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Rules Horde Box

The document describes rules for adding a Feral Dragon to a game of Zombicide. Key points include: - Feral Dragon zombie cards spawn the dragon miniature in the center of its zone. It performs a stomp that kills zombies and pushes survivors/siege engines. - The dragon is immune except to ballistae or weapons matching its vulnerability card. Five vulnerability cards are used to weaken it until killed. - When wounded by a matching weapon or ballista, the dragon leaves until next activation. The attacker gains experience and a weapon card. - Multiple dragons can appear but only one is on the board at a time. The current dragon gets an extra activation if another dragon card

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0% found this document useful (0 votes)
208 views12 pages

Rules Horde Box

The document describes rules for adding a Feral Dragon to a game of Zombicide. Key points include: - Feral Dragon zombie cards spawn the dragon miniature in the center of its zone. It performs a stomp that kills zombies and pushes survivors/siege engines. - The dragon is immune except to ballistae or weapons matching its vulnerability card. Five vulnerability cards are used to weaken it until killed. - When wounded by a matching weapon or ballista, the dragon leaves until next activation. The attacker gains experience and a weapon card. - Multiple dragons can appear but only one is on the board at a time. The current dragon gets an extra activation if another dragon card

Uploaded by

HenriTisserand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RULES

CHAPTERS
FERAL DRAGON . . . . . . . . . . . . . . . . . . . . . . . . . . 2
FERAL DRAGON SPAWNING . . . . . . . . . . . . . . . . . . . . . 3
FERAL DRAGON ACTIVATION . . . . . . . . . . . . . . . . . . . . 4
VULNERABILITY CARDS . . . . . . . . . . . . . . . . . . . . . . . . 4
SIEGE ENGINE: BALLISTA . . . . . . . . . . . . . . . . . . 4
NEW ZOMBIES: FATTY BURSTERS . . . . . . . . . . . 5
GIANTS: FINARTON AND ZOMBIE GIANT . . . . 6
GIANT SURVIVOR: FINARTON . . . . . . . . . . . . . . . . . . . 6
ZOMBIE GIANT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
NEW ZOMBIES: EXTRA ABOMINATIONS . . . . . 7
ABOMINABUNNY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
CHROMATIZ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
GORGOMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
VAULT WARDEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
HORDE BROTHER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
SWAMP LURKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
SIEGE BREAKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
WEREZOMBIE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
THE MAGENTA COVFEFE OF AARGH . . . . . . . . . . . . . . 11
EXTENDED TARGETING PRIORITY ORDER . . . . . 12

FERAL
DRAGON

W hat is your opinion on ants? Think


about it for a moment. Got it? Dragons
mostly think the same about us. Now, what would it
take for you to declare war on ants?
The zombie invasion caused enough trouble to stir
dragons away from their business and turn their
fiery eyes on us. The legendary creatures are back
to restore peace and order, Their peace and order,
in the dragon way: destroy, kill, and burn!
The Feral Dragon features 8 Zombie cards to spawn it in the These are the Feral Dragon’s Zombie cards, Vulnerability
cards, and double-sided Compass/Rubble cards.
game. 5 Vulnerability cards are used to weaken the Feral
Dragon until your party kills it. The double-sided Compass/ - Add the corresponding Zombie cards to the standard
Rubble cards are used to manage random direction and Zombie pile, then shuffle it.
feature damaged building Zones. And finally, the Ballista is - Form a separate pile with the Vulnerability cards, shuffled
here to bring balance for Survivors: this Siege Engine is the facedown, near the board. If several Dragons are played, each
most reliable way to kill the beast! one gets its own Vulnerability pile.
Follow these steps to get the Feral Dragon into your game: The Feral Dragon has the following characteristics:

2
HORDE BOX - RULES
FERAL DRAGON SPAWNING
Feral Dragon Zombie cards spawn at Danger Level Yellow or
higher. The Feral Dragon miniature is set in the center Zone of
the corresponding tile, no matter the Zone its card was drawn for.
Then, it performs a Dragon Stomp, following these steps in
order:

1- All Zombies standing in the Feral Dragon’s spawning


Zone are killed, no matter their type and immunities (like
Spectral Walkers, for example). No experience is gained.

