Sie sind auf Seite 1von 24

A Zombicide Black Plague campaign of 7 linked quests.

Campaign rules
Players cannot choose survivors that begin with the skill +1 Damage [type], +1 Damage with
[equipment] or Super strength.

The equipment deck consists only of the core deck. No expansion equipment allowed until quest 4.

The zombie deck consist of only the core deck; however, expansion zombies are added for different
quests.

Survivors retain equipment, experience and skills between quests. During quest 1 to 3 the highest
experience level is red; during quest 4 to 6 survivors can again level up to red ( see Wulfsburg expansion
Ultrared mode p. 10) and during quest 7 survivors can level up to red a third time. Wounds are healed
between two quests. Also, at the beginning of any quest except quest 1 survivors can distribute
any equipment they have gathered in former quests between themselves as they like.

Though objectives can be attained, only survivors who leave through the exit zone are considered to
have survived the quest. Players can continue the quest till all remaining survivors have escaped in
order to have them survive the quest.

A survivor who dies is removed from the game and all his equipment is lost (placed on the
equipment discard pile). Vault items in his possession are left on the zone where he died and can be
recovered by another survivor in the zone by spending an action as long as there are no zombies in
the same zone. The player starts the next quest with another survivor at the blue experience level.

Necromancer rules
Only 1 necromancer appears in every quest. If the necromancer is killed, ignore all subsequent
drawn necromancer cards during the quest, unless instructed otherwise.
All necromancers have 2 special abilities. The first ability is activated every time a necromancer card
is drawn and is in addition to its regular effect; the second is always in effect as long as he lives but
only takes effect when the necromancer first appears. Only the second ability remains in effect for
the rest of the campaign if the necromancer can escape.
If the survivors have attained all objectives and left through the exit zone but the necromancer still
lives, he is considered to have escaped. If the survivors have attained all objectives and left through
the exit zone before the necromancer (re)appears in the game, he is considered defeated.
Note that when a necromancer is killed, you can remove a spawn token.
Abominataur
When the abominataur breaks through walls, alternative routes to an objective are created. These
can be used to the survivors advantage. E.g. if the abominataur breaks through the walls of a room
that can only be entered after a specific objective is recovered, then the survivors can enter the
room through the breach, without need of recovering that specific objective. Breaches dont trigger
the activation of specific conditions from opening a specified door; but do so for specific conditions
from entering the room.
Quest 1 The Necro Files
We always believed that the Cabal consisted of six necromancers, but rumors told about a seventh
necromancer who was a mentor to them all. He was the one who gave them the knowledge and the
power to raise the dead into mockeries of life. Though we lacked any information about his identity,
we all agreed that his demise was our end goal. His death would prevent other necromancers from
rising.

Finding him wouldnt be easy; we needed information. And so we enacted a bold plan, breaking into
The Bone Generals office and steal the Necro Files. It would be crawling with zombies, as the Bone
General had a knack of quickly spawning many zombies, but it is worth the risk. Not all of us would
survive, but all of us were prepared to give our life to end the zombie nightmare and defeat the
necromancers once and for all.

Objectives
The Necro files: Take the blue objective (place it on the survivors dashboard and gain 5
experience points) and escape with it. The necro files count as an object and can be passed
between survivors, though it takes up no place in the backpack. Once a survivor reaches the exit
zone, he can escape at the end of the round as long as there are no zombies in it. Should a
survivor be killed while carrying the necro files, the token is left in the zone where he died and
can be recovered by another survivor in the zone by spending an action as long as there are no
zombies in the same zone.

Special rules
Setup: Put the green objective randomly among the 3 red objectives, face down.
Secret door: When the green objective is found, replace it by the second purple vault door. The
survivor who found the secret door gains 5 experience points.
Alarm is raised: Once the blue objective is taken, the blue spawn token activates. The blue
spawn token cannot be moved.
Zombie deck: Include crowz
Necromancer
o If a necromancer card is drawn: All spawn tokens activate. If this happens during the
zombie phase, the spawn tokens are activated again after their initial activation for each
necromancer card drawn.
o Permanent effect: The threat level for spawning zombies is 1 higher than indicated by
the highest survivor experience level.
Quest 2 Gearing up
The necro files yielded an unexpected bonus: the location of some legendary weapons that could kill
the 7th Necromancer. If we act quickly, we could recover them before The Rotten Wolf, a druid who
was swayed by the powers of necromancy and now controls a horde of wolfz.

