Project Z
Project Z
game elements
Character Cards on the
The way a team is chosen and miniatures Character is any miniature
one of
gathered for a game is represented by board being managed by
oes,
the set of Character cards each group has the players. This includes her
ors
archetypes and common surviv
available to them. The Survivors Guide
For Dummies explains to you in detail how
zom bie s while
to use these cards to prepare a group of alike but excludes the
e.
miniatures for a game. these are managed by the gam
All Character cards share the following
key elements:
1. Number of miniatures - represented by a
TEAMS:
number of silhouettes.
Groups of Surv
2. General prole of the miniatures in the ivors, Motorcy
Gangs or Spec cle
ial Operations
card. are all options units
when choosing
3. Special traits of the combatants. which miniatu
res you wish to
a game of Proj play
4. Grit tokens that the card contributes to these rules we
ect Z. Througho
ut
the Grit pool of the group. refer to all thes
options as TE e
AMS.
5. Special traits & Rules summary shown
on the back of the card for convenience.
2
Zombie Entry Points Grit Tokens
Project Z is supplied with six When the going gets tough
double-sided Zombie Entry and youre facing dicult
Points to mark the positions from odds, courage, anger and some true
where the zombies enter the game in determination sometimes bring better
waves. During the Upkeep Phase, zombies results than skill itself.
are gathered adjacent to the Entry Points Your starting pool of Grit is determined
according to the scenario rules, ready to when you create your team, this can go
move during the ensuing Action Phase. up and down. Grit tokens are used in a
Zombie Entry Points are double-sided number of ways, depending on when they
markers with one side showing the are used.
Escalation Entry Point (marked with a Z). Any character can use the teams Grit,
Certain events will trigger the escalation even if they did not contribute to the pool
in numbers of zombies appearing from each themselves.
Entry Point. This escalation is explained
in each scenario. When Entry Points
escalate, ip the markers so they show Combat Cards
their escalation side. When not specied Project Z is supplied with a deck of 36
otherwise, all Entry Points escalate at the Combat cards that are primarily used to
same time. increase the number of and scored
on a combat roll.
Wound Tokens
Some characters are more adept when
it comes to surviving the daunting
environment, being either far more heavily
armoured or skilled at surviving.
Characters with multiple wounds on their
Character cards, take a Wound token ( )
after being injured, rather than roll on the
damage table. If a character already has
their allocation of Wound tokens, then roll
on the damage table as normal next time
they are injured.
Reload Tokens
Ammunition is in short
supply and weapons are dicult
to reload in the heat of battle. Whenever
a character res a weapon place a single
bullet Reload token next to it, this can
be cleared in the Upkeep Phase. If the
weapon has the Reload special rule then
one shot from it needs twice the amount
of clearing, in this case put the double
bullet Reload token next to it. A character
can never re a weapon if it has any
Reload tokens on it.
3
Main RULES
Project Z is a scenario driven skirmish wargame 1. INITIATIVE PHASE
played in a series of turns in which opposing At the beginning of each turn players roll ve
players move and combat with their miniatures Combat dice to determine the order of initiative
in order to achieve the greater number of Victory during the turn. The player that scores the most
Points during a set number of turns. becomes the ACTING player. Players who tie
While all this happens, a horde of zombies, re-roll all their Combat dice.
controlled by the game, tries to get to them for
a good meal! 2. ACTION PHASE
When initiative order has been resolved the
Game SET UP sequence follows this simple structure:
A fter the players have decided which scenario to Movement Sub-phase
play, it is time to set up the gaming area, grab the ACTIVE player moves.
counters and each players team. Next player moves.
To create a team, players must agree on the Zombies move.
number of Character cards they will be using
between 1 and 4. The scenario will describe the Shooting Sub-phase
location of the Zombie Entry Points and their ACTIVE player shoots.
escalation rules. Once these have been clearly Next player shoots.
marked, players arrange the desired scenery Zombies groan incoherently.
elements according to their taste and collections.
If you are playing with the Additional Rules - Melee Sub-phase
For True Survivors, players also receive 5 random ACTIVE player moves and ghts.
Combat cards from the Combat cards deck and Next player moves and ghts.
their corresponding number of Grit tokens. Zombies move and ght.
4
All players may pre-measure a characters the shooting action in the following manner. The
movement before committing to the nal position, shooting character is called the attacker with the
but once a character has been moved it cant be objective miniature being the target.
taken back. After declaring the intended target, the attacker
You may move through characters from your checks the Line of Sight (LOS) and range.
own team with no penalty, but you may not nish
on top of them. You may not nish your movement 2.2.1 Deter mine Line of Sight
within 1 of a non-friendly model in the Movement For a character to be able to take a shot it must
Sub-phase. be able to see its target. Use the movement ruler
To complete a movement action, place the to show the corridor of the shot. If there are no
movement ruler provided, or use a tape measure. enemy miniatures (including zombies), obstacles
Place the device at against the base of the or walls (see page 10) then the shot is clear.
miniature and move it along so by the end of this If there are any of the above elements in this
movement no part of the base has moved beyond corridor then the target is deemed to be obscured.
its movement value in inches.
Target Obscured:
Shots taken against obscured targets become
Inaccurate. Inaccurate shooting actions receive
a penalty of -1 for each obstruction or rule that
makes the shot Inaccurate . This may mean that
some shots become impossible as the number of
penalties reduce the Combat dice to 0 or less.
