World War Zed: USA
World War Zed: USA Rulebook
Table of Contents
Table of Contents
1. Introduction
The game consists of the following components.
- 8-Page Rules Book
- One Random Region and Events Card
- 17" x 11" Game Map
- 18 5-8 Inch Unit Counters
- 20 5-8" Markers
- 70 3-4 Inch Markers
- One Quick-Play Card
- One Scenarios and Design Notes Book
You will also need two regular six-sided dice (referred to as "D6").
The game may call for the use of a "D3" - this is simply a random number between 1 and 3 generated by rolling a D6 and letting a 1-2 result be a 1, a 3-4 result be a 2, and a 5-6 result be a 3.
Important: The game also refers to a D6Z. This is a normal D6 but any roll less than the Zed Burst minimum is increased to the Zed Burst minimum. Also, any roll greater than the Zed Burst maximum is reduced to the Zed Burst maximum. For example: Zed Burst minimum is 3. The game calls for a D6Z roll. Any roll of 1 or 2 will be increased to 3.
1.1. The Map
The map shows the continental USA divided into Regions. Movement between Regions is shown with dice indicators. Sometimes there will be a Zone between two Regions marked "DZ" (Defensive Zone) – this is where movement between Regions is through a natural feature, either water or mountains.
Within Regions there are up to three Areas that can be occupied:
- City Area (represented by a counter and not always present) – A key objective of the game is to keep cities safe.
- Farm Area (represented by a counter and not always present) – Destruction of farmland can cause food shortages and riots.
- Open Area (always present) – Land in all Regions where counters can be placed.
Quick Summary: The map has 20 Regions. Those that Zeds or your units can move between have little dice symbols. Sometimes there is a DZ between Regions – this can be used to hamper the Zeds. Each Region always has an Open Area. Sometimes there may be up to two other areas, represented by larger counters: Farm and City. The basic game calls for 11 Farms and 10 Cities.
The map also has separate Game Tracks which track different features of the game:
- Zed Burst: A track from 1 to 6 with 2 counters indicating minimum and maximum Burst. This is used to adjust the roll of a D6 when D6Z is called for.
- Zed States – different features of the Zeds:
- Strength: A track from 1 to 3 with 1 counter indicating the strength of Zeds in attack.
- Toughness: A track from 1 to 3 with 1 counter indicating the Toughness of Zeds in defense.
- Attack Priority: A track with 3 places indicating the Order of Priority that Zeds use when choosing a target Area in the Region to attack. The 3 counters are City, Farm, Open.
- Research: A track from 0 to 6 with 1 counter indicating how much research has progressed.
- Food Reserves: A track from 0 to 6 with 1 counter indicating how much food the nation has in reserve.
- PP (Production Points): A track from 0 to 6 with 1 counter indicating the number of player resources available to use this turn.
- Air Strikes: A track from 0 to 6 with 1 counter indicating the number of Air Strikes available.
- DEFCON: A track from 5 to 1 with 1 counter indicating the military preparedness of the nation.
- Turn: A track from 1 to 10 with 1 counter indicating the current turn.
- Removed Military Box: Military units which have been eliminated by Zeds or otherwise removed are placed here.
1.2. Counters
The following counters are placed on the map or moved on it through game play.
Larger counters:
- City Area – represents urban areas.
- Farm Area – represents major food production areas.
- Fort – Fortifications can help delay/prevent Zeds entering City, Farm or Open Areas.
- Zed Boss – optional counter used in some scenarios.
Smaller counters:
- Zeds – each counter represents a horde of the creatures. There are also some "5" and "10" Zeds chits that represent multiple Zeds counters when there are a large number of Zeds in an Area.
- Refugees – each counter represents a large group of civilians that have fled a ruined City or arrived from elsewhere.
- Survivalists – these counters represent communities of armed civilians that are more prepared than average. Their strength is printed on their counters.
- Riot – Placed on either City or Refugees that are rioting for whatever reason (usually lack of food).
- Military – There are 3 types of military. The different types vary only in their strength against the Zeds: National Guard (6 counters); Army (4 counters); Marines (2 counters). Their strengths are printed on their counters.
- Nuclear Strike – Indicates that this region has been subject to a nuclear weapon strike.
- Game Track Counters – 10 in total.
There are two restrictions on where units can be placed or moved to.
- Some units only can occupy Open Areas: These are Zeds and Survivalists.
- DZs can only be occupied by Military units and Forts.
Quick Summary: The units you will move on the map are Zeds, Military and Refugees. The rest are placed once and not moved, except to be removed.
1.3. Setting Up the Game
The following setup is used for the basic game. There are alternative setups in the Scenario Book.
