ADDITIONAL RULES AND QUESTS
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1 An expansion for ZOMBICIDE: BLACK PLAGUE ADDITIONAL RULES AND QUESTS
2 CHAPTERS GAME COMPONENTS...2 INTRODUCING WULFSBURG....3 NEW ZOMBIES: ZOMBIE WOLFZ...4 WOLFBOMINATIONS... 4 UPDATED TARGETING PRIORITY ORDER NEW TILES: TOWERS...5 MAGIC EQUIPEMENT...9 ULTRARED MODE ADDITIONAL QUESTS GAME COMPONENTS 2 GAME TILES (DOUBLE-SIDED) 4 SURVIVOR MINIATURES AND ID CARDS Theo Ariane Morrigan Karl 22 ZOMBIE MINIATURES 1 Wolfbomination 2 WULFSBURG - RULES 21 Zombie Wolfz
3 4 SURVIVOR DASHBOARDS 32 TRACKERS 4 SURVIVOR COLORED BASES 30 MINI-CARDS 22 Equipment cards Axe Of Carnage...x1 Bastard Sword... x2 Chain Lightning... x2 Chaos Longbow....x1 Deflecting Dagger...x1 Disintegrate... x2 Dragon Fire Blade...x1 Earthquake Hammer...x1 Flaming Great Sword...x1 Ironclad: Zombie Wolfz...x1 Mana Blast (starting Equipment) x1 Quicksilver Sword....x1 Shield Of Ages....x1 Short Bow (starting Equipment). x1 Short Sword (starting Equipment)x2 Storm Bow...x1 Transmutation...x1 Vampire Crossbow...x1 8 Zombie cards (#55 to #62) INTRODUCING WULFSBURG The zombie invasion took everyone by surprise. Fortunately, some among us are usually prepared for the worst of all situations. Although, can anyone be truly prepared for streets and alleys choked with the walking dead? Still, after the initial mass zombicide, we climbed atop the pile of (finally) still corpses to find the entire city taken. This was no mere riot, contained in a single district led by petty cultists. No, the Necromancers had assaulted the entire kingdom, and our beloved city was just a pawn on the chessboard. The Necromancers have seized the princes seats in the highest towers, and now their damned wolfz prey upon the living. Yet the fight still goes on. We are not alone! We must unite and stand. The future is ours! Wulfsburg requires a core Zombicide: Black Plague box to play. Using it to enhance your games is easy: unless stated otherwise in the Quest s briefing, simply add all Wulfsburg Equipment and Zombie cards to their respective standard piles. RULES - ZOMBICIDE 3
4 NEW ZOMBIES: ZOMBIE WOLFZ We now believe the wolves were the first signs of the coming horde. They hunt, certainly, but nothing will draw them like a fresh kill. Scavenging is smart, and numerous wolves can run any lone mountain lion off their kill. When they first encountered the shambling hordes, straggling in like the zombies do, we re sure the wolves couldn t resist such easy prey. But, eating that infected meat well. It changed them. The old druid that lived beyond the first ridge warned us that something wasn t right. He said we should be extra wary. A few long-ranging hunters ignored him. They never returned. Now the wolfz are here. They roam the city streets, right alongside their zombie kin. Wulfsburg symbol Zombie Wolfz silhouette Zombie Wolfz Background WOLFBOMINATIONS The Big Bad Wolf exists, and it is a bloodthirsty nightmare. We don t know yet how the Wolfbominations are created, if they are just alpha males turned zombies or the result of hideous experiments, but there is one thing for sure: if you see one, keep away from it for as long as you can. And save dragon bile for them, whatever comes for you first. The hunting season is open for Zombie Wolfz. Run! 4 Min. Damage to destroy: Damage 1 Experience provided: 1 point Special rule: Zombie Wolfz have 3 Actions per Game Turn. After all Zombies (including the Runners and Zombie Wolfz) have gone through their Activation step and resolved their first Action, the Runners and Zombie Wolfz go through the Activation step again, using their second Action to Attack a Survivor in their Zone or Move if there is nobody to Attack. Then the Zombie Wolfz go through the Activation step for a third time, using their third Action to attack a Survivor in their Zone or Move if there is nobody to attack. WULFSBURG - RULES Beware the (infected) Big Bad Wolf! Min. Damage to destroy: Damage 3 Experience provided: 5 points Special rules: Wolfbominations are Abominations. Wounds inflicted by Abominations can t be prevented by Armor rolls. A Damage 3 weapon or Dragon Fire is required to kill an Abomination. Wolfbominations have 3 Actions per Game Turn. This is played in the same way as Zombie Wolfz.