2- Roll a die on the Compass card for each Survivor and


Siege Engine miniature in the spawning Zone: the target is
pushed 1 Zone away in the corresponding direction (this is
not a Move). A Survivor or Siege Engine can’t leave the board
or cross a wall this way. Instead, it stays in the Zone.
A Survivor still standing in the target Zone suffers 2 Wounds
(no Armor roll).
A Siege Engine still standing in the target Zone is destroyed.

To know the direction to push a Survivor, put the card


parallel to any edge of the board, then roll a die.
On 1-2, the Survivor stays in the Dragon’s Zone.

3- If the center Zone is a building Zone, set a Rubble card


on it. From then on, the Zone blocks Lines Of Sight, cannot be
Searched, and cannot be entered (it can be left by a Survivor
within, though). According to the Quest’s objectives, this
situation can lead to defeat (if a designated Objective was set
in the Zone to be taken, for example)!

4- Draw a Vulnerability card. The Feral Dragon can only


be hit and wounded by a Ballista, or a weapon matching the
Damage: 2 (no Armor roll) type shown on the Vulnerability card you just revealed (and
Min. Damage to wound: Damage 2 (see the Vulnerability rules) inflicting Damage 2).
Experience provided: 1 point per Vulnerability card
Special rules:
• The Feral Dragon is immune to all game effects (including PLAYING WITH SEVERAL DRAGONS
Dragon Fire, Enchantments, and Skills), except Ballistae
and weapons matching the type shown by its current A game can feature multiple Dragons of different
Vulnerability card (see step 4 of next chapter). origins. There can be only 1 Dragon miniature on the
• The Feral Dragon is a huge beast hovering above the board. board at any time. If another Dragon Zombie card
Obstacles don’t block Lines Of Sight between Survivors and is drawn (no matter the type), the Dragon currently
standing on the board gets an Extra Activation.
the Feral Dragon (not even being inside a building).

3
RULES - ZOMBICIDE
FERAL DRAGON ACTIVATION VULNERABILITY CARDS
The Feral Dragon is Activated using standard Zombies’ Phase The Feral Dragon is removed from the board whenever it is
rules (Attack Step, then Move Step), with these changes: hit with a Damage 2 (or more) weapon matching its current
Vulnerability card or a Ballista. It flies away, waiting for a
Attack Step: Fire Breath better moment to strike again.
- The attacking Survivor gains 1 experience point and a
The Feral Dragon fires at the Zone with the most Survivors random Vault Weapon card (if there are any available).
within Range 0-1 (if there are any). No Line Of Sight is - The corresponding Vulnerability card is discarded until the
required, and the fire breath can be done diagonally. If several end of the game. If it was the last from the pile, the Feral
Zones are eligible, players choose. All Zombies standing Dragon is killed for good. From then on, any Feral Dragon
in the target Zone are killed, no matter their type and Zombie card drawn has no effect. The dragon slayers have
immunities. No experience is gained. Survivors automatically earned a little respite!
scramble to escape the Dragon Breath unscathed. Roll a die
on the Compass card for each Survivor and Siege Engine
miniature in the target Zone. It is pushed 1 Zone away in SIEGE ENGINE:
the corresponding direction (this is not a Move). A Survivor
or Siege Engine can’t leave the board or cross a wall this way.
Instead, it stays in the Zone.
BALLISTA
A Survivor still standing in the target Zone suffers 2 Wounds Survivors may start the game with a Ballista whenever
(no Armor roll). a Dragon (any type) is used. If several Dragons are played,
A Siege Engine still standing in the target Zone is destroyed. Survivors may begin with the same number of Ballistae. The
If the target Zone is a Waterhole Zone, the Dragon doesn’t corresponding miniature(s) is placed in their Player Starting
Attack (it knows fire would be a waste). Area during Setup. The Ballista is a Siege Engine. It is not an
Actor.
Move Step: Dragon Stomp Deploying a Ballista in the game unlocks the following Siege
Actions for Survivors.
If the Feral Dragon did not Attack during the Attack Step, it
Moves after all Zombies. Use standard Move Step rules to • Moving a Ballista
define the destination Zone, but move the Feral Dragon 1 tile Action cost: 2
away in that direction instead. Set it in the center Zone of The Survivor and the Ballista both move from a Zone to the
the next tile. The Feral Dragon can’t enter Vaults and doesn’t next. This Action uses the standard Move Action rules, but
Move if all the Survivors are in Vaults. it does not benefit from additional Skills and game effects
Upon landing in its target Zone, the Feral Dragon performs related to Move Actions.
a Dragon Stomp. The target Zone and its Actors endure the A Ballista is destroyed whenever it is set in a Waterhole Zone.
same effects as a Feral Dragon Spawning. These beasts are Remove its miniature.
flying fast and they hit hard!
• Firing a Ballista
Action cost: 2
The Survivor loads and fires the Ballista. Firing a Ballista
is not a Combat Action and does not benefit from Combat
Action related game effects (Equipment or Skills). Firing a
Ballista does not produce Noise.
The Ballista fires at every Zone in a designated straight line
starting from the Ballista’s Zone. No Line Of Sight is required,
but the shot cannot go through walls or closed doors. Make a
separate attack roll for each targeted Zone. The Ballista uses
the following characteristics:
Range: 1+
Dice: 3
Accuracy: 4+
Damage: Special. All targets hit by the Ballista are killed, no
matter their type and immunities.
The Accuracy is lowered to 3+ if a Survivor has a Line Of
Sight on a target Zone. Targeting Priority Order and Friendly
Fire rules apply.