- Place 11 Farms and 10 Cities (city names are given in brackets for interest only) on the map in the designated Areas.
- North California: City (San Francisco) and Farm
- South California: City (LA) and Farm
- Great Plains: Farm
- Kansas: Farm
- Texas: City (Dallas) and Farm
- Minnesota: Farm
- Iowa: Farm
- Illinois: City (Chicago) and Farm
- Ohio: City (Detroit) and Farm
- Kentucky: Farm
- Georgia: City (Atlanta)
- New England: City (Boston)
- New York: City
- DC: City
- Carolinas: Farm
- Florida: City (Miami)
- Set the remaining map counters to one side, sorted by type for convenience.
- Set the following counters on game tracks as follows:
- Zed Burst: Place the minimum counter on 2 and the maximum counter on 5.
- Zed Strength: Set the counter on 2.
- Zed Toughness: Set the counter on 2.
- Zed Attack Priority: Set the City counter on 1, the Farm counter on 2, the Open counter on 3 (Note: 1 is highest priority, 3 lowest).
- Research: Set the counter on 0.
- Food Reserves: Set the counter on 0.
2. A Turn
A Turn has the following phases.
- Random Event Phase (skipped on first turn)
- Zed Phase 1
- Zed Phase 2
- Player Phase
Quick Summary: In each Zed Phase, Zeds initially increase in number ("Burst"). The phase ends with either an attack on a unit/city/farm or the Zeds exit the map. In Zed Phase 1 they may attack in the Region the burst is in or, if there is nothing to attack, move to another Region. In Zed Phase 2 the Zeds must move to another Region first before any attack.
3. Random Event Phase
Roll on the Random Event Table and apply the results. Note that this may affect the Zed Burst Phase. Random Events are unforeseen circumstances outside of your control that may cause a change in strategy, offer an opportunity, or cause a setback. You just don't know for sure!
4. Zed Phase 1
4.1 Zed Burst
Select the Region with the most Zeds. If there are two or more Regions with the same number, select one at random.
On the first turn there will be no Zeds on the map. In this case, select a Region randomly, using the Random Region Table. With the Region selected, place the number of Zed counters equal to the Burst maximum. Zeds now attack (see 4.2 Zed Attack). Note that Zed Phase 1 is over after the Zeds attack or the Horde moves off the map into Mexico or Canada.
Important: Irrespective of however many Regions are occupied by Zeds, only the Zeds in at most two Regions can move in each turn.
4.2. Zed Attack
Within the Region, check for the Zed attack priority listed below. This is the Area the Zeds attack first where there are multiple choices.
- City Area – if City counter is present.
- Farm Area – if Farm counter is present.
- Open Area – is only a valid target if there are non-Zed units present: Military, Fort, Refugees, Survivalists.
If there is no viable target to attack in the Region, the Zeds move to another Region (see 4.3 Zed Movement). Note that Farms and Cities can have other units present with them. If the target has units present, then Zeds must attack units in the following order of priority.
- Fort
- Marines
- Army
- National Guard
- Survivalists (Open Area only)
- Refugees
- City/Farm Area (if target is not Open Area)
Example: There is a National Guard and a Refugee in the Open area in the Region. There is also a City. The Zed attack priority is "City"; therefore, the Zed will attack the City. If the Zed priority had been "Open" then the Zeds would attack the National Guard and, if they kill it and there are Zeds left over, they would also attack the Refugee.
DZs are a special case – these are only attacked as part of Zed movement between Regions. They represent areas of difficult terrain and some Zeds will not make it through even if the DZ has no units in it. If the DZ is passed through, then remaining Zeds will perform an attack in the Region moved into.
Zed attacks are resolved as follows in the relevant situations.
- If the attack is in a DZ roll D6 and remove this number of Zeds from the combat – they are not eliminated but are no longer part of the moving group. If this is all of the moving group, then this will end Zed Phase 1.
- For a Fort in the Area/DZ under attack roll a D6 as above. If there are Zeds left in the moving group after each roll, remove the Fort.
- For each military unit or Survivalist in the Area/DZ under attack, compare the strength of unit with the Zed Strength rating. If the unit strength is greater than the Zed Strength then roll two D6 and add them together. Otherwise, roll one D6. The resulting number is the number of Zeds eliminated. If this is all the Zeds in the moving group, then Zed Phase 1 is over. If not, then that military unit is eliminated (place them in the "Removed Military" box). If a Survivalist is eliminated, then add the number of Zeds to the moving group equal to the minimum burst number. An eliminated Survivalist is not placed in the "Removed Military" box but is removed from the map and so could be placed again.
