0% found this document useful (0 votes)
100 views29 pages

The Guild

The document provides rules for a Zombicide campaign called "The Guild". It includes 7 quests with unique mechanics. Between quests, survivors can take town actions in Holmfirth to gain upgrades, such as acquiring powerful weapons or starting future quests at a higher experience level. The campaign is designed for specific Zombicide boxes and expansions but can be adapted as needed.

Uploaded by

Brant McClure
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
0% found this document useful (0 votes)
100 views29 pages

The Guild

The document provides rules for a Zombicide campaign called "The Guild". It includes 7 quests with unique mechanics. Between quests, survivors can take town actions in Holmfirth to gain upgrades, such as acquiring powerful weapons or starting future quests at a higher experience level. The campaign is designed for specific Zombicide boxes and expansions but can be adapted as needed.

Uploaded by

Brant McClure
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
You are on page 1/ 29

CHAPTERS

THE GUILD...…………………......2
INTRODUCTION.…….........…………………2
REQUIREMENTS………………..........……..2
CAMPAIGN RULES……………….2
EQUIPMENT DECKS..………………............2
2
3
3
3
3
3
TOWN PHASE…………………………..........3
TOWN ACTIONS………………………..........3
3
4
4
4
4
4
4
4
ZOMBIE DECKS………………………...........4
LOSING A QUEST……………………............4
SKILLS – SPECIAL RULES………................5
QUEST SCORE……………………................5
QUESTS............………………...6
QUEST 1 FACING FOES, FINDING FRIENDS......6
6 120
QUEST 2 KNIGHTZ OF THE GUILD.................8
6 120
QUEST 3 WITCHING GHOUL......................11
6 120
QUEST 4 LOST SOULZ..............................14
6 120
QUEST 5 BEASTMASTER..........................16
6 120
QUEST 6 PORTAL COMBAT.......................18
6 120
QUEST 7 PERDITION OF THE GUILD.............20
6 120

APPENDIX [print 1 sided!]…..22


TOWN MAP.........................................22
TRACK SHEET 1.....................................23
TRACK SHEET 2.....................................24
ID-CARDS & ALTERNATE MAP DESIGNS......25
SURVIVING AUTHORS...........................28

ZOMBICIDE – THE GUILD


The campaign was designed for only these game boxes
and expansions. However you can add expansions you
own as you choose, although this may alter some of the
quest mechanics and especially the different search

THE GUILD decks would have to be adjusted. There will be a new


campaign featuring the expansions from the next season
(Green Horde etc.) If you don’t own two versions (or the
additional Game Tiles) feel free to alter the maps. In the
appendix there are alternate map designs for playing
with only one box each.

You should still be able to play the campaign as intend-


ed, although you’ll sometimes be getting in need to be
creative about replacing certain tokens.

We also used some rather unusual dice such as D4 and


D24. You can use normal dice instead or simply use an
online randomizer.

Of course the quests should also work as standalones,


although the difficulty might be changed due to the
search deck rules not being applied.

INTRODUCTION CAMPAIGN
Welcome to The Guild, a campaign for Zombicide Black RULES
Plague featuring a progressing storyline, unique quests
which introduce new game mechanics, and a town phase
that allows you to improve your chances in the battles to
come and create a unique game experience.

The core concept behind this campaign is based on


“Darkest Night” by Tonijn from boardgamegeeks. How-
ever we altered some mechanics and created a different
storyline as well as completely new quests.

This is a non-profit fan project. All rights belong to


CMON and Guillotine Games.

REQUIREMENTS
We created this campaign using 2 versions of both Black
Plague core box and Wulfsburg Expansion box and sin- EQUIPMENT DECKS
gle versions of Zombie Bosses and Deadeye Walkers.
To allow for character progression throughout the cam-
paign and to make the quests more challenging, the
accessibility of some of the more powerful items is
limited. Before you start the campaign you have to form
several decks as following:

Axe of Carnage
Quicksilver Sword
Earthquake Hammer
Deflecting Dagger
Flaming Great Sword
Dragon Fire Blade

ZOMBICIDE – THE GUILD


TOWN PHASE
Storm Bow
Chaos Longbow
Vampire Crossbow
Crossbow (2x)

Ironclad: Zombie Wolfz


Fireball (2x)
Speed
Invisibility This campaign features a town phase, allowing the
Repulse survivors to progress and improve their starting situa-
Healing tion throughout the campaign.

After each scenario you have the opportunity to play a


town phase, during which the People of Holmfirth will
provide you with upgrades. The town phase is played
on the town map (see appendix). Each survivor has one
town action per town phase. If a survivor died during
the quest, he doesn’t get a town action. If a secondary
objective was met during the last quest, the group gets
Chainmail Armor (2x) to spend one additional town action for a total of sev-
Shield (2x) en. Placing a survivor on a slot adjacent to a building
Shield of Ages means he spends a town action in this building. Before
Plate Armor you enter the town phase you can trade inventory as
you like. However, at the end of the town phase, all
items are put back to the base search deck and all ex-
perience trackers are set back to zero unless a town
action allowed you otherwise.

TOWN ACTIONS
The various Buildings of Holmfirth provide you with
All starting weapons different kinds of support. There are eight buildings in
Plenty of Arrows (1x) Holmfirth (and some trivia about their owners is
Plenty of Bolts (1x) spread throughout this campaign book). Spending his
Dragon Bile (4x) or her town action in each of these buildings the survi-
vor benefits from different effects:

ARCHERY RANGE
For one town action a survivor takes one Plenty of
Arrows card and one Plenty of Bolts card to the next
quest. This effect is also included, if two survivors
All remaining equipment cards invest their town actions.

For two town actions (i.e. two survivors spending their


town actions in the archery range) you may draw one
ranged weapon from the Advanced Archer Deck and
add it to the Base Search Deck.

Two slots available

ZOMBICIDE – THE GUILD


ARMORY TAVERN
For two town actions (i.e. two survivors spending their The survivor starts every following quest at the yellow
town actions in the armory) you may draw one melee danger level (7 xp).
weapon from the Advanced Melee Deck and add it to the
Base Search Deck. Three slots available

Four slots available

ALCHEMIST
TRIVIA
A survivor standing in the healing spot heals all wounds
the group accommodated.
MICHAEL THE PRIEST
For two town actions (i.e. two survivors spending their
town actions on the dragon bile slots) you may add one
dragon bile to the Base Search Deck

One Healing spot; Two Dragon bile spots

BLACKSMITH
A survivor spending his or her town action in the black-
smith may draw one card from the Armor Deck and add
it to the Base Search Deck. ZOMBIE DECKS
One slot available Each quest provides you with information about the
types of zombies you will encounter. The term ‘base
deck’ refers to the standard zombie spawn cards from
CHURCH the Black Plague box. You must use all spawn cards the
quest tells you to. You may however add spawn cards
The survivor visiting the church is blessed and gains the
from future expansions, although the quests are test-
“Is that all you’ve got?” skill for the next quest.
played only with the stated zombie decks.

One slot available


LOSING A QUEST
MARKETPLACE
Due to the campaigns storyline, it is only strictly neces-
A survivor going to the marketplace gets an additional sary to win the first and the last quest. All other quests
starting weapon of his choice. This weapon becomes can be lost. However losing means you don’t get to play
permanent, meaning the survivor can keep it for all any town actions, because all your “survivors” are dead.
quests to come. He still gets a starting weapon at the be- This will significantly slow down your progress through-
ginning of each quest as usual. out the campaign and mastering the following quests
will be much harder. In addition there are penalties for
For two food cards (Salted Meat, Water, Apples) the sur- each lost quest, as described in the quest 7
vivor can trade and receives an additional town Action. (Thongsbridge). So losing a quest means you can still
The two food cards stay at the marketplace and are no continue with the campaign, but it will get harder in
longer available in the base search deck. several ways.

One slot available If a survivor dies during a quest, the mourning in


Holmfirth will be loud but brief. There are many among
the brave people of Holmfirth who might be able to
SORCERER’S TOWER follow his footsteps and to become fighting survivors
themselves. So a dead survivor can be replaced by a new
A survivor spending his or her town action in the sorcer-
survivor after the following town phase. This way you
ers tower may draw one card from the Advanced Magic
start every quest with six survivors.
Deck and add it to the Base Search Deck.

ZOMBICIDE – THE GUILD


Two slots available
SKILLS – SPECIAL RULES
You can’t play all survivors with all skills, because certain
skills would interfere with the campaigns special rules and
mechanics. Replace the following skills when using a survi-
vor with at least one of them:

 + 1 damage → + 1 die


Super strength
Barbarian


+ 1 die
+ 1 die Melee
TRIVIA
 Iron Rain → + 1 die Ranged
 Mana Rain → + 1 die Magic THE FUMBEARD BROTHERS
 Regeneration → Tough
 Iron Clad → Iron Hide

QUEST SCORE
You can decide to write down a score for the quests of this
campaign, allowing you to compare your performance to
other players or just to have some numbers to tell you how
terrific you are. In the boardgamegeek thread where this
campaign is published, you can submit your score. The
score is determined by the following factors:

There is a default value for the time to complete each


quest. Simply stop the (real life) time it took you to com-
plete the quest. For every 15 minutes less you get 2 points.

If you won the quest, you get 5 points

SECONDARY QUEST OBJECTIVES HEDRICK THE HATCHET


If you successfully mastered the secondary quest objec-
tive(s) of a quest you get 5 points.

For every abomination or necromancer you get 1 point.

Add together the experience points of all survivors gained


throughout the quest. For every 25 experience points you
get 1 point.

For each survivor that comes back living to Holmfirth you


get 1 point.

ZOMBICIDE – THE GUILD


QUESTS
Luck of the draw. Before spawning, roll a D4 to deter-
QUEST TG1: mine how many spawn cards are drawn. If you roll a 4,
assign one spawn card to each spawn zone. If you roll a
FACING FOES, 1,2 or 3, randomly assign the corresponding amount of
spawn cards to the spawn zones, using another D4.

FINDING FRIENDS Poor lonesome wanderer. Each survivor starts at a dif-


ferent starting location. Randomly assign them to the six
6 120
starting positions shown on the map.

Parting the pest. You can temporarily deactivate a


spawn zone simply by standing on it with at least one
survivor. When all four spawn zones are deactivated at
the same time at the end of a game round, they are per-
manently removed from the board.

Flanking maneuver. You cannot enter the room on Tile


6R until all spawn zones have been removed from the
board.

To be continued. The green door cannot be opened.

Tiles needed: 1R, 1R, 3R, 3V, 6R, 7R, 9R, 9V, 11V.

Base deck, no Necromancers

Evil enthralling enchanter. Place a necromancer inside


the room on tile 6R. He doesn’t move during the quest.

Facing Foes. Remove the four spawn zones and kill the
necromancer on Tile 6R.

None

The calm before the storm. Whenever you would spawn


an Abomination, spawn a Fattie, joined by two Walkers
as usually instead. No necromancers are spawned during
the quest.

ZOMBICIDE – THE GUILD


1R 9V 3V
9R 6R 3R
7R 11V 1R

READ THIS AFTER THE QUEST IS COMPLETED !


INTERLUDE

ZOMBICIDE – THE GUILD


The calm before the storm. Whenever you would spawn
QUEST TG2: an Abomination, spawn a Fattie, joined by two Walkers
as usually instead.

KNIGHTZ OF THE Random Encounters. The red spawn zones are active
from the beginning. At the beginning of each spawn
GUILD phase, roll two D4’s. Assign numbers to the four red
spawn zones. The result of the dice roll determines
which spawn zones spawn in this game round.
6 150

The knightz are a special type of zombie. They are repre-


sented by the zombie miniatures you set aside and are
played like other zombies during the zombies phase.

Spawning knightz. At the beginning of each spawn


phase, roll a D6.

1 No knightz for this game round


2 No knightz for this game round
3 Knight with 1 weapon
4 Knight with 1 weapon and 1 additional card
5 Knight with 1 weapon and 1 additional card
6 Knight with 1 weapon and 2 additional cards

To determine where to spawn the knight, roll a D4 and


place the knight at the corresponding spawn zone.

Lifelike. The knightz start with three actions. They level


up as you gather experience points, so they have four
actions in yellow and orange danger level and five ac-
tions in red. When they have the chance to attack, they
always choose attacking over moving. If a knight attacks,
roll the dice as indicated on the weapon card he’s carry-
Base deck + Deadeye Walkers ing and deal the inflicted wounds to the survivor(s).
Knightz have the same target priority as survivors.
Knightz can’t open doors.
One for all, all for one. Place four additional dashboards,
four color bases and corresponding skill trackers on the Formidable foes. Each knight starts with at least one
table. These will be used for playing the knightz. Also weapon. Draw cards from the equipment pile until you
keep at least four zombie miniatures with colored player find a weapon. If the knight gets additional cards draw
bases on the side of your table. them afterwards. These additional cards can be any
equipment cards. Armors are equipped and the knightz
are considered to have the “webbing” skill, so they can
Foiling Sir Umans plan. Gather at least 40 equipment use all their cards as if they were hand cards.
cards.
Just a flesh wound. Weapons with damage 2 apply 2
wounds to both survivors and knightz. A knight can
take 2 wounds before dying on the third successful hit.
Three birds with one stone. Kill three knightz in the
same game round. Limited edition. You can’t perform search actions. When
a survivor picks up an objective token, he or she gains 5
experience points and may draw one card from the
equipment pile. There are no vault artifacts inside the
Limited edition. You can’t perform search actions. When
vaults.
a survivor picks up an objective token, he or she gains 5
experience points and may draw one card from the The winner takes it all. The survivor dealing the killing
equipment pile. blow to a knight gains three experience points. He also
gets to keep all equipment cards the knight carried with
him.

ZOMBICIDE – THE GUILD


7R 2V
3V 8V
1V 9V

ZOMBICIDE – THE GUILD


MARC THE HALF-ELF
TRIVIA
JONATHAN THE BLACKSMITH

MARY THE TOWNS WENCH

STANLEE THE PITCHMAN

ZOMBICIDE – THE GUILD


QUEST TG3: Magic potions in every corner. There are 5 objective
tokens. One red, two blue and two green ones. Shuffle

WITCHING GHOUL them, red face up and locate them on the board as
indicated. The tokens don’t take up a space in the
backpack.
6 120
Blue: Potion of clairvoyance: You immediately get
to draw 5 inventory cards.

Green: Potion of the healer: You can use this potion


to heal one wound per survivor. You can
keep this token until you want to use it.
Spend an action to use it and discard the to-
ken afterwards.

Red: Potion of the strategist: This token acts as a


born leader token. It stays in the inventory
of the survivor who found it.

Ancient knowledge. Each Objective gives 5 experience


points to the survivor who takes it.

Preparing for battle. Necromancer spawn cards are


Base deck + Deadeye Walkers + Wolfz ignored until at least one survivor has reached 10 expe-
rience points.

The Cleansing: Reach Ghoulfric and kill him. I put a spell on you… or you…or you?. When casting a
spell, Ghoulfric decides to target as many people as
possible i.e. the zone containing the highest number of
Punching brag: Have Ghoulfric cast at least 12 different survivors. If multiple zones would be affected, roll a die
spells on you. to decide which one zone will be affected.

Oh, I forgot my spellbook, wait a minute. Ghoulfric


doesn’t cast a spell in the first round

They’re everywhere. Use 2 spawn dice when playing with 6


survivors. The red zones spawn one card per round. With a
total of 4 active spawn zones each round, you lose the game
if 3 additional necromancer spawn zones are on the board
and a necromancer escapes.

Ghoulfrics freaky ghoul spells. At the beginning of each


round, Ghoulfric casts a spell. Roll a D24 to decide which
spell is cast. See Spellbook for further informations.

That lazy auld bastard. Ghoulfric doesn’t move

He sees your soul. Ghoulfrics damage spells can’t be ig-


nored using shields or armor rolls.

Beyond our control. Only red spawn zones can be removed


(when killing a necromancer)

ZOMBICIDE – THE GUILD


1R 2V
6R 11R
9V 1V
10R 3R

ZOMBICIDE – THE GUILD


No move actions for one survivor. Roll a die to decide which survivor is affect-
ed. The effect lasts one Round.

During the next spawn phase, use one additional spawn die.

Skip all movement actions for zombies throughout the current round.
24
If a necromancer is on the board, he gets one extra activation. Otherwise:
Miscast.
Spawn zombies one zone ahead of the Survivors using 1 spawn card.

Move all orange and red skill markers down one slot (if there are any).
Hit: 4+; One die per danger level. The number of survivors in the zone doesn’t change
This adjustment is permanent.
the number of dice.

No trading is allowed for the current round.


The equipment card in the front most slot of a survivors backpack is discarded. Roll a
die to decide, which backpack is affected.
Ghoulfric casts two spells in the current round.
The survivors are pushed back one zone away from the tower.
During the next spawn phase, use one spawn die less.
Hit 5+; One die per danger level. The number of survivors in the zone doesn’t change
the number of dice. Spawn the following zombies one zone ahead of the survivors: 1 Walker,
1 Fattie, 1 Wolf, 1 Runner, 1 Deadeye Walker
Spawn zombies one zone ahead of the Survivors using 2 spawn cards.
In the end phase, all building zones are burning and deal 1 damage to
every survivor occupying any building zone.
The door(s) closest to the survivors changes its status (closed/open).

Hit 4+; One die per danger level. Roll 6 +1 damage. The number of survi-
The survivors choose, which spell is activated. (except for miscasts)
vors in the zone doesn’t change the number of dice.

-1 to dice roll magic affecting every survivor. The effect lasts one Round.
Hit 3+; Blue danger level: 0 dice; yellow and orange danger level: 1 die; red
danger level: 2 dice. The number of survivors in the zone doesn’t change
-1 to dice roll melee affecting every survivor. The effect lasts one Round. the number of dice.

-1 to dice roll ranged affecting every survivor. The effect lasts one Round. Hit 5+; One die per survivor in the targeted zone.

ZOMBICIDE – THE GUILD


QUEST TG4: Lost Soulz have the same target priority as standard

LOST SOULZ zombies of the same type. So a Lost Soul Runner would
hide behind a standard fattie but can be eliminated
when there are only standard runners in his zone.
6 150
Spawning Lost Soulz. When you draw a spawn card,
look at the number of the card. If it is divisible by three,
one of the spawned zombies from that card becomes a
Lost Soul. When spawning a fattie, the fattie becomes
the Lost Soul.

Double Spawn Cards, Extra Activation Cards and Abom-


ination Cards, even if divisible by three, are not affected
by this rule.

Gemspawn Spell. At the beginning of each round, roll a


D8. The starting value for accuracy is 9, so a Gemspawn
spell can’t succeed in the beginning. For each killed Lost
Soul, the accuracy value improves by one. You can track
this by using the experience tracker on the Lost Soul
dashboard, starting with 9 ‘experience points’. When
killing a lost soul, set the tracker back by one experience
point. Use the so displayed Gemspell count as it’s accu-
racy value. If the Necromancers Gemspawn spell suc-
ceeds, an additional spawn phase is executed (only
spawn, don’t move any zombies because of this, unless
due to extra activations). Reset the experience tracker to
Base deck + Deadeye Walkers + Wolfz 9 afterwards.

Soul Gems. The three objective tokens represent filled


soul gems. The survivor picking up one of these places it
Channeling souls. To track the number of killed Lost
in his inventory. It can’t be traded. From now on the
Soulz, place a dashboard on the table. (see Special Rules)
survivor permanently suffers from the malus of the soul
Soul Gems. Randomly place one red, one green and one that this gem is holding within:
blue objective token with the red side facing up as indi-
Blue: The mage
cated on the map.
The survivor carrying the blue soul gem suffers
-1 to dice roll melee and -1 to dice roll ranged.

Forging the Scythe. Collect all three soul gems, repre-


Green: The dawdler.
sented by the objective tokens and get to the exit zone. Moving one zone takes two actions.

Red: The oblivious.


Let me carry your burden. Have one survivor pick up all At the beginning of each game round roll a die.
three gems If the result is 1, 2 or 3 the survivor loses 1 expe-
rience point. If the result is 4, 5 or 6 the survivor
loses 2 experience points.

Lost Soulz. Lost Soulz are a new kind of zombie. There


are Lost Soul Walkers, Fatties, Runners, Wolfz, Deadeye
Walkers and Necromancers. When placing a Lost Soul
on the board, put a white color base under the zombie
miniature to mark it.
Lost Soulz can only be killed by magic actions.
Lost Soulz take up the pace of abominations. Whenever
they are in the same zone as an abomination they stay or
move together with the abomination until they or the
abomination are killed.

ZOMBICIDE – THE GUILD


3R 2V

7R 8R
1R 9V

ZOMBICIDE – THE GUILD


QUEST TG5: Killing a Lost Soul: 2 soul points
Having at least one survivor standing on the tile 4R

BEASTMASTER at the end of a game round: 4 soul points


Having at least one survivor standing on the tile 1V
at the end of a game round: 4 soul points
6 180
Beastly Encounters. At no time there is more than one
abomination on the board. When you draw a spawn card
that tells you to spawn an abomination of any kind,
proceed as follows:

If there is no abomination on the board yet, spawn an


abomination from the following list:

1. Abomination
2. Ablobination
3. Abominotaur
4. Wolfbomination
5. Abominatroll

So your first encounter would be a normal abomination,


your second encounter an ablobination and so on. When
you would have to spawn an abomination on the red
spawn zone, roll a die to decide whether to spawn it on
the green (1,2,3) or blue (4,5,6) spawn zone.
Base deck + Deadeye Walkers + Zombie Bosses + Wolfz
If there already is an abomination on the board, don’t
spawn another one. Instead, roll a die to determine the
Bounteous Harvest. Kill all five abominations, to free benefit for the abomination already on the board:
Blackmoorfoot from the Beastmaster’s abominable reign.
1 or 2: The abomination gets to move one zone
towards the loudest zone on the board.
Soul storm. Gather 35 souls with the Scythe (see Special 3: The abomination gets to move two zones to-
Rules). wards the loudest zone on the board.
4: Draw a spawn card and place the indicated
zombies in the zone in which the abomination
Tunnel digger. Randomly place a vault artifact in each currently is.
vault. 5: Spawn two Lost Soulz Fatties in the zone in
which the abomination is.
Hangman’s Helper. The scythe is a special weapon de- 6: The abomination gets a leather armor. From
signed specifically for this mission. It is considered a now on, when you attack it with anything else
magic weapon with a range of 1. In the appendix of this but a dragon fire, make an armor roll for every
campaign book, there is an ID-card. Print it out and put hit to see if it is blocked.
it on a dashboard. Represented by a crown token in a
survivor’s inventory, the scythe can be used and traded
like any other magic weapon. All skills (like +1 die magic)
apply as usual.

The best richness is the richness of soul. The scythe


gathers souls which are counted on its dashboard using
the experience points tracker. As indicated on the ID-
card it starts with a damage of 1 and gains further skills
as the soul score increases. Successfully killing an abom-
ination with the scythe sets back your soul score by 12
points. You can gather souls by following means:

ZOMBICIDE – THE GUILD


Lost Soulz. Lost Soulz are a new kind of zombie. There are
Lost Soul Walkers, Fatties, Runners, Wolfz, Deadeye Walk-
ers and Necromancers. When placing a Lost Soul on the
board, put a white color base under the zombie miniature
to mark it.
Lost Soulz can only be killed by magic actions.
Lost Soulz take up the pace of abominations. Whenever
they are in the same zone as an abomination they stay or
move together with the abomination until they or the
abomination are killed.
Lost Soulz have the same target priority as standard zom-
bies of the same type. So a Lost Soul Runner would hide
behind a standard fattie but can be eliminated when there
are only standard runners in his zone.
4R
Spawning Lost Soulz. When you draw a spawn card, look at
the number of the card. If it is divisible by three, one of the
spawned zombies from that card becomes a Lost Soul. 9V
When spawning a fattie, the fattie becomes the Lost Soul.

Double Spawn Cards, Extra Activation Cards and Abomina-


tion Cards, even if divisible by three, are not affected by
6V
this rule.

Weapon Stashes. A red objective token grants five experi-


ence points to the survivor who takes it. The survivor also
3V
gets to draw five cards from the equipment pile.

The Guild will prevail. There is no maximum for the num- 10V
ber of spawn zones. So you don’t ever lose the game due to
a necromancer escaping the board.
2R
1V

If your table isn’t


long enough to
place all the tiles
in line, just di-
vide it in two
columns.

ZOMBICIDE – THE GUILD


The new destination is once again set for up to three
QUEST TG6: survivors. If the D4 says so, it can be the same destina-
tion as the destination before. Zombies aren’t teleported.

PORTAL COMBAT Portal spawn zones. When a portal enters a zone con-
taining the blue or green spawn zone, spawn one spawn
6 200 card for this spawn zone.

Portal horde. When a portal enters a zone containing a


red objective token and at least one zombie, roll a die. If
the result is 1-5, place the first zombie in the target pri-
ority of that room into the horde (place them on a vault
token). If the result is 6, place all zombies from the horde
on the room containing the portal and the objective
token.

Portal order. The portals move in numeric order. When-


ever one of the rules above applies, resolve that rule
before moving the next portal.

Random Encounters. The red spawn zones are active


Base deck + Deadeye Walkers + Wolfz
from the beginning. At the beginning of each spawn
phase, roll a D4. Assign numbers to the four red spawn
zones. The result of the die roll determines which spawn
Four rings to rule them all. Collect the four magic rings zone is inactive for the current spawn phase, effectively
(blue room token) and take them to the Exit Zone. On spawning three spawn zones instead of four.
the tower you can use the rings to foil Glad’ockh’s plan
and the Quest is won. Four rings for mortal men doomed to die. Randomly
place four tokens in the rooms containing the blue room
tokens. When you obtained a ring, you can use it as
Voidwalker: Have one survivor travel through a portal on described below. Each ring has a starting mana charge
his own. No other survivor may use the same portal in level of 2. For each use, the level is reduced by one. If the
that game round for the secondary objective to be ful- level is zero, you cannot use the ring.
filled.
All zombies in zones containing a portal are
teleported to other portals of your choice.
Portal movement. The portals move one zone at the be-
You have line of sight through all portals
ginning of each game round. They each travel between
meaning you can shoot through them etc. Two
two objective markers:
zones containing a portal count as one zone for
Portal 1: Blue to blue
ranged actions.
Portal 2: Green to green
Portal 3: White to yellow
Portals jump to the end of their paths.
Portal 4: Pink to purple

When a portal reaches its destination (marked with an


event trigger token ) it changes its direction. Place the When resolving a teleportation, you may
event trigger token at the opposite end of its path. choose the destination portal. This applies for
all survivors in the current game round.
Portal teleportation. Whenever a survivor gets in a zone
with a portal (by moving into the zone or because the Rings don’t take up space in the inventory. They can be
portal moved to his zone during portal movement), he is traded. Using a ring requires one action. Picking up a
teleported to another portal. Roll a D4 to determine the ring grants five experience points to the survivor who
destination. If you roll the number of the starting portal, takes it.
re-roll. The destination of the portal is set for up to three
survivors in one game round. If a fourth survivor is tele-
ported from this starting portal, roll again to set a new
destination.

ZOMBICIDE – THE GUILD


Wisdom of Oblivion. When going through a portal, a survi-
vor gains one experience point each time.

The Guild will prevail. If a necromancer escapes, his spawn


zones isn’t flipped to its other side. When killing a necro-
mancer, you may only remove a necromancer spawn zone
from the board. There is no maximum for the number of
spawn zones. So you don’t ever lose the game due to a nec-
romancer escaping the board.

2R 9V

1R 8R
3V 4V
6V 10V

ZOMBICIDE – THE GUILD


QUEST TG7: Renaissance of the Guild. Whenever you draw a necro-
mancer spawn card and no necromancer is on the board,

PERDITION OF THE roll a die to determine, which special necromancer is


spawned:

GUILD 1: Agilbert the Coward. When activated, he


moves two zones instead of one.
6 240
2: Sir Uman the wight. Normally, when he is
killed, he simply re-spawns in the next spawn
phase in his Necromancer Spawn Zone (and
players don't get to remove any Spawn Zone to-
ken from the board). The only way to kill him
for good is with a Damage 3 attack, or using
Dragon Fire.
If you lost the quest TG2, he also spawns along
with two knightz, carrying 4 cards each (see
rules TG2 – Knightz of the Guild).

3: Ghoulfric the witcher. Whenever he has line


of sight to a survivor, additionally to moving he
also casts a damage spell (accuracy 5+, 2 dice)
towards the survivors. If the targeted survivor is
wearing armor, the wounds inflicted by this
spell can be countered with armor rolls.
If you lost the quest TG3, Ghoulfric gets to roll 4
dice instead of 2.

4: King George Romeo. He can only be killed by


magic actions. Also he spawns along with a
group of Lost Soulz (see rules TG4 – Lost Soulz).
So all zombies of the first spawn card drawn for
the necromancer spawn zone are Lost Soulz.
If you lost TG4, when drawing a spawn card for
his necromancer spawn zone, one of the
spawned zombies from that card becomes a
Base deck + Deadeye Walkers + Wolfz Lost Soul. When spawning a fattie, the fattie
becomes the Lost Soul. Abominations can’t be-
come Lost Soulz.
Perdition. Kill all 6 necromancers.

5: Balakili the Beastmaster. Along with him


spawns an Abomination. The Abomination
Poor lonesome struggler. Have all six survivors stand in
takes up his pace, so it always moves with him.
different zones at the end of a game round.
If you lost TG5, this Abomination can only be
killed using dragon fire.

The Guild will perish. If a necromancer escapes the 6: Glad’ockh the Voidwalker. After moving all
board and there are already 5 active permanent spawn zombies during zombies phase, any zombies
zones on the board, his spawn zone is removed. standing in Glad’ockh’s zone get an extra acti-
vation.
Wounded Beast. The blue and green spawn zones are in- If you lost TG6, Glad’ockh must be killed twice.
active in the beginning. The blue spawn zone becomes
active when you have killed 3 necromancers. The green
spawn zone becomes active when at least one survivor
has reached the red danger level.

ZOMBICIDE – THE GUILD


2R 3V

8R 7V
9V 10V

ZOMBICIDE – THE GUILD


APPENDIX:
TOWN MAP
Survivor 1: Name:________________ Starting in yellow:  wounds after TG1:____ wounds after TG2:____
wounds after TG3:____ wounds after TG4:____
Additional starting wounds after TG5:____ wounds after TG6:____

weapons: “Is that all you’ve got?” for


TG2:  TG3:  TG4: 
TG5:  TG6:  TG7: 

Survivor 2: Name:________________ Starting in yellow:  wounds after TG1:____ wounds after TG2:____
wounds after TG3:____ wounds after TG4:____
Additional starting wounds after TG5:____ wounds after TG6:____

weapons: “Is that all you’ve got?” for


TG2:  TG3:  TG4: 
TG5:  TG6:  TG7: 

Survivor 3: Name:________________ Starting in yellow:  wounds after TG1:____ wounds after TG2:____
wounds after TG3:____ wounds after TG4:____
Additional starting wounds after TG5:____ wounds after TG6:____

weapons: “Is that all you’ve got?” for


TG2:  TG3:  TG4: 
TG5:  TG6:  TG7: 

Survivor 4: Name:________________ Starting in yellow:  wounds after TG1:____ wounds after TG2:____
wounds after TG3:____ wounds after TG4:____
Additional starting wounds after TG5:____ wounds after TG6:____

weapons: “Is that all you’ve got?” for


TG2:  TG3:  TG4: 
TG5:  TG6:  TG7: 

Survivor 5: Name:________________ Starting in yellow:  wounds after TG1:____ wounds after TG2:____
wounds after TG3:____ wounds after TG4:____
Additional starting wounds after TG5:____ wounds after TG6:____

weapons: “Is that all you’ve got?” for


TG2:  TG3:  TG4: 
TG5:  TG6:  TG7: 

Survivor 6: Name:________________ Starting in yellow:  wounds after TG1:____ wounds after TG2:____
wounds after TG3:____ wounds after TG4:____
Additional starting wounds after TG5:____ wounds after TG6:____

weapons: “Is that all you’ve got?” for


TG2:  TG3:  TG4: 
TG5:  TG6:  TG7: 
Unlocked items from Advanced Melee Deck:

Unlocked items from Advanced Archery Deck:

Unlocked items from Advanced Magic Deck:

Unlocked items from Advanced Armor Deck:

Unlocked Dragon Biles:


Result of die roll:
1 No knightz for this game
round
2 No knightz for this game
round
Magic Weapon 3 Knight with 1 weapon
4 Knight with 1 weapon
Range: 1 and 1 additional card
Starts at number of dice 3 5 Knight with 1 weapon
and 1 additional card
Starts with an accuracy of 5+ 6 Knight with 1 weapon
and 2 additional cards

Soul Score 7: +1 Damage

Soul Score 12: +1 Damage Soul Score 27: +1 to dice roll

Soul Score 19: +1 Die Soul Score 31: reaper


Soul Score 35: Secondary
Soul Score 23: +1 Die
Quest objective

Result of die roll: Result of die roll:


1 No knightz for this game 1 No knightz for this game
round round
2 No knightz for this game 2 No knightz for this game
round round
3 Knight with 1 weapon 3 Knight with 1 weapon
4 Knight with 1 weapon 4 Knight with 1 weapon
and 1 additional card and 1 additional card
5 Knight with 1 weapon 5 Knight with 1 weapon
and 1 additional card and 1 additional card
6 Knight with 1 weapon 6 Knight with 1 weapon
and 2 additional cards and 2 additional cards
Gemspawn Spell. At the beginning
of each round, roll a D8. The
starting value for accuracy is 9, so
a Gemspawn spell can’t succeed in
the beginning. For each killed Lost
Soul, the accuracy value improves
by one. You can track this by using
the experience tracker on the Lost
Soul dashboard, starting with 9
‘experience points’. When killing a
lost soul, set the tracker back by
one experience point. Use the so
displayed Gemspell count as it’s
accuracy value. If the
Necromancers Gemspawn spell
succeeds, an additional spawn
phase is executed (only spawn,
don’t move any zombies because of
this, unless due to extra
activations). Reset the experience
tracker to 9 afterwards.

ALTERNATE MAP DESIGNS


TG 3: WITCHING GHOUL
TG 1: FACING FOES – FINDING FRIENDS
ZOMBICIDE – THE GUILD

You might also like