5 TARGETING PRIORITY ORDER NEW TILES: TOWERS We ve got a few high towers around the city. Some still cling to their sanctified status, and serve as bulwarks against the encroaching horde. Others have fallen to the necromancers, and are places of death. They re highly strategic structures, for one because they offer unprecedented fire zones for wizards and archers (on both sides), and for two they offer greater visibility. Superior tactical intelligence will win us this fight, make no mistake. Yet, if you can see the zombies, they can see you. They hunt primarily by sight. Don t draw in more than the tower can withstand. This updated Targeting Priority Order chart includes Zombicide: Black Plague and this expansion. TARGETING PRIORITY NAME ACTIONS MIN DAMAGE TO DESTROY EXPERIENCE POINTS 1 Walker Fatty / Abomination (1) / Wolfbomination (2) 1/1/3 2/3/3 1/5/5 Wulfsburg features four towers on both sides of two additional tiles. They are great to deepen the fantasy theme in your Zombicide games, as well as adding a strategy component to your Quest plans. They can be used to control vast areas on the board without fear of Zombie retaliation (as long as your rate of fire is high enough), or as starting areas for your Survivors and foes. We all love almighty necromancers laughing maniacally from the top of their dark towers! 3 Runner Zombie Wolfz Necromancer When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first. (1) Abomination: Ignore Armor rolls. (2) Wolfbomination: Ignore Armor rolls. Tower tiles feature both building and street Zones, bordered by ramparts (see examples on the next pages). Ramparts can t be crossed but don t block Lines of Sight. Ramparts can be shot through. An Actor in a tower Zone can see over a building to Zones beyond it. Likewise, any Actors in one of these Zones has a Line of Sight to the Actor on the tower. A Survivor can shoot from a tower Zone, over a building Zone. The building Zone that is shot through counts towards the weapon or spell s Range, but there is no Line of Sight to it. Lines of Sight can t be drawn between tower Zones bordered with ramparts and building Zones next to them, even with an open door. RULES - ZOMBICIDE 5
6 Each tower tile featured in Wulfsburg has nine Zones. The building Zones are marked here. All other Zones in these tiles are street Zones. Karl has a Line of Sight on all indicated Zones. No Line of Sight here, even with the open door: it s a building Zone. However, the Line of Sight extends beyond it. 6 WULFSBURG - RULES
7 Here are Ariane and Theo s Lines Of Sight while being on a tower. Ariane s Line of Sight goes no further in this direction. The tower s building Zone blocks it. Theo has no Line of Sight into this building Zone, but sees beyond it. The passage is open: following classic Line of Sight rules, Theo has a Line of Sight on the first building Zone, but not on the next. Both Survivors have no Line of Sight into these building Zones (even with the open doors), but see beyond it. RULES - ZOMBICIDE 7
8 The open door allows Theo to see inside the first Zone of the building. Morrigan and Theo can t see into this building Zone. Morrigan sees beyond the first building into the street, but the wall blocks her Line of Sight from going further. Karl and the Walker have a Line of Sight to each other through the rampart. None of them sees inside the building Zone. The Walker takes this route to reach Karl. 8 WULFSBURG - RULES
9 MAGIC EQUIPMENT We peasantry knew about magical weapons and armor from stories and legends of course, relics of great wars, now long past. They d become collector s pieces for the rich and noble, magnificent trophies won with coin rather than blood. When the horde came, it didn t take long for their own armsmen to seize upon these artifacts. The nobles even encouraged it anything at all to save their blue blood from the zombie hordes. But even a great flaming weapon is not enough for a lone warrior, surrounded and alone. Now these treasures lay in the streets, mingled with the muck and mud. In the right hands smarter hands these arms shall forge legends of our own! Magic Equipment cards are Equipment cards in every aspect, but feature a specific Danger Levels pre-requisite of their own, represented by the gems at the top of the card. They can only be used by Survivors at the Danger Levels displayed by unbroken gems on the card. Unless they are armors, Magic Equipment cards can t be equipped in Body slots. Magic Equipment cards often have special rules. Feel the power! Wulfsburg comes with ten Magic Equipment cards: Axe Of Carnage Chaos Longbow Deflecting Dagger Dragon Fire Blade Earthquake Hammer Flaming Great Sword Quicksilver Sword Shield Of Ages Storm Bow Vampire Crossbow RULES - ZOMBICIDE 9
