NEW RULES
Ver 1.0 created and written by: Patrulheiro do BecoFIELD GUIDE Pernice
¢ RULEBOOK BY DATRULHEIRO DO BECO
doBeco
Haw: Hail, Rangers! Welcome to another
rulebook created by Patrulheiro do Beco
to improve your games!
This book is NOT for commercial purposes, it is made
by fans FOR fans of this game we love so much!
The Patrulheiro do Beco's rulebook collection is
divided into 3 volumes: Bestiary, with new rules,
official monsters, crossover, among other things;
Journey Guide, a compilation of official adventures,
fanmade quests and rules for new game modes;
and the Field Guide,
where will we have:
© Level Modifications for Games
New Actions and Rules
¢ Compilation of fanmade Skills
a Keep your bows ready,
the bonfire burning and happy adventures!
P.B.n this section, we've grouped some specific jules to change your games in generat,
making them harder, easier, moge balanced og even giving more versacilicy and
gealisn FoR your games, Some of these gules and tips modify the Zombicibe Black Plague and
Zombicise Green Rogde gules, ochers complement them. Xeep in mind char using the putes,
not using them, using them pagcially, és atl up to you, ix depends on your taste, the game, the
quest, the pagcy, ere eve. We created the gules so char they age fluid and easy to adapt.
Another thing, although we think a tor about each pute, we were not able to test them
exhaustively, so we are counring on you for frecuge Feedback and moge ‘Seas, you axe the ones
who help to build these volumes. Ah! Before we forget, this and the other volumes of
Parputheigo 0 Beco guleboks witl have LOES of updares, so maybe you'd berrer waic a bit
before you prine everything, ok?
BALANCING YouR quEst
When we choose a Quest to play, or even when we
are thinking about creating new quests, some
difficulty factors appear right away, some are even
described in the Quest itself: Difficulty Level;
Number of Survivors; it's duration. But are they
just these? What most influences the difficulty of
my game?
Base game: Orcs zombies are more dangerous
than human zombies, so the trend is that
Zombicide Green Horde is more difficult than
Zombicide Black Plague IF we take into account
the type of main enemy and the core deck of each
of them.
Number of Tiles: If we take into account only
this, the tendency is that the greater the number
of tiles in the quest, the greater the difficulty, as
the larger the map, the more difficult it is to
control the number of enemies on the board.
Number of Survivors: Generally speaking, the
more survivors in the game, the greater the
chances of success, as the number of available
actions increases, there is more chance of finding
valuable equipment, etc. If the number of
survivors is greater and the number of entry
tokens is the same, the game is even easier.
Number of Spawn Tokens: he greater the
number of ACTIVE tokens, greater the difficulty
‘as more enemies come into play. Watch out for
matches where tokens are inactive until
something happens, it will probably be easier
than a quest with the same number of tokens, but
all always active.
* Ranger's Tip: If you want to increase the difficul-
ty of a certain quest that starts with inactive
tokens, you can play it with all active tokens from
the beginning and add an EXTRA spawn token
when the rules special effect occurs.
Number of Necromancers: The greater the
number of these servants of Darkness, greater the:
chance of them appearing on the board at the
same time, bringing with them more spawn tokens
and more enemies to the game, not to mention
that it increases the chance of one of them getting
‘escape from the board.
‘Types of Enemies: There are differences in me-
chanics between one zombie and another, _be-
‘tween abominations, necromancers, so some are
more difficult to fight than others, bringing greater
danger to players and creating situations where
greater strategy and careful choices are required.
Variety of Enemies and Spawn Cards: Although
some enemies are more difficult than others,
variety can greatly influence the game, and not
necessarily make it more difficult. The greater the
variety, the greater the number of cards and the
lesser the chance of having extra activations, either
due to lack of miniatures or due to card effects.
Horde mechanics also weaken with a wider range
of enemies. Ratz also lose strength to a wider
variety of enemies.
* Ranger's Tip: Analyze your quest and choose
fiom 3 to 4 types of zombies, thus maintaining a
good proportion to the base game deck. Choose
from 2 to 4 Abominations, in addition to the base
game, if using 4 cards each, or more Abominations
using only 1 card each.‘more Abominations using only 1 card each
Survivors Profile: Some survivors are more
powerful than others, we already know that, but if
you're looking to balance your matches to harder
or easier in other ways, pay attention to your team
building. Skills like Shove, Super Strength,
+1 Damage, Slippery, among others, are great, but
if many survivors have good skills like these,
especially in the first levels, the game tends to get
too easy. Also pay attention if the quest has any
rales that can benefit a survivor profile too much,
avoiding choosing characters that make your
quest easier, an example are the missions where
you need to search to find specific equipment, if
you choose a character with Search: +1 Card, your
chances will be much higher than if there is no
one with this ability on the team.
* Ranger’ Tip: Try to balance your team by
choosing 1 or 2 more powerfiil characters, 2 or 5
medium and 2 weaker, that way you can put into
play that character with more specific abilities or
the one you like, but don't put in game because
‘he’ weak (lol). You can also assemble a team of q
powerful characters and attempt a quest that
requires at least 6 characters.
Equipment Quantity and Variety: The
equipment deck is a very important factor in the
game and finding more powerful weapons will
definitely make your game easier, so if you have
more than one base box deck or equipment from
other expansions, be careful when mixing them.
Green Horde's enemies are more dangerous than
Black Plague's and their weapons are more
powerful, so using certain weapons from one deck
to another can make the game easier or harder.
The Friends & Foes expansion deck has few
equipment cards and they are not that powerful,
so there's no problem mixing with the base box,
especially if you want to play Green Horde, which
has more powerful enemies, as the Wulfsburg,
expansion brings A LOT of powerful cards, even
more powerful than some Vault Weapons, mixing
it with the base deck will greatly increase the
chances of something really good coming out
during Search actions, which can turn that super
difficult mission into a walk through the woods.
Also be careful with the Companions, as they can
also make the game much easier, either by adding
them to the deck or at the beginning of the game.
BU cetigcaiec fond to make the game
easier, choose wisely.
* Ranger's Tip: Set aside 4 different decks, 1 for
Normal Equipment; 1 for Magic Equipment (and
Da ice you irented 2 fe Crpanions;
and 2 for Vault Weapons. Each time you take a
Search action, roll 3 d6 and resolve
5 to 15 ~ Find a Normal Equipment
16 - Find a Companion
17 - Find a Magic Equipment
18 - Find a Vault Weapon
This way, it will be much harder for you to find
more than one powerfirl equipment in the same
game and you still have the chance to hit the
jackpot and find a Vault Weapon.
INCREASING THE DIFFICULTY
In the previous section we discussed some points
to make your quest easier or more difficult, the
more expansions, characters and game content,
the greater the variety of possible changes,
obviously, but what about those who only have the
core box? Or at most some expansions? Here are
some changes to the base box rules to make your
experience more challenging.
General rules
These rules apply to both the Zombicide Black
Plague base box and the Green Horde
Effects of Yellow Level: Some Spawn Cards, such
as Extra Activations and Abomination Spawn
Cards, have their effects active only on the Yellow
Level, you can ignore the drawn card and draw an-
other in its place, if you want to keep the cohesion
of the deck; OR fulfill the effect of the Yellow Level
while being at the Blue Level, making the game
more difficult.
Start at Yellow Level: If you want to start the
game with an extra dose of adrenaline, treat the
Sapwn Cards as if the game were at Yellow Level,
however survivors start at Blue Level as usual.
Looking for equipment: This rule is classic and
many people already know it, but it is worth
remembering. When performing a Search Action,
each zone can only be searched once.
Ambush Cards: When drawing an Ambush Card
from the Equipment Deck, instead of spawning 1
Walker, draw 1 Spawn Card and fulfill its effect.
Dark Zones: In Zombicide 2nd Edition Dark Zones
were introduced inside buildings, we made some
adaptations for the Zombicide Medieval. In
official rules, inside buildings it is possible to
target the Adjacent Zone, as there is a Line of Sight
for it. In our variation, Dark Zones are all zones
within a building where there are no open doors. It
is not possible to draw Line of Sight into a Dark
Zone, so Range and Magic Combat Actions are re-
stricted to the survivor's zone.Priority Order: Following the changes made to
the Zombicide Sci-Fi lineup, we propose to
change the official Priority Order to target
Abominations and Fatties first, followed by
Walkers, Runners and Necromancers.
Zombicide Black Plague
Double Spawn: Double Spawn cards can hinder
or help survivors, it all depends on luck. If the
zombies are bent towards the goal, good luck,
otherwise the game might even give you a better
chance. If you want to keep the entry of enemies
from all sides constant, when drawing a Double
Spawn card, draw the two subsequent cards for
the SAME entry token.
Horde: Horde mechanics were introduced in
Green Horde, but can be easily adapted to Black
Plague. When buying a Zombie Spawn card, bring
up the corresponding number and type in the
zone and add 1 miniature of the same type to the
side of the board, this will be the Horde. When a
Necromancer spawns, in addition to the extra
Zombie Spawn token, spawn all Horde miniatures
in place of the card draw for the extra entry.
Horde dynamics make your figures run out faster,
causing unexpected extra activations, and bring
many enemies to the board at once, blocking
survivors and protecting the Necromancer. You
can only add human zombies to the Horde or add
any type of zombie. If you want to make the
Horde's entry more impactful, set the minimum
number of miniatures in the Horde for it to come
into play to be 10.
Zombicide Green Horde
Crossing Edges: You can change the crossing of
vegetation in two ways, roll the die and if you roll
1 or 2 raise 1 Walker Orc AND/OR roll the die and
if you roll 1 draw a card from the Spawn deck to
the zone
Horde Size: If you want to make the Horde more
challenging, only make it join if there are at least
10 Zombies in it, otherwise, draw another card.
You can still continue to draw Spawn cards for
the remaining tokens in the round. If you want to
increase the variety of enemies in the Horde, you
can add 1 extra miniature of other types to it in
addition to Orcs and Tainted Orcs whenever you
draw your cards, such as Spectral Walkers, CrowZ,
RatZ, among others.
‘Trebuchet: The Trebuchet is a huge advantage for
the survivors, necessary, no doubt, but if you want
to make the quest more challenging, we can use
any of the restrictions below, in the combination
that suits you best.
- Trebuchet cannot target the Horde zone
ebuchet can only target an area that any
survivor has Line of Sight. If the survivor who has
Line of Sight is not the same one handling the
Trebuchet, his zone becomes the noisiest of the
round.
- Trebuchet can only target zones that are in a
straight line orthogonally or diagonally to its own
zone.
- Trebuchet can only target zones that are in a
straight line orthogonally to its own zone.
ome oth
sik ye