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Wake-Up Call: Zombicide - Missions

The survivors had become complacent in their secure brownstone home but were rudely awakened when zombies broke through the fragile dividing wall from neighboring condos. With no weapons or equipment, the survivors must scramble to find the keys to the three locked doors in order to escape through the exit zone. Zombies spawn throughout the map and get the first turn, forcing the survivors to work quickly to locate the keys among random objective tokens and open the doors before being overrun.
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0% found this document useful (0 votes)
43 views

Wake-Up Call: Zombicide - Missions

The survivors had become complacent in their secure brownstone home but were rudely awakened when zombies broke through the fragile dividing wall from neighboring condos. With no weapons or equipment, the survivors must scramble to find the keys to the three locked doors in order to escape through the exit zone. Zombies spawn throughout the map and get the first turn, forcing the survivors to work quickly to locate the keys among random objective tokens and open the doors before being overrun.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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C35

ZOMBICIDE - MISSIONS
C35
WAKE-UP
CALL
EASY / 4+ SURVIVORS / 60 MINUTES
A Mission by Paul Murray
It was our own damn fault, really. We d been holed
up in that old style, built-to-last brownstone for
days. We learned to trust that the doors would
hold, though we still slept well away from them
just in case. Got real cozy. We even stopped posting
watches through the night, because we knew they
couldn t get through the doors. We got careless.
We never figured that the dividing wall to the
new-build condos next door was so damn fragile...
Material needed: Season 1.
Tiles needed: 1B, 1C, 2B, 2C, 4B, 4C, 4D & 4E.
OBJECTIVES
Get off the board through the Exit Zone. Thats it. Good
luck Reach the Exit Zone with all remaining Survivors. Any
Survivor may escape through this Zone at the end of his turn,
as long as there are no Zombies in it.
SPECIAL RULES
Who gets the top bunk? Dont spawn Zombies in the
building at the beginning of the game or when the frst door
is opened. The Survivors begin the Mission sleeping in the
rooms they deemed safest (i.e. the ones furthest from the
external doors). Roll a die for each Survivor before the game
begins, and place their miniature in the room on the map
corresponding to that number.
Surprise! In this Mission, the Zombies take the frst turn.
Begin the game with a Spawn step before any Survivors
play. Better get moving, sleepyheads!
Rude awakening. It takes Survivors one Action to wake up
and leap off their makeshift bedrolls, so each Survivor has
one less Action than normal in their frst turn. They also begin
the game with no Equipment whatsoever (not even a Pan!),
due to the suddenness of their scramble out of bed. Survivors
that have the Starts with [Equipment] Skill are exceptions to
thisthey begin with their appropriate Equipment (it turns out
Phil really does sleep with that Pistol under his pillow).
Where are the keys? Put the green and the blue Objectives
randomly among the red Objectives, face down. Objectives
represent the keys for the three doors, carelessly discarded
by the last person to use them. But have they been left next
to the right door? Each Objective gives 5 experience points
to the Survivor who takes it.
Reinforced main door with three locks and three keys.
Once the three red Objectives have been taken, the red door
can be opened.
Green Emergency Exit. Once the green Objective has
been taken, the green door can be opened.

Blue Emergency Exit. Once the blue Objective has been
taken, the blue door can be opened, and the blue Spawn
Zone activates.
Doors
Exit Zone
Keys (5 XP)
Spawn Zones
Player starting
area

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