Objectives
Artefacts: Take both vault items and escape with it. Once a survivor reaches the exit zone (which
is the same as the survivors starting zone), he can escape at the end of the round as long as
there are no zombies in it. Should a survivor be killed while carrying an artefact, the artefact is
left in the zone where he died and can be recovered by another survivor in the zone by spending
an action as long as there are no zombies in the same zone.

Special rules
Setup:
o Put a vault artefact randomly in each vault.
o Put the blue and the green objectives randomly among the 4 red objectives, face down.
Doors and keys: The blue door cannot be opened until the blue objective has been taken. The
green door cannot be opened until the green objective has been taken. The fortified door
between the two vaults can only be opened when using a weapon (can be augmented by skills)
that inflicts 2 damage.
Whats this? Each objective including the blue and green objectives gives 5 experience points
to the survivor who takes it.
Zombie deck: Include wolfz (and wolfbomination)
Necromancer
o If a necromancer card is drawn: All wolfz are activated.
o Permanent effect: Experience provided from a zombie kill is reduced by 1.
Just a scratch: The zombies are infectious. If a survivor is wounded, place a token on his
dashboard. As long as the token remains, he is infected and will suffer 1 wound at the beginning
of his turn. The token is automatically removed when the survivor is at full health again. If a
survivor dies, he becomes an abomination.
Quest 3 Scorched earth
I knew of an old crypt where we could probably find more legendary weapons. But when we arrived
at the village near the crypt, we witnessed Robin of Deadlock torching the houses in an attempt to
destroy as much provisions and equipment as possible, denying us these valuable assets. We
werent going to let this happen, and charged him head on. That was, till his band of merry undead
started to pelt us with arrows. Sadly, this wasnt the end of our surprise.

Objectives
Artefacts: Take both vault items and escape with it. Once a survivor reaches the exit zone (which
is the same as the survivors starting zone), he can escape at the end of the round as long as
there are no zombies in it. Should a survivor be killed while carrying an artefact, the artefact is
left in the zone where he died and can be recovered by another survivor in the zone by spending
an action as long as there are no zombies in the same zone.

