Zombicide: Black Plague – Game Night Kit 1
Zombicide: Black Plague – Game Night Kit 1 Rulebook
Table of Contents
Table of Contents
Gaming Night Mode
The Gaming Night Mode allows you to play all night long without having to worry about sudden death for your heroes. Defeated Survivors rise up in the heart of the battle to keep fighting alongside their companions. The goal here is simple: don't be left out of the game because your Survivor died! To play with the Gaming Night Mode, apply these rules:
- When a Survivor is defeated, lay their miniature down. The defeated Survivor is considered out of play until they return, as if they had been removed from the board. At the start of any following Players' Phase, before the first player acts, the Survivor may choose to return to play. Discard all of their Equipment cards and heal all of their Wounds. They also lose all their experience points. Upon their return, they gain:
- The same number of experience points as the least experienced Survivor on the board. You don't have to choose the same Orange and Red Skills as before.
- Equipment: draw Equipment cards until you find two weapons. Discard the other cards (including the "Aaahh!" cards). Game effects previously applied to the Survivor no longer apply.
Q1 The Original Nightmare
Hard / 6+ Survivors / 90 minutes
What? Where? This… this isn't… am I dreaming? Are we all dreaming? No, it's a nightmare. I can feel the presence of Necromancers everywhere. It seems we've been sent to a nightmarish place they created. We have to find the way out.
Required tiles: 1V, 2R, 3V, 4V, 7R & 9R.
Objectives
Reach the altar in the temple. You win the game when all starting Survivors are in the Exit Zone during an End of Turn Phase, and no Zombie occupies it.
Special Rules
- Setup.
- Place the blue and green Objectives, face down, at random among the red ones.
- Place 1 Fatty and 2 Walkers in the indicated Zones.
- Waking up in a coffin. The Survivors' Starting Area is in the Violet Crypt.
- Disturbing truths. Each Objective gives 5 experience points to the Survivor who takes it.
- Forbidden doors. 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.
- Magic barriers. Access to the temple is blocked by two magic barriers. They are held in place by the Fatties and Walkers placed during Setup. Remove both tokens as soon as the two groups of Zombies are eliminated, then immediately spawn Zombies in the temple Zone.
- We got away with it. If there are 4 Invasion Zones in play when the Survivors reach the Quest objective, proceed to Q2 The Nightmare of the Key. Otherwise, restart this Quest.
Q2 The Nightmare of the Key
Hard / 6+ Survivors / 60 minutes
The spirit of Dreamcatcher is a succession of locks, keys and nooks. This guy counts his steps when he dances. Part of the group has been trapped in a crypt, and we don't know what became of our friends. Another temple rises under the black sky, and we can see a blinding light. We feel like mice shut in a maze. We can get out, as long as we keep our cool. Let's gather the group so that the mice are the ones who eat the cat!
Required tiles: 1V, 2V, 5V, 7R, 8V & 9R.
Objectives
Reach the altar in the temple. You win the game when all starting Survivors are in the Exit Zone during an End of Round Phase, and no Zombie occupies it.
Special Rules
- Setup.
- Place 1 red Objective on the Exit Zone.
- Place the blue and green Objectives, face down, at random among the red ones.
- Fear or pain? Randomly split the Survivors between the two Starting Areas.
- Spectral march. Necromancers ignore Crypt doors when determining their route and resolving their Movement. They can pass through doors without opening them.
- The lock beyond. The green door cannot be opened until the green Objective has been taken. When the building is opened, spawn Zombies in the temple Zone, even if Zombies have already been spawned there (see the special rule "These keys are hot to the touch").
- These keys are hot to the touch. Each Objective gives 5 experience points to the Survivor who takes it. A Survivor who takes a red Objective, wherever it is, is teleported to the Zone containing magic barrier no. 1. If that wing of the building has not yet been opened, spawn Zombies there. A Survivor who takes the blue Objective, wherever it is, is teleported to the Exit Zone, which contains magic barrier no. 2. Spawn Zombies there, even if this has already been done. Tip: the Survivor can take the red Objective to escape toward the Zone of magic barrier no. 1.
- We got away with it (again). If there are 4 Invasion Zones in play when the Survivors reach the Quest objective, proceed to Q3 The Final Nightmare. If there are more than 4 Invasion Zones in play when the Quest objective is reached, replay this Quest. Otherwise, return to Q1 The Original Nightmare.
Q3 The Final Nightmare
Hard / 6+ Survivors / 60 minutes
The secret passage led us into a gloomy, bloodstained town that stinks of carrion. Such a street layout can only come from a deranged mind. We must be right at the heart of Dreamcatcher's mind. Yuck!
Hey! What happens if you kill a necromancer inside his own head?
Required tiles: 1R, 3V, 4V & 9V.
Objectives
Break the spell and the spirit of Dreamcatcher. Each time a Survivor kills a Necromancer, roll a die. If the result is less than the number of Objectives taken during the Quest, you win the game.
Special Rules
- The head full of Zombies. Before the start of the game, resolve two Zombie Phases.
- Tell me about your necromancer. The Survivors' Starting Area is located in the Violet Crypt.
- Psychic riddle. Each Objective gives 5 experience points to the Survivor who takes it.
- Zombies from nowhere. When a Survivor enters a building that contains no other Survivor, spawn Zombies as if a door had just been opened.
- Too crazy for you. The game is lost as soon as 6 or more Invasion Zones are on the board, or if a Survivor is eliminated. Restart from Quest Q1 The Original Nightmare.