Require: 12 x D6, 12 x D8 , PnP Cards & Abomination Chart.
Recommended: Wulfsburg, NPC 1-2, Abomination Pack.
Why House Ruling Zombicide Black Plague?
Zombicide Black Plague game is a great game as it is! I just feel the options aren’t there after a while and the randomness kills the fun. So the new rules focus on giving more tactical options by introducing a new, simple to grasp resource, namely the Boost Dice. You can now build your own dice pool by completing various quest described on the new Quest cards. Boost Dice allow to mitigate some of the randomness by temporary changing a weapon +1 into +2 damage or changing that terrible miss that you’ve had into a hit.
But it’s not all unicorns and rainbows. Yes, Boost Dice help you out slightly, but at the same time this expansion makes the game more difficult by introducing an extra Activation each time you roll a 1 during an Attack! Armors and shields are now more important than ever and if you don’t have your Boost Dice available, you will think twice whether to attack that Zombie horde because if you roll a 1 then ouch… but Boost Dice allow you to avoid that extra Activations by introducing the Evasion mechanic! Roll 6 and restore your Boost Dice. Use weapons that allow you to roll a lot of dice to restore Boost Dice faster but at the same time you’ll be more likely to roll those pesky 1s, risk vs. rewards.
Abominations are… boring. It’s fun for a couple of turns to run and hide but after a while it turns into seach camping for that goddamn Torch and Dragon Bile and that’s just not gonna cut it for us, right? That’s why Abominations now have a health point system. Just print it out and track their health with any D6. Easy and atmospheric because you plan your tactics, you hit & run or plan an ambush. And yeah you can still kill them with Dragon Fire if you want.
Lastly, more item variety. More weapons, spells, armors, shield, vault weapons for all those loot hoarders out there. They make the game more diverse and more fun. This expansion also introduces new item types like potions, chests, flying carpets, lockpicks and more!
Many ideas from this expansion like the Evasion mechanic are extracted from various BGG threads. Have fun!
Nowe przedmioty jednorazowego użytku, więcej broni i czarów.
Rules of Hit & Run Unofficial Expansion 1.4.
Shuffle the New items into your equipment and Vault deck. New items compliment the regular deck by giving Players more one-time-use skills and more weapon and armor diversity. You’ll be able to use items that grant skills otherwise locked behind KS characters. On the other hand, more item means that it will be harder to find Torch and Dragon Bile during a game. This pack contains new & exciting items:
Potions are free to use and they usually give Survivor a temporary ability for the next Action or for the whole Activation.
Find a lockpick to open doors with ease – be careful, the lockpick can break if roll 1. Discover a flying carpet to get once-per-round boost to speed. Or maybe discover the cursed Minotaur’s Horn, and from now one all Abominations will target your Survivor, unless you find a way to get rid of it…
There are 3 types of chests that can be discovered when performing a Search Action. Two Chests will aid the Players, while one will hinder their progress. Chests can be opened by Survivors at specific levels displayed on the corresponding cards. Once a Chest is discovered, place its card in the same Zone. From now on, the Survivors can open it like they open doors to get the treasures held inside. Players can’t search in the Zone where a chest was discovered for the rest of the game, even if the chest was opened, unless the scenario’s rules demand it.
Random encounters cards make the game more difficult for the Survivors. You can even find an extra Zombie spawn point!
Vault/Weapons/Spells/Totems/Amulets and More!
There are more weapons, armors, spells, and vault weapons to make the game more diverse. There are also amulets that you equip in armor slot for a cool effect, but they lack any defense, and totems that you can place on the map as a sentry ward to mitigate the randomness of the spawn points in the crucial moment of the game!
Some of the cards are purposefully vague so that you can make the adjustments! For example: Evil Armor says that you can bounce the Wound back to the attacker when you roll 6 on an Armor roll. Since most of Zombies deal 1 damage, I play it this way: it kills Zombies that has 1 HP, so it doesn’t work against Abominations and Fatties but you can play it so it kills any attackers when you roll 6!
Abominations have HP based on the abomination sheet. All Abominations shrug off 1 point of damage from each attack, so a 2+ dmg weapon must be used to hurt them.
Wounds inflicted by Abominations can’t be prevented by Armor rolls and Dragon bile will still eliminate abominations instantly.
Successfully inflicting damage to the abomination (regardless or damage dealt) will always grant the attacker 1 experience point. The Survivor who lands the final blow gets rewarded with 2 bonus experience points (for the total of 3 for hitting).