Special rules
Setup:
o Put the blue and the green objectives randomly among the 5 red objectives, face
down.
o Put 2 vault artifacts randomly in the vault.
o Put the necromancer on his starting zone.
o The blue spawning zone cannot be moved. Note that due to its place, most of the
time all zombies spawned here will split on their next activation.
o Map setup: 1 street of 9 tiles long. The numbers connect to each other: 1 to 1 and 2
to 2.
Doors and keys: The blue door cannot be opened until the blue objective has been taken.
I found the vault key! The blue objective gives 5 experience points to the survivor who takes it.
The Death Knight: The entombed hero has been turned into a death knight. Once the vault door
is opened, spawn zombies as if the vault were a standard room and the death knight. The
death knight is an abomination if already in play, remove him from play and spawn him here
equipped with the 2 vault items. The death knight can use these items. When slain, the items
can be recovered by spending an action for each, as long as there are no zombies in the same
zone. Killing the abomination with dragon fire destroys the vault items as well. If so, the quest
has failed though the survivors must still exit the board to end the quest. The price for failure is
the loss of the highest experience level for each survivor (set on the lowest experience points for
the new experience level). This lost experience level cannot be regained during this quest.
Zombie deck: Include deadeye walkers
Necromancer
o If a necromancer card is drawn: The necromancer can move 3 extra zones. Also, set
the card aside as it also represents the necromancers extra life points. For each hit
(regardless of damage inflicted), a necromancer card is removed from his stack of
life points and returned to the discard pile. Dragon bile kills the necromancer
outright, regardless of life points remaining.
o Permanent effect: All zombies inflict 1 extra damage.
o Objectives: The necromancer has his own objectives. Once he finds the green
objective, he tries to escape to his starting zone. If he escapes the following effect is
in effect for the rest of the campaign: any equipment discarded is removed from the
game. The equipment deck will slowly be emptied until nothing remains.
o Movement: The necromancer can move 2 zones when activated. He always moves
to the nearest objective until the green objective is revealed. He then tries to reach
the green objective. If he can reach the green objective, he tries to return to his
starting zone. Note that if the survivors reach the green objective first, they can
ambush the necromancer and wait for his arrival. It takes the necromancer 1 action
to open a door, which triggers a zombie spawn as usual. If the necromancer
encounters the survivors, he tries to slip by and is considered to have the slippery
skill, but with regards to survivors instead of zombies.
Quest 4 The Magic Shop
The Magic Shop is a weird place. It is easy to get lost as the same portal doesnt always end up to the
same room; something we found out through experience. Our party got split up fairly soon after we
started scouting the place. It nearly got us killed too, as it became difficult to give each other proper
support. Luckily we found a ring to stabilize the portals, so we could move through as a team. And a
teleportation key to get out of this wizardly maze. And then I saw him, Franck Stoneheart, a
necromancer specializing in evolving zombies to a higher threat level. What was he doing here?
Should we pursue or keep to our original mission to kill the 7th Necromancer?

Objectives
Shopping spree: At least 1 survivor must escape the Magic Shop with at least 1 magical item in
his possession.