4
HORDE BOX - RULES
Johannes fires the Ballista. The Ballista bolt ignores Megan has a Line Of
The bolt goes in a straight line, Line Of Sight and goes Sight on these Zombies,
ignoring Line Of Sight, until through the Hedge. 3 dice lowering the Accuracy
it meets the eastern wall. with Difficulty 4+ are to 3+. •, •, •: 2 hits!
rolled to kill the Walker.

Dragons can be hit by Ballistae, no matter 3 dice with Difficulty 4+ are Targeting Priority
their current vulnerability. 3 dice are rolled rolled for the Abomination: Order applies,
to hit the monster. The normal Accuracy •, •, •. 1 hit! The Ballista leaving the Runner.
is 4+, lowered to 3+ as Johannes has a has no Damage value, The rampage stops
Line Of Sight on the beast. •, •, •: 1 everything it hits is eliminated. here as the bolt
hit is enough, the Dragon is removed. Bye bye, Abomination! hits the wall.

NEW ZOMBIES:
FATTY BURSTERS
The zombies we call “Fatty Bursters” were people struck with potent
diseases in their former life. Illness caused a weird change in the
zombie plague, turning them into bloated, infected corpses. More
than their horrendous complexion, their most surprising feature is
unexpected bursts of speed. Certainly haunted by former memories,
they rush all of a sudden to avoid an invisible and inescapable fate.
And when Bursters are close enough, they simply stop trying to
keep their corpses together and disintegrate in an explosion of gas,
gore, and pus. No one wants to die like that!

To get Fatty Bursters into your game, simply add the


corresponding Zombie cards to the standard Zombie pile.

Actions: 1
Damage: 2 (No Armor roll, see explosion rule below)
Min. Damage to destroy: Damage 2
Experience provided: 1 point
Special rules:
• Fatty Bursters are Fatties, but do no benefit from Fatty Extra
Activation Zombie cards.
• Drawing a Fatty Burster card first provides an extra
Activation to all Fatty Bursters on the board, then spawns a
Fatty Burster in the indicated Zone.
• Fatty Bursters don’t Attack. Instead, they explode whenever The explosion inflicts Damage 2 (no Armor roll) to all Actors
a Survivor stands in their Zone or ends a Move Action in their in the Zone. A Survivor eliminating a Fatty Burster with a
Zone. Fatty Bursters also explode upon being eliminated by a Combat or Siege Action earns all experience from additional
Survivor’s Combat or Siege Action. Zombies eliminated by the ensuing explosion.

