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Thread: Zombicide: Modern and Zombicide: Black Plague rules comparison spreadsheet

  1. #1

    Default Zombicide: Modern and Zombicide: Black Plague rules comparison spreadsheet

    Zombicide: Modern and Zombicide: Black Plague rules comparison spreadsheet.

    This was created for our zombicide game group. We've been playing zombicide seasons 1,2,3 for some time now but a member just bought Black Plague, so this spreadsheet was created to make rules transition between the two themes easier.

    Link: https://drive.google.com/file/d/0B-m...FtblAwNWs/view

    To note:

    * Season-2 rules was compared with Black Plague. Since season-2 contains the most updated 'main' rules. Season 3 is a bit different among the modern versions (introducing PvP, different spawning system etc.)

    *Body slot - is for Black plague body armors.

    *We house ruled the range attack targeting priority in Zombicide, even before black plague came out. Only misses are allocated to survivors. This still pose a threat when shooting a zone with survivors.

    For clarifications or corrections, post it here.
    Last edited by green_destiny; 12-22-2016 at 05:17 AM.

  2. #2

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    This is very helpful; I feel that I know both games pretty well, yet managed to pick up a difference I didn't know about.

  3. #3

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    Nice work. Big thanks!
    I would love to this from CMoN on the Blacl Plague site...


    There is a similar thread on Boardgame Geek:
    https://boardgamegeek.com/thread/1383143/rules-changes

    Spotted rules changes from there:
    -Opening doors works like an attack (some weapons)
    -Survivors have three wounds instead of two.
    -Wounds are not coupled to an item loss
    -Wounds are no longer cards.
    -Armor can protect you from wounds.
    -Shields can increase armor or let you re-roll an armor-roll.
    -There's a weapon in the expansion that allows you to heal.
    -There is a healing enchantment
    -Enchanments in general work like equipped skills.
    -Survivors may hold up to 8 cards (instead of 5).
    -No Zombivors so far

    -Abominations ignore armor.
    -Dragon Bile + Torch (to kill Abomination) work differently from a molotov.
    -Necromancers can create spawn zones and remove them upon being defeated.
    -Necromancers try to head for the closest real spawn point instead of the noisiest zone. Their spawn point becomes permanent if they escape.
    -The Abominotaur can break down walls and doors.
    -Targeting order of ranged attacks is changed. Survivors in the target zone are only hit on ranged misses, and you don't hit them if you roll more hits than you needed either.

    -Vaults exist and are pre-seeded with a good weapon (kind of like the Pimpmobile)
    -Vaults have fixed entry/exit points represented by coloured tokens and may allow secret passageways across the map.

    -Fatties do not spawn with accompanying Walkers.
    -There are (a lot of) Double Spawn cards. These cause you to skip the current zone, and draw two cards for the next zone in the same spawn. If drawn on the last zone, you draw two cards for the first zone you spawned in.
    -There is no equivalent to manholes.
    Survivors have three wounds instead of two.
    Survivors may hold up to 8 cards (instead of 5).
    Wounds are no longer cards.
    Armor can protect you from wounds.
    Abominations ignore armor.
    Dragon Bile + Torch work differently from a molotov.
    Necromancers can create spawn zones and remove them upon being defeated.
    Some equipment can only be equipped/used at yellow/orange/red level.
    The Abominotaur can break down walls and doors.
    No Zombivors so far (and I hope we don't see them)



    • Targeting order of ranged attacks is changed. Survivors in the target zone are only hit on ranged misses, and you don't hit them if you roll more hits than you needed either.
    • Necromancers try to head for the closest real spawn point instead of the noisiest zone. Their spawn point becomes permanent if they escape.
    • Vaults exist and are pre-seeded with a good weapon (kind of like the Pimpmobile)
    • Vaults have fixed entry/exit points represented by coloured tokens and may allow secret passageways across the map.
    • Fatties do not spawn with accompanying Walkers.
    • There are (a lot of) Double Spawn cards. These cause you to skip the current zone, and draw two cards for the next zone in the same spawn. If drawn on the last zone, you draw two cards for the first zone you spawned in.
    • There is no equivalent to manholes.
    • There's a weapon in the expansion that allows you to heal. Perhaps there are other ways too.

    There's also no splitting in the gameplay example, although arguably there was never a point they would have split.

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