Field Manual
Everything in Last Days: Zombie Apocalypse and Seasons the tracker uses. Stats and costs are as printed; rules are summarised with page numbers (LD = core rulebook, S = Seasons).
1. Bushwhack
Last DaysLD p.100
Set-up: A Selfish leader attacks (unless both are Selfish: roll off). Open centre. Defenders deploy up to 3 within 6" of the centre, leader included, each carrying a Supply Token. Attackers deploy up to 6, leader included, within 3" of any edge; the rest stay home. Then 3 zombies, not within 6" of an edge or a character.
Special: Whenever Noise would summon a zombie, the defender may instead bring on one of their undeployed members.
Ends: All Supply Tokens have left the table, or one or both groups break.
2. Home Defense
Last DaysLD p.101
Set-up: Roll off for attacker. The defender's refuge (2+ doors, 4 windows, 6"×6") goes on the table. 3 Supply Tokens inside, 2 within 4" outside. Defenders within 4" of it, attackers within 3" of any edge. 3 zombies, not within 6" of a character or inside.
Special: Defenders fight to the last: no Breaking Point tests, and they can't carry Supply Tokens off. Refuge perks (Fences, Reinforced Doors, Solid Structure, Watch Tower) apply.
Ends: All Supply Tokens have left, the attackers break, or every defender is Out of Action.
3. Massacre Site
Last DaysLD p.103
Set-up: Normal set-up. After deployment, roll off and alternate placing 5 zombies within 8" of the centre, each carrying a Supply Token.
Special: Zombies carrying Supply Tokens are slowed by Heavy.
Ends: All Supply Tokens have left the table, or one or both groups break.
4. Rescue
Last DaysLD p.104
Set-up: 3 Supply Tokens within 8" of the centre. The group with a captured character attacks (otherwise roll off). Captive(s) in the centre. Defenders: up to 3 within 6" of the captive; attackers: up to 6 within 3" of any edge. 3 zombies, not within 6" of a character.
Special: Noise may bring on undeployed defenders instead of zombies. Captives are carried like Supply Tokens.
Ends: All Supply Tokens and captives have left, or a group breaks. Attackers rescuing a captive get them back with their gear; defenders keep the gear. A captive who isn't a group member joins as an unarmed Survivor if there is room.
5. Scavengers
Last DaysLD p.105
Set-up: Normal set-up and Supply Tokens. After deployment, roll off and alternate placing 3 zombies within 6" of the centre line.
Special: None. The recommended first game.
Ends: All Supply Tokens have left the table, or one or both groups break.
6. The Escape
Last DaysLD p.106
Set-up: An escape vehicle in the centre. Normal terrain and Supply Tokens. 3 zombies within 6" of the centre line.
Special: Interact and pass Intelligence/15 to start the vehicle; every earlier attempt by either group gives +1. Noise summons two zombies at a time. No Breaking Point tests.
Ends: Someone starts the vehicle, or one group is all Out of Action. The escaping group may then test Intelligence/8 with one character to add an Escape Vehicle perk.
When the Levy Breaks
Spring onlyS p.18
Set-up: No weather roll. 9 Supply Tokens, all in the open, a zombie within 3" of each.
Special: Line of sight 18". All ground floors are difficult terrain. A random edge is downstream: moving that way is a Run, then Strength/10 or lose the remaining AP (zombies run and test or take Knockback 5). End Phase: each loose token on a 1-2 drifts D6" downstream.
Ends: One group has all left the table or breaks. Each token carried off is ruined on a 1; tokens claimed from the table are ruined on 1-3.
Wildfire
Summer onlyS p.20
Set-up: No weather roll. Two extra Supply Tokens, then a zombie within 3" of each token.
Special: A random neutral edge burns: from the end of turn 1 the Fire Line covers 6" more each End Phase. Loose tokens in it burn on a 1. Zombies in it are ablaze (+1 CQC damage). Characters starting the Action Phase in it: Endurance/8 or 1 damage and -1 AP. Line of sight 18".
Ends: One group has all left the table or breaks.
The Reaping
Fall onlyS p.21
Set-up: No Supply Tokens. Two zombies per participating character within 3" of the centre line; half as many Supply Tokens, each on a zombie.
Special: Destroying a token-carrier lets you place its token in contact. Noise-summoned zombies carry a token on a 5-6. Carriers are Heavy 1. +2 XP per carrier destroyed.
Ends: One group has all left or breaks. An unbroken group may claim loose tokens with Strength/10 tests by characters not carrying one.
Whiteout
Winter onlyS p.22
Set-up: An abandoned refuge in snow. 7 Supply Tokens, then each player places 2 Fuel and 2 Meal tokens inside it (not within 2" of another token). One zombie per character within 2" of the refuge.
Special: Outdoor line of sight 6" (not for zombies). -1 to Shoot them in the Head; zombies -1 AP. Outdoor movement is difficult terrain.
Ends: One group has all left or breaks. Loose tokens: a free character passing Endurance/7 secures one each. Meal tokens give D3 Preserved Meals; Fuel tokens D3 Fuel.
From Dusk Until Dawn
CooperativeS p.73
Set-up: Up to 20 levels of characters inside a 12"×12" refuge in the centre. 6 fires within 8" of different edges, not within 10" of each other. Each player puts a Scavenge Token on up to 3 characters. 20 zombies, 5 per edge.
Special: Shooting range 3" unless the zombie is within 6" of a lit fire. Zombies crossing a fire catch alight (+2 CQC damage, always visible). Fires go out on a 1 each End Phase. Each End Phase D6 zombies arrive on each edge.
Ends: After turn 8. Tokens dropped are shared out among players with a character still standing.
No One Left Behind
CooperativeS p.76
Set-up: City outskirts. One Supply Token in the centre. Random entry edge; the opposite edge is the exit. Each player places one neutral Survivor in contact with one of their characters. 20 zombies along the three other edges.
Special: Survivors activate in the Menace Phase, moving toward the nearest visible or noisy character; they don't shoot or attack. D3 zombies arrive at the centre of each neutral edge each Menace Phase.
Ends: All characters and survivors have exited or are Out of Action. Each player gets a Supply Token per survivor escorted out (max 4).
The Hunters and the Hunted
CooperativeS p.77
Set-up: One zombie per character within 12" of the centre. Players deploy within 3" of one edge with up to 3 Supply Tokens each. One Hunter (Survivor profile; shotgun, revolver, rifle, knife or club) per character, from the far corners down the sides every 6".
Special: Hunters act in the Menace Phase before zombies: reload, go Locked and Loaded if a character is within 12", or close in, keeping 3" from zombies. Zombies ignore Hunters unless within 3". Hunters never break.
Ends: All characters exit the far edge (keeping their tokens) or the alliance breaks. Hunters count as rival members for XP.