When any abomination card is drawn, roll a die to decide on the spawn:
1. Abominatroll: normally has only 1 Action per activation, unless it has Line of Sight to any Survivors, then it gets 3 Actions. Also, regenerates all health at the end of the Game Round!
2. Abomination: has as many Actions as there are noise tokens in the loudest Zone on the map, divided by 2 and rounded up, e.g. 5 noise tokens = 3 Actions.
3. Wolfbomination: has 3 Actions.
4. Abominalpha: as long as the Abominalpha is on the board, all cards that would spawn Runners, spawn Wolfz instead.
5. Vault Warden: whoever deals the killing blow gets a random Vault item.
6. Abominotaur: does 2 damages when it hits. At the start of the activation step of the Zombies’ Phase, set the Abominotaur’s target Zone before moving it, ignoring closed doors and walls (but not Vault doors and ramparts). If an Abominotaur has to go through a closed door or wall, first put an “open door” token to link its starting and destination Zones. The broken wall is considered as an open door, and thus can generate a Zombie spawn in a previously closed building. Actors can now cross the Zones. After that, proceed with moving all the Zombies (as the Zombies’ route can be redefined by the wall’s destruction).
If you roll for an Abomination that’s already on the board, it gets an extra Activation. Place a die in a proper row and use it to track the Abomination’s health points. If any Survivor levels up to another danger zone e.g. from yellow to orange, the health points of all Abominations that are on the map also increase. Try to get them before you level up!
Some of the Abominations have extra abilities. These rules are explained on the Abomination Chart.
You can use any miniature for the Abominations or create 2D paper minis like I did. Instead of the real spawn cards you can use the Zombicide: Black Plague Companion app.
Attacks works like normal, with the exception of rolling ‘6’ – apply Critical Hit rules and rolling ‘1’ – apply Counter Attack and Evading Attacks rules.
Also, if a Player decides to re-roll his Attack dice results due to in-game items like “Plenty of Bolts” or in-game skills like “Lucky”, any rolls of ‘1’ or ‘6’ do not trigger these special effects.
Attacks that succeed with a roll of ‘6’ unlock 1 Boost Die (see blow) e.g. a weapon with a requirement of 4+ to hit rolled 4, 6, 6, which means there are 3 successes and 2 of them unlock 2 Boost die. Apply Critical Hit rules before and other in-game effects like Counter Attack. Boost Dice rolls do not trigger Critical Hit effect, it is only triggered during regular Attack rolls.
Missed attacks with a roll of ‘1’ (regardless of skill/item +1 to dice roll effect) will trigger a Counter Attack, where the survived Zombies will gain an extra Activation phase, immediately closing in to the attacking Survivor or attacking if they are in range. Armour rolls still apply as usual. Zombies will only move towards/attack the attacking Survivor, hence ignoring all other Survivors in their path.
Ranged/Magic misses will still hit any Survivors who are in the same zone as the zombies. However, if they decide to spend their Boost Dice, they can attempt to Evade the damage (see below).
Melees get to choose which zombies to miss while ranged attacker will have to resolve the attack using the original targeting priority rules, applying the dice result to them in the order of hits > roll 1 misses > regular misses.
Zombie Counter attack will have a higher priority over the unique survivor skills which might trigger during an attack phase e.g. roll 6 +1 die, hit and run etc. Resolve the Counter attack before applying these skill effects.
Only zombies that were affected during the attack Action will get to trigger the Counter attack e.g. 6 dice rolls with 5 hits and 1 miss (roll 1) will only trigger 1 zombie Counter attack, even if there are 10 zombies in the zone. If the missed attack couldn’t be directed into a Fatty or Abomination because the weapon was lacking the required damage, then these Zombies don’t get an extra Activation.
At the beginning of the game Players take Boost Dice (D6, 6-sided die) equal to the number of Survivors they control. During the game Players can get more Boost Dice by killing 5 NPCs or completing a Quest from the Quest Cards. Each time a Player uses a Boost Die for any of the controlled Survivors, it becomes unavailable until regained.
There can be a maximum of 12 Boost Dice in a game. If a Player controls 1/2/3/4/5/6 Survivors, he can have a maximum of 4/5/6/7/8/9 Boost Dice. In other words, you have your starting Boost Dice pool and you can get 3 more on your journey. If a Player would to exceed the upper limit of Boost Dice, he then exchanges one of his available D6 (6-sided die) Boost Die into an upgraded D8 (8-sided die) Boost Die. Therefore, increasing the odds of rolling 4+. A Player can also decide to upgrade one his D6 to D8 instead of getting another D6 when completing a Quest or by killing 5 NPCs like usual.