Special rules
Setup:
o Put the blue and the green objectives randomly among the 6 red objectives, face
down.
o Equipment from expansions (Wulfsburg expansion is a must) can be added to the
equipment deck.
o Spawn zombies in the starting area as if the survivors just arrived.
The maze: Moving through the Magic Shop is tricky.
o Each tile is a separate area without line of sight to other tiles. Effects cannot pass
between areas.
o All border street zones are portals. When passing through a portal (leaving the tile),
the player rolls 1d6 to see in which area the survivor arrives. When arriving in an
area, the survivor always starts in the blue shaded zone. This zone cannot be
searched.
o All doors are considered open. The first time survivors arrive in an area, zombies are
spawned for each room in the area, except for the arrival room.
o Spawning tokens cannot be moved. They are only active if a survivor is in the area.
o Zombies do not leave the area they spawn in. If there is no noise in their area, they
remain in the zone they are.
Ring of portal control:
o The green objective represents the ring of portal control and gives 5 experience
points to the survivor who takes it. It counts as an object and can be passed
between survivors, though it takes up no place in the backpack. Should a survivor be
killed while carrying the ring, the green token is left in the zone where he died and
can be recovered by another survivor in the zone by spending an action as long as
there are no zombies in the same zone.
o When a survivor who wears the ring passes through a portal, that portal remains
attuned to the room that survivor arrived in for the remainder of the round. Other
survivors using the same portal to leave the area in the same round will thus arrive
in the same area as the ring bearer.
Teleportation key:
o The blue objective represents the teleportation key and gives 5 experience points to
the survivor who takes it. It counts as an object and can be passed between
survivors, though it takes up no place in the backpack. Should a survivor be killed
while carrying the key, the blue token is left in the zone where he died and can be
recovered by another survivor in the zone by spending an action as long as there are
no zombies in the same zone.
o When used, the key creates a stable portal in the zone it is used that any survivor
can use to exit the Magic Shop at the end of the round as long as there are no
zombies in that zone. Once created the exit zone cannot be changed.
Its a trap: The Magic Shop is well protected against thieves and looters. A red objective is a trap.
Roll 1d6 to see what kind of trap it is and apply the effect. All traps have an area of effect equal
to the zone they are placed in and all zones within 1 range. However, walls, doors, ramparts and
other obstacles block the effect, unless noted otherwise.
o 1 Deafening: Put 6 noise counters in the zone and remove 1 during the following
zombie phases.
o 2 Entropic: All survivors must discard 1 equipment as it crumbles to dust.
o 3 Explosive: All survivors and zombies in the area of effect take 1 wound. Standard
doors but not vault doors are blown open by this effect.
o 4 Sticky: All movement including movement skills for the next round costs 1
extra action to use. Survivors in the area of effect that must yet act also incur this
penalty during the current round. Zombies are equally affected, but abominations
are immune to this effect.
o 5 Stunning: All survivors in the area of effect lose 1 action the next round.
Survivors in the area of effect that must yet act also lose 1 action during the current
round.
o 6 Teleportation: Every survivor rolls 1d6 and is teleported to a zone of his choice
adjacent and within line of sight of the corresponding spawning token (same
number as the area they are in).
Zombie deck: Include abomination pack and kickstarter exclusive abomoniations
Necromancer
o If a necromancer card is drawn: The necromancer can move 3 extra zones. All
walkers on the board become fatties and a fatty becomes a standard abomination.
Switch the fatty if any closest to the nosiest zone to an abomination and switch
walkers closest to the nosiest zone to fatties till you run out of fatties; leave the
remaining walkers as they are.
o Permanent effect: Minimum damage to destroy a zombie is increased by 1.
o Objectives: The necromancer tries to visit each area. Once he leaves an area, he
draws a card from the equipment deck. This card is set aside to be used by the 7th
Necromancer is quest 7.
o Movement: The necromancer can move 2 zones when activated. He starts in area 6
and tries to reach the nearest portal, which teleports him to area 5. He arrives in the
areas arrival zone and then makes his way to area 4 and so on. Once he escapes
area 1 he has successfully fled the Magic Shop. If the necromancer encounters the
survivors, he tries to slip by and is considered to have the slippery skill, but with
regards to survivors instead of zombies. Note that the necromancer doesnt trigger
any spawning of zombies.
Quest 5 Do it yourself
Crossroad Village is a well known place. Many artisans made up shop there, and though they fled
from the zombie horde, the shops would still be of use. Of course, after witnessing how the
necromancers were scourching the surroundings, we feared the place may already have been set
ablaze. As it turned out, the village was still intact but the necromancer Visz Savage had also just
arrived. She proved rather difficult to chase and burned down quite some shops, but we ultimately
killed her and her zombie pets.

Objectives
Objectives must be fulfilled in the order given.

Apprentice artisan: Create 4 different items. Each item must be created in a different shop.
Escape: Once a survivor reaches the exit zone (which is the same as the starting zone), he can
escape at the end of the round as long as there are no zombies in it.

Special rules
Setup:
o Put the blue and the green objectives randomly among the 7 red objectives, face
down.
o Put the necromancer on his starting zone.
o The location of shops marked A to D is fixed; however, this is not so for the other
shops. Roll 1d6 for each ? on the map and assign it the shop rolled; reroll if the shop
is already placed on the board.
o The game starts with a zombie phase.
Doors and keys: The blue door cannot be opened until the blue objective has been taken. The
green door cannot be opened until the green objective has been taken. The blue and green
objective give 5 experience points to the survivor who takes it. Red objectives are only removed
when the necromancer takes them; the blue and green objectives can only be taken by the
survivors, though they can be revealed by the necromancer.
Zombie deck: Only use crowz, wolfz (including the wolfbomination), necromancer and double
spawn cards. If a zombie is drawn from the equipment deck, consider it a wolfz.
Necromancer
o If a necromancer card is drawn: Each survivor loses a random piece of equipment.
Shuffle the cards and let the person to your left draw a card. Note that vault items
should be safe from destruction, as you can recognize them from the back
o Permanent effect: Each wound inflicted by a zombie also destroys 1 equipment piece
(players choice).
o Objectives: The necromancer tries to destroy each shop by reaching the objective that
marks the shop. If he reaches the objective, it is removed and objects related to the
shop can no longer be created; and once discarded, such objects are removed from the
game. Also, the shops special ability can no longer be used.
o Movement:
The necromancer can move 2 zones when activated. The necromancer can
move from one spawning area to another. These are considered 1 zone
away from each other for this purpose.
The necromancer always moves to the nearest objective. If there is more
than one, he goes to the one farthest from the nearest survivor(s).
The necromancer removes an objective by spending 1 action. If he can
remove all objectives, he tries to return to his starting zone.
It takes the necromancer 1 action to open a door, which triggers a zombie
spawn as usual.
If the necromancer encounters the survivors, he tries to slip by and is
considered to have the slippery skill, but with regards to survivors instead of
zombies.

