECIAL RULES
with its reinforced d o o r s . Fi r s t, w e have to
• Objectives. Each Objective gives 5 Adrenaline points to the
e nt e r! T h e front d oo r i s lo ck e d. M ayb e w e s ho ul d
Survivor who takes it.
dr o p a few of u s at t he b ack do o r and s e e i f we
c a n o pe n it from th e i ns i de ? Whe e e , my fi r s t • Tools of the trade. Each Epic Weapon Crate gives a random
a irb o r n e operation! T ango , C har li e , Ur i ah, Epic Weapon, among those still available, to the Survivor who
pss s h. . . takes it. They can reorganize their inventory for free.
Tiles needed: 2R, 5R, 6R & 9R. • Doors and keys. The Blue door cannot be opened until the
Blue Objective has been taken. The Pink door cannot be
opened until the Pink Objective has been taken.
6R 5R
2R 9R
Survivor
Starting Zone
1x 3x
Epic Weapon
1x Crates
1x
Objectives Exit
(5AP) Zones
Spawn Zones
Doors Stairs
Spawn locators
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M01 - GAS RUN
4x 1x 5x
Easy / 60 minutes Objectives Epic Weapon
Survivor (5AP) Crates
W e need a ge ne r o u s fu e l Starting Zone
reserv e if w e w ant to e x plo r e
th e su rrou ndi ng ci ti e s . We
fou nd a h el ic o pte r at a c li ni c.
Doors Open Door Spawn Zones
It seems d isa b le d, and w e can’t
access it right no w , the do o r i s
firm ly locked. A s far as w e can
5R 8R
see, som eone w as li vi ng he r e
and pu t u p an e pi c gu nfi ght Exit
before leav ing...o r falli ng.
1R 6R Spawn locators Zone
• OBJECTIVES
• SPECIAL RULES
18
M02 - NO WAY OUT
Easy / 90 minutes 5x 5x
Event trigger
Objectives Epic Weapon
We s ho ul d h av e known Survivor (5AP) Crates
Starting Zone
eve ry thi ng w as going to o w e ll.
We la n d ed tw o h ou r s ago to
explo r e a prom ising ar e a. W e
d i dn ’t e xpect th e h eli co pte r
Stairs Open Door Spawn Zones
w ould lu re a d istant he r d o f
z o mb ie to ou r position. N o w
w e’re s t uck in a w orn b u i ldi ng,
t rying to get back to the
Exit
h elico p ter. D oors are de s tr o y e d; Spawn locators Zone
i t ’ s a matter of tim e b e fo r e the
z o mb ie s get insid e. I lo ve
c ommitt i ng zombicid es i n c lo s e
q u a r t e rs. No, real ly, I do !.
• OBJECTIVES
• SPECIAL RULES
4R 9R
6R 1R
3R 2R
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M03 - THE PRICE OF PROGRESS • OBJECTIVES
Medium / 90 minutes 1 – Open the main building. You’ll need the blue key to achieve this.
2 – Find the pink key to start the helicopter. Explore the main
As time w ent b y and car s de ve lo p e d i ss ues building and its surroundings. If you’re an overachiever, you could
after roll ing o ve r z o mb i e s , w e all ac q ui r ed even find some really nice stuff!
some basic m e chani cal s k i ll. A he li c o pt er ,
3 – Get the helicopter on the Exit Zone. You win the game when the
on th e oth er hand, r e qu i r e s to p- no tc h
helicopter and all starting Survivors are in the Exit Zone during an End
m aintenance. A fte r s o me r e s e ar ch, L oui s e
Phase.
figu red ou t the p ar ts w e ne e de d to fi x
ou rs. We sear c he d f o r the s ame ve hi c l e • SPECIAL RULES
m od el for eig ht day s b e fo r e w e fo u nd on e.
• Not what I was looking for, but I’ll keep it anyway. Each Objective
H ere is th e pr o b le m: i t’s o n the r o o f o f a
gives 5 Adrenaline points to the Survivor who takes it.
d am aged and lo ck e d b u i ldi ng. I f w e
m anage to st ar t i t, w e mi ght as w e ll us e • The big blue door. Place the Blue Objective randomly among the Red
th e new h el ico pte r and k e e p o u r o ld on e Objectives on tiles 1R and 4R, face down. The Blue door cannot be
for spare parts i ns te ad. Si nce w e ’ve opened until the Blue Objective has been taken.
started fl yin g ar o u nd, I thi nk w alk i n g i s • The helicopter can be flown (but...). Put the Pink Objective
ov errated . randomly among the remaining Objectives. The helicopter can’t be
flown until the pink Objective has been taken. The helicopter can take
Tiles needed: 1R, 2R, 3R, 4R, 5R, 6R, 7V, 8R, & 9R. off or land on the helipad (tile 9R) and the wasteland (tile 7V).
