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Zombicide: Black Plague» Forums » Variants

Subject: [custom QUEST] Is there a Cure? rss

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Tomas Uhlir
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PDF here: https://boardgamegeek.com/filepage/139705/custom-quest-there...

IS THERE A CURE?
by Tomas and Jakub Uhlir
----------------------------------------------------------

HARD / 4 SURVIVORS / 120 MINUTES

Two winters have passed already and a third is on it’s way since we first heard of Black Plague. The cities are in ruins and only individuals have survived. But recently we found a place that seems to be untached with by this black death. It’s a monastery hidden in the mountains out of traditional trade routes. Why is it that they haven’t got sick and turned into zombies like the rest of the world? They may have a cure or at least a clue to it…
After two weeks in the mountains covered with early snow you are finaly getting near that place. Hopefully there will be someone willing to share their secret.
Suddenly the silence breaks and you hear a bell ringing desparatelly. Seems that the zombies have found them after all. Hurry up before it’s too late!
You get there just in time to see the outcome of a terrible slaughter. The main gate is broken and you glimpse stains of blood all around the place. But then you hear the bell once more. So someone have to be still alive! They are propably hiding in the bell tower, too scared to leave… Fortunately these monasteries often have an underground network of tunels and catacombs. Let’s find them and get those monks out before the zombies get to them!


Tiles needed: 8R, 3V, 1V, 9V, 6R, 2V

OBJECTIVES

Escape through the catacombs
Get the keys to the church (Blue Objective), ensure a safe way out and escape through the catacombs.
Get at least one Monk to the Exit Zone. If all of them die, you loose. If there is at least one of them on the exit Zone and there are no Zombies at the same time, you immediatley win.

SPECIAL RULES

Setup

- Take 3 Monks and put them on the places marked by “1”.
(You can use either the NPCs, unused Survivors or even Zombie miniatures. Use white bases to distinguish them from other miniatures.)

- At the board there are some Zombies and even a Necromancer from the start. Put them on the corresponding places.

- Two starting locations: Survivors start separated.
Choose two of them and put them on one of the Zones marked with “2”. Put the other two on the other Zone marked with “2”.

Quote:
Recommended Items and Spawn cards:
Use only the basic Item deck from the Zombicide: Black Plague and the basic Spawn deck. Play with only one standard necromancer.


Monks
Monks behave simillar to the Survivors. They have the following charakteristics:

- Each of them has only one life, so once the Zombies attack them, they are dead.
- They can act after the last Survivor finishes his turn and just before the Zombie’s phase.
- They act as a group and they won’t split.
- They have 3 Actions/turn (each of them). The last Survivor controls them every turn.
- They can perform only a Move Action with the following restrictions: They wouldn’t voluntarily enter a Zone with Zombies (But they can still leave such a Zone, spending one extra Action per Zombie.) and since they are too scared because of what happend outside, they wouldn’t cross the Green Door.
- Each of the Monks counts as a Noise token. So as a group they make 3 Noise.

Fortified Door (Blue Door)
The blue church door cannot be opened until the blue Objective has been taken.

Keys to the Church (Blue Objective)
The blue Objective gives 5 experience points to the Survival who takes it. Taking it allows you to open the blue door.

Necromancer
Necromancer doesn’t go to the nearest Spawn Zone. Instead he chooses the shortest way to the Monks, trying to kill them.

Red Spawn Zones
Red Spawn Zones can not be removed. So when you kill the Necromancer, you can remove only his starting Spawn Zone.



DESIGNER’S COMMENTS

Spoiler (click to reveal)
This Quest has been designed mainly around the “Noise and LOS management”. I wanted to give the “Make Noise” Acrion more importance. At the same time I prefer when the Survivors have to split and operate in smaller groups instead of creating one big group killing everything in sight.

Since each of the Monks counts as a Noise token, those three Monks starting in the same room produce 3 Noise and they likely attract the Zombies from the near Spawn Zones. The Survivors have to position themself carefully and lure the Zombies away from the very beginning, producing greater Noise and by showing themself to the Zombies. Because once the Zombies get in front of the opened door, the monks are doomed.

Dealing with the Necromancer is not that easy as it seems to be. If the Survivors kill him to early, he can appear on one of the two Spawn Zones near the Monks and the Survivors wouldn’t be able to get there in time to save them. At the same time, the longer he stays alive, the more Zombies he spawns, making it difficult for the Survivors operating near his starting Spawn Zone.

There are quite a lot of things that have to be done. The Survivors have to get the keys (Blue Objective), open the church (Blue Door) and secure the way out.
At the same time, someone have to take care of the Necromancer and stay near the Monks in case he appears on one of the two lower Spawn Zones. And most importantly, the whole time they have to lure the Zombies away from the Monks (mostly using a combination of Noise and LOS).
To take care of all those tasks, the Survivors would have to split in two or even three groups.

There is a strong emphasis on precise timing and positioning. At the same time there should be more different ways how to deal with the Quest.