Shops
The special ability of a shop can only be used under the following conditions:
When there are no zombies in the shop.
In the shops room where the objective is placed.

Some shops can only be used when a survivor has reached a specific experience level or has a certain
skill or equipment.

1 Alchemy lab (orange): Spend 3 actions to create a potion of dragon bile. This is a delicate
procedure, and accidents can be deadly. Roll 1d6; if the roll comes up 1, the dragon bile ignites
and destroys the alchemy lab and all survivors present suffer 2 wounds, narrowly avoiding being
incinerated.
o If destroyed dragon bile can no longer be found.
2 Arcane bookshop (orange): Spend 3 actions to create a tome containing 2 combat spells or
enchantments. Both spells or enchantments now take up only 1 equipment slot, but if the tome
is lost, both spells or enchantments are lost.
o If destroyed spells & enchantments can no longer be found.
A Bakery (apples): Spend 2 actions and discard the apples (do not gain the experience for it) to
create a delicious apple pie. Use any kind of token to represent it. An apple pie takes up 1
backpack slot. When consumed (free action to be used at the start of the survivors turn), it
grants a survivor an extra action for 1 turn. However, when used more than once in the same
round, it inflicts a wound for every apple pie eaten after the first, due to indigestion. Eat with
moderation.
B Brewery (water): Spend 2 actions and discard the water (do not gain the experience for it) to
create some tasty beer. Use any kind of token to represent it. A bottle of beer takes up 1
backpack slot. When consumed (free action to be used at the start of the survivors turn), the
survivor becomes drunk for 1 turn and ignores the first hit from any attack he makes. However,
his drunken stance grants him some defense, granting him an armor roll of 4+ when attacked.
C Chapel: Spend 2 actions praying. Roll 1d6; if the roll comes up 5 or 6, a miracle occurs.
Negate a necromancers permanent ability till the next necromancer card is drawn.
3 Clothing shop: Spend 3 actions selecting some sturdy clothing and belt. The sturdy clothing is
considered armour (roll 6 to negate a hit) and the belt allows a survivor to wear armour on his
body slot as well as the equipment listed for his body slot (the body slot can thus contain 2
items). Clothing and belt cannot be traded between survivors.
o If destroyed armours and shields can no longer be found.
4 Enchanters workshop (orange): Spent 3 actions to create a protection charm. Use any kind
of token to represent it. A protection charm takes up 1 backpack slot, but is always active. When
the survivor must discard equipment, roll 1d6. If the roll comes up 1 both the protection charm
and the equipment are lost; if the roll comes up 2 or 3 the protection charm is lost but the
equipment is saved; if the roll comes up 4+ both the protection charm and equipment are safe.
o If destroyed magical equipment can no longer be found.
5 Smithy (hammer): Spend X actions to create a non-magical weapon. 1 action allows for a
starting weapon; 2 actions for a damage 1 weapon; 3 actions for a damage 2 weapon. Plenty of
arrows and plenty of bolts can also be crafted by spending 3 actions.
o If destroyed weapons and plenty of can no longer be found.
6 Surgeons house (yellow): Spend 2 actions to heal 1 wound to yourself or another survivor in
the same zone.
o If destroyed survivors no longer heal between 2 quests.
D Teleport room: Spend 1 action to teleport to any street zone on the board. However,
teleporting is not without risk. Roll 1d6 for each item and the survivor; if the roll comes up 1, the
item is lost or the survivor takes 1 wound, players choice.
Quest 6 The Crown of Sacrifice
The destruction wrought by the necromancers knew no bounds. Even our most holy and mystical
places were at risk. We made haste towards the City of Thousand Shrines, but alas, the vile
necromancer Morghul the Defiler had arrived first. The priests have slowed his progress towards the
shrines, but his army of abominations is breaking through. Should the shrines be destroyed, legend
says, so would our souls and knowledge. We were not eager to find out if these legends were true,
and so we prepared to defend the shrines. It is then that an old priest came forward and told us
about the Crown of Sacrifice. Our mission changed yet again.