10 ULTRARED MODE Those who fight for money are constantly weighing costs. If the balance tips away from their love of coin, they flee. Those of us who fight for survival have no such option. There s still a cost to be paid, and that cost isn t just your life. It s the lives of your loved ones: the husband with the lame leg, or your wife and children, who have never raised a blade against anyone. The scales are permanently weighted, and flight is not an option. Make this your edge. Imagine the zombies tearing into the helpless. Worse, imagine you yourself tearing into your own, now risen as abominations. That red you re seeing now that s the rage that will see you win. The Ultrared mode allows your Survivors to gain experience points beyond the Red Danger Level and pick up additional Skills. This mode is great to reach amazing body counts and complete very large boards. Ultrared mode: When your Survivor reaches the Red Level, move the experience tracker back to 0 and add any experience points gained past the minimum required to hit the Red Level. Your Survivor is still on the Red Level and keeps his Skills. Count additional experience points as usual and gain unselected Skills upon reaching Danger Levels again. When all the Survivor s Skills have been selected, choose a Skill among any Zombicide: Black Plague Skills (except those featuring brackets, such as Starts with [Equipment], for example) upon reaching Orange and then Red Level. EXAMPLE: Morrigan just earned her 43rd experience point, getting to the Red Level. She has the following Skills: Reaper: Combat (Blue), +1 Action (Yellow), +1 free Melee Action (Orange) and Bloodlust: Combat (Red). The player moves the experience tracker back to the start as the zombicide continues. Morrigan is still at Red Level, and keeps on earning experience points as she kills Zombies. Morrigan doesn t get an additional Skill upon reaching the Blue and Yellow Levels for the second time: she has all available Skills for these Levels. Reaching the Orange Level again, she gains Spellcaster, her second Orange Level Skill. Reaching the Red Level again, the player chooses a new Skill among the two remaining ones for this Level and goes for +1 to dice roll: Magic. The experience counter returns to the start. During her third turn on the experience bar, Morrigan doesn t get any Skill at Blue, Yellow, or Orange Levels, as she already has them all. Upon reaching the Red Level for the third time, she earns the last Red Level Skill: +1 Damage: Melee. The experience counter goes to the start again. From now on, Morrigan still earns experience points and gets a player-chosen Skill every time she reaches the Orange Level, and then another upon reaching the Red Level. 10 WULFSBURG - RULES
11 GAME ROUND SUMMARY GAME RULES OVERRIDE THIS ROUND SUMMARY RULES. 1 FIRST STEP Choose the first player at the beginning of the game. He receives the first player token. Each Game Round begins with: 2 PLAYERS PHASE The first player activates all of his or her Survivors, one after the other, in any order. When he or she s done, the next player s Turn begins. Play clockwise. Each Survivor has three Actions to spend, chosen from the following list. Unless stated otherwise, each Action may be performed several times per Activation. Move: Move one Zone. Search (1x/Activation and per Survivor): Building Zone only. Draw a card in the Equipment deck. Open a door: Melee weapon required. Spawn Zombies inside a building if it s the first door. Reorganize/Trade: Equipment exchange with another Survivor standing in the same Zone is possible. You can trade everything for nothing. Combat Action: Magic Action: Equipped Combat spell required Melee Action: Equipped Melee weapon required Ranged Action: Equipped Ranged weapon required Enchantment Action: Equipped Enchantment required Take or activate an Objective in the Survivor s Zone. Make Noise. Put a Noise token in the Survivor s Zone. Do Nothing. All remaining Actions are lost. When every player s finished: 3 ZOMBIES PHASE Step 1 Activation: Attack OR Move All Zombies spend one Action doing one of these two things: Zombies in the same Zone as at least one Survivor attack them. The Zombies which didn t Attack, Move. Each Zombie favors visible Survivors, then noise. Necromancer follow special rules. Choose the shortest path. If several paths share the same length, split the Zombies in equal groups. NOTE: Runners get two Actions per Activation, Wolfz get three Actions per Activation. Once all Zombies have taken their first Action, Runners and Wolfz go through the Activation step again to resolve their second Action. Then Wolfz resolve their third Action. Step 2 Spawn Always draw Zombie cards for all Spawn Zones in the same order (play clockwise). Danger Level used: highest Danger Level among active Survivors. No more minis of specified type? All Zombies of specified type get an extra Activation! END PHASE Remove all Noise tokens from the board. The next player receives the first player token (play clockwise). TARGETING PRIORITY ORDER When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first. TARGETING PRIORITY NAME ACTIONS MIN DAMAGE TO DESTROY EXPERIENCE POINTS 1 Walker Fatty / 2 Abomination (1) / 1/1/3 2/3/3 1/5/5 Wolfbomination (2) 3 Runner Zombie Wolfz Necromancer (1) Abomination: Ignore Armor rolls. (2) Wolfbomination: Ignore Armor rolls.
#9 SPECIAL LOCATIONS... 29 #1 GAME COMPONENTS... 3 #2 SURVIVE AND WIN... 5 #3 SETUP... 6 #4 GAME OVERVIEW... 6 #5 THE BASICS... 7
RULES & MISSIONS #1 GAME COMPONENTS... 3 #2 SURVIVE AND WIN... 5 #3 SETUP... 6 #4 GAME OVERVIEW... 6 #5 THE BASICS... 7 Useful definitions... 7 Line of sight... 7 Movement... 8 Reading an Equipment Card...
ADDITIONAL RULES & MISSIONS
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