Searched the rules and forum but couldn't find any info on if you get to keep XP and equipment between missions or if you always clear the character card between missions?
Zombicide is designed to be played as one-off missions, but of course rules for campaigns exist. You can find them at the start of the campaigns published on Zombicide.com. The Gaming Night Kits mentioned also feature Gaming Night Mode, but these are rules that are designed to keep players at the table:
GAMING NIGHT MODE
The Gaming Night Mode allows you to play all night long without being bothered by sudden death. Defeated Survivors rise up in the middle of the battle to keep on fighting beside their friends. The goal here is simple: never get left out of a game because your Survivors are defeated! To play with the Gaming Night Mode, apply these rules.
1- Gaming Night rules replace Resurrection rules (featured in Toxic City Mall, Prison Outbreak and Angry Neighbors).
2- When a Survivor is defeated, lay down his miniature. Ignore him for all game effects until his return, as if he was removed from the board.
At the beginning of any subsequent Players’ Phase, before the first player acts, return the Survivor (in his Survivor or Zombivor aspect, you choose). Discard all of his Equipment and Wounded cards. He loses his experience points as well. Upon his return, he gains:
- As many experience points as the least experienced Survivor on the board. You don’t have to choose the same Orange and Red Skills as the Survivor previously had.
- Equipment: Draw Equipment cards until you find two weapons. Discard the other cards (including Aaahh! cards).
Ongoing game effects previously applied to the Survivor no longer apply. And remember: getting killed intentionally is for wimps.
If odds seem too steep after a team wipe, don’t be afraid to start the Mission again. Having fun shall be the ultimate rule.
To answer your question on carrying Equipment from one mission to the next: the Gaming Nights usually allow you to carry all Equipment to the next mission, except for Gaming Night #4, which comes with this rule (which would answer your question):
KEEPING YOUR EQUIPMENT BETWEEN MISSIONS
A Survivor can begin a Mission with one Equipment card acquired during the previous Mission. Only one card is allowed. This means, for example, you cannot keep a Sniper rifle—you must choose either the Rifle or the Scope. However, if you’ve already made a Molotov, you can keep it. It is
a single card, even though you had to use two cards (Glass Bottle and Gasoline) to produce it.
The Switch City and Arson campaigns feature the same rule, but with a slight variation: only Suvivors who reached the Red Danger Level are allowed to keep an Equipment card. Note that these campaigns feature missions with a set starting Danger Level. To have reaching the Red Danger Level as a requirement to keep an Equipment card would not be recommended for other campaigns.
Most campaigns also feature this rule:
WHAT TO DO IF...A SURVIVOR ENDS A MISSION WITH A WOUND CARD?
It’s just a flesh wound. Discard the Wounded card before starting a new Mission. The Survivor will end up with a nice scar—but hey, chicks dig scars.
The Three Little Wishes campaign has a more complicated approach to Wounds:
Wounds remain between Missions. At the end of each Mission, gather the Canned Food, Rice, and Water Equipment cards plundered by your team. Each of them can be spent to eliminate one Wounded card suffered by a Survivor during the Mission. Discard unused food cards before the beginning of the next Mission.
You can choose whatever rule you want for your campaign, or come up with an entirely new one!