Objectives
The Crown of Sacrifice:
o Take the crown (place it on the survivors dashboard and gain 5 experience points)
and escape with it. The crown count as an object and can be passed between
survivors, though it takes up no place in the backpack. Once a survivor reaches the
exit zone (which is the same as the starting zone), he can escape at the end of the
round as long as there are no zombies in it. Should a survivor be killed while carrying
the crown, the token is left in the zone where he died and can be recovered by
another survivor in the zone by spending an action as long as there are no zombies
in the same zone.
o The Crown of Sacrifice is a potent magical object, but its use comes at a cost. The
following effects can be created, but cost experience (XP) and 1 action to use. The
crown can only be used once per round for 1 effect, even if passed between
survivors. When experience is used, a survivor is considered to have maximum 43
XP, regardless of how many times he reached red level. This means that when XP is
used, he automatically will fall back to orange experience level and must adjust his
skills accordingly; though he can still regain his experience levels as normal.
Resurrect survivor (10 XP): A (un)dead survivor in the same zone can be
resurrected; regaining his full health. Note that a survivor killed by dragon
fire cannot be resurrected as nothing remains of him nor his equipment.
Necromancy ward (2 XP/necromancer): The permanent effect of the
selected necromancer(s) is countered till the survivors next turn the
following round.
Spawning suppression (5 XP/spawning token): Select one or more spawning
tokens. During the next zombie phase, these will be dormant and no
spawning will occur there.
Special rules
Setup:
o Put the blue objective randomly among the 4 red objectives, face down.
o Put the necromancer on his starting zone.
o The game starts with a zombie phase.
Doors and keys: The blue door cannot be opened until the blue objective has been taken. The
blue objective gives 5 experience points to the survivor who takes it. Red objectives are only
removed when the necromancer takes them; the blue objective can only be taken by the
survivors, though it can be revealed by the necromancer.
Zombie deck: Only use abominations (all available, regardless of expansion), necromancer and
double spawn cards. If a zombie is drawn from the equipment deck, draw a zombie card.
Necromancer
o If a necromancer card is drawn: If the necromancer was killed, he is resurrected and tries
to escape (any spawn token will do, except for the one from where he appeared);
though he cannot use the spawn tokens to move around anymore. He does not try to
pursue his objectives again. If he is not on the board when the quest is ended, he is
considered defeated. If the necromancer hasnt been killed yet, put a non-red spawning
token in the necromancers current zone. This token does not spawn zombies and
cannot be removed, but can be used by the necromancer for movement purposes.
o If the necromancer is killed: You can only remove a red spawn token the first time the
necromancer is killed.
o Permanent effect: All abominations on the board share each others stats and abilities
(always use the best stats).
o Objectives: The necromancer tries to destroy the shrines by reaching the objectives that
marks the shrines. If he reaches a red objective (reveal it when he tries to take it), it is
removed and the survivors lose 1 skill (players choice from those he has acquired),
which cannot be regained during the campaign. If the blue objective is revealed, the
necromancer does not take it and no skill is lost.
o Movement
The necromancer can move 2 zones when activated. The necromancer can
move from one spawning area to another. These are considered 1 zone
away from each other for this purpose.
The necromancer always moves to the nearest objective. If there is more
than one, he goes to the one farthest from the nearest survivor(s).
The necromancer removes a red objective by spending 1 action. If he can
remove all red objectives, he tries to return to his starting zone to escape.
It takes the necromancer 1 action to open a door, which triggers a zombie
spawn as usual.
If the necromancer encounters the survivors, he tries to slip by and is
considered to have the slippery skill, but with regards to survivors instead of
zombies.
Quest 7 The 7th Necromancer
At last we confronted the enigmatic 7th Necromancer as he tried to resurrect his students in the dark
arts. He was not quite what we expected, and seemed more like an evil spirit than a man. It was a
fierce battle, but we killed him thanks to the legendary weapons we had recovered. Or so we
thought. For not so much later he appeared again. Regardless, we could only do one thing try
again.