• Whats French for Death? Set the La Guillotine card in the marked
To accomplish this Mission, you need at least one Zone. Any Survivor taking the Epic Weapon Crate in this Zone gets the
Survivor with the Helicopter pilot Skill. La Guillotine card instead of an Epic Weapon card.
• Secret Weapons Each Epic Weapon Crate gives a random Epic
Weapon, among those still available, to the Survivor who takes it. They
8R 3R 7V can reorganize their inventory for free.
5R 6R 1R
9R 2R 4R
Survivor
Starting Zone
5x 7x
Epic Weapon
1x Crates
1x
Objectives Exit
(5AP) Zones
Spawn Zones
20 Spawn locators
M04 - BREADCRUMBS
Medium / 90 minutes 3x 3x
Objectives Epic Weapon
We fle w ov er a smal l par k Survivor (5AP) Crates
Starting Zone
t r a n s fo rmed into some k i nd o f
c a mp. Th ere are m ili tar y te nts
e ve r y wh ere, and obvi o u s ly ,
q uite a figh t h appen e d he r e , 7V 2R Door Spawn Zones
t o o . W e l and ed a few b lo c k s
a wa y t o expl ore th e ar e a.
P e o ple kept com ing i n and o u t
o f he r e for some tim e - the
9V 5R
Exit
c a da ve r s are in v ario u s s tage s Spawn locators Zone
o f de ca y. Y ou can be s u r e s o me
o f the m are now zom b i e s 8V 1R
wa itin g for th eir ne xt pr e y .
I’m s o gl ad I h ave a r e li ab le
pair o f boots.
• OBJECTIVES
• SPECIAL RULES
21
M05 - THE MAKESHIFT
LABORATORY 6x 1x 4x
Objectives Epic Weapon
Medium / 60-90 minutes Survivor (5AP) Crates
Starting Zone
T h e clu es w e gathe r e d
yesterd ay h in t at e xpe r i me nts
on h u mans and z o mb i e s ali k e .
Wh at rem ain s o f the mi li tar y Stairs Door Spawn Zones
apparently wo r k e d w i th var i o u s
scientists to ac hi e ve ...
someth ing. T he y fai le d many
4V 2V
tim es bu t kept o n c o mi ng b ac k . Exit
Among th e a r chi ve s , J ame s 6R 3R Spawn locators Zone
fou nd th e l ocati o n o f a
makesh ift lab o r ato r y w he r e 7V 9R
th ey anal yzed the f i e ld r e s u lts .
After al l th i s ti me , co u ld w e
still h ave a g o ve r nme nt? I
dou bt it. Loos e c anno ns ? M o r e
likel y. We sh o u ld s co u t and
find ou t for o u r s e lve s .
Pl ease d on’ t te ll me the fi r s t
zombie w as a s i mp le gu y b i tte n
by a rad ioacti ve s p i de r .
• OBJECTIVES
• SPECIAL RULES
• OBJECTIVES
1 – Get the blue pass to the helicopter.
Find the Blue Objective.
23
M07 - THE FARM
Very Hard / 120 minutes
5x 1x 1x 7x
Objectives Epic Weapon
Ou r fl igh t h as tak e n u s to a Survivor (5AP) Crates
Starting Zone
remote storage fac i li ty . T he
files w ere cl e ar , ho w e ve r : a te s t
occu rred h er e and w e nt w r o ng.
Th e su rviv or s s e nt a las t
Stairs Doors Open Door Spawn Zones
message th ey w e r e i nfe cte d,
and everyth i ng w e nt b lack . T he
place and th e w ho le vi ci ni ty 10x
are fu l l of zomb i e s . A ny o ne Event trigger
am ateu r enough to ge t i n s u c h Spawn locators
Skinner Walkers
a comprom ised place s u r e ly fe ll
into a d ead ly tr ap. Fo r tu nate ly,
w e are w arned, and w e ar e no t
am ateu rs. We ’ll ge t s o me ni ce
prizes for thi s z o mb i c i de . Su ch
a perfect d ay!
9R 6R
Tiles needed: 1R, 2R, 3R, 4R, 5R, 6R,
7R & 9R.
3R 4R
• OBJECTIVES
• SPECIAL RULES
• Doors and keys. The Blue Door cannot be opened until the
Blue Objective has been taken. The Pink Door cannot be
opened until the Pink Objective has been taken.
