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  • 7/25/2019 ZBP Wulfsburg Rules Web

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    ADDITIONAL RULES

    AND QUESTS

    An expansion for

    ZOMBICIDE: BLACK PLAGUE

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    CHAPTERS

    GAME COMPONENTS . . . . . . . . . . . . . . . . .

    INTRODUCINGWU L F S B U R G . . . . . . . . . . . .

    NEWZOMBIES: ZOMBIEWO L F Z . . . . . . . . . WOLF BOMINATIONS . . . . . . . . . . . . . . . . . . . . . . . . . .

    UPDATED TARGETING PRIORITY ORDER. . . . . . . . . .

    NEWTILES: TOWERS . . . . . . . . . . . . . . . . . .

    MA G IC E Q U IP E ME N T .................

    ULTRARED MODE . . . . . . . . . . . . . . . . . . .

    ADDITIONAL QUESTS.................

    GAMECOMPONENTS

    Ariane KarlMorriganTeo

    SURVIVOR MINIATURES AND ID CARDS

    ZOMBIE MINIATURES

    Zombie Wolz

    Wolfomination

    GAME TILES (DOUBLE-SIDED)

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    INTRODUCINGWULFSBURG

    Th zmbi invain ok vyn by

    upi. Funaly, m amn u auuay ppad f h w f a iuain.Alhuh, can anyn b uly ppad fe and ay chkd wih h walkin dad?

    Si, af h iniial mas zmbicid, w climbdap h pil f (finay) i cp find hni ciy akn. Thi wa n m i , cnaindin a inl diic ld by pty culi. N, h

    Ncmanc had asauld h ni kindm, and

    u blvd ciy wa ju a pawn n h chsbad.Th Ncmanc hav izd h pinc ain h hih w, and nw hi damnd wlfzpy upn h livin. Y h fih i n.

    W a n aln! W mu uni and and.Th fuu i u!

    SURVIVOR DASHBOARDS

    SURVIVOR COLORED BASES

    TRACKERS

    Equipment cardsAxe O Carnage . . . . . . . . . . . . . x

    Bastard Sword . . . . . . . . . . . . . . x

    Chain Lightning . . . . . . . . . . . . x

    Chaos Longbow . . . . . . . . . . . . . x

    Deflecting Dagger . . . . . . . . . . . x

    D i s i n t e g r a t e . . . . . . . . . . . . . . . . x

    Dragon Fire Blade . . . . . . . . . . . x

    Earthquake Hammer . . . . . . . . x

    Flaming Great Sword . . . . . . . . x

    Ironclad: Zombie Wolz . . . . . . x

    Mana Blast (starting Equipment) x

    Quicksilver Sword. . . . . . . . . . . x

    Shield O Ages . . . . . . . . . . . . . . x

    Short Bow (starting Equipment) . x

    Short Sword (starting Equipment)x

    Storm Bow . . . . . . . . . . . . . . . . . x

    ran sm u tat ion . . . . . . . . . . . . . . x

    Vampire Crossbow . . . . . . . . . . x

    Zombie cards (# to #)

    MINI-CARDS

    Wulfsburg requires a core Zombicide: Black Plaguebox to play. Using it to enhance your games iseasy: unless stated otherwise in the Questsbriefing, simply add all WulfsburgEquipment andZombie cards to their respective standard piles.

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    NEWZOMBIES:ZOMBIEWOLFZ

    W nw blivh wlv w h fi

    in f h cmin hd.Thy hun, cainly, bu nhin wi daw hmlik a fh ki. Scavnin i ma, and numuwlv can un any ln munain lin ff hi ki.

    Whn hy fi ncund h hamblin hd,aglin in lik h zmbi d, w u hwlv culdn i uch ay py. Bu, ain

    ha infcd ma w. I chand hm.Th ld duid ha livd bynd h fi id

    wand u ha mhin wan ih. H aid whuld b xa way. A fw ln-anin hunind him. Thy nv und.

    Nw h wlfz a h. Thy am h ciye, ih alnid hi zmbi kin.

    Min. Damage to destroy:Damage Experience provided: pointSpecial rule:Zombie Wolz have Actions per Game urn.Aer all Zombies (including the Runners and Zombie Wolz)have gone through their Activation step and resolved theirfirst Action, the Runners and Zombie Wolz go through theActivation step again, using their second Action to Attack a

    Survivor in their Zone or Move i there is nobody to Attack.Ten the Zombie Wolz go through the Activation step or athird time, using their third Action to attack a Survivor intheir Zone or Move i there is nobody to attack.

    WOLFBOMINATIONS

    Th Bi Bad Wlf xi, and i i blodhiy nihma. W dn kn

    y hw h Wlfbminain a cad, if ha ju alpha mal und zmbi h uf hidu xpimn, bu h i n hin fu: if yu e n, kep away fm i f a ln yu can. And av dan bil f hm, whavcm f yu fi.