I hope you’ll enjoy the adventure and I am looking forward to your feedback and strategies. :-)

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Tomas Uhlir
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I have been looking for more possibilities how to use Noise in the Quests.
So I have made two Quest that use it quite a lot, but each of them in a different way:


- In Burn that Troll! Quest, the Survivors should be quiet and keep the Noise down (2 Noise per tile at most).
- Is there a Cure? comes with a completely different approach. Here the Survivors have to make a huge noise (at least 4) to keep the Zombies away from the Monks.

Quote:
 
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Adam Ross
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This looks very interesting.

I will give it a spin tonight.

Any chance you can make these as PDF files? I keep all custom scenarios on my google drive and its easier to find them later.
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Tomas Uhlir
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Cobalta wrote:
I will give it a spin tonight.
Any chance you can make these as PDF files?

Let me know how it went. ;-)

"Burn that Troll!" can be already downloaded as PDF here:
http://boardgamegeek.com/filepage/139611/custom-quest-burn-t...

I plan to do "Is there a Cure?" this weekend as well.
 
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Tomas Uhlir
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"Is there a Cure?" PDF is out:
https://boardgamegeek.com/filepage/139705/custom-quest-there...

Enjoy.
 
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David Griffin
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It seems like winning this quest should cause some changes to the game. In other words, if you get the monks out Will further scenarios be any different? Could you turn some zombies back into survivors? Would you have a way to kill a Spawn zone? It might be worth thinking about.
 
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Tomas Uhlir
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carbon_dragon wrote:
It seems like winning this quest should cause some changes to the game. In other words, if you get the monks out Will further scenarios be any different? Could you turn some zombies back into survivors? Would you have a way to kill a Spawn zone? It might be worth thinking about.

Yeah. I am thinking about putting together a campaign, so maybe...
But you know how it works in movies. By saving the Monks, it all just begins and there will be a looong way to getting an actual cure. :-)
 
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David Griffin
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I'd rather have SOME immediate effect. Like when a Necromancer spawns, it rolls a dice. On a 4-6 things work as normal. On a 1-3 the spawn point doesn't form. The Necromancer must remain at the arrival point and may roll again in the next turn.
 
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Tomas Uhlir
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STATISTICS:

So I am curious how do you deal with this Quest.
I tried it only 3 times so far and here are the results:


1. It has been very close. Just one turn and we would be able to do it. But even if we did, all the Survivors would die to get the Monks to the safety.

2.
We lost quite hard.

3. We won! 3 Survivors have died and only one Monk survived. But we did it! :-)
Survivors: Karl, William, Paul and Cadence

I guess it could be VERY HARD instead of just HARD.
What do you think?
 
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Christophe Muller de Schongor
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Another good quest.
Still, my concerns:
- You spend a lot of word describing the monk mechanism (basically some enhanced Companion), and yet the can only wait in there for Heroes to tag them along the vault passageway... Maybe they can be put so they cat-and-mouse the hordes right from the begining (and yet have to be escorted). But that is a very good idea!
- It is not very intuitive to have a (2) start zone and another... (2) start zone. Although I get the 2 Heroes by zone, but maybe (1) and (2) do the trick. Plus remember players might want to play with more, so you have to open the possibility.
- For the same reason, it is not yours to hint about anything with the decks on a Quest presentation. Players do whatever they want. You want to twick something, put it black on white as a rule. (I have a friend who took off 20 cards of the Modern Equipment deck as a mandatory set-up, without looking at them. They are out of play, and too bad for you if the favoured chainsaw is in that )
- we don't know the exact origin of zombies, so I would not have any assumption about it in the fluff text, unless it is clearly written as a rumour or some hear-say.
 
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Tomas Uhlir
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XofMdS wrote:
Another good quest.
Still, my concerns:
- You spend a lot of word describing the monk mechanism (basically some enhanced Companion), and yet the can only wait in there for Heroes to tag them along the vault passageway... Maybe they can be put so they cat-and-mouse the hordes right from the begining (and yet have to be escorted). But that is a very good idea!
- It is not very intuitive to have a (2) start zone and another... (2) start zone. Although I get the 2 Heroes by zone, but maybe (1) and (2) do the trick. Plus remember players might want to play with more, so you have to open the possibility.
- For the same reason, it is not yours to hint about anything with the decks on a Quest presentation. Players do whatever they want. You want to twick something, put it black on white as a rule. (I have a friend who took off 20 cards of the Modern Equipment deck as a mandatory set-up, without looking at them. They are out of play, and too bad for you if the favoured chainsaw is in that )
- we don't know the exact origin of zombies, so I would not have any assumption about it in the fluff text, unless it is clearly written as a rumour or some hear-say.


Thanks again.

- I would like to describe the Monks somehow easier. Maybe they should not move at all and the Quest would end immediately when there's a clear way from them to the Exit Zone.
I would save the "cat and mouse" option for another scenario. In this one, the monks should make it much more difficult for the Survivors without the option to help them lure the Zombies away.

- Good point with those Starting Zones. It should have been: "Two Survivors start at Zone 1 and the rest on Zone 2.

- I am not sure about those recommendations either. But the think is that with Wulfsburg items, it's a completely different game (a bit unbalanced to be honest). Still, why making it a strict rule? It's only a suggestion how to experience the game the way it has been tested and works the best.

- Hmmm, good point with the fluff text. I'll think about it.
 
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