24
M08 - SEVEN VEILS’
DEATH 8x 1x 1x
Objectives
Hard / 150 minutes Survivor (5AP)
Starting Zone
We fo und an alm ost i ntact
m edica l area w h ere t he y w e r e
c l e a rly testing both hu mans
and zo m bies. I f th es e gu y s Door Open Door Spawn Zones
found a cu re for th e z o mb i e
i nfe ctio n before d yin g, w e may
ge t a s o lid cl u e h ere . Of co u r s e , 4V 7V 3x
I ’m s ur e th ere are re ally c o o l
supplie s and w eapons he r e as Epic Weapon
w ell, b ut if th ere is a ny ho p e , i t
6V 5R Spawn locators Crates
• OBJECTIVES
• Get the answer and win the game.
Take all Objectives.
• SPECIAL RULES
• We rarely see such quality material
these days. Each Objective gives 5
Adrenaline points to the Survivor who
takes it.
25
M09 - NOSOCOMEPHOBIA - Action mode. The Survivors lock themselves inside the hospital, and
the game is won whenever there are no Zombies in the hospital.
Hard / 180 minutes OR
- Cautious mode. Lock the hospital door and get away. You win the
There is no cure. game when all starting Survivors are in the Exit Zone at an End Phase.
That could be a weird relief if my teammates
hadn’t decided to retrieve all the scientific • SPECIAL RULES
data these guys collected. It could, you know,
“be useful later, to find a solution to an issue • This is a Zombie-fest. Add 2 Spawn dice to the pool. Taking an
we didn’t think about now”. Gah, the scientific Objective removes 1 die.
mind. My own solution is here, in the barrel of
my gun! • Data storages. Each Objective gives 5 Adrenaline points to the
Yeah, yeah, I’m overreacting. Please Survivor who takes it.
understand me, I suffer of nosocomephobia,
fear of hospitals. Guess where the data bank • True colors. Do not place an objective on tile 8R. Put the Blue and
lies? In their headquarters the greatest Pink Objectives randomly among the Red Objectives, face down.
hospital around. Collecting both Blue and Pink Objectives allows you to close and open
Everyone knows hospitals are the worst places the hospital door at leisure. To do that, a Survivor just has to stand in
to hang around since the zombie outbreak! the same Zone as the hospital door and spend an Action. No special
Equipment is required.
Tiles needed: 1V, 2V, 3V, 4V, 5V, 6V, 7V, 8R, & 9V.
• Head removal surgery tool. Set La Guillotine’s card in the marked
• OBJECTIVES
Zone. Any Survivor Searching in this Zone can take it instead of an
1 – Collect all data. Take all Objectives. Equipment card.
2 – Choose your side. Taking the Blue and Pink • I’ll solve your headache issue. Set the Nailbat card in the marked
Objectives allows you to open or close the hospital Zone. Any Survivor Searching in this Zone can take it instead of an
door. Choose how this Mission ends: Equipment card.
• This is not medicine but it will do. Each Epic Weapon Crate gives a
random Epic Weapon, among those still available, to the Survivor who
3V 1V 5V takes it. They can reorganize their inventory for free.
9V 7V 8R
Survivor
Starting Zone
4x 7x
Epic Weapon
1x Crates
1x
Objectives Exit
(5AP) Zone
Spawn Zones
Door
La Guillotine Nailbat
26 Spawn locators
M10 - A WORLD IN FLAMES
Hard / 90 minutes 6x 6x
Objectives Epic Weapon
We r e cov ered al l th e data. W e Survivor (5AP) Crates
m ade s o m u ch noise, ho w e ve r , Starting Zone
t h a n a ll w e can see fr o m the
r o o f a re zom bies. Zomb i e s
eve ry wh ere, com ing fr o m the 3R 7V
Doors Open Door Spawn Zones
sub ur b s in every d irec ti o n. I
kn o w a way to end it all: lu r e
t h e he r d into one pla c e and
1R 4R
bl ow t hem al l u p. Bigge s t
Event trigger La Guillotine Exit
fi r e wo rks sh ow ev er. A nd ho w 5R 6R Spawn locators Zone
d o we a ccompl ish th i s ? W i th
our t r us ty ‘ copter.
A fte r a l l is said and do ne , w e ’ll 9R 2R
be s t r a nd ed far aw ay fr o m
h ome . It m ay take we e k s to ge t
ba ck .
B ut le t ’s look on th e b r i ght s i de : fo r a s u r vi vor ,
t h e e n t i re w orl d is ho me .
Tiles needed: 1R, 2R, 3R, 4R, 5R, 6R, 7V & 9R.
• OBJECTIVES
• SPECIAL RULES
• Not French but who cares?. Each Epic Weapon Crate gives
a random Epic Weapon, among those still available, to the
Survivor who takes it. They can reorganize their inventory for
free.
27
GAME ROUND SUMMARY
EACH ROUND BEGI
NS WITH: ER HAS FINISHED
WHEN EVERY PLAY
2 SKINNER WALKER 1 1 1
3 SKINNER RUNNER 2 1 1
4 CRAWLER 1 1 1