6
Compare the results obtained by both The player controlling the Survivor scores 2
combatants. The side that scored the highest while an opposing player rolling as the zombie
number of wins the melee round and resolves scores only 1 .
the damage. See next page for damage. The Survivor inicts one HIT on the Zombie and
When a zombie is involved in the melee, the rolls once on the damage table.
opposing player will roll the zombies Combat dice
to resolve the combat. All rules apply normally. Example of a multiple melee combat
All weapons showing c in their range value on
the weapons pro le table can be used in melee.
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2.3.2 Zombies 3. UPKEEP PHASE
Zombies move and engage in the same way as the At the end of each turn, starting with the
rest of the characters. ACTING player, each player resolves the
After all characters have engaged and resolved following steps.
their melee actions the zombies get to Engage
the nearest character within 2. Once in base 1. Recover Shocked miniatures
to base contact, zombies attack immediately 2. Roll to Reload weapons
following the normal rules for combat and 3. Replenish Combat card hand
multiple combats described above. Zombies act 4. Spawn zombies
in groups and for this reason whenever possible
several zombies must always engage one single
character. 3.1 Recover Shocked Miniatur es
Zombies have the following pro le: Starting with the player with the initiative, all
players stand their Shocked characters back up.
Zombie Traits Zombies stand up last.
Brain-dead
Blood Thirst
4 1 2 - (Hunter*)
3.2 Roll to Reload Weapon s
When using the Additional Rules - For True
*Zombies become Hunters when the scenario escalates Survivors, every time a character uses a re
(see scenarios in the Survivors Guide For Dummies)
arm, the controlling player places one Reload
token ( ) next to the character. During the
DAMAGE Upkeep Phase, each character rolls one Combat
A fter determining the number of HITS during a die for every Reload token they have. A player
shooting or a melee attack, you must determine may remove a Reload token for every scored.
the fate of the target by making one damage roll A character with a Reload token cannot use
on the damage table below for every left. any of their ranged weapons until all tokens are
removed in this way.
9
Appendix
SCENERY AND TERRAIN
The streets of Project Z are littered with
trash; from boxes and oil drums to old
appliances as big as refrigerators, all being
the result of previous raids or from the chaos
that occurred years ago when the plague
started.
All rules for movement and combat are
designed considering that the combat area is
littered with small piles of rubble and general
rubbish that would not hinder the actions of the Trying to escape from the menacing zombie horde,
characters to the extent of having an eect on these two Survivors are trying to reach the other
the game. However, there are certain elements side of the barrier.
that could reduce the mobility, visibility or the The Survivor with the chainsaw checks the
combat eectiveness of the characters. distance to the other side of the obstacle. He must
clear his base from the obstacle by moving up to 3
(his 6/2). Unfortunately, he would not be able
1. OBSTACLES to do this and must stop his movement in base
contact with the closest side of the barrier.
We consider obstacles as the more bulky The second Survivor, armed with an assault
elements of scenery that present a physical rie, is closer to the barrier and can clear his
barrier between the character and the movement to the other side by moving the
place they wish to move to, or between hindered value (again, 3)
the character and their target when
determining the Line of Sight to resolve an 2. WALLS
attack. Common examples of obstacles are
Sometimes an obstacle can be a real
cars, urban barricades or large white goods
challenge to cross due to its height. These
(like fridges, washing machines, or even a
obstacles act as impassable high barriers
bath tub!).
for which we will use the generic term
A miniature cannot end its movement
walls. Walls cannot just be walked through
inside or in the middle of an obstacle, but
or jumped over, but instead must be
otherwise can try to cross it by halving its
moved around. Walls can be the obvious
normal movement value ( ) if any part
four facades of a building, high vehicles
of the movement would be aected by the
like trucks or vans or a car on its side, for
obstacle.
example.
If the character cannot cross the obstacle
To check if an obstacle is also considered a
in one go, they will need to nd a dierent
wall, stack two Combat dice together. If the
route or stop in base contact with the
obstacle is taller than the height of the two
obstacle before crossing it in the next turn.
dice, the object is considered a wall. A wall
Obstacles interfere with the LOS when shooting
blocks all movement and LOS
making any shot passing through them.
through it (see page 5).
Walls block the LOS
lie s in th e wa y of a altogether and shooting
Anything that
ot he r fr ien dl y through them is not
minature, except permitted.
dered an
miniatiures, is consi
obstacle.
than two combat
An obstacle higher
er is also a
dice stacked togeth
wall.
10
3. KING OF THE HILL
The way Project Z is presented and the
way it plays, invites you to make a more
cinematic use of the scenery elements than
just mere obstacles. When surrounded by a
erce horde of zombies, some high ground
could be the dierence between life and
death.
11
After reading these rules you are now Credits
ready to take to the streets and try to Original Concept, Game & Product Design:
survive a zombie apocalypse. Ricard Fortun
Assume control of one of the many teams Additional Game Rules & Scenarios:
of Survivors, groups of left-behinders that Andrew Chesney, Ricard Fortun & Gabrio
have bound themselves to each other to Tolentino
get a slim chance of making it through to
another day. Cover Art:
Antonio Manez
Kill or be killed in a world that no longer
has rules. So choose your friends wisely as Internal Art:
not all are created equal. EDGE Studio & Angelika Rasmus