Objectives
Kill! Defeat the 7th Necromancer definitively.

Special rules
Setup:
o Put the blue and the green objectives randomly among the 4 red objectives, face down.
o Put all necromancers (including those of the former quests) on their corresponding
starting zone (numbered from 1 tot 7). Put those that were defeated in former quests on
their side.
o The game starts with a zombie phase. This zombie phase cannot be suppressed, as the
players cannot act yet. Activation of spawning zones during a zombie phase start from
spawn token 7 and go down to spawn token 1. Spawn token 7 is inactive during the
start.
Doors and keys: The blue door cannot be opened until the blue objective has been taken. The
green door cannot be opened until the green objective has been taken. The blue and green
objectives gives 5 experience points to the survivor who takes it.
Spontaneous spawning: If a red objective is taken, spontaneous spawning occurs in that zone.
Draw a zombie card and spawn at yellow threat level. Note that if the 7th Necromancer is in play,
the spawned zombies immediately receive a free activation.
The Death Guard: The blue spawn token only becomes active after the blue or green door or the
doors to the inner courtyard (marked with a green dot) are opened. This triggers an automatic
spawning of the blue spawn token.
The Death Knight: Each survivor who dies becomes a death knight (abomination; becomes
active during the zombie phase) under the control of the 7th Necromancer; unless he was killed
by dragon fire, in which case he is removed from game. A death knight has 3 actions when
activated and can use all items he possessed, but not his skills. When slain, the items can be
recovered by spending an action for each, as long as there are no zombies in the same zone.
Killing a death knight with dragon fire destroys his equipment as well. Note that the Crown of
Sacrifice can resurrect a survivor who became a death knight.
Zombie deck: Include crowz, wolfz, deadeye walkers and abomination pack
Necromancer
o If a necromancer card is drawn: All living necromancers except the 7th Necromancer
can move 3 extra zones; the 7th Necromancer receives his normal activation (4 actions).
Also, set the card aside. Each time the 7th Necromancer is killed, remove a necromancer
card from play (do not remove spawning tokens!) and resurrect the 7th Necromancer on
his starting place during the next zombie phase as the last action of the zombie phase.
When the 7th necromancer is killed while no cards remain, he is truly killed and the
survivors have won. Note that the 7th Necromancer can only be harmed and killed by the
legendary weapons the survivors recovered in quest 2.
o Permanent effect: All zombies but not necromancers activate twice when activated.
When zombies are spawned, they also receive a free activation. Note that this effect
slumbers between the killing of the 7th Necromancer and his resurrection.
o Equipment: The 7th Necromancer is equipped with all equipment recovered by Franck
Stoneheart during quest 4. Note that some equipment will be useless. He retains the
equipment when resurrected even if dragon fire was used to kill him , unless it was
used up. If multiple targets are available, the players can select the targeted survivor.
Armor: Allows him to roll to negate hits taken; he rolls once per attack
(shields + armor allow him to roll twice, choosing the best result).
Weapons: The 7th Necromancer rolls for his attacks; just like players do. It
are not automatic hits, but they could potentially result in multiple hits.
Ranged weapons are used when the 7th Necromancer activates
when in range. If also equipped with the corresponding Plenty of
card, the attack is rolled twice and the best result is chosen.
Note that weapons cause their damage for every hit the 7th
Necromancer rolls on an attack.
Some special weapons:
o Kings mace: Vampire crossbow: If a survivor is killed, 1
discarded necromancer card returns to play and is shuffled
in the zombie deck.
o Quicksilver sword: The lucky skill is applied to all combat
rolls with the sword.
Dragon bile: The 7th necromancer can use it without a torch. Throwing and
igniting it is but 1 action.
