We were wandering the streets alone and confused. We had long ago gave up on trying to explain how the outbreak happened. All seemed to be lost, our friends, our families and life as we knew it. All gone. Luckily eight of us had found each other. Eight of us against countless infected. There were daily encounters with the hungry masses, but we must go on. Luckily we found a safe house. Ot is well hidden and serves as our little sanctuary, for now. If there are eight of us who survived then there must be more. We can't be the only survivors...
Eight survivors are chosen at the beginning of the campaign. Number of survivors played per mission are up to the group, following the suggested number of survivors per mission is recommended.
As your survivor gains danger levels, you draw one experience card each time a new previously unreached danger level has been achieved with this survivor. These experience cards remain throughout the campaign. Between each mission all equipment cards are discarded except where noted, and all danger levels go back to blue, but experience cards persist. Ultra red levels are included in this.
Example: Mitch reaches yellow danger level on his 1st mission. He draws an experience card. He then reaches orange on the same mission and draws another experience card. The mission is completed. For mission 2 he will go back down to blue at the beginning unless otherwise noted. He also begins the mission with a standard opening (one Fire Axe, one Crowbar, one Pistol and Pans are randomly given out between survivors) regardless of weapons that were acquired in the previous mission, unless otherwise noted.
Each survivor has 3 wounds. If a wound is inflicted during a mission it may be healed through normal play i.e. medic skill or through specific missions that include a medicine cabinet. Wounds are persistent through missions. A survivor may sit a mission out in order to heal a wound inflicted in a previous mission. This signifies them being bandaged up back at the safe house, and allowing their wounds to heal.
Example: Amy receives a wound during a mission. She then fulfills the objectives of the mission without healing her wound. At the start of the next mission she may choose to sit out and allow her wounds to heal. She removes one of her wounds. If she decides to risk it and start a mission wounded, she begins the mission with a wound.
If a survivor dies during a mission they are permanently removed from the campaign. Their experience cards are discarded back into the deck.
Abominations have health. They negate one damage from a weapon. Their starting health is determined by the danger level at which they were spawned at. Health by danger level is as follows;
Blue: 4 health, Yellow: 5 health, Orange: 6 health, Red and any Ultra red levels, 7 health. Moltov cocktails still decimate all zombies in the zone including the abomination.
Example: Uncle Honk uses a melee attack with a fire axe on an abomination. The abomination negates one of the two damage that the axe does, so for each successful hit the abomination takes one damage.
The group of survivors may expand or decline in numbers depending on the outcome of missions. Certain missions can grow the size of the group. If a pink objective marker is found during the course of a mission, a new survivor has been found. The new survivor is immediately placed where they are found, and the new survivor draws from the equipment deck until a weapon is found. If an Ahhhh! Card is drawn during the course of this, the zombie is immediately spawned, but the new survivor continues to draw until a weapon is found. Several Ahhhh! Cards may occur during this step.
Missions are not immediately failed if a survivor dies throughout its course. The life of the group goes on even though a fellow member perishes.
After each successful mission each surviving member draws an experience card. These may be traded among survivors that took place in a mission
Exits of missions are always open. A survivor may exit the board at any time through an exit zone. However, if all mission objectives are not completed before the survivor leaves the board, they do not draw an experience card.
A survivor may discard 3 experience cards between missions in order to increase their health pool by one permanently. A survivor may increase his total health pool between missions even if he has a wound. Note this never increases a survivors inventory size.
Example Patrick has three experience cards from previous missions. He also incurred one unhealed wound throughout the course of the missions. He may bring his total life pool up to 4, but he still begins the next mission with one wound until that wound is healed via a medic or a medicine cabinet.
Only three wound cards can take up a survivors inventory, evenjoy if a survivor would have 4 woumds (can only happen to an experienced survivor)
Example Phil has increased his health pool to five through many missions. He takes four wounds during the next mission. Three of his inventory slots are filled with a wound card. He still has use of both his on hand slots. The other wound is noted, it just doesn't effect his carry capacity any more
Supplies are a necessity throughout the zombie apocalypse. Supply ard that are carried throughout the mission are brought back to support those who did not go out on that day's mission. Any survivor that successfully completes a mission with one of the supply cards in their inventory at the end may draw an additional experience card. Note even leaving the board early with supplies helps to support the larger group. You may leave the board early on missions with a designated exit with supplies in your inventory and still get to draw one experience card. You may not gain more than one experience card at the end of each mission through holding supplies. Supplies Cards include: Bag of Rice, Water, Canned Food....
I was planning on using these rules for a 10 mission campaign maybe more maybe less, just gotta see how my friends like it