This is described as an Easy Mission for two Survivors and can be played solo (as I did) or with two players. As such, this is an ideal scenario to play first and is more of a challenge than the introductory tutorial scenario in the Season 1 rulebook. The two Survivors I chose were Chuck and Fred, both Season 2 promo figures. I deliberately chose these two because they complement each other very well and because of their likenesses to Ed (Nick Frost) and Shaun (Simon Pegg) from the classic zombie film, Shaun of the Dead. For me, they were obvious partners. Fred/Shaun would be far too sensible to get trapped in the toilets but it is just the kind of mishap that would befall Chuck/Ed.
"We had the key. We were close to the generator. Why did I have to use the damn toilet? Splitting up is rarely a good choice, especially when there are only two of you, but it is a relatively safe part of town. Now I am trapped and cornered with the only key to the generator room, which was the whole point of coming out here. We need that generator. Better solve this quickly before the others learn about our stupid mistake, or they are going to laugh at us for years!"
1 - Reunion. Have both Survivors stand together in the same Zone. You can't take the red Objective until it's done.
2 - Reactivate the Generator. The generator room is marked with a red "X". Take the red objective.
3 - Reach the Exit Zone. Reach the Exit Zone at the far left of the board with both Survivors. If one of them dies, the mission fails.
1 - The Generator. The objective marked with the red "X" gives 5 experience points to the Survivor who takes it.
2 - It's quiet, for the moment at least. Use only Zombie Cards #1 to #24 from Zombicide Season 1. This means that no Abominations will spawn nor will there be any nasty surprises like Zombies getting an extra Activation or emerging from the sewers.
3 - Wandering threat. At the beginning of the game, place 3 Walkers in the diner on board 6B.
4 - Split without enough weapons. Survivors start in different locations and with specific Equipment. The one in the toilets of the diner on 6B (Chuck) starts with a Crowbar. The one on the street of 7B (Fred) starts with a Fire Axe.
5 - Where's the key? Only the Survivor on 6B (Chuck) can open the door to the generator room. He has already taken the key, so he starts with 5 experience points.
In each Turn, there are three Phases. In Phase 1 the Survivors act. In Phase 2 the Zombies act and Phase 3 is the End Phase, in which all the Noise tokens are removed from the board and the First player token is passed to the next player in line. If playing with multiple players the First Player token is passed clockwise to the next player at the end of the Turn. If a player is controlling more than one Survivor (as I was), he gets to chose in which order they will act per Turn. For the sake of simplicity I had Chuck act first each Turn, followed by Fred. Survivors start the game with three Actions per Turn, whilst most Zombies have only one Action per Turn (Attack or Move). Zombie Runners get two Actions per Turn.
CHUCK. First Action. Search. Searches may only be performed indoors. Only one Search per Survivor per Turn is allowed and then only if there are no Zombies in the room. I draw the top card from the Equipment card deck and reveal it to be a Shotgun. This is a good start as Chuck now has a melee weapon (his Crowbar) and a ranged weapon in his hands.
Second Action. Make noise. I do this to let Fred know where he is. Of course, making noise will also attract Zombies but Chuck is not the sharpest tool in the box and he thinks this is a relatively safe area of town.
Third Action. Make noise. This is indicated by the black and yellow Noise tokens. Zombies will move towards any visible Survivors but if none are in sight they'll move to where the most noise is coming from.
Second Action. Move North one Zone.
Third Action. Move East one Zone.
Spawn Zone 1. I turn over the top card from the Zombies deck. Each card is divided into four coloured sections which correspond to the Danger Levels found on the Survivor ID Cards (Blue, Yellow, Orange and Red). The Danger Level chosen on the Zombie card equals the most elevated Danger Level among any active Survivors. Chuck and Fred are both in the Blue Danger Level, so this is the choice I must make. As a result I spawn one Walker.
Second Action. Make noise.
Third action. Search. This time Chuck finds Glass Bottles. He stows them away in reserve.
Second Action. Melee Combat with his Fire Axe, which uses 1 die to hit and which wounds on a roll of 4+. He rolls a 6, as represented by the Molotov Cocktail symbol on the Zombicide dice. A Fire Axe causes 2 Wounds, which is more than enough to kill a Walker who only has 1 Wound. The Fire Axe is silent when used in melee so he does not generate a Noise token.
Second Action. Ranged Combat with his Shotgun. A Shotgun has two dice to hit and an accuracy rating of 4+. Unfortunately for Chuck I rolled double 1 and so both shots missed. Bummer! No matter how many dice you roll to fire a weapon you only ever generate one Noise token per Action.
Third Action. Ranged Combat with Shotgun. This time Chuck rolls a 4 and a 6, resulting in two hits and two kills. A Shotgun causes 2 Wounds per hit, which will kill any Walker, Runner or Fatty. He generates a second Noise token.
Second Action. Move East one Zone, bringing him inside the diner.
Second Action. Moves South one Zone. This brings him into the diner along with Fred. As a consequence, the first objective, Reunion, has been achieved. I should have took a photo of their reunion but I forgot. Sorry.
Fourth Action. Ranged Combat with Shotgun. He shoots at the Walker in the adjacent Zone and scores a 3 and a 6, which is a miss and a hit. The Walker is killed and a Noise token is generated.
Third Action. Moves North one Zone. He could have fired at the Walker standing on Spawn Zone 2 but I chose to move instead as I wanted my two heroes to reach the generator room as soon as possible. It was a calculated risk on my part but was it the right one?