5
RULES - ZOMBICIDE
GIANTS: Giant – The Survivor may trace Lines Of Sight over buildings
and Hedges to Zones beyond them (but not into a building

FINARTON through walls or closed doors). Likewise, Actors in these


Zones can trace Lines Of Sight to the Survivor. The Survivor

AND ZOMBIE GIANT can use this special Line of Sight to perform Attacks (and
vice-versa).

Reach – The Survivor may perform Melee Actions at Range 0-1.

Throw – The Survivor can use this Skill, for free, once during
each of their Turns. Choose an Actor in the same Zone
(Dragons and Giants are excluded). The Actor’s miniature is
removed from the Zone, then placed in a target Zone within
Range 1-2 and Line Of Sight of the thrower. A Ranged Attack
is then performed in the target Zone: it automatically hits
a Zombie, ignoring the thrown Actor. The Attack inflicts as
much Damage as an equipped weapon of the thrown Survivor
or the Damage value of the thrown Zombie.

ZOMBIE GIANT
“The plague can infect giants?? How do we even
fight that??”
— Distraught Survivor

GIANT SURVIVOR: FINARTON


“We killed all our wizards for good reason. Now I
have to clean this up!”
Finarton is grumpy. He likes his mountains. He likes his solitude.
But most of all, he likes peace and quiet. The black plague (and now
the green horde) has brought him anything but. The orcs were noisy
neighbors to begin with, and now they seek out living flesh day
and night. If Finarton has one thing, it’s a lot of living flesh. Giant
society has no wizards after a similar incident in the distant past,
remembered only by oral tradition among the giant folk. He suggests
humankind use their own rather drastic method of prevention.

Finarton is a Giant. He is played like a standard Survivor. His


Body slot can hold a Great Axe OR a Shield, but no armor.
Finarton possesses the following Skills:

6
HORDE BOX - RULES
There may be more magic involved in turning giants into zombies
than the plague alone, yet this huge, terrifying monstrosity has NEW ZOMBIES:
been sighted more than once, striding across the battlefield and
crushing anything in its path (survivor or zombie alike). Living EXTRA
giants tell of an ancient, forgotten time before humankind when
their once-thriving civilization faced a similar crisis. With any
luck, ‘Shaggrant’ as he has become known is a singular creation.
ABOMINATIONS
Alas, the survivors are often rather short on luck. Getting an extra Abomination into your game is easy: simply
add the corresponding Zombie cards to the standard Zombie
pile, then shuffle it.
Unless otherwise stated, these Abominations share the same
general rules.

Damage: 1
Min. Damage to destroy: Damage 3
Experience provided: 5 points
Special rules:
• Wounds inflicted by Abominations can’t be prevented by
To get the Zombie Giant into your game, simply add its Armor rolls.
Zombie cards into the standard Zombie pile, then shuffle it. • A Damage 3 (or more) weapon or Dragon Fire is required to
Be careful: a Zombie Giant is a fierce opponent and may raise kill an Abomination.
the difficulty quickly under some circumstances. Feel free to
remove some of these Zombie cards to suit your playstyle.
ABOMINABUNNY
The Zombie Giant follows these rules:
Damage: 1 “Awwww, look at the little— Oh Gods, my Face!!”
Min. Damage to destroy: Damage 3
Experience provided: 5 points. The Survivor also earns a
random Vault Weapon card (if any are available).
Special rules:
• The Zombie Giant can trace Lines Of Sight over buildings
and Hegdes to Zones beyond them. Likewise, Actors in these
Zones can trace Lines Of Sight to the Zombie Giant.
• At the start of each Zombies’ Phase, before any Zombies
activate, a Zombie Giant throws a Zombie standing in its
Zone at the Survivors (Dragons and Giants are excluded).
The thrown Zombie is chosen following the Targeting
Priority Order. Its miniature is removed from the board,
then placed up to 2 Zones closer to its target Zone, within
the Zombie Giant’s Line Of Sight. If several Zombies share
the same Priority Order, and several destination Zones can be
designated, players choose. "Beware its grin", the old tales say of the Abominabunny. While the
• The Zombie Giant has 2 Actions per Activation. legendary stalker of the old shire woodlands was always considered
• The Zombie Giant may perform Attacks if its target Zone a fable, the necromancers herding the green horde seem to have
is within Range 0-1 and within Line Of Sight. All Survivors found this lurking menace to man and beast, making it all the more
standing in its target Zone suffer the Attack (Armor rolls are terrifying. Survivors speak in fearful whispers of the fate of those
allowed). said to have seen a cute little bunny amidst all the carnage. Beware
and take care, and mind any vast fields strewn with bones stripped
of flesh!