Enchantments and spells: If they would affect zombies, they affect survivors
instead, and vice versa (unless noted otherwise below). Note that
enchantments can be used when within line of sight, regardless of range.
However, each can only be used once per round. Some special effects:
Invisibility: Becomes reversed. The targeted survivor becomes the
target zone of all zombies (as if he is the loudest zone on the board).
Note that zombies will still engage intervening survivors.
Healing: Becomes reversed. The targeted survivor suffers 1 wound,
which cannot be negated by armour. Tough skin allows a roll to
resist at its base effect (unenhanced by armour).
Transmutation: The nearest survivor must randomly select an item
that will be transmuted. The legendary weapons recovered in quest
2 are immune to this effect.
Repulse: Will only be used if it is possible to push survivors in a
horde of zombies.
Dragon aura: Will be used on abominations, death knights or
necromancers who are closest to survivors.
Apples: If a survivor draws apples during a search, he succumbs to the desire
to eat from it and promptly falls asleep, losing any remaining actions. He can
only be awakened if kissed by another survivor (1 action). Meanwhile he
slumbers and will be ignored by zombies.
Water: If a survivor draws water during a search, he succumbs to the desire
to drink from it and promptly becomes drunk. For his current turn and his
next turn, he suffers a difficulty of 1 to any roll he must make (e;g. a 3+
becomes a 4+). However, he swaggers around so drunk that the first hit on
him automatically misses.
Meat: If a survivor draws meat during a search, he succumbs to the desire to
eat from it and promptly becomes ill, losing any remaining actions. From
then on he has 1 action less each turn, until healed or has recovered from
the illness. Recovering requires a roll of 6 on 1d6 at the end of his turn.
Torch: Allows the 7th Necromancer to better see where he goes. He can
move 2 zones for 1 action.
Zombie: The 7th Necromancer becomes a wandering spawning zone when
away from his starting area. However, he will not spawn in closed buildings.
o Objectives: The 7th Necromancer has his own objectives
First he will ressurrect all necromancers that were defeated in former
quests. He needs 3 actions to resurrect a defeated necromancer. Permanent
abilities of resurrected necromancers take effect immediately; but note that
only the 7th Necromancers effect is used when a necromancer card is
drawn. Any necromancer except the 7th Necromancer killed during this
quest is permanently removed from the game as is his corresponding
spawning token and permanent ability.
After resurrecting all necromancers, the 7th Necromancer returns to his
starting area and increases the spawning rate of his spawning zone as long
as he remains on his starting zone. This zone will spawn twice during each
zombie phase.
o Objectives: The other necromancers have their own objectives.
If they reach their respective spawning token, that spawn token counts as a
portal. Zombies and necromancers can enter it to exit at any other spawn
token.
o Movement The 7th Necromancer:
The 7th Necromancer has 4 actions when activated.
The 7th Necromancer can move through closed doors as if they were open
and doesnt trigger spawning in buildings.
The 7th Necromancer always moves to the nearest necromancer to be
resurrected.
If the 7th Necromancer encounters the survivors, he tries to kill them with
the most efficient weapons at his disposal.
o Movement The other necromancers:
All living necromancers can move 2 zones when activated.
The necromancers move to their assigned spawning token.
The necromancers can pass through closed doors at the cost of 1 move. They
do not trigger spawning in buildings.
If they activate within line of sight of a survivor, they try to reach their
assigned spawning token by an alternative route if possible. If not, they
move in the direction were the least number of survivors are within line of
sight.
If the necromancer encounters the survivors, he tries to slip by and is
considered to have the slippery skill, but with regards to survivors instead of
zombies.

Das könnte Ihnen auch gefallen