PAGE
DIFFICULTY
SURVIVORS
TIME (minutes)
05 06 07 08 09 10 11 12 13 14 15
Easy
4+
45
Easy
6+
60
Easy
6+
60
Medium
6+
90
Medium
6
variable
Medium
6+
120
Medium
6+
120
Medium
6+
150
Hard
6+
120
Hard
6+
150
Hard
6+
180
17 18 19 20 21 22 23 24 25 26
Easy
6
60
Medium
6
90
Medium
6
120
Medium
6
90
Medium
6
special
Hard
6
special
Medium
6
180
Hard
6
150
Hard
6
120
Hard
6
180
28 29 30 31 32 33
Medium
4+
90
Hard
4+
90
Medium
4+
90
Hard
4+
90
Hard
4+
90
Hard
4+
90
BLACK PLAGUE QUESTS (require Zombicide: Black Plague core set)
00 01 02 03 04 05 06 07 08 09 10
TUTORIAL: DANSE MACABRE BIG GAME HUNTING THE BLACK BOOK THE SHEPHERDS FAMINE THE COMMANDRY IN CALIGINE ABDITUS DEAD TRAIL THE EVIL TEMPLE THE HELLHOLE TRIAL BY FIRE
WULFSBURG QUESTS (require Zombicide: Black Plague & Wulfsburg sets)
01 02 03 04 05 06 07 08 09 10
WELCOME TO WULFSBURG KNOW YOUR ENEMY THE EVIL TWINS THE AMBUSH IMMORTAL ZOMBIE COURT BLOOD RED THE GHOST DOOR THE ZOMBIE ARMY A COIN FOR THE FERRYMAN
ZOMBICIDE.COM QUESTS B1 B2 B3 B4 B5 B6
2
THE DRAGONFIENDS THE DARK GOOSE GAME THE KING’S CROWN HAUNTED MANOR HUSH! “RUN, YOU FOOLS!”
PAGE
DIFFICULTY
SURVIVORS
TIME (minutes)
05 06 07 08 09 10 11 12 13 14 15
Easy
4+
45
Easy
6+
60
Easy
6+
60
Medium
6+
90
Medium
6
variable
Medium
6+
120
Medium
6+
120
Medium
6+
150
Hard
6+
120
Hard
6+
150
Hard
6+
180
17 18 19 20 21 22 23 24 25 26
Easy
6
60
Medium
6
90
Medium
6
120
Medium
6
90
Medium
6
special
Hard
6
special
Medium
6
180
Hard
6
150
Hard
6
120
Hard
6
180
28 29 30 31 32 33
Medium
4+
90
Hard
4+
90
Medium
4+
90
Hard
4+
90
Hard
4+
90
Hard
4+
90
BLACK PLAGUE QUESTS (require Zombicide: Black Plague core set)
00 01 02 03 04 05 06 07 08 09 10
TUTORIAL: DANSE MACABRE BIG GAME HUNTING THE BLACK BOOK THE SHEPHERDS FAMINE THE COMMANDRY IN CALIGINE ABDITUS DEAD TRAIL THE EVIL TEMPLE THE HELLHOLE TRIAL BY FIRE
WULFSBURG QUESTS (require Zombicide: Black Plague & Wulfsburg sets)
01 02 03 04 05 06 07 08 09 10
WELCOME TO WULFSBURG KNOW YOUR ENEMY THE EVIL TWINS THE AMBUSH IMMORTAL ZOMBIE COURT BLOOD RED THE GHOST DOOR THE ZOMBIE ARMY A COIN FOR THE FERRYMAN
ZOMBICIDE.COM QUESTS B1 B2 B3 B4 B5 B6
2
THE DRAGONFIENDS THE DARK GOOSE GAME THE KING’S CROWN HAUNTED MANOR HUSH! “RUN, YOU FOOLS!”
PAGE
PLACES OF INTEREST 01 02 03 04 05
THE TEMPLE OF FIRE SKULLS & BONES TAVERN ALL ALONG THE BELFRY FORTRESS THE DARK ANCHOR
THE FIRE GOD 01
MEET THE FIRE GOD
02
THE DRAGON TOWER
03
THE CRIMSON TWINS
04 05
ARMAGEDDON BEAT BACK THE FIRE
35 36 37 38 39 40
41 42 43 44 45 46
DIFFICULTY
SURVIVORS
TIME (minutes)
Medium
4+
180
Very Hard
4+
180
Very Hard
4+
180
Hard
4+
180
Very Hard
4+
180
Hard
6
180
Hard
6
120
Easy
6
180
Difficult
6
180
Medium
6
180
3
Tiles needed:
Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
W
ar is nothing new for us. Our counts and dukes are always fighting amongst themselves. For the peasantry, it usually just involves a change in taxes and rents, assuming you survive. But this time, the duke and his army went off and were never seen again. Well, not until the hordes emerged. Pretty sure a lot of the tougher ones came from his troops. Now everything’s a brutal mess. Now we’re all equals, facing the danse macabre together. There’s no time for social snobbery when the hordes are at your door. We stand together, and throw death back in their teeth.
•
Put aside the Necromancer Zombie cards. Put the green Objective randomly among the red Objectives, face down. Put a Walker, a Fatty and a Runner in the marked Zones. -
-
-
Abominations are considered as Fatties when reading Zombie cards. •
Each Objective gives 5 experience points to the Survivor who takes it. •
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 green Spawn Zone is inactive until the green Objective is taken. •
The magician among us is a case-in-point. He used to be the richest of the rich, powerful and influential. Now, he’s one of us, holding to life with his fingernails. He’s got a magic circle that can spirit us away. Better to escape and counterattack than stand here and get overwhelmed. But, there might be a few souls left to save, and we could all use a better weapon or two. He’ll hold it until the last second. Good man that, without his nose in the air.
5
EASY / �+ SURVIVORS / �� MINUTES
W
quickly dicvd h ai i f h zbi ivai. Oh uviv td a hu zbi wadi h e, ad kid f ick wizad dici h hd ulf u. I ok u w day ii h Ncac’ lcai, ad udad h Abiai ca’ b kid by ay wa a u dial. L’ aid h Ncac’ labay ad ak h bh u wih a c bw f u w: Da Fi. L h hu bi! Tiles needed:
6
Reach these objectives in any order to win the game: Kill at least one Abomination and one Necromancer. Take all Objectives.
•
•
•
Put the blue Objective randomly among the red Objectives, face down. Put a Vault artifact randomly in each Vault. -
-
Each Objective gives 5 experience points to the Survivor who takes it. •
Finding the blue Objective marks the laboratory’s location! Immediately spawn a Necromancer in the Zone. If a Necromancer is already on the board, spawn an Abomination instead. If both are already on the board, nothing happens (but you still get the experience). •
Reach these objectives in any order to win the game: Take the Objective in the central
•
N
w w kw. I’ ju u via. Th zbi lau ha ad acs h lad. Wha’ i ? Th Ncac w kid hld i hi labay, f h fri a yiu Black Bok ad h i f w. Exli h urudi culd v uful a bt a abu h ha w’ faci. Of cu, h a zbi h way, failia fac ud ... Hy, ha wd y! Tiles needed:
building (tile 8R). Take both Vault artifacts. Get to the Red Danger Level with at least
•
•
Survivor.
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put a Vault artifact randomly in each Vault. -
-
Each Objective gives 5 experience points to the Survivor who takes it. •
The green Spawn Zone is inactive until the green Objective is taken. •
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. •
7
N
cac a vywh. Thy’ adi cha ad izi w i h whl kid! Aai a ac hi bi, h i al hi w culd d. Al. W kw w’ od a uvival a l a w ad h. Ou la i ach u ad fid h uviv ca a ay f u w. Fu day w’v , avli h x via, which i curly ud atack, bu clly vru. L’ i h fay ad hl h l! Tiles needed:
Keep an eye on them, some may be infected. You win the game when all Objectives are taken.
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put a Vault artifact randomly in each Vault. -
-
Each Objective gives 5 experience points to the Survivor who takes it. •
The blue and the green Objectives mark infected people turning zombies! Earn the experience, then resolve immediately a Zombie spawn in the Objective’s Zone. •
8
A
fw day hav asd. Th zmbi ar, fr th mt art, tuid a h. But thy nvr tir, r ned fod, r vn le. Ala, w’r a to human. W ned fod and a cur hltr. Thr ar many vault bnath thi twn. Clvr urvivr culd hl u and rt fr a whil. But, w ti ned t gathr upli t lat a cul f day whil w lan ur nxt mv. Thi war may lat far lngr than anyn - vn th Ncrmancr - xctd. Tiles needed:
Reach the objectives in this order to win the game: Gather the following 6 food cards in your team’s inventories: -
-
-
Apples x2 Salted Meat x2 Water x2
You win the game when all starting Survivors are in the yellow Vault during an End Phase, without any Zombies with them. This Quest is played with 6 Survivors. Considering the objectives, the duration can vary.
•
Put the blue Objective randomly among the red Objectives, face down. Put a random Vault artifact in the Vault. -
-
Each Objective gives 5 experience points to the Survivor who takes it. •
Both yellow Vault doors cannot be opened until the blue Objective has been taken. •
9
T
hi caial ha be ak. Pl did by h huad, bu aa a i uhad. Th Ncac e c batl h biliy i h cal, ad lav h cm crad f wh hi zbi hd ed ady ifc. W ed a way i, ablih cmuicai wih h l i aliv. I’ al be ugd w la abu h ifci. Th Black Bok ay litl i. If w ca la , w ca la a bld v d hi. Fi w ed a way a h ciy wa. S uviv w cud ak f a c asa bah h cmady aby. Hwv, i’ uadd. Claly h Ncac a awa f i. If w ca diach h uadia, w ca iid, ad u la i i. Tiles needed:
10
Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put a Vault artifact randomly in e ach Vault. -
-
Each Objective gives 5 experience points to the Survivor who takes it. •
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. •
Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
W
’ w i h ciy, bu a cl h Ncac a w wuld lik. Th aa i eily qui, ad h’ dlai a fa a w ca e. Tha w’ la. A o a hy ha u, hy’ b uhi ki u. W u ced a alhily a sibl. Clvi ad Baldic bh icd a Lai wii wa. I e h ud a wk f udud asa aud w. Ad Clvi i ih wh h ay ha vybdy kw Lai... Oly h hihly ducad kw hi laua ih, i bi abl wi i. I’ bably a Ncac! Wai. Clvi kw hw ad?
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put two random Vault artifacts in the yellow Vault. -
-
Each Objective gives 5 experience points to the Survivor who takes it. •
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. •
Tiles needed:
Player starting area
Objective (� XP)
Exit Zone
Spawn Zone
Doors
Vault doors
11
Both violet Vault doors cannot be opened until the blue Objective has been taken. The single yellow Vault door cannot be opened until the green Objective has been taken. •
T
h i way w ca ay fuh unicd. Tha’ od, f y fi a ichi f zbi bahi, ad I wa ti id f walki i. Th a dak i ad ybl h wa h. Th cac a hai aud. W d’ kw wha kid f iual hy a fi, bu w u y ak i fail. L’ e wha hap if w dy h wickd ciu... Fualy, hi i h fudy diic. Th Oc waih e kw hi jb y wll. Nw y! Tiles needed:
Here is the plan. You can achieve the first two objectives in any order. Destroy the impious scriptures by taking all Objectives. Get both Vault artifacts. , Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it. •
•
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put a Vault artifact randomly in e ach Vault. Each Objective gives 5 experience points to the Survivor who takes it. -
-
•
12
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put aside the Dragon Bile and Torch cards. Set one Dragon Bile card and one Torch card in the yellow Vault. - Put two random Vault artifacts in the violet Vault. -
T
hi i h c f caic w. Cud idl a vywh, ad a hu Abiai i lckd u i h l. Plu, i e h Ncac hav fiud u hw w’ dali wih hi big ba. Da Bil i cac, ad u upli . Bu, h a vaul h. A h ld a f w had h.
-
Each Objective gives 5 experience points to the Survivor who takes it. •
The violet Vault door cannot be opened until the blue Objective has been taken. The yellow Vault door cannot be opened until the green Objective has been taken. •
Kii ha ba culd daw h Ncac u. Th ay b huad f zbi, bu h ca’ b ay Ncac. … Rih? Tiles needed:
Take both Vault weapons and kill the Abomination to win the game.
13
I
think w tumbld un th lac ur Duk mad hi lat tand bfr th twn f. A wh ught hi rtctin gathrd in th tml, undr th rtctin f th gd, th rmaining ldir and th Duk himlf. It wan’t nugh, unfrtunatly. Aftr a hug fight, th zmbi killd vryn. And nw, thi i a hllhl vmiting zmbi. W hav n chic but t fight thm and dtry thi frakn lac nc and fr all. Hy, d I th Duk? Nthing rnal, Yur Grac! Tiles needed:
14
Reach the objectives in this order to win the game: Get all Spawn Zones on the board in the Hellhole, the marked Zone of tile 1V. Check the Necromancer rules.
Create a Dragon Fire in the Hellhole.
Each Objective gives 5 experience points to the Survivor who takes it. It also allows the player to look for a Dragon Bile card in the Equipment deck and give it to the Survivor for free. If there are no Dragon Bile cards in the Equipment deck, look in the discard pile. Shuffle the Equipment deck afterward. •
Kill the Abomination set on tile 1V.
W
’r in th hart f th city, th lac whr a zmbi cnvrgd. It em w’r nt th firt n t gt hr. Hr r mrcnari f m rt trid t clan th lac bfr u, and faild. Hwvr, thy lckd th mt imrsiv Abminatin w’v en far in a narby magic chol. Th bat i trapd and i waiting fr mn – r mthing – t brak it bnd. It raring lur vry zmbi arund lik a bacn.
•
Put the blue Objective randomly among the red Objectives, face down. Put aside all Dragon Bile cards. Set them in the violet Vault. Set an Abomination in the marked Zone. The north-eastern building Zone has no door on purpose. Each Objective gives 5 experience points to the Survivor who takes it. -
-
-
-
•
The blue Objective gives a random Vault artifact to the Survivor who takes it. •
The violet Vault door cannot be opened until all Objectives have been taken. •
Ad h Ncac a i wh b . Tiles needed:
Player starting area
Abomination
Objective (� XP)
Spawn Zone
Vault door
Door
15
These Quests were conceived and tested mixing Wulfsburg’s contents with Zombicide: Black Plague. Feel free to add or alter anything you want, at your own risk! Reach the objectives in this order to win the game: Take all O bjectives. Some of them hide nice surprises! Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
T
h sus ciy f Wulfsbu a is a u h ay wlf acks ai h surui fss a uais. N bls a chas buil a ws h, h bt viw h scic vay (a islay hi walh a saus). Wih h lau’s ci, h wlf acks atack wai zbis, a f vici h ifci hslvs. Nw huy f livi flsh, h wlfz’ a h ciy hi w hui u. Wulfsbu has bc a Ncac us, ula wih hid, rifi suvivs. W’ u way liba h ciy. Bachi h in ciy wi ak i, hwv, a w’ e suplis. Fsh f is scac, bu sill b ha.
Put the blue and the green Objectives randomly among the red Objectives, face down. •
Each Objective gives 5 experience points to the Survivor who takes it. Taking either the blueor green Objective also grants a random Vault artifact. •
Material needed: Tiles needed:
Player starting area
Door
Spawn Zone
Objective (� XP)
Exit Zone
17
Material needed: Tiles needed:
W
ulfburg utaind m unuual damag, a if a civil war had ragd inid. In m plac, ppl wr nt kid by zmbi but by ldir. W dn’t knw yt if urvivr grup ar prn t fighting n anthr hr, r if mn trid t invad th inftd city, kiing any urvivr thy ran acrs in th prcs. Explring th ara culd giv u a clu. Cm t think f it, Wulfburg wa knwn fr it lvn ber. That wuld b a rar trat!
18
Player starting area
Objective (� XP)
Spawn Zone
Vault door
Door
Exit Zone
Reach the objectives in this order to win the game: Take all Objectives. Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in i t.
•
Put a random Vault artifact in the Vault.
Each Objective gives 5 experience points to the Survivor who takes it. •
Material needed: Tiles needed:
W
fund a ldir’ jurnal amng th blodtaind hu. It em a frign princ had cm t Wulfburg hrtly aftr th invain bgan with hi privat army. Evn it falln tat, th city rtain it walth. Zmbi arn’t intrtd in traur, h thught it’d b an ay cnqut.
Reach the objectives in this order to win the game: Take all Objectives. The Evil Twins are hiding out there and must be stopped! Reach the Exit Zone with all Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it, and no Abomination in play.
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put a Vault artifact randomly in e ach Vault. -
Th bld-pattrd jurnal nd with an ntry abut a pair f abminatin talking th final fw urvivr frm th princ’ rtinu. Th ‘Evil Twin’ thy wr calld, and thy m t haunt th Uurr’ Ward, a blck away. Thy’v urly caught ur cnt nw a wll, and culd attack at any tim. S, w’ll attack firt. Th bt dfn i mtim all-ut ffn, right?
-
Each Objective gives 5 experience points to the Survivor who takes it. Taking either the blue or green Objective also spawns an Abomination in the Zone. If an Abomination is already in play, taking the colored Objective spawns a Zombie card read at Red Level’s worth of Zombies in the Zone instead. •
19
You can achieve the first two objectives in
W
e were reurning ur haven as nigh began fa, when he wizard spted sme eseric wriing n he was. Befre ur eyes hey flared briiance, and we heard shuffling foseps! An ambush! Smene placed zmbie lures a arund, and he infeced are h n ur rail! We mus resis lng enugh desry he lures and secure ur escape. The Necrmancers knw we’re here, and cnsider us a hrea. I dn’ knw wha hink abu his flaering change. Material needed: Tiles needed:
20
any order. Take all Objectives. Get the blue Spawn Zone out of the board by killing Necromancers. , get at least one Survivor in each tower of tiles 10V and 11V. •
•
Each Objective gives 5 experience points to the Survivor who takes it. •
The blue Spawn Zone represents the Necromancers’ chokepoint. Lock it down for good! It’s active at the start of the game, and can be removed as usual using Necromancer rules. •
N
ih has fa, a h zbis a si gi u foss by h z. T ak ats ws, w se hav ki h sa Ncac a las fu is. H kes ci back, v a v. H’s ayi his hs a sumi . W’ xic suvivs, bu w’ si jus als. W ih fiu u hw ki hi aly, i f xhausi. Th wizas say h likly has s ki f aical achs bii hi his aa. If w sy h, w ca bably ki hi f o a ak a s. (A h I ca jy s f ha Elv bw I fu bf. D’ ay!)
Material needed: Tiles needed:
Reach the objectives in this order to win the game: Take all Objectives. You win the game when there are no colored Spawn Zones and no Necromancers on the board. NOTE: This Mission’s duration relies in great part on luck.
The blue and the green Spawn Zones are active at the start of the game. They can’t be removed when a Necromancer is killed (see below). •
Necromancers don’t add a Necromancer Spawn Zone token when they spawn on the board. However, when they spawn through a colored Spawn Zone (blue or green), that Spawn Zone token is replaced with a Necromancer Spawn Zone token. •
Each Objective gives 5 experience points to the Survivor who takes it. •
21
W
fiay iscv h fa f ha ivai ic a his iu. Thy w hu, cicl, a buch by a ia zbi wlfz ack. Fsh caavs a vywh. Wai. Mak ha: fsh zbis a vywh. W, l’s ca his i aii, h? Whil w’ h, l’s fi h ic’s yal ils; a cw sc f xal. I wul b ic u h h ki, a a o i ha h la bls f l w! Material needed: Tiles needed:
22
Find the blue and the green Objectives to win the game. NOTE: This Mission’s duration relies in great part on luck.
•
Put the blue and the green Objectives randomly among the red Objectives, face down. Put a Vault artifact randomly in each Vault. -
-
Each Objective gives 5 experience points to the Survivor who takes it. It also triggers a Zombie Spawn in the Zone (except for the blue and the green Objectives). •
Each Objective gives 5 experience points to the Survivor who takes it. Taking the blue or the green Objective also grants a random Vault artifact. •
W
’v iscv a isic jus ack wih zbis. Th Ncacs us h wlfz u h u a h h h. W ’ kw why, bu acki such la ubs f ifc i such cls quas is a a o i i!
Only the Necromancer Spawn Zone token can be removed when a Necromancer is killed. •
L’s shw h why i’s call zbici! Material needed: Tiles needed:
(see
Get every Survivor to Ultrared levels ).
Put the blue and the green Objectives randomly among the red Objectives, face down. •
23
Material needed: Tiles needed:
B
i liably suy a asy f, ws a havs f chic f ay suviv u, a f Ncacs as w. Th walhy Wulfsbu is h ay ws buil by chas a bls as haquas f hi uils a siis hi walh. O f hs ws bas h ak f h ‘imal’ Ncac ha w ki ysay. Taki a ek a his suff cul iv us a clu abu h Ncacs’ as la (if h v is such a hi). H ha ly f uas, bu w’ bti s ic aifacs o!
24
Player starting area
Door
Spawn Zone
Exit Zone
Vault door
Objective (� XP)
Reach the objectives in this order to win the game: Get at least one Survivor to the Red Danger Level. Reach the Exit Zone with a Survivor at the Red Danger Level. He may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
•
Put two random Vault artifacts in the Vault.
Each Objective gives 5 experience points to the Survivor who takes it. It also grants him an Equipment card of your choice, taken either from the Equipment deck or the Equipment discard deck. The Survivor can then reorganize his Inventory for free. Shuffle the deck afterwards. •
Put the blue and the green Objectives randomly among the red Objectives, face down. •
W
fu ah Ncac’s lai! Th o ws is: i’s fi wih asu! Th ba ws is: h Ncacs hav st us. Ev w, hi hs cicl us. Bu by w, w’ a xic suvivs. W’v fac ws ha jus his y ay, ih? Zbici!
Each Objective gives 5 experience points to the Survivor who takes it. - Taking the blue or the green Objective also grants a Vault artifact of your choice. - Taking a double-sided red Objective also grants the Survivor an Equipment card of your choice, taken either from the Equipment deck or the Equipment discard deck. The Survivor can then reorganize his Inventory for free. Shuffle the deck afterwards. •
Material needed: Tiles needed:
The Zombie deck is not reshuffled once the sixth Spawn Zone token is put on the board (see the Special Rules). The game is won when the Zombie deck is empty and no Zombie remains on the board.
Spawn Zone tokens can’t be removed. That includes Necromancer Spawn Zones. Once the sixth Spawn Zone is set on the board, Necromancers don’t come with Necromancer Spawn Zones anymore. However, the game is lost if a Necromancer leaves the board afterward! •
25
Material needed: Tiles needed:
Take the blue Objective representing the dark portal. And wish the Necromancers happy holidays!
T
us u h Ncacs a hua
af a. Thy’v be usi h ws bos hi s a il u lu asu, jus lik hi f ws i. Bu, h Ncacs hav als aical as lai s hid lac! Th x s i hi ivasi, has? Wh kws? Fii hs ws a sali h as wi a h h i Wulfsbu wih us. Th w fiish i, c a f a!
Player starting area
Objectives (� XP)
Vault artifact
Te Necromancer’s portal
Door
Spawn Zone
26
Put a random Vault artifact in the marked Zone.
Each Objective gives 5 experience to the Survivor who takes it. The Zone with the Blue Objective can only be entered when all red Objectives are taken.
Whenever an Actor ends a Move Action (or Move Step) in a Zone containing a Dragon Bile pool, he moves one more Zone in the same direction. If it’s impossible (T-section or having Zombies in the Zone, for example), this mandatory Move is cancelled. •
L
catin a necrmancers’ lair is nt an easy task, and we may remember this ne fr a while. The cabal livin here cnsrts with drans. They are smewhere in the vicinity, and they’ve set vile wards t prtect their haven. These are dran bile pols, trigered by black maic as son as anyne cmes to clse. Yu can run, but yu can’t hide, fiends! Material needed: Tiles needed:
•
•
•
- Put the blue Objective randomly among the red Objectives,
face down. - Shuffle the green Objective randomly with two red Objectives, and place them face down beside the board. This is the trap pile. - Place the Dragon Bile tokens at random without looking at their fire/magical barrier side. - Set the Dragon Bile cards apart from the Equipment pile. They are not used in this Quest. Each Objective gives 5 experience points to the Survivor who takes it. •
When the blue Objective is taken, choose a Vault weapon, and add it to the Inventory of any Survivor. •
28
Whenever an Actor (or group of Actors) ends a Move Action (or Move Step) in a Zone containing a Dragon Bile pool, and after completing or canceling the mandatory Move, draw an Objective from the trap pil e. Look at it, and set it back in its pile, face down. The pi le is then shuffled. - Red: Nothing happens. - Green: Flip the Dragon Bile token to the other side. A flaming side indicates a bonfire in the Zone: any Actor standing in or crossing this Zone is subject to a Dragon Fire effect. A magic barrier side means that nothing can go through or out of the Zone (lines of sight are blocked). Both effects end at the next End Phase. Reset the token to its Dragon Bile side. •
Taking the green or the blue Objective gives an extra Activation to the Survivor who takes it, to be used immediately after the current one. •
Doors do not open using the normal rules. To open a door, a Survivor spends an Action and discard an Objective token from his ID Card. In addition, the blue and the green doors can’t be opened until ALL the Objectives have been taken. •
W
e fund a lage achment that mentined the “Gose Game Huse” and wanted t undestand what it was a abut. We fund it, gt in, and…gt lst. We’ve walked thugh oms, crids, stage oms, and wkshs f tw days nw. It’s an enchanted maze, and t he with wheve used t live hee. We’e taped in hee with an amy f zmbies. O...ae they taed in hee with us? Material needed: Tiles needed:
Reach the Exit Zone with all starting Survivors. Any Survivor may escape through this Zone at the end of his turn, as long as there are no Zombies in it.
Vault doors can’t be opened as usual. Instead, when an Actor (or a group of Actors) ends a Move Action or Move Step in a Zone containing an open Vault door, immediately place the Actor(s) in the corresponding Vault. This is not a Move Action. The Vault door closes behind him, and the other Vault door of the same color opens. This rule doesn’t apply when an Actor is leaving a Vault Zone. •
Whenever an Actor ends a Move Action in the Zone containing the magic barrier token #1, he is teleported to the Zone containing the magic barrier token #2. This is not a Move Action and only works from #1 to #2. •
An Actor suffers a Dragon Fire effect whenever he ends a Move Action in a Zone containing a Fire token. •
•
- Put the blue and the green Objectives randomly among the
red Objectives, face down. - Put a random Vault weapon in each Vault. Each Objective gives 5 experience points to the Survivor who takes it. Keep the token on this Survivor’s ID Card. It takes no space in the Inventory. •
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R
eclaiming the land fr om zombies implies uniting the survivors around us. To do so, we have to perform a daring and symbolic acti on. The King has been defeated and probably wanders around looking for human flesh. We must recover his crown. It is a sacred duty! And a beautiful object… Material needed: Zombicide: Tiles needed:
The game is won as soon as all starting Survivors stand in the crown’s Zone, and there are no Zombies in it.
•
- Put the blue Objective randomly among the red Objectives,
face down. - Put a random Vault weapon in each Vault. - The violet Vault door is not set on the board when the game starts. You have to find the blue Objective first (see below). Each Objective gives 5 experience points to the Survivor who takes it. •
When the blue Objective is taken, place the violet Vault door in its Zone (closed side). •
Resolve these effects in order whenever the green door or any violet Vault door is opened: 1- The green Spawn Zone becomes active. 2- Spawn a Zombie card on the green Spawn Zone (active or not). The green Spawn Zone can’t be removed. •
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•
- Put the blue and the green Objectives randomly among
T
he anr we fun wa haune lng befre any zbie cae ruin i glry wih heir rten finger an inking flui lse. The gh were renwn fr heir ba eper, an he zbie plague ha en he in unening fi f rage. I’ nhing bher u, excep ha hee upi plergei have liie way f hwing heir anger beyn hrwing uff arun an laming or. S h ey l a o r cninuuly, which atrac zbie, which ake he gh even ader, an he gae cninue. Enugh i enugh! We u p hi perpeual nie. I atrac zbie fr ile away, an i i really upeing. Material needed: Tiles needed:
You win the game as soon as there are no Zombies in the manor (the central building with six doors).
five red Objectives, face down, and set them on the board as indicated. - Put one random Vault Weapon in each Vault. Each Objective gives 5 experience points to the Survivor who takes it. Keep the token on this Survivor’s ID Card (it doesn’t occupy a slot in the Inventory). •
•
The six manor doors can’t
be opened by regular means. Each time an Objective is taken, roll a die: open the manor door located on the tile with the corresponding number, and Spawn Zombies in the whole building even if a Zombie spawn was resolved after a previous door opening. Zombies inside don’t Move during Move Steps unless a Survivor has entered the manor. •
At anytime during the Survivors’ Phase, the whole team can discard five double-sided red Objectives OR one blue and one green Objective to open all manor doors. Spawn Zombies in the whole building even if a Zombie spawn was resolved after a previous door opening. Zombies inside don’t Move during Move Steps until a Survivor has entered the manor. •
Before each Zombies’ Phase, close all opened manor doors. If the doors are opened again, Spawn inside the building as if no door had been opened previously. •
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W
e’re u explre wha remain f he riche diric in hi ciy, bu here are huge zmbie herd a arund he place. There are o many f hem fr u ki, we’d beter ge in and u a quiely a psible, preferably wihu being een. I wn’ be eay… Material needed: Tiles needed:
Take all Objectives.
Each Objective gives 5 experience points to the Survivor who takes it. •
The blue and green Spawn Zones are inactive during Spawn Steps. They are still affected by the “Drawing Attention” special rule. •
Whenever a Survivor ends his Turn with a Line of Sight to one or more Spawn Zones, immediately draw a Zombie card for these Spawn Zones, no matter the Zombie tokens’ color, type, or status. •
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Reach the Exit Zone with all starting Survivors. Any Survivor may escape through this Zone at the end of his Turn, as long as there are no Zombies in it.
H
Y
ou heard the guy. We’d better do like he says.
Material needed: Tiles needed:
•
- Put the blue Objective randomly among five red Objectives, face down, and set them all on the board as indicated. - Put one random Vault Weapon in each Vault.
Vaults are considered part of the buildings they are linked to. •
Each Objective gives 5 experience points to the Survivor who takes it. •
Once the blue Objective has been taken, the blue door can be opened. •
Every time an Objective is taken, resolve a Spawn Step for each Spawn token, using the Objective’s color (red for red Objectives, blue for the blue Objective) to read each Zombie card and spawn Zombies of the corresponding Danger Level. Necromancer Spawn tokens are considered Red for this rule. •
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S
lac in h gin hav ben inc h zbi ca. Nby g h, v. M f h i, h lac aw o uch atnin f h ncanc hav bc h hu f angy n a havily barica. Wha ke inay l a bay i ribly apaling uviv. S i’ i ak a u f h “lac f in” an e wha w can fin h: hidn au, a go zbici, bh, an n f fun. Ray?
Each Quest gives special rewards in the form of singleuse bonuses. The Quest describes its related game effect. A Survivor can save the use of these bonuses from one Quest to the next until the end of the campaign, but once it’s spent, it’s spent. They can be earned back by replaying their related Quest.
Any Survivor reaching the Red Level at the end of a successful Quest may begin the next with a Vault weapon of the player’s choice. If there are not enough Vault weapons to equip all eligible Survivors, the players’ Chose a Quest to begin with. The Temple of Fire is a good start, team chooses the way the Vault weapons are distributed as a victory eases the following Quest! among Survivors. Quests are played in any order the players choose. The same Quest can’t be played twice in a row, though. The campaign ends after the players have won all five Quests. Places Of Interest is an expert-level campaign. You will face a real challenge and hours of team-oriented fun. Will you be one of the happy few to boast of having visited all the places depicted in this campaign and survived? •
•
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Put the blue and green Objectives randomly among the red Objectives, face down. •
A
fi g wa whip in hi viag. I b u aying ha i i cul bah fi. I in’ e a ny, an i’ o ba; ha cul hav ben vy uful. Again an Abinain, f xal. Unfunaly, h l i cl an lck. L’ fin h ky an clan hi lac—I knw a iual. W n’ wan e any fi bahing zbi, w? Tiles needed:
You’ll need to find either the blue or green key to enter. The temple is purified as soon as there are no Zombies in the whole building containing the fire token. Go through the Zone containing the fire token until you receive the Fire Blessing (see Special Rules). Reach the Exit Zone with all starting Survivors. Any Survivor may escape through this Zone at the end of his Activation, as long as there are no Zombies in it.
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Each Objective gives 5 experience points to the Survivor who takes it. •
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. •
Any Actor starting his Activation in the fire token Zone triggers a Dragon Fire effect in the Zone. Zombies eliminated this way don’t grant any experience points. •
After the temple has been purified, roll a die each time a Survivor goes through the fire token’s Zone. On an even result, nothing happens. On an odd result, the Survivor receives the Fire Blessing as a single-use bonus. A Survivor can’t have more than one Fire Blessing at a time. The Survivor may spend an Action to use it: it creates a Dragon Fire effect at Range 0-1 and within Line of Sight of the Survivor. In addition, this Dragon Fire effect doesn’t affect its creator! •
When a Survivor enters a magic barrier Zone, remove the token and draw a card from the Abomination deck. Spawn the corresponding Zombies in the disrupting Survivor’s Zone. •
Survivors who exit the place without any Wounds receive a single-use bonus: Instant Regeneration. A Survivor may use it anytime during his Activation (but not during an Action’s resolution) to fully heal all his Wounds. •
J
u h na f hi lac i nugh ay a vii. If i wan’ a ncanc’ lai bf h zbi, i i nw. W cu h aa an fun ha a iual i bing f. I can’ b g. W u hi. Tiles needed:
Reach the Exit Zone with all starting Survivors. Any Survivor may escape through this Zone at the end of his Activation, as long as there are no Zombies in it.
•
- Put the green Objective randomly among the red Objectives, face down. - Set apart all the Spawn Cards for at least 3 extra Abominations (Abominalpha, Abominarat, etc.). These cards constitute the Abomination deck. The Spawn Cards for standard Abominations stay in the Zombie deck.
Each Objective gives 5 experience points to the Survivor who takes it. •
The blue Spawn Zone is inactive until the blue door is opened. The blue door can be opened like a standard door. It also opens by itself the first time a Necromancer spawns on the board. •
The green door cannot be opened until the green Objective has been taken. •
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Each Objective gives 5 experience points to the Survivor who takes it. •
DO NOT READ IT OUT… Too late. When the blue Objective has been taken, the magic barrier Zone starts spawning Abominations. Use it like a regular Spawn Zone, but draw from the Abomination deck instead. This deck is not reshuffled when exhausted. •
I
i i ha whn a cacula acin i hic, ui, bh. Tha’ h ca h: n, hw, anag a val Abinain in h wn’ blfy. W’v alay ha abu ingl Abinain ap in a cl lac, bu val? Thi i unblivabl. I’ al unfuna, a ncanc ke cing wih hi h fe h ba. Thi i gting l, an w ne i. S ay, w zbici vyhing. Ju n’ hink o uch abu h Abinain. Hy, I hink I ju fun h way b a h! Tiles needed:
You win the game as soon as the Abomination deck is exhausted (see Special Rules) and there is no Abomination on the board.
•
- Put the blue Objective randomly among the red Objectives, face down. - Set apart all the Spawn Cards for at least � extra Abominations (Abominalpha, Abominarat, etc.). Tese cards constitute the Abomination deck. Te Spawn Cards for standard Abominations stay in the Zombie deck.
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Survivors who killed an Abomination receive a single-use bonus at the end of the Quest: Ironclad Charm. A Survivor may use it at anytime (but not during an Action’s resolution) to get the Ironclad Skill until the next Ending Phase. •
QUEST �:
FORTRESS
W
t hi fs f il away. I ga nanc i barica, an n anag in a waning n h won o: “En an i”. Chaing.
Wh cl hi lac? Wha’ ini? A w cuiu an ui nugh g in an fin u by ulv? I knw h anw ha n: y, w a. A cnan huming an ulfu nch, yu ay? Dn’ wry uch. Evyhing will b kay, I’ u. Tiles needed:
You win as soon as both magical barriers are gone and there are no Zombies in the Street Zones.
During the Spawn Step, don’t look at the Zombie cards drawn for the Spawn Zones located within the magic barriers. Store them under their respective magic barrier instead. •
•
When a Survivor opens a violet
Vault door: - Remove the magic barrier token in the street leading to the violet Vault door. - Reveal the Spawn Cards stacked on the Spawn Zone, one after the other, and set the corresponding Zombies. Double Spawn cards apply to this Spawn Zone. Necromancers are familiar with the fortress and can use the Vaults doors. Any Necromancer activating in a Zone holding a Vault door spends its Action to open it, ignoring any Survivors standing in the same Zone. •
Standard doors cannot be opened. The blue door and the Vault’s doors can be opened like standard doors. •
•
Any Survivor who opened a Vault door in a Street Zone receives a magic barrier token at the end of the Quest. This is a single-use bonus: the Survivor can spend it anytime (but not during an Action’s resolution) to place the magic barrier token on a Spawn Zone within Line Of Sight. Any Zombie card drawn for the trapped Spawn Zone is put under the token instead, face down and without revealing it. As soon as the card amount reaches two, interrupt the Spawn Step. Reveal the hidden Zombie cards one by one, spawning the corresponding Zombies for each of them. Double Spawn cards apply to the current Spawn Zone only. Then, resume the Spawn Step.
•
Both Vaults are connected by an open door.
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QUEST �:
THE DARK ANCHOR
N
omans sem to us this pla to hold thi most trifi undad minions: Abominations. Thy a standing th, waiting fo thi mast. With som kind of dak magi, noman s mak ths m onsts stand sti. Thy don’t mov vn if thy sns us in th viinity. It oul d b a gat ocasion to dal a majo blow. A nything that an iitat nomans is woth th ffot. Tiles needed:
You win the game as soon as there are no more Abominations on the board.
•
- Put the blue Objective randomly among the red Objectives, face down. - Put 5 Abominations (your choice) in the marked Zones.
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. •
If a Necromancer activates in front of the green door, it uses its Action to open it, ignoring any Survivors standing in the Zone. •
That’s my boy. Abominations don’t move unless either door leading to them is opened. •
Each Objective gives 5 experience points to the Survivor who takes it. •
The blue Spawn Zone activates as soon as a Necromancer is drawn. The blue Spawn zone can’t be moved or removed from the game, and no other Spawn Zone can be placed in its Zone. Necromancers that do NOT spawn on the blue Spawn Zone try to reach the blue Spawn Zone, no matter how far they are from it. They enter through the green door. Necromancers spawning on the blue Spawn Zone act normally. Survivors who killed an Abomination receive a single-use bonus at the end of the Quest: +1 Damage when performing a Combat Action involving an Abomination. This bonus can be used with any weapon after an attack roll. •
•
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I
a bga wh Fahr Tuckr ca u wih a brigh ida, r i ed. “Wha’ h b way dry a buch f zbi? h aid. Fir! Fir ca dry v h igharih Abiai. D yu rbr h pl f fir w purgd ur qu fr frlr plac*? W, i’ y rgular parih, bu if w culd pas a aiac wih h Fir Gd dry ur uual zbi f, ur cruad fr Wulfburg wuld b a litl air.” A uual, h pla did’ urviv h fir cur wih h y. I wa h zbi’ faul, yu kw wha xpc fr h. N, i wa h fir. Fir i’ a rliabl ay, ly a rliabl y fr ay ad ayhig i ca cu. Hadl wih car.
•
•
Any Survivor reaching the Red Level at the end of a successful Quest may begin the next with a Vault weapon of the player’s choice. If there are not enough Vault weapons to equip all eligible Survivors, the players’ team chooses the way the Vault weapons are distributed among Survivors.
The Fire God is an expert-level campaign starting with Meet The Fire God. Each Quest may end in two ways: Your party contains the Fire God’s wrath and moves to the next Quest, as indicated in the Objectives. The Fire God is unleashed. You can either accomplish Beat Back The Fire to contain Him let your divine “friend” take care of the situation. Oh sure, the Zombies are now gone, but everything you held dear is now a pile of ashes. This place is death, end of story. The campaign closes with Armageddon. It can lead you back to the first Quest, to create a circular setting. Some Quests also have conditions implying the end of the campaign. •
•
The Fire God bicide: Black Plague
ZomWulfsburg
*See the Places Of Interest campaign.
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QUEST �:
MEET THE FIRE GOD
W
ca g h Fir Gd’ ati by purgig ad freig f hi pl. I’ ay: ki h zbi, h cracr… ad ayb wah h flr, . Tha’ a pla! Material needed: Tiles needed:
The game is won as soon as the temple Zone (tile 1V) and both tower tiles are free of Zombies. Be careful! Necromancers have it coming and will do their best to desecrate the temple before you succeed! Success: Go to The Dragon Tower . Failure: The campaign fails. Try again, to gain the Fire God’s favors. •
•
•
Put the green Objective randomly among the red Objectives, face down. Check the map for Zombies, and set the corresponding miniatures in the temple Zone. -
-
Each Objective gives 5 experience points to the Survivor who takes it. •
The green door cannot be opened until the green Objective has been taken. •
Upon moving, Necromancers head for the flag Exit Zone instead of a Spawn Zone. A Necromancer standing before the closed green door spends its next Activation opening it, whether the green Objective was found or not, and whether a Survivor stands in the Necromancer’s Zone or not. A Necromancer standing in the flag Exit Zone spends its next Activation in the same conditions, desecrating the place and ending the Quest. •
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Use the Dragon Tower to remove Spawn Zone tokens from the board (see Special Rules). Playing Tip: Your party will need to properly reposition at least one Spawn Zone token (by killing a Necromancer) in order to be able to eliminate all of them with the Dragonsbreath.
T
h Drag Twr, a u ddicad h Fir Gd, rv w purp. Fir, ay dve c hi plac a a pilgriag fel hir diviiy’ pwr. Th Drag Twr i al a dfiv war achi ha ca pur fir i vry dirci, hc i a. Prvidd w fed h wr’ lauchr wih h righ amuii, h Drag Twr wi b abl bur dw vry zbi i h viciiy. I w’ ak lg bfr h diric g pac a la, urig h hly plac i a firy bac fr urvivr. Material needed: Tiles needed:
is achieved if your party has removed all Spawn tokens, and there are at least 4 Objectives left on the board. The fire is under control and focused toward the zombies. Go to The Crimson Twins . •
is met whenever your party leaves less than 4 Objectives on the board. The Fire God was freed through the Dragon Tower. You can either forfeit the campaign or go to Beat Back The Fire . •
is met if your party used the Dragon Tower’s Dragonsbreath weapon twice without destroying all Spawn Zone tokens. Both the Quest and the campaign fail. •
Put the blue Objective randomly among the red Objectives, face down. The green Objective is already revealed.
•
Each Objective gives 5 experience points to the Survivor who takes it.
•
Breathing fire through the Dragon Tower requires Dragonsbreath, a special dragon bile mixed with… something holy smelling like Dwarven beer. Your party needs to find a balanced amount of this mixture, in order to burn the Zombies around but not the entire town. Meet these Objectives in order to succeed. Find the blue and/or the green Objectives.
The Dragon Tower’s Dragonsbreath weapon can be activated . To do so, a Survivor standing on top of the tower may spend an Action to resolve a Ranged Action with Range 1-4. The target Zone and every Zone in Line of Sight between it and the Survivor gets a Dragon Fire effect. The Survivor earns all corresponding Experience points. Besides killing all Actors, this holy fire also removes Spawn Zone tokens.
•
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The Crimson Twins’ bodies lay under Magical Barriers. Create a Dragon Fire effect on each of them to win the game.
T
h Fir Gd’ cul wa ld by h yriu Cri Twi, a a ad a wa pakig a cr gu ly ru blivr culd udrad, ad rurd pss uarhly pwr vr hir audic’ i. Each f h had hir w pl, adig x ach hr i a r hi f Wulfburg’ uhr diric. Th Cri Twi ad hir fwr ld a brual, bu wha hr, riac agai h zbi a Wulfburg wa vrhrw by cracr. W dicvrd clu abu hir fa: h wi f ad hir fwr did hav h i giv h h la ri. Nw hir ul, i h fr f firy gh, hau h plac ad prc hir bdi agai h cracr’ dprdai. Awig hir bdi bur ad hir ul e hir crar wuld dfiily ar u h Fir Gd’ favr. Material needed: Tiles needed:
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Success: The Fire God bestows your party a special gift. Go to Armageddon. Failure: The Fire God enters Wulfsburg, claims his favorite priests’ bodies and goes after vengeance. Go to Beat Back The Fire. •
•
Put the blue Objective randomly among the red Objectives, face down. •
Each Objective gives 5 experience points to the Survivor who takes it. •
The blue door cannot be opened until the blue Objective has been taken. •
After the Zombies’ Phase, but before the End Phase, move each Fire token one Zone toward the Zone matching its number, ignoring any obstacle and wall. Upon reaching its destination Zone, immediately put the token back on its starting Zone. Any Zone the burning ghosts occupy is constantly subjected to a Dragon Fire effect. •
Put the blue and the green Objectives randomly among the red Objectives, face down. •
T
h Cri Twi’ burig gh flw away hrugh h ky. A lar, h Fir Gd hi hak wih a gif: w fir i raiig vrywhr, lik a fial r rarig cla hi vil plac. W wa rclai hi w, dry i! Thi ha p! W ar w ruhig ward a pl c ddicad h Mrciful Mhr. A hly crip hldig a pla fr prci ha b hr, whr. Wi Sh har ur ca ad par Wulfburg? Nx i, w lav h gd u f h pla. B carful f wha yu wih.
Each Objective gives 5 experience points to the Survivor who takes it. •
After each Zombies’ Phase, the First Player stands up, takes a Fire token, closes his eyes, holds the token in front of them at arms’ length and drops it on the board. Repeat the process until the token falls on the board. All Zones touched (even partially) by the token are subject to a Dragon Fire effect (no experience gain). •
Immediately resolve a “Fire Cyclone”, as detailed above, as soon as the green Objective is taken. •
Material needed: Tiles needed:
Search the houses until your party finds the ritual you need. The Quest succeeds as soon as the blue Objective is taken. Success: You hear the Fire God’s voice, calling you as his new priests. He has a Quest for you… Go back to Meet the Fire God to free another temple. Failure: The Fire God revels in watching the world burn. Go to Beat Back The Fire . •
•
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