• The Abominabunny targets all Survivors in its Zone upon


Attacking.
• The Abominabunny kills every Survivor it targets, no matter
the remaining Health, Armor, or additional game effects.
• The Abominabunny can only be killed with a Dragon Fire
effect.

7
RULES - ZOMBICIDE
CHROMATIZ
“Well now that’s just wrong.”
Common survivor
reaction to Chromatiz
The fabled Chromatic Unicorns from the elven realms were
always rather curious creatures. Literally: they’re curious
about everything. Strangers to their woods would often
find themselves watched from afar, or turn about to spot a
unicorn following their trail by scent. Most had little to fear
from these beasts, lest they enter the wood with evil intent.
Then, they’d discover that the unicorns were far from
helpless. But now, with the black plague sweeping the world,
it seems at least one of these noble beasts has developed an
intense curiosity concerning the taste of living flesh!

At the start of each of Chromatiz’s activations,


determine how many Actions it has and what Damage
it deals during this activation:
• Chromatiz has 3 Actions, but only 2 Actions if any
female Survivors are within Line Of Sight.
• Chromatiz inflicts Damage 3, but only Damage 2 if
any male Survivors are within Line Of Sight.
Familiars don’t count.

GORGOMINATION
“How can something that
big move that fast?!”
The Gorgomination represents a significant achievement
for the necromancers engineering the black plague. It
is somehow able to walk through walls as if it moved
across a different plane of existance. When unleashed,
the Gorgomination can and will seek the nearest living
flesh and rend it to pieces. Its appetite knows no limits,
and its rage knows no bounds. Survivors who have seen
the beast have only done so from a distance. Anyone
getting too close risks their scent catching its attention.
Fortunately, no one has managed to duplicate this
brutal beast, as it slew its creators in the initial process.

• When its Zombie card is drawn, the


Gorgomination spawns in the noisiest Zone on the
board, if it’s a building Zone. If the noisiest Zone
is not a building Zone, the Gorgomination spawns
in the nearest building Zone. If several building
Zones are eligible, players choose.
• A Gorgomination ignores walls and closed doors
to set its route, and goes through them to move.

8
HORDE BOX - RULES
VAULT WARDEN HORDE BROTHER

Who said running into an Abomination has to be a bad experience?


Sure, the towering Vault Warden is very likely to tear you limb
from limb, and the chances of you killing this horned beast are
almost nil. But this Abomination has access to secret vaults, and it
often finds priceless weapons in them. Lucky for us, it often carries
such artifacts with it. Luckier for us, it doesn’t know how to use
them. In the unlikely event you come out on top in a confrontation
with the Vault Warden, there should be a nice reward waiting for
you.

Abominations are bad enough as mindless rampaging nightmares.


But to come across one that actually attempts to instill some
sense of tactics in its brethren, now that’s a pain in the neck! The
monstrosity known as the Horde Brother seems to really appreciate
the Orc Zombies' tendency to amass in a great horde, waiting for
the right time to pour over the unsuspecting survivors. How the
Horde Brother manages to somehow convince other Abominations
to wait around with the Orcs, joining them in the onslaught, is a
profound mystery. All we know is it tends to make the green horde
twice as terrifying!

• The Horde Brother inflict Damage 3.


• The Horde Brother should be played in conjunction with
• Upon spawning the Vault Warden, set apart all Vault weapon Zombies using Horde rules (see Green Horde).
cards you may possess, and not used for the chosen Quest. Shuffle • When the Horde Brother is spawned, add another
them into a deck and place them facedown next to the board. Abomination miniature (your choice) in the Horde. It will
• A Survivor killing the Vault Warden gets a random Vault weapon spawn along the Horde the next time an “Enter the Horde!”
card drawn from the deck (in addition to the usual 5 experience card is drawn. If no Abomination can be added to the Horde,
points). the Horde Brother immediately gets an Extra Activation.

9
RULES - ZOMBICIDE
SWAMP LURKER
Wading into flooded streets in a zombie-
infested village was never a good idea.
People just don’t do well inside a
waterhole. They slow us down terribly,
and who knows what might be lurking in
those murky waters? Well, now we know,
and it’s terrifying! The Swamp Lurker is
an Abomination that’s in its element
in a waterhole. It’s flat out impossible
to put this monster down unless you’re
able to lure it out of its pestilent waters.
And good luck with that!

• As long as it stands in a Waterhole


Zone, the Swamp Lurker cannot be
targeted by Attacks or killed in any
way. Other game effects, like Skills
or the chosen Quest’s special rules,
still apply.

SIEGE BREAKER
Siege engines are great, aren’t they? When Survivors
first realized they could use Trebuchets and Ballistae
to keep the zombies at bay, it really seemed like
overcoming the plague was within our grasp. Of
course, the zombies were none too happy about
that. Being destroyed in droves before they could
even realize what was going on did not sit well
with the more pro-active among them. Enter the
Siege Breaker! This Abomination realized the real
threat wasn’t the fleshy sacks of blood, but their
great wooden contraptions. It has learned to control
its hunger long enough to focus its brute energy
towards first turning the siege engines into piles of
splinters, THEN mauling anybody around them.

• The Siege Breaker prioritizes Moving toward


Siege Engines (Ballistae, Trebuchets) rather
than toward Survivors. Standard Zombie Move
rules apply, favoring the closest Siege Engine
over Survivors.
• Whenever the Siege Breaker and a Siege
Engine are in the same Zone, the Siege Engine is
destroyed. Be careful: according to the Quest’s
briefing, this situation can lead to defeat!

10
HORDE BOX - RULES
WEREZOMBIE
Imagine fighting a desperate battle against
a monstrous wolf-like Abomination. After
almost dying half a dozen times, you somehow
manage to vanquish the beast. Its ruined,
deformed body lies motionless on the blood-
stained pavement. Only it doesn’t remain
motionless for long. Before you can catch
your breath, the undead mass starts changing
shape, transforming itself into an entirely
different kind of Abomination. It opens its
evil, bloodshot eyes and charges at you once
more! That is the curse of the Werezombie.

• Whenever the Werezombie is killed,


immediately replace it with another
available Abomination in your collection
(you choose). If no Abomination is
available, all Abominations on the board
immediately get an Extra Activation.

THE MAGENTA COVFEFE


OF AARGH
“What the— Aargh!!”
No one’s really sure what it is, where it came from,
or even what it might have been in life. All anyone
knows is that this particular undead abomination is
powerful, dangerous, and a startling color. Current
theory holds that the necromancers discovered any
number of horrific creatures kept by the orcs as pets
or beasts of burden, and they’ve been experimenting
with monstrous results. It’s a particularly successful
destroyer thanks to a combination of paralyzing terror
and intellectual challenge as people simply can’t believe
what they’re seeing and their brains involuntarily
work to puzzle it out.

• As long as they have a Line of Sight on the


Magenta Covfefe of Aargh, Survivors need to
spend an extra Action whenever they want to
perform a Move Action.
This special ability doesn’t apply if the Survivor
stands in the same Zone as the Magenta Covfefe of
Aargh. The normal penalty for having a Zombie in
the same Zone still applies, though.

11
RULES - ZOMBICIDE
EXTENDED TARGETING PRIORITY ORDER
This extended Targeting Priority Order replaces the one found in Zombicide: Black Plague, and completes the one from Zombicide:
Green Horde.

TARGETING MIN DAMAGE EXPERIENCE


PRIORITY NAME ACTIONS TO DESTROY POINTS

1 Survivor - - -

2 Dragon (any kind) / Zombie Giant 1 2 1

3 Murder Of Crowz / Swarm Of Ratz 1 1 1

4 Walker (any kind) 1 1 1

5 Fatty / Abomination (any kind) 1 2/3 1/5

6 Runner (any kind) 2 1 1

7 Zombie Wolfz 3 1 1

8 Necromancer (any kind) 1 1 1

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

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