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Zombicide: Fantasy Quest B57 – The Necromantic Army thumbnail

Zombicide: Fantasy Quest B57 – The Necromantic Army

Expansion for Zombicide: Black Plague

Zombicide: Fantasy Quest B57 – The Necromantic Army Rulebook

Table of Contents

Table of Contents

  • Setup
  • Objectives
  • Special Rules

Setup

Quest: B57: The Necromantic Army

Difficulty: Medium

Survivors: 6

Duration: 90 minutes

Material needed: Zombicide: Black Plague.

Tiles needed: 1V, 4V, 6R, 7R, 8R, & 9R.

The map on the quest sheet shows where each tile is placed. The sheet's map legend is as follows:

  • Player Starting Area
  • Objectives (5 XP): red and blue Objective markers
  • Doors: red, blue and green doors
  • Open Door
  • Spawn Zones
  • Vaults and Vault Doors
  • Numbered Zones
  • Walkers, Runner and Brutes (Zombie silhouettes)

Objectives

Ending the Dark Magic! Kill the Necromancer Boss.

Special Rules

  • Setup.

    • Put the Blue Objective among the Red Objectives, facedown.
    • Remove all Extra Activation cards from the Zombie deck.
  • Golden chests. Red Objectives give 5 XP to the Survivor who takes it. The Blue Objective gives 5 experience points to ALL Survivors when taken.

  • Just walls. The Blue and the Green doors cannot be opened.

  • Dark magic. Draw a Zombie card at the end of each Zombie Phase. For the next Game Round, all Zombies on the board (except Abominations and Necromancers) are considered to be the same type as the one shown on this special Zombie card for all purposes (including Extra Activations). Miniatures don't change, only their characteristics. If this special Zombie card is an Abomination, Necromancer, or Double Spawn, this rule has no effect for the next Game Round.

  • Who's the boss? Roll a die whenever all Survivors have reached the Orange Danger Level. Spawn the Necromancer, along with a Necromancer Spawn Zone token, in the corresponding Zone. Then, open all closed doors in that building. If the Necromancer is already on the board, move it, along with the Necromancer Spawn Zone, to the corresponding Zone. The game is won as soon as this Necromancer is eliminated.

  • Zombies are odd. Whenever Zombies would split into new groups when moving, do not add new Zombies to the uneven group. Players decide which direction the uneven group goes.

  • Aged doors. Die rolls to open doors automatically succeed.