- If there are Zeds left in the moving group, then they will affect other units in the Area under attack:
- a. Refugees = Remove all Refugee counters (and any Riot counter). Place a Survivalist counter in the Open Area of the Region for each Refugee removed. Roll a D6Z for each Refugee removed. Add Zeds equal to the roll(s).
- b. Farm = Remove the Farm counter from the map. Roll a D6Z and add Zeds equal to the roll.
- c. City = Remove the City counter from the map. Remove any Riot counter. Place a Refugees counter in the Open Area of the Region. Add Zeds equal to the maximum burst number.
- The attack process is now over.
4.3. Zed Movement
Zed movement is completed once the Zeds enter a Region where there is a valid target to attack (excepting units in a DZ) or when they have wandered off into either Mexico or Canada (marked as "Remove Zeds" on the map).
If there is no viable target to attack in a Region, the Zeds move to another Region. This is done as follows:
- Divide the Zeds into two equal sized groups. If there is an odd number, then one group will be larger than the other. The largest group only will move as follows.
- Roll a D6 – compare this to the dice numbers on the board for the Region and, if there is a match, this is the direction travelled.
- If the new Region has a valid target (City, Farm, Open Area – as defined above) then an attack will take place, otherwise, continue to move the same group of Zeds using the procedure as described above, noting that the numbers may be different if the Area moved into has additional Zeds.
If there is a DZ between the Region moved from and the Region moved to, all units in the DZ must be attacked first, before the Zeds reach the Region they are moving to – an Attack in a DZ does NOT end Zed movement (unless all Zeds are halted/eliminated).
If the Region has no targets for the Zeds to attack, then they move again as above. Include any existing Zeds in the Area when dividing the Zeds into two equal groups. It may be the case that you only have one Zed to be divided, if this is the case then this lone Zed moves.
Note that, in addition to an attack, Zed movement into Canada or Mexico also ends Zed movement.
5. Zed Phase 2
This is identical to Zed Phase 1 with the following exceptions:
- In the Region selected, place the number of Zeds equal to the minimum burst size.
- The Zeds do not attack a valid target in the Region that they are placed in (if any are present) but move first. They still halve before movement as per movement in Zed Phase 1.
Example of Zed Phases 1 and 2: In this example, it is the first turn. The maximum Zed burst is 5 and the random Region is South California. Five Zeds are placed in the Region as shown on the map. In Zed Phase 1 the Zeds attack according to their order of priority: City, then Farm, then Open. As there is a City (Los Angeles), the Zeds attack it. This results in a Refugee in the Open Area, the City removed, and 5 more Zeds. This ends Zed Phase 1. In Zed Phase 2, rather than attack the Farm (or Refugees), the Zeds must first split in 2 and move.
6. Player Phase
Perform each of the following actions in turn. Some actions will cost PPs as indicated.
- Research Roll.
- Check for Riots.
- Roll for PPs.
- Increase Tracks (1 PP each): Research, Food, DEFCON.
- Air/Nuclear/Biochemical Strike (1 PP each).
- Build Military and/or Forts (1 PP each).
- Move Military and/or Refugees (1 PP per unit moved).
- Attack Zeds: Military and/or Survivalists in Open Areas may attack (free).
6.1. Research Breakthrough Roll
Roll a D6. If this is above the Research Track, then nothing happens. Otherwise, reduce the Research Track by the number rolled and chose ONE of the below research breakthroughs.
- Reduce Zed Strength by one (to minimum of 1).
- Reduce Zed Toughness by one (to minimum of 1).
- Reduce Zed minimum burst by one (to minimum of 1).
- Reduce Zed maximum burst by one (to minimum of 1 greater than the burst minimum).
- Develop biochemical weapons – this can only be done if there has been a successful Research Breakthrough Roll on a previous turn and the DEFCON is at 1 or 2.
6.2. Check for Riots
Count the number of Farms. Add to this number the total number of Food Reserves from the Food Reserves Track.
If this is greater than or equal to the number of Cities plus the number of Refugees, then no further action takes place.
Otherwise, place the number of Riot counters equal to the difference. The priority is any Refugees without a Riot counter then any Cities without a Riot counter. Your choice if more than one option. If there is a Fort on the City or Refugee that is rioting, remove the Fort.
You may now reduce your Food Reserves Track by 1 (only) to remove any one single Riot counter.
6.3. Determine PPs
The number of PPs is determined as follows:
- Turn 1 = roll one D3.
- Turn 2 = roll one D3 and add 1 to the total.
- Turn 3 = roll two D3 and add them together.
Keep note of this on the PP Track and reduce the PP Track as they are spent below. PPs cannot be saved from turn to turn.
6.4. Spend PPs on Tracks
- A maximum of ONE PP may be spent to increase the Research Track by 1.
- A maximum of ONE PP may be spent to increase the Food Reserves Track by 1.
