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Field Guide - en
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Field Guide - en
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Balancing Your Quest
New Actions
Rituals
New Skills
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
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