1. Setting up the campaign
A campaign following the Deadzone 3 rulebook (the “Campaigns” chapter). Campaigns → Start new → Deadzone → official rules → “Let's go”. The wizard covers the name, description, image, number of players and the games: how many games each player plays (the book recommends 4–8; the site allows 2–10), how big they are (usually 100 pts) and who wins the campaign – most Campaign Points, most CR earned, or a final between the top two.
The organiser invites players (and may play too). Players can join during campaign setup and later, in the Events phase – a new player builds a Battle Group and plays from the next round.
The site runs the campaign, it does not police the game rules. Team composition, item limits and who may carry what are up to you – just like at the table. The site keeps the order, rolls the dice, does the maths and records the history.
2. Battle Group and roster
- Everyone chooses a faction and builds a 500 pt Battle Group (as in the book; the organiser can set a different value in the “Games” step): models from the faction catalogue (in the chosen loadout, with their own names) and Equipment for the Stores. You may have several Leaders; one plays in a game. Unspent points are lost – the campaign starts at 0 CR.
- After “Confirm Battle Group” the roster is changed only by the post-game steps and by the organiser (corrections).
- The roster shows stats (after upgrades and injuries), keywords with descriptions in tooltips, ranks, veteran dice, Stores and credits (CR). Everyone's roster is visible to the participants.
- Items have one price list for all factions. Availability and limits from the faction lists are up to you.
3. A round step by step
In every round each player plays one game against the opponent from their drawn pair. There are as many rounds as games per player.
- Events – the organiser opens the round and describes in the chronicle what is happening in the zone.
- Preparing the games – the site draws pairs (avoiding rematches where possible), the organiser sets the game size and changes pairs if needed. Players confirm their pair and send their Strike Teams. With an odd number of players someone sits out (each at most once until everybody has).
- Battles – you play at the table and enter the reports.
- Resolution – everyone goes through the 7 post-game steps on their roster.
- End of round – a summary in the chronicle and the next round.
The organiser switches the phases. A round moves on only when everyone has done their part – the site tells you what is missing.
4. The game: team, Underdog, report
- The site rolls the scenario with two d8 (16 missions from the rulebook) once both sides have sent their Strike Teams. It changes only when both players propose the same one – including missions 17–22.
- The Strike Team comes only from roster models (dead ones and those missing the game after an injury cannot play) – models out of action are listed separately. You pick Equipment from the Stores for the whole team (how many of each); who carries what is in your list. You can hire a mercenary for 10% of its cost in CR (it does not join the roster). Once the Strike Team is sent, the “Game card (PDF)” button gives a ready printout: model cards with stats, weapons and special orders, keyword and item descriptions, an item table with space for who carries what, and an after-battle sheet to copy into the report.
- The weaker team gets Underdog dice: as many as the difference in total ranks. Add them to Shoot, Fight and Survive tests – one per roll.
- Report: winner or draw, VP, killed models and models that killed an enemy or scored VP, plus the one-use items used and the items found in the game. One player enters it, the opponent confirms or enters their own version – matching versions are confirmed, disputes are settled by the organiser (or one player accepts the other's version). Reports sent at the same moment also end up in a dispute – none is lost, and “Confirm” will not approve a report the author has just changed. The result goes to the chronicle. For a game that was not played the organiser awards a walkover: the absent player loses, both sides 0 VP, no casualties and no ranks (no commendation either). The absent player gets only 1 Campaign Point – no CR or exploration, but recruitment and shopping; the winner gets CR and Campaign Points as for a win, and exploration.
5. After the game
- Return items – Equipment returns to the Stores (also from killed models), used one-use items are removed, found items are added – as in the confirmed report.
- Casualties – the site rolls a d8 for every killed model; surviving Medics and Medi-Packs add +1 to chosen results. 1 – dead, 2 – shaken, 3 – injured, 4–7 – misses the next game actually played (byes and walkovers don't count), 8 – unharmed. Before “Apply results” each roll shows what it means and what a bonus would give. An injury to a stat the model lacks (“–”) has no effect.
- Experience – +1 rank (at most one per game, up to rank 5) for models that killed an enemy or scored VP, and for one commended model – the commendation is mandatory when your Strike Team has a model it would rank up. Reward: a stat upgrade (once per campaign), a veteran die or a keyword from the table for the model's type. Living Legends do not rank up.
- Ranks come after the casualty roll: a model killed in the game that survives the roll (injury, sitting out, unharmed) ranks up as usual; one that dies for good does not.
- A veteran die is permanent. The model can use each of its dice once per game, adding it to its own Shoot, Fight or Survive test (decide before rolling; several at once are allowed). In the next game it has them all again. There is no limit; they are lost only when the model dies.
- A stat upgrade (RA, FI or SV +1) – once per campaign and never better than 3+. It makes up for an injury to the same stat: e.g. FI 3+, 4+ after an injury, 3+ again after the upgrade.
- A keyword from the table for the model's type – each only once, so a model can't take a keyword it already has on its card (also on its variant's weapon).
- CR – for the game: win and draw size/10, loss 5 more (100 pts: 10 / 15 CR). Campaign Points: win 3, otherwise 1.
- Exploration – the site rolls a D88; the winner may take an adjacent result. Loot, CR, traps, ranks and Strategic Assets go onto the roster (Rebs with Civilian Survivor may add a Rebel Trooper for 2 CR). Brush with Death draws a surviving Strike Team model – a Living Legend or a rank 5 model gets nothing.
- Recruitment and resupply – one recruit for CR (rank 0), buying items, selling for half price. If after exploration your Battle Group has no living Leader, you must buy one straight away, before other purchases (it doesn't use up the recruit limit); if you cannot afford it, the cheapest one is free. The Plague can keep models added during the game by the Infection order – for their cost in CR, on top of the recruit limit.
- Done – “Finish resolution” closes it (no confirmation by the opponent) and a summary goes to the chronicle. After that only the organiser corrects the roster.
A player on a bye gets the average CR and Campaign Points from the games played that round (walkovers don't count; if no game was played – the average of a win and a loss), no ranks or exploration, and goes straight to recruitment. A bye isn't a game: a model that has to miss the next game misses the next one actually played.
6. Strategic Assets
The city map has four sites – each has one holder at a time:
- Landing Pad – +5 CR in exploration after every game.
- Field Hospital – after a game one killed model recovers at once.
- Fortified Outpost – after a game played (not after a bye) 4 × Ammo can buy +1 rank.
- Satellite Uplink Array – an extra model with Communications Relay in round 1 of a game.
Whoever rolls an asset in exploration takes it (two players from one game – a roll-off, no matter who resolved first). When your pair is the holder you can challenge them: the defender has the initiative, and a winning challenger takes the asset instead of exploring. There is only one challenge per game – whoever declares it first is the challenger and the other defends; only the challenger can change or withdraw it.
7. End of the campaign
After the last round the organiser ends the campaign. The standings (Games tab) count Campaign Points or CR earned – depending on the settings. With a final between the top two there is one more round after the league rounds: the top two play, and the winner of the final wins the campaign.
A player can leave on their own (“I leave the campaign” on the Players tab), and the organiser can mark any player as leaving (“Player leaves the campaign”): the arranged game is a walkover, their assets become free, and the roster and history stay, marked “left”.