- A maximum of ONE PP may be spent to change the DEFCON by 1.
6.5. Air/Nuclear/Biochemical Strikes
As many PPs can be used as available, with each strike costing 1 PP.
- Air Strike (can only be carried out if the Air Strike Track is 1 or more and DEFCON is 1, 2 or 3): Reduce the Air Strike Track by 1. Pick a Region with Zeds and roll a D6 for each 5 Zeds (or part thereof), subtracting the Zed Toughness from each roll (to a minimum of 0). Remove this number of Zeds. For example, there are 7 Zeds in a Region and the Zed Toughness is 2. The player rolls 2 D6, subtracting 2 from each roll. They roll a 6 and a 1. 6-2 = remove 4 Zeds, 1-2 = remove no Zeds. So, a total of 4 Zeds are removed.
- Nuclear Strike (can only be carried out if the DEFCON is 1): Pick a Region. Remove all counters in the Region. Do not replace cities with Refugees or Refugees with Survivalists. Place a Nuclear Strike counter in the Region. Repeat as often as desired – up to a maximum of 10 nuclear strike counters during the game.
- Biochemical Strike (can only be carried out if this has been achieved via a research roll and DEFCON is 1 or 2): Pick a Region with Zeds and roll two D6, add the result together and remove that number of Zeds.
6.6. Build Units
It costs 1 PP to build a unit. As many PPs as desired can be spent to build any of the following units, depending on the DEFCON level:
- DEFCON 5: None.
- DEFCON 4: Fort, National Guard.
- DEFCON 3 or less: Fort, National Guard, Army, Marines.
Note that National Guard, Army, or Marine units, which have been eliminated/removed and are now in the "Removed Military" box, cannot be rebuilt.
Units can be placed as follows:
- A DZ.
- A City that does not have a Riot counter on it.
- A Farm that does not have a Riot counter on it.
- The Open Area in the Region that does not have a Riot or Nuclear Strike counter in it.
As many units as desired can be placed in each of the above except Forts. Only one Fort can be placed in each of: City, Farm, Open Area, or DZ.
6.7. Move Units
A PP can be spent to move a single unit to an adjacent Region or DZ. Units can be placed in any City, Farm or Open Area in the new Region.
A PP can be spent to move a single unit from one Area (City, Farm, Open) to another Area in the same Region – such as from a City to the Open Area.
Refugees can also be moved provided they do not have a Riot counter on them. However, refugees cannot be placed in a DZ.
Survivalists, Forts and (obviously) Zeds cannot be moved. A unit may be moved more than once, if desired, but the cost is 1 PP per individual move.
6.8. Attacking Zeds (Free)
As Zeds must be in open Areas in Regions, only units in Open Areas with Zeds may attack (even if a Fort is also present). This is optional and does not cost PPs. The following units may attack Zeds in any order desired: Survivalists, National Guard, Army, Marines.
Note that all the Zeds in the Region must be attacked. Compare the strength of the attacking unit with Zed Toughness rating. If the unit strength is greater than the Zed Toughness then roll two D6 and add them together, otherwise roll one D6. The resulting number is the number of Zeds eliminated. If not all Zeds are eliminated, then the attacking unit is eliminated, in which case place National Guard, Army, or Marines in the "Removed Military" box. An eliminated Survivalist is not placed in the "Removed Military" box but is just removed from the map.
7. End Turn
The game immediately ends if any of the below criteria are met.
- It is the end of Turn 10.
- All Cities have been removed – in this case the game immediately ends, and you have lost.
- All Zeds are removed from the map.
If the game has not ended, increase the Turn number and return to the Random event roll. If the game has ended, calculate your final victory score as follows:
- City without a Riot counter on it = 3 points.
- City with Riot counter on it = 2 points.
- Refugee without Riot counter = 2 points.
- Refugee with Riot counter = 1 point.
- Farm = 1 point.
- Region without any Zeds or Nuclear counters in it = 1 point.
- Bonus = if all Zeds are eliminated then +1 point per Turn before Turn 10 (e.g. +2 points if all Zeds are eliminated on Turn 8).
The maximum is 30 points for all 10 cities, plus 11 for all farmland, plus 20 for all Regions, for a total of 61. In theory, this could be higher if random events have added Refugees from other countries, or the Zeds are all eliminated before Turn 10.
Player Victory Level Table
| Score | Level |
|---|---|
| 61 or Greater | Perfect Score |
| 56-60 | Excellent |
| 51-55 | Good |
| 46-50 | Average |
| 41-45 | Poor |
| 31-40 | Awful |
| 21-30 | Dreadful |
| 11-20 | Apocalypse |
| 10 or Less | Extinction Level Event |