A Survivor regains 1 Boost die at the end of each Game Round and for triggering Critical Hit during the Attack Action.
Player can spend the Boost Dice any time after a failed roll of +2 to turn it into a success. It means you can’t boost any rolls of 1! Roll of 1 is what this guide refers to as Critical Failure. Boost Dice always succeed when 4 or more is rolled, even if the proceeding Action required a different value. This means Boost Dice always have a 50% chance for success (however a Player can roll more Boost Dice to improve his odds of succeeding).
What Can You Do with the Boost Dice?
Re-roll Door/Vault/Chest Opening Failure (free)
If you rolled at least 2 when opening a door/vault/chest, you can try to use Boost Dice to change your roll into a success. Use as many dice as you want. Any result of 4+ will open the door/vault/chest. Remember: you can’t re-roll rolls of 1 (Critical Failure) and you can’t re-roll cards that have text telling you to roll a die to apply certain effects like Cursed Chest and Magic Carpet!
Re-roll Missed Attacks (free)
If you missed during an Attack, you can decide how many Boost Dice available you want to roll. For each die, any result of 4+ will change 1 miss into a hit. Remember: you can’t re-roll rolls of 1 (Critical Failure)!
Enhanced Attacks (1 Action)
Boost Dice can also be used before an attack to enhance its damage.
Enhanced Attack (1 Action) – Before the Attack spend 1 Action and decide how many Boost Dice available you want to roll. For each die, any result of 4+ will add 1 damage to your next attack during this Activation.
Evading Attacks (free)
ONLY during a Counter attack scenario, instead of rolling for Armor block, the Survivor can attempt to Evade the Counter attacks.
Evade (free)– Decide how many Boost Dice at your disposal you want roll. For each die, any result of 4+ will evade 1 Wound.
Evade (free) can also be used to avoid friendly fire from another Survivor.
The Order of Resolving Boost Dice During an Attack Action
Successful Attacks > Critical Hits > Counter Attacks > Other (e.g. Re-roll missed attacks)
If during a single Attack Action you rolled both ‘1’ and ‘6’, thus triggering both Critical Hit and Counter Attack, you first apply Critical Hit effect to restore as many Boost Dice as ‘6’ you had rolled. After that you apply Counter Attack to Activate as many Zombies as ‘1’ you had rolled.
If, however, an Attack resulted in Counter Attack but you have an option to use Boost Dice for re-rolling, you first have to apply the effect of the Counter Attack. For example you rolled 5, 2, 1 during an Attack and there’s 3 Zombies in the targeted Zone. First kill 1 Zombie (5 rolled), then trigger Counter Attack (1 rolled), and at the end you use available Boost Dice to re-roll (2 rolled).
Food & Resurrection
After finding food you can decide to heal 1 HP instead of getting 1 EXP.
Any dead Survivors can be resurrected by another Player in the same Zone using 1 Action.
Resurrected Survivor’s level is dropped to the starting point of the previous zone. (red > orange > yellow > blue). Hence, the skill affected by this change will be unlearned. Resurrected Survivor starts with 1 Wound.
By doing so, 1 additional Spawn Zone has to be added to the existing ones. Roll a D6 die to determine where to add it.
|Remember: according to the core rules, the game is immediately lost if a Necromancer manages to escape once there’s a total of 6 Zombie Spawn tokens on the board (including the Necromancer Zombie Spawn tokens). Resurrecting dead Survivors will speed up the process!|
At the beginning of the game, after everyone choose their Survivors, Players draw personal Quest cards from the Quest deck equal to the number of Survivors they control. When a Player is able to complete his Quest card objective, he discards the Quest card and immediately receives a Boost die for it.
Quest card can be replaced by spending 1 Action during any of your Activations. In this case discard your current Quest card and draw a new Quest card from the Quest deck.
When Attacking you can change any of your misses into hits with Boost Dice but you can CAN’T do that with the results of 1!
Order during an Attack: Successful Attacks > Critical Hits > Counter Attacks > Other (e.g. Re-roll missed attacks).
Potions can be consumed for free or cost 1 Action, you decide!
When finding food you can decide to heal 1 HP instead of getting 1 EXP.
Any dead Survivors can be resurrected by another Player in the same Zone using 1 Action: add 1 Spawn Zone, start with 1 Wound, reduce experience.
During Zombies’ Phase you can only roll for Armor, you can’t use Boost Dice.
Download & Print
Let me know in the comments what you think!
Many cards borrowed from: http://zombicide.eren-histarion.fr/forum/viewtopic.php?f=27&t=2606
Let me know if I used any of your stuff, I’ll credit you!