    Min. Damage to destroy:Damage Experience provided: pointsSpecial rules: Wolfominations are Abominations. Wounds inflicted by Abominations cant be prevented Armor rolls. A Damage weapon or Dragon Fire is required to kill Abomination. Wolfominations have Actions per Game urn. Tis played in the same way as Zombie Wolz.

    Te hunting season is open for Zombie Wolfz. Run!

    Beware the (infected) Big Bad Wolf!

    Wulfsburgsymbol

    Zombie WolfzBackground

    Zombie Wolfzsilhouette

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    TARGETINGPRIORITY ORDER

    Tis updated argeting Priority Order chart includesZombicide: Black Plagueand this expansion.

    TARGET

    ING

    PRIORI

    TY

    NAME

    ACTION

    S

    MINDA

    MAGE

    TODESTROY

    EXPERI

    ENCE

    POINTS

    Walker

    Fatty /Abomination () /Wolfomination ()

    // // //

    Runner

    Zombie Wolz

    Necromancer

    When several targets share the same argeting Priority Order, the

    players choose which ones are eliminated first.

    () Abomination: Ignore Armor rolls.

    () Wolfomination: Ignore Armor rolls.

    NEWTILES:TOWERS

    Wv a fw hih w aund h

    ciy. Sm i clin hi ancifidau, and v a bulwak aain h ncachinhd. Oh hav fan h ncmanc,and a plac f dah. Thy hihly aicucu, f n bcau hy ff unpcdndfi zn f wizad and ach (n bh id),and f w hy ff a viibiliy. Supi

    acical ininc wi win u hi fih, mak nmiak . Y, if yu can e h zmbi, hy can e

    yu. Thy hun pimaily by ih. Dn daw inm han h w can wihand.

    Wulfsburgeatures our towers on both sides o two additionaltiles. Tey are great to deepen the antasy theme in yourZombicide games, as well as adding a strategy componentto your Quest plans. Tey can be used to control vast areason the board without ear o Zombie retaliation (as longas your rate o fire is high enough), or as starting areas or

    your Survivors and oes. We all love almighty necromancerslaughing maniacally rom the top o their dark towers!

    ower tiles eature both building and street Zones, borderedby ramparts(see examples on the next pages).

    Ramparts cant be crossed but dont block Lines o Sight. Ramparts can be shot through. An Actor in a tower Zone can see over a building to Zonesbeyond it. Likewise, any Actors in one o these Zones has aLine o Sight to the Actor on the tower. A Survivor can shoot rom a tower Zone, over a building Zone.Te building Zone that is shot through counts towards the

    weapon or spells Range, but there is no Line o Sight to it. Lines o Sight cant be drawn between tower Zones bordered

    with ramparts and building Zones next to them, even withan open door.

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    Each tower tile featured in Wulfsburghas nine Zones. Te building Zones aremarked here. All other Zones in these tiles are street Zones.

    Karl has a Lineof Sight on all

    indicated Zones.

    No Line of Sight here, even with

    the open door: its a buildingZone. However, the Line ofSight extends beyond it.

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    Teo has no Line of Sightinto this building Zone,

    but sees beyond it.

    Both Survivors have no Lineof Sight into these buildingZones (even with the opendoors), but see beyond it.

    Here are Ariane and Teos Lines Of Sight while being on a tower.

    Te passage is open:following classic Lineof Sight rules, Teo hasa Line of Sight on the

    first building Zone, butnot on the next.

    Arianes Lineof Sight goes nofurther in thisdirection. Te

    towers buildingZone blocks it.

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    MAGICEQUIPMENT

    W paanyknw abu maical wapn

    and am fm i and lnd fcu, lic f a wa, nw ln pa. Thydbcm cc pic f h ich and nbl,manificn phi wn wih cin ah hanblod. Whn h hd cam, i didn ak ln f

    hi wn ammn iz upn h aifac.Th nbl vn ncuad i anyhin a a av hi blu blod fm h zmbi hd. Buvn a a flamin wapn i n nuh f a

    ln wari, urundd and aln. Nw hau lay in h e, minld wih h muckand mud. In h ih hand ma hand

    h am ha f lnd f u wn!

    Wulfsburgcomes with ten Magic Equipment cards: Axe O Carnage Chaos Longbow Deflecting Dagger Dragon Fire Blade Earthquake Hammer

    Flaming Great Sword Quicksilver Sword Shield O Ages Storm Bow Vampire Crossbow

    Magic Equipment cards are Equipment cards in every aspect,but eature a specific Danger Levels pre-requisite o theirown, represented by the gems at the top o the card. Tey can

    only be used by Survivors at the Danger Levels displayed byunbroken gems on the card. Unless they are armors, MagicEquipment cards cant be equipped in Body slots.Magic Equipment cards oen have special rules. Feel thepower!

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    ULTRAREDMODE

    Th wh fih f mny a cnanly

    wihin c. If h balanc ip awayfm hi lv f cin, hy fle. Th f u whfih f uvival hav n uch pin. Th ia c b paid, and ha c in ju yu lif.

    I h liv f yu lvd n: h huband wihh lam l, yu wif and childn, wh havnv aid a blad aain anyn. Th cal apmannly wihd, and fl ih i n an pin.

    Mak hi yu d.

    Imain h zmbi ain in h hlpls.W, imain yu yulf ain in yu wn,nw in a abminain. Tha d yu einnw ha h a ha wi e yu win.

    Te Ultrared mode allows your Survivors to gain experiencepoints beyond the Red Danger Level and pick up additionalSkills. Tis mode is g reat to reach amazing body counts andcomplete very large boards.

    Ultrared mode: When your Survivor reaches the Red Levmove the experience tracker back to and add any expeence points gained past the minimum required to hit the RLevel. Your Survivor is still on the Red Level and keeps hSkills. Count additional experience points as usual and gaunselected Skills upon reaching Danger Levels again. Whall the Survivors Skills have been selected, choose a Skamong any Zombicide: Black PlagueSkills (except those eatu

    ing brackets, such as Starts with [Equipment], or exampupon reaching Orange and then Red Level.

    EXAMPLE: Morrigan just earned her rd experience poigetting to the Red Level. She has the ollowing Skills: ReapCombat (Blue), + Action (Yellow), + ree Melee Action (Orangand Bloodlust: Combat (Red).Te player moves the experience tracker back to the start as tzombicide continues. Morrigan is still at Red Level, and keeps earning experience points as she kills Zombies.Morrigan doesnt get an additional Skill upon reaching tBlue and Yellow Levels or the second time: she has all availabSkills or these Levels. Reaching the Orange Level again, s

    gains Spellcaster, her second Orange Level Skill. Reaching tRed Level again, the player chooses a new Skill among the twremaining ones or this Level and goes or + to dice roll: MagiTe experience counter returns to the start.During her third turn on the experience bar, Morrigan does

    get any Skill at Blue, Yellow, or Orange Levels, as she alreahas them all. Upon reaching the Red Level or the third time, searns the last Red Level Skill: + Damage: Melee. Te experiencounter goes to the start again.From now on, Morrigan still earns experience points and gets

    player-chosen Skill every time she reaches the Orange Level, athen another upon reaching the Red Level.

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    FIRST STEP

    Choose the first player at the beginning o the game. He receivesthe first player token.

    PLAYERS PHASE

    Te first player activates all o his or her Survivors, one aerthe other, in any order. When he or shes done, the next playersurn begins. Play clockwise. Each Survivor has three Actions tospend, chosen rom the ollowing list. Unless stated otherwise,each Action may be perormed several times per Activation.

    Move:Move one Zone.

    Search (x/Activation and per Survivor):Building Zone only.Draw a card in the Equipment deck.

    Open a door:Melee weapon required. Spawn Zombies inside abuilding i its the first door.

    Reorganize/Trade:Equipment exchange with another Surv ivorstanding in the same Zone is possible. You can trade everythingor 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 Objectivein the Survivors Zone.

    Make Noise.Put a Noise token in the Survivors Zone.

    Do Nothing.All remaining Actions are lost.

    ZOMBIES PHASE

    STEP ACTIVATION:ATTACKOR MOVE

    All Zombies spend one Action doing one o these two things: Zombies in the same Zone as at least one Survivor attack them. Te Zombies which didnt Attack, Move.Each Zombie avors visible Survivors, then noise.Necromancer ollow special rules.Choose the shortest path. I several paths share the same length,split the Zombies in equal groups.

    NOE: Runners get two Actions per Activation, Wolz get threeActions per Activation. Once all Zombies have taken their first

    Action, Runners and Wolz go through the Activation step again toresolve their second Action. Ten Wolz resolve their third Action.

    STEP SPAWN

    Always draw Zombie cards or all Spawn Zones in the sameorder (play clockwise).

    Danger Level used: highest Danger Level among activeSurvivors.

    No more minis o specified type? All Zombies o specified typeget an extra Activation!

    END PHASE

    Remove all Noise tokens rom the board. Te next player receives the first player token (play clockwise).

    GAME ROUND SUMMARYGAME RULES OVERRIDE THIS ROUND SUMMARY RULES.

    TARGETING PRIORITY ORDERWhen several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.

    TARGETINGPRIORITY NAME ACTIONS

    MIN DAMAGETO DESTROY

    EXPERIENCEPOINTS

    Walker

    Fatty /Abomination () /

    Wolfomination ()// // //

    Runner

    Zombie Wolz

    Necromancer () Abomination: Ignore Armor rolls. () Wolfomination: Ignore Armor rolls.

    EachGameRoundbeginswith:

    Wheneveryplayersfinished: