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Dawn of the Zeds (Second edition)» Forums » Rules

Subject: Overseen rules or rules I keep forgetting rss

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Lines J. Hutter
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Hi Zeds players!
I´m sure everyone has a different set of rules he oversaw his first plays or keeps forgetting.I thought it might just go through the ones I had to mark in the rulebook because I keep forgetting them or forgot them initially in the firt few plays.

Maybe it´s helpful for new players:

- Refugees entering Chaos Spaces increase Infecion by 1 but don´t remove Chaos.

- Refugees entering Town increase Infection by 1.

- Killed Refugees increase Infection by 2.

- Special Civilians cannot be brought back from Hospital by equipping Refugees.

- No gunfire through Catacomb spaces allowed.

- When a Zeds Mob switches tracks through an entrance space only the stronger of the 2 units switch tracks.

- Villagers are only flippeed to Refugees and retreat if their space becomes occupied by a Zeds unit. It can happen that all Civilians in a Village die and no Zeds units enter the space. In this case the Villagers are not flipped!

- Rangers give you +4 Ammo when they enter the game!

- Hunt´s special ability cannot be used on special Civilian units.

- Unreleased Villagers can make Gunfire Attacks.

- Player units can switch tracks via Entrance spaces but cannot shoot through them from one track to another.

- Building a Barricade / Strongpoint is a Move action. So you can´t move into a place and build a Barricade there with one unit in one turn.

- A Strongpoint stays in the game (cannot be destroyed by Zeds)

- Unites cannot Forage on Chaos spaces.

- When you discovered the Super Weapon you can roll 2 dice in a Manhunt against Noelle.

- Tan units roll 2 dice when arresting Dr. Marteuse.

- Units that suffered 2 or more hits from Zeds Stench attack retreat.

I also nailed together this little Reference Sheet:


Have fun and survive!
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HERMANN LUTTMANN
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Wow! Thanks, Lines - this is terrific. Very well done.
Hermann
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Eduardo Cruz
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Lines42 wrote:

- Dead Civilian go into Hospital. Dead special Civilians (like Security Guards) are removed from the game.



Dont' think this is true.

From the rulebook:

[12.4] Special Civilians: Green Diamond
Security Guards and Rangers are Special
Civilians units. They are treated as normal
Civilians units
, except:
Green Diamond Security Guards
• These units are not
included in the Consume
Supplies calculation
([7.2], page 12). They have
their own dedicated
supply locker.
• These are Law Enforcement units
([12.3], page 22).
• These units have a symbol,
preventing them from ever getting
Lost! ([9.2.3], page 16).
Rangers
• When this unit enters
play, you immediately
receive 4 Ammo Points.
• This unit is not included
in the Consume Supplies calculation
([7.2], page 12). Rangers are assumed
to have their own MREs (Meals
Ready to Eat).
• This unit is a Military unit
([12.3], page 22).
• May issue Long Range Gunfire attacks
([9.1.1], page 15).
• 1 shift when attacked ([10.3], page 20).
• May move up to two spaces for free
during each RRR Phase ([5.1], page 10).

Everything else is correct, I think.
Great job compiling this!

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Lines J. Hutter
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Eduardo, you could be right here.
I always thought Security Guards can never be brought back once they died. I took this from the fact that you cannot revive them when equipping Refugees that entered the town center.
But actually it seems you can heal them with the healing action. So that's good news.
Still I'd appreciate a short confirmation from Hermann.
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HERMANN LUTTMANN
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Security Guards can be Healed.
Herm
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Lines J. Hutter
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HORST324 wrote:
Security Guards can be Healed.
Herm

Thanks!
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Morten Monrad Pedersen
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Great list - I recognise many of them from my own games .
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Skip Thompson
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Yes. Great list, thanks.

Are you sure this one is correct? It looks to me like tan units can roll 2 dice only of searching for Noelle. Though I would prefer to roll 2 dice for her.

Quote:
- Tan units roll 2 dice in a Manhunt (incl. arresting Dr. Marteuse)


Here is the quote from 9.7

Spend one Action. Roll one [die] (or two
[dice] if you have the Super Weapon and
are trying to eliminate the Noelle marker,
[9.6.1], page 18, & [13.5], page 23; or if a tan
Law Enforcement unit is attempting to
arrest Dr. Marteuse,
[12.3], page 22, & [13.4],
page 23).
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Lines J. Hutter
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skipper1947 wrote:
Are you sure this one is correct?

Damn, you are right.
That´s my only complaint about the game. Those tiny little exceptions here and there that make you revisit the rulebook again and again.
I´ll change that in the OP.
Thanks!
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HERMANN LUTTMANN
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I can't disagree with that. Unfortunately, it is a residual effect of adding more and more layers to what started out in its first edition as a fairly simple game. But more Heroes, Super Zeds, special characters and the need to keep the game "fresh" has led to a pretty involved and tangled rulebook. Thus, as I said in another thread, the desire for me to do a comprehensive, super-cheat-sheet to be made available when the expansion is released (and will include all the new stuff contained in that expansion).
Herm
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Skip Thompson
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Perhaps it would be easier to put all rules specific to a character, on that characters card? Though the card might have to be bigger.

That would also simplify the text of the rule book. The book could state that all items listed on a character's card take priority over any rule in the rule book.

It is possible, that I don't know that I am talking about, which would explain why I don't design games.
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Lines J. Hutter
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skipper1947 wrote:


It is possible, that I don't know that I am talking about, which would explain why I don't design games.

Well, in this case...
Noelle is not a character and doesn have her own card.
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Skip Thompson
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True, but I was referring to the lawmen cards, not Noelle.

Presumably, their card would say they could roll 2 die when arresting Dr. Marteuse, and say nothing about Noelle.

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Oliver Seidel
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So special civilians can be equipped while on the map like regular civilians and they can be healed in the hospital (Can reg. civilians also be healed. Till this point i thought healing to be exclusive to heroes?)

They can not be brought back from hospital through the use of Refugees like regular civilians. Is this correct?

Thanks in advance!

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Lines J. Hutter
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abersen wrote:
So special civilians can be equipped while on the map

Civilians cannot be equipped. Only Refugees reaching the Town center can be equipped.

abersen wrote:
special civilians can be healed in the hospital (Can reg. civilians also be healed. Till this point i thought healing to be exclusive to heroes?)

Yes, both kind of civilians can be healed in the hospital.

abersen wrote:
They can not be brought back from hospital through the use of Refugees like regular civilians. Is this correct?

Correct.
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Oliver Seidel
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Thanks Lines!

Lines42 wrote:
[q="abersen"]So special civilians can be equipped while on the map

Civilians cannot be equipped. Only Refugees reaching the Town center can be equipped.

I think i got some wording wrong here so what i wanted to ask in the first place was something different: When Refugees are reaching the Town Center they can be used to flip one civilian unit anywhere on the map to its full strength side. Does this also apply to special civilians?

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Lines J. Hutter
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abersen wrote:
When Refugees are reaching the Town Center they can be used to flip one civilian unit anywhere on the map to its full strength side. Does this also apply to special civilians?

Undortunately not.
Quote from [5.2.4.], p.11: "You may then replenish up to two regular Civilian units (only) by either..."
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Jonathan
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Thank you for this! I have much to learn This was helpful and I've already identified a few things I was doing wrong even in the tutorial game.
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Lines J. Hutter
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uniconfis wrote:
Thank you for this! I have much to learn This was helpful and I've already identified a few things I was doing wrong even in the tutorial game.

Great to hear it helps.
I also uploaded these to the file section.
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Damon Asher
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Unreleased Villagers can make Gunfire Attacks.

I assume you mean civilians, and